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Diffstat (limited to 'src/mesa/drivers/dri/r200/r200_state.c')
-rw-r--r--src/mesa/drivers/dri/r200/r200_state.c2175
1 files changed, 2175 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/r200/r200_state.c b/src/mesa/drivers/dri/r200/r200_state.c
new file mode 100644
index 0000000000..55a00cd4de
--- /dev/null
+++ b/src/mesa/drivers/dri/r200/r200_state.c
@@ -0,0 +1,2175 @@
+/* $XFree86$ */
+/**************************************************************************
+
+Copyright (C) The Weather Channel, Inc. 2002. All Rights Reserved.
+
+The Weather Channel (TM) funded Tungsten Graphics to develop the
+initial release of the Radeon 8500 driver under the XFree86 license.
+This notice must be preserved.
+
+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 THE COPYRIGHT OWNER(S) 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.
+
+**************************************************************************/
+
+/*
+ * Authors:
+ * Keith Whitwell <keith@tungstengraphics.com>
+ */
+
+#include "glheader.h"
+#include "imports.h"
+#include "api_arrayelt.h"
+#include "enums.h"
+#include "colormac.h"
+
+#include "swrast/swrast.h"
+#include "array_cache/acache.h"
+#include "tnl/tnl.h"
+#include "tnl/t_pipeline.h"
+#include "swrast_setup/swrast_setup.h"
+
+
+#include "r200_context.h"
+#include "r200_ioctl.h"
+#include "r200_state.h"
+#include "r200_tcl.h"
+#include "r200_tex.h"
+#include "r200_swtcl.h"
+#include "r200_vtxfmt.h"
+
+
+/* =============================================================
+ * Alpha blending
+ */
+
+static void r200AlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ int pp_misc = rmesa->hw.ctx.cmd[CTX_PP_MISC];
+ GLubyte refByte;
+
+ CLAMPED_FLOAT_TO_UBYTE(refByte, ref);
+
+ R200_STATECHANGE( rmesa, ctx );
+
+ pp_misc &= ~(R200_ALPHA_TEST_OP_MASK | R200_REF_ALPHA_MASK);
+ pp_misc |= (refByte & R200_REF_ALPHA_MASK);
+
+ switch ( func ) {
+ case GL_NEVER:
+ pp_misc |= R200_ALPHA_TEST_FAIL;
+ break;
+ case GL_LESS:
+ pp_misc |= R200_ALPHA_TEST_LESS;
+ break;
+ case GL_EQUAL:
+ pp_misc |= R200_ALPHA_TEST_EQUAL;
+ break;
+ case GL_LEQUAL:
+ pp_misc |= R200_ALPHA_TEST_LEQUAL;
+ break;
+ case GL_GREATER:
+ pp_misc |= R200_ALPHA_TEST_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ pp_misc |= R200_ALPHA_TEST_NEQUAL;
+ break;
+ case GL_GEQUAL:
+ pp_misc |= R200_ALPHA_TEST_GEQUAL;
+ break;
+ case GL_ALWAYS:
+ pp_misc |= R200_ALPHA_TEST_PASS;
+ break;
+ }
+
+ rmesa->hw.ctx.cmd[CTX_PP_MISC] = pp_misc;
+}
+
+static void r200BlendEquation( GLcontext *ctx, GLenum mode )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint b = rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] & ~R200_COMB_FCN_MASK;
+
+ switch ( mode ) {
+ case GL_FUNC_ADD:
+ case GL_LOGIC_OP:
+ b |= R200_COMB_FCN_ADD_CLAMP;
+ break;
+
+ case GL_FUNC_SUBTRACT:
+ b |= R200_COMB_FCN_SUB_CLAMP;
+ break;
+
+ case GL_FUNC_REVERSE_SUBTRACT:
+ b |= R200_COMB_FCN_RSUB_CLAMP;
+ break;
+
+ case GL_MIN:
+ b |= R200_COMB_FCN_MIN;
+ break;
+
+ case GL_MAX:
+ b |= R200_COMB_FCN_MAX;
+ break;
+
+ default:
+ break;
+ }
+
+ R200_STATECHANGE( rmesa, ctx );
+ rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = b;
+ if ( ctx->Color.ColorLogicOpEnabled ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_ROP_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_ROP_ENABLE;
+ }
+}
+
+static void r200BlendFunc( GLcontext *ctx, GLenum sfactor, GLenum dfactor )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint b = rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] &
+ ~(R200_SRC_BLEND_MASK | R200_DST_BLEND_MASK);
+
+ switch ( ctx->Color.BlendSrcRGB ) {
+ case GL_ZERO:
+ b |= R200_SRC_BLEND_GL_ZERO;
+ break;
+ case GL_ONE:
+ b |= R200_SRC_BLEND_GL_ONE;
+ break;
+ case GL_DST_COLOR:
+ b |= R200_SRC_BLEND_GL_DST_COLOR;
+ break;
+ case GL_ONE_MINUS_DST_COLOR:
+ b |= R200_SRC_BLEND_GL_ONE_MINUS_DST_COLOR;
+ break;
+ case GL_SRC_COLOR:
+ b |= R200_SRC_BLEND_GL_SRC_COLOR;
+ break;
+ case GL_ONE_MINUS_SRC_COLOR:
+ b |= R200_SRC_BLEND_GL_ONE_MINUS_SRC_COLOR;
+ break;
+ case GL_SRC_ALPHA:
+ b |= R200_SRC_BLEND_GL_SRC_ALPHA;
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ b |= R200_SRC_BLEND_GL_ONE_MINUS_SRC_ALPHA;
+ break;
+ case GL_DST_ALPHA:
+ b |= R200_SRC_BLEND_GL_DST_ALPHA;
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ b |= R200_SRC_BLEND_GL_ONE_MINUS_DST_ALPHA;
+ break;
+ case GL_SRC_ALPHA_SATURATE:
+ b |= R200_SRC_BLEND_GL_SRC_ALPHA_SATURATE;
+ break;
+ case GL_CONSTANT_COLOR:
+ b |= R200_SRC_BLEND_GL_CONST_COLOR;
+ break;
+ case GL_ONE_MINUS_CONSTANT_COLOR:
+ b |= R200_SRC_BLEND_GL_ONE_MINUS_CONST_COLOR;
+ break;
+ case GL_CONSTANT_ALPHA:
+ b |= R200_SRC_BLEND_GL_CONST_ALPHA;
+ break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA:
+ b |= R200_SRC_BLEND_GL_ONE_MINUS_CONST_ALPHA;
+ break;
+ default:
+ break;
+ }
+
+ switch ( ctx->Color.BlendDstRGB ) {
+ case GL_ZERO:
+ b |= R200_DST_BLEND_GL_ZERO;
+ break;
+ case GL_ONE:
+ b |= R200_DST_BLEND_GL_ONE;
+ break;
+ case GL_SRC_COLOR:
+ b |= R200_DST_BLEND_GL_SRC_COLOR;
+ break;
+ case GL_ONE_MINUS_SRC_COLOR:
+ b |= R200_DST_BLEND_GL_ONE_MINUS_SRC_COLOR;
+ break;
+ case GL_SRC_ALPHA:
+ b |= R200_DST_BLEND_GL_SRC_ALPHA;
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ b |= R200_DST_BLEND_GL_ONE_MINUS_SRC_ALPHA;
+ break;
+ case GL_DST_COLOR:
+ b |= R200_DST_BLEND_GL_DST_COLOR;
+ break;
+ case GL_ONE_MINUS_DST_COLOR:
+ b |= R200_DST_BLEND_GL_ONE_MINUS_DST_COLOR;
+ break;
+ case GL_DST_ALPHA:
+ b |= R200_DST_BLEND_GL_DST_ALPHA;
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ b |= R200_DST_BLEND_GL_ONE_MINUS_DST_ALPHA;
+ break;
+ case GL_CONSTANT_COLOR:
+ b |= R200_DST_BLEND_GL_CONST_COLOR;
+ break;
+ case GL_ONE_MINUS_CONSTANT_COLOR:
+ b |= R200_DST_BLEND_GL_ONE_MINUS_CONST_COLOR;
+ break;
+ case GL_CONSTANT_ALPHA:
+ b |= R200_DST_BLEND_GL_CONST_ALPHA;
+ break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA:
+ b |= R200_DST_BLEND_GL_ONE_MINUS_CONST_ALPHA;
+ break;
+ default:
+ break;
+ }
+
+ R200_STATECHANGE( rmesa, ctx );
+ rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = b;
+}
+
+static void r200BlendFuncSeparate( GLcontext *ctx,
+ GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorA, GLenum dfactorA )
+{
+ r200BlendFunc( ctx, sfactorRGB, dfactorRGB );
+}
+
+
+/* =============================================================
+ * Depth testing
+ */
+
+static void r200DepthFunc( GLcontext *ctx, GLenum func )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ R200_STATECHANGE( rmesa, ctx );
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~R200_Z_TEST_MASK;
+
+ switch ( ctx->Depth.Func ) {
+ case GL_NEVER:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_NEVER;
+ break;
+ case GL_LESS:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_LESS;
+ break;
+ case GL_EQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_EQUAL;
+ break;
+ case GL_LEQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_LEQUAL;
+ break;
+ case GL_GREATER:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_NEQUAL;
+ break;
+ case GL_GEQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_GEQUAL;
