#include "swrast_setup/swrast_setup.h"
#include "array_cache/acache.h"
#include "tnl/tnl.h"
+#include "texformat.h"
#include "radeon_ioctl.h"
#include "radeon_state.h"
#include "r300_state.h"
#include "r300_reg.h"
#include "r300_program.h"
+#include "r300_emit.h"
+#include "r300_fixed_pipelines.h"
+static void r300AlphaFunc(GLcontext * ctx, GLenum func, GLfloat ref)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ int pp_misc = rmesa->hw.at.cmd[R300_AT_ALPHA_TEST];
+ GLubyte refByte;
+
+ CLAMPED_FLOAT_TO_UBYTE(refByte, ref);
+
+ R300_STATECHANGE(rmesa, at);
+
+ pp_misc &= ~(R300_ALPHA_TEST_OP_MASK | R300_REF_ALPHA_MASK);
+ pp_misc |= (refByte & R300_REF_ALPHA_MASK);
+
+ switch (func) {
+ case GL_NEVER:
+ pp_misc |= R300_ALPHA_TEST_FAIL;
+ break;
+ case GL_LESS:
+ pp_misc |= R300_ALPHA_TEST_LESS;
+ break;
+ case GL_EQUAL:
+ pp_misc |= R300_ALPHA_TEST_EQUAL;
+ break;
+ case GL_LEQUAL:
+ pp_misc |= R300_ALPHA_TEST_LEQUAL;
+ break;
+ case GL_GREATER:
+ pp_misc |= R300_ALPHA_TEST_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ pp_misc |= R300_ALPHA_TEST_NEQUAL;
+ break;
+ case GL_GEQUAL:
+ pp_misc |= R300_ALPHA_TEST_GEQUAL;
+ break;
+ case GL_ALWAYS:
+ pp_misc |= R300_ALPHA_TEST_PASS;
+ break;
+ }
+
+ rmesa->hw.at.cmd[R300_AT_ALPHA_TEST] = pp_misc;
+}
+
+static void r300BlendColor(GLcontext * ctx, const GLfloat cf[4])
+{
+ GLubyte color[4];
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ fprintf(stderr, "%s:%s is not implemented yet. Fixme !\n", __FILE__, __FUNCTION__);
+ #if 0
+ R200_STATECHANGE(rmesa, ctx);
+ CLAMPED_FLOAT_TO_UBYTE(color[0], cf[0]);
+ CLAMPED_FLOAT_TO_UBYTE(color[1], cf[1]);
+ CLAMPED_FLOAT_TO_UBYTE(color[2], cf[2]);
+ CLAMPED_FLOAT_TO_UBYTE(color[3], cf[3]);
+ if (rmesa->radeon.radeonScreen->drmSupportsBlendColor)
+ rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCOLOR] =
+ radeonPackColor(4, color[0], color[1], color[2], color[3]);
+ #endif
+}
+
+/**
+ * Calculate the hardware blend factor setting. This same function is used
+ * for source and destination of both alpha and RGB.
+ *
+ * \returns
+ * The hardware register value for the specified blend factor. This value
+ * will need to be shifted into the correct position for either source or
+ * destination factor.
+ *
+ * \todo
+ * Since the two cases where source and destination are handled differently
+ * are essentially error cases, they should never happen. Determine if these
+ * cases can be removed.
+ */
+static int blend_factor(GLenum factor, GLboolean is_src)
+{
+ int func;
+
+ switch (factor) {
+ case GL_ZERO:
+ func = R200_BLEND_GL_ZERO;
+ break;
+ case GL_ONE:
+ func = R200_BLEND_GL_ONE;
+ break;
+ case GL_DST_COLOR:
+ func = R200_BLEND_GL_DST_COLOR;
+ break;
+ case GL_ONE_MINUS_DST_COLOR:
+ func = R200_BLEND_GL_ONE_MINUS_DST_COLOR;
+ break;
+ case GL_SRC_COLOR:
+ func = R200_BLEND_GL_SRC_COLOR;
+ break;
+ case GL_ONE_MINUS_SRC_COLOR:
+ func = R200_BLEND_GL_ONE_MINUS_SRC_COLOR;
+ break;
+ case GL_SRC_ALPHA:
+ func = R200_BLEND_GL_SRC_ALPHA;
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ func = R200_BLEND_GL_ONE_MINUS_SRC_ALPHA;
+ break;
+ case GL_DST_ALPHA:
+ func = R200_BLEND_GL_DST_ALPHA;
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ func = R200_BLEND_GL_ONE_MINUS_DST_ALPHA;
+ break;
+ case GL_SRC_ALPHA_SATURATE:
+ func =
+ (is_src) ? R200_BLEND_GL_SRC_ALPHA_SATURATE :
+ R200_BLEND_GL_ZERO;
+ break;
+ case GL_CONSTANT_COLOR:
+ func = R200_BLEND_GL_CONST_COLOR;
+ break;
+ case GL_ONE_MINUS_CONSTANT_COLOR:
+ func = R200_BLEND_GL_ONE_MINUS_CONST_COLOR;
+ break;
+ case GL_CONSTANT_ALPHA:
+ func = R200_BLEND_GL_CONST_ALPHA;
+ break;
+ case GL_ONE_MINUS_CONSTANT_ALPHA:
+ func = R200_BLEND_GL_ONE_MINUS_CONST_ALPHA;
+ break;
+ default:
+ func = (is_src) ? R200_BLEND_GL_ONE : R200_BLEND_GL_ZERO;
+ }
+ return func;
+}
+
+/**
+ * Sets both the blend equation and the blend function.
+ * This is done in a single
+ * function because some blend equations (i.e., \c GL_MIN and \c GL_MAX)
+ * change the interpretation of the blend function.
+ * Also, make sure that blend function and blend equation are set to their default
+ * value if color blending is not enabled, since at least blend equations GL_MIN
+ * and GL_FUNC_REVERSE_SUBTRACT will cause wrong results otherwise for
+ * unknown reasons.
