static void nv20_render_set_format(struct gl_context *ctx) { struct nouveau_render_state *render = to_render_state(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); int i, attr, hw_format; FOR_EACH_ATTR(render, i, attr) { if (attr >= 0) { struct nouveau_array *a = &render->attrs[attr]; hw_format = a->stride << 8 | a->fields << 4 | get_hw_format(a->type); } else { /* Unused attribute. */ hw_format = NV20_3D_VTXBUF_FMT_TYPE_FLOAT; } BEGIN_RING(chan, kelvin, NV20_3D_VTXBUF_FMT(i), 1); OUT_RING(chan, hw_format); } }
static void nv17_zclear(struct gl_context *ctx, GLbitfield *buffers) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct nouveau_framebuffer *nfb = to_nouveau_framebuffer( ctx->DrawBuffer); struct nouveau_surface *s = &to_nouveau_renderbuffer( nfb->base.Attachment[BUFFER_DEPTH].Renderbuffer)->surface; /* Clear the hierarchical depth buffer */ BEGIN_RING(chan, celsius, NV17_3D_HIERZ_FILL_VALUE, 1); OUT_RING(chan, pack_zs_f(s->format, ctx->Depth.Clear, 0)); BEGIN_RING(chan, celsius, NV17_3D_HIERZ_BUFFER_CLEAR, 1); OUT_RING(chan, 1); /* Mark the depth buffer as cleared */ if (use_fast_zclear(ctx, *buffers)) { if (nctx->hierz.clear_seq) *buffers &= ~BUFFER_BIT_DEPTH; nfb->hierz.clear_value = pack_zs_f(s->format, ctx->Depth.Clear, 0); nctx->hierz.clear_seq++; context_dirty(ctx, ZCLEAR); } }
static void nv10_clear(struct gl_context *ctx, GLbitfield buffers) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); nouveau_validate_framebuffer(ctx); nouveau_pushbuf_bufctx(push, nctx->hw.bufctx); if (nouveau_pushbuf_validate(push)) { nouveau_pushbuf_bufctx(push, NULL); return; } if ((buffers & BUFFER_BIT_DEPTH) && ctx->Depth.Mask) { if (context_eng3d(ctx)->oclass >= NV17_3D_CLASS) nv17_zclear(ctx, &buffers); else nv10_zclear(ctx, &buffers); /* Emit the zclear state if it's dirty */ _mesa_update_state(ctx); } nouveau_pushbuf_bufctx(push, NULL); nouveau_clear(ctx, buffers); }
static void setup_hierz_buffer(struct gl_context *ctx) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct nouveau_bo_context *bctx = context_bctx(ctx, HIERZ); struct gl_framebuffer *fb = ctx->DrawBuffer; struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb); unsigned pitch = align(fb->Width, 128), height = align(fb->Height, 2), size = pitch * height; if (!nfb->hierz.bo || nfb->hierz.bo->size != size) { nouveau_bo_ref(NULL, &nfb->hierz.bo); nouveau_bo_new_tile(context_dev(ctx), NOUVEAU_BO_VRAM, 0, size, 0, NOUVEAU_BO_TILE_ZETA, &nfb->hierz.bo); } nouveau_bo_markl(bctx, celsius, NV17_3D_HIERZ_OFFSET, nfb->hierz.bo, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR); WAIT_RING(chan, 9); BEGIN_RING(chan, celsius, NV17_3D_HIERZ_WINDOW_X, 4); OUT_RINGf(chan, - 1792); OUT_RINGf(chan, - 2304 + fb->Height); OUT_RINGf(chan, fb->_DepthMaxF / 2); OUT_RINGf(chan, 0); BEGIN_RING(chan, celsius, NV17_3D_HIERZ_PITCH, 1); OUT_RING(chan, pitch); BEGIN_RING(chan, celsius, NV17_3D_HIERZ_ENABLE, 1); OUT_RING(chan, 1); }
void nv10_emit_viewport(struct gl_context *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct gl_viewport_attrib *vp = &ctx->Viewport; struct gl_framebuffer *fb = ctx->DrawBuffer; float a[4] = {}; get_viewport_translate(ctx, a); a[0] -= 2048; a[1] -= 2048; if (nv10_use_viewport_zclear(ctx)) a[2] = nv10_transform_depth(ctx, (vp->Far + vp->Near) / 2); BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_TRANSLATE_X, 4); OUT_RINGp(chan, a, 4); BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(0), 1); OUT_RING(chan, (fb->Width - 1) << 16 | 0x08000800); BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(0), 1); OUT_RING(chan, (fb->Height - 1) << 16 | 0x08000800); context_dirty(ctx, PROJECTION); }
