static void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
- OUT_RING_CACHE((modeA<<16) | modeRGB);
+ /* Not for NV10 */
}
static void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA)
{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
- OUT_RING_CACHE((sfactorA<<16) | sfactorRGB);
- OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
+ /* Not for NV10 */
+}
+
+static void nv10Clear(GLcontext *ctx, GLbitfield mask)
+{
+ /* TODO */
}
-/*
static void nv10ClearColor(GLcontext *ctx, const GLfloat color[4])
{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLubyte c[4];
+ UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color);
+ nmesa->clear_color_value = PACK_COLOR_8888(c[3],c[0],c[1],c[2]);
}
static void nv10ClearDepth(GLcontext *ctx, GLclampd d)
{
+ /* FIXME: check if 16 or 24/32 bits depth buffer */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
}
-*/
-/* we're don't support indexed buffers
- void (*ClearIndex)(GLcontext *ctx, GLuint index)
- */
-
-/*
static void nv10ClearStencil(GLcontext *ctx, GLint s)
{
+ /* FIXME: not valid for 16 bits depth buffer (0 stencil bits) */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
}
-*/
static void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
{
static void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
{
- // TODO I need love
+ /* TODO I need love */
}
static void nv10CullFace(GLcontext *ctx, GLenum mode)
static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
{
- // TODO I need love (fog and line_smooth hints)
+ /* TODO I need love (fog and line_smooth hints) */
}
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
static void nv10LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
{
+ /* Not for NV10 */
}
static void nv10LineWidth(GLcontext *ctx, GLfloat width)
}
-/** Specify the diameter of rasterized points */
static void nv10PointSize(GLcontext *ctx, GLfloat size)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
OUT_RING_CACHE(((int) (size * 8.0)) & -4);
}
-/** Select a polygon rasterization mode */
static void nv10PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
}
/** Set the scale and units used to calculate depth values */
-void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
+static void nv10PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_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 nv10PolygonStipple(GLcontext *ctx, const GLubyte *mask )
+{
+ /* Not for NV10 */
+}
+
/* Specifies the current buffer for reading */
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
/** Set rasterization mode */
OUT_RING_CACHE(mode);
}
-/** OpenGL 2.0 two-sided StencilFunc */
static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask)
{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
- OUT_RING_CACHE(func);
- OUT_RING_CACHE(ref);
- OUT_RING_CACHE(mask);
+ /* Not for NV10 */
}
-/** OpenGL 2.0 two-sided StencilMask */
static void nv10StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
- OUT_RING_CACHE(mask);
+ /* Not for NV10 */
}
-/** OpenGL 2.0 two-sided StencilOp */
static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass)
{
- nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
-
- BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 1);
- OUT_RING_CACHE(fail);
- OUT_RING_CACHE(zfail);
- OUT_RING_CACHE(zpass);
+ /* Not for NV10 */
}
/** Control the generation of texture coordinates */
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);
+
+static void nv10TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_TX_MATRIX(unit, 0), 16);
+ /*XXX: This SHOULD work.*/
+ OUT_RING_CACHEp(mat->m, 16);
+}
/** Set the viewport */
static void nv10Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
func->AlphaFunc = nv10AlphaFunc;
func->BlendColor = nv10BlendColor;
- func->BlendEquationSeparate = nv10BlendEquationSeparate;
- func->BlendFuncSeparate = nv10BlendFuncSeparate;
-#if 0
+ func->BlendEquationSeparate = nv10BlendEquationSeparate; /* Not for NV10 */
+ func->BlendFuncSeparate = nv10BlendFuncSeparate; /* Not for NV10 */
+ func->Clear = nv10Clear;
func->ClearColor = nv10ClearColor;
func->ClearDepth = nv10ClearDepth;
func->ClearStencil = nv10ClearStencil;
-#endif
func->ClipPlane = nv10ClipPlane;
func->ColorMask = nv10ColorMask;
func->ColorMaterial = nv10ColorMaterial;
func->Hint = nv10Hint;
func->Lightfv = nv10Lightfv;
/* func->LightModelfv = nv10LightModelfv; */
- func->LineStipple = nv10LineStipple;
+ func->LineStipple = nv10LineStipple; /* Not for NV10 */
func->LineWidth = nv10LineWidth;
func->LogicOpcode = nv10LogicOpcode;
func->PointParameterfv = nv10PointParameterfv;
func->PointSize = nv10PointSize;
func->PolygonMode = nv10PolygonMode;
-#if 0
func->PolygonOffset = nv10PolygonOffset;
- func->PolygonStipple = nv10PolygonStipple;
- func->ReadBuffer = nv10ReadBuffer;
- func->RenderMode = nv10RenderMode;
-#endif
+ func->PolygonStipple = nv10PolygonStipple; /* Not for NV10 */
+/* func->ReadBuffer = nv10ReadBuffer;*/
+/* func->RenderMode = nv10RenderMode;*/
func->Scissor = nv10Scissor;
func->ShadeModel = nv10ShadeModel;
- func->StencilFuncSeparate = nv10StencilFuncSeparate;
- func->StencilMaskSeparate = nv10StencilMaskSeparate;
- func->StencilOpSeparate = nv10StencilOpSeparate;
-#if 0
- func->TexGen = nv10TexGen;
- func->TexParameter = nv10TexParameter;
+ func->StencilFuncSeparate = nv10StencilFuncSeparate; /* Not for NV10 */
+ func->StencilMaskSeparate = nv10StencilMaskSeparate; /* Not for NV10 */
+ func->StencilOpSeparate = nv10StencilOpSeparate; /* Not for NV10 */
+/* func->TexGen = nv10TexGen;*/
+/* func->TexParameter = nv10TexParameter;*/
func->TextureMatrix = nv10TextureMatrix;
-#endif
- func->Viewport = nv10Viewport;
nmesa->hw_func.InitCard = nv10InitCard;
nmesa->hw_func.BindBuffers = nv10BindBuffers;
nmesa->hw_func.WindowMoved = nv10WindowMoved;
}
-