+ */
+
+/* helper function */
+static void r300_set_blend_cntl(r300ContextPtr rmesa, int func, int eqn, int cbits, int funcA, int eqnA)
+{
+ GLuint new_ablend, new_cblend;
+
+ new_ablend = eqnA | funcA;
+ new_cblend = eqn | func | cbits;
+ if(rmesa->hw.bld.cmd[R300_BLD_ABLEND] == rmesa->hw.bld.cmd[R300_BLD_CBLEND]){
+ new_cblend |= R300_BLEND_NO_SEPARATE;
+ }
+ if((new_ablend != rmesa->hw.bld.cmd[R300_BLD_ABLEND])
+ || (new_cblend != rmesa->hw.bld.cmd[R300_BLD_CBLEND])){
+ R300_STATECHANGE(rmesa, bld);
+ rmesa->hw.bld.cmd[R300_BLD_ABLEND]=new_ablend;
+ rmesa->hw.bld.cmd[R300_BLD_CBLEND]=new_cblend;
+ }
+}
+
+static void r300_set_blend_state(GLcontext * ctx)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ #if 0
+ GLuint cntl = rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &
+ ~(R300_ROP_ENABLE | R300_ALPHA_BLEND_ENABLE |
+ R300_SEPARATE_ALPHA_ENABLE);
+ #endif
+
+ int func = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) |
+ (R200_BLEND_GL_ZERO << R200_DST_BLEND_SHIFT);
+ int eqn = R200_COMB_FCN_ADD_CLAMP;
+ int funcA = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) |
+ (R200_BLEND_GL_ZERO << R200_DST_BLEND_SHIFT);
+ int eqnA = R200_COMB_FCN_ADD_CLAMP;
+
+
+ if (rmesa->radeon.radeonScreen->drmSupportsBlendColor) {
+ if (ctx->Color._LogicOpEnabled) {
+ #if 0
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] =
+ cntl | R300_ROP_ENABLE;
+ #endif
+ r300_set_blend_cntl(rmesa,
+ func, eqn, 0,
+ func, eqn);
+ return;
+ } else if (ctx->Color.BlendEnabled) {
+ #if 0
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] =
+ cntl | R300_ALPHA_BLEND_ENABLE |
+ R300_SEPARATE_ALPHA_ENABLE;
+ #endif
+ } else {
+ #if 0
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl;
+ #endif
+ r300_set_blend_cntl(rmesa,
+ func, eqn, 0,
+ func, eqn);
+ return;
+ }
+ } else {
+ if (ctx->Color._LogicOpEnabled) {
+ #if 0
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] =
+ cntl | R300_ROP_ENABLE;
+ rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = eqn | func;
+ #endif
+ return;
+ } else if (ctx->Color.BlendEnabled) {
+ #if 0
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] =
+ cntl | R300_ALPHA_BLEND_ENABLE;
+ #endif
+ } else {
+ #if 0
+ rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl;
+ rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = eqn | func;
+ #endif
+ r300_set_blend_cntl(rmesa,
+ func, eqn, 0,
+ func, eqn);
+ return;
+ }
+ }
+
+ func =
+ (blend_factor(ctx->Color.BlendSrcRGB, GL_TRUE) <<
+ R200_SRC_BLEND_SHIFT) | (blend_factor(ctx->Color.BlendDstRGB,
+ GL_FALSE) <<
+ R200_DST_BLEND_SHIFT);
+
+ switch (ctx->Color.BlendEquationRGB) {
+ case GL_FUNC_ADD:
+ eqn = R300_COMB_FCN_ADD_CLAMP;
+ break;
+
+ case GL_FUNC_SUBTRACT:
+ eqn = R300_COMB_FCN_SUB_CLAMP;
+ break;
+
+ case GL_FUNC_REVERSE_SUBTRACT:
+ eqn = R200_COMB_FCN_RSUB_CLAMP;
+ break;
+
+ case GL_MIN:
+ eqn = R200_COMB_FCN_MIN;
+ func = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) |
+ (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT);
+ break;
+
+ case GL_MAX:
+ eqn = R200_COMB_FCN_MAX;
+ func = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) |
+ (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT);
+ break;
+
+ default:
+ fprintf(stderr,
+ "[%s:%u] Invalid RGB blend equation (0x%04x).\n",
+ __func__, __LINE__, ctx->Color.BlendEquationRGB);
+ return;
+ }
+
+ if (!rmesa->radeon.radeonScreen->drmSupportsBlendColor) {
+ #if 0
+ rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = eqn | func;
+ #endif
+ return;
+ }
+
+ funcA =
+ (blend_factor(ctx->Color.BlendSrcA, GL_TRUE) <<
+ R200_SRC_BLEND_SHIFT) | (blend_factor(ctx->Color.BlendDstA,
+ GL_FALSE) <<
+ R200_DST_BLEND_SHIFT);
+
+ switch (ctx->Color.BlendEquationA) {
+ case GL_FUNC_ADD:
+ eqnA = R300_COMB_FCN_ADD_CLAMP;
+ break;
+
+ case GL_FUNC_SUBTRACT:
+ eqnA = R300_COMB_FCN_SUB_CLAMP;
+ break;
+
+ case GL_FUNC_REVERSE_SUBTRACT:
+ eqnA = R200_COMB_FCN_RSUB_CLAMP;
+ break;
+
+ case GL_MIN:
+ eqnA = R200_COMB_FCN_MIN;
+ funcA = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) |
+ (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT);
+ break;
+
+ case GL_MAX:
+ eqnA = R200_COMB_FCN_MAX;
+ funcA = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) |
+ (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT);
+ break;
+
+ default:
+ fprintf(stderr, "[%s:%u] Invalid A blend equation (0x%04x).\n",
+ __func__, __LINE__, ctx->Color.BlendEquationA);
+ return;
+ }
+
+ r300_set_blend_cntl(rmesa,
+ func, eqn, R300_BLEND_UNKNOWN | R300_BLEND_ENABLE,
+ funcA, eqnA);
+ r300_set_blend_cntl(rmesa,
+ func, eqn, R300_BLEND_UNKNOWN | R300_BLEND_ENABLE,
+ funcA, eqnA);
+}
+
+static void r300BlendEquationSeparate(GLcontext * ctx,
+ GLenum modeRGB, GLenum modeA)
+{
+ r300_set_blend_state(ctx);
+}
+
+static void r300BlendFuncSeparate(GLcontext * ctx,
+ GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorA, GLenum dfactorA)
+{
+ r300_set_blend_state(ctx);
+}
/**
* Update our tracked culling state based on Mesa's state.
state ? "GL_TRUE" : "GL_FALSE");
switch (cap) {
+ /* Fast track this one...
+ */
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ break;
+
+ case GL_ALPHA_TEST:
+ R200_STATECHANGE(r300, at);
+ if (state) {
+ r300->hw.at.cmd[R300_AT_ALPHA_TEST] |=
+ R300_ALPHA_TEST_ENABLE;
+ } else {
+ r300->hw.at.cmd[R300_AT_ALPHA_TEST] |=
+ ~R300_ALPHA_TEST_ENABLE;
+ }
+ break;
+
+ case GL_BLEND:
+ case GL_COLOR_LOGIC_OP:
+ r300_set_blend_state(ctx);
+ break;
+
case GL_DEPTH_TEST:
- R300_STATECHANGE(r300, zc);
+ R300_STATECHANGE(r300, zs);
if (state) {
if (ctx->Depth.Mask)
} else
newval = 0;
- r300->hw.zc.cmd[R300_ZC_CNTL_0] = newval;
+ r300->hw.zs.cmd[R300_ZS_CNTL_0] = newval;
+ break;
+
+ case GL_STENCIL_TEST:
+
+ {
+ static int stencil=1;
+ if(stencil){
+ fprintf(stderr, "%s:%s - do not know how to enable stencil. Help me !\n",
+ __FILE__, __FUNCTION__);
+ stencil=0;
+ }
+ }
+
+ if (r300->state.hw_stencil) {
+ //fprintf(stderr, "Stencil %s\n", state ? "enabled" : "disabled");
+ R300_STATECHANGE(r300, zs);
+ if (state) {
+ r300->hw.zs.cmd[R300_ZS_CNTL_0] |=
+ R300_RB3D_STENCIL_ENABLE;
+ } else {
+ r300->hw.zs.cmd[R300_ZS_CNTL_0] &=
+ ~R300_RB3D_STENCIL_ENABLE;
+ }
+ } else {
+ FALLBACK(&r300->radeon, RADEON_FALLBACK_STENCIL, state);
+ }
break;
case GL_CULL_FACE:
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
- R300_STATECHANGE(r300, zc);
+ R300_STATECHANGE(r300, zs);
+
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] &= ~(R300_ZS_MASK << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT);
switch(func) {
case GL_NEVER:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_NEVER;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_NEVER << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
case GL_LESS:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_LESS;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_LESS << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
case GL_EQUAL:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_EQUAL;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_EQUAL << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
case GL_LEQUAL:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_LEQUAL;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_LEQUAL << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
case GL_GREATER:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_GREATER;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_GREATER << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
case GL_NOTEQUAL:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_NEQUAL;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_NOTEQUAL << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
case GL_GEQUAL:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_GEQUAL;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_GEQUAL << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
case GL_ALWAYS:
- r300->hw.zc.cmd[R300_ZC_CNTL_1] = R300_Z_TEST_ALWAYS;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] |= R300_ZS_ALWAYS << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
break;
}
+
}
if (!ctx->Depth.Test)
return;
- R300_STATECHANGE(r300, zc);
- r300->hw.zc.cmd[R300_ZC_CNTL_0] = mask
+ R300_STATECHANGE(r300, zs);
+ r300->hw.zs.cmd[R300_ZS_CNTL_0] = mask
? R300_RB3D_Z_TEST_AND_WRITE : R300_RB3D_Z_TEST;
}
}
}
+/* =============================================================
+ * Point state
+ */
+static void r300PointSize(GLcontext * ctx, GLfloat size)
+{
+ r300ContextPtr r300 = R300_CONTEXT(ctx);
+
+ /* This might need fixing later */
+ R300_STATECHANGE(r300, vps);
+ r300->hw.vps.cmd[R300_VPS_POINTSIZE] = r300PackFloat32(1.0);
+}
+/* =============================================================
+ * Stencil
+ */
+
+ static int translate_stencil_func(int func)
+ {
+ switch (func) {
+ case GL_NEVER:
+ return R300_ZS_NEVER;
+ break;
+ case GL_LESS:
+ return R300_ZS_LESS;
+ break;
+ case GL_EQUAL:
+ return R300_ZS_EQUAL;
+ break;
+ case GL_LEQUAL:
+ return R300_ZS_LEQUAL;
+ break;
+ case GL_GREATER:
+ return R300_ZS_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ return R300_ZS_NOTEQUAL;
+ break;
+ case GL_GEQUAL:
+ return R300_ZS_GEQUAL;
+ break;
+ case GL_ALWAYS:
+ return R300_ZS_ALWAYS;
+ break;
+ }
+ return 0;
+ }
+
+ static int translate_stencil_op(int op)
+{
+ switch (op) {
+ case GL_KEEP:
+ return R300_ZS_KEEP;
+ case GL_ZERO:
+ return R300_ZS_ZERO;
+ case GL_REPLACE:
+ return R300_ZS_REPLACE;
+ case GL_INCR:
+ return R300_ZS_INCR;
+ case GL_DECR:
+ return R300_ZS_DECR;
+ case GL_INCR_WRAP_EXT:
+ return R300_ZS_INCR_WRAP;
+ case GL_DECR_WRAP_EXT:
+ return R300_ZS_DECR_WRAP;
+ case GL_INVERT:
+ return R300_ZS_INVERT;
+ }
+}
+
+static void r300StencilFunc(GLcontext * ctx, GLenum func,
+ GLint ref, GLuint mask)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ GLuint refmask = ((ctx->Stencil.Ref[0] << R300_RB3D_ZS2_STENCIL_REF_SHIFT) |
+ (ctx->Stencil.
