nouveau: nv50: update
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@@ -293,7 +293,11 @@ static void nv50Enable(GLcontext *ctx, GLenum cap, GLboolean state)
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// case GL_POST_COLOR_MATRIX_COLOR_TABLE:
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// case GL_POST_CONVOLUTION_COLOR_TABLE:
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// case GL_RESCALE_NORMAL:
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// case GL_SCISSOR_TEST:
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case GL_SCISSOR_TEST:
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/* No enable bit, nv50Scissor will adjust to max range */
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ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
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ctx->Scissor.Width, ctx->Scissor.Height);
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break;
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// case GL_SEPARABLE_2D:
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case GL_STENCIL_TEST:
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// TODO BACK and FRONT ?
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@@ -416,6 +420,21 @@ void (*RenderMode)(GLcontext *ctx, GLenum mode );
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static void nv50Scissor(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
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{
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nouveauContextPtr nmesa = NOUVEAU_CONTEXT(ctx);
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/* There's no scissor enable bit, so adjust the scissor to cover the
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* maximum draw buffer bounds
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*/
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if (!ctx->Scissor.Enabled) {
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x = y = 0;
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w = h = 8191;
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} else {
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x += nmesa->drawX;
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y += nmesa->drawY;
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}
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BEGIN_RING_CACHE(NvSub3D, NV50_TCL_PRIMITIVE_3D_SCISSOR_WIDTH_XPOS, 2);
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OUT_RING_CACHE(((w) << 16) | x);
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OUT_RING_CACHE(((h) << 16) | y);
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}
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/** Select flat or smooth shading */
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@@ -503,10 +522,65 @@ static void nv50TextureMatrix(GLcontext *ctx, GLuint unit, const GLmatrix *mat)
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static void nv50WindowMoved(nouveauContextPtr nmesa)
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{
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GLcontext *ctx = nmesa->glCtx;
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GLfloat *v = nmesa->viewport.m;
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GLuint w = ctx->Viewport.Width;
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GLuint h = ctx->Viewport.Height;
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GLuint x = ctx->Viewport.X + nmesa->drawX;
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GLuint y = ctx->Viewport.Y + nmesa->drawY;
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int i;
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BEGIN_RING_CACHE(NvSub3D,
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NV50_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(0), 2);
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OUT_RING_CACHE((8191 << 16) | 0);
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OUT_RING_CACHE((8191 << 16) | 0);
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for (i=1; i<8; i++) {
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BEGIN_RING_CACHE(NvSub3D,
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NV50_TCL_PRIMITIVE_3D_VIEWPORT_CLIP_HORIZ(i), 2);
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OUT_RING_CACHE(0);
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OUT_RING_CACHE(0);
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}
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ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
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ctx->Scissor.Width, ctx->Scissor.Height);
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}
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static GLboolean nv50InitCard(nouveauContextPtr nmesa)
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{
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int i,j;
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nouveauObjectOnSubchannel(nmesa, NvSub3D, Nv3D);
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BEGIN_RING_SIZE(NvSub3D, 0x1558, 1);
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OUT_RING(1);
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BEGIN_RING_SIZE(NvSub3D, NV50_TCL_PRIMITIVE_3D_SET_OBJECT_1(0), 8);
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for (i=0; i<8; i++) {
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OUT_RING(NvDmaFB);
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}
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BEGIN_RING_SIZE(NvSub3D, NV50_TCL_PRIMITIVE_3D_SET_OBJECT_0(0), 12);
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for (i=0; i<12; i++) {
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OUT_RING(NvDmaFB);
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}
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BEGIN_RING_SIZE(NvSub3D, 0x121c, 1);
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OUT_RING(1);
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for (i=0; i<8; i++) {
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BEGIN_RING_SIZE(NvSub3D, 0x0200 + (i*0x20), 5);
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for (j=0; j<5; j++) {
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OUT_RING(0);
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}
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}
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BEGIN_RING_SIZE(NvSub3D, 0x0fe0, 5);
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OUT_RING(0);
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OUT_RING(0);
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OUT_RING(0x16);
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OUT_RING(0);
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OUT_RING(0);
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return GL_FALSE;
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}
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