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|
/* -*- mode: c; c-basic-offset: 3 -*-
*
* Copyright 2000 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
* VA LINUX SYSTEMS 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.
*/
/*
* New fixes:
* Daniel Borca <dborca@users.sourceforge.net>, 19 Jul 2004
*
* Original rewrite:
* Gareth Hughes <gareth@valinux.com>, 29 Sep - 1 Oct 2000
*
* Authors:
* Gareth Hughes <gareth@valinux.com>
* Brian Paul <brianp@valinux.com>
*
*/
#include "tdfx_context.h"
#include "tdfx_render.h"
#include "tdfx_state.h"
#include "tdfx_texman.h"
#include "swrast/swrast.h"
/* Clear the color and/or depth buffers.
*/
static void tdfxClear( struct gl_context *ctx, GLbitfield mask )
{
tdfxContextPtr fxMesa = (tdfxContextPtr) ctx->DriverCtx;
GLbitfield softwareMask = mask & (BUFFER_BIT_ACCUM);
const GLuint stencil_size =
fxMesa->haveHwStencil ? fxMesa->glCtx->Visual.stencilBits : 0;
if ( TDFX_DEBUG & DEBUG_VERBOSE_API ) {
fprintf( stderr, "tdfxClear(0x%x)\n", mask);
}
/* Need this check to respond to glScissor and clipping updates */
if ((fxMesa->new_state & (TDFX_NEW_CLIP | TDFX_NEW_DEPTH)) ||
(fxMesa->dirty & TDFX_UPLOAD_COLOR_MASK)) {
tdfxDDUpdateHwState(ctx);
}
/* we can't clear accum buffers */
mask &= ~(BUFFER_BIT_ACCUM);
if (mask & BUFFER_BIT_STENCIL) {
if (!fxMesa->haveHwStencil || (ctx->Stencil.WriteMask[0] & 0xff) != 0xff) {
/* Napalm seems to have trouble with stencil write masks != 0xff */
/* do stencil clear in software */
mask &= ~(BUFFER_BIT_STENCIL);
softwareMask |= BUFFER_BIT_STENCIL;
}
}
if (fxMesa->glCtx->Visual.redBits != 8) {
/* can only do color masking if running in 24/32bpp on Napalm */
if (ctx->Color.ColorMask[0][RCOMP] != ctx->Color.ColorMask[0][GCOMP] ||
ctx->Color.ColorMask[0][GCOMP] != ctx->Color.ColorMask[0][BCOMP]) {
softwareMask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT));
mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT);
}
}
if (fxMesa->haveHwStencil) {
/*
* If we want to clear stencil, it must be enabled
* in the HW, even if the stencil test is not enabled
* in the OGL state.
*/
LOCK_HARDWARE(fxMesa);
if (mask & BUFFER_BIT_STENCIL) {
fxMesa->Glide.grStencilMask(/*ctx->Stencil.WriteMask*/ 0xff);
/* set stencil ref value = desired clear value */
fxMesa->Glide.grStencilFunc(GR_CMP_ALWAYS,
(fxMesa->Stencil.Clear & 0xff), 0xff);
fxMesa->Glide.grStencilOp(GR_STENCILOP_REPLACE,
GR_STENCILOP_REPLACE, GR_STENCILOP_REPLACE);
fxMesa->Glide.grEnable(GR_STENCIL_MODE_EXT);
}
else {
fxMesa->Glide.grDisable(GR_STENCIL_MODE_EXT);
}
UNLOCK_HARDWARE(fxMesa);
}
/*
* This may be ugly, but it's needed in order to work around a number
* of Glide bugs.
*/
BEGIN_CLIP_LOOP(fxMesa);
{
/*
* This could probably be done fancier but doing each possible case
* explicitly is less error prone.
*/
switch (mask & ~BUFFER_BIT_STENCIL) {
case BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH:
/* back buffer & depth */
FX_grColorMaskv_NoLock(ctx, true4); /* work around Voodoo3 bug */
fxMesa->Glide.grDepthMask(FXTRUE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
if (stencil_size > 0) {
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
}
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
if (!ctx->Depth.Mask || !ctx->Depth.Test) {
fxMesa->Glide.grDepthMask(FXFALSE);
}
break;
case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_DEPTH:
/* XXX it appears that the depth buffer isn't cleared when
* glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set.