+ ValueMask[0] << R300_RB3D_ZS2_STENCIL_MASK_SHIFT));
+ GLuint flag;
+
+ R200_STATECHANGE(rmesa, zs);
+
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] &= ~(
+ (R300_ZS_MASK << R300_RB3D_ZS1_FRONT_FUNC_SHIFT)
+ | (R300_ZS_MASK << R300_RB3D_ZS1_BACK_FUNC_SHIFT));
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] &= ~((R300_ZS_MASK << R300_RB3D_ZS2_STENCIL_REF_SHIFT) |
+ (R300_ZS_MASK << R300_RB3D_ZS2_STENCIL_MASK_SHIFT));
+
+ flag = translate_stencil_func(ctx->Stencil.Function[0]);
+
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |= (flag << R300_RB3D_ZS1_FRONT_FUNC_SHIFT)
+ | (flag << R300_RB3D_ZS1_BACK_FUNC_SHIFT);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] |= refmask;
+}
+
+static void r300StencilMask(GLcontext * ctx, GLuint mask)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+
+ R200_STATECHANGE(rmesa, zs);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] &= ~(R300_ZS_MASK << R300_RB3D_ZS2_STENCIL_WRITE_MASK_SHIFT);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] |= ctx->Stencil.WriteMask[0] << R300_RB3D_ZS2_STENCIL_WRITE_MASK_SHIFT;
+}
+
+
+static void r300StencilOp(GLcontext * ctx, GLenum fail,
+ GLenum zfail, GLenum zpass)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+
+ R200_STATECHANGE(rmesa, zs);
+ /* It is easier to mask what's left.. */
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] &= (R300_ZS_MASK << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT);
+
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
+ (translate_stencil_op(ctx->Stencil.FailFunc[0]) << R300_RB3D_ZS1_FRONT_FAIL_OP_SHIFT)
+ |(translate_stencil_op(ctx->Stencil.ZFailFunc[0]) << R300_RB3D_ZS1_FRONT_ZFAIL_OP_SHIFT)
+ |(translate_stencil_op(ctx->Stencil.ZPassFunc[0]) << R300_RB3D_ZS1_FRONT_ZPASS_OP_SHIFT)
+ |(translate_stencil_op(ctx->Stencil.FailFunc[0]) << R300_RB3D_ZS1_BACK_FAIL_OP_SHIFT)
+ |(translate_stencil_op(ctx->Stencil.ZFailFunc[0]) << R300_RB3D_ZS1_BACK_ZFAIL_OP_SHIFT)
+ |(translate_stencil_op(ctx->Stencil.ZPassFunc[0]) << R300_RB3D_ZS1_BACK_ZPASS_OP_SHIFT);
+
+}
+
+static void r300ClearStencil(GLcontext * ctx, GLint s)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+
+ /* Not sure whether this is correct.. */
+ R200_STATECHANGE(rmesa, zs);
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_2] =
+ ((GLuint) ctx->Stencil.Clear |
+ (0xff << R200_STENCIL_MASK_SHIFT) |
+ (ctx->Stencil.WriteMask[0] << R200_STENCIL_WRITEMASK_SHIFT));
+}
+
/* =============================================================
* Window position and viewport transformation
*/
r300UpdateWindow(ctx);
}
+/* Routing and texture-related */
+
+void r300_setup_routing(GLcontext *ctx, GLboolean immediate)
+{
+ int i, count=0,reg=0;
+ GLuint dw, mask;
+ TNLcontext *tnl = TNL_CONTEXT(ctx);
+ struct vertex_buffer *VB = &tnl->vb;
+ r300ContextPtr r300 = R300_CONTEXT(ctx);
+
+
+ /* Stage 1 - input to VAP */
+
+ /* Assign register number automatically, retaining it in rmesa->state.reg */
+
+ /* Note: immediate vertex data includes all coordinates.
+ To save bandwidth use either VBUF or state-based vertex generation */
+
+ #define CONFIGURE_AOS(v, o, r, f) \
+ {\
+ if (RADEON_DEBUG & DEBUG_STATE)fprintf(stderr, "Enabling "#r "\n"); \
+ if(immediate){ \
+ r300->state.aos[count].element_size=4; \
+ r300->state.aos[count].stride=4; \
+ r300->state.aos[count].ncomponents=4; \
+ } else { \
+ r300->state.aos[count].element_size=v->size; \
+ r300->state.aos[count].stride=v->size; \
+ r300->state.aos[count].ncomponents=v->size; \
+ } \
+ r300->state.aos[count].offset=o; \
+ r300->state.aos[count].reg=reg; \
+ r300->state.aos[count].format=(f); \
+ r300->state.vap_reg.r=reg; \
+ count++; \
+ reg++; \
+ }
+
+ /* All offsets are 0 - for use by immediate mode.
