Update spot light params
[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 enum {
341 SPOTLIGHT_NO_UPDATE,
342 SPOTLIGHT_UPDATE_EXPONENT,
343 SPOTLIGHT_UPDATE_DIRECTION,
344 SPOTLIGHT_UPDATE_ALL
345 };
346
347 static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
348 {
349 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
350 GLint p = light - GL_LIGHT0;
351 struct gl_light *l = &ctx->Light.Light[p];
352 int spotlight_update = SPOTLIGHT_NO_UPDATE;
353
354 /* not sure where the fourth param value goes...*/
355 switch(pname)
356 {
357 case GL_AMBIENT:
358 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
359 OUT_RING_CACHEf(params[0]);
360 OUT_RING_CACHEf(params[1]);
361 OUT_RING_CACHEf(params[2]);
362 break;
363 case GL_DIFFUSE:
364 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
365 OUT_RING_CACHEf(params[0]);
366 OUT_RING_CACHEf(params[1]);
367 OUT_RING_CACHEf(params[2]);
368 break;
369 case GL_SPECULAR:
370 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
371 OUT_RING_CACHEf(params[0]);
372 OUT_RING_CACHEf(params[1]);
373 OUT_RING_CACHEf(params[2]);
374 break;
375 case GL_POSITION:
376 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
377 OUT_RING_CACHEf(params[0]);
378 OUT_RING_CACHEf(params[1]);
379 OUT_RING_CACHEf(params[2]);
380 break;
381 case GL_SPOT_DIRECTION:
382 spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
383 break;
384 case GL_SPOT_EXPONENT:
385 spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
386 break;
387 case GL_SPOT_CUTOFF:
388 spotlight_update = SPOTLIGHT_UPDATE_ALL;
389 break;
390 case GL_CONSTANT_ATTENUATION:
391 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
392 OUT_RING_CACHEf(*params);
393 break;
394 case GL_LINEAR_ATTENUATION:
395 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
396 OUT_RING_CACHEf(*params);
397 break;
398 case GL_QUADRATIC_ATTENUATION:
399 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
400 OUT_RING_CACHEf(*params);
401 break;
402 default:
403 break;
404 }
405
406 switch(spotlight_update) {
407 case SPOTLIGHT_UPDATE_DIRECTION:
408 {
409 GLfloat x,y,z;
410 GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
411 x = spot_light_coef_a * l->_NormDirection[0];
412 y = spot_light_coef_a * l->_NormDirection[1];
413 z = spot_light_coef_a * l->_NormDirection[2];
414 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
415 OUT_RING_CACHEf(x);
416 OUT_RING_CACHEf(y);
417 OUT_RING_CACHEf(z);
418 }
419 break;
420 case SPOTLIGHT_UPDATE_EXPONENT:
421 {
422 GLfloat cc,lc,qc;
423 cc = 1.0; /* FIXME: These need to be correctly computed */
424 lc = 0.0;
425 qc = 2.0;
426 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3);
427 OUT_RING_CACHEf(cc);
428 OUT_RING_CACHEf(lc);
429 OUT_RING_CACHEf(qc);
430 }
431 break;
432 case SPOTLIGHT_UPDATE_ALL:
433 {
434 GLfloat cc,lc,qc, x,y,z, c;
435 GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
436 cc = 1.0; /* FIXME: These need to be correctly computed */
437 lc = 0.0;
438 qc = 2.0;
439 x = spot_light_coef_a * l->_NormDirection[0];
440 y = spot_light_coef_a * l->_NormDirection[1];
441 z = spot_light_coef_a * l->_NormDirection[2];
442 c = spot_light_coef_a + 1.0;
443 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
444 OUT_RING_CACHEf(cc);
445 OUT_RING_CACHEf(lc);
446 OUT_RING_CACHEf(qc);
447 OUT_RING_CACHEf(x);
448 OUT_RING_CACHEf(y);
449 OUT_RING_CACHEf(z);
450 OUT_RING_CACHEf(c);
451 }
452 break;
453 default:
454 break;
455 }
456 }
457
458 /** Set the lighting model parameters */
459 static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
460
461
462 static void nv20LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
463 {
464 /* nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
465 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
466 OUT_RING_CACHE((pattern << 16) | factor);*/
467 }
468
469 static void nv20LineWidth(GLcontext *ctx, GLfloat width)
470 {
471 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
472 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
473 OUT_RING_CACHEf(width);
474 }
475
476 static void nv20LogicOpcode(GLcontext *ctx, GLenum opcode)
477 {
478 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
479 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
480 OUT_RING_CACHE(opcode);
481 }
482
483 static void nv20PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
484 {
485 /*TODO: not sure what goes here. */
486 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
487
488 }
489
490 /** Specify the diameter of rasterized points */
491 static void nv20PointSize(GLcontext *ctx, GLfloat size)
492 {
493 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
494 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
495 OUT_RING_CACHEf(size);
496 }
497
498 /** Select a polygon rasterization mode */
499 static void nv20PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
500 {
501 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
502
503 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
504 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
505 OUT_RING_CACHE(mode);
506 }
507 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
508 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
