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_CURRENT_ATTRIB &&
new_state & _NEW_LIGHT) {
context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
NOUVEAU_STATE_TEX_GEN1,
NOUVEAU_STATE_TEX_GEN2,
NOUVEAU_STATE_TEX_GEN3,
+ NOUVEAU_STATE_TEX_MAT0,
+ NOUVEAU_STATE_TEX_MAT1,
+ NOUVEAU_STATE_TEX_MAT2,
+ NOUVEAU_STATE_TEX_MAT3,
NOUVEAU_STATE_TEX_OBJ0,
NOUVEAU_STATE_TEX_OBJ1,
NOUVEAU_STATE_TEX_OBJ2,
nouveau_emit_nothing,
nouveau_emit_nothing,
nouveau_emit_nothing,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
nv04_emit_tex_obj,
nv04_emit_tex_obj,
nouveau_emit_nothing,
nv10_emit_tex_gen,
nouveau_emit_nothing,
nouveau_emit_nothing,
+ nv10_emit_tex_mat,
+ nv10_emit_tex_mat,
+ nouveau_emit_nothing,
+ nouveau_emit_nothing,
nv10_emit_tex_obj,
nv10_emit_tex_obj,
nouveau_emit_nothing,
void
nv10_emit_tex_gen(GLcontext *ctx, int emit);
+void
+nv10_emit_tex_mat(GLcontext *ctx, int emit);
+
void
nv10_emit_tex_obj(GLcontext *ctx, int emit);
#include "nouveau_util.h"
#include "nv10_driver.h"
+#define TX_MATRIX(i) (NV10TCL_TX0_MATRIX(0) + 64 * (i))
+
void
nv10_emit_tex_gen(GLcontext *ctx, int emit)
{
}
+void
+nv10_emit_tex_mat(GLcontext *ctx, int emit)
+{
+ const int i = emit - NOUVEAU_STATE_TEX_MAT0;
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ struct nouveau_channel *chan = context_chan(ctx);
+ struct nouveau_grobj *celsius = context_eng3d(ctx);
+
+ if (nctx->fallback == HWTNL &&
+ ((ctx->Texture._TexMatEnabled & 1 << i) ||
+ ctx->Texture.Unit[i]._GenFlags)) {
+ BEGIN_RING(chan, celsius, NV10TCL_TX_MATRIX_ENABLE(i), 1);
+ OUT_RING(chan, 1);
+
+ BEGIN_RING(chan, celsius, TX_MATRIX(i), 16);
+ OUT_RINGm(chan, ctx->TextureMatrixStack[i].Top->m);
+
+ } else {
+ BEGIN_RING(chan, celsius, NV10TCL_TX_MATRIX_ENABLE(i), 1);
+ OUT_RING(chan, 0);
+ }
+}
+
static uint32_t
get_tex_format_pot(struct gl_texture_image *ti)
{
nv10_emit_tex_gen,
nv10_emit_tex_gen,
nv10_emit_tex_gen,
+ nv20_emit_tex_mat,
+ nv20_emit_tex_mat,
+ nv20_emit_tex_mat,
+ nv20_emit_tex_mat,
nv20_emit_tex_obj,
nv20_emit_tex_obj,
nv20_emit_tex_obj,
nv20_emit_frag(GLcontext *ctx, int emit);
/* nv20_state_tex.c */
+void
+nv20_emit_tex_mat(GLcontext *ctx, int emit);
+
void
nv20_emit_tex_obj(GLcontext *ctx, int emit);
#include "nouveau_util.h"
#include "nv20_driver.h"
+#define TX_MATRIX(i) (NV20TCL_TX0_MATRIX(0) + 64 * (i))
+
+void
+nv20_emit_tex_mat(GLcontext *ctx, int emit)
+{
+ const int i = emit - NOUVEAU_STATE_TEX_MAT0;
+ struct nouveau_context *nctx = to_nouveau_context(ctx);
+ struct nouveau_channel *chan = context_chan(ctx);
+ struct nouveau_grobj *kelvin = context_eng3d(ctx);
+
+ if (nctx->fallback == HWTNL &&
+ (ctx->Texture._TexMatEnabled & 1 << i)) {
+ BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1);
+ OUT_RING(chan, 1);
+
+ BEGIN_RING(chan, kelvin, TX_MATRIX(i), 16);
+ OUT_RINGm(chan, ctx->TextureMatrixStack[i].Top->m);
+
+ } else {
+ BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1);
+ OUT_RING(chan, 0);
+ }
+}
+
static uint32_t
get_tex_format_pot(struct gl_texture_image *ti)
{