blob: d6cceddd454b52732ea739255dfe7d52c9cdb557 [file] [log] [blame]
/*
* Author: Max Lingua <sunmax@libero.it>
*/
#include <stdio.h>
#include <stdlib.h>
#include <sys/ioctl.h>
#include "s3v_context.h"
#include "s3v_vb.h"
#include "s3v_tris.h"
#include "glheader.h"
#include "mtypes.h"
#include "macros.h"
#include "colormac.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
/***********************************************************************
* Build hardware rasterization functions *
***********************************************************************/
#define DO_TRI 1
#define HAVE_RGBA 1
#define HAVE_SPEC 0
#define HAVE_BACK_COLORS 0
#define HAVE_HW_FLATSHADE 1
#define VERTEX s3vVertex
#define TAB rast_tab
#define VERT_SET_RGBA( v, c ) \
do { \
UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c); \
/* *(v->ub4[4]) = c; \ */ \
} while (0)
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4]
/*
#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4]
*/
#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[4]
#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx]
#define S3V_OFFSET_BIT 0x01
#define S3V_TWOSIDE_BIT 0x02
#define S3V_UNFILLED_BIT 0x04
#define S3V_FALLBACK_BIT 0x08
#define S3V_MAX_TRIFUNC 0x10
static struct {
tnl_points_func points;
tnl_line_func line;
tnl_triangle_func triangle;
tnl_quad_func quad;
} rast_tab[S3V_MAX_TRIFUNC];
#define S3V_RAST_CULL_BIT 0x01
#define S3V_RAST_FLAT_BIT 0x02
#define S3V_RAST_TEX_BIT 0x04
static s3v_point_func s3v_point_tab[0x8];
static s3v_line_func s3v_line_tab[0x8];
static s3v_tri_func s3v_tri_tab[0x8];
static s3v_quad_func s3v_quad_tab[0x8];
#define IND (0)
#define TAG(x) x
#include "s3v_tritmp.h"
#define IND (S3V_RAST_CULL_BIT)
#define TAG(x) x##_cull
#include "s3v_tritmp.h"
#define IND (S3V_RAST_FLAT_BIT)
#define TAG(x) x##_flat
#include "s3v_tritmp.h"
#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT)
#define TAG(x) x##_cull_flat
#include "s3v_tritmp.h"
#define IND (S3V_RAST_TEX_BIT)
#define TAG(x) x##_tex
#include "s3v_tritmp.h"
#define IND (S3V_RAST_CULL_BIT|S3V_RAST_TEX_BIT)
#define TAG(x) x##_cull_tex
#include "s3v_tritmp.h"
#define IND (S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT)
#define TAG(x) x##_flat_tex
#include "s3v_tritmp.h"
#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT)
#define TAG(x) x##_cull_flat_tex
#include "s3v_tritmp.h"
static void init_rast_tab( void )
{
DEBUG(("*** init_rast_tab ***\n"));
s3v_init();
s3v_init_cull();
s3v_init_flat();
s3v_init_cull_flat();
s3v_init_tex();
s3v_init_cull_tex();
s3v_init_flat_tex();
s3v_init_cull_flat_tex();
}
/***********************************************************************
* Rasterization fallback helpers *
***********************************************************************/
/* This code is hit only when a mix of accelerated and unaccelerated
* primitives are being drawn, and only for the unaccelerated
* primitives.
