Add support for GL_EXT_secondary_color. It looks like using
[mesa.git] / src / mesa / drivers / dri / savage / savagestate.c
1 /*
2 * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved.
3 * Copyright 2001-2003 S3 Graphics, Inc. All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sub license,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the
13 * next paragraph) shall be included in all copies or substantial portions
14 * of the Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
19 * VIA, S3 GRAPHICS, AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
22 * DEALINGS IN THE SOFTWARE.
23 */
24
25
26 #include <stdio.h>
27
28 #include "mtypes.h"
29 #include "enums.h"
30 #include "macros.h"
31 #include "dd.h"
32
33 #include "mm.h"
34 #include "savagedd.h"
35 #include "savagecontext.h"
36
37 #include "savagestate.h"
38 #include "savagetex.h"
39 #include "savagetris.h"
40 #include "savageioctl.h"
41 #include "savage_bci.h"
42
43 #include "swrast/swrast.h"
44 #include "array_cache/acache.h"
45 #include "tnl/tnl.h"
46 #include "swrast_setup/swrast_setup.h"
47
48 #include "xmlpool.h"
49
50 /* Savage4, ProSavage[DDR], SuperSavage watermarks */
51 #define S4_ZRLO 24
52 #define S4_ZRHI 24
53 #define S4_ZWLO 0
54 #define S4_ZWHI 0
55
56 #define S4_DRLO 0
57 #define S4_DRHI 0
58 #define S4_DWLO 0
59 #define S4_DWHI 0
60
61 #define S4_TR 15
62
63 /* Savage3D/MX/IX watermarks */
64 #define S3D_ZRLO 8
65 #define S3D_ZRHI 24
66 #define S3D_ZWLO 0
67 #define S3D_ZWHI 24
68
69 #define S3D_DRLO 0
70 #define S3D_DRHI 0
71 #define S3D_DWLO 0
72 #define S3D_DWHI 0
73
74 #define S3D_TR 15
75
76 static void savageBlendFunc_s4(GLcontext *);
77 static void savageBlendFunc_s3d(GLcontext *);
78
79 static __inline__ GLuint savagePackColor(GLuint format,
80 GLubyte r, GLubyte g,
81 GLubyte b, GLubyte a)
82 {
83 switch (format) {
84 case DV_PF_8888:
85 return SAVAGEPACKCOLOR8888(r,g,b,a);
86 case DV_PF_565:
87 return SAVAGEPACKCOLOR565(r,g,b);
88 default:
89
90 return 0;
91 }
92 }
93
94
95 static void savageDDAlphaFunc_s4(GLcontext *ctx, GLenum func, GLfloat ref)
96 {
97 savageBlendFunc_s4(ctx);
98 }
99 static void savageDDAlphaFunc_s3d(GLcontext *ctx, GLenum func, GLfloat ref)
100 {
101 savageBlendFunc_s3d(ctx);
102 }
103
104 static void savageDDBlendEquationSeparate(GLcontext *ctx,
105 GLenum modeRGB, GLenum modeA)
106 {
107 assert( modeRGB == modeA );
108
109 /* BlendEquation sets ColorLogicOpEnabled in an unexpected
110 * manner.
111 */
112 FALLBACK( ctx, SAVAGE_FALLBACK_LOGICOP,
113 (ctx->Color.ColorLogicOpEnabled &&
114 ctx->Color.LogicOp != GL_COPY));
115
116 /* Can only do blend addition, not min, max, subtract, etc. */
117 FALLBACK( ctx, SAVAGE_FALLBACK_BLEND_EQ,
118 modeRGB != GL_FUNC_ADD);
119 }
120
121
122 static void savageBlendFunc_s4(GLcontext *ctx)
123 {
124 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
125 u_int32_t drawLocalCtrl = imesa->regs.s4.drawLocalCtrl.ui;
126 u_int32_t drawCtrl0 = imesa->regs.s4.drawCtrl0.ui;
127 u_int32_t drawCtrl1 = imesa->regs.s4.drawCtrl1.ui;
128
129 /* set up draw control register (including blending, alpha
130 * test, and shading model)
131 */
132
133 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_FALSE;
134
135 /*
136 * blend modes
137 */
138 if(ctx->Color.BlendEnabled){
139 switch (ctx->Color.BlendDstRGB)
140 {
141 case GL_ZERO:
142 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_Zero;
143 break;
144
145 case GL_ONE:
146 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_One;
147 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
148 break;
149
150 case GL_SRC_COLOR:
151 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_SrcClr;
152 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
153 break;
154
155 case GL_ONE_MINUS_SRC_COLOR:
156 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_1SrcClr;
157 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
158 break;
159
160 case GL_SRC_ALPHA:
161 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_SrcAlpha;
162 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
163 break;
164
165 case GL_ONE_MINUS_SRC_ALPHA:
166 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_1SrcAlpha;
167 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
168 break;
169
170 case GL_DST_ALPHA:
171 if (imesa->glCtx->Visual.alphaBits == 0)
172 {
173 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_One;
174 }
175 else
176 {
177 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode= DAM_DstAlpha;
178 }
179 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
180 break;
181
182 case GL_ONE_MINUS_DST_ALPHA:
183 if (imesa->glCtx->Visual.alphaBits == 0)
184 {
185 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_Zero;
186 }
187 else
188 {
189 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode=DAM_1DstAlpha;
190 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites= GL_TRUE;
191 }
192 break;
193 }
194
195 switch (ctx->Color.BlendSrcRGB)
196 {
197 case GL_ZERO:
198 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_Zero;
199 break;
200
201 case GL_ONE:
202 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_One;
203 break;
204
205 case GL_DST_COLOR:
206 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_DstClr;
207 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
208 break;
209
210 case GL_ONE_MINUS_DST_COLOR:
211 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_1DstClr;
212 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
213 break;
214
215 case GL_SRC_ALPHA:
216 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_SrcAlpha;
217 break;
218
219 case GL_ONE_MINUS_SRC_ALPHA:
220 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_1SrcAlpha;
221 break;
222
223 case GL_DST_ALPHA:
224 if (imesa->glCtx->Visual.alphaBits == 0)
225 {
226 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_One;
227 }
228 else
229 {
230 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode= SAM_DstAlpha;
231 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites= GL_TRUE;
232 }
233 break;
234
235 case GL_ONE_MINUS_DST_ALPHA:
236 if (imesa->glCtx->Visual.alphaBits == 0)
237 {
238 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_Zero;
239 }
240 else
241 {
242 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode=SAM_1DstAlpha;
243 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites= GL_TRUE;
244 }
245 break;
246 }
247 }
248 else
249 {
250 imesa->regs.s4.drawLocalCtrl.ni.dstAlphaMode = DAM_Zero;
251 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_One;
252 }
253
254 /* alpha test*/
255
256 if(ctx->Color.AlphaEnabled)
257 {
258 ACmpFunc a;
259 GLubyte alphaRef;
260
261 CLAMPED_FLOAT_TO_UBYTE(alphaRef,ctx->Color.AlphaRef);
262
263 switch(ctx->Color.AlphaFunc) {
264 case GL_NEVER: a = CF_Never; break;
265 case GL_ALWAYS: a = CF_Always; break;
266 case GL_LESS: a = CF_Less; break;
267 case GL_LEQUAL: a = CF_LessEqual; break;
268 case GL_EQUAL: a = CF_Equal; break;
269 case GL_GREATER: a = CF_Greater; break;
270 case GL_GEQUAL: a = CF_GreaterEqual; break;
271 case GL_NOTEQUAL: a = CF_NotEqual; break;
272 default:return;
273 }
274
275 imesa->regs.s4.drawCtrl1.ni.alphaTestEn = GL_TRUE;
276 imesa->regs.s4.drawCtrl1.ni.alphaTestCmpFunc = a;
277 imesa->regs.s4.drawCtrl0.ni.alphaRefVal = alphaRef;
278 }
279 else
280 {
281 imesa->regs.s4.drawCtrl1.ni.alphaTestEn = GL_FALSE;
282 }
283
284 /* Set/Reset Z-after-alpha*/
285
286 imesa->regs.s4.drawLocalCtrl.ni.wrZafterAlphaTst =
287 imesa->regs.s4.drawCtrl1.ni.alphaTestEn;
288 /*imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn =
289 ~drawLocalCtrl.ni.wrZafterAlphaTst;*/
290
291 if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
292 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
293 if (drawCtrl0 != imesa->regs.s4.drawCtrl0.ui ||
294 drawCtrl1 != imesa->regs.s4.drawCtrl1.ui)
295 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
296 }
297 static void savageBlendFunc_s3d(GLcontext *ctx)
298 {
299 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
300 u_int32_t drawCtrl = imesa->regs.s3d.drawCtrl.ui;
301 u_int32_t zBufCtrl = imesa->regs.s3d.zBufCtrl.ui;
302
303 /* set up draw control register (including blending, alpha
304 * test, dithering, and shading model)
305 */
306
307 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = 0;
308
309 /*
310 * blend modes
311 */
312 if(ctx->Color.BlendEnabled){
313 switch (ctx->Color.BlendDstRGB)
314 {
315 case GL_ZERO:
316 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_Zero;
317 break;
318
319 case GL_ONE:
320 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_One;
321 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
322 break;
323
324 case GL_SRC_COLOR:
325 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_SrcClr;
326 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
327 break;
328
329 case GL_ONE_MINUS_SRC_COLOR:
330 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_1SrcClr;
331 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
332 break;
333
334 case GL_SRC_ALPHA:
335 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_SrcAlpha;
336 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
337 break;
338
339 case GL_ONE_MINUS_SRC_ALPHA:
340 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_1SrcAlpha;
341 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
342 break;
