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Diffstat (limited to 'src/mesa/drivers/dri/nouveau/nv10_state.c')
-rw-r--r--src/mesa/drivers/dri/nouveau/nv10_state.c746
1 files changed, 746 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv10_state.c b/src/mesa/drivers/dri/nouveau/nv10_state.c
new file mode 100644
index 0000000000..0e912e73ff
--- /dev/null
+++ b/src/mesa/drivers/dri/nouveau/nv10_state.c
@@ -0,0 +1,746 @@
+/**************************************************************************
+
+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 nv10AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLubyte ubRef;
+ CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
+ OUT_RING_CACHE(func);
+ OUT_RING_CACHE(ubRef);
+}
+
+static void nv10BlendColor(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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
+ OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
+}
+
+static void nv10BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ assert( modeRGB == modeA );
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
+ OUT_RING_CACHE(modeRGB);
+}
+
+
+static void nv10BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorA, GLenum dfactorA)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ assert( sfactorRGB == sfactorA );
+ assert( dfactorRGB == dfactorA );
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
+ OUT_RING_CACHE(sfactorRGB);
+ OUT_RING_CACHE(dfactorRGB);
+}
+
+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));
+}
+
+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)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ 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]);
+}
+
+static void nv10ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
+ GLboolean bmask, GLboolean amask )
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ 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));
+}
+
+static void nv10ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
+{
+ /* TODO I need love */
+}
+
+static void nv10CullFace(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE, 1);
+ OUT_RING_CACHE(mode);
+}
+
+static void nv10FrontFace(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
+ OUT_RING_CACHE(mode);
+}
+
+static void nv10DepthFunc(GLcontext *ctx, GLenum func)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
+ OUT_RING_CACHE(func);
+}
+
+static void nv10DepthMask(GLcontext *ctx, GLboolean flag)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
+ OUT_RING_CACHE(flag);
+}
+
+static void nv10DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ 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 */
+//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 nv10Enable(GLcontext *ctx, GLenum cap, GLboolean state)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ switch(cap)
+ {
+ case GL_ALPHA_TEST:
+ 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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
+ OUT_RING_CACHE(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_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_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:
+// case GL_COLOR_TABLE:
+// case GL_CONVOLUTION_1D:
+// case GL_CONVOLUTION_2D:
+ case GL_CULL_FACE:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
+ OUT_RING_CACHE(state);
+ break;
+ case GL_DEPTH_TEST:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
+ OUT_RING_CACHE(state);
+ break;
+ case GL_DITHER:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
+ OUT_RING_CACHE(state);
+ break;
+ case GL_FOG:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
+ OUT_RING_CACHE(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=1<<(2*(cap-GL_LIGHT0));
+ nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
+ if (nmesa->lighting_enabled)
+ {
+ 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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
+ if (nmesa->lighting_enabled)
+ OUT_RING_CACHE(nmesa->enabled_lights);
+ else
+ OUT_RING_CACHE(0x0);
+ break;
+ case GL_LINE_SMOOTH:
+ 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:
+// 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_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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
+ OUT_RING_CACHE(state);
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ 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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
+ OUT_RING_CACHE(state);
+ break;
+ case GL_POLYGON_SMOOTH:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
+ OUT_RING_CACHE(state);
+ break;
+// case GL_POLYGON_STIPPLE:
+// 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_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
+ OUT_RING_CACHE(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 nv10Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ switch(pname)
+ {
