#include "nouveau_driver.h"
#include "nouveau_context.h"
#include "nouveau_gldefs.h"
-#include "nouveau_class.h"
+#include "nouveau_util.h"
+#include "nv10_3d.xml.h"
#include "nv10_driver.h"
void
-nv10_emit_cull_face(GLcontext *ctx, int emit)
+nv10_emit_cull_face(struct gl_context *ctx, int emit)
{
struct nouveau_channel *chan = context_chan(ctx);
struct nouveau_grobj *celsius = context_eng3d(ctx);
GLenum mode = ctx->Polygon.CullFaceMode;
- BEGIN_RING(chan, celsius, NV10TCL_CULL_FACE_ENABLE, 1);
- OUT_RING(chan, ctx->Polygon.CullFlag ? 1 : 0);
+ BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE_ENABLE, 1);
+ OUT_RINGb(chan, ctx->Polygon.CullFlag);
- BEGIN_RING(chan, celsius, NV10TCL_CULL_FACE, 1);
- OUT_RING(chan, (mode == GL_FRONT ? NV10TCL_CULL_FACE_FRONT :
- mode == GL_BACK ? NV10TCL_CULL_FACE_BACK :
- NV10TCL_CULL_FACE_FRONT_AND_BACK));
+ BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE, 1);
+ OUT_RING(chan, (mode == GL_FRONT ? NV10_3D_CULL_FACE_FRONT :
+ mode == GL_BACK ? NV10_3D_CULL_FACE_BACK :
+ NV10_3D_CULL_FACE_FRONT_AND_BACK));
}
void
-nv10_emit_front_face(GLcontext *ctx, int emit)
+nv10_emit_front_face(struct gl_context *ctx, int emit)
{
struct nouveau_channel *chan = context_chan(ctx);
struct nouveau_grobj *celsius = context_eng3d(ctx);
- BEGIN_RING(chan, celsius, NV10TCL_FRONT_FACE, 1);
+ BEGIN_RING(chan, celsius, NV10_3D_FRONT_FACE, 1);
OUT_RING(chan, ctx->Polygon.FrontFace == GL_CW ?
- NV10TCL_FRONT_FACE_CW : NV10TCL_FRONT_FACE_CCW);
+ NV10_3D_FRONT_FACE_CW : NV10_3D_FRONT_FACE_CCW);
}
void
-nv10_emit_line_mode(GLcontext *ctx, int emit)
+nv10_emit_line_mode(struct gl_context *ctx, int emit)
{
struct nouveau_channel *chan = context_chan(ctx);
struct nouveau_grobj *celsius = context_eng3d(ctx);
GLboolean smooth = ctx->Line.SmoothFlag &&
ctx->Hint.LineSmooth == GL_NICEST;
- BEGIN_RING(chan, celsius, NV10TCL_LINE_WIDTH, 1);
+ BEGIN_RING(chan, celsius, NV10_3D_LINE_WIDTH, 1);
OUT_RING(chan, MAX2(smooth ? 0 : 1,
ctx->Line.Width) * 8);
- BEGIN_RING(chan, celsius, NV10TCL_LINE_SMOOTH_ENABLE, 1);
- OUT_RING(chan, smooth ? 1 : 0);
+ BEGIN_RING(chan, celsius, NV10_3D_LINE_SMOOTH_ENABLE, 1);
+ OUT_RINGb(chan, smooth);
}
void
-nv10_emit_line_stipple(GLcontext *ctx, int emit)
+nv10_emit_line_stipple(struct gl_context *ctx, int emit)
{
}
void
-nv10_emit_point_mode(GLcontext *ctx, int emit)
+nv10_emit_point_mode(struct gl_context *ctx, int emit)
{
struct nouveau_channel *chan = context_chan(ctx);
struct nouveau_grobj *celsius = context_eng3d(ctx);
- BEGIN_RING(chan, celsius, NV10TCL_POINT_SIZE, 1);
+ BEGIN_RING(chan, celsius, NV10_3D_POINT_SIZE, 1);
OUT_RING(chan, (uint32_t)(ctx->Point.Size * 8));
- BEGIN_RING(chan, celsius, NV10TCL_POINT_SMOOTH_ENABLE, 1);
- OUT_RING(chan, ctx->Point.SmoothFlag ? 1 : 0);
+ BEGIN_RING(chan, celsius, NV10_3D_POINT_SMOOTH_ENABLE, 1);
+ OUT_RINGb(chan, ctx->Point.SmoothFlag);
}
void
-nv10_emit_polygon_mode(GLcontext *ctx, int emit)
+nv10_emit_polygon_mode(struct gl_context *ctx, int emit)
{
struct nouveau_channel *chan = context_chan(ctx);
struct nouveau_grobj *celsius = context_eng3d(ctx);
- BEGIN_RING(chan, celsius, NV10TCL_POLYGON_MODE_FRONT, 2);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_MODE_FRONT, 2);
OUT_RING(chan, nvgl_polygon_mode(ctx->Polygon.FrontMode));
OUT_RING(chan, nvgl_polygon_mode(ctx->Polygon.BackMode));
- BEGIN_RING(chan, celsius, NV10TCL_POLYGON_SMOOTH_ENABLE, 1);
- OUT_RING(chan, ctx->Polygon.SmoothFlag ? 1 : 0);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_SMOOTH_ENABLE, 1);
+ OUT_RINGb(chan, ctx->Polygon.SmoothFlag);
}
void
-nv10_emit_polygon_offset(GLcontext *ctx, int emit)
+nv10_emit_polygon_offset(struct gl_context *ctx, int emit)
{
struct nouveau_channel *chan = context_chan(ctx);
struct nouveau_grobj *celsius = context_eng3d(ctx);
- BEGIN_RING(chan, celsius, NV10TCL_POLYGON_OFFSET_POINT_ENABLE, 3);
- OUT_RING(chan, ctx->Polygon.OffsetPoint ? 1 : 0);
- OUT_RING(chan, ctx->Polygon.OffsetLine ? 1 : 0);
- OUT_RING(chan, ctx->Polygon.OffsetFill ? 1 : 0);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_POINT_ENABLE, 3);
+ OUT_RINGb(chan, ctx->Polygon.OffsetPoint);
+ OUT_RINGb(chan, ctx->Polygon.OffsetLine);
+ OUT_RINGb(chan, ctx->Polygon.OffsetFill);
- BEGIN_RING(chan, celsius, NV10TCL_POLYGON_OFFSET_FACTOR, 2);
+ BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_FACTOR, 2);
OUT_RINGf(chan, ctx->Polygon.OffsetFactor);
OUT_RINGf(chan, ctx->Polygon.OffsetUnits);
}
void
-nv10_emit_polygon_stipple(GLcontext *ctx, int emit)
+nv10_emit_polygon_stipple(struct gl_context *ctx, int emit)
{
}