blob: 10a5b40ba16c4254fe38ef36358705e21f1baa50 [file] [log] [blame]
/* $XFree86$ */ /* -*- mode: c; c-basic-offset: 3 -*- */
/*
* Copyright 2000 Gareth Hughes
* 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
* GARETH HUGHES 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.
*/
/*
* Authors:
* Gareth Hughes <gareth@valinux.com>
* Leif Delgass <ldelgass@retinalburn.net>
* Jos�Fonseca <j_r_fonseca@yahoo.co.uk>
*/
#include "mach64_context.h"
#include "mach64_state.h"
#include "mach64_ioctl.h"
#include "mach64_tris.h"
#include "mach64_vb.h"
#include "mach64_tex.h"
#include "context.h"
#include "enums.h"
#include "colormac.h"
#include "swrast/swrast.h"
#include "vbo/vbo.h"
#include "tnl/tnl.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/t_pipeline.h"
/* =============================================================
* Alpha blending
*/
static void mach64UpdateAlphaMode( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
GLuint a = mmesa->setup.alpha_tst_cntl;
GLuint s = mmesa->setup.scale_3d_cntl;
GLuint m = mmesa->setup.dp_write_mask;
if ( ctx->Color.AlphaEnabled ) {
GLubyte ref;
CLAMPED_FLOAT_TO_UBYTE(ref, ctx->Color.AlphaRef);
a &= ~(MACH64_ALPHA_TEST_MASK | MACH64_REF_ALPHA_MASK);
switch ( ctx->Color.AlphaFunc ) {
case GL_NEVER:
a |= MACH64_ALPHA_TEST_NEVER;
break;
case GL_LESS:
a |= MACH64_ALPHA_TEST_LESS;
break;
case GL_LEQUAL:
a |= MACH64_ALPHA_TEST_LEQUAL;
break;
case GL_EQUAL:
a |= MACH64_ALPHA_TEST_EQUAL;
break;
case GL_GEQUAL:
a |= MACH64_ALPHA_TEST_GEQUAL;
break;
case GL_GREATER:
a |= MACH64_ALPHA_TEST_GREATER;
break;
case GL_NOTEQUAL:
a |= MACH64_ALPHA_TEST_NOTEQUAL;
break;
case GL_ALWAYS:
a |= MACH64_ALPHA_TEST_ALWAYS;
break;
}
a |= (ref << MACH64_REF_ALPHA_SHIFT);
a |= MACH64_ALPHA_TEST_EN;
} else {
a &= ~MACH64_ALPHA_TEST_EN;
}
FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_FALSE );
if ( ctx->Color.BlendEnabled ) {
s &= ~(MACH64_ALPHA_BLEND_SRC_MASK |
MACH64_ALPHA_BLEND_DST_MASK |
MACH64_ALPHA_BLEND_SAT);
switch ( ctx->Color.BlendSrcRGB ) {
case GL_ZERO:
s |= MACH64_ALPHA_BLEND_SRC_ZERO;
break;
case GL_ONE:
s |= MACH64_ALPHA_BLEND_SRC_ONE;
break;
case GL_DST_COLOR:
s |= MACH64_ALPHA_BLEND_SRC_DSTCOLOR;
break;
case GL_ONE_MINUS_DST_COLOR:
s |= MACH64_ALPHA_BLEND_SRC_INVDSTCOLOR;
break;
case GL_SRC_ALPHA:
s |= MACH64_ALPHA_BLEND_SRC_SRCALPHA;
break;
case GL_ONE_MINUS_SRC_ALPHA:
s |= MACH64_ALPHA_BLEND_SRC_INVSRCALPHA;
break;
case GL_DST_ALPHA:
s |= MACH64_ALPHA_BLEND_SRC_DSTALPHA;
break;
case GL_ONE_MINUS_DST_ALPHA:
s |= MACH64_ALPHA_BLEND_SRC_INVDSTALPHA;
break;
case GL_SRC_ALPHA_SATURATE:
s |= (MACH64_ALPHA_BLEND_SRC_SRCALPHA |
MACH64_ALPHA_BLEND_SAT);
break;
default:
FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_TRUE );
}
switch ( ctx->Color.BlendDstRGB ) {
case GL_ZERO:
s |= MACH64_ALPHA_BLEND_DST_ZERO;
break;
case GL_ONE:
s |= MACH64_ALPHA_BLEND_DST_ONE;
break;
case GL_SRC_COLOR:
s |= MACH64_ALPHA_BLEND_DST_SRCCOLOR;
break;
case GL_ONE_MINUS_SRC_COLOR:
s |= MACH64_ALPHA_BLEND_DST_INVSRCCOLOR;
break;
case GL_SRC_ALPHA:
s |= MACH64_ALPHA_BLEND_DST_SRCALPHA;
break;
