summaryrefslogtreecommitdiff
path: root/src/mesa/drivers/dri/s3v/s3v_tris.c
blob: fafd38480c96316672affa2951cd091d5d526514 (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
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
/*
 * Author: Max Lingua <sunmax@libero.it>
 */

#include <stdio.h>
#include <stdlib.h>

#include <sys/ioctl.h>

#include "s3v_context.h"
#include "s3v_vb.h"
#include "s3v_tris.h"

#include "main/glheader.h"
#include "main/mtypes.h"
#include "main/macros.h"
#include "main/colormac.h"

#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"


/***********************************************************************
 *                   Build hardware rasterization functions            *
 ***********************************************************************/

#define DO_TRI			1
#define HAVE_RGBA		1
#define HAVE_SPEC		0
#define HAVE_BACK_COLORS	0
#define HAVE_HW_FLATSHADE	1
#define VERTEX			s3vVertex
#define TAB			rast_tab

#define VERT_SET_RGBA( v, c ) \
do { \
	UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c); \
/*	*(v->ub4[4]) = c; \ */ \
} while (0)
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4]
/*
#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4]
*/
#define VERT_SAVE_RGBA( idx )    color[idx] = v[idx]->ui[4]
#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx]

#define S3V_OFFSET_BIT  	0x01
#define S3V_TWOSIDE_BIT 	0x02
#define S3V_UNFILLED_BIT        0x04
#define S3V_FALLBACK_BIT        0x08
#define S3V_MAX_TRIFUNC 	0x10


static struct {
	tnl_points_func		points;
	tnl_line_func		line;
	tnl_triangle_func	triangle;
	tnl_quad_func		quad;
} rast_tab[S3V_MAX_TRIFUNC];

#define S3V_RAST_CULL_BIT	0x01
#define S3V_RAST_FLAT_BIT	0x02
#define S3V_RAST_TEX_BIT	0x04

static s3v_point_func s3v_point_tab[0x8];
static s3v_line_func s3v_line_tab[0x8];
static s3v_tri_func s3v_tri_tab[0x8];
static s3v_quad_func s3v_quad_tab[0x8];

#define IND (0)
#define TAG(x) x
#include "s3v_tritmp.h"

#define IND (S3V_RAST_CULL_BIT)
#define TAG(x) x##_cull
#include "s3v_tritmp.h"

#define IND (S3V_RAST_FLAT_BIT)
#define TAG(x) x##_flat
#include "s3v_tritmp.h"

#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT)
#define TAG(x) x##_cull_flat
#include "s3v_tritmp.h"

#define IND (S3V_RAST_TEX_BIT)
#define TAG(x) x##_tex
#include "s3v_tritmp.h"

#define IND (S3V_RAST_CULL_BIT|S3V_RAST_TEX_BIT)
#define TAG(x) x##_cull_tex
#include "s3v_tritmp.h"

#define IND (S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT)
#define TAG(x) x##_flat_tex
#include "s3v_tritmp.h"

#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT)
#define TAG(x) x##_cull_flat_tex
#include "s3v_tritmp.h"

static void init_rast_tab( void )
{
	DEBUG(("*** init_rast_tab ***\n"));

	s3v_init();
	s3v_init_cull();
	s3v_init_flat();
	s3v_init_cull_flat();
	s3v_init_tex();
	s3v_init_cull_tex();
	s3v_init_flat_tex();
	s3v_init_cull_flat_tex();
}

/***********************************************************************
 *                    Rasterization fallback helpers                   *
 ***********************************************************************/


/* This code is hit only when a mix of accelerated and unaccelerated
 * primitives are being drawn, and only for the unaccelerated
 * primitives.  
 */

