diff options
author | Eric Anholt <anholt@FreeBSD.org> | 2006-08-09 19:14:05 +0000 |
---|---|---|
committer | Eric Anholt <anholt@FreeBSD.org> | 2006-08-09 19:14:05 +0000 |
commit | 9f344b3e7d6e23674dd4747faec253f103563b36 (patch) | |
tree | e5df3c1ab9a424831d4a4363567a87ff91cc0581 /src/mesa/drivers/dri/i965/intel_state.c | |
parent | 7b52bed98729a05feab28f6d2b0677e4f84c44c3 (diff) |
Add Intel i965G/Q DRI driver.
This driver comes from Tungsten Graphics, with a few further modifications by
Intel.
Diffstat (limited to 'src/mesa/drivers/dri/i965/intel_state.c')
-rw-r--r-- | src/mesa/drivers/dri/i965/intel_state.c | 330 |
1 files changed, 330 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/intel_state.c b/src/mesa/drivers/dri/i965/intel_state.c new file mode 100644 index 0000000000..a471f67c51 --- /dev/null +++ b/src/mesa/drivers/dri/i965/intel_state.c @@ -0,0 +1,330 @@ +/************************************************************************** + * + * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. + * 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, sub license, 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 NON-INFRINGEMENT. + * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR + * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, + * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE + * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + **************************************************************************/ + + +#include "glheader.h" +#include "context.h" +#include "macros.h" +#include "enums.h" +#include "colormac.h" +#include "dd.h" + +#include "intel_screen.h" +#include "intel_context.h" +#include "intel_regions.h" +#include "swrast/swrast.h" + +int intel_translate_compare_func( GLenum func ) +{ + switch(func) { + case GL_NEVER: + return COMPAREFUNC_NEVER; + case GL_LESS: + return COMPAREFUNC_LESS; + case GL_LEQUAL: + return COMPAREFUNC_LEQUAL; + case GL_GREATER: + return COMPAREFUNC_GREATER; + case GL_GEQUAL: + return COMPAREFUNC_GEQUAL; + case GL_NOTEQUAL: + return COMPAREFUNC_NOTEQUAL; + case GL_EQUAL: + return COMPAREFUNC_EQUAL; + case GL_ALWAYS: + return COMPAREFUNC_ALWAYS; + } + + fprintf(stderr, "Unknown value in %s: %x\n", __FUNCTION__, func); + return COMPAREFUNC_ALWAYS; +} + +int intel_translate_stencil_op( GLenum op ) +{ + switch(op) { + case GL_KEEP: + return STENCILOP_KEEP; + case GL_ZERO: + return STENCILOP_ZERO; + case GL_REPLACE: + return STENCILOP_REPLACE; + case GL_INCR: + return STENCILOP_INCRSAT; + case GL_DECR: + return STENCILOP_DECRSAT; + case GL_INCR_WRAP: + return STENCILOP_INCR; + case GL_DECR_WRAP: + return STENCILOP_DECR; + case GL_INVERT: + return STENCILOP_INVERT; + default: + return STENCILOP_ZERO; + } +} + +int intel_translate_blend_factor( GLenum factor ) +{ + switch(factor) { + case GL_ZERO: + return BLENDFACT_ZERO; + case GL_SRC_ALPHA: + return BLENDFACT_SRC_ALPHA; + case GL_ONE: + return BLENDFACT_ONE; + case GL_SRC_COLOR: + return BLENDFACT_SRC_COLR; + case GL_ONE_MINUS_SRC_COLOR: + return BLENDFACT_INV_SRC_COLR; + case GL_DST_COLOR: + return BLENDFACT_DST_COLR; + case GL_ONE_MINUS_DST_COLOR: + return BLENDFACT_INV_DST_COLR; + case GL_ONE_MINUS_SRC_ALPHA: + return BLENDFACT_INV_SRC_ALPHA; + case GL_DST_ALPHA: + return BLENDFACT_DST_ALPHA; + case GL_ONE_MINUS_DST_ALPHA: + return