*/
#if 0
static void
s3v_fallback_quad( s3vContextPtr vmesa,
const s3vVertex *v0,
const s3vVertex *v1,
const s3vVertex *v2,
const s3vVertex *v3 )
{
GLcontext *ctx = vmesa->glCtx;
SWvertex v[4];
s3v_translate_vertex( ctx, v0, &v[0] );
s3v_translate_vertex( ctx, v1, &v[1] );
s3v_translate_vertex( ctx, v2, &v[2] );
s3v_translate_vertex( ctx, v3, &v[3] );
DEBUG(("s3v_fallback_quad\n"));
/* _swrast_Quad( ctx, &v[0], &v[1], &v[2], &v[3] ); */
}
static void
s3v_fallback_tri( s3vContextPtr vmesa,
const s3vVertex *v0,
const s3vVertex *v1,
const s3vVertex *v2 )
{
GLcontext *ctx = vmesa->glCtx;
SWvertex v[3];
s3v_translate_vertex( ctx, v0, &v[0] );
s3v_translate_vertex( ctx, v1, &v[1] );
s3v_translate_vertex( ctx, v2, &v[2] );
DEBUG(("s3v_fallback_tri\n"));
/* _swrast_Triangle( ctx, &v[0], &v[1], &v[2] ); */
}
static void
s3v_fallback_line( s3vContextPtr vmesa,
const s3vVertex *v0,
const s3vVertex *v1 )
{
GLcontext *ctx = vmesa->glCtx;
SWvertex v[2];
s3v_translate_vertex( ctx, v0, &v[0] );
s3v_translate_vertex( ctx, v1, &v[1] );
DEBUG(("s3v_fallback_line\n"));
_swrast_Line( ctx, &v[0], &v[1] );
}
/*
static void
s3v_fallback_point( s3vContextPtr vmesa,
const s3vVertex *v0 )
{
GLcontext *ctx = vmesa->glCtx;
SWvertex v[1];
s3v_translate_vertex( ctx, v0, &v[0] );
_swrast_Point( ctx, &v[0] );
}
*/
#endif
/***********************************************************************
* Choose rasterization functions *
***********************************************************************/
#define _S3V_NEW_RASTER_STATE (_NEW_FOG | \
_NEW_TEXTURE | \
_DD_NEW_TRI_SMOOTH | \
_DD_NEW_LINE_SMOOTH | \
_DD_NEW_POINT_SMOOTH | \
_DD_NEW_TRI_STIPPLE | \
_DD_NEW_LINE_STIPPLE)
#define LINE_FALLBACK (0)
#define TRI_FALLBACK (0)
static void s3v_nodraw_triangle(GLcontext *ctx, s3vVertex *v0,
s3vVertex *v1, s3vVertex *v2)
{
(void) (ctx && v0 && v1 && v2);
}
static void s3v_nodraw_quad(GLcontext *ctx,
s3vVertex *v0, s3vVertex *v1,
s3vVertex *v2, s3vVertex *v3)
{
(void) (ctx && v0 && v1 && v2 && v3);
}
void s3vChooseRasterState(GLcontext *ctx);
void s3vChooseRasterState(GLcontext *ctx)
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
GLuint flags = ctx->_TriangleCaps;
GLuint ind = 0;
DEBUG(("*** s3vChooseRasterState ***\n"));
if (ctx->Polygon.CullFlag) {
if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
vmesa->draw_tri = (s3v_tri_func)s3v_nodraw_triangle;
vmesa->draw_quad = (s3v_quad_func)s3v_nodraw_quad;
return;
}
ind |= S3V_RAST_CULL_BIT;
/* s3v_update_cullsign(ctx); */
} /* else vmesa->backface_sign = 0; */
if ( flags & DD_FLATSHADE )
ind |= S3V_RAST_FLAT_BIT;
if ( ctx->Texture.Unit[0]._ReallyEnabled ) {
ind |= S3V_RAST_TEX_BIT;
}
DEBUG(("ind = %i\n", ind));
vmesa->draw_line = s3v_line_tab[ind];
vmesa->draw_tri = s3v_tri_tab[ind];
vmesa->draw_quad = s3v_quad_tab[ind];
vmesa->draw_point = s3v_point_tab[ind];
#if 0
/* Hook in fallbacks for specific primitives. CURRENTLY DISABLED
*/
if (flags & LINE_FALLBACK)
vmesa->draw_line = s3v_fallback_line;
if (flags & TRI_FALLBACK) {
DEBUG(("TRI_FALLBACK\n"));
vmesa->draw_tri = s3v_fallback_tri;
vmesa->draw_quad = s3v_fallback_quad;
}
#endif
}
/***********************************************************************
* Macros for t_dd_tritmp.h to draw basic primitives *
***********************************************************************/
#define TRI( v0, v1, v2 ) \
do { \
/*
if (DO_FALLBACK) \
vmesa->draw_tri( vmesa, v0, v1, v2 ); \
else */ \
DEBUG(("TRI: max was here\n")); /* \
s3v_draw_tex_triangle( vmesa, v0, v1, v2 ); */ \
vmesa->draw_tri( vmesa, v0, v1, v2 ); \
} while (0)
#define QUAD( v0, v1, v2, v3 ) \
do { \
DEBUG(("QUAD: max was here\n")); \
vmesa->draw_quad( vmesa, v0, v1, v2, v3 ); \
} while (0)
#define LINE( v0, v1 ) \
do { \
DEBUG(("LINE: max was here\n")); \
vmesa->draw_line( vmesa, v0, v1 ); \
} while (0)
#define POINT( v0 ) \
do { \
vmesa->draw_point( vmesa, v0 ); \
} while (0)
/***********************************************************************