* This is a work-around/
*/
/* clear depth */
fxMesa->Glide.grDepthMask(FXTRUE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grColorMaskv_NoLock(ctx, false4);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear & 0xff);
/* clear front */
FX_grColorMaskv_NoLock(ctx, true4);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
if (!ctx->Depth.Mask || !ctx->Depth.Test) {
fxMesa->Glide.grDepthMask(FXFALSE);
}
break;
case BUFFER_BIT_BACK_LEFT:
/* back buffer only */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
if (ctx->Depth.Mask && ctx->Depth.Test) {
fxMesa->Glide.grDepthMask(FXTRUE);
}
break;
case BUFFER_BIT_FRONT_LEFT:
/* front buffer only */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
if (ctx->Depth.Mask && ctx->Depth.Test) {
fxMesa->Glide.grDepthMask(FXTRUE);
}
break;
case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT:
/* front and back */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
if (ctx->Depth.Mask && ctx->Depth.Test) {
fxMesa->Glide.grDepthMask(FXTRUE);
}
break;
case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH:
/* clear front */
fxMesa->Glide.grDepthMask(FXFALSE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
/* clear back and depth */
fxMesa->Glide.grDepthMask(FXTRUE);
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
if (!ctx->Depth.Mask || !ctx->Depth.Mask) {
fxMesa->Glide.grDepthMask(FXFALSE);
}
break;
case BUFFER_BIT_DEPTH:
/* just the depth buffer */
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grColorMaskv_NoLock(ctx, false4);
fxMesa->Glide.grDepthMask(FXTRUE);
if (stencil_size > 0)
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
else
fxMesa->Glide.grBufferClear(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear);
FX_grColorMaskv_NoLock(ctx, true4);
if (ctx->DrawBuffer->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
if (!ctx->Depth.Test || !ctx->Depth.Mask)
fxMesa->Glide.grDepthMask(FXFALSE);
break;
default:
/* clear no color buffers or depth buffer but might clear stencil */
if (stencil_size > 0 && (mask & BUFFER_BIT_STENCIL)) {
/* XXX need this RenderBuffer call to work around Glide bug */
fxMesa->Glide.grRenderBuffer(GR_BUFFER_BACKBUFFER);
fxMesa->Glide.grDepthMask(FXFALSE);
FX_grColorMaskv_NoLock(ctx, false4);
fxMesa->Glide.grBufferClearExt(fxMesa->Color.ClearColor,
fxMesa->Color.ClearAlpha,
fxMesa->Depth.Clear,
(FxU32) (ctx->Stencil.Clear & 0xff));
if (ctx->Depth.Mask && ctx->Depth.Test) {
fxMesa->Glide.grDepthMask(FXTRUE);
}
FX_grColorMaskv_NoLock(ctx, true4);
if (ctx->DrawBuffer->_ColorDrawBufferIndexes[0] == BUFFER_FRONT_LEFT)
fxMesa->Glide.grRenderBuffer(GR_BUFFER_FRONTBUFFER);
}
}
}
END_CLIP_LOOP(fxMesa);
if (fxMesa->haveHwStencil && (mask & BUFFER_BIT_STENCIL)) {
/* We changed the stencil state above. Signal that we need to
* upload it again.
