// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
// case GL_POST_CONVOLUTION_COLOR_TABLE:
// case GL_RESCALE_NORMAL:
-// case GL_SCISSOR_TEST:
+ case GL_SCISSOR_TEST:
+ /* No enable bit, nv50Scissor will adjust to max range */
+ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height);
+ break;
// case GL_SEPARABLE_2D:
case GL_STENCIL_TEST:
// TODO BACK and FRONT ?
static void nv50Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ /* There's no scissor enable bit, so adjust the scissor to cover the
+ * maximum draw buffer bounds
+ */
+ if (!ctx->Scissor.Enabled) {
+ x = y = 0;
+ w = h = 8191;
+ } else {
+ x += nmesa->drawX;
+ y += nmesa->drawY;
+ }
+
+ BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS, 2);
+ OUT_RING_CACHE(((w) << 16) | x);
+ OUT_RING_CACHE(((h) << 16) | y);
}
/** Select flat or smooth shading */
static void nv50WindowMoved(nouveauContextPtr nmesa)
{
+ GLcontext *ctx = nmesa->glCtx;
+ GLfloat *v = nmesa->viewport.m;
+ GLuint w = ctx->Viewport.Width;
+ GLuint h = ctx->Viewport.Height;
+ GLuint x = ctx->Viewport.X + nmesa->drawX;
+ GLuint y = ctx->Viewport.Y + nmesa->drawY;
+ int i;
+
+ BEGIN_RING_CACHE(NvSub3D,
+ NV50_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 2);
+ OUT_RING_CACHE((8191 << 16) | 0);
+ OUT_RING_CACHE((8191 << 16) | 0);
+ for (i=1; i<8; i++) {
+ BEGIN_RING_CACHE(NvSub3D,
+ NV50_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 2);
+ OUT_RING_CACHE(0);
+ OUT_RING_CACHE(0);
+ }
+
+ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height);
}
static GLboolean nv50InitCard(nouveauContextPtr nmesa)
{
+ int i,j;
+
+ nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x1558, 1);
+ OUT_RING(1);
+
+ BEGIN_RING_SIZE(NvSub3D, NV50_TCL_PRIMITIVE_3D_SET_OBJECT_1(0), 8);
+ for (i=0; i<8; i++) {
+ OUT_RING(NvDmaFB);
+ }
+
+ BEGIN_RING_SIZE(NvSub3D, NV50_TCL_PRIMITIVE_3D_SET_OBJECT_0(0), 12);
+ for (i=0; i<12; i++) {
+ OUT_RING(NvDmaFB);
+ }
+
+ BEGIN_RING_SIZE(NvSub3D, 0x121c, 1);
+ OUT_RING(1);
+
+ for (i=0; i<8; i++) {
+ BEGIN_RING_SIZE(NvSub3D, 0x0200 + (i*0x20), 5);
+ for (j=0; j<5; j++) {
+ OUT_RING(0);
+ }
+ }
+
+ BEGIN_RING_SIZE(NvSub3D, 0x0fe0, 5);
+ OUT_RING(0);
+ OUT_RING(0);
+ OUT_RING(0x16);
+ OUT_RING(0);
+ OUT_RING(0);
+
return GL_FALSE;
}