Add the state caching mechanism. It seems to work, from what I can see.

This commit is contained in:
Stephane Marchesin 2006-11-21 12:43:16 +00:00
parent a20cf73053
commit 0ea45b1ad8
10 changed files with 602 additions and 493 deletions

View file

@ -22,7 +22,8 @@ DRIVER_SOURCES = \
nv10_swtcl.c \
nv10_state.c \
nv20_state.c \
nv30_state.c
nv30_state.c \
nouveau_state_cache.c
C_SOURCES = \
$(COMMON_SOURCES) \

View file

@ -37,6 +37,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "tnl/t_vertex.h"
#include "nouveau_screen.h"
#include "nouveau_state_cache.h"
#include "xmlconfig.h"
@ -73,7 +74,6 @@ typedef void (*nouveau_line_func)( struct nouveau_context*,
typedef void (*nouveau_point_func)( struct nouveau_context*,
nouveauVertex * );
typedef struct nouveau_context {
/* Mesa context */
GLcontext *glCtx;
@ -102,6 +102,9 @@ typedef struct nouveau_context {
GLboolean lighting_enabled;
uint32_t enabled_lights;
/* Cached state */
nouveau_state_cache state_cache;
/* The drawing fallbacks */
GLuint Fallback;
nouveau_tri_func draw_tri;

View file

@ -45,7 +45,6 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
* Ring/fifo interface
*
* - Begin a ring section with BEGIN_RING_SIZE (if you know the full size in advance)
* - Begin a ring section with BEGIN_RING_PRIM otherwise (and then finish with FINISH_RING_PRIM)
* - Output stuff to the ring with either OUT_RINGp (outputs a raw mem chunk), OUT_RING (1 uint32_t) or OUT_RINGf (1 float)
* - RING_AVAILABLE returns the available fifo (in uint32_ts)
* - RING_AHEAD returns how much ahead of the last submission point we are
@ -59,7 +58,7 @@ USE OR OTHER DEALINGS IN THE SOFTWARE.
#ifdef NOUVEAU_RING_DEBUG
#define OUT_RINGp(ptr,sz) do { \
uint32_t* p=(uint32_t*)ptr; \
uint32_t* p=(uint32_t*)(ptr); \
int i; printf("OUT_RINGp: (size 0x%x dwords)\n",sz); for(i=0;i<sz;i++) printf(" 0x%08x\n", *(p+i)); \
}while(0)
@ -74,33 +73,47 @@ int i; printf("OUT_RINGp: (size 0x%x dwords)\n",sz); for(i=0;i<sz;i++) printf("
#else
#define OUT_RINGp(ptr,sz) do{ \
memcpy(nmesa->fifo.buffer+nmesa->fifo.current,ptr,sz*4); \
nmesa->fifo.current+=sz; \
memcpy(nmesa->fifo.buffer+nmesa->fifo.current,ptr,(sz)*4); \
nmesa->fifo.current+=(sz); \
}while(0)
#define OUT_RING(n) do { \
nmesa->fifo.buffer[nmesa->fifo.current++]=n; \
nmesa->fifo.buffer[nmesa->fifo.current++]=(n); \
}while(0)
#define OUT_RINGf(n) do { \
*((float*)(nmesa->fifo.buffer+nmesa->fifo.current++))=n; \
*((float*)(nmesa->fifo.buffer+nmesa->fifo.current++))=(n); \
}while(0)
#endif
extern void WAIT_RING(nouveauContextPtr nmesa,u_int32_t size);
extern void nouveau_state_cache_flush(nouveauContextPtr nmesa);
extern void nouveau_state_cache_init(nouveauContextPtr nmesa);
#define BEGIN_RING_PRIM(subchannel,tag,size) do { \
if (nmesa->fifo.free<size) \
WAIT_RING(nmesa,(size)); \
OUT_RING( ((subchannel) << 13) | (tag)); \
#define BEGIN_RING_CACHE(subchannel,tag,size) do { \
nmesa->state_cache.dirty=1; \
nmesa->state_cache.current_pos=((tag)/4); \
}while(0)
#define FINISH_RING_PRIM() do{ \
nmesa->fifo.buffer[nmesa->fifo.put]|=((nmesa->fifo.current-nmesa->fifo.put) << 18); \
#define OUT_RING_CACHE(n) do { \
if (nmesa->state_cache.atoms[nmesa->state_cache.current_pos].value!=(n)) { \
nmesa->state_cache.atoms[nmesa->state_cache.current_pos].dirty=1; \
nmesa->state_cache.atoms[nmesa->state_cache.current_pos].value=(n); \
} \
nmesa->state_cache.current_pos++; \
}while(0)
#define OUT_RING_CACHEf(n) do { \
if ((*(float*)(&nmesa->state_cache.atoms[nmesa->state_cache.current_pos].value))!=(n)){ \
nmesa->state_cache.atoms[nmesa->state_cache.current_pos].dirty=1; \
(*(float*)(&nmesa->state_cache.atoms[nmesa->state_cache.current_pos].value))=(n);\
} \
nmesa->state_cache.current_pos++; \
}while(0)
#define BEGIN_RING_SIZE(subchannel,tag,size) do { \
nouveau_state_cache_flush(nmesa); \
if (nmesa->fifo.free <= (size)) \
WAIT_RING(nmesa,(size)); \
OUT_RING( ((size)<<18) | ((subchannel) << 13) | (tag)); \

