nv10,nv20: nvX0ShadeModel static function
[mesa.git] / src / mesa / drivers / dri / nouveau / nv20_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 nv20AlphaFunc(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, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
44 OUT_RING_CACHE(func); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
45 OUT_RING_CACHE(ubRef); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
46 }
47
48 static void nv20BlendColor(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, NV20_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 nv20BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
63 {
64 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
65 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
66 OUT_RING_CACHE((modeA<<16) | modeRGB);
67 }
68
69
70 static void nv20BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
71 GLenum sfactorA, GLenum dfactorA)
72 {
73 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
74 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
75 OUT_RING_CACHE((sfactorA<<16) | sfactorRGB);
76 OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
77 }
78
79 static void nv20ClearColor(GLcontext *ctx, const GLfloat color[4])
80 {
81 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
82 GLubyte c[4];
83 UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color);
84 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
85 OUT_RING_CACHE(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
86 }
87
88 static void nv20ClearDepth(GLcontext *ctx, GLclampd d)
89 {
90 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
91 nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
92 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
93 OUT_RING_CACHE(nmesa->clear_value);
94 }
95
96 /* we're don't support indexed buffers
97 void (*ClearIndex)(GLcontext *ctx, GLuint index)
98 */
99
100 static void nv20ClearStencil(GLcontext *ctx, GLint s)
101 {
102 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
103 nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
104 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
105 OUT_RING_CACHE(nmesa->clear_value);
106 }
107
108 static void nv20ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
109 {
110 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
111 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
112 OUT_RING_CACHEf(equation[0]);
113 OUT_RING_CACHEf(equation[1]);
114 OUT_RING_CACHEf(equation[2]);
115 OUT_RING_CACHEf(equation[3]);
116 }
117
118 static void nv20ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
119 GLboolean bmask, GLboolean amask )
120 {
121 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
122 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
123 OUT_RING_CACHE(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
124 }
125
126 static void nv20ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
127 {
128 // TODO I need love
129 }
130
131 static void nv20CullFace(GLcontext *ctx, GLenum mode)
132 {
133 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
134 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE, 1);
135 OUT_RING_CACHE(mode);
136 }
137
138 static void nv20FrontFace(GLcontext *ctx, GLenum mode)
139 {
140 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
141 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
142 OUT_RING_CACHE(mode);
143 }
144
145 static void nv20DepthFunc(GLcontext *ctx, GLenum func)
146 {
147 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
148 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
149 OUT_RING_CACHE(func);
150 }
151
152 static void nv20DepthMask(GLcontext *ctx, GLboolean flag)
153 {
154 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
155 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
156 OUT_RING_CACHE(flag);
157 }
158
159 static void nv20DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
160 {
161 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
162 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
163 OUT_RING_CACHEf(nearval);
164 OUT_RING_CACHEf(farval);
165 }
166
167 /** Specify the current buffer for writing */