*/
fxMesa->dirty |= TDFX_UPLOAD_STENCIL;
}
if (softwareMask)
_swrast_Clear(ctx, softwareMask);
}
static void tdfxFinish( struct gl_context *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
LOCK_HARDWARE( fxMesa );
fxMesa->Glide.grFinish();
UNLOCK_HARDWARE( fxMesa );
}
static void tdfxFlush( struct gl_context *ctx )
{
tdfxContextPtr fxMesa = TDFX_CONTEXT(ctx);
FLUSH_BATCH( fxMesa );
LOCK_HARDWARE( fxMesa );
fxMesa->Glide.grFlush();
UNLOCK_HARDWARE( fxMesa );
}
#if 0
static const char *texSource(int k)
{
switch (k) {
case GR_CMBX_ZERO:
return "GR_CMBX_ZERO";
case GR_CMBX_TEXTURE_ALPHA:
return "GR_CMBX_TEXTURE_ALPHA";
case GR_CMBX_ALOCAL:
return "GR_CMBX_ALOCAL";
case GR_CMBX_AOTHER:
return "GR_CMBX_AOTHER";
case GR_CMBX_B:
return "GR_CMBX_B";
case GR_CMBX_CONSTANT_ALPHA:
return "GR_CMBX_CONSTANT_ALPHA";
case GR_CMBX_CONSTANT_COLOR:
return "GR_CMBX_CONSTANT_COLOR";
case GR_CMBX_DETAIL_FACTOR:
return "GR_CMBX_DETAIL_FACTOR";
case GR_CMBX_ITALPHA:
return "GR_CMBX_ITALPHA";
case GR_CMBX_ITRGB:
return "GR_CMBX_ITRGB";
case GR_CMBX_LOCAL_TEXTURE_ALPHA:
return "GR_CMBX_LOCAL_TEXTURE_ALPHA";
case GR_CMBX_LOCAL_TEXTURE_RGB:
return "GR_CMBX_LOCAL_TEXTURE_RGB";
case GR_CMBX_LOD_FRAC:
return "GR_CMBX_LOD_FRAC";
case GR_CMBX_OTHER_TEXTURE_ALPHA:
return "GR_CMBX_OTHER_TEXTURE_ALPHA";
case GR_CMBX_OTHER_TEXTURE_RGB:
return "GR_CMBX_OTHER_TEXTURE_RGB";
case GR_CMBX_TEXTURE_RGB:
return "GR_CMBX_TEXTURE_RGB";
case GR_CMBX_TMU_CALPHA:
return "GR_CMBX_TMU_CALPHA";
case GR_CMBX_TMU_CCOLOR:
return "GR_CMBX_TMU_CCOLOR";
default:
return "";
}
}
#endif
#if 0
static const char *texMode(int k)
{
switch (k) {
case GR_FUNC_MODE_ZERO:
return "GR_FUNC_MODE_ZERO";
case GR_FUNC_MODE_X:
return "GR_FUNC_MODE_X";
case GR_FUNC_MODE_ONE_MINUS_X:
return "GR_FUNC_MODE_ONE_MINUS_X";
case GR_FUNC_MODE_NEGATIVE_X:
return "GR_FUNC_MODE_NEGATIVE_X";
case GR_FUNC_MODE_X_MINUS_HALF:
return "GR_FUNC_MODE_X_MINUS_HALF";
default:
return "";
}
}
#endif
#if 0
static const char *texInvert(int k)
{
return k ? "FXTRUE" : "FXFALSE";
}
#endif
static void uploadTextureEnv( tdfxContextPtr fxMesa )
{
if (TDFX_IS_NAPALM(fxMesa)) {
int unit;
for (unit = 0; unit < TDFX_NUM_TMU; unit++) {
#if 0
printf("upload env %d\n", unit);
printf(" cSourceA = %s\t", texSource(fxMesa->TexCombineExt[unit].Color.SourceA));
printf(" cModeA = %s\n", texMode(fxMesa->TexCombineExt[unit].Color.ModeA));
printf(" cSourceB = %s\t", texSource(fxMesa->TexCombineExt[unit].Color.SourceB));
printf(" cModeB = %s\n", texMode(fxMesa->TexCombineExt[unit].Color.ModeB));
printf(" cSourceC = %s\t", texSource(fxMesa->TexCombineExt[unit].Color.SourceC));
printf(" cInvertC = %s\n", texInvert(fxMesa->TexCombineExt[unit].Color.InvertC));
printf(" cSourceD = %s\t", texSource(fxMesa->TexCombineExt[unit].Color.SourceD));
printf(" cInvertD = %s\n", texInvert(fxMesa->TexCombineExt[unit].Color.InvertD));
printf(" cShift = %d\t", fxMesa->TexCombineExt[unit].Color.Shift);
printf(" cInvert = %d\n", fxMesa->TexCombineExt[unit].Color.Invert);
printf(" aSourceA = %s\t", texSource(fxMesa->TexCombineExt[unit].Alpha.SourceA));
printf(" aModeA = %s\n", texMode(fxMesa->TexCombineExt[unit].Alpha.ModeA));
printf(" aSourceB = %s\t", texSource(fxMesa->TexCombineExt[unit].Alpha.SourceB));
printf(" aModeB = %s\n", texMode(fxMesa->TexCombineExt[unit].Alpha.ModeB));
printf(" aSourceC = %s\t", texSource(fxMesa->TexCombineExt[unit].Alpha.SourceC));
printf(" aInvertC = %s\n", texInvert(fxMesa->TexCombineExt[unit].Alpha.InvertC));
printf(" aSourceD = %s\t", texSource(fxMesa->TexCombineExt[unit].Alpha.SourceD));
