blob: 8dbe0a97caa408ea5293847ad8e3544230e2b2a2 [file] [log] [blame]
/* $XFree86: xc/lib/GL/mesa/src/drv/gamma/gamma_state.c,v 1.5 2002/11/05 17:46:07 tsi Exp $ */
/*
* Copyright 2001 by Alan Hourihane.
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of Alan Hourihane not be used in
* advertising or publicity pertaining to distribution of the software without
* specific, written prior permission. Alan Hourihane makes no representations
* about the suitability of this software for any purpose. It is provided
* "as is" without express or implied warranty.
*
* ALAN HOURIHANE DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL ALAN HOURIHANE BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*
* Authors: Alan Hourihane, <alanh@tungstengraphics.com>
*
* 3DLabs Gamma driver
*/
#include "gamma_context.h"
#include "gamma_macros.h"
#include "buffers.h"
#include "macros.h"
#include "glint_dri.h"
#include "colormac.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "vbo/vbo.h"
#include "tnl/tnl.h"
#define ENABLELIGHTING 0
/* =============================================================
* Alpha blending
*/
static void gammaUpdateAlphaMode( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
u_int32_t a = gmesa->AlphaTestMode;
u_int32_t b = gmesa->AlphaBlendMode;
u_int32_t f = gmesa->AB_FBReadMode_Save = 0;
GLubyte refByte = (GLint) (ctx->Color.AlphaRef * 255.0);
a &= ~(AT_CompareMask | AT_RefValueMask);
b &= ~(AB_SrcBlendMask | AB_DstBlendMask);
a |= refByte << 4;
switch ( ctx->Color.AlphaFunc ) {
case GL_NEVER:
a |= AT_Never;
break;
case GL_LESS:
a |= AT_Less;
break;
case GL_EQUAL:
a |= AT_Equal;
break;
case GL_LEQUAL:
a |= AT_LessEqual;
break;
case GL_GEQUAL:
a |= AT_GreaterEqual;
break;
case GL_GREATER:
a |= AT_Greater;
break;
case GL_NOTEQUAL:
a |= AT_NotEqual;
break;
case GL_ALWAYS:
a |= AT_Always;
break;
}
if ( ctx->Color.AlphaEnabled ) {
f |= FBReadDstEnable;
a |= AlphaTestModeEnable;
} else {
a &= ~AlphaTestModeEnable;
}
switch ( ctx->Color.BlendSrcRGB ) {
case GL_ZERO:
b |= AB_Src_Zero;
break;
case GL_ONE:
b |= AB_Src_One;
break;
case GL_DST_COLOR:
b |= AB_Src_DstColor;
break;
case GL_ONE_MINUS_DST_COLOR:
b |= AB_Src_OneMinusDstColor;
break;
case GL_SRC_ALPHA:
b |= AB_Src_SrcAlpha;
break;
case GL_ONE_MINUS_SRC_ALPHA:
b |= AB_Src_OneMinusSrcAlpha;
break;
case GL_DST_ALPHA:
b |= AB_Src_DstAlpha;
f |= FBReadSrcEnable;
break;
case GL_ONE_MINUS_DST_ALPHA:
b |= AB_Src_OneMinusDstAlpha;
f |= FBReadSrcEnable;
break;
case GL_SRC_ALPHA_SATURATE:
b |= AB_Src_SrcAlphaSaturate;
break;
}
switch ( ctx->Color.BlendDstRGB ) {
case GL_ZERO:
b |= AB_Dst_Zero;
break;
case GL_ONE:
b |= AB_Dst_One;
break;
case GL_SRC_COLOR:
b |= AB_Dst_SrcColor;
break;
case GL_ONE_MINUS_SRC_COLOR:
b |= AB_Dst_OneMinusSrcColor;
break;
case GL_SRC_ALPHA:
b |= AB_Dst_SrcAlpha;
break;
case GL_ONE_MINUS_SRC_ALPHA:
b |= AB_Dst_OneMinusSrcAlpha;
break;
case GL_DST_ALPHA:
b |= AB_Dst_DstAlpha;
f |= FBReadSrcEnable;
break;
case GL_ONE_MINUS_DST_ALPHA:
b |= AB_Dst_OneMinusDstAlpha;
f |= FBReadSrcEnable;
break;
}
if ( ctx->Color.BlendEnabled ) {
f |= FBReadDstEnable;
b |= AlphaBlendModeEnable;
} else {
b &= ~AlphaBlendModeEnable;
}
if ( gmesa->AlphaTestMode != a ) {
gmesa->AlphaTestMode = a;
gmesa->dirty |= GAMMA_UPLOAD_ALPHA;
}
if ( gmesa->AlphaBlendMode != b) {
gmesa->AlphaBlendMode = b;
gmesa->dirty |= GAMMA_UPLOAD_BLEND;
}
gmesa->AB_FBReadMode_Save = f;
}
static void gammaDDAlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
(void) ref;
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_ALPHA;
}
static void gammaDDBlendEquationSeparate( GLcontext *ctx,
GLenum modeRGB, GLenum modeA )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
assert( modeRGB == modeA );
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_ALPHA;
}
static void gammaDDBlendFuncSeparate( GLcontext *ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_ALPHA;
}
/* ================================================================
* Buffer clear
*/
static void gammaDDClear( GLcontext *ctx, GLbitfield mask )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
GLINTDRIPtr gDRIPriv = (GLINTDRIPtr)gmesa->driScreen->pDevPriv;
GLuint temp = 0;
FLUSH_BATCH( gmesa );
/* Update and emit any new state. We need to do this here to catch
* changes to the masks.
* FIXME: Just update the masks?
*/
if ( gmesa->new_state )
gammaDDUpdateHWState( ctx );
#ifdef DO_VALIDATE
/* Flush any partially filled buffers */
FLUSH_DMA_BUFFER(gmesa);
DRM_SPINLOCK(&gmesa->driScreen->pSAREA->drawable_lock,
gmesa->driScreen->drawLockID);
VALIDATE_DRAWABLE_INFO_NO_LOCK(gmesa);
#endif
if (mask & BUFFER_BIT_DEPTH) {
/* Turn off writes the FB */
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, FBWriteMode, FBWriteModeDisable);
mask &= ~BUFFER_BIT_DEPTH;
/*
* Turn Rectangle2DControl off when the window is not clipped
* (i.e., the GID tests are not necessary). This dramatically
* increases the performance of the depth clears.