* Build render functions from dd templates *
***********************************************************************/
/*
#define S3V_OFFSET_BIT 0x01
#define S3V_TWOSIDE_BIT 0x02
#define S3V_UNFILLED_BIT 0x04
#define S3V_FALLBACK_BIT 0x08
#define S3V_MAX_TRIFUNC 0x10
static struct {
points_func points;
line_func line;
triangle_func triangle;
quad_func quad;
} rast_tab[S3V_MAX_TRIFUNC];
*/
#define DO_FALLBACK (IND & S3V_FALLBACK_BIT)
#define DO_OFFSET (IND & S3V_OFFSET_BIT)
#define DO_UNFILLED (IND & S3V_UNFILLED_BIT)
#define DO_TWOSIDE (IND & S3V_TWOSIDE_BIT)
#define DO_FLAT 0
#define DO_TRI 1
#define DO_QUAD 1
#define DO_LINE 1
#define DO_POINTS 1
#define DO_FULL_QUAD 1
#define HAVE_RGBA 1
#define HAVE_SPEC 0
#define HAVE_BACK_COLORS 0
#define HAVE_HW_FLATSHADE 1
#define VERTEX s3vVertex
#define TAB rast_tab
#define DEPTH_SCALE 1.0
#define UNFILLED_TRI unfilled_tri
#define UNFILLED_QUAD unfilled_quad
#define VERT_X(_v) _v->v.x
#define VERT_Y(_v) _v->v.y
#define VERT_Z(_v) _v->v.z
#define AREA_IS_CCW( a ) (a > 0)
#define GET_VERTEX(e) (vmesa->verts + (e<<vmesa->vertex_stride_shift))
#if 0
#define VERT_SET_RGBA( v, c ) \
do { \
/* UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c) */ \
} while (0)
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4]
/*
#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4]
*/
#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[4]
#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx]
#endif
#define LOCAL_VARS(n) \
s3vContextPtr vmesa = S3V_CONTEXT(ctx); \
GLuint color[n]; \
(void) color;
/***********************************************************************
* Helpers for rendering unfilled primitives *
***********************************************************************/
static const GLuint hw_prim[GL_POLYGON+1] = {
PrimType_Points,
PrimType_Lines,
PrimType_Lines,
PrimType_Lines,
PrimType_Triangles,
PrimType_Triangles,
PrimType_Triangles,
PrimType_Triangles,
PrimType_Triangles,
PrimType_Triangles
};
static void s3vResetLineStipple( GLcontext *ctx );
static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim );
static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim );
/*
extern static void s3v_lines_emit(GLcontext *ctx, GLuint start, GLuint end);
extern static void s3v_tris_emit(GLcontext *ctx, GLuint start, GLuint end);
*/
#define RASTERIZE(x) if (vmesa->hw_primitive != hw_prim[x]) \
s3vRasterPrimitive( ctx, hw_prim[x] )
#define RENDER_PRIMITIVE vmesa->render_primitive
#define TAG(x) x
#define IND S3V_FALLBACK_BIT
#include "tnl_dd/t_dd_unfilled.h"
#undef IND
/***********************************************************************
* Generate GL render functions *
***********************************************************************/
#define IND (0)
#define TAG(x) x
#include "tnl_dd/t_dd_tritmp.h"
#define IND (S3V_OFFSET_BIT)
#define TAG(x) x##_offset
#include "tnl_dd/t_dd_tritmp.h"
#define IND (S3V_TWOSIDE_BIT)
#define TAG(x) x##_twoside
#include "tnl_dd/t_dd_tritmp.h"
#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT)
#define TAG(x) x##_twoside_offset
#include "tnl_dd/t_dd_tritmp.h"
#define IND (S3V_UNFILLED_BIT)
#define TAG(x) x##_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (S3V_OFFSET_BIT|S3V_UNFILLED_BIT)
#define TAG(x) x##_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (S3V_TWOSIDE_BIT|S3V_UNFILLED_BIT)
#define TAG(x) x##_twoside_unfilled
#include "tnl_dd/t_dd_tritmp.h"
#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT|S3V_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"
static void init_render_tab( void )
{
DEBUG(("*** init_render_tab ***\n"));
init();
init_offset();
init_twoside();
init_twoside_offset();
init_unfilled();
init_offset_unfilled();
init_twoside_unfilled();
init_twoside_offset_unfilled();
}
/**********************************************************************/
/* Render unclipped begin/end objects */
/**********************************************************************/
