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authorBen Skeggs <darktama@iinet.net.au>2006-11-16 23:43:39 +0000
committerBen Skeggs <darktama@iinet.net.au>2006-11-16 23:43:39 +0000
commit9daf0812a15ed7df0e3a329019290faed58d21ef (patch)
tree25ef1d858f0f67e3442d5f5aeca34485194700db /src/mesa/drivers/dri/nouveau/nv30_state.c
parent0da68e2e6e2756e26040df414bc7d1719c884646 (diff)
jkolb pointed out that face can also be FRONT_AND_BACK. Added stencil funcs
Diffstat (limited to 'src/mesa/drivers/dri/nouveau/nv30_state.c')
-rw-r--r--src/mesa/drivers/dri/nouveau/nv30_state.c75
1 files changed, 63 insertions, 12 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv30_state.c b/src/mesa/drivers/dri/nouveau/nv30_state.c
index ded9d0934f..470f18d80a 100644
--- a/src/mesa/drivers/dri/nouveau/nv30_state.c
+++ b/src/mesa/drivers/dri/nouveau/nv30_state.c
@@ -444,14 +444,15 @@ static void nv30PointSize(GLcontext *ctx, GLfloat size)
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);
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
+ OUT_RING(mode);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
+ OUT_RING(mode);
+ }
}
/** Set the scale and units used to calculate depth values */
@@ -466,14 +467,62 @@ void (*RenderMode)(GLcontext *ctx, GLenum mode );
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 */
-void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
- GLint ref, GLuint mask);
+static void nv30StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
+ GLint ref, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_FUNC, 3);
+ OUT_RING(func);
+ OUT_RING(ref);
+ OUT_RING(mask);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_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 nv30StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_MASK, 1);
+ OUT_RING(mask);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_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 nv30StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_OP_FAIL, 1);
+ OUT_RING(fail);
+ OUT_RING(zfail);
+ OUT_RING(zpass);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_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);
@@ -531,9 +580,11 @@ void nv30InitStateFuncs(struct dd_function_table *func)
func->RenderMode = nv30RenderMode;
func->Scissor = nv30Scissor;
func->ShadeModel = nv30ShaderModel;
+#endif
func->StencilFuncSeparate = nv30StencilFuncSeparate;
func->StencilMaskSeparate = nv30StencilMaskSeparate;
func->StencilOpSeparate = nv30StencilOpSeparate;
+#if 0
func->TexGen = nv30TexGen;
func->TexParameter = nv30TexParameter;
func->TextureMatrix = nv30TextureMatrix;