blob: e4d77e6742093fcae46026504dd4b9668b48d8c6 [file] [log] [blame]
/* -*- mode: c; c-basic-offset: 3 -*-
*
* Copyright 2000 VA Linux Systems Inc., Fremont, California.
*
* 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
* VA LINUX SYSTEMS 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.
*/
/* $XFree86: xc/lib/GL/mesa/src/drv/tdfx/tdfx_state.c,v 1.7 2002/10/30 12:52:00 alanh Exp $ */
/*
* New fixes:
* Daniel Borca <dborca@users.sourceforge.net>, 19 Jul 2004
*
* Original rewrite:
* Gareth Hughes <gareth@valinux.com>, 29 Sep - 1 Oct 2000
*
* Authors:
* Gareth Hughes <gareth@valinux.com>
* Brian Paul <brianp@valinux.com>
* Keith Whitwell <keith@tungstengraphics.com> (port to 3.5)
*
*/
#include "mtypes.h"
#include "colormac.h"
#include "texformat.h"
#include "texstore.h"
#include "teximage.h"
#include "swrast/swrast.h"
#include "vbo/vbo.h"
#include "tnl/tnl.h"
#include "tnl/t_pipeline.h"
#include "swrast_setup/swrast_setup.h"
#include "tdfx_context.h"
#include "tdfx_state.h"
#include "tdfx_vb.h"
#include "tdfx_tex.h"
#include "tdfx_texman.h"
#include "tdfx_texstate.h"
#include "tdfx_tris.h"
#include "tdfx_render.h"
/* =============================================================
* Alpha blending
*/
static void tdfxUpdateAlphaMode( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
GrCmpFnc_t func;
GrAlphaBlendFnc_t srcRGB, dstRGB, srcA, dstA;
GrAlphaBlendOp_t eqRGB, eqA;
GrAlpha_t ref = (GLint) (ctx->Color.AlphaRef * 255.0);
GLboolean isNapalm = TDFX_IS_NAPALM(fxMesa);
GLboolean have32bpp = (ctx->Visual.greenBits == 8);
GLboolean haveAlpha = fxMesa->haveHwAlpha;
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
if ( ctx->Color.AlphaEnabled ) {
func = ctx->Color.AlphaFunc - GL_NEVER + GR_CMP_NEVER;
} else {
func = GR_CMP_ALWAYS;
}
if ( ctx->Color.BlendEnabled
&& (fxMesa->Fallback & TDFX_FALLBACK_BLEND) == 0 ) {
switch ( ctx->Color.BlendSrcRGB ) {
case GL_ZERO:
srcRGB = GR_BLEND_ZERO;
break;
case GL_ONE:
srcRGB = GR_BLEND_ONE;
break;
case GL_DST_COLOR:
srcRGB = GR_BLEND_DST_COLOR;
break;
case GL_ONE_MINUS_DST_COLOR:
srcRGB = GR_BLEND_ONE_MINUS_DST_COLOR;
break;
case GL_SRC_ALPHA:
srcRGB = GR_BLEND_SRC_ALPHA;
break;
case GL_ONE_MINUS_SRC_ALPHA:
srcRGB = GR_BLEND_ONE_MINUS_SRC_ALPHA;
break;
case GL_DST_ALPHA:
srcRGB = haveAlpha ? GR_BLEND_DST_ALPHA : GR_BLEND_ONE/*JJJ*/;
break;
case GL_ONE_MINUS_DST_ALPHA:
srcRGB = haveAlpha ? GR_BLEND_ONE_MINUS_DST_ALPHA : GR_BLEND_ZERO/*JJJ*/;
break;
case GL_SRC_ALPHA_SATURATE:
srcRGB = GR_BLEND_ALPHA_SATURATE;
break;
case GL_SRC_COLOR:
if (isNapalm) {
srcRGB = GR_BLEND_SAME_COLOR_EXT;
break;
}
case GL_ONE_MINUS_SRC_COLOR:
if (isNapalm) {
srcRGB = GR_BLEND_ONE_MINUS_SAME_COLOR_EXT;
break;
}
default:
srcRGB = GR_BLEND_ONE;
}
switch ( ctx->Color.BlendSrcA ) {
case GL_ZERO:
srcA = GR_BLEND_ZERO;
break;
case GL_ONE:
srcA = GR_BLEND_ONE;
break;
case GL_SRC_COLOR:
case GL_SRC_ALPHA:
srcA = have32bpp ? GR_BLEND_SRC_ALPHA : GR_BLEND_ONE/*JJJ*/;
break;
case GL_ONE_MINUS_SRC_COLOR:
case GL_ONE_MINUS_SRC_ALPHA:
srcA = have32bpp ? GR_BLEND_ONE_MINUS_SRC_ALPHA : GR_BLEND_ONE/*JJJ*/;
break;
case GL_DST_COLOR:
case GL_DST_ALPHA:
srcA = (have32bpp && haveAlpha) ? GR_BLEND_DST_ALPHA : GR_BLEND_ONE/*JJJ*/;
break;
case GL_ONE_MINUS_DST_COLOR:
case GL_ONE_MINUS_DST_ALPHA:
srcA = (have32bpp && haveAlpha) ? GR_BLEND_ONE_MINUS_DST_ALPHA : GR_BLEND_ZERO/*JJJ*/;
break;
case GL_SRC_ALPHA_SATURATE:
srcA = GR_BLEND_ONE;
break;
default:
srcA = GR_BLEND_ONE;