+ break;
+ case GL_ALWAYS:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_ALWAYS;
+ break;
+ }
+}
+
+
+static void r200DepthMask( GLcontext *ctx, GLboolean flag )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ R200_STATECHANGE( rmesa, ctx );
+
+ if ( ctx->Depth.Mask ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_WRITE_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~R200_Z_WRITE_ENABLE;
+ }
+}
+
+
+/* =============================================================
+ * Fog
+ */
+
+
+static void r200Fogfv( GLcontext *ctx, GLenum pname, const GLfloat *param )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ union { int i; float f; } c, d;
+ GLchan col[4];
+ GLuint i;
+
+ c.i = rmesa->hw.fog.cmd[FOG_C];
+ d.i = rmesa->hw.fog.cmd[FOG_D];
+
+ switch (pname) {
+ case GL_FOG_MODE:
+ if (!ctx->Fog.Enabled)
+ return;
+ R200_STATECHANGE(rmesa, tcl);
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~R200_TCL_FOG_MASK;
+ switch (ctx->Fog.Mode) {
+ case GL_LINEAR:
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_TCL_FOG_LINEAR;
+ if (ctx->Fog.Start == ctx->Fog.End) {
+ c.f = 1.0F;
+ d.f = 1.0F;
+ }
+ else {
+ c.f = ctx->Fog.End/(ctx->Fog.End-ctx->Fog.Start);
+ d.f = -1.0/(ctx->Fog.End-ctx->Fog.Start);
+ }
+ break;
+ case GL_EXP:
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_TCL_FOG_EXP;
+ c.f = 0.0;
+ d.f = -ctx->Fog.Density;
+ break;
+ case GL_EXP2:
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_TCL_FOG_EXP2;
+ c.f = 0.0;
+ d.f = -(ctx->Fog.Density * ctx->Fog.Density);
+ break;
+ default:
+ return;
+ }
+ break;
+ case GL_FOG_DENSITY:
+ switch (ctx->Fog.Mode) {
+ case GL_EXP:
+ c.f = 0.0;
+ d.f = -ctx->Fog.Density;
+ break;
+ case GL_EXP2:
+ c.f = 0.0;
+ d.f = -(ctx->Fog.Density * ctx->Fog.Density);
+ break;
+ default:
+ break;
+ }
+ break;
+ case GL_FOG_START:
+ case GL_FOG_END:
+ if (ctx->Fog.Mode == GL_LINEAR) {
+ if (ctx->Fog.Start == ctx->Fog.End) {
+ c.f = 1.0F;
+ d.f = 1.0F;
+ } else {
+ c.f = ctx->Fog.End/(ctx->Fog.End-ctx->Fog.Start);
+ d.f = -1.0/(ctx->Fog.End-ctx->Fog.Start);
+ }
+ }
+ break;
+ case GL_FOG_COLOR:
+ R200_STATECHANGE( rmesa, ctx );
+ UNCLAMPED_FLOAT_TO_RGB_CHAN( col, ctx->Fog.Color );
+ i = r200PackColor( 4, col[0], col[1], col[2], 0 );
+ rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] &= ~R200_FOG_COLOR_MASK;
+ rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] |= i;
+ break;
+ case GL_FOG_COORDINATE_SOURCE_EXT:
+ /* What to do?
+ */
+ break;
+ default:
+ return;
+ }
+
+ if (c.i != rmesa->hw.fog.cmd[FOG_C] || d.i != rmesa->hw.fog.cmd[FOG_D]) {
+ R200_STATECHANGE( rmesa, fog );
+ rmesa->hw.fog.cmd[FOG_C] = c.i;
+ rmesa->hw.fog.cmd[FOG_D] = d.i;
+ }
+}
+
+
+/* =============================================================
+ * Scissoring
+ */
+
+
+static GLboolean intersect_rect( XF86DRIClipRectPtr out,
+ XF86DRIClipRectPtr a,
+ XF86DRIClipRectPtr 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 GL_FALSE;
+ if ( out->y1 >= out->y2 ) return GL_FALSE;
+ return GL_TRUE;
+}
+
+
+void r200RecalcScissorRects( r200ContextPtr rmesa )
+{
+ XF86DRIClipRectPtr out;
+ int i;
+
+ /* Grow cliprect store?
+ */
+ if (rmesa->state.scissor.numAllocedClipRects < rmesa->numClipRects) {
+ while (rmesa->state.scissor.numAllocedClipRects < rmesa->numClipRects) {
+ rmesa->state.scissor.numAllocedClipRects += 1; /* zero case */
+ rmesa->state.scissor.numAllocedClipRects *= 2;
+ }
+
+ if (rmesa->state.scissor.pClipRects)
+ FREE(rmesa->state.scissor.pClipRects);
+
+ rmesa->state.scissor.pClipRects =
+ MALLOC( rmesa->state.scissor.numAllocedClipRects *
+ sizeof(XF86DRIClipRectRec) );
+
+ if ( rmesa->state.scissor.pClipRects == NULL ) {
+ rmesa->state.scissor.numAllocedClipRects = 0;
+ return;
+ }
+ }
+
+ out = rmesa->state.scissor.pClipRects;
+ rmesa->state.scissor.numClipRects = 0;
+
+ for ( i = 0 ; i < rmesa->numClipRects ; i++ ) {
+ if ( intersect_rect( out,
+ &rmesa->pClipRects[i],
+ &rmesa->state.scissor.rect ) ) {
+ rmesa->state.scissor.numClipRects++;
+ out++;
+ }
+ }
+}
+
+
+static void r200UpdateScissor( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ if ( rmesa->dri.drawable ) {
+ __DRIdrawablePrivate *dPriv = rmesa->dri.drawable;
+
+ int x = ctx->Scissor.X;
+ int y = dPriv->h - ctx->Scissor.Y - ctx->Scissor.Height;
+ int w = ctx->Scissor.X + ctx->Scissor.Width - 1;
+ int h = dPriv->h - ctx->Scissor.Y - 1;
+
+ rmesa->state.scissor.rect.x1 = x + dPriv->x;
+ rmesa->state.scissor.rect.y1 = y + dPriv->y;
+ rmesa->state.scissor.rect.x2 = w + dPriv->x + 1;
+ rmesa->state.scissor.rect.y2 = h + dPriv->y + 1;
+
+ r200RecalcScissorRects( rmesa );
+ }
+}
+
+
+static void r200Scissor( GLcontext *ctx,
+ GLint x, GLint y, GLsizei w, GLsizei h )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ if ( ctx->Scissor.Enabled ) {
+ R200_FIREVERTICES( rmesa ); /* don't pipeline cliprect changes */
+ r200UpdateScissor( ctx );
+ }
+
+}
+
+
+/* =============================================================
+ * Culling
+ */
+
+static void r200CullFace( GLcontext *ctx, GLenum unused )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint s = rmesa->hw.set.cmd[SET_SE_CNTL];
+ GLuint t = rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL];
+
+ s |= R200_FFACE_SOLID | R200_BFACE_SOLID;
+ t &= ~(R200_CULL_FRONT | R200_CULL_BACK);
+
+ if ( ctx->Polygon.CullFlag ) {
+ switch ( ctx->Polygon.CullFaceMode ) {
+ case GL_FRONT:
+ s &= ~R200_FFACE_SOLID;
+ t |= R200_CULL_FRONT;
+ break;
+ case GL_BACK:
+ s &= ~R200_BFACE_SOLID;
+ t |= R200_CULL_BACK;
+ break;
+ case GL_FRONT_AND_BACK:
+ s &= ~(R200_FFACE_SOLID | R200_BFACE_SOLID);
+ t |= (R200_CULL_FRONT | R200_CULL_BACK);
+ break;
+ }
+ }
+
+ if ( rmesa->hw.set.cmd[SET_SE_CNTL] != s ) {
+ R200_STATECHANGE(rmesa, set );
+ rmesa->hw.set.cmd[SET_SE_CNTL] = s;
+ }
+
+ if ( rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] != t ) {
+ R200_STATECHANGE(rmesa, tcl );
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] = t;
+ }
+}
+
+static void r200FrontFace( GLcontext *ctx, GLenum mode )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ R200_STATECHANGE( rmesa, set );
+ rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_FFACE_CULL_DIR_MASK;
+
+ R200_STATECHANGE( rmesa, tcl );
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~R200_CULL_FRONT_IS_CCW;
+
+ switch ( mode ) {
+ case GL_CW:
+ rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_FFACE_CULL_CW;
+ break;
+ case GL_CCW:
+ rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_FFACE_CULL_CCW;
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_CULL_FRONT_IS_CCW;
+ break;
+ }
+}
+
+/* =============================================================
+ * Point state
+ */
+static void r200PointSize( GLcontext *ctx, GLfloat size )
+{
+ if (0) fprintf(stderr, "%s: %f\n", __FUNCTION__, size );
+}
+
+/* =============================================================
+ * Line state
+ */
+static void r200LineWidth( GLcontext *ctx, GLfloat widthf )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ R200_STATECHANGE( rmesa, lin );
+ R200_STATECHANGE( rmesa, set );
+
+ /* Line width is stored in U6.4 format.
