d77816a117853696bb7d02cb7702138ea77351dc
[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); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
45 OUT_RING_CACHE(ubRef); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
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 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
66 OUT_RING_CACHE((modeA<<16) | modeRGB);
67 }
68
69
70 static void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
71 GLenum sfactorA, GLenum dfactorA)
72 {
73 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
74 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
75 OUT_RING_CACHE((sfactorA<<16) | sfactorRGB);
76 OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
77 }
78
79 /*
80 static void nv10ClearColor(GLcontext *ctx, const GLfloat color[4])
81 {
82 }
83
84 static void nv10ClearDepth(GLcontext *ctx, GLclampd d)
85 {
86 }
87 */
88
89 /* we're don't support indexed buffers
90 void (*ClearIndex)(GLcontext *ctx, GLuint index)
91 */
92
93 /*
94 static void nv10ClearStencil(GLcontext *ctx, GLint s)
95 {
96 }
97 */
98
99 static void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
100 {
101 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
102 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
103 OUT_RING_CACHEf(equation[0]);
104 OUT_RING_CACHEf(equation[1]);
105 OUT_RING_CACHEf(equation[2]);
106 OUT_RING_CACHEf(equation[3]);
107 }
108
109 /* Seems does not support alpha in color mask */
110 static void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
111 GLboolean bmask, GLboolean amask )
112 {
113 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
114 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
115 OUT_RING_CACHE(/*((amask && 0x01) << 24) |*/ ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
116 }
117
118 static void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
119 {
120 // TODO I need love
121 }
122
123 static void nv10CullFace(GLcontext *ctx, GLenum mode)
124 {
125 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
126 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
127 OUT_RING_CACHE(mode);
128 }
129
130 static void nv10FrontFace(GLcontext *ctx, GLenum mode)
131 {
132 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
133 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
134 OUT_RING_CACHE(mode);
135 }
136
137 static void nv10DepthFunc(GLcontext *ctx, GLenum func)
138 {
139 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
140 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
141 OUT_RING_CACHE(func);
142 }
143
144 static void nv10DepthMask(GLcontext *ctx, GLboolean flag)
145 {
146 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
147 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
148 OUT_RING_CACHE(flag);
149 }
150
151 static void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
152 {
153 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
154 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
155 OUT_RING_CACHEf(nearval);
156 OUT_RING_CACHEf(farval);
157 }
158
159 /** Specify the current buffer for writing */
160 //void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
161 /** Specify the buffers for writing for fragment programs*/
162 //void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
163
164 static void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
165 {
166 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
167 switch(cap)
168 {
169 case GL_ALPHA_TEST:
170 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
171 OUT_RING_CACHE(state);
