**************************************************************************
- Created from objects.c rev. 1.332
+ Created from objects.c rev. 1.337
*/
#ifndef _NOUVEAU_REG_H
# define NV04_SCALED_IMAGE_FROM_MEMORY_DU_DX 0x00000318 /* Parameters: int frac*0x100000 */
# define NV04_SCALED_IMAGE_FROM_MEMORY_DV_DY 0x0000031c /* Parameters: int frac*0x100000 */
# define NV04_SCALED_IMAGE_FROM_MEMORY_SIZE 0x00000400 /* Parameters: width height */
-# define NV04_SCALED_IMAGE_FROM_MEMORY_FORMAT 0x00000404 /* Parameters: pitch */
+# define NV04_SCALED_IMAGE_FROM_MEMORY_FORMAT 0x00000404 /* Parameters: pitch origin filter */
# define NV04_SCALED_IMAGE_FROM_MEMORY_OFFSET 0x00000408
# define NV04_SCALED_IMAGE_FROM_MEMORY_POINT 0x0000040c /* Parameters: u_int u_frac*0x10 v_int v_frac*0x10 */
# define NV10_TCL_PRIMITIVE_3D_FOG_COLOR 0x000002a8 /* Parameters: a b g r */
# define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(d) (0x000002c0 + d * 0x0004) /* Parameters: x2 x1 */
# define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(d) (0x000002e0 + d * 0x0004) /* Parameters: y2 y1 */
-# define NV10_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE 0x00000300
+# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE 0x00000300
# define NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE 0x00000304
# define NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE 0x00000308
# define NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE 0x0000030c
# define NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE 0x00000320
# define NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE 0x00000324
# define NV10_TCL_PRIMITIVE_3D_VERTEX_WEIGHT_ENABLE 0x00000328
-# define NV10_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE 0x0000032c
+# define NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE 0x0000032c
# define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE 0x00000330
# define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE 0x00000334
# define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE 0x00000338
-# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC 0x0000033c
+# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC 0x0000033c
# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF 0x00000340
# define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC 0x00000344
# define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_DST 0x00000348
# define NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION 0x00000350
# define NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC 0x00000354
# define NV10_TCL_PRIMITIVE_3D_COLOR_MASK 0x00000358 /* Parameters: r g b */
-# define NV10_TCL_PRIMITIVE_3D_DEPTH_MASK 0x0000035c
+# define NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE 0x0000035c
# define NV10_TCL_PRIMITIVE_3D_STENCIL_MASK 0x00000360
# define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC 0x00000364
# define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_REF 0x00000368
# define NV17_TCL_PRIMITIVE_3D_COLOR_MASK_ENABLE 0x000002bc
# define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(d) (0x000002c0 + d * 0x0004) /* Parameters: x2 x1 */
# define NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(d) (0x000002e0 + d * 0x0004) /* Parameters: y2 y1 */
-# define NV10_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE 0x00000300
+# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE 0x00000300
# define NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE 0x00000304
# define NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE 0x00000308
# define NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE 0x0000030c
# define NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE 0x00000320
# define NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE 0x00000324
# define NV10_TCL_PRIMITIVE_3D_VERTEX_WEIGHT_ENABLE 0x00000328
-# define NV10_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE 0x0000032c
+# define NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE 0x0000032c
# define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE 0x00000330
# define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE 0x00000334
# define NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE 0x00000338
-# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC 0x0000033c
+# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC 0x0000033c