+ Should change later to handle vertex buffers */
+ if(tnl->render_inputs & _TNL_BIT_POS)
+ CONFIGURE_AOS(VB->ObjPtr, 0, i_coords, AOS_FORMAT_FLOAT);
+ if(tnl->render_inputs & _TNL_BIT_NORMAL)
+ CONFIGURE_AOS(VB->NormalPtr, 0, i_normal, AOS_FORMAT_FLOAT);
+
+ if(tnl->render_inputs & _TNL_BIT_COLOR0)
+ CONFIGURE_AOS(VB->ColorPtr[0], 0, i_color[0], AOS_FORMAT_FLOAT_COLOR);
+ if(tnl->render_inputs & _TNL_BIT_COLOR1)
+ CONFIGURE_AOS(VB->ColorPtr[1], 0, i_color[1], AOS_FORMAT_FLOAT_COLOR);
+
+ if(tnl->render_inputs & _TNL_BIT_FOG)
+ CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);
+
+ for(i=0;i < ctx->Const.MaxTextureUnits;i++)
+ if(tnl->render_inputs & (_TNL_BIT_TEX0<<i))
+ CONFIGURE_AOS(VB->TexCoordPtr[i], 0, i_tex[i], AOS_FORMAT_FLOAT);
+
+ if(tnl->render_inputs & _TNL_BIT_INDEX)
+ CONFIGURE_AOS(VB->IndexPtr[0], 0, i_index, AOS_FORMAT_FLOAT);
+ if(tnl->render_inputs & _TNL_BIT_POINTSIZE)
+ CONFIGURE_AOS(VB->PointSizePtr, 0, i_pointsize, AOS_FORMAT_FLOAT);
+
+ r300->state.aos_count=count;
+
+ if (RADEON_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "aos_count=%d\n", count);
+
+ if(count>R300_MAX_AOS_ARRAYS){
+ fprintf(stderr, "Aieee ! AOS array count exceeded !\n");
+ exit(-1);
+ }
+
+ /* Implement AOS */
+
+ /* setup INPUT_ROUTE */
+ R300_STATECHANGE(r300, vir[0]);
+ for(i=0;i+1<count;i+=2){
+ dw=(r300->state.aos[i].ncomponents-1)
+ | ((r300->state.aos[i].reg)<<8)
+ | (r300->state.aos[i].format<<14)
+ | (((r300->state.aos[i+1].ncomponents-1)
+ | ((r300->state.aos[i+1].reg)<<8)
+ | (r300->state.aos[i+1].format<<14))<<16);
+
+ if(i+2==count){
+ dw|=(1<<(13+16));
+ }
+ r300->hw.vir[0].cmd[R300_VIR_CNTL_0+(i>>1)]=dw;
+ }
+ if(count & 1){
+ dw=(r300->state.aos[count-1].ncomponents-1)
+ | (r300->state.aos[count-1].format<<14)
+ | ((r300->state.aos[count-1].reg)<<8)
+ | (1<<13);
+ r300->hw.vir[0].cmd[R300_VIR_CNTL_0+(count>>1)]=dw;
+ //fprintf(stderr, "vir0 dw=%08x\n", dw);
+ }
+ /* Set the rest of INPUT_ROUTE_0 to 0 */
+ //for(i=((count+1)>>1); i<8; i++)r300->hw.vir[0].cmd[R300_VIR_CNTL_0+i]=(0x0);
+ ((drm_r300_cmd_header_t*)r300->hw.vir[0].cmd)->unchecked_state.count = (count+1)>>1;
+
+
+ /* Mesa assumes that all missing components are from (0, 0, 0, 1) */
+ #define ALL_COMPONENTS ((R300_INPUT_ROUTE_SELECT_X<<R300_INPUT_ROUTE_X_SHIFT) \
+ | (R300_INPUT_ROUTE_SELECT_Y<<R300_INPUT_ROUTE_Y_SHIFT) \
+ | (R300_INPUT_ROUTE_SELECT_Z<<R300_INPUT_ROUTE_Z_SHIFT) \
+ | (R300_INPUT_ROUTE_SELECT_W<<R300_INPUT_ROUTE_W_SHIFT))
+
+ #define ALL_DEFAULT ((R300_INPUT_ROUTE_SELECT_ZERO<<R300_INPUT_ROUTE_X_SHIFT) \
+ | (R300_INPUT_ROUTE_SELECT_ZERO<<R300_INPUT_ROUTE_Y_SHIFT) \
+ | (R300_INPUT_ROUTE_SELECT_ZERO<<R300_INPUT_ROUTE_Z_SHIFT) \
+ | (R300_INPUT_ROUTE_SELECT_ONE<<R300_INPUT_ROUTE_W_SHIFT))
+
+ R300_STATECHANGE(r300, vir[1]);
+
+ for(i=0;i+1<count;i+=2){
+ /* do i first.. */
+ mask=(1<<(r300->state.aos[i].ncomponents*3))-1;
+ dw=(ALL_COMPONENTS & mask)
+ | (ALL_DEFAULT & ~mask)
+ | R300_INPUT_ROUTE_ENABLE;
+
+ /* i+1 */
+ mask=(1<<(r300->state.aos[i+1].ncomponents*3))-1;
+ dw|=(
+ (ALL_COMPONENTS & mask)
+ | (ALL_DEFAULT & ~mask)
+ | R300_INPUT_ROUTE_ENABLE
+ )<<16;
+
+ r300->hw.vir[1].cmd[R300_VIR_CNTL_0+(i>>1)]=dw;
+ }
+ if(count & 1){
+ mask=(1<<(r300->state.aos[count-1].ncomponents*3))-1;
+ dw=(ALL_COMPONENTS & mask)
+ | (ALL_DEFAULT & ~mask)
+ | R300_INPUT_ROUTE_ENABLE;
+ r300->hw.vir[1].cmd[R300_VIR_CNTL_0+(count>>1)]=dw;
+ //fprintf(stderr, "vir1 dw=%08x\n", dw);
+ }
+ /* Set the rest of INPUT_ROUTE_1 to 0 */
+ //for(i=((count+1)>>1); i<8; i++)r300->hw.vir[1].cmd[R300_VIR_CNTL_0+i]=0x0;
+ ((drm_r300_cmd_header_t*)r300->hw.vir[1].cmd)->unchecked_state.count = (count+1)>>1;
+
+ /* Set up input_cntl */
+
+ R300_STATECHANGE(r300, vic);
+ r300->hw.vic.cmd[R300_VIC_CNTL_0]=0x5555; /* Hard coded value, no idea what it means */
+
+ r300->hw.vic.cmd[R300_VIC_CNTL_1]=R300_INPUT_CNTL_POS
+ | R300_INPUT_CNTL_COLOR;
+
+ for(i=0;i < ctx->Const.MaxTextureUnits;i++)
+ if(ctx->Texture.Unit[i].Enabled)
+ r300->hw.vic.cmd[R300_VIC_CNTL_1]|=(R300_INPUT_CNTL_TC0<<i);
+
+ /* Stage 3: VAP output */
+ R300_STATECHANGE(r300, vof);
+ r300->hw.vof.cmd[R300_VOF_CNTL_0]=R300_VAP_OUTPUT_VTX_FMT_0__POS_PRESENT
+ | R300_VAP_OUTPUT_VTX_FMT_0__COLOR_PRESENT;
+
+ r300->hw.vof.cmd[R300_VOF_CNTL_1]=0;
+ for(i=0;i < ctx->Const.MaxTextureUnits;i++)
+ if(ctx->Texture.Unit[i].Enabled)
+ r300->hw.vof.cmd[R300_VOF_CNTL_1]|=(4<<(3*i));
+
+}
+
+static r300TexObj default_tex_obj={
+ filter:R300_TX_MAG_FILTER_LINEAR | R300_TX_MIN_FILTER_LINEAR,
+ pitch: 0x8000,
+ size: (0xff << R300_TX_WIDTHMASK_SHIFT)
+ | (0xff << R300_TX_HEIGHTMASK_SHIFT)
+ | (0x8 << R300_TX_SIZE_SHIFT),
+ format: 0x88a0c,
+ offset: 0x0,
+ unknown4: 0x0,
+ unknown5: 0x0
+ };
+
+ /* there is probably a system to these value, but, for now,
+ we just try by hand */
+
+static int inline translate_src(int src)
+{
+ switch (src) {
+ case GL_TEXTURE:
+ return 1;
+ break;
+ case GL_CONSTANT:
+ return 2;
+ break;
+ case GL_PRIMARY_COLOR:
+ return 3;
+ break;
+ case GL_PREVIOUS:
+ return 4;
+ break;
+ case GL_ZERO:
+ return 5;
+ break;
+ case GL_ONE:
+ return 6;
+ break;
+ default:
+ return 0;
+ }
+}
+
+/* r300 doesnt handle GL_CLAMP and GL_MIRROR_CLAMP_EXT correctly when filter is NEAREST.