509 OUT_RING_CACHE(mode);
510 }
511 }
512
513 /** Set the scale and units used to calculate depth values */
514 void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
515 /** Set the polygon stippling pattern */
516 void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
517 /* Specifies the current buffer for reading */
518 void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
519 /** Set rasterization mode */
520 void (*RenderMode)(GLcontext *ctx, GLenum mode );
521
522 /** Define the scissor box */
523 static void nv20Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
524 {
525 }
526
527 /** Select flat or smooth shading */
528 static void nv20ShadeModel(GLcontext *ctx, GLenum mode)
529 {
530 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
531
532 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
533 OUT_RING_CACHE(mode);
534 }
535
536 /** OpenGL 2.0 two-sided StencilFunc */
537 static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
538 GLint ref, GLuint mask)
539 {
540 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
541
542 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
543 OUT_RING_CACHE(func);
544 OUT_RING_CACHE(ref);
545 OUT_RING_CACHE(mask);
546 }
547
548 /** OpenGL 2.0 two-sided StencilMask */
549 static void nv20StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
550 {
551 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
552
553 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
554 OUT_RING_CACHE(mask);
555 }
556
557 /** OpenGL 2.0 two-sided StencilOp */
558 static void nv20StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
559 GLenum zfail, GLenum zpass)
560 {
561 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
562
563 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 1);
564 OUT_RING_CACHE(fail);
565 OUT_RING_CACHE(zfail);
566 OUT_RING_CACHE(zpass);
567 }
568
569 /** Control the generation of texture coordinates */
570 void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
571 const GLfloat *params);
572 /** Set texture environment parameters */
573 void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
574 const GLfloat *param);
575 /** Set texture parameters */
576 void (*TexParameter)(GLcontext *ctx, GLenum target,
577 struct gl_texture_object *texObj,
578 GLenum pname, const GLfloat *params);
579 void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
580
581 /** Set the viewport */
582 static void nv20Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
583 {
584 /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
585 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
586 BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
587 OUT_RING_CACHE((w << 16) | x);
588 OUT_RING_CACHE((h << 16) | y);
589 }
590
591 /* Initialise any card-specific non-GL related state */
592 static GLboolean nv20InitCard(nouveauContextPtr nmesa)
593 {
594 return GL_TRUE;
595 }
596
597 /* Update buffer offset/pitch/format */
598 static GLboolean nv20BindBuffers(nouveauContextPtr nmesa, int num_color,
599 nouveau_renderbuffer **color,
600 nouveau_renderbuffer *depth)
601 {
602 return GL_TRUE;
603 }
604
605 /* Update anything that depends on the window position/size */
606 static void nv20WindowMoved(nouveauContextPtr nmesa)
607 {
608 }
609
610 void nv20InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
611 {
612 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
613
614 nmesa->hw_func.InitCard = nv20InitCard;
615 nmesa->hw_func.BindBuffers = nv20BindBuffers;
616 nmesa->hw_func.WindowMoved = nv20WindowMoved;
617
618 func->AlphaFunc = nv20AlphaFunc;
619 func->BlendColor = nv20BlendColor;
620 func->BlendEquationSeparate = nv20BlendEquationSeparate;
621 func->BlendFuncSeparate = nv20BlendFuncSeparate;
622 func->ClearColor = nv20ClearColor;
623 func->ClearDepth = nv20ClearDepth;
624 func->ClearStencil = nv20ClearStencil;
625 func->ClipPlane = nv20ClipPlane;
626 func->ColorMask = nv20ColorMask;
627 func->ColorMaterial = nv20ColorMaterial;
628 func->CullFace = nv20CullFace;
629 func->FrontFace = nv20FrontFace;
630 func->DepthFunc = nv20DepthFunc;
631 func->DepthMask = nv20DepthMask;
632 func->DepthRange = nv20DepthRange;
633 func->Enable = nv20Enable;
634 func->Fogfv = nv20Fogfv;
635 func->Hint = nv20Hint;
636 func->Lightfv = nv20Lightfv;
637 /* func->LightModelfv = nv20LightModelfv; */
638 func->LineStipple = nv20LineStipple;
639 func->LineWidth = nv20LineWidth;
640 func->LogicOpcode = nv20LogicOpcode;
641 func->PointParameterfv = nv20PointParameterfv;
642 func->PointSize = nv20PointSize;
643 func->PolygonMode = nv20PolygonMode;
644 #if 0
645 func->PolygonOffset = nv20PolygonOffset;
646 func->PolygonStipple = nv20PolygonStipple;
647 func->ReadBuffer = nv20ReadBuffer;
648 func->RenderMode = nv20RenderMode;
649 #endif
650 func->Scissor = nv20Scissor;
651 func->ShadeModel = nv20ShadeModel;
652 func->StencilFuncSeparate = nv20StencilFuncSeparate;
653 func->StencilMaskSeparate = nv20StencilMaskSeparate;
654 func->StencilOpSeparate = nv20StencilOpSeparate;
655 #if 0
656 func->TexGen = nv20TexGen;
657 func->TexParameter = nv20TexParameter;
658 func->TextureMatrix = nv20TextureMatrix;
659 #endif
660 func->Viewport = nv20Viewport;
661 }
662