*/
if (!gmesa->NotClipped) {
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, Rectangle2DControl, 1);
}
temp = (gmesa->LBReadMode & LBPartialProdMask) | LBWindowOriginBot;
if (gDRIPriv->numMultiDevices == 2) temp |= LBScanLineInt2;
CHECK_DMA_BUFFER(gmesa, 5);
WRITE(gmesa->buf, LBReadMode, temp);
WRITE(gmesa->buf, DeltaMode, DM_DepthEnable);
WRITE(gmesa->buf, DepthMode, (DepthModeEnable |
DM_Always |
DM_SourceDepthRegister |
DM_WriteMask));
WRITE(gmesa->buf, GLINTDepth, gmesa->ClearDepth);
/* Increment the frame count */
gmesa->FrameCount++;
#ifdef FAST_CLEAR_4
gmesa->FrameCount &= 0x0f;
#else
gmesa->FrameCount &= 0xff;
#endif
/* Force FCP to be written */
WRITE(gmesa->buf, GLINTWindow, (WindowEnable |
W_PassIfEqual |
(gmesa->Window & W_GIDMask) |
W_DepthFCP |
W_LBUpdateFromRegisters |
W_OverrideWriteFiltering |
(gmesa->FrameCount << 9)));
/* Clear part of the depth and FCP buffers */
{
int y = gmesa->driScreen->fbHeight - gmesa->driDrawable->y - gmesa->driDrawable->h;
int x = gmesa->driDrawable->x;
int w = gmesa->driDrawable->w;
int h = gmesa->driDrawable->h;
#ifndef TURN_OFF_FCP
float hsub = h;
if (gmesa->WindowChanged) {
gmesa->WindowChanged = GL_FALSE;
} else {
#ifdef FAST_CLEAR_4
hsub /= 16;
#else
hsub /= 256;
#endif
/* Handle the case where the height < # of FCPs */
if (hsub < 1.0) {
if (gmesa->FrameCount > h)
gmesa->FrameCount = 0;
h = 1;
y += gmesa->FrameCount;
} else {
h = (gmesa->FrameCount+1)*hsub;
h -= (int)(gmesa->FrameCount*hsub);
y += gmesa->FrameCount*hsub;
}
}
#endif
if (h && w) {
#if 0
CHECK_DMA_BUFFER(gmesa, 2);
WRITE(gmesa->buf, Rectangle2DMode, ((h & 0xfff)<<12) |
(w & 0xfff) );
WRITE(gmesa->buf, DrawRectangle2D, ((y & 0xffff)<<16) |
(x & 0xffff) );
#else
CHECK_DMA_BUFFER(gmesa, 8);
WRITE(gmesa->buf, StartXDom, x<<16);
WRITE(gmesa->buf, StartY, y<<16);
WRITE(gmesa->buf, StartXSub, (x+w)<<16);
WRITE(gmesa->buf, GLINTCount, h);
WRITE(gmesa->buf, dY, 1<<16);
WRITE(gmesa->buf, dXDom, 0<<16);
WRITE(gmesa->buf, dXSub, 0<<16);
WRITE(gmesa->buf, Render, 0x00000040); /* NOT_DONE */
#endif
}
}
CHECK_DMA_BUFFER(gmesa, 6);
WRITE(gmesa->buf, DepthMode, gmesa->DepthMode);
WRITE(gmesa->buf, DeltaMode, gmesa->DeltaMode);
WRITE(gmesa->buf, LBReadMode, gmesa->LBReadMode);
WRITE(gmesa->buf, GLINTWindow, gmesa->Window);
WRITE(gmesa->buf, FastClearDepth, gmesa->ClearDepth);
WRITE(gmesa->buf, FBWriteMode, FBWriteModeEnable);
/* Turn on Depth FCP */
if (gmesa->Window & W_DepthFCP) {
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, WindowOr, (gmesa->FrameCount << 9));
}
/* Turn off GID clipping if window is not clipped */
if (gmesa->NotClipped) {
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, Rectangle2DControl, 0);
}
}
if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)) {
int y = gmesa->driScreen->fbHeight - gmesa->driDrawable->y - gmesa->driDrawable->h;
int x = gmesa->driDrawable->x;
int w = gmesa->driDrawable->w;
int h = gmesa->driDrawable->h;
mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT);
if (x < 0) { w -= -x; x = 0; }
/* Turn on GID clipping if window is clipped */
if (!gmesa->NotClipped) {
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, Rectangle2DControl, 1);
}
CHECK_DMA_BUFFER(gmesa, 18);
WRITE(gmesa->buf, FBBlockColor, gmesa->ClearColor);
WRITE(gmesa->buf, ColorDDAMode, ColorDDADisable);
WRITE(gmesa->buf, FBWriteMode, FBWriteModeEnable);
WRITE(gmesa->buf, DepthMode, 0);
WRITE(gmesa->buf, DeltaMode, 0);
WRITE(gmesa->buf, AlphaBlendMode, 0);
#if 1
WRITE(gmesa->buf, dY, 1<<16);
WRITE(gmesa->buf, dXDom, 0<<16);
WRITE(gmesa->buf, dXSub, 0<<16);
WRITE(gmesa->buf, StartXSub, (x+w)<<16);
WRITE(gmesa->buf, GLINTCount, h);
WRITE(gmesa->buf, StartXDom, x<<16);
WRITE(gmesa->buf, StartY, y<<16);
WRITE(gmesa->buf, Render, 0x00000048); /* NOT_DONE */
#else
WRITE(gmesa->buf, Rectangle2DMode, (((h & 0xfff)<<12) |
(w & 0xfff)));
WRITE(gmesa->buf, DrawRectangle2D, (((y & 0xffff)<<16) |
(x & 0xffff)));
#endif
WRITE(gmesa->buf, DepthMode, gmesa->DepthMode);
WRITE(gmesa->buf, DeltaMode, gmesa->DeltaMode);
WRITE(gmesa->buf, AlphaBlendMode, gmesa->AlphaBlendMode);
WRITE(gmesa->buf, ColorDDAMode, gmesa->ColorDDAMode);
/* Turn off GID clipping if window is clipped */
if (gmesa->NotClipped) {
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, Rectangle2DControl, 0);
}
}
#ifdef DO_VALIDATE
PROCESS_DMA_BUFFER_TOP_HALF(gmesa);
DRM_SPINUNLOCK(&gmesa->driScreen->pSAREA->drawable_lock,
gmesa->driScreen->drawLockID);
VALIDATE_DRAWABLE_INFO_NO_LOCK_POST(gmesa);
PROCESS_DMA_BUFFER_BOTTOM_HALF(gmesa);
#endif
if ( mask )
_swrast_Clear( ctx, mask );
}
/* =============================================================
* Depth testing
*/
static void gammaUpdateZMode( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
u_int32_t z = gmesa->DepthMode;
u_int32_t delta = gmesa->DeltaMode;
u_int32_t window = gmesa->Window;
u_int32_t lbread = gmesa->LBReadMode;
z &= ~DM_CompareMask;
switch ( ctx->Depth.Func ) {
case GL_NEVER:
z |= DM_Never;
break;
case GL_ALWAYS:
z |= DM_Always;
break;
case GL_LESS:
z |= DM_Less;
break;
case GL_LEQUAL:
z |= DM_LessEqual;
break;
case GL_EQUAL:
z |= DM_Equal;
break;
case GL_GEQUAL:
z |= DM_GreaterEqual;
break;
case GL_GREATER:
z |= DM_Greater;
break;
case GL_NOTEQUAL:
z |= DM_NotEqual;
break;
}
if ( ctx->Depth.Test ) {
z |= DepthModeEnable;
delta |= DM_DepthEnable;
window |= W_DepthFCP;
lbread |= LBReadDstEnable;
} else {
z &= ~DepthModeEnable;
delta &= ~DM_DepthEnable;
window &= ~W_DepthFCP;
lbread &= ~LBReadDstEnable;
}
if ( ctx->Depth.Mask ) {
z |= DM_WriteMask;
} else {
z &= ~DM_WriteMask;
}
#if 0
if ( gmesa->DepthMode != z ){
#endif
gmesa->DepthMode = z;
gmesa->DeltaMode = delta;
gmesa->Window = window;
gmesa->LBReadMode = lbread;
gmesa->dirty |= GAMMA_UPLOAD_DEPTH;
#if 0
}
#endif
}
static void gammaDDDepthFunc( GLcontext *ctx, GLenum func )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_DEPTH;
}
static void gammaDDDepthMask( GLcontext *ctx, GLboolean flag )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_DEPTH;
}
static void gammaDDClearDepth( GLcontext *ctx, GLclampd d )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
switch ( gmesa->DepthSize ) {
case 16:
gmesa->ClearDepth = d * 0x0000ffff;
break;
case 24:
gmesa->ClearDepth = d * 0x00ffffff;
break;
case 32:
gmesa->ClearDepth = d * 0xffffffff;
break;
}
}