# define NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF 0x00000340
# define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC 0x00000344
# define NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_DST 0x00000348
# define NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION 0x00000350
# define NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC 0x00000354
# define NV10_TCL_PRIMITIVE_3D_COLOR_MASK 0x00000358 /* Parameters: r g b */
-# define NV10_TCL_PRIMITIVE_3D_DEPTH_MASK 0x0000035c
+# define NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE 0x0000035c
# define NV10_TCL_PRIMITIVE_3D_STENCIL_MASK 0x00000360
# define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC 0x00000364
# define NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_REF 0x00000368
# define NV10_CONTEXT_SURFACES_2D_OFFSET_DST 0x0000030c
/******************************************
-Object NV04_SURFACE used on: NV04 NV10 NV15
+Object NV04_CONTEXT_SURFACES_2D used on: NV04 NV10 NV15
*/
-#define NV04_SURFACE 0x00000042
-# define NV04_SURFACE_NOTIFY 0x00000104
-# define NV04_SURFACE_DMA_NOTIFY 0x00000180
-# define NV04_SURFACE_DMA_IMAGE_SOURCE 0x00000184
-# define NV04_SURFACE_DMA_IMAGE_DESTIN 0x00000188
-# define NV04_SURFACE_FORMAT 0x00000300
-# define NV04_SURFACE_PITCH 0x00000304 /* Parameters: source destin */
-# define NV04_SURFACE_OFFSET_SOURCE 0x00000308
-# define NV04_SURFACE_OFFSET_DESTIN 0x0000030c
+#define NV04_CONTEXT_SURFACES_2D 0x00000042
+# define NV04_CONTEXT_SURFACES_2D_NOTIFY 0x00000104
+# define NV04_CONTEXT_SURFACES_2D_SET_DMA_NOTIFY 0x00000180
+# define NV04_CONTEXT_SURFACES_2D_SET_DMA_IMAGE_SRC 0x00000184
+# define NV04_CONTEXT_SURFACES_2D_SET_DMA_IMAGE_DST 0x00000188
+# define NV04_CONTEXT_SURFACES_2D_FORMAT 0x00000300
+# define NV04_CONTEXT_SURFACES_2D_PITCH 0x00000304 /* Parameters: src dst */
+# define NV04_CONTEXT_SURFACES_2D_OFFSET_SRC 0x00000308
+# define NV04_CONTEXT_SURFACES_2D_OFFSET_DST 0x0000030c
/******************************************
Object NV04_IMAGE_PATTERN used on: NV04 NV10 NV15 NV20 NV30 NV40 G70
# define NV20_TCL_PRIMITIVE_3D_COLOR_MATERIAL_CONTROL 0x00000298 /* Parameters: back_specular back_ambient back_diffuse back_emission front_specular front_ambient front_diffuse front_emission */
# define NV20_TCL_PRIMITIVE_3D_FOG_MODE 0x0000029c
# define NV20_TCL_PRIMITIVE_3D_FOG_COORD_DIST 0x000002a0
-# define NV20_TCL_PRIMITIVE_3D_ALPHA_TEST_ENABLE 0x00000300
-# define NV20_TCL_PRIMITIVE_3D_BLEND_ENABLE 0x00000304
+# define NV20_TCL_PRIMITIVE_3D_FOG_ENABLE 0x000002a4
+# define NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE 0x00000300
+# define NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE 0x00000304
# define NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE 0x00000308
# define NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE 0x0000030c
# define NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE 0x00000310
# define NV20_TCL_PRIMITIVE_3D_LIGHTING_ENABLE 0x00000314
+# define NV20_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE 0x0000031c
# define NV20_TCL_PRIMITIVE_3D_POINT_PARAMETERS_ENABLE 0x00000318
# define NV20_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE 0x00000320
# define NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE 0x00000324
-# define NV20_TCL_PRIMITIVE_3D_STENCIL_TEST_ENABLE 0x0000032c
+# define NV20_TCL_PRIMITIVE_3D_STENCIL_ENABLE 0x0000032c
# define NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE 0x00000330
# define NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE 0x00000334
# define NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE 0x00000338
# define NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION 0x00000350
# define NV20_TCL_PRIMITIVE_3D_DEPTH_FUNC 0x00000354
# define NV20_TCL_PRIMITIVE_3D_COLOR_MASK 0x00000358 /* Parameters: a r g b */
-# define NV20_TCL_PRIMITIVE_3D_DEPTH_MASK 0x0000035c
+# define NV20_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE 0x0000035c
# define NV20_TCL_PRIMITIVE_3D_STENCIL_MASK 0x00000360
# define NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC 0x00000364
# define NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_REF 0x00000368
# define NV20_TCL_PRIMITIVE_3D_LIGHT_MODEL_BACK_SIDE_PRODUCT_AMBIENT_PLUS_EMISSION 0x000017a0
# define NV20_TCL_PRIMITIVE_3D_COLOR_MATERIAL_BACK 0x000017b0
# define NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE 0x000017bc
-# define NV20_TCL_PRIMITIVE_3D_LOGIC_OP 0x000017c0