void nv20_emit_tex_gen(GLcontext *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_GEN0; struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(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_RING(chan, kelvin, TX_GEN_COEFF(i, j), 4); OUT_RINGp(chan, k, 4); } BEGIN_RING(chan, kelvin, TX_GEN_MODE(i, j), 1); OUT_RING(chan, nvgl_texgen_mode(coord->Mode)); } else { BEGIN_RING(chan, kelvin, TX_GEN_MODE(i, j), 1); OUT_RING(chan, 0); } } }
void nv10_emit_front_face(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); BEGIN_RING(chan, celsius, NV10TCL_FRONT_FACE, 1); OUT_RING(chan, ctx->Polygon.FrontFace == GL_CW ? NV10TCL_FRONT_FACE_CW : NV10TCL_FRONT_FACE_CCW); }
GLboolean nv10_use_viewport_zclear(struct gl_context *ctx) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; struct gl_renderbuffer *depthRb = fb->Attachment[BUFFER_DEPTH].Renderbuffer; return context_eng3d(ctx)->oclass < NV17_3D_CLASS && !nctx->hierz.clear_blocked && depthRb && (_mesa_get_format_bits(depthRb->Format, GL_DEPTH_BITS) >= 24); }
void nv10_emit_point_mode(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); BEGIN_RING(chan, celsius, NV10TCL_POINT_SIZE, 1); OUT_RING(chan, (uint32_t)(ctx->Point.Size * 8)); BEGIN_RING(chan, celsius, NV10TCL_POINT_SMOOTH_ENABLE, 1); OUT_RING(chan, ctx->Point.SmoothFlag ? 1 : 0); }
void nv20_emit_point_mode(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); BEGIN_RING(chan, kelvin, NV20TCL_POINT_SIZE, 1); if (context_chipset(ctx) >= 0x25) OUT_RINGf(chan, ctx->Point.Size); else OUT_RING(chan, (uint32_t)(ctx->Point.Size * 8)); }
void nv10_emit_polygon_mode(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); BEGIN_RING(chan, celsius, NV10TCL_POLYGON_MODE_FRONT, 2); OUT_RING(chan, nvgl_polygon_mode(ctx->Polygon.FrontMode)); OUT_RING(chan, nvgl_polygon_mode(ctx->Polygon.BackMode)); BEGIN_RING(chan, celsius, NV10TCL_POLYGON_SMOOTH_ENABLE, 1); OUT_RING(chan, ctx->Polygon.SmoothFlag ? 1 : 0); }
void nv10_emit_scissor(struct gl_context *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); int x, y, w, h; get_scissors(ctx->DrawBuffer, &x, &y, &w, &h); BEGIN_RING(chan, celsius, NV10_3D_RT_HORIZ, 2); OUT_RING(chan, w << 16 | x); OUT_RING(chan, h << 16 | y); }
void nv10_emit_line_mode(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); GLboolean smooth = ctx->Line.SmoothFlag && ctx->Hint.LineSmooth == GL_NICEST; BEGIN_RING(chan, celsius, NV10TCL_LINE_WIDTH, 1); OUT_RING(chan, MAX2(smooth ? 0 : 1, ctx->Line.Width) * 8); BEGIN_RING(chan, celsius, NV10TCL_LINE_SMOOTH_ENABLE, 1); OUT_RING(chan, smooth ? 1 : 0); }
void nv20_emit_framebuffer(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct nouveau_bo_context *bctx = context_bctx(ctx, FRAMEBUFFER); struct gl_framebuffer *fb = ctx->DrawBuffer; struct nouveau_surface *s; unsigned rt_format = NV20TCL_RT_FORMAT_TYPE_LINEAR; unsigned rt_pitch = 0, zeta_pitch = 0; unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR; if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) return; /* Render target */ if (fb->_ColorDrawBuffers[0]) { s = &to_nouveau_renderbuffer( fb->_ColorDrawBuffers[0])->surface; rt_format |= get_rt_format(s->format); rt_pitch = s->pitch; nouveau_bo_markl(bctx, kelvin, NV20TCL_COLOR_OFFSET, s->bo, 0, bo_flags); } /* depth/stencil */ if (fb->_DepthBuffer) { s = &to_nouveau_renderbuffer( fb->_DepthBuffer->Wrapped)->surface; rt_format |= get_rt_format(s->format); zeta_pitch = s->pitch; nouveau_bo_markl(bctx, kelvin, NV20TCL_ZETA_OFFSET, s->bo, 0, bo_flags); } else { rt_format |= get_rt_format(MESA_FORMAT_Z24_S8); zeta_pitch = rt_pitch; } BEGIN_RING(chan, kelvin, NV20TCL_RT_FORMAT, 2); OUT_RING(chan, rt_format); OUT_RING(chan, zeta_pitch << 16 | rt_pitch); /* Recompute the viewport/scissor state. */ context_dirty(ctx, VIEWPORT); context_dirty(ctx, SCISSOR); }