static void gammaDDFinish( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_DMA_BUFFER(gmesa);
}
static void gammaDDFlush( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_DMA_BUFFER(gmesa);
}
/* =============================================================
* Fog
*/
static void gammaUpdateFogAttrib( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
u_int32_t f = gmesa->FogMode;
u_int32_t g = gmesa->GeometryMode;
u_int32_t d = gmesa->DeltaMode;
if (ctx->Fog.Enabled) {
f |= FogModeEnable;
g |= GM_FogEnable;
d |= DM_FogEnable;
} else {
f &= ~FogModeEnable;
g &= ~GM_FogEnable;
d &= ~DM_FogEnable;
}
g &= ~GM_FogMask;
switch (ctx->Fog.Mode) {
case GL_LINEAR:
g |= GM_FogLinear;
break;
case GL_EXP:
g |= GM_FogExp;
break;
case GL_EXP2:
g |= GM_FogExpSquared;
break;
}
if ( gmesa->FogMode != f ) {
gmesa->FogMode = f;
gmesa->dirty |= GAMMA_UPLOAD_FOG;
}
if ( gmesa->GeometryMode != g ) {
gmesa->GeometryMode = g;
gmesa->dirty |= GAMMA_UPLOAD_GEOMETRY;
}
if ( gmesa->DeltaMode != d ) {
gmesa->DeltaMode = d;
gmesa->dirty |= GAMMA_UPLOAD_DEPTH;
}
}
#if 0
static void gammaDDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_FOG;
}
#endif
/* =============================================================
* Lines
*/
static void gammaDDLineWidth( GLcontext *ctx, GLfloat width )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
CHECK_DMA_BUFFER(gmesa, 3);
WRITE(gmesa->buf, LineWidth, (GLuint)width);
WRITEF(gmesa->buf, AAlineWidth, width);
WRITE(gmesa->buf, LineWidthOffset, (GLuint)(width-1)/2);
}
static void gammaDDLineStipple( GLcontext *ctx, GLint factor, GLushort pattern )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
gmesa->LineMode &= ~(LM_StippleMask | LM_RepeatFactorMask);
gmesa->LineMode |= ((GLuint)(factor - 1) << 1) | ((GLuint)pattern << 10);
gmesa->dirty |= GAMMA_UPLOAD_LINEMODE;
}
/* =============================================================
* Points
*/
static void gammaDDPointSize( GLcontext *ctx, GLfloat size )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
CHECK_DMA_BUFFER(gmesa, 2);
WRITE(gmesa->buf, PointSize, (GLuint)size);
WRITEF(gmesa->buf, AApointSize, size);
}
/* =============================================================
* Polygon
*/
static void gammaUpdatePolygon( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
u_int32_t g = gmesa->GeometryMode;
g &= ~(GM_PolyOffsetFillEnable | GM_PolyOffsetPointEnable |
GM_PolyOffsetLineEnable);
if (ctx->Polygon.OffsetFill) g |= GM_PolyOffsetFillEnable;
if (ctx->Polygon.OffsetPoint) g |= GM_PolyOffsetPointEnable;
if (ctx->Polygon.OffsetLine) g |= GM_PolyOffsetLineEnable;
g &= ~GM_FB_PolyMask;
switch (ctx->Polygon.FrontMode) {
case GL_FILL:
g |= GM_FrontPolyFill;
break;
case GL_LINE:
g |= GM_FrontPolyLine;
break;
case GL_POINT:
g |= GM_FrontPolyPoint;
break;
}
switch (ctx->Polygon.BackMode) {
case GL_FILL:
g |= GM_BackPolyFill;
break;
case GL_LINE:
g |= GM_BackPolyLine;
break;
case GL_POINT:
g |= GM_BackPolyPoint;
break;
}
if ( gmesa->GeometryMode != g ) {
gmesa->GeometryMode = g;
gmesa->dirty |= GAMMA_UPLOAD_GEOMETRY;
}
gmesa->dirty |= GAMMA_UPLOAD_POLYGON;
}
static void gammaDDPolygonMode( GLcontext *ctx, GLenum face, GLenum mode)
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_POLYGON;
}
static void gammaUpdateStipple( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
if (ctx->Polygon.StippleFlag) {
gmesa->AreaStippleMode |= AreaStippleModeEnable/* | ASM_X32 | ASM_Y32*/;
} else {
gmesa->AreaStippleMode &= ~AreaStippleModeEnable;
}
gmesa->dirty |= GAMMA_UPLOAD_STIPPLE;
}
static void gammaDDPolygonStipple( GLcontext *ctx, const GLubyte *mask)
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_STIPPLE;
}
/* =============================================================
* Clipping
*/
static void gammaUpdateClipping( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
GLint x1, y1, x2, y2;
if ( gmesa->driDrawable ) {
x1 = gmesa->driDrawable->x + ctx->Scissor.X;
y1 = gmesa->driScreen->fbHeight -
(gmesa->driDrawable->y +
gmesa->driDrawable->h) + ctx->Scissor.Y;
x2 = x1 + ctx->Scissor.Width;
y2 = y1 + ctx->Scissor.Height;
gmesa->ScissorMinXY = x1 | (y1 << 16);
gmesa->ScissorMaxXY = x2 | (y2 << 16);
if (ctx->Scissor.Enabled)
gmesa->ScissorMode |= UserScissorEnable;
else
gmesa->ScissorMode &= ~UserScissorEnable;
gmesa->dirty |= GAMMA_UPLOAD_CLIP;
}
}
static void gammaDDScissor( GLcontext *ctx,
GLint x, GLint y, GLsizei w, GLsizei h )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_CLIP;
}
/* =============================================================
* Culling
*/
static void gammaUpdateCull( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
u_int32_t g = gmesa->GeometryMode;
g &= ~(GM_PolyCullMask | GM_FFMask);
if (ctx->Polygon.FrontFace == GL_CCW) {
g |= GM_FrontFaceCCW;
} else {
g |= GM_FrontFaceCW;
}
switch ( ctx->Polygon.CullFaceMode ) {
case GL_FRONT:
g |= GM_PolyCullFront;
break;
case GL_BACK:
g |= GM_PolyCullBack;
break;
case GL_FRONT_AND_BACK:
g |= GM_PolyCullBoth;
break;
}
if ( ctx->Polygon.CullFlag ) {
g |= GM_PolyCullEnable;
} else {
g &= ~GM_PolyCullEnable;
}
if ( gmesa->GeometryMode != g ) {
gmesa->GeometryMode = g;
gmesa->dirty |= GAMMA_UPLOAD_GEOMETRY;
}
}
static void gammaDDCullFace( GLcontext *ctx, GLenum mode )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_CULL;
}
static void gammaDDFrontFace( GLcontext *ctx, GLenum mode )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_CULL;
}
/* =============================================================
* Masks
*/
static void gammaUpdateMasks( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
GLuint mask = gammaPackColor( gmesa->gammaScreen->cpp,
ctx->Color.ColorMask[RCOMP],
ctx->Color.ColorMask[GCOMP],
ctx->Color.ColorMask[BCOMP],
ctx->Color.ColorMask[ACOMP] );
if (gmesa->gammaScreen->cpp == 2) mask |= mask << 16;
if ( gmesa->FBHardwareWriteMask != mask ) {
gmesa->FBHardwareWriteMask = mask;
gmesa->dirty |= GAMMA_UPLOAD_MASKS;
}
}
static void gammaDDColorMask( GLcontext *ctx, GLboolean r, GLboolean g,
GLboolean b, GLboolean a)
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_MASKS;
}
/* =============================================================
* Rendering attributes
*
* We really don't want to recalculate all this every time we bind a
* texture. These things shouldn't change all that often, so it makes
* sense to break them out of the core texture state update routines.
