-/**************************************************************************
+/*
+ * Copyright (C) 2009 Francisco Jerez.
+ * All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial
+ * portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ */
+
+#include "nouveau_driver.h"
+#include "nouveau_context.h"
+#include "nouveau_texture.h"
+#include "nouveau_util.h"
-Copyright 2006 Jeremy Kolb
-All Rights Reserved.
+#include "swrast/swrast.h"
+#include "tnl/tnl.h"
-Permission is hereby granted, free of charge, to any person obtaining a
-copy of this software and associated documentation files (the "Software"),
-to deal in the Software without restriction, including without limitation
-on the rights to use, copy, modify, merge, publish, distribute, sub
-license, and/or sell copies of the Software, and to permit persons to whom
-the Software is furnished to do so, subject to the following conditions:
+static void
+nouveau_alpha_func(GLcontext *ctx, GLenum func, GLfloat ref)
+{
+ context_dirty(ctx, ALPHA_FUNC);
+}
-The above copyright notice and this permission notice (including the next
-paragraph) shall be included in all copies or substantial portions of the
-Software.
+static void
+nouveau_blend_color(GLcontext *ctx, const GLfloat color[4])
+{
+ context_dirty(ctx, BLEND_COLOR);
+}
-THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
-ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP BE LIABLE FOR ANY CLAIM,
-DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
-OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
-USE OR OTHER DEALINGS IN THE SOFTWARE.
+static void
+nouveau_blend_equation_separate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
+{
+ context_dirty(ctx, BLEND_EQUATION);
+}
-**************************************************************************/
+static void
+nouveau_blend_func_separate(GLcontext *ctx, GLenum sfactorRGB,
+ GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA)
+{
+ context_dirty(ctx, BLEND_FUNC);
+}
-#include "nouveau_context.h"
-#include "nouveau_state.h"
-#include "nouveau_swtcl.h"
-#include "nouveau_fifo.h"
+static void
+nouveau_clip_plane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
+{
+ context_dirty_i(ctx, CLIP_PLANE, plane - GL_CLIP_PLANE0);
+}
-#include "swrast/swrast.h"
-#include "tnl/tnl.h"
-#include "swrast_setup/swrast_setup.h"
+static void
+nouveau_color_mask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
+ GLboolean bmask, GLboolean amask)
+{
+ context_dirty(ctx, COLOR_MASK);
+}
-#include "tnl/t_pipeline.h"
+static void
+nouveau_color_material(GLcontext *ctx, GLenum face, GLenum mode)
+{
+ context_dirty(ctx, COLOR_MATERIAL);
+ context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
+ context_dirty(ctx, MATERIAL_BACK_AMBIENT);
+ context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
+ context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
+ context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
+ context_dirty(ctx, MATERIAL_BACK_SPECULAR);
+}
-#include "mtypes.h"
-#include "colormac.h"
+static void
+nouveau_cull_face(GLcontext *ctx, GLenum mode)
+{
+ context_dirty(ctx, CULL_FACE);
+}
-static __inline__ GLuint nouveauPackColor(GLuint format,
- GLubyte r, GLubyte g,
- GLubyte b, GLubyte a)
+static void
+nouveau_front_face(GLcontext *ctx, GLenum mode)
{
- switch (format) {
- case 2:
- return PACK_COLOR_565( r, g, b );
- case 4:
- return PACK_COLOR_8888( r, g, b, a);
- default:
- fprintf(stderr, "unknown format %d\n", (int)format);
- return 0;
- }
+ context_dirty(ctx, FRONT_FACE);
}
-static void nouveauCalcViewport(GLcontext *ctx)
+static void
+nouveau_depth_func(GLcontext *ctx, GLenum func)
{
- /* Calculate the Viewport Matrix */
-
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- const GLfloat *v = ctx->Viewport._WindowMap.m;
- GLfloat *m = nmesa->viewport.m;
- GLfloat xoffset = nmesa->drawX, yoffset = nmesa->drawY + nmesa->drawH;
-
- nmesa->depth_scale = 1.0 / ctx->DrawBuffer->_DepthMaxF;
+ context_dirty(ctx, DEPTH);
+}
- m[MAT_SX] = v[MAT_SX];
- m[MAT_TX] = v[MAT_TX] + xoffset + SUBPIXEL_X;
- m[MAT_SY] = - v[MAT_SY];
- m[MAT_TY] = (-v[MAT_TY]) + yoffset + SUBPIXEL_Y;
- m[MAT_SZ] = v[MAT_SZ] * nmesa->depth_scale;
- m[MAT_TZ] = v[MAT_TZ] * nmesa->depth_scale;
+static void
+nouveau_depth_mask(GLcontext *ctx, GLboolean flag)
+{
+ context_dirty(ctx, DEPTH);
+}
- nmesa->hw_func.WindowMoved(nmesa);
+static void
+nouveau_depth_range(GLcontext *ctx, GLclampd nearval, GLclampd farval)
+{
+ context_dirty(ctx, VIEWPORT);
}
-static void nouveauViewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+static void
+nouveau_draw_buffers(GLcontext *ctx, GLsizei n, const GLenum *buffers)
{
- /*
- * Need to send (at least on an nv35 the following:
- * cons = 4 (this may be bytes per pixel)
- *
- * The viewport:
- * 445 0x0000bee0 {size: 0x0 channel: 0x1 cmd: 0x00009ee0} <-- VIEWPORT_SETUP/HEADER ?
