GLboolean really_enabled = ctx->Color.AlphaEnabled;
CLAMPED_FLOAT_TO_UBYTE(refByte, ctx->Color.AlphaRef);
-
+
switch (ctx->Color.AlphaFunc) {
case GL_NEVER:
pp_misc |= R300_ALPHA_TEST_FAIL;
really_enabled = GL_FALSE;
break;
}
-
+
if (really_enabled) {
pp_misc |= R300_ALPHA_TEST_ENABLE;
pp_misc |= (refByte & R300_REF_ALPHA_MASK);
} else {
pp_misc = 0x0;
}
-
-
+
+
R300_STATECHANGE(r300, at);
r300->hw.at.cmd[R300_AT_ALPHA_TEST] = pp_misc;
update_early_z(ctx);
R300_STATECHANGE(r300, zs);
r300->hw.zs.cmd[R300_ZS_CNTL_0] &= R300_RB3D_STENCIL_ENABLE;
r300->hw.zs.cmd[R300_ZS_CNTL_1] &= ~(R300_ZS_MASK << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT);
-
+
if (ctx->Depth.Test && ctx->Depth.Func != GL_NEVER) {
if (ctx->Depth.Mask)
r300->hw.zs.cmd[R300_ZS_CNTL_0] |= R300_RB3D_Z_TEST_AND_WRITE;
else
r300->hw.zs.cmd[R300_ZS_CNTL_0] |= R300_RB3D_Z_TEST;
-
+
r300->hw.zs.cmd[R300_ZS_CNTL_1] |= translate_func(ctx->Depth.Func) << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
} else {
r300->hw.zs.cmd[R300_ZS_CNTL_0] |= R300_RB3D_Z_DISABLED_1;
r300->hw.zs.cmd[R300_ZS_CNTL_1] |= translate_func(GL_NEVER) << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT;
}
-
+
update_early_z(ctx);
}
if (state) {
r300->hw.fogs.cmd[R300_FOGS_STATE] |=
R300_FOG_ENABLE;
-
+
ctx->Driver.Fogfv( ctx, GL_FOG_MODE, NULL );
ctx->Driver.Fogfv( ctx, GL_FOG_DENSITY, &ctx->Fog.Density );
ctx->Driver.Fogfv( ctx, GL_FOG_START, &ctx->Fog.Start );
r300->hw.fogs.cmd[R300_FOGS_STATE] &=
~R300_FOG_ENABLE;
}
-
+
break;
case GL_ALPHA_TEST:
} else {
#if R200_MERGED
FALLBACK(&r300->radeon, RADEON_FALLBACK_STENCIL, state);
-#endif
+#endif
}
break;
if (ctx->Polygon.FrontMode != GL_FILL ||
ctx->Polygon.BackMode != GL_FILL) {
GLenum f, b;
-
+
if (ctx->Polygon.FrontFace == GL_CCW) {
f = ctx->Polygon.FrontMode;
b = ctx->Polygon.BackMode;
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
union { int i; float f; } fogScale, fogStart;
-
+
(void) param;
-
+
fogScale.i = r300->hw.fogp.cmd[R300_FOGP_SCALE];
fogStart.i = r300->hw.fogp.cmd[R300_FOGP_START];
size = ctx->Point._Size;
R300_STATECHANGE(r300, ps);
- r300->hw.ps.cmd[R300_PS_POINTSIZE] =
+ r300->hw.ps.cmd[R300_PS_POINTSIZE] =
((int)(size * 6) << R300_POINTSIZE_X_SHIFT) |
((int)(size * 6) << R300_POINTSIZE_Y_SHIFT);
}
{
(void)face;
(void)mode;
-
+
r300UpdatePolygonMode(ctx);
}
static void r300ShadeModel(GLcontext * ctx, GLenum mode)
{
r300ContextPtr rmesa = R300_CONTEXT(ctx);
-
+
R300_STATECHANGE(rmesa, shade);
switch (mode) {
case GL_FLAT:
r300ContextPtr rmesa = R300_CONTEXT(ctx);
GLuint refmask = (((ctx->Stencil.Ref[0] & 0xff) << R300_RB3D_ZS2_STENCIL_REF_SHIFT) |