+ * Since texwrap produces same results for GL_CLAMP and GL_CLAMP_TO_EDGE we use them instead.
+ * We need to recalculate wrap modes whenever filter mode is changed because someone might do:
+ * glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ * glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ * glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ * Since r300 completely ignores R300_TX_CLAMP when either min or mag is nearest it cant handle
+ * combinations where only one of them is nearest.
+ */
+static unsigned long gen_fixed_filter(unsigned long f)
+{
+ unsigned long mag, min, needs_fixing=0;
+ //return f;
+
+ /* We ignore MIRROR bit so we dont have to do everything twice */
+ if((f & ((7-1) << R300_TX_WRAP_S_SHIFT)) == (R300_TX_CLAMP << R300_TX_WRAP_S_SHIFT)){
+ needs_fixing |= 1;
+ }
+ if((f & ((7-1) << R300_TX_WRAP_T_SHIFT)) == (R300_TX_CLAMP << R300_TX_WRAP_T_SHIFT)){
+ needs_fixing |= 2;
+ }
+ if((f & ((7-1) << R300_TX_WRAP_Q_SHIFT)) == (R300_TX_CLAMP << R300_TX_WRAP_Q_SHIFT)){
+ needs_fixing |= 4;
+ }
+
+ if(!needs_fixing)
+ return f;
+
+ mag=f & R300_TX_MAG_FILTER_MASK;
+ min=f & R300_TX_MIN_FILTER_MASK;
+
+ /* TODO: Check for anisto filters too */
+ if((mag != R300_TX_MAG_FILTER_NEAREST) && (min != R300_TX_MIN_FILTER_NEAREST))
+ return f;
+
+ /* r300 cant handle these modes hence we force nearest to linear */
+ if((mag == R300_TX_MAG_FILTER_NEAREST) && (min != R300_TX_MIN_FILTER_NEAREST)){
+ f &= ~R300_TX_MAG_FILTER_NEAREST;
+ f |= R300_TX_MAG_FILTER_LINEAR;
+ return f;
+ }
+
+ if((min == R300_TX_MIN_FILTER_NEAREST) && (mag != R300_TX_MAG_FILTER_NEAREST)){
+ f &= ~R300_TX_MIN_FILTER_NEAREST;
+ f |= R300_TX_MIN_FILTER_LINEAR;
+ return f;
+ }
+
+ /* Both are nearest */
+ if(needs_fixing & 1){
+ f &= ~((7-1) << R300_TX_WRAP_S_SHIFT);
+ f |= R300_TX_CLAMP_TO_EDGE << R300_TX_WRAP_S_SHIFT;
+ }
+ if(needs_fixing & 2){
+ f &= ~((7-1) << R300_TX_WRAP_T_SHIFT);
+ f |= R300_TX_CLAMP_TO_EDGE << R300_TX_WRAP_T_SHIFT;
+ }
+ if(needs_fixing & 4){
+ f &= ~((7-1) << R300_TX_WRAP_Q_SHIFT);
+ f |= R300_TX_CLAMP_TO_EDGE << R300_TX_WRAP_Q_SHIFT;
+ }
+ return f;
+}
+
+void r300_setup_textures(GLcontext *ctx)
+{
+ int i, mtu;
+ struct r300_tex_obj *t;
+ r300ContextPtr r300 = R300_CONTEXT(ctx);
+ int max_texture_unit=-1; /* -1 translates into no setup costs for fields */
+ struct gl_texture_unit *texUnit;
+
+ R300_STATECHANGE(r300, txe);
+ R300_STATECHANGE(r300, tex.filter);
+ R300_STATECHANGE(r300, tex.unknown1);
+ R300_STATECHANGE(r300, tex.size);
+ R300_STATECHANGE(r300, tex.format);
+ R300_STATECHANGE(r300, tex.offset);
+ R300_STATECHANGE(r300, tex.unknown4);
+ R300_STATECHANGE(r300, tex.unknown5);
+ //R300_STATECHANGE(r300, tex.border_color);
+
+ r300->state.texture.tc_count=0;
+
+ r300->hw.txe.cmd[R300_TXE_ENABLE]=0x0;
+
+ mtu = r300->radeon.glCtx->Const.MaxTextureUnits;
+ if (RADEON_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "mtu=%d\n", mtu);
+
+ if(mtu>R300_MAX_TEXTURE_UNITS){
+ fprintf(stderr, "Aiiee ! mtu=%d is greater than R300_MAX_TEXTURE_UNITS=%d\n",
+ mtu, R300_MAX_TEXTURE_UNITS);
+ exit(-1);
+ }
+ for(i=0;i<mtu;i++){
+ if(ctx->Texture.Unit[i].Enabled){
+ t=r300->state.texture.unit[i].texobj;
+ fprintf(stderr, "format=%08x\n", r300->state.texture.unit[i].format);
+ r300->state.texture.tc_count++;
+ if(t==NULL){
+ fprintf(stderr, "Texture unit %d enabled, but corresponding texobj is NULL, using default object.\n", i);
+ //exit(-1);
+ t=&default_tex_obj;
+ }
+ if (RADEON_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "Activating texture unit %d\n", i);
+ max_texture_unit=i;
+ r300->hw.txe.cmd[R300_TXE_ENABLE]|=(1<<i);
+
+ r300->hw.tex.filter.cmd[R300_TEX_VALUE_0+i]=gen_fixed_filter(t->filter);
+ /* No idea why linear filtered textures shake when puting random data */
+ /*r300->hw.tex.unknown1.cmd[R300_TEX_VALUE_0+i]=(rand()%0xffffffff) & (~0x1fff);*/
+ r300->hw.tex.size.cmd[R300_TEX_VALUE_0+i]=t->size;
+ r300->hw.tex.format.cmd[R300_TEX_VALUE_0+i]=t->format;
+ //fprintf(stderr, "t->format=%08x\n", t->format);
+ r300->hw.tex.offset.cmd[R300_TEX_VALUE_0+i]=r300->radeon.radeonScreen->fbLocation+t->offset;
+ r300->hw.tex.unknown4.cmd[R300_TEX_VALUE_0+i]=0x0;
+ r300->hw.tex.unknown5.cmd[R300_TEX_VALUE_0+i]=0x0;
+ //r300->hw.tex.border_color.cmd[R300_TEX_VALUE_0+i]=t->pp_border_color;
+ }
+
+ }
+ ((drm_r300_cmd_header_t*)r300->hw.tex.filter.cmd)->unchecked_state.count = max_texture_unit+1;
+ ((drm_r300_cmd_header_t*)r300->hw.tex.unknown1.cmd)->unchecked_state.count = max_texture_unit+1;
+ ((drm_r300_cmd_header_t*)r300->hw.tex.size.cmd)->unchecked_state.count = max_texture_unit+1;
+ ((drm_r300_cmd_header_t*)r300->hw.tex.format.cmd)->unchecked_state.count = max_texture_unit+1;
+ ((drm_r300_cmd_header_t*)r300->hw.tex.offset.cmd)->unchecked_state.count = max_texture_unit+1;
+ ((drm_r300_cmd_header_t*)r300->hw.tex.unknown4.cmd)->unchecked_state.count = max_texture_unit+1;
+ ((drm_r300_cmd_header_t*)r300->hw.tex.unknown5.cmd)->unchecked_state.count = max_texture_unit+1;
+ //((drm_r300_cmd_header_t*)r300->hw.tex.border_color.cmd)->unchecked_state.count = max_texture_unit+1;
+
