summaryrefslogtreecommitdiff
path: root/src/mesa/drivers/dri/i915tex/intel_state.c
blob: f85d8ef83530095f2130e45857f3981ac1d1ddfd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
/**************************************************************************
 * 
 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
 * All Rights Reserved.
 * 
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, sub license, and/or sell copies of the Software, and to
 * permit persons to whom the Software is furnished to do so, subject to
 * the following conditions:
 * 
 * The above copyright notice and this permission notice (including the
 * next paragraph) shall be included in all copies or substantial portions
 * of the Software.
 * 
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
 * 
 **************************************************************************/


#include "glheader.h"
#include "context.h"
#include "macros.h"
#include "enums.h"
#include "colormac.h"
#include "dd.h"

#include "intel_screen.h"
#include "intel_context.h"
#include "intel_fbo.h"
#include "intel_regions.h"
#include "swrast/swrast.h"

int
intel_translate_compare_func(GLenum func)
{
   switch (func) {
   case GL_NEVER:
      return COMPAREFUNC_NEVER;
   case GL_LESS:
      return COMPAREFUNC_LESS;
   case GL_LEQUAL:
      return COMPAREFUNC_LEQUAL;
   case GL_GREATER:
      return COMPAREFUNC_GREATER;
   case GL_GEQUAL:
      return COMPAREFUNC_GEQUAL;
   case GL_NOTEQUAL:
      return COMPAREFUNC_NOTEQUAL;
   case GL_EQUAL:
      return COMPAREFUNC_EQUAL;
   case GL_ALWAYS:
      return COMPAREFUNC_ALWAYS;
   }

   fprintf(stderr, "Unknown value in %s: %x\n", __FUNCTION__, func);
   return COMPAREFUNC_ALWAYS;
}

int
intel_translate_stencil_op(GLenum op)
{
   switch (op) {
   case GL_KEEP:
      return STENCILOP_KEEP;
   case GL_ZERO:
      return STENCILOP_ZERO;
   case GL_REPLACE:
      return STENCILOP_REPLACE;
   case GL_INCR:
      return STENCILOP_INCRSAT;
   case GL_DECR:
      return STENCILOP_DECRSAT;
   case GL_INCR_WRAP:
      return STENCILOP_INCR;
   case GL_DECR_WRAP:
      return STENCILOP_DECR;
   case GL_INVERT:
      return STENCILOP_INVERT;
   default:
      return STENCILOP_ZERO;
   }
}

int
intel_translate_blend_factor(GLenum factor)
{
   switch (factor) {
   case GL_ZERO:
      return BLENDFACT_ZERO;
   case GL_SRC_ALPHA:
      return BLENDFACT_SRC_ALPHA;
   case GL_ONE:
      return BLENDFACT_ONE;
   case GL_SRC_COLOR:
      return BLENDFACT_SRC_COLR;
   case GL_ONE_MINUS_SRC_COLOR:
      return BLENDFACT_INV_SRC_COLR;
   case GL_DST_COLOR:
      return BLENDFACT_DST_COLR;
   case GL_ONE_MINUS_DST_COLOR:
      return BLENDFACT_INV_DST_COLR;
   case GL_ONE_MINUS_SRC_ALPHA:
      return BLENDFACT_INV_SRC_ALPHA;
   case GL_DST_ALPHA:
      return BLENDFACT_DST_ALPHA;
   case GL_ONE_MINUS_DST_ALPHA:
      return BLENDFACT_INV_DST_ALPHA;
   case GL_SRC_ALPHA_SATURATE:
      return BLENDFACT_SRC_ALPHA_SATURATE;
   case GL_CONSTANT_COLOR:
      return BLENDFACT_CONST_COLOR;
   case GL_ONE_MINUS_CONSTANT_COLOR:
      return BLENDFACT_INV_CONST_COLOR;
   case GL_CONSTANT_ALPHA:
      return BLENDFACT_CONST_ALPHA;
   case GL_ONE_MINUS_CONSTANT_ALPHA:
      return BLENDFACT_INV_CONST_ALPHA;
   }

   fprintf(stderr, "Unknown value in %s: %x\n", __FUNCTION__, factor);
   return BLENDFACT_ZERO;
}