void nv10_emit_cull_face(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); GLenum mode = ctx->Polygon.CullFaceMode; BEGIN_RING(chan, celsius, NV10TCL_CULL_FACE_ENABLE, 1); OUT_RING(chan, ctx->Polygon.CullFlag ? 1 : 0); BEGIN_RING(chan, celsius, NV10TCL_CULL_FACE, 1); OUT_RING(chan, (mode == GL_FRONT ? NV10TCL_CULL_FACE_FRONT : mode == GL_BACK ? NV10TCL_CULL_FACE_BACK : NV10TCL_CULL_FACE_FRONT_AND_BACK)); }
void nv10_emit_polygon_offset(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); BEGIN_RING(chan, celsius, NV10TCL_POLYGON_OFFSET_POINT_ENABLE, 3); OUT_RING(chan, ctx->Polygon.OffsetPoint ? 1 : 0); OUT_RING(chan, ctx->Polygon.OffsetLine ? 1 : 0); OUT_RING(chan, ctx->Polygon.OffsetFill ? 1 : 0); BEGIN_RING(chan, celsius, NV10TCL_POLYGON_OFFSET_FACTOR, 2); OUT_RINGf(chan, ctx->Polygon.OffsetFactor); OUT_RINGf(chan, ctx->Polygon.OffsetUnits); }
void nv20_emit_tex_shader(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); uint32_t tx_shader_op = 0; int i; for (i = 0; i < NV20_TEXTURE_UNITS; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tx_shader_op |= NV20TCL_TX_SHADER_OP_TX0_TEXTURE_2D << 5 * i; } BEGIN_RING(chan, kelvin, NV20TCL_TX_SHADER_OP, 1); OUT_RING(chan, tx_shader_op); }
static void nv20_render_bind_vertices(struct gl_context *ctx) { struct nouveau_render_state *render = to_render_state(ctx); struct nouveau_bo_context *bctx = context_bctx(ctx, VERTEX); struct nouveau_grobj *kelvin = context_eng3d(ctx); int i, attr; FOR_EACH_BOUND_ATTR(render, i, attr) { struct nouveau_array *a = &render->attrs[attr]; nouveau_bo_mark(bctx, kelvin, NV20_3D_VTXBUF_OFFSET(i), a->bo, a->offset, 0, 0, NV20_3D_VTXBUF_OFFSET_DMA1, NOUVEAU_BO_LOW | NOUVEAU_BO_OR | NOUVEAU_BO_GART | NOUVEAU_BO_RD); } }
void nv20_emit_viewport(GLcontext *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; float a[4] = {}; get_viewport_translate(ctx, a); BEGIN_RING(chan, kelvin, NV20TCL_VIEWPORT_TRANSLATE_X, 4); OUT_RINGp(chan, a, 4); BEGIN_RING(chan, kelvin, NV20TCL_VIEWPORT_CLIP_HORIZ(0), 1); OUT_RING(chan, (fb->Width - 1) << 16); BEGIN_RING(chan, kelvin, NV20TCL_VIEWPORT_CLIP_VERT(0), 1); OUT_RING(chan, (fb->Height - 1) << 16); context_dirty(ctx, PROJECTION); }
void nv20_emit_tex_mat(GLcontext *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_MAT0; struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); if (nctx->fallback == HWTNL && (ctx->Texture._TexMatEnabled & 1 << i)) { BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1); OUT_RING(chan, 1); BEGIN_RING(chan, kelvin, TX_MATRIX(i), 16); OUT_RINGm(chan, ctx->TextureMatrixStack[i].Top->m); } else { BEGIN_RING(chan, kelvin, NV20TCL_TX_MATRIX_ENABLE(i), 1); OUT_RING(chan, 0); } }
void nv10_emit_zclear(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(ctx->DrawBuffer); if (nfb->hierz.bo) { BEGIN_RING(chan, celsius, NV17_3D_ZCLEAR_ENABLE, 2); OUT_RINGb(chan, !nctx->hierz.clear_blocked); OUT_RING(chan, nfb->hierz.clear_value | (nctx->hierz.clear_seq & 0xff)); } else { BEGIN_RING(chan, celsius, NV10_3D_DEPTH_RANGE_NEAR, 2); OUT_RINGf(chan, nv10_transform_depth(ctx, 0)); OUT_RINGf(chan, nv10_transform_depth(ctx, 1)); context_dirty(ctx, VIEWPORT); } }
static void setup_hierz_buffer(struct gl_context *ctx) { struct nouveau_pushbuf *push = context_push(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(fb); unsigned pitch = align(fb->Width, 128), height = align(fb->Height, 2), size = pitch * height; if (!nfb->hierz.bo || nfb->hierz.bo->size != size) { union nouveau_bo_config config = { .nv04.surf_flags = NV04_BO_ZETA, .nv04.surf_pitch = 0 }; nouveau_bo_ref(NULL, &nfb->hierz.bo); nouveau_bo_new(context_dev(ctx), NOUVEAU_BO_VRAM, 0, size, &config, &nfb->hierz.bo); } PUSH_SPACE(push, 11); BEGIN_NV04(push, NV17_3D(HIERZ_OFFSET), 1); PUSH_MTHDl(push, NV17_3D(HIERZ_OFFSET), BUFCTX_FB, nfb->hierz.bo, 0, NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR); BEGIN_NV04(push, NV17_3D(HIERZ_WINDOW_X), 