/* -*- mode: c; c-basic-offset: 3 -*- */ /* * Copyright 2000 Gareth Hughes * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * GARETH HUGHES BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* * Authors: * Gareth Hughes * Leif Delgass * Jos�Fonseca */ #include "mach64_context.h" #include "mach64_state.h" #include "mach64_ioctl.h" #include "mach64_tris.h" #include "mach64_vb.h" #include "mach64_tex.h" #include "main/enums.h" #include "main/colormac.h" #include "swrast/swrast.h" #include "vbo/vbo.h" #include "tnl/tnl.h" #include "swrast_setup/swrast_setup.h" /* ============================================================= * Alpha blending */ static void mach64UpdateAlphaMode( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); GLuint a = mmesa->setup.alpha_tst_cntl; GLuint s = mmesa->setup.scale_3d_cntl; GLuint m = mmesa->setup.dp_write_mask; if ( ctx->Color.AlphaEnabled ) { GLubyte ref; CLAMPED_FLOAT_TO_UBYTE(ref, ctx->Color.AlphaRef); a &= ~(MACH64_ALPHA_TEST_MASK | MACH64_REF_ALPHA_MASK); switch ( ctx->Color.AlphaFunc ) { case GL_NEVER: a |= MACH64_ALPHA_TEST_NEVER; break; case GL_LESS: a |= MACH64_ALPHA_TEST_LESS; break; case GL_LEQUAL: a |= MACH64_ALPHA_TEST_LEQUAL; break; case GL_EQUAL: a |= MACH64_ALPHA_TEST_EQUAL; break; case GL_GEQUAL: a |= MACH64_ALPHA_TEST_GEQUAL; break; case GL_GREATER: a |= MACH64_ALPHA_TEST_GREATER; break; case GL_NOTEQUAL: a |= MACH64_ALPHA_TEST_NOTEQUAL; break; case GL_ALWAYS: a |= MACH64_ALPHA_TEST_ALWAYS; break; } a |= (ref << MACH64_REF_ALPHA_SHIFT); a |= MACH64_ALPHA_TEST_EN; } else { a &= ~MACH64_ALPHA_TEST_EN; } FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_FALSE ); if ( ctx->Color.BlendEnabled ) { s &= ~(MACH64_ALPHA_BLEND_SRC_MASK | MACH64_ALPHA_BLEND_DST_MASK | MACH64_ALPHA_BLEND_SAT); switch ( ctx->Color.BlendSrcRGB ) { case GL_ZERO: s |= MACH64_ALPHA_BLEND_SRC_ZERO; break; case GL_ONE: s |= MACH64_ALPHA_BLEND_SRC_ONE; break; case GL_DST_COLOR: s |= MACH64_ALPHA_BLEND_SRC_DSTCOLOR; break; case GL_ONE_MINUS_DST_COLOR: s |= MACH64_ALPHA_BLEND_SRC_INVDSTCOLOR; break; case GL_SRC_ALPHA: s |= MACH64_ALPHA_BLEND_SRC_SRCALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: s |= MACH64_ALPHA_BLEND_SRC_INVSRCALPHA; break; case GL_DST_ALPHA: s |= MACH64_ALPHA_BLEND_SRC_DSTALPHA; break; case GL_ONE_MINUS_DST_ALPHA: s |= MACH64_ALPHA_BLEND_SRC_INVDSTALPHA; break; case GL_SRC_ALPHA_SATURATE: s |= (MACH64_ALPHA_BLEND_SRC_SRCALPHA | MACH64_ALPHA_BLEND_SAT); break; default: FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_TRUE ); } switch ( ctx->Color.BlendDstRGB ) { case GL_ZERO: s |= MACH64_ALPHA_BLEND_DST_ZERO; break; case GL_ONE: s |= MACH64_ALPHA_BLEND_DST_ONE; break; case GL_SRC_COLOR: s |= MACH64_ALPHA_BLEND_DST_SRCCOLOR; break; case GL_ONE_MINUS_SRC_COLOR: s |= MACH64_ALPHA_BLEND_DST_INVSRCCOLOR; break; case GL_SRC_ALPHA: s |= MACH64_ALPHA_BLEND_DST_SRCALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: s |= MACH64_ALPHA_BLEND_DST_INVSRCALPHA; break; case GL_DST_ALPHA: s |= MACH64_ALPHA_BLEND_DST_DSTALPHA; break; case GL_ONE_MINUS_DST_ALPHA: s |= MACH64_ALPHA_BLEND_DST_INVDSTALPHA; break; default: FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_TRUE ); } m = 0xffffffff; /* Can't color mask and blend at the same time */ s &= ~MACH64_ALPHA_FOG_EN_FOG; /* Can't fog and blend at the same time */ s |= MACH64_ALPHA_FOG_EN_ALPHA; } else { s &= ~MACH64_ALPHA_FOG_EN_ALPHA; } if ( mmesa->setup.alpha_tst_cntl != a ) { mmesa->setup.alpha_tst_cntl = a; mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL; } if ( mmesa->setup.scale_3d_cntl != s ) { mmesa->setup.scale_3d_cntl = s; mmesa->dirty |= MACH64_UPLOAD_SCALE_3D_CNTL; } if ( mmesa->setup.dp_write_mask != m ) { mmesa->setup.dp_write_mask = m; mmesa->dirty |= MACH64_UPLOAD_DP_WRITE_MASK; } } static void mach64DDAlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_ALPHA; } static void mach64DDBlendEquationSeparate( GLcontext *ctx, GLenum modeRGB, GLenum modeA ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); assert( modeRGB == modeA ); FLUSH_BATCH( mmesa ); /* BlendEquation affects ColorLogicOpEnabled */ FALLBACK( MACH64_CONTEXT(ctx), MACH64_FALLBACK_LOGICOP, (ctx->Color.ColorLogicOpEnabled && ctx->Color.LogicOp != GL_COPY)); /* Can only do blend addition, not min, max, subtract, etc. */ FALLBACK( MACH64_CONTEXT(ctx), MACH64_FALLBACK_BLEND_EQ, modeRGB != GL_FUNC_ADD); mmesa->new_state |= MACH64_NEW_ALPHA; } static void mach64DDBlendFuncSeparate( GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_ALPHA; } /* ============================================================= * Depth testing */ static void mach64UpdateZMode( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); GLuint z = mmesa->setup.z_cntl; if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) { fprintf( stderr, "%s:\n", __FUNCTION__ ); } if ( ctx->Depth.Test ) { z &= ~MACH64_Z_TEST_MASK; switch ( ctx->Depth.Func ) { case GL_NEVER: z |= MACH64_Z_TEST_NEVER; break; case GL_ALWAYS: z |= MACH64_Z_TEST_ALWAYS; break; case GL_LESS: z |= MACH64_Z_TEST_LESS; break; case GL_LEQUAL: z |= MACH64_Z_TEST_LEQUAL; break; case GL_EQUAL: z |= MACH64_Z_TEST_EQUAL; break; case GL_GEQUAL: z |= MACH64_Z_TEST_GEQUAL; break; case GL_GREATER: z |= MACH64_Z_TEST_GREATER; break; case GL_NOTEQUAL: z |= MACH64_Z_TEST_NOTEQUAL; break; } z |= MACH64_Z_EN; } else { z &= ~MACH64_Z_EN; } if ( ctx->Depth.Mask ) { z |= MACH64_Z_MASK_EN; } else { z &= ~MACH64_Z_MASK_EN; } if ( mmesa->setup.z_cntl != z ) { mmesa->setup.z_cntl = z; mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL; } } static void mach64DDDepthFunc( GLcontext *ctx, GLenum func ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_DEPTH; } static void mach64DDDepthMask( GLcontext *ctx, GLboolean flag ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_DEPTH; } static void mach64DDClearDepth( GLcontext *ctx, GLclampd d ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); /* Always have a 16-bit depth buffer. */ mmesa->ClearDepth = d * 0xffff; } /* ============================================================= * Fog */ static void mach64UpdateFogAttrib( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); CARD32 s = mmesa->setup.scale_3d_cntl; GLubyte c[4]; CARD32 col; /* Can't fog if blending is on */ if ( ctx->Color.BlendEnabled ) return; if ( ctx->Fog.Enabled ) { s |= MACH64_ALPHA_FOG_EN_FOG; s &= ~(MACH64_ALPHA_BLEND_SRC_MASK | MACH64_ALPHA_BLEND_DST_MASK | MACH64_ALPHA_BLEND_SAT); /* From Utah-glx: "fog color is now dest and fog factor is alpha, so * use GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA" */ s |= (MACH64_ALPHA_BLEND_SRC_SRCALPHA | MACH64_ALPHA_BLEND_DST_INVSRCALPHA); /* From Utah-glx: "can't use texture alpha when fogging" */ s &= ~MACH64_TEX_MAP_AEN; } else { s &= ~(MACH64_ALPHA_BLEND_SRC_MASK | MACH64_ALPHA_BLEND_DST_MASK | MACH64_ALPHA_BLEND_SAT); s |= (MACH64_ALPHA_BLEND_SRC_ONE | MACH64_ALPHA_BLEND_DST_ZERO); s &= ~MACH64_ALPHA_FOG_EN_FOG; } c[0] = FLOAT_TO_UBYTE( ctx->Fog.Color[0] ); c[1] = FLOAT_TO_UBYTE( ctx->Fog.Color[1] ); c[2] = FLOAT_TO_UBYTE( ctx->Fog.Color[2] ); c[3] = FLOAT_TO_UBYTE( ctx->Fog.Color[3] ); col = mach64PackColor( 4, c[0], c[1], c[2], c[3] ); if ( mmesa->setup.dp_fog_clr != col ) { mmesa->setup.dp_fog_clr = col; mmesa->dirty |= MACH64_UPLOAD_DP_FOG_CLR; } if ( mmesa->setup.scale_3d_cntl != s ) { mmesa->setup.scale_3d_cntl = s; mmesa->dirty |= MACH64_UPLOAD_SCALE_3D_CNTL; } } static void mach64DDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_FOG; } /* ============================================================= * Clipping */ static void mach64UpdateClipping( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); mach64ScreenPtr mach64Screen = mmesa->mach64Screen; if ( mmesa->driDrawable ) { __DRIdrawablePrivate *drawable = mmesa->driDrawable; int x1 = 0; int y1 = 0; int x2 = drawable->w - 1; int y2 = drawable->h - 1; if ( ctx->Scissor.Enabled ) { if ( ctx->Scissor.X > x1 ) { x1 = ctx->Scissor.X; } if ( drawable->h - ctx->Scissor.Y - ctx->Scissor.Height > y1 ) { y1 = drawable->h - ctx->Scissor.Y - ctx->Scissor.Height; } if ( ctx->Scissor.X + ctx->Scissor.Width - 1 < x2 ) { x2 = ctx->Scissor.X + ctx->Scissor.Width - 1; } if ( drawable->h - ctx->Scissor.Y - 1 < y2 ) { y2 = drawable->h - ctx->Scissor.Y - 1; } } x1 += drawable->x; y1 += drawable->y; x2 += drawable->x; y2 += drawable->y; /* clamp to screen borders */ if (x1 < 0) x1 = 0; if (y1 < 0) y1 = 0; if (x2 < 0) x2 = 0; if (y2 < 0) y2 = 0; if (x2 > mach64Screen->width-1) x2 = mach64Screen->width-1; if (y2 > mach64Screen->height-1) y2 = mach64Screen->height-1; if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) { fprintf( stderr, "%s: drawable %3d %3d %3d %3d\n", __FUNCTION__, drawable->x, drawable->y, drawable->w, drawable->h ); fprintf( stderr, "%s: scissor %3d %3d %3d %3d\n", __FUNCTION__, ctx->Scissor.X, ctx->Scissor.Y, ctx->Scissor.Width, ctx->Scissor.Height ); fprintf( stderr, "%s: final %3d %3d %3d %3d\n", __FUNCTION__, x1, y1, x2, y2 ); fprintf( stderr, "\n" ); } mmesa->setup.sc_top_bottom = ((y1 << 0) | (y2 << 16)); mmesa->setup.sc_left_right = ((x1 << 0) | (x2 << 16)); /* UPLOAD_MISC reduces the dirty state, we just need to * emit the scissor to the SAREA. We need to dirty cliprects * since the scissor and cliprects are intersected to update the * single hardware scissor */ mmesa->dirty |= MACH64_UPLOAD_MISC | MACH64_UPLOAD_CLIPRECTS; } } static void mach64DDScissor( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_CLIP; } /* ============================================================= * Culling */ static void mach64UpdateCull( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); GLfloat backface_sign = 1; if ( ctx->Polygon.CullFlag /*&& ctx->PB->primitive == GL_POLYGON*/ ) { backface_sign = 1; switch ( ctx->Polygon.CullFaceMode ) { case GL_BACK: if ( ctx->Polygon.FrontFace == GL_CCW ) backface_sign = -1; break; case GL_FRONT: if ( ctx->Polygon.FrontFace != GL_CCW ) backface_sign = -1; break; default: case GL_FRONT_AND_BACK: backface_sign = 0; break; } } else { backface_sign = 0; } mmesa->backface_sign = backface_sign; } static void mach64DDCullFace( GLcontext *ctx, GLenum mode ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_CULL; } static void mach64DDFrontFace( GLcontext *ctx, GLenum mode ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_CULL; } /* ============================================================= * Masks */ static void mach64UpdateMasks( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); GLuint mask = 0xffffffff; /* mach64 can't color mask with alpha blending enabled */ if ( !ctx->Color.BlendEnabled ) { mask = mach64PackColor( mmesa->mach64Screen->cpp, ctx->Color.ColorMask[RCOMP], ctx->Color.ColorMask[GCOMP], ctx->Color.ColorMask[BCOMP], ctx->Color.ColorMask[ACOMP] ); } if ( mmesa->setup.dp_write_mask != mask ) { mmesa->setup.dp_write_mask = mask; mmesa->dirty |= MACH64_UPLOAD_DP_WRITE_MASK; } } static void mach64DDColorMask( GLcontext *ctx, GLboolean r, GLboolean g, GLboolean b, GLboolean a ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_MASKS; } /* ============================================================= * Rendering attributes * * We really don't want to recalculate all this every time we bind a * texture. These things shouldn't change all that often, so it makes * sense to break them out of the core texture state update routines. */ static void mach64UpdateSpecularLighting( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); GLuint a = mmesa->setup.alpha_tst_cntl; if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) { fprintf( stderr, "%s:\n", __FUNCTION__ ); } if ( ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR && ctx->Light.Enabled ) { a |= MACH64_SPECULAR_LIGHT_EN; } else { a &= ~MACH64_SPECULAR_LIGHT_EN; } if ( mmesa->setup.alpha_tst_cntl != a ) { mmesa->setup.alpha_tst_cntl = a; mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL; mmesa->new_state |= MACH64_NEW_CONTEXT; } } static void mach64DDLightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *param ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); if ( pname == GL_LIGHT_MODEL_COLOR_CONTROL ) { FLUSH_BATCH( mmesa ); mach64UpdateSpecularLighting(ctx); } } static void mach64DDShadeModel( GLcontext *ctx, GLenum mode ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); GLuint s = mmesa->setup.setup_cntl; s &= ~MACH64_FLAT_SHADE_MASK; switch ( mode ) { case GL_FLAT: s |= MACH64_FLAT_SHADE_VERTEX_3; break; case GL_SMOOTH: s |= MACH64_FLAT_SHADE_OFF; break; default: return; } if ( mmesa->setup.setup_cntl != s ) { FLUSH_BATCH( mmesa ); mmesa->setup.setup_cntl = s; mmesa->dirty |= MACH64_UPLOAD_SETUP_CNTL; } } /* ============================================================= * Viewport */ void mach64CalcViewport( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); const GLfloat *v = ctx->Viewport._WindowMap.m; GLfloat *m = mmesa->hw_viewport; /* See also mach64_translate_vertex. */ m[MAT_SX] = v[MAT_SX]; m[MAT_TX] = v[MAT_TX] + (GLfloat)mmesa->drawX + SUBPIXEL_X; m[MAT_SY] = - v[MAT_SY]; m[MAT_TY] = - v[MAT_TY] + mmesa->driDrawable->h + (GLfloat)mmesa->drawY + SUBPIXEL_Y; m[MAT_SZ] = v[MAT_SZ] * mmesa->depth_scale; m[MAT_TZ] = v[MAT_TZ] * mmesa->depth_scale; mmesa->SetupNewInputs = ~0; } static void mach64Viewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) { mach64CalcViewport( ctx ); } static void mach64DepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval ) { mach64CalcViewport( ctx ); } /* ============================================================= * Miscellaneous */ static void mach64DDClearColor( GLcontext *ctx, const GLfloat color[4] ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); GLubyte