- * 446 0x00000000 {size: 0x0 channel: 0x0 cmd: 0x00000000} <-- x * cons
- * 447 0x00000c80 {size: 0x0 channel: 0x0 cmd: 0x00000c80} <-- (height + x) * cons
- * 448 0x00000000 {size: 0x0 channel: 0x0 cmd: 0x00000000} <-- y * cons
- * 449 0x00000960 {size: 0x0 channel: 0x0 cmd: 0x00000960} <-- (width + y) * cons
- * 44a 0x00082a00 {size: 0x2 channel: 0x1 cmd: 0x00000a00} <-- VIEWPORT_DIMS
- * 44b 0x04000000 <-- (Width_from_glViewport << 16) | x
- * 44c 0x03000000 <-- (Height_from_glViewport << 16) | (win_height - height - y)
- *
- */
-
- nouveauCalcViewport(ctx);
+ nouveau_validate_framebuffer(ctx);
+ context_dirty(ctx, FRAMEBUFFER);
}
-static void nouveauDepthRange(GLcontext *ctx, GLclampd near, GLclampd far)
+static void
+nouveau_enable(GLcontext *ctx, GLenum cap, GLboolean state)
{
- nouveauCalcViewport(ctx);
+ int i;
+
+ switch (cap) {
+ case GL_ALPHA_TEST:
+ context_dirty(ctx, ALPHA_FUNC);
+ break;
+ case GL_BLEND:
+ context_dirty(ctx, BLEND_EQUATION);
+ break;
+ case GL_COLOR_LOGIC_OP:
+ context_dirty(ctx, LOGIC_OPCODE);
+ break;
+ case GL_COLOR_MATERIAL:
+ context_dirty(ctx, COLOR_MATERIAL);
+ context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
+ context_dirty(ctx, MATERIAL_BACK_AMBIENT);
+ context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
+ context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
+ context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
+ context_dirty(ctx, MATERIAL_BACK_SPECULAR);
+ break;
+ case GL_COLOR_SUM_EXT:
+ context_dirty(ctx, FRAG);
+ context_dirty(ctx, LIGHT_MODEL);
+ break;
+ case GL_CULL_FACE:
+ context_dirty(ctx, CULL_FACE);
+ break;
+ case GL_DEPTH_TEST:
+ context_dirty(ctx, DEPTH);
+ break;
+ case GL_DITHER:
+ context_dirty(ctx, DITHER);
+ break;
+ case GL_FOG:
+ context_dirty(ctx, FOG);
+ context_dirty(ctx, FRAG);
+ context_dirty(ctx, MODELVIEW);
+ break;
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ context_dirty(ctx, MODELVIEW);
+ context_dirty(ctx, LIGHT_ENABLE);
+ context_dirty_i(ctx, LIGHT_SOURCE, cap - GL_LIGHT0);
+ context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
+ context_dirty(ctx, MATERIAL_BACK_AMBIENT);
+ context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
+ context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
+ context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
+ context_dirty(ctx, MATERIAL_BACK_SPECULAR);
+ context_dirty(ctx, MATERIAL_FRONT_SHININESS);
+ context_dirty(ctx, MATERIAL_BACK_SHININESS);
+ break;
+ case GL_LIGHTING:
+ context_dirty(ctx, FRAG);
+ context_dirty(ctx, MODELVIEW);
+ context_dirty(ctx, LIGHT_MODEL);
+ context_dirty(ctx, LIGHT_ENABLE);
+
+ for (i = 0; i < MAX_LIGHTS; i++) {
+ if (ctx->Light.Light[i].Enabled)
+ context_dirty_i(ctx, LIGHT_SOURCE, i);
+ }
+
+ context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
+ context_dirty(ctx, MATERIAL_BACK_AMBIENT);