4); PUSH_DATAf(push, - 1792); PUSH_DATAf(push, - 2304 + fb->Height); PUSH_DATAf(push, fb->_DepthMaxF / 2); PUSH_DATAf(push, 0); BEGIN_NV04(push, NV17_3D(HIERZ_PITCH), 1); PUSH_DATA (push, pitch); BEGIN_NV04(push, NV17_3D(HIERZ_ENABLE), 1); PUSH_DATA (push, 1); } void nv10_emit_framebuffer(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; struct nouveau_surface *s; unsigned rt_format = NV10_3D_RT_FORMAT_TYPE_LINEAR; unsigned rt_pitch = 0, zeta_pitch = 0; unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR; if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) return; PUSH_RESET(push, BUFCTX_FB); /* At least nv11 seems to get sad if we don't do this before * swapping RTs.*/ if (context_eng3d(ctx)->oclass < NV17_3D_CLASS) { int i; for (i = 0; i < 6; i++) { BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1); PUSH_DATA (push, 0); } } /* Render target */ if (fb->_ColorDrawBuffers[0]) { s = &to_nouveau_renderbuffer( fb->_ColorDrawBuffers[0])->surface; rt_format |= get_rt_format(s->format); zeta_pitch = rt_pitch = s->pitch; BEGIN_NV04(push, NV10_3D(COLOR_OFFSET), 1); PUSH_MTHDl(push, NV10_3D(COLOR_OFFSET), BUFCTX_FB, s->bo, 0, bo_flags); } /* depth/stencil */ if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { s = &to_nouveau_renderbuffer( fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface; rt_format |= get_rt_format(s->format); zeta_pitch = s->pitch; BEGIN_NV04(push, NV10_3D(ZETA_OFFSET), 1); PUSH_MTHDl(push, NV10_3D(ZETA_OFFSET), BUFCTX_FB, s->bo, 0, bo_flags); if (context_eng3d(ctx)->oclass >= NV17_3D_CLASS) { setup_hierz_buffer(ctx); context_dirty(ctx, ZCLEAR); } } BEGIN_NV04(push, NV10_3D(RT_FORMAT), 2); PUSH_DATA (push, rt_format); PUSH_DATA (push, zeta_pitch << 16 | rt_pitch); context_dirty(ctx, VIEWPORT); context_dirty(ctx, SCISSOR); context_dirty(ctx, DEPTH); } void nv10_emit_render_mode(struct gl_context *ctx, int emit) { } void nv10_emit_scissor(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); int x, y, w, h; get_scissors(ctx->DrawBuffer, &x, &y, &w, &h); BEGIN_NV04(push, NV10_3D(RT_HORIZ), 2); PUSH_DATA (push, w << 16 | x); PUSH_DATA (push, h << 16 | y); } void nv10_emit_viewport(struct gl_context *ctx, int emit) { struct nouveau_pushbuf *push = context_push(ctx); struct gl_viewport_attrib *vp = &ctx->ViewportArray[0]; struct gl_framebuffer *fb = ctx->DrawBuffer; float a[4] = {}; get_viewport_translate(ctx, a); a[0] -= 2048; a[1] -= 2048; if (nv10_use_viewport_zclear(ctx)) a[2] = nv10_transform_depth(ctx, (vp->Far + vp->Near) / 2); BEGIN_NV04(push, NV10_3D(VIEWPORT_TRANSLATE_X), 4); PUSH_DATAp(push, a, 4); BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_HORIZ(0)), 1); PUSH_DATA (push, (fb->Width - 1) << 16 | 0x08000800); BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_VERT(0)), 1); PUSH_DATA (push, (fb->Height - 1) << 16 | 0x08000800); context_dirty(ctx, PROJECTION); } void nv10_emit_zclear(struct gl_context *ctx, int emit) { struct nouveau_context *nctx = to_nouveau_context(ctx); struct nouveau_pushbuf *push = context_push(ctx); struct nouveau_framebuffer *nfb = to_nouveau_framebuffer(ctx->DrawBuffer); if (nfb->hierz.bo) { BEGIN_NV04(push, NV17_3D(ZCLEAR_ENABLE), 2); PUSH_DATAb(push, !nctx->hierz.clear_blocked); PUSH_DATA (push, nfb->hierz.clear_value | (nctx->hierz.clear_seq & 0xff)); } else { BEGIN_NV04(push, NV10_3D(DEPTH_RANGE_NEAR), 2); PUSH_DATAf(push, nv10_transform_depth(ctx, 0)); PUSH_DATAf(push, nv10_transform_depth(ctx, 1)); context_dirty(ctx, VIEWPORT); } }