168 //void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
169 /** Specify the buffers for writing for fragment programs*/
170 //void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
171
172 static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
173 {
174 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
175 switch(cap)
176 {
177 case GL_ALPHA_TEST:
178 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
179 OUT_RING_CACHE(state);
180 break;
181 // case GL_AUTO_NORMAL:
182 case GL_BLEND:
183 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
184 OUT_RING_CACHE(state);
185 break;
186 case GL_CLIP_PLANE0:
187 case GL_CLIP_PLANE1:
188 case GL_CLIP_PLANE2:
189 case GL_CLIP_PLANE3:
190 case GL_CLIP_PLANE4:
191 case GL_CLIP_PLANE5:
192 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
193 OUT_RING_CACHE(state);
194 break;
195 case GL_COLOR_LOGIC_OP:
196 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
197 OUT_RING_CACHE(state);
198 break;
199 // case GL_COLOR_MATERIAL:
200 // case GL_COLOR_SUM_EXT:
201 // case GL_COLOR_TABLE:
202 // case GL_CONVOLUTION_1D:
203 // case GL_CONVOLUTION_2D:
204 case GL_CULL_FACE:
205 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
206 OUT_RING_CACHE(state);
207 break;
208 case GL_DEPTH_TEST:
209 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
210 OUT_RING_CACHE(state);
211 break;
212 case GL_DITHER:
213 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
214 OUT_RING_CACHE(state);
215 break;
216 case GL_FOG:
217 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
218 OUT_RING_CACHE(state);
219 break;
220 // case GL_HISTOGRAM:
221 // case GL_INDEX_LOGIC_OP:
222 case GL_LIGHT0:
223 case GL_LIGHT1:
224 case GL_LIGHT2:
225 case GL_LIGHT3:
226 case GL_LIGHT4:
227 case GL_LIGHT5:
228 case GL_LIGHT6:
229 case GL_LIGHT7:
230 {
231 uint32_t mask=0x11<<(2*(cap-GL_LIGHT0));
232 nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
233 if (nmesa->lighting_enabled)
234 {
235 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
236 OUT_RING_CACHE(nmesa->enabled_lights);
237 }
238 break;
239 }
240 case GL_LIGHTING:
241 nmesa->lighting_enabled=state;
242 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
243 if (nmesa->lighting_enabled)
244 OUT_RING_CACHE(nmesa->enabled_lights);
245 else
246 OUT_RING_CACHE(0x0);
247 break;
248 case GL_LINE_SMOOTH:
249 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
250 OUT_RING_CACHE(state);
251 break;
252 // case GL_LINE_STIPPLE:
253 // case GL_MAP1_COLOR_4:
254 // case GL_MAP1_INDEX:
255 // case GL_MAP1_NORMAL:
256 // case GL_MAP1_TEXTURE_COORD_1:
257 // case GL_MAP1_TEXTURE_COORD_2:
258 // case GL_MAP1_TEXTURE_COORD_3:
259 // case GL_MAP1_TEXTURE_COORD_4:
260 // case GL_MAP1_VERTEX_3:
261 // case GL_MAP1_VERTEX_4:
262 // case GL_MAP2_COLOR_4:
263 // case GL_MAP2_INDEX:
264 // case GL_MAP2_NORMAL:
265 // case GL_MAP2_TEXTURE_COORD_1:
266 // case GL_MAP2_TEXTURE_COORD_2:
267 // case GL_MAP2_TEXTURE_COORD_3:
268 // case GL_MAP2_TEXTURE_COORD_4:
269 // case GL_MAP2_VERTEX_3:
270 // case GL_MAP2_VERTEX_4:
271 // case GL_MINMAX:
272 case GL_NORMALIZE:
273 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
274 OUT_RING_CACHE(state);
275 break;
276 // case GL_POINT_SMOOTH:
277 case GL_POLYGON_OFFSET_POINT:
278 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
279 OUT_RING_CACHE(state);
280 break;
281 case GL_POLYGON_OFFSET_LINE:
282 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
283 OUT_RING_CACHE(state);
284 break;
285 case GL_POLYGON_OFFSET_FILL:
286 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
287 OUT_RING_CACHE(state);
288 break;
289 case GL_POLYGON_SMOOTH:
290 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
291 OUT_RING_CACHE(state);
292 break;
293 case GL_POLYGON_STIPPLE:
294 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
295 OUT_RING_CACHE(state);
296 break;
297 // case GL_POST_COLOR_MATRIX_COLOR_TABLE:
298 // case GL_POST_CONVOLUTION_COLOR_TABLE:
299 // case GL_RESCALE_NORMAL:
300 // case GL_SCISSOR_TEST:
301 // case GL_SEPARABLE_2D:
302 case GL_STENCIL_TEST:
303 // TODO BACK and FRONT ?