+ if (RADEON_DEBUG & DEBUG_STATE)
+ fprintf(stderr, "TX_ENABLE: %08x max_texture_unit=%d\n", r300->hw.txe.cmd[R300_TXE_ENABLE], max_texture_unit);
+}
+
+void r300_setup_rs_unit(GLcontext *ctx)
+{
+ r300ContextPtr r300 = R300_CONTEXT(ctx);
+ int i;
+
+ /* This needs to be rewritten - it is a hack at best */
+
+ R300_STATECHANGE(r300, ri);
+ R300_STATECHANGE(r300, rc);
+ R300_STATECHANGE(r300, rr);
+
+ for(i = 1; i <= 8; ++i)
+ r300->hw.ri.cmd[i] = 0x00d10000;
+ r300->hw.ri.cmd[R300_RI_INTERP_1] |= R300_RS_INTERP_1_UNKNOWN;
+ r300->hw.ri.cmd[R300_RI_INTERP_2] |= R300_RS_INTERP_2_UNKNOWN;
+ r300->hw.ri.cmd[R300_RI_INTERP_3] |= R300_RS_INTERP_3_UNKNOWN;
+
+ #if 1
+ for(i = 2; i <= 8; ++i)
+ r300->hw.ri.cmd[i] |= 4;
+ #endif
+
+ for(i = 1; i <= 8; ++i)
+ r300->hw.rr.cmd[i] = 0;
+ /* textures enabled ? */
+ if(r300->state.texture.tc_count>0){
+
+ /* This code only really works with one set of texture coordinates */
+
+ /* The second constant is needed to get glxgears display anything .. */
+ r300->hw.rc.cmd[1] = R300_RS_CNTL_0_UNKNOWN_7
+ | R300_RS_CNTL_0_UNKNOWN_18
+ | (r300->state.texture.tc_count<<R300_RS_CNTL_TC_CNT_SHIFT);
+ r300->hw.rc.cmd[2] = 0xc0;
+
+
+ ((drm_r300_cmd_header_t*)r300->hw.rr.cmd)->unchecked_state.count = 1;
+ r300->hw.rr.cmd[R300_RR_ROUTE_0] = 0x24008;
+
+ } else {
+
+ /* The second constant is needed to get glxgears display anything .. */
+ r300->hw.rc.cmd[1] = R300_RS_CNTL_0_UNKNOWN_7 | R300_RS_CNTL_0_UNKNOWN_18;
+ r300->hw.rc.cmd[2] = 0;
+
+ ((drm_r300_cmd_header_t*)r300->hw.rr.cmd)->unchecked_state.count = 1;
+ r300->hw.rr.cmd[R300_RR_ROUTE_0] = 0x4000;
+
+ }
+}
+
+#define vpucount(ptr) (((drm_r300_cmd_header_t*)(ptr))->vpu.count)
+
+#define bump_vpu_count(ptr, new_count) do{\
+ drm_r300_cmd_header_t* _p=((drm_r300_cmd_header_t*)(ptr));\
+ int _nc=(new_count)/4; \
+ if(_nc>_p->vpu.count)_p->vpu.count=_nc;\
+ }while(0)
+
+void static inline setup_vertex_shader_fragment(r300ContextPtr r300, int dest, struct r300_vertex_shader_fragment *vsf)
+{
+ int i;
+
+ if(vsf->length==0)return;
+
+ if(vsf->length & 0x3){
+ fprintf(stderr,"VERTEX_SHADER_FRAGMENT must have length divisible by 4\n");
+ exit(-1);
+ }
+
+ switch((dest>>8) & 0xf){
+ case 0:
+ R300_STATECHANGE(r300, vpi);
+ for(i=0;i<vsf->length;i++)
+ r300->hw.vpi.cmd[R300_VPI_INSTR_0+i+4*(dest & 0xff)]=(vsf->body.d[i]);
+ bump_vpu_count(r300->hw.vpi.cmd, vsf->length+4*(dest & 0xff));
+ break;
+
+ case 2:
+ R300_STATECHANGE(r300, vpp);
+ for(i=0;i<vsf->length;i++)
+ r300->hw.vpp.cmd[R300_VPP_PARAM_0+i+4*(dest & 0xff)]=(vsf->body.d[i]);
+ bump_vpu_count(r300->hw.vpp.cmd, vsf->length+4*(dest & 0xff));
+ break;
+ case 4:
+ R300_STATECHANGE(r300, vps);
+ for(i=0;i<vsf->length;i++)
+ r300->hw.vps.cmd[1+i+4*(dest & 0xff)]=(vsf->body.d[i]);
+ bump_vpu_count(r300->hw.vps.cmd, vsf->length+4*(dest & 0xff));
+ break;
+ default:
+ fprintf(stderr, "%s:%s don't know how to handle dest %04x\n", __FILE__, __FUNCTION__, dest);
+ exit(-1);
+ }
+}
+
+
+void r300SetupVertexShader(r300ContextPtr rmesa)
+{
+ GLcontext* ctx = rmesa->radeon.glCtx;
+
+ /* Reset state, in case we don't use something */
+ ((drm_r300_cmd_header_t*)rmesa->hw.vpp.cmd)->vpu.count = 0;
+ ((drm_r300_cmd_header_t*)rmesa->hw.vpi.cmd)->vpu.count = 0;
+ ((drm_r300_cmd_header_t*)rmesa->hw.vps.cmd)->vpu.count = 0;
+
+
+/* This needs to be replaced by vertex shader generation code */
+
+
+ /* textures enabled ? */
+ if(rmesa->state.texture.tc_count>0){
+ rmesa->state.vertex_shader=SINGLE_TEXTURE_VERTEX_SHADER;
+ } else {
+ rmesa->state.vertex_shader=FLAT_COLOR_VERTEX_SHADER;
+ }
+
+
+ rmesa->state.vertex_shader.matrix[0].length=16;
+ memcpy(rmesa->state.vertex_shader.matrix[0].body.f, ctx->_ModelProjectMatrix.m, 16*4);
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_PROGRAM, &(rmesa->state.vertex_shader.program));
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_MATRIX0, &(rmesa->state.vertex_shader.matrix[0]));
+ #if 0
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_MATRIX1, &(rmesa->state.vertex_shader.matrix[0]));
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_MATRIX2, &(rmesa->state.vertex_shader.matrix[0]));
+
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_VECTOR0, &(rmesa->state.vertex_shader.vector[0]));
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_VECTOR1, &(rmesa->state.vertex_shader.vector[1]));
+ #endif
+
+ #if 0
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1));
+ setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2));
+ #endif
+
+ R300_STATECHANGE(rmesa, pvs);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_1]=(rmesa->state.vertex_shader.program_start << R300_PVS_CNTL_1_PROGRAM_START_SHIFT)
+ | (rmesa->state.vertex_shader.unknown_ptr1 << R300_PVS_CNTL_1_UNKNOWN_SHIFT)
+ | (rmesa->state.vertex_shader.program_end << R300_PVS_CNTL_1_PROGRAM_END_SHIFT);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_2]=(rmesa->state.vertex_shader.param_offset << R300_PVS_CNTL_2_PARAM_OFFSET_SHIFT)
+ | (rmesa->state.vertex_shader.param_count << R300_PVS_CNTL_2_PARAM_COUNT_SHIFT);