void nv20_emit_tex_obj(GLcontext *ctx, int emit) { const int i = emit - NOUVEAU_STATE_TEX_OBJ0; struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *kelvin = context_eng3d(ctx); struct nouveau_bo_context *bctx = context_bctx_i(ctx, TEXTURE, i); const int bo_flags = NOUVEAU_BO_RD | NOUVEAU_BO_GART | NOUVEAU_BO_VRAM; struct gl_texture_object *t; struct nouveau_surface *s; struct gl_texture_image *ti; uint32_t tx_format, tx_filter, tx_wrap, tx_enable; if (!ctx->Texture.Unit[i]._ReallyEnabled) { BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1); OUT_RING(chan, 0); context_dirty(ctx, TEX_SHADER); return; } t = ctx->Texture.Unit[i]._Current; s = &to_nouveau_texture(t)->surfaces[t->BaseLevel]; ti = t->Image[0][t->BaseLevel]; if (!nouveau_texture_validate(ctx, t)) return; /* Recompute the texturing registers. */ tx_format = ti->DepthLog2 << 28 | ti->HeightLog2 << 24 | ti->WidthLog2 << 20 | NV20TCL_TX_FORMAT_DIMS_2D | NV20TCL_TX_FORMAT_NO_BORDER | 1 << 16; tx_wrap = nvgl_wrap_mode(t->WrapR) << 16 | nvgl_wrap_mode(t->WrapT) << 8 | nvgl_wrap_mode(t->WrapS) << 0; tx_filter = nvgl_filter_mode(t->MagFilter) << 24 | nvgl_filter_mode(t->MinFilter) << 16 | 2 << 12; tx_enable = NV20TCL_TX_ENABLE_ENABLE | log2i(t->MaxAnisotropy) << 4; if (t->Target == GL_TEXTURE_RECTANGLE) { BEGIN_RING(chan, kelvin, NV20TCL_TX_NPOT_PITCH(i), 1); OUT_RING(chan, s->pitch << 16); BEGIN_RING(chan, kelvin, NV20TCL_TX_NPOT_SIZE(i), 1); OUT_RING(chan, s->width << 16 | s->height); tx_format |= get_tex_format_rect(ti); } else { tx_format |= get_tex_format_pot(ti); } if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) { int lod_min = t->MinLod; int lod_max = MIN2(t->MaxLod, t->_MaxLambda); int lod_bias = t->LodBias + ctx->Texture.Unit[i].LodBias; lod_max = CLAMP(lod_max, 0, 15); lod_min = CLAMP(lod_min, 0, 15); lod_bias = CLAMP(lod_bias, 0, 15); tx_format |= NV20TCL_TX_FORMAT_MIPMAP; tx_filter |= lod_bias << 8; tx_enable |= lod_min << 26 | lod_max << 14; } /* Write it to the hardware. */ nouveau_bo_mark(bctx, kelvin, NV20TCL_TX_FORMAT(i), s->bo, tx_format, 0, NV20TCL_TX_FORMAT_DMA0, NV20TCL_TX_FORMAT_DMA1, bo_flags | NOUVEAU_BO_OR); nouveau_bo_markl(bctx, kelvin, NV20TCL_TX_OFFSET(i), s->bo, 0, bo_flags); BEGIN_RING(chan, kelvin, NV20TCL_TX_WRAP(i), 1); OUT_RING(chan, tx_wrap); BEGIN_RING(chan, kelvin, NV20TCL_TX_FILTER(i), 1); OUT_RING(chan, tx_filter); BEGIN_RING(chan, kelvin, NV20TCL_TX_ENABLE(i), 1); OUT_RING(chan, tx_enable); context_dirty(ctx, TEX_SHADER); }
static void nv10_hwctx_init(struct gl_context *ctx) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw; int i; BEGIN_RING(chan, celsius, NV10_3D_DMA_NOTIFY, 1); OUT_RING(chan, hw->ntfy->handle); BEGIN_RING(chan, celsius, NV10_3D_DMA_TEXTURE0, 3); OUT_RING(chan, chan->vram->handle); OUT_RING(chan, chan->gart->handle); OUT_RING(chan, chan->gart->handle); BEGIN_RING(chan, celsius, NV10_3D_DMA_COLOR, 2); OUT_RING(chan, chan->vram->handle); OUT_RING(chan, chan->vram->handle); BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_RT_HORIZ, 2); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(0), 1); OUT_RING(chan, 0x7ff << 16 | 0x800); BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(0), 1); OUT_RING(chan, 0x7ff << 16 | 0x800); for (i = 1; i < 8; i++) { BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_HORIZ(i), 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_VIEWPORT_CLIP_VERT(i), 1); OUT_RING(chan, 0); } BEGIN_RING(chan, celsius, 0x290, 1); OUT_RING(chan, 0x10 << 16 | 1); BEGIN_RING(chan, celsius, 0x3f4, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1); OUT_RING(chan, 0); if (context_chipset(ctx) >= 0x17) { BEGIN_RING(chan, celsius, NV17_3D_UNK01AC, 2); OUT_RING(chan, chan->vram->handle); OUT_RING(chan, chan->vram->handle); BEGIN_RING(chan, celsius, 0xd84, 1); OUT_RING(chan, 0x3); BEGIN_RING(chan, celsius, NV17_3D_COLOR_MASK_ENABLE, 1); OUT_RING(chan, 1); } if (context_chipset(ctx) >= 0x11) { BEGIN_RING(chan, celsius, 0x120, 3); OUT_RING(chan, 0); OUT_RING(chan, 1); OUT_RING(chan, 2); BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1); OUT_RING(chan, 0); } BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1); OUT_RING(chan, 0); /* Set state */ BEGIN_RING(chan, celsius, NV10_3D_FOG_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_ALPHA_FUNC_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_ALPHA_FUNC_FUNC, 2); OUT_RING(chan, 0x207); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_TEX_ENABLE(0), 2); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_BLEND_FUNC_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_DITHER_ENABLE, 2); OUT_RING(chan, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_LINE_SMOOTH_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_VERTEX_WEIGHT_ENABLE, 2); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_BLEND_FUNC_SRC, 4); OUT_RING(chan, 1); OUT_RING(chan, 0); OUT_RING(chan, 0); OUT_RING(chan, 0x8006); BEGIN_RING(chan, celsius, NV10_3D_STENCIL_MASK, 8); OUT_RING(chan, 0xff); OUT_RING(chan, 0x207); OUT_RING(chan, 0); OUT_RING(chan, 0xff); OUT_RING(chan, 0x1e00); OUT_RING(chan, 0x1e00); OUT_RING(chan, 0x1e00); OUT_RING(chan, 0x1d01); BEGIN_RING(chan, celsius, NV10_3D_NORMALIZE_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_FOG_ENABLE, 2); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_LIGHT_MODEL, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_SEPARATE_SPECULAR_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_ENABLED_LIGHTS, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_POINT_ENABLE, 3); OUT_RING(chan, 0); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_DEPTH_FUNC, 1); OUT_RING(chan, 0x201); BEGIN_RING(chan, celsius, NV10_3D_DEPTH_WRITE_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_DEPTH_TEST_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_POLYGON_OFFSET_FACTOR, 2); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_POINT_SIZE, 1); OUT_RING(chan, 8); BEGIN_RING(chan, celsius, NV10_3D_POINT_PARAMETERS_ENABLE, 2); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_LINE_WIDTH, 1); OUT_RING(chan, 8); BEGIN_RING(chan, celsius, NV10_3D_LINE_SMOOTH_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_POLYGON_MODE_FRONT, 2); OUT_RING(chan, 0x1b02); OUT_RING(chan, 0x1b02); BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE, 2); OUT_RING(chan, 0x405); OUT_RING(chan, 0x901); BEGIN_RING(chan, celsius, NV10_3D_POLYGON_SMOOTH_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_CULL_FACE_ENABLE, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_TEX_GEN_MODE(0, 0), 8); for (i = 0; i < 8; i++) OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_TEX_MATRIX_ENABLE(0), 2); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_FOG_COEFF(0), 3); OUT_RING(chan, 0x3fc00000); /* -1.50 */ OUT_RING(chan, 0xbdb8aa0a); /* -0.09 */ OUT_RING(chan, 0); /* 0.00 */ BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_FOG_MODE, 2); OUT_RING(chan, 0x802); OUT_RING(chan, 2); /* for some reason VIEW_MATRIX_ENABLE need to be 6 instead of 4 when * using texturing, except when using the texture matrix */ BEGIN_RING(chan, celsius, NV10_3D_VIEW_MATRIX_ENABLE, 1); OUT_RING(chan, 6); BEGIN_RING(chan, celsius, NV10_3D_COLOR_MASK, 1); OUT_RING(chan, 0x01010101); /* Set vertex component */ BEGIN_RING(chan, celsius, NV10_3D_VERTEX_COL_4F_R, 4); OUT_RINGf(chan, 1.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 1.0); BEGIN_RING(chan, celsius, NV10_3D_VERTEX_COL2_3F_R, 3); OUT_RING(chan, 0); OUT_RING(chan, 0); OUT_RING(chan, 0); BEGIN_RING(chan, celsius, NV10_3D_VERTEX_NOR_3F_X, 3); OUT_RING(chan, 0); OUT_RING(chan, 0); OUT_RINGf(chan, 1.0); BEGIN_RING(chan, celsius, NV10_3D_VERTEX_TX0_4F_S, 4); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 1.0); BEGIN_RING(chan, celsius, NV10_3D_VERTEX_TX1_4F_S, 4); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 1.0); BEGIN_RING(chan, celsius, NV10_3D_VERTEX_FOG_1F, 1); OUT_RINGf(chan, 0.0); BEGIN_RING(chan, celsius, NV10_3D_EDGEFLAG_ENABLE, 1); OUT_RING(chan, 1); BEGIN_RING(chan, celsius, NV10_3D_DEPTH_RANGE_NEAR, 2); OUT_RINGf(chan, 0.0); OUT_RINGf(chan, 16777216.0); FIRE_RING(chan); }