#if 0
static void 
s3v_fallback_quad( s3vContextPtr vmesa, 
		    const s3vVertex *v0, 
		    const s3vVertex *v1, 
		    const s3vVertex *v2, 
		    const s3vVertex *v3 )
{
   GLcontext *ctx = vmesa->glCtx;
   SWvertex v[4];
   s3v_translate_vertex( ctx, v0, &v[0] );
   s3v_translate_vertex( ctx, v1, &v[1] );
   s3v_translate_vertex( ctx, v2, &v[2] );
   s3v_translate_vertex( ctx, v3, &v[3] );
   DEBUG(("s3v_fallback_quad\n"));
/*   _swrast_Quad( ctx, &v[0], &v[1], &v[2], &v[3] ); */
}

static void 
s3v_fallback_tri( s3vContextPtr vmesa, 
		    const s3vVertex *v0, 
		    const s3vVertex *v1, 
		    const s3vVertex *v2 )
{
   GLcontext *ctx = vmesa->glCtx;
   SWvertex v[3];
   s3v_translate_vertex( ctx, v0, &v[0] );
   s3v_translate_vertex( ctx, v1, &v[1] );
   s3v_translate_vertex( ctx, v2, &v[2] );
   DEBUG(("s3v_fallback_tri\n"));
/*   _swrast_Triangle( ctx, &v[0], &v[1], &v[2] ); */
}

static void
s3v_fallback_line( s3vContextPtr vmesa,
		     const s3vVertex *v0,
		     const s3vVertex *v1 )
{
   GLcontext *ctx = vmesa->glCtx;
   SWvertex v[2];
   s3v_translate_vertex( ctx, v0, &v[0] );
   s3v_translate_vertex( ctx, v1, &v[1] );
   DEBUG(("s3v_fallback_line\n"));
   _swrast_Line( ctx, &v[0], &v[1] );
}

/*
static void 
s3v_fallback_point( s3vContextPtr vmesa, 
		      const s3vVertex *v0 )
{
   GLcontext *ctx = vmesa->glCtx;
   SWvertex v[1];
   s3v_translate_vertex( ctx, v0, &v[0] );
   _swrast_Point( ctx, &v[0] );
}
*/
#endif

/***********************************************************************
 *                    Choose rasterization functions                   *
 ***********************************************************************/

#define _S3V_NEW_RASTER_STATE 	(_NEW_FOG | \
				 _NEW_TEXTURE | \
				 _DD_NEW_TRI_SMOOTH | \
				 _DD_NEW_LINE_SMOOTH | \
				 _DD_NEW_POINT_SMOOTH | \
				 _DD_NEW_TRI_STIPPLE | \
				 _DD_NEW_LINE_STIPPLE)

#define LINE_FALLBACK (0)
#define TRI_FALLBACK (0)

static void s3v_nodraw_triangle(GLcontext *ctx, s3vVertex *v0,
                                s3vVertex *v1, s3vVertex *v2)
{
	(void) (ctx && v0 && v1 && v2);
}

static void s3v_nodraw_quad(GLcontext *ctx,
                            s3vVertex *v0, s3vVertex *v1,
                            s3vVertex *v2, s3vVertex *v3)
{
	(void) (ctx && v0 && v1 && v2 && v3);
}

void s3vChooseRasterState(GLcontext *ctx);

void s3vChooseRasterState(GLcontext *ctx)
{
	s3vContextPtr vmesa = S3V_CONTEXT(ctx);
	GLuint flags = ctx->_TriangleCaps;
	GLuint ind = 0;

	DEBUG(("*** s3vChooseRasterState ***\n"));

	if (ctx->Polygon.CullFlag) {
		if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
			vmesa->draw_tri = (s3v_tri_func)s3v_nodraw_triangle;
			vmesa->draw_quad = (s3v_quad_func)s3v_nodraw_quad;
			return;
		}
		ind |= S3V_RAST_CULL_BIT;
		/* s3v_update_cullsign(ctx); */
	} /* else vmesa->backface_sign = 0; */

	if ( flags & DD_FLATSHADE )
		ind |= S3V_RAST_FLAT_BIT;

	if ( ctx->Texture.Unit[0]._ReallyEnabled ) {
		ind |= S3V_RAST_TEX_BIT;
	}

	DEBUG(("ind = %i\n", ind));

	vmesa->draw_line = s3v_line_tab[ind];
	vmesa->draw_tri = s3v_tri_tab[ind];
	vmesa->draw_quad = s3v_quad_tab[ind];
	vmesa->draw_point = s3v_point_tab[ind];