printf(" aInvertD = %s\n", texInvert(fxMesa->TexCombineExt[unit].Alpha.InvertD));
printf(" aShift = %d\t", fxMesa->TexCombineExt[unit].Alpha.Shift);
printf(" aInvert = %d\n", fxMesa->TexCombineExt[unit].Alpha.Invert);
printf(" Color = 0x%08x\n", fxMesa->TexCombineExt[unit].EnvColor);
#endif
fxMesa->Glide.grTexColorCombineExt(TDFX_TMU0 + unit,
fxMesa->TexCombineExt[unit].Color.SourceA,
fxMesa->TexCombineExt[unit].Color.ModeA,
fxMesa->TexCombineExt[unit].Color.SourceB,
fxMesa->TexCombineExt[unit].Color.ModeB,
fxMesa->TexCombineExt[unit].Color.SourceC,
fxMesa->TexCombineExt[unit].Color.InvertC,
fxMesa->TexCombineExt[unit].Color.SourceD,
fxMesa->TexCombineExt[unit].Color.InvertD,
fxMesa->TexCombineExt[unit].Color.Shift,
fxMesa->TexCombineExt[unit].Color.Invert);
fxMesa->Glide.grTexAlphaCombineExt(TDFX_TMU0 + unit,
fxMesa->TexCombineExt[unit].Alpha.SourceA,
fxMesa->TexCombineExt[unit].Alpha.ModeA,
fxMesa->TexCombineExt[unit].Alpha.SourceB,
fxMesa->TexCombineExt[unit].Alpha.ModeB,
fxMesa->TexCombineExt[unit].Alpha.SourceC,
fxMesa->TexCombineExt[unit].Alpha.InvertC,
fxMesa->TexCombineExt[unit].Alpha.SourceD,
fxMesa->TexCombineExt[unit].Alpha.InvertD,
fxMesa->TexCombineExt[unit].Alpha.Shift,
fxMesa->TexCombineExt[unit].Alpha.Invert);
fxMesa->Glide.grConstantColorValueExt(TDFX_TMU0 + unit,
fxMesa->TexCombineExt[unit].EnvColor);
}
}
else {
/* Voodoo3 */
int unit;
for (unit = 0; unit < TDFX_NUM_TMU; unit++) {
struct tdfx_texcombine *comb = &fxMesa->TexCombine[unit];
fxMesa->Glide.grTexCombine(TDFX_TMU0 + unit,
comb->FunctionRGB,
comb->FactorRGB,
comb->FunctionAlpha,
comb->FactorAlpha,
comb->InvertRGB,
comb->InvertAlpha);
}
}
}
static void uploadTextureParams( tdfxContextPtr fxMesa )
{
int unit;
for (unit = 0; unit < TDFX_NUM_TMU; unit++) {
const struct tdfx_texparams *p = &fxMesa->TexParams[unit];
/*
printf("upload params %d\n", unit);
printf(" clamp %x %x\n", env->sClamp, env->tClamp);
printf(" filter %x %x\n", env->minFilt, env->magFilt);
printf(" mipmap %x %x\n", env->mmMode, env->LODblend);
printf(" lod bias %f\n", env->LodBias);
*/
fxMesa->Glide.grTexClampMode(GR_TMU0 + unit, p->sClamp, p->tClamp);
fxMesa->Glide.grTexFilterMode(GR_TMU0 + unit, p->minFilt, p->magFilt);
fxMesa->Glide.grTexMipMapMode(GR_TMU0 + unit, p->mmMode, p->LODblend);
fxMesa->Glide.grTexLodBiasValue(GR_TMU0 + unit, CLAMP(p->LodBias, -8, 7.75));
}
}
static void uploadTextureSource( tdfxContextPtr fxMesa )
{
int unit;
for (unit = 0; unit < TDFX_NUM_TMU; unit++) {
const struct tdfx_texsource *src = &fxMesa->TexSource[unit];
/*
printf("upload source %d @ %d %p\n", unit, src->StartAddress, src->Info);
*/
if (src->Info) {
/*
printf(" smallLodLog2=%d largeLodLog2=%d ar=%d format=%d data=%p\n",
src->Info->smallLodLog2, src->Info->largeLodLog2,
src->Info->aspectRatioLog2, src->Info->format,
src->Info->data);
*/
fxMesa->Glide.grTexSource(GR_TMU0 + unit,
src->StartAddress,
src->EvenOdd,
src->Info);
}
}
}
static void uploadTextureImages( tdfxContextPtr fxMesa )
{
struct gl_context *ctx = fxMesa->glCtx;
int unit;
for (unit = 0; unit < TDFX_NUM_TMU; unit++) {
if (ctx->Texture.Unit[unit]._ReallyEnabled & (TEXTURE_1D_BIT|TEXTURE_2D_BIT)) {
struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
tdfxTexInfo *ti = TDFX_TEXTURE_DATA(tObj);
if (ti && ti->reloadImages && ti->whichTMU != TDFX_TMU_NONE) {
/*
printf("download texture image on unit %d\n", unit);
*/
tdfxTMDownloadTexture(fxMesa, tObj);
ti->reloadImages = GL_FALSE;
}
}
}
}
/*
* If scissoring is enabled, compute intersection of scissor region
* with all X clip rects, resulting in new cliprect list.
