Merge branch 'master' of git+ssh://znh@git.freedesktop.org/git/mesa/mesa
[mesa.git] / src / mesa / drivers / dri / nouveau / nv50_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 #include "nouveau_state.h"
32
33 #include "tnl/t_pipeline.h"
34
35 #include "mtypes.h"
36 #include "colormac.h"
37
38 static void nv50AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
39 {
40 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
41 GLubyte ubRef;
42 CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
43
44 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF, 2);
45 OUT_RING_CACHE(ubRef);
46 OUT_RING_CACHE(func);
47 }
48
49 static void nv50BlendColor(GLcontext *ctx, const GLfloat color[4])
50 {
51 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
52
53 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_BLEND_COLOR_R, 4);
54 OUT_RING_CACHEf(color[0]);
55 OUT_RING_CACHEf(color[1]);
56 OUT_RING_CACHEf(color[2]);
57 OUT_RING_CACHEf(color[3]);
58 }
59
60 static void nv50BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
61 {
62 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
63
64 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_BLEND_EQUATION_RGB, 1);
65 OUT_RING_CACHE(modeRGB);
66 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_BLEND_EQUATION_ALPHA, 1);
67 OUT_RING_CACHE(modeA);
68 }
69
70
71 static void nv50BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
72 GLenum sfactorA, GLenum dfactorA)
73 {
74 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
75
76 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC_RGB, 2);
77 OUT_RING_CACHE(sfactorRGB); /* FIXME, sometimes has |0x4000 */
78 OUT_RING_CACHE(dfactorRGB); /* FIXME, sometimes has |0x4000 */
79 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC_ALPHA, 2);
80 OUT_RING_CACHE(sfactorA); /* FIXME, sometimes has |0x4000 */
81 OUT_RING_CACHE(dfactorA); /* FIXME, sometimes has |0x4000 */
82 }
83
84 static void nv50Clear(GLcontext *ctx, GLbitfield mask)
85 {
86 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
87 GLuint hw_bufs = 0;
88
89 if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT))
90 hw_bufs |= 0x3c;
91 if (mask & (BUFFER_BIT_STENCIL))
92 hw_bufs |= 0x02;
93 if (mask & (BUFFER_BIT_DEPTH))
94 hw_bufs |= 0x01;
95
96 if (hw_bufs) {
97 BEGIN_RING_SIZE(NvSub3D, NV50_TCL_PRIMITIVE_3D_CLEAR_BUFFERS, 1);
98 OUT_RING(hw_bufs);
99 }
100 }
101
102 static void nv50ClearColor(GLcontext *ctx, const GLfloat color[4])
103 {
104 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
105
106 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_CLEAR_COLOR_R, 4);
107 OUT_RING_CACHEf(color[0]);
108 OUT_RING_CACHEf(color[1]);
109 OUT_RING_CACHEf(color[2]);
110 OUT_RING_CACHEf(color[3]);
111 }
112
113 static void nv50ClearDepth(GLcontext *ctx, GLclampd d)
114 {
115 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
116
117 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_CLEAR_DEPTH, 1);
118 OUT_RING_CACHEf(d);
119 }
120
121 /* we're don't support indexed buffers
122 void (*ClearIndex)(GLcontext *ctx, GLuint index)
123 */
124
125 static void nv50ClearStencil(GLcontext *ctx, GLint s)
126 {
127 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
128
129 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_CLEAR_STENCIL, 1);
130 OUT_RING_CACHE(s);
131 }
132
133 static void nv50ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
134 {
135 /* Only using shaders */
136 }
137
138 static void nv50ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
139 GLboolean bmask, GLboolean amask )
140 {
141 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
142 int i;
143
144 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_COLOR_MASK(0), 8);
145 for (i=0; i<8; i++) {
146 OUT_RING_CACHE(((amask && 0x01) << 12) | ((bmask && 0x01) << 8) | ((gmask && 0x01)<< 4) | ((rmask && 0x01) << 0));
147 }
148 }
149
150 static void nv50ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
151 {
152 // TODO I need love
153 }
154
155 static void nv50CullFace(GLcontext *ctx, GLenum mode)
156 {
157 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
158
159 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_CULL_FACE, 1);
160 OUT_RING_CACHE(mode);
161 }
162
163 static void nv50FrontFace(GLcontext *ctx, GLenum mode)