case GL_ONE_MINUS_SRC_ALPHA:
s |= MACH64_ALPHA_BLEND_DST_INVSRCALPHA;
break;
case GL_DST_ALPHA:
s |= MACH64_ALPHA_BLEND_DST_DSTALPHA;
break;
case GL_ONE_MINUS_DST_ALPHA:
s |= MACH64_ALPHA_BLEND_DST_INVDSTALPHA;
break;
default:
FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_TRUE );
}
m = 0xffffffff; /* Can't color mask and blend at the same time */
s &= ~MACH64_ALPHA_FOG_EN_FOG; /* Can't fog and blend at the same time */
s |= MACH64_ALPHA_FOG_EN_ALPHA;
} else {
s &= ~MACH64_ALPHA_FOG_EN_ALPHA;
}
if ( mmesa->setup.alpha_tst_cntl != a ) {
mmesa->setup.alpha_tst_cntl = a;
mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL;
}
if ( mmesa->setup.scale_3d_cntl != s ) {
mmesa->setup.scale_3d_cntl = s;
mmesa->dirty |= MACH64_UPLOAD_SCALE_3D_CNTL;
}
if ( mmesa->setup.dp_write_mask != m ) {
mmesa->setup.dp_write_mask = m;
mmesa->dirty |= MACH64_UPLOAD_DP_WRITE_MASK;
}
}
static void mach64DDAlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_ALPHA;
}
static void mach64DDBlendEquationSeparate( GLcontext *ctx,
GLenum modeRGB, GLenum modeA )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
assert( modeRGB == modeA );
FLUSH_BATCH( mmesa );
/* BlendEquation affects ColorLogicOpEnabled
*/
FALLBACK( MACH64_CONTEXT(ctx), MACH64_FALLBACK_LOGICOP,
(ctx->Color.ColorLogicOpEnabled &&
ctx->Color.LogicOp != GL_COPY));
/* Can only do blend addition, not min, max, subtract, etc. */
FALLBACK( MACH64_CONTEXT(ctx), MACH64_FALLBACK_BLEND_EQ,
modeRGB != GL_FUNC_ADD);
mmesa->new_state |= MACH64_NEW_ALPHA;
}
static void mach64DDBlendFuncSeparate( GLcontext *ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_ALPHA;
}
/* =============================================================
* Depth testing
*/
static void mach64UpdateZMode( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
GLuint z = mmesa->setup.z_cntl;
if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
fprintf( stderr, "%s:\n", __FUNCTION__ );
}
if ( ctx->Depth.Test ) {
z &= ~MACH64_Z_TEST_MASK;
switch ( ctx->Depth.Func ) {
case GL_NEVER:
z |= MACH64_Z_TEST_NEVER;
break;
case GL_ALWAYS:
z |= MACH64_Z_TEST_ALWAYS;
break;
case GL_LESS:
z |= MACH64_Z_TEST_LESS;
break;
case GL_LEQUAL:
z |= MACH64_Z_TEST_LEQUAL;
break;
case GL_EQUAL:
z |= MACH64_Z_TEST_EQUAL;
break;
case GL_GEQUAL:
z |= MACH64_Z_TEST_GEQUAL;
break;
case GL_GREATER:
z |= MACH64_Z_TEST_GREATER;
break;
case GL_NOTEQUAL:
z |= MACH64_Z_TEST_NOTEQUAL;
break;
}
z |= MACH64_Z_EN;
} else {
z &= ~MACH64_Z_EN;
}
if ( ctx->Depth.Mask ) {
z |= MACH64_Z_MASK_EN;
} else {
z &= ~MACH64_Z_MASK_EN;
}
if ( mmesa->setup.z_cntl != z ) {
mmesa->setup.z_cntl = z;
mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL;
}
}
static void mach64DDDepthFunc( GLcontext *ctx, GLenum func )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_DEPTH;
}
static void mach64DDDepthMask( GLcontext *ctx, GLboolean flag )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_DEPTH;
}
static void mach64DDClearDepth( GLcontext *ctx, GLclampd d )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
/* Always have a 16-bit depth buffer.