BLENDFACT_INV_DST_ALPHA; + case GL_SRC_ALPHA_SATURATE: + return BLENDFACT_SRC_ALPHA_SATURATE; + case GL_CONSTANT_COLOR: + return BLENDFACT_CONST_COLOR; + case GL_ONE_MINUS_CONSTANT_COLOR: + return BLENDFACT_INV_CONST_COLOR; + case GL_CONSTANT_ALPHA: + return BLENDFACT_CONST_ALPHA; + case GL_ONE_MINUS_CONSTANT_ALPHA: + return BLENDFACT_INV_CONST_ALPHA; + } + + fprintf(stderr, "Unknown value in %s: %x\n", __FUNCTION__, factor); + return BLENDFACT_ZERO; +} + +int intel_translate_logic_op( GLenum opcode ) +{ + switch(opcode) { + case GL_CLEAR: + return LOGICOP_CLEAR; + case GL_AND: + return LOGICOP_AND; + case GL_AND_REVERSE: + return LOGICOP_AND_RVRSE; + case GL_COPY: + return LOGICOP_COPY; + case GL_COPY_INVERTED: + return LOGICOP_COPY_INV; + case GL_AND_INVERTED: + return LOGICOP_AND_INV; + case GL_NOOP: + return LOGICOP_NOOP; + case GL_XOR: + return LOGICOP_XOR; + case GL_OR: + return LOGICOP_OR; + case GL_OR_INVERTED: + return LOGICOP_OR_INV; + case GL_NOR: + return LOGICOP_NOR; + case GL_EQUIV: + return LOGICOP_EQUIV; + case GL_INVERT: + return LOGICOP_INV; + case GL_OR_REVERSE: + return LOGICOP_OR_RVRSE; + case GL_NAND: + return LOGICOP_NAND; + case GL_SET: + return LOGICOP_SET; + default: + return LOGICOP_SET; + } +} + + +static void intelClearColor(GLcontext *ctx, const GLfloat color[4]) +{ + struct intel_context *intel = intel_context(ctx); + intelScreenPrivate *screen = intel->intelScreen; + + UNCLAMPED_FLOAT_TO_RGBA_CHAN(intel->clear_chan, color); + + intel->ClearColor = INTEL_PACKCOLOR(screen->fbFormat, + intel->clear_chan[0], + intel->clear_chan[1], + intel->clear_chan[2], + intel->clear_chan[3]); +} + + +static void intelCalcViewport( GLcontext *ctx ) +{ + struct intel_context *intel = intel_context(ctx); + const GLfloat *v = ctx->Viewport._WindowMap.m; + GLfloat *m = intel->ViewportMatrix.m; + GLint h = 0; + + if (intel->driDrawable) + h = intel->driDrawable->h + SUBPIXEL_Y; + + /* See also intel_translate_vertex. SUBPIXEL adjustments can be done + * via state vars, too. + */ + m[MAT_SX] = v[MAT_SX]; + m[MAT_TX] = v[MAT_TX] + SUBPIXEL_X; + m[MAT_SY] = - v[MAT_SY]; + m[MAT_TY] = - v[MAT_TY] + h; + m[MAT_SZ] = v[MAT_SZ] * intel->depth_scale; + m[MAT_TZ] = v[MAT_TZ] * intel->depth_scale; +} + +static void intelViewport( GLcontext *ctx, + GLint x, GLint y, + GLsizei width, GLsizei height ) +{ + intelCalcViewport( ctx ); +} + +static void intelDepthRange( GLcontext *ctx, + GLclampd nearval, GLclampd farval ) +{ + intelCalcViewport( ctx ); +} + +/* Fallback to swrast for select and feedback. + */ +static void intelRenderMode( GLcontext *ctx, GLenum mode ) +{ + struct intel_context *intel = intel_context(ctx); + FALLBACK( intel, INTEL_FALLBACK_RENDERMODE, (mode != GL_RENDER) ); +} + + +void intelInitStateFuncs( struct dd_function_table *functions ) +{ + functions->RenderMode = intelRenderMode; + functions->Viewport = intelViewport; + functions->DepthRange = intelDepthRange; + functions->ClearColor = intelClearColor; +} + + + + +void intelInitState( GLcontext *ctx ) +{ + /* Mesa should do this for us: + */ + ctx->Driver.AlphaFunc( ctx, + ctx->Color.AlphaFunc, + ctx->Color.AlphaRef); + + ctx->Driver.BlendColor( ctx, + ctx->Color.BlendColor ); + + ctx->Driver.BlendEquationSeparate( ctx, + ctx->Color.BlendEquationRGB, + ctx->Color.BlendEquationA); + + ctx->Driver.BlendFuncSeparate( ctx, + ctx->Color.BlendSrcRGB, + ctx->Color.BlendDstRGB, + ctx->Color.BlendSrcA, + ctx->Color.BlendDstA); + + ctx->Driver.ColorMask( ctx, + ctx->Color.ColorMask[RCOMP], + ctx->Color.ColorMask[GCOMP], + ctx->Color.ColorMask[BCOMP], + ctx->Color.ColorMask[ACOMP]); + + ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode ); + ctx->Driver.DepthFunc( ctx, ctx->Depth.Func ); + ctx->Driver.DepthMask( ctx, ctx->Depth.Mask ); + + ctx->Driver.Enable( ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled ); + ctx->Driver.Enable( ctx, GL_BLEND, ctx->Color.BlendEnabled ); + ctx->Driver.Enable( ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled ); + ctx->Driver.Enable( ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled ); + ctx->Driver.Enable( ctx, GL_CULL_FACE, ctx->Polygon.CullFlag ); + ctx->Driver.Enable( ctx, GL_DEPTH_TEST, ctx->Depth.Test ); + ctx->Driver.Enable( ctx, GL_DITHER, ctx->Color.DitherFlag ); + ctx->Driver.Enable( ctx, GL_FOG, ctx->Fog.Enabled ); + ctx->Driver.Enable( ctx, GL_LIGHTING, ctx->Light.Enabled ); + ctx->Driver.Enable( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag ); + ctx->Driver.Enable( ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag ); + ctx->Driver.Enable( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled ); + ctx->Driver.Enable( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled ); + ctx->Driver.Enable( ctx, GL_TEXTURE_1D, GL_FALSE ); + ctx->Driver.Enable( ctx, GL_TEXTURE_2D, GL_FALSE ); + ctx->Driver.Enable( ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE ); + ctx->Driver.Enable( ctx, GL_TEXTURE_3D, GL_FALSE ); + ctx->Driver.Enable( ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE ); + + ctx->Driver.Fogfv( ctx, GL_FOG_COLOR, ctx->Fog.Color ); + ctx->Driver.Fogfv( ctx, GL_FOG_MODE, 0 ); + ctx->Driver.Fogfv( ctx, GL_FOG_DENSITY, &ctx->Fog.Density ); + ctx->Driver.Fogfv( ctx, GL_FOG_START, &ctx->Fog.Start ); + ctx->Driver.Fogfv( ctx, GL_FOG_END, &ctx->Fog.End ); + + ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace ); + + { + GLfloat f = (GLfloat)ctx->Light.Model.ColorControl; + ctx->Driver.LightModelfv( ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f ); + } + + ctx->Driver.LineWidth( ctx, ctx->Line.Width ); + ctx->Driver.LogicOpcode( ctx, ctx->Color.LogicOp ); + ctx->Driver.PointSize( ctx, ctx->Point.Size ); + ctx->Driver.PolygonStipple( ctx, (const GLubyte *)ctx->PolygonStipple ); + ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y, + ctx->Scissor.Width, ctx->Scissor.Height ); + ctx->Driver.ShadeModel( ctx, ctx->Light.ShadeModel ); + ctx->Driver.StencilFuncSeparate( ctx, GL_FRONT, + ctx->Stencil.Function[0], + ctx->Stencil.Ref[0], + ctx->Stencil.ValueMask[0] ); + ctx->Driver.StencilFuncSeparate( ctx, GL_BACK, + ctx->Stencil.Function[1], + ctx->Stencil.Ref[1], + ctx->Stencil.ValueMask[1] ); + ctx->Driver.StencilMaskSeparate( ctx, GL_FRONT, ctx->Stencil.WriteMask[0] ); + ctx->Driver.StencilMaskSeparate( ctx, GL_BACK, ctx->Stencil.WriteMask[1] ); + ctx->Driver.StencilOpSeparate( ctx, GL_FRONT, + ctx->Stencil.FailFunc[0], + ctx->Stencil.ZFailFunc[0], + ctx->Stencil.ZPassFunc[0]); + ctx->Driver.StencilOpSeparate( ctx, GL_BACK, + ctx->Stencil.FailFunc[1], + ctx->Stencil.ZFailFunc[1], + ctx->Stencil.ZPassFunc[1]); + + + ctx->Driver.DrawBuffer( ctx, ctx->Color.DrawBuffer[0] ); +} |