164 {
165 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
166 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
167 OUT_RING_CACHE(mode);
168 }
169
170 static void nv50DepthFunc(GLcontext *ctx, GLenum func)
171 {
172 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
173 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
174 OUT_RING_CACHE(func);
175 }
176
177 static void nv50DepthMask(GLcontext *ctx, GLboolean flag)
178 {
179 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
180 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
181 OUT_RING_CACHE(flag);
182 }
183
184 static void nv50DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
185 {
186 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
187 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
188 OUT_RING_CACHEf(nearval);
189 OUT_RING_CACHEf(farval);
190 }
191
192 /** Specify the current buffer for writing */
193 //void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
194 /** Specify the buffers for writing for fragment programs*/
195 //void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
196
197 static void nv50Enable(GLcontext *ctx, GLenum cap, GLboolean state)
198 {
199 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
200 switch(cap)
201 {
202 case GL_ALPHA_TEST:
203 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
204 OUT_RING_CACHE(state);
205 break;
206 // case GL_AUTO_NORMAL:
207 // case GL_BLEND:
208 // case GL_CLIP_PLANE0:
209 // case GL_CLIP_PLANE1:
210 // case GL_CLIP_PLANE2:
211 // case GL_CLIP_PLANE3:
212 // case GL_CLIP_PLANE4:
213 // case GL_CLIP_PLANE5:
214 case GL_COLOR_LOGIC_OP:
215 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE, 1);
216 OUT_RING_CACHE(state);
217 break;
218 // case GL_COLOR_MATERIAL:
219 // case GL_COLOR_SUM_EXT:
220 // case GL_COLOR_TABLE:
221 // case GL_CONVOLUTION_1D:
222 // case GL_CONVOLUTION_2D:
223 case GL_CULL_FACE:
224 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
225 OUT_RING_CACHE(state);
226 break;
227 case GL_DEPTH_TEST:
228 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
229 OUT_RING_CACHE(state);
230 break;
231 // case GL_DITHER:
232 // case GL_FOG:
233 // case GL_HISTOGRAM:
234 // case GL_INDEX_LOGIC_OP:
235 // case GL_LIGHT0:
236 // case GL_LIGHT1:
237 // case GL_LIGHT2:
238 // case GL_LIGHT3:
239 // case GL_LIGHT4:
240 // case GL_LIGHT5:
241 // case GL_LIGHT6:
242 // case GL_LIGHT7:
243 // case GL_LIGHTING:
244 case GL_LINE_SMOOTH:
245 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
246 OUT_RING_CACHE(state);
247 break;
248 case GL_LINE_STIPPLE:
249 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_LINE_STIPPLE_ENABLE, 1);
250 OUT_RING_CACHE(state);
251 break;
252 // case GL_MAP1_COLOR_4:
253 // case GL_MAP1_INDEX:
254 // case GL_MAP1_NORMAL:
255 // case GL_MAP1_TEXTURE_COORD_1:
256 // case GL_MAP1_TEXTURE_COORD_2:
257 // case GL_MAP1_TEXTURE_COORD_3:
258 // case GL_MAP1_TEXTURE_COORD_4:
259 // case GL_MAP1_VERTEX_3:
260 // case GL_MAP1_VERTEX_4:
261 // case GL_MAP2_COLOR_4:
262 // case GL_MAP2_INDEX:
263 // case GL_MAP2_NORMAL:
264 // case GL_MAP2_TEXTURE_COORD_1:
265 // case GL_MAP2_TEXTURE_COORD_2:
266 // case GL_MAP2_TEXTURE_COORD_3:
267 // case GL_MAP2_TEXTURE_COORD_4:
268 // case GL_MAP2_VERTEX_3:
269 // case GL_MAP2_VERTEX_4:
270 // case GL_MINMAX:
271 // case GL_NORMALIZE:
272 // case GL_POINT_SMOOTH:
273 case GL_POLYGON_OFFSET_POINT:
274 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
275 OUT_RING_CACHE(state);
276 break;
277 case GL_POLYGON_OFFSET_LINE:
278 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
279 OUT_RING_CACHE(state);
280 break;
281 case GL_POLYGON_OFFSET_FILL:
282 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
283 OUT_RING_CACHE(state);
284 break;
285 case GL_POLYGON_SMOOTH:
286 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
287 OUT_RING_CACHE(state);
288 break;
289 case GL_POLYGON_STIPPLE:
290 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
291 OUT_RING_CACHE(state);
292 break;
293 // case GL_POST_COLOR_MATRIX_COLOR_TABLE:
294 // case GL_POST_CONVOLUTION_COLOR_TABLE:
295 // case GL_RESCALE_NORMAL:
296 // case GL_SCISSOR_TEST:
297 // case GL_SEPARABLE_2D:
298 case GL_STENCIL_TEST:
299 // TODO BACK and FRONT ?