*/
mmesa->ClearDepth = d * 0xffff;
}
/* =============================================================
* Fog
*/
static void mach64UpdateFogAttrib( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
CARD32 s = mmesa->setup.scale_3d_cntl;
GLubyte c[4];
CARD32 col;
/* Can't fog if blending is on */
if ( ctx->Color.BlendEnabled )
return;
if ( ctx->Fog.Enabled ) {
s |= MACH64_ALPHA_FOG_EN_FOG;
s &= ~(MACH64_ALPHA_BLEND_SRC_MASK |
MACH64_ALPHA_BLEND_DST_MASK |
MACH64_ALPHA_BLEND_SAT);
/* From Utah-glx: "fog color is now dest and fog factor is alpha, so
* use GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA"
*/
s |= (MACH64_ALPHA_BLEND_SRC_SRCALPHA |
MACH64_ALPHA_BLEND_DST_INVSRCALPHA);
/* From Utah-glx: "can't use texture alpha when fogging" */
s &= ~MACH64_TEX_MAP_AEN;
} else {
s &= ~(MACH64_ALPHA_BLEND_SRC_MASK |
MACH64_ALPHA_BLEND_DST_MASK |
MACH64_ALPHA_BLEND_SAT);
s |= (MACH64_ALPHA_BLEND_SRC_ONE |
MACH64_ALPHA_BLEND_DST_ZERO);
s &= ~MACH64_ALPHA_FOG_EN_FOG;
}
c[0] = FLOAT_TO_UBYTE( ctx->Fog.Color[0] );
c[1] = FLOAT_TO_UBYTE( ctx->Fog.Color[1] );
c[2] = FLOAT_TO_UBYTE( ctx->Fog.Color[2] );
c[3] = FLOAT_TO_UBYTE( ctx->Fog.Color[3] );
col = mach64PackColor( 4, c[0], c[1], c[2], c[3] );
if ( mmesa->setup.dp_fog_clr != col ) {
mmesa->setup.dp_fog_clr = col;
mmesa->dirty |= MACH64_UPLOAD_DP_FOG_CLR;
}
if ( mmesa->setup.scale_3d_cntl != s ) {
mmesa->setup.scale_3d_cntl = s;
mmesa->dirty |= MACH64_UPLOAD_SCALE_3D_CNTL;
}
}
static void mach64DDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_FOG;
}
/* =============================================================
* Clipping
*/
static void mach64UpdateClipping( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
mach64ScreenPtr mach64Screen = mmesa->mach64Screen;
if ( mmesa->driDrawable ) {
__DRIdrawablePrivate *drawable = mmesa->driDrawable;
int x1 = 0;
int y1 = 0;
int x2 = drawable->w - 1;
int y2 = drawable->h - 1;
if ( ctx->Scissor.Enabled ) {
if ( ctx->Scissor.X > x1 ) {
x1 = ctx->Scissor.X;
}
if ( drawable->h - ctx->Scissor.Y - ctx->Scissor.Height > y1 ) {
y1 = drawable->h - ctx->Scissor.Y - ctx->Scissor.Height;
}
if ( ctx->Scissor.X + ctx->Scissor.Width - 1 < x2 ) {
x2 = ctx->Scissor.X + ctx->Scissor.Width - 1;
}
if ( drawable->h - ctx->Scissor.Y - 1 < y2 ) {
y2 = drawable->h - ctx->Scissor.Y - 1;
}
}
x1 += drawable->x;
y1 += drawable->y;
x2 += drawable->x;
y2 += drawable->y;
/* clamp to screen borders */
if (x1 < 0) x1 = 0;
if (y1 < 0) y1 = 0;
if (x2 < 0) x2 = 0;
if (y2 < 0) y2 = 0;
if (x2 > mach64Screen->width-1) x2 = mach64Screen->width-1;
if (y2 > mach64Screen->height-1) y2 = mach64Screen->height-1;
if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
fprintf( stderr, "%s: drawable %3d %3d %3d %3d\n",
__FUNCTION__,
drawable->x,
drawable->y,
drawable->w,
drawable->h );
fprintf( stderr, "%s: scissor %3d %3d %3d %3d\n",
__FUNCTION__,
ctx->Scissor.X,
ctx->Scissor.Y,
ctx->Scissor.Width,
ctx->Scissor.Height );
fprintf( stderr, "%s: final %3d %3d %3d %3d\n",
__FUNCTION__, x1, y1, x2, y2 );
fprintf( stderr, "\n" );
}
mmesa->setup.sc_top_bottom = ((y1 << 0) |
(y2 << 16));
mmesa->setup.sc_left_right = ((x1 << 0) |
(x2 << 16));
/* UPLOAD_MISC reduces the dirty state, we just need to
* emit the scissor to the SAREA. We need to dirty cliprects
* since the scissor and cliprects are intersected to update the
* single hardware scissor
*/
