コード例 #1
0
ファイル: nouveau_state.c プロジェクト: CSRedRat/mesa-1
static void
nouveau_light(struct gl_context *ctx, GLenum light, GLenum pname, const GLfloat *params)
{
	switch (pname) {
	case GL_AMBIENT:
		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
		break;
	case GL_DIFFUSE:
		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
		break;
	case GL_SPECULAR:
		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
		break;
	case GL_SPOT_CUTOFF:
	case GL_POSITION:
		context_dirty(ctx, MODELVIEW);
		context_dirty(ctx, LIGHT_ENABLE);
		context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
		break;
	default:
		context_dirty_i(ctx, LIGHT_SOURCE, light - GL_LIGHT0);
		break;
	}
}
コード例 #2
0
ファイル: nouveau_state.c プロジェクト: CSRedRat/mesa-1
static void
nouveau_tex_parameter(struct gl_context *ctx, GLenum target,
		      struct gl_texture_object *t, GLenum pname,
		      const GLfloat *params)
{
	switch (pname) {
	case GL_TEXTURE_MAG_FILTER:
	case GL_TEXTURE_WRAP_S:
	case GL_TEXTURE_WRAP_T:
	case GL_TEXTURE_WRAP_R:
	case GL_TEXTURE_MIN_LOD:
	case GL_TEXTURE_MAX_LOD:
	case GL_TEXTURE_MAX_ANISOTROPY_EXT:
	case GL_TEXTURE_LOD_BIAS:
		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
		break;

	case GL_TEXTURE_MIN_FILTER:
	case GL_TEXTURE_BASE_LEVEL:
	case GL_TEXTURE_MAX_LEVEL:
		nouveau_texture_reallocate(ctx, t);
		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
		break;
	}
}
コード例 #3
0
ファイル: nouveau_state.c プロジェクト: CSRedRat/mesa-1
static void
nouveau_tex_env(struct gl_context *ctx, GLenum target, GLenum pname,
		const GLfloat *param)
{
	switch (target) {
	case GL_TEXTURE_FILTER_CONTROL_EXT:
		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
		break;
	default:
		context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
		break;
	}
}
コード例 #4
0
ファイル: nouveau_state.c プロジェクト: CSRedRat/mesa-1
static void
nouveau_tex_gen(struct gl_context *ctx, GLenum coord, GLenum pname,
		const GLfloat *params)
{
	switch (pname) {
	case GL_TEXTURE_GEN_MODE:
		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
		context_dirty(ctx, MODELVIEW);
		break;
	default:
		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
		break;
	}
}
コード例 #5
0
ファイル: nouveau_state.c プロジェクト: chemecse/mesa
static void
nouveau_update_state(struct gl_context *ctx)
{
	GLbitfield new_state = ctx->NewState;
	int i;

	if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
		_mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);

	if (new_state & (_NEW_PROJECTION | _NEW_MODELVIEW))
		context_dirty(ctx, PROJECTION);

	if (new_state & _NEW_MODELVIEW)
		context_dirty(ctx, MODELVIEW);

	if (new_state & _NEW_TEXTURE_MATRIX) {
		for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++)
			context_dirty_i(ctx, TEX_MAT, i);
	}

	if (new_state & _NEW_SCISSOR)
		context_dirty(ctx, SCISSOR);

	if (new_state & _NEW_VIEWPORT)
		context_dirty(ctx, VIEWPORT);

	if (new_state & _NEW_CURRENT_ATTRIB &&
	    new_state & _NEW_LIGHT) {
		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
		context_dirty(ctx, MATERIAL_FRONT_SHININESS);
		context_dirty(ctx, MATERIAL_BACK_SHININESS);
	}

	if (new_state & _NEW_TEXTURE) {
		for (i = 0; i < ctx->Const.MaxTextureUnits; i++) {
			if (ctx->Texture.Unit[i].Sampler)
				context_dirty_i(ctx, TEX_OBJ, i);
		}
	}

	_swrast_InvalidateState(ctx, new_state);
	_tnl_InvalidateState(ctx, new_state);

	nouveau_state_emit(ctx);
}
コード例 #6
0
ファイル: nv10_state_tex.c プロジェクト: DirectFB/mesa
void
nv10_emit_tex_gen(struct gl_context *ctx, int emit)
{
	const int i = emit - NOUVEAU_STATE_TEX_GEN0;
	struct nouveau_context *nctx = to_nouveau_context(ctx);
	struct nouveau_pushbuf *push = context_push(ctx);
	struct gl_texture_unit *unit = &ctx->Texture.Unit[i];
	int j;

	for (j = 0; j < 4; j++) {
		if (nctx->fallback == HWTNL && (unit->TexGenEnabled & 1 << j)) {
			struct gl_texgen *coord = get_texgen_coord(unit, j);
			float *k = get_texgen_coeff(coord);

			if (k) {
				BEGIN_NV04(push, NV10_3D(TEX_GEN_COEFF(i, j)), 4);
				PUSH_DATAp(push, k, 4);
			}

			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
			PUSH_DATA (push, nvgl_texgen_mode(coord->Mode));

