/* $XFree86: xc/lib/GL/mesa/src/drv/radeon/radeon_state.c,v 1.8 2002/12/16 16:18:58 dawes Exp $ */ /************************************************************************** Copyright 2000, 2001 VA Linux Systems Inc., Fremont, California. All Rights Reserved. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice (including the next paragraph) shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 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: * Gareth Hughes * Keith Whitwell */ #include "glheader.h" #include "imports.h" #include "api_arrayelt.h" #include "enums.h" #include "light.h" #include "state.h" #include "context.h" #include "array_cache/acache.h" #include "tnl/tnl.h" #include "tnl/t_pipeline.h" #include "swrast_setup/swrast_setup.h" #include "radeon_context.h" #include "radeon_ioctl.h" #include "radeon_state.h" #include "radeon_tcl.h" #include "radeon_tex.h" #include "radeon_swtcl.h" #include "radeon_vtxfmt.h" #include "drirenderbuffer.h" /* ============================================================= * Alpha blending */ static void radeonAlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); int pp_misc = rmesa->hw.ctx.cmd[CTX_PP_MISC]; GLubyte refByte; CLAMPED_FLOAT_TO_UBYTE(refByte, ref); RADEON_STATECHANGE( rmesa, ctx ); pp_misc &= ~(RADEON_ALPHA_TEST_OP_MASK | RADEON_REF_ALPHA_MASK); pp_misc |= (refByte & RADEON_REF_ALPHA_MASK); switch ( func ) { case GL_NEVER: pp_misc |= RADEON_ALPHA_TEST_FAIL; break; case GL_LESS: pp_misc |= RADEON_ALPHA_TEST_LESS; break; case GL_EQUAL: pp_misc |= RADEON_ALPHA_TEST_EQUAL; break; case GL_LEQUAL: pp_misc |= RADEON_ALPHA_TEST_LEQUAL; break; case GL_GREATER: pp_misc |= RADEON_ALPHA_TEST_GREATER; break; case GL_NOTEQUAL: pp_misc |= RADEON_ALPHA_TEST_NEQUAL; break; case GL_GEQUAL: pp_misc |= RADEON_ALPHA_TEST_GEQUAL; break; case GL_ALWAYS: pp_misc |= RADEON_ALPHA_TEST_PASS; break; } rmesa->hw.ctx.cmd[CTX_PP_MISC] = pp_misc; } static void radeonBlendEquationSeparate( GLcontext *ctx, GLenum modeRGB, GLenum modeA ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint b = rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] & ~RADEON_COMB_FCN_MASK; GLboolean fallback = GL_FALSE; assert( modeRGB == modeA ); switch ( modeRGB ) { case GL_FUNC_ADD: case GL_LOGIC_OP: b |= RADEON_COMB_FCN_ADD_CLAMP; break; case GL_FUNC_SUBTRACT: b |= RADEON_COMB_FCN_SUB_CLAMP; break; default: if (ctx->Color.BlendEnabled) fallback = GL_TRUE; else b |= RADEON_COMB_FCN_ADD_CLAMP; break; } FALLBACK( rmesa, RADEON_FALLBACK_BLEND_EQ, fallback ); if ( !fallback ) { RADEON_STATECHANGE( rmesa, ctx ); rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = b; if ( ctx->Color._LogicOpEnabled ) { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_ROP_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_ROP_ENABLE; } } } static void radeonBlendFuncSeparate( GLcontext *ctx, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorA, GLenum dfactorA ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint b = rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] & ~(RADEON_SRC_BLEND_MASK | RADEON_DST_BLEND_MASK); GLboolean fallback = GL_FALSE; switch ( ctx->Color.BlendSrcRGB ) { case GL_ZERO: b |= RADEON_SRC_BLEND_GL_ZERO; break; case GL_ONE: b |= RADEON_SRC_BLEND_GL_ONE; break; case GL_DST_COLOR: b |= RADEON_SRC_BLEND_GL_DST_COLOR; break; case GL_ONE_MINUS_DST_COLOR: b |= RADEON_SRC_BLEND_GL_ONE_MINUS_DST_COLOR; break; case GL_SRC_COLOR: b |= RADEON_SRC_BLEND_GL_SRC_COLOR; break; case GL_ONE_MINUS_SRC_COLOR: b |= RADEON_SRC_BLEND_GL_ONE_MINUS_SRC_COLOR; break; case GL_SRC_ALPHA: b |= RADEON_SRC_BLEND_GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: b |= RADEON_SRC_BLEND_GL_ONE_MINUS_SRC_ALPHA; break; case GL_DST_ALPHA: b |= RADEON_SRC_BLEND_GL_DST_ALPHA; break; case GL_ONE_MINUS_DST_ALPHA: b |= RADEON_SRC_BLEND_GL_ONE_MINUS_DST_ALPHA; break; case GL_SRC_ALPHA_SATURATE: b |= RADEON_SRC_BLEND_GL_SRC_ALPHA_SATURATE; break; case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: if (ctx->Color.BlendEnabled) fallback = GL_TRUE; else b |= RADEON_SRC_BLEND_GL_ONE; break; default: break; } switch ( ctx->Color.BlendDstRGB ) { case GL_ZERO: b |= RADEON_DST_BLEND_GL_ZERO; break; case GL_ONE: b |= RADEON_DST_BLEND_GL_ONE; break; case GL_SRC_COLOR: b |= RADEON_DST_BLEND_GL_SRC_COLOR; break; case GL_ONE_MINUS_SRC_COLOR: b |= RADEON_DST_BLEND_GL_ONE_MINUS_SRC_COLOR; break; case GL_SRC_ALPHA: b |= RADEON_DST_BLEND_GL_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: b |= RADEON_DST_BLEND_GL_ONE_MINUS_SRC_ALPHA; break; case GL_DST_COLOR: b |= RADEON_DST_BLEND_GL_DST_COLOR; break; case GL_ONE_MINUS_DST_COLOR: b |= RADEON_DST_BLEND_GL_ONE_MINUS_DST_COLOR; break; case GL_DST_ALPHA: b |= RADEON_DST_BLEND_GL_DST_ALPHA; break; case GL_ONE_MINUS_DST_ALPHA: b |= RADEON_DST_BLEND_GL_ONE_MINUS_DST_ALPHA; break; case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: if (ctx->Color.BlendEnabled) fallback = GL_TRUE; else b |= RADEON_DST_BLEND_GL_ZERO; break; default: break; } FALLBACK( rmesa, RADEON_FALLBACK_BLEND_FUNC, fallback ); if ( !fallback ) { RADEON_STATECHANGE( rmesa, ctx ); rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = b; } } /* ============================================================= * Depth testing */ static void radeonDepthFunc( GLcontext *ctx, GLenum func ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); RADEON_STATECHANGE( rmesa, ctx ); rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~RADEON_Z_TEST_MASK; switch ( ctx->Depth.Func ) { case GL_NEVER: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_NEVER; break; case GL_LESS: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_LESS; break; case GL_EQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_EQUAL; break; case GL_LEQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_LEQUAL; break; case GL_GREATER: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_GREATER; break; case GL_NOTEQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_NEQUAL; break; case GL_GEQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_GEQUAL; break; case GL_ALWAYS: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_TEST_ALWAYS; break; } } static void radeonDepthMask( GLcontext *ctx, GLboolean flag ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); RADEON_STATECHANGE( rmesa, ctx ); if ( ctx->Depth.Mask ) { rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_Z_WRITE_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~RADEON_Z_WRITE_ENABLE; } } static void radeonClearDepth( GLcontext *ctx, GLclampd d ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint format = (rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] & RADEON_DEPTH_FORMAT_MASK); switch ( format ) { case RADEON_DEPTH_FORMAT_16BIT_INT_Z: rmesa->state.depth.clear = d * 0x0000ffff; break; case RADEON_DEPTH_FORMAT_24BIT_INT_Z: rmesa->state.depth.clear = d * 0x00ffffff; break; } } /* ============================================================= * Fog */ static void radeonFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); union { int i; float f; } c, d; GLchan col[4]; 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; RADEON_STATECHANGE(rmesa, tcl); rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~RADEON_TCL_FOG_MASK; switch (ctx->Fog.Mode) { case GL_LINEAR: rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= RADEON_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] |= RADEON_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] |= RADEON_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: RADEON_STATECHANGE( rmesa, ctx ); UNCLAMPED_FLOAT_TO_RGB_CHAN( col, ctx->Fog.Color ); rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] = radeonPackColor( 4, col[0], col[1], col[2], 0 ); 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]) { RADEON_STATECHANGE( rmesa, fog ); rmesa->hw.fog.cmd[FOG_C] = c.i; rmesa->hw.fog.cmd[FOG_D] = d.i; } } /* ============================================================= * Scissoring */ static GLboolean intersect_rect( drm_clip_rect_t *out, drm_clip_rect_t *a, drm_clip_rect_t *b ) { *out = *a; if ( b->x1 > out->x1 ) out->x1 = b->x1; if ( b->y1 > out->y1 ) out->y1 = b->y1; if ( b->x2 < out->x2 ) out->x2 = b->x2; if ( b->y2 < out->y2 ) out->y2 = b->y2; if ( out->x1 >= out->x2 ) return GL_FALSE; if ( out->y1 >= out->y2 ) return GL_FALSE; return GL_TRUE; } void radeonRecalcScissorRects( radeonContextPtr rmesa ) { drm_clip_rect_t *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(drm_clip_rect_t) ); 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 radeonUpdateScissor( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_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; radeonRecalcScissorRects( rmesa ); } } static void radeonScissor( GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); if ( ctx->Scissor.Enabled ) { RADEON_FIREVERTICES( rmesa ); /* don't pipeline cliprect changes */ radeonUpdateScissor( ctx ); } } /* ============================================================= * Culling */ static void radeonCullFace( GLcontext *ctx, GLenum unused ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint s = rmesa->hw.set.cmd[SET_SE_CNTL]; GLuint t = rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL]; s |= RADEON_FFACE_SOLID | RADEON_BFACE_SOLID; t &= ~(RADEON_CULL_FRONT | RADEON_CULL_BACK); if ( ctx->Polygon.CullFlag ) { switch ( ctx->Polygon.CullFaceMode ) { case GL_FRONT: s &= ~RADEON_FFACE_SOLID; t |= RADEON_CULL_FRONT; break; case GL_BACK: s &= ~RADEON_BFACE_SOLID; t |= RADEON_CULL_BACK; break; case GL_FRONT_AND_BACK: s &= ~(RADEON_FFACE_SOLID | RADEON_BFACE_SOLID); t |= (RADEON_CULL_FRONT | RADEON_CULL_BACK); break; } } if ( rmesa->hw.set.cmd[SET_SE_CNTL] != s ) { RADEON_STATECHANGE(rmesa, set ); rmesa->hw.set.cmd[SET_SE_CNTL] = s; } if ( rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] != t ) { RADEON_STATECHANGE(rmesa, tcl ); rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] = t; } } static void radeonFrontFace( GLcontext *ctx, GLenum mode ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); RADEON_STATECHANGE( rmesa, set ); rmesa->hw.set.cmd[SET_SE_CNTL] &= ~RADEON_FFACE_CULL_DIR_MASK; RADEON_STATECHANGE( rmesa, tcl ); rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~RADEON_CULL_FRONT_IS_CCW; switch ( mode ) { case GL_CW: rmesa->hw.set.cmd[SET_SE_CNTL] |= RADEON_FFACE_CULL_CW; break; case GL_CCW: rmesa->hw.set.cmd[SET_SE_CNTL] |= RADEON_FFACE_CULL_CCW; rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= RADEON_CULL_FRONT_IS_CCW; break; } } /* ============================================================= * Line state */ static void radeonLineWidth( GLcontext *ctx, GLfloat widthf ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); RADEON_STATECHANGE( rmesa, lin ); RADEON_STATECHANGE( rmesa, set ); /* Line width is stored in U6.4 format. */ rmesa->hw.lin.cmd[LIN_SE_LINE_WIDTH] = (GLuint)(widthf * 16.0); if ( widthf > 1.0 ) { rmesa->hw.set.cmd[SET_SE_CNTL] |= RADEON_WIDELINE_ENABLE; } else { rmesa->hw.set.cmd[SET_SE_CNTL] &= ~RADEON_WIDELINE_ENABLE; } } static void radeonLineStipple( GLcontext *ctx, GLint factor, GLushort pattern ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); RADEON_STATECHANGE( rmesa, lin ); rmesa->hw.lin.cmd[LIN_RE_LINE_PATTERN] = ((((GLuint)factor & 0xff) << 16) | ((GLuint)pattern)); } /* ============================================================= * Masks */ static void radeonColorMask( GLcontext *ctx, GLboolean r, GLboolean g, GLboolean b, GLboolean a ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint mask = radeonPackColor( rmesa->radeonScreen->cpp, ctx->Color.ColorMask[RCOMP], ctx->Color.ColorMask[GCOMP], ctx->Color.ColorMask[BCOMP], ctx->Color.ColorMask[ACOMP] ); if ( rmesa->hw.msk.cmd[MSK_RB3D_PLANEMASK] != mask ) { RADEON_STATECHANGE( rmesa, msk ); rmesa->hw.msk.cmd[MSK_RB3D_PLANEMASK] = mask; } } /* ============================================================= * Polygon state */ static void radeonPolygonOffset( GLcontext *ctx, GLfloat factor, GLfloat units ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLfloat constant = units * rmesa->state.depth.scale; RADEON_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 radeonPolygonStipple( GLcontext *ctx, const GLubyte *mask ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint i; drm_radeon_stipple_t 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 */ RADEON_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(drm_radeon_stipple_t) ); UNLOCK_HARDWARE( rmesa ); } static void radeonPolygonMode( GLcontext *ctx, GLenum face, GLenum mode ) { radeonContextPtr rmesa = RADEON_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, RADEON_TCL_FALLBACK_UNFILLED, flag); if (rmesa->TclFallback) { radeonChooseRenderState( ctx ); radeonChooseVertexState( 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 radeonUpdateSpecular( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); u_int32_t p = rmesa->hw.ctx.cmd[CTX_PP_CNTL]; RADEON_STATECHANGE( rmesa, tcl ); rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL] &= ~RADEON_TCL_COMPUTE_SPECULAR; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL] &= ~RADEON_TCL_COMPUTE_DIFFUSE; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] &= ~RADEON_TCL_VTX_PK_SPEC; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] &= ~RADEON_TCL_VTX_PK_DIFFUSE; rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] &= ~RADEON_LIGHTING_ENABLE; p &= ~RADEON_SPECULAR_ENABLE; rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_DIFFUSE_SPECULAR_COMBINE; if (ctx->Light.Enabled && ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) { rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL] |= RADEON_TCL_COMPUTE_SPECULAR; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL] |= RADEON_TCL_COMPUTE_DIFFUSE; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] |= RADEON_TCL_VTX_PK_SPEC; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] |= RADEON_TCL_VTX_PK_DIFFUSE; rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_LIGHTING_ENABLE; p |= RADEON_SPECULAR_ENABLE; rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] &= ~RADEON_DIFFUSE_SPECULAR_COMBINE; } else if (ctx->Light.Enabled) { rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL] |= RADEON_TCL_COMPUTE_DIFFUSE; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] |= RADEON_TCL_VTX_PK_DIFFUSE; rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_LIGHTING_ENABLE; } else if (ctx->Fog.ColorSumEnabled ) { rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] |= RADEON_TCL_VTX_PK_SPEC; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] |= RADEON_TCL_VTX_PK_DIFFUSE; p |= RADEON_SPECULAR_ENABLE; } else { rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] |= RADEON_TCL_VTX_PK_DIFFUSE; } if (ctx->Fog.Enabled) { rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL] |= RADEON_TCL_COMPUTE_SPECULAR; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXFMT] |= RADEON_TCL_VTX_PK_SPEC; /* Bizzare: have to leave lighting enabled to get fog. */ rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_LIGHTING_ENABLE; } if (NEED_SECONDARY_COLOR(ctx)) { assert( (p & RADEON_SPECULAR_ENABLE) != 0 ); } else { assert( (p & RADEON_SPECULAR_ENABLE) == 0 ); } if ( rmesa->hw.ctx.cmd[CTX_PP_CNTL] != p ) { RADEON_STATECHANGE( rmesa, ctx ); rmesa->hw.ctx.cmd[CTX_PP_CNTL] = p; } /* Update vertex/render formats */ if (rmesa->TclFallback) { radeonChooseRenderState( ctx ); radeonChooseVertexState( ctx ); } } /* ============================================================= * Materials */ /* Update on colormaterial, material emmissive/ambient, * lightmodel.globalambient */ static void update_global_ambient( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); float *fcmd = (float *)RADEON_DB_STATE( glt ); /* Need to do more if both emmissive & ambient are PREMULT: * Hope this is not needed for MULT */ if ((rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] & ((3 << RADEON_EMISSIVE_SOURCE_SHIFT) | (3 << RADEON_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 ); } RADEON_DB_STATECHANGE(rmesa, &rmesa->hw.glt); } /* Update on change to * - light[p].colors * - light[p].enabled */ 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) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); float *fcmd = (float *)RADEON_DB_STATE( lit[p] ); COPY_4V( &fcmd[LIT_AMBIENT_RED], l->Ambient ); COPY_4V( &fcmd[LIT_DIFFUSE_RED], l->Diffuse ); COPY_4V( &fcmd[LIT_SPECULAR_RED], l->Specular ); RADEON_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, RADEON_TCL_FALLBACK_LIGHT_TWOSIDE, fallback ); } static void radeonColorMaterial( GLcontext *ctx, GLenum face, GLenum mode ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint light_model_ctl1 = rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL]; light_model_ctl1 &= ~((3 << RADEON_EMISSIVE_SOURCE_SHIFT) | (3 << RADEON_AMBIENT_SOURCE_SHIFT) | (3 << RADEON_DIFFUSE_SOURCE_SHIFT) | (3 << RADEON_SPECULAR_SOURCE_SHIFT)); if (ctx->Light.ColorMaterialEnabled) { GLuint mask = ctx->Light.ColorMaterialBitmask; if (mask & MAT_BIT_FRONT_EMISSION) { light_model_ctl1 |= (RADEON_LM_SOURCE_VERTEX_DIFFUSE << RADEON_EMISSIVE_SOURCE_SHIFT); } else { light_model_ctl1 |= (RADEON_LM_SOURCE_STATE_MULT << RADEON_EMISSIVE_SOURCE_SHIFT); } if (mask & MAT_BIT_FRONT_AMBIENT) { light_model_ctl1 |= (RADEON_LM_SOURCE_VERTEX_DIFFUSE << RADEON_AMBIENT_SOURCE_SHIFT); } else { light_model_ctl1 |= (RADEON_LM_SOURCE_STATE_MULT << RADEON_AMBIENT_SOURCE_SHIFT); } if (mask & MAT_BIT_FRONT_DIFFUSE) { light_model_ctl1 |= (RADEON_LM_SOURCE_VERTEX_DIFFUSE << RADEON_DIFFUSE_SOURCE_SHIFT); } else { light_model_ctl1 |= (RADEON_LM_SOURCE_STATE_MULT << RADEON_DIFFUSE_SOURCE_SHIFT); } if (mask & MAT_BIT_FRONT_SPECULAR) { light_model_ctl1 |= (RADEON_LM_SOURCE_VERTEX_DIFFUSE << RADEON_SPECULAR_SOURCE_SHIFT); } else { light_model_ctl1 |= (RADEON_LM_SOURCE_STATE_MULT << RADEON_SPECULAR_SOURCE_SHIFT); } } else { /* Default to MULT: */ light_model_ctl1 |= (RADEON_LM_SOURCE_STATE_MULT << RADEON_EMISSIVE_SOURCE_SHIFT) | (RADEON_LM_SOURCE_STATE_MULT << RADEON_AMBIENT_SOURCE_SHIFT) | (RADEON_LM_SOURCE_STATE_MULT << RADEON_DIFFUSE_SOURCE_SHIFT) | (RADEON_LM_SOURCE_STATE_MULT << RADEON_SPECULAR_SOURCE_SHIFT); } if (light_model_ctl1 != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL]) { RADEON_STATECHANGE( rmesa, tcl ); rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] = light_model_ctl1; } } void radeonUpdateMaterial( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLfloat (*mat)[4] = ctx->Light.Material.Attrib; GLfloat *fcmd = (GLfloat *)RADEON_DB_STATE( mtl ); GLuint mask = ~0; if (ctx->Light.ColorMaterialEnabled) mask &= ~ctx->Light.ColorMaterialBitmask; if (RADEON_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]; } RADEON_DB_STATECHANGE( rmesa, &rmesa->hw.mtl ); check_twoside_fallback( ctx ); /* update_global_ambient( ctx );*/ } /* _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 ) { radeonContextPtr rmesa = RADEON_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]; if (ctx->_NeedEyeCoords) tmp &= ~RADEON_LIGHT_IN_MODELSPACE; else tmp |= RADEON_LIGHT_IN_MODELSPACE; /* Leave this test disabled: (unexplained q3 lockup) (even with new packets) */ if (tmp != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL]) { RADEON_STATECHANGE( rmesa, tcl ); rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] = tmp; } } { GLfloat *fcmd = (GLfloat *)RADEON_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; RADEON_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 *)RADEON_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; } RADEON_DB_STATECHANGE( rmesa, &rmesa->hw.lit[p] ); } } } } static void radeonLightfv( GLcontext *ctx, GLenum light, GLenum pname, const GLfloat *params ) { radeonContextPtr rmesa = RADEON_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; GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2; /* FIXME: Set RANGE_ATTEN only when needed */ if (p&1) flag = RADEON_LIGHT_1_IS_LOCAL; else flag = RADEON_LIGHT_0_IS_LOCAL; RADEON_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: RADEON_STATECHANGE(rmesa, lit[p]); fcmd[LIT_SPOT_EXPONENT] = params[0]; break; case GL_SPOT_CUTOFF: { GLuint flag = (p&1) ? RADEON_LIGHT_1_IS_SPOT : RADEON_LIGHT_0_IS_SPOT; GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2; RADEON_STATECHANGE(rmesa, lit[p]); fcmd[LIT_SPOT_CUTOFF] = l->_CosCutoff; RADEON_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: RADEON_STATECHANGE(rmesa, lit[p]); fcmd[LIT_ATTEN_CONST] = params[0]; if ( params[0] == 0.0 ) fcmd[LIT_ATTEN_CONST_INV] = FLT_MAX; else fcmd[LIT_ATTEN_CONST_INV] = 1.0 / params[0]; break; case GL_LINEAR_ATTENUATION: RADEON_STATECHANGE(rmesa, lit[p]); fcmd[LIT_ATTEN_LINEAR] = params[0]; break; case GL_QUADRATIC_ATTENUATION: RADEON_STATECHANGE(rmesa, lit[p]); fcmd[LIT_ATTEN_QUADRATIC] = params[0]; break; default: return; } /* Set RANGE_ATTEN only when needed */ switch (pname) { case GL_POSITION: case GL_CONSTANT_ATTENUATION: case GL_LINEAR_ATTENUATION: case GL_QUADRATIC_ATTENUATION: { GLuint *icmd = (GLuint *)RADEON_DB_STATE( tcl ); GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2; GLuint atten_flag = ( p&1 ) ? RADEON_LIGHT_1_ENABLE_RANGE_ATTEN : RADEON_LIGHT_0_ENABLE_RANGE_ATTEN; GLuint atten_const_flag = ( p&1 ) ? RADEON_LIGHT_1_CONSTANT_RANGE_ATTEN : RADEON_LIGHT_0_CONSTANT_RANGE_ATTEN; if ( l->EyePosition[3] == 0.0F || ( ( fcmd[LIT_ATTEN_CONST] == 0.0 || fcmd[LIT_ATTEN_CONST] == 1.0 ) && fcmd[LIT_ATTEN_QUADRATIC] == 0.0 && fcmd[LIT_ATTEN_LINEAR] == 0.0 ) ) { /* Disable attenuation */ icmd[idx] &= ~atten_flag; } else { if ( fcmd[LIT_ATTEN_QUADRATIC] == 0.0 && fcmd[LIT_ATTEN_LINEAR] == 0.0 ) { /* Enable only constant portion of attenuation calculation */ icmd[idx] |= ( atten_flag | atten_const_flag ); } else { /* Enable full attenuation calculation */ icmd[idx] &= ~atten_const_flag; icmd[idx] |= atten_flag; } } RADEON_DB_STATECHANGE( rmesa, &rmesa->hw.tcl ); break; } default: break; } } static void radeonLightModelfv( GLcontext *ctx, GLenum pname, const GLfloat *param ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); switch (pname) { case GL_LIGHT_MODEL_AMBIENT: update_global_ambient( ctx ); break; case GL_LIGHT_MODEL_LOCAL_VIEWER: RADEON_STATECHANGE( rmesa, tcl ); if (ctx->Light.Model.LocalViewer) rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_LOCAL_VIEWER; else rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] &= ~RADEON_LOCAL_VIEWER; break; case GL_LIGHT_MODEL_TWO_SIDE: RADEON_STATECHANGE( rmesa, tcl ); if (ctx->Light.Model.TwoSide) rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= RADEON_LIGHT_TWOSIDE; else rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~RADEON_LIGHT_TWOSIDE; check_twoside_fallback( ctx ); if (rmesa->TclFallback) { radeonChooseRenderState( ctx ); radeonChooseVertexState( ctx ); } break; case GL_LIGHT_MODEL_COLOR_CONTROL: radeonUpdateSpecular(ctx); break; default: break; } } static void radeonShadeModel( GLcontext *ctx, GLenum mode ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint s = rmesa->hw.set.cmd[SET_SE_CNTL]; s &= ~(RADEON_DIFFUSE_SHADE_MASK | RADEON_ALPHA_SHADE_MASK | RADEON_SPECULAR_SHADE_MASK | RADEON_FOG_SHADE_MASK); switch ( mode ) { case GL_FLAT: s |= (RADEON_DIFFUSE_SHADE_FLAT | RADEON_ALPHA_SHADE_FLAT | RADEON_SPECULAR_SHADE_FLAT | RADEON_FOG_SHADE_FLAT); break; case GL_SMOOTH: s |= (RADEON_DIFFUSE_SHADE_GOURAUD | RADEON_ALPHA_SHADE_GOURAUD | RADEON_SPECULAR_SHADE_GOURAUD | RADEON_FOG_SHADE_GOURAUD); break; default: return; } if ( rmesa->hw.set.cmd[SET_SE_CNTL] != s ) { RADEON_STATECHANGE( rmesa, set ); rmesa->hw.set.cmd[SET_SE_CNTL] = s; } } /* ============================================================= * User clip planes */ static void radeonClipPlane( GLcontext *ctx, GLenum plane, const GLfloat *eq ) { GLint p = (GLint) plane - (GLint) GL_CLIP_PLANE0; radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLint *ip = (GLint *)ctx->Transform._ClipUserPlane[p]; RADEON_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 radeonUpdateClipPlanes( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_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]; RADEON_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 radeonStencilFuncSeparate( GLcontext *ctx, GLenum face, GLenum func, GLint ref, GLuint mask ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint refmask = ((ctx->Stencil.Ref[0] << RADEON_STENCIL_REF_SHIFT) | (ctx->Stencil.ValueMask[0] << RADEON_STENCIL_MASK_SHIFT)); RADEON_STATECHANGE( rmesa, ctx ); RADEON_STATECHANGE( rmesa, msk ); rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~RADEON_STENCIL_TEST_MASK; rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] &= ~(RADEON_STENCIL_REF_MASK| RADEON_STENCIL_VALUE_MASK); switch ( ctx->Stencil.Function[0] ) { case GL_NEVER: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_NEVER; break; case GL_LESS: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_LESS; break; case GL_EQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_EQUAL; break; case GL_LEQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_LEQUAL; break; case GL_GREATER: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_GREATER; break; case GL_NOTEQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_NEQUAL; break; case GL_GEQUAL: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_GEQUAL; break; case GL_ALWAYS: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_TEST_ALWAYS; break; } rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] |= refmask; } static void radeonStencilMaskSeparate( GLcontext *ctx, GLenum face, GLuint mask ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); RADEON_STATECHANGE( rmesa, msk ); rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] &= ~RADEON_STENCIL_WRITE_MASK; rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] |= (ctx->Stencil.WriteMask[0] << RADEON_STENCIL_WRITEMASK_SHIFT); } static void radeonStencilOpSeparate( GLcontext *ctx, GLenum face, GLenum fail, GLenum zfail, GLenum zpass ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); /* radeon 7200 have stencil bug, DEC and INC_WRAP will actually both do DEC_WRAP, and DEC_WRAP (and INVERT) will do INVERT. No way to get correct INC_WRAP and DEC, but DEC_WRAP can be fixed by using DEC and INC_WRAP