#if 0
	/* Hook in fallbacks for specific primitives.  CURRENTLY DISABLED
	 */
	
	if (flags & LINE_FALLBACK) 
		vmesa->draw_line = s3v_fallback_line;
	 
	if (flags & TRI_FALLBACK) {
		DEBUG(("TRI_FALLBACK\n"));
		vmesa->draw_tri = s3v_fallback_tri;
		vmesa->draw_quad = s3v_fallback_quad;
	}
#endif
}




/***********************************************************************
 *          Macros for t_dd_tritmp.h to draw basic primitives          *
 ***********************************************************************/

#define TRI( v0, v1, v2 ) \
do { \
	/*
	if (DO_FALLBACK) \
		vmesa->draw_tri( vmesa, v0, v1, v2 ); \
	else */ \
   	DEBUG(("TRI: max was here\n")); /* \
	s3v_draw_tex_triangle( vmesa, v0, v1, v2 ); */ \
	vmesa->draw_tri( vmesa, v0, v1, v2 ); \
} while (0)

#define QUAD( v0, v1, v2, v3 ) \
do { \
	DEBUG(("QUAD: max was here\n")); \
	vmesa->draw_quad( vmesa, v0, v1, v2, v3 ); \
} while (0)

#define LINE( v0, v1 ) \
do { \
	DEBUG(("LINE: max was here\n")); \
	vmesa->draw_line( vmesa, v0, v1 ); \
} while (0)

#define POINT( v0 ) \
do { \
	vmesa->draw_point( vmesa, v0 ); \
} while (0)


/***********************************************************************
 *              Build render functions from dd templates               *
 ***********************************************************************/

/*
#define S3V_OFFSET_BIT 	0x01
#define S3V_TWOSIDE_BIT	0x02
#define S3V_UNFILLED_BIT	0x04
#define S3V_FALLBACK_BIT	0x08
#define S3V_MAX_TRIFUNC	0x10


static struct {
   points_func		points;
   line_func		line;
   triangle_func	triangle;
   quad_func		quad;
} rast_tab[S3V_MAX_TRIFUNC];
*/

#define DO_FALLBACK  (IND & S3V_FALLBACK_BIT)
#define DO_OFFSET    (IND & S3V_OFFSET_BIT)
#define DO_UNFILLED  (IND & S3V_UNFILLED_BIT)
#define DO_TWOSIDE   (IND & S3V_TWOSIDE_BIT)
#define DO_FLAT      0
#define DO_TRI       1
#define DO_QUAD      1
#define DO_LINE      1
#define DO_POINTS    1
#define DO_FULL_QUAD 1

#define HAVE_RGBA         1
#define HAVE_SPEC         0
#define HAVE_BACK_COLORS  0
#define HAVE_HW_FLATSHADE 1
#define VERTEX            s3vVertex
#define TAB               rast_tab

#define DEPTH_SCALE 1.0
#define UNFILLED_TRI unfilled_tri
#define UNFILLED_QUAD unfilled_quad
#define VERT_X(_v) _v->v.x
#define VERT_Y(_v) _v->v.y
#define VERT_Z(_v) _v->v.z
#define AREA_IS_CCW( a ) (a > 0)
#define GET_VERTEX(e) (vmesa->verts + (e<<vmesa->vertex_stride_shift))

#if 0
#define VERT_SET_RGBA( v, c ) \
do { \
/*    UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c) */ \
} while (0)

#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4]
/*
#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4]
*/
#define VERT_SAVE_RGBA( idx )    color[idx] = v[idx]->ui[4]
#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx]   
#endif

#define LOCAL_VARS(n) \
	s3vContextPtr vmesa = S3V_CONTEXT(ctx); \
	GLuint color[n]; \
	(void) color;


