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
|
/*
* Author: Max Lingua <sunmax@libero.it>
*/
#include "glheader.h"
#include "context.h"
#include "macros.h"
#include "mtypes.h"
#include "tnl/t_context.h"
#include "s3v_context.h"
#include "s3v_tris.h"
#include "s3v_vb.h"
#define HAVE_POINTS 0
#define HAVE_LINES 0
#define HAVE_LINE_STRIPS 0
#define HAVE_TRIANGLES 0
#define HAVE_TRI_STRIPS 0
#define HAVE_TRI_STRIP_1 0
#define HAVE_TRI_FANS 0
#define HAVE_QUADS 0
#define HAVE_QUAD_STRIPS 0
#define HAVE_POLYGONS 0
#define HAVE_ELTS 0
#if 0
static void VERT_FALLBACK( GLcontext *ctx,
GLuint start,
GLuint count,
GLuint flags )
{
TNLcontext *tnl = TNL_CONTEXT(ctx);
/* s3vContextPtr vmesa = S3V_CONTEXT(ctx); */
int _flags;
DEBUG(("VERT_FALLBACK: flags & PRIM_MODE_MASK = %i\n",
flags & PRIM_MODE_MASK));
DEBUG(("VERT_FALLBACK: flags=%i PRIM_MODE_MASK=%i\n",
flags, PRIM_MODE_MASK));
#if 0
tnl->Driver.Render.PrimitiveNotify( ctx, flags & PRIM_MODE_MASK );
#endif
tnl->Driver.Render.BuildVertices( ctx, start, count, ~0 );
_flags = flags & PRIM_MODE_MASK;
tnl->Driver.Render.PrimTabVerts[_flags]( ctx, start, count, flags );
S3V_CONTEXT(ctx)->SetupNewInputs = VERT_BIT_POS;
}
#endif
static const GLuint hw_prim[GL_POLYGON+1] = {
PrimType_Points,
PrimType_Lines,
PrimType_LineLoop,
PrimType_LineStrip,
PrimType_Triangles,
PrimType_TriangleStrip,
PrimType_TriangleFan,
PrimType_Quads,
PrimType_QuadStrip,
PrimType_Polygon
};
static __inline void s3vStartPrimitive( s3vContextPtr vmesa, GLenum prim )
{
__DRIdrawablePrivate *dPriv = vmesa->driDrawable;
int _hw_prim = hw_prim[prim];
DEBUG(("s3vStartPrimitive (new #%i) ", prim));
if (_hw_prim != vmesa->restore_primitive) {
if (prim == 4) { /* TRI */
DEBUG(("switching to tri\n"));
vmesa->prim_cmd = vmesa->_tri[vmesa->_3d_mode];
vmesa->alpha_cmd = vmesa->_alpha[vmesa->_3d_mode];
DMAOUT_CHECK(3DTRI_Z_BASE, 12);
} else if (prim == 1) { /* LINE */
DEBUG(("switching to line\n"));
vmesa->prim_cmd = DO_3D_LINE;
vmesa->alpha_cmd = vmesa->_alpha[0];
DMAOUT_CHECK(3DLINE_Z_BASE, 12);
} else {
DEBUG(("Never mind the bollocks!\n"));
}
DMAOUT(vmesa->s3vScreen->depthOffset & 0x003FFFF8);
DMAOUT(vmesa->DestBase);
/* DMAOUT(vmesa->ScissorLR); */
/* DMAOUT(vmesa->ScissorTB); */
DMAOUT( (0 << 16) | (dPriv->w-1) );
DMAOUT( (0 << 16) | (dPriv->h-1) );
DMAOUT( (vmesa->SrcStride << 16) | vmesa->TexStride );
DMAOUT(vmesa->SrcStride);
DMAOUT(vmesa->TexOffset);
DMAOUT(vmesa->TextureBorderColor);
DMAOUT(0); /* FOG */
DMAOUT(0);
DMAOUT(0);
DMAOUT(vmesa->CMD | vmesa->prim_cmd | vmesa->alpha_cmd);
DMAFINISH();
}
vmesa->restore_primitive = _hw_prim;
}
static __inline void s3vEndPrimitive( s3vContextPtr vmesa )
{
/* GLcontext *ctx = vmesa->glCtx; */
DEBUG(("s3vEndPrimitive\n"));
}
#define LOCAL_VARS s3vContextPtr vmesa = S3V_CONTEXT(ctx)
#define INIT( prim ) s3vStartPrimitive( vmesa, prim )
#define FINISH s3vEndPrimitive( vmesa )
#define NEW_PRIMITIVE() (void) vmesa