}
switch ( ctx->Color.BlendDstRGB ) {
case GL_ZERO:
dstRGB = GR_BLEND_ZERO;
break;
case GL_ONE:
dstRGB = GR_BLEND_ONE;
break;
case GL_SRC_COLOR:
dstRGB = GR_BLEND_SRC_COLOR;
break;
case GL_ONE_MINUS_SRC_COLOR:
dstRGB = GR_BLEND_ONE_MINUS_SRC_COLOR;
break;
case GL_SRC_ALPHA:
dstRGB = GR_BLEND_SRC_ALPHA;
break;
case GL_ONE_MINUS_SRC_ALPHA:
dstRGB = GR_BLEND_ONE_MINUS_SRC_ALPHA;
break;
case GL_DST_ALPHA:
dstRGB = haveAlpha ? GR_BLEND_DST_ALPHA : GR_BLEND_ONE/*JJJ*/;
break;
case GL_ONE_MINUS_DST_ALPHA:
dstRGB = haveAlpha ? GR_BLEND_ONE_MINUS_DST_ALPHA : GR_BLEND_ZERO/*JJJ*/;
break;
case GL_DST_COLOR:
if (isNapalm) {
dstRGB = GR_BLEND_SAME_COLOR_EXT;
break;
}
case GL_ONE_MINUS_DST_COLOR:
if (isNapalm) {
dstRGB = GR_BLEND_ONE_MINUS_SAME_COLOR_EXT;
break;
}
default:
dstRGB = GR_BLEND_ZERO;
}
switch ( ctx->Color.BlendDstA ) {
case GL_ZERO:
dstA = GR_BLEND_ZERO;
break;
case GL_ONE:
dstA = GR_BLEND_ONE;
break;
case GL_SRC_COLOR:
case GL_SRC_ALPHA:
dstA = have32bpp ? GR_BLEND_SRC_ALPHA : GR_BLEND_ZERO/*JJJ*/;
break;
case GL_ONE_MINUS_SRC_COLOR:
case GL_ONE_MINUS_SRC_ALPHA:
dstA = have32bpp ? GR_BLEND_ONE_MINUS_SRC_ALPHA : GR_BLEND_ZERO/*JJJ*/;
break;
case GL_DST_COLOR:
case GL_DST_ALPHA:
dstA = have32bpp ? GR_BLEND_DST_ALPHA : GR_BLEND_ONE/*JJJ*/;
break;
case GL_ONE_MINUS_DST_COLOR:
case GL_ONE_MINUS_DST_ALPHA:
dstA = have32bpp ? GR_BLEND_ONE_MINUS_DST_ALPHA : GR_BLEND_ZERO/*JJJ*/;
break;
default:
dstA = GR_BLEND_ZERO;
}
switch ( ctx->Color.BlendEquationRGB ) {
case GL_FUNC_SUBTRACT:
eqRGB = GR_BLEND_OP_SUB;
break;
case GL_FUNC_REVERSE_SUBTRACT:
eqRGB = GR_BLEND_OP_REVSUB;
break;
case GL_FUNC_ADD:
default:
eqRGB = GR_BLEND_OP_ADD;
break;
}
switch ( ctx->Color.BlendEquationA ) {
case GL_FUNC_SUBTRACT:
eqA = GR_BLEND_OP_SUB;
break;
case GL_FUNC_REVERSE_SUBTRACT:
eqA = GR_BLEND_OP_REVSUB;
break;
case GL_FUNC_ADD:
default:
eqA = GR_BLEND_OP_ADD;
break;
}
} else {
/* blend disabled */
srcRGB = GR_BLEND_ONE;
dstRGB = GR_BLEND_ZERO;
eqRGB = GR_BLEND_OP_ADD;
srcA = GR_BLEND_ONE;
dstA = GR_BLEND_ZERO;
eqA = GR_BLEND_OP_ADD;
}
if ( fxMesa->Color.AlphaFunc != func ) {
fxMesa->Color.AlphaFunc = func;
fxMesa->dirty |= TDFX_UPLOAD_ALPHA_TEST;
}
if ( fxMesa->Color.AlphaRef != ref ) {
fxMesa->Color.AlphaRef = ref;
fxMesa->dirty |= TDFX_UPLOAD_ALPHA_REF;
}
if ( fxMesa->Color.BlendSrcRGB != srcRGB ||
fxMesa->Color.BlendDstRGB != dstRGB ||
fxMesa->Color.BlendEqRGB != eqRGB ||
fxMesa->Color.BlendSrcA != srcA ||
fxMesa->Color.BlendDstA != dstA ||
fxMesa->Color.BlendEqA != eqA )
{
fxMesa->Color.BlendSrcRGB = srcRGB;
fxMesa->Color.BlendDstRGB = dstRGB;
fxMesa->Color.BlendEqRGB = eqRGB;
fxMesa->Color.BlendSrcA = srcA;
fxMesa->Color.BlendDstA = dstA;
fxMesa->Color.BlendEqA = eqA;
fxMesa->dirty |= TDFX_UPLOAD_BLEND_FUNC;
}
}
static void tdfxDDAlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_ALPHA;
}
static void tdfxDDBlendEquationSeparate( GLcontext *ctx,
GLenum modeRGB, GLenum modeA )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
assert( modeRGB == modeA );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_ALPHA;
}
static void tdfxDDBlendFuncSeparate( GLcontext *ctx,
GLenum sfactorRGB, GLenum dfactorRGB,
GLenum sfactorA, GLenum dfactorA )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_ALPHA;
/*
* XXX - Voodoo5 seems to suffer from precision problems in some
* blend modes. To pass all the conformance tests we'd have to
* fall back to software for many modes. Revisit someday.