+# define NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP 0x000017c0
# define NV20_TCL_PRIMITIVE_3D_LIGHT_MODEL_TWO_SIDE_ENABLE 0x000017c4
# define NV20_TCL_PRIMITIVE_3D_BEGIN_END 0x000017fc
-# define NV20_TCL_PRIMITIVE_3D_CLEAR_COLOR 0x00001d90
-# define NV20_TCL_PRIMITIVE_3D_CLEAR_MASK 0x00001d94 /* Parameters: clear color a clear color b clear color g clear color r clear depth clear stencil */
+# define NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH 0x00001d8c
+# define NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB 0x00001d90
+# define NV20_TCL_PRIMITIVE_3D_CLEAR_WHICH_BUFFERS 0x00001d94 /* Parameters: clear color a clear color b clear color g clear color r clear depth clear stencil */
# define NV20_TCL_PRIMITIVE_3D_INDEX_DATA 0x00001800 /* Parameters: index1 index0 */
# define NV20_TCL_PRIMITIVE_3D_VB_VERTEX_BATCH 0x00001810 /* Parameters: count_vertices offset_vertices */
# define NV20_TCL_PRIMITIVE_3D_VERTEX_DATA 0x00001818
# define NV30_TCL_PRIMITIVE_3D_TX_DEPTH_UNIT(d) (0x00001840 + d * 0x0004) /* Parameters: depth NPOT pitch */
# define NV30_TCL_PRIMITIVE_3D_VB_VERTEX_BATCH 0x00001814 /* Parameters: count_vertices offset_vertices */
# define NV30_TCL_PRIMITIVE_3D_VERTEX_DATA 0x00001818
-# define NV30_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE 0x00000374
-# define NV30_TCL_PRIMITIVE_3D_LOGIC_OP_OP 0x00000378
+# define NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE 0x00000374
+# define NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP 0x00000378
# define NV30_TCL_PRIMITIVE_3D_SET_DISPLAY_LIST_MEM_OFFSET 0x0000181c
# define NV30_TCL_PRIMITIVE_3D_EXECUTE_DISPLAY_LIST 0x00001824 /* Parameters: length start offset */
# define NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT 0x00001828
--- /dev/null
+/**************************************************************************
+
+Copyright 2006 Nouveau
+All Rights Reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a
+copy of this software and associated documentation files (the "Software"),
+to deal in the Software without restriction, including without limitation
+on the rights to use, copy, modify, merge, publish, distribute, sub
+license, and/or sell copies of the Software, and to permit persons to whom
+the Software is furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice (including the next
+paragraph) shall be included in all copies or substantial portions of the
+Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP BE LIABLE FOR ANY CLAIM,
+DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
+OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
+USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+**************************************************************************/
+
+#include "nouveau_context.h"
+#include "nouveau_object.h"
+#include "nouveau_fifo.h"
+#include "nouveau_reg.h"
+
+#include "tnl/t_pipeline.h"
+
+#include "mtypes.h"
+#include "colormac.h"
+
+static void nv20AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLubyte ubRef;
+ CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
+
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
+ OUT_RING(func); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
+ OUT_RING(ubRef); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
+}
+
+static void nv20BlendColor(GLcontext *ctx, const GLfloat color[4])
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLubyte cf[4];
+
+ CLAMPED_FLOAT_TO_UBYTE(cf[0], color[0]);
+ CLAMPED_FLOAT_TO_UBYTE(cf[1], color[1]);
+ CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]);
+ CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]);
+
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
+ OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
+}
+
+static void nv20BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
+ OUT_RING((modeA<<16) | modeRGB);
+}
+
+
+static void nv20BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorA, GLenum dfactorA)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
+ OUT_RING((sfactorA<<16) | sfactorRGB);
+ OUT_RING((dfactorA<<16) | dfactorRGB);
+}
+
+static void nv20ClearColor(GLcontext *ctx, const GLfloat color[4])
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLubyte c[4];
+ UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
+ OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
+}
+
+static void nv20ClearDepth(GLcontext *ctx, GLclampd d)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+ OUT_RING(nmesa->clear_value);
+}
+
+/* we're don't support indexed buffers
+ void (*ClearIndex)(GLcontext *ctx, GLuint index)
+ */
+
+static void nv20ClearStencil(GLcontext *ctx, GLint s)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+ OUT_RING(nmesa->clear_value);
+}
+
+static void nv20ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
+ OUT_RINGf(equation[0]);
+ OUT_RINGf(equation[1]);
+ OUT_RINGf(equation[2]);
+ OUT_RINGf(equation[3]);
+}
+
+static void nv20ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
+ GLboolean bmask, GLboolean amask )
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
+ OUT_RING(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
+}
+
+static void nv20ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
+{
+ // TODO I need love
+}
+
+static void nv20CullFace(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE, 1);
+ OUT_RING(mode);
+}
+
+static void nv20FrontFace(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
+ OUT_RING(mode);
+}
+
+static void nv20DepthFunc(GLcontext *ctx, GLenum func)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
+ OUT_RING(func);
+}
+
+static void nv20DepthMask(GLcontext *ctx, GLboolean flag)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
+ OUT_RING(flag);
+}
+
+static void nv20DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
+ OUT_RINGf(nearval);
+ OUT_RINGf(farval);
+}
+
+/** Specify the current buffer for writing */
+//void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
+/** Specify the buffers for writing for fragment programs*/
+//void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
+
+static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ switch(cap)
+ {
+ case GL_ALPHA_TEST:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_AUTO_NORMAL:
+ case GL_BLEND:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_CLIP_PLANE0:
+ case GL_CLIP_PLANE1:
+ case GL_CLIP_PLANE2:
+ case GL_CLIP_PLANE3:
+ case GL_CLIP_PLANE4:
+ case GL_CLIP_PLANE5:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
+ OUT_RING(state);
+ break;
+ case GL_COLOR_LOGIC_OP:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_COLOR_MATERIAL:
+// case GL_COLOR_SUM_EXT:
+// case GL_COLOR_TABLE:
+// case GL_CONVOLUTION_1D:
+// case GL_CONVOLUTION_2D:
+ case GL_CULL_FACE:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_DEPTH_TEST:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_DITHER:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_FOG:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_HISTOGRAM:
+// case GL_INDEX_LOGIC_OP:
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ {
+ uint32_t mask=0x11<<(2*(cap-GL_LIGHT0));
+ nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
+ if (nmesa->lighting_enabled)
+ {
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+ OUT_RING(nmesa->enabled_lights);
+ }
+ break;
+ }
+ case GL_LIGHTING:
+ nmesa->lighting_enabled=state;
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+ if (nmesa->lighting_enabled)
+ OUT_RING(nmesa->enabled_lights);
+ else
+ OUT_RING(0x0);
+ break;
+ case GL_LINE_SMOOTH:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_LINE_STIPPLE:
+// case GL_MAP1_COLOR_4:
+// case GL_MAP1_INDEX:
+// case GL_MAP1_NORMAL:
+// case GL_MAP1_TEXTURE_COORD_1:
+// case GL_MAP1_TEXTURE_COORD_2:
+// case GL_MAP1_TEXTURE_COORD_3:
+// case GL_MAP1_TEXTURE_COORD_4:
+// case GL_MAP1_VERTEX_3:
+// case GL_MAP1_VERTEX_4:
+// case GL_MAP2_COLOR_4:
+// case GL_MAP2_INDEX:
+// case GL_MAP2_NORMAL:
+// case GL_MAP2_TEXTURE_COORD_1:
+// case GL_MAP2_TEXTURE_COORD_2:
+// case GL_MAP2_TEXTURE_COORD_3:
+// case GL_MAP2_TEXTURE_COORD_4:
+// case GL_MAP2_VERTEX_3:
+// case GL_MAP2_VERTEX_4:
+// case GL_MINMAX:
+ case GL_NORMALIZE:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_POINT_SMOOTH:
+ case GL_POLYGON_OFFSET_POINT:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POLYGON_SMOOTH:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
+ OUT_RING(state);
+ break;
+ case GL_POLYGON_STIPPLE:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
+// case GL_POST_CONVOLUTION_COLOR_TABLE:
+// case GL_RESCALE_NORMAL:
+// case GL_SCISSOR_TEST:
+// case GL_SEPARABLE_2D:
+ case GL_STENCIL_TEST:
+ // TODO BACK and FRONT ?
