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authorStephane Marchesin <marchesin@icps.u-strasbg.fr>2006-11-21 12:43:16 +0000
committerStephane Marchesin <marchesin@icps.u-strasbg.fr>2006-11-21 12:43:16 +0000
commit0ea45b1ad822ebdce2af3faef77ed776ca32d46b (patch)
treed4a47f1d784544d8fdb40d15d86e9c1170cf3394 /src/mesa/drivers/dri/nouveau/nv10_state.c
parenta20cf73053c2c834abe971c9dc824f14c31884fb (diff)
Add the state caching mechanism. It seems to work, from what I can see.
Diffstat (limited to 'src/mesa/drivers/dri/nouveau/nv10_state.c')
-rw-r--r--src/mesa/drivers/dri/nouveau/nv10_state.c260
1 files changed, 130 insertions, 130 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c
index 368235ac58..0d19ce94af 100644
--- a/src/mesa/drivers/dri/nouveau/nv10_state.c
+++ b/src/mesa/drivers/dri/nouveau/nv10_state.c
@@ -40,9 +40,9 @@ void nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
GLubyte ubRef;
CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
- OUT_RING(func); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
- OUT_RING(ubRef); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
+ OUT_RING_CACHE(func); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
+ OUT_RING_CACHE(ubRef); /* NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
}
void nv10BlendColor(GLcontext *ctx, const GLfloat color[4])
@@ -55,15 +55,15 @@ void nv10BlendColor(GLcontext *ctx, const GLfloat color[4])
CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]);
CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
- OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
+ OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
}
void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
- OUT_RING((modeA<<16) | modeRGB);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
+ OUT_RING_CACHE((modeA<<16) | modeRGB);
}
@@ -71,9 +71,9 @@ void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
- OUT_RING((sfactorA<<16) | sfactorRGB);
- OUT_RING((dfactorA<<16) | dfactorRGB);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
+ OUT_RING_CACHE((sfactorA<<16) | sfactorRGB);
+ OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
}
/*
@@ -82,16 +82,16 @@ void nv30ClearColor(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, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
- OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
+ OUT_RING_CACHE(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
}
void nv30ClearDepth(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, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
- OUT_RING(nmesa->clear_value);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+ OUT_RING_CACHE(nmesa->clear_value);
}
*/
@@ -104,19 +104,19 @@ void nv30ClearStencil(GLcontext *ctx, GLint s)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
- OUT_RING(nmesa->clear_value);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
+ OUT_RING_CACHE(nmesa->clear_value);
}
*/
void nv10ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
- OUT_RINGf(equation[0]);
- OUT_RINGf(equation[1]);
- OUT_RINGf(equation[2]);
- OUT_RINGf(equation[3]);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
+ OUT_RING_CACHEf(equation[0]);
+ OUT_RING_CACHEf(equation[1]);
+ OUT_RING_CACHEf(equation[2]);
+ OUT_RING_CACHEf(equation[3]);
}
/* Seems does not support alpha in color mask */
@@ -124,8 +124,8 @@ void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
- OUT_RING(/*((amask && 0x01) << 24) |*/ ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
+ OUT_RING_CACHE(/*((amask && 0x01) << 24) |*/ ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
}
void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
@@ -136,37 +136,37 @@ void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
void nv10CullFace(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
- OUT_RING(mode);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
+ OUT_RING_CACHE(mode);
}
void nv10FrontFace(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
- OUT_RING(mode);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
+ OUT_RING_CACHE(mode);
}
void nv10DepthFunc(GLcontext *ctx, GLenum func)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
- OUT_RING(func);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
+ OUT_RING_CACHE(func);
}
void nv10DepthMask(GLcontext *ctx, GLboolean flag)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
- OUT_RING(flag);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
+ OUT_RING_CACHE(flag);
}
void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
- OUT_RINGf(nearval);
- OUT_RINGf(farval);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
+ OUT_RING_CACHEf(nearval);
+ OUT_RING_CACHEf(farval);
}
/** Specify the current buffer for writing */
@@ -180,13 +180,13 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
switch(cap)
{
case GL_ALPHA_TEST:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
// case GL_AUTO_NORMAL:
case GL_BLEND:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
@@ -194,12 +194,12 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
+ OUT_RING_CACHE(state);
break;
case GL_COLOR_LOGIC_OP:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
// case GL_COLOR_MATERIAL:
// case GL_COLOR_SUM_EXT:
@@ -207,20 +207,20 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_CONVOLUTION_1D:
// case GL_CONVOLUTION_2D:
case GL_CULL_FACE:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_DEPTH_TEST:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_DITHER:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_FOG:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
// case GL_HISTOGRAM:
// case GL_INDEX_LOGIC_OP:
@@ -237,22 +237,22 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
if (nmesa->lighting_enabled)
{
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
- OUT_RING(nmesa->enabled_lights);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+ OUT_RING_CACHE(nmesa->enabled_lights);
}
break;
}
case GL_LIGHTING:
nmesa->lighting_enabled=state;
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
if (nmesa->lighting_enabled)
- OUT_RING(nmesa->enabled_lights);
+ OUT_RING_CACHE(nmesa->enabled_lights);
else
- OUT_RING(0x0);
+ OUT_RING_CACHE(0x0);
break;
case GL_LINE_SMOOTH:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
// case GL_LINE_STIPPLE:
// case GL_MAP1_COLOR_4:
@@ -275,29 +275,29 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_MAP2_VERTEX_4:
// case GL_MINMAX:
case GL_NORMALIZE:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
// case GL_POINT_SMOOTH:
case GL_POLYGON_OFFSET_POINT:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_POLYGON_OFFSET_LINE:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_POLYGON_OFFSET_FILL:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_POLYGON_SMOOTH:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
case GL_POINT_SMOOTH:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SMOOTH_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
// case GL_POLYGON_STIPPLE:
// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
@@ -306,8 +306,8 @@ void nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_SCISSOR_TEST:
// case GL_SEPARABLE_2D:
case GL_STENCIL_TEST:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
- OUT_RING(state);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
+ OUT_RING_CACHE(state);
break;
// case GL_TEXTURE_GEN_Q:
// case GL_TEXTURE_GEN_R:
@@ -325,8 +325,8 @@ void nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
switch(pname)
{
case GL_FOG_MODE:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
- //OUT_RING (params);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+ //OUT_RING_CACHE (params);
break;
/* TODO: unsure about the rest.*/
default:
@@ -349,60 +349,60 @@ void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *para
switch(pname)
{
case GL_AMBIENT:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_AMBIENT(light), 3);
- OUT_RINGf(params[0]);
- OUT_RINGf(params[1]);
- OUT_RINGf(params[2]);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_AMBIENT(light), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
break;
case GL_DIFFUSE:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_DIFFUSE(light), 3);
- OUT_RINGf(params[0]);
- OUT_RINGf(params[1]);
- OUT_RINGf(params[2]);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_DIFFUSE(light), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
break;
case GL_SPECULAR:
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPECULAR(light), 3);
- OUT_RINGf(params[0]);
- OUT_RINGf(params[1]);
- OUT_RINGf(params[2]);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPECULAR(light), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
break;
#if 0
case GL_SPOT_DIRECTION:
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
- OUT_RINGf(params[0]);
- OUT_RINGf(params[1]);
- OUT_RINGf(params[2]);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(light), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
break;
case GL_POSITION:
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
- OUT_RINGf(params[0]);
- OUT_RINGf(params[1]);
- OUT_RINGf(params[2]);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_EXPONENT:
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
- OUT_RINGf(*params);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
+ OUT_RING_CACHEf(*params);
break;
case GL_SPOT_CUTOFF:
/* you can't factor these */
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
- OUT_RINGf(params[0]);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
- OUT_RINGf(params[1]);
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
- OUT_RINGf(params[2]);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
+ OUT_RING_CACHEf(params[0]);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
+ OUT_RING_CACHEf(params[1]);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
+ OUT_RING_CACHEf(params[2]);
break;
case GL_CONSTANT_ATTENUATION:
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
- OUT_RINGf(*params);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
+ OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
- OUT_RINGf(*params);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
+ OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
- BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
- OUT_RINGf(*params);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
+ OUT_RING_CACHEf(*params);
break;
#endif
default:
@@ -417,23 +417,23 @@ void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
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);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
+ OUT_RING_CACHE((pattern << 16) | factor);
}
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);
+ BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1);
+ OUT_RING_CACHEf(width);
}
*/
void nv10LogicOpcode(GLcontext *ctx, GLenum opcode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP, 1);
- OUT_RING(opcode);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LOGIC_OP, 1);
+ OUT_RING_CACHE(opcode);
}
void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
@@ -447,8 +447,8 @@ void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
void nv10PointSize(GLcontext *ctx, GLfloat size)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
- BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
- OUT_RINGf(size);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
+ OUT_RING_CACHEf(size);
}
/** Select a polygon rasterization mode */
@@ -469,8 +469,8 @@ 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);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
+ OUT_RING_CACHE(mode);
}
/** OpenGL 2.0 two-sided StencilFunc */
@@ -479,10 +479,10 @@ static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
{
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);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
+ OUT_RING_CACHE(func);
+ OUT_RING_CACHE(ref);
+ OUT_RING_CACHE(mask);
}
/** OpenGL 2.0 two-sided StencilMask */
@@ -490,8 +490,8 @@ 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);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
+ OUT_RING_CACHE(mask);
}
/** OpenGL 2.0 two-sided StencilOp */
@@ -500,10 +500,10 @@ static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
{
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);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 1);
+ OUT_RING_CACHE(fail);
+ OUT_RING_CACHE(zfail);
+ OUT_RING_CACHE(zpass);
}
/** Control the generation of texture coordinates */
@@ -523,8 +523,8 @@ void nv10Viewport(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, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
- OUT_RING((w << 16) | x);
- OUT_RING((h << 16) | y);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
+ OUT_RING_CACHE((w << 16) | x);
+ OUT_RING_CACHE((h << 16) | y);
}