*/
}
/* =============================================================
* Stipple
*/
void tdfxUpdateStipple( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
GrStippleMode_t mode = GR_STIPPLE_DISABLE;
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
FLUSH_BATCH( fxMesa );
if (ctx->Polygon.StippleFlag) {
mode = GR_STIPPLE_PATTERN;
}
if ( fxMesa->Stipple.Mode != mode ) {
fxMesa->Stipple.Mode = mode;
fxMesa->dirty |= TDFX_UPLOAD_STIPPLE;
}
}
/* =============================================================
* Depth testing
*/
static void tdfxUpdateZMode( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
GrCmpFnc_t func;
FxI32 bias;
FxBool mask;
if ( TDFX_DEBUG & DEBUG_VERBOSE_API )
fprintf( stderr, "%s()\n", __FUNCTION__ );
bias = (FxI32) (ctx->Polygon.OffsetUnits * TDFX_DEPTH_BIAS_SCALE);
if ( ctx->Depth.Test ) {
func = ctx->Depth.Func - GL_NEVER + GR_CMP_NEVER;
mask = ctx->Depth.Mask;
}
else {
/* depth testing disabled */
func = GR_CMP_ALWAYS; /* fragments always pass */
mask = FXFALSE; /* zbuffer is not touched */
}
fxMesa->Depth.Clear = (FxU32) (ctx->DrawBuffer->_DepthMaxF * ctx->Depth.Clear);
if ( fxMesa->Depth.Bias != bias ) {
fxMesa->Depth.Bias = bias;
fxMesa->dirty |= TDFX_UPLOAD_DEPTH_BIAS;
}
if ( fxMesa->Depth.Func != func ) {
fxMesa->Depth.Func = func;
fxMesa->dirty |= TDFX_UPLOAD_DEPTH_FUNC | TDFX_UPLOAD_DEPTH_MASK;
}
if ( fxMesa->Depth.Mask != mask ) {
fxMesa->Depth.Mask = mask;
fxMesa->dirty |= TDFX_UPLOAD_DEPTH_MASK;
}
}
static void tdfxDDDepthFunc( GLcontext *ctx, GLenum func )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_DEPTH;
}
static void tdfxDDDepthMask( GLcontext *ctx, GLboolean flag )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_DEPTH;
}
static void tdfxDDClearDepth( GLcontext *ctx, GLclampd d )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_DEPTH;
}
/* =============================================================
* Stencil
*/
/* Evaluate all stencil state and make the Glide calls.
*/
static GrStencil_t convertGLStencilOp( GLenum op )
{
switch ( op ) {
case GL_KEEP:
return GR_STENCILOP_KEEP;
case GL_ZERO:
return GR_STENCILOP_ZERO;
case GL_REPLACE:
return GR_STENCILOP_REPLACE;
case GL_INCR:
return GR_STENCILOP_INCR_CLAMP;
case GL_DECR:
return GR_STENCILOP_DECR_CLAMP;
case GL_INVERT:
return GR_STENCILOP_INVERT;
case GL_INCR_WRAP_EXT:
return GR_STENCILOP_INCR_WRAP;
case GL_DECR_WRAP_EXT:
return GR_STENCILOP_DECR_WRAP;
default:
_mesa_problem( NULL, "bad stencil op in convertGLStencilOp" );
}
return GR_STENCILOP_KEEP; /* never get, silence compiler warning */
}
static void tdfxUpdateStencil( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
if (fxMesa->haveHwStencil) {
if (ctx->Stencil.Enabled) {
fxMesa->Stencil.Function = ctx->Stencil.Function[0] - GL_NEVER + GR_CMP_NEVER;
fxMesa->Stencil.RefValue = ctx->Stencil.Ref[0] & 0xff;
fxMesa->Stencil.ValueMask = ctx->Stencil.ValueMask[0] & 0xff;
fxMesa->Stencil.WriteMask = ctx->Stencil.WriteMask[0] & 0xff;
fxMesa->Stencil.FailFunc = convertGLStencilOp(ctx->Stencil.FailFunc[0]);
fxMesa->Stencil.ZFailFunc = convertGLStencilOp(ctx->Stencil.ZFailFunc[0]);
fxMesa->Stencil.ZPassFunc = convertGLStencilOp(ctx->Stencil.ZPassFunc[0]);
fxMesa->Stencil.Clear = ctx->Stencil.Clear & 0xff;
}
fxMesa->dirty |= TDFX_UPLOAD_STENCIL;
}
}
static void
tdfxDDStencilFuncSeparate( GLcontext *ctx, GLenum face, GLenum func,
GLint ref, GLuint mask )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_STENCIL;
}
static void
tdfxDDStencilMaskSeparate( GLcontext *ctx, GLenum face, GLuint mask )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_STENCIL;
}
static void
tdfxDDStencilOpSeparate( GLcontext *ctx, GLenum face, GLenum sfail,
GLenum zfail, GLenum zpass )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_STENCIL;
}
/* =============================================================
* Fog - orthographic fog still not working
*/
static void tdfxUpdateFogAttrib( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
GrFogMode_t mode;
GrColor_t color;
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
if ( ctx->Fog.Enabled ) {
if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) {
mode = GR_FOG_WITH_TABLE_ON_FOGCOORD_EXT;
} else {
mode = GR_FOG_WITH_TABLE_ON_Q;
}
} else {
mode = GR_FOG_DISABLE;
}
color = TDFXPACKCOLOR888((GLubyte)(ctx->Fog.Color[0]*255.0F),
(GLubyte)(ctx->Fog.Color[1]*255.0F),
(GLubyte)(ctx->Fog.Color[2]*255.0F));
if ( fxMesa->Fog.Mode != mode ) {
fxMesa->Fog.Mode = mode;
fxMesa->dirty |= TDFX_UPLOAD_FOG_MODE;
fxMesa->dirty |= TDFX_UPLOAD_VERTEX_LAYOUT;/*JJJ*/
}
if ( fxMesa->Fog.Color != color ) {
fxMesa->Fog.Color = color;
fxMesa->dirty |= TDFX_UPLOAD_FOG_COLOR;
}
if ( fxMesa->Fog.TableMode != ctx->Fog.Mode ||