int
intel_translate_logic_op(GLenum opcode)
{
   switch (opcode) {
   case GL_CLEAR:
      return LOGICOP_CLEAR;
   case GL_AND:
      return LOGICOP_AND;
   case GL_AND_REVERSE:
      return LOGICOP_AND_RVRSE;
   case GL_COPY:
      return LOGICOP_COPY;
   case GL_COPY_INVERTED:
      return LOGICOP_COPY_INV;
   case GL_AND_INVERTED:
      return LOGICOP_AND_INV;
   case GL_NOOP:
      return LOGICOP_NOOP;
   case GL_XOR:
      return LOGICOP_XOR;
   case GL_OR:
      return LOGICOP_OR;
   case GL_OR_INVERTED:
      return LOGICOP_OR_INV;
   case GL_NOR:
      return LOGICOP_NOR;
   case GL_EQUIV:
      return LOGICOP_EQUIV;
   case GL_INVERT:
      return LOGICOP_INV;
   case GL_OR_REVERSE:
      return LOGICOP_OR_RVRSE;
   case GL_NAND:
      return LOGICOP_NAND;
   case GL_SET:
      return LOGICOP_SET;
   default:
      return LOGICOP_SET;
   }
}


static void
intelClearColor(GLcontext * ctx, const GLfloat color[4])
{
   struct intel_context *intel = intel_context(ctx);
   GLubyte clear[4];

   CLAMPED_FLOAT_TO_UBYTE(clear[0], color[0]);
   CLAMPED_FLOAT_TO_UBYTE(clear[1], color[1]);
   CLAMPED_FLOAT_TO_UBYTE(clear[2], color[2]);
   CLAMPED_FLOAT_TO_UBYTE(clear[3], color[3]);

   /* compute both 32 and 16-bit clear values */
   intel->ClearColor8888 = INTEL_PACKCOLOR8888(clear[0], clear[1],
                                               clear[2], clear[3]);
   intel->ClearColor565 = INTEL_PACKCOLOR565(clear[0], clear[1], clear[2]);
}


/**
 * Update the viewport transformation matrix.  Depends on:
 *  - viewport pos/size
 *  - depthrange
 *  - window pos/size or FBO size
 */
static void
intelCalcViewport(GLcontext * ctx)
{
   struct intel_context *intel = intel_context(ctx);
   const GLfloat *v = ctx->Viewport._WindowMap.m;
   const GLfloat depthScale = 1.0F / ctx->DrawBuffer->_DepthMaxF;
   GLfloat *m = intel->ViewportMatrix.m;
   GLfloat yScale, yBias;

   if (ctx->DrawBuffer->Name) {
      /* User created FBO */
      struct intel_renderbuffer *irb
         = intel_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0][0]);
      if (irb && !irb->RenderToTexture) {
         /* y=0=top */
         yScale = -1.0;
         yBias = irb->Base.Height;
      }
      else {
         /* y=0=bottom */
         yScale = 1.0;
         yBias = 0.0;
      }
   }
   else {
      /* window buffer, y=0=top */
      yScale = -1.0;
      yBias = (intel->driDrawable) ? intel->driDrawable->h : 0.0F;
   }

   m[MAT_SX] = v[MAT_SX];
   m[MAT_TX] = v[MAT_TX] + SUBPIXEL_X;

   m[MAT_SY] = v[MAT_SY] * yScale;
   m[MAT_TY] = v[MAT_TY] * yScale + yBias + SUBPIXEL_Y;

   m[MAT_SZ] = v[MAT_SZ] * depthScale;
   m[MAT_TZ] = v[MAT_TZ] * depthScale;
}

static void
intelViewport(GLcontext * ctx,
              GLint x, GLint y, GLsizei width, GLsizei height)
{
   intelCalcViewport(ctx);
}

static void
intelDepthRange(GLcontext * ctx, GLclampd nearval, GLclampd farval)
{
   intelCalcViewport(ctx);
}

/* Fallback to swrast for select and feedback.
 */
static void
intelRenderMode(GLcontext * ctx, GLenum mode)
{
   struct intel_context *intel = intel_context(ctx);
   FALLBACK(intel, INTEL_FALLBACK_RENDERMODE, (mode != GL_RENDER));
}


void
intelInitStateFuncs(struct dd_function_table *functions)
{
   functions->RenderMode = intelRenderMode;
   functions->Viewport = intelViewport;
   functions->DepthRange = intelDepthRange;
   functions->ClearColor = intelClearColor;
}




void
intelInitState(GLcontext * ctx)
{
   /* Mesa should do this for us:
    */
   ctx->Driver.AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef);

   ctx->Driver.BlendColor(ctx, ctx->Color.BlendColor);