/***********************************************************************
 *                Helpers for rendering unfilled primitives            *
 ***********************************************************************/

static const GLuint hw_prim[GL_POLYGON+1] = {
	PrimType_Points,
	PrimType_Lines,
	PrimType_Lines,
	PrimType_Lines,
	PrimType_Triangles,
	PrimType_Triangles,
	PrimType_Triangles,
	PrimType_Triangles,
	PrimType_Triangles,
	PrimType_Triangles
};

static void s3vResetLineStipple( GLcontext *ctx );
static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim );
static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim );
/*
extern static void s3v_lines_emit(GLcontext *ctx, GLuint start, GLuint end);
extern static void s3v_tris_emit(GLcontext *ctx, GLuint start, GLuint end);
*/
#define RASTERIZE(x) if (vmesa->hw_primitive != hw_prim[x]) \
                        s3vRasterPrimitive( ctx, hw_prim[x] )
#define RENDER_PRIMITIVE vmesa->render_primitive
#define TAG(x) x
#define IND S3V_FALLBACK_BIT
#include "tnl_dd/t_dd_unfilled.h"
#undef IND

/***********************************************************************
 *                      Generate GL render functions                   *
 ***********************************************************************/

#define IND (0)
#define TAG(x) x
#include "tnl_dd/t_dd_tritmp.h"

#define IND (S3V_OFFSET_BIT)
#define TAG(x) x##_offset
#include "tnl_dd/t_dd_tritmp.h"

#define IND (S3V_TWOSIDE_BIT)
#define TAG(x) x##_twoside
#include "tnl_dd/t_dd_tritmp.h"

#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT)
#define TAG(x) x##_twoside_offset
#include "tnl_dd/t_dd_tritmp.h"

#define IND (S3V_UNFILLED_BIT)
#define TAG(x) x##_unfilled
#include "tnl_dd/t_dd_tritmp.h"

#define IND (S3V_OFFSET_BIT|S3V_UNFILLED_BIT)
#define TAG(x) x##_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"

#define IND (S3V_TWOSIDE_BIT|S3V_UNFILLED_BIT)
#define TAG(x) x##_twoside_unfilled
#include "tnl_dd/t_dd_tritmp.h"

#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT|S3V_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"


static void init_render_tab( void )
{
	DEBUG(("*** init_render_tab ***\n"));

	init();
	init_offset();
	init_twoside();
	init_twoside_offset();
	init_unfilled();
	init_offset_unfilled();
	init_twoside_unfilled();
	init_twoside_offset_unfilled();
}


/**********************************************************************/
/*               Render unclipped begin/end objects                   */
/**********************************************************************/

#define VERT(x) (s3vVertex *)(s3vverts + (x << shift))

#define RENDER_POINTS( start, count ) \
	DEBUG(("RENDER_POINTS...(ok)\n")); \
	for ( ; start < count ; start++) \
		vmesa->draw_line( vmesa, VERT(start), VERT(start) )
	/*      vmesa->draw_point( vmesa, VERT(start) ) */

#define RENDER_LINE( v0, v1 ) \
	/* DEBUG(("RENDER_LINE...(ok)\n")); \ */ \
	vmesa->draw_line( vmesa, VERT(v0), VERT(v1) ); \
	DEBUG(("RENDER_LINE...(ok)\n"))

#define RENDER_TRI( v0, v1, v2 )  \
	DEBUG(("RENDER_TRI...(ok)\n")); \
	vmesa->draw_tri( vmesa, VERT(v0), VERT(v1), VERT(v2) )

#define RENDER_QUAD( v0, v1, v2, v3 ) \
	DEBUG(("RENDER_QUAD...(ok)\n")); \
	/* s3v_draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2),VERT(v3) ) */\
	/* s3v_draw_triangle( vmesa, VERT(v0), VERT(v1), VERT(v2) ); \
	s3v_draw_triangle( vmesa, VERT(v0), VERT(v2), VERT(v3) ) */ \
	vmesa->draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) ) 
	