+ case GL_FOG_MODE:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_FOG_MODE, 1);
+ //OUT_RING_CACHE (params);
+ break;
+ /* TODO: unsure about the rest.*/
+ default:
+ break;
+ }
+
+}
+
+static void nv10Hint(GLcontext *ctx, GLenum target, GLenum mode)
+{
+ /* TODO I need love (fog and line_smooth hints) */
+}
+
+// void (*IndexMask)(GLcontext *ctx, GLuint mask);
+
+enum {
+ SPOTLIGHT_NO_UPDATE,
+ SPOTLIGHT_UPDATE_EXPONENT,
+ SPOTLIGHT_UPDATE_DIRECTION,
+ SPOTLIGHT_UPDATE_ALL
+};
+
+static void nv10Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ GLint p = light - GL_LIGHT0;
+ struct gl_light *l = &ctx->Light.Light[p];
+ int spotlight_update = SPOTLIGHT_NO_UPDATE;
+
+ switch(pname)
+ {
+ case GL_AMBIENT:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_R(p), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
+ break;
+ case GL_DIFFUSE:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_R(p), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
+ break;
+ case GL_SPECULAR:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_R(p), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
+ break;
+ case GL_POSITION:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(p), 3);
+ OUT_RING_CACHEf(params[0]);
+ OUT_RING_CACHEf(params[1]);
+ OUT_RING_CACHEf(params[2]);
+ break;
+ case GL_SPOT_DIRECTION:
+ spotlight_update = SPOTLIGHT_UPDATE_DIRECTION;
+ break;
+ case GL_SPOT_EXPONENT:
+ spotlight_update = SPOTLIGHT_UPDATE_EXPONENT;
+ break;
+ case GL_SPOT_CUTOFF:
+ spotlight_update = SPOTLIGHT_UPDATE_ALL;
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1);
+ OUT_RING_CACHEf(*params);
+ break;
+ case GL_LINEAR_ATTENUATION:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1);
+ OUT_RING_CACHEf(*params);
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(p), 1);
+ OUT_RING_CACHEf(*params);
+ break;
+ default:
+ break;
+ }
+
+ switch(spotlight_update) {
+ case SPOTLIGHT_UPDATE_DIRECTION:
+ {
+ GLfloat x,y,z;
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * l->_NormDirection[2];
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_DIR_X(p), 3);
+ OUT_RING_CACHEf(x);
+ OUT_RING_CACHEf(y);
+ OUT_RING_CACHEf(z);
+ }
+ break;
+ case SPOTLIGHT_UPDATE_EXPONENT:
+ {
+ GLfloat cc,lc,qc;
+ cc = 1.0; /* FIXME: These need to be correctly computed */
+ lc = 0.0;
+ qc = 2.0;
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 3);
+ OUT_RING_CACHEf(cc);
+ OUT_RING_CACHEf(lc);
+ OUT_RING_CACHEf(qc);
+ }
+ break;
+ case SPOTLIGHT_UPDATE_ALL:
+ {
+ GLfloat cc,lc,qc, x,y,z, c;
+ GLfloat spot_light_coef_a = 1.0 / (l->_CosCutoff - 1.0);
+ cc = 1.0; /* FIXME: These need to be correctly computed */
+ lc = 0.0;
+ qc = 2.0;
+ x = spot_light_coef_a * l->_NormDirection[0];
+ y = spot_light_coef_a * l->_NormDirection[1];
+ z = spot_light_coef_a * l->_NormDirection[2];
+ c = spot_light_coef_a + 1.0;
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(p), 7);
+ OUT_RING_CACHEf(cc);
+ OUT_RING_CACHEf(lc);
+ OUT_RING_CACHEf(qc);
+ OUT_RING_CACHEf(x);
+ OUT_RING_CACHEf(y);
+ OUT_RING_CACHEf(z);
+ OUT_RING_CACHEf(c);
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+/** Set the lighting model parameters */
+static void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
+
+
+static void nv10LineStipple(GLcontext *ctx, GLint factor, GLushort pattern )
+{
+ /* Not for NV10 */
+}
+
+static void nv10LineWidth(GLcontext *ctx, GLfloat width)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
+ OUT_RING_CACHE(((int) (width * 8.0)) & -4);
+}
+
+static void nv10LogicOpcode(GLcontext *ctx, GLenum opcode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
+ OUT_RING_CACHE(opcode);
+}
+
+static void nv10PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
+{
+ /*TODO: not sure what goes here. */
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+}
+
+static void nv10PointSize(GLcontext *ctx, GLfloat size)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
+ OUT_RING_CACHE(((int) (size * 8.0)) & -4);
+}
+
+static void nv10PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
+ OUT_RING_CACHE(mode);
+ }
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
+ OUT_RING_CACHE(mode);
+ }
+}
+
+/** Set the scale and units used to calculate depth values */
+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 */
+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 */
+void (*RenderMode)(GLcontext *ctx, GLenum mode );
+
+/** Define the scissor box */
+static void nv10Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+}
+
+/** Select flat or smooth shading */
+static void nv10ShadeModel(GLcontext *ctx, GLenum mode)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
+ 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);
+
+ /* NV10 do not have separate FRONT and BACK stencils */
+ 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 */
+static void nv10StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ /* NV10 do not have separate FRONT and BACK stencils */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