+ */
+ rmesa->hw.lin.cmd[LIN_SE_LINE_WIDTH] &= ~0xffff;
+ rmesa->hw.lin.cmd[LIN_SE_LINE_WIDTH] |= (GLuint)(ctx->Line._Width * 16.0);
+
+ if ( widthf > 1.0 ) {
+ rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_WIDELINE_ENABLE;
+ } else {
+ rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_WIDELINE_ENABLE;
+ }
+}
+
+static void r200LineStipple( GLcontext *ctx, GLint factor, GLushort pattern )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ R200_STATECHANGE( rmesa, lin );
+ rmesa->hw.lin.cmd[LIN_RE_LINE_PATTERN] =
+ ((((GLuint)factor & 0xff) << 16) | ((GLuint)pattern));
+}
+
+
+/* =============================================================
+ * Masks
+ */
+static void r200ColorMask( GLcontext *ctx,
+ GLboolean r, GLboolean g,
+ GLboolean b, GLboolean a )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint mask = r200PackColor( rmesa->r200Screen->cpp,
+ ctx->Color.ColorMask[RCOMP],
+ ctx->Color.ColorMask[GCOMP],
+ ctx->Color.ColorMask[BCOMP],
+ ctx->Color.ColorMask[ACOMP] );
+
+ GLuint flag = rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] & ~R200_PLANE_MASK_ENABLE;
+
+ if (!(r && g && b && a))
+ flag |= R200_PLANE_MASK_ENABLE;
+
+ if ( rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] != flag ) {
+ R200_STATECHANGE( rmesa, ctx );
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = flag;
+ }
+
+ if ( rmesa->hw.msk.cmd[MSK_RB3D_PLANEMASK] != mask ) {
+ R200_STATECHANGE( rmesa, msk );
+ rmesa->hw.msk.cmd[MSK_RB3D_PLANEMASK] = mask;
+ }
+}
+
+
+/* =============================================================
+ * Polygon state
+ */
+
+static void r200PolygonOffset( GLcontext *ctx,
+ GLfloat factor, GLfloat units )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLfloat constant = units * rmesa->state.depth.scale;
+
+/* factor *= 2; */
+/* constant *= 2; */
+
+/* fprintf(stderr, "%s f:%f u:%f\n", __FUNCTION__, factor, constant); */
+
+ R200_STATECHANGE( rmesa, zbs );
+ rmesa->hw.zbs.cmd[ZBS_SE_ZBIAS_FACTOR] = *(GLuint *)&factor;
+ rmesa->hw.zbs.cmd[ZBS_SE_ZBIAS_CONSTANT] = *(GLuint *)&constant;
+}
+
+static void r200PolygonStipple( GLcontext *ctx, const GLubyte *mask )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint i;
+ drmRadeonStipple stipple;
+
+ /* Must flip pattern upside down.
+ */
+ for ( i = 0 ; i < 32 ; i++ ) {
+ rmesa->state.stipple.mask[31 - i] = ((GLuint *) mask)[i];
+ }
+
+ /* TODO: push this into cmd mechanism
+ */
+ R200_FIREVERTICES( rmesa );
+ LOCK_HARDWARE( rmesa );
+
+ /* FIXME: Use window x,y offsets into stipple RAM.
+ */
+ stipple.mask = rmesa->state.stipple.mask;
+ drmCommandWrite( rmesa->dri.fd, DRM_RADEON_STIPPLE,
+ &stipple, sizeof(drmRadeonStipple) );
+ UNLOCK_HARDWARE( rmesa );
+}
+
+static void r200PolygonMode( GLcontext *ctx, GLenum face, GLenum mode )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLboolean flag = (ctx->_TriangleCaps & DD_TRI_UNFILLED) != 0;
+
+ /* Can't generally do unfilled via tcl, but some good special
+ * cases work.
+ */
+ TCL_FALLBACK( ctx, R200_TCL_FALLBACK_UNFILLED, flag);
+ if (rmesa->TclFallback) {
+ r200ChooseRenderState( ctx );
+ r200ChooseVertexState( ctx );
+ }
+}
+
+
+/* =============================================================
+ * 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.
+ */
+
+/* Examine lighting and texture state to determine if separate specular
+ * should be enabled.
+ */
+static void r200UpdateSpecular( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ CARD32 p = rmesa->hw.ctx.cmd[CTX_PP_CNTL];
+
+ R200_STATECHANGE( rmesa, tcl );
+ R200_STATECHANGE( rmesa, vtx );
+
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] &= ~(3<<R200_VTX_COLOR_0_SHIFT);
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] &= ~(3<<R200_VTX_COLOR_1_SHIFT);
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] &= ~R200_OUTPUT_COLOR_0;
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] &= ~R200_OUTPUT_COLOR_1;
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_LIGHTING_ENABLE;
+
+ p &= ~R200_SPECULAR_ENABLE;
+
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_DIFFUSE_SPECULAR_COMBINE;
+
+
+ if (ctx->Light.Enabled &&
+ ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) {
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |=
+ ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT) |
+ (R200_VTX_FP_RGBA << R200_VTX_COLOR_1_SHIFT));
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_0;
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_1;
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LIGHTING_ENABLE;
+ p |= R200_SPECULAR_ENABLE;
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &=
+ ~R200_DIFFUSE_SPECULAR_COMBINE;
+ }
+ else if (ctx->Light.Enabled) {
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |=
+ ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT));
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_0;
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LIGHTING_ENABLE;
+ } else if (ctx->Fog.ColorSumEnabled ) {
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |=
+ ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT) |
+ (R200_VTX_FP_RGBA << R200_VTX_COLOR_1_SHIFT));
+ p |= R200_SPECULAR_ENABLE;
+ } else {
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |=
+ ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT));
+ }
+
+ if (ctx->Fog.Enabled) {
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |=
+ ((R200_VTX_FP_RGBA << R200_VTX_COLOR_1_SHIFT));
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_1;
+ }
+
+ if ( rmesa->hw.ctx.cmd[CTX_PP_CNTL] != p ) {
+ R200_STATECHANGE( rmesa, ctx );
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] = p;
+ }
+
+ /* Update vertex/render formats
+ */
+ if (rmesa->TclFallback) {
+ r200ChooseRenderState( ctx );
+ r200ChooseVertexState( ctx );
+ }
+}
+
+
+/* =============================================================
+ * Materials
+ */
+
+
+/* Update on colormaterial, material emmissive/ambient,
+ * lightmodel.globalambient
+ */
+static void update_global_ambient( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ float *fcmd = (float *)R200_DB_STATE( glt );
+
+ /* Need to do more if both emmissive & ambient are PREMULT:
+ */
+ if ((rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] &
+ ((3 << R200_FRONT_EMISSIVE_SOURCE_SHIFT) |
+ (3 << R200_FRONT_AMBIENT_SOURCE_SHIFT))) == 0)
+ {
+ COPY_3V( &fcmd[GLT_RED],
+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]);
+ ACC_SCALE_3V( &fcmd[GLT_RED],
+ ctx->Light.Model.Ambient,
+ ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]);
+ }
+ else
+ {
+ COPY_3V( &fcmd[GLT_RED], ctx->Light.Model.Ambient );
+ }
+
+ R200_DB_STATECHANGE(rmesa, &rmesa->hw.glt);
+}
+
+/* Update on change to
+ * - light[p].colors
+ * - light[p].enabled
+ * - material,
+ * - colormaterial enabled
+ * - colormaterial bitmask
+ */
+static void update_light_colors( GLcontext *ctx, GLuint p )
+{
+ struct gl_light *l = &ctx->Light.Light[p];
+
+/* fprintf(stderr, "%s\n", __FUNCTION__); */
+
+ if (l->Enabled) {
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ float *fcmd = (float *)R200_DB_STATE( lit[p] );
+ GLuint bitmask = ctx->Light.ColorMaterialBitmask;
+ GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
+
+ COPY_4V( &fcmd[LIT_AMBIENT_RED], l->Ambient );
+ COPY_4V( &fcmd[LIT_DIFFUSE_RED], l->Diffuse );
+ COPY_4V( &fcmd[LIT_SPECULAR_RED], l->Specular );
+
+ if (!ctx->Light.ColorMaterialEnabled)
+ bitmask = 0;
+
+ if ((bitmask & MAT_BIT_FRONT_AMBIENT) == 0)
+ SELF_SCALE_3V( &fcmd[LIT_AMBIENT_RED], mat[MAT_ATTRIB_FRONT_AMBIENT] );
+
+ if ((bitmask & MAT_BIT_FRONT_DIFFUSE) == 0)
+ SELF_SCALE_3V( &fcmd[LIT_DIFFUSE_RED], mat[MAT_ATTRIB_FRONT_DIFFUSE] );
+
+ if ((bitmask & MAT_BIT_FRONT_SPECULAR) == 0)
+ SELF_SCALE_3V( &fcmd[LIT_SPECULAR_RED], mat[MAT_ATTRIB_FRONT_SPECULAR] );
+
+ R200_DB_STATECHANGE( rmesa, &rmesa->hw.lit[p] );
+ }
+}
+
+/* Also fallback for asym colormaterial mode in twoside lighting...
