d69c6824ed587085fd939345f741b8d3a0916b80
[mesa.git] / src / mesa / drivers / dri / nouveau / nv10_state.c
1 /**************************************************************************
2
3 Copyright 2006 Nouveau
4 All Rights Reserved.
5
6 Permission is hereby granted, free of charge, to any person obtaining a
7 copy of this software and associated documentation files (the "Software"),
8 to deal in the Software without restriction, including without limitation
9 on the rights to use, copy, modify, merge, publish, distribute, sub
10 license, and/or sell copies of the Software, and to permit persons to whom
11 the Software is furnished to do so, subject to the following conditions:
12
13 The above copyright notice and this permission notice (including the next
14 paragraph) shall be included in all copies or substantial portions of the
15 Software.
16
17 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
18 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
20 ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP BE LIABLE FOR ANY CLAIM,
21 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
22 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
23 USE OR OTHER DEALINGS IN THE SOFTWARE.
24
25 **************************************************************************/
26
27 #include "nouveau_context.h"
28 #include "nouveau_object.h"
29 #include "nouveau_fifo.h"
30 #include "nouveau_reg.h"
31
32 #include "tnl/t_pipeline.h"
33
34 #include "mtypes.h"
35 #include "colormac.h"
36
37 static void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
38 {
39 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
40 GLubyte ubRef;
41 CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
42
43 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
44 OUT_RING_CACHE(func);
45 OUT_RING_CACHE(ubRef);
46 }
47
48 static void nv10BlendColor(GLcontext *ctx, const GLfloat color[4])
49 {
50 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
51 GLubyte cf[4];
52
53 CLAMPED_FLOAT_TO_UBYTE(cf[0], color[0]);
54 CLAMPED_FLOAT_TO_UBYTE(cf[1], color[1]);
55 CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]);
56 CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]);
57
58 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
59 OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
60 }
61
62 static void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
63 {
64 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
65
66 assert( modeRGB == modeA );
67
68 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
69 OUT_RING_CACHE(modeRGB);
70 }
71
72
73 static void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
74 GLenum sfactorA, GLenum dfactorA)
75 {
76 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
77
78 assert( sfactorRGB == sfactorA );
79 assert( dfactorRGB == dfactorA );
80
81 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
82 OUT_RING_CACHE(sfactorRGB);
83 OUT_RING_CACHE(dfactorRGB);
84 }
85
86 static void nv10Clear(GLcontext *ctx, GLbitfield mask)
87 {
88 /* TODO */
89 }
90
91 static void nv10ClearColor(GLcontext *ctx, const GLfloat color[4])
92 {
93 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
94 GLubyte c[4];
95 UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color);
96 nmesa->clear_color_value = PACK_COLOR_8888(c[3],c[0],c[1],c[2]);
97 }
98
99 static void nv10ClearDepth(GLcontext *ctx, GLclampd d)
100 {
101 /* FIXME: check if 16 or 24/32 bits depth buffer */
102 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
103 nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
104 }
105
106 static void nv10ClearStencil(GLcontext *ctx, GLint s)
107 {
108 /* FIXME: not valid for 16 bits depth buffer (0 stencil bits) */
109 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
110 nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
111 }
112
113 static void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
114 {
115 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
116 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
117 OUT_RING_CACHEf(equation[0]);
118 OUT_RING_CACHEf(equation[1]);
119 OUT_RING_CACHEf(equation[2]);
120 OUT_RING_CACHEf(equation[3]);
121 }
122
123 static void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
124 GLboolean bmask, GLboolean amask )
125 {
126 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
127 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
128 OUT_RING_CACHE(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
129 }
130
131 static void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
132 {
133 /* TODO I need love */
134 }
135
136 static void nv10CullFace(GLcontext *ctx, GLenum mode)
137 {
138 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
139 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
140 OUT_RING_CACHE(mode);
141 }
142
143 static void nv10FrontFace(GLcontext *ctx, GLenum mode)
144 {
