CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
- OUT_RING_CACHE(func); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
- OUT_RING_CACHE(ubRef); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
+ OUT_RING_CACHE(func);
+ OUT_RING_CACHE(ubRef);
}
static void nv20BlendColor(GLcontext *ctx, const GLfloat color[4])
OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
}
+static void nv20Clear(GLcontext *ctx, GLbitfield mask)
+{
+ /* TODO */
+}
+
static void nv20ClearColor(GLcontext *ctx, const GLfloat color[4])
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
// 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, nv20Scissor 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 ?
}
/** Set the scale and units used to calculate depth values */
-void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
+static void nv20PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2);
+ OUT_RING_CACHEf(factor);
+ OUT_RING_CACHEf(units);
+}
+
/** Set the polygon stippling pattern */
-void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
+static void nv20PolygonStipple(GLcontext *ctx, const GLubyte *mask )
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32);
+ OUT_RING_CACHEp(mask, 32);
+}
+
/* Specifies the current buffer for reading */
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** Set rasterization mode */
/** Define the scissor box */
static void nv20Scissor(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 = 4095;
+ } else {
+ x += nmesa->drawX;
+ y += nmesa->drawY;
+ }
+
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SCISSOR_X2_X1, 2);
+ OUT_RING_CACHE(((x+w-1) << 16) | x);
+ OUT_RING_CACHE(((y+h-1) << 16) | y);
}
/** Select flat or smooth shading */
void (*TexParameter)(GLcontext *ctx, GLenum target,
struct gl_texture_object *texObj,
GLenum pname, const GLfloat *params);
-void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
-/** Set the viewport */
-static void nv20Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+static void nv20TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
{
- /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
- OUT_RING_CACHE((w << 16) | x);
- OUT_RING_CACHE((h << 16) | y);
+ /* TODO */
+}
+
+/* Update anything that depends on the window position/size */
+static void nv20WindowMoved(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, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
+ OUT_RING_CACHE((w << 16) | x);
+ OUT_RING_CACHE((h << 16) | y);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x02b4, 1);
+ OUT_RING(0);
+
+ BEGIN_RING_CACHE(NvSub3D,
+ NV20_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 2);
+ OUT_RING_CACHE((4095 << 16) | 0);
+ OUT_RING_CACHE((4095 << 16) | 0);
+ for (i=1; i<8; i++) {
+ BEGIN_RING_CACHE(NvSub3D,
+ NV20_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 1);
+ OUT_RING_CACHE(0);
+ BEGIN_RING_CACHE(NvSub3D,
+ NV20_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(i), 1);
+ OUT_RING_CACHE(0);
+ }
+
+ ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
+ ctx->Scissor.Width, ctx->Scissor.Height);
+
+ /* TODO: recalc viewport scale coefs */
}
/* Initialise any card-specific non-GL related state */
static GLboolean nv20InitCard(nouveauContextPtr nmesa)
{
- return GL_TRUE;
+ nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
+
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SET_OBJECT1, 2);
+ OUT_RING(NvDmaFB); /* 184 dma_object1 */
+ OUT_RING(NvDmaFB); /* 188 dma_object2 */
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SET_OBJECT3, 2);
+ OUT_RING(NvDmaFB); /* 194 dma_object3 */