+ context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
+ context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
+ context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
+ context_dirty(ctx, MATERIAL_BACK_SPECULAR);
+ context_dirty(ctx, MATERIAL_FRONT_SHININESS);
+ context_dirty(ctx, MATERIAL_BACK_SHININESS);
+ break;
+ case GL_LINE_SMOOTH:
+ context_dirty(ctx, LINE_MODE);
+ break;
+ case GL_NORMALIZE:
+ context_dirty(ctx, LIGHT_ENABLE);
+ break;
+ case GL_POINT_SMOOTH:
+ context_dirty(ctx, POINT_MODE);
+ break;
+ case GL_POLYGON_OFFSET_POINT:
+ case GL_POLYGON_OFFSET_LINE:
+ case GL_POLYGON_OFFSET_FILL:
+ context_dirty(ctx, POLYGON_OFFSET);
+ break;
+ case GL_POLYGON_SMOOTH:
+ context_dirty(ctx, POLYGON_MODE);
+ break;
+ case GL_SCISSOR_TEST:
+ context_dirty(ctx, SCISSOR);
+ break;
+ case GL_STENCIL_TEST:
+ context_dirty(ctx, STENCIL_FUNC);
+ break;
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ case GL_TEXTURE_RECTANGLE:
+ context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
+ context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
+ break;
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_Q:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ context_dirty(ctx, MODELVIEW);
+ break;
+ }
}
-static void nouveauUpdateProjectionMatrix(GLcontext *ctx)
+static void
+nouveau_fog(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
+ context_dirty(ctx, FOG);
}
-static void nouveauUpdateModelviewMatrix(GLcontext *ctx)
+static void
+nouveau_light(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params)
{
+ switch (pname) {
+ case GL_AMBIENT:
+ context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
+ context_dirty(ctx, MATERIAL_BACK_AMBIENT);
+ break;
+ case GL_DIFFUSE:
+ context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
+ context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
+ break;
+ case GL_SPECULAR:
+ context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
+ context_dirty(ctx, MATERIAL_BACK_SPECULAR);
+ break;
+ case GL_SPOT_CUTOFF:
+ case GL_POSITION:
+ context_dirty(ctx, MODELVIEW);
+ context_dirty(ctx, LIGHT_ENABLE);
+ context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
+ break;
+ default:
+ context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
+ break;
+ }
}
-static void nouveauDDUpdateHWState(GLcontext *ctx)
+static void
+nouveau_light_model(GLcontext *ctx, GLenum pname, const GLfloat *params)
{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- int new_state = nmesa->new_state;
+ context_dirty(ctx, LIGHT_MODEL);
+ context_dirty(ctx, MODELVIEW);
+}
- if ( new_state || nmesa->new_render_state & _NEW_TEXTURE )
- {
- nmesa->new_state = 0;
+static void
+nouveau_line_stipple(GLcontext *ctx, GLint factor, GLushort pattern )
+{
+ context_dirty(ctx, LINE_STIPPLE);
+}
- /* Update the various parts of the context's state.