343
344 case GL_DST_ALPHA:
345 if (imesa->glCtx->Visual.alphaBits == 0)
346 {
347 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_One;
348 }
349 else
350 {
351 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_DstAlpha;
352 }
353 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
354 break;
355
356 case GL_ONE_MINUS_DST_ALPHA:
357 if (imesa->glCtx->Visual.alphaBits == 0)
358 {
359 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_Zero;
360 }
361 else
362 {
363 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_1DstAlpha;
364 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
365 }
366 break;
367 }
368
369 switch (ctx->Color.BlendSrcRGB)
370 {
371 case GL_ZERO:
372 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_Zero;
373 break;
374
375 case GL_ONE:
376 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_One;
377 break;
378
379 case GL_DST_COLOR:
380 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_DstClr;
381 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
382 break;
383
384 case GL_ONE_MINUS_DST_COLOR:
385 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_1DstClr;
386 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
387 break;
388
389 case GL_SRC_ALPHA:
390 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_SrcAlpha;
391 break;
392
393 case GL_ONE_MINUS_SRC_ALPHA:
394 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_1SrcAlpha;
395 break;
396
397 case GL_DST_ALPHA:
398 if (imesa->glCtx->Visual.alphaBits == 0)
399 {
400 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_One;
401 }
402 else
403 {
404 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_DstAlpha;
405 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
406 }
407 break;
408
409 case GL_ONE_MINUS_DST_ALPHA:
410 if (imesa->glCtx->Visual.alphaBits == 0)
411 {
412 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_Zero;
413 }
414 else
415 {
416 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_1DstAlpha;
417 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
418 }
419 break;
420 }
421 }
422 else
423 {
424 imesa->regs.s3d.drawCtrl.ni.dstAlphaMode = DAM_Zero;
425 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_One;
426 }
427
428 /* alpha test*/
429
430 if(ctx->Color.AlphaEnabled)
431 {
432 ACmpFunc a;
433 GLubyte alphaRef;
434
435 CLAMPED_FLOAT_TO_UBYTE(alphaRef,ctx->Color.AlphaRef);
436
437 switch(ctx->Color.AlphaFunc) {
438 case GL_NEVER: a = CF_Never; break;
439 case GL_ALWAYS: a = CF_Always; break;
440 case GL_LESS: a = CF_Less; break;
441 case GL_LEQUAL: a = CF_LessEqual; break;
442 case GL_EQUAL: a = CF_Equal; break;
443 case GL_GREATER: a = CF_Greater; break;
444 case GL_GEQUAL: a = CF_GreaterEqual; break;
445 case GL_NOTEQUAL: a = CF_NotEqual; break;
446 default:return;
447 }
448
449 imesa->regs.s3d.drawCtrl.ni.alphaTestEn = GL_TRUE;
450 imesa->regs.s3d.drawCtrl.ni.alphaTestCmpFunc = a;
451 imesa->regs.s3d.drawCtrl.ni.alphaRefVal = alphaRef;
452 }
453 else
454 {
455 imesa->regs.s3d.drawCtrl.ni.alphaTestEn = GL_FALSE;
456 }
457
458 /* Set/Reset Z-after-alpha*/
459
460 imesa->regs.s3d.zBufCtrl.ni.wrZafterAlphaTst =
461 imesa->regs.s3d.drawCtrl.ni.alphaTestEn;
462
463 if (drawCtrl != imesa->regs.s3d.drawCtrl.ui ||
464 zBufCtrl != imesa->regs.s3d.zBufCtrl.ui)
465 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
466 }
467
468 static void savageDDBlendFuncSeparate_s4( GLcontext *ctx, GLenum sfactorRGB,
469 GLenum dfactorRGB, GLenum sfactorA,
470 GLenum dfactorA )
471 {
472 assert (dfactorRGB == dfactorA && sfactorRGB == sfactorA);
473 savageBlendFunc_s4( ctx );
474 }
475 static void savageDDBlendFuncSeparate_s3d( GLcontext *ctx, GLenum sfactorRGB,
476 GLenum dfactorRGB, GLenum sfactorA,
477 GLenum dfactorA )
478 {
479 assert (dfactorRGB == dfactorA && sfactorRGB == sfactorA);
480 savageBlendFunc_s3d( ctx );
481 }
482
483
484
485 static void savageDDDepthFunc_s4(GLcontext *ctx, GLenum func)
486 {
487 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
488 ZCmpFunc zmode;
489 u_int32_t drawLocalCtrl = imesa->regs.s4.drawLocalCtrl.ui;
490 u_int32_t zBufCtrl = imesa->regs.s4.zBufCtrl.ui;
491 u_int32_t zWatermarks = imesa->regs.s4.zWatermarks.ui; /* FIXME: in DRM */
492
493 /* set up z-buffer control register (global)
494 * set up z-buffer offset register (global)
495 * set up z read/write watermarks register (global)
496 */
497
498 switch(func) { /* reversed (see savageCalcViewport) */
499 case GL_NEVER: zmode = CF_Never; break;
500 case GL_ALWAYS: zmode = CF_Always; break;
501 case GL_LESS: zmode = CF_Greater; break;
502 case GL_LEQUAL: zmode = CF_GreaterEqual; break;
503 case GL_EQUAL: zmode = CF_Equal; break;
504 case GL_GREATER: zmode = CF_Less; break;
505 case GL_GEQUAL: zmode = CF_LessEqual; break;
506 case GL_NOTEQUAL: zmode = CF_NotEqual; break;
507 default:return;
508 }
509 if (ctx->Depth.Test)
510 {
511
512 imesa->regs.s4.zBufCtrl.ni.zCmpFunc = zmode;
513 imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn = ctx->Depth.Mask;
514 imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_TRUE;
515 imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_TRUE;
516 }
517 else if (imesa->glCtx->Stencil.Enabled && imesa->hw_stencil)
518 {
519 /* Need to keep Z on for Stencil. */
520 imesa->regs.s4.zBufCtrl.ni.zCmpFunc = CF_Always;
521 imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_TRUE;
522 imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn = GL_FALSE;
523 imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
524 }
525 else
526 {
527
528 if (imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn == GL_FALSE)
529 {
530 imesa->regs.s4.zBufCtrl.ni.zCmpFunc = CF_Always;
531 imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_TRUE;
532 }
533 else
534
535 /* DRAWUPDATE_REQUIRES_Z_ENABLED*/
536 {
537 imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_FALSE;
538 }
539 imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn = GL_FALSE;
540 imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
541 }
542
543 if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
544 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
545 if (zBufCtrl != imesa->regs.s4.zBufCtrl.ui ||
546 zWatermarks != imesa->regs.s4.zWatermarks.ui)
547 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
548 }
549 static void savageDDDepthFunc_s3d(GLcontext *ctx, GLenum func)
550 {
551 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
552 ZCmpFunc zmode;
553 u_int32_t drawCtrl = imesa->regs.s3d.drawCtrl.ui;
554 u_int32_t zBufCtrl = imesa->regs.s3d.zBufCtrl.ui;
555 u_int32_t zWatermarks = imesa->regs.s3d.zWatermarks.ui; /* FIXME: in DRM */
556
557 /* set up z-buffer control register (global)
558 * set up z-buffer offset register (global)
559 * set up z read/write watermarks register (global)
560 */
561 switch(func) { /* reversed (see savageCalcViewport) */
562 case GL_NEVER: zmode = CF_Never; break;
563 case GL_ALWAYS: zmode = CF_Always; break;
564 case GL_LESS: zmode = CF_Greater; break;
565 case GL_LEQUAL: zmode = CF_GreaterEqual; break;
566 case GL_EQUAL: zmode = CF_Equal; break;
567 case GL_GREATER: zmode = CF_Less; break;
568 case GL_GEQUAL: zmode = CF_LessEqual; break;
569 case GL_NOTEQUAL: zmode = CF_NotEqual; break;
570 default:return;
571 }
572 if (ctx->Depth.Test)
573 {
574 imesa->regs.s3d.zBufCtrl.ni.zBufEn = GL_TRUE;
575 imesa->regs.s3d.zBufCtrl.ni.zCmpFunc = zmode;
576 imesa->regs.s3d.zBufCtrl.ni.zUpdateEn = ctx->Depth.Mask;
577
578 imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_TRUE;
579 }
580 else
581 {
582 if (imesa->regs.s3d.zBufCtrl.ni.drawUpdateEn == GL_FALSE) {
583 imesa->regs.s3d.zBufCtrl.ni.zCmpFunc = CF_Always;
584 imesa->regs.s3d.zBufCtrl.ni.zBufEn = GL_TRUE;
585 }
586 else
587
588 /* DRAWUPDATE_REQUIRES_Z_ENABLED*/
589 {
590 imesa->regs.s3d.zBufCtrl.ni.zBufEn = GL_FALSE;
591 }
592 imesa->regs.s3d.zBufCtrl.ni.zUpdateEn = GL_FALSE;
593 imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_FALSE;
594 }
595
596 if (drawCtrl != imesa->regs.s3d.drawCtrl.ui ||
597 zBufCtrl != imesa->regs.s3d.zBufCtrl.ui)
598 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
599 if (zWatermarks != imesa->regs.s3d.zWatermarks.ui)
600 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
601 }
602
603 static void savageDDDepthMask_s4(GLcontext *ctx, GLboolean flag)
604 {
605 savageDDDepthFunc_s4(ctx,ctx->Depth.Func);
606 }
607 static void savageDDDepthMask_s3d(GLcontext *ctx, GLboolean flag)
608 {
609 savageDDDepthFunc_s3d(ctx,ctx->Depth.Func);
610 }
611
612
613
614
615 /* =============================================================
616 * Hardware clipping
617 */
618
619
620 static void savageDDScissor( GLcontext *ctx, GLint x, GLint y,
621 GLsizei w, GLsizei h )
622 {
623 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
624
625 /* Emit buffered commands with old scissor state. */
626 FLUSH_BATCH(imesa);
627
628 /* Mirror scissors in private context. */
629 imesa->scissor.enabled = ctx->Scissor.Enabled;
630 imesa->scissor.x = x;
631 imesa->scissor.y = y;
632 imesa->scissor.w = w;
633 imesa->scissor.h = h;
634 }
635
636
637
638 static void savageDDDrawBuffer(GLcontext *ctx, GLenum mode )
639 {
640 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
641 u_int32_t destCtrl = imesa->regs.s4.destCtrl.ui;
642
643 /*
644 * _DrawDestMask is easier to cope with than <mode>.