304 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
305 OUT_RING_CACHE(state);
306 break;
307 // case GL_TEXTURE_GEN_Q:
308 // case GL_TEXTURE_GEN_R:
309 // case GL_TEXTURE_GEN_S:
310 // case GL_TEXTURE_GEN_T:
311 // case GL_TEXTURE_1D:
312 // case GL_TEXTURE_2D:
313 // case GL_TEXTURE_3D:
314 }
315 }
316
317 static void nv20Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
318 {
319 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
320 switch(pname)
321 {
322 case GL_FOG_MODE:
323 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_MODE, 1);
324 //OUT_RING_CACHE (params);
325 break;
326 /* TODO: unsure about the rest.*/
327 default:
328 break;
329 }
330
331 }
332
333 static void nv20Hint(GLcontext *ctx, GLenum target, GLenum mode)
334 {
335 // TODO I need love (fog and line_smooth hints)
336 }
337
338 // void (*IndexMask)(GLcontext *ctx, GLuint mask);
339
340 static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
341 {
342 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
343 /* not sure where the fourth param value goes...*/
344 switch(pname)
345 {
346 case GL_AMBIENT:
347 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(light), 3);
348 OUT_RING_CACHEf(params[0]);
349 OUT_RING_CACHEf(params[1]);
350 OUT_RING_CACHEf(params[2]);
351 break;
352 case GL_DIFFUSE:
353 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(light), 3);
354 OUT_RING_CACHEf(params[0]);
355 OUT_RING_CACHEf(params[1]);
356 OUT_RING_CACHEf(params[2]);
357 break;
358 case GL_SPECULAR:
359 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(light), 3);
360 OUT_RING_CACHEf(params[0]);
361 OUT_RING_CACHEf(params[1]);
362 OUT_RING_CACHEf(params[2]);
363 break;
364 case GL_SPOT_DIRECTION:
365 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
366 OUT_RING_CACHEf(params[0]);
367 OUT_RING_CACHEf(params[1]);
368 OUT_RING_CACHEf(params[2]);
369 break;
370 case GL_POSITION:
371 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
372 OUT_RING_CACHEf(params[0]);
373 OUT_RING_CACHEf(params[1]);
374 OUT_RING_CACHEf(params[2]);
375 break;
376 case GL_SPOT_EXPONENT:
377 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
378 OUT_RING_CACHEf(*params);
379 break;
380 case GL_SPOT_CUTOFF:
381 /* you can't factor these */
382 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
383 OUT_RING_CACHEf(params[0]);
384 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
385 OUT_RING_CACHEf(params[1]);
386 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
387 OUT_RING_CACHEf(params[2]);
388 break;
389 case GL_CONSTANT_ATTENUATION:
390 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
391 OUT_RING_CACHEf(*params);
392 break;
393 case GL_LINEAR_ATTENUATION:
394 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
395 OUT_RING_CACHEf(*params);
396 break;
397 case GL_QUADRATIC_ATTENUATION:
398 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
399 OUT_RING_CACHEf(*params);
400 break;
401 default:
402 break;
403 }
404 }
405
406 /** Set the lighting model parameters */
407 static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
408
409
410 static void nv20LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
411 {
412 /* nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
413 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
414 OUT_RING_CACHE((pattern << 16) | factor);*/
415 }
416
417 static void nv20LineWidth(GLcontext *ctx, GLfloat width)
418 {
419 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
420 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
421 OUT_RING_CACHEf(width);
422 }
423
424 static void nv20LogicOpcode(GLcontext *ctx, GLenum opcode)
425 {
426 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
427 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
428 OUT_RING_CACHE(opcode);
429 }
430
431 static void nv20PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
432 {
433 /*TODO: not sure what goes here. */
434 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
435
436 }
437
438 /** Specify the diameter of rasterized points */
439 static void nv20PointSize(GLcontext *ctx, GLfloat size)
440 {
441 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
442 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
443 OUT_RING_CACHEf(size);
444 }
445
446 /** Select a polygon rasterization mode */
447 static void nv20PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
448 {
449 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
450
451 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
452 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