View file

@ -108,8 +108,6 @@ static void nouveauDDUpdateHWState(GLcontext *ctx)
if ( new_state || nmesa->new_render_state & _NEW_TEXTURE )
{
FINISH_RING_PRIM();
nmesa->new_state = 0;
/* Update the various parts of the context's state.
@ -174,6 +172,7 @@ void nouveauDDInitState(nouveauContextPtr nmesa)
default:
break;
}
nouveau_state_cache_init(nmesa);
}
/* Initialize the driver's state functions */
@ -231,95 +230,98 @@ void nouveauDDInitStateFuncs(GLcontext *ctx)
ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
}
#define STATE_INIT(a) if (ctx->Driver.a) ctx->Driver.a
void nouveauInitState(GLcontext *ctx)
{
/*
* Mesa should do this for us:
*/
ctx->Driver.AlphaFunc( ctx,
STATE_INIT(AlphaFunc)( ctx,
ctx->Color.AlphaFunc,
ctx->Color.AlphaRef);
ctx->Driver.BlendColor( ctx,
STATE_INIT(BlendColor)( ctx,
ctx->Color.BlendColor );
ctx->Driver.BlendEquationSeparate( ctx,
STATE_INIT(BlendEquationSeparate)( ctx,
ctx->Color.BlendEquationRGB,
ctx->Color.BlendEquationA);
ctx->Driver.BlendFuncSeparate( ctx,
STATE_INIT(BlendFuncSeparate)( ctx,
ctx->Color.BlendSrcRGB,
ctx->Color.BlendDstRGB,
ctx->Color.BlendSrcA,
ctx->Color.BlendDstA);
ctx->Driver.ColorMask( ctx,
STATE_INIT(ColorMask)( ctx,
ctx->Color.ColorMask[RCOMP],
ctx->Color.ColorMask[GCOMP],
ctx->Color.ColorMask[BCOMP],
ctx->Color.ColorMask[ACOMP]);
ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode );
ctx->Driver.DepthFunc( ctx, ctx->Depth.Func );
ctx->Driver.DepthMask( ctx, ctx->Depth.Mask );
STATE_INIT(CullFace)( ctx, ctx->Polygon.CullFaceMode );
STATE_INIT(DepthFunc)( ctx, ctx->Depth.Func );
STATE_INIT(DepthMask)( ctx, ctx->Depth.Mask );
ctx->Driver.Enable( ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled );
ctx->Driver.Enable( ctx, GL_BLEND, ctx->Color.BlendEnabled );
ctx->Driver.Enable( ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled );
ctx->Driver.Enable( ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled );
ctx->Driver.Enable( ctx, GL_CULL_FACE, ctx->Polygon.CullFlag );
ctx->Driver.Enable( ctx, GL_DEPTH_TEST, ctx->Depth.Test );
ctx->Driver.Enable( ctx, GL_DITHER, ctx->Color.DitherFlag );
ctx->Driver.Enable( ctx, GL_FOG, ctx->Fog.Enabled );
ctx->Driver.Enable( ctx, GL_LIGHTING, ctx->Light.Enabled );
ctx->Driver.Enable( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
ctx->Driver.Enable( ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag );
ctx->Driver.Enable( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
ctx->Driver.Enable( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
ctx->Driver.Enable( ctx, GL_TEXTURE_1D, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_2D, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_3D, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE );
STATE_INIT(Enable)( ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled );
STATE_INIT(Enable)( ctx, GL_BLEND, ctx->Color.BlendEnabled );
STATE_INIT(Enable)( ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled );
STATE_INIT(Enable)( ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled );
STATE_INIT(Enable)( ctx, GL_CULL_FACE, ctx->Polygon.CullFlag );
STATE_INIT(Enable)( ctx, GL_DEPTH_TEST, ctx->Depth.Test );
STATE_INIT(Enable)( ctx, GL_DITHER, ctx->Color.DitherFlag );
STATE_INIT(Enable)( ctx, GL_FOG, ctx->Fog.Enabled );
STATE_INIT(Enable)( ctx, GL_LIGHTING, ctx->Light.Enabled );