- */
- /*
- if ( new_state & NOUVEAU_NEW_ALPHA )
- nouveauUpdateAlphaMode( ctx );
+static void
+nouveau_line_width(GLcontext *ctx, GLfloat width)
+{
+ context_dirty(ctx, LINE_MODE);
+}
- if ( new_state & NOUVEAU_NEW_DEPTH )
- nouveauUpdateZMode( ctx );
+static void
+nouveau_logic_opcode(GLcontext *ctx, GLenum opcode)
+{
+ context_dirty(ctx, LOGIC_OPCODE);
+}
- if ( new_state & NOUVEAU_NEW_FOG )
- nouveauUpdateFogAttrib( ctx );
+static void
+nouveau_point_parameter(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+ context_dirty(ctx, POINT_PARAMETER);
+}
- if ( new_state & NOUVEAU_NEW_CLIP )
- nouveauUpdateClipping( ctx );
+static void
+nouveau_point_size(GLcontext *ctx, GLfloat size)
+{
+ context_dirty(ctx, POINT_MODE);
+}
- if ( new_state & NOUVEAU_NEW_CULL )
- nouveauUpdateCull( ctx );
+static void
+nouveau_polygon_mode(GLcontext *ctx, GLenum face, GLenum mode)
+{
+ context_dirty(ctx, POLYGON_MODE);
+}
- if ( new_state & NOUVEAU_NEW_MASKS )
- nouveauUpdateMasks( ctx );
+static void
+nouveau_polygon_offset(GLcontext *ctx, GLfloat factor, GLfloat units)
+{
+ context_dirty(ctx, POLYGON_OFFSET);
+}
- if ( new_state & NOUVEAU_NEW_WINDOW )
- nouveauUpdateWindow( ctx );
+static void
+nouveau_polygon_stipple(GLcontext *ctx, const GLubyte *mask)
+{
+ context_dirty(ctx, POLYGON_STIPPLE);
+}
- if ( nmesa->new_render_state & _NEW_TEXTURE ) {
- nouveauUpdateTextureState( ctx );
- }*/
- }
+static void
+nouveau_render_mode(GLcontext *ctx, GLenum mode)
+{
+ context_dirty(ctx, RENDER_MODE);
}
-static void nouveauDDInvalidateState(GLcontext *ctx, GLuint new_state)
+static void
+nouveau_scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ context_dirty(ctx, SCISSOR);
+}
- if ( new_state & _NEW_PROJECTION ) {
- nmesa->hw_func.UpdateProjectionMatrix(ctx);
+static void
+nouveau_shade_model(GLcontext *ctx, GLenum mode)
+{
+ context_dirty(ctx, SHADE_MODEL);
+}
+
+static void
+nouveau_stencil_func_separate(GLcontext *ctx, GLenum face, GLenum func,
+ GLint ref, GLuint mask)
+{
+ context_dirty(ctx, STENCIL_FUNC);
+}
+
+static void
+nouveau_stencil_mask_separate(GLcontext *ctx, GLenum face, GLuint mask)
+{
+ context_dirty(ctx, STENCIL_MASK);
+}
+
+static void
+nouveau_stencil_op_separate(GLcontext *ctx, GLenum face, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ context_dirty(ctx, STENCIL_OP);
+}
+
+static void
+nouveau_tex_gen(GLcontext *ctx, GLenum coord, GLenum pname,
+ const GLfloat *params)
+{
+ switch (pname) {
+ case GL_TEXTURE_GEN_MODE:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ context_dirty(ctx, MODELVIEW);
+ break;
+ default:
+ context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
+ break;
+ }
+}
+
+static void
+nouveau_tex_env(GLcontext *ctx, GLenum target, GLenum pname,
+ const GLfloat *param)
+{
+ switch (target) {
+ case GL_TEXTURE_FILTER_CONTROL_EXT:
+ context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
+ break;
+ default:
+ context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
+ break;
+ }
+}
+
+static void
+nouveau_tex_parameter(GLcontext *ctx, GLenum target,
+ struct gl_texture_object *t, GLenum pname,