145 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
146 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
147 OUT_RING_CACHE(mode);
148 }
149
150 static void nv10DepthFunc(GLcontext *ctx, GLenum func)
151 {
152 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
153 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
154 OUT_RING_CACHE(func);
155 }
156
157 static void nv10DepthMask(GLcontext *ctx, GLboolean flag)
158 {
159 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
160 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
161 OUT_RING_CACHE(flag);
162 }
163
164 static void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
165 {
166 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
167 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
168 OUT_RING_CACHEf(nearval);
169 OUT_RING_CACHEf(farval);
170 }
171
172 /** Specify the current buffer for writing */
173 //void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
174 /** Specify the buffers for writing for fragment programs*/
175 //void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
176
177 static void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
178 {
179 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
180 switch(cap)
181 {
182 case GL_ALPHA_TEST:
183 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
184 OUT_RING_CACHE(state);
185 break;
186 // case GL_AUTO_NORMAL:
187 case GL_BLEND:
188 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
189 OUT_RING_CACHE(state);
190 break;
191 case GL_CLIP_PLANE0:
192 case GL_CLIP_PLANE1:
193 case GL_CLIP_PLANE2:
194 case GL_CLIP_PLANE3:
195 case GL_CLIP_PLANE4:
196 case GL_CLIP_PLANE5:
197 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
198 OUT_RING_CACHE(state);
199 break;
200 case GL_COLOR_LOGIC_OP:
201 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
202 OUT_RING_CACHE(state);
203 break;
204 // case GL_COLOR_MATERIAL:
205 // case GL_COLOR_SUM_EXT:
206 // case GL_COLOR_TABLE:
207 // case GL_CONVOLUTION_1D:
208 // case GL_CONVOLUTION_2D:
209 case GL_CULL_FACE:
210 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
211 OUT_RING_CACHE(state);
212 break;
213 case GL_DEPTH_TEST:
214 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
215 OUT_RING_CACHE(state);
216 break;
217 case GL_DITHER:
218 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
219 OUT_RING_CACHE(state);
220 break;
221 case GL_FOG:
222 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
223 OUT_RING_CACHE(state);
224 break;
225 // case GL_HISTOGRAM:
226 // case GL_INDEX_LOGIC_OP:
227 case GL_LIGHT0:
228 case GL_LIGHT1:
229 case GL_LIGHT2:
230 case GL_LIGHT3:
231 case GL_LIGHT4:
232 case GL_LIGHT5:
233 case GL_LIGHT6:
234 case GL_LIGHT7:
235 {
236 uint32_t mask=1<<(2*(cap-GL_LIGHT0));
237 nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
238 if (nmesa->lighting_enabled)
239 {
240 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
241 OUT_RING_CACHE(nmesa->enabled_lights);
242 }
243 break;
244 }
245 case GL_LIGHTING:
246 nmesa->lighting_enabled=state;
247 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
248 if (nmesa->lighting_enabled)
249 OUT_RING_CACHE(nmesa->enabled_lights);
250 else
251 OUT_RING_CACHE(0x0);
252 break;
253 case GL_LINE_SMOOTH:
254 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
255 OUT_RING_CACHE(state);
256 break;
257 // case GL_LINE_STIPPLE:
258 // case GL_MAP1_COLOR_4:
259 // case GL_MAP1_INDEX:
260 // case GL_MAP1_NORMAL:
261 // case GL_MAP1_TEXTURE_COORD_1:
262 // case GL_MAP1_TEXTURE_COORD_2:
263 // case GL_MAP1_TEXTURE_COORD_3:
264 // case GL_MAP1_TEXTURE_COORD_4:
265 // case GL_MAP1_VERTEX_3:
266 // case GL_MAP1_VERTEX_4:
267 // case GL_MAP2_COLOR_4:
268 // case GL_MAP2_INDEX:
269 // case GL_MAP2_NORMAL:
270 // case GL_MAP2_TEXTURE_COORD_1:
271 // case GL_MAP2_TEXTURE_COORD_2:
272 // case GL_MAP2_TEXTURE_COORD_3:
273 // case GL_MAP2_TEXTURE_COORD_4:
274 // case GL_MAP2_VERTEX_3:
275 // case GL_MAP2_VERTEX_4:
276 // case GL_MINMAX:
277 case GL_NORMALIZE:
278 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
279 OUT_RING_CACHE(state);
280 break;
281 // case GL_POINT_SMOOTH:
282 case GL_POLYGON_OFFSET_POINT:
283 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
284 OUT_RING_CACHE(state);
285 break;
286 case GL_POLYGON_OFFSET_LINE:
287 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
288 OUT_RING_CACHE(state);
289 break;
290 case GL_POLYGON_OFFSET_FILL:
291 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
292 OUT_RING_CACHE(state);
293 break;
294 case GL_POLYGON_SMOOTH:
295 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
296 OUT_RING_CACHE(state);
297 break;
298 // case GL_POLYGON_STIPPLE:
299 // case GL_POST_COLOR_MATRIX_COLOR_TABLE:
300 // case GL_POST_CONVOLUTION_COLOR_TABLE:
301 // case GL_RESCALE_NORMAL:
302 // case GL_SCISSOR_TEST:
303 // case GL_SEPARABLE_2D:
304 case GL_STENCIL_TEST:
305 // TODO BACK and FRONT ?