172 break;
173 // case GL_AUTO_NORMAL:
174 case GL_BLEND:
175 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
176 OUT_RING_CACHE(state);
177 break;
178 case GL_CLIP_PLANE0:
179 case GL_CLIP_PLANE1:
180 case GL_CLIP_PLANE2:
181 case GL_CLIP_PLANE3:
182 case GL_CLIP_PLANE4:
183 case GL_CLIP_PLANE5:
184 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
185 OUT_RING_CACHE(state);
186 break;
187 case GL_COLOR_LOGIC_OP:
188 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
189 OUT_RING_CACHE(state);
190 break;
191 // case GL_COLOR_MATERIAL:
192 // case GL_COLOR_SUM_EXT:
193 // case GL_COLOR_TABLE:
194 // case GL_CONVOLUTION_1D:
195 // case GL_CONVOLUTION_2D:
196 case GL_CULL_FACE:
197 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
198 OUT_RING_CACHE(state);
199 break;
200 case GL_DEPTH_TEST:
201 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
202 OUT_RING_CACHE(state);
203 break;
204 case GL_DITHER:
205 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
206 OUT_RING_CACHE(state);
207 break;
208 case GL_FOG:
209 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
210 OUT_RING_CACHE(state);
211 break;
212 // case GL_HISTOGRAM:
213 // case GL_INDEX_LOGIC_OP:
214 case GL_LIGHT0:
215 case GL_LIGHT1:
216 case GL_LIGHT2:
217 case GL_LIGHT3:
218 case GL_LIGHT4:
219 case GL_LIGHT5:
220 case GL_LIGHT6:
221 case GL_LIGHT7:
222 {
223 uint32_t mask=1<<(2*(cap-GL_LIGHT0));
224 nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
225 if (nmesa->lighting_enabled)
226 {
227 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
228 OUT_RING_CACHE(nmesa->enabled_lights);
229 }
230 break;
231 }
232 case GL_LIGHTING:
233 nmesa->lighting_enabled=state;
234 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
235 if (nmesa->lighting_enabled)
236 OUT_RING_CACHE(nmesa->enabled_lights);
237 else
238 OUT_RING_CACHE(0x0);
239 break;
240 case GL_LINE_SMOOTH:
241 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
242 OUT_RING_CACHE(state);
243 break;
244 // case GL_LINE_STIPPLE:
245 // case GL_MAP1_COLOR_4:
246 // case GL_MAP1_INDEX:
247 // case GL_MAP1_NORMAL:
248 // case GL_MAP1_TEXTURE_COORD_1:
249 // case GL_MAP1_TEXTURE_COORD_2:
250 // case GL_MAP1_TEXTURE_COORD_3:
251 // case GL_MAP1_TEXTURE_COORD_4:
252 // case GL_MAP1_VERTEX_3:
253 // case GL_MAP1_VERTEX_4:
254 // case GL_MAP2_COLOR_4:
255 // case GL_MAP2_INDEX:
256 // case GL_MAP2_NORMAL:
257 // case GL_MAP2_TEXTURE_COORD_1:
258 // case GL_MAP2_TEXTURE_COORD_2:
259 // case GL_MAP2_TEXTURE_COORD_3:
260 // case GL_MAP2_TEXTURE_COORD_4:
261 // case GL_MAP2_VERTEX_3:
262 // case GL_MAP2_VERTEX_4:
263 // case GL_MINMAX:
264 case GL_NORMALIZE:
265 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
266 OUT_RING_CACHE(state);
267 break;
268 // case GL_POINT_SMOOTH:
269 case GL_POLYGON_OFFSET_POINT:
270 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
271 OUT_RING_CACHE(state);
272 break;
273 case GL_POLYGON_OFFSET_LINE:
274 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
275 OUT_RING_CACHE(state);
276 break;
277 case GL_POLYGON_OFFSET_FILL:
278 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
279 OUT_RING_CACHE(state);
280 break;
281 case GL_POLYGON_SMOOTH:
282 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
283 OUT_RING_CACHE(state);
284 break;
285 // case GL_POLYGON_STIPPLE:
286 // case GL_POST_COLOR_MATRIX_COLOR_TABLE:
287 // case GL_POST_CONVOLUTION_COLOR_TABLE:
288 // case GL_RESCALE_NORMAL:
289 // case GL_SCISSOR_TEST:
290 // case GL_SEPARABLE_2D:
291 case GL_STENCIL_TEST:
292 // TODO BACK and FRONT ?