((ctx->Stencil.ValueMask[0] & 0xff) << R300_RB3D_ZS2_STENCIL_MASK_SHIFT));
-
+
GLuint flag;
R300_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_RB3D_ZS2_STENCIL_MASK << R300_RB3D_ZS2_STENCIL_REF_SHIFT) |
(R300_RB3D_ZS2_STENCIL_MASK << R300_RB3D_ZS2_STENCIL_MASK_SHIFT));
-
+
flag = translate_func(ctx->Stencil.Function[0]);
rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |= (flag << R300_RB3D_ZS1_FRONT_FUNC_SHIFT);
-
+
if (ctx->Stencil._TestTwoSide)
flag = translate_func(ctx->Stencil.Function[1]);
-
+
rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |= (flag << R300_RB3D_ZS1_BACK_FUNC_SHIFT);
rmesa->hw.zs.cmd[R300_ZS_CNTL_2] |= refmask;
}
R300_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) |
- (R300_ZS_MASK << R300_RB3D_ZS1_FRONT_FUNC_SHIFT) |
+ rmesa->hw.zs.cmd[R300_ZS_CNTL_1] &=
+ (R300_ZS_MASK << R300_RB3D_ZS1_DEPTH_FUNC_SHIFT) |
+ (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_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);
-
+
if (ctx->Stencil._TestTwoSide) {
rmesa->hw.zs.cmd[R300_ZS_CNTL_1] |=
(translate_stencil_op(ctx->Stencil.FailFunc[1]) << R300_RB3D_ZS1_BACK_FAIL_OP_SHIFT)
R300_STATECHANGE( rmesa, vpt );
rmesa->hw.vpt.cmd[R300_VPT_XOFFSET] = r300PackFloat32(tx);
rmesa->hw.vpt.cmd[R300_VPT_YOFFSET] = r300PackFloat32(ty);
-
+
}
radeonUpdateScissor( ctx );
R300_STATECHANGE( rmesa, cb );
-
+
r300->hw.cb.cmd[R300_CB_OFFSET] = drb->flippedOffset + //r300->radeon.state.color.drawOffset +
r300->radeon.radeonScreen->fbLocation;
r300->hw.cb.cmd[R300_CB_PITCH] = drb->flippedPitch;//r300->radeon.state.color.drawPitch;
-
+
if (r300->radeon.radeonScreen->cpp == 4)
r300->hw.cb.cmd[R300_CB_PITCH] |= R300_COLOR_FORMAT_ARGB8888;
else
r300->hw.cb.cmd[R300_CB_PITCH] |= R300_COLOR_FORMAT_RGB565;
-
+
if (r300->radeon.sarea->tiling_enabled)
r300->hw.cb.cmd[R300_CB_PITCH] |= R300_COLOR_TILE_ENABLE;
#if 0
= ((drb->flippedOffset + rmesa->r200Screen->fbLocation)
& R200_COLOROFFSET_MASK);
rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] = drb->flippedPitch;
-
+
if (rmesa->sarea->tiling_enabled) {
rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] |= R200_COLOR_TILE_ENABLE;
}
{
r300ContextPtr rmesa = R300_CONTEXT(ctx);
GLfloat constant = units;
-
+
switch (ctx->Visual.depthBits) {
case 16:
constant *= 4.0;
R300_STATECHANGE(r300, tex.offset);
R300_STATECHANGE(r300, tex.chroma_key);
R300_STATECHANGE(r300, tex.border_color);
-
+
r300->hw.txe.cmd[R300_TXE_ENABLE]=0x0;
mtu = r300->radeon.glCtx->Const.MaxTextureUnits;
/* We cannot let disabled tmu offsets pass DRM */
for(i=0; i < mtu; i++) {
if(TMU_ENABLED(ctx, i)) {
-
+
#if 0 /* Enables old behaviour */
hw_tmu = i;
#endif
tmu_mappings[i] = hw_tmu;
-
+