+ rmesa->hw.pvs.cmd[R300_PVS_CNTL_3]=(rmesa->state.vertex_shader.unknown_ptr2 << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT)
+ | (rmesa->state.vertex_shader.unknown_ptr3 << 0);
+
+ /* This is done for vertex shader fragments, but also needs to be done for vap_pvs,
+ so I leave it as a reminder */
+ #if 0
+ reg_start(R300_VAP_PVS_WAITIDLE,0);
+ e32(0x00000000);
+ #endif
+}
+
+void r300SetupPixelShader(r300ContextPtr rmesa)
+{
+int i,k;
+
+ /* This needs to be replaced by pixel shader generation code */
+
+ /* textures enabled ? */
+ if(rmesa->state.texture.tc_count>0){
+ rmesa->state.pixel_shader=SINGLE_TEXTURE_PIXEL_SHADER;
+ } else {
+ rmesa->state.pixel_shader=FLAT_COLOR_PIXEL_SHADER;
+ }
+
+ R300_STATECHANGE(rmesa, fpt);
+ for(i=0;i<rmesa->state.pixel_shader.program.tex.length;i++)
+ rmesa->hw.fpt.cmd[R300_FPT_INSTR_0+i]=rmesa->state.pixel_shader.program.tex.inst[i];
+ rmesa->hw.fpt.cmd[R300_FPT_CMD_0]=cmducs(R300_PFS_TEXI_0, rmesa->state.pixel_shader.program.tex.length);
+
+ #define OUTPUT_FIELD(st, reg, field) \
+ R300_STATECHANGE(rmesa, st); \
+ for(i=0;i<rmesa->state.pixel_shader.program.alu.length;i++) \
+ rmesa->hw.st.cmd[R300_FPI_INSTR_0+i]=rmesa->state.pixel_shader.program.alu.inst[i].field;\
+ rmesa->hw.st.cmd[R300_FPI_CMD_0]=cmducs(reg, rmesa->state.pixel_shader.program.alu.length);
+
+ OUTPUT_FIELD(fpi[0], R300_PFS_INSTR0_0, inst0);
+ OUTPUT_FIELD(fpi[1], R300_PFS_INSTR1_0, inst1);
+ OUTPUT_FIELD(fpi[2], R300_PFS_INSTR2_0, inst2);
+ OUTPUT_FIELD(fpi[3], R300_PFS_INSTR3_0, inst3);
+ #undef OUTPUT_FIELD
+
+ R300_STATECHANGE(rmesa, fp);
+ for(i=0;i<4;i++){
+ rmesa->hw.fp.cmd[R300_FP_NODE0+i]=
+ (rmesa->state.pixel_shader.program.node[i].alu_offset << R300_PFS_NODE_ALU_OFFSET_SHIFT)
+ | (rmesa->state.pixel_shader.program.node[i].alu_end << R300_PFS_NODE_ALU_END_SHIFT)
+ | (rmesa->state.pixel_shader.program.node[i].tex_offset << R300_PFS_NODE_TEX_OFFSET_SHIFT)
+ | (rmesa->state.pixel_shader.program.node[i].tex_end << R300_PFS_NODE_TEX_END_SHIFT)
+ | ( (i==3) ? R300_PFS_NODE_LAST_NODE : 0);
+ }
+
+ /* PFS_CNTL_0 */
+ rmesa->hw.fp.cmd[R300_FP_CNTL0]=
+ (rmesa->state.pixel_shader.program.active_nodes-1)
+ | (rmesa->state.pixel_shader.program.first_node_has_tex<<3);
+ /* PFS_CNTL_1 */
+ rmesa->hw.fp.cmd[R300_FP_CNTL1]=rmesa->state.pixel_shader.program.temp_register_count;
+ /* PFS_CNTL_2 */
+ rmesa->hw.fp.cmd[R300_FP_CNTL2]=
+ (rmesa->state.pixel_shader.program.alu_offset << R300_PFS_CNTL_ALU_OFFSET_SHIFT)
+ | (rmesa->state.pixel_shader.program.alu_end << R300_PFS_CNTL_ALU_END_SHIFT)
+ | (rmesa->state.pixel_shader.program.tex_offset << R300_PFS_CNTL_TEX_OFFSET_SHIFT)
+ | (rmesa->state.pixel_shader.program.tex_end << R300_PFS_CNTL_TEX_END_SHIFT);
+
+ R300_STATECHANGE(rmesa, fpp);
+ for(i=0;i<rmesa->state.pixel_shader.param_length;i++){
+ rmesa->hw.fpp.cmd[R300_FPP_PARAM_0+4*i+0]=r300PackFloat32(rmesa->state.pixel_shader.param[i].x);
+ rmesa->hw.fpp.cmd[R300_FPP_PARAM_0+4*i+1]=r300PackFloat32(rmesa->state.pixel_shader.param[i].y);
+ rmesa->hw.fpp.cmd[R300_FPP_PARAM_0+4*i+2]=r300PackFloat32(rmesa->state.pixel_shader.param[i].z);
+ rmesa->hw.fpp.cmd[R300_FPP_PARAM_0+4*i+3]=r300PackFloat32(rmesa->state.pixel_shader.param[i].w);
+ }
+ rmesa->hw.fpp.cmd[R300_FPP_CMD_0]=cmducs(R300_PFS_PARAM_0_X, rmesa->state.pixel_shader.param_length);
+
+}
/**
* Called by Mesa after an internal state update.
if (RADEON_DEBUG & DEBUG_STATE)
fprintf(stderr, "%s\n", __FUNCTION__);
+ /* This is a place to initialize registers which
+ have bitfields accessed by different functions
+ and not all bits are used */
+ #if 0
+ r300->hw.zs.cmd[R300_ZS_CNTL_0] = 0;
+ r300->hw.zs.cmd[R300_ZS_CNTL_1] = 0;
+ r300->hw.zs.cmd[R300_ZS_CNTL_2] = 0xffff00;
+ #endif
+
+ /* go and compute register values from GL state */
+
r300UpdateWindow(ctx);
-
+
r300ColorMask(ctx,
ctx->Color.ColorMask[RCOMP],
ctx->Color.ColorMask[GCOMP],
r300UpdateCulling(ctx);
-//BEGIN: TODO
- r300->hw.unk2080.cmd[1] = 0x0030045A;
+ r300_setup_routing(ctx, GL_TRUE);
+
+ r300UpdateTextureState(ctx);
+ r300_setup_textures(ctx);
+ r300_setup_rs_unit(ctx);
+
+ r300SetupVertexShader(r300);
+ r300SetupPixelShader(r300);
- r300->hw.ovf.cmd[R300_OVF_FMT_0] = 0x00000003;
- r300->hw.ovf.cmd[R300_OVF_FMT_1] = 0x00000000;
+ r300_set_blend_state(ctx);
+ r300AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef);
+
+ /* Initialize magic registers
+ TODO : learn what they really do, or get rid of
+ those we don't have to touch */
+ r300->hw.unk2080.cmd[1] = 0x0030045A;
r300->hw.vte.cmd[1] = R300_VPORT_X_SCALE_ENA
| R300_VPORT_X_OFFSET_ENA
r300->hw.unk2140.cmd[1] = 0x00000000;
+ #if 0 /* Done in setup routing */
((drm_r300_cmd_header_t*)r300->hw.vir[0].cmd)->unchecked_state.count = 1;
r300->hw.vir[0].cmd[1] = 0x21030003;
r300->hw.vic.cmd[R300_VIR_CNTL_0] = 0x00000001;
r300->hw.vic.cmd[R300_VIR_CNTL_1] = 0x00000405;
+ #endif
r300->hw.unk21DC.cmd[1] = 0xAAAAAAAA;
else
r300->hw.unk2288.cmd[1] = R300_2288_RV350;
+ #if 0
r300->hw.vof.cmd[R300_VOF_CNTL_0] = R300_VAP_OUTPUT_VTX_FMT_0__POS_PRESENT
| R300_VAP_OUTPUT_VTX_FMT_0__COLOR_PRESENT;
r300->hw.vof.cmd[R300_VOF_CNTL_1] = 0; /* no textures */
-
+
+
r300->hw.pvs.cmd[R300_PVS_CNTL_1] = 0;