+ const GLfloat *params)
+{
+ switch (pname) {
+ case GL_TEXTURE_MAG_FILTER:
+ case GL_TEXTURE_WRAP_S:
+ case GL_TEXTURE_WRAP_T:
+ case GL_TEXTURE_WRAP_R:
+ case GL_TEXTURE_MIN_LOD:
+ case GL_TEXTURE_MAX_LOD:
+ case GL_TEXTURE_MAX_ANISOTROPY_EXT:
+ case GL_TEXTURE_LOD_BIAS:
+ context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
+ break;
+
+ case GL_TEXTURE_MIN_FILTER:
+ case GL_TEXTURE_BASE_LEVEL:
+ case GL_TEXTURE_MAX_LEVEL:
+ nouveau_texture_reallocate(ctx, t);
+ context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
+ break;
+ }
+}
+
+static void
+nouveau_viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+ context_dirty(ctx, VIEWPORT);
+}
+
+void
+nouveau_emit_nothing(GLcontext *ctx, int emit)
+{
+}
+
+int
+nouveau_next_dirty_state(GLcontext *ctx)
+{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ int i = BITSET_FFS(nctx->dirty) - 1;
+
+ if (i < 0 || i >= context_drv(ctx)->num_emit)
+ return -1;
+
+ return i;
+}
+
+void
+nouveau_state_emit(GLcontext *ctx)
+{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ const struct nouveau_driver *drv = context_drv(ctx);
+ int i;
+
+ while ((i = nouveau_next_dirty_state(ctx)) >= 0) {
+ BITSET_CLEAR(nctx->dirty, i);
+ drv->emit[i](ctx, i);
+ }
+
+ BITSET_ZERO(nctx->dirty);
+}
+
+static void
+nouveau_update_state(GLcontext *ctx, GLbitfield new_state)
+{
+ int i;
+
+ if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
+ context_dirty(ctx, PROJECTION);
+
+ if (new_state & _NEW_MODELVIEW)
+ context_dirty(ctx, MODELVIEW);
+
+ if (new_state & _NEW_TEXTURE_MATRIX) {
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
+ context_dirty_i(ctx, TEX_MAT, i);
}
- if ( new_state & _NEW_MODELVIEW ) {
- nmesa->hw_func.UpdateModelviewMatrix(ctx);
+
+ if (new_state & _NEW_CURRENT_ATTRIB &&
+ new_state & _NEW_LIGHT) {
+ context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
+ context_dirty(ctx, MATERIAL_BACK_AMBIENT);
+ context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
+ context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
+ context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
+ context_dirty(ctx, MATERIAL_BACK_SPECULAR);
+ context_dirty(ctx, MATERIAL_FRONT_SHININESS);
+ context_dirty(ctx, MATERIAL_BACK_SHININESS);
}
- _swrast_InvalidateState( ctx, new_state );
- _swsetup_InvalidateState( ctx, new_state );
- _vbo_InvalidateState( ctx, new_state );
- _tnl_InvalidateState( ctx, new_state );
- NOUVEAU_CONTEXT(ctx)->new_render_state |= new_state;
-}
-
-/* Initialize the context's hardware state. */
-void nouveauDDInitState(nouveauContextPtr nmesa)
-{
- uint32_t type = nmesa->screen->card->type;
- switch(type)
- {
- case NV_04:
- case NV_05:
- nv04InitStateFuncs(nmesa->glCtx, &nmesa->glCtx->Driver);
- break;
- case NV_10:
- case NV_11:
- case NV_17:
- nv10InitStateFuncs(nmesa->glCtx, &nmesa->glCtx->Driver);
- break;
- case NV_20:
- nv20InitStateFuncs(nmesa->glCtx, &nmesa->glCtx->Driver);
- break;
- case NV_30:
- case NV_40:
- case NV_44:
- nv30InitStateFuncs(nmesa->glCtx, &nmesa->glCtx->Driver);
- break;
- case NV_50:
- nv50InitStateFuncs(nmesa->glCtx, &nmesa->glCtx->Driver);