c[4]; CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]); CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]); mmesa->ClearColor = mach64PackColor( mmesa->mach64Screen->cpp, c[0], c[1], c[2], c[3] ); } static void mach64DDLogicOpCode( GLcontext *ctx, GLenum opcode ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); if ( ctx->Color.ColorLogicOpEnabled ) { FLUSH_BATCH( mmesa ); FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP, opcode != GL_COPY); } } void mach64SetCliprects( GLcontext *ctx, GLenum mode ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); __DRIdrawablePrivate *dPriv = mmesa->driDrawable; switch ( mode ) { case GL_FRONT_LEFT: mmesa->numClipRects = dPriv->numClipRects; mmesa->pClipRects = dPriv->pClipRects; mmesa->drawX = dPriv->x; mmesa->drawY = dPriv->y; break; case GL_BACK_LEFT: if ( dPriv->numBackClipRects == 0 ) { mmesa->numClipRects = dPriv->numClipRects; mmesa->pClipRects = dPriv->pClipRects; mmesa->drawX = dPriv->x; mmesa->drawY = dPriv->y; } else { mmesa->numClipRects = dPriv->numBackClipRects; mmesa->pClipRects = dPriv->pBackClipRects; mmesa->drawX = dPriv->backX; mmesa->drawY = dPriv->backY; } break; default: return; } mach64UpdateClipping( ctx ); mmesa->dirty |= MACH64_UPLOAD_CLIPRECTS; } static void mach64DDDrawBuffer( GLcontext *ctx, GLenum mode ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FLUSH_BATCH( mmesa ); if (ctx->DrawBuffer->_NumColorDrawBuffers != 1) { /* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */ FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_TRUE ); return; } switch ( ctx->DrawBuffer->_ColorDrawBufferIndexes[0] ) { case BUFFER_FRONT_LEFT: FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_FALSE ); mach64SetCliprects( ctx, GL_FRONT_LEFT ); if (MACH64_DEBUG & DEBUG_VERBOSE_MSG) fprintf(stderr,"%s: BUFFER_BIT_FRONT_LEFT\n", __FUNCTION__); break; case BUFFER_BACK_LEFT: FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_FALSE ); mach64SetCliprects( ctx, GL_BACK_LEFT ); if (MACH64_DEBUG & DEBUG_VERBOSE_MSG) fprintf(stderr,"%s: BUFFER_BIT_BACK_LEFT\n", __FUNCTION__); break; default: FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_TRUE ); if (MACH64_DEBUG & DEBUG_VERBOSE_MSG) fprintf(stderr,"%s: fallback (mode=%d)\n", __FUNCTION__, mode); break; } mmesa->setup.dst_off_pitch = (((mmesa->drawPitch/8) << 22) | (mmesa->drawOffset >> 3)); mmesa->dirty |= MACH64_UPLOAD_DST_OFF_PITCH; } static void mach64DDReadBuffer( GLcontext *ctx, GLenum mode ) { /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */ } /* ============================================================= * State enable/disable */ static void mach64DDEnable( GLcontext *ctx, GLenum cap, GLboolean state ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); if ( MACH64_DEBUG & DEBUG_VERBOSE_API ) { fprintf( stderr, "%s( %s = %s )\n", __FUNCTION__, _mesa_lookup_enum_by_nr( cap ), state ? "GL_TRUE" : "GL_FALSE" ); } switch ( cap ) { case GL_ALPHA_TEST: FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_ALPHA; break; case GL_BLEND: FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_ALPHA; /* enable(GL_BLEND) affects ColorLogicOpEnabled. */ FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP, (ctx->Color.ColorLogicOpEnabled && ctx->Color.LogicOp != GL_COPY)); break; case GL_CULL_FACE: FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_CULL; break; case GL_DEPTH_TEST: FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_DEPTH; break; case