293 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
294 OUT_RING_CACHE(state);
295 break;
296 // case GL_TEXTURE_GEN_Q:
297 // case GL_TEXTURE_GEN_R:
298 // case GL_TEXTURE_GEN_S:
299 // case GL_TEXTURE_GEN_T:
300 // case GL_TEXTURE_1D:
301 // case GL_TEXTURE_2D:
302 // case GL_TEXTURE_3D:
303 }
304 }
305
306 static void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
307 {
308 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
309 switch(pname)
310 {
311 case GL_FOG_MODE:
312 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
313 //OUT_RING_CACHE (params);
314 break;
315 /* TODO: unsure about the rest.*/
316 default:
317 break;
318 }
319
320 }
321
322 static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
323 {
324 // TODO I need love (fog and line_smooth hints)
325 }
326
327 // void (*IndexMask)(GLcontext *ctx, GLuint mask);
328
329 static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
330 {
331 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
332 /* not sure where the fourth param value goes...*/
333 switch(pname)
334 {
335 case GL_AMBIENT:
336 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3);
337 OUT_RING_CACHEf(params[0]);
338 OUT_RING_CACHEf(params[1]);
339 OUT_RING_CACHEf(params[2]);
340 break;
341 case GL_DIFFUSE:
342 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3);
343 OUT_RING_CACHEf(params[0]);
344 OUT_RING_CACHEf(params[1]);
345 OUT_RING_CACHEf(params[2]);
346 break;
347 case GL_SPECULAR:
348 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
349 OUT_RING_CACHEf(params[0]);
350 OUT_RING_CACHEf(params[1]);
351 OUT_RING_CACHEf(params[2]);
352 break;
353 #if 0 /* FIXME, should be easy to do */
354 case GL_SPOT_DIRECTION:
355 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
356 OUT_RING_CACHEf(params[0]);
357 OUT_RING_CACHEf(params[1]);
358 OUT_RING_CACHEf(params[2]);
359 break;
360 #endif
361 case GL_POSITION:
362 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
363 OUT_RING_CACHEf(params[0]);
364 OUT_RING_CACHEf(params[1]);
365 OUT_RING_CACHEf(params[2]);
366 break;
367 #if 0 /* FIXME, should be easy to do */
368 case GL_SPOT_EXPONENT:
369 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
370 OUT_RING_CACHEf(*params);
371 break;
372 case GL_SPOT_CUTOFF:
373 /* you can't factor these */
374 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
375 OUT_RING_CACHEf(params[0]);
376 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
377 OUT_RING_CACHEf(params[1]);
378 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
379 OUT_RING_CACHEf(params[2]);
380 break;
381 #endif
382 case GL_CONSTANT_ATTENUATION:
383 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
384 OUT_RING_CACHEf(*params);
385 break;
386 case GL_LINEAR_ATTENUATION:
387 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
388 OUT_RING_CACHEf(*params);
389 break;
390 case GL_QUADRATIC_ATTENUATION:
391 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
392 OUT_RING_CACHEf(*params);
393 break;
394 default:
395 break;
396 }
397 }
398
399 /** Set the lighting model parameters */
400 static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
401
402
403 static void nv10LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
404 {
405 }
406
407 static void nv10LineWidth(GLcontext *ctx, GLfloat width)
408 {
409 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
410 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
411 OUT_RING_CACHE(((int) (width * 8.0)) & -4);
412 }
413
414 static void nv10LogicOpcode(GLcontext *ctx, GLenum opcode)
415 {
416 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
417 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
418 OUT_RING_CACHE(opcode);
419 }
420
421 static void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
422 {
423 /*TODO: not sure what goes here. */
424 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
425
426 }
427
428 /** Specify the diameter of rasterized points */
429 static void nv10PointSize(GLcontext *ctx, GLfloat size)
430 {
431 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
432 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
433 OUT_RING_CACHE(((int) (size * 8.0)) & -4);
434 }
435
436 /** Select a polygon rasterization mode */
437 static void nv10PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
438 {
439 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
440
441 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
442 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
443 OUT_RING_CACHE(mode);
444 }