645 */
646 switch ( ctx->DrawBuffer->_ColorDrawBufferMask[0] ) {
647 case BUFFER_BIT_FRONT_LEFT:
648 imesa->IsDouble = GL_FALSE;
649 imesa->regs.s4.destCtrl.ni.offset = imesa->savageScreen->frontOffset>>11;
650
651 imesa->NotFirstFrame = GL_FALSE;
652 savageXMesaSetFrontClipRects( imesa );
653 FALLBACK( ctx, SAVAGE_FALLBACK_DRAW_BUFFER, GL_FALSE );
654 break;
655 case BUFFER_BIT_BACK_LEFT:
656 imesa->IsDouble = GL_TRUE;
657 imesa->regs.s4.destCtrl.ni.offset = imesa->savageScreen->backOffset>>11;
658 imesa->NotFirstFrame = GL_FALSE;
659 savageXMesaSetBackClipRects( imesa );
660 FALLBACK( ctx, SAVAGE_FALLBACK_DRAW_BUFFER, GL_FALSE );
661 break;
662 default:
663 FALLBACK( ctx, SAVAGE_FALLBACK_DRAW_BUFFER, GL_TRUE );
664 return;
665 }
666
667 if (destCtrl != imesa->regs.s4.destCtrl.ui)
668 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
669 }
670
671 static void savageDDReadBuffer(GLcontext *ctx, GLenum mode )
672 {
673 /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */
674 }
675
676 #if 0
677 static void savageDDSetColor(GLcontext *ctx,
678 GLubyte r, GLubyte g,
679 GLubyte b, GLubyte a )
680 {
681 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
682 imesa->MonoColor = savagePackColor( imesa->savageScreen->frontFormat, r, g, b, a );
683 }
684 #endif
685
686 /* =============================================================
687 * Window position and viewport transformation
688 */
689
690 void savageCalcViewport( GLcontext *ctx )
691 {
692 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
693 const GLfloat *v = ctx->Viewport._WindowMap.m;
694 GLfloat *m = imesa->hw_viewport;
695
696 m[MAT_SX] = v[MAT_SX];
697 m[MAT_TX] = v[MAT_TX] + imesa->drawX + SUBPIXEL_X;
698 m[MAT_SY] = - v[MAT_SY];
699 m[MAT_TY] = - v[MAT_TY] + imesa->driDrawable->h + imesa->drawY + SUBPIXEL_Y;
700 /* Depth range is reversed (far: 0, near: 1) so that float depth
701 * compensates for loss of accuracy of far coordinates. */
702 if (imesa->float_depth && imesa->savageScreen->zpp == 2) {
703 /* The Savage 16-bit floating point depth format can't encode
704 * numbers < 2^-16. Make sure all depth values stay greater
705 * than that. */
706 m[MAT_SZ] = - v[MAT_SZ] * imesa->depth_scale * (65535.0/65536.0);
707 m[MAT_TZ] = 1.0 - v[MAT_TZ] * imesa->depth_scale * (65535.0/65536.0);
708 } else {
709 m[MAT_SZ] = - v[MAT_SZ] * imesa->depth_scale;
710 m[MAT_TZ] = 1.0 - v[MAT_TZ] * imesa->depth_scale;
711 }
712
713 imesa->SetupNewInputs = ~0;
714 }
715
716 static void savageViewport( GLcontext *ctx,
717 GLint x, GLint y,
718 GLsizei width, GLsizei height )
719 {
720 savageCalcViewport( ctx );
721 }
722
723 static void savageDepthRange( GLcontext *ctx,
724 GLclampd nearval, GLclampd farval )
725 {
726 savageCalcViewport( ctx );
727 }
728
729
730 /* =============================================================
731 * Miscellaneous
732 */
733
734 static void savageDDClearColor(GLcontext *ctx,
735 const GLfloat color[4] )
736 {
737 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
738 GLubyte c[4];
739 CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]);
740 CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]);
741 CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]);
742 CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]);
743
744 imesa->ClearColor = savagePackColor( imesa->savageScreen->frontFormat,
745 c[0], c[1], c[2], c[3] );
746 }
747
748 /* Fallback to swrast for select and feedback.
749 */
750 static void savageRenderMode( GLcontext *ctx, GLenum mode )
751 {
752 FALLBACK( ctx, SAVAGE_FALLBACK_RENDERMODE, (mode != GL_RENDER) );
753 }
754
755
756 #if HW_CULL
757
758 /* =============================================================
759 * Culling - the savage isn't quite as clean here as the rest of
760 * its interfaces, but it's not bad.
761 */
762 static void savageDDCullFaceFrontFace(GLcontext *ctx, GLenum unused)
763 {
764 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
765 GLuint cullMode=imesa->LcsCullMode;
766 switch (ctx->Polygon.CullFaceMode)
767 {
768 case GL_FRONT:
769 switch (ctx->Polygon.FrontFace)
770 {
771 case GL_CW:
772 cullMode = BCM_CW;
773 break;
774 case GL_CCW:
775 cullMode = BCM_CCW;
776 break;
777 }
778 break;
779
780 case GL_BACK:
781 switch (ctx->Polygon.FrontFace)
782 {
783 case GL_CW:
784 cullMode = BCM_CCW;
785 break;
786 case GL_CCW:
787 cullMode = BCM_CW;
788 break;
789 }
790 break;
791 }
792 imesa->LcsCullMode = cullMode;
793 imesa->new_state |= SAVAGE_NEW_CULL;
794 }
795 #endif /* end #if HW_CULL */
796
797 static void savageUpdateCull( GLcontext *ctx )
798 {
799 #if HW_CULL
800 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
801 GLuint cullMode;
802 if (ctx->Polygon.CullFlag &&
803 imesa->raster_primitive >= GL_TRIANGLES &&
804 ctx->Polygon.CullFaceMode != GL_FRONT_AND_BACK)
805 cullMode = imesa->LcsCullMode;
806 else
807 cullMode = BCM_None;
808 if (imesa->savageScreen->chipset >= S3_SAVAGE4) {
809 if (imesa->regs.s4.drawCtrl1.ni.cullMode != cullMode) {
810 imesa->regs.s4.drawCtrl1.ni.cullMode = cullMode;
811 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
812 }
813 } else {
814 if (imesa->regs.s3d.drawCtrl.ni.cullMode != cullMode) {
815 imesa->regs.s3d.drawCtrl.ni.cullMode = cullMode;
816 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
817 }
818 }
819 #endif /* end #if HW_CULL */
820 }
821
822
823
824 /* =============================================================
825 * Color masks
826 */
827
828 /* Savage4 can disable draw updates when all channels are
829 * masked. Savage3D has a bit called drawUpdateEn, but it doesn't seem
830 * to have any effect. If only some channels are masked we need a
831 * software fallback on all chips.