+ */
+static void check_twoside_fallback( GLcontext *ctx )
+{
+ GLboolean fallback = GL_FALSE;
+ GLint i;
+
+ if (ctx->Light.Enabled && ctx->Light.Model.TwoSide) {
+ if (ctx->Light.ColorMaterialEnabled &&
+ (ctx->Light.ColorMaterialBitmask & BACK_MATERIAL_BITS) !=
+ ((ctx->Light.ColorMaterialBitmask & FRONT_MATERIAL_BITS)<<1))
+ fallback = GL_TRUE;
+ else {
+ for (i = MAT_ATTRIB_FRONT_AMBIENT; i < MAT_ATTRIB_FRONT_INDEXES; i+=2)
+ if (memcmp( ctx->Light.Material.Attrib[i],
+ ctx->Light.Material.Attrib[i+1],
+ sizeof(GLfloat)*4) != 0) {
+ fallback = GL_TRUE;
+ break;
+ }
+ }
+ }
+
+ TCL_FALLBACK( ctx, R200_TCL_FALLBACK_LIGHT_TWOSIDE, fallback );
+}
+
+static void r200ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode )
+{
+ if (ctx->Light.ColorMaterialEnabled) {
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint light_model_ctl1 = rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1];
+ GLuint mask = ctx->Light.ColorMaterialBitmask;
+
+ /* Default to PREMULT:
+ */
+ light_model_ctl1 &= ~((0xf << R200_FRONT_EMISSIVE_SOURCE_SHIFT) |
+ (0xf << R200_FRONT_AMBIENT_SOURCE_SHIFT) |
+ (0xf << R200_FRONT_DIFFUSE_SOURCE_SHIFT) |
+ (0xf << R200_FRONT_SPECULAR_SOURCE_SHIFT));
+
+ if (mask & MAT_BIT_FRONT_EMISSION) {
+ light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
+ R200_FRONT_EMISSIVE_SOURCE_SHIFT);
+ }
+
+ if (mask & MAT_BIT_FRONT_AMBIENT) {
+ light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
+ R200_FRONT_AMBIENT_SOURCE_SHIFT);
+ }
+
+ if (mask & MAT_BIT_FRONT_DIFFUSE) {
+ light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
+ R200_FRONT_DIFFUSE_SOURCE_SHIFT);
+ }
+
+ if (mask & MAT_BIT_FRONT_SPECULAR) {
+ light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 <<
+ R200_FRONT_SPECULAR_SOURCE_SHIFT);
+ }
+
+ if (light_model_ctl1 != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1]) {
+ GLuint p;
+
+ R200_STATECHANGE( rmesa, tcl );
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] = light_model_ctl1;
+
+ for (p = 0 ; p < MAX_LIGHTS; p++)
+ update_light_colors( ctx, p );
+ update_global_ambient( ctx );
+ }
+ }
+
+ check_twoside_fallback( ctx );
+}
+
+void r200UpdateMaterial( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLfloat (*mat)[4] = ctx->Light.Material.Attrib;
+ GLfloat *fcmd = (GLfloat *)R200_DB_STATE( mtl[0] );
+ GLuint p;
+ GLuint mask = ~0;
+
+ if (ctx->Light.ColorMaterialEnabled)
+ mask &= ~ctx->Light.ColorMaterialBitmask;
+
+ if (R200_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "%s\n", __FUNCTION__);
+
+
+ if (mask & MAT_BIT_FRONT_EMISSION) {
+ fcmd[MTL_EMMISSIVE_RED] = mat[MAT_ATTRIB_FRONT_EMISSION][0];
+ fcmd[MTL_EMMISSIVE_GREEN] = mat[MAT_ATTRIB_FRONT_EMISSION][1];
+ fcmd[MTL_EMMISSIVE_BLUE] = mat[MAT_ATTRIB_FRONT_EMISSION][2];
+ fcmd[MTL_EMMISSIVE_ALPHA] = mat[MAT_ATTRIB_FRONT_EMISSION][3];
+ }
+ if (mask & MAT_BIT_FRONT_AMBIENT) {
+ fcmd[MTL_AMBIENT_RED] = mat[MAT_ATTRIB_FRONT_AMBIENT][0];
+ fcmd[MTL_AMBIENT_GREEN] = mat[MAT_ATTRIB_FRONT_AMBIENT][1];
+ fcmd[MTL_AMBIENT_BLUE] = mat[MAT_ATTRIB_FRONT_AMBIENT][2];
+ fcmd[MTL_AMBIENT_ALPHA] = mat[MAT_ATTRIB_FRONT_AMBIENT][3];
+ }
+ if (mask & MAT_BIT_FRONT_DIFFUSE) {
+ fcmd[MTL_DIFFUSE_RED] = mat[MAT_ATTRIB_FRONT_DIFFUSE][0];
+ fcmd[MTL_DIFFUSE_GREEN] = mat[MAT_ATTRIB_FRONT_DIFFUSE][1];
+ fcmd[MTL_DIFFUSE_BLUE] = mat[MAT_ATTRIB_FRONT_DIFFUSE][2];
+ fcmd[MTL_DIFFUSE_ALPHA] = mat[MAT_ATTRIB_FRONT_DIFFUSE][3];
+ }
+ if (mask & MAT_BIT_FRONT_SPECULAR) {
+ fcmd[MTL_SPECULAR_RED] = mat[MAT_ATTRIB_FRONT_SPECULAR][0];
+ fcmd[MTL_SPECULAR_GREEN] = mat[MAT_ATTRIB_FRONT_SPECULAR][1];
+ fcmd[MTL_SPECULAR_BLUE] = mat[MAT_ATTRIB_FRONT_SPECULAR][2];
+ fcmd[MTL_SPECULAR_ALPHA] = mat[MAT_ATTRIB_FRONT_SPECULAR][3];
+ }
+ if (mask & MAT_BIT_FRONT_SHININESS) {
+ fcmd[MTL_SHININESS] = mat[MAT_ATTRIB_FRONT_SHININESS][0];
+ }
+
+ if (R200_DB_STATECHANGE( rmesa, &rmesa->hw.mtl[0] )) {
+ for (p = 0 ; p < MAX_LIGHTS; p++)
+ update_light_colors( ctx, p );
+
+ check_twoside_fallback( ctx );
+ update_global_ambient( ctx );
+ }
+ else if (R200_DEBUG & (DEBUG_PRIMS|DEBUG_STATE))
+ fprintf(stderr, "%s: Elided noop material call\n", __FUNCTION__);
+}
+
+/* _NEW_LIGHT
+ * _NEW_MODELVIEW
+ * _MESA_NEW_NEED_EYE_COORDS
+ *
+ * Uses derived state from mesa:
+ * _VP_inf_norm
+ * _h_inf_norm
+ * _Position
+ * _NormDirection
+ * _ModelViewInvScale
+ * _NeedEyeCoords
+ * _EyeZDir
+ *
+ * which are calculated in light.c and are correct for the current
+ * lighting space (model or eye), hence dependencies on _NEW_MODELVIEW
+ * and _MESA_NEW_NEED_EYE_COORDS.
+ */
+static void update_light( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ /* Have to check these, or have an automatic shortcircuit mechanism
+ * to remove noop statechanges. (Or just do a better job on the
+ * front end).
