#if defined(FX)
+#include "image.h"
#include "types.h"
#include "fxdrv.h"
#include "enums.h"
fxMesa->clearA=alpha;
}
+
/* Clear the color and/or depth buffers */
static GLbitfield fxDDClear(GLcontext *ctx, GLbitfield mask, GLboolean all,
GLint x, GLint y, GLint width, GLint height )
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
+ const FxU16 clearD = (FxU16) (ctx->Depth.Clear * 0xffff);
GLbitfield softwareMask = mask & (DD_STENCIL_BIT | DD_ACCUM_BIT);
- GLbitfield newMask = mask & ~(DD_STENCIL_BIT | DD_ACCUM_BIT);
- if (MESA_VERBOSE&VERBOSE_DRIVER) {
+ /* we can't clear stencil or accum buffers */
+ mask &= ~(DD_STENCIL_BIT | DD_ACCUM_BIT);
+
+ if (MESA_VERBOSE & VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDClear(%d,%d,%d,%d)\n", (int) x, (int) y,
(int) width, (int) height);
}
- if (mask == (DD_BACK_LEFT_BIT | DD_DEPTH_BIT)
- && colorMask == 0xffffffff) {
- /* common case: clear back color buffer and depth buffer */
- FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
- FX_grBufferClear(fxMesa->clearC, fxMesa->clearA,
- (FxU16)(ctx->Depth.Clear*0xffff));
- return 0;
- }
-
- /* depth masking */
- if (newMask & DD_DEPTH_BIT) {
- FX_grDepthMask(FXTRUE);
- CLEAR_BITS(newMask, DD_DEPTH_BIT);
- }
- else {
- FX_grDepthMask(FXFALSE);
+ if (colorMask != 0xffffffff) {
+ /* do masked color buffer clears in software */
+ softwareMask |= (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
+ mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT);
}
- if (colorMask != 0xffffffff) {
- /* do masked color clear in software */
- softwareMask |= (newMask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
- CLEAR_BITS(newMask, (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
- }
-
- if (newMask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) {
- if (newMask & DD_FRONT_LEFT_BIT) {
- if (mask & DD_DEPTH_BIT) {
- /* XXX it appears that the depth buffer isn't cleared when
- * glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set.
- * This is a work-around/
- */
- FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
- FX_grColorMask(FXFALSE,FXFALSE);
- FX_grBufferClear(fxMesa->clearC, fxMesa->clearA,
- (FxU16)(ctx->Depth.Clear*0xffff));
- FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
- ctx->Color.ColorMask[GCOMP] ||
- ctx->Color.ColorMask[BCOMP],
- ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
+ /*
+ * This could probably be done fancier but doing each possible case
+ * explicitly is less error prone.
+ */
+ switch (mask) {
+ case DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
+ /* back buffer & depth */
+ FX_grDepthMask(FXTRUE);
+ FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ if (!ctx->Depth.Mask) {
+ FX_grDepthMask(FXFALSE);
}
+ break;
+ case DD_FRONT_LEFT_BIT | DD_DEPTH_BIT:
+ /* XXX it appears that the depth buffer isn't cleared when
+ * glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set.
