From: Ben Skeggs Date: Thu, 16 Nov 2006 23:24:20 +0000 (+0000) Subject: Add nv30InitStateFuncs X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=0da68e2e6e2756e26040df414bc7d1719c884646;p=mesa.git Add nv30InitStateFuncs --- diff --git a/src/mesa/drivers/dri/nouveau/nouveau_state.h b/src/mesa/drivers/dri/nouveau/nouveau_state.h index 70c50588a8d..4e8eda83e12 100644 --- a/src/mesa/drivers/dri/nouveau/nouveau_state.h +++ b/src/mesa/drivers/dri/nouveau/nouveau_state.h @@ -32,6 +32,8 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. extern void nouveauDDInitState(nouveauContextPtr nmesa); extern void nouveauDDInitStateFuncs(GLcontext *ctx); +extern void nv30InitStateFuncs(struct dd_function_table *func); + /* extern void nouveauDDUpdateState(GLcontext *ctx); extern void nouveauDDUpdateHWState(GLcontext *ctx); diff --git a/src/mesa/drivers/dri/nouveau/nv30_state.c b/src/mesa/drivers/dri/nouveau/nv30_state.c index e6e5fdbd153..ded9d0934f8 100644 --- a/src/mesa/drivers/dri/nouveau/nv30_state.c +++ b/src/mesa/drivers/dri/nouveau/nv30_state.c @@ -34,7 +34,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. #include "mtypes.h" #include "colormac.h" -void nv30AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) +static void nv30AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLubyte ubRef; @@ -45,7 +45,7 @@ void nv30AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) OUT_RING(ubRef); /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */ } -void nv30BlendColor(GLcontext *ctx, const GLfloat color[4]) +static void nv30BlendColor(GLcontext *ctx, const GLfloat color[4]) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLubyte cf[4]; @@ -59,7 +59,7 @@ void nv30BlendColor(GLcontext *ctx, const GLfloat color[4]) OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0])); } -void nv30BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) +static void nv30BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1); @@ -67,7 +67,7 @@ void nv30BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) } -void nv30BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, +static void nv30BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -76,7 +76,7 @@ void nv30BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, OUT_RING((dfactorA<<16) | dfactorRGB); } -void nv30ClearColor(GLcontext *ctx, const GLfloat color[4]) +static void nv30ClearColor(GLcontext *ctx, const GLfloat color[4]) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); GLubyte c[4]; @@ -85,7 +85,7 @@ void nv30ClearColor(GLcontext *ctx, const GLfloat color[4]) OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2])); } -void nv30ClearDepth(GLcontext *ctx, GLclampd d) +static void nv30ClearDepth(GLcontext *ctx, GLclampd d) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8)); @@ -97,7 +97,7 @@ void nv30ClearDepth(GLcontext *ctx, GLclampd d) void (*ClearIndex)(GLcontext *ctx, GLuint index) */ -void nv30ClearStencil(GLcontext *ctx, GLint s) +static void nv30ClearStencil(GLcontext *ctx, GLint s) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF)); @@ -105,7 +105,7 @@ void nv30ClearStencil(GLcontext *ctx, GLint s) OUT_RING(nmesa->clear_value); } -void nv30ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) +static void nv30ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4); @@ -115,7 +115,7 @@ void nv30ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) OUT_RINGf(equation[3]); } -void nv30ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, +static void nv30ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, GLboolean bmask, GLboolean amask ) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -123,40 +123,40 @@ void nv30ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, OUT_RING(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0)); } -void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode) +static void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode) { // TODO I need love } -void nv30CullFace(GLcontext *ctx, GLenum mode) +static void nv30CullFace(GLcontext *ctx, GLenum mode) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE, 1); OUT_RING(mode); } -void nv30FrontFace(GLcontext *ctx, GLenum mode) +static void nv30FrontFace(GLcontext *ctx, GLenum mode) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FRONT_FACE, 1); OUT_RING(mode); } -void nv30DepthFunc(GLcontext *ctx, GLenum func) +static void nv30DepthFunc(GLcontext *ctx, GLenum func) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1); OUT_RING(func); } -void nv30DepthMask(GLcontext *ctx, GLboolean flag) +static void nv30DepthMask(GLcontext *ctx, GLboolean flag) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1); OUT_RING(flag); } -void nv30DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) +static void nv30DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2); @@ -169,7 +169,7 @@ void nv30DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) /** Specify the buffers for writing for fragment programs*/ //void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers ); -void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state) +static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); switch(cap) @@ -311,7 +311,7 @@ void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state) } } -void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) +static void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); switch(pname) @@ -327,14 +327,14 @@ void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) } -void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode) +static void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode) { // TODO I need love (fog and line_smooth hints) } // void (*IndexMask)(GLcontext *ctx, GLuint mask); -void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ) +static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); /* not sure where the fourth param value goes...*/ @@ -401,31 +401,31 @@ void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *para } /** Set the lighting model parameters */ -void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); +static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params); -void nv30LineStipple(GLcontext *ctx, GLint factor, GLushort pattern ) +static void nv30LineStipple(GLcontext *ctx, GLint factor, GLushort pattern ) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1); OUT_RING((pattern << 16) | factor); } -void nv30LineWidth(GLcontext *ctx, GLfloat width) +static void nv30LineWidth(GLcontext *ctx, GLfloat width) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1); OUT_RINGf(width); } -void nv30LogicOpcode(GLcontext *ctx, GLenum opcode) +static void nv30LogicOpcode(GLcontext *ctx, GLenum opcode) { nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LOGIC_OP_OP, 1); OUT_RING(opcode); } -void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) +static void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) { /*TODO: not sure what goes here. */ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -433,15 +433,27 @@ void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) } /** Specify the diameter of rasterized points */ -void nv30PointSize(GLcontext *ctx, GLfloat size) +static void nv30PointSize(GLcontext *ctx, GLfloat size) { - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POINT_SIZE, 1); - OUT_RINGf(size); + nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); + BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POINT_SIZE, 1); + OUT_RINGf(size); } /** Select a polygon rasterization mode */ -void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode); +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); +} + /** Set the scale and units used to calculate depth values */ void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units); /** Set the polygon stippling pattern */ @@ -475,7 +487,7 @@ void (*TexParameter)(GLcontext *ctx, GLenum target, void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat); /** Set the viewport */ -void nv30Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) +static void nv30Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) { /* TODO: Where do the VIEWPORT_XFRM_* regs come in? */ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); @@ -484,3 +496,48 @@ void nv30Viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) OUT_RING((h << 16) | y); } +void nv30InitStateFuncs(struct dd_function_table *func) +{ + func->AlphaFunc = nv30AlphaFunc; + func->BlendColor = nv30BlendColor; + func->BlendEquationSeparate = nv30BlendEquationSeparate; + func->BlendFuncSeparate = nv30BlendFuncSeparate; + func->ClearColor = nv30ClearColor; + func->ClearDepth = nv30ClearDepth; + func->ClearStencil = nv30ClearStencil; + func->ClipPlane = nv30ClipPlane; + func->ColorMask = nv30ColorMask; + func->ColorMaterial = nv30ColorMaterial; + func->CullFace = nv30CullFace; + func->FrontFace = nv30FrontFace; + func->DepthFunc = nv30DepthFunc; + func->DepthMask = nv30DepthMask; + func->DepthRange = nv30DepthRange; + func->Enable = nv30Enable; + func->Fogfv = nv30Fogfv; + func->Hint = nv30Hint; + func->Lightfv = nv30Lightfv; +/* func->LightModelfv = nv30LightModelfv; */ + func->LineStipple = nv30LineStipple; + func->LineWidth = nv30LineWidth; + func->LogicOpcode = nv30LogicOpcode; + func->PointParameterfv = nv30PointParameterfv; + func->PointSize = nv30PointSize; + func->PolygonMode = nv30PolygonMode; +#if 0 + func->PolygonOffset = nv30PolygonOffset; + func->PolygonStipple = nv30PolygonStipple; + func->ReadBuffer = nv30ReadBuffer; + func->RenderMode = nv30RenderMode; + func->Scissor = nv30Scissor; + func->ShadeModel = nv30ShaderModel; + func->StencilFuncSeparate = nv30StencilFuncSeparate; + func->StencilMaskSeparate = nv30StencilMaskSeparate; + func->StencilOpSeparate = nv30StencilOpSeparate; + func->TexGen = nv30TexGen; + func->TexParameter = nv30TexParameter; + func->TextureMatrix = nv30TextureMatrix; +#endif + func->Viewport = nv30Viewport; +} +