mmesa->dirty |= MACH64_UPLOAD_MISC | MACH64_UPLOAD_CLIPRECTS;
}
}
static void mach64DDScissor( GLcontext *ctx,
GLint x, GLint y, GLsizei w, GLsizei h )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_CLIP;
}
/* =============================================================
* Culling
*/
static void mach64UpdateCull( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
GLfloat backface_sign = 1;
if ( ctx->Polygon.CullFlag /*&& ctx->PB->primitive == GL_POLYGON*/ ) {
backface_sign = 1;
switch ( ctx->Polygon.CullFaceMode ) {
case GL_BACK:
if ( ctx->Polygon.FrontFace == GL_CCW )
backface_sign = -1;
break;
case GL_FRONT:
if ( ctx->Polygon.FrontFace != GL_CCW )
backface_sign = -1;
break;
default:
case GL_FRONT_AND_BACK:
backface_sign = 0;
break;
}
} else {
backface_sign = 0;
}
mmesa->backface_sign = backface_sign;
}
static void mach64DDCullFace( GLcontext *ctx, GLenum mode )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_CULL;
}
static void mach64DDFrontFace( GLcontext *ctx, GLenum mode )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_CULL;
}
/* =============================================================
* Masks
*/
static void mach64UpdateMasks( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
GLuint mask = 0xffffffff;
/* mach64 can't color mask with alpha blending enabled */
if ( !ctx->Color.BlendEnabled ) {
mask = mach64PackColor( mmesa->mach64Screen->cpp,
ctx->Color.ColorMask[RCOMP],
ctx->Color.ColorMask[GCOMP],
ctx->Color.ColorMask[BCOMP],
ctx->Color.ColorMask[ACOMP] );
}
if ( mmesa->setup.dp_write_mask != mask ) {
mmesa->setup.dp_write_mask = mask;
mmesa->dirty |= MACH64_UPLOAD_DP_WRITE_MASK;
}
}
static void mach64DDColorMask( GLcontext *ctx,
GLboolean r, GLboolean g,
GLboolean b, GLboolean a )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_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.
*/
static void mach64UpdateSpecularLighting( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
GLuint a = mmesa->setup.alpha_tst_cntl;
if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
fprintf( stderr, "%s:\n", __FUNCTION__ );
}
if ( ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
ctx->Light.Enabled ) {
a |= MACH64_SPECULAR_LIGHT_EN;
} else {
a &= ~MACH64_SPECULAR_LIGHT_EN;
}
if ( mmesa->setup.alpha_tst_cntl != a ) {
mmesa->setup.alpha_tst_cntl = a;
mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL;
mmesa->new_state |= MACH64_NEW_CONTEXT;
}
}
static void mach64DDLightModelfv( GLcontext *ctx, GLenum pname,
const GLfloat *param )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
if ( pname == GL_LIGHT_MODEL_COLOR_CONTROL ) {
FLUSH_BATCH( mmesa );
mach64UpdateSpecularLighting(ctx);
}
}
static void mach64DDShadeModel( GLcontext *ctx, GLenum mode )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
GLuint s = mmesa->setup.setup_cntl;
s &= ~MACH64_FLAT_SHADE_MASK;
switch ( mode ) {
case GL_FLAT:
s |= MACH64_FLAT_SHADE_VERTEX_3;
break;
case GL_SMOOTH:
s |= MACH64_FLAT_SHADE_OFF;
break;
default:
return;
}
if ( mmesa->setup.setup_cntl != s ) {
FLUSH_BATCH( mmesa );
mmesa->setup.setup_cntl = s;
mmesa->dirty |= MACH64_UPLOAD_SETUP_CNTL;
}
}
/* =============================================================
* Viewport
*/
void mach64CalcViewport( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
const GLfloat *v = ctx->Viewport._WindowMap.m;
GLfloat *m = mmesa->hw_viewport;
/* See also mach64_translate_vertex.