* If number of cliprects is zero or one, call grClipWindow to setup
* the clip region. Otherwise we'll call grClipWindow inside the
* BEGIN_CLIP_LOOP macro.
*/
void tdfxUploadClipping( tdfxContextPtr fxMesa )
{
__DRIdrawable *dPriv = fxMesa->driDrawable;
assert(dPriv);
if (fxMesa->numClipRects == 0) {
/* all drawing clipped away */
fxMesa->Glide.grClipWindow(0, 0, 0, 0);
}
else if (fxMesa->numClipRects == 1) {
fxMesa->Glide.grClipWindow(fxMesa->pClipRects[0].x1,
fxMesa->screen_height - fxMesa->pClipRects[0].y2,
fxMesa->pClipRects[0].x2,
fxMesa->screen_height - fxMesa->pClipRects[0].y1);
}
/* else, we'll do a cliprect loop around all drawing */
fxMesa->Glide.grDRIPosition( dPriv->x, dPriv->y, dPriv->w, dPriv->h,
fxMesa->numClipRects, fxMesa->pClipRects );
}
void tdfxEmitHwStateLocked( tdfxContextPtr fxMesa )
{
if ( !fxMesa->dirty )
return;
if ( fxMesa->dirty & TDFX_UPLOAD_COLOR_COMBINE ) {
if (TDFX_IS_NAPALM(fxMesa)) {
fxMesa->Glide.grColorCombineExt(fxMesa->ColorCombineExt.SourceA,
fxMesa->ColorCombineExt.ModeA,
fxMesa->ColorCombineExt.SourceB,
fxMesa->ColorCombineExt.ModeB,
fxMesa->ColorCombineExt.SourceC,
fxMesa->ColorCombineExt.InvertC,
fxMesa->ColorCombineExt.SourceD,
fxMesa->ColorCombineExt.InvertD,
fxMesa->ColorCombineExt.Shift,
fxMesa->ColorCombineExt.Invert);
}
else {
/* Voodoo 3 */
fxMesa->Glide.grColorCombine( fxMesa->ColorCombine.Function,
fxMesa->ColorCombine.Factor,
fxMesa->ColorCombine.Local,
fxMesa->ColorCombine.Other,
fxMesa->ColorCombine.Invert );
}
fxMesa->dirty &= ~TDFX_UPLOAD_COLOR_COMBINE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_ALPHA_COMBINE ) {
if (TDFX_IS_NAPALM(fxMesa)) {
fxMesa->Glide.grAlphaCombineExt(fxMesa->AlphaCombineExt.SourceA,
fxMesa->AlphaCombineExt.ModeA,
fxMesa->AlphaCombineExt.SourceB,
fxMesa->AlphaCombineExt.ModeB,
fxMesa->AlphaCombineExt.SourceC,
fxMesa->AlphaCombineExt.InvertC,
fxMesa->AlphaCombineExt.SourceD,
fxMesa->AlphaCombineExt.InvertD,
fxMesa->AlphaCombineExt.Shift,
fxMesa->AlphaCombineExt.Invert);
}
else {
/* Voodoo 3 */
fxMesa->Glide.grAlphaCombine( fxMesa->AlphaCombine.Function,
fxMesa->AlphaCombine.Factor,
fxMesa->AlphaCombine.Local,
fxMesa->AlphaCombine.Other,
fxMesa->AlphaCombine.Invert );
}
fxMesa->dirty &= ~TDFX_UPLOAD_ALPHA_COMBINE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_RENDER_BUFFER ) {
fxMesa->Glide.grRenderBuffer( fxMesa->DrawBuffer );
fxMesa->dirty &= ~TDFX_UPLOAD_RENDER_BUFFER;
}
if ( fxMesa->dirty & TDFX_UPLOAD_STIPPLE) {
fxMesa->Glide.grStipplePattern( fxMesa->Stipple.Pattern );