+ * This is a work-around/
+ */
+ /* clear depth */
+ FX_grDepthMask(FXTRUE);
+ FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ FX_grColorMask(FXFALSE,FXFALSE);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ /* clear front */
+ FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
- FX_grBufferClear(fxMesa->clearC, fxMesa->clearA,
- (FxU16)(ctx->Depth.Clear*0xffff));
- }
-
- if (newMask & DD_BACK_LEFT_BIT) {
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ break;
+ case DD_BACK_LEFT_BIT:
+ /* back buffer only */
+ FX_grDepthMask(FXFALSE);
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
- FX_grBufferClear(fxMesa->clearC, fxMesa->clearA,
- (FxU16)(ctx->Depth.Clear*0xffff));
- }
-
- CLEAR_BITS(newMask, (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
- }
- else if (mask & DD_DEPTH_BIT) {
- /* clear depth but not color */
- FX_grColorMask(FXFALSE,FXFALSE);
- FX_grBufferClear(fxMesa->clearC, fxMesa->clearA,
- (FxU16)(ctx->Depth.Clear*0xffff));
- FX_grColorMask(ctx->Color.ColorMask[RCOMP] ||
- ctx->Color.ColorMask[GCOMP] ||
- ctx->Color.ColorMask[BCOMP],
- ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
- }
-
- /* Restore depth mask state */
- if (mask & DD_DEPTH_BIT) {
- if (ctx->Depth.Mask) {
- FX_grDepthMask(FXTRUE);
- }
- else {
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ if (ctx->Depth.Mask) {
+ FX_grDepthMask(FXTRUE);
+ }
+ break;
+ case DD_FRONT_LEFT_BIT:
+ /* front buffer only */
FX_grDepthMask(FXFALSE);
- }
+ FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ if (ctx->Depth.Mask) {
+ FX_grDepthMask(FXTRUE);
+ }
+ break;
+ case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT:
+ /* front and back */
+ FX_grDepthMask(FXFALSE);
+ FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ if (ctx->Depth.Mask) {
+ FX_grDepthMask(FXTRUE);
+ }
+ break;
+ case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
+ /* clear front */
+ FX_grDepthMask(FXFALSE);
+ FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ /* clear back and depth */
+ FX_grDepthMask(FXTRUE);
+ FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ if (!ctx->Depth.Mask) {
+ FX_grDepthMask(FXFALSE);
+ }
+ break;
+ case DD_DEPTH_BIT:
+ /* just the depth buffer */
+ FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ FX_grColorMask(FXFALSE,FXFALSE);
+ FX_grDepthMask(FXTRUE);
+ FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
+ FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
+ if (ctx->Color.DrawDestMask & FRONT_LEFT_BIT)
+ FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ break;
+ default:
+ /* error */
+ ;
}
- return newMask | softwareMask;
+ return softwareMask;
}
/* Set the buffer used for drawing */
/* XXX support for separate read/draw buffers hasn't been tested */
-static GLboolean fxDDSetDrawBuffer(GLcontext *ctx, GLenum mode )
+static GLboolean fxDDSetDrawBuffer(GLcontext *ctx, GLenum mode)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
FX_grRenderBuffer(fxMesa->currentFB);
return GL_TRUE;
}
+ else if (mode == GL_NONE) {
+ FX_grColorMask(FXFALSE,FXFALSE);
+ return GL_TRUE;
+ }
else {
return GL_FALSE;
}
#ifdef XF86DRI
+/* test if window coord (px,py) is visible */
static GLboolean inClipRects(fxMesaContext fxMesa, int px, int py)
{
int i;
-
- py=fxMesa->height+fxMesa->y_offset-py;
for (i=0; i<fxMesa->numClipRects; i++) {
if ((px>=fxMesa->pClipRects[i].x1) &&
(px<fxMesa->pClipRects[i].x2) &&
#endif
-static GLboolean fxDDDrawBitMap(GLcontext *ctx, GLint px, GLint py,
+static GLboolean fxDDDrawBitmap(GLcontext *ctx, GLint px, GLint py,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
- FxU16 *p;
GrLfbInfo_t info;
- const GLubyte *pb;
- int x,y,xmin,xmax,ymin,ymax;
- GLint r,g,b,a,scrwidth,scrheight,stride;
FxU16 color;
-
- /* TODO: with a little work, these bitmap unpacking parameter restrictions
- * could be removed.
