{
I915_STATECHANGE(i915, I915_UPLOAD_BUFFERS);
-#if 0
- /* color buffer offset/stride */
- i915->state.Buffer[I915_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
- /* XXX FBO: remove this? Also get set in i915_set_draw_region() */
- i915->state.Buffer[I915_DESTREG_CBUFADDR1] = (BUF_3D_ID_COLOR_BACK | BUF_3D_PITCH(screen->front.pitch) | /* pitch in bytes */
- BUF_3D_USE_FENCE);
-
- i915->state.Buffer[I915_DESTREG_DBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
- /* XXX FBO: remove this? Also get set in i915_set_draw_region() */
- i915->state.Buffer[I915_DESTREG_DBUFADDR1] = (BUF_3D_ID_DEPTH | BUF_3D_PITCH(screen->depth.pitch) | /* pitch in bytes */
- BUF_3D_USE_FENCE);
-#endif
i915->state.Buffer[I915_DESTREG_DV0] = _3DSTATE_DST_BUF_VARS_CMD;
- /* XXX FBO: remove this? Also get set in i915_set_draw_region() */
-#if 0 /* seems we don't need this */
- switch (screen->fbFormat) {
- case DV_PF_565:
- i915->state.Buffer[I915_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) | /* .5 */
- DSTORG_VERT_BIAS(0x8) | /* .5 */
- LOD_PRECLAMP_OGL |
- TEX_DEFAULT_COLOR_OGL |
- DITHER_FULL_ALWAYS |
- screen->fbFormat |
- DEPTH_FRMT_16_FIXED);
- break;
- case DV_PF_8888:
- i915->state.Buffer[I915_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) | /* .5 */
- DSTORG_VERT_BIAS(0x8) | /* .5 */
- LOD_PRECLAMP_OGL |
- TEX_DEFAULT_COLOR_OGL |
- screen->fbFormat |
- DEPTH_FRMT_24_FIXED_8_OTHER);
- break;
- }
-#endif
-
/* scissor */
i915->state.Buffer[I915_DESTREG_SENABLE] =
}
-#if 0
- {
- I915_STATECHANGE(i915, I915_UPLOAD_DEFAULTS);
- i915->state.Default[I915_DEFREG_C0] = _3DSTATE_DEFAULT_DIFFUSE;
- i915->state.Default[I915_DEFREG_C1] = 0;
- i915->state.Default[I915_DEFREG_S0] = _3DSTATE_DEFAULT_SPECULAR;
- i915->state.Default[I915_DEFREG_S1] = 0;
- i915->state.Default[I915_DEFREG_Z0] = _3DSTATE_DEFAULT_Z;
- i915->state.Default[I915_DEFREG_Z1] = 0;
- }
-#endif
-
-
/* These will be emitted every at the head of every buffer, unless
* we get hardware contexts working.
*/