STATE_INIT(Enable)( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
STATE_INIT(Enable)( ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag );
STATE_INIT(Enable)( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
STATE_INIT(Enable)( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
STATE_INIT(Enable)( ctx, GL_TEXTURE_1D, GL_FALSE );
STATE_INIT(Enable)( ctx, GL_TEXTURE_2D, GL_FALSE );
STATE_INIT(Enable)( ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE );
STATE_INIT(Enable)( ctx, GL_TEXTURE_3D, GL_FALSE );
STATE_INIT(Enable)( ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE );
ctx->Driver.Fogfv( ctx, GL_FOG_COLOR, ctx->Fog.Color );
ctx->Driver.Fogfv( ctx, GL_FOG_MODE, 0 );
ctx->Driver.Fogfv( ctx, GL_FOG_DENSITY, &ctx->Fog.Density );
ctx->Driver.Fogfv( ctx, GL_FOG_START, &ctx->Fog.Start );
ctx->Driver.Fogfv( ctx, GL_FOG_END, &ctx->Fog.End );
STATE_INIT(Fogfv)( ctx, GL_FOG_COLOR, ctx->Fog.Color );
STATE_INIT(Fogfv)( ctx, GL_FOG_MODE, 0 );
STATE_INIT(Fogfv)( ctx, GL_FOG_DENSITY, &ctx->Fog.Density );
STATE_INIT(Fogfv)( ctx, GL_FOG_START, &ctx->Fog.Start );
STATE_INIT(Fogfv)( ctx, GL_FOG_END, &ctx->Fog.End );
ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace );
STATE_INIT(FrontFace)( ctx, ctx->Polygon.FrontFace );
{
GLfloat f = (GLfloat)ctx->Light.Model.ColorControl;
ctx->Driver.LightModelfv( ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f );
STATE_INIT(LightModelfv)( ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f );
}
ctx->Driver.LineWidth( ctx, ctx->Line.Width );
ctx->Driver.LogicOpcode( ctx, ctx->Color.LogicOp );
ctx->Driver.PointSize( ctx, ctx->Point.Size );
ctx->Driver.PolygonStipple( ctx, (const GLubyte *)ctx->PolygonStipple );
ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y,
STATE_INIT(LineWidth)( ctx, ctx->Line.Width );
STATE_INIT(LogicOpcode)( ctx, ctx->Color.LogicOp );
STATE_INIT(PointSize)( ctx, ctx->Point.Size );
STATE_INIT(PolygonStipple)( ctx, (const GLubyte *)ctx->PolygonStipple );
STATE_INIT(Scissor)( ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height );
ctx->Driver.ShadeModel( ctx, ctx->Light.ShadeModel );
ctx->Driver.StencilFuncSeparate( ctx, GL_FRONT,
STATE_INIT(ShadeModel)( ctx, ctx->Light.ShadeModel );
STATE_INIT(StencilFuncSeparate)( ctx, GL_FRONT,
ctx->Stencil.Function[0],
ctx->Stencil.Ref[0],
ctx->Stencil.ValueMask[0] );
ctx->Driver.StencilFuncSeparate( ctx, GL_BACK,
STATE_INIT(StencilFuncSeparate)( ctx, GL_BACK,
ctx->Stencil.Function[1],
ctx->Stencil.Ref[1],
ctx->Stencil.ValueMask[1] );
ctx->Driver.StencilMaskSeparate( ctx, GL_FRONT, ctx->Stencil.WriteMask[0] );
ctx->Driver.StencilMaskSeparate( ctx, GL_BACK, ctx->Stencil.WriteMask[1] );
ctx->Driver.StencilOpSeparate( ctx, GL_FRONT,
STATE_INIT(StencilMaskSeparate)( ctx, GL_FRONT, ctx->Stencil.WriteMask[0] );
STATE_INIT(StencilMaskSeparate)( ctx, GL_BACK, ctx->Stencil.WriteMask[1] );
STATE_INIT(StencilOpSeparate)( ctx, GL_FRONT,
ctx->Stencil.FailFunc[0],
ctx->Stencil.ZFailFunc[0],
ctx->Stencil.ZPassFunc[0]);
ctx->Driver.StencilOpSeparate( ctx, GL_BACK,
STATE_INIT(StencilOpSeparate)( ctx, GL_BACK,
ctx->Stencil.FailFunc[1],
ctx->Stencil.ZFailFunc[1],
ctx->Stencil.ZPassFunc[1]);
ctx->Driver.DrawBuffer( ctx, ctx->Color.DrawBuffer[0] );
STATE_INIT(DrawBuffer)( ctx, ctx->Color.DrawBuffer[0] );
}