#define VERT(x) (s3vVertex *)(s3vverts + (x << shift))
#define RENDER_POINTS( start, count ) \
DEBUG(("RENDER_POINTS...(ok)\n")); \
for ( ; start < count ; start++) \
vmesa->draw_line( vmesa, VERT(start), VERT(start) )
/* vmesa->draw_point( vmesa, VERT(start) ) */
#define RENDER_LINE( v0, v1 ) \
/* DEBUG(("RENDER_LINE...(ok)\n")); \ */ \
vmesa->draw_line( vmesa, VERT(v0), VERT(v1) ); \
DEBUG(("RENDER_LINE...(ok)\n"))
#define RENDER_TRI( v0, v1, v2 ) \
DEBUG(("RENDER_TRI...(ok)\n")); \
vmesa->draw_tri( vmesa, VERT(v0), VERT(v1), VERT(v2) )
#define RENDER_QUAD( v0, v1, v2, v3 ) \
DEBUG(("RENDER_QUAD...(ok)\n")); \
/* s3v_draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2),VERT(v3) ) */\
/* s3v_draw_triangle( vmesa, VERT(v0), VERT(v1), VERT(v2) ); \
s3v_draw_triangle( vmesa, VERT(v0), VERT(v2), VERT(v3) ) */ \
vmesa->draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) )
#define INIT(x) s3vRenderPrimitive( ctx, x );
#undef LOCAL_VARS
#define LOCAL_VARS \
s3vContextPtr vmesa = S3V_CONTEXT(ctx); \
const GLuint shift = vmesa->vertex_stride_shift; \
const char *s3vverts = (char *)vmesa->verts; \
const GLboolean stipple = ctx->Line.StippleFlag; \
(void) stipple;
#define RESET_STIPPLE if ( stipple ) s3vResetLineStipple( ctx );
#define RESET_OCCLUSION
#define PRESERVE_VB_DEFS
#define ELT(x) (x)
#define TAG(x) s3v_##x##_verts
#include "tnl_dd/t_dd_rendertmp.h"
/**********************************************************************/
/* Render clipped primitives */
/**********************************************************************/
static void s3vRenderClippedPoly( GLcontext *ctx, const GLuint *elts,
GLuint n )
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint prim = vmesa->render_primitive;
DEBUG(("I AM in: s3vRenderClippedPoly\n"));
/* Render the new vertices as an unclipped polygon.
*/
if (1)
{
GLuint *tmp = VB->Elts;
VB->Elts = (GLuint *)elts;
tnl->Driver.Render.PrimTabElts[GL_POLYGON]
( ctx, 0, n, PRIM_BEGIN|PRIM_END );
VB->Elts = tmp;
}
/* Restore the render primitive
*/
#if 1
if (prim != GL_POLYGON) {
DEBUG(("and prim != GL_POLYGON\n"));
tnl->Driver.Render.PrimitiveNotify( ctx, prim );
}
#endif
}
static void s3vRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
/*tnl->Driver.LineFunc = s3v_line_tab[2];*/ /* _swsetup_Line; */
DEBUG(("I AM in: s3vRenderClippedLine\n"));
tnl->Driver.Render.Line( ctx, ii, jj );
}
/**********************************************************************/
/* Choose render functions */
/**********************************************************************/
#define _S3V_NEW_RENDERSTATE (_DD_NEW_TRI_UNFILLED | \
_DD_NEW_TRI_LIGHT_TWOSIDE | \
_DD_NEW_TRI_OFFSET)
#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)
static void s3vChooseRenderState(GLcontext *ctx)
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint flags = ctx->_TriangleCaps;
GLuint index = 0;
DEBUG(("s3vChooseRenderState\n"));
if (flags & ANY_RASTER_FLAGS) {
if (flags & DD_TRI_LIGHT_TWOSIDE) index |= S3V_TWOSIDE_BIT;
if (flags & DD_TRI_OFFSET) index |= S3V_OFFSET_BIT;
if (flags & DD_TRI_UNFILLED) index |= S3V_UNFILLED_BIT;
}
DEBUG(("vmesa->RenderIndex = %i\n", vmesa->RenderIndex));
DEBUG(("index = %i\n", index));
if (vmesa->RenderIndex != index) {
vmesa->RenderIndex = index;
tnl->Driver.Render.Points = rast_tab[index].points;
tnl->Driver.Render.Line = rast_tab[index].line;
tnl->Driver.Render.Triangle = rast_tab[index].triangle;
tnl->Driver.Render.Quad = rast_tab[index].quad;
if (vmesa->RenderIndex == 0)
tnl->Driver.Render.PrimTabVerts = s3v_render_tab_verts;
else
tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
tnl->Driver.Render.ClippedLine = s3vRenderClippedLine;
tnl->Driver.Render.ClippedPolygon = s3vRenderClippedPoly;
}
}
/**********************************************************************/
/* High level hooks for t_vb_render.c */
/**********************************************************************/
/* Determine the rasterized primitive when not drawing unfilled
* polygons.