#define NEW_BUFFER() (void) vmesa
#define FIRE_VERTICES() (void) vmesa
#define GET_CURRENT_VB_MAX_VERTS() \
(vmesa->bufSize - vmesa->bufCount) / 2
#define GET_SUBSEQUENT_VB_MAX_VERTS() \
S3V_DMA_BUF_SZ / 2
/* XXX */
#define ALLOC_VERTS(nr) NULL
#define EMIT_VERTS(ctx, start, count, buf) NULL
#define FLUSH() s3vEndPrimitive( vmesa )
#define TAG(x) s3v_##x
#include "tnl_dd/t_dd_dmatmp.h"
/**********************************************************************/
/* Render pipeline stage */
/**********************************************************************/
static GLboolean s3v_run_render( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
TNLcontext *tnl = TNL_CONTEXT(ctx);
struct vertex_buffer *VB = &tnl->vb;
GLuint i;
tnl_render_func *tab;
DEBUG(("s3v_run_render\n"));
/* FIXME: hw clip */
if (VB->ClipOrMask || vmesa->RenderIndex != 0) {
DEBUG(("*** CLIPPED in render ***\n"));
#if 1
return GL_TRUE; /* don't handle clipping here */
#endif
}
/* We don't do elts */
if (VB->Elts)
return GL_TRUE;
tab = TAG(render_tab_verts);
tnl->Driver.Render.Start( ctx );
for (i = 0 ; i < VB->PrimitiveCount ; i++ )
{
GLuint prim = VB->Primitive[i].mode;
GLuint start = VB->Primitive[i].start;
GLuint length = VB->Primitive[i].count;
DEBUG(("s3v_run_render (loop=%i) (lenght=%i)\n", i, length));
if (length) {
tnl->Driver.Render.BuildVertices( ctx, start,
start+length, ~0 /*stage->inputs*/); /* XXX */
tnl->Driver.Render.PrimTabVerts[prim & PRIM_MODE_MASK]
( ctx, start, start + length, prim );
vmesa->SetupNewInputs = VERT_BIT_POS;
}
}
tnl->Driver.Render.Finish( ctx );
return GL_FALSE; /* finished the pipe */
}
static void s3v_check_render( GLcontext *ctx,
struct tnl_pipeline_stage *stage )
{
s3vContextPtr vmesa = S3V_CONTEXT(ctx);
GLuint inputs = VERT_BIT_POS | VERT_BIT_COLOR0;
DEBUG(("s3v_check_render\n"));
if (ctx->RenderMode == GL_RENDER) {
if (ctx->_TriangleCaps & DD_SEPARATE_SPECULAR) {
DEBUG(("DD_SEPARATE_SPECULAR\n"));
inputs |= VERT_BIT_COLOR1;
}
if (ctx->Texture.Unit[0]._ReallyEnabled) {
DEBUG(("ctx->Texture.Unit[0]._ReallyEnabled\n"));
inputs |= VERT_BIT_TEX(0);
}
if (ctx->Texture.Unit[1]._ReallyEnabled) {
DEBUG(("ctx->Texture.Unit[1]._ReallyEnabled\n"));
inputs |= VERT_BIT_TEX(1);
}
if (ctx->Fog.Enabled) {
DEBUG(("ctx->Fog.Enabled\n"));
inputs |= VERT_BIT_FOG;
}
}
stage->inputs = inputs;
vmesa->SetupNewInputs = inputs;
}
static void dtr( struct tnl_pipeline_stage *stage )
{
(void)stage;
/* hack to silence a compiler warning */
(void) &s3v_validate_render;
}
const struct tnl_pipeline_stage _s3v_render_stage =
{
"s3v render",
(_DD_NEW_SEPARATE_SPECULAR |
_NEW_TEXTURE|
_NEW_FOG|
_NEW_RENDERMODE), /* re-check (new inputs) */
0, /* re-run (always runs) */
GL_TRUE, /* active */
0, 0, /* inputs (set in check_render), outputs */
0, 0, /* changed_inputs, private */
dtr, /* destructor */
s3v_check_render, /* check - initially set to alloc data */
s3v_run_render /* run */
};
|