+ */
+ {
+ GLuint tmp = rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0];
+
+ if (ctx->_NeedEyeCoords)
+ tmp &= ~R200_LIGHT_IN_MODELSPACE;
+ else
+ tmp |= R200_LIGHT_IN_MODELSPACE;
+
+ if (tmp != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0])
+ {
+ R200_STATECHANGE( rmesa, tcl );
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] = tmp;
+ }
+ }
+
+ {
+ GLfloat *fcmd = (GLfloat *)R200_DB_STATE( eye );
+ fcmd[EYE_X] = ctx->_EyeZDir[0];
+ fcmd[EYE_Y] = ctx->_EyeZDir[1];
+ fcmd[EYE_Z] = - ctx->_EyeZDir[2];
+ fcmd[EYE_RESCALE_FACTOR] = ctx->_ModelViewInvScale;
+ R200_DB_STATECHANGE( rmesa, &rmesa->hw.eye );
+ }
+
+
+
+ if (ctx->Light.Enabled) {
+ GLint p;
+ for (p = 0 ; p < MAX_LIGHTS; p++) {
+ if (ctx->Light.Light[p].Enabled) {
+ struct gl_light *l = &ctx->Light.Light[p];
+ GLfloat *fcmd = (GLfloat *)R200_DB_STATE( lit[p] );
+
+ if (l->EyePosition[3] == 0.0) {
+ COPY_3FV( &fcmd[LIT_POSITION_X], l->_VP_inf_norm );
+ COPY_3FV( &fcmd[LIT_DIRECTION_X], l->_h_inf_norm );
+ fcmd[LIT_POSITION_W] = 0;
+ fcmd[LIT_DIRECTION_W] = 0;
+ } else {
+ COPY_4V( &fcmd[LIT_POSITION_X], l->_Position );
+ fcmd[LIT_DIRECTION_X] = -l->_NormDirection[0];
+ fcmd[LIT_DIRECTION_Y] = -l->_NormDirection[1];
+ fcmd[LIT_DIRECTION_Z] = -l->_NormDirection[2];
+ fcmd[LIT_DIRECTION_W] = 0;
+ }
+
+ R200_DB_STATECHANGE( rmesa, &rmesa->hw.lit[p] );
+ }
+ }
+ }
+}
+
+static void r200Lightfv( GLcontext *ctx, GLenum light,
+ GLenum pname, const GLfloat *params )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLint p = light - GL_LIGHT0;
+ struct gl_light *l = &ctx->Light.Light[p];
+ GLfloat *fcmd = (GLfloat *)rmesa->hw.lit[p].cmd;
+
+
+ switch (pname) {
+ case GL_AMBIENT:
+ case GL_DIFFUSE:
+ case GL_SPECULAR:
+ update_light_colors( ctx, p );
+ break;
+
+ case GL_SPOT_DIRECTION:
+ /* picked up in update_light */
+ break;
+
+ case GL_POSITION: {
+ /* positions picked up in update_light, but can do flag here */
+ GLuint flag = (p&1)? R200_LIGHT_1_IS_LOCAL : R200_LIGHT_0_IS_LOCAL;
+ GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2;
+
+ R200_STATECHANGE(rmesa, tcl);
+ if (l->EyePosition[3] != 0.0F)
+ rmesa->hw.tcl.cmd[idx] |= flag;
+ else
+ rmesa->hw.tcl.cmd[idx] &= ~flag;
+ break;
+ }
+
+ case GL_SPOT_EXPONENT:
+ R200_STATECHANGE(rmesa, lit[p]);
+ fcmd[LIT_SPOT_EXPONENT] = params[0];
+ break;
+
+ case GL_SPOT_CUTOFF: {
+ GLuint flag = (p&1) ? R200_LIGHT_1_IS_SPOT : R200_LIGHT_0_IS_SPOT;
+ GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2;
+
+ R200_STATECHANGE(rmesa, lit[p]);
+ fcmd[LIT_SPOT_CUTOFF] = l->_CosCutoff;
+
+ R200_STATECHANGE(rmesa, tcl);
+ if (l->SpotCutoff != 180.0F)
+ rmesa->hw.tcl.cmd[idx] |= flag;
+ else
+ rmesa->hw.tcl.cmd[idx] &= ~flag;
+
+ break;
+ }
+
+ case GL_CONSTANT_ATTENUATION:
+ R200_STATECHANGE(rmesa, lit[p]);
+ fcmd[LIT_ATTEN_CONST] = params[0];
+ break;
+ case GL_LINEAR_ATTENUATION:
+ R200_STATECHANGE(rmesa, lit[p]);
+ fcmd[LIT_ATTEN_LINEAR] = params[0];
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ R200_STATECHANGE(rmesa, lit[p]);
+ fcmd[LIT_ATTEN_QUADRATIC] = params[0];
+ break;
+ default:
+ return;
+ }
+
+}
+
+
+
+
+static void r200LightModelfv( GLcontext *ctx, GLenum pname,
+ const GLfloat *param )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ switch (pname) {
+ case GL_LIGHT_MODEL_AMBIENT:
+ update_global_ambient( ctx );
+ break;
+
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ R200_STATECHANGE( rmesa, tcl );
+ if (ctx->Light.Model.LocalViewer)
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LOCAL_VIEWER;
+ else
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_LOCAL_VIEWER;
+ break;
+
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ R200_STATECHANGE( rmesa, tcl );
+ if (ctx->Light.Model.TwoSide)
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LIGHT_TWOSIDE;
+ else
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_LIGHT_TWOSIDE;
+
+ check_twoside_fallback( ctx );
+
+ if (rmesa->TclFallback) {
+ r200ChooseRenderState( ctx );
+ r200ChooseVertexState( ctx );
+ }
+ break;
+
+ case GL_LIGHT_MODEL_COLOR_CONTROL:
+ r200UpdateSpecular(ctx);
+ break;
+
+ default:
+ break;
+ }
+}
+
+static void r200ShadeModel( GLcontext *ctx, GLenum mode )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint s = rmesa->hw.set.cmd[SET_SE_CNTL];
+
+ s &= ~(R200_DIFFUSE_SHADE_MASK |
+ R200_ALPHA_SHADE_MASK |
+ R200_SPECULAR_SHADE_MASK |
+ R200_FOG_SHADE_MASK);
+
+ switch ( mode ) {
+ case GL_FLAT:
+ s |= (R200_DIFFUSE_SHADE_FLAT |
+ R200_ALPHA_SHADE_FLAT |
+ R200_SPECULAR_SHADE_FLAT |
+ R200_FOG_SHADE_FLAT);
+ break;
+ case GL_SMOOTH:
+ s |= (R200_DIFFUSE_SHADE_GOURAUD |
+ R200_ALPHA_SHADE_GOURAUD |
+ R200_SPECULAR_SHADE_GOURAUD |
+ R200_FOG_SHADE_GOURAUD);
+ break;
+ default:
+ return;
+ }
+
+ if ( rmesa->hw.set.cmd[SET_SE_CNTL] != s ) {
+ R200_STATECHANGE( rmesa, set );
+ rmesa->hw.set.cmd[SET_SE_CNTL] = s;
+ }
+}
+
+
+/* =============================================================
+ * User clip planes
+ */
+
+static void r200ClipPlane( GLcontext *ctx, GLenum plane, const GLfloat *eq )
+{
+ GLint p = (GLint) plane - (GLint) GL_CLIP_PLANE0;
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLint *ip = (GLint *)ctx->Transform._ClipUserPlane[p];
+
+ R200_STATECHANGE( rmesa, ucp[p] );
+ rmesa->hw.ucp[p].cmd[UCP_X] = ip[0];
+ rmesa->hw.ucp[p].cmd[UCP_Y] = ip[1];
+ rmesa->hw.ucp[p].cmd[UCP_Z] = ip[2];
+ rmesa->hw.ucp[p].cmd[UCP_W] = ip[3];
+}
+
+static void r200UpdateClipPlanes( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint p;
+
+ for (p = 0; p < ctx->Const.MaxClipPlanes; p++) {
+ if (ctx->Transform.ClipPlanesEnabled & (1 << p)) {
+ GLint *ip = (GLint *)ctx->Transform._ClipUserPlane[p];
+
+ R200_STATECHANGE( rmesa, ucp[p] );
+ rmesa->hw.ucp[p].cmd[UCP_X] = ip[0];
+ rmesa->hw.ucp[p].cmd[UCP_Y] = ip[1];
+ rmesa->hw.ucp[p].cmd[UCP_Z] = ip[2];
+ rmesa->hw.ucp[p].cmd[UCP_W] = ip[3];
+ }
+ }
+}
+
+
+/* =============================================================
+ * Stencil
+ */
+
+static void r200StencilFunc( GLcontext *ctx, GLenum func,
+ GLint ref, GLuint mask )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint refmask = ((ctx->Stencil.Ref[0] << R200_STENCIL_REF_SHIFT) |
+ (ctx->Stencil.ValueMask[0] << R200_STENCIL_MASK_SHIFT));
+
+ R200_STATECHANGE( rmesa, ctx );
+ R200_STATECHANGE( rmesa, msk );
+
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~R200_STENCIL_TEST_MASK;
+ rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] &= ~(R200_STENCIL_REF_MASK|
+ R200_STENCIL_VALUE_MASK);
+
+ switch ( ctx->Stencil.Function[0] ) {
+ case GL_NEVER:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_NEVER;
+ break;
+ case GL_LESS:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_LESS;
+ break;
+ case GL_EQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_EQUAL;
+ break;
+ case GL_LEQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_LEQUAL;
+ break;
+ case GL_GREATER:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_NEQUAL;
+ break;
+ case GL_GEQUAL:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_GEQUAL;
+ break;
+ case GL_ALWAYS:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_ALWAYS;
+ break;
+ }
+
+ rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] |= refmask;
+}
+
+static void r200StencilMask( GLcontext *ctx, GLuint mask )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ R200_STATECHANGE( rmesa, msk );
+ rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] &= ~R200_STENCIL_WRITE_MASK;
+ rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] |=
+ (ctx->Stencil.WriteMask[0] << R200_STENCIL_WRITEMASK_SHIFT);
+}
+
+static void r200StencilOp( GLcontext *ctx, GLenum fail,
+ GLenum zfail, GLenum zpass )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ R200_STATECHANGE( rmesa, ctx );
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~(R200_STENCIL_FAIL_MASK |
+ R200_STENCIL_ZFAIL_MASK |
+ R200_STENCIL_ZPASS_MASK);
+
+ switch ( ctx->Stencil.FailFunc[0] ) {
+ case GL_KEEP:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_KEEP;
+ break;
+ case GL_ZERO:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_ZERO;
+ break;
+ case GL_REPLACE:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_REPLACE;
+ break;
+ case GL_INCR:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_INC;
+ break;
+ case GL_DECR:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_DEC;
+ break;
+ case GL_INCR_WRAP_EXT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_INC_WRAP;
+ break;
+ case GL_DECR_WRAP_EXT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_DEC_WRAP;
+ break;
+ case GL_INVERT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_INVERT;
+ break;
+ }
+
+ switch ( ctx->Stencil.ZFailFunc[0] ) {
+ case GL_KEEP:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_KEEP;
+ break;
+ case GL_ZERO:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_ZERO;
+ break;
+ case GL_REPLACE:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_REPLACE;
+ break;
+ case GL_INCR:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_INC;
+ break;
+ case GL_DECR:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_DEC;
+ break;
+ case GL_INCR_WRAP_EXT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_INC_WRAP;
+ break;
+ case GL_DECR_WRAP_EXT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_DEC_WRAP;
+ break;
+ case GL_INVERT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_INVERT;
+ break;
+ }
+
+ switch ( ctx->Stencil.ZPassFunc[0] ) {
+ case GL_KEEP:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_KEEP;
+ break;
+ case GL_ZERO:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_ZERO;
+ break;
+ case GL_REPLACE:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_REPLACE;
+ break;
+ case GL_INCR:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_INC;
+ break;
+ case GL_DECR:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_DEC;
+ break;
+ case GL_INCR_WRAP_EXT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_INC_WRAP;
+ break;
+ case GL_DECR_WRAP_EXT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_DEC_WRAP;
+ break;
+ case GL_INVERT:
+ rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_INVERT;
+ break;
+ }
+}
+
+static void r200ClearStencil( GLcontext *ctx, GLint s )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ rmesa->state.stencil.clear =
+ ((GLuint) ctx->Stencil.Clear |
+ (0xff << R200_STENCIL_MASK_SHIFT) |
+ (ctx->Stencil.WriteMask[0] << R200_STENCIL_WRITEMASK_SHIFT));
+}
+
+
+/* =============================================================
+ * Window position and viewport transformation
+ */
+
+/*
+ * To correctly position primitives:
+ */
+#define SUBPIXEL_X 0.125
+#define SUBPIXEL_Y 0.125
+
+void r200UpdateWindow( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ __DRIdrawablePrivate *dPriv = rmesa->dri.drawable;
+ GLfloat xoffset = (GLfloat)dPriv->x;
+ GLfloat yoffset = (GLfloat)dPriv->y + dPriv->h;
+ const GLfloat *v = ctx->Viewport._WindowMap.m;
+
+ GLfloat sx = v[MAT_SX];
+ GLfloat tx = v[MAT_TX] + xoffset + SUBPIXEL_X;
+ GLfloat sy = - v[MAT_SY];
+ GLfloat ty = (- v[MAT_TY]) + yoffset + SUBPIXEL_Y;
+ GLfloat sz = v[MAT_SZ] * rmesa->state.depth.scale;
+ GLfloat tz = v[MAT_TZ] * rmesa->state.depth.scale;
+
+ R200_FIREVERTICES( rmesa );
+ R200_STATECHANGE( rmesa, vpt );
+
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_XSCALE] = *(GLuint *)&sx;
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_XOFFSET] = *(GLuint *)&tx;
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_YSCALE] = *(GLuint *)&sy;
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_YOFFSET] = *(GLuint *)&ty;
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_ZSCALE] = *(GLuint *)&sz;
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_ZOFFSET] = *(GLuint *)&tz;
+}
+
+
+
+static void r200Viewport( GLcontext *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height )
+{
+ /* Don't pipeline viewport changes, conflict with window offset
+ * setting below. Could apply deltas to rescue pipelined viewport
+ * values, or keep the originals hanging around.
