diff options
Diffstat (limited to 'src/mesa/drivers/dri/nouveau')
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nouveau_context.c | 2 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nouveau_state.c | 114 | ||||
-rw-r--r-- | src/mesa/drivers/dri/nouveau/nouveau_state.h | 3 |
3 files changed, 118 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/nouveau/nouveau_context.c b/src/mesa/drivers/dri/nouveau/nouveau_context.c index a2b6f1c674..a2ac056010 100644 --- a/src/mesa/drivers/dri/nouveau/nouveau_context.c +++ b/src/mesa/drivers/dri/nouveau/nouveau_context.c @@ -159,6 +159,8 @@ GLboolean nouveauCreateContext( const __GLcontextModes *glVisual, break; } + nouveauInitState(ctx); + driContextPriv->driverPrivate = (void *)nmesa; NOUVEAU_DEBUG = driParseDebugString( getenv( "NOUVEAU_DEBUG" ), diff --git a/src/mesa/drivers/dri/nouveau/nouveau_state.c b/src/mesa/drivers/dri/nouveau/nouveau_state.c index 94c92aeb8a..9811606311 100644 --- a/src/mesa/drivers/dri/nouveau/nouveau_state.c +++ b/src/mesa/drivers/dri/nouveau/nouveau_state.c @@ -154,7 +154,26 @@ static void nouveauDDInvalidateState(GLcontext *ctx, GLuint new_state) /* Initialize the context's hardware state. */ void nouveauDDInitState(nouveauContextPtr nmesa) { - + uint32_t type = nmesa->screen->card->type; + switch(type) + { + case NV_03: + case NV_04: + case NV_05: + case NV_10: + //nv10InitStateFuncs(&nmesa->glCtx->Driver); + break; + case NV_20: + nv20InitStateFuncs(&nmesa->glCtx->Driver); + break; + case NV_30: + case NV_40: + case G_70: + nv30InitStateFuncs(&nmesa->glCtx->Driver); + break; + default: + break; + } } /* Initialize the driver's state functions */ @@ -211,3 +230,96 @@ void nouveauDDInitStateFuncs(GLcontext *ctx) ctx->Driver.CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D; ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D; } + +void nouveauInitState(GLcontext *ctx) +{ + /* + * Mesa should do this for us: + */ + ctx->Driver.AlphaFunc( ctx, + ctx->Color.AlphaFunc, + ctx->Color.AlphaRef); + + ctx->Driver.BlendColor( ctx, + ctx->Color.BlendColor ); + + ctx->Driver.BlendEquationSeparate( ctx, + ctx->Color.BlendEquationRGB, + ctx->Color.BlendEquationA); + + ctx->Driver.BlendFuncSeparate( ctx, + ctx->Color.BlendSrcRGB, + ctx->Color.BlendDstRGB, + ctx->Color.BlendSrcA, + ctx->Color.BlendDstA); + + ctx->Driver.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 ); + + 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 ); + + 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 ); + + ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace ); + + { + GLfloat f = (GLfloat)ctx->Light.Model.ColorControl; + ctx->Driver.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, + ctx->Scissor.Width, ctx->Scissor.Height ); + ctx->Driver.ShadeModel( ctx, ctx->Light.ShadeModel ); + ctx->Driver.StencilFuncSeparate( ctx, GL_FRONT, + ctx->Stencil.Function[0], + ctx->Stencil.Ref[0], + ctx->Stencil.ValueMask[0] ); + ctx->Driver.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, + ctx->Stencil.FailFunc[0], + ctx->Stencil.ZFailFunc[0], + ctx->Stencil.ZPassFunc[0]); + ctx->Driver.StencilOpSeparate( ctx, GL_BACK, + ctx->Stencil.FailFunc[1], + ctx->Stencil.ZFailFunc[1], + ctx->Stencil.ZPassFunc[1]); + + ctx->Driver.DrawBuffer( ctx, ctx->Color.DrawBuffer[0] ); +} diff --git a/src/mesa/drivers/dri/nouveau/nouveau_state.h b/src/mesa/drivers/dri/nouveau/nouveau_state.h index 4e8eda83e1..f8fd0cea50 100644 --- a/src/mesa/drivers/dri/nouveau/nouveau_state.h +++ b/src/mesa/drivers/dri/nouveau/nouveau_state.h @@ -32,8 +32,11 @@ USE OR OTHER DEALINGS IN THE SOFTWARE. extern void nouveauDDInitState(nouveauContextPtr nmesa); extern void nouveauDDInitStateFuncs(GLcontext *ctx); +extern void nv10InitStateFuncs(struct dd_function_table *func); +extern void nv20InitStateFuncs(struct dd_function_table *func); extern void nv30InitStateFuncs(struct dd_function_table *func); +extern void nouveauInitState(GLcontext *ctx); /* extern void nouveauDDUpdateState(GLcontext *ctx); extern void nouveauDDUpdateHWState(GLcontext *ctx); |