diff options
Diffstat (limited to 'src/mesa/drivers/dri/nouveau/nv20_state.c')
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nv20_state.c | 824 |
1 files changed, 0 insertions, 824 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nv20_state.c b/src/mesa/drivers/dri/nouveau/nv20_state.c deleted file mode 100644 index ccf2f6148b..0000000000 --- a/src/mesa/drivers/dri/nouveau/nv20_state.c +++ /dev/null @@ -1,824 +0,0 @@ -/************************************************************************** - -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 nv20AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - GLubyte ubRef; - CLAMPED_FLOAT_TO_UBYTE(ubRef, ref); - - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2); - OUT_RING_CACHE(func); - OUT_RING_CACHE(ubRef); -} - -static void nv20BlendColor(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, NV20_TCL_PRIMITIVE_3D_BLEND_COLOR, 1); - OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0])); -} - -static void nv20BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1); - OUT_RING_CACHE((modeA<<16) | modeRGB); -} - - -static void nv20BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, - GLenum sfactorA, GLenum dfactorA) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2); - OUT_RING_CACHE((sfactorA<<16) | sfactorRGB); - OUT_RING_CACHE((dfactorA<<16) | dfactorRGB); -} - -static void nv20Clear(GLcontext *ctx, GLbitfield mask) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - GLuint hw_bufs = 0; - - if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)) - hw_bufs |= 0xf0; - if (mask & (BUFFER_BIT_DEPTH)) - hw_bufs |= 0x03; - - if (hw_bufs) { - BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_WHICH_BUFFERS, 1); - OUT_RING_CACHE(hw_bufs); - } -} - -static void nv20ClearColor(GLcontext *ctx, const GLfloat color[4]) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - GLubyte c[4]; - UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1); - OUT_RING_CACHE(PACK_COLOR_8888(c[3],c[0],c[1],c[2])); -} - -static void nv20ClearDepth(GLcontext *ctx, GLclampd d) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8)); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1); - OUT_RING_CACHE(nmesa->clear_value); -} - -/* we're don't support indexed buffers - void (*ClearIndex)(GLcontext *ctx, GLuint index) - */ - -static void nv20ClearStencil(GLcontext *ctx, GLint s) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF)); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1); - OUT_RING_CACHE(nmesa->clear_value); -} - -static void nv20ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_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 nv20ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask, - GLboolean bmask, GLboolean amask ) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_MASK, 1); - OUT_RING_CACHE(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0)); -} - -static void nv20ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode) -{ - // TODO I need love -} - -static void nv20CullFace(GLcontext *ctx, GLenum mode) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE, 1); - OUT_RING_CACHE(mode); -} - -static void nv20FrontFace(GLcontext *ctx, GLenum mode) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FRONT_FACE, 1); - OUT_RING_CACHE(mode); -} - -static void nv20DepthFunc(GLcontext *ctx, GLenum func) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1); - OUT_RING_CACHE(func); -} - -static void nv20DepthMask(GLcontext *ctx, GLboolean flag) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1); - OUT_RING_CACHE(flag); -} - -static void nv20DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_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 nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - switch(cap) - { - case GL_ALPHA_TEST: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1); - OUT_RING_CACHE(state); - break; -// case GL_AUTO_NORMAL: - case GL_BLEND: - BEGIN_RING_CACHE(NvSub3D, NV20_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, NV20_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, NV20_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, NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1); - OUT_RING_CACHE(state); - break; - case GL_DEPTH_TEST: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1); - OUT_RING_CACHE(state); - break; - case GL_DITHER: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1); - OUT_RING_CACHE(state); - break; - case GL_FOG: - BEGIN_RING_CACHE(NvSub3D, NV20_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=0x11<<(2*(cap-GL_LIGHT0)); - nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state)); - if (nmesa->lighting_enabled) - { - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1); - OUT_RING_CACHE(nmesa->enabled_lights); - } - break; - } - case GL_LIGHTING: - nmesa->lighting_enabled=state; - BEGIN_RING_CACHE(NvSub3D, NV20_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, NV20_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, NV20_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1); - OUT_RING_CACHE(state); - break; -// case GL_POINT_SMOOTH: - case GL_POLYGON_OFFSET_POINT: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1); - OUT_RING_CACHE(state); - break; - case GL_POLYGON_OFFSET_LINE: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1); - OUT_RING_CACHE(state); - break; - case GL_POLYGON_OFFSET_FILL: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1); - OUT_RING_CACHE(state); - break; - case GL_POLYGON_SMOOTH: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1); - OUT_RING_CACHE(state); - break; - case GL_POLYGON_STIPPLE: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1); - OUT_RING_CACHE(state); - break; -// case GL_POST_COLOR_MATRIX_COLOR_TABLE: -// case GL_POST_CONVOLUTION_COLOR_TABLE: -// case GL_RESCALE_NORMAL: - case GL_SCISSOR_TEST: - /* No enable bit, nv20Scissor will adjust to max range */ - ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y, - ctx->Scissor.Width, ctx->Scissor.Height); - break; -// case GL_SEPARABLE_2D: - case GL_STENCIL_TEST: - // TODO BACK and FRONT ? - BEGIN_RING_CACHE(NvSub3D, NV20_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 nv20Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - switch(pname) - { - case GL_FOG_MODE: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_MODE, 1); - //OUT_RING_CACHE (params); - break; - /* TODO: unsure about the rest.*/ - default: - break; - } - -} - -static void nv20Hint(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 nv20Lightfv(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; - - /* not sure where the fourth param value goes...*/ - switch(pname) - { - case GL_AMBIENT: - BEGIN_RING_CACHE(NvSub3D, NV20_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, NV20_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, NV20_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, NV20_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, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(p), 1); - OUT_RING_CACHEf(*params); - break; - case GL_LINEAR_ATTENUATION: - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(p), 1); - OUT_RING_CACHEf(*params); - break; - case GL_QUADRATIC_ATTENUATION: - BEGIN_RING_CACHE(NvSub3D, NV20_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, NV20_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, NV20_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, NV20_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 nv20LineStipple(GLcontext *ctx, GLint factor, GLushort pattern ) -{ -/* nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1); - OUT_RING_CACHE((pattern << 16) | factor);*/ -} - -static void nv20LineWidth(GLcontext *ctx, GLfloat width) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_WIDTH, 1); - OUT_RING_CACHEf(width); -} - -static void nv20LogicOpcode(GLcontext *ctx, GLenum opcode) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1); - OUT_RING_CACHE(opcode); -} - -static void nv20PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params) -{ - /*TODO: not sure what goes