**********************************************************/
#include "draw/draw_context.h"
-#include "pipe/p_inlines.h"
+#include "util/u_inlines.h"
#include "pipe/p_defines.h"
#include "util/u_math.h"
#include "util/u_memory.h"
#include "svga_context.h"
-#include "svga_state.h"
#include "svga_hw_reg.h"
/* Hardware frontwinding is always set up as SVGA3D_FRONTWINDING_CW.
*/
static SVGA3dFace svga_translate_cullmode( unsigned mode,
- unsigned front_winding )
+ unsigned front_ccw )
{
+ const int hw_front_ccw = 0; /* hardware is always CW */
switch (mode) {
- case PIPE_WINDING_NONE:
+ case PIPE_FACE_NONE:
return SVGA3D_FACE_NONE;
- case PIPE_WINDING_CCW:
- return SVGA3D_FACE_BACK;
- case PIPE_WINDING_CW:
- return SVGA3D_FACE_FRONT;
- case PIPE_WINDING_BOTH:
+ case PIPE_FACE_FRONT:
+ return front_ccw == hw_front_ccw ? SVGA3D_FACE_FRONT : SVGA3D_FACE_BACK;
+ case PIPE_FACE_BACK:
+ return front_ccw == hw_front_ccw ? SVGA3D_FACE_BACK : SVGA3D_FACE_FRONT;
+ case PIPE_FACE_FRONT_AND_BACK:
return SVGA3D_FACE_FRONT_BACK;
default:
assert(0);
/* light_twoside - XXX: need fragment shader varient */
/* poly_smooth - XXX: no fallback available */
/* poly_stipple_enable - draw module */
- /* point_sprite - ? */
+ /* sprite_coord_enable - ? */
+ /* point_quad_rasterization - ? */
/* point_size_per_vertex - ? */
/* sprite_coord_mode - ??? */
/* bypass_vs_viewport_and_clip - handled by viewport setup */
/* fill_cw, fill_ccw - draw module or index translation */
rast->shademode = svga_translate_flatshade( templ->flatshade );
- rast->cullmode = svga_translate_cullmode( templ->cull_mode,
- templ->front_winding );
+ rast->cullmode = svga_translate_cullmode( templ->cull_face,
+ templ->front_ccw );
rast->scissortestenable = templ->scissor;
rast->multisampleantialias = templ->multisample;
rast->antialiasedlineenable = templ->line_smooth;
rast->lastpixel = templ->line_last_pixel;
rast->pointsize = templ->point_size;
- rast->pointsize_min = templ->point_size_min;
- rast->pointsize_max = templ->point_size_max;
rast->hw_unfilled = PIPE_POLYGON_MODE_FILL;
/* Use swtnl + decomposition implement these:
rast->need_pipeline |= SVGA_PIPELINE_FLAG_POINTS;
{
- boolean offset_cw = templ->offset_cw;
- boolean offset_ccw = templ->offset_ccw;
- boolean offset = 0;
- int fill_cw = templ->fill_cw;
- int fill_ccw = templ->fill_ccw;
+ int fill_front = templ->fill_front;
+ int fill_back = templ->fill_back;
int fill = PIPE_POLYGON_MODE_FILL;
+ boolean offset_front = util_get_offset(templ, fill_front);
+ boolean offset_back = util_get_offset(templ, fill_back);
+ boolean offset = 0;
- switch (templ->cull_mode) {
- case PIPE_WINDING_BOTH:
+ switch (templ->cull_face) {
+ case PIPE_FACE_FRONT_AND_BACK:
offset = 0;
fill = PIPE_POLYGON_MODE_FILL;
break;
- case PIPE_WINDING_CW:
- offset = offset_ccw;
- fill = fill_ccw;
+ case PIPE_FACE_FRONT:
+ offset = offset_front;
+ fill = fill_front;
break;
- case PIPE_WINDING_CCW:
- offset = offset_cw;
- fill = fill_cw;
+ case PIPE_FACE_BACK:
+ offset = offset_back;
+ fill = fill_back;
break;
- case PIPE_WINDING_NONE:
- if (fill_cw != fill_ccw || offset_cw != offset_ccw)
+ case PIPE_FACE_NONE:
+ if (fill_front != fill_back || offset_front != offset_back)
{
/* Always need the draw module to work out different
* front/back fill modes:
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
}
else {
- offset = offset_ccw;
- fill = fill_ccw;
+ offset = offset_front;
+ fill = fill_front;
}
break;
(templ->flatshade ||
templ->light_twoside ||
offset ||
- templ->cull_mode != PIPE_WINDING_NONE))
+ templ->cull_face != PIPE_FACE_NONE))
{
fill = PIPE_POLYGON_MODE_FILL;
rast->need_pipeline |= SVGA_PIPELINE_FLAG_TRIS;
svga->curr.rast = raster;
- draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL);
+ draw_set_rasterizer_state(svga->swtnl.draw, raster ? &raster->templ : NULL,
+ state);
svga->dirty |= SVGA_NEW_RAST;
}