*
* Used only for the default render stage which always decomposes
* primitives to trianges/lines/points. For the accelerated stage,
* which renders strips as strips, the equivalent calculations are
* performed in s3v_render.c.
*/
static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim )
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
/* __DRIdrawablePrivate *dPriv = vmesa->driDrawable; */
GLuint cmd = vmesa->CMD;
unsigned int _hw_prim = hwprim;
DEBUG(("s3vRasterPrimitive: hwprim = 0x%x ", _hw_prim));
/* printf("* vmesa->CMD = 0x%x\n", vmesa->CMD); */
if (vmesa->hw_primitive != _hw_prim)
{
DEBUG(("(new one) ***\n"));
cmd &= ~DO_MASK;
cmd &= ~ALPHA_BLEND_MASK;
vmesa->hw_primitive = _hw_prim;
if (_hw_prim == PrimType_Triangles) {
/* TRI */
DEBUG(("->switching to tri\n"));
cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]);
} else if (_hw_prim == PrimType_Lines
|| _hw_prim == PrimType_Points) {
/* LINE */
DEBUG(("->switching to line\n"));
cmd |= (DO_3D_LINE | vmesa->_alpha[0]);
} else {
/* ugh? */
DEBUG(("->switching to your sis'ass\n"));
}
DEBUG(("\n"));
vmesa->restore_primitive = _hw_prim;
/* 0xacc16827: good value -> lightened newave!!! */
vmesa->CMD = cmd;
CMDCHANGE();
}
}
static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim )
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
__DRIdrawablePrivate *dPriv = vmesa->driDrawable;
GLuint cmd = vmesa->CMD;
unsigned int _hw_prim = hw_prim[prim];
vmesa->render_primitive = prim;
vmesa->hw_primitive = _hw_prim;
DEBUG(("s3vRenderPrimitive #%i ", prim));
DEBUG(("_hw_prim = 0x%x\n", _hw_prim));
/* printf(" vmesa->CMD = 0x%x\n", vmesa->CMD); */
if (_hw_prim != vmesa->restore_primitive) {
DEBUG(("_hw_prim != vmesa->restore_primitive (was 0x%x)\n",
vmesa->restore_primitive));
#if 1
cmd &= ~DO_MASK;
cmd &= ~ALPHA_BLEND_MASK;
/*
printf(" cmd = 0x%x\n", cmd);
printf(" vmesa->_3d_mode=%i; vmesa->_tri[vmesa->_3d_mode]=0x%x\n",
vmesa->_3d_mode, vmesa->_tri[vmesa->_3d_mode]);
printf("vmesa->alpha[0] = 0x%x; vmesa->alpha[1] = 0x%x\n",
vmesa->_alpha[0], vmesa->_alpha[1]);
*/
if (_hw_prim == PrimType_Triangles) { /* TRI */
DEBUG(("->switching to tri\n"));
cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]);
DEBUG(("vmesa->TexStride = %i\n", vmesa->TexStride));
DEBUG(("vmesa->TexOffset = %i\n", vmesa->TexOffset));
DMAOUT_CHECK(3DTRI_Z_BASE, 12);
} else { /* LINE */
DEBUG(("->switching to line\n"));
cmd |= (DO_3D_LINE | vmesa->_alpha[0]);
DMAOUT_CHECK(3DLINE_Z_BASE, 12);
}
DMAOUT(vmesa->s3vScreen->depthOffset & 0x003FFFF8);
DMAOUT(vmesa->DestBase);
/* DMAOUT(vmesa->ScissorLR); */
/* DMAOUT(vmesa->ScissorTB); */
/* NOTE: we need to restore all these values since we
* are coming back from a vmesa->restore_primitive */
DMAOUT( (0 << 16) | (dPriv->w-1) );
DMAOUT( (0 << 16) | (dPriv->h-1) );
DMAOUT( (vmesa->SrcStride << 16) | vmesa->TexStride );
DMAOUT(vmesa->SrcStride);
DMAOUT(vmesa->TexOffset);
DMAOUT(vmesa->TextureBorderColor);
DMAOUT(0); /* FOG */
DMAOUT(0);
DMAOUT(0);
DMAOUT(cmd);
/* 0xacc16827: good value -> lightened newave!!! */
DMAFINISH();