*/
m[MAT_SX] = v[MAT_SX];
m[MAT_TX] = v[MAT_TX] + (GLfloat)mmesa->drawX + SUBPIXEL_X;
m[MAT_SY] = - v[MAT_SY];
m[MAT_TY] = - v[MAT_TY] + mmesa->driDrawable->h + (GLfloat)mmesa->drawY + SUBPIXEL_Y;
m[MAT_SZ] = v[MAT_SZ] * mmesa->depth_scale;
m[MAT_TZ] = v[MAT_TZ] * mmesa->depth_scale;
mmesa->SetupNewInputs = ~0;
}
static void mach64Viewport( GLcontext *ctx,
GLint x, GLint y,
GLsizei width, GLsizei height )
{
mach64CalcViewport( ctx );
}
static void mach64DepthRange( GLcontext *ctx,
GLclampd nearval, GLclampd farval )
{
mach64CalcViewport( ctx );
}
/* =============================================================
* Miscellaneous
*/
static void mach64DDClearColor( GLcontext *ctx,
const GLfloat color[4] )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
GLubyte c[4];
CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]);
CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]);
CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]);
CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]);
mmesa->ClearColor = mach64PackColor( mmesa->mach64Screen->cpp,
c[0], c[1], c[2], c[3] );
}
static void mach64DDLogicOpCode( GLcontext *ctx, GLenum opcode )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
if ( ctx->Color.ColorLogicOpEnabled ) {
FLUSH_BATCH( mmesa );
FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP, opcode != GL_COPY);
}
}
void mach64SetCliprects( GLcontext *ctx, GLenum mode )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
__DRIdrawablePrivate *dPriv = mmesa->driDrawable;
switch ( mode ) {
case GL_FRONT_LEFT:
mmesa->numClipRects = dPriv->numClipRects;
mmesa->pClipRects = dPriv->pClipRects;
mmesa->drawX = dPriv->x;
mmesa->drawY = dPriv->y;
break;
case GL_BACK_LEFT:
if ( dPriv->numBackClipRects == 0 ) {
mmesa->numClipRects = dPriv->numClipRects;
mmesa->pClipRects = dPriv->pClipRects;
mmesa->drawX = dPriv->x;
mmesa->drawY = dPriv->y;
} else {
mmesa->numClipRects = dPriv->numBackClipRects;
mmesa->pClipRects = dPriv->pBackClipRects;
mmesa->drawX = dPriv->backX;
mmesa->drawY = dPriv->backY;
}
break;
default:
return;
}
mach64UpdateClipping( ctx );
mmesa->dirty |= MACH64_UPLOAD_CLIPRECTS;
}
static void mach64DDDrawBuffer( GLcontext *ctx, GLenum mode )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FLUSH_BATCH( mmesa );
if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) {
/* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */
FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_TRUE );
return;
}
switch ( ctx->DrawBuffer->_ColorDrawBufferIndexes[0] ) {
case BUFFER_FRONT_LEFT:
FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_FALSE );
mach64SetCliprects( ctx, GL_FRONT_LEFT );
if (MACH64_DEBUG & DEBUG_VERBOSE_MSG)
fprintf(stderr,"%s: BUFFER_BIT_FRONT_LEFT\n", __FUNCTION__);
break;
case BUFFER_BACK_LEFT:
FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_FALSE );
mach64SetCliprects( ctx, GL_BACK_LEFT );
if (MACH64_DEBUG & DEBUG_VERBOSE_MSG)
fprintf(stderr,"%s: BUFFER_BIT_BACK_LEFT\n", __FUNCTION__);
break;
default:
FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_TRUE );
if (MACH64_DEBUG & DEBUG_VERBOSE_MSG)
fprintf(stderr,"%s: fallback (mode=%d)\n", __FUNCTION__, mode);
break;
}
mmesa->setup.dst_off_pitch = (((mmesa->drawPitch/8) << 22) |
(mmesa->drawOffset >> 3));
mmesa->dirty |= MACH64_UPLOAD_DST_OFF_PITCH;
}
static void mach64DDReadBuffer( GLcontext *ctx, GLenum mode )
{
/* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */
}
/* =============================================================
* State enable/disable
*/
static void mach64DDEnable( GLcontext *ctx, GLenum cap, GLboolean state )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
if ( MACH64_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s( %s = %s )\n",
__FUNCTION__, _mesa_lookup_enum_by_nr( cap ),
state ? "GL_TRUE" : "GL_FALSE" );
}
switch ( cap ) {
case GL_ALPHA_TEST:
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_ALPHA;
break;
case GL_BLEND:
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_ALPHA;
/* enable(GL_BLEND) affects ColorLogicOpEnabled.
