More state functions

This commit is contained in:
Stephane Marchesin 2006-11-18 00:36:22 +00:00
parent e722e3480f
commit ae9c633a21
3 changed files with 56 additions and 10 deletions

View file

@ -463,16 +463,49 @@ void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/** Select flat or smooth shading */
void (*ShadeModel)(GLcontext *ctx, GLenum mode);
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);
}
/** OpenGL 2.0 two-sided StencilFunc */
void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask);
static void nv10StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask)
{
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);
}
/** OpenGL 2.0 two-sided StencilMask */
void (*StencilMaskSeparate)(GLcontext *ctx, GLenum face, GLuint mask);
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);
}
/** OpenGL 2.0 two-sided StencilOp */
void (*StencilOpSeparate)(GLcontext *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass);
static void nv10StencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
GLenum zfail, GLenum zpass)
{
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);
}
/** Control the generation of texture coordinates */
void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
const GLfloat *params);

View file

@ -468,8 +468,15 @@ void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/** Select flat or smooth shading */
void (*ShadeModel)(GLcontext *ctx, GLenum mode);
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);
}
/** OpenGL 2.0 two-sided StencilFunc */
static void nv20StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
@ -560,8 +567,8 @@ void nv20InitStateFuncs(struct dd_function_table *func)
func->ReadBuffer = nv20ReadBuffer;
func->RenderMode = nv20RenderMode;
func->Scissor = nv20Scissor;
func->ShadeModel = nv20ShaderModel;
#endif
func->ShadeModel = nv20ShadeModel;
func->StencilFuncSeparate = nv20StencilFuncSeparate;
func->StencilMaskSeparate = nv20StencilMaskSeparate;
func->StencilOpSeparate = nv20StencilOpSeparate;

View file

@ -466,7 +466,13 @@ void (*RenderMode)(GLcontext *ctx, GLenum mode );
/** Define the scissor box */
void (*Scissor)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
/** Select flat or smooth shading */
void (*ShadeModel)(GLcontext *ctx, GLenum mode);
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);
}
/** OpenGL 2.0 two-sided StencilFunc */
static void nv30StencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
@ -579,8 +585,8 @@ void nv30InitStateFuncs(struct dd_function_table *func)
func->ReadBuffer = nv30ReadBuffer;
func->RenderMode = nv30RenderMode;
func->Scissor = nv30Scissor;
func->ShadeModel = nv30ShaderModel;
#endif
func->ShadeModel = nv30ShadeModel;
func->StencilFuncSeparate = nv30StencilFuncSeparate;
func->StencilMaskSeparate = nv30StencilMaskSeparate;
func->StencilOpSeparate = nv30StencilOpSeparate;