+ */
+ R200_FIREVERTICES( R200_CONTEXT(ctx) );
+ r200UpdateWindow( ctx );
+}
+
+static void r200DepthRange( GLcontext *ctx, GLclampd nearval,
+ GLclampd farval )
+{
+ r200UpdateWindow( ctx );
+}
+
+void r200UpdateViewportOffset( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ __DRIdrawablePrivate *dPriv = rmesa->dri.drawable;
+ GLfloat xoffset = (GLfloat)dPriv->x;
+ GLfloat yoffset = (GLfloat)dPriv->y + dPriv->h;
+ const GLfloat *v = ctx->Viewport._WindowMap.m;
+
+ GLfloat tx = v[MAT_TX] + xoffset;
+ GLfloat ty = (- v[MAT_TY]) + yoffset;
+
+ if ( rmesa->hw.vpt.cmd[VPT_SE_VPORT_XOFFSET] != *(GLuint *)&tx ||
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_YOFFSET] != *(GLuint *)&ty )
+ {
+ /* Note: this should also modify whatever data the context reset
+ * code uses...
+ */
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_XOFFSET] = *(GLuint *)&tx;
+ rmesa->hw.vpt.cmd[VPT_SE_VPORT_YOFFSET] = *(GLuint *)&ty;
+
+ /* update polygon stipple x/y screen offset */
+ {
+ GLuint stx, sty;
+ GLuint m = rmesa->hw.msc.cmd[MSC_RE_MISC];
+
+ m &= ~(R200_STIPPLE_X_OFFSET_MASK |
+ R200_STIPPLE_Y_OFFSET_MASK);
+
+ /* add magic offsets, then invert */
+ stx = 31 - ((rmesa->dri.drawable->x - 1) & R200_STIPPLE_COORD_MASK);
+ sty = 31 - ((rmesa->dri.drawable->y + rmesa->dri.drawable->h - 1)
+ & R200_STIPPLE_COORD_MASK);
+
+ m |= ((stx << R200_STIPPLE_X_OFFSET_SHIFT) |
+ (sty << R200_STIPPLE_Y_OFFSET_SHIFT));
+
+ if ( rmesa->hw.msc.cmd[MSC_RE_MISC] != m ) {
+ R200_STATECHANGE( rmesa, msc );
+ rmesa->hw.msc.cmd[MSC_RE_MISC] = m;
+ }
+ }
+ }
+
+ r200UpdateScissor( ctx );
+}
+
+
+
+/* =============================================================
+ * Miscellaneous
+ */
+
+static void r200ClearColor( GLcontext *ctx, const GLfloat c[4] )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLubyte color[4];
+ CLAMPED_FLOAT_TO_UBYTE(color[0], c[0]);
+ CLAMPED_FLOAT_TO_UBYTE(color[1], c[1]);
+ CLAMPED_FLOAT_TO_UBYTE(color[2], c[2]);
+ CLAMPED_FLOAT_TO_UBYTE(color[3], c[3]);
+ rmesa->state.color.clear = r200PackColor( rmesa->r200Screen->cpp,
+ color[0], color[1],
+ color[2], color[3] );
+}
+
+
+static void r200RenderMode( GLcontext *ctx, GLenum mode )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ FALLBACK( rmesa, R200_FALLBACK_RENDER_MODE, (mode != GL_RENDER) );
+}
+
+
+static GLuint r200_rop_tab[] = {
+ R200_ROP_CLEAR,
+ R200_ROP_AND,
+ R200_ROP_AND_REVERSE,
+ R200_ROP_COPY,
+ R200_ROP_AND_INVERTED,
+ R200_ROP_NOOP,
+ R200_ROP_XOR,
+ R200_ROP_OR,
+ R200_ROP_NOR,
+ R200_ROP_EQUIV,
+ R200_ROP_INVERT,
+ R200_ROP_OR_REVERSE,
+ R200_ROP_COPY_INVERTED,
+ R200_ROP_OR_INVERTED,
+ R200_ROP_NAND,
+ R200_ROP_SET,
+};
+
+static void r200LogicOpCode( GLcontext *ctx, GLenum opcode )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint rop = (GLuint)opcode - GL_CLEAR;
+
+ ASSERT( rop < 16 );
+
+ R200_STATECHANGE( rmesa, msk );
+ rmesa->hw.msk.cmd[MSK_RB3D_ROPCNTL] = r200_rop_tab[rop];
+}
+
+
+void r200SetCliprects( r200ContextPtr rmesa, GLenum mode )
+{
+ __DRIdrawablePrivate *dPriv = rmesa->dri.drawable;
+
+ switch ( mode ) {
+ case GL_FRONT_LEFT:
+ rmesa->numClipRects = dPriv->numClipRects;
+ rmesa->pClipRects = (XF86DRIClipRectPtr)dPriv->pClipRects;
+ break;
+ case GL_BACK_LEFT:
+ /* Can't ignore 2d windows if we are page flipping.
+ */
+ if ( dPriv->numBackClipRects == 0 || rmesa->doPageFlip ) {
+ rmesa->numClipRects = dPriv->numClipRects;
+ rmesa->pClipRects = (XF86DRIClipRectPtr)dPriv->pClipRects;
+ }
+ else {
+ rmesa->numClipRects = dPriv->numBackClipRects;
+ rmesa->pClipRects = (XF86DRIClipRectPtr)dPriv->pBackClipRects;
+ }
+ break;
+ default:
+ fprintf(stderr, "bad mode in r200SetCliprects\n");
+ return;
+ }
+
+ if (rmesa->state.scissor.enabled)
+ r200RecalcScissorRects( rmesa );
+}
+
+
+static void r200DrawBuffer( GLcontext *ctx, GLenum mode )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+
+ if (R200_DEBUG & DEBUG_DRI)
+ fprintf(stderr, "%s %s\n", __FUNCTION__,
+ _mesa_lookup_enum_by_nr( mode ));
+
+ R200_FIREVERTICES(rmesa); /* don't pipeline cliprect changes */
+
+ /*
+ * _DrawDestMask is easier to cope with than <mode>.
+ */
+ switch ( ctx->Color._DrawDestMask ) {
+ case FRONT_LEFT_BIT:
+ FALLBACK( rmesa, R200_FALLBACK_DRAW_BUFFER, GL_FALSE );
+ r200SetCliprects( rmesa, GL_FRONT_LEFT );
+ break;
+ case BACK_LEFT_BIT:
+ FALLBACK( rmesa, R200_FALLBACK_DRAW_BUFFER, GL_FALSE );
+ r200SetCliprects( rmesa, GL_BACK_LEFT );
+ break;
+ default:
+ /* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */
+ FALLBACK( rmesa, R200_FALLBACK_DRAW_BUFFER, GL_TRUE );
+ return;
+ }
+
+ /* We want to update the s/w rast state too so that r200SetBuffer()
+ * gets called.