t=r300->state.texture.unit[i].texobj;
-
+
if((t->format & 0xffffff00)==0xffffff00) {
WARN_ONCE("unknown texture format (entry %x) encountered. Help me !\n", t->format & 0xff);
}
-
+
if (RADEON_DEBUG & DEBUG_STATE)
fprintf(stderr, "Activating texture unit %d\n", i);
-
+
r300->hw.txe.cmd[R300_TXE_ENABLE] |= (1 << hw_tmu);
-
+
r300->hw.tex.filter.cmd[R300_TEX_VALUE_0 + hw_tmu] = gen_fixed_filter(t->filter) | (hw_tmu << 28);
/* Currently disabled! */
r300->hw.tex.filter_1.cmd[R300_TEX_VALUE_0 + hw_tmu] = 0x0; //0x20501f80;
r300->hw.tex.format.cmd[R300_TEX_VALUE_0 + hw_tmu] = t->format;
r300->hw.tex.pitch.cmd[R300_TEX_VALUE_0 + hw_tmu] = t->pitch_reg;
r300->hw.tex.offset.cmd[R300_TEX_VALUE_0 + hw_tmu] = t->offset;
-
+
if(t->offset & R300_TXO_MACRO_TILE) {
WARN_ONCE("macro tiling enabled!\n");
}
-
+
if(t->offset & R300_TXO_MICRO_TILE) {
WARN_ONCE("micro tiling enabled!\n");
}
-
+
r300->hw.tex.chroma_key.cmd[R300_TEX_VALUE_0 + hw_tmu] = 0x0;
r300->hw.tex.border_color.cmd[R300_TEX_VALUE_0 + hw_tmu] = t->pp_border_color;
-
+
last_hw_tmu = hw_tmu;
-
+
hw_tmu++;
}
}
-
+
r300->hw.tex.filter.cmd[R300_TEX_CMD_0] = cmdpacket0(R300_TX_FILTER_0, last_hw_tmu + 1);
r300->hw.tex.filter_1.cmd[R300_TEX_CMD_0] = cmdpacket0(R300_TX_FILTER1_0, last_hw_tmu + 1);
r300->hw.tex.size.cmd[R300_TEX_CMD_0] = cmdpacket0(R300_TX_SIZE_0, last_hw_tmu + 1);
r300->hw.tex.offset.cmd[R300_TEX_CMD_0] = cmdpacket0(R300_TX_OFFSET_0, last_hw_tmu + 1);
r300->hw.tex.chroma_key.cmd[R300_TEX_CMD_0] = cmdpacket0(R300_TX_CHROMA_KEY_0, last_hw_tmu + 1);
r300->hw.tex.border_color.cmd[R300_TEX_CMD_0] = cmdpacket0(R300_TX_BORDER_COLOR_0, last_hw_tmu + 1);
-
-
+
+
if (!rp) /* should only happenen once, just after context is created */
return;
-
+
R300_STATECHANGE(r300, fpt);
-
+
for(i = 0; i < rp->tex.length; i++){
int unit;
unsigned long val;
-
+
unit = rp->tex.inst[i] >> R300_FPITX_IMAGE_SHIFT;
unit &= 15;
-
+
val = rp->tex.inst[i];
val &= ~R300_FPITX_IMAGE_MASK;
-
+
assert(tmu_mappings[unit] >= 0);
-
+
val |= tmu_mappings[unit] << R300_FPITX_IMAGE_SHIFT;
r300->hw.fpt.cmd[R300_FPT_INSTR_0+i] = val;
}
-
+
r300->hw.fpt.cmd[R300_FPT_CMD_0] = cmdpacket0(R300_PFS_TEXI_0, rp->tex.length);
-
+
if (RADEON_DEBUG & DEBUG_STATE)
fprintf(stderr, "TX_ENABLE: %08x last_hw_tmu=%d\n", r300->hw.txe.cmd[R300_TXE_ENABLE], last_hw_tmu);
}
R300_STATECHANGE(r300, ri);
R300_STATECHANGE(r300, rc);
R300_STATECHANGE(r300, rr);
-
+
fp_reg = in_texcoords = col_interp_nr = high_rr = 0;
r300->hw.rr.cmd[R300_RR_ROUTE_1] = 0;
-
+
if (InputsRead & FRAG_BIT_WPOS){
for (i = 0; i < ctx->Const.MaxTextureUnits; i++)
if (!(InputsRead & (FRAG_BIT_TEX0 << i)))
InputsRead |= (FRAG_BIT_TEX0 << i);