- */
- if((unpack->Alignment!=1) ||
- (unpack->RowLength!=0) ||
- (unpack->SkipPixels!=0) ||
- (unpack->SkipRows!=0) ||
- (unpack->SwapBytes) ||
- (unpack->LsbFirst))
+ const struct gl_pixelstore_attrib *finalUnpack;
+ struct gl_pixelstore_attrib scissoredUnpack;
+
+ /* check if there's any raster operations enabled which we can't handle */
+ if (ctx->RasterMask & (ALPHATEST_BIT |
+ BLEND_BIT |
+ DEPTH_BIT |
+ FOG_BIT |
+ LOGIC_OP_BIT |
+ SCISSOR_BIT |
+ STENCIL_BIT |
+ MASKING_BIT |
+ ALPHABUF_BIT |
+ MULTI_DRAW_BIT))
return GL_FALSE;
if (ctx->Scissor.Enabled) {
- xmin=ctx->Scissor.X;
- xmax=ctx->Scissor.X+ctx->Scissor.Width;
- ymin=ctx->Scissor.Y;
- ymax=ctx->Scissor.Y+ctx->Scissor.Height;
- } else {
- xmin=0;
- xmax=fxMesa->width;
- ymin=0;
- ymax=fxMesa->height;
- }
-
- xmin+=fxMesa->x_offset;
- xmax+=fxMesa->x_offset;
-
-#ifdef XF86DRI
-#define ISCLIPPED(rx, ry) ( ((rx)<xmin) || ((rx)>=xmax) || !inClipRects(fxMesa, rx, ry))
-#else
-#define ISCLIPPED(rx, ry) ( ((rx)<xmin) || ((rx)>=xmax) )
-#endif
-#define DRAWBIT(i) { \
- if(!ISCLIPPED(x+px, y)) \
- if( (*pb) & (1<<(i)) ) \
- (*p)=color; \
- p++; \
- x++; \
- if(x>=width) { \
- pb++; \
- break; \
- } \
-}
-
- scrwidth=fxMesa->width;
- scrheight=fxMesa->height;
-
- if ((px>=scrwidth) || (px+width<=0) || (py>=scrheight) || (py+height<=0))
- return GL_TRUE;
+ /* This is a bit tricky, but by carefully adjusting the px, py,
+ * width, height, skipPixels and skipRows values we can do
+ * scissoring without special code in the rendering loop.
+ */
- pb=bitmap;
+ /* we'll construct a new pixelstore struct */
+ finalUnpack = &scissoredUnpack;
+ scissoredUnpack = *unpack;
+ if (scissoredUnpack.RowLength == 0)
+ scissoredUnpack.RowLength = width;
+
+ /* clip left */
+ if (px < ctx->Scissor.X) {
+ scissoredUnpack.SkipPixels += (ctx->Scissor.X - px);
+ width -= (ctx->Scissor.X - px);
+ px = ctx->Scissor.X;
+ }
+ /* clip right */
+ if (px + width >= ctx->Scissor.X + ctx->Scissor.Width) {
+ width -= (px + width - (ctx->Scissor.X + ctx->Scissor.Width));
+ }
+ /* clip bottom */
+ if (py < ctx->Scissor.Y) {
+ scissoredUnpack.SkipRows += (ctx->Scissor.Y - py);
+ height -= (ctx->Scissor.Y - py);
+ py = ctx->Scissor.Y;
+ }
+ /* clip top */
+ if (py + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
+ height -= (py + height - (ctx->Scissor.Y + ctx->Scissor.Height));
+ }
- if(py<0) {
- pb+=(height*(-py)) >> (3+1);
- height+=py;
- py=0;
+ if (width <= 0 || height <= 0)
+ return GL_TRUE; /* totally scissored away */
+ }
+ else {
+ finalUnpack = unpack;
}
- if (py+height>=scrheight)
- height-=(py+height)-scrheight;
+ /* compute pixel value */
+ {
+ GLint r = (GLint) (ctx->Current.RasterColor[0] * 255.0f);
+ GLint g = (GLint) (ctx->Current.RasterColor[1] * 255.0f);
+ GLint b = (GLint) (ctx->Current.RasterColor[2] * 255.0f);
+ /*GLint a = (GLint)(ctx->Current.RasterColor[3]*255.0f);*/
+ if (fxMesa->bgrOrder)
+ color = (FxU16)
