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/*
* Author: Max Lingua <sunmax@libero.it>
*/
#include <sys/ioctl.h>
#include "s3v_context.h"
void s3vInitHW( s3vContextPtr vmesa )
{
int i;
static short _reset = 1;
DEBUG(("vmesa->driDrawable = %p\n", vmesa->driDrawable));
DEBUG(("stride = %i\n",
vmesa->driScreen->fbWidth*vmesa->s3vScreen->cpp));
DEBUG(("frontOffset = 0x%x\n", vmesa->s3vScreen->frontOffset));
DEBUG(("backOffset = 0x%x\n", vmesa->s3vScreen->backOffset));
DEBUG(("depthOffset = 0x%x\n", vmesa->s3vScreen->depthOffset));
DEBUG(("textureOffset = 0x%x\n", vmesa->s3vScreen->texOffset));
/* if (_reset) { */
/* ioctl(vmesa->driFd, 0x4a); */
ioctl(vmesa->driFd, 0x41); /* reset */
_reset = 0;
/* ioctl(vmesa->driFd, 0x4c); */
/* } */
/* FIXME */
switch (vmesa->s3vScreen->cpp) {
case 2:
break;
case 4:
break;
}
/* FIXME for stencil, gid, etc */
switch (vmesa->DepthSize) {
case 15:
case 16:
break;
case 24:
break;
case 32:
break;
}
vmesa->FogMode = 1;
vmesa->ClearDepth = 0xffff;
vmesa->x = 0;
vmesa->y = 0;
vmesa->w = 0;
vmesa->h = 0;
vmesa->FrameCount = 0;
vmesa->MatrixMode = GL_MODELVIEW;
vmesa->ModelViewCount = 0;
vmesa->ProjCount = 0;
vmesa->TextureCount = 0;
/* FIXME: do we need the following? */
for (i = 0; i < 16; i++)
if (i % 5 == 0)
vmesa->ModelView[i] =
vmesa->Proj[i] =
vmesa->ModelViewProj[i] =
vmesa->Texture[i] = 1.0;
else
vmesa->ModelView[i] =
vmesa->Proj[i] =
vmesa->ModelViewProj[i] =
vmesa->Texture[i] = 0.0;
vmesa->LBWindowBase = vmesa->driScreen->fbWidth *
(vmesa->driScreen->fbHeight - 1);
vmesa->FBWindowBase = vmesa->driScreen->fbWidth *
(vmesa->driScreen->fbHeight - 1);
}
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