InputsRead &= ~FRAG_BIT_WPOS;
}
-
+
for (i=0;i<ctx->Const.MaxTextureUnits;i++) {
r300->hw.ri.cmd[R300_RI_INTERP_0+i] = 0
| R300_RS_INTERP_USED
}
InputsRead &= ~(FRAG_BIT_TEX0<<i);
fp_reg++;
- }
+ }
/* Need to count all coords enabled at vof */
if (R300_OUTPUTS_WRITTEN_TEST( OutputsWritten, VERT_RESULT_TEX0+i, _TNL_ATTRIB_TEX(i) ))
in_texcoords++;
col_interp_nr++;
}
out:
-
+
if (InputsRead & FRAG_BIT_COL1) {
if (!R300_OUTPUTS_WRITTEN_TEST( OutputsWritten, VERT_RESULT_COL1, _TNL_ATTRIB_COLOR1 )) {
WARN_ONCE("fragprog wants col1, vp doesn't provide it\n");
if (high_rr < 1) high_rr = 1;
col_interp_nr++;
}
-
+
/* Need at least one. This might still lock as the values are undefined... */
if (in_texcoords == 0 && col_interp_nr == 0) {
r300->hw.rr.cmd[R300_RR_ROUTE_0] |= 0
| (fp_reg++ << R300_RS_ROUTE_0_COLOR_DEST_SHIFT);
col_interp_nr++;
}
-
+
r300->hw.rc.cmd[1] = 0
| (in_texcoords << R300_RS_CNTL_TC_CNT_SHIFT)
| (col_interp_nr << R300_RS_CNTL_CI_CNT_SHIFT)
/* just a skeleton for now.. */
/* Generate a vertex shader that simply transforms vertex and texture coordinates,
- while leaving colors intact. Nothing fancy (like lights)
-
+ while leaving colors intact. Nothing fancy (like lights)
+
If implementing lights make a copy first, so it is easy to switch between the two versions */
static void r300GenerateSimpleVertexShader(r300ContextPtr r300)
{
r300->state.vap_param.transform_offset=0x0; /* transform matrix */
r300->state.vertex_shader.param_offset=0x0;
r300->state.vertex_shader.param_count=0x4; /* 4 vector values - 4x4 matrix */
-
+
r300->state.vertex_shader.program_start=0x0;
r300->state.vertex_shader.unknown_ptr1=0x4; /* magic value ? */
r300->state.vertex_shader.program_end=0x0;
-
+
r300->state.vertex_shader.unknown_ptr2=0x0; /* magic value */
r300->state.vertex_shader.unknown_ptr3=0x4; /* magic value */
-
+
/* Initialize matrix and vector parameters.. these should really be restructured */
/* TODO: fix vertex_shader structure */
r300->state.vertex_shader.matrix[0].length=16;
r300->state.vertex_shader.vector[1].length=0;
r300->state.vertex_shader.unknown1.length=0;
r300->state.vertex_shader.unknown2.length=0;
-
+
#define WRITE_OP(oper,source1,source2,source3) {\
r300->state.vertex_shader.program.body.i[r300->state.vertex_shader.program_end].op=(oper); \
r300->state.vertex_shader.program.body.i[r300->state.vertex_shader.program_end].src1=(source1); \
}
/* Multiply vertex coordinates with transform matrix */
-
+
WRITE_OP(
EASY_VSF_OP(MUL, 0, ALL, TMP),
VSF_PARAM(3),
VSF_ATTR_W(0),
EASY_VSF_SOURCE(0, W, W, W, W, NONE, NONE)
)
-
+
WRITE_OP(
EASY_VSF_OP(MUL, 1, ALL, RESULT),
VSF_REG(1),
VSF_ATTR_UNITY(1),
