/* * 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_gldefs.h" #include "nouveau_util.h" #include "nv10_3d.xml.h" #include "nv10_driver.h" void nv10_emit_alpha_func(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_ENABLE), 1); PUSH_DATAb(push, ctx->Color.AlphaEnabled); BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_FUNC), 2); PUSH_DATA (push, nvgl_comparison_op(ctx->Color.AlphaFunc)); PUSH_DATA (push, FLOAT_TO_UBYTE(ctx->Color.AlphaRef)); } void nv10_emit_blend_color(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(BLEND_COLOR), 1); PUSH_DATA (push, FLOAT_TO_UBYTE(ctx->Color.BlendColor[3]) << 24 | FLOAT_TO_UBYTE(ctx->Color.BlendColor[0]) << 16 | FLOAT_TO_UBYTE(ctx->Color.BlendColor[1]) << 8 | FLOAT_TO_UBYTE(ctx->Color.BlendColor[2]) << 0); } void nv10_emit_blend_equation(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(BLEND_FUNC_ENABLE), 1); PUSH_DATAb(push, ctx->Color.BlendEnabled); BEGIN_NV04(push, NV10_3D(BLEND_EQUATION), 1); PUSH_DATA (push, nvgl_blend_eqn(ctx->Color.Blend[0].EquationRGB)); } void nv10_emit_blend_func(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(BLEND_FUNC_SRC), 2); PUSH_DATA (push, nvgl_blend_func(ctx->Color.Blend[0].SrcRGB)); PUSH_DATA (push, nvgl_blend_func(ctx->Color.Blend[0].DstRGB)); } void nv10_emit_color_mask(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(COLOR_MASK), 1); PUSH_DATA (push, ((ctx->Color.ColorMask[0][3] ? 1 << 24 : 0) | (ctx->Color.ColorMask[0][0] ? 1 << 16 : 0) | (ctx->Color.ColorMask[0][1] ? 1 << 8 : 0) | (ctx->Color.ColorMask[0][2] ? 1 << 0 : 0))); } void nv10_emit_depth(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(DEPTH_TEST_ENABLE), 1); PUSH_DATAb(push, ctx->Depth.Test); BEGIN_NV04(push, NV10_3D(DEPTH_WRITE_ENABLE), 1); PUSH_DATAb(push, ctx->Depth.Mask); BEGIN_NV04(push, NV10_3D(DEPTH_FUNC), 1); PUSH_DATA (push, nvgl_comparison_op(ctx->Depth.Func)); } void nv10_emit_dither(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(DITHER_ENABLE), 1); PUSH_DATAb(push, ctx->Color.DitherFlag); } void nv10_emit_logic_opcode(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); assert(!ctx->Color.ColorLogicOpEnabled || context_chipset(ctx) >= 0x11); BEGIN_NV04(push, NV11_3D(COLOR_LOGIC_OP_ENABLE), 2); PUSH_DATAb(push, ctx->Color.ColorLogicOpEnabled); PUSH_DATA (push, nvgl_logicop_func(ctx->Color.LogicOp)); } void nv10_emit_shade_model(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(SHADE_MODEL), 1); PUSH_DATA (push, ctx->Light.ShadeModel == GL_SMOOTH ? NV10_3D_SHADE_MODEL_SMOOTH : NV10_3D_SHADE_MODEL_FLAT); } void nv10_emit_stencil_func(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(STENCIL_ENABLE), 1); PUSH_DATAb(push, ctx->Stencil.Enabled); BEGIN_NV04(push, NV10_3D(STENCIL_FUNC_FUNC), 3); PUSH_DATA (push, nvgl_comparison_op(ctx->Stencil.Function[0])); PUSH_DATA (push, ctx->Stencil.Ref[0]); PUSH_DATA (push, ctx->Stencil.ValueMask[0]); } void nv10_emit_stencil_mask(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(STENCIL_MASK), 1); PUSH_DATA (push, ctx->Stencil.WriteMask[0]); } void nv10_emit_stencil_op(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); BEGIN_NV04(push, NV10_3D(STENCIL_OP_FAIL), 3); PUSH_DATA (push, nvgl_stencil_op(ctx->Stencil.FailFunc[0])); PUSH_DATA (push, nvgl_stencil_op(ctx->Stencil.ZFailFunc[0])); PUSH_DATA (push, nvgl_stencil_op(ctx->Stencil.ZPassFunc[0])); }