+ ( ((FxU16)0xf8 & b) << (11-3)) |
+ ( ((FxU16)0xfc & g) << (5-3+1)) |
+ ( ((FxU16)0xf8 & r) >> 3);
+ else
+ color = (FxU16)
+ ( ((FxU16)0xf8 & r) << (11-3)) |
+ ( ((FxU16)0xfc & g) << (5-3+1)) |
+ ( ((FxU16)0xf8 & b) >> 3);
+ }
- info.size=sizeof(info);
- if(!FX_grLfbLock(GR_LFB_WRITE_ONLY,
- fxMesa->currentFB,
- GR_LFBWRITEMODE_565,
- GR_ORIGIN_UPPER_LEFT,
- FXFALSE,
- &info)) {
+ info.size = sizeof(info);
+ if (!FX_grLfbLock(GR_LFB_WRITE_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_565,
+ GR_ORIGIN_UPPER_LEFT,
+ FXFALSE,
+ &info)) {
#ifndef FX_SILENT
fprintf(stderr,"fx Driver: error locking the linear frame buffer\n");
#endif
return GL_TRUE;
}
- r=(GLint)(ctx->Current.RasterColor[0]*255.0f);
- g=(GLint)(ctx->Current.RasterColor[1]*255.0f);
- b=(GLint)(ctx->Current.RasterColor[2]*255.0f);
- a=(GLint)(ctx->Current.RasterColor[3]*255.0f);
- if (fxMesa->bgrOrder)
- color=(FxU16)
- ( ((FxU16)0xf8 & b) <<(11-3)) |
- ( ((FxU16)0xfc & g) <<(5-3+1)) |
- ( ((FxU16)0xf8 & r) >> 3);
- else
- color=(FxU16)
- ( ((FxU16)0xf8 & r) <<(11-3)) |
- ( ((FxU16)0xfc & g) <<(5-3+1)) |
- ( ((FxU16)0xf8 & b) >> 3);
-
- stride=info.strideInBytes>>1;
+#ifdef XF86DRI
+#define INSIDE(c, x, y) inClipRects((c), (x), (y))
+#else
+#define INSIDE(c, x, y) (1)
+#endif
- /* This code is a bit slow... */
+ {
+ const GLint winX = fxMesa->x_offset;
+ const GLint winY = fxMesa->y_offset + fxMesa->height - 1;
+ /* The dest stride depends on the hardware and whether we're drawing
+ * to the front or back buffer. This compile-time test seems to do
+ * the job for now.
+ */
+#ifdef XF86DRI
+ const GLint dstStride = (fxMesa->glCtx->Color.DrawBuffer == GL_FRONT)
+ ? (fxMesa->screen_width) : (info.strideInBytes / 2);
+#else
+ const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */
+#endif
+ GLint row;
+ /* compute dest address of bottom-left pixel in bitmap */
+ GLushort *dst = (GLushort *) info.lfbPtr
+ + (winY - py) * dstStride
+ + (winX + px);
+
+ for (row = 0; row < height; row++) {
+ const GLubyte *src = (const GLubyte *) _mesa_image_address( finalUnpack,
+ bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, 0, row, 0 );
+ if (finalUnpack->LsbFirst) {
+ /* least significan bit first */
+ GLubyte mask = 1U << (finalUnpack->SkipPixels & 0x7);
+ GLint col;
+ for (col=0; col<width; col++) {
+ if (*src & mask) {
+ if (INSIDE(fxMesa, winX + px + col, winY - py - row))
+ dst[col] = color;
+ }
+ if (mask == 128U) {
+ src++;
+ mask = 1U;
+ }
+ else {
+ mask = mask << 1;
+ }
+ }
+ if (mask != 1)
+ src++;
+ }
+ else {
+ /* most significan bit first */
+ GLubyte mask = 128U >> (finalUnpack->SkipPixels & 0x7);
+ GLint col;
+ for (col=0; col<width; col++) {
+ if (*src & mask) {
+ if (INSIDE(fxMesa, winX + px + col, winY - py - row))
+ dst[col] = color;
+ }
+ if (mask == 1U) {
+ src++;
+ mask = 128U;
+ }
+ else {
+ mask = mask >> 1;
+ }
+ }
+ if (mask != 128)
+ src++;
+ }
+ dst -= dstStride;
+ }
+ }
- if (py>ymin) ymin=py;