306 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
307 OUT_RING_CACHE(state);
308 break;
309 // case GL_TEXTURE_GEN_Q:
310 // case GL_TEXTURE_GEN_R:
311 // case GL_TEXTURE_GEN_S:
312 // case GL_TEXTURE_GEN_T:
313 // case GL_TEXTURE_1D:
314 // case GL_TEXTURE_2D:
315 // case GL_TEXTURE_3D:
316 }
317 }
318
319 static void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
320 {
321 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
322 switch(pname)
323 {
324 case GL_FOG_MODE:
325 //BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
326 //OUT_RING_CACHE (params);
327 break;
328 /* TODO: unsure about the rest.*/
329 default:
330 break;
331 }
332
333 }
334
335 static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
336 {
337 /* TODO I need love (fog and line_smooth hints) */
338 }
339
340 // void (*IndexMask)(GLcontext *ctx, GLuint mask);
341
342 enum {
343 SPOTLIGHT_NO_UPDATE,
344 SPOTLIGHT_UPDATE_EXPONENT,
345 SPOTLIGHT_UPDATE_DIRECTION,
346 SPOTLIGHT_UPDATE_ALL
347 };
348
349 static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
350 {
351 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
352 GLint p = light - GL_LIGHT0;
353 struct gl_light *l = &ctx->Light.Light[p];
354 int spotlight_update = SPOTLIGHT_NO_UPDATE;
355
356 switch(pname)
357 {
358 case GL_AMBIENT:
359 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
360 OUT_RING_CACHEf(params[0]);
361 OUT_RING_CACHEf(params[1]);
362 OUT_RING_CACHEf(params[2]);
363 break;
364 case GL_DIFFUSE:
365 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
366 OUT_RING_CACHEf(params[0]);
367 OUT_RING_CACHEf(params[1]);
368 OUT_RING_CACHEf(params[2]);
369 break;
370 case GL_SPECULAR:
371 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
372 OUT_RING_CACHEf(params[0]);
373 OUT_RING_CACHEf(params[1]);
374 OUT_RING_CACHEf(params[2]);
375 break;
376 case GL_POSITION:
377 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
378 OUT_RING_CACHEf(params[0]);
379 OUT_RING_CACHEf(params[1]);
380 OUT_RING_CACHEf(params[2]);
381 break;
382 case GL_SPOT_DIRECTION:
383 spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
384 break;
385 case GL_SPOT_EXPONENT:
386 spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
387 break;
388 case GL_SPOT_CUTOFF:
389 spotlight_update = SPOTLIGHT_UPDATE_ALL;
390 break;
391 case GL_CONSTANT_ATTENUATION:
392 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
393 OUT_RING_CACHEf(*params);
394 break;
395 case GL_LINEAR_ATTENUATION:
396 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
397 OUT_RING_CACHEf(*params);
398 break;
399 case GL_QUADRATIC_ATTENUATION:
400 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
401 OUT_RING_CACHEf(*params);
402 break;
403 default:
404 break;
405 }
406
407 switch(spotlight_update) {
408 case SPOTLIGHT_UPDATE_DIRECTION:
409 {
410 GLfloat x,y,z;
411 GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
412 x = spot_light_coef_a * l->_NormDirection[0];
413 y = spot_light_coef_a * l->_NormDirection[1];
414 z = spot_light_coef_a * l->_NormDirection[2];
415 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
416 OUT_RING_CACHEf(x);
417 OUT_RING_CACHEf(y);
418 OUT_RING_CACHEf(z);
419 }
420 break;
421 case SPOTLIGHT_UPDATE_EXPONENT:
422 {
423 GLfloat cc,lc,qc;
424 cc = 1.0; /* FIXME: These need to be correctly computed */
425 lc = 0.0;
426 qc = 2.0;
427 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3);
428 OUT_RING_CACHEf(cc);
429 OUT_RING_CACHEf(lc);
430 OUT_RING_CACHEf(qc);
431 }
432 break;
433 case SPOTLIGHT_UPDATE_ALL:
434 {
435 GLfloat cc,lc,qc, x,y,z, c;
436 GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
437 cc = 1.0; /* FIXME: These need to be correctly computed */
438 lc = 0.0;
439 qc = 2.0;
440 x = spot_light_coef_a * l->_NormDirection[0];
441 y = spot_light_coef_a * l->_NormDirection[1];
442 z = spot_light_coef_a * l->_NormDirection[2];
443 c = spot_light_coef_a + 1.0;
444 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
445 OUT_RING_CACHEf(cc);
446 OUT_RING_CACHEf(lc);
447 OUT_RING_CACHEf(qc);
448 OUT_RING_CACHEf(x);
449 OUT_RING_CACHEf(y);
450 OUT_RING_CACHEf(z);
451 OUT_RING_CACHEf(c);
452 }
453 break;
454 default:
455 break;
456 }
457 }
458
459 /** Set the lighting model parameters */
460 static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
461
462
463 static void nv10LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
464 {
465 /* Not for NV10 */
466 }
467
468 static void nv10LineWidth(GLcontext *ctx, GLfloat width)
469 {
470 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
471 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
472 OUT_RING_CACHE(((int) (width * 8.0)) & -4);
473 }
474
475 static void nv10LogicOpcode(GLcontext *ctx, GLenum opcode)
476 {
477 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
478 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
479 OUT_RING_CACHE(opcode);
480 }
481
482 static void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
483 {
484 /*TODO: not sure what goes here. */
485 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
486
487 }
488
489 static void nv10PointSize(GLcontext *ctx, GLfloat size)
490 {
491 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
492 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
493 OUT_RING_CACHE(((int) (size * 8.0)) & -4);
494 }
495
496 static void nv10PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
497 {
498 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
499
500 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
501 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
502 OUT_RING_CACHE(mode);
503 }
504 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
505 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
506 OUT_RING_CACHE(mode);
507 }
508 }
509
510 /** Set the scale and units used to calculate depth values */
511 static void nv10PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
512 {
513 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
514 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2);
515 OUT_RING_CACHEf(factor);
516 OUT_RING_CACHEf(units);
517 }
518
519 /** Set the polygon stippling pattern */
520 static void nv10PolygonStipple(GLcontext *ctx, const GLubyte *mask )
521 {
522 /* Not for NV10 */
523 }
524
525 /* Specifies the current buffer for reading */
526 void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
527 /** Set rasterization mode */
528 void (*RenderMode)(GLcontext *ctx, GLenum mode );
529
530 /** Define the scissor box */
531 static void nv10Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
532 {
533 }
534
535 /** Select flat or smooth shading */
536 static void nv10ShadeModel(GLcontext *ctx, GLenum mode)
537 {
538 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
539
540 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
541 OUT_RING_CACHE(mode);
542 }
543
544 /** OpenGL 2.0 two-sided StencilFunc */
545 static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
546 GLint ref, GLuint mask)
547 {
548 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
549