300 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_FRONT_ENABLE, 1);
301 OUT_RING_CACHE(state);
302 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_BACK_ENABLE, 1);
303 OUT_RING_CACHE(state);
304 break;
305 // case GL_TEXTURE_GEN_Q:
306 // case GL_TEXTURE_GEN_R:
307 // case GL_TEXTURE_GEN_S:
308 // case GL_TEXTURE_GEN_T:
309 // case GL_TEXTURE_1D:
310 // case GL_TEXTURE_2D:
311 // case GL_TEXTURE_3D:
312 }
313 }
314
315 static void nv50Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
316 {
317 /* Only using shaders */
318 }
319
320 static void nv50Hint(GLcontext *ctx, GLenum target, GLenum mode)
321 {
322 // TODO I need love (fog and line_smooth hints)
323 }
324
325 // void (*IndexMask)(GLcontext *ctx, GLuint mask);
326
327 static void nv50Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
328 {
329 /* Only with shaders */
330 }
331
332 /** Set the lighting model parameters */
333 void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
334
335
336 static void nv50LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
337 {
338 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
339
340 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
341 OUT_RING_CACHE((pattern << 8) | factor);
342 }
343
344 static void nv50LineWidth(GLcontext *ctx, GLfloat width)
345 {
346 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
347
348 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
349 OUT_RING_CACHEf(width);
350 }
351
352 static void nv50LogicOpcode(GLcontext *ctx, GLenum opcode)
353 {
354 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
355
356 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_LOGIC_OP_OP, 1);
357 OUT_RING_CACHE(opcode);
358 }
359
360 static void nv50PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
361 {
362 /*TODO: not sure what goes here. */
363 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
364
365 }
366
367 /** Specify the diameter of rasterized points */
368 static void nv50PointSize(GLcontext *ctx, GLfloat size)
369 {
370 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
371
372 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
373 OUT_RING_CACHEf(size);
374 }
375
376 /** Select a polygon rasterization mode */
377 static void nv50PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
378 {
379 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
380
381 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
382 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
383 OUT_RING_CACHE(mode);
384 }
385 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
386 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
387 OUT_RING_CACHE(mode);
388 }
389 }
390
391 /** Set the scale and units used to calculate depth values */
392 static void nv50PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
393 {
394 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
395
396 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 1);
397 OUT_RING_CACHEf(factor);
398 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_OFFSET_UNITS, 1);
399 OUT_RING_CACHEf(units);
400 }
401
402 /** Set the polygon stippling pattern */
403 static void nv50PolygonStipple(GLcontext *ctx, const GLubyte *mask )
404 {
405 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
406 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32);
407 OUT_RING_CACHEp(mask, 32);
408 }
409
410 /* Specifies the current buffer for reading */
411 void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
412 /** Set rasterization mode */
413 void (*RenderMode)(GLcontext *ctx, GLenum mode );
414
415 /** Define the scissor box */
416 static void nv50Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
417 {
418 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
419 }
420
421 /** Select flat or smooth shading */
422 static void nv50ShadeModel(GLcontext *ctx, GLenum mode)
423 {
424 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
425
426 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
427 OUT_RING_CACHE(mode);
428 }
429
430 /** OpenGL 2.0 two-sided StencilFunc */
431 static void nv50StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
432 GLint ref, GLuint mask)
433 {
434 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
435
436 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
437 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_FUNC, 1);
438 OUT_RING_CACHE(func);
439 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_REF, 1);