at least use INC. */ GLuint tempRADEON_STENCIL_FAIL_DEC_WRAP; GLuint tempRADEON_STENCIL_FAIL_INC_WRAP; GLuint tempRADEON_STENCIL_ZFAIL_DEC_WRAP; GLuint tempRADEON_STENCIL_ZFAIL_INC_WRAP; GLuint tempRADEON_STENCIL_ZPASS_DEC_WRAP; GLuint tempRADEON_STENCIL_ZPASS_INC_WRAP; if (rmesa->radeonScreen->chipset & RADEON_CHIPSET_BROKEN_STENCIL) { tempRADEON_STENCIL_FAIL_DEC_WRAP = RADEON_STENCIL_FAIL_DEC; tempRADEON_STENCIL_FAIL_INC_WRAP = RADEON_STENCIL_FAIL_INC; tempRADEON_STENCIL_ZFAIL_DEC_WRAP = RADEON_STENCIL_ZFAIL_DEC; tempRADEON_STENCIL_ZFAIL_INC_WRAP = RADEON_STENCIL_ZFAIL_INC; tempRADEON_STENCIL_ZPASS_DEC_WRAP = RADEON_STENCIL_ZPASS_DEC; tempRADEON_STENCIL_ZPASS_INC_WRAP = RADEON_STENCIL_ZPASS_INC; } else { tempRADEON_STENCIL_FAIL_DEC_WRAP = RADEON_STENCIL_FAIL_DEC_WRAP; tempRADEON_STENCIL_FAIL_INC_WRAP = RADEON_STENCIL_FAIL_INC_WRAP; tempRADEON_STENCIL_ZFAIL_DEC_WRAP = RADEON_STENCIL_ZFAIL_DEC_WRAP; tempRADEON_STENCIL_ZFAIL_INC_WRAP = RADEON_STENCIL_ZFAIL_INC_WRAP; tempRADEON_STENCIL_ZPASS_DEC_WRAP = RADEON_STENCIL_ZPASS_DEC_WRAP; tempRADEON_STENCIL_ZPASS_INC_WRAP = RADEON_STENCIL_ZPASS_INC_WRAP; } RADEON_STATECHANGE( rmesa, ctx ); rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~(RADEON_STENCIL_FAIL_MASK | RADEON_STENCIL_ZFAIL_MASK | RADEON_STENCIL_ZPASS_MASK); switch ( ctx->Stencil.FailFunc[0] ) { case GL_KEEP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_FAIL_KEEP; break; case GL_ZERO: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_FAIL_ZERO; break; case GL_REPLACE: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_FAIL_REPLACE; break; case GL_INCR: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_FAIL_INC; break; case GL_DECR: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_FAIL_DEC; break; case GL_INCR_WRAP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= tempRADEON_STENCIL_FAIL_INC_WRAP; break; case GL_DECR_WRAP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= tempRADEON_STENCIL_FAIL_DEC_WRAP; break; case GL_INVERT: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_FAIL_INVERT; break; } switch ( ctx->Stencil.ZFailFunc[0] ) { case GL_KEEP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZFAIL_KEEP; break; case GL_ZERO: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZFAIL_ZERO; break; case GL_REPLACE: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZFAIL_REPLACE; break; case GL_INCR: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZFAIL_INC; break; case GL_DECR: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZFAIL_DEC; break; case GL_INCR_WRAP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= tempRADEON_STENCIL_ZFAIL_INC_WRAP; break; case GL_DECR_WRAP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= tempRADEON_STENCIL_ZFAIL_DEC_WRAP; break; case GL_INVERT: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZFAIL_INVERT; break; } switch ( ctx->Stencil.ZPassFunc[0] ) { case GL_KEEP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZPASS_KEEP; break; case GL_ZERO: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZPASS_ZERO; break; case GL_REPLACE: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZPASS_REPLACE; break; case GL_INCR: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZPASS_INC; break; case GL_DECR: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZPASS_DEC; break; case GL_INCR_WRAP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= tempRADEON_STENCIL_ZPASS_INC_WRAP; break; case GL_DECR_WRAP: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= tempRADEON_STENCIL_ZPASS_DEC_WRAP; break; case GL_INVERT: rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= RADEON_STENCIL_ZPASS_INVERT; break; } } static void radeonClearStencil( GLcontext *ctx, GLint s ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); rmesa->state.stencil.clear = ((GLuint) ctx->Stencil.Clear | (0xff << RADEON_STENCIL_MASK_SHIFT) | (ctx->Stencil.WriteMask[0] << RADEON_STENCIL_WRITEMASK_SHIFT)); } /* ============================================================= * Window position and viewport transformation */ /* * To correctly position primitives: */ #define SUBPIXEL_X 0.125 #define SUBPIXEL_Y 0.125 /** * Called when window size or position changes or viewport or depth range * state is changed. We update the hardware viewport state here. */ void radeonUpdateWindow( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_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; RADEON_FIREVERTICES( rmesa ); RADEON_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 radeonViewport( 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. */ RADEON_FIREVERTICES( RADEON_CONTEXT(ctx) ); radeonUpdateWindow( ctx ); } static void radeonDepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval ) { radeonUpdateWindow( ctx ); } void radeonUpdateViewportOffset( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_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 + SUBPIXEL_X; GLfloat ty = (- v[MAT_TY]) + yoffset + SUBPIXEL_Y; 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 &= ~(RADEON_STIPPLE_X_OFFSET_MASK | RADEON_STIPPLE_Y_OFFSET_MASK); /* add magic offsets, then invert */ stx = 31 - ((rmesa->dri.drawable->x - 1) & RADEON_STIPPLE_COORD_MASK); sty = 31 - ((rmesa->dri.drawable->y + rmesa->dri.drawable->h - 1) & RADEON_STIPPLE_COORD_MASK); m |= ((stx << RADEON_STIPPLE_X_OFFSET_SHIFT) | (sty << RADEON_STIPPLE_Y_OFFSET_SHIFT)); if ( rmesa->hw.msc.cmd[MSC_RE_MISC] != m ) { RADEON_STATECHANGE( rmesa, msc ); rmesa->hw.msc.cmd[MSC_RE_MISC] = m; } } } radeonUpdateScissor( ctx ); } /* ============================================================= * Miscellaneous */ static void radeonClearColor( GLcontext *ctx, const GLfloat color[4] ) { radeonContextPtr rmesa = RADEON_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]); rmesa->state.color.clear = radeonPackColor( rmesa->radeonScreen->cpp, c[0], c[1], c[2], c[3] ); } static void radeonRenderMode( GLcontext *ctx, GLenum mode ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); FALLBACK( rmesa, RADEON_FALLBACK_RENDER_MODE, (mode != GL_RENDER) ); } static GLuint radeon_rop_tab[] = { RADEON_ROP_CLEAR, RADEON_ROP_AND, RADEON_ROP_AND_REVERSE, RADEON_ROP_COPY, RADEON_ROP_AND_INVERTED, RADEON_ROP_NOOP, RADEON_ROP_XOR, RADEON_ROP_OR, RADEON_ROP_NOR, RADEON_ROP_EQUIV, RADEON_ROP_INVERT, RADEON_ROP_OR_REVERSE, RADEON_ROP_COPY_INVERTED, RADEON_ROP_OR_INVERTED, RADEON_ROP_NAND, RADEON_ROP_SET, }; static void radeonLogicOpCode( GLcontext *ctx, GLenum opcode ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint rop = (GLuint)opcode - GL_CLEAR; ASSERT( rop < 16 ); RADEON_STATECHANGE( rmesa, msk ); rmesa->hw.msk.cmd[MSK_RB3D_ROPCNTL] = radeon_rop_tab[rop]; } /** * Set up the cliprects for either front or back-buffer drawing. */ void radeonSetCliprects( radeonContextPtr rmesa ) { __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; if (rmesa->glCtx->DrawBuffer->_ColorDrawBufferMask[0] == BUFFER_BIT_BACK_LEFT) { /* Can't ignore 2d windows if we are page flipping. */ if ( dPriv->numBackClipRects == 0 || rmesa->doPageFlip ) { rmesa->numClipRects = dPriv->numClipRects; rmesa->pClipRects = dPriv->pClipRects; } else { rmesa->numClipRects = dPriv->numBackClipRects; rmesa->pClipRects = dPriv->pBackClipRects; } } else { /* front buffer (or none, or multiple buffers */ rmesa->numClipRects = dPriv->numClipRects; rmesa->pClipRects = dPriv->pClipRects; } if (rmesa->state.scissor.enabled) radeonRecalcScissorRects( rmesa ); } /** * Called via glDrawBuffer. */ static void radeonDrawBuffer( GLcontext *ctx, GLenum mode ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); if (RADEON_DEBUG & DEBUG_DRI) fprintf(stderr, "%s %s\n", __FUNCTION__, _mesa_lookup_enum_by_nr( mode )); RADEON_FIREVERTICES(rmesa); /* don't pipeline cliprect changes */ /* * _ColorDrawBufferMask is easier to cope with than . * Check for software fallback, update cliprects. */ switch ( ctx->DrawBuffer->_ColorDrawBufferMask[0] ) { case BUFFER_BIT_FRONT_LEFT: case BUFFER_BIT_BACK_LEFT: FALLBACK( rmesa, RADEON_FALLBACK_DRAW_BUFFER, GL_FALSE ); break; default: /* 0 (GL_NONE) buffers or multiple color drawing buffers */ FALLBACK( rmesa, RADEON_FALLBACK_DRAW_BUFFER, GL_TRUE ); return; } radeonSetCliprects( rmesa ); /* We'll set the drawing engine's offset/pitch parameters later * when we update other state. */ } static void radeonReadBuffer( GLcontext *ctx, GLenum mode ) { /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */ } /* ============================================================= * State enable/disable */ static void radeonEnable( GLcontext *ctx, GLenum cap, GLboolean state ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint p, flag; if ( RADEON_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: RADEON_STATECHANGE( rmesa, ctx ); if (state) { rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= RADEON_ALPHA_TEST_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~RADEON_ALPHA_TEST_ENABLE; } break; case GL_BLEND: RADEON_STATECHANGE( rmesa, ctx ); if (state) { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_ALPHA_BLEND_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_ALPHA_BLEND_ENABLE; } if ( ctx->Color._LogicOpEnabled ) { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_ROP_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_ROP_ENABLE; } /* Catch a possible fallback: */ if (state) { 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 ); } else { FALLBACK( rmesa, RADEON_FALLBACK_BLEND_FUNC, GL_FALSE ); FALLBACK( rmesa, RADEON_FALLBACK_BLEND_EQ, GL_FALSE ); } 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; RADEON_STATECHANGE( rmesa, tcl ); if (state) { rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= (RADEON_UCP_ENABLE_0<hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~(RADEON_UCP_ENABLE_0<hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_Z_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_Z_ENABLE; } break; case GL_DITHER: RADEON_STATECHANGE(rmesa, ctx ); if ( state ) { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_DITHER_ENABLE; rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~rmesa->state.color.roundEnable; } else { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_DITHER_ENABLE; rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= rmesa->state.color.roundEnable; } break; case GL_FOG: RADEON_STATECHANGE(rmesa, ctx ); if ( state ) { rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= RADEON_FOG_ENABLE; radeonFogfv( ctx, GL_FOG_MODE, NULL ); } else { rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~RADEON_FOG_ENABLE; RADEON_STATECHANGE(rmesa, tcl); rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~RADEON_TCL_FOG_MASK; } radeonUpdateSpecular( ctx ); /* for PK_SPEC */ if (rmesa->TclFallback) radeonChooseVertexState( ctx ); _mesa_allow_light_in_model( ctx, !state ); 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: RADEON_STATECHANGE(rmesa, tcl); p = cap - GL_LIGHT0; if (p&1) flag = (RADEON_LIGHT_1_ENABLE | RADEON_LIGHT_1_ENABLE_AMBIENT | RADEON_LIGHT_1_ENABLE_SPECULAR); else flag = (RADEON_LIGHT_0_ENABLE | RADEON_LIGHT_0_ENABLE_AMBIENT | RADEON_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: RADEON_STATECHANGE(rmesa, tcl); radeonUpdateSpecular(ctx); check_twoside_fallback( ctx ); break; case GL_LINE_SMOOTH: RADEON_STATECHANGE( rmesa, ctx ); if ( state ) { rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= RADEON_ANTI_ALIAS_LINE; } else { rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~RADEON_ANTI_ALIAS_LINE; } break; case GL_LINE_STIPPLE: RADEON_STATECHANGE( rmesa, ctx ); if ( state ) { rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= RADEON_PATTERN_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~RADEON_PATTERN_ENABLE; } break; case GL_COLOR_LOGIC_OP: RADEON_STATECHANGE( rmesa, ctx ); if ( ctx->Color._LogicOpEnabled ) { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_ROP_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_ROP_ENABLE; } break; case GL_NORMALIZE: RADEON_STATECHANGE( rmesa, tcl ); if ( state ) { rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_NORMALIZE_NORMALS; } else { rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] &= ~RADEON_NORMALIZE_NORMALS; } break; case GL_POLYGON_OFFSET_POINT: RADEON_STATECHANGE( rmesa, set ); if ( state ) { rmesa->hw.set.cmd[SET_SE_CNTL] |= RADEON_ZBIAS_ENABLE_POINT; } else { rmesa->hw.set.cmd[SET_SE_CNTL] &= ~RADEON_ZBIAS_ENABLE_POINT; } break; case GL_POLYGON_OFFSET_LINE: RADEON_STATECHANGE( rmesa, set ); if ( state ) { rmesa->hw.set.cmd[SET_SE_CNTL] |= RADEON_ZBIAS_ENABLE_LINE; } else { rmesa->hw.set.cmd[SET_SE_CNTL] &= ~RADEON_ZBIAS_ENABLE_LINE; } break; case GL_POLYGON_OFFSET_FILL: RADEON_STATECHANGE( rmesa, set ); if ( state ) { rmesa->hw.set.cmd[SET_SE_CNTL] |= RADEON_ZBIAS_ENABLE_TRI; } else { rmesa->hw.set.cmd[SET_SE_CNTL] &= ~RADEON_ZBIAS_ENABLE_TRI; } break; case GL_POLYGON_SMOOTH: RADEON_STATECHANGE( rmesa, ctx ); if ( state ) { rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= RADEON_ANTI_ALIAS_POLY; } else { rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~RADEON_ANTI_ALIAS_POLY; } break; case