View file

@ -0,0 +1,64 @@
#include "nouveau_state_cache.h"
#include "nouveau_context.h"
#include "nouveau_object.h"
#include "nouveau_fifo.h"
#define BEGIN_RING_NOFLUSH(subchannel,tag,size) do { \
if (nmesa->fifo.free <= (size)) \
WAIT_RING(nmesa,(size)); \
OUT_RING( ((size)<<18) | ((subchannel) << 13) | (tag)); \
nmesa->fifo.free -= ((size) + 1); \
}while(0)
// flush all the dirty state
void nouveau_state_cache_flush(nouveauContextPtr nmesa)
{
int i=0;
int run=0;
// fast-path no state changes
if (!nmesa->state_cache.dirty)
return;
nmesa->state_cache.dirty=0;
do
{
// jump to a dirty state
while((nmesa->state_cache.atoms[i].dirty==0)&&(i<NOUVEAU_STATE_CACHE_ENTRIES))
i++;
// figure out a run of dirty values
run=0;
while((nmesa->state_cache.atoms[i+run].dirty)&&(i+run<NOUVEAU_STATE_CACHE_ENTRIES))
run++;
// output everything as a single run
if (run>0) {
int j;
BEGIN_RING_NOFLUSH(NvSub3D, i*4, run);
for(j=0;j<run;j++)
{
OUT_RING(nmesa->state_cache.atoms[i+j].value);
nmesa->state_cache.atoms[i+j].dirty=0;
}
i+=run;
}
}
while(i<NOUVEAU_STATE_CACHE_ENTRIES);
}
// inits the state cache
void nouveau_state_cache_init(nouveauContextPtr nmesa)
{
int i;
for(i=0;i<NOUVEAU_STATE_CACHE_ENTRIES;i++)
{
nmesa->state_cache.atoms[i].dirty=0;
nmesa->state_cache.atoms[i].value=0xDEADBEEF; // nvidia cards like beef
}
nmesa->state_cache.dirty=0;
}

View file

@ -0,0 +1,23 @@
#ifndef __NOUVEAU_STATE_CACHE_H__
#define __NOUVEAU_STATE_CACHE_H__
#include "mtypes.h"
#define NOUVEAU_STATE_CACHE_ENTRIES 2048
typedef struct nouveau_state_atom_t{
uint32_t value;
uint32_t dirty;
}nouveau_state_atom;
typedef struct nouveau_state_cache_t{
nouveau_state_atom atoms[NOUVEAU_STATE_CACHE_ENTRIES];
uint32_t current_pos;
// master dirty flag
uint32_t dirty;
}nouveau_state_cache;
#endif

