static void nv30PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- int method;
- if (face == GL_FRONT)
- method = NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT;
- else
- method = NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK;
- BEGIN_RING_SIZE(NvSub3D, method, 1);
- OUT_RING(mode);
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
+ OUT_RING(mode);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
+ OUT_RING(mode);
+ }
}
/** Set the scale and units used to calculate depth values */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/** Select flat or smooth shading */
void (*ShadeModel)(GLcontext *ctx, GLenum mode);
+
/** OpenGL 2.0 two-sided StencilFunc */
-void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
- GLint ref, GLuint mask);
+static void nv30StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
+ GLint ref, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_FUNC, 3);
+ OUT_RING(func);
+ OUT_RING(ref);
+ OUT_RING(mask);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_FUNC_FUNC, 3);
+ OUT_RING(func);
+ OUT_RING(ref);
+ OUT_RING(mask);
+ }
+}
+
/** OpenGL 2.0 two-sided StencilMask */
-void (*StencilMaskSeparate)(GLcontext *ctx, GLenum face, GLuint mask);
+static void nv30StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_MASK, 1);
+ OUT_RING(mask);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_MASK, 1);
+ OUT_RING(mask);
+ }
+}
+
/** OpenGL 2.0 two-sided StencilOp */
-void (*StencilOpSeparate)(GLcontext *ctx, GLenum face, GLenum fail,
- GLenum zfail, GLenum zpass);
+static void nv30StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_OP_FAIL, 1);
+ OUT_RING(fail);
+ OUT_RING(zfail);
+ OUT_RING(zpass);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_OP_FAIL, 1);
+ OUT_RING(fail);
+ OUT_RING(zfail);
+ OUT_RING(zpass);
+ }
+}
+
/** Control the generation of texture coordinates */
void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params);
func->RenderMode = nv30RenderMode;
func->Scissor = nv30Scissor;
func->ShadeModel = nv30ShaderModel;
+#endif
func->StencilFuncSeparate = nv30StencilFuncSeparate;
func->StencilMaskSeparate = nv30StencilMaskSeparate;
func->StencilOpSeparate = nv30StencilOpSeparate;
+#if 0
func->TexGen = nv30TexGen;
func->TexParameter = nv30TexParameter;
func->TextureMatrix = nv30TextureMatrix;