#include "main/api_arrayelt.h"
#include "main/enums.h"
#include "main/light.h"
-#include "main/state.h"
#include "main/context.h"
#include "main/framebuffer.h"
#include "main/simple_list.h"
#include "tnl/tnl.h"
#include "tnl/t_pipeline.h"
#include "swrast_setup/swrast_setup.h"
+#include "drivers/common/meta.h"
#include "radeon_context.h"
#include "radeon_mipmap_tree.h"
#include "radeon_tcl.h"
#include "radeon_tex.h"
#include "radeon_swtcl.h"
-#include "drirenderbuffer.h"
static void radeonUpdateSpecular( GLcontext *ctx );
So: if we need the q coord in the end (solely determined by the texture
target, i.e. 2d / 1d / texrect targets) we swap the third and 4th row.
Additionally, if we don't have texgen but 4 tex coords submitted, we swap
- column 3 and 4 (for the 2d / 1d / texrect targets) since the the q coord
+ column 3 and 4 (for the 2d / 1d / texrect targets) since the q coord
will get submitted in the "wrong", i.e. 3rd, slot.
If an app submits 3 coords for 2d targets, we assume it is saving on vertex
size and using the texture matrix to swap the r and q coords around (ut2k3
ctx->Driver.DrawBuffer = radeonDrawBuffer;
ctx->Driver.ReadBuffer = radeonReadBuffer;
+ ctx->Driver.CopyPixels = _mesa_meta_CopyPixels;
+ ctx->Driver.DrawPixels = _mesa_meta_DrawPixels;
+ if (dri2)
+ ctx->Driver.ReadPixels = radeonReadPixels;
ctx->Driver.AlphaFunc = radeonAlphaFunc;
ctx->Driver.BlendEquationSeparate = radeonBlendEquationSeparate;
ctx->Driver.BlendFuncSeparate = radeonBlendFuncSeparate;
ctx->Driver.ClearColor = radeonClearColor;
ctx->Driver.ClearDepth = radeonClearDepth;
- ctx->Driver.ClearIndex = NULL;
ctx->Driver.ClearStencil = radeonClearStencil;
ctx->Driver.ClipPlane = radeonClipPlane;
ctx->Driver.ColorMask = radeonColorMask;
ctx->Driver.Fogfv = radeonFogfv;
ctx->Driver.FrontFace = radeonFrontFace;
ctx->Driver.Hint = NULL;
- ctx->Driver.IndexMask = NULL;
ctx->Driver.LightModelfv = radeonLightModelfv;
ctx->Driver.Lightfv = radeonLightfv;
ctx->Driver.LineStipple = radeonLineStipple;