here. */ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - -} - -/** Specify the diameter of rasterized points */ -static void nv20PointSize(GLcontext *ctx, GLfloat size) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POINT_SIZE, 1); - OUT_RING_CACHEf(size); -} - -/** Select a polygon rasterization mode */ -static void nv20PolygonMode(GLcontext *ctx, GLenum face, GLenum mode) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - - if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1); - OUT_RING_CACHE(mode); - } - if (face == GL_BACK || face == GL_FRONT_AND_BACK) { - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1); - OUT_RING_CACHE(mode); - } -} - -/** Set the scale and units used to calculate depth values */ -static void nv20PolygonOffset(GLcontext *ctx, GLfloat factor, GLfloat units) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FACTOR, 2); - OUT_RING_CACHEf(factor); - OUT_RING_CACHEf(units); -} - -/** Set the polygon stippling pattern */ -static void nv20PolygonStipple(GLcontext *ctx, const GLubyte *mask ) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_PATTERN(0), 32); - OUT_RING_CACHEp(mask, 32); -} - -/* 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 nv20Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - - /* There's no scissor enable bit, so adjust the scissor to cover the - * maximum draw buffer bounds - */ - if (!ctx->Scissor.Enabled) { - x = y = 0; - w = h = 4095; - } else { - x += nmesa->drawX; - y += nmesa->drawY; - } - - /*BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SCISSOR_X2_X1, 1); - OUT_RING_CACHE((w << 16) | x ); - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SCISSOR_Y2_Y1, 1); - OUT_RING_CACHE((h << 16) | y );*/ - -} - -/** Select flat or smooth shading */ -static void nv20ShadeModel(GLcontext *ctx, GLenum mode) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SHADE_MODEL, 1); - OUT_RING_CACHE(mode); -} - -/** OpenGL 2.0 two-sided StencilFunc */ -static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func, - GLint ref, GLuint mask) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - - BEGIN_RING_CACHE(NvSub3D, NV20_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 nv20StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - - BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_MASK, 1); - OUT_RING_CACHE(mask); -} - -/** OpenGL 2.0 two-sided StencilOp */ -static void nv20StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail, - GLenum zfail, GLenum zpass) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - - BEGIN_RING_CACHE(NvSub3D, NV20_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 */ -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 nv20TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - BEGIN_RING_CACHE(NvSub3D, NV20_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 nv20WindowMoved(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, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2); - OUT_RING_CACHE((w << 16) | x); - OUT_RING_CACHE((h << 16) | y); - - BEGIN_RING_SIZE(NvSub3D, 0x02b4, 1); - OUT_RING(0); - - BEGIN_RING_CACHE(NvSub3D, - NV20_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 1); - OUT_RING_CACHE((4095 << 16) | 0); - BEGIN_RING_CACHE(NvSub3D, - NV20_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(0), 1); - OUT_RING_CACHE((4095 << 16) | 0); - for (i=1; i<8; i++) { - BEGIN_RING_CACHE(NvSub3D, - NV20_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 1); - OUT_RING_CACHE(0); - BEGIN_RING_CACHE(NvSub3D, - NV20_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_VERT(i), 1); - OUT_RING_CACHE(0); - } - - ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y, - ctx->Scissor.Width, ctx->Scissor.Height); - - /* TODO: recalc viewport scale coefs */ -} - -/* Initialise any card-specific non-GL related state */ -static GLboolean nv20InitCard(nouveauContextPtr nmesa) -{ - nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D); - - BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SET_OBJECT1, 2); - OUT_RING(NvDmaFB); /* 184 dma_object1 */ - OUT_RING(NvDmaFB); /* 188 dma_object2 */ - BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SET_OBJECT3, 2); - OUT_RING(NvDmaFB); /* 194 dma_object3 */ - OUT_RING(NvDmaFB); /* 198 dma_object4 */ - BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SET_OBJECT8, 1); - OUT_RING(NvDmaFB); /* 1a8 dma_object8 */ - - BEGIN_RING_SIZE(NvSub3D, 0x17e0, 3); - OUT_RINGf(0.0); - OUT_RINGf(0.0); - OUT_RINGf(1.0); - - BEGIN_RING_SIZE(NvSub3D, 0x1e6c, 1); - OUT_RING(0x0db6); - BEGIN_RING_SIZE(NvSub3D, 0x0290, 1); - OUT_RING(0x00100001); - BEGIN_RING_SIZE(NvSub3D, 0x09fc, 1); - OUT_RING(0); - BEGIN_RING_SIZE(NvSub3D, 0x1d80, 1); - OUT_RING(1); - BEGIN_RING_SIZE(NvSub3D, 0x09f8, 1); - OUT_RING(4); - - BEGIN_RING_SIZE(NvSub3D, 0x17ec, 3); - OUT_RINGf(0.0); - OUT_RINGf(1.0); - OUT_RINGf(0.0); - - BEGIN_RING_SIZE(NvSub3D, 0x1d88, 1); - OUT_RING(3); - - /* FIXME: More dma objects to setup ? */ - - BEGIN_RING_SIZE(NvSub3D, 0x1e98, 1); - OUT_RING(0); - - BEGIN_RING_SIZE(NvSub3D, 0x120, 3); - OUT_RING(0); - OUT_RING(1); - OUT_RING(2); - - return GL_TRUE; -} - -/* Update buffer offset/pitch/format */ -static GLboolean nv20BindBuffers(nouveauContextPtr nmesa, int num_color, - nouveau_renderbuffer **color, - nouveau_renderbuffer *depth) -{ - GLuint x, y, w, h; - GLuint pitch, format, depth_pitch; - - 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, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 6); - OUT_RING_CACHE((w << 16) | x); - OUT_RING_CACHE((h << 16) | y); - depth_pitch = (depth ? depth->pitch : color[0]->pitch); - pitch = (depth_pitch<<16) | color[0]->pitch; - format = 0x128; - if (color[0]->mesa._ActualFormat != GL_RGBA8) { - format = 0x123; /* R5G6B5 color buffer */ - } - OUT_RING_CACHE(format); - OUT_RING_CACHE(pitch); - OUT_RING_CACHE(color[0]->offset); - OUT_RING_CACHE(depth ? depth->offset : color[0]->offset); - - if (depth) { - BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LMA_DEPTH_BUFFER_PITCH, 2); - /* TODO: use a different buffer */ - OUT_RING(depth->pitch); - OUT_RING(depth->offset); - } - - /* Always set to bottom left of buffer */ - /*BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_ORIGIN_X, 4); - OUT_RING_CACHEf (0.0); - OUT_RING_CACHEf ((GLfloat) h); - OUT_RING_CACHEf (0.0); - OUT_RING_CACHEf (0.0);*/ - - return GL_TRUE; -} - -void nv20InitStateFuncs(GLcontext *ctx, struct dd_function_table *func) -{ - nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx); - - func->AlphaFunc = nv20AlphaFunc; - func->BlendColor = nv20BlendColor; - func->BlendEquationSeparate = nv20BlendEquationSeparate; - func->BlendFuncSeparate = nv20BlendFuncSeparate; - func->Clear = nv20Clear; - func->ClearColor = nv20ClearColor; - func->ClearDepth = nv20ClearDepth; - func->ClearStencil = nv20ClearStencil; - func->ClipPlane = nv20ClipPlane; - func->ColorMask = nv20ColorMask; - func->ColorMaterial = nv20ColorMaterial; - func->CullFace = nv20CullFace; - func->FrontFace = nv20FrontFace; - func->DepthFunc = nv20DepthFunc; - func->DepthMask = nv20DepthMask; - func->DepthRange = nv20DepthRange; - func->Enable = nv20Enable; - func->Fogfv = nv20Fogfv; - func->Hint = nv20Hint; - func->Lightfv = nv20Lightfv; -/* func->LightModelfv = nv20LightModelfv; */ - func->LineStipple = nv20LineStipple; - func->LineWidth = nv20LineWidth; - func->LogicOpcode = nv20LogicOpcode; - func->PointParameterfv = nv20PointParameterfv; - func->PointSize = nv20PointSize; - func->PolygonMode = nv20PolygonMode; - func->PolygonOffset = nv20PolygonOffset; - func->PolygonStipple = nv20PolygonStipple; -/* func->ReadBuffer = nv20ReadBuffer;*/ -/* func->RenderMode = nv20RenderMode;*/ - func->Scissor = nv20Scissor; - func->ShadeModel = nv20ShadeModel; - func->StencilFuncSeparate = nv20StencilFuncSeparate; - func->StencilMaskSeparate = nv20StencilMaskSeparate; - func->StencilOpSeparate = nv20StencilOpSeparate; -/* func->TexGen = nv20TexGen;*/ -/* func->TexParameter = nv20TexParameter;*/ - func->TextureMatrix = nv20TextureMatrix; - - nmesa->hw_func.InitCard = nv20InitCard; - nmesa->hw_func.BindBuffers = nv20BindBuffers; - nmesa->hw_func.WindowMoved = nv20WindowMoved; -} - |