*/
#if ENABLELIGHTING
static void gammaDDLightfv(GLcontext *ctx, GLenum light, GLenum pname,
const GLfloat *params, GLint nParams)
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
GLfloat l,x,y,z,w;
switch(light) {
case GL_LIGHT0:
switch (pname) {
case GL_AMBIENT:
CHECK_DMA_BUFFER(gmesa, 3);
/* We don't do alpha */
WRITEF(gmesa->buf, Light0AmbientIntensityBlue, params[2]);
WRITEF(gmesa->buf, Light0AmbientIntensityGreen, params[1]);
WRITEF(gmesa->buf, Light0AmbientIntensityRed, params[0]);
break;
case GL_DIFFUSE:
CHECK_DMA_BUFFER(gmesa, 3);
/* We don't do alpha */
WRITEF(gmesa->buf, Light0DiffuseIntensityBlue, params[2]);
WRITEF(gmesa->buf, Light0DiffuseIntensityGreen, params[1]);
WRITEF(gmesa->buf, Light0DiffuseIntensityRed, params[0]);
break;
case GL_SPECULAR:
CHECK_DMA_BUFFER(gmesa, 3);
/* We don't do alpha */
WRITEF(gmesa->buf, Light0SpecularIntensityBlue, params[2]);
WRITEF(gmesa->buf, Light0SpecularIntensityGreen, params[1]);
WRITEF(gmesa->buf, Light0SpecularIntensityRed, params[0]);
break;
case GL_POSITION:
/* Normalize <x,y,z> */
x = params[0]; y = params[1]; z = params[2]; w = params[3];
l = sqrt(x*x + y*y + z*z + w*w);
w /= l;
x /= l;
y /= l;
z /= l;
if (params[3] != 0.0) {
gmesa->Light0Mode |= Light0ModeAttenuation;
gmesa->Light0Mode |= Light0ModeLocal;
} else {
gmesa->Light0Mode &= ~Light0ModeAttenuation;
gmesa->Light0Mode &= ~Light0ModeLocal;
}
CHECK_DMA_BUFFER(gmesa, 5);
WRITE(gmesa->buf, Light0Mode, gmesa->Light0Mode);
WRITEF(gmesa->buf, Light0PositionW, w);
WRITEF(gmesa->buf, Light0PositionZ, z);
WRITEF(gmesa->buf, Light0PositionY, y);
WRITEF(gmesa->buf, Light0PositionX, x);
break;
case GL_SPOT_DIRECTION:
CHECK_DMA_BUFFER(gmesa, 3);
/* WRITEF(gmesa->buf, Light0SpotlightDirectionW, params[3]); */
WRITEF(gmesa->buf, Light0SpotlightDirectionZ, params[2]);
WRITEF(gmesa->buf, Light0SpotlightDirectionY, params[1]);
WRITEF(gmesa->buf, Light0SpotlightDirectionX, params[0]);
break;
case GL_SPOT_EXPONENT:
CHECK_DMA_BUFFER(gmesa, 1);
WRITEF(gmesa->buf, Light0SpotlightExponent, params[0]);
break;
case GL_SPOT_CUTOFF:
if (params[0] != 180.0)
gmesa->Light0Mode |= Light0ModeSpotLight;
else
gmesa->Light0Mode &= ~Light0ModeSpotLight;
CHECK_DMA_BUFFER(gmesa, 2);
WRITE(gmesa->buf, Light0Mode, gmesa->Light0Mode);
WRITEF(gmesa->buf, Light0CosSpotlightCutoffAngle, cos(params[0]*DEG2RAD));
break;
case GL_CONSTANT_ATTENUATION:
CHECK_DMA_BUFFER(gmesa, 1);
WRITEF(gmesa->buf, Light0ConstantAttenuation, params[0]);
break;
case GL_LINEAR_ATTENUATION:
CHECK_DMA_BUFFER(gmesa, 1);
WRITEF(gmesa->buf, Light0LinearAttenuation, params[0]);
break;
case GL_QUADRATIC_ATTENUATION:
CHECK_DMA_BUFFER(gmesa, 1);
WRITEF(gmesa->buf, Light0QuadraticAttenuation, params[0]);
break;
}
break;
}
}
static void gammaDDLightModelfv( GLcontext *ctx, GLenum pname,
const GLfloat *params )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
switch (pname) {
case GL_LIGHT_MODEL_AMBIENT:
CHECK_DMA_BUFFER(gmesa, 3);
/* We don't do alpha */
WRITEF(gmesa->buf, SceneAmbientColorBlue, params[2]);
WRITEF(gmesa->buf, SceneAmbientColorGreen, params[1]);
WRITEF(gmesa->buf, SceneAmbientColorRed, params[0]);
break;
case GL_LIGHT_MODEL_LOCAL_VIEWER:
if (params[0] != 0.0)
gmesa->LightingMode |= LightingModeLocalViewer;
else
gmesa->LightingMode &= ~LightingModeLocalViewer;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, LightingMode, gmesa->LightingMode);
break;
case GL_LIGHT_MODEL_TWO_SIDE:
if (params[0] == 1.0f) {
gmesa->LightingMode |= LightingModeTwoSides;
gmesa->MaterialMode |= MaterialModeTwoSides;
} else {
gmesa->LightingMode &= ~LightingModeTwoSides;
gmesa->MaterialMode &= ~MaterialModeTwoSides;
}
CHECK_DMA_BUFFER(gmesa, 2);
WRITE(gmesa->buf, LightingMode, gmesa->LightingMode);
WRITE(gmesa->buf, MaterialMode, gmesa->MaterialMode);
break;
}
}
#endif
static void gammaDDShadeModel( GLcontext *ctx, GLenum mode )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
u_int32_t g = gmesa->GeometryMode;
u_int32_t c = gmesa->ColorDDAMode;
g &= ~GM_ShadingMask;
c &= ~ColorDDAShadingMask;
switch ( mode ) {
case GL_FLAT:
g |= GM_FlatShading;
c |= ColorDDAFlat;
break;
case GL_SMOOTH:
g |= GM_GouraudShading;
c |= ColorDDAGouraud;
break;
default:
return;
}
if ( gmesa->ColorDDAMode != c ) {
FLUSH_BATCH( gmesa );
gmesa->ColorDDAMode = c;
gmesa->dirty |= GAMMA_UPLOAD_SHADE;
}
if ( gmesa->GeometryMode != g ) {
FLUSH_BATCH( gmesa );
gmesa->GeometryMode = g;
gmesa->dirty |= GAMMA_UPLOAD_GEOMETRY;
}
}
/* =============================================================
* Miscellaneous
*/
static void gammaDDClearColor( GLcontext *ctx, const GLfloat color[4])
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
GLubyte c[4];
UNCLAMPED_FLOAT_TO_UBYTE(c[0], color[0]);
UNCLAMPED_FLOAT_TO_UBYTE(c[1], color[1]);
UNCLAMPED_FLOAT_TO_UBYTE(c[2], color[2]);
UNCLAMPED_FLOAT_TO_UBYTE(c[3], color[3]);
gmesa->ClearColor = gammaPackColor( gmesa->gammaScreen->cpp,
c[0], c[1], c[2], c[3] );
if (gmesa->gammaScreen->cpp == 2) gmesa->ClearColor |= gmesa->ClearColor<<16;
}
static void gammaDDLogicalOpcode( GLcontext *ctx, GLenum opcode )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
if ( ctx->Color.ColorLogicOpEnabled ) {
gmesa->LogicalOpMode = opcode << 1 | LogicalOpModeEnable;
} else {
gmesa->LogicalOpMode = LogicalOpModeDisable;
}
gmesa->dirty |= GAMMA_UPLOAD_LOGICOP;