View file

@ -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);
}

View file

@ -61,6 +61,7 @@ static void nv10ResetLineStipple( GLcontext *ctx );
static inline void nv10StartPrimitive(struct nouveau_context* nmesa,uint32_t primitive,uint32_t size)
{
// FIXME the primitive type can probably go trough the caching system as well
if (nmesa->screen->card->type==NV_10)
BEGIN_RING_SIZE(NvSub3D,NV10_TCL_PRIMITIVE_3D_BEGIN_END,1);
else if (nmesa->screen->card->type==NV_20)
@ -79,6 +80,7 @@ static inline void nv10StartPrimitive(struct nouveau_context* nmesa,uint32_t pri
inline void nv10FinishPrimitive(struct nouveau_context *nmesa)
{
// FIXME this is probably not needed
if (nmesa->screen->card->type==NV_10)
BEGIN_RING_SIZE(NvSub3D,NV10_TCL_PRIMITIVE_3D_BEGIN_END,1);
else if (nmesa->screen->card->type==NV_20)
@ -216,23 +218,6 @@ static void nv10_render_noop_verts(GLcontext *ctx,GLuint start,GLuint count,GLui
{
}
static inline void nv10_render_generic_primitive_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags,GLuint prim)
{
struct nouveau_context *nmesa = NOUVEAU_CONTEXT(ctx);
GLubyte *vertptr = (GLubyte *)nmesa->verts;
GLuint vertsize = nmesa->vertex_size;
GLuint size_dword = vertsize*(count-start);
const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;
GLuint j;
nv10ExtendPrimitive(nmesa, size_dword);
nv10StartPrimitive(nmesa,prim+1,size_dword);
for (j=start; j<count; j++ ) {
OUT_RINGp((nouveauVertex*)(vertptr+(elt[j]*vertsize*4)),vertsize);
}
nv10FinishPrimitive(nmesa);
}
static void (*nv10_render_tab_verts[GL_POLYGON+2])(GLcontext *,
GLuint,
GLuint,
@ -252,6 +237,23 @@ static void (*nv10_render_tab_verts[GL_POLYGON+2])(GLcontext *,
};
static inline void nv10_render_generic_primitive_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags,GLuint prim)
{
struct nouveau_context *nmesa = NOUVEAU_CONTEXT(ctx);
GLubyte *vertptr = (GLubyte *)nmesa->verts;
GLuint vertsize = nmesa->vertex_size;
GLuint size_dword = vertsize*(count-start);
const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;
GLuint j;
nv10ExtendPrimitive(nmesa, size_dword);
nv10StartPrimitive(nmesa,prim+1,size_dword);
for (j=start; j<count; j++ ) {
OUT_RINGp((nouveauVertex*)(vertptr+(elt[j]*vertsize*4)),vertsize);
}
nv10FinishPrimitive(nmesa);
}
static void nv10_render_points_elts(GLcontext *ctx,GLuint start,GLuint count,GLuint flags)
{
nv10_render_generic_primitive_elts(ctx,start,count,flags,GL_POINTS);
@ -440,8 +442,8 @@ static inline void nv10OutputVertexFormat(struct nouveau_context* nmesa)
size = attr_size[j] << 4; \
size |= (attr_size[j]*4) << 8; \
size |= NV_VERTEX_ATTRIBUTE_TYPE_FLOAT; \
BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_ATTR(i),1); \
OUT_RING(size); \
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_ATTR(i),1); \
OUT_RING_CACHE(size); \
} while (0)
NV10_SET_VERTEX_ATTRIB(0, _TNL_ATTRIB_POS);
@ -453,22 +455,23 @@ static inline void nv10OutputVertexFormat(struct nouveau_context* nmesa)
NV10_SET_VERTEX_ATTRIB(6, _TNL_ATTRIB_WEIGHT);
NV10_SET_VERTEX_ATTRIB(7, _TNL_ATTRIB_FOG);
BEGIN_RING_SIZE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_ARRAY_VALIDATE,1);
OUT_RING(0);
BEGIN_RING_CACHE(NvSub3D, NV10_TCL_PRIMITIVE_3D_VERTEX_ARRAY_VALIDATE,1);
OUT_RING_CACHE(0);
} else if (nmesa->screen->card->type==NV_20) {
for(i=0;i<16;i++)
{
int size=attr_size[i];
BEGIN_RING_SIZE(NvSub3D,NV20_TCL_PRIMITIVE_3D_VERTEX_ATTR(i),1);
OUT_RING(NV_VERTEX_ATTRIBUTE_TYPE_FLOAT|(size*0x10));
BEGIN_RING_CACHE(NvSub3D,NV20_TCL_PRIMITIVE_3D_VERTEX_ATTR(i),1);
OUT_RING_CACHE(NV_VERTEX_ATTRIBUTE_TYPE_FLOAT|(size*0x10));
}
} else {
BEGIN_RING_SIZE(NvSub3D,NV30_TCL_PRIMITIVE_3D_VERTEX_ATTR0_POS,slots);
BEGIN_RING_CACHE(NvSub3D,NV30_TCL_PRIMITIVE_3D_VERTEX_ATTR0_POS,slots);
for(i=0;i<slots;i++)
{
int size=attr_size[i];
OUT_RING(NV_VERTEX_ATTRIBUTE_TYPE_FLOAT|(size*0x10));
OUT_RING_CACHE(NV_VERTEX_ATTRIBUTE_TYPE_FLOAT|(size*0x10));
}
// FIXME this is probably not needed
BEGIN_RING_SIZE(NvSub3D,NV30_TCL_PRIMITIVE_3D_VERTEX_UNK_0,1);
OUT_RING(0);
BEGIN_RING_SIZE(NvSub3D,NV30_TCL_PRIMITIVE_3D_VERTEX_UNK_0,1);