void nv10_emit_framebuffer(struct gl_context *ctx, int emit) { struct nouveau_channel *chan = context_chan(ctx); struct nouveau_grobj *celsius = context_eng3d(ctx); struct nouveau_bo_context *bctx = context_bctx(ctx, FRAMEBUFFER); struct gl_framebuffer *fb = ctx->DrawBuffer; struct nouveau_surface *s; unsigned rt_format = NV10_3D_RT_FORMAT_TYPE_LINEAR; unsigned rt_pitch = 0, zeta_pitch = 0; unsigned bo_flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR; if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) return; /* At least nv11 seems to get sad if we don't do this before * swapping RTs.*/ if (context_chipset(ctx) < 0x17) { int i; for (i = 0; i < 6; i++) { BEGIN_RING(chan, celsius, NV04_GRAPH_NOP, 1); OUT_RING(chan, 0); } } /* Render target */ if (fb->_ColorDrawBuffers[0]) { s = &to_nouveau_renderbuffer( fb->_ColorDrawBuffers[0])->surface; rt_format |= get_rt_format(s->format); zeta_pitch = rt_pitch = s->pitch; nouveau_bo_markl(bctx, celsius, NV10_3D_COLOR_OFFSET, s->bo, 0, bo_flags); } /* depth/stencil */ if (fb->Attachment[BUFFER_DEPTH].Renderbuffer) { s = &to_nouveau_renderbuffer( fb->Attachment[BUFFER_DEPTH].Renderbuffer)->surface; rt_format |= get_rt_format(s->format); zeta_pitch = s->pitch; nouveau_bo_markl(bctx, celsius, NV10_3D_ZETA_OFFSET, s->bo, 0, bo_flags); if (context_chipset(ctx) >= 0x17) { setup_hierz_buffer(ctx); context_dirty(ctx, ZCLEAR); } } BEGIN_RING(chan, celsius, NV10_3D_RT_FORMAT, 2); OUT_RING(chan, rt_format); OUT_RING(chan, zeta_pitch << 16 | rt_pitch); context_dirty(ctx, VIEWPORT); context_dirty(ctx, SCISSOR); }
static void nv10_hwctx_init(struct gl_context *ctx) { struct nouveau_pushbuf *push = context_push(ctx); struct nouveau_hw_state *hw = &to_nouveau_context(ctx)->hw; struct nv04_fifo *fifo = hw->chan->data; int i; BEGIN_NV04(push, NV01_SUBC(3D, OBJECT), 1); PUSH_DATA (push, hw->eng3d->handle); BEGIN_NV04(push, NV10_3D(DMA_NOTIFY), 1); PUSH_DATA (push, hw->ntfy->handle); BEGIN_NV04(push, NV10_3D(DMA_TEXTURE0), 3); PUSH_DATA (push, fifo->vram); PUSH_DATA (push, fifo->gart); PUSH_DATA (push, fifo->gart); BEGIN_NV04(push, NV10_3D(DMA_COLOR), 2); PUSH_DATA (push, fifo->vram); PUSH_DATA (push, fifo->vram); BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(RT_HORIZ), 2); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_HORIZ(0)), 1); PUSH_DATA (push, 0x7ff << 16 | 0x800); BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_VERT(0)), 1); PUSH_DATA (push, 0x7ff << 16 | 0x800); for (i = 1; i < 8; i++) { BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_HORIZ(i)), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(VIEWPORT_CLIP_VERT(i)), 1); PUSH_DATA (push, 0); } BEGIN_NV04(push, SUBC_3D(0x290), 1); PUSH_DATA (push, 0x10 << 16 | 1); BEGIN_NV04(push, SUBC_3D(0x3f4), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1); PUSH_DATA (push, 0); if (context_eng3d(ctx)->oclass >= NV17_3D_CLASS) { BEGIN_NV04(push, NV17_3D(UNK01AC), 2); PUSH_DATA (push, fifo->vram); PUSH_DATA (push, fifo->vram); BEGIN_NV04(push, SUBC_3D(0xd84), 1); PUSH_DATA (push, 0x3); BEGIN_NV04(push, NV17_3D(COLOR_MASK_ENABLE), 1); PUSH_DATA (push, 1); } if (context_eng3d(ctx)->oclass >= NV15_3D_CLASS) { BEGIN_NV04(push, SUBC_3D(0x120), 3); PUSH_DATA (push, 0); PUSH_DATA (push, 1); PUSH_DATA (push, 2); BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1); PUSH_DATA (push, 0); } BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1); PUSH_DATA (push, 0); /* Set state */ BEGIN_NV04(push, NV10_3D(FOG_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(ALPHA_FUNC_FUNC), 