#include "mtypes.h"
#include "colormac.h"
+static void nv10ViewportScale(nouveauContextPtr nmesa)
+{
+ GLcontext *ctx = nmesa->glCtx;
+ GLuint w = ctx->Viewport.Width;
+ GLuint h = ctx->Viewport.Height;
+
+ GLfloat max_depth = (ctx->Viewport.Near + ctx->Viewport.Far) * 0.5;
+ switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
+ case 16:
+ max_depth *= 32767.0;
+ break;
+ case 24:
+ max_depth *= 16777215.0;
+ break;
+ }
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X, 4);
+ OUT_RING_CACHEf ((((GLfloat) w) * 0.5) - 2048.0);
+ OUT_RING_CACHEf ((((GLfloat) h) * 0.5) - 2048.0);
+ OUT_RING_CACHEf (max_depth);
+ OUT_RING_CACHEf (0.0);
+}
+
static void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
static void nv10ClearDepth(GLcontext *ctx, GLclampd d)
{
- /* FIXME: check if 16 or 24/32 bits depth buffer */
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
+
+/* switch (ctx->DrawBuffer->_DepthBuffer->DepthBits) {
+ case 16:
+ nmesa->clear_value = (uint32_t)(d*0x7FFF);
+ break;
+ case 24:*/
+ nmesa->clear_value = ((nmesa->clear_value&0x000000FF) |
+ (((uint32_t)(d*0xFFFFFF))<<8));
+/* break;
+ }*/
}
static void nv10ClearStencil(GLcontext *ctx, GLint s)
{
- /* FIXME: not valid for 16 bits depth buffer (0 stencil bits) */
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
+
+/* if (ctx->DrawBuffer->_DepthBuffer->DepthBits == 24) {*/
+ nmesa->clear_value = ((nmesa->clear_value&0xFFFFFF00)|
+ (s&0x000000FF));
+/* }*/
}
static void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
static void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ GLfloat depth_scale = 16777216.0;
+ if (ctx->DrawBuffer->_DepthBuffer->DepthBits == 16) {
+ depth_scale = 32768.0;
+ }
+
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
- OUT_RING_CACHEf(nearval);
- OUT_RING_CACHEf(farval);
+ OUT_RING_CACHEf(nearval * depth_scale);
+ OUT_RING_CACHEf(farval * depth_scale);
+
+ nv10ViewportScale(nmesa);
}
/** Specify the current buffer for writing */
OUT_RING_CACHE((h << 16) | y);
/* something to do with clears, possibly doesn't belong here */
+ BEGIN_RING_SIZE(NvSub3D, 0x02b4, 1);
+ OUT_RING(0);
+
+ BEGIN_RING_CACHE(NvSub3D,
+ NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 1);
+ OUT_RING_CACHE(((w+x-1) << 16) | x | 0x08000800);
BEGIN_RING_CACHE(NvSub3D,
- NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 2);
- OUT_RING_CACHE(((w+x) << 16) | x | 0x800);
- OUT_RING_CACHE(((h+y) << 16) | y | 0x800);
- for (i=1; i<7; i++) {
+ NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(0), 1);
+ OUT_RING_CACHE(((h+y-1) << 16) | y | 0x08000800);
+ for (i=1; i<8; i++) {
BEGIN_RING_CACHE(NvSub3D,
NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 1);
OUT_RING_CACHE(0);
OUT_RING_CACHE(0);
}
- /* viewport transform */
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_ORIGIN_X, 4);
- OUT_RING_CACHEf ((GLfloat) x);
- OUT_RING_CACHEf ((GLfloat) (y+h));
- OUT_RING_CACHEf (0.0);
- OUT_RING_CACHEf (0.0);
-
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X, 4);
- OUT_RING_CACHEf ((((GLfloat) w) * 0.5) - 2048.0);
- OUT_RING_CACHEf ((((GLfloat) h) * 0.5) - 2048.0);
- OUT_RING_CACHEf (16777215.0 * 0.5);
- OUT_RING_CACHEf (0.0);
+ nv10ViewportScale(nmesa);
}
/* Initialise any card-specific non-GL related state */
OUT_RING(NvDmaFB); /* 194 dma_in_memory2 */
OUT_RING(NvDmaFB); /* 198 dma_in_memory3 */
- BEGIN_RING_SIZE(NvSub3D, 0x02b4, 1);
- OUT_RING(0);
BEGIN_RING_SIZE(NvSub3D, 0x0290, 1);
OUT_RING(0x00100001);
BEGIN_RING_SIZE(NvSub3D, 0x03f4, 1);
OUT_RING(0);
- return GL_FALSE;
+ /* not for nv10, only for >= nv11 */
+ if ((nmesa->screen->card->id>>4) >= 0x11) {
+ BEGIN_RING_SIZE(NvSub3D, 0x120, 3);
+ OUT_RING(0);
+ OUT_RING(1);
+ OUT_RING(2);
+ }
+
+ return GL_TRUE;
}
/* Update buffer offset/pitch/format */
nouveau_renderbuffer *depth)
{
GLuint x, y, w, h;
- GLuint pitch, format;
+ GLuint pitch, format, depth_pitch;
w = color[0]->mesa.Width;
h = color[0]->mesa.Height;
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 6);
OUT_RING_CACHE((w << 16) | x);
OUT_RING_CACHE((h << 16) | y);
- pitch = color[0]->pitch;
- if (depth) {
- pitch |= (depth->pitch << 16);
- }
+ depth_pitch = (depth ? depth->pitch : color[0]->pitch);
+ pitch = (depth_pitch<<16) | color[0]->pitch;
format = 0x108;
if (color[0]->mesa._ActualFormat != GL_RGBA8) {
format = 0x103; /* R5G6B5 color buffer */
OUT_RING_CACHE(color[0]->offset);
OUT_RING_CACHE(depth ? depth->offset : color[0]->offset);
+ /* Always set to bottom left of buffer */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_ORIGIN_X, 4);
+ OUT_RING_CACHEf (0.0);
+ OUT_RING_CACHEf ((GLfloat) h);
+ OUT_RING_CACHEf (0.0);
+ OUT_RING_CACHEf (0.0);
+
return GL_TRUE;
}