		} else {
			BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(i,j)), 1);
			PUSH_DATA (push, 0);
		}
	}

	context_dirty_i(ctx, TEX_MAT, i);
}
コード例 #7
0
ファイル: nouveau_state.c プロジェクト: CSRedRat/mesa-1
static void
nouveau_clip_plane(struct gl_context *ctx, GLenum plane, const GLfloat *equation)
{
	context_dirty_i(ctx, CLIP_PLANE, plane - GL_CLIP_PLANE0);
}
コード例 #8
0
ファイル: nouveau_state.c プロジェクト: CSRedRat/mesa-1
static void
nouveau_enable(struct gl_context *ctx, GLenum cap, GLboolean state)
{
	int i;

	switch (cap) {
	case GL_ALPHA_TEST:
		context_dirty(ctx, ALPHA_FUNC);
		break;
	case GL_BLEND:
		context_dirty(ctx, BLEND_EQUATION);
		break;
	case GL_COLOR_LOGIC_OP:
		context_dirty(ctx, LOGIC_OPCODE);
		break;
	case GL_COLOR_MATERIAL:
		context_dirty(ctx, COLOR_MATERIAL);
		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
		break;
	case GL_COLOR_SUM_EXT:
		context_dirty(ctx, FRAG);
		context_dirty(ctx, LIGHT_MODEL);
		break;
	case GL_CULL_FACE:
		context_dirty(ctx, CULL_FACE);
		break;
	case GL_DEPTH_TEST:
		context_dirty(ctx, DEPTH);
		break;
	case GL_DITHER:
		context_dirty(ctx, DITHER);
		break;
	case GL_FOG:
		context_dirty(ctx, FOG);
		context_dirty(ctx, FRAG);
		context_dirty(ctx, MODELVIEW);
		break;
	case GL_LIGHT0:
	case GL_LIGHT1:
	case GL_LIGHT2:
	case GL_LIGHT3:
	case GL_LIGHT4:
	case GL_LIGHT5:
	case GL_LIGHT6:
	case GL_LIGHT7:
		context_dirty(ctx, MODELVIEW);
		context_dirty(ctx, LIGHT_ENABLE);
		context_dirty_i(ctx, LIGHT_SOURCE, cap - GL_LIGHT0);
		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
		context_dirty(ctx, MATERIAL_FRONT_SHININESS);
		context_dirty(ctx, MATERIAL_BACK_SHININESS);
		break;
	case GL_LIGHTING:
		context_dirty(ctx, FRAG);
		context_dirty(ctx, MODELVIEW);
		context_dirty(ctx, LIGHT_MODEL);
		context_dirty(ctx, LIGHT_ENABLE);

		for (i = 0; i < MAX_LIGHTS; i++) {
			if (ctx->Light.Light[i].Enabled)
				context_dirty_i(ctx, LIGHT_SOURCE, i);
		}

		context_dirty(ctx, MATERIAL_FRONT_AMBIENT);
		context_dirty(ctx, MATERIAL_BACK_AMBIENT);
		context_dirty(ctx, MATERIAL_FRONT_DIFFUSE);
		context_dirty(ctx, MATERIAL_BACK_DIFFUSE);
		context_dirty(ctx, MATERIAL_FRONT_SPECULAR);
		context_dirty(ctx, MATERIAL_BACK_SPECULAR);
		context_dirty(ctx, MATERIAL_FRONT_SHININESS);
		context_dirty(ctx, MATERIAL_BACK_SHININESS);
		break;
	case GL_LINE_SMOOTH:
		context_dirty(ctx, LINE_MODE);
		break;
	case GL_NORMALIZE:
		context_dirty(ctx, LIGHT_ENABLE);
		break;
	case GL_POINT_SMOOTH:
		context_dirty(ctx, POINT_MODE);
		break;
	case GL_POLYGON_OFFSET_POINT:
	case GL_POLYGON_OFFSET_LINE:
	case GL_POLYGON_OFFSET_FILL:
		context_dirty(ctx, POLYGON_OFFSET);
		break;
	case GL_POLYGON_SMOOTH:
		context_dirty(ctx, POLYGON_MODE);
		break;
	case GL_SCISSOR_TEST:
		context_dirty(ctx, SCISSOR);
		break;
	case GL_STENCIL_TEST:
		context_dirty(ctx, STENCIL_FUNC);
		break;
	case GL_TEXTURE_1D:
	case GL_TEXTURE_2D:
	case GL_TEXTURE_3D:
	case GL_TEXTURE_RECTANGLE:
		context_dirty_i(ctx, TEX_ENV, ctx->Texture.CurrentUnit);
		context_dirty_i(ctx, TEX_OBJ, ctx->Texture.CurrentUnit);
		break;
	case GL_TEXTURE_GEN_S:
	case GL_TEXTURE_GEN_T:
	case GL_TEXTURE_GEN_R:
	case GL_TEXTURE_GEN_Q:
		context_dirty_i(ctx, TEX_GEN, ctx->Texture.CurrentUnit);
		context_dirty(ctx, MODELVIEW);
		break;
	}
}