832 */
833 static void savageDDColorMask_s4(GLcontext *ctx,
834 GLboolean r, GLboolean g,
835 GLboolean b, GLboolean a )
836 {
837 savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
838 GLboolean passAny, passAll;
839
840 if (ctx->Visual.alphaBits) {
841 passAny = b || g || r || a;
842 passAll = r && g && b && a;
843 } else {
844 passAny = b || g || r;
845 passAll = r && g && b;
846 }
847
848 if (passAny) {
849 if (!imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn) {
850 imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn = GL_TRUE;
851 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
852 }
853 FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !passAll);
854 } else if (imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn) {
855 imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn = GL_FALSE;
856 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
857 }
858 }
859 static void savageDDColorMask_s3d(GLcontext *ctx,
860 GLboolean r, GLboolean g,
861 GLboolean b, GLboolean a )
862 {
863 if (ctx->Visual.alphaBits)
864 FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !(r && g && b && a));
865 else
866 FALLBACK (ctx, SAVAGE_FALLBACK_COLORMASK, !(r && g && b));
867 }
868
869 static void savageUpdateSpecular_s4(GLcontext *ctx) {
870 savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
871 u_int32_t drawLocalCtrl = imesa->regs.s4.drawLocalCtrl.ui;
872
873 if (NEED_SECONDARY_COLOR(ctx)) {
874 imesa->regs.s4.drawLocalCtrl.ni.specShadeEn = GL_TRUE;
875 } else {
876 imesa->regs.s4.drawLocalCtrl.ni.specShadeEn = GL_FALSE;
877 }
878
879 if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
880 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
881 }
882
883 static void savageUpdateSpecular_s3d(GLcontext *ctx) {
884 savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
885 u_int32_t drawCtrl = imesa->regs.s3d.drawCtrl.ui;
886
887 if (NEED_SECONDARY_COLOR(ctx)) {
888 imesa->regs.s3d.drawCtrl.ni.specShadeEn = GL_TRUE;
889 } else {
890 imesa->regs.s3d.drawCtrl.ni.specShadeEn = GL_FALSE;
891 }
892
893 if (drawCtrl != imesa->regs.s3d.drawCtrl.ui)
894 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
895 }
896
897 static void savageDDLightModelfv_s4(GLcontext *ctx, GLenum pname,
898 const GLfloat *param)
899 {
900 savageUpdateSpecular_s4 (ctx);
901 }
902 static void savageDDLightModelfv_s3d(GLcontext *ctx, GLenum pname,
903 const GLfloat *param)
904 {
905 savageUpdateSpecular_s3d (ctx);
906 }
907
908 static void savageDDShadeModel_s4(GLcontext *ctx, GLuint mod)
909 {
910 savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
911 u_int32_t drawLocalCtrl = imesa->regs.s4.drawLocalCtrl.ui;
912
913 if (mod == GL_SMOOTH)
914 {
915 imesa->regs.s4.drawLocalCtrl.ni.flatShadeEn = GL_FALSE;
916 }
917 else
918 {
919 imesa->regs.s4.drawLocalCtrl.ni.flatShadeEn = GL_TRUE;
920 }
921
922 if (drawLocalCtrl != imesa->regs.s4.drawLocalCtrl.ui)
923 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
924 }
925 static void savageDDShadeModel_s3d(GLcontext *ctx, GLuint mod)
926 {
927 savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
928 u_int32_t drawCtrl = imesa->regs.s3d.drawCtrl.ui;
929
930 if (mod == GL_SMOOTH)
931 {
932 imesa->regs.s3d.drawCtrl.ni.flatShadeEn = GL_FALSE;
933 }
934 else
935 {
936 imesa->regs.s3d.drawCtrl.ni.flatShadeEn = GL_TRUE;
937 }
938
939 if (drawCtrl != imesa->regs.s3d.drawCtrl.ui)
940 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
941 }
942
943
944 /* =============================================================
945 * Fog
946 * The fogCtrl register has the same position and the same layout
947 * on savage3d and savage4. No need for two separate functions.
948 */
949
950 static void savageDDFogfv(GLcontext *ctx, GLenum pname, const GLfloat *param)
951 {
952 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
953 GLuint fogClr;
954 u_int32_t fogCtrl = imesa->regs.s4.fogCtrl.ui;
955
956 /*if ((ctx->Fog.Enabled) &&(pname == GL_FOG_COLOR))*/
957 if (ctx->Fog.Enabled)
958 {
959 fogClr = (((GLubyte)(ctx->Fog.Color[0]*255.0F) << 16) |
960 ((GLubyte)(ctx->Fog.Color[1]*255.0F) << 8) |
961 ((GLubyte)(ctx->Fog.Color[2]*255.0F) << 0));
962 imesa->regs.s4.fogCtrl.ni.fogEn = GL_TRUE;
963 /*cheap fog*/
964 imesa->regs.s4.fogCtrl.ni.fogMode = GL_TRUE;
965 imesa->regs.s4.fogCtrl.ni.fogClr = fogClr;
966 }
967 else
968 {
969 /*No fog*/
970
971 imesa->regs.s4.fogCtrl.ni.fogEn = 0;
972 imesa->regs.s4.fogCtrl.ni.fogMode = 0;
973 }
974
975 if (fogCtrl != imesa->regs.s4.fogCtrl.ui)
976 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
977 }
978
979
980 static void
981 savageDDStencilFuncSeparate(GLcontext *ctx, GLenum face, GLenum func,
982 GLint ref, GLuint mask)
983 {
984 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
985 unsigned a=0;
986 const u_int32_t zBufCtrl = imesa->regs.s4.zBufCtrl.ui;
987 const u_int32_t stencilCtrl = imesa->regs.s4.stencilCtrl.ui;
988
989 imesa->regs.s4.zBufCtrl.ni.stencilRefVal = ctx->Stencil.Ref[0];
990 imesa->regs.s4.stencilCtrl.ni.readMask = ctx->Stencil.ValueMask[0];
991
992 switch (ctx->Stencil.Function[0])
993 {
994 case GL_NEVER: a = CF_Never; break;
995 case GL_ALWAYS: a = CF_Always; break;
996 case GL_LESS: a = CF_Less; break;
997 case GL_LEQUAL: a = CF_LessEqual; break;
998 case GL_EQUAL: a = CF_Equal; break;
999 case GL_GREATER: a = CF_Greater; break;
1000 case GL_GEQUAL: a = CF_GreaterEqual; break;
1001 case GL_NOTEQUAL: a = CF_NotEqual; break;
1002 default:
1003 break;
1004 }
1005
1006 imesa->regs.s4.stencilCtrl.ni.cmpFunc = a;
1007
1008 if (zBufCtrl != imesa->regs.s4.zBufCtrl.ui ||
1009 stencilCtrl != imesa->regs.s4.stencilCtrl.ui)
1010 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
1011 }
1012
1013 static void
1014 savageDDStencilMaskSeparate(GLcontext *ctx, GLenum face, GLuint mask)
1015 {
1016 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
1017
1018 if (imesa->regs.s4.stencilCtrl.ni.writeMask != ctx->Stencil.WriteMask[0]) {
1019 imesa->regs.s4.stencilCtrl.ni.writeMask = ctx->Stencil.WriteMask[0];
1020 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
1021 }
1022 }
1023
1024 static unsigned get_stencil_op_value( GLenum op )
1025 {
1026 switch (op)
1027 {
1028 case GL_KEEP: return STENCIL_Keep;
1029 case GL_ZERO: return STENCIL_Zero;
1030 case GL_REPLACE: return STENCIL_Equal;
1031 case GL_INCR: return STENCIL_IncClamp;
1032 case GL_DECR: return STENCIL_DecClamp;
1033 case GL_INVERT: return STENCIL_Invert;
1034 case GL_INCR_WRAP: return STENCIL_Inc;
1035 case GL_DECR_WRAP: return STENCIL_Dec;
1036 }
1037
1038 /* Should *never* get here. */
1039 return STENCIL_Keep;
1040 }
1041
1042 static void
1043 savageDDStencilOpSeparate(GLcontext *ctx, GLenum face, GLenum fail,
1044 GLenum zfail, GLenum zpass)
1045 {
1046 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
1047 const u_int32_t stencilCtrl = imesa->regs.s4.stencilCtrl.ui;
1048
1049 imesa->regs.s4.stencilCtrl.ni.failOp = get_stencil_op_value( ctx->Stencil.FailFunc[0] );
1050 imesa->regs.s4.stencilCtrl.ni.passZfailOp = get_stencil_op_value( ctx->Stencil.ZFailFunc[0] );
1051 imesa->regs.s4.stencilCtrl.ni.passZpassOp = get_stencil_op_value( ctx->Stencil.ZPassFunc[0] );
1052
1053 if (stencilCtrl != imesa->regs.s4.stencilCtrl.ui)
1054 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
1055 }
1056
1057
1058 /* =============================================================
1059 */
1060
1061 static void savageDDEnable_s4(GLcontext *ctx, GLenum cap, GLboolean state)
1062 {
1063
1064 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
1065 switch(cap) {
1066 case GL_ALPHA_TEST:
1067 /* we should consider the disable case*/
1068 savageBlendFunc_s4(ctx);
1069 break;
1070 case GL_BLEND:
1071 /*add the savageBlendFunc 2001/11/25
1072 * if call no such function, then glDisable(GL_BLEND) will do noting,
1073 *our chip has no disable bit
1074 */
1075 savageBlendFunc_s4(ctx);
1076 case GL_COLOR_LOGIC_OP:
1077 /* Fall through:
1078 * For some reason enable(GL_BLEND) affects ColorLogicOpEnabled.