#define INIT(x) s3vRenderPrimitive( ctx, x );
#undef LOCAL_VARS
#define LOCAL_VARS						\
   s3vContextPtr vmesa = S3V_CONTEXT(ctx);		\
   const GLuint shift = vmesa->vertex_stride_shift;		\
   const char *s3vverts = (char *)vmesa->verts;		\
   const GLboolean stipple = ctx->Line.StippleFlag;		\
   (void) stipple;
#define RESET_STIPPLE	if ( stipple ) s3vResetLineStipple( ctx );
#define RESET_OCCLUSION
#define PRESERVE_VB_DEFS
#define ELT(x) (x)
#define TAG(x) s3v_##x##_verts
#include "tnl_dd/t_dd_rendertmp.h"


/**********************************************************************/
/*                   Render clipped primitives                        */
/**********************************************************************/

static void s3vRenderClippedPoly( GLcontext *ctx, const GLuint *elts, 
				   GLuint n )
{
	s3vContextPtr vmesa = S3V_CONTEXT(ctx);
	struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
	TNLcontext *tnl = TNL_CONTEXT(ctx);
	GLuint prim = vmesa->render_primitive;

	DEBUG(("I AM in: s3vRenderClippedPoly\n"));

	/* Render the new vertices as an unclipped polygon. 
	 */
	if (1)
	{
	GLuint *tmp = VB->Elts;
	VB->Elts = (GLuint *)elts;
	tnl->Driver.Render.PrimTabElts[GL_POLYGON]
		( ctx, 0, n, PRIM_BEGIN|PRIM_END );

	VB->Elts = tmp;
	}

	/* Restore the render primitive
	 */
#if 1
	if (prim != GL_POLYGON) {
		DEBUG(("and prim != GL_POLYGON\n"));
		tnl->Driver.Render.PrimitiveNotify( ctx, prim );
	}
	
#endif
}

static void s3vRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   /*tnl->Driver.LineFunc = s3v_line_tab[2];*/ /* _swsetup_Line; */

   DEBUG(("I AM in: s3vRenderClippedLine\n"));
   tnl->Driver.Render.Line( ctx, ii, jj );
}


/**********************************************************************/
/*                    Choose render functions                         */
/**********************************************************************/



#define _S3V_NEW_RENDERSTATE (_DD_NEW_TRI_UNFILLED |		\
			       _DD_NEW_TRI_LIGHT_TWOSIDE |	\
			       _DD_NEW_TRI_OFFSET)

#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)

static void s3vChooseRenderState(GLcontext *ctx)
{
   s3vContextPtr vmesa = S3V_CONTEXT(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   GLuint flags = ctx->_TriangleCaps;
   GLuint index = 0;

   DEBUG(("s3vChooseRenderState\n"));

   if (flags & ANY_RASTER_FLAGS) {
      if (flags & DD_TRI_LIGHT_TWOSIDE)       index |= S3V_TWOSIDE_BIT;
      if (flags & DD_TRI_OFFSET)	      index |= S3V_OFFSET_BIT;
      if (flags & DD_TRI_UNFILLED)	      index |= S3V_UNFILLED_BIT;
   }

   DEBUG(("vmesa->RenderIndex = %i\n", vmesa->RenderIndex));
   DEBUG(("index = %i\n", index));

   if (vmesa->RenderIndex != index) {
      vmesa->RenderIndex = index;

      tnl->Driver.Render.Points = rast_tab[index].points;
      tnl->Driver.Render.Line = rast_tab[index].line;
      tnl->Driver.Render.Triangle = rast_tab[index].triangle;
      tnl->Driver.Render.Quad = rast_tab[index].quad;

      if (vmesa->RenderIndex == 0)
         tnl->Driver.Render.PrimTabVerts = s3v_render_tab_verts;
      else
         tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
      tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
      tnl->Driver.Render.ClippedLine = s3vRenderClippedLine;
      tnl->Driver.Render.ClippedPolygon = s3vRenderClippedPoly;
   }
}


/**********************************************************************/
/*                 High level hooks for t_vb_render.c                 */
/**********************************************************************/



