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/**************************************************************************
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Copyright 2006 Nouveau
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All Rights Reserved.
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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on the rights to use, copy, modify, merge, publish, distribute, sub
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license, and/or sell copies of the Software, and to permit persons to whom
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the Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice (including the next
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paragraph) shall be included in all copies or substantial portions of the
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Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP BE LIABLE FOR ANY CLAIM,
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DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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USE OR OTHER DEALINGS IN THE SOFTWARE.
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**************************************************************************/
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#include "nouveau_context.h"
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#include "nouveau_object.h"
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#include "nouveau_fifo.h"
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#include "nouveau_reg.h"
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#include "tnl/t_pipeline.h"
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#include "mtypes.h"
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#include "colormac.h"
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void nv30AlphaFunc(GLcontext *ctx, GLenum func, GLfloat ref)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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GLubyte ubRef;
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CLAMPED_FLOAT_TO_UBYTE(ubRef, ref);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC, 2);
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OUT_RING(func); /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_FUNC */
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OUT_RING(ubRef); /* NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_REF */
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}
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void nv30BlendColor(GLcontext *ctx, const GLfloat color[4])
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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GLubyte cf[4];
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CLAMPED_FLOAT_TO_UBYTE(cf[0], color[0]);
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CLAMPED_FLOAT_TO_UBYTE(cf[1], color[1]);
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CLAMPED_FLOAT_TO_UBYTE(cf[2], color[2]);
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CLAMPED_FLOAT_TO_UBYTE(cf[3], color[3]);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_COLOR, 1);
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OUT_RING(PACK_COLOR_8888(cf[3], cf[1], cf[2], cf[0]));
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}
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void nv30BlendEquationSeparate(GLcontext *ctx, GLenum modeRGB, GLenum modeA)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_EQUATION, 1);
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OUT_RING((modeA<<16) | modeRGB);
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}
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void nv30BlendFuncSeparate(GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB,
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GLenum sfactorA, GLenum dfactorA)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_SRC, 2);
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OUT_RING((sfactorA<<16) | sfactorRGB);
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OUT_RING((dfactorA<<16) | dfactorRGB);
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}
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void nv30ClearColor(GLcontext *ctx, const GLfloat color[4])
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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GLubyte c[4];
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UNCLAMPED_FLOAT_TO_RGBA_CHAN(c,color);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_ARGB, 1);
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OUT_RING(PACK_COLOR_8888(c[3],c[0],c[1],c[2]));
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}
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void nv30ClearDepth(GLcontext *ctx, GLclampd d)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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nmesa->clear_value=((nmesa->clear_value&0x000000FF)|(((uint32_t)(d*0xFFFFFF))<<8));
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
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OUT_RING(nmesa->clear_value);
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}
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/* we're don't support indexed buffers
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void (*ClearIndex)(GLcontext *ctx, GLuint index)
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*/
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void nv30ClearStencil(GLcontext *ctx, GLint s)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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nmesa->clear_value=((nmesa->clear_value&0xFFFFFF00)|(s&0x000000FF));
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLEAR_VALUE_DEPTH, 1);
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OUT_RING(nmesa->clear_value);
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}
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void nv30ClipPlane(GLcontext *ctx, GLenum plane, const GLfloat *equation)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_A(plane), 4);
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OUT_RINGf(equation[0]);
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OUT_RINGf(equation[1]);
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OUT_RINGf(equation[2]);
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OUT_RINGf(equation[3]);
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}
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void nv30ColorMask(GLcontext *ctx, GLboolean rmask, GLboolean gmask,
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GLboolean bmask, GLboolean amask )
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_COLOR_MASK, 1);
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OUT_RING(((amask && 0x01) << 24) | ((rmask && 0x01) << 16) | ((gmask && 0x01)<< 8) | ((bmask && 0x01) << 0));
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}
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void nv30ColorMaterial(GLcontext *ctx, GLenum face, GLenum mode)
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{