vmesa->CMD = cmd;
#endif
}
DEBUG(("\n"));
vmesa->restore_primitive = _hw_prim;
}
static void s3vRunPipeline( GLcontext *ctx )
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
DEBUG(("*** s3vRunPipeline ***\n"));
if ( vmesa->new_state )
s3vDDUpdateHWState( ctx );
if (vmesa->new_gl_state) {
if (vmesa->new_gl_state & _NEW_TEXTURE) {
s3vUpdateTextureState( ctx );
}
if (!vmesa->Fallback) {
if (vmesa->new_gl_state & _S3V_NEW_VERTEX)
s3vChooseVertexState( ctx );
if (vmesa->new_gl_state & _S3V_NEW_RASTER_STATE)
s3vChooseRasterState( ctx );
if (vmesa->new_gl_state & _S3V_NEW_RENDERSTATE)
s3vChooseRenderState( ctx );
}
vmesa->new_gl_state = 0;
}
_tnl_run_pipeline( ctx );
}
static void s3vRenderStart( GLcontext *ctx )
{
/* Check for projective texturing. Make sure all texcoord
* pointers point to something. (fix in mesa?)
*/
DEBUG(("s3vRenderStart\n"));
/* s3vCheckTexSizes( ctx ); */
}
static void s3vRenderFinish( GLcontext *ctx )
{
if (0)
_swrast_flush( ctx ); /* never needed */
}
static void s3vResetLineStipple( GLcontext *ctx )
{
/* s3vContextPtr vmesa = S3V_CONTEXT(ctx); */
/* Reset the hardware stipple counter.
*/
/*
CHECK_DMA_BUFFER(vmesa, 1);
WRITE(vmesa->buf, UpdateLineStippleCounters, 0);
*/
}
/**********************************************************************/
/* Transition to/from hardware rasterization. */
/**********************************************************************/
void s3vFallback( s3vContextPtr vmesa, GLuint bit, GLboolean mode )
{
GLcontext *ctx = vmesa->glCtx;
TNLcontext *tnl = TNL_CONTEXT(ctx);
GLuint oldfallback = vmesa->Fallback;
DEBUG(("*** s3vFallback: "));
if (mode) {
vmesa->Fallback |= bit;
if (oldfallback == 0) {
DEBUG(("oldfallback == 0 ***\n"));
_swsetup_Wakeup( ctx );
_tnl_need_projected_coords( ctx, GL_TRUE );
vmesa->RenderIndex = ~0;
}
}
else {
DEBUG(("***\n"));
vmesa->Fallback &= ~bit;
if (oldfallback == bit) {
_swrast_flush( ctx );
tnl->Driver.Render.Start = s3vRenderStart;
tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive;
tnl->Driver.Render.Finish = s3vRenderFinish;
tnl->Driver.Render.BuildVertices = s3vBuildVertices;
tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple;
vmesa->new_gl_state |= (_S3V_NEW_RENDERSTATE|
_S3V_NEW_RASTER_STATE|
_S3V_NEW_VERTEX);
}
}
}
/**********************************************************************/
/* Initialization. */
/**********************************************************************/
void s3vInitTriFuncs( GLcontext *ctx )
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
static int firsttime = 1;
if (firsttime) {
init_rast_tab();
init_render_tab();
firsttime = 0;
}
vmesa->RenderIndex = ~0;
tnl->Driver.RunPipeline = s3vRunPipeline;
tnl->Driver.Render.Start = s3vRenderStart;
tnl->Driver.Render.Finish = s3vRenderFinish;
tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive;
tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple;
/*
tnl->Driver.RenderInterp = _swsetup_RenderInterp;
tnl->Driver.RenderCopyPV = _swsetup_RenderCopyPV;
*/
tnl->Driver.Render.BuildVertices = s3vBuildVertices;
}