1079 */
1080 FALLBACK (ctx, SAVAGE_FALLBACK_LOGICOP,
1081 (ctx->Color.ColorLogicOpEnabled &&
1082 ctx->Color.LogicOp != GL_COPY));
1083 break;
1084 case GL_DEPTH_TEST:
1085 savageDDDepthFunc_s4(ctx,ctx->Depth.Func);
1086 break;
1087 case GL_SCISSOR_TEST:
1088 savageDDScissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
1089 ctx->Scissor.Width, ctx->Scissor.Height);
1090 break;
1091 case GL_STENCIL_TEST:
1092 if (!imesa->hw_stencil)
1093 FALLBACK (ctx, SAVAGE_FALLBACK_STENCIL, state);
1094 else {
1095 imesa->regs.s4.stencilCtrl.ni.stencilEn = state;
1096 if (ctx->Stencil.Enabled &&
1097 imesa->regs.s4.zBufCtrl.ni.zBufEn != GL_TRUE)
1098 {
1099 /* Stencil buffer requires Z enabled. */
1100 imesa->regs.s4.zBufCtrl.ni.zCmpFunc = CF_Always;
1101 imesa->regs.s4.zBufCtrl.ni.zBufEn = GL_TRUE;
1102 imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn = GL_FALSE;
1103 }
1104 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL | SAVAGE_UPLOAD_LOCAL;
1105 }
1106 break;
1107 case GL_FOG:
1108 savageDDFogfv(ctx,0,0);
1109 break;
1110 case GL_CULL_FACE:
1111 #if HW_CULL
1112 if (state)
1113 {
1114 savageDDCullFaceFrontFace(ctx,0);
1115 }
1116 else
1117 {
1118 imesa->LcsCullMode = BCM_None;
1119 imesa->new_state |= SAVAGE_NEW_CULL;
1120 }
1121 #endif
1122 break;
1123 case GL_DITHER:
1124 if (state)
1125 {
1126 if ( ctx->Color.DitherFlag )
1127 {
1128 imesa->regs.s4.drawCtrl1.ni.ditherEn=GL_TRUE;
1129 }
1130 }
1131 if (!ctx->Color.DitherFlag )
1132 {
1133 imesa->regs.s4.drawCtrl1.ni.ditherEn=GL_FALSE;
1134 }
1135 imesa->dirty |= SAVAGE_UPLOAD_GLOBAL;
1136 break;
1137
1138 case GL_LIGHTING:
1139 savageUpdateSpecular_s4 (ctx);
1140 break;
1141 case GL_TEXTURE_1D:
1142 case GL_TEXTURE_3D:
1143 imesa->new_state |= SAVAGE_NEW_TEXTURE;
1144 break;
1145 case GL_TEXTURE_2D:
1146 imesa->new_state |= SAVAGE_NEW_TEXTURE;
1147 break;
1148 default:
1149 ;
1150 }
1151 }
1152 static void savageDDEnable_s3d(GLcontext *ctx, GLenum cap, GLboolean state)
1153 {
1154
1155 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
1156 switch(cap) {
1157 case GL_ALPHA_TEST:
1158 /* we should consider the disable case*/
1159 savageBlendFunc_s3d(ctx);
1160 break;
1161 case GL_BLEND:
1162 /*add the savageBlendFunc 2001/11/25
1163 * if call no such function, then glDisable(GL_BLEND) will do noting,
1164 *our chip has no disable bit
1165 */
1166 savageBlendFunc_s3d(ctx);
1167 case GL_COLOR_LOGIC_OP:
1168 /* Fall through:
1169 * For some reason enable(GL_BLEND) affects ColorLogicOpEnabled.
1170 */
1171 FALLBACK (ctx, SAVAGE_FALLBACK_LOGICOP,
1172 (ctx->Color.ColorLogicOpEnabled &&
1173 ctx->Color.LogicOp != GL_COPY));
1174 break;
1175 case GL_DEPTH_TEST:
1176 savageDDDepthFunc_s3d(ctx,ctx->Depth.Func);
1177 break;
1178 case GL_SCISSOR_TEST:
1179 savageDDScissor(ctx, ctx->Scissor.X, ctx->Scissor.Y,
1180 ctx->Scissor.Width, ctx->Scissor.Height);
1181 break;
1182 case GL_STENCIL_TEST:
1183 FALLBACK (ctx, SAVAGE_FALLBACK_STENCIL, state);
1184 break;
1185 case GL_FOG:
1186 savageDDFogfv(ctx,0,0);
1187 break;
1188 case GL_CULL_FACE:
1189 #if HW_CULL
1190 if (state)
1191 {
1192 savageDDCullFaceFrontFace(ctx,0);
1193 }
1194 else
1195 {
1196 imesa->LcsCullMode = BCM_None;
1197 imesa->new_state |= SAVAGE_NEW_CULL;
1198 }
1199 #endif
1200 break;
1201 case GL_DITHER:
1202 if (state)
1203 {
1204 if ( ctx->Color.DitherFlag )
1205 {
1206 imesa->regs.s3d.drawCtrl.ni.ditherEn=GL_TRUE;
1207 }
1208 }
1209 if (!ctx->Color.DitherFlag )
1210 {
1211 imesa->regs.s3d.drawCtrl.ni.ditherEn=GL_FALSE;
1212 }
1213 imesa->dirty |= SAVAGE_UPLOAD_LOCAL;
1214 break;
1215
1216 case GL_LIGHTING:
1217 savageUpdateSpecular_s3d (ctx);
1218 break;
1219 case GL_TEXTURE_1D:
1220 case GL_TEXTURE_3D:
1221 imesa->new_state |= SAVAGE_NEW_TEXTURE;
1222 break;
1223 case GL_TEXTURE_2D:
1224 imesa->new_state |= SAVAGE_NEW_TEXTURE;
1225 break;
1226 default:
1227 ;
1228 }
1229 }
1230
1231 void savageDDUpdateHwState( GLcontext *ctx )
1232 {
1233 savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
1234
1235 if (imesa->new_state) {
1236 savageFlushVertices(imesa);
1237 if (imesa->new_state & SAVAGE_NEW_TEXTURE) {
1238 savageUpdateTextureState( ctx );
1239 }
1240 if ((imesa->new_state & SAVAGE_NEW_CULL)) {
1241 savageUpdateCull(ctx);
1242 }
1243 imesa->new_state = 0;
1244 }
1245 }
1246
1247
1248 static void savageDDPrintDirty( const char *msg, GLuint state )
1249 {
1250 fprintf(stderr, "%s (0x%x): %s%s%s%s%s%s\n",
1251 msg,
1252 (unsigned int) state,
1253 (state & SAVAGE_UPLOAD_LOCAL) ? "upload-local, " : "",
1254 (state & SAVAGE_UPLOAD_TEX0) ? "upload-tex0, " : "",
1255 (state & SAVAGE_UPLOAD_TEX1) ? "upload-tex1, " : "",
1256 (state & SAVAGE_UPLOAD_FOGTBL) ? "upload-fogtbl, " : "",
1257 (state & SAVAGE_UPLOAD_GLOBAL) ? "upload-global, " : "",
1258 (state & SAVAGE_UPLOAD_TEXGLOBAL) ? "upload-texglobal, " : ""
1259 );
1260 }
1261
1262
1263 /**
1264 * Check if global registers were changed
1265 */
1266 static GLboolean savageGlobalRegChanged (savageContextPtr imesa,
1267 GLuint first, GLuint last) {
1268 GLuint i;
1269 for (i = first - SAVAGE_FIRST_REG; i <= last - SAVAGE_FIRST_REG; ++i) {
1270 if (((imesa->oldRegs.ui[i] ^ imesa->regs.ui[i]) &
1271 imesa->globalRegMask.ui[i]) != 0)
1272 return GL_TRUE;
1273 }
1274 return GL_FALSE;
1275 }
1276 static void savageEmitOldRegs (savageContextPtr imesa,
1277 GLuint first, GLuint last, GLboolean global) {
1278 GLuint n = last-first+1;
1279 drm_savage_cmd_header_t *cmd = savageAllocCmdBuf(imesa, n*4);
1280 cmd->state.cmd = SAVAGE_CMD_STATE;
1281 cmd->state.global = global;
1282 cmd->state.count = n;
1283 cmd->state.start = first;
1284 memcpy(cmd+1, &imesa->oldRegs.ui[first-SAVAGE_FIRST_REG], n*4);
1285 }
1286 static void savageEmitContiguousRegs (savageContextPtr imesa,
1287 GLuint first, GLuint last) {
1288 GLuint i;
1289 GLuint n = last-first+1;
1290 drm_savage_cmd_header_t *cmd = savageAllocCmdBuf(imesa, n*4);
1291 cmd->state.cmd = SAVAGE_CMD_STATE;
1292 cmd->state.global = savageGlobalRegChanged(imesa, first, last);