- break;
- default:
- break;
- }
- nouveau_state_cache_init(nmesa);
-}
-
-/* Initialize the driver's state functions */
-void nouveauDDInitStateFuncs(GLcontext *ctx)
-{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-
- ctx->Driver.UpdateState = nouveauDDInvalidateState;
-
- ctx->Driver.ClearIndex = NULL;
- ctx->Driver.ClearColor = NULL; //nouveauDDClearColor;
- ctx->Driver.ClearStencil = NULL; //nouveauDDClearStencil;
- ctx->Driver.DrawBuffer = NULL; //nouveauDDDrawBuffer;
- ctx->Driver.ReadBuffer = NULL; //nouveauDDReadBuffer;
-
- ctx->Driver.IndexMask = NULL;
- ctx->Driver.ColorMask = NULL; //nouveauDDColorMask;
- ctx->Driver.AlphaFunc = NULL; //nouveauDDAlphaFunc;
- ctx->Driver.BlendEquationSeparate = NULL; //nouveauDDBlendEquationSeparate;
- ctx->Driver.BlendFuncSeparate = NULL; //nouveauDDBlendFuncSeparate;
- ctx->Driver.ClearDepth = NULL; //nouveauDDClearDepth;
- ctx->Driver.CullFace = NULL; //nouveauDDCullFace;
- ctx->Driver.FrontFace = NULL; //nouveauDDFrontFace;
- ctx->Driver.DepthFunc = NULL; //nouveauDDDepthFunc;
- ctx->Driver.DepthMask = NULL; //nouveauDDDepthMask;
- ctx->Driver.Enable = NULL; //nouveauDDEnable;
- ctx->Driver.Fogfv = NULL; //nouveauDDFogfv;
- ctx->Driver.Hint = NULL;
- ctx->Driver.Lightfv = NULL;
- ctx->Driver.LightModelfv = NULL; //nouveauDDLightModelfv;
- ctx->Driver.LogicOpcode = NULL; //nouveauDDLogicOpCode;
- ctx->Driver.PolygonMode = NULL;
- ctx->Driver.PolygonStipple = NULL; //nouveauDDPolygonStipple;
- ctx->Driver.RenderMode = NULL; //nouveauDDRenderMode;
- ctx->Driver.Scissor = NULL; //nouveauDDScissor;
- ctx->Driver.ShadeModel = NULL; //nouveauDDShadeModel;
- ctx->Driver.StencilFuncSeparate = NULL; //nouveauDDStencilFuncSeparate;
- ctx->Driver.StencilMaskSeparate = NULL; //nouveauDDStencilMaskSeparate;
- ctx->Driver.StencilOpSeparate = NULL; //nouveauDDStencilOpSeparate;
-
- ctx->Driver.DepthRange = nouveauDepthRange;
- ctx->Driver.Viewport = nouveauViewport;
-
- /* Pixel path fallbacks.
- */
- ctx->Driver.Accum = _swrast_Accum;
- ctx->Driver.Bitmap = _swrast_Bitmap;
- ctx->Driver.CopyPixels = _swrast_CopyPixels;
- ctx->Driver.DrawPixels = _swrast_DrawPixels;
- ctx->Driver.ReadPixels = _swrast_ReadPixels;
-
- /* Swrast hooks for imaging extensions:
- */
- ctx->Driver.CopyColorTable = _swrast_CopyColorTable;
- ctx->Driver.CopyColorSubTable = _swrast_CopyColorSubTable;
- ctx->Driver.CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D;
- ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
-
- /* Matrix updates */
- nmesa->hw_func.UpdateProjectionMatrix = nouveauUpdateProjectionMatrix;
- nmesa->hw_func.UpdateModelviewMatrix = nouveauUpdateModelviewMatrix;
-}
-
-#define STATE_INIT(a) if (ctx->Driver.a) ctx->Driver.a
-
-void nouveauInitState(GLcontext *ctx)
-{
- /*
- * Mesa should do this for us:
- */
-
- STATE_INIT(AlphaFunc)( ctx,
- ctx->Color.AlphaFunc,
- ctx->Color.AlphaRef);
-
- STATE_INIT(BlendColor)( ctx,
- ctx->Color.BlendColor );
-
- STATE_INIT(BlendEquationSeparate)( ctx,
- ctx->Color.BlendEquationRGB,
- ctx->Color.BlendEquationA);
-
- STATE_INIT(BlendFuncSeparate)( ctx,