View file

@ -40,9 +40,9 @@ static void nv20AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
GLubyte ubRef;
CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
OUT_RING(func); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
OUT_RING(ubRef); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
OUT_RING_CACHE(func); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
OUT_RING_CACHE(ubRef); /* NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
}
static void nv20BlendColor(GLcontext *ctx, const GLfloat color[4])
@ -55,15 +55,15 @@ static void nv20BlendColor(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, NV20_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
OUT_RING((modeA<<16) | modeRGB);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
OUT_RING_CACHE((modeA<<16) | modeRGB);
}
@ -71,9 +71,9 @@ static void nv20BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfac
GLenum sfactorA, GLenum dfactorA)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
OUT_RING((sfactorA<<16) | sfactorRGB);
OUT_RING((dfactorA<<16) | dfactorRGB);
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 nv20ClearColor(GLcontext *ctx, const GLfloat color[4])
@ -81,16 +81,16 @@ 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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
OUT_RING(nmesa->clear_value);
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
@ -101,26 +101,26 @@ static void nv20ClearStencil(GLcontext *ctx, GLint s)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
OUT_RING(nmesa->clear_value);
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_SIZE(NvSub3D, NV20_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, 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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
OUT_RING(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
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)
@ -131,37 +131,37 @@ static void nv20ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
static void nv20CullFace(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE, 1);
OUT_RING(mode);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
OUT_RING(mode);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
OUT_RING(func);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
OUT_RING(flag);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
OUT_RINGf(nearval);
OUT_RINGf(farval);
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 */
@ -175,13 +175,13 @@ static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
switch(cap)
{
case GL_ALPHA_TEST:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
OUT_RING(state);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
OUT_RING(state);
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:
@ -189,12 +189,12 @@ static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
OUT_RING(state);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
OUT_RING(state);
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:
@ -202,20 +202,20 @@ static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_CONVOLUTION_1D:
// case GL_CONVOLUTION_2D:
case GL_CULL_FACE:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_DEPTH_TEST:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_DITHER:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_FOG:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
OUT_RING_CACHE(state);
break;
// case GL_HISTOGRAM:
// case GL_INDEX_LOGIC_OP:
@ -232,22 +232,22 @@ static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
if (nmesa->lighting_enabled)
{
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
OUT_RING(nmesa->enabled_lights);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
BEGIN_RING_CACHE(NvSub3D, NV20_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, NV20_TCL_PRIMITIVE_3D_LINE_SMOOTH_ENABLE, 1);
OUT_RING(state);
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:
@ -270,29 +270,29 @@ static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_MAP2_VERTEX_4:
// case GL_MINMAX:
case GL_NORMALIZE:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
OUT_RING(state);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
OUT_RING(state);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
OUT_RING(state);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_POLYGON_SMOOTH:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_POLYGON_STIPPLE:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
OUT_RING(state);
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:
@ -301,8 +301,8 @@ static void nv20Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_SEPARABLE_2D:
case GL_STENCIL_TEST:
// TODO BACK and FRONT ?
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_ENABLE, 1);
OUT_RING(state);
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:
@ -320,8 +320,8 @@ static void nv20Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
switch(pname)
{
case GL_FOG_MODE:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_MODE, 1);
//OUT_RING (params);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_FOG_MODE, 1);
//OUT_RING_CACHE (params);
break;
/* TODO: unsure about the rest.*/
default:
@ -344,59 +344,59 @@ static void nv20Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
switch(pname)
{
case GL_AMBIENT:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3);
OUT_RINGf(params[0]);
OUT_RINGf(params[1]);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(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, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3);
OUT_RINGf(params[0]);
OUT_RINGf(params[1]);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(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, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
OUT_RINGf(params[0]);
OUT_RINGf(params[1]);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
case GL_SPOT_DIRECTION:
BEGIN_RING_SIZE(NvSub3D, NV20_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, NV20_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, NV20_TCL_PRIMITIVE_3D_LIGHT_POSITION_X(light), 3);
OUT_RINGf(params[0]);
OUT_RINGf(params[1]);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV20_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, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
OUT_RINGf(*params);
BEGIN_RING_CACHE(NvSub3D, NV20_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, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
OUT_RINGf(params[0]);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
OUT_RINGf(params[1]);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_A(light), 1);
OUT_RING_CACHEf(params[0]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_B(light), 1);
OUT_RING_CACHEf(params[1]);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_SPOT_CUTOFF_C(light), 1);
OUT_RING_CACHEf(params[2]);
break;
case GL_CONSTANT_ATTENUATION:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
OUT_RINGf(*params);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
OUT_RING_CACHEf(*params);
break;
case GL_LINEAR_ATTENUATION:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
OUT_RINGf(*params);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
OUT_RING_CACHEf(*params);
break;
case GL_QUADRATIC_ATTENUATION:
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
OUT_RINGf(*params);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
OUT_RING_CACHEf(*params);
break;
default:
break;
@ -410,22 +410,22 @@ 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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_STIPPLE_PATTERN, 1);
OUT_RING((pattern << 16) | factor);*/
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_LINE_WIDTH, 1);
OUT_RINGf(width);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
OUT_RING(opcode);
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)
@ -439,8 +439,8 @@ static void nv20PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *pa
static void nv20PointSize(GLcontext *ctx, GLfloat size)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
OUT_RINGf(size);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
OUT_RING_CACHEf(size);
}
/** Select a polygon rasterization mode */
@ -449,12 +449,12 @@ 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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
OUT_RING(mode);
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_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
OUT_RING(mode);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
OUT_RING_CACHE(mode);
}
}
@ -474,8 +474,8 @@ void nv20ShadeModel(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
OUT_RING(mode);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
OUT_RING_CACHE(mode);
}
/** OpenGL 2.0 two-sided StencilFunc */
@ -484,10 +484,10 @@ static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_FUNC_FUNC, 3);
OUT_RING(func);
OUT_RING(ref);
OUT_RING(mask);
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 */
@ -495,8 +495,8 @@ static void nv20StencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
OUT_RING(mask);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_MASK, 1);
OUT_RING_CACHE(mask);
}
/** OpenGL 2.0 two-sided StencilOp */
@ -505,10 +505,10 @@ static void nv20StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV20_TCL_PRIMITIVE_3D_STENCIL_OP_FAIL, 1);
OUT_RING(fail);
OUT_RING(zfail);
OUT_RING(zpass);
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 */
@ -528,9 +528,9 @@ static void nv20Viewport(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, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
OUT_RING((w << 16) | x);
OUT_RING((h << 16) | y);
BEGIN_RING_CACHE(NvSub3D, NV20_TCL_PRIMITIVE_3D_VIEWPORT_HORIZ, 2);
OUT_RING_CACHE((w << 16) | x);
OUT_RING_CACHE((h << 16) | y);
}
void nv20InitStateFuncs(struct dd_function_table *func)