1293 cmd->state.count = n;
1294 cmd->state.start = first;
1295 memcpy(cmd+1, &imesa->regs.ui[first-SAVAGE_FIRST_REG], n*4);
1296 /* savageAllocCmdBuf may need to flush the cmd buffer and backup
1297 * the current hardware state. It should see the "old" (current)
1298 * state that has actually been emitted to the hardware. Therefore
1299 * this update is done *after* savageAllocCmdBuf. */
1300 for (i = first - SAVAGE_FIRST_REG; i <= last - SAVAGE_FIRST_REG; ++i)
1301 imesa->oldRegs.ui[i] = imesa->regs.ui[i];
1302 if (SAVAGE_DEBUG & DEBUG_STATE)
1303 fprintf (stderr, "Emitting regs 0x%02x-0x%02x\n", first, last);
1304 }
1305 static void savageEmitChangedRegs (savageContextPtr imesa,
1306 GLuint first, GLuint last) {
1307 GLuint i, firstChanged;
1308 firstChanged = SAVAGE_NR_REGS;
1309 for (i = first - SAVAGE_FIRST_REG; i <= last - SAVAGE_FIRST_REG; ++i) {
1310 if (imesa->oldRegs.ui[i] != imesa->regs.ui[i]) {
1311 if (firstChanged == SAVAGE_NR_REGS)
1312 firstChanged = i;
1313 } else {
1314 if (firstChanged != SAVAGE_NR_REGS) {
1315 savageEmitContiguousRegs (imesa, firstChanged+SAVAGE_FIRST_REG,
1316 i-1+SAVAGE_FIRST_REG);
1317 firstChanged = SAVAGE_NR_REGS;
1318 }
1319 }
1320 }
1321 if (firstChanged != SAVAGE_NR_REGS)
1322 savageEmitContiguousRegs (imesa, firstChanged+SAVAGE_FIRST_REG,
1323 last);
1324 }
1325 static void savageEmitChangedRegChunk (savageContextPtr imesa,
1326 GLuint first, GLuint last) {
1327 GLuint i;
1328 for (i = first - SAVAGE_FIRST_REG; i <= last - SAVAGE_FIRST_REG; ++i) {
1329 if (imesa->oldRegs.ui[i] != imesa->regs.ui[i]) {
1330 savageEmitContiguousRegs (imesa, first, last);
1331 break;
1332 }
1333 }
1334 }
1335 static void savageUpdateRegister_s4(savageContextPtr imesa)
1336 {
1337 /* In case the texture image was changed without changing the
1338 * texture address as well, we need to force emitting the texture
1339 * address in order to flush texture cashes. */
1340 if ((imesa->dirty & SAVAGE_UPLOAD_TEX0) &&
1341 imesa->oldRegs.s4.texAddr[0].ui == imesa->regs.s4.texAddr[0].ui)
1342 imesa->oldRegs.s4.texAddr[0].ui = 0xffffffff;
1343 if ((imesa->dirty & SAVAGE_UPLOAD_TEX1) &&
1344 imesa->oldRegs.s4.texAddr[1].ui == imesa->regs.s4.texAddr[1].ui)
1345 imesa->oldRegs.s4.texAddr[1].ui = 0xffffffff;
1346
1347 /* Fix up watermarks */
1348 if (imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites) {
1349 imesa->regs.s4.destTexWatermarks.ni.destWriteLow = 0;
1350 imesa->regs.s4.destTexWatermarks.ni.destFlush = 1;
1351 } else
1352 imesa->regs.s4.destTexWatermarks.ni.destWriteLow = S4_DWLO;
1353 if (imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites)
1354 imesa->regs.s4.zWatermarks.ni.wLow = 0;
1355 else
1356 imesa->regs.s4.zWatermarks.ni.wLow = S4_ZWLO;
1357
1358 savageEmitChangedRegs (imesa, 0x1e, 0x39);
1359
1360 imesa->dirty=0;
1361 }
1362 static void savageUpdateRegister_s3d(savageContextPtr imesa)
1363 {
1364 /* In case the texture image was changed without changing the
1365 * texture address as well, we need to force emitting the texture
1366 * address in order to flush texture cashes. */
1367 if ((imesa->dirty & SAVAGE_UPLOAD_TEX0) &&
1368 imesa->oldRegs.s3d.texAddr.ui == imesa->regs.s3d.texAddr.ui)
1369 imesa->oldRegs.s3d.texAddr.ui = 0xffffffff;
1370
1371 /* Fix up watermarks */
1372 if (imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites) {
1373 imesa->regs.s3d.destTexWatermarks.ni.destWriteLow = 0;
1374 imesa->regs.s3d.destTexWatermarks.ni.destFlush = 1;
1375 } else
1376 imesa->regs.s3d.destTexWatermarks.ni.destWriteLow = S3D_DWLO;
1377 if (imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites)
1378 imesa->regs.s3d.zWatermarks.ni.wLow = 0;
1379 else
1380 imesa->regs.s3d.zWatermarks.ni.wLow = S3D_ZWLO;
1381
1382
1383 /* the savage3d uses two contiguous ranges of BCI registers:
1384 * 0x18-0x1c and 0x20-0x38. Some texture registers need to be
1385 * emitted in one chunk or we get some funky rendering errors. */
1386 savageEmitChangedRegs (imesa, 0x18, 0x19);
1387 savageEmitChangedRegChunk (imesa, 0x1a, 0x1c);
1388 savageEmitChangedRegs (imesa, 0x20, 0x38);
1389
1390 imesa->dirty=0;
1391 }
1392
1393
1394 void savageEmitOldState( savageContextPtr imesa )
1395 {
1396 assert(imesa->cmdBuf.write == imesa->cmdBuf.base);
1397 if (imesa->savageScreen->chipset >= S3_SAVAGE4) {
1398 savageEmitOldRegs (imesa, 0x1e, 0x39, GL_TRUE);
1399 } else {
1400 savageEmitOldRegs (imesa, 0x18, 0x1c, GL_TRUE);
1401 savageEmitOldRegs (imesa, 0x20, 0x38, GL_FALSE);
1402 }
1403 }
1404
1405
1406 /* Push the state into the sarea and/or texture memory.
1407 */
1408 void savageEmitChangedState( savageContextPtr imesa )
1409 {
1410 if (SAVAGE_DEBUG & DEBUG_VERBOSE_API)
1411 savageDDPrintDirty( "\n\n\nsavageEmitHwStateLocked", imesa->dirty );
1412
1413 if (imesa->dirty)
1414 {
1415 if (SAVAGE_DEBUG & DEBUG_VERBOSE_MSG)
1416 fprintf (stderr, "... emitting state\n");
1417 if (imesa->savageScreen->chipset >= S3_SAVAGE4)
1418 savageUpdateRegister_s4(imesa);
1419 else
1420 savageUpdateRegister_s3d(imesa);
1421 }
1422
1423 imesa->dirty = 0;
1424 }
1425
1426
1427 static void savageDDInitState_s4( savageContextPtr imesa )
1428 {
1429 #if 1
1430 imesa->regs.s4.destCtrl.ui = 1<<7;
1431 #endif
1432
1433 imesa->regs.s4.zBufCtrl.ni.zCmpFunc = CF_Less;
1434 imesa->regs.s4.zBufCtrl.ni.wToZEn = GL_TRUE;
1435 if (imesa->float_depth) {
1436 imesa->regs.s4.zBufCtrl.ni.zExpOffset =
1437 imesa->savageScreen->zpp == 2 ? 16 : 32;
1438 imesa->regs.s4.zBufCtrl.ni.floatZEn = GL_TRUE;
1439 } else {
1440 imesa->regs.s4.zBufCtrl.ni.zExpOffset = 0;
1441 imesa->regs.s4.zBufCtrl.ni.floatZEn = GL_FALSE;
1442 }
1443 imesa->regs.s4.texBlendCtrl[0].ui = TBC_NoTexMap;
1444 imesa->regs.s4.texBlendCtrl[1].ui = TBC_NoTexMap1;
1445 imesa->regs.s4.drawCtrl0.ui = 0;
1446 #if 0
1447 imesa->regs.s4.drawCtrl1.ni.xyOffsetEn = 1;
1448 #endif
1449
1450 /* Set DestTexWatermarks_31,30 to 01 always.
1451 *Has no effect if dest. flush is disabled.