445 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
446 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
447 OUT_RING_CACHE(mode);
448 }
449 }
450
451 /** Set the scale and units used to calculate depth values */
452 void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
453 /** Set the polygon stippling pattern */
454 void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
455 /* Specifies the current buffer for reading */
456 void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
457 /** Set rasterization mode */
458 void (*RenderMode)(GLcontext *ctx, GLenum mode );
459 /** Define the scissor box */
460 void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
461
462 /** Select flat or smooth shading */
463 void nv10ShadeModel(GLcontext *ctx, GLenum mode)
464 {
465 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
466
467 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
468 OUT_RING_CACHE(mode);
469 }
470
471 /** OpenGL 2.0 two-sided StencilFunc */
472 static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
473 GLint ref, GLuint mask)
474 {
475 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
476
477 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
478 OUT_RING_CACHE(func);
479 OUT_RING_CACHE(ref);
480 OUT_RING_CACHE(mask);
481 }
482
483 /** OpenGL 2.0 two-sided StencilMask */
484 static void nv10StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
485 {
486 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
487
488 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
489 OUT_RING_CACHE(mask);
490 }
491
492 /** OpenGL 2.0 two-sided StencilOp */
493 static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
494 GLenum zfail, GLenum zpass)
495 {
496 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
497
498 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 1);
499 OUT_RING_CACHE(fail);
500 OUT_RING_CACHE(zfail);
501 OUT_RING_CACHE(zpass);
502 }
503
504 /** Control the generation of texture coordinates */
505 void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
506 const GLfloat *params);
507 /** Set texture environment parameters */
508 void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
509 const GLfloat *param);
510 /** Set texture parameters */
511 void (*TexParameter)(GLcontext *ctx, GLenum target,
512 struct gl_texture_object *texObj,
513 GLenum pname, const GLfloat *params);
514 void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
515
516 /** Set the viewport */
517 static void nv10Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
518 {
519 /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
520 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
521 BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
522 OUT_RING_CACHE((w << 16) | x);
523 OUT_RING_CACHE((h << 16) | y);
524 }
525
526 void nv10InitStateFuncs(struct dd_function_table *func)
527 {
528 func->AlphaFunc = nv10AlphaFunc;
529 func->BlendColor = nv10BlendColor;
530 func->BlendEquationSeparate = nv10BlendEquationSeparate;
531 func->BlendFuncSeparate = nv10BlendFuncSeparate;
532 #if 0
533 func->ClearColor = nv10ClearColor;
534 func->ClearDepth = nv10ClearDepth;
535 func->ClearStencil = nv10ClearStencil;
536 #endif
537 func->ClipPlane = nv10ClipPlane;
538 func->ColorMask = nv10ColorMask;
539 func->ColorMaterial = nv10ColorMaterial;
540 func->CullFace = nv10CullFace;
541 func->FrontFace = nv10FrontFace;
542 func->DepthFunc = nv10DepthFunc;
543 func->DepthMask = nv10DepthMask;
544 func->DepthRange = nv10DepthRange;
545 func->Enable = nv10Enable;
546 func->Fogfv = nv10Fogfv;
547 func->Hint = nv10Hint;
548 func->Lightfv = nv10Lightfv;
549 /* func->LightModelfv = nv10LightModelfv; */
550 func->LineStipple = nv10LineStipple;
551 func->LineWidth = nv10LineWidth;
552 func->LogicOpcode = nv10LogicOpcode;
553 func->PointParameterfv = nv10PointParameterfv;
554 func->PointSize = nv10PointSize;
555 func->PolygonMode = nv10PolygonMode;
556 #if 0
557 func->PolygonOffset = nv10PolygonOffset;
558 func->PolygonStipple = nv10PolygonStipple;
559 func->ReadBuffer = nv10ReadBuffer;
560 func->RenderMode = nv10RenderMode;
561 func->Scissor = nv10Scissor;
562 #endif
563 func->ShadeModel = nv10ShadeModel;
564 func->StencilFuncSeparate = nv10StencilFuncSeparate;
565 func->StencilMaskSeparate = nv10StencilMaskSeparate;
566 func->StencilOpSeparate = nv10StencilOpSeparate;
567 #if 0
568 func->TexGen = nv10TexGen;
569 func->TexParameter = nv10TexParameter;
570 func->TextureMatrix = nv10TextureMatrix;
571 #endif
572 func->Viewport = nv10Viewport;
573 }
574