- if (py+height<ymax) ymax=py+height;
+#undef INSIDE
- px+=fxMesa->x_offset;
- scrheight=fxMesa->height+fxMesa->y_offset;
+ FX_grLfbUnlock(GR_LFB_WRITE_ONLY,fxMesa->currentFB);
+ return GL_TRUE;
+}
- for(y=ymin; y<ymax; y++) {
- p=((FxU16 *)info.lfbPtr)+px+((scrheight-y)*stride);
+static GLboolean fxDDReadPixels( GLcontext *ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *packing,
+ GLvoid *dstImage )
+{
+ if (ctx->Pixel.ScaleOrBiasRGBA || ctx->Pixel.MapColorFlag) {
+ return GL_FALSE; /* can't do this */
+ }
+ else {
+ fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
+ GrLfbInfo_t info;
+ GLboolean result = GL_FALSE;
+
+ BEGIN_BOARD_LOCK();
+ if (grLfbLock(GR_LFB_READ_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_ANY,
+ GR_ORIGIN_UPPER_LEFT,
+ FXFALSE,
+ &info)) {
+ const GLint winX = fxMesa->x_offset;
+ const GLint winY = fxMesa->y_offset + fxMesa->height - 1;
+#ifdef XF86DRI
+ const GLint srcStride = (fxMesa->glCtx->Color.DrawBuffer == GL_FRONT)
+ ? (fxMesa->screen_width) : (info.strideInBytes / 2);
+#else
+ const GLint srcStride = info.strideInBytes / 2; /* stride in GLushorts */
+#endif
+ const GLushort *src = (const GLushort *) info.lfbPtr
+ + (winY - y) * srcStride + (winX + x);
+ GLubyte *dst = (GLubyte *) _mesa_image_address(packing, dstImage,
+ width, height, format, type, 0, 0, 0);
+ GLint dstStride = _mesa_image_row_stride(packing, width, format, type);
+
+ if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ /* convert 5R6G5B into 8R8G8B */
+ GLint row, col;
+ const GLint halfWidth = width >> 1;
+ const GLint extraPixel = (width & 1);
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < halfWidth; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ const GLint pixel0 = pixel & 0xffff;
+ const GLint pixel1 = pixel >> 16;
+ *d++ = FX_PixelToR[pixel0];
+ *d++ = FX_PixelToG[pixel0];
+ *d++ = FX_PixelToB[pixel0];
+ *d++ = FX_PixelToR[pixel1];
+ *d++ = FX_PixelToG[pixel1];
+ *d++ = FX_PixelToB[pixel1];
+ }
+ if (extraPixel) {
+ GLushort pixel = src[width-1];
+ *d++ = FX_PixelToR[pixel];
+ *d++ = FX_PixelToG[pixel];
+ *d++ = FX_PixelToB[pixel];
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ result = GL_TRUE;
+ }
+ else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ /* convert 5R6G5B into 8R8G8B8A */
+ GLint row, col;
+ const GLint halfWidth = width >> 1;
+ const GLint extraPixel = (width & 1);
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < halfWidth; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ const GLint pixel0 = pixel & 0xffff;
+ const GLint pixel1 = pixel >> 16;
+ *d++ = FX_PixelToR[pixel0];
+ *d++ = FX_PixelToG[pixel0];
+ *d++ = FX_PixelToB[pixel0];
+ *d++ = 255;
+ *d++ = FX_PixelToR[pixel1];
+ *d++ = FX_PixelToG[pixel1];
+ *d++ = FX_PixelToB[pixel1];
+ *d++ = 255;
+ }
+ if (extraPixel) {
+ const GLushort pixel = src[width-1];
+ *d++ = FX_PixelToR[pixel];
+ *d++ = FX_PixelToG[pixel];
+ *d++ = FX_PixelToB[pixel];