1452 */
1453 #if 0
1454 imesa->regs.s4.zWatermarks.ui = 0x12000C04;
1455 imesa->regs.s4.destTexWatermarks.ui = 0x40200400;
1456 #else
1457 /*imesa->regs.s4.zWatermarks.ui = 0x16001808;*/
1458 imesa->regs.s4.zWatermarks.ni.rLow = S4_ZRLO;
1459 imesa->regs.s4.zWatermarks.ni.rHigh = S4_ZRHI;
1460 imesa->regs.s4.zWatermarks.ni.wLow = S4_ZWLO;
1461 imesa->regs.s4.zWatermarks.ni.wHigh = S4_ZWHI;
1462 /*imesa->regs.s4.destTexWatermarks.ui = 0x4f000000;*/
1463 imesa->regs.s4.destTexWatermarks.ni.destReadLow = S4_DRLO;
1464 imesa->regs.s4.destTexWatermarks.ni.destReadHigh = S4_DRHI;
1465 imesa->regs.s4.destTexWatermarks.ni.destWriteLow = S4_DWLO;
1466 imesa->regs.s4.destTexWatermarks.ni.destWriteHigh = S4_DWHI;
1467 imesa->regs.s4.destTexWatermarks.ni.texRead = S4_TR;
1468 imesa->regs.s4.destTexWatermarks.ni.destFlush = 1;
1469 #endif
1470 imesa->regs.s4.drawCtrl0.ni.dPerfAccelEn = GL_TRUE;
1471
1472 /* clrCmpAlphaBlendCtrl is needed to get alphatest and
1473 * alpha blending working properly
1474 */
1475
1476 imesa->regs.s4.texCtrl[0].ni.dBias = 0x08;
1477 imesa->regs.s4.texCtrl[1].ni.dBias = 0x08;
1478 imesa->regs.s4.texCtrl[0].ni.texXprEn = GL_TRUE;
1479 imesa->regs.s4.texCtrl[1].ni.texXprEn = GL_TRUE;
1480 imesa->regs.s4.texCtrl[0].ni.dMax = 0x0f;
1481 imesa->regs.s4.texCtrl[1].ni.dMax = 0x0f;
1482 /* programm a valid tex address, in case texture state is emitted
1483 * in wrong order. */
1484 if (imesa->lastTexHeap == 2 && imesa->savageScreen->textureSize[1]) {
1485 /* AGP textures available */
1486 imesa->regs.s4.texAddr[0].ui = imesa->savageScreen->textureOffset[1]|3;
1487 imesa->regs.s4.texAddr[1].ui = imesa->savageScreen->textureOffset[1]|3;
1488 } else {
1489 /* no AGP textures available, use local */
1490 imesa->regs.s4.texAddr[0].ui = imesa->savageScreen->textureOffset[0]|2;
1491 imesa->regs.s4.texAddr[1].ui = imesa->savageScreen->textureOffset[0]|2;
1492 }
1493 imesa->regs.s4.drawLocalCtrl.ni.drawUpdateEn = GL_TRUE;
1494 imesa->regs.s4.drawLocalCtrl.ni.srcAlphaMode = SAM_One;
1495 imesa->regs.s4.drawLocalCtrl.ni.wrZafterAlphaTst = GL_FALSE;
1496 imesa->regs.s4.drawLocalCtrl.ni.flushPdZbufWrites= GL_TRUE;
1497 imesa->regs.s4.drawLocalCtrl.ni.flushPdDestWrites= GL_TRUE;
1498
1499 imesa->regs.s4.drawLocalCtrl.ni.zUpdateEn= GL_TRUE;
1500 imesa->regs.s4.drawCtrl1.ni.ditherEn = (
1501 driQueryOptioni(&imesa->optionCache, "color_reduction") ==
1502 DRI_CONF_COLOR_REDUCTION_DITHER) ? GL_TRUE : GL_FALSE;
1503 imesa->regs.s4.drawCtrl1.ni.cullMode = BCM_None;
1504
1505 imesa->regs.s4.zBufCtrl.ni.stencilRefVal = 0x00;
1506
1507 imesa->regs.s4.stencilCtrl.ni.stencilEn = GL_FALSE;
1508 imesa->regs.s4.stencilCtrl.ni.cmpFunc = CF_Always;
1509 imesa->regs.s4.stencilCtrl.ni.failOp = STENCIL_Keep;
1510 imesa->regs.s4.stencilCtrl.ni.passZfailOp = STENCIL_Keep;
1511 imesa->regs.s4.stencilCtrl.ni.passZpassOp = STENCIL_Keep;
1512 imesa->regs.s4.stencilCtrl.ni.writeMask = 0xff;
1513 imesa->regs.s4.stencilCtrl.ni.readMask = 0xff;
1514
1515 imesa->LcsCullMode=BCM_None;
1516 imesa->regs.s4.texDescr.ni.palSize = TPS_256;
1517
1518 /* clear the local registers in the global reg mask */
1519 imesa->globalRegMask.s4.drawLocalCtrl.ui = 0;
1520 imesa->globalRegMask.s4.texPalAddr.ui = 0;
1521 imesa->globalRegMask.s4.texCtrl[0].ui = 0;
1522 imesa->globalRegMask.s4.texCtrl[1].ui = 0;
1523 imesa->globalRegMask.s4.texAddr[0].ui = 0;
1524 imesa->globalRegMask.s4.texAddr[1].ui = 0;
1525 imesa->globalRegMask.s4.texBlendCtrl[0].ui = 0;
1526 imesa->globalRegMask.s4.texBlendCtrl[1].ui = 0;
1527 imesa->globalRegMask.s4.texXprClr.ui = 0;
1528 imesa->globalRegMask.s4.texDescr.ui = 0;
1529 }
1530 static void savageDDInitState_s3d( savageContextPtr imesa )
1531 {
1532 #if 1
1533 imesa->regs.s3d.destCtrl.ui = 1<<7;
1534 #endif
1535
1536 imesa->regs.s3d.zBufCtrl.ni.zCmpFunc = CF_Less;
1537 #if 0
1538 imesa->regs.s3d.drawCtrl.ni.xyOffsetEn = 1;
1539 #endif
1540
1541 /* Set DestTexWatermarks_31,30 to 01 always.
1542 *Has no effect if dest. flush is disabled.
1543 */
1544 #if 0
1545 imesa->regs.s3d.zWatermarks.ui = 0x12000C04;
1546 imesa->regs.s3d.destTexWatermarks.ui = 0x40200400;
1547 #else
1548 /*imesa->regs.s3d.zWatermarks.ui = 0x16001808;*/
1549 imesa->regs.s3d.zWatermarks.ni.rLow = S3D_ZRLO;
1550 imesa->regs.s3d.zWatermarks.ni.rHigh = S3D_ZRHI;
1551 imesa->regs.s3d.zWatermarks.ni.wLow = S3D_ZWLO;
1552 imesa->regs.s3d.zWatermarks.ni.wHigh = S3D_ZWHI;
1553 /*imesa->regs.s3d.destTexWatermarks.ui = 0x4f000000;*/
1554 imesa->regs.s3d.destTexWatermarks.ni.destReadLow = S3D_DRLO;
1555 imesa->regs.s3d.destTexWatermarks.ni.destReadHigh = S3D_DRHI;
1556 imesa->regs.s3d.destTexWatermarks.ni.destWriteLow = S3D_DWLO;
1557 imesa->regs.s3d.destTexWatermarks.ni.destWriteHigh = S3D_DWHI;
1558 imesa->regs.s3d.destTexWatermarks.ni.texRead = S3D_TR;
1559 imesa->regs.s3d.destTexWatermarks.ni.destFlush = 1;
1560 #endif
1561
1562 imesa->regs.s3d.texCtrl.ni.dBias = 0x08;
1563 imesa->regs.s3d.texCtrl.ni.texXprEn = GL_TRUE;
1564 /* texXprEn is needed to get alphatest and alpha blending working
1565 * properly. However, this makes texels with color texXprClr
1566 * completely transparent in some texture environment modes. I
1567 * couldn't find a way to disable this. So choose an arbitrary and
1568 * improbable color. (0 is a bad choice, makes all black texels
1569 * transparent.) */
1570 imesa->regs.s3d.texXprClr.ui = 0x26ae26ae;
1571 /* programm a valid tex address, in case texture state is emitted
1572 * in wrong order. */
1573 if (imesa->lastTexHeap == 2 && imesa->savageScreen->textureSize[1]) {
1574 /* AGP textures available */
1575 imesa->regs.s3d.texAddr.ui = imesa->savageScreen->textureOffset[1]|3;
1576 } else {
1577 /* no AGP textures available, use local */
1578 imesa->regs.s3d.texAddr.ui = imesa->savageScreen->textureOffset[0]|2;
1579 }
1580
1581 imesa->regs.s3d.zBufCtrl.ni.drawUpdateEn = GL_TRUE;
1582 imesa->regs.s3d.zBufCtrl.ni.wrZafterAlphaTst = GL_FALSE;
1583 imesa->regs.s3d.zBufCtrl.ni.zUpdateEn = GL_TRUE;
1584
1585 imesa->regs.s3d.drawCtrl.ni.srcAlphaMode = SAM_One;
1586 imesa->regs.s3d.drawCtrl.ni.flushPdZbufWrites = GL_TRUE;
1587 imesa->regs.s3d.drawCtrl.ni.flushPdDestWrites = GL_TRUE;
1588
1589 imesa->regs.s3d.drawCtrl.ni.ditherEn = (
1590 driQueryOptioni(&imesa->optionCache, "color_reduction") ==