*/
FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP,
(ctx->Color.ColorLogicOpEnabled &&
ctx->Color.LogicOp != GL_COPY));
break;
case GL_CULL_FACE:
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_CULL;
break;
case GL_DEPTH_TEST:
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_DEPTH;
break;
case GL_DITHER:
do {
GLuint s = mmesa->setup.scale_3d_cntl;
FLUSH_BATCH( mmesa );
if ( ctx->Color.DitherFlag ) {
/* Dithering causes problems w/ 24bpp depth */
if ( mmesa->mach64Screen->cpp == 4 )
s |= MACH64_ROUND_EN;
else
s |= MACH64_DITHER_EN;
} else {
s &= ~MACH64_DITHER_EN;
s &= ~MACH64_ROUND_EN;
}
if ( mmesa->setup.scale_3d_cntl != s ) {
mmesa->setup.scale_3d_cntl = s;
mmesa->dirty |= ( MACH64_UPLOAD_SCALE_3D_CNTL );
}
} while (0);
break;
case GL_FOG:
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_FOG;
break;
case GL_INDEX_LOGIC_OP:
case GL_COLOR_LOGIC_OP:
FLUSH_BATCH( mmesa );
FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP,
state && ctx->Color.LogicOp != GL_COPY );
break;
case GL_LIGHTING:
mach64UpdateSpecularLighting(ctx);
break;
case GL_SCISSOR_TEST:
FLUSH_BATCH( mmesa );
mmesa->scissor = state;
mmesa->new_state |= MACH64_NEW_CLIP;
break;
case GL_STENCIL_TEST:
FLUSH_BATCH( mmesa );
FALLBACK( mmesa, MACH64_FALLBACK_STENCIL, state );
break;
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
case GL_TEXTURE_3D:
FLUSH_BATCH( mmesa );
mmesa->new_state |= MACH64_NEW_TEXTURE;
break;
default:
return;
}
}
/* =============================================================
* Render mode
*/
static void mach64DDRenderMode( GLcontext *ctx, GLenum mode )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
FALLBACK( mmesa, MACH64_FALLBACK_RENDER_MODE, (mode != GL_RENDER) );
}
/* =============================================================
* State initialization, management
*/
static void mach64DDPrintDirty( const char *msg, GLuint state )
{
fprintf( stderr,
"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s\n",
msg,
state,
(state & MACH64_UPLOAD_DST_OFF_PITCH) ? "dst_off_pitch, " : "",
(state & MACH64_UPLOAD_Z_ALPHA_CNTL) ? "z_alpha_cntl, " : "",
(state & MACH64_UPLOAD_SCALE_3D_CNTL) ? "scale_3d_cntl, " : "",
(state & MACH64_UPLOAD_DP_FOG_CLR) ? "dp_fog_clr, " : "",
(state & MACH64_UPLOAD_DP_WRITE_MASK) ? "dp_write_mask, " : "",
(state & MACH64_UPLOAD_DP_PIX_WIDTH) ? "dp_pix_width, " : "",
(state & MACH64_UPLOAD_SETUP_CNTL) ? "setup_cntl, " : "",
(state & MACH64_UPLOAD_MISC) ? "misc, " : "",
(state & MACH64_UPLOAD_TEXTURE) ? "texture, " : "",
(state & MACH64_UPLOAD_TEX0IMAGE) ? "tex0 image, " : "",
(state & MACH64_UPLOAD_TEX1IMAGE) ? "tex1 image, " : "",
(state & MACH64_UPLOAD_CLIPRECTS) ? "cliprects, " : "" );
}
/*
* 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 mach64EmitHwStateLocked( mach64ContextPtr mmesa )
{
drm_mach64_sarea_t *sarea = mmesa->sarea;
drm_mach64_context_regs_t *regs = &(mmesa->setup);
mach64TexObjPtr t0 = mmesa->CurrentTexObj[0];
mach64TexObjPtr t1 = mmesa->CurrentTexObj[1];
if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
mach64DDPrintDirty( __FUNCTION__, mmesa->dirty );
}
if ( t0 && t1 && mmesa->mach64Screen->numTexHeaps > 1 ) {
if (t0->heap != t1->heap ||
(mmesa->dirty & MACH64_UPLOAD_TEX0IMAGE) ||
(mmesa->dirty & MACH64_UPLOAD_TEX1IMAGE))
mach64UploadMultiTexImages( mmesa, t0, t1 );
} else {
if ( mmesa->dirty & MACH64_UPLOAD_TEX0IMAGE ) {
if ( t0 ) mach64UploadTexImages( mmesa, t0 );
}
if ( mmesa->dirty & MACH64_UPLOAD_TEX1IMAGE ) {
if ( t1 ) mach64UploadTexImages( mmesa, t1 );
}
}
if ( mmesa->dirty & (MACH64_UPLOAD_CONTEXT | MACH64_UPLOAD_MISC) ) {
memcpy( &sarea->context_state, regs,
MACH64_NR_CONTEXT_REGS * sizeof(GLuint) );
}
if ( mmesa->dirty & MACH64_UPLOAD_TEXTURE ) {
mach64EmitTexStateLocked( mmesa, t0, t1 );
}
sarea->vertsize = mmesa->vertex_size;
/* Turn off the texture cache flushing.