+ *d++ = 255;
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ result = GL_TRUE;
+ }
+ else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
+ /* directly memcpy 5R6G5B pixels into client's buffer */
+ const GLint widthInBytes = width * 2;
+ GLint row;
+ for (row = 0; row < height; row++) {
+ MEMCPY(dst, src, widthInBytes);
+ dst += dstStride;
+ src -= srcStride;
+ }
+ result = GL_TRUE;
+ }
+ else {
+ result = GL_FALSE;
+ }
- for(x=0;;) {
- DRAWBIT(7); DRAWBIT(6); DRAWBIT(5); DRAWBIT(4);
- DRAWBIT(3); DRAWBIT(2); DRAWBIT(1); DRAWBIT(0);
- pb++;
+ grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
}
+ END_BOARD_LOCK();
+ return result;
}
+}
- FX_grLfbUnlock(GR_LFB_WRITE_ONLY,fxMesa->currentFB);
-
-#undef ISCLIPPED
-#undef DRAWBIT
- return GL_TRUE;
-}
static void fxDDFinish(GLcontext *ctx)
{
}
}
/* now make the GL_RENDERER string */
- sprintf(buffer, "Mesa DRI %s 20000208", hardware);
+ sprintf(buffer, "Mesa DRI %s 20000510", hardware);
return buffer;
}
case GL_VENDOR:
FX_grLfbWriteColorFormat(GR_COLORFORMAT_ABGR); /* Not every Glide has this */
#endif
+ fxMesa->textureAlign=FX_grGetInteger(FX_TEXTURE_ALIGN);
fxMesa->glCtx->Const.MaxTextureLevels=9;
fxMesa->glCtx->Const.MaxTextureSize=256;
fxMesa->glCtx->Const.MaxTextureUnits=fxMesa->emulateTwoTMUs ? 2 : 1;
}
-
+#if 0
+/* Example extension function */
+static void fxFooBarEXT(GLint i)
+{
+ printf("You called glFooBarEXT(%d)\n", i);
+}
+#endif
void fxDDInitExtensions( GLcontext *ctx )
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
- gl_extensions_add( ctx, DEFAULT_ON, "3DFX_set_global_palette", 0 );
- gl_extensions_add( ctx, DEFAULT_ON, "GL_FXMESA_global_texture_lod_bias", 0);
+ gl_extensions_disable(ctx, "GL_EXT_blend_logic_op");
+ gl_extensions_disable(ctx, "GL_EXT_blend_minmax");
+ gl_extensions_disable(ctx, "GL_EXT_blend_subtract");
+ gl_extensions_disable(ctx, "GL_EXT_blend_color");
+
+ gl_extensions_add(ctx, DEFAULT_ON, "3DFX_set_global_palette", 0);
- if(fxMesa->haveTwoTMUs)
- gl_extensions_add( ctx, DEFAULT_ON, "GL_EXT_texture_env_add", 0);
+ if (!fxMesa->haveTwoTMUs)
+ gl_extensions_disable(ctx, "GL_EXT_texture_env_add");
if (!fxMesa->emulateTwoTMUs)
- gl_extensions_disable( ctx, "GL_ARB_multitexture" );
+ gl_extensions_disable(ctx, "GL_ARB_multitexture");
+
+
+ /* Example of hooking in an extension function.
+ * For DRI-based drivers, also see __driRegisterExtensions in the
+ * tdfx_xmesa.c file.
+ */
+#if 0
+ {
+ void **dispatchTable = (void **) ctx->Exec;
+ const int _gloffset_FooBarEXT = 555; /* just an example number! */
+ const int tabSize = _glapi_get_dispatch_table_size();
+ assert(_gloffset_FooBarEXT < tabSize);
+ dispatchTable[_gloffset_FooBarEXT] = (void *) fxFooBarEXT;
+ /* XXX You would also need to hook into the display list dispatch
+ * table. Really, the implementation of extensions might as well
+ * be in the core of Mesa since core Mesa and the device driver
+ * is one big shared lib.