/* Determine the rasterized primitive when not drawing unfilled 
 * polygons.
 *
 * Used only for the default render stage which always decomposes
 * primitives to trianges/lines/points.  For the accelerated stage,
 * which renders strips as strips, the equivalent calculations are
 * performed in s3v_render.c.
 */

static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim )
{
	s3vContextPtr vmesa = S3V_CONTEXT(ctx);
/*	__DRIdrawablePrivate *dPriv = vmesa->driDrawable; */
	GLuint cmd = vmesa->CMD;
	
	unsigned int _hw_prim = hwprim;

	DEBUG(("s3vRasterPrimitive: hwprim = 0x%x ", _hw_prim));

/*	printf("* vmesa->CMD = 0x%x\n", vmesa->CMD); */

	if (vmesa->hw_primitive != _hw_prim)
	{
		DEBUG(("(new one) ***\n"));
		cmd &= ~DO_MASK;
		cmd &= ~ALPHA_BLEND_MASK;
		vmesa->hw_primitive = _hw_prim;

		if (_hw_prim == PrimType_Triangles) {
		/* TRI */
	                DEBUG(("->switching to tri\n"));
			cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]);
	        } else if (_hw_prim == PrimType_Lines
			|| _hw_prim == PrimType_Points) {
		/* LINE */
        	        DEBUG(("->switching to line\n"));
			cmd |= (DO_3D_LINE | vmesa->_alpha[0]);
		} else  {
		/* ugh? */
			DEBUG(("->switching to your sis'ass\n"));
		}
        
		DEBUG(("\n"));

		vmesa->restore_primitive = _hw_prim;
		/* 0xacc16827: good value -> lightened newave!!! */
		vmesa->CMD = cmd;
		CMDCHANGE();
	}
}

static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim )
{
	s3vContextPtr vmesa = S3V_CONTEXT(ctx);
	__DRIdrawablePrivate *dPriv = vmesa->driDrawable;
	GLuint cmd = vmesa->CMD;

	unsigned int _hw_prim = hw_prim[prim];

	vmesa->render_primitive = prim;
	vmesa->hw_primitive = _hw_prim;
   
	DEBUG(("s3vRenderPrimitive #%i ", prim));
	DEBUG(("_hw_prim = 0x%x\n", _hw_prim));

/*	printf(" vmesa->CMD = 0x%x\n", vmesa->CMD); */

	if (_hw_prim != vmesa->restore_primitive) {
		DEBUG(("_hw_prim != vmesa->restore_primitive (was 0x%x)\n",
			vmesa->restore_primitive));
#if 1
		cmd &= ~DO_MASK;
		cmd &= ~ALPHA_BLEND_MASK;
/*		
		printf(" cmd = 0x%x\n", cmd);
		printf(" vmesa->_3d_mode=%i; vmesa->_tri[vmesa->_3d_mode]=0x%x\n",
			vmesa->_3d_mode, vmesa->_tri[vmesa->_3d_mode]);
		printf("vmesa->alpha[0] = 0x%x; vmesa->alpha[1] = 0x%x\n",
			vmesa->_alpha[0], vmesa->_alpha[1]);
*/		
	   	if (_hw_prim == PrimType_Triangles) { /* TRI */
			DEBUG(("->switching to tri\n"));
   			cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]);
			DEBUG(("vmesa->TexStride = %i\n", vmesa->TexStride));
			DEBUG(("vmesa->TexOffset = %i\n", vmesa->TexOffset));
			DMAOUT_CHECK(3DTRI_Z_BASE, 12);
		} else { /* LINE */
			DEBUG(("->switching to line\n"));
			cmd |= (DO_3D_LINE | vmesa->_alpha[0]);
			DMAOUT_CHECK(3DLINE_Z_BASE, 12);
		}

		DMAOUT(vmesa->s3vScreen->depthOffset & 0x003FFFF8);
		DMAOUT(vmesa->DestBase);
		/* DMAOUT(vmesa->ScissorLR); */
		/* DMAOUT(vmesa->ScissorTB); */

		/* NOTE: we need to restore all these values since we
		 * are coming back from a vmesa->restore_primitive */
		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(cmd);
		/* 0xacc16827: good value -> lightened newave!!! */
        DMAFINISH();

	vmesa->CMD = cmd;
#endif
	}

	DEBUG(("\n"));

	vmesa->restore_primitive = _hw_prim;
}

static void s3vRunPipeline( GLcontext *ctx )
{
	s3vContextPtr vmesa = S3V_CONTEXT(ctx);