}
static void gammaDDDrawBuffer( GLcontext *ctx, GLenum mode )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
FLUSH_BATCH( gmesa );
switch ( mode ) {
case GL_FRONT_LEFT:
gmesa->drawOffset = gmesa->readOffset = 0;
break;
case GL_BACK_LEFT:
gmesa->drawOffset = gmesa->readOffset = gmesa->driScreen->fbHeight * gmesa->driScreen->fbWidth * gmesa->gammaScreen->cpp;
break;
}
}
static void gammaDDReadBuffer( GLcontext *ctx, GLenum mode )
{
/* XXX anything? */
}
/* =============================================================
* Window position and viewport transformation
*/
void gammaUpdateWindow( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
__DRIdrawablePrivate *dPriv = gmesa->driDrawable;
GLfloat xoffset = (GLfloat)dPriv->x;
GLfloat yoffset = gmesa->driScreen->fbHeight - (GLfloat)dPriv->y - dPriv->h;
const GLfloat *v = ctx->Viewport._WindowMap.m;
GLfloat sx = v[MAT_SX];
GLfloat tx = v[MAT_TX] + xoffset;
GLfloat sy = v[MAT_SY];
GLfloat ty = v[MAT_TY] + yoffset;
GLfloat sz = v[MAT_SZ] * gmesa->depth_scale;
GLfloat tz = v[MAT_TZ] * gmesa->depth_scale;
gmesa->dirty |= GAMMA_UPLOAD_VIEWPORT;
gmesa->ViewportScaleX = sx;
gmesa->ViewportScaleY = sy;
gmesa->ViewportScaleZ = sz;
gmesa->ViewportOffsetX = tx;
gmesa->ViewportOffsetY = ty;
gmesa->ViewportOffsetZ = tz;
}
static void gammaDDViewport( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height )
{
gammaUpdateWindow( ctx );
}
static void gammaDDDepthRange( GLcontext *ctx, GLclampd nearval,
GLclampd farval )
{
gammaUpdateWindow( ctx );
}
void gammaUpdateViewportOffset( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
__DRIdrawablePrivate *dPriv = gmesa->driDrawable;
GLfloat xoffset = (GLfloat)dPriv->x;
GLfloat yoffset = gmesa->driScreen->fbHeight - (GLfloat)dPriv->y - dPriv->h;
const GLfloat *v = ctx->Viewport._WindowMap.m;
GLfloat tx = v[MAT_TX] + xoffset;
GLfloat ty = v[MAT_TY] + yoffset;
if ( gmesa->ViewportOffsetX != tx ||
gmesa->ViewportOffsetY != ty )
{
gmesa->ViewportOffsetX = tx;
gmesa->ViewportOffsetY = ty;
gmesa->new_state |= GAMMA_NEW_WINDOW;
}
gmesa->new_state |= GAMMA_NEW_CLIP;
}
#if 0
/*
* Matrix
*/
static void gammaLoadHWMatrix(GLcontext *ctx)
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
const GLfloat *m;
gmesa->TransformMode &= ~XM_XformTexture;
switch (ctx->Transform.MatrixMode) {
case GL_MODELVIEW:
gmesa->TransformMode |= XM_UseModelViewMatrix;
m = ctx->ModelviewMatrixStack.Top->m;
CHECK_DMA_BUFFER(gmesa, 16);
WRITEF(gmesa->buf, ModelViewMatrix0, m[0]);
WRITEF(gmesa->buf, ModelViewMatrix1, m[1]);
WRITEF(gmesa->buf, ModelViewMatrix2, m[2]);
WRITEF(gmesa->buf, ModelViewMatrix3, m[3]);
WRITEF(gmesa->buf, ModelViewMatrix4, m[4]);
WRITEF(gmesa->buf, ModelViewMatrix5, m[5]);
WRITEF(gmesa->buf, ModelViewMatrix6, m[6]);
WRITEF(gmesa->buf, ModelViewMatrix7, m[7]);
WRITEF(gmesa->buf, ModelViewMatrix8, m[8]);
WRITEF(gmesa->buf, ModelViewMatrix9, m[9]);
WRITEF(gmesa->buf, ModelViewMatrix10, m[10]);
WRITEF(gmesa->buf, ModelViewMatrix11, m[11]);
WRITEF(gmesa->buf, ModelViewMatrix12, m[12]);
WRITEF(gmesa->buf, ModelViewMatrix13, m[13]);
WRITEF(gmesa->buf, ModelViewMatrix14, m[14]);
WRITEF(gmesa->buf, ModelViewMatrix15, m[15]);
break;
case GL_PROJECTION:
m = ctx->ProjectionMatrixStack.Top->m;
CHECK_DMA_BUFFER(gmesa, 16);
WRITEF(gmesa->buf, ModelViewProjectionMatrix0, m[0]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix1, m[1]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix2, m[2]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix3, m[3]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix4, m[4]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix5, m[5]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix6, m[6]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix7, m[7]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix8, m[8]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix9, m[9]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix10, m[10]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix11, m[11]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix12, m[12]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix13, m[13]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix14, m[14]);
WRITEF(gmesa->buf, ModelViewProjectionMatrix15, m[15]);
break;
case GL_TEXTURE:
m = ctx->TextureMatrixStack[0].Top->m;
CHECK_DMA_BUFFER(gmesa, 16);
gmesa->TransformMode |= XM_XformTexture;
WRITEF(gmesa->buf, TextureMatrix0, m[0]);
WRITEF(gmesa->buf, TextureMatrix1, m[1]);
WRITEF(gmesa->buf, TextureMatrix2, m[2]);
WRITEF(gmesa->buf, TextureMatrix3, m[3]);
WRITEF(gmesa->buf, TextureMatrix4, m[4]);
WRITEF(gmesa->buf, TextureMatrix5, m[5]);
WRITEF(gmesa->buf, TextureMatrix6, m[6]);
WRITEF(gmesa->buf, TextureMatrix7, m[7]);
WRITEF(gmesa->buf, TextureMatrix8, m[8]);
WRITEF(gmesa->buf, TextureMatrix9, m[9]);
WRITEF(gmesa->buf, TextureMatrix10, m[10]);
WRITEF(gmesa->buf, TextureMatrix11, m[11]);
WRITEF(gmesa->buf, TextureMatrix12, m[12]);
WRITEF(gmesa->buf, TextureMatrix13, m[13]);
WRITEF(gmesa->buf, TextureMatrix14, m[14]);
WRITEF(gmesa->buf, TextureMatrix15, m[15]);
break;
default:
/* ERROR!!! -- how did this happen? */
break;
}
gmesa->dirty |= GAMMA_UPLOAD_TRANSFORM;
}
#endif
/* =============================================================
* State enable/disable
*/