r300->hw.pvs.cmd[R300_PVS_CNTL_2] = 0;
r300->hw.pvs.cmd[R300_PVS_CNTL_3] = 0;
+ #endif
r300->hw.gb_enable.cmd[1] = R300_GB_POINT_STUFF_ENABLE
| R300_GB_LINE_STUFF_ENABLE
r300->hw.gb_misc.cmd[R300_GB_MISC_SELECT] = 0x00000000;
r300->hw.gb_misc.cmd[R300_GB_MISC_AA_CONFIG] = 0x00000000; /* No antialiasing */
- r300->hw.txe.cmd[R300_TXE_ENABLE] = 0;
+ //r300->hw.txe.cmd[R300_TXE_ENABLE] = 0;
r300->hw.unk4200.cmd[1] = r300PackFloat32(0.0);
r300->hw.unk4200.cmd[2] = r300PackFloat32(0.0);
r300->hw.unk42C0.cmd[1] = 0x4B7FFFFF;
r300->hw.unk42C0.cmd[2] = 0x00000000;
- /* The second constant is needed to get glxgears display anything .. */
- r300->hw.rc.cmd[1] = R300_RS_CNTL_0_UNKNOWN_7 | R300_RS_CNTL_0_UNKNOWN_18;
- r300->hw.rc.cmd[2] = 0;
-
- for(i = 1; i <= 8; ++i)
- r300->hw.ri.cmd[i] = 0x00d10000;
- r300->hw.ri.cmd[R300_RI_INTERP_1] |= R300_RS_INTERP_1_UNKNOWN;
- r300->hw.ri.cmd[R300_RI_INTERP_2] |= R300_RS_INTERP_2_UNKNOWN;
- r300->hw.ri.cmd[R300_RI_INTERP_3] |= R300_RS_INTERP_3_UNKNOWN;
-
- ((drm_r300_cmd_header_t*)r300->hw.rr.cmd)->unchecked_state.count = 1;
- for(i = 1; i <= 8; ++i)
- r300->hw.rr.cmd[i] = 0;
- r300->hw.rr.cmd[R300_RR_ROUTE_0] = 0x4000;
r300->hw.unk43A4.cmd[1] = 0x0000001C;
r300->hw.unk43A4.cmd[2] = 0x2DA49525;
r300->hw.unk43E8.cmd[1] = 0x00FFFFFF;
+ #if 0
r300->hw.fp.cmd[R300_FP_CNTL0] = 0;
r300->hw.fp.cmd[R300_FP_CNTL1] = 0;
r300->hw.fp.cmd[R300_FP_CNTL2] = 0;
r300->hw.fp.cmd[R300_FP_NODE1] = 0;
r300->hw.fp.cmd[R300_FP_NODE2] = 0;
r300->hw.fp.cmd[R300_FP_NODE3] = 0;
+ #endif
r300->hw.unk46A4.cmd[1] = 0x00001B01;
r300->hw.unk46A4.cmd[2] = 0x00001B0F;
r300->hw.unk46A4.cmd[4] = 0x00001B0F;
r300->hw.unk46A4.cmd[5] = 0x00000001;
+ #if 0
for(i = 1; i <= 64; ++i) {
/* create NOP instructions */
r300->hw.fpi[0].cmd[i] = FP_INSTRC(MAD, FP_ARGC(SRC0C_XYZ), FP_ARGC(ONE), FP_ARGC(ZERO));
r300->hw.fpi[2].cmd[i] = FP_INSTRA(MAD, FP_ARGA(SRC0A), FP_ARGA(ONE), FP_ARGA(ZERO));
r300->hw.fpi[3].cmd[i] = FP_SELA(0,W,NO,FP_TMP(0),0,0);
}
+ #endif
r300->hw.unk4BC0.cmd[1] = 0;
r300->hw.unk4BC8.cmd[2] = 0;
r300->hw.unk4BC8.cmd[3] = 0;
+ #if 0
r300->hw.at.cmd[R300_AT_ALPHA_TEST] = 0;
+ #endif
+ r300->hw.at.cmd[R300_AT_UNKNOWN] = 0;
r300->hw.unk4BD8.cmd[1] = 0;
r300->hw.unk4E00.cmd[1] = 0;
+ #if 0
r300->hw.bld.cmd[R300_BLD_CBLEND] = 0;
r300->hw.bld.cmd[R300_BLD_ABLEND] = 0;
+ #endif
r300->hw.unk4E10.cmd[1] = 0;
r300->hw.unk4E10.cmd[2] = 0;
r300->hw.unk4EA0.cmd[1] = 0x00000000;
r300->hw.unk4EA0.cmd[2] = 0xffffffff;
- r300->hw.unk4F08.cmd[1] = 0x00FFFF00;
-
r300->hw.unk4F10.cmd[1] = 0x00000002; // depthbuffer format?
r300->hw.unk4F10.cmd[2] = 0x00000000;
r300->hw.unk4F10.cmd[3] = 0x00000003;
r300->hw.unk4F10.cmd[4] = 0x00000000;
+ /* experiment a bit */
+ r300->hw.unk4F10.cmd[2] = 0x00000001; // depthbuffer format?
+
r300->hw.zb.cmd[R300_ZB_OFFSET] =
r300->radeon.radeonScreen->depthOffset +
r300->radeon.radeonScreen->fbLocation;
r300->hw.unk4F54.cmd[1] = 0;
+ #if 0
((drm_r300_cmd_header_t*)r300->hw.vpi.cmd)->vpu.count = 0;
for(i = 1; i < R300_VPI_CMDSIZE; i += 4) {
/* MOV t0, t0 */
((drm_r300_cmd_header_t*)r300->hw.vpp.cmd)->vpu.count = 0;
for(i = 1; i < R300_VPP_CMDSIZE; ++i)
r300->hw.vpp.cmd[i] = 0;
+ #endif
r300->hw.vps.cmd[R300_VPS_ZERO_0] = 0;
r300->hw.vps.cmd[R300_VPS_ZERO_1] = 0;
r300->hw.vps.cmd[R300_VPS_POINTSIZE] = r300PackFloat32(1.0);
r300->hw.vps.cmd[R300_VPS_ZERO_3] = 0;
+
//END: TODO
r300->hw.all_dirty = GL_TRUE;
*/
void r300InitState(r300ContextPtr r300)
{
+ GLcontext *ctx = r300->radeon.glCtx;
+ GLuint depth_fmt;
+
radeonInitState(&r300->radeon);
-
- r300->state.depth.scale = 1.0 / (GLfloat) 0xffff;
+
+ switch (ctx->Visual.depthBits) {
+ case 16:
+ r300->state.depth.scale = 1.0 / (GLfloat) 0xffff;
+ depth_fmt = R200_DEPTH_FORMAT_16BIT_INT_Z;
+ //r300->state.stencil.clear = 0x00000000;
+ break;
+ case 24:
+ r300->state.depth.scale = 1.0 / (GLfloat) 0xffffff;
+ depth_fmt = R200_DEPTH_FORMAT_24BIT_INT_Z;
+ //r300->state.stencil.clear = 0xff000000;
+ break;
+ default:
+ fprintf(stderr, "Error: Unsupported depth %d... exiting\n",
+ ctx->Visual.depthBits);
+ exit(-1);
+ }
+
+ /* Only have hw stencil when depth buffer is 24 bits deep */
+ r300->state.hw_stencil = (ctx->Visual.stencilBits > 0 &&
+ ctx->Visual.depthBits == 24);
+
+ memset(&(r300->state.texture), 0, sizeof(r300->state.texture));
r300ResetHwState(r300);
}
radeonInitStateFuncs(functions);
functions->UpdateState = r300InvalidateState;
+ functions->AlphaFunc = r300AlphaFunc;
+ functions->BlendColor = r300BlendColor;
+ functions->BlendEquationSeparate = r300BlendEquationSeparate;
+ functions->BlendFuncSeparate = r300BlendFuncSeparate;
functions->Enable = r300Enable;
functions->ColorMask = r300ColorMask;
functions->DepthFunc = r300DepthFunc;
functions->CullFace = r300CullFace;
functions->FrontFace = r300FrontFace;
+ /* Stencil related */
+ functions->ClearStencil = r300ClearStencil;
+ functions->StencilFunc = r300StencilFunc;
+ functions->StencilMask = r300StencilMask;
+ functions->StencilOp = r300StencilOp;
+
/* Viewport related */
functions->Viewport = r300Viewport;
functions->DepthRange = r300DepthRange;
+ functions->PointSize = r300PointSize;
}