fxMesa->Fog.Density != ctx->Fog.Density ||
fxMesa->Fog.Near != ctx->Fog.Start ||
fxMesa->Fog.Far != ctx->Fog.End )
{
switch( ctx->Fog.Mode ) {
case GL_EXP:
fxMesa->Glide.guFogGenerateExp( fxMesa->Fog.Table, ctx->Fog.Density );
break;
case GL_EXP2:
fxMesa->Glide.guFogGenerateExp2( fxMesa->Fog.Table, ctx->Fog.Density);
break;
case GL_LINEAR:
fxMesa->Glide.guFogGenerateLinear( fxMesa->Fog.Table,
ctx->Fog.Start, ctx->Fog.End );
break;
}
fxMesa->Fog.TableMode = ctx->Fog.Mode;
fxMesa->Fog.Density = ctx->Fog.Density;
fxMesa->Fog.Near = ctx->Fog.Start;
fxMesa->Fog.Far = ctx->Fog.End;
fxMesa->dirty |= TDFX_UPLOAD_FOG_TABLE;
}
}
static void tdfxDDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_FOG;
switch (pname) {
case GL_FOG_COORDINATE_SOURCE_EXT: {
GLenum p = (GLenum)*param;
if (p == GL_FOG_COORDINATE_EXT) {
_swrast_allow_vertex_fog(ctx, GL_TRUE);
_swrast_allow_pixel_fog(ctx, GL_FALSE);
_tnl_allow_vertex_fog( ctx, GL_TRUE);
_tnl_allow_pixel_fog( ctx, GL_FALSE);
} else {
_swrast_allow_vertex_fog(ctx, GL_FALSE);
_swrast_allow_pixel_fog(ctx, GL_TRUE);
_tnl_allow_vertex_fog( ctx, GL_FALSE);
_tnl_allow_pixel_fog( ctx, GL_TRUE);
}
break;
}
default:
;
}
}
/* =============================================================
* Clipping
*/
static int intersect_rect( drm_clip_rect_t *out,
const drm_clip_rect_t *a,
const drm_clip_rect_t *b)
{
*out = *a;
if (b->x1 > out->x1) out->x1 = b->x1;
if (b->y1 > out->y1) out->y1 = b->y1;
if (b->x2 < out->x2) out->x2 = b->x2;
if (b->y2 < out->y2) out->y2 = b->y2;
if (out->x1 >= out->x2) return 0;
if (out->y1 >= out->y2) return 0;
return 1;
}
/*
* Examine XF86 cliprect list and scissor state to recompute our
* cliprect list.
*/
void tdfxUpdateClipping( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
__DRIdrawablePrivate *dPriv = fxMesa->driDrawable;
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
assert(ctx);
assert(fxMesa);
assert(dPriv);
if ( dPriv->x != fxMesa->x_offset || dPriv->y != fxMesa->y_offset ||
dPriv->w != fxMesa->width || dPriv->h != fxMesa->height ) {
fxMesa->x_offset = dPriv->x;
fxMesa->y_offset = dPriv->y;
fxMesa->width = dPriv->w;
fxMesa->height = dPriv->h;
fxMesa->y_delta =
fxMesa->screen_height - fxMesa->y_offset - fxMesa->height;
tdfxUpdateViewport( ctx );
}
if (fxMesa->scissoredClipRects && fxMesa->pClipRects) {
free(fxMesa->pClipRects);
}
if (ctx->Scissor.Enabled) {
/* intersect OpenGL scissor box with all cliprects to make a new
* list of cliprects.
*/
drm_clip_rect_t scissor;
int x1 = ctx->Scissor.X + fxMesa->x_offset;
int y1 = fxMesa->screen_height - fxMesa->y_delta
- ctx->Scissor.Y - ctx->Scissor.Height;
int x2 = x1 + ctx->Scissor.Width;
int y2 = y1 + ctx->Scissor.Height;
scissor.x1 = MAX2(x1, 0);
scissor.y1 = MAX2(y1, 0);
scissor.x2 = MAX2(x2, 0);
scissor.y2 = MAX2(y2, 0);
assert(scissor.x2 >= scissor.x1);
assert(scissor.y2 >= scissor.y1);
fxMesa->pClipRects = malloc(dPriv->numClipRects
* sizeof(drm_clip_rect_t));
if (fxMesa->pClipRects) {
int i;
fxMesa->numClipRects = 0;
for (i = 0; i < dPriv->numClipRects; i++) {
if (intersect_rect(&fxMesa->pClipRects[fxMesa->numClipRects],
&scissor, &dPriv->pClipRects[i])) {
fxMesa->numClipRects++;
}
}
fxMesa->scissoredClipRects = GL_TRUE;
}
else {
/* out of memory, forgo scissor */
fxMesa->numClipRects = dPriv->numClipRects;
fxMesa->pClipRects = dPriv->pClipRects;
fxMesa->scissoredClipRects = GL_FALSE;
}
}
else {
fxMesa->numClipRects = dPriv->numClipRects;
fxMesa->pClipRects = dPriv->pClipRects;
fxMesa->scissoredClipRects = GL_FALSE;
}
fxMesa->dirty |= TDFX_UPLOAD_CLIP;
}
/* =============================================================
* Culling
*/
void tdfxUpdateCull( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
GrCullMode_t mode = GR_CULL_DISABLE;
/* KW: don't need to check raster_primitive here as we don't
* attempt to draw lines or points with triangles.
*/
if ( ctx->Polygon.CullFlag ) {
switch ( ctx->Polygon.CullFaceMode ) {
case GL_FRONT:
if ( ctx->Polygon.FrontFace == GL_CCW ) {
mode = GR_CULL_POSITIVE;
} else {
mode = GR_CULL_NEGATIVE;
}
break;
case GL_BACK:
if ( ctx->Polygon.FrontFace == GL_CCW ) {
mode = GR_CULL_NEGATIVE;
} else {
mode = GR_CULL_POSITIVE;
}
break;
case GL_FRONT_AND_BACK:
/* Handled as a fallback on triangles in tdfx_tris.c */
return;
default:
ASSERT(0);
break;
}
}
if ( fxMesa->CullMode != mode ) {
fxMesa->CullMode = mode;
fxMesa->dirty |= TDFX_UPLOAD_CULL;
}
}
static void tdfxDDCullFace( GLcontext *ctx, GLenum mode )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_CULL;
}
static void tdfxDDFrontFace( GLcontext *ctx, GLenum mode )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_CULL;
}
/* =============================================================
* Line drawing.
