diff options
author | Adam Jackson <[email protected]> | 2004-12-16 19:26:23 +0000 |
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committer | Adam Jackson <[email protected]> | 2004-12-16 19:26:23 +0000 |
commit | c403bcb8a7be437976d5adce41189fff1e7f690f (patch) | |
tree | fcd53d612d1725eb2609c49031e04da54a52370b /src/mesa/drivers/dri/s3v/s3v_tris.c | |
parent | 8662c5d98febd8efaf5f8ee47d34c7fcfd597ce3 (diff) |
Import s3virge and trident drivers. Not functional yet; no Makefile, no DRI-aware DDX.
Diffstat (limited to 'src/mesa/drivers/dri/s3v/s3v_tris.c')
-rw-r--r-- | src/mesa/drivers/dri/s3v/s3v_tris.c | 850 |
1 files changed, 850 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/s3v/s3v_tris.c b/src/mesa/drivers/dri/s3v/s3v_tris.c new file mode 100644 index 00000000000..3b52340b4ca --- /dev/null +++ b/src/mesa/drivers/dri/s3v/s3v_tris.c @@ -0,0 +1,850 @@ +/* + * Author: Max Lingua <[email protected]> + */ + +#include <stdio.h> +#include <stdlib.h> + +#include <sys/ioctl.h> + +#include "s3v_context.h" +#include "s3v_vb.h" +#include "s3v_tris.h" + +#include "glheader.h" +#include "mtypes.h" +#include "macros.h" +#include "colormac.h" + +#include "swrast/swrast.h" +#include "swrast_setup/swrast_setup.h" +#include "tnl/tnl.h" +#include "tnl/t_context.h" +#include "tnl/t_pipeline.h" + + +/*********************************************************************** + * Build hardware rasterization functions * + ***********************************************************************/ + +#define DO_TRI 1 +#define HAVE_RGBA 1 +#define HAVE_SPEC 0 +#define HAVE_BACK_COLORS 0 +#define HAVE_HW_FLATSHADE 1 +#define VERTEX s3vVertex +#define TAB rast_tab + +#define VERT_SET_RGBA( v, c ) \ +do { \ + UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c); \ +/* *(v->ub4[4]) = c; \ */ \ +} while (0) +#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4] +/* +#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4] +*/ +#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[4] +#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx] + +#define S3V_OFFSET_BIT 0x01 +#define S3V_TWOSIDE_BIT 0x02 +#define S3V_UNFILLED_BIT 0x04 +#define S3V_FALLBACK_BIT 0x08 +#define S3V_MAX_TRIFUNC 0x10 + + +static struct { + points_func points; + line_func line; + triangle_func triangle; + quad_func quad; +} rast_tab[S3V_MAX_TRIFUNC]; + +#define S3V_RAST_CULL_BIT 0x01 +#define S3V_RAST_FLAT_BIT 0x02 +#define S3V_RAST_TEX_BIT 0x04 + +static s3v_point_func s3v_point_tab[0x8]; +static s3v_line_func s3v_line_tab[0x8]; +static s3v_tri_func s3v_tri_tab[0x8]; +static s3v_quad_func s3v_quad_tab[0x8]; + +#define IND (0) +#define TAG(x) x +#include "s3v_tritmp.h" + +#define IND (S3V_RAST_CULL_BIT) +#define TAG(x) x##_cull +#include "s3v_tritmp.h" + +#define IND (S3V_RAST_FLAT_BIT) +#define TAG(x) x##_flat +#include "s3v_tritmp.h" + +#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT) +#define TAG(x) x##_cull_flat +#include "s3v_tritmp.h" + +#define IND (S3V_RAST_TEX_BIT) +#define TAG(x) x##_tex +#include "s3v_tritmp.h" + +#define IND (S3V_RAST_CULL_BIT|S3V_RAST_TEX_BIT) +#define TAG(x) x##_cull_tex +#include "s3v_tritmp.h" + +#define IND (S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT) +#define TAG(x) x##_flat_tex +#include "s3v_tritmp.h" + +#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT) +#define TAG(x) x##_cull_flat_tex +#include "s3v_tritmp.h" + +static void init_rast_tab( void ) +{ + DEBUG(("*** init_rast_tab ***\n")); + + s3v_init(); + s3v_init_cull(); + s3v_init_flat(); + s3v_init_cull_flat(); + s3v_init_tex(); + s3v_init_cull_tex(); + s3v_init_flat_tex(); + s3v_init_cull_flat_tex(); +} + +/*********************************************************************** + * Rasterization fallback helpers * + ***********************************************************************/ + + +/* This code is hit only when a mix of accelerated and unaccelerated + * primitives are being drawn, and only for the unaccelerated + * primitives. + */ + +#if 0 +static void +s3v_fallback_quad( s3vContextPtr vmesa, + const s3vVertex *v0, + const s3vVertex *v1, + const s3vVertex *v2, + const s3vVertex *v3 ) +{ + GLcontext *ctx = vmesa->glCtx; + SWvertex v[4]; + s3v_translate_vertex( ctx, v0, &v[0] ); + s3v_translate_vertex( ctx, v1, &v[1] ); + s3v_translate_vertex( ctx, v2, &v[2] ); + s3v_translate_vertex( ctx, v3, &v[3] ); + DEBUG(("s3v_fallback_quad\n")); +/* _swrast_Quad( ctx, &v[0], &v[1], &v[2], &v[3] ); */ +} + +static void +s3v_fallback_tri( s3vContextPtr vmesa, + const s3vVertex *v0, + const s3vVertex *v1, + const s3vVertex *v2 ) +{ + GLcontext *ctx = vmesa->glCtx; + SWvertex v[3]; + s3v_translate_vertex( ctx, v0, &v[0] ); + s3v_translate_vertex( ctx, v1, &v[1] ); + s3v_translate_vertex( ctx, v2, &v[2] ); + DEBUG(("s3v_fallback_tri\n")); +/* _swrast_Triangle( ctx, &v[0], &v[1], &v[2] ); */ +} + +static void +s3v_fallback_line( s3vContextPtr vmesa, + const s3vVertex *v0, + const s3vVertex *v1 ) +{ + GLcontext *ctx = vmesa->glCtx; + SWvertex v[2]; + s3v_translate_vertex( ctx, v0, &v[0] ); + s3v_translate_vertex( ctx, v1, &v[1] ); + DEBUG(("s3v_fallback_line\n")); + _swrast_Line( ctx, &v[0], &v[1] ); +} + +/* +static void +s3v_fallback_point( s3vContextPtr vmesa, + const s3vVertex *v0 ) +{ + GLcontext *ctx = vmesa->glCtx; + SWvertex v[1]; + s3v_translate_vertex( ctx, v0, &v[0] ); + _swrast_Point( ctx, &v[0] ); +} +*/ +#endif + +/*********************************************************************** + * Choose rasterization functions * + ***********************************************************************/ + +#define _S3V_NEW_RASTER_STATE (_NEW_FOG | \ + _NEW_TEXTURE | \ + _DD_NEW_TRI_SMOOTH | \ + _DD_NEW_LINE_SMOOTH | \ + _DD_NEW_POINT_SMOOTH | \ + _DD_NEW_TRI_STIPPLE | \ + _DD_NEW_LINE_STIPPLE) + +#define LINE_FALLBACK (0) +#define TRI_FALLBACK (0) + +static void s3v_nodraw_triangle(GLcontext *ctx, s3vVertex *v0, + s3vVertex *v1, s3vVertex *v2) +{ + (void) (ctx && v0 && v1 && v2); +} + +static void s3v_nodraw_quad(GLcontext *ctx, + s3vVertex *v0, s3vVertex *v1, + s3vVertex *v2, s3vVertex *v3) +{ + (void) (ctx && v0 && v1 && v2 && v3); +} + +void s3vChooseRasterState(GLcontext *ctx); + +void s3vChooseRasterState(GLcontext *ctx) +{ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); + GLuint