*/
mmesa->setup.tex_cntl &= ~MACH64_TEX_CACHE_FLUSH;
sarea->dirty |= mmesa->dirty;
mmesa->dirty &= MACH64_UPLOAD_CLIPRECTS;
}
static void mach64DDPrintState( const char *msg, GLuint flags )
{
fprintf( stderr,
"%s: (0x%x) %s%s%s%s%s%s%s%s%s\n",
msg,
flags,
(flags & MACH64_NEW_CONTEXT) ? "context, " : "",
(flags & MACH64_NEW_ALPHA) ? "alpha, " : "",
(flags & MACH64_NEW_DEPTH) ? "depth, " : "",
(flags & MACH64_NEW_FOG) ? "fog, " : "",
(flags & MACH64_NEW_CLIP) ? "clip, " : "",
(flags & MACH64_NEW_TEXTURE) ? "texture, " : "",
(flags & MACH64_NEW_CULL) ? "cull, " : "",
(flags & MACH64_NEW_MASKS) ? "masks, " : "",
(flags & MACH64_NEW_WINDOW) ? "window, " : "" );
}
/* Update the hardware state */
void mach64DDUpdateHWState( GLcontext *ctx )
{
mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
int new_state = mmesa->new_state;
if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
fprintf( stderr, "%s:\n", __FUNCTION__ );
}
if ( new_state )
{
FLUSH_BATCH( mmesa );
mmesa->new_state = 0;
if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG )
mach64DDPrintState( __FUNCTION__, new_state );
/* Update the various parts of the context's state.
*/
if ( new_state & MACH64_NEW_ALPHA )
mach64UpdateAlphaMode( ctx );
if ( new_state & MACH64_NEW_DEPTH )
mach64UpdateZMode( ctx );
if ( new_state & MACH64_NEW_FOG )
mach64UpdateFogAttrib( ctx );
if ( new_state & MACH64_NEW_CLIP )
mach64UpdateClipping( ctx );
if ( new_state & MACH64_NEW_WINDOW )
mach64CalcViewport( ctx );
if ( new_state & MACH64_NEW_CULL )
mach64UpdateCull( ctx );
if ( new_state & MACH64_NEW_MASKS )
mach64UpdateMasks( ctx );
if ( new_state & MACH64_NEW_TEXTURE )
mach64UpdateTextureState( ctx );
}
}
static void mach64DDInvalidateState( 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 );
MACH64_CONTEXT(ctx)->NewGLState |= new_state;
}
/* Initialize the context's hardware state */
void mach64DDInitState( mach64ContextPtr mmesa )
{
GLuint format;
switch ( mmesa->mach64Screen->cpp ) {
case 2:
format = MACH64_DATATYPE_RGB565;
break;
case 4:
format = MACH64_DATATYPE_ARGB8888;
break;
default:
fprintf( stderr, "Error: Unsupported pixel depth... exiting\n" );
exit( -1 );
}
/* Always have a 16-bit depth buffer
* but Z coordinates are specified in 16.1 format to the setup engine.
*/
mmesa->depth_scale = 2.0;
mmesa->ClearColor = 0x00000000;
mmesa->ClearDepth = 0x0000ffff;
mmesa->Fallback = 0;
if ( mmesa->glCtx->Visual.doubleBufferMode ) {
mmesa->drawOffset = mmesa->readOffset = mmesa->mach64Screen->backOffset;
mmesa->drawPitch = mmesa->readPitch = mmesa->mach64Screen->backPitch;
} else {
mmesa->drawOffset = mmesa->readOffset = mmesa->mach64Screen->frontOffset;
mmesa->drawPitch = mmesa->readPitch = mmesa->mach64Screen->frontPitch;
}
/* Harware state:
*/
mmesa->setup.dst_off_pitch = (((mmesa->drawPitch/8) << 22) |
(mmesa->drawOffset >> 3));
mmesa->setup.z_off_pitch = (((mmesa->mach64Screen->depthPitch/8) << 22) |
(mmesa->mach64Screen->depthOffset >> 3));
mmesa->setup.z_cntl = (MACH64_Z_TEST_LESS |
MACH64_Z_MASK_EN);
mmesa->setup.alpha_tst_cntl = (MACH64_ALPHA_TEST_ALWAYS |
MACH64_ALPHA_DST_SRCALPHA |
MACH64_ALPHA_TST_SRC_TEXEL |
(0 << MACH64_REF_ALPHA_SHIFT));