GL_POLYGON_STIPPLE: RADEON_STATECHANGE(rmesa, ctx ); if ( state ) { rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= RADEON_STIPPLE_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~RADEON_STIPPLE_ENABLE; } break; case GL_RESCALE_NORMAL_EXT: { GLboolean tmp = ctx->_NeedEyeCoords ? state : !state; RADEON_STATECHANGE( rmesa, tcl ); if ( tmp ) { rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_RESCALE_NORMALS; } else { rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] &= ~RADEON_RESCALE_NORMALS; } break; } case GL_SCISSOR_TEST: RADEON_FIREVERTICES( rmesa ); rmesa->state.scissor.enabled = state; radeonUpdateScissor( ctx ); break; case GL_STENCIL_TEST: if ( rmesa->state.stencil.hwBuffer ) { RADEON_STATECHANGE( rmesa, ctx ); if ( state ) { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= RADEON_STENCIL_ENABLE; } else { rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~RADEON_STENCIL_ENABLE; } } else { FALLBACK( rmesa, RADEON_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 radeonUpdateTextureState. */ rmesa->recheck_texgen[ctx->Texture.CurrentUnit] = GL_TRUE; break; case GL_COLOR_SUM_EXT: radeonUpdateSpecular ( ctx ); break; default: return; } } static void radeonLightingSpaceChange( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLboolean tmp; RADEON_STATECHANGE( rmesa, tcl ); if (RADEON_DEBUG & DEBUG_STATE) fprintf(stderr, "%s %d BEFORE %x\n", __FUNCTION__, ctx->_NeedEyeCoords, rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL]); if (ctx->_NeedEyeCoords) tmp = ctx->Transform.RescaleNormals; else tmp = !ctx->Transform.RescaleNormals; if ( tmp ) { rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] |= RADEON_RESCALE_NORMALS; } else { rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL] &= ~RADEON_RESCALE_NORMALS; } if (RADEON_DEBUG & DEBUG_STATE) fprintf(stderr, "%s %d AFTER %x\n", __FUNCTION__, ctx->_NeedEyeCoords, rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL]); } /* ============================================================= * Deferred state management - matrices, textures, other? */ static void texmat_set_texrect( radeonContextPtr rmesa, struct gl_texture_object *tObj, GLuint unit ) { const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel]; _math_matrix_set_identity( &rmesa->tmpmat[unit] ); rmesa->tmpmat[unit].m[0] = 1.0 / baseImage->Width; rmesa->tmpmat[unit].m[5] = 1.0 / baseImage->Height; } static void texmat_fixup_texrect( radeonContextPtr rmesa, struct gl_texture_object *tObj, GLuint unit ) { const struct gl_texture_image *baseImage = tObj->Image[0][tObj->BaseLevel]; GLuint i; for (i = 0; i < 4; i++) { rmesa->tmpmat[unit].m[i] = rmesa->tmpmat[unit].m[i] / baseImage->Width; rmesa->tmpmat[unit].m[i+4] = rmesa->tmpmat[unit].m[i+4] / baseImage->Height; }} void radeonUploadTexMatrix( radeonContextPtr rmesa, int unit, GLboolean swapcols ) { /* Here's how this works: on r100, only 3 tex coords can be submitted, so the vector looks like this probably: (s t r|q 0) (not sure if the last coord is hardwired to 0, could be 1 too). Interestingly, it actually looks like texgen generates all 4 coords, at least tests with projtex indicated that. So: if we need the q coord in the end (solely determined by the texture target, i.e. 2d / 1d / texrect targets) we swap the third and 4th row. Additionally, if we don't have texgen but 4 tex coords submitted, we swap column 3 and 4 (for the 2d / 1d / texrect targets) since the the q coord will get submitted in the "wrong", i.e. 3rd, slot. If an app submits 3 coords for 2d targets, we assume it is saving on vertex size and using the texture matrix to swap the r and q coords around (ut2k3 does exactly that), so we don't need the 3rd / 4th column swap - still need the 3rd / 4th row swap of course. This will potentially break for apps which use TexCoord3x just for fun. Additionally, it will never work if an app uses an "advanced" texture matrix and relies on all 4 texcoord inputs to generate the maximum needed 3. This seems impossible to do with hw tcl on r100, and incredibly hard to detect so we can't just fallback in such a case. Assume it never happens... - rs */ int idx = TEXMAT_0 + unit; float *dest = ((float *)RADEON_DB_STATE( mat[idx] )) + MAT_ELT_0; int i; struct gl_texture_unit tUnit = rmesa->glCtx->Texture.Unit[unit]; GLfloat *src = rmesa->tmpmat[unit].m; rmesa->TexMatColSwap &= ~(1 << unit); if ((tUnit._ReallyEnabled & (TEXTURE_3D_BIT | TEXTURE_CUBE_BIT)) == 0) { if (swapcols) { rmesa->TexMatColSwap |= 1 << unit; /* attention some elems are swapped 2 times! */ *dest++ = src[0]; *dest++ = src[4]; *dest++ = src[12]; *dest++ = src[8]; *dest++ = src[1]; *dest++ = src[5]; *dest++ = src[13]; *dest++ = src[9]; *dest++ = src[2]; *dest++ = src[6]; *dest++ = src[15]; *dest++ = src[11]; /* those last 4 are probably never used */ *dest++ = src[3]; *dest++ = src[7]; *dest++ = src[14]; *dest++ = src[10]; } else { for (i = 0; i < 2; i++) { *dest++ = src[i]; *dest++ = src[i+4]; *dest++ = src[i+8]; *dest++ = src[i+12]; } for (i = 3; i >= 2; i--) { *dest++ = src[i]; *dest++ = src[i+4]; *dest++ = src[i+8]; *dest++ = src[i+12]; } } } else { /* never used currently - no swapping needed at all presumably */ for (i = 0 ; i < 4 ; i++) { *dest++ = src[i]; *dest++ = src[i+4]; *dest++ = src[i+8]; *dest++ = src[i+12]; } } RADEON_DB_STATECHANGE( rmesa, &rmesa->hw.mat[idx] ); } static void upload_matrix( radeonContextPtr rmesa, GLfloat *src, int idx ) { float *dest = ((float *)RADEON_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]; } RADEON_DB_STATECHANGE( rmesa, &rmesa->hw.mat[idx] ); } static void upload_matrix_t( radeonContextPtr rmesa, GLfloat *src, int idx ) { float *dest = ((float *)RADEON_DB_STATE( mat[idx] ))+MAT_ELT_0; memcpy(dest, src, 16*sizeof(float)); RADEON_DB_STATECHANGE( rmesa, &rmesa->hw.mat[idx] ); } static void update_texturematrix( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_CONTEXT( ctx ); GLuint tpc = rmesa->hw.tcl.cmd[TCL_TEXTURE_PROC_CTL]; GLuint vs = rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL]; int unit; GLuint texMatEnabled = 0; rmesa->NeedTexMatrix = 0; rmesa->TexMatColSwap = 0; for (unit = 0 ; unit < ctx->Const.MaxTextureUnits; unit++) { if (ctx->Texture.Unit[unit]._ReallyEnabled) { GLboolean needMatrix = GL_FALSE; if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) { needMatrix = GL_TRUE; texMatEnabled |= (RADEON_TEXGEN_TEXMAT_0_ENABLE | RADEON_TEXMAT_0_ENABLE) << unit; if (rmesa->TexGenEnabled & (RADEON_TEXMAT_0_ENABLE << unit)) { /* Need to preconcatenate any active texgen * obj/eyeplane