flags = ctx->_TriangleCaps; + GLuint ind = 0; + + DEBUG(("*** s3vChooseRasterState ***\n")); + + if (ctx->Polygon.CullFlag) { + if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) { + vmesa->draw_tri = (s3v_tri_func)s3v_nodraw_triangle; + vmesa->draw_quad = (s3v_quad_func)s3v_nodraw_quad; + return; + } + ind |= S3V_RAST_CULL_BIT; + /* s3v_update_cullsign(ctx); */ + } /* else vmesa->backface_sign = 0; */ + + if ( flags & DD_FLATSHADE ) + ind |= S3V_RAST_FLAT_BIT; + + if ( ctx->Texture._ReallyEnabled ) { + ind |= S3V_RAST_TEX_BIT; + } + + DEBUG(("ind = %i\n", ind)); + + vmesa->draw_line = s3v_line_tab[ind]; + vmesa->draw_tri = s3v_tri_tab[ind]; + vmesa->draw_quad = s3v_quad_tab[ind]; + vmesa->draw_point = s3v_point_tab[ind]; + +#if 0 + /* Hook in fallbacks for specific primitives. CURRENTLY DISABLED + */ + + if (flags & LINE_FALLBACK) + vmesa->draw_line = s3v_fallback_line; + + if (flags & TRI_FALLBACK) { + DEBUG(("TRI_FALLBACK\n")); + vmesa->draw_tri = s3v_fallback_tri; + vmesa->draw_quad = s3v_fallback_quad; + } +#endif +} + + + + +/*********************************************************************** + * Macros for t_dd_tritmp.h to draw basic primitives * + ***********************************************************************/ + +#define TRI( v0, v1, v2 ) \ +do { \ + /* + if (DO_FALLBACK) \ + vmesa->draw_tri( vmesa, v0, v1, v2 ); \ + else */ \ + DEBUG(("TRI: max was here\n")); /* \ + s3v_draw_tex_triangle( vmesa, v0, v1, v2 ); */ \ + vmesa->draw_tri( vmesa, v0, v1, v2 ); \ +} while (0) + +#define QUAD( v0, v1, v2, v3 ) \ +do { \ + DEBUG(("QUAD: max was here\n")); \ + vmesa->draw_quad( vmesa, v0, v1, v2, v3 ); \ +} while (0) + +#define LINE( v0, v1 ) \ +do { \ + DEBUG(("LINE: max was here\n")); \ + vmesa->draw_line( vmesa, v0, v1 ); \ +} while (0) + +#define POINT( v0 ) \ +do { \ + vmesa->draw_point( vmesa, v0 ); \ +} while (0) + + +/*********************************************************************** + * Build render functions from dd templates * + ***********************************************************************/ + +/* +#define S3V_OFFSET_BIT 0x01 +#define S3V_TWOSIDE_BIT 0x02 +#define S3V_UNFILLED_BIT 0x04 +#define S3V_FALLBACK_BIT 0x08 +#define S3V_MAX_TRIFUNC 0x10 + + +static struct { + points_func points; + line_func line; + triangle_func triangle; + quad_func quad; +} rast_tab[S3V_MAX_TRIFUNC]; +*/ + +#define DO_FALLBACK (IND & S3V_FALLBACK_BIT) +#define DO_OFFSET (IND & S3V_OFFSET_BIT) +#define DO_UNFILLED (IND & S3V_UNFILLED_BIT) +#define DO_TWOSIDE (IND & S3V_TWOSIDE_BIT) +#define DO_FLAT 0 +#define DO_TRI 1 +#define DO_QUAD 1 +#define DO_LINE 1 +#define DO_POINTS 1 +#define DO_FULL_QUAD 1 + +#define HAVE_RGBA 1 +#define HAVE_SPEC 0 +#define HAVE_BACK_COLORS 0 +#define HAVE_HW_FLATSHADE 1 +#define VERTEX s3vVertex +#define TAB rast_tab + +#define DEPTH_SCALE 1.0 +#define UNFILLED_TRI unfilled_tri +#define UNFILLED_QUAD unfilled_quad +#define VERT_X(_v) _v->v.x +#define VERT_Y(_v) _v->v.y +#define VERT_Z(_v) _v->v.z +#define AREA_IS_CCW( a ) (a > 0) +#define GET_VERTEX(e) (vmesa->verts + (e<<vmesa->vertex_stride_shift)) + +#if 0 +#define