   ctx->Driver.BlendEquationSeparate(ctx,
                                     ctx->Color.BlendEquationRGB,
                                     ctx->Color.BlendEquationA);

   ctx->Driver.BlendFuncSeparate(ctx,
                                 ctx->Color.BlendSrcRGB,
                                 ctx->Color.BlendDstRGB,
                                 ctx->Color.BlendSrcA, ctx->Color.BlendDstA);

   ctx->Driver.ColorMask(ctx,
                         ctx->Color.ColorMask[RCOMP],
                         ctx->Color.ColorMask[GCOMP],
                         ctx->Color.ColorMask[BCOMP],
                         ctx->Color.ColorMask[ACOMP]);

   ctx->Driver.CullFace(ctx, ctx->Polygon.CullFaceMode);
   ctx->Driver.DepthFunc(ctx, ctx->Depth.Func);
   ctx->Driver.DepthMask(ctx, ctx->Depth.Mask);

   ctx->Driver.Enable(ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled);
   ctx->Driver.Enable(ctx, GL_BLEND, ctx->Color.BlendEnabled);
   ctx->Driver.Enable(ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled);
   ctx->Driver.Enable(ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled);
   ctx->Driver.Enable(ctx, GL_CULL_FACE, ctx->Polygon.CullFlag);
   ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
   ctx->Driver.Enable(ctx, GL_DITHER, ctx->Color.DitherFlag);
   ctx->Driver.Enable(ctx, GL_FOG, ctx->Fog.Enabled);
   ctx->Driver.Enable(ctx, GL_LIGHTING, ctx->Light.Enabled);
   ctx->Driver.Enable(ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag);
   ctx->Driver.Enable(ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag);
   ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled);
   ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
   ctx->Driver.Enable(ctx, GL_TEXTURE_1D, GL_FALSE);
   ctx->Driver.Enable(ctx, GL_TEXTURE_2D, GL_FALSE);
   ctx->Driver.Enable(ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE);
   ctx->Driver.Enable(ctx, GL_TEXTURE_3D, GL_FALSE);
   ctx->Driver.Enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);

   ctx->Driver.Fogfv(ctx, GL_FOG_COLOR, ctx->Fog.Color);
   ctx->Driver.Fogfv(ctx, GL_FOG_MODE, 0);
   ctx->Driver.Fogfv(ctx, GL_FOG_DENSITY, &ctx->Fog.Density);
   ctx->Driver.Fogfv(ctx, GL_FOG_START, &ctx->Fog.Start);
   ctx->Driver.Fogfv(ctx, GL_FOG_END, &ctx->Fog.End);

   ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);

   {
      GLfloat f = (GLfloat) ctx->Light.Model.ColorControl;
      ctx->Driver.LightModelfv(ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f);
   }

   ctx->Driver.LineWidth(ctx, ctx->Line.Width);
   ctx->Driver.LogicOpcode(ctx, ctx->Color.LogicOp);
   ctx->Driver.PointSize(ctx, ctx->Point.Size);
   ctx->Driver.PolygonStipple(ctx, (const GLubyte *) ctx->PolygonStipple);
   ctx->Driver.Scissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
                       ctx->Scissor.Width, ctx->Scissor.Height);
   ctx->Driver.ShadeModel(ctx, ctx->Light.ShadeModel);
   ctx->Driver.StencilFuncSeparate(ctx, GL_FRONT,
                                   ctx->Stencil.Function[0],
                                   ctx->Stencil.Ref[0],
                                   ctx->Stencil.ValueMask[0]);
   ctx->Driver.StencilFuncSeparate(ctx, GL_BACK,
                                   ctx->Stencil.Function[1],
                                   ctx->Stencil.Ref[1],
                                   ctx->Stencil.ValueMask[1]);
   ctx->Driver.StencilMaskSeparate(ctx, GL_FRONT, ctx->Stencil.WriteMask[0]);
   ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, ctx->Stencil.WriteMask[1]);
   ctx->Driver.StencilOpSeparate(ctx, GL_FRONT,
                                 ctx->Stencil.FailFunc[0],
                                 ctx->Stencil.ZFailFunc[0],
                                 ctx->Stencil.ZPassFunc[0]);
   ctx->Driver.StencilOpSeparate(ctx, GL_BACK,
                                 ctx->Stencil.FailFunc[1],
                                 ctx->Stencil.ZFailFunc[1],
                                 ctx->Stencil.ZPassFunc[1]);


   /* XXX this isn't really needed */
   ctx->Driver.DrawBuffer(ctx, ctx->Color.DrawBuffer[0]);
}