View file

@ -43,9 +43,9 @@ static void nv30AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
GLubyte ubRef;
CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
OUT_RING(func); /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
OUT_RING(ubRef); /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
OUT_RING_CACHE(func); /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
OUT_RING_CACHE(ubRef); /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
}
static void nv30BlendColor(GLcontext *ctx, const GLfloat color[4])
@ -58,15 +58,15 @@ static void nv30BlendColor(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, NV30_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
OUT_RING_CACHE(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
}
static void nv30BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
OUT_RING((modeA<<16) | modeRGB);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
OUT_RING_CACHE((modeA<<16) | modeRGB);
}
@ -74,9 +74,9 @@ static void nv30BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfac
GLenum sfactorA, GLenum dfactorA)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
OUT_RING((sfactorA<<16) | sfactorRGB);
OUT_RING((dfactorA<<16) | dfactorRGB);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
OUT_RING_CACHE((sfactorA<<16) | sfactorRGB);
OUT_RING_CACHE((dfactorA<<16) | dfactorRGB);
}
static void nv30ClearColor(GLcontext *ctx, const GLfloat color[4])
@ -84,16 +84,16 @@ static 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]));
}
static 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);
}
/* we're don't support indexed buffers
@ -104,26 +104,26 @@ static 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);
}
static void nv30ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_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, NV30_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 nv30ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
GLboolean bmask, GLboolean amask )
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
OUT_RING(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
OUT_RING_CACHE(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
}
static void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
@ -134,37 +134,37 @@ static void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
static void nv30CullFace(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE, 1);
OUT_RING(mode);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE, 1);
OUT_RING_CACHE(mode);
}
static void nv30FrontFace(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
OUT_RING(mode);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
OUT_RING_CACHE(mode);
}
static void nv30DepthFunc(GLcontext *ctx, GLenum func)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
OUT_RING(func);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
OUT_RING_CACHE(func);
}
static void nv30DepthMask(GLcontext *ctx, GLboolean flag)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
OUT_RING(flag);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
OUT_RING_CACHE(flag);
}
static void nv30DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
OUT_RINGf(nearval);
OUT_RINGf(farval);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
OUT_RING_CACHEf(nearval);
OUT_RING_CACHEf(farval);
}
/** Specify the current buffer for writing */
@ -178,13 +178,13 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
switch(cap)
{
case GL_ALPHA_TEST:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
OUT_RING_CACHE(state);
break;
// case GL_AUTO_NORMAL:
case GL_BLEND:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_CLIP_PLANE0:
case GL_CLIP_PLANE1:
@ -192,12 +192,12 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
case GL_CLIP_PLANE3:
case GL_CLIP_PLANE4:
case GL_CLIP_PLANE5:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_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, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_ENABLE, 1);
OUT_RING_CACHE(state);
break;
// case GL_COLOR_MATERIAL:
// case GL_COLOR_SUM_EXT:
@ -205,20 +205,20 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_CONVOLUTION_1D:
// case GL_CONVOLUTION_2D:
case GL_CULL_FACE:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_DEPTH_TEST:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_DITHER:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_FOG:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
OUT_RING_CACHE(state);
break;
// case GL_HISTOGRAM:
// case GL_INDEX_LOGIC_OP:
@ -239,8 +239,8 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
if (nmesa->lighting_enabled)
{
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
OUT_RING(nmesa->enabled_lights);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
OUT_RING_CACHE(nmesa->enabled_lights);
}
break;
}
@ -249,11 +249,11 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
break;
nmesa->lighting_enabled=state;
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
BEGIN_RING_CACHE(NvSub3D, NV30_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:
// case GL_LINE_STIPPLE:
@ -277,29 +277,29 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_MAP2_VERTEX_4:
// case GL_MINMAX:
case GL_NORMALIZE:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
OUT_RING_CACHE(state);
break;
// case GL_POINT_SMOOTH:
case GL_POLYGON_OFFSET_POINT:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_POLYGON_OFFSET_LINE:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_POLYGON_OFFSET_FILL:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_POLYGON_SMOOTH:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