550 /* NV10 do not have separate FRONT and BACK stencils */
551 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
552 OUT_RING_CACHE(func);
553 OUT_RING_CACHE(ref);
554 OUT_RING_CACHE(mask);
555 }
556
557 /** OpenGL 2.0 two-sided StencilMask */
558 static void nv10StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
559 {
560 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
561
562 /* NV10 do not have separate FRONT and BACK stencils */
563 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
564 OUT_RING_CACHE(mask);
565 }
566
567 /** OpenGL 2.0 two-sided StencilOp */
568 static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
569 GLenum zfail, GLenum zpass)
570 {
571 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
572
573 /* NV10 do not have separate FRONT and BACK stencils */
574 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 3);
575 OUT_RING_CACHE(fail);
576 OUT_RING_CACHE(zfail);
577 OUT_RING_CACHE(zpass);
578 }
579
580 /** Control the generation of texture coordinates */
581 void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
582 const GLfloat *params);
583 /** Set texture environment parameters */
584 void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
585 const GLfloat *param);
586 /** Set texture parameters */
587 void (*TexParameter)(GLcontext *ctx, GLenum target,
588 struct gl_texture_object *texObj,
589 GLenum pname, const GLfloat *params);
590
591 static void nv10TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
592 {
593 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
594 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
595 /*XXX: This SHOULD work.*/
596 OUT_RING_CACHEp(mat->m, 16);
597 }
598
599 /* Update anything that depends on the window position/size */
600 static void nv10WindowMoved(nouveauContextPtr nmesa)
601 {
602 GLcontext *ctx = nmesa->glCtx;
603 GLfloat *v = nmesa->viewport.m;
604 GLuint w = ctx->Viewport.Width;
605 GLuint h = ctx->Viewport.Height;
606 GLuint x = ctx->Viewport.X + nmesa->drawX;
607 GLuint y = ctx->Viewport.Y + nmesa->drawY;
608 int i;
609
610 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
611 OUT_RING_CACHE((w << 16) | x);
612 OUT_RING_CACHE((h << 16) | y);
613
614 /* something to do with clears, possibly doesn't belong here */
615 BEGIN_RING_SIZE(NvSub3D, 0x02b4, 1);
616 OUT_RING(0);
617
618 BEGIN_RING_CACHE(NvSub3D,
619 NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 2);
620 OUT_RING_CACHE(((w+x-1) << 16) | x | 0x08000800);
621 OUT_RING_CACHE(((h+y-1) << 16) | y | 0x08000800);
622 for (i=1; i<8; i++) {
623 BEGIN_RING_CACHE(NvSub3D,
624 NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 1);
625 OUT_RING_CACHE(0);
626 BEGIN_RING_CACHE(NvSub3D,
627 NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(i), 1);
628 OUT_RING_CACHE(0);
629 }
630
631 /* viewport transform */
632 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_ORIGIN_X, 4);
633 OUT_RING_CACHEf ((GLfloat) x);
634 OUT_RING_CACHEf ((GLfloat) (y+h));
635 OUT_RING_CACHEf (0.0);
636 OUT_RING_CACHEf (0.0);
637
638 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X, 4);
639 OUT_RING_CACHEf ((((GLfloat) w) * 0.5) - 2048.0);
640 OUT_RING_CACHEf ((((GLfloat) h) * 0.5) - 2048.0);
641 OUT_RING_CACHEf (16777215.0 * 0.5);
642 OUT_RING_CACHEf (0.0);
643 }
644
645 /* Initialise any card-specific non-GL related state */
646 static GLboolean nv10InitCard(nouveauContextPtr nmesa)
647 {
648 nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
649
650 BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY0, 2);