453 OUT_RING_CACHE(mode);
454 }
455 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
456 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
457 OUT_RING_CACHE(mode);
458 }
459 }
460
461 /** Set the scale and units used to calculate depth values */
462 void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
463 /** Set the polygon stippling pattern */
464 void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
465 /* Specifies the current buffer for reading */
466 void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
467 /** Set rasterization mode */
468 void (*RenderMode)(GLcontext *ctx, GLenum mode );
469 /** Define the scissor box */
470 void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
471
472 /** Select flat or smooth shading */
473 static void nv20ShadeModel(GLcontext *ctx, GLenum mode)
474 {
475 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
476
477 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
478 OUT_RING_CACHE(mode);
479 }
480
481 /** OpenGL 2.0 two-sided StencilFunc */
482 static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
483 GLint ref, GLuint mask)
484 {
485 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
486
487 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
488 OUT_RING_CACHE(func);
489 OUT_RING_CACHE(ref);
490 OUT_RING_CACHE(mask);
491 }
492
493 /** OpenGL 2.0 two-sided StencilMask */
494 static void nv20StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
495 {
496 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
497
498 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
499 OUT_RING_CACHE(mask);
500 }
501
502 /** OpenGL 2.0 two-sided StencilOp */
503 static void nv20StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
504 GLenum zfail, GLenum zpass)
505 {
506 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
507
508 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 1);
509 OUT_RING_CACHE(fail);
510 OUT_RING_CACHE(zfail);
511 OUT_RING_CACHE(zpass);
512 }
513
514 /** Control the generation of texture coordinates */
515 void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
516 const GLfloat *params);
517 /** Set texture environment parameters */
518 void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
519 const GLfloat *param);
520 /** Set texture parameters */
521 void (*TexParameter)(GLcontext *ctx, GLenum target,
522 struct gl_texture_object *texObj,
523 GLenum pname, const GLfloat *params);
524 void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
525
526 /** Set the viewport */
527 static void nv20Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
528 {
529 /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
530 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
531 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
532 OUT_RING_CACHE((w << 16) | x);
533 OUT_RING_CACHE((h << 16) | y);
534 }
535
536 void nv20InitStateFuncs(struct dd_function_table *func)
537 {
538 func->AlphaFunc = nv20AlphaFunc;
539 func->BlendColor = nv20BlendColor;
540 func->BlendEquationSeparate = nv20BlendEquationSeparate;
541 func->BlendFuncSeparate = nv20BlendFuncSeparate;
542 func->ClearColor = nv20ClearColor;
543 func->ClearDepth = nv20ClearDepth;
544 func->ClearStencil = nv20ClearStencil;
545 func->ClipPlane = nv20ClipPlane;
546 func->ColorMask = nv20ColorMask;
547 func->ColorMaterial = nv20ColorMaterial;
548 func->CullFace = nv20CullFace;
549 func->FrontFace = nv20FrontFace;
550 func->DepthFunc = nv20DepthFunc;
551 func->DepthMask = nv20DepthMask;
552 func->DepthRange = nv20DepthRange;
553 func->Enable = nv20Enable;
554 func->Fogfv = nv20Fogfv;
555 func->Hint = nv20Hint;
556 func->Lightfv = nv20Lightfv;
557 /* func->LightModelfv = nv20LightModelfv; */
558 func->LineStipple = nv20LineStipple;
559 func->LineWidth = nv20LineWidth;
560 func->LogicOpcode = nv20LogicOpcode;
561 func->PointParameterfv = nv20PointParameterfv;
562 func->PointSize = nv20PointSize;
563 func->PolygonMode = nv20PolygonMode;
564 #if 0
565 func->PolygonOffset = nv20PolygonOffset;
566 func->PolygonStipple = nv20PolygonStipple;
567 func->ReadBuffer = nv20ReadBuffer;
568 func->RenderMode = nv20RenderMode;
569 func->Scissor = nv20Scissor;
570 #endif
571 func->ShadeModel = nv20ShadeModel;
572 func->StencilFuncSeparate = nv20StencilFuncSeparate;
573 func->StencilMaskSeparate = nv20StencilMaskSeparate;
574 func->StencilOpSeparate = nv20StencilOpSeparate;
575 #if 0
576 func->TexGen = nv20TexGen;
577 func->TexParameter = nv20TexParameter;
578 func->TextureMatrix = nv20TextureMatrix;
579 #endif
580 func->Viewport = nv20Viewport;
581 }
582