OUT_RING_CACHE(state);
break;
case GL_POLYGON_STIPPLE:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_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:
@ -308,8 +308,8 @@ static void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
// case GL_SEPARABLE_2D:
case GL_STENCIL_TEST:
// TODO BACK and FRONT ?
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_ENABLE, 1);
OUT_RING(state);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_ENABLE, 1);
OUT_RING_CACHE(state);
break;
// case GL_TEXTURE_GEN_Q:
// case GL_TEXTURE_GEN_R:
@ -327,8 +327,8 @@ static void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
switch(pname)
{
case GL_FOG_MODE:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
//OUT_RING (params);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
//OUT_RING_CACHE (params);
break;
/* TODO: unsure about the rest.*/
default:
@ -355,59 +355,59 @@ static void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloa
switch(pname)
{
case GL_AMBIENT:
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(light), 3);
OUT_RINGf(params[0]);
OUT_RINGf(params[1]);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_AMBIENT_A(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, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(light), 3);
OUT_RINGf(params[0]);
OUT_RINGf(params[1]);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_DIFFUSE_A(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, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
OUT_RINGf(params[0]);
OUT_RINGf(params[1]);
OUT_RINGf(params[2]);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_FRONT_SIDE_PRODUCT_SPECULAR_A(light), 3);
OUT_RING_CACHEf(params[0]);
OUT_RING_CACHEf(params[1]);
OUT_RING_CACHEf(params[2]);
break;
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;
default:
break;
@ -421,8 +421,8 @@ void (*LightModelfv)(GLcontext *ctx, GLenum pname, const GLfloat *params);
static 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);
}
static void nv30LineWidth(GLcontext *ctx, GLfloat width)
@ -432,15 +432,15 @@ static void nv30LineWidth(GLcontext *ctx, GLfloat width)
CLAMPED_FLOAT_TO_UBYTE(ubWidth, width);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1);
OUT_RING(ubWidth);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LINE_WIDTH_SMOOTH, 1);
OUT_RING_CACHE(ubWidth);
}
static void nv30LogicOpcode(GLcontext *ctx, GLenum opcode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
OUT_RING(opcode);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_LOGIC_OP_OP, 1);
OUT_RING_CACHE(opcode);
}
static void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
@ -454,8 +454,8 @@ static void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *pa
static void nv30PointSize(GLcontext *ctx, GLfloat size)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
OUT_RINGf(size);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POINT_SIZE, 1);
OUT_RING_CACHEf(size);
}
/** Select a polygon rasterization mode */
@ -464,12 +464,12 @@ static void nv30PolygonMode(GLcontext *ctx, GLenum face, GLenum mode)
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
if (face == GL_FRONT || face == GL_FRONT_AND_BACK) {
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
OUT_RING(mode);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_FRONT, 1);
OUT_RING_CACHE(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);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_MODE_BACK, 1);
OUT_RING_CACHE(mode);
}
}
@ -511,8 +511,8 @@ static void nv30ShadeModel(GLcontext *ctx, GLenum mode)
{
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
OUT_RING(mode);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_SHADE_MODEL, 1);
OUT_RING_CACHE(mode);
}
/** OpenGL 2.0 two-sided StencilFunc */
@ -522,16 +522,16 @@ static void nv30StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
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);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_FUNC_FUNC, 3);
OUT_RING_CACHE(func);
OUT_RING_CACHE(ref);
OUT_RING_CACHE(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);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_FUNC_FUNC, 3);
OUT_RING_CACHE(func);
OUT_RING_CACHE(ref);
OUT_RING_CACHE(mask);
}
}
@ -541,12 +541,12 @@ 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);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_MASK, 1);
OUT_RING_CACHE(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);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_MASK, 1);
OUT_RING_CACHE(mask);
}
}
@ -557,16 +557,16 @@ static void nv30StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
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, 3);
OUT_RING(fail);
OUT_RING(zfail);
OUT_RING(zpass);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_FRONT_OP_FAIL, 3);
OUT_RING_CACHE(fail);
OUT_RING_CACHE(zfail);
OUT_RING_CACHE(zpass);
}
if (face == GL_BACK || face == GL_FRONT_AND_BACK) {
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_OP_FAIL, 3);
OUT_RING(fail);
OUT_RING(zfail);
OUT_RING(zpass);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_STENCIL_BACK_OP_FAIL, 3);
OUT_RING_CACHE(fail);
OUT_RING_CACHE(zfail);
OUT_RING_CACHE(zpass);
}
}
@ -594,9 +594,9 @@ static void nv30Viewport(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, NV30_TCL_PRIMITIVE_3D_VIEWPORT_DIMS_0, 2);
OUT_RING((w << 16) | x);
OUT_RING((h << 16) | y);
BEGIN_RING_CACHE(NvSub3D, NV30_TCL_PRIMITIVE_3D_VIEWPORT_DIMS_0, 2);
OUT_RING_CACHE((w << 16) | x);
OUT_RING_CACHE((h << 16) | y);
}
void nv30InitStateFuncs(struct dd_function_table *func)