- ctx->Color.BlendSrcRGB,
- ctx->Color.BlendDstRGB,
- ctx->Color.BlendSrcA,
- ctx->Color.BlendDstA);
-
- STATE_INIT(ClearColor)( ctx, ctx->Color.ClearColor);
- STATE_INIT(ClearDepth)( ctx, ctx->Depth.Clear);
- STATE_INIT(ClearStencil)( ctx, ctx->Stencil.Clear);
-
- STATE_INIT(ColorMask)( ctx,
- ctx->Color.ColorMask[RCOMP],
- ctx->Color.ColorMask[GCOMP],
- ctx->Color.ColorMask[BCOMP],
- ctx->Color.ColorMask[ACOMP]);
-
- STATE_INIT(CullFace)( ctx, ctx->Polygon.CullFaceMode );
- STATE_INIT(DepthFunc)( ctx, ctx->Depth.Func );
- STATE_INIT(DepthMask)( ctx, ctx->Depth.Mask );
- STATE_INIT(DepthRange)( ctx, ctx->Viewport.Near, ctx->Viewport.Far );
-
- STATE_INIT(Enable)( ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled );
- STATE_INIT(Enable)( ctx, GL_BLEND, ctx->Color.BlendEnabled );
- STATE_INIT(Enable)( ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled );
- STATE_INIT(Enable)( ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled );
- STATE_INIT(Enable)( ctx, GL_CULL_FACE, ctx->Polygon.CullFlag );
- STATE_INIT(Enable)( ctx, GL_DEPTH_TEST, ctx->Depth.Test );
- STATE_INIT(Enable)( ctx, GL_DITHER, ctx->Color.DitherFlag );
- STATE_INIT(Enable)( ctx, GL_FOG, ctx->Fog.Enabled );
- STATE_INIT(Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled );
- STATE_INIT(Enable)( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
- STATE_INIT(Enable)( ctx, GL_LINE_STIPPLE, ctx->Line.StippleFlag );
- STATE_INIT(Enable)( ctx, GL_POINT_SMOOTH, ctx->Point.SmoothFlag );
- STATE_INIT(Enable)( ctx, GL_POLYGON_OFFSET_FILL, ctx->Polygon.OffsetFill);
- STATE_INIT(Enable)( ctx, GL_POLYGON_OFFSET_LINE, ctx->Polygon.OffsetLine);
- STATE_INIT(Enable)( ctx, GL_POLYGON_OFFSET_POINT, ctx->Polygon.OffsetPoint);
- STATE_INIT(Enable)( ctx, GL_POLYGON_SMOOTH, ctx->Polygon.SmoothFlag );
- STATE_INIT(Enable)( ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag );
- STATE_INIT(Enable)( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
- STATE_INIT(Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
- STATE_INIT(Enable)( ctx, GL_TEXTURE_1D, GL_FALSE );
- STATE_INIT(Enable)( ctx, GL_TEXTURE_2D, GL_FALSE );
- STATE_INIT(Enable)( ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE );
- STATE_INIT(Enable)( ctx, GL_TEXTURE_3D, GL_FALSE );
- STATE_INIT(Enable)( ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE );
-
- STATE_INIT(Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color );
- STATE_INIT(Fogfv)( ctx, GL_FOG_MODE, 0 );
- STATE_INIT(Fogfv)( ctx, GL_FOG_DENSITY, &ctx->Fog.Density );
- STATE_INIT(Fogfv)( ctx, GL_FOG_START, &ctx->Fog.Start );
- STATE_INIT(Fogfv)( ctx, GL_FOG_END, &ctx->Fog.End );
-
- STATE_INIT(FrontFace)( ctx, ctx->Polygon.FrontFace );
-
- {
- GLfloat f = (GLfloat)ctx->Light.Model.ColorControl;
- STATE_INIT(LightModelfv)( ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f );
- }
-
- STATE_INIT(LineStipple)( ctx, ctx->Line.StippleFactor, ctx->Line.StipplePattern );
- STATE_INIT(LineWidth)( ctx, ctx->Line.Width );
- STATE_INIT(LogicOpcode)( ctx, ctx->Color.LogicOp );
- STATE_INIT(PointSize)( ctx, ctx->Point.Size );