VSF_UNITY(1)
)
-
+
WRITE_OP(
EASY_VSF_OP(MAD, 0, ALL, TMP),
VSF_PARAM(2),
VSF_ATTR_Z(0),
VSF_TMP(0)
)
-
+
WRITE_OP(
EASY_VSF_OP(MAD, 0, ALL, TMP),
VSF_PARAM(1),
VSF_ATTR_Y(0),
VSF_TMP(0)
)
-
+
WRITE_OP(
EASY_VSF_OP(MAD, 0, ALL, RESULT),
VSF_PARAM(0),
VSF_TMP(0)
)
o_reg += 2;
-
+
for (i = VERT_ATTRIB_COLOR1; i < VERT_ATTRIB_MAX; i++)
if (r300->state.sw_tcl_inputs[i] != -1) {
WRITE_OP(
VSF_ATTR_UNITY(r300->state.sw_tcl_inputs[i]),
VSF_UNITY(r300->state.sw_tcl_inputs[i])
)
-
+
}
-
+
r300->state.vertex_shader.program_end--; /* r300 wants program length to be one more - no idea why */
r300->state.vertex_shader.program.length=(r300->state.vertex_shader.program_end+1)*4;
-
+
r300->state.vertex_shader.unknown_ptr1=r300->state.vertex_shader.program_end; /* magic value ? */
r300->state.vertex_shader.unknown_ptr2=r300->state.vertex_shader.program_end; /* magic value ? */
r300->state.vertex_shader.unknown_ptr3=r300->state.vertex_shader.program_end; /* magic value ? */
-
+
}
int inst_count;
int param_count;
struct r300_vertex_program *prog=(struct r300_vertex_program *)CURRENT_VERTEX_SHADER(ctx);
-
+
((drm_r300_cmd_header_t*)rmesa->hw.vpp.cmd)->vpu.count = 0;
R300_STATECHANGE(rmesa, vpp);
param_count = r300VertexProgUpdateParams(ctx, (struct r300_vertex_program_cont *)ctx->VertexProgram._Current/*prog*/, (float *)&rmesa->hw.vpp.cmd[R300_VPP_PARAM_0]);
bump_vpu_count(rmesa->hw.vpp.cmd, param_count);
param_count /= 4;
-
+
/* Reset state, in case we don't use something */
((drm_r300_cmd_header_t*)rmesa->hw.vpi.cmd)->vpu.count = 0;
((drm_r300_cmd_header_t*)rmesa->hw.vps.cmd)->vpu.count = 0;
GLcontext *ctx;
struct r300_vertex_program *vp;
int i;
-
+
ctx = rmesa->radeon.glCtx;
-
+
if (rmesa->NewGLState && hw_tcl_on) {
rmesa->NewGLState = 0;
-
+
for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
rmesa->temp_attrib[i] = TNL_CONTEXT(ctx)->vb.AttribPtr[i];
TNL_CONTEXT(ctx)->vb.AttribPtr[i] = &rmesa->dummy_attrib[i];
}
-
+
_tnl_UpdateFixedFunctionProgram(ctx);
-
+
for (i = _TNL_FIRST_MAT; i <= _TNL_LAST_MAT; i++) {
TNL_CONTEXT(ctx)->vb.AttribPtr[i] = rmesa->temp_attrib[i];
}
-
+
r300_select_vertex_shader(rmesa);
vp = (struct r300_vertex_program *)CURRENT_VERTEX_SHADER(ctx);
/*if (vp->translated == GL_FALSE)
}
r300UpdateStateParameters(ctx, _NEW_PROGRAM);
}
-
+
}
void r300UpdateShaderStates(r300ContextPtr rmesa)
{
GLcontext *ctx;
ctx = rmesa->radeon.glCtx;
-
+
r300UpdateTextureState(ctx);
r300SetupPixelShader(rmesa);
r300_setup_textures(ctx);
-
+
r300SetupVertexShader(rmesa);
r300_setup_rs_unit(ctx);
}
/* This is probably wrong for some values, I need to test this
* some more. Range checking would be a good idea also..
