/* * Copyright (C) 2009 Francisco Jerez. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial * portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * */ #ifndef __NV10_DRIVER_H__ #define __NV10_DRIVER_H__ enum { NOUVEAU_STATE_ZCLEAR = NUM_NOUVEAU_STATE, NUM_NV10_STATE }; #define NV10_TEXTURE_UNITS 2 /* nv10_context.c */ extern const struct nouveau_driver nv10_driver; GLboolean nv10_use_viewport_zclear(GLcontext *ctx); float nv10_transform_depth(GLcontext *ctx, float z); /* nv10_render.c */ void nv10_render_init(GLcontext *ctx); void nv10_render_destroy(GLcontext *ctx); /* nv10_state_fb.c */ void nv10_emit_framebuffer(GLcontext *ctx, int emit); void nv10_emit_render_mode(GLcontext *ctx, int emit); void nv10_emit_scissor(GLcontext *ctx, int emit); void nv10_emit_viewport(GLcontext *ctx, int emit); void nv10_emit_zclear(GLcontext *ctx, int emit); /* nv10_state_polygon.c */ void nv10_emit_cull_face(GLcontext *ctx, int emit); void nv10_emit_front_face(GLcontext *ctx, int emit); void nv10_emit_line_mode(GLcontext *ctx, int emit); void nv10_emit_line_stipple(GLcontext *ctx, int emit); void nv10_emit_point_mode(GLcontext *ctx, int emit); void nv10_emit_polygon_mode(GLcontext *ctx, int emit); void nv10_emit_polygon_offset(GLcontext *ctx, int emit); void nv10_emit_polygon_stipple(GLcontext *ctx, int emit); /* nv10_state_raster.c */ void nv10_emit_alpha_func(GLcontext *ctx, int emit); void nv10_emit_blend_color(GLcontext *ctx, int emit); void nv10_emit_blend_equation(GLcontext *ctx, int emit); void nv10_emit_blend_func(GLcontext *ctx, int emit); void nv10_emit_color_mask(GLcontext *ctx, int emit); void nv10_emit_depth(GLcontext *ctx, int emit); void nv10_emit_dither(GLcontext *ctx, int emit); void nv10_emit_logic_opcode(GLcontext *ctx, int emit); void nv10_emit_shade_model(GLcontext *ctx, int emit); void nv10_emit_stencil_func(GLcontext *ctx, int emit); void nv10_emit_stencil_mask(GLcontext *ctx, int emit); void nv10_emit_stencil_op(GLcontext *ctx, int emit); /* nv10_state_frag.c */ void nv10_get_general_combiner(GLcontext *ctx, int i, uint32_t *a_in, uint32_t *a_out, uint32_t *c_in, uint32_t *c_out, uint32_t *k); void nv10_get_final_combiner(GLcontext *ctx, uint64_t *in, int *n); void nv10_emit_tex_env(GLcontext *ctx, int emit); void nv10_emit_frag(GLcontext *ctx, int emit); /* nv10_state_tex.c */ void nv10_emit_tex_gen(GLcontext *ctx, int emit); void nv10_emit_tex_mat(GLcontext *ctx, int emit); void nv10_emit_tex_obj(GLcontext *ctx, int emit); /* nv10_state_tnl.c */ void nv10_get_fog_coeff(GLcontext *ctx, float k[3]); void nv10_get_spot_coeff(struct gl_light *l, float k[7]); void nv10_get_shininess_coeff(float s, float k[6]); void nv10_emit_clip_plane(GLcontext *ctx, int emit); void nv10_emit_color_material(GLcontext *ctx, int emit); void nv10_emit_fog(GLcontext *ctx, int emit); void nv10_emit_light_enable(GLcontext *ctx, int emit); void nv10_emit_light_model(GLcontext *ctx, int emit); void nv10_emit_light_source(GLcontext *ctx, int emit); void nv10_emit_material_ambient(GLcontext *ctx, int emit); void nv10_emit_material_diffuse(GLcontext *ctx, int emit); void nv10_emit_material_specular(GLcontext *ctx, int emit); void nv10_emit_material_shininess(GLcontext *ctx, int emit); void nv10_emit_modelview(GLcontext *ctx, int emit); void nv10_emit_point_parameter(GLcontext *ctx, int emit); void nv10_emit_projection(GLcontext *ctx, int emit); #endif