+ */
+ }
+#endif
}
-/*
- This driver may need to move the drawing operations to a different sub
- window. This modifies the viewport command to add our X,Y offset to all
- drawn objects that go through the viewport transformation.
-*/
/************************************************************************/
/************************************************************************/
if (!ctx->Hint.AllowDrawMem)
return GL_TRUE; /* you'll take it and like it */
- if((ctx->RasterMask & STENCIL_BIT) ||
+ if((ctx->RasterMask & (STENCIL_BIT | MULTI_DRAW_BIT)) ||
((ctx->Color.BlendEnabled) && (ctx->Color.BlendEquation!=GL_FUNC_ADD_EXT)) ||
((ctx->Color.ColorLogicOpEnabled) && (ctx->Color.LogicOp!=GL_COPY)) ||
(ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) ||
return GL_FALSE;
}
- if((ctx->Texture.ReallyEnabled & TEXTURE0_2D) &&
- (ctx->Texture.Unit[0].EnvMode==GL_BLEND)) {
- return GL_FALSE;
+ if (ctx->Texture.ReallyEnabled & TEXTURE0_2D) {
+ if (ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
+ (ctx->Texture.ReallyEnabled & TEXTURE1_2D ||
+ ctx->Texture.Unit[0].EnvColor[0] != 0 ||
+ ctx->Texture.Unit[0].EnvColor[1] != 0 ||
+ ctx->Texture.Unit[0].EnvColor[2] != 0 ||
+ ctx->Texture.Unit[0].EnvColor[3] != 1)) {
+ return GL_FALSE;
+ }
+ if (ctx->Texture.Unit[0].Current->Image[0]->Border > 0)
+ return GL_FALSE;
}
- if((ctx->Texture.ReallyEnabled & TEXTURE1_2D) &&
- (ctx->Texture.Unit[1].EnvMode==GL_BLEND)) {
- return GL_FALSE;
+ if (ctx->Texture.ReallyEnabled & TEXTURE1_2D) {
+ if (ctx->Texture.Unit[1].EnvMode == GL_BLEND)
+ return GL_FALSE;
+ if (ctx->Texture.Unit[0].Current->Image[0]->Border > 0)
+ return GL_FALSE;
}
-
if (MESA_VERBOSE & (VERBOSE_DRIVER|VERBOSE_TEXTURE))
fprintf(stderr, "fxMesa: fxIsInHardware, envmode is %s/%s\n",
gl_lookup_enum_by_nr(ctx->Texture.Unit[0].EnvMode),
ctx->Driver.SetReadBuffer=fxDDSetReadBuffer;
ctx->Driver.GetBufferSize=fxDDBufferSize;
- ctx->Driver.Bitmap=fxDDDrawBitMap;
+ ctx->Driver.Bitmap=fxDDDrawBitmap;
ctx->Driver.DrawPixels=NULL;
+ ctx->Driver.ReadPixels=fxDDReadPixels;
ctx->Driver.Finish=fxDDFinish;
ctx->Driver.Flush=NULL;
ctx->Driver.RenderStart=NULL;
ctx->Driver.RenderFinish=NULL;
+ ctx->Driver.TexImage2D = fxDDTexImage2D;
+ ctx->Driver.TexSubImage2D = fxDDTexSubImage2D;
+ ctx->Driver.GetTexImage = fxDDGetTexImage;
ctx->Driver.TexEnv=fxDDTexEnv;
- ctx->Driver.TexImage=fxDDTexImg;
- ctx->Driver.TexSubImage=fxDDTexSubImg;
ctx->Driver.TexParameter=fxDDTexParam;
ctx->Driver.BindTexture=fxDDTexBind;
ctx->Driver.DeleteTexture=fxDDTexDel;
ctx->Driver.UpdateTexturePalette=fxDDTexPalette;
- ctx->Driver.UseGlobalTexturePalette=fxDDTexUseGlbPalette;
ctx->Driver.RectFunc=NULL;