2 * Author: Max Lingua <sunmax@libero.it>
7 #include "s3v_context.h"
9 void s3vInitHW( s3vContextPtr vmesa
)
12 static short _reset
= 1;
14 DEBUG(("vmesa->driDrawable = %p\n", vmesa
->driDrawable
));
15 DEBUG(("stride = %i\n",
16 vmesa
->driScreen
->fbWidth
*vmesa
->s3vScreen
->cpp
));
17 DEBUG(("frontOffset = 0x%x\n", vmesa
->s3vScreen
->frontOffset
));
18 DEBUG(("backOffset = 0x%x\n", vmesa
->s3vScreen
->backOffset
));
19 DEBUG(("depthOffset = 0x%x\n", vmesa
->s3vScreen
->depthOffset
));
20 DEBUG(("textureOffset = 0x%x\n", vmesa
->s3vScreen
->texOffset
));
23 /* ioctl(vmesa->driFd, 0x4a); */
24 ioctl(vmesa
->driFd
, 0x41); /* reset */
26 /* ioctl(vmesa->driFd, 0x4c); */
30 switch (vmesa
->s3vScreen
->cpp
) {
37 /* FIXME for stencil, gid, etc */
38 switch (vmesa
->DepthSize
) {
49 vmesa
->ClearDepth
= 0xffff;
54 vmesa
->FrameCount
= 0;
55 vmesa
->MatrixMode
= GL_MODELVIEW
;
56 vmesa
->ModelViewCount
= 0;
58 vmesa
->TextureCount
= 0;
61 /* FIXME: do we need the following? */
63 for (i
= 0; i
< 16; i
++)
67 vmesa
->ModelViewProj
[i
] =
68 vmesa
->Texture
[i
] = 1.0;
72 vmesa
->ModelViewProj
[i
] =
73 vmesa
->Texture
[i
] = 0.0;
75 vmesa
->LBWindowBase
= vmesa
->driScreen
->fbWidth
*
76 (vmesa
->driScreen
->fbHeight
- 1);
77 vmesa
->FBWindowBase
= vmesa
->driScreen
->fbWidth
*
78 (vmesa
->driScreen
->fbHeight
- 1);