fxMesa->Glide.grStippleMode( fxMesa->Stipple.Mode );
fxMesa->dirty &= ~TDFX_UPLOAD_STIPPLE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_ALPHA_TEST ) {
fxMesa->Glide.grAlphaTestFunction( fxMesa->Color.AlphaFunc );
fxMesa->dirty &= ~TDFX_UPLOAD_ALPHA_TEST;
}
if ( fxMesa->dirty & TDFX_UPLOAD_ALPHA_REF ) {
fxMesa->Glide.grAlphaTestReferenceValue( fxMesa->Color.AlphaRef );
fxMesa->dirty &= ~TDFX_UPLOAD_ALPHA_REF;
}
if ( fxMesa->dirty & TDFX_UPLOAD_BLEND_FUNC ) {
if (fxMesa->Glide.grAlphaBlendFunctionExt) {
fxMesa->Glide.grAlphaBlendFunctionExt( fxMesa->Color.BlendSrcRGB,
fxMesa->Color.BlendDstRGB,
fxMesa->Color.BlendEqRGB,
fxMesa->Color.BlendSrcA,
fxMesa->Color.BlendDstA,
fxMesa->Color.BlendEqA );
}
else {
fxMesa->Glide.grAlphaBlendFunction( fxMesa->Color.BlendSrcRGB,
fxMesa->Color.BlendDstRGB,
fxMesa->Color.BlendSrcA,
fxMesa->Color.BlendDstA );
}
fxMesa->dirty &= ~TDFX_UPLOAD_BLEND_FUNC;
}
if ( fxMesa->dirty & TDFX_UPLOAD_DEPTH_MODE ) {
fxMesa->Glide.grDepthBufferMode( fxMesa->Depth.Mode );
fxMesa->dirty &= ~TDFX_UPLOAD_DEPTH_MODE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_DEPTH_BIAS ) {
fxMesa->Glide.grDepthBiasLevel( fxMesa->Depth.Bias );
fxMesa->dirty &= ~TDFX_UPLOAD_DEPTH_BIAS;
}
if ( fxMesa->dirty & TDFX_UPLOAD_DEPTH_FUNC ) {
fxMesa->Glide.grDepthBufferFunction( fxMesa->Depth.Func );
fxMesa->dirty &= ~TDFX_UPLOAD_DEPTH_FUNC;
}
if ( fxMesa->dirty & TDFX_UPLOAD_DEPTH_MASK ) {
fxMesa->Glide.grDepthMask( fxMesa->Depth.Mask );
fxMesa->dirty &= ~TDFX_UPLOAD_DEPTH_MASK;
}
if ( fxMesa->dirty & TDFX_UPLOAD_DITHER) {
fxMesa->Glide.grDitherMode( fxMesa->Color.Dither );
}
if ( fxMesa->dirty & TDFX_UPLOAD_FOG_MODE ) {
fxMesa->Glide.grFogMode( fxMesa->Fog.Mode );
fxMesa->dirty &= ~TDFX_UPLOAD_FOG_MODE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_FOG_COLOR ) {
fxMesa->Glide.grFogColorValue( fxMesa->Fog.Color );
fxMesa->dirty &= ~TDFX_UPLOAD_FOG_COLOR;
}
if ( fxMesa->dirty & TDFX_UPLOAD_FOG_TABLE ) {
fxMesa->Glide.grFogTable( fxMesa->Fog.Table );
fxMesa->dirty &= ~TDFX_UPLOAD_FOG_TABLE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_CULL ) {
fxMesa->Glide.grCullMode( fxMesa->CullMode );
fxMesa->dirty &= ~TDFX_UPLOAD_CULL;
}
if ( fxMesa->dirty & TDFX_UPLOAD_CLIP ) {
tdfxUploadClipping( fxMesa );
fxMesa->dirty &= ~TDFX_UPLOAD_CLIP;
}
if ( fxMesa->dirty & TDFX_UPLOAD_COLOR_MASK ) {
if ( fxMesa->Glide.grColorMaskExt
&& fxMesa->glCtx->Visual.redBits == 8) {
fxMesa->Glide.grColorMaskExt( fxMesa->Color.ColorMask[RCOMP],
fxMesa->Color.ColorMask[GCOMP],
fxMesa->Color.ColorMask[BCOMP],