static void gammaDDEnable( GLcontext *ctx, GLenum cap, GLboolean state )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
switch ( cap ) {
case GL_ALPHA_TEST:
case GL_BLEND:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_ALPHA;
break;
case GL_CULL_FACE:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_CULL;
break;
case GL_DEPTH_TEST:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_DEPTH;
break;
case GL_DITHER:
do {
u_int32_t d = gmesa->DitherMode;
FLUSH_BATCH( gmesa );
if ( state ) {
d |= DM_DitherEnable;
} else {
d &= ~DM_DitherEnable;
}
if ( gmesa->DitherMode != d ) {
gmesa->DitherMode = d;
gmesa->dirty |= GAMMA_UPLOAD_DITHER;
}
} while (0);
break;
#if 0
case GL_FOG:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_FOG;
break;
#endif
case GL_INDEX_LOGIC_OP:
case GL_COLOR_LOGIC_OP:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_LOGICOP;
break;
#if ENABLELIGHTING
case GL_LIGHTING:
do {
u_int32_t l = gmesa->LightingMode;
FLUSH_BATCH( gmesa );
if ( state ) {
l |= LightingModeEnable;
} else {
l &= ~LightingModeEnable;
}
if ( gmesa->LightingMode != l ) {
gmesa->LightingMode = l;
gmesa->dirty |= GAMMA_UPLOAD_LIGHT;
}
} while (0);
break;
case GL_COLOR_MATERIAL:
do {
u_int32_t m = gmesa->MaterialMode;
FLUSH_BATCH( gmesa );
if ( state ) {
m |= MaterialModeEnable;
} else {
m &= ~MaterialModeEnable;
}
if ( gmesa->MaterialMode != m ) {
gmesa->MaterialMode = m;
gmesa->dirty |= GAMMA_UPLOAD_LIGHT;
}
} while (0);
break;
#endif
case GL_LINE_SMOOTH:
FLUSH_BATCH( gmesa );
if ( state ) {
gmesa->AntialiasMode |= AntialiasModeEnable;
gmesa->LineMode |= LM_AntialiasEnable;
} else {
gmesa->AntialiasMode &= ~AntialiasModeEnable;
gmesa->LineMode &= ~LM_AntialiasEnable;
}
gmesa->dirty |= GAMMA_UPLOAD_LINEMODE;
break;
case GL_POINT_SMOOTH:
FLUSH_BATCH( gmesa );
if ( state ) {
gmesa->AntialiasMode |= AntialiasModeEnable;
gmesa->PointMode |= PM_AntialiasEnable;
} else {
gmesa->AntialiasMode &= ~AntialiasModeEnable;
gmesa->PointMode &= ~PM_AntialiasEnable;
}
gmesa->dirty |= GAMMA_UPLOAD_POINTMODE;
break;
case GL_POLYGON_SMOOTH:
FLUSH_BATCH( gmesa );
if ( state ) {
gmesa->AntialiasMode |= AntialiasModeEnable;
gmesa->TriangleMode |= TM_AntialiasEnable;
} else {
gmesa->AntialiasMode &= ~AntialiasModeEnable;
gmesa->TriangleMode &= ~TM_AntialiasEnable;
}
gmesa->dirty |= GAMMA_UPLOAD_TRIMODE;
break;
case GL_SCISSOR_TEST:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_CLIP;
break;
case GL_POLYGON_OFFSET_FILL:
case GL_POLYGON_OFFSET_POINT:
case GL_POLYGON_OFFSET_LINE:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_POLYGON;
break;
case GL_LINE_STIPPLE:
FLUSH_BATCH( gmesa );
if ( state )
gmesa->LineMode |= LM_StippleEnable;
else
gmesa->LineMode &= ~LM_StippleEnable;
gmesa->dirty |= GAMMA_UPLOAD_LINEMODE;
break;
case GL_POLYGON_STIPPLE:
FLUSH_BATCH( gmesa );
gmesa->new_state |= GAMMA_NEW_STIPPLE;
break;
default:
return;
}
}
/* =============================================================
* State initialization, management
*/
/*
* Load the current context's state into the hardware.
*
* NOTE: Be VERY careful about ensuring the context state is marked for
* upload, the only place it shouldn't be uploaded is when the setup
* state has changed in ReducedPrimitiveChange as this comes right after
* a state update.
*
* Blits of any type should always upload the context and masks after
* they are done.
*/
void gammaEmitHwState( gammaContextPtr gmesa )
{
if (!gmesa->driDrawable) return;
if (!gmesa->dirty) return;
#ifdef DO_VALIDATE
/* Flush any partially filled buffers */
FLUSH_DMA_BUFFER(gmesa);
DRM_SPINLOCK(&gmesa->driScreen->pSAREA->drawable_lock,
gmesa->driScreen->drawLockID);
VALIDATE_DRAWABLE_INFO_NO_LOCK(gmesa);
#endif
if (gmesa->dirty & GAMMA_UPLOAD_VIEWPORT) {
gmesa->dirty &= ~GAMMA_UPLOAD_VIEWPORT;
CHECK_DMA_BUFFER(gmesa, 6);
WRITEF(gmesa->buf, ViewPortOffsetX, gmesa->ViewportOffsetX);
WRITEF(gmesa->buf, ViewPortOffsetY, gmesa->ViewportOffsetY);
WRITEF(gmesa->buf, ViewPortOffsetZ, gmesa->ViewportOffsetZ);
WRITEF(gmesa->buf, ViewPortScaleX, gmesa->ViewportScaleX);
WRITEF(gmesa->buf, ViewPortScaleY, gmesa->ViewportScaleY);
WRITEF(gmesa->buf, ViewPortScaleZ, gmesa->ViewportScaleZ);
}
if ( (gmesa->dirty & GAMMA_UPLOAD_POINTMODE) ||
(gmesa->dirty & GAMMA_UPLOAD_LINEMODE) ||
(gmesa->dirty & GAMMA_UPLOAD_TRIMODE) ) {
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, AntialiasMode, gmesa->AntialiasMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_POINTMODE) {
gmesa->dirty &= ~GAMMA_UPLOAD_POINTMODE;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, PointMode, gmesa->PointMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_LINEMODE) {
gmesa->dirty &= ~GAMMA_UPLOAD_LINEMODE;
CHECK_DMA_BUFFER(gmesa, 2);
WRITE(gmesa->buf, LineMode, gmesa->LineMode);
WRITE(gmesa->buf, LineStippleMode, gmesa->LineMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_TRIMODE) {
gmesa->dirty &= ~GAMMA_UPLOAD_TRIMODE;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, TriangleMode, gmesa->TriangleMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_FOG) {
GLchan c[3], col;
UNCLAMPED_FLOAT_TO_RGB_CHAN( c, gmesa->glCtx->Fog.Color );
col = gammaPackColor(4, c[0], c[1], c[2], 0);
gmesa->dirty &= ~GAMMA_UPLOAD_FOG;
CHECK_DMA_BUFFER(gmesa, 5);
#if 0
WRITE(gmesa->buf, FogMode, gmesa->FogMode);