440 OUT_RING_CACHE(ref);
441 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_MASK, 1);
442 OUT_RING_CACHE(mask);
443 }
444 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
445 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_BACK_FUNC_FUNC, 2);
446 OUT_RING_CACHE(func);
447 OUT_RING_CACHE(ref);
448 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_BACK_FUNC_MASK, 1);
449 OUT_RING_CACHE(mask);
450 }
451 }
452
453 /** OpenGL 2.0 two-sided StencilMask */
454 static void nv50StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
455 {
456 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
457
458 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
459 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_FRONT_MASK, 1);
460 OUT_RING_CACHE(mask);
461 }
462 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
463 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_BACK_MASK, 1);
464 OUT_RING_CACHE(mask);
465 }
466 }
467
468 /** OpenGL 2.0 two-sided StencilOp */
469 static void nv50StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
470 GLenum zfail, GLenum zpass)
471 {
472 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
473
474 if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
475 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_FRONT_OP_FAIL, 3);
476 OUT_RING_CACHE(fail);
477 OUT_RING_CACHE(zfail);
478 OUT_RING_CACHE(zpass);
479 }
480 if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
481 BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_STENCIL_BACK_OP_FAIL, 3);
482 OUT_RING_CACHE(fail);
483 OUT_RING_CACHE(zfail);
484 OUT_RING_CACHE(zpass);
485 }
486 }
487
488 /** Control the generation of texture coordinates */
489 void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
490 const GLfloat *params);
491 /** Set texture environment parameters */
492 void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
493 const GLfloat *param);
494 /** Set texture parameters */
495 void (*TexParameter)(GLcontext *ctx, GLenum target,
496 struct gl_texture_object *texObj,
497 GLenum pname, const GLfloat *params);
498
499 static void nv50TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
500 {
501 /* Only with shaders */
502 }
503
504 static void nv50WindowMoved(nouveauContextPtr nmesa)
505 {
506 }
507
508 static GLboolean nv50InitCard(nouveauContextPtr nmesa)
509 {
510 return GL_FALSE;
511 }
512
513 static GLboolean nv50BindBuffers(nouveauContextPtr nmesa, int num_color,
514 nouveau_renderbuffer **color,
515 nouveau_renderbuffer *depth)
516 {
517 return GL_FALSE;
518 }
519
520 void nv50InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
521 {
522 nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
523
524 func->AlphaFunc = nv50AlphaFunc;
525 func->BlendColor = nv50BlendColor;
526 func->BlendEquationSeparate = nv50BlendEquationSeparate;
527 func->BlendFuncSeparate = nv50BlendFuncSeparate;
528 func->Clear = nv50Clear;
529 func->ClearColor = nv50ClearColor;
530 func->ClearDepth = nv50ClearDepth;
531 func->ClearStencil = nv50ClearStencil;
532 func->ClipPlane = nv50ClipPlane;
533 func->ColorMask = nv50ColorMask;
534 func->ColorMaterial = nv50ColorMaterial;
535 func->CullFace = nv50CullFace;
536 func->FrontFace = nv50FrontFace;
537 func->DepthFunc = nv50DepthFunc;
538 func->DepthMask = nv50DepthMask;
539 func->DepthRange = nv50DepthRange;
540 func->Enable = nv50Enable;
541 func->Fogfv = nv50Fogfv;
542 func->Hint = nv50Hint;
543 func->Lightfv = nv50Lightfv;
544 /* func->LightModelfv = nv50LightModelfv; */
545 func->LineStipple = nv50LineStipple;
546 func->LineWidth = nv50LineWidth;
547 func->LogicOpcode = nv50LogicOpcode;
548 func->PointParameterfv = nv50PointParameterfv;
549 func->PointSize = nv50PointSize;
550 func->PolygonMode = nv50PolygonMode;
551 func->PolygonOffset = nv50PolygonOffset;
552 func->PolygonStipple = nv50PolygonStipple;
553 /* func->ReadBuffer = nv50ReadBuffer; */
554 /* func->RenderMode = nv50RenderMode; */
555 func->Scissor = nv50Scissor;
556 func->ShadeModel = nv50ShadeModel;
557 func->StencilFuncSeparate = nv50StencilFuncSeparate;
558 func->StencilMaskSeparate = nv50StencilMaskSeparate;
559 func->StencilOpSeparate = nv50StencilOpSeparate;
560 /* func->TexGen = nv50TexGen; */
561 /* func->TexParameter = nv50TexParameter; */
562 func->TextureMatrix = nv50TextureMatrix;
563
564 nmesa->hw_func.InitCard = nv50InitCard;
565 nmesa->hw_func.BindBuffers = nv50BindBuffers;
566 nmesa->hw_func.WindowMoved = nv50WindowMoved;
567 }