- *
+ *
* But it works for most things. I'll fix it later if someone
* else with a better clue doesn't
*/
if (!rp) /* should only happenen once, just after context is created */
return;
-
+
r300_translate_fragment_shader(rmesa, rp);
if (!rp->translated) {
fprintf(stderr, "%s: No valid fragment shader, exiting\n", __func__);
return;
}
-
+
#define OUTPUT_FIELD(st, reg, field) \
R300_STATECHANGE(rmesa, st); \
for(i=0;i<=rp->alu_end;i++) \
static void r300InvalidateState(GLcontext * ctx, GLuint new_state)
{
r300ContextPtr r300 = R300_CONTEXT(ctx);
-
+
_swrast_InvalidateState(ctx, new_state);
_swsetup_InvalidateState(ctx, new_state);
_vbo_InvalidateState(ctx, new_state);
r300Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
r300DepthMask(ctx, ctx->Depth.Mask);
r300DepthFunc(ctx, ctx->Depth.Func);
-
+
/* stencil */
r300Enable(ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled);
r300StencilMaskSeparate(ctx, 0, ctx->Stencil.WriteMask[0]);
r300UpdateTextureState(ctx);
// r300_setup_routing(ctx, GL_TRUE);
-
+
#if 0 /* Done in prior to rendering */
if(hw_tcl_on == GL_FALSE){
r300EmitArrays(ctx, GL_TRUE); /* Just do the routing */
r300AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef);
r300Enable(ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled);
-
+
/* Initialize magic registers
TODO : learn what they really do, or get rid of
those we don't have to touch */
r300->hw.gb_misc.cmd[R300_GB_MISC_MSPOS_0] = 0x66666666;
r300->hw.gb_misc.cmd[R300_GB_MISC_MSPOS_1] = 0x06666666;
- if ((r300->radeon.radeonScreen->chip_family == CHIP_FAMILY_R300) ||
+ if ((r300->radeon.radeonScreen->chip_family == CHIP_FAMILY_R300) ||
(r300->radeon.radeonScreen->chip_family == CHIP_FAMILY_R350))
r300->hw.gb_misc.cmd[R300_GB_MISC_TILE_CONFIG] = R300_GB_TILE_ENABLE
| R300_GB_TILE_PIPE_COUNT_R300
r300PolygonOffset(ctx, ctx->Polygon.OffsetFactor, ctx->Polygon.OffsetUnits);
r300Enable(ctx, GL_POLYGON_OFFSET_FILL, ctx->Polygon.OffsetFill);
-
+
r300->hw.unk42C0.cmd[1] = 0x4B7FFFFF;
r300->hw.unk42C0.cmd[2] = 0x00000000;
r300BlendColor(ctx, ctx->Color.BlendColor);
r300->hw.blend_color.cmd[2] = 0;
r300->hw.blend_color.cmd[3] = 0;
-
+
/* Again, r300ClearBuffer uses this */
r300->hw.cb.cmd[R300_CB_OFFSET] = r300->radeon.state.color.drawOffset +
r300->radeon.radeonScreen->fbLocation;
r300->hw.cb.cmd[R300_CB_PITCH] = r300->radeon.state.color.drawPitch;
-
+
if (r300->radeon.radeonScreen->cpp == 4)
r300->hw.cb.cmd[R300_CB_PITCH] |= R300_COLOR_FORMAT_ARGB8888;
else
r300->hw.cb.cmd[R300_CB_PITCH] |= R300_COLOR_FORMAT_RGB565;
-
+
if (r300->radeon.sarea->tiling_enabled)
r300->hw.cb.cmd[R300_CB_PITCH] |= R300_COLOR_TILE_ENABLE;
-
+
r300->hw.unk4E50.cmd[1] = 0;
r300->hw.unk4E50.cmd[2] = 0;
r300->hw.unk4E50.cmd[3] = 0;
fprintf(stderr, "Error: Unsupported depth %d... exiting\n",
ctx->Visual.depthBits);
exit(-1);
-
+
}
/* z compress? */
//r300->hw.zstencil_format.cmd[1] |= R300_DEPTH_FORMAT_UNK32;
-
+
r300->hw.zstencil_format.cmd[3] = 0x00000003;
r300->hw.zstencil_format.cmd[4] = 0x00000000;
r300->radeon.radeonScreen->depthOffset +
r300->radeon.radeonScreen->fbLocation;
r300->hw.zb.cmd[R300_ZB_PITCH] = r300->radeon.radeonScreen->depthPitch;
-
+
if (r300->radeon.sarea->tiling_enabled) {
/* Turn off when clearing buffers ? */
r300->hw.zb.cmd[R300_ZB_PITCH] |= R300_DEPTH_TILE_ENABLE;
-
+
if (ctx->Visual.depthBits == 24)
r300->hw.zb.cmd[R300_ZB_PITCH] |= R300_DEPTH_MICROTILE_ENABLE;
}
-
+
r300->hw.unk4F28.cmd[1] = 0;
r300->hw.unk4F30.cmd[1] = 0;
ctx->Visual.depthBits == 24);
memset(&(r300->state.texture), 0, sizeof(r300->state.texture));
-
+
r300ResetHwState(r300);
}
functions->PolygonOffset = r300PolygonOffset;
functions->PolygonMode = r300PolygonMode;
-
+
functions->RenderMode = r300RenderMode;
}