WRITE(gmesa->buf, FogColor, col);
WRITEF(gmesa->buf, FStart, gmesa->glCtx->Fog.Start);
#endif
WRITEF(gmesa->buf, FogEnd, gmesa->glCtx->Fog.End);
WRITEF(gmesa->buf, FogDensity, gmesa->glCtx->Fog.Density);
WRITEF(gmesa->buf, FogScale,
1.0f/(gmesa->glCtx->Fog.End - gmesa->glCtx->Fog.Start));
}
if (gmesa->dirty & GAMMA_UPLOAD_DITHER) {
gmesa->dirty &= ~GAMMA_UPLOAD_DITHER;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, DitherMode, gmesa->DitherMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_LOGICOP) {
gmesa->dirty &= ~GAMMA_UPLOAD_LOGICOP;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, LogicalOpMode, gmesa->LogicalOpMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_CLIP) {
gmesa->dirty &= ~GAMMA_UPLOAD_CLIP;
CHECK_DMA_BUFFER(gmesa, 3);
WRITE(gmesa->buf, ScissorMinXY, gmesa->ScissorMinXY);
WRITE(gmesa->buf, ScissorMaxXY, gmesa->ScissorMaxXY);
WRITE(gmesa->buf, ScissorMode, gmesa->ScissorMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_MASKS) {
gmesa->dirty &= ~GAMMA_UPLOAD_MASKS;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, FBHardwareWriteMask, gmesa->FBHardwareWriteMask);
}
if (gmesa->dirty & GAMMA_UPLOAD_ALPHA) {
gmesa->dirty &= ~GAMMA_UPLOAD_ALPHA;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, AlphaTestMode, gmesa->AlphaTestMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_BLEND) {
gmesa->dirty &= ~GAMMA_UPLOAD_BLEND;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, AlphaBlendMode, gmesa->AlphaBlendMode);
}
CHECK_DMA_BUFFER(gmesa, 1);
if (gmesa->glCtx->Color.BlendEnabled || gmesa->glCtx->Color.AlphaEnabled) {
WRITE(gmesa->buf, FBReadMode, gmesa->FBReadMode | gmesa->AB_FBReadMode_Save);
} else {
WRITE(gmesa->buf, FBReadMode, gmesa->FBReadMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_LIGHT) {
gmesa->dirty &= ~GAMMA_UPLOAD_LIGHT;
CHECK_DMA_BUFFER(gmesa, 2);
WRITE(gmesa->buf, LightingMode, gmesa->LightingMode);
WRITE(gmesa->buf, MaterialMode, gmesa->MaterialMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_SHADE) {
gmesa->dirty &= ~GAMMA_UPLOAD_SHADE;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, ColorDDAMode, gmesa->ColorDDAMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_POLYGON) {
gmesa->dirty &= ~GAMMA_UPLOAD_POLYGON;
CHECK_DMA_BUFFER(gmesa, 2);
WRITEF(gmesa->buf, PolygonOffsetBias, gmesa->glCtx->Polygon.OffsetUnits);
WRITEF(gmesa->buf, PolygonOffsetFactor, gmesa->glCtx->Polygon.OffsetFactor);
}
if (gmesa->dirty & GAMMA_UPLOAD_STIPPLE) {
gmesa->dirty &= ~GAMMA_UPLOAD_STIPPLE;
CHECK_DMA_BUFFER(gmesa, 33);
WRITE(gmesa->buf, AreaStippleMode, gmesa->AreaStippleMode);
WRITE(gmesa->buf, AreaStipplePattern0, gmesa->glCtx->PolygonStipple[0]);
WRITE(gmesa->buf, AreaStipplePattern1, gmesa->glCtx->PolygonStipple[1]);
WRITE(gmesa->buf, AreaStipplePattern2, gmesa->glCtx->PolygonStipple[2]);
WRITE(gmesa->buf, AreaStipplePattern3, gmesa->glCtx->PolygonStipple[3]);
WRITE(gmesa->buf, AreaStipplePattern4, gmesa->glCtx->PolygonStipple[4]);
WRITE(gmesa->buf, AreaStipplePattern5, gmesa->glCtx->PolygonStipple[5]);
WRITE(gmesa->buf, AreaStipplePattern6, gmesa->glCtx->PolygonStipple[6]);
WRITE(gmesa->buf, AreaStipplePattern7, gmesa->glCtx->PolygonStipple[7]);
WRITE(gmesa->buf, AreaStipplePattern8, gmesa->glCtx->PolygonStipple[8]);
WRITE(gmesa->buf, AreaStipplePattern9, gmesa->glCtx->PolygonStipple[9]);
WRITE(gmesa->buf, AreaStipplePattern10, gmesa->glCtx->PolygonStipple[10]);
WRITE(gmesa->buf, AreaStipplePattern11, gmesa->glCtx->PolygonStipple[11]);
WRITE(gmesa->buf, AreaStipplePattern12, gmesa->glCtx->PolygonStipple[12]);
WRITE(gmesa->buf, AreaStipplePattern13, gmesa->glCtx->PolygonStipple[13]);
WRITE(gmesa->buf, AreaStipplePattern14, gmesa->glCtx->PolygonStipple[14]);
WRITE(gmesa->buf, AreaStipplePattern15, gmesa->glCtx->PolygonStipple[15]);
WRITE(gmesa->buf, AreaStipplePattern16, gmesa->glCtx->PolygonStipple[16]);
WRITE(gmesa->buf, AreaStipplePattern17, gmesa->glCtx->PolygonStipple[17]);
WRITE(gmesa->buf, AreaStipplePattern18, gmesa->glCtx->PolygonStipple[18]);
WRITE(gmesa->buf, AreaStipplePattern19, gmesa->glCtx->PolygonStipple[19]);
WRITE(gmesa->buf, AreaStipplePattern20, gmesa->glCtx->PolygonStipple[20]);
WRITE(gmesa->buf, AreaStipplePattern21, gmesa->glCtx->PolygonStipple[21]);
WRITE(gmesa->buf, AreaStipplePattern22, gmesa->glCtx->PolygonStipple[22]);
WRITE(gmesa->buf, AreaStipplePattern23, gmesa->glCtx->PolygonStipple[23]);
WRITE(gmesa->buf, AreaStipplePattern24, gmesa->glCtx->PolygonStipple[24]);
WRITE(gmesa->buf, AreaStipplePattern25, gmesa->glCtx->PolygonStipple[25]);
WRITE(gmesa->buf, AreaStipplePattern26, gmesa->glCtx->PolygonStipple[26]);
WRITE(gmesa->buf, AreaStipplePattern27, gmesa->glCtx->PolygonStipple[27]);
WRITE(gmesa->buf, AreaStipplePattern28, gmesa->glCtx->PolygonStipple[28]);
WRITE(gmesa->buf, AreaStipplePattern29, gmesa->glCtx->PolygonStipple[29]);
WRITE(gmesa->buf, AreaStipplePattern30, gmesa->glCtx->PolygonStipple[30]);
WRITE(gmesa->buf, AreaStipplePattern31, gmesa->glCtx->PolygonStipple[31]);
}
if (gmesa->dirty & GAMMA_UPLOAD_DEPTH) {
gmesa->dirty &= ~GAMMA_UPLOAD_DEPTH;
CHECK_DMA_BUFFER(gmesa, 4);
WRITE(gmesa->buf, DepthMode, gmesa->DepthMode);
WRITE(gmesa->buf, DeltaMode, gmesa->DeltaMode);
WRITE(gmesa->buf, GLINTWindow,gmesa->Window | (gmesa->FrameCount << 9));