GL_DITHER: do { GLuint s = mmesa->setup.scale_3d_cntl; FLUSH_BATCH( mmesa ); if ( ctx->Color.DitherFlag ) { /* Dithering causes problems w/ 24bpp depth */ if ( mmesa->mach64Screen->cpp == 4 ) s |= MACH64_ROUND_EN; else s |= MACH64_DITHER_EN; } else { s &= ~MACH64_DITHER_EN; s &= ~MACH64_ROUND_EN; } if ( mmesa->setup.scale_3d_cntl != s ) { mmesa->setup.scale_3d_cntl = s; mmesa->dirty |= ( MACH64_UPLOAD_SCALE_3D_CNTL ); } } while (0); break; case GL_FOG: FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_FOG; break; case GL_INDEX_LOGIC_OP: case GL_COLOR_LOGIC_OP: FLUSH_BATCH( mmesa ); FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP, state && ctx->Color.LogicOp != GL_COPY ); break; case GL_LIGHTING: mach64UpdateSpecularLighting(ctx); break; case GL_SCISSOR_TEST: FLUSH_BATCH( mmesa ); mmesa->scissor = state; mmesa->new_state |= MACH64_NEW_CLIP; break; case GL_STENCIL_TEST: FLUSH_BATCH( mmesa ); FALLBACK( mmesa, MACH64_FALLBACK_STENCIL, state ); break; case GL_TEXTURE_1D: case GL_TEXTURE_2D: case GL_TEXTURE_3D: FLUSH_BATCH( mmesa ); mmesa->new_state |= MACH64_NEW_TEXTURE; break; default: return; } } /* ============================================================= * Render mode */ static void mach64DDRenderMode( GLcontext *ctx, GLenum mode ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); FALLBACK( mmesa, MACH64_FALLBACK_RENDER_MODE, (mode != GL_RENDER) ); } /* ============================================================= * State initialization, management */ static void mach64DDPrintDirty( const char *msg, GLuint state ) { fprintf( stderr, "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s\n", msg, state, (state & MACH64_UPLOAD_DST_OFF_PITCH) ? "dst_off_pitch, " : "", (state & MACH64_UPLOAD_Z_ALPHA_CNTL) ? "z_alpha_cntl, " : "", (state & MACH64_UPLOAD_SCALE_3D_CNTL) ? "scale_3d_cntl, " : "", (state & MACH64_UPLOAD_DP_FOG_CLR) ? "dp_fog_clr, " : "", (state & MACH64_UPLOAD_DP_WRITE_MASK) ? "dp_write_mask, " : "", (state & MACH64_UPLOAD_DP_PIX_WIDTH) ? "dp_pix_width, " : "", (state & MACH64_UPLOAD_SETUP_CNTL) ? "setup_cntl, " : "", (state & MACH64_UPLOAD_MISC) ? "misc, " : "", (state & MACH64_UPLOAD_TEXTURE) ? "texture, " : "", (state & MACH64_UPLOAD_TEX0IMAGE) ? "tex0 image, " : "", (state & MACH64_UPLOAD_TEX1IMAGE) ? "tex1 image, " : "", (state & MACH64_UPLOAD_CLIPRECTS) ? "cliprects, " : "" ); } /* * Load the current context's state into the hardware. * * NOTE: Be VERY careful about ensuring the context state is marked for * upload, the only place it shouldn't be uploaded is when the setup * state has changed in ReducedPrimitiveChange as this comes right after * a state update. * * Blits of any type should always upload the context and masks after * they are done. */ void mach64EmitHwStateLocked( mach64ContextPtr mmesa ) { drm_mach64_sarea_t *sarea = mmesa->sarea; drm_mach64_context_regs_t *regs = &(mmesa->setup); mach64TexObjPtr t0 = mmesa->CurrentTexObj[0]; mach64TexObjPtr t1 = mmesa->CurrentTexObj[1]; if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) { mach64DDPrintDirty( __FUNCTION__, mmesa->dirty ); } if ( t0 && t1 && mmesa->mach64Screen->numTexHeaps > 1 ) { if (t0->heap != t1->heap || (mmesa->dirty & MACH64_UPLOAD_TEX0IMAGE) || (mmesa->dirty & MACH64_UPLOAD_TEX1IMAGE)) mach64UploadMultiTexImages( mmesa, t0, t1 ); } else { if ( mmesa->dirty & MACH64_UPLOAD_TEX0IMAGE ) { if ( t0 ) mach64UploadTexImages( mmesa, t0 ); } if ( mmesa->dirty & MACH64_UPLOAD_TEX1IMAGE ) { if ( t1 ) mach64UploadTexImages( mmesa, t1 ); } } if ( mmesa->dirty & (MACH64_UPLOAD_CONTEXT | MACH64_UPLOAD_MISC) ) { memcpy( &sarea->context_state, regs, MACH64_NR_CONTEXT_REGS * sizeof(GLuint) ); } if ( mmesa->dirty & MACH64_UPLOAD_TEXTURE ) { mach64EmitTexStateLocked( mmesa, t0, t1 ); } sarea->vertsize = mmesa->vertex_size; /* Turn off the texture cache flushing. */ mmesa->setup.tex_cntl &= ~MACH64_TEX_CACHE_FLUSH; sarea->dirty |= mmesa->dirty; mmesa->dirty &= MACH64_UPLOAD_CLIPRECTS; } static void mach64DDPrintState( const char *msg, GLuint flags ) { fprintf( stderr, "%s: (0x%x) %s%s%s%s%s%s%s%s%s\n", msg, flags, (flags & MACH64_NEW_CONTEXT) ? "context, " : "", (flags & MACH64_NEW_ALPHA) ? "alpha, " : "", (flags & MACH64_NEW_DEPTH) ? "depth, " : "", (flags & MACH64_NEW_FOG) ? "fog, " : "", (flags & MACH64_NEW_CLIP) ? "clip, " : "", (flags & MACH64_NEW_TEXTURE) ? "texture, " : "", (flags & MACH64_NEW_CULL) ? "cull, " : "", (flags & MACH64_NEW_MASKS) ? "masks, " : "", (flags & MACH64_NEW_WINDOW) ? "window, " : "" ); } /* Update the hardware state */ void mach64DDUpdateHWState( GLcontext *ctx ) { mach64ContextPtr mmesa = MACH64_CONTEXT(ctx); int new_state = mmesa->new_state; if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) { fprintf( stderr, "%s:\n", __FUNCTION__ ); } if ( new_state ) { FLUSH_BATCH( mmesa ); mmesa->new_state = 0; if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) mach64DDPrintState( __FUNCTION__, new_state ); /* Update the various parts of the context's state. */ if ( new_state & MACH64_NEW_ALPHA ) mach64UpdateAlphaMode( ctx ); if ( new_state & MACH64_NEW_DEPTH ) mach64UpdateZMode( ctx ); if ( new_state & MACH64_NEW_FOG ) mach64UpdateFogAttrib( ctx ); if ( new_state & MACH64_NEW_CLIP ) mach64UpdateClipping( ctx ); if ( new_state & MACH64_NEW_WINDOW ) mach64CalcViewport( ctx ); if ( new_state & MACH64_NEW_CULL ) mach64UpdateCull( ctx ); if ( new_state & MACH64_NEW_MASKS ) mach64UpdateMasks( ctx ); if ( new_state & MACH64_NEW_TEXTURE ) mach64UpdateTextureState( ctx ); } } static void mach64DDInvalidateState( GLcontext *ctx, GLuint new_state ) { _swrast_InvalidateState( ctx, new_state ); _swsetup_InvalidateState( ctx, new_state ); _vbo_InvalidateState( ctx, new_state ); _tnl_InvalidateState( ctx, new_state ); MACH64_CONTEXT(ctx)->NewGLState |= new_state; } /* Initialize the context's hardware state */ void mach64DDInitState( mach64ContextPtr mmesa ) { GLuint format; switch ( mmesa->mach64Screen->cpp ) { case 2: format = MACH64_DATATYPE_RGB565; break; case 4: format = MACH64_DATATYPE_ARGB8888; break; default: fprintf( stderr, "Error: Unsupported pixel depth... exiting\n" ); exit( -1 ); } /* Always have a 16-bit depth buffer * but Z coordinates are specified in 16.1 format to the setup engine. */ mmesa->depth_scale = 2.0; mmesa->ClearColor = 0x00000000; mmesa->ClearDepth = 0x0000ffff; mmesa->Fallback = 0; if ( mmesa->glCtx->Visual.doubleBufferMode ) { mmesa->drawOffset = mmesa->readOffset = mmesa->mach64Screen->backOffset; mmesa->drawPitch = mmesa->readPitch = mmesa->mach64Screen->backPitch; } else { mmesa->drawOffset = mmesa->readOffset = mmesa->mach64Screen->frontOffset; mmesa->drawPitch = mmesa->readPitch = mmesa->mach64Screen->frontPitch; } /* Harware state: */ mmesa->setup.dst_off_pitch = (((mmesa->drawPitch/8) << 22) | (mmesa->drawOffset >> 3)); mmesa->setup.z_off_pitch = (((mmesa->mach64Screen->depthPitch/8) << 22) | (mmesa->mach64Screen->depthOffset >> 3)); mmesa->setup.z_cntl = (MACH64_Z_TEST_LESS | MACH64_Z_MASK_EN); mmesa->setup.alpha_tst_cntl = (MACH64_ALPHA_TEST_ALWAYS | MACH64_ALPHA_DST_SRCALPHA | MACH64_ALPHA_TST_SRC_TEXEL | (0 << MACH64_REF_ALPHA_SHIFT)); mmesa->setup.scale_3d_cntl = (MACH64_SCALE_PIX_EXPAND_DYNAMIC_RANGE | /* MACH64_SCALE_DITHER_ERROR_DIFFUSE | */ MACH64_SCALE_DITHER_2D_TABLE | /* MACH64_DITHER_INIT_CURRENT | */ MACH64_DITHER_INIT_RESET | MACH64_SCALE_3D_FCN_SHADE | MACH64_ALPHA_FOG_DIS | MACH64_ALPHA_BLEND_SRC_ONE | MACH64_ALPHA_BLEND_DST_ZERO | MACH64_TEX_LIGHT_FCN_MODULATE | MACH64_MIP_MAP_DISABLE | MACH64_BILINEAR_TEX_EN | MACH64_TEX_BLEND_FCN_LINEAR); /* GL spec says dithering initially enabled, but dithering causes * problems w/ 24bpp depth */ if ( mmesa->mach64Screen->cpp == 4 ) mmesa->setup.scale_3d_cntl |= MACH64_ROUND_EN; else mmesa->setup.scale_3d_cntl |= MACH64_DITHER_EN; mmesa->setup.sc_left_right = 0x1fff0000; mmesa->setup.sc_top_bottom = 0x3fff0000; mmesa->setup.dp_fog_clr = 0x00ffffff; mmesa->setup.dp_write_mask = 0xffffffff; mmesa->setup.dp_pix_width = ((format << 0) | (format << 4) | (format << 8) | (format << 16) | (format << 28)); mmesa->setup.dp_mix = (MACH64_BKGD_MIX_S | MACH64_FRGD_MIX_S); mmesa->setup.dp_src = (MACH64_BKGD_SRC_3D | MACH64_FRGD_SRC_3D | MACH64_MONO_SRC_ONE); mmesa->setup.clr_cmp_cntl = 0x00000000; mmesa->setup.gui_traj_cntl = (MACH64_DST_X_LEFT_TO_RIGHT | MACH64_DST_Y_TOP_TO_BOTTOM); mmesa->setup.setup_cntl = (MACH64_FLAT_SHADE_OFF | MACH64_SOLID_MODE_OFF | MACH64_LOG_MAX_INC_ADJ); mmesa->setup.setup_cntl = 0; mmesa->setup.tex_size_pitch = 0x00000000; mmesa->setup.tex_cntl = ((0 << MACH64_LOD_BIAS_SHIFT) | (0 << MACH64_COMP_FACTOR_SHIFT) | MACH64_COMP_COMBINE_MODULATE | MACH64_COMP_BLEND_NEAREST | MACH64_COMP_FILTER_NEAREST | /* MACH64_TEXTURE_TILING | */ #ifdef MACH64_PREMULT_TEXCOORDS MACH64_TEX_ST_DIRECT | #endif MACH64_TEX_SRC_LOCAL | MACH64_TEX_UNCOMPRESSED | MACH64_TEX_CACHE_FLUSH | MACH64_TEX_CACHE_SIZE_4K); mmesa->setup.secondary_tex_off = 0x00000000; mmesa->setup.tex_offset = 0x00000000; mmesa->new_state = MACH64_NEW_ALL; } /* Initialize the driver's state functions. */ void mach64DDInitStateFuncs( GLcontext *ctx ) { ctx->Driver.UpdateState = mach64DDInvalidateState; ctx->Driver.ClearIndex = NULL; ctx->Driver.ClearColor = mach64DDClearColor; ctx->Driver.DrawBuffer = mach64DDDrawBuffer; ctx->Driver.ReadBuffer = mach64DDReadBuffer; ctx->Driver.IndexMask = NULL; ctx->Driver.ColorMask = mach64DDColorMask; ctx->Driver.AlphaFunc = mach64DDAlphaFunc; ctx->Driver.BlendEquationSeparate = mach64DDBlendEquationSeparate; ctx->Driver.BlendFuncSeparate = mach64DDBlendFuncSeparate; ctx->Driver.ClearDepth = mach64DDClearDepth; ctx->Driver.CullFace = mach64DDCullFace; ctx->Driver.FrontFace = mach64DDFrontFace; ctx->Driver.DepthFunc = mach64DDDepthFunc; ctx->Driver.DepthMask = mach64DDDepthMask; ctx->Driver.Enable = mach64DDEnable; ctx->Driver.Fogfv = mach64DDFogfv; ctx->Driver.Hint = NULL; ctx->Driver.Lightfv = NULL; ctx->Driver.LightModelfv = mach64DDLightModelfv; ctx->Driver.LogicOpcode = mach64DDLogicOpCode; ctx->Driver.PolygonMode = NULL; ctx->Driver.PolygonStipple = NULL; ctx->Driver.RenderMode = mach64DDRenderMode; ctx->Driver.Scissor = mach64DDScissor; ctx->Driver.ShadeModel = mach64DDShadeModel; ctx->Driver.DepthRange = mach64DepthRange; ctx->Driver.Viewport = mach64Viewport; }