void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+
/** Select flat or smooth shading */
-void (*ShadeModel)(GLcontext *ctx, GLenum mode);
+void nv10ShadeModel(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
+ OUT_RING(mode);
+}
+
/** OpenGL 2.0 two-sided StencilFunc */
-void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
- GLint ref, GLuint mask);
+static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
+ GLint ref, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_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 nv10StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_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 nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_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);
void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
+
/** Select flat or smooth shading */
-void (*ShadeModel)(GLcontext *ctx, GLenum mode);
+void nv20ShadeModel(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
+ OUT_RING(mode);
+}
/** OpenGL 2.0 two-sided StencilFunc */
static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
func->ReadBuffer = nv20ReadBuffer;
func->RenderMode = nv20RenderMode;
func->Scissor = nv20Scissor;
- func->ShadeModel = nv20ShaderModel;
#endif
+ func->ShadeModel = nv20ShadeModel;
func->StencilFuncSeparate = nv20StencilFuncSeparate;
func->StencilMaskSeparate = nv20StencilMaskSeparate;
func->StencilOpSeparate = nv20StencilOpSeparate;
/** Define the scissor box */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/** Select flat or smooth shading */
-void (*ShadeModel)(GLcontext *ctx, GLenum mode);
+void nv30ShadeModel(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
+ OUT_RING(mode);
+}
/** OpenGL 2.0 two-sided StencilFunc */
static void nv30StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
func->ReadBuffer = nv30ReadBuffer;
func->RenderMode = nv30RenderMode;
func->Scissor = nv30Scissor;
- func->ShadeModel = nv30ShaderModel;
#endif
+ func->ShadeModel = nv30ShadeModel;
func->StencilFuncSeparate = nv30StencilFuncSeparate;
func->StencilMaskSeparate = nv30StencilMaskSeparate;
func->StencilOpSeparate = nv30StencilOpSeparate;