+ */
+ _swrast_DrawBuffer(ctx, mode);
+
+ R200_STATECHANGE( rmesa, ctx );
+ rmesa->hw.ctx.cmd[CTX_RB3D_COLOROFFSET] = (rmesa->state.color.drawOffset &
+ R200_COLOROFFSET_MASK);
+ rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] = rmesa->state.color.drawPitch;
+}
+
+
+static void r200ReadBuffer( GLcontext *ctx, GLenum mode )
+{
+ /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */
+}
+
+/* =============================================================
+ * State enable/disable
+ */
+
+static void r200Enable( GLcontext *ctx, GLenum cap, GLboolean state )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint p, flag;
+
+ if ( R200_DEBUG & DEBUG_STATE )
+ fprintf( stderr, "%s( %s = %s )\n", __FUNCTION__,
+ _mesa_lookup_enum_by_nr( cap ),
+ state ? "GL_TRUE" : "GL_FALSE" );
+
+ switch ( cap ) {
+ /* Fast track this one...
+ */
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ break;
+
+ case GL_ALPHA_TEST:
+ R200_STATECHANGE( rmesa, ctx );
+ if (state) {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_ALPHA_TEST_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_ALPHA_TEST_ENABLE;
+ }
+ break;
+
+ case GL_BLEND:
+ R200_STATECHANGE( rmesa, ctx );
+ if (state) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_ALPHA_BLEND_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_ALPHA_BLEND_ENABLE;
+ }
+ if ( ctx->Color.ColorLogicOpEnabled ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_ROP_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_ROP_ENABLE;
+ }
+ break;
+
+ case GL_CLIP_PLANE0:
+ case GL_CLIP_PLANE1:
+ case GL_CLIP_PLANE2:
+ case GL_CLIP_PLANE3:
+ case GL_CLIP_PLANE4:
+ case GL_CLIP_PLANE5:
+ p = cap-GL_CLIP_PLANE0;
+ R200_STATECHANGE( rmesa, tcl );
+ if (state) {
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= (R200_UCP_ENABLE_0<<p);
+ r200ClipPlane( ctx, cap, NULL );
+ }
+ else {
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~(R200_UCP_ENABLE_0<<p);
+ }
+ break;
+
+ case GL_COLOR_MATERIAL:
+ r200ColorMaterial( ctx, 0, 0 );
+ if (!state)
+ r200UpdateMaterial( ctx );
+ break;
+
+ case GL_CULL_FACE:
+ r200CullFace( ctx, 0 );
+ break;
+
+ case GL_DEPTH_TEST:
+ R200_STATECHANGE(rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_Z_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_Z_ENABLE;
+ }
+ break;
+
+ case GL_DITHER:
+ R200_STATECHANGE(rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_DITHER_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_DITHER_ENABLE;
+ }
+ break;
+
+ case GL_FOG:
+ R200_STATECHANGE(rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_FOG_ENABLE;
+ r200Fogfv( ctx, GL_FOG_MODE, 0 );
+ } else {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_FOG_ENABLE;
+ R200_STATECHANGE(rmesa, tcl);
+ rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~R200_TCL_FOG_MASK;
+ }
+ r200UpdateSpecular( ctx ); /* for PK_SPEC */
+ break;
+
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ R200_STATECHANGE(rmesa, tcl);
+ p = cap - GL_LIGHT0;
+ if (p&1)
+ flag = (R200_LIGHT_1_ENABLE |
+ R200_LIGHT_1_ENABLE_AMBIENT |
+ R200_LIGHT_1_ENABLE_SPECULAR);
+ else
+ flag = (R200_LIGHT_0_ENABLE |
+ R200_LIGHT_0_ENABLE_AMBIENT |
+ R200_LIGHT_0_ENABLE_SPECULAR);
+
+ if (state)
+ rmesa->hw.tcl.cmd[p/2 + TCL_PER_LIGHT_CTL_0] |= flag;
+ else
+ rmesa->hw.tcl.cmd[p/2 + TCL_PER_LIGHT_CTL_0] &= ~flag;
+
+ /*
+ */
+ update_light_colors( ctx, p );
+ break;
+
+ case GL_LIGHTING:
+ r200UpdateSpecular(ctx);
+ check_twoside_fallback( ctx );
+ break;
+
+ case GL_LINE_SMOOTH:
+ R200_STATECHANGE( rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_ANTI_ALIAS_LINE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_ANTI_ALIAS_LINE;
+ }
+ break;
+
+ case GL_LINE_STIPPLE:
+ R200_STATECHANGE( rmesa, set );
+ if ( state ) {
+ rmesa->hw.set.cmd[SET_RE_CNTL] |= R200_PATTERN_ENABLE;
+ } else {
+ rmesa->hw.set.cmd[SET_RE_CNTL] &= ~R200_PATTERN_ENABLE;
+ }
+ break;
+
+ case GL_COLOR_LOGIC_OP:
+ R200_STATECHANGE( rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_ROP_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_ROP_ENABLE;
+ }
+ break;
+
+ case GL_NORMALIZE:
+ R200_STATECHANGE( rmesa, tcl );
+ if ( state ) {
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_NORMALIZE_NORMALS;
+ } else {
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_NORMALIZE_NORMALS;
+ }
+ break;
+
+ /* Pointsize registers on r200 don't seem to do anything. Maybe
+ * have to pass pointsizes as vertex parameters? In any case,
+ * setting pointmin == pointsizemax == 1.0, and doing nothing
+ * for aa is enough to satisfy conform.
+ */
+ case GL_POINT_SMOOTH:
+ break;
+
+ /* These don't really do anything, as we don't use the 3vtx
+ * primitives yet.
+ */
+#if 0
+ case GL_POLYGON_OFFSET_POINT:
+ R200_STATECHANGE( rmesa, set );
+ if ( state ) {
+ rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_ZBIAS_ENABLE_POINT;
+ } else {
+ rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_ZBIAS_ENABLE_POINT;
+ }
+ break;
+
+ case GL_POLYGON_OFFSET_LINE:
+ R200_STATECHANGE( rmesa, set );
+ if ( state ) {
+ rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_ZBIAS_ENABLE_LINE;
+ } else {
+ rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_ZBIAS_ENABLE_LINE;
+ }
+ break;
+#endif
+
+ case GL_POLYGON_OFFSET_FILL:
+ R200_STATECHANGE( rmesa, set );
+ if ( state ) {
+ rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_ZBIAS_ENABLE_TRI;
+ } else {
+ rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_ZBIAS_ENABLE_TRI;
+ }
+ break;
+
+ case GL_POLYGON_SMOOTH:
+ R200_STATECHANGE( rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_ANTI_ALIAS_POLY;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_ANTI_ALIAS_POLY;
+ }
+ break;
+
+ case GL_POLYGON_STIPPLE:
+ R200_STATECHANGE(rmesa, set );
+ if ( state ) {
+ rmesa->hw.set.cmd[SET_RE_CNTL] |= R200_STIPPLE_ENABLE;
+ } else {
+ rmesa->hw.set.cmd[SET_RE_CNTL] &= ~R200_STIPPLE_ENABLE;
+ }
+ break;
+
+ case GL_RESCALE_NORMAL_EXT: {
+ GLboolean tmp = ctx->_NeedEyeCoords ? state : !state;
+ R200_STATECHANGE( rmesa, tcl );
+ if ( tmp ) {
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_RESCALE_NORMALS;
+ } else {
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_RESCALE_NORMALS;
+ }
+ break;
+ }
+
+ case GL_SCISSOR_TEST:
+ R200_FIREVERTICES( rmesa );
+ rmesa->state.scissor.enabled = state;
+ r200UpdateScissor( ctx );
+ break;
+
+ case GL_STENCIL_TEST:
+ if ( rmesa->state.stencil.hwBuffer ) {
+ R200_STATECHANGE( rmesa, ctx );
+ if ( state ) {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_STENCIL_ENABLE;
+ } else {
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_STENCIL_ENABLE;
+ }
+ } else {
+ FALLBACK( rmesa, R200_FALLBACK_STENCIL, state );
+ }
+ break;
+
+ case GL_TEXTURE_GEN_Q:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T:
+ /* Picked up in r200UpdateTextureState.
+ */
+ rmesa->recheck_texgen[ctx->Texture.CurrentUnit] = GL_TRUE;
+ break;
+
+ case GL_COLOR_SUM_EXT:
+ r200UpdateSpecular ( ctx );
+ break;
+
+ default:
+ return;
+ }
+}
+
+
+void r200LightingSpaceChange( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLboolean tmp;
+
+ if (R200_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "%s %d BEFORE %x\n", __FUNCTION__, ctx->_NeedEyeCoords,
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0]);
+
+ if (ctx->_NeedEyeCoords)
+ tmp = ctx->Transform.RescaleNormals;
+ else
+ tmp = !ctx->Transform.RescaleNormals;
+
+ R200_STATECHANGE( rmesa, tcl );
+ if ( tmp ) {
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_RESCALE_NORMALS;
+ } else {
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_RESCALE_NORMALS;
+ }
+
+ if (R200_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "%s %d AFTER %x\n", __FUNCTION__, ctx->_NeedEyeCoords,
+ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0]);
+}
+
+/* =============================================================
+ * Deferred state management - matrices, textures, other?