- STATE_INIT(PolygonMode)( ctx, GL_FRONT, ctx->Polygon.FrontMode );
- STATE_INIT(PolygonMode)( ctx, GL_BACK, ctx->Polygon.BackMode );
- STATE_INIT(PolygonOffset)( ctx,
- ctx->Polygon.OffsetFactor,
- ctx->Polygon.OffsetUnits );
- STATE_INIT(PolygonStipple)( ctx, (const GLubyte *)ctx->PolygonStipple );
- STATE_INIT(ShadeModel)( ctx, ctx->Light.ShadeModel );
- STATE_INIT(StencilFuncSeparate)( ctx, GL_FRONT,
- ctx->Stencil.Function[0],
- ctx->Stencil.Ref[0],
- ctx->Stencil.ValueMask[0] );
- STATE_INIT(StencilFuncSeparate)( ctx, GL_BACK,
- ctx->Stencil.Function[1],
- ctx->Stencil.Ref[1],
- ctx->Stencil.ValueMask[1] );
- STATE_INIT(StencilMaskSeparate)( ctx, GL_FRONT, ctx->Stencil.WriteMask[0] );
- STATE_INIT(StencilMaskSeparate)( ctx, GL_BACK, ctx->Stencil.WriteMask[1] );
- STATE_INIT(StencilOpSeparate)( ctx, GL_FRONT,
- ctx->Stencil.FailFunc[0],
- ctx->Stencil.ZFailFunc[0],
- ctx->Stencil.ZPassFunc[0]);
- STATE_INIT(StencilOpSeparate)( ctx, GL_BACK,
- ctx->Stencil.FailFunc[1],
- ctx->Stencil.ZFailFunc[1],
- ctx->Stencil.ZPassFunc[1]);
+ _swrast_InvalidateState(ctx, new_state);
+ _tnl_InvalidateState(ctx, new_state);
+
+ nouveau_state_emit(ctx);
+}
+
+void
+nouveau_state_init(GLcontext *ctx)
+{
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+
+ ctx->Driver.AlphaFunc = nouveau_alpha_func;
+ ctx->Driver.BlendColor = nouveau_blend_color;
+ ctx->Driver.BlendEquationSeparate = nouveau_blend_equation_separate;
+ ctx->Driver.BlendFuncSeparate = nouveau_blend_func_separate;
+ ctx->Driver.ClipPlane = nouveau_clip_plane;
+ ctx->Driver.ColorMask = nouveau_color_mask;
+ ctx->Driver.ColorMaterial = nouveau_color_material;
+ ctx->Driver.CullFace = nouveau_cull_face;
+ ctx->Driver.FrontFace = nouveau_front_face;
+ ctx->Driver.DepthFunc = nouveau_depth_func;
+ ctx->Driver.DepthMask = nouveau_depth_mask;
+ ctx->Driver.DepthRange = nouveau_depth_range;
+ ctx->Driver.DrawBuffers = nouveau_draw_buffers;
+ ctx->Driver.Enable = nouveau_enable;
+ ctx->Driver.Fogfv = nouveau_fog;
+ ctx->Driver.Lightfv = nouveau_light;
+ ctx->Driver.LightModelfv = nouveau_light_model;
+ ctx->Driver.LineStipple = nouveau_line_stipple;
+ ctx->Driver.LineWidth = nouveau_line_width;
+ ctx->Driver.LogicOpcode = nouveau_logic_opcode;
+ ctx->Driver.PointParameterfv = nouveau_point_parameter;
+ ctx->Driver.PointSize = nouveau_point_size;
+ ctx->Driver.PolygonMode = nouveau_polygon_mode;
+ ctx->Driver.PolygonOffset = nouveau_polygon_offset;
+ ctx->Driver.PolygonStipple = nouveau_polygon_stipple;
+ ctx->Driver.RenderMode = nouveau_render_mode;
+ ctx->Driver.Scissor = nouveau_scissor;
+ ctx->Driver.ShadeModel = nouveau_shade_model;
+ ctx->Driver.StencilFuncSeparate = nouveau_stencil_func_separate;
+ ctx->Driver.StencilMaskSeparate = nouveau_stencil_mask_separate;
+ ctx->Driver.StencilOpSeparate = nouveau_stencil_op_separate;
+ ctx->Driver.TexGen = nouveau_tex_gen;
+ ctx->Driver.TexEnv = nouveau_tex_env;
+ ctx->Driver.TexParameter = nouveau_tex_parameter;
+ ctx->Driver.Viewport = nouveau_viewport;
+
+ ctx->Driver.UpdateState = nouveau_update_state;
+
+ BITSET_ONES(nctx->dirty);
}