WRITE(gmesa->buf, LBReadMode, gmesa->LBReadMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_GEOMETRY) {
gmesa->dirty &= ~GAMMA_UPLOAD_GEOMETRY;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, GeometryMode, gmesa->GeometryMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_TRANSFORM) {
gmesa->dirty &= ~GAMMA_UPLOAD_TRANSFORM;
CHECK_DMA_BUFFER(gmesa, 1);
WRITE(gmesa->buf, TransformMode, gmesa->TransformMode);
}
if (gmesa->dirty & GAMMA_UPLOAD_TEX0) {
gammaTextureObjectPtr curTex = gmesa->CurrentTexObj[0];
gmesa->dirty &= ~GAMMA_UPLOAD_TEX0;
if (curTex) {
CHECK_DMA_BUFFER(gmesa, 21);
WRITE(gmesa->buf, GeometryMode, gmesa->GeometryMode | GM_TextureEnable);
WRITE(gmesa->buf, DeltaMode, gmesa->DeltaMode | DM_TextureEnable);
WRITE(gmesa->buf, TextureAddressMode, curTex->TextureAddressMode);
WRITE(gmesa->buf, TextureReadMode, curTex->TextureReadMode);
WRITE(gmesa->buf, TextureColorMode, curTex->TextureColorMode);
WRITE(gmesa->buf, TextureFilterMode, curTex->TextureFilterMode);
WRITE(gmesa->buf, TextureFormat, curTex->TextureFormat);
WRITE(gmesa->buf, GLINTBorderColor, curTex->TextureBorderColor);
WRITE(gmesa->buf, TxBaseAddr0, curTex->TextureBaseAddr[0]);
WRITE(gmesa->buf, TxBaseAddr1, curTex->TextureBaseAddr[1]);
WRITE(gmesa->buf, TxBaseAddr2, curTex->TextureBaseAddr[2]);
WRITE(gmesa->buf, TxBaseAddr3, curTex->TextureBaseAddr[3]);
WRITE(gmesa->buf, TxBaseAddr4, curTex->TextureBaseAddr[4]);
WRITE(gmesa->buf, TxBaseAddr5, curTex->TextureBaseAddr[5]);
WRITE(gmesa->buf, TxBaseAddr6, curTex->TextureBaseAddr[6]);
WRITE(gmesa->buf, TxBaseAddr7, curTex->TextureBaseAddr[7]);
WRITE(gmesa->buf, TxBaseAddr8, curTex->TextureBaseAddr[8]);
WRITE(gmesa->buf, TxBaseAddr9, curTex->TextureBaseAddr[9]);
WRITE(gmesa->buf, TxBaseAddr10, curTex->TextureBaseAddr[10]);
WRITE(gmesa->buf, TxBaseAddr11, curTex->TextureBaseAddr[11]);
WRITE(gmesa->buf, TextureCacheControl, (TCC_Enable | TCC_Invalidate));
} else {
CHECK_DMA_BUFFER(gmesa, 6);
WRITE(gmesa->buf, GeometryMode, gmesa->GeometryMode);
WRITE(gmesa->buf, DeltaMode, gmesa->DeltaMode);
WRITE(gmesa->buf, TextureAddressMode, TextureAddressModeDisable);
WRITE(gmesa->buf, TextureReadMode, TextureReadModeDisable);
WRITE(gmesa->buf, TextureFilterMode, TextureFilterModeDisable);
WRITE(gmesa->buf, TextureColorMode, TextureColorModeDisable);
}
}
#ifdef DO_VALIDATE
PROCESS_DMA_BUFFER_TOP_HALF(gmesa);
DRM_SPINUNLOCK(&gmesa->driScreen->pSAREA->drawable_lock,
gmesa->driScreen->drawLockID);
VALIDATE_DRAWABLE_INFO_NO_LOCK_POST(gmesa);
PROCESS_DMA_BUFFER_BOTTOM_HALF(gmesa);
#endif
}
void gammaDDUpdateHWState( GLcontext *ctx )
{
gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
int new_state = gmesa->new_state;
if ( new_state )
{
FLUSH_BATCH( gmesa );
gmesa->new_state = 0;
/* Update the various parts of the context's state.
*/
if ( new_state & GAMMA_NEW_ALPHA )
gammaUpdateAlphaMode( ctx );
if ( new_state & GAMMA_NEW_DEPTH )
gammaUpdateZMode( ctx );
if ( new_state & GAMMA_NEW_FOG )
gammaUpdateFogAttrib( ctx );
if ( new_state & GAMMA_NEW_CLIP )
gammaUpdateClipping( ctx );
if ( new_state & GAMMA_NEW_POLYGON )
gammaUpdatePolygon( ctx );
if ( new_state & GAMMA_NEW_CULL )
gammaUpdateCull( ctx );
if ( new_state & GAMMA_NEW_MASKS )
gammaUpdateMasks( ctx );
if ( new_state & GAMMA_NEW_WINDOW )
gammaUpdateWindow( ctx );
if ( new_state & GAMMA_NEW_STIPPLE )
gammaUpdateStipple( ctx );
}
/* HACK ! */
gammaEmitHwState( gmesa );
}
static void gammaDDUpdateState( GLcontext *ctx, GLuint new_state )
{
_swrast_InvalidateState( ctx, new_state );
_swsetup_InvalidateState( ctx, new_state );
_vbo_InvalidateState( ctx, new_state );
_tnl_InvalidateState( ctx, new_state );
GAMMA_CONTEXT(ctx)->new_gl_state |= new_state;
}
/* Initialize the context's hardware state.
*/
void gammaDDInitState( gammaContextPtr gmesa )
{
gmesa->new_state = 0;
}
/* Initialize the driver's state functions.
*/
void gammaDDInitStateFuncs( GLcontext *ctx )
{
ctx->Driver.UpdateState = gammaDDUpdateState;
ctx->Driver.Clear = gammaDDClear;
ctx->Driver.ClearIndex = NULL;
ctx->Driver.ClearColor = gammaDDClearColor;
ctx->Driver.DrawBuffer = gammaDDDrawBuffer;
ctx->Driver.ReadBuffer = gammaDDReadBuffer;
ctx->Driver.IndexMask = NULL;
ctx->Driver.ColorMask = gammaDDColorMask;
ctx->Driver.AlphaFunc = gammaDDAlphaFunc;
ctx->Driver.BlendEquationSeparate = gammaDDBlendEquationSeparate;
ctx->Driver.BlendFuncSeparate = gammaDDBlendFuncSeparate;
ctx->Driver.ClearDepth = gammaDDClearDepth;
ctx->Driver.CullFace = gammaDDCullFace;
ctx->Driver.FrontFace = gammaDDFrontFace;
ctx->Driver.DepthFunc = gammaDDDepthFunc;
ctx->Driver.DepthMask = gammaDDDepthMask;
ctx->Driver.DepthRange = gammaDDDepthRange;
ctx->Driver.Enable = gammaDDEnable;
ctx->Driver.Finish = gammaDDFinish;
ctx->Driver.Flush = gammaDDFlush;
#if 0
ctx->Driver.Fogfv = gammaDDFogfv;
#endif
ctx->Driver.Hint = NULL;
ctx->Driver.LineWidth = gammaDDLineWidth;
ctx->Driver.LineStipple = gammaDDLineStipple;
#if ENABLELIGHTING
ctx->Driver.Lightfv = gammaDDLightfv;
ctx->Driver.LightModelfv = gammaDDLightModelfv;
#endif
ctx->Driver.LogicOpcode = gammaDDLogicalOpcode;
ctx->Driver.PointSize = gammaDDPointSize;
ctx->Driver.PolygonMode = gammaDDPolygonMode;
ctx->Driver.PolygonStipple = gammaDDPolygonStipple;
ctx->Driver.Scissor = gammaDDScissor;
ctx->Driver.ShadeModel = gammaDDShadeModel;
ctx->Driver.Viewport = gammaDDViewport;
}