*/
static void tdfxUpdateLine( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
FLUSH_BATCH( fxMesa );
fxMesa->dirty |= TDFX_UPLOAD_LINE;
}
static void tdfxDDLineWidth( GLcontext *ctx, GLfloat width )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_LINE;
}
/* =============================================================
* Color Attributes
*/
static void tdfxDDColorMask( GLcontext *ctx,
GLboolean r, GLboolean g,
GLboolean b, GLboolean a )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
if ( fxMesa->Color.ColorMask[RCOMP] != r ||
fxMesa->Color.ColorMask[GCOMP] != g ||
fxMesa->Color.ColorMask[BCOMP] != b ||
fxMesa->Color.ColorMask[ACOMP] != a ) {
fxMesa->Color.ColorMask[RCOMP] = r;
fxMesa->Color.ColorMask[GCOMP] = g;
fxMesa->Color.ColorMask[BCOMP] = b;
fxMesa->Color.ColorMask[ACOMP] = a;
fxMesa->dirty |= TDFX_UPLOAD_COLOR_MASK;
if (ctx->Visual.redBits < 8) {
/* Can't do RGB colormasking in 16bpp mode. */
/* We can completely ignore the alpha mask. */
FALLBACK( fxMesa, TDFX_FALLBACK_COLORMASK, (r != g || g != b) );
}
}
}
static void tdfxDDClearColor( GLcontext *ctx,
const GLfloat color[4] )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
GLubyte c[4];
FLUSH_BATCH( fxMesa );
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]);
fxMesa->Color.ClearColor = TDFXPACKCOLOR888( c[0], c[1], c[2] );
fxMesa->Color.ClearAlpha = c[3];
}
/* =============================================================
* Light Model
*/
static void tdfxDDLightModelfv( GLcontext *ctx, GLenum pname,
const GLfloat *param )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
if ( pname == GL_LIGHT_MODEL_COLOR_CONTROL ) {
FALLBACK( fxMesa, TDFX_FALLBACK_SPECULAR,
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ));
}
}
static void tdfxDDShadeModel( GLcontext *ctx, GLenum mode )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
/* FIXME: Can we implement native flat shading? */
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_TEXTURE;
}
/* =============================================================
* Scissor
*/
static void
tdfxDDScissor(GLcontext * ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_CLIP;
}
/* =============================================================
* Render
*/
static void tdfxUpdateRenderAttrib( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->dirty |= TDFX_UPLOAD_RENDER_BUFFER;
}
/* =============================================================
* Viewport
*/
void tdfxUpdateViewport( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
const GLfloat *v = ctx->Viewport._WindowMap.m;
GLfloat *m = fxMesa->hw_viewport;
m[MAT_SX] = v[MAT_SX];
m[MAT_TX] = v[MAT_TX] + fxMesa->x_offset + TRI_X_OFFSET;
m[MAT_SY] = v[MAT_SY];
m[MAT_TY] = v[MAT_TY] + fxMesa->y_delta + TRI_Y_OFFSET;
m[MAT_SZ] = v[MAT_SZ];
m[MAT_TZ] = v[MAT_TZ];
fxMesa->SetupNewInputs |= VERT_BIT_POS;
}
static void tdfxDDViewport( GLcontext *ctx, GLint x, GLint y,
GLsizei w, GLsizei h )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_VIEWPORT;
}
static void tdfxDDDepthRange( GLcontext *ctx, GLclampd nearVal, GLclampd farVal )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_VIEWPORT;
}
/* =============================================================
* State enable/disable
*/
static void tdfxDDEnable( GLcontext *ctx, GLenum cap, GLboolean state )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT( ctx );
switch ( cap ) {
case GL_ALPHA_TEST:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_ALPHA;
break;
case GL_BLEND:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_ALPHA;
FALLBACK( fxMesa, TDFX_FALLBACK_LOGICOP,
(ctx->Color.ColorLogicOpEnabled &&
ctx->Color.LogicOp != GL_COPY)/*JJJ - more blending*/);
break;
case GL_CULL_FACE:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_CULL;
break;
case GL_DEPTH_TEST:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_DEPTH;
break;
case GL_DITHER:
FLUSH_BATCH( fxMesa );
if ( state ) {
fxMesa->Color.Dither = GR_DITHER_2x2;
} else {
fxMesa->Color.Dither = GR_DITHER_DISABLE;
}
fxMesa->dirty |= TDFX_UPLOAD_DITHER;
break;
case GL_FOG:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_FOG;
break;
case GL_COLOR_LOGIC_OP:
FALLBACK( fxMesa, TDFX_FALLBACK_LOGICOP,
(ctx->Color.ColorLogicOpEnabled &&
ctx->Color.LogicOp != GL_COPY));
break;
case GL_LIGHTING:
FALLBACK( fxMesa, TDFX_FALLBACK_SPECULAR,
(ctx->Light.Enabled &&
ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR ));