651 OUT_RING(NvDmaFB); /* 184 dma_in_memory0 */
652 OUT_RING(NvDmaFB); /* 188 dma_in_memory1 */
653 BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY2, 2);
654 OUT_RING(NvDmaFB); /* 194 dma_in_memory2 */
655 OUT_RING(NvDmaFB); /* 198 dma_in_memory3 */
656
657 BEGIN_RING_SIZE(NvSub3D, 0x0290, 1);
658 OUT_RING(0x00100001);
659 BEGIN_RING_SIZE(NvSub3D, 0x03f4, 1);
660 OUT_RING(0);
661
662 /* not for nv10, only for >= nv11 */
663 if ((nmesa->screen->card->id>>4) >= 0x11) {
664 BEGIN_RING_SIZE(NvSub3D, 0x120, 3);
665 OUT_RING(0);
666 OUT_RING(1);
667 OUT_RING(2);
668 }
669
670 return GL_TRUE;
671 }
672
673 /* Update buffer offset/pitch/format */
674 static GLboolean nv10BindBuffers(nouveauContextPtr nmesa, int num_color,
675 nouveau_renderbuffer **color,
676 nouveau_renderbuffer *depth)
677 {
678 GLuint x, y, w, h;
679 GLuint pitch, format, depth_pitch;
680
681 w = color[0]->mesa.Width;
682 h = color[0]->mesa.Height;
683 x = nmesa->drawX;
684 y = nmesa->drawY;
685
686 if (num_color != 1)
687 return GL_FALSE;
688
689 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 6);
690 OUT_RING_CACHE((w << 16) | x);
691 OUT_RING_CACHE((h << 16) | y);
692 depth_pitch = (depth ? depth->pitch : color[0]->pitch);
693 pitch = (depth_pitch<<16) | color[0]->pitch;
694 format = 0x108;
695 if (color[0]->mesa._ActualFormat != GL_RGBA8) {
696 format = 0x103; /* R5G6B5 color buffer */
697 }
698 OUT_RING_CACHE(format);
699 OUT_RING_CACHE(pitch);
700 OUT_RING_CACHE(color[0]->offset);
701 OUT_RING_CACHE(depth ? depth->offset : color[0]->offset);
702
703 return GL_TRUE;
704 }
705
706 void nv10InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
707 {
708 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
709
710 func->AlphaFunc = nv10AlphaFunc;
711 func->BlendColor = nv10BlendColor;
712 func->BlendEquationSeparate = nv10BlendEquationSeparate;
713 func->BlendFuncSeparate = nv10BlendFuncSeparate;
714 func->Clear = nv10Clear;
715 func->ClearColor = nv10ClearColor;
716 func->ClearDepth = nv10ClearDepth;
717 func->ClearStencil = nv10ClearStencil;
718 func->ClipPlane = nv10ClipPlane;
719 func->ColorMask = nv10ColorMask;
720 func->ColorMaterial = nv10ColorMaterial;
721 func->CullFace = nv10CullFace;
722 func->FrontFace = nv10FrontFace;
723 func->DepthFunc = nv10DepthFunc;
724 func->DepthMask = nv10DepthMask;
725 func->DepthRange = nv10DepthRange;
726 func->Enable = nv10Enable;
727 func->Fogfv = nv10Fogfv;
728 func->Hint = nv10Hint;
729 func->Lightfv = nv10Lightfv;
730 /* func->LightModelfv = nv10LightModelfv; */
731 func->LineStipple = nv10LineStipple; /* Not for NV10 */
732 func->LineWidth = nv10LineWidth;
733 func->LogicOpcode = nv10LogicOpcode;
734 func->PointParameterfv = nv10PointParameterfv;
735 func->PointSize = nv10PointSize;
736 func->PolygonMode = nv10PolygonMode;
737 func->PolygonOffset = nv10PolygonOffset;
738 func->PolygonStipple = nv10PolygonStipple; /* Not for NV10 */
739 /* func->ReadBuffer = nv10ReadBuffer;*/
740 /* func->RenderMode = nv10RenderMode;*/
741 func->Scissor = nv10Scissor;
742 func->ShadeModel = nv10ShadeModel;
743 func->StencilFuncSeparate = nv10StencilFuncSeparate;
744 func->StencilMaskSeparate = nv10StencilMaskSeparate;
745 func->StencilOpSeparate = nv10StencilOpSeparate;
746 /* func->TexGen = nv10TexGen;*/
747 /* func->TexParameter = nv10TexParameter;*/
748 func->TextureMatrix = nv10TextureMatrix;
749
750 nmesa->hw_func.InitCard = nv10InitCard;
751 nmesa->hw_func.BindBuffers = nv10BindBuffers;
752 nmesa->hw_func.WindowMoved = nv10WindowMoved;
753 }