1591 DRI_CONF_COLOR_REDUCTION_DITHER) ? GL_TRUE : GL_FALSE;
1592 imesa->regs.s3d.drawCtrl.ni.cullMode = BCM_None;
1593
1594 imesa->LcsCullMode = BCM_None;
1595 imesa->regs.s3d.texDescr.ni.palSize = TPS_256;
1596
1597 /* clear the local registers in the global reg mask */
1598 imesa->globalRegMask.s3d.texPalAddr.ui = 0;
1599 imesa->globalRegMask.s3d.texXprClr.ui = 0;
1600 imesa->globalRegMask.s3d.texAddr.ui = 0;
1601 imesa->globalRegMask.s3d.texDescr.ui = 0;
1602 imesa->globalRegMask.s3d.texCtrl.ui = 0;
1603
1604 imesa->globalRegMask.s3d.fogCtrl.ui = 0;
1605
1606 /* drawCtrl is local with some exceptions */
1607 imesa->globalRegMask.s3d.drawCtrl.ui = 0;
1608 imesa->globalRegMask.s3d.drawCtrl.ni.cullMode = 0x3;
1609 imesa->globalRegMask.s3d.drawCtrl.ni.alphaTestCmpFunc = 0x7;
1610 imesa->globalRegMask.s3d.drawCtrl.ni.alphaTestEn = 0x1;
1611 imesa->globalRegMask.s3d.drawCtrl.ni.alphaRefVal = 0xff;
1612
1613 /* zBufCtrl is local with some exceptions */
1614 imesa->globalRegMask.s3d.zBufCtrl.ui = 0;
1615 imesa->globalRegMask.s3d.zBufCtrl.ni.zCmpFunc = 0x7;
1616 imesa->globalRegMask.s3d.zBufCtrl.ni.zBufEn = 0x1;
1617 }
1618 void savageDDInitState( savageContextPtr imesa ) {
1619 memset (imesa->regs.ui, 0, SAVAGE_NR_REGS*sizeof(u_int32_t));
1620 memset (imesa->globalRegMask.ui, 0xff, SAVAGE_NR_REGS*sizeof(u_int32_t));
1621 if (imesa->savageScreen->chipset >= S3_SAVAGE4)
1622 savageDDInitState_s4 (imesa);
1623 else
1624 savageDDInitState_s3d (imesa);
1625
1626 /*fprintf(stderr,"DBflag:%d\n",imesa->glCtx->Visual->DBflag);*/
1627 /* zbufoffset and destctrl have the same position and layout on
1628 * savage4 and savage3d. */
1629 if (imesa->glCtx->Visual.doubleBufferMode) {
1630 imesa->IsDouble = GL_TRUE;
1631 imesa->toggle = TARGET_BACK;
1632 imesa->regs.s4.destCtrl.ni.offset =
1633 imesa->savageScreen->backOffset>>11;
1634 } else {
1635 imesa->IsDouble = GL_FALSE;
1636 imesa->toggle = TARGET_FRONT;
1637 imesa->regs.s4.destCtrl.ni.offset =
1638 imesa->savageScreen->frontOffset>>11;
1639 }
1640 if(imesa->savageScreen->cpp == 2) {
1641 imesa->regs.s4.destCtrl.ni.dstPixFmt = 0;
1642 imesa->regs.s4.destCtrl.ni.dstWidthInTile =
1643 (imesa->savageScreen->width+63)>>6;
1644 } else {
1645 imesa->regs.s4.destCtrl.ni.dstPixFmt = 1;
1646 imesa->regs.s4.destCtrl.ni.dstWidthInTile =
1647 (imesa->savageScreen->width+31)>>5;
1648 }
1649 imesa->NotFirstFrame = GL_FALSE;
1650
1651 imesa->regs.s4.zBufOffset.ni.offset=imesa->savageScreen->depthOffset>>11;
1652 if(imesa->savageScreen->zpp == 2) {
1653 imesa->regs.s4.zBufOffset.ni.zBufWidthInTiles =
1654 (imesa->savageScreen->width+63)>>6;
1655 imesa->regs.s4.zBufOffset.ni.zDepthSelect = 0;
1656 } else {
1657 imesa->regs.s4.zBufOffset.ni.zBufWidthInTiles =
1658 (imesa->savageScreen->width+31)>>5;
1659 imesa->regs.s4.zBufOffset.ni.zDepthSelect = 1;
1660 }
1661
1662 memcpy (imesa->oldRegs.ui, imesa->regs.ui, SAVAGE_NR_REGS*sizeof(u_int32_t));
1663
1664 /* Emit the initial state to the (empty) command buffer. */
1665 assert (imesa->cmdBuf.write == imesa->cmdBuf.base);
1666 savageEmitOldState(imesa);
1667 imesa->cmdBuf.start = imesa->cmdBuf.write;
1668 }
1669
1670
1671 #define INTERESTED (~(NEW_MODELVIEW|NEW_PROJECTION|\
1672 NEW_TEXTURE_MATRIX|\
1673 NEW_USER_CLIP|NEW_CLIENT_STATE))
1674
1675 static void savageDDInvalidateState( GLcontext *ctx, GLuint new_state )
1676 {
1677 _swrast_InvalidateState( ctx, new_state );
1678 _swsetup_InvalidateState( ctx, new_state );
1679 _ac_InvalidateState( ctx, new_state );
1680 _tnl_InvalidateState( ctx, new_state );
1681 SAVAGE_CONTEXT(ctx)->new_gl_state |= new_state;
1682 }
1683
1684
1685 void savageDDInitStateFuncs(GLcontext *ctx)
1686 {
1687 ctx->Driver.UpdateState = savageDDInvalidateState;
1688 ctx->Driver.BlendEquationSeparate = savageDDBlendEquationSeparate;
1689 ctx->Driver.Fogfv = savageDDFogfv;
1690 ctx->Driver.Scissor = savageDDScissor;
1691 #if HW_CULL
1692 ctx->Driver.CullFace = savageDDCullFaceFrontFace;
1693 ctx->Driver.FrontFace = savageDDCullFaceFrontFace;
1694 #else
1695 ctx->Driver.CullFace = 0;
1696 ctx->Driver.FrontFace = 0;
1697 #endif /* end #if HW_CULL */
1698 ctx->Driver.PolygonMode=NULL;
1699 ctx->Driver.PolygonStipple = 0;
1700 ctx->Driver.LineStipple = 0;
1701 ctx->Driver.LineWidth = 0;
1702 ctx->Driver.LogicOpcode = 0;
1703 ctx->Driver.DrawBuffer = savageDDDrawBuffer;
1704 ctx->Driver.ReadBuffer = savageDDReadBuffer;
1705 ctx->Driver.ClearColor = savageDDClearColor;
1706
1707 ctx->Driver.DepthRange = savageDepthRange;
1708 ctx->Driver.Viewport = savageViewport;
1709 ctx->Driver.RenderMode = savageRenderMode;
1710
1711 ctx->Driver.ClearIndex = 0;
1712 ctx->Driver.IndexMask = 0;
1713
1714 if (SAVAGE_CONTEXT( ctx )->savageScreen->chipset >= S3_SAVAGE4) {
1715 ctx->Driver.Enable = savageDDEnable_s4;
1716 ctx->Driver.AlphaFunc = savageDDAlphaFunc_s4;
1717 ctx->Driver.DepthFunc = savageDDDepthFunc_s4;
1718 ctx->Driver.DepthMask = savageDDDepthMask_s4;
1719 ctx->Driver.BlendFuncSeparate = savageDDBlendFuncSeparate_s4;
1720 ctx->Driver.ColorMask = savageDDColorMask_s4;
1721 ctx->Driver.ShadeModel = savageDDShadeModel_s4;
1722 ctx->Driver.LightModelfv = savageDDLightModelfv_s4;
1723 ctx->Driver.StencilFuncSeparate = savageDDStencilFuncSeparate;
1724 ctx->Driver.StencilMaskSeparate = savageDDStencilMaskSeparate;
1725 ctx->Driver.StencilOpSeparate = savageDDStencilOpSeparate;
1726 } else {
1727 ctx->Driver.Enable = savageDDEnable_s3d;
1728 ctx->Driver.AlphaFunc = savageDDAlphaFunc_s3d;
1729 ctx->Driver.DepthFunc = savageDDDepthFunc_s3d;
1730 ctx->Driver.DepthMask = savageDDDepthMask_s3d;
1731 ctx->Driver.BlendFuncSeparate = savageDDBlendFuncSeparate_s3d;
1732 ctx->Driver.ColorMask = savageDDColorMask_s3d;
1733 ctx->Driver.ShadeModel = savageDDShadeModel_s3d;
1734 ctx->Driver.LightModelfv = savageDDLightModelfv_s3d;
1735 ctx->Driver.StencilFuncSeparate = NULL;
1736 ctx->Driver.StencilMaskSeparate = NULL;
1737 ctx->Driver.StencilOpSeparate = NULL;
1738 }
1739
1740 /* Swrast hooks for imaging extensions:
1741 */
1742 ctx->Driver.CopyColorTable = _swrast_CopyColorTable;
1743 ctx->Driver.CopyColorSubTable = _swrast_CopyColorSubTable;
1744 ctx->Driver.CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D;
1745 ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
1746 }