	DEBUG(("*** s3vRunPipeline ***\n"));

	if ( vmesa->new_state )
		s3vDDUpdateHWState( ctx );

	if (vmesa->new_gl_state) {

		if (vmesa->new_gl_state & _NEW_TEXTURE) {
			s3vUpdateTextureState( ctx );
		}

		if (!vmesa->Fallback) {
			if (vmesa->new_gl_state & _S3V_NEW_VERTEX)
				s3vChooseVertexState( ctx );
      
			if (vmesa->new_gl_state & _S3V_NEW_RASTER_STATE)
				s3vChooseRasterState( ctx );
      
			if (vmesa->new_gl_state & _S3V_NEW_RENDERSTATE)
				s3vChooseRenderState( ctx );
		}

	vmesa->new_gl_state = 0;
	
	}

	_tnl_run_pipeline( ctx );
}

static void s3vRenderStart( GLcontext *ctx )
{
	/* Check for projective texturing.  Make sure all texcoord
	 * pointers point to something.  (fix in mesa?)  
	 */

	DEBUG(("s3vRenderStart\n"));
	/* s3vCheckTexSizes( ctx ); */
}

static void s3vRenderFinish( GLcontext *ctx )
{
   if (0)
      _swrast_flush( ctx );	/* never needed */
}

static void s3vResetLineStipple( GLcontext *ctx )
{
/*   s3vContextPtr vmesa = S3V_CONTEXT(ctx); */

   /* Reset the hardware stipple counter.
    */
/*
   CHECK_DMA_BUFFER(vmesa, 1);
   WRITE(vmesa->buf, UpdateLineStippleCounters, 0);
*/
}


/**********************************************************************/
/*           Transition to/from hardware rasterization.               */
/**********************************************************************/


void s3vFallback( s3vContextPtr vmesa, GLuint bit, GLboolean mode )
{
   GLcontext *ctx = vmesa->glCtx;
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   GLuint oldfallback = vmesa->Fallback;

   DEBUG(("*** s3vFallback: "));

   if (mode) {
      vmesa->Fallback |= bit;
      if (oldfallback == 0) {
		 DEBUG(("oldfallback == 0 ***\n"));
		 _swsetup_Wakeup( ctx );
		 _tnl_need_projected_coords( ctx, GL_TRUE );
		 vmesa->RenderIndex = ~0;
      }
   }
   else {
      DEBUG(("***\n"));
      vmesa->Fallback &= ~bit;
      if (oldfallback == bit) {
	 	_swrast_flush( ctx );
	 	tnl->Driver.Render.Start = s3vRenderStart;
	 	tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive;
	 	tnl->Driver.Render.Finish = s3vRenderFinish;
	 	tnl->Driver.Render.BuildVertices = s3vBuildVertices;
   		tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple;
	 	vmesa->new_gl_state |= (_S3V_NEW_RENDERSTATE|
					_S3V_NEW_RASTER_STATE|
					_S3V_NEW_VERTEX);
      }
   }
}


/**********************************************************************/
/*                            Initialization.                         */
/**********************************************************************/


void s3vInitTriFuncs( GLcontext *ctx )
{
   s3vContextPtr vmesa = S3V_CONTEXT(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   static int firsttime = 1;

   if (firsttime) {
      init_rast_tab();
      init_render_tab();
      firsttime = 0;
   }
   
   vmesa->RenderIndex = ~0;

   tnl->Driver.RunPipeline = s3vRunPipeline;
   tnl->Driver.Render.Start = s3vRenderStart;
   tnl->Driver.Render.Finish = s3vRenderFinish; 
   tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive;
   tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple;
/*
   tnl->Driver.RenderInterp = _swsetup_RenderInterp;
   tnl->Driver.RenderCopyPV = _swsetup_RenderCopyPV;
*/
   tnl->Driver.Render.BuildVertices = s3vBuildVertices;
}