fxMesa->Color.ColorMask[ACOMP] );
} else {
fxMesa->Glide.grColorMask( fxMesa->Color.ColorMask[RCOMP] ||
fxMesa->Color.ColorMask[GCOMP] ||
fxMesa->Color.ColorMask[BCOMP],
/*fxMesa->Color.ColorMask[0][ACOMP]*/GL_FALSE/*[dBorca] no-no*/ );
}
fxMesa->dirty &= ~TDFX_UPLOAD_COLOR_MASK;
}
if ( fxMesa->dirty & TDFX_UPLOAD_CONSTANT_COLOR ) {
fxMesa->Glide.grConstantColorValue( fxMesa->Color.MonoColor );
fxMesa->dirty &= ~TDFX_UPLOAD_CONSTANT_COLOR;
}
if ( fxMesa->dirty & TDFX_UPLOAD_LINE ) {
if (fxMesa->glCtx->Line.SmoothFlag && fxMesa->glCtx->Line.Width == 1.0)
fxMesa->Glide.grEnable(GR_AA_ORDERED);
else
fxMesa->Glide.grDisable(GR_AA_ORDERED);
fxMesa->dirty &= ~TDFX_UPLOAD_LINE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_STENCIL ) {
if (fxMesa->glCtx->Stencil._Enabled) {
fxMesa->Glide.grEnable(GR_STENCIL_MODE_EXT);
fxMesa->Glide.grStencilOp(fxMesa->Stencil.FailFunc,
fxMesa->Stencil.ZFailFunc,
fxMesa->Stencil.ZPassFunc);
fxMesa->Glide.grStencilFunc(fxMesa->Stencil.Function,
fxMesa->Stencil.RefValue,
fxMesa->Stencil.ValueMask);
fxMesa->Glide.grStencilMask(fxMesa->Stencil.WriteMask);
}
else {
fxMesa->Glide.grDisable(GR_STENCIL_MODE_EXT);
}
fxMesa->dirty &= ~TDFX_UPLOAD_STENCIL;
}
if ( fxMesa->dirty & TDFX_UPLOAD_VERTEX_LAYOUT ) {
fxMesa->Glide.grGlideSetVertexLayout( fxMesa->layout[fxMesa->vertexFormat] );
/* [dborca] enable fogcoord */
fxMesa->Glide.grVertexLayout(GR_PARAM_FOG_EXT, TDFX_FOG_OFFSET,
fxMesa->Fog.Mode == GR_FOG_WITH_TABLE_ON_FOGCOORD_EXT);
fxMesa->dirty &= ~TDFX_UPLOAD_VERTEX_LAYOUT;
}
if ( fxMesa->dirty & TDFX_UPLOAD_TEXTURE_ENV ) {
uploadTextureEnv(fxMesa);
fxMesa->dirty &= ~TDFX_UPLOAD_TEXTURE_ENV;
}
if ( fxMesa->dirty & TDFX_UPLOAD_TEXTURE_PARAMS ) {
uploadTextureParams(fxMesa);
fxMesa->dirty &= ~TDFX_UPLOAD_TEXTURE_PARAMS;
}
if ( fxMesa->dirty & TDFX_UPLOAD_TEXTURE_PALETTE ) {
if (fxMesa->TexPalette.Data) {
fxMesa->Glide.grTexDownloadTable(fxMesa->TexPalette.Type, fxMesa->TexPalette.Data);
}
fxMesa->dirty &= ~TDFX_UPLOAD_TEXTURE_PALETTE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_TEXTURE_SOURCE ) {
uploadTextureSource(fxMesa);
fxMesa->dirty &= ~TDFX_UPLOAD_TEXTURE_SOURCE;
}
if ( fxMesa->dirty & TDFX_UPLOAD_TEXTURE_IMAGES ) {
uploadTextureImages(fxMesa);
fxMesa->dirty &= ~TDFX_UPLOAD_TEXTURE_IMAGES;
}
fxMesa->dirty = 0;
}
void tdfxInitRenderFuncs( struct dd_function_table *functions )
{
functions->Clear = tdfxClear;
functions->Finish = tdfxFinish;
functions->Flush = tdfxFlush;
}
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