2); PUSH_DATA (push, 0x207); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(TEX_ENABLE(0)), 2); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(BLEND_FUNC_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(DITHER_ENABLE), 2); PUSH_DATA (push, 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(LINE_SMOOTH_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(VERTEX_WEIGHT_ENABLE), 2); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(BLEND_FUNC_SRC), 4); PUSH_DATA (push, 1); PUSH_DATA (push, 0); PUSH_DATA (push, 0); PUSH_DATA (push, 0x8006); BEGIN_NV04(push, NV10_3D(STENCIL_MASK), 8); PUSH_DATA (push, 0xff); PUSH_DATA (push, 0x207); PUSH_DATA (push, 0); PUSH_DATA (push, 0xff); PUSH_DATA (push, 0x1e00); PUSH_DATA (push, 0x1e00); PUSH_DATA (push, 0x1e00); PUSH_DATA (push, 0x1d01); BEGIN_NV04(push, NV10_3D(NORMALIZE_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(FOG_ENABLE), 2); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(LIGHT_MODEL), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(SEPARATE_SPECULAR_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(ENABLED_LIGHTS), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(POLYGON_OFFSET_POINT_ENABLE), 3); PUSH_DATA (push, 0); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(DEPTH_FUNC), 1); PUSH_DATA (push, 0x201); BEGIN_NV04(push, NV10_3D(DEPTH_WRITE_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(DEPTH_TEST_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(POLYGON_OFFSET_FACTOR), 2); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(POINT_SIZE), 1); PUSH_DATA (push, 8); BEGIN_NV04(push, NV10_3D(POINT_PARAMETERS_ENABLE), 2); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(LINE_WIDTH), 1); PUSH_DATA (push, 8); BEGIN_NV04(push, NV10_3D(LINE_SMOOTH_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(POLYGON_MODE_FRONT), 2); PUSH_DATA (push, 0x1b02); PUSH_DATA (push, 0x1b02); BEGIN_NV04(push, NV10_3D(CULL_FACE), 2); PUSH_DATA (push, 0x405); PUSH_DATA (push, 0x901); BEGIN_NV04(push, NV10_3D(POLYGON_SMOOTH_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(CULL_FACE_ENABLE), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(TEX_GEN_MODE(0, 0)), 8); for (i = 0; i < 8; i++) PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(TEX_MATRIX_ENABLE(0)), 2); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(FOG_COEFF(0)), 3); PUSH_DATA (push, 0x3fc00000); /* -1.50 */ PUSH_DATA (push, 0xbdb8aa0a); /* -0.09 */ PUSH_DATA (push, 0); /* 0.00 */ BEGIN_NV04(push, NV04_GRAPH(3D, NOP), 1); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(FOG_MODE), 2); PUSH_DATA (push, 0x802); PUSH_DATA (push, 2); /* for some reason VIEW_MATRIX_ENABLE need to be 6 instead of 4 when * using texturing, except when using the texture matrix */ BEGIN_NV04(push, NV10_3D(VIEW_MATRIX_ENABLE), 1); PUSH_DATA (push, 6); BEGIN_NV04(push, NV10_3D(COLOR_MASK), 1); PUSH_DATA (push, 0x01010101); /* Set vertex component */ BEGIN_NV04(push, NV10_3D(VERTEX_COL_4F_R), 4); PUSH_DATAf(push, 1.0); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 1.0); BEGIN_NV04(push, NV10_3D(VERTEX_COL2_3F_R), 3); PUSH_DATA (push, 0); PUSH_DATA (push, 0); PUSH_DATA (push, 0); BEGIN_NV04(push, NV10_3D(VERTEX_NOR_3F_X), 3); PUSH_DATA (push, 0); PUSH_DATA (push, 0); PUSH_DATAf(push, 1.0); BEGIN_NV04(push, NV10_3D(VERTEX_TX0_4F_S), 4); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 1.0); BEGIN_NV04(push, NV10_3D(VERTEX_TX1_4F_S), 4); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 1.0); BEGIN_NV04(push, NV10_3D(VERTEX_FOG_1F), 1); PUSH_DATAf(push, 0.0); BEGIN_NV04(push, NV10_3D(EDGEFLAG_ENABLE), 1); PUSH_DATA (push, 1); BEGIN_NV04(push, NV10_3D(DEPTH_RANGE_NEAR), 2); PUSH_DATAf(push, 0.0); PUSH_DATAf(push, 16777216.0); PUSH_KICK (push); }