break;
case GL_LINE_SMOOTH:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_LINE;
break;
case GL_LINE_STIPPLE:
FALLBACK(fxMesa, TDFX_FALLBACK_LINE_STIPPLE, state);
break;
case GL_POLYGON_STIPPLE:
FLUSH_BATCH(fxMesa);
fxMesa->new_state |= TDFX_NEW_STIPPLE;
break;
case GL_SCISSOR_TEST:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_CLIP;
break;
case GL_STENCIL_TEST:
FLUSH_BATCH( fxMesa );
FALLBACK( fxMesa, TDFX_FALLBACK_STENCIL, state && !fxMesa->haveHwStencil);
fxMesa->new_state |= TDFX_NEW_STENCIL;
break;
case GL_TEXTURE_3D:
FLUSH_BATCH( fxMesa );
FALLBACK( fxMesa, TDFX_FALLBACK_TEXTURE_MAP, state); /* wrong */
fxMesa->new_state |= TDFX_NEW_TEXTURE;
break;
case GL_TEXTURE_1D:
case GL_TEXTURE_2D:
FLUSH_BATCH( fxMesa );
fxMesa->new_state |= TDFX_NEW_TEXTURE;
break;
default:
return;
}
}
/* Set the buffer used for drawing */
/* XXX support for separate read/draw buffers hasn't been tested */
static void tdfxDDDrawBuffer( GLcontext *ctx, GLenum mode )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
FLUSH_BATCH( fxMesa );
if (ctx->DrawBuffer->_NumColorDrawBuffers > 1) {
FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_TRUE );
return;
}
switch ( ctx->DrawBuffer->_ColorDrawBufferIndexes[0] ) {
case BUFFER_FRONT_LEFT:
fxMesa->DrawBuffer = fxMesa->ReadBuffer = GR_BUFFER_FRONTBUFFER;
fxMesa->new_state |= TDFX_NEW_RENDER;
FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_FALSE );
break;
case BUFFER_BACK_LEFT:
fxMesa->DrawBuffer = fxMesa->ReadBuffer = GR_BUFFER_BACKBUFFER;
fxMesa->new_state |= TDFX_NEW_RENDER;
FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_FALSE );
break;
case -1:
FX_grColorMaskv( ctx, false4 );
FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_FALSE );
break;
default:
FALLBACK( fxMesa, TDFX_FALLBACK_DRAW_BUFFER, GL_TRUE );
break;
}
}
static void tdfxDDReadBuffer( GLcontext *ctx, GLenum mode )
{
/* XXX ??? */
}
/* =============================================================
* Polygon stipple
*/
static void tdfxDDPolygonStipple( GLcontext *ctx, const GLubyte *mask )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
const GLubyte *m = mask;
GLubyte q[4];
int i,j,k;
GLboolean allBitsSet;
/* int active = (ctx->Polygon.StippleFlag && */
/* fxMesa->reduced_prim == GL_TRIANGLES); */
FLUSH_BATCH(fxMesa);
fxMesa->Stipple.Pattern = 0xffffffff;
fxMesa->dirty |= TDFX_UPLOAD_STIPPLE;
fxMesa->new_state |= TDFX_NEW_STIPPLE;
/* Check if the stipple pattern is fully opaque. If so, use software
* rendering. This basically a trick to make sure the OpenGL conformance
* test passes.
*/
allBitsSet = GL_TRUE;
for (i = 0; i < 32; i++) {
if (((GLuint *) mask)[i] != 0xffffffff) {
allBitsSet = GL_FALSE;
break;
}
}
if (allBitsSet) {
fxMesa->haveHwStipple = GL_FALSE;
return;
}
q[0] = mask[0];
q[1] = mask[4];
q[2] = mask[8];
q[3] = mask[12];
for (k = 0 ; k < 8 ; k++)
for (j = 0 ; j < 4; j++)
for (i = 0 ; i < 4 ; i++,m++) {
if (*m != q[j]) {
fxMesa->haveHwStipple = GL_FALSE;
return;
}
}
fxMesa->haveHwStipple = GL_TRUE;
fxMesa->Stipple.Pattern = ( (q[0] << 0) |
(q[1] << 8) |
(q[2] << 16) |
(q[3] << 24) );
}
static void tdfxDDRenderMode( GLcontext *ctx, GLenum mode )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FALLBACK( fxMesa, TDFX_FALLBACK_RENDER_MODE, (mode != GL_RENDER) );
}
static void tdfxDDPrintState( const char *msg, GLuint flags )
{
fprintf( stderr,
"%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s%s\n",
msg,
flags,
(flags & TDFX_NEW_COLOR) ? "color, " : "",
(flags & TDFX_NEW_ALPHA) ? "alpha, " : "",
(flags & TDFX_NEW_DEPTH) ? "depth, " : "",
(flags & TDFX_NEW_RENDER) ? "render, " : "",
(flags & TDFX_NEW_FOG) ? "fog, " : "",
(flags & TDFX_NEW_STENCIL) ? "stencil, " : "",
(flags & TDFX_NEW_STIPPLE) ? "stipple, " : "",
(flags & TDFX_NEW_CLIP) ? "clip, " : "",
(flags & TDFX_NEW_VIEWPORT) ? "viewport, " : "",
(flags & TDFX_NEW_CULL) ? "cull, " : "",
(flags & TDFX_NEW_GLIDE) ? "glide, " : "",
(flags & TDFX_NEW_TEXTURE) ? "texture, " : "",
(flags & TDFX_NEW_CONTEXT) ? "context, " : "");
}
void tdfxDDUpdateHwState( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
int new_state = fxMesa->new_state;
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "%s()\n", __FUNCTION__ );
}
if ( new_state )
{
FLUSH_BATCH( fxMesa );
fxMesa->new_state = 0;
if ( 0 )
tdfxDDPrintState( "tdfxUpdateHwState", new_state );
/* Update the various parts of the context's state.