+ OUT_RING(NvDmaFB); /* 198 dma_object4 */
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SET_OBJECT8, 1);
+ OUT_RING(NvDmaFB); /* 1a8 dma_object8 */
+
+ BEGIN_RING_SIZE(NvSub3D, 0x17e0, 3);
+ OUT_RINGf(0.0);
+ OUT_RINGf(0.0);
+ OUT_RINGf(1.0);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x1e6c, 1);
+ OUT_RING(0x0db6);
+ BEGIN_RING_SIZE(NvSub3D, 0x0290, 1);
+ OUT_RING(0x00100001);
+ BEGIN_RING_SIZE(NvSub3D, 0x09fc, 1);
+ OUT_RING(0);
+ BEGIN_RING_SIZE(NvSub3D, 0x1d80, 1);
+ OUT_RING(1);
+ BEGIN_RING_SIZE(NvSub3D, 0x09f8, 1);
+ OUT_RING(4);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x17ec, 3);
+ OUT_RINGf(0.0);
+ OUT_RINGf(1.0);
+ OUT_RINGf(0.0);
+
+ BEGIN_RING_SIZE(NvSub3D, 0x1d88, 1);
+ OUT_RING(3);
+
+ /* FIXME: More dma objects to setup ? */
+
+ BEGIN_RING_SIZE(NvSub3D, 0x1e98, 1);
+ OUT_RING(0);
+
+ 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 **color,
nouveau_renderbuffer *depth)
{
- return GL_TRUE;
-}
+ GLuint x, y, w, h;
+ GLuint pitch, format, depth_pitch;
+
+ w = color[0]->mesa.Width;
+ h = color[0]->mesa.Height;
+ x = nmesa->drawX;
+ y = nmesa->drawY;
+
+ if (num_color != 1)
+ return GL_FALSE;
+
+ BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 6);
+ OUT_RING_CACHE((w << 16) | x);
+ OUT_RING_CACHE((h << 16) | y);
+ depth_pitch = (depth ? depth->pitch : color[0]->pitch);
+ pitch = (depth_pitch<<16) | color[0]->pitch;
+ format = 0x128;
+ if (color[0]->mesa._ActualFormat != GL_RGBA8) {
+ format = 0x123; /* R5G6B5 color buffer */
+ }
+ OUT_RING_CACHE(format);
+ OUT_RING_CACHE(pitch);
+ OUT_RING_CACHE(color[0]->offset);
+ OUT_RING_CACHE(depth ? depth->offset : color[0]->offset);
+
+ if (depth) {
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LMA_DEPTH_BUFFER_PITCH, 2);
+ /* TODO: use a different buffer */
+ OUT_RING(depth->pitch);
+ OUT_RING(depth->offset);
+ }
-/* Update anything that depends on the window position/size */
-static void nv20WindowMoved(nouveauContextPtr nmesa)
-{
+ /* Always set to bottom left of buffer */
+ BEGIN_RING_CACHE(NvSub3D, NV20_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;
}
void nv20InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- nmesa->hw_func.InitCard = nv20InitCard;
- nmesa->hw_func.BindBuffers = nv20BindBuffers;
- nmesa->hw_func.WindowMoved = nv20WindowMoved;
-
func->AlphaFunc = nv20AlphaFunc;
func->BlendColor = nv20BlendColor;
func->BlendEquationSeparate = nv20BlendEquationSeparate;
func->BlendFuncSeparate = nv20BlendFuncSeparate;
+ func->Clear = nv20Clear;
func->ClearColor = nv20ClearColor;
func->ClearDepth = nv20ClearDepth;
func->ClearStencil = nv20ClearStencil;
func->PointParameterfv = nv20PointParameterfv;
func->PointSize = nv20PointSize;
func->PolygonMode = nv20PolygonMode;
-#if 0
func->PolygonOffset = nv20PolygonOffset;
func->PolygonStipple = nv20PolygonStipple;
- func->ReadBuffer = nv20ReadBuffer;
- func->RenderMode = nv20RenderMode;
-#endif
+/* func->ReadBuffer = nv20ReadBuffer;*/
+/* func->RenderMode = nv20RenderMode;*/
func->Scissor = nv20Scissor;
func->ShadeModel = nv20ShadeModel;
func->StencilFuncSeparate = nv20StencilFuncSeparate;
func->StencilMaskSeparate = nv20StencilMaskSeparate;
func->StencilOpSeparate = nv20StencilOpSeparate;
-#if 0
- func->TexGen = nv20TexGen;
- func->TexParameter = nv20TexParameter;
+/* func->TexGen = nv20TexGen;*/
+/* func->TexParameter = nv20TexParameter;*/
func->TextureMatrix = nv20TextureMatrix;
-#endif
- func->Viewport = nv20Viewport;
+
+ nmesa->hw_func.InitCard = nv20InitCard;
+ nmesa->hw_func.BindBuffers = nv20BindBuffers;
+ nmesa->hw_func.WindowMoved = nv20WindowMoved;
}