matrices: */ _math_matrix_mul_matrix( &rmesa->tmpmat[unit], ctx->TextureMatrixStack[unit].Top, &rmesa->TexGenMatrix[unit] ); } else { _math_matrix_copy( &rmesa->tmpmat[unit], ctx->TextureMatrixStack[unit].Top ); } } else if (rmesa->TexGenEnabled & (RADEON_TEXMAT_0_ENABLE << unit)) { _math_matrix_copy( &rmesa->tmpmat[unit], &rmesa->TexGenMatrix[unit] ); needMatrix = GL_TRUE; } if (ctx->Texture.Unit[unit]._ReallyEnabled == TEXTURE_RECT_BIT) { texMatEnabled |= (RADEON_TEXGEN_TEXMAT_0_ENABLE | RADEON_TEXMAT_0_ENABLE) << unit; if (needMatrix) texmat_fixup_texrect( rmesa, ctx->Texture.Unit[unit]._Current, unit ); else texmat_set_texrect( rmesa, ctx->Texture.Unit[unit]._Current, unit ); needMatrix = GL_TRUE; } if (needMatrix) { rmesa->NeedTexMatrix |= 1 << unit; radeonUploadTexMatrix( rmesa, unit, !ctx->Texture.Unit[unit].TexGenEnabled ); } } } tpc = (texMatEnabled | rmesa->TexGenEnabled); /* TCL_TEX_COMPUTED_x is TCL_TEX_INPUT_x | 0x8 */ vs &= ~((RADEON_TCL_TEX_COMPUTED_TEX_0 << RADEON_TCL_TEX_0_OUTPUT_SHIFT) | (RADEON_TCL_TEX_COMPUTED_TEX_0 << RADEON_TCL_TEX_1_OUTPUT_SHIFT) | (RADEON_TCL_TEX_COMPUTED_TEX_0 << RADEON_TCL_TEX_2_OUTPUT_SHIFT)); vs |= (((tpc & RADEON_TEXGEN_TEXMAT_0_ENABLE) << (RADEON_TCL_TEX_0_OUTPUT_SHIFT + 3)) | ((tpc & RADEON_TEXGEN_TEXMAT_1_ENABLE) << (RADEON_TCL_TEX_1_OUTPUT_SHIFT + 2)) | ((tpc & RADEON_TEXGEN_TEXMAT_2_ENABLE) << (RADEON_TCL_TEX_2_OUTPUT_SHIFT + 1))); if (tpc != rmesa->hw.tcl.cmd[TCL_TEXTURE_PROC_CTL] || vs != rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL]) { RADEON_STATECHANGE(rmesa, tcl); rmesa->hw.tcl.cmd[TCL_TEXTURE_PROC_CTL] = tpc; rmesa->hw.tcl.cmd[TCL_OUTPUT_VTXSEL] = vs; } } /** * Tell the card where to render (offset, pitch). * Effected by glDrawBuffer, etc */ void radeonUpdateDrawBuffer(GLcontext *ctx) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; driRenderbuffer *drb; if (fb->_ColorDrawBufferMask[0] == BUFFER_BIT_FRONT_LEFT) { /* draw to front */ drb = (driRenderbuffer *) fb->Attachment[BUFFER_FRONT_LEFT].Renderbuffer; } else if (fb->_ColorDrawBufferMask[0] == BUFFER_BIT_BACK_LEFT) { /* draw to back */ drb = (driRenderbuffer *) fb->Attachment[BUFFER_BACK_LEFT].Renderbuffer; } else { /* drawing to multiple buffers, or none */ return; } assert(drb); assert(drb->flippedPitch); RADEON_STATECHANGE( rmesa, ctx ); /* Note: we used the (possibly) page-flipped values */ rmesa->hw.ctx.cmd[CTX_RB3D_COLOROFFSET] = ((drb->flippedOffset + rmesa->radeonScreen->fbLocation) & RADEON_COLOROFFSET_MASK); rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] = drb->flippedPitch; if (rmesa->sarea->tiling_enabled) { rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] |= RADEON_COLOR_TILE_ENABLE; } } void radeonValidateState( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLuint new_state = rmesa->NewGLState; if (new_state & (_NEW_BUFFERS | _NEW_COLOR | _NEW_PIXEL)) { radeonUpdateDrawBuffer(ctx); } if (new_state & _NEW_TEXTURE) { radeonUpdateTextureState( 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, MODEL_PROJ ); /* Need these for lighting (shouldn't upload otherwise) */ if (new_state & (_NEW_MODELVIEW)) { upload_matrix( rmesa, ctx->ModelviewMatrixStack.Top->m, MODEL ); upload_matrix_t( rmesa, ctx->ModelviewMatrixStack.Top->inv, MODEL_IT ); } /* Does this need to be triggered on eg. modelview for * texgen-derived objplane/eyeplane matrices? */ if (new_state & _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) radeonUpdateClipPlanes( ctx ); } rmesa->NewGLState = 0; } static void radeonInvalidateState( 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 ); RADEON_CONTEXT(ctx)->NewGLState |= new_state; radeonVtxfmtInvalidate( ctx ); } /* A hack. Need a faster way to find this out. */ static GLboolean check_material( GLcontext *ctx ) { TNLcontext *tnl = TNL_CONTEXT(ctx); GLint i; for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT; i < _TNL_ATTRIB_MAT_BACK_INDEXES; i++) if (tnl->vb.AttribPtr[i] && tnl->vb.AttribPtr[i]->stride) return GL_TRUE; return GL_FALSE; } static void radeonWrapRunPipeline( GLcontext *ctx ) { radeonContextPtr rmesa = RADEON_CONTEXT(ctx); GLboolean has_material; if (0) fprintf(stderr, "%s, newstate: %x\n", __FUNCTION__, rmesa->NewGLState); /* Validate state: */ if (rmesa->NewGLState) radeonValidateState( ctx ); has_material = (ctx->Light.Enabled && check_material( ctx )); if (has_material) { TCL_FALLBACK( ctx, RADEON_TCL_FALLBACK_MATERIAL, GL_TRUE ); } /* Run the pipeline. */ _tnl_run_pipeline( ctx ); if (has_material) { TCL_FALLBACK( ctx, RADEON_TCL_FALLBACK_MATERIAL, GL_FALSE ); } } /* Initialize the driver's state functions. * Many of the ctx->Driver functions might have been initialized to * software defaults in the earlier _mesa_init_driver_functions() call. */ void radeonInitStateFuncs( GLcontext *ctx ) { ctx->Driver.UpdateState = radeonInvalidateState; ctx->Driver.LightingSpaceChange = radeonLightingSpaceChange; ctx->Driver.DrawBuffer = radeonDrawBuffer; ctx->Driver.ReadBuffer = radeonReadBuffer; ctx->Driver.AlphaFunc = radeonAlphaFunc; ctx->Driver.BlendEquationSeparate = radeonBlendEquationSeparate; ctx->Driver.BlendFuncSeparate = radeonBlendFuncSeparate; ctx->Driver.ClearColor = radeonClearColor; ctx->Driver.ClearDepth = radeonClearDepth; ctx->Driver.ClearIndex = NULL; ctx->Driver.ClearStencil = radeonClearStencil; ctx->Driver.ClipPlane = radeonClipPlane; ctx->Driver.ColorMask = radeonColorMask; ctx->Driver.CullFace = radeonCullFace; ctx->Driver.DepthFunc = radeonDepthFunc; ctx->Driver.DepthMask = radeonDepthMask; ctx->Driver.DepthRange = radeonDepthRange; ctx->Driver.Enable = radeonEnable; ctx->Driver.Fogfv = radeonFogfv; ctx->Driver.FrontFace = radeonFrontFace; ctx->Driver.Hint = NULL; ctx->Driver.IndexMask = NULL; ctx->Driver.LightModelfv = radeonLightModelfv; ctx->Driver.Lightfv = radeonLightfv; ctx->Driver.LineStipple = radeonLineStipple; ctx->Driver.LineWidth = radeonLineWidth; ctx->Driver.LogicOpcode = radeonLogicOpCode; ctx->Driver.PolygonMode = radeonPolygonMode; ctx->Driver.PolygonOffset = radeonPolygonOffset; ctx->Driver.PolygonStipple = radeonPolygonStipple; ctx->Driver.RenderMode = radeonRenderMode; ctx->Driver.Scissor = radeonScissor; ctx->Driver.ShadeModel = radeonShadeModel; ctx->Driver.StencilFuncSeparate = radeonStencilFuncSeparate; ctx->Driver.StencilMaskSeparate = radeonStencilMaskSeparate; ctx->Driver.StencilOpSeparate = radeonStencilOpSeparate; ctx->Driver.Viewport = radeonViewport; TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange = radeonUpdateMaterial; TNL_CONTEXT(ctx)->Driver.RunPipeline = radeonWrapRunPipeline; }