/* * Copyright (C) 2009 Francisco Jerez. * 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 the rights to use, copy, modify, merge, publish, * distribute, sublicense, 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 NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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_driver.h" #include "nouveau_context.h" #include "nouveau_fbo.h" #include "nouveau_util.h" #include "nouveau_class.h" #include "nv10_driver.h" static void nv10_clear(GLcontext *ctx, GLbitfield buffers) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct nouveau_framebuffer *nfb = to_nouveau_framebuffer( ctx->DrawBuffer); nouveau_validate_framebuffer(ctx); /* Clear the LMA depth buffer, if present. */ if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask && nfb->lma_bo) { struct nouveau_surface *s = &to_nouveau_renderbuffer( nfb->base._DepthBuffer->Wrapped)->surface; BEGIN_RING(chan, celsius, NV17TCL_LMA_DEPTH_FILL_VALUE, 1); OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0)); BEGIN_RING(chan, celsius, NV17TCL_LMA_DEPTH_BUFFER_CLEAR, 1); OUT_RING(chan, 1); } nouveau_clear(ctx, buffers); } GLcontext * nv10_context_create(struct nouveau_screen *screen, const GLvisual *visual, GLcontext *share_ctx) { struct nouveau_context *nctx; GLcontext *ctx; nctx = CALLOC_STRUCT(nouveau_context); if (!nctx) return NULL; ctx = &nctx->base; nouveau_context_init(ctx, screen, visual, share_ctx); ctx->Const.MaxTextureLevels = 12; ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS; ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS; ctx->Const.MaxTextureUnits = NV10_TEXTURE_UNITS; ctx->Const.MaxTextureMaxAnisotropy = 2; ctx->Const.MaxTextureLodBias = 15; ctx->Driver.Clear = nv10_clear; nv10_render_init(ctx); return ctx; } void nv10_context_destroy(GLcontext *ctx) { nv10_render_destroy(ctx); FREE(ctx); }