+ */
+
+
+
+
+static void upload_matrix( r200ContextPtr rmesa, GLfloat *src, int idx )
+{
+ float *dest = ((float *)R200_DB_STATE( mat[idx] ))+MAT_ELT_0;
+ int i;
+
+
+ for (i = 0 ; i < 4 ; i++) {
+ *dest++ = src[i];
+ *dest++ = src[i+4];
+ *dest++ = src[i+8];
+ *dest++ = src[i+12];
+ }
+
+ R200_DB_STATECHANGE( rmesa, &rmesa->hw.mat[idx] );
+}
+
+static void upload_matrix_t( r200ContextPtr rmesa, const GLfloat *src, int idx )
+{
+ float *dest = ((float *)R200_DB_STATE( mat[idx] ))+MAT_ELT_0;
+ memcpy(dest, src, 16*sizeof(float));
+ R200_DB_STATECHANGE( rmesa, &rmesa->hw.mat[idx] );
+}
+
+
+static void update_texturematrix( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT( ctx );
+ GLuint tpc = rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_0];
+ GLuint compsel = rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL];
+ int unit;
+
+ if (R200_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "%s before COMPSEL: %x\n", __FUNCTION__,
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL]);
+
+ rmesa->TexMatEnabled = 0;
+ rmesa->TexMatCompSel = 0;
+
+ for (unit = 0 ; unit < 2; unit++) {
+ if (!ctx->Texture.Unit[unit]._ReallyEnabled)
+ continue;
+
+ if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) {
+ rmesa->TexMatEnabled |= (R200_TEXGEN_TEXMAT_0_ENABLE|
+ R200_TEXMAT_0_ENABLE) << unit;
+
+ rmesa->TexMatCompSel |= R200_OUTPUT_TEX_0 << unit;
+
+ if (rmesa->TexGenEnabled & (R200_TEXMAT_0_ENABLE << unit)) {
+ /* Need to preconcatenate any active texgen
+ * obj/eyeplane matrices:
+ */
+ _math_matrix_mul_matrix( &rmesa->tmpmat,
+ &rmesa->TexGenMatrix[unit],
+ ctx->TextureMatrixStack[unit].Top );
+ upload_matrix( rmesa, rmesa->tmpmat.m, R200_MTX_TEX0+unit );
+ }
+ else {
+ upload_matrix( rmesa, ctx->TextureMatrixStack[unit].Top->m,
+ R200_MTX_TEX0+unit );
+ }
+ }
+ else if (rmesa->TexGenEnabled & (R200_TEXMAT_0_ENABLE << unit)) {
+ upload_matrix( rmesa, rmesa->TexGenMatrix[unit].m,
+ R200_MTX_TEX0+unit );
+ }
+ }
+
+ tpc = (rmesa->TexMatEnabled | rmesa->TexGenEnabled);
+ if (tpc != rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_0] ||
+ rmesa->TexGenInputs != rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_1]) {
+ R200_STATECHANGE(rmesa, tcg);
+ rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_0] = tpc;
+ rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_1] = rmesa->TexGenInputs;
+ }
+
+ compsel &= ~R200_OUTPUT_TEX_MASK;
+ compsel |= rmesa->TexMatCompSel | rmesa->TexGenCompSel;
+ if (compsel != rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL]) {
+ R200_STATECHANGE(rmesa, vtx);
+ rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] = compsel;
+ }
+}
+
+
+
+void r200ValidateState( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ GLuint new_state = rmesa->NewGLState;
+
+ if (new_state & _NEW_TEXTURE) {
+ r200UpdateTextureState( ctx );
+ new_state |= rmesa->NewGLState; /* may add TEXTURE_MATRIX */
+ }
+
+ /* Need an event driven matrix update?
+ */
+ if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION))
+ upload_matrix( rmesa, ctx->_ModelProjectMatrix.m, R200_MTX_MVP );
+
+ /* Need these for lighting (shouldn't upload otherwise)
+ */
+ if (new_state & (_NEW_MODELVIEW)) {
+ upload_matrix( rmesa, ctx->ModelviewMatrixStack.Top->m, R200_MTX_MV );
+ upload_matrix_t( rmesa, ctx->ModelviewMatrixStack.Top->inv, R200_MTX_IMV );
+ }
+
+ /* Does this need to be triggered on eg. modelview for
+ * texgen-derived objplane/eyeplane matrices?
+ */
+ if (new_state & (_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) {
+ update_texturematrix( ctx );
+ }
+
+ if (new_state & (_NEW_LIGHT|_NEW_MODELVIEW|_MESA_NEW_NEED_EYE_COORDS)) {
+ update_light( ctx );
+ }
+
+ /* emit all active clip planes if projection matrix changes.
+ */
+ if (new_state & (_NEW_PROJECTION)) {
+ if (ctx->Transform.ClipPlanesEnabled)
+ r200UpdateClipPlanes( ctx );
+ }
+
+
+ rmesa->NewGLState = 0;
+}
+
+
+static void r200InvalidateState( GLcontext *ctx, GLuint new_state )
+{
+ _swrast_InvalidateState( ctx, new_state );
+ _swsetup_InvalidateState( ctx, new_state );
+ _ac_InvalidateState( ctx, new_state );
+ _tnl_InvalidateState( ctx, new_state );
+ _ae_invalidate_state( ctx, new_state );
+ R200_CONTEXT(ctx)->NewGLState |= new_state;
+ r200VtxfmtInvalidate( ctx );
+}
+
+static void r200WrapRunPipeline( GLcontext *ctx )
+{
+ r200ContextPtr rmesa = R200_CONTEXT(ctx);
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+
+ if (0)
+ fprintf(stderr, "%s, newstate: %x\n", __FUNCTION__, rmesa->NewGLState);
+
+ /* Validate state:
+ */
+ if (rmesa->NewGLState)
+ r200ValidateState( ctx );
+
+ if (tnl->vb.Material) {
+ TCL_FALLBACK( ctx, R200_TCL_FALLBACK_MATERIAL, GL_TRUE );
+ }
+
+ /* Run the pipeline.
+ */
+ _tnl_run_pipeline( ctx );
+
+ if (tnl->vb.Material) {
+ TCL_FALLBACK( ctx, R200_TCL_FALLBACK_MATERIAL, GL_FALSE );
+ r200UpdateMaterial( ctx ); /* not needed any more? */
+ }
+}
+
+
+/* Initialize the driver's state functions.
+ */
+void r200InitStateFuncs( GLcontext *ctx )
+{
+ ctx->Driver.UpdateState = r200InvalidateState;
+ ctx->Driver.LightingSpaceChange = r200LightingSpaceChange;
+
+ ctx->Driver.DrawBuffer = r200DrawBuffer;
+ ctx->Driver.ReadBuffer = r200ReadBuffer;
+
+ ctx->Driver.AlphaFunc = r200AlphaFunc;
+ ctx->Driver.BlendEquation = r200BlendEquation;
+ ctx->Driver.BlendFunc = r200BlendFunc;
+ ctx->Driver.BlendFuncSeparate = r200BlendFuncSeparate;
+ ctx->Driver.ClearColor = r200ClearColor;
+ ctx->Driver.ClearDepth = NULL;
+ ctx->Driver.ClearIndex = NULL;
+ ctx->Driver.ClearStencil = r200ClearStencil;
+ ctx->Driver.ClipPlane = r200ClipPlane;
+ ctx->Driver.ColorMask = r200ColorMask;
+ ctx->Driver.CullFace = r200CullFace;
+ ctx->Driver.DepthFunc = r200DepthFunc;
+ ctx->Driver.DepthMask = r200DepthMask;
+ ctx->Driver.DepthRange = r200DepthRange;
+ ctx->Driver.Enable = r200Enable;
+ ctx->Driver.Fogfv = r200Fogfv;
+ ctx->Driver.FrontFace = r200FrontFace;
+ ctx->Driver.Hint = NULL;
+ ctx->Driver.IndexMask = NULL;
+ ctx->Driver.LightModelfv = r200LightModelfv;
+ ctx->Driver.Lightfv = r200Lightfv;
+ ctx->Driver.LineStipple = r200LineStipple;
+ ctx->Driver.LineWidth = r200LineWidth;
+ ctx->Driver.LogicOpcode = r200LogicOpCode;
+ ctx->Driver.PolygonMode = r200PolygonMode;
+ ctx->Driver.PolygonOffset = r200PolygonOffset;
+ ctx->Driver.PolygonStipple = r200PolygonStipple;
+ ctx->Driver.PointSize = r200PointSize;
+ ctx->Driver.RenderMode = r200RenderMode;
+ ctx->Driver.Scissor = r200Scissor;
+ ctx->Driver.ShadeModel = r200ShadeModel;
+ ctx->Driver.StencilFunc = r200StencilFunc;
+ ctx->Driver.StencilMask = r200StencilMask;
+ ctx->Driver.StencilOp = r200StencilOp;
+ ctx->Driver.Viewport = r200Viewport;
+
+ /* Swrast hooks for imaging extensions:
+ */
+ ctx->Driver.CopyColorTable = _swrast_CopyColorTable;
+ ctx->Driver.CopyColorSubTable = _swrast_CopyColorSubTable;
+ ctx->Driver.CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D;
+ ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
+
+ TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange = r200UpdateMaterial;
+ TNL_CONTEXT(ctx)->Driver.RunPipeline = r200WrapRunPipeline;
+}