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
+ OUT_RING(state);
+ break;
+// case GL_TEXTURE_GEN_Q:
+// case GL_TEXTURE_GEN_R:
+// case GL_TEXTURE_GEN_S:
+// case GL_TEXTURE_GEN_T:
+// case GL_TEXTURE_1D:
+// case GL_TEXTURE_2D:
+// case GL_TEXTURE_3D:
+ }
+}
+
+static void nv20Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ switch(pname)
+ {
+ case GL_FOG_MODE:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+ //OUT_RING (params);
+ break;
+ /* TODO: unsure about the rest.*/
+ default:
+ break;
+ }
+
+}
+
+static void nv20Hint(GLcontext *ctx, GLenum target, GLenum mode)
+{
+ // TODO I need love (fog and line_smooth hints)
+}
+
+// void (*IndexMask)(GLcontext *ctx, GLuint mask);
+
+static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ /* not sure where the fourth param value goes...*/
+ switch(pname)
+ {
+ case GL_AMBIENT:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_DIFFUSE:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_SPECULAR:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_SPOT_DIRECTION:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_POSITION:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
+ OUT_RINGf(params[0]);
+ OUT_RINGf(params[1]);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_SPOT_EXPONENT:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
+ OUT_RINGf(*params);
+ break;
+ case GL_SPOT_CUTOFF:
+ /* you can't factor these */
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
+ OUT_RINGf(params[0]);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
+ OUT_RINGf(params[1]);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
+ OUT_RINGf(params[2]);
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+ OUT_RINGf(*params);
+ break;
+ case GL_LINEAR_ATTENUATION:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+ OUT_RINGf(*params);
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+ OUT_RINGf(*params);
+ break;
+ default:
+ break;
+ }
+}
+
+/** Set the lighting model parameters */
+static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+
+
+static void nv20LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
+{
+/* nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
+ OUT_RING((pattern << 16) | factor);*/
+}
+
+static void nv20LineWidth(GLcontext *ctx, GLfloat width)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
+ OUT_RINGf(width);
+}
+
+static void nv20LogicOpcode(GLcontext *ctx, GLenum opcode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
+ OUT_RING(opcode);
+}
+
+static void nv20PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+ /*TODO: not sure what goes here. */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+}
+
+/** Specify the diameter of rasterized points */
+static void nv20PointSize(GLcontext *ctx, GLfloat size)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
+ OUT_RINGf(size);
+}
+
+/** Select a polygon rasterization mode */
+static void nv20PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
+ OUT_RING(mode);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
+ OUT_RING(mode);
+ }
+}
+
+/** Set the scale and units used to calculate depth values */
+void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
+/** Set the polygon stippling pattern */
+void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
+/* Specifies the current buffer for reading */
+void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
+/** Set rasterization mode */
+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);
+
+/** OpenGL 2.0 two-sided StencilFunc */
+static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
+ GLint ref, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
+ OUT_RING(func);
+ OUT_RING(ref);
+ OUT_RING(mask);
+}
+
+/** OpenGL 2.0 two-sided StencilMask */
+static void nv20StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
+ OUT_RING(mask);
+}
+
+/** OpenGL 2.0 two-sided StencilOp */
+static void nv20StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_SIZE(NvSub3D, NV20_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);
+/** Set texture environment parameters */
+void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
+ const GLfloat *param);
+/** Set texture parameters */
+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)
+{
+ /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
+ OUT_RING((w << 16) | x);
+ OUT_RING((h << 16) | y);
+}
+
+void nv20InitStateFuncs(struct dd_function_table *func)
+{
+ func->AlphaFunc = nv20AlphaFunc;
+ func->BlendColor = nv20BlendColor;
+ func->BlendEquationSeparate = nv20BlendEquationSeparate;
+ func->BlendFuncSeparate = nv20BlendFuncSeparate;
+ func->ClearColor = nv20ClearColor;
+ func->ClearDepth = nv20ClearDepth;
+ func->ClearStencil = nv20ClearStencil;
+ func->ClipPlane = nv20ClipPlane;
+ func->ColorMask = nv20ColorMask;
+ func->ColorMaterial = nv20ColorMaterial;
+ func->CullFace = nv20CullFace;
+ func->FrontFace = nv20FrontFace;
+ func->DepthFunc = nv20DepthFunc;
+ func->DepthMask = nv20DepthMask;
+ func->DepthRange = nv20DepthRange;
+ func->Enable = nv20Enable;
+ func->Fogfv = nv20Fogfv;
+ func->Hint = nv20Hint;
+ func->Lightfv = nv20Lightfv;
+/* func->LightModelfv = nv20LightModelfv; */
+ func->LineStipple = nv20LineStipple;
+ func->LineWidth = nv20LineWidth;
+ func->LogicOpcode = nv20LogicOpcode;
+ func->PointParameterfv = nv20PointParameterfv;
+ func->PointSize = nv20PointSize;
+ func->PolygonMode = nv20PolygonMode;
+#if 0
+ func->PolygonOffset = nv20PolygonOffset;
+ func->PolygonStipple = nv20PolygonStipple;
+ func->ReadBuffer = nv20ReadBuffer;
+ func->RenderMode = nv20RenderMode;
+ func->Scissor = nv20Scissor;
+ func->ShadeModel = nv20ShaderModel;
+#endif
+ func->StencilFuncSeparate = nv20StencilFuncSeparate;
+ func->StencilMaskSeparate = nv20StencilMaskSeparate;
+ func->StencilOpSeparate = nv20StencilOpSeparate;
+#if 0
+ func->TexGen = nv20TexGen;
+ func->TexParameter = nv20TexParameter;
+ func->TextureMatrix = nv20TextureMatrix;
+#endif
+ func->Viewport = nv20Viewport;
+}
+