*/
if ( new_state & TDFX_NEW_ALPHA ) {
tdfxUpdateAlphaMode( ctx );
}
if ( new_state & TDFX_NEW_DEPTH )
tdfxUpdateZMode( ctx );
if ( new_state & TDFX_NEW_FOG )
tdfxUpdateFogAttrib( ctx );
if ( new_state & TDFX_NEW_CLIP )
tdfxUpdateClipping( ctx );
if ( new_state & TDFX_NEW_STIPPLE )
tdfxUpdateStipple( ctx );
if ( new_state & TDFX_NEW_CULL )
tdfxUpdateCull( ctx );
if ( new_state & TDFX_NEW_LINE )
tdfxUpdateLine( ctx );
if ( new_state & TDFX_NEW_VIEWPORT )
tdfxUpdateViewport( ctx );
if ( new_state & TDFX_NEW_RENDER )
tdfxUpdateRenderAttrib( ctx );
if ( new_state & TDFX_NEW_STENCIL )
tdfxUpdateStencil( ctx );
if ( new_state & TDFX_NEW_TEXTURE ) {
tdfxUpdateTextureState( ctx );
}
else if ( new_state & TDFX_NEW_TEXTURE_BIND ) {
tdfxUpdateTextureBinding( ctx );
}
}
if ( 0 ) {
FxI32 bias = (FxI32) (ctx->Polygon.OffsetUnits * TDFX_DEPTH_BIAS_SCALE);
if ( fxMesa->Depth.Bias != bias ) {
fxMesa->Depth.Bias = bias;
fxMesa->dirty |= TDFX_UPLOAD_DEPTH_BIAS;
}
}
if ( fxMesa->dirty ) {
LOCK_HARDWARE( fxMesa );
tdfxEmitHwStateLocked( fxMesa );
UNLOCK_HARDWARE( fxMesa );
}
}
static void tdfxDDInvalidateState( 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 );
TDFX_CONTEXT(ctx)->new_gl_state |= new_state;
}
/* Initialize the context's Glide state mirror. These values will be
* used as Glide function call parameters when the time comes.
*/
void tdfxInitState( tdfxContextPtr fxMesa )
{
GLcontext *ctx = fxMesa->glCtx;
GLint i;
fxMesa->ColorCombine.Function = GR_COMBINE_FUNCTION_LOCAL;
fxMesa->ColorCombine.Factor = GR_COMBINE_FACTOR_NONE;
fxMesa->ColorCombine.Local = GR_COMBINE_LOCAL_ITERATED;
fxMesa->ColorCombine.Other = GR_COMBINE_OTHER_NONE;
fxMesa->ColorCombine.Invert = FXFALSE;
fxMesa->AlphaCombine.Function = GR_COMBINE_FUNCTION_LOCAL;
fxMesa->AlphaCombine.Factor = GR_COMBINE_FACTOR_NONE;
fxMesa->AlphaCombine.Local = GR_COMBINE_LOCAL_ITERATED;
fxMesa->AlphaCombine.Other = GR_COMBINE_OTHER_NONE;
fxMesa->AlphaCombine.Invert = FXFALSE;
fxMesa->ColorCombineExt.SourceA = GR_CMBX_ITRGB;
fxMesa->ColorCombineExt.ModeA = GR_FUNC_MODE_X;
fxMesa->ColorCombineExt.SourceB = GR_CMBX_ZERO;
fxMesa->ColorCombineExt.ModeB = GR_FUNC_MODE_ZERO;
fxMesa->ColorCombineExt.SourceC = GR_CMBX_ZERO;
fxMesa->ColorCombineExt.InvertC = FXTRUE;
fxMesa->ColorCombineExt.SourceD = GR_CMBX_ZERO;
fxMesa->ColorCombineExt.InvertD = FXFALSE;
fxMesa->ColorCombineExt.Shift = 0;
fxMesa->ColorCombineExt.Invert = FXFALSE;
fxMesa->AlphaCombineExt.SourceA = GR_CMBX_ITALPHA;
fxMesa->AlphaCombineExt.ModeA = GR_FUNC_MODE_X;
fxMesa->AlphaCombineExt.SourceB = GR_CMBX_ZERO;
fxMesa->AlphaCombineExt.ModeB = GR_FUNC_MODE_ZERO;
fxMesa->AlphaCombineExt.SourceC = GR_CMBX_ZERO;
fxMesa->AlphaCombineExt.InvertC = FXTRUE;
fxMesa->AlphaCombineExt.SourceD = GR_CMBX_ZERO;
fxMesa->AlphaCombineExt.InvertD = FXFALSE;
fxMesa->AlphaCombineExt.Shift = 0;
fxMesa->AlphaCombineExt.Invert = FXFALSE;
fxMesa->sScale0 = fxMesa->tScale0 = 1.0;
fxMesa->sScale1 = fxMesa->tScale1 = 1.0;
fxMesa->TexPalette.Type = 0;
fxMesa->TexPalette.Data = NULL;
for ( i = 0 ; i < TDFX_NUM_TMU ; i++ ) {
fxMesa->TexSource[i].StartAddress = 0;
fxMesa->TexSource[i].EvenOdd = GR_MIPMAPLEVELMASK_EVEN;
fxMesa->TexSource[i].Info = NULL;
fxMesa->TexCombine[i].FunctionRGB = 0;
fxMesa->TexCombine[i].FactorRGB = 0;
fxMesa->TexCombine[i].FunctionAlpha = 0;
fxMesa->TexCombine[i].FactorAlpha = 0;
fxMesa->TexCombine[i].InvertRGB = FXFALSE;
fxMesa->TexCombine[i].InvertAlpha = FXFALSE;
fxMesa->TexCombineExt[i].Alpha.SourceA = 0;
/* XXX more state to init here */
fxMesa->TexCombineExt[i].Color.SourceA = 0;
fxMesa->TexCombineExt[i].EnvColor = 0x0;
fxMesa->TexParams[i].sClamp = GR_TEXTURECLAMP_WRAP;
fxMesa->TexParams[i].tClamp = GR_TEXTURECLAMP_WRAP;