+ OUT_RING_CACHE(mask);
+}
+
+/** OpenGL 2.0 two-sided StencilOp */
+static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ /* NV10 do not have separate FRONT and BACK stencils */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 3);
+ OUT_RING_CACHE(fail);
+ OUT_RING_CACHE(zfail);
+ OUT_RING_CACHE(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);
+
+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);
+}
+
+/* Update anything that depends on the window position/size */
+static void nv10WindowMoved(nouveauContextPtr nmesa)
+{
+ GLcontext *ctx = nmesa->glCtx;
+ GLfloat *v = nmesa->viewport.m;
+ GLuint w = ctx->Viewport.Width;
+ GLuint h = ctx->Viewport.Height;
+ GLuint x = ctx->Viewport.X + nmesa->drawX;
+ GLuint y = ctx->Viewport.Y + nmesa->drawY;
+ int i;
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
+ OUT_RING_CACHE((w << 16) | x);
+ OUT_RING_CACHE((h << 16) | y);
+
+ /* something to do with clears, possibly doesn't belong here */
+ BEGIN_RING_CACHE(NvSub3D,
+ NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 2);
+ OUT_RING_CACHE(((w+x) << 16) | x | 0x800);
+ OUT_RING_CACHE(((h+y) << 16) | y | 0x800);
+ for (i=1; i<7; i++) {
+ BEGIN_RING_CACHE(NvSub3D,
+ NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 1);
+ OUT_RING_CACHE(0);
+ BEGIN_RING_CACHE(NvSub3D,
+ NV10_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(i), 1);
+ OUT_RING_CACHE(0);
+ }
+
+ /* viewport transform */
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_ORIGIN_X, 4);
+ OUT_RING_CACHEf ((GLfloat) x);
+ OUT_RING_CACHEf ((GLfloat) (y+h));
+ OUT_RING_CACHEf (0.0);
+ OUT_RING_CACHEf (0.0);
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_SCALE_X, 4);
+ OUT_RING_CACHEf ((((GLfloat) w) * 0.5) - 2048.0);
+ OUT_RING_CACHEf ((((GLfloat) h) * 0.5) - 2048.0);
+ OUT_RING_CACHEf (16777215.0 * 0.5);
+ OUT_RING_CACHEf (0.0);
+}
+
+/* Initialise any card-specific non-GL related state */
+static GLboolean nv10InitCard(nouveauContextPtr nmesa)
+{
+ nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
+
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY0, 2);
+ OUT_RING(NvDmaFB); /* 184 dma_in_memory0 */
+ OUT_RING(NvDmaFB); /* 188 dma_in_memory1 */
+ BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_SET_DMA_IN_MEMORY2, 2);
+ OUT_RING(NvDmaFB); /* 194 dma_in_memory2 */
+ OUT_RING(NvDmaFB); /* 198 dma_in_memory3 */
+
+ BEGIN_RING_SIZE(NvSub3D, 0x02b4, 1);
+ OUT_RING(0);
+ BEGIN_RING_SIZE(NvSub3D, 0x0290, 1);
+ OUT_RING(0x00100001);
+ BEGIN_RING_SIZE(NvSub3D, 0x03f4, 1);
+ OUT_RING(0);
+
+ return GL_FALSE;
+}
+
+/* Update buffer offset/pitch/format */
+static GLboolean nv10BindBuffers(nouveauContextPtr nmesa, int num_color,
+ nouveau_renderbuffer **color,
+ nouveau_renderbuffer *depth)
+{
+ GLuint x, y, w, h;
+ GLuint pitch, format;
+
+ w = color[0]->mesa.Width;
+ h = color[0]->mesa.Height;
+ x = nmesa->drawX;
+ y = nmesa->drawY;
+
+ if (num_color != 1)
+ return GL_FALSE;
+
+ BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 6);
+ OUT_RING_CACHE((w << 16) | x);
+ OUT_RING_CACHE((h << 16) | y);
+ pitch = color[0]->pitch;
+ if (depth) {
+ pitch |= (depth->pitch << 16);
+ }
+ format = 0x108;
+ if (color[0]->mesa._ActualFormat != GL_RGBA8) {
+ format = 0x103; /* R5G6B5 color buffer */
+ }
+ OUT_RING(format);
+ OUT_RING(pitch);
+ OUT_RING(color[0]->offset);
+ OUT_RING(depth ? depth->offset : color[0]->offset);
+
+ return GL_TRUE;
+}
+
+void nv10InitStateFuncs(GLcontext *ctx, struct dd_function_table *func)
+{
+ nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
+
+ func->AlphaFunc = nv10AlphaFunc;
+ func->BlendColor = nv10BlendColor;
+ func->BlendEquationSeparate = nv10BlendEquationSeparate;
+ func->BlendFuncSeparate = nv10BlendFuncSeparate;
+ func->Clear = nv10Clear;
+ func->ClearColor = nv10ClearColor;
+ func->ClearDepth = nv10ClearDepth;
+ func->ClearStencil = nv10ClearStencil;
+ func->ClipPlane = nv10ClipPlane;
+ func->ColorMask = nv10ColorMask;
+ func->ColorMaterial = nv10ColorMaterial;
+ func->CullFace = nv10CullFace;
+ func->FrontFace = nv10FrontFace;
+ func->DepthFunc = nv10DepthFunc;
+ func->DepthMask = nv10DepthMask;
+ func->DepthRange = nv10DepthRange;
+ func->Enable = nv10Enable;
+ func->Fogfv = nv10Fogfv;
+ func->Hint = nv10Hint;
+ func->Lightfv = nv10Lightfv;
+/* func->LightModelfv = nv10LightModelfv; */
+ func->LineStipple = nv10LineStipple; /* Not for NV10 */
+ func->LineWidth = nv10LineWidth;
+ func->LogicOpcode = nv10LogicOpcode;
+ func->PointParameterfv = nv10PointParameterfv;
+ func->PointSize = nv10PointSize;
+ func->PolygonMode = nv10PolygonMode;
+ func->PolygonOffset = nv10PolygonOffset;
+ 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;
+/* func->TexGen = nv10TexGen;*/
+/* func->TexParameter = nv10TexParameter;*/
+ func->TextureMatrix = nv10TextureMatrix;
+
+ nmesa->hw_func.InitCard = nv10InitCard;
+ nmesa->hw_func.BindBuffers = nv10BindBuffers;
+ nmesa->hw_func.WindowMoved = nv10WindowMoved;
+}