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// TODO I need love
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}
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void nv30CullFace(GLcontext *ctx, GLenum mode)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE, 1);
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OUT_RING(mode);
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}
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void nv30FrontFace(GLcontext *ctx, GLenum mode)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FRONT_FACE, 1);
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OUT_RING(mode);
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}
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void nv30DepthFunc(GLcontext *ctx, GLenum func)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_FUNC, 1);
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OUT_RING(func);
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}
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void nv30DepthMask(GLcontext *ctx, GLboolean flag)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_WRITE_ENABLE, 1);
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OUT_RING(flag);
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}
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void nv30DepthRange(GLcontext *ctx, GLclampd nearval, GLclampd farval)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_RANGE_NEAR, 2);
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OUT_RINGf(nearval);
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OUT_RINGf(farval);
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}
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/** Specify the current buffer for writing */
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//void (*DrawBuffer)( GLcontext *ctx, GLenum buffer );
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/** Specify the buffers for writing for fragment programs*/
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//void (*DrawBuffers)( GLcontext *ctx, GLsizei n, const GLenum *buffers );
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void nv30Enable(GLcontext *ctx, GLenum cap, GLboolean state)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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switch(cap)
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{
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case GL_ALPHA_TEST:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ALPHA_FUNC_ENABLE, 1);
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OUT_RING(state);
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break;
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// case GL_AUTO_NORMAL:
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case GL_BLEND:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_BLEND_FUNC_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_CLIP_PLANE0:
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case GL_CLIP_PLANE1:
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case GL_CLIP_PLANE2:
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case GL_CLIP_PLANE3:
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case GL_CLIP_PLANE4:
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case GL_CLIP_PLANE5:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CLIP_PLANE_ENABLE(cap-GL_CLIP_PLANE0), 1);
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OUT_RING(state);
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break;
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case GL_COLOR_LOGIC_OP:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LOGIC_OP_ENABLE, 1);
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OUT_RING(state);
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break;
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// case GL_COLOR_MATERIAL:
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// case GL_COLOR_SUM_EXT:
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// case GL_COLOR_TABLE:
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// case GL_CONVOLUTION_1D:
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// case GL_CONVOLUTION_2D:
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case GL_CULL_FACE:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_CULL_FACE_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_DEPTH_TEST:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DEPTH_TEST_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_DITHER:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_DITHER_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_FOG:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_ENABLE, 1);
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OUT_RING(state);
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break;
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// case GL_HISTOGRAM:
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// case GL_INDEX_LOGIC_OP:
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case GL_LIGHT0:
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case GL_LIGHT1:
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case GL_LIGHT2:
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case GL_LIGHT3:
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case GL_LIGHT4:
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case GL_LIGHT5:
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case GL_LIGHT6:
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case GL_LIGHT7:
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{
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uint32_t mask=0x11<<(2*(cap-GL_LIGHT0));
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nmesa->enabled_lights=((nmesa->enabled_lights&mask)|(mask*state));
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_ENABLED_LIGHTS, 1);
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OUT_RING(nmesa->enabled_lights);
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break;
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}
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// case GL_LIGHTING:
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// case GL_LINE_SMOOTH:
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// case GL_LINE_STIPPLE:
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// case GL_MAP1_COLOR_4:
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// case GL_MAP1_INDEX:
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// case GL_MAP1_NORMAL:
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// case GL_MAP1_TEXTURE_COORD_1:
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// case GL_MAP1_TEXTURE_COORD_2:
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// case GL_MAP1_TEXTURE_COORD_3:
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// case GL_MAP1_TEXTURE_COORD_4:
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// case GL_MAP1_VERTEX_3:
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// case GL_MAP1_VERTEX_4:
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// case GL_MAP2_COLOR_4:
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// case GL_MAP2_INDEX:
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// case GL_MAP2_NORMAL:
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// case GL_MAP2_TEXTURE_COORD_1:
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// case GL_MAP2_TEXTURE_COORD_2:
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// case GL_MAP2_TEXTURE_COORD_3:
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// case GL_MAP2_TEXTURE_COORD_4:
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// case GL_MAP2_VERTEX_3:
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// case GL_MAP2_VERTEX_4:
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// case GL_MINMAX:
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case GL_NORMALIZE:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_NORMALIZE_ENABLE, 1);
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OUT_RING(state);
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break;
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// case GL_POINT_SMOOTH:
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case GL_POLYGON_OFFSET_POINT:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_POINT_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_POLYGON_OFFSET_LINE:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_LINE_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_POLYGON_OFFSET_FILL:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_OFFSET_FILL_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_POLYGON_SMOOTH:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_SMOOTH_ENABLE, 1);
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OUT_RING(state);
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break;
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case GL_POLYGON_STIPPLE:
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BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_POLYGON_STIPPLE_ENABLE, 1);
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OUT_RING(state);
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break;
|
|
|
|
|
// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
|
|
|
|
|
// case GL_POST_CONVOLUTION_COLOR_TABLE:
|
|
|
|
|
// case GL_RESCALE_NORMAL:
|
|
|
|
|
// case GL_SCISSOR_TEST:
|
|
|
|
|
// 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);
|
|
|
|
|
break;
|
|
|
|
|
// case GL_TEXTURE_GEN_Q:
|
|
|
|
|
// case GL_TEXTURE_GEN_R:
|
|
|
|
|
// case GL_TEXTURE_GEN_S:
|
|
|
|
|
// case GL_TEXTURE_GEN_T:
|
|
|
|
|
// case GL_TEXTURE_1D:
|
|
|
|
|
// case GL_TEXTURE_2D:
|
|
|
|
|
// case GL_TEXTURE_3D:
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void nv30Fogfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
|
|
|
|
|
{
|
|
|
|
|
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
|
|
|
|
|
switch(pname)
|
|
|
|
|
{
|
|
|
|
|
case GL_FOG_MODE:
|
|
|
|
|
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_FOG_MODE, 1);
|
|
|
|
|
//OUT_RING (params);
|
|
|
|
|
break;
|
|
|
|
|
/* TODO: unsure about the rest.*/
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void nv30Hint(GLcontext *ctx, GLenum target, GLenum mode)
|
|
|
|
|
{
|
|
|
|
|
// TODO I need love (fog and line_smooth hints)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// void (*IndexMask)(GLcontext *ctx, GLuint mask);
|
|
|
|
|
|
|
|
|
|
void nv30Lightfv(GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params )
|
|
|
|
|
{
|
|
|
|
|
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
|
|
|
|
|
/* not sure where the fourth param value goes...*/
|
|
|
|
|
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]);
|
|
|
|
|
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]);
|
|
|
|
|
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]);
|
|
|
|
|
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]);
|
|
|
|
|
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]);
|
|
|
|
|
break;
|
|
|
|
|
case GL_SPOT_EXPONENT:
|
|
|
|
|
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_SPOT_EXPONENT(light), 1);
|
|
|
|
|
OUT_RINGf(*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]);
|
|
|
|
|
break;
|
|
|
|
|
case GL_CONSTANT_ATTENUATION:
|
|
|
|
|
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_CONSTANT_ATTENUATION(light), 1);
|
|
|
|
|
OUT_RINGf(*params);
|
|
|
|
|
break;
|
|
|
|
|
case GL_LINEAR_ATTENUATION:
|
|
|
|
|
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_LINEAR_ATTENUATION(light), 1);
|
|
|
|
|
OUT_RINGf(*params);
|
|
|
|
|
break;
|
|
|
|
|
case GL_QUADRATIC_ATTENUATION:
|
|
|
|
|
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LIGHT_QUADRATIC_ATTENUATION(light), 1);
|
|
|
|
|
OUT_RINGf(*params);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Set the lighting model parameters */
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void nv30LogicOpcode(GLcontext *ctx, GLenum opcode)
|
|
|
|
|
{
|
|
|
|
|
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
|
|
|
|
|
BEGIN_RING_SIZE(NvSub3D, NV30_TCL_PRIMITIVE_3D_LOGIC_OP_OP, 1);
|
|
|
|
|
OUT_RING(opcode);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void nv30PointParameterfv(GLcontext *ctx, GLenum pname, const GLfloat *params)
|
|
|
|
|
{
|
|
|
|
|
/*TODO: not sure what goes here. */
|
|
|
|
|
nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** Specify the diameter of rasterized points */
|
|
|
|
|
void (*PointSize)(GLcontext *ctx, GLfloat size);
|
|
|
|
|
/** Select a polygon rasterization mode */
|
|
|
|
|
void (*PolygonMode)(GLcontext *ctx, GLenum face, GLenum mode);
|
|
|
|
|
/** Set the scale and units used to calculate depth values */
|
|
|
|
|
void (*PolygonOffset)(GLcontext *ctx, GLfloat factor, GLfloat units);
|
|
|
|
|
/** Set the polygon stippling pattern */
|
|
|
|
|
void (*PolygonStipple)(GLcontext *ctx, const GLubyte *mask );
|
|
|
|
|
/* Specifies the current buffer for reading */
|
|
|
|
|
void (*ReadBuffer)( GLcontext *ctx, GLenum buffer );
|
|
|
|
|
/** Set rasterization mode */
|
|
|
|
|
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);
|
|
|
|
|
/** OpenGL 2.0 two-sided StencilFunc */
|
|
|
|
|
void (*StencilFuncSeparate)(GLcontext *ctx, GLenum face, GLenum func,
|
|
|
|
|
GLint ref, GLuint mask);
|
|
|
|
|
/** OpenGL 2.0 two-sided StencilMask */
|
|
|
|
|
void (*StencilMaskSeparate)(GLcontext *ctx, GLenum face, GLuint mask);
|
|
|
|
|
/** OpenGL 2.0 two-sided StencilOp */
|
|
|
|
|
void (*StencilOpSeparate)(GLcontext *ctx, GLenum face, GLenum fail,
|
|
|
|
|
GLenum zfail, GLenum zpass);
|
|
|
|
|
/** Control the generation of texture coordinates */
|
|
|
|
|
void (*TexGen)(GLcontext *ctx, GLenum coord, GLenum pname,
|
|
|
|
|
const GLfloat *params);
|
|
|
|
|
/** Set texture environment parameters */
|
|
|
|
|
void (*TexEnv)(GLcontext *ctx, GLenum target, GLenum pname,
|
|
|
|
|
const GLfloat *param);
|
|
|
|
|
/** Set texture parameters */
|
|
|
|
|
void (*TexParameter)(GLcontext *ctx, GLenum target,
|
|
|
|
|
struct gl_texture_object *texObj,
|
|
|
|
|
GLenum pname, const GLfloat *params);
|
|
|
|
|
void (*TextureMatrix)(GLcontext *ctx, GLuint unit, const GLmatrix *mat);
|
|
|
|
|
/** Set the viewport */
|
|
|
|
|
void (*Viewport)(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h);
|
|
|
|
|
|