mmesa->setup.scale_3d_cntl = (MACH64_SCALE_PIX_EXPAND_DYNAMIC_RANGE |
/* MACH64_SCALE_DITHER_ERROR_DIFFUSE | */
MACH64_SCALE_DITHER_2D_TABLE |
/* MACH64_DITHER_INIT_CURRENT | */
MACH64_DITHER_INIT_RESET |
MACH64_SCALE_3D_FCN_SHADE |
MACH64_ALPHA_FOG_DIS |
MACH64_ALPHA_BLEND_SRC_ONE |
MACH64_ALPHA_BLEND_DST_ZERO |
MACH64_TEX_LIGHT_FCN_MODULATE |
MACH64_MIP_MAP_DISABLE |
MACH64_BILINEAR_TEX_EN |
MACH64_TEX_BLEND_FCN_LINEAR);
/* GL spec says dithering initially enabled, but dithering causes
* problems w/ 24bpp depth
*/
if ( mmesa->mach64Screen->cpp == 4 )
mmesa->setup.scale_3d_cntl |= MACH64_ROUND_EN;
else
mmesa->setup.scale_3d_cntl |= MACH64_DITHER_EN;
mmesa->setup.sc_left_right = 0x1fff0000;
mmesa->setup.sc_top_bottom = 0x3fff0000;
mmesa->setup.dp_fog_clr = 0x00ffffff;
mmesa->setup.dp_write_mask = 0xffffffff;
mmesa->setup.dp_pix_width = ((format << 0) |
(format << 4) |
(format << 8) |
(format << 16) |
(format << 28));
mmesa->setup.dp_mix = (MACH64_BKGD_MIX_S |
MACH64_FRGD_MIX_S);
mmesa->setup.dp_src = (MACH64_BKGD_SRC_3D |
MACH64_FRGD_SRC_3D |
MACH64_MONO_SRC_ONE);
mmesa->setup.clr_cmp_cntl = 0x00000000;
mmesa->setup.gui_traj_cntl = (MACH64_DST_X_LEFT_TO_RIGHT |
MACH64_DST_Y_TOP_TO_BOTTOM);
mmesa->setup.setup_cntl = (MACH64_FLAT_SHADE_OFF |
MACH64_SOLID_MODE_OFF |
MACH64_LOG_MAX_INC_ADJ);
mmesa->setup.setup_cntl = 0;
mmesa->setup.tex_size_pitch = 0x00000000;
mmesa->setup.tex_cntl = ((0 << MACH64_LOD_BIAS_SHIFT) |
(0 << MACH64_COMP_FACTOR_SHIFT) |
MACH64_COMP_COMBINE_MODULATE |
MACH64_COMP_BLEND_NEAREST |
MACH64_COMP_FILTER_NEAREST |
/* MACH64_TEXTURE_TILING | */
#ifdef MACH64_PREMULT_TEXCOORDS
MACH64_TEX_ST_DIRECT |
#endif
MACH64_TEX_SRC_LOCAL |
MACH64_TEX_UNCOMPRESSED |
MACH64_TEX_CACHE_FLUSH |
MACH64_TEX_CACHE_SIZE_4K);
mmesa->setup.secondary_tex_off = 0x00000000;
mmesa->setup.tex_offset = 0x00000000;
mmesa->new_state = MACH64_NEW_ALL;
}
/* Initialize the driver's state functions.
*/
void mach64DDInitStateFuncs( GLcontext *ctx )
{
ctx->Driver.UpdateState = mach64DDInvalidateState;
ctx->Driver.ClearIndex = NULL;
ctx->Driver.ClearColor = mach64DDClearColor;
ctx->Driver.DrawBuffer = mach64DDDrawBuffer;
ctx->Driver.ReadBuffer = mach64DDReadBuffer;
ctx->Driver.IndexMask = NULL;
ctx->Driver.ColorMask = mach64DDColorMask;
ctx->Driver.AlphaFunc = mach64DDAlphaFunc;
ctx->Driver.BlendEquationSeparate = mach64DDBlendEquationSeparate;
ctx->Driver.BlendFuncSeparate = mach64DDBlendFuncSeparate;
ctx->Driver.ClearDepth = mach64DDClearDepth;
ctx->Driver.CullFace = mach64DDCullFace;
ctx->Driver.FrontFace = mach64DDFrontFace;
ctx->Driver.DepthFunc = mach64DDDepthFunc;
ctx->Driver.DepthMask = mach64DDDepthMask;
ctx->Driver.Enable = mach64DDEnable;
ctx->Driver.Fogfv = mach64DDFogfv;
ctx->Driver.Hint = NULL;
ctx->Driver.Lightfv = NULL;
ctx->Driver.LightModelfv = mach64DDLightModelfv;
ctx->Driver.LogicOpcode = mach64DDLogicOpCode;
ctx->Driver.PolygonMode = NULL;
ctx->Driver.PolygonStipple = NULL;
ctx->Driver.RenderMode = mach64DDRenderMode;
ctx->Driver.Scissor = mach64DDScissor;
ctx->Driver.ShadeModel = mach64DDShadeModel;
ctx->Driver.DepthRange = mach64DepthRange;
ctx->Driver.Viewport = mach64Viewport;
}