fxMesa->TexParams[i].minFilt = GR_TEXTUREFILTER_POINT_SAMPLED;
fxMesa->TexParams[i].magFilt = GR_TEXTUREFILTER_BILINEAR;
fxMesa->TexParams[i].mmMode = GR_MIPMAP_DISABLE;
fxMesa->TexParams[i].LODblend = FXFALSE;
fxMesa->TexParams[i].LodBias = 0.0;
fxMesa->TexState.EnvMode[i] = ~0;
fxMesa->TexState.TexFormat[i] = ~0;
fxMesa->TexState.Enabled[i] = 0;
}
if ( ctx->Visual.doubleBufferMode) {
fxMesa->DrawBuffer = GR_BUFFER_BACKBUFFER;
fxMesa->ReadBuffer = GR_BUFFER_BACKBUFFER;
} else {
fxMesa->DrawBuffer = GR_BUFFER_FRONTBUFFER;
fxMesa->ReadBuffer = GR_BUFFER_FRONTBUFFER;
}
fxMesa->Color.ClearColor = 0x00000000;
fxMesa->Color.ClearAlpha = 0x00;
fxMesa->Color.ColorMask[RCOMP] = FXTRUE;
fxMesa->Color.ColorMask[BCOMP] = FXTRUE;
fxMesa->Color.ColorMask[GCOMP] = FXTRUE;
fxMesa->Color.ColorMask[ACOMP] = FXTRUE;
fxMesa->Color.MonoColor = 0xffffffff;
fxMesa->Color.AlphaFunc = GR_CMP_ALWAYS;
fxMesa->Color.AlphaRef = 0x00;
fxMesa->Color.BlendSrcRGB = GR_BLEND_ONE;
fxMesa->Color.BlendDstRGB = GR_BLEND_ZERO;
fxMesa->Color.BlendSrcA = GR_BLEND_ONE;
fxMesa->Color.BlendSrcA = GR_BLEND_ZERO;
fxMesa->Color.Dither = GR_DITHER_2x2;
if ( fxMesa->glCtx->Visual.depthBits > 0 ) {
fxMesa->Depth.Mode = GR_DEPTHBUFFER_ZBUFFER;
} else {
fxMesa->Depth.Mode = GR_DEPTHBUFFER_DISABLE;
}
fxMesa->Depth.Bias = 0;
fxMesa->Depth.Func = GR_CMP_LESS;
fxMesa->Depth.Clear = 0; /* computed later */
fxMesa->Depth.Mask = FXTRUE;
fxMesa->Fog.Mode = GR_FOG_DISABLE;
fxMesa->Fog.Color = 0x00000000;
fxMesa->Fog.Table = NULL;
fxMesa->Fog.Density = 1.0;
fxMesa->Fog.Near = 1.0;
fxMesa->Fog.Far = 1.0;
fxMesa->Stencil.Function = GR_CMP_ALWAYS;
fxMesa->Stencil.RefValue = 0;
fxMesa->Stencil.ValueMask = 0xff;
fxMesa->Stencil.WriteMask = 0xff;
fxMesa->Stencil.FailFunc = 0;
fxMesa->Stencil.ZFailFunc = 0;
fxMesa->Stencil.ZPassFunc = 0;
fxMesa->Stencil.Clear = 0;
fxMesa->Stipple.Mode = GR_STIPPLE_DISABLE;
fxMesa->Stipple.Pattern = 0xffffffff;
fxMesa->Scissor.minX = 0;
fxMesa->Scissor.minY = 0;
fxMesa->Scissor.maxX = 0;
fxMesa->Scissor.maxY = 0;
fxMesa->Viewport.Mode = GR_WINDOW_COORDS;
fxMesa->Viewport.X = 0;
fxMesa->Viewport.Y = 0;
fxMesa->Viewport.Width = 0;
fxMesa->Viewport.Height = 0;
fxMesa->Viewport.Near = 0.0;
fxMesa->Viewport.Far = 0.0;
fxMesa->CullMode = GR_CULL_DISABLE;
fxMesa->Glide.ColorFormat = GR_COLORFORMAT_ABGR;
fxMesa->Glide.Origin = GR_ORIGIN_LOWER_LEFT;
fxMesa->Glide.Initialized = FXFALSE;
}
void tdfxDDInitStateFuncs( GLcontext *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
ctx->Driver.UpdateState = tdfxDDInvalidateState;
ctx->Driver.ClearColor = tdfxDDClearColor;
ctx->Driver.DrawBuffer = tdfxDDDrawBuffer;
ctx->Driver.ReadBuffer = tdfxDDReadBuffer;
ctx->Driver.AlphaFunc = tdfxDDAlphaFunc;
ctx->Driver.BlendEquationSeparate = tdfxDDBlendEquationSeparate;
ctx->Driver.BlendFuncSeparate = tdfxDDBlendFuncSeparate;
ctx->Driver.ClearDepth = tdfxDDClearDepth;
ctx->Driver.ColorMask = tdfxDDColorMask;
ctx->Driver.CullFace = tdfxDDCullFace;
ctx->Driver.FrontFace = tdfxDDFrontFace;
ctx->Driver.DepthFunc = tdfxDDDepthFunc;
ctx->Driver.DepthMask = tdfxDDDepthMask;
ctx->Driver.DepthRange = tdfxDDDepthRange;
ctx->Driver.Enable = tdfxDDEnable;
ctx->Driver.Fogfv = tdfxDDFogfv;
ctx->Driver.LightModelfv = tdfxDDLightModelfv;
ctx->Driver.LineWidth = tdfxDDLineWidth;
ctx->Driver.PolygonStipple = tdfxDDPolygonStipple;
ctx->Driver.RenderMode = tdfxDDRenderMode;
ctx->Driver.Scissor = tdfxDDScissor;
ctx->Driver.ShadeModel = tdfxDDShadeModel;
if ( fxMesa->haveHwStencil ) {
ctx->Driver.StencilFuncSeparate = tdfxDDStencilFuncSeparate;
ctx->Driver.StencilMaskSeparate = tdfxDDStencilMaskSeparate;
ctx->Driver.StencilOpSeparate = tdfxDDStencilOpSeparate;
}
ctx->Driver.Viewport = tdfxDDViewport;
}