/*
* 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]));
}