VERT_SET_RGBA( v, c ) \ +do { \ +/* UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c) */ \ +} while (0) + +#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4] +/* +#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4] +*/ +#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[4] +#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx] +#endif + +#define LOCAL_VARS(n) \ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ + GLuint color[n]; \ + (void) color; + + +/*********************************************************************** + * Helpers for rendering unfilled primitives * + ***********************************************************************/ + +static const GLuint hw_prim[GL_POLYGON+1] = { + PrimType_Points, + PrimType_Lines, + PrimType_Lines, + PrimType_Lines, + PrimType_Triangles, + PrimType_Triangles, + PrimType_Triangles, + PrimType_Triangles, + PrimType_Triangles, + PrimType_Triangles +}; + +static void s3vResetLineStipple( GLcontext *ctx ); +static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim ); +static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim ); +/* +extern static void s3v_lines_emit(GLcontext *ctx, GLuint start, GLuint end); +extern static void s3v_tris_emit(GLcontext *ctx, GLuint start, GLuint end); +*/ +#define RASTERIZE(x) if (vmesa->hw_primitive != hw_prim[x]) \ + s3vRasterPrimitive( ctx, hw_prim[x] ) +#define RENDER_PRIMITIVE vmesa->render_primitive +#define TAG(x) x +#define IND S3V_FALLBACK_BIT +#include "tnl_dd/t_dd_unfilled.h" +#undef IND + +/*********************************************************************** + * Generate GL render functions * + ***********************************************************************/ + +#define IND (0) +#define TAG(x) x +#include "tnl_dd/t_dd_tritmp.h" + +#define IND (S3V_OFFSET_BIT) +#define TAG(x) x##_offset +#include "tnl_dd/t_dd_tritmp.h" + +#define IND (S3V_TWOSIDE_BIT) +#define TAG(x) x##_twoside +#include "tnl_dd/t_dd_tritmp.h" + +#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT) +#define TAG(x) x##_twoside_offset +#include "tnl_dd/t_dd_tritmp.h" + +#define IND (S3V_UNFILLED_BIT) +#define TAG(x) x##_unfilled +#include "tnl_dd/t_dd_tritmp.h" + +#define IND (S3V_OFFSET_BIT|S3V_UNFILLED_BIT) +#define TAG(x) x##_offset_unfilled +#include "tnl_dd/t_dd_tritmp.h" + +#define IND (S3V_TWOSIDE_BIT|S3V_UNFILLED_BIT) +#define TAG(x) x##_twoside_unfilled +#include "tnl_dd/t_dd_tritmp.h" + +#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT|S3V_UNFILLED_BIT) +#define TAG(x) x##_twoside_offset_unfilled +#include "tnl_dd/t_dd_tritmp.h" + + +static void init_render_tab( void ) +{ + DEBUG(("*** init_render_tab ***\n")); + + init(); + init_offset(); + init_twoside(); + init_twoside_offset(); + init_unfilled(); + init_offset_unfilled(); + init_twoside_unfilled(); + init_twoside_offset_unfilled(); +} + + +/**********************************************************************/ +/* Render unclipped begin/end objects */ +/**********************************************************************/ + +#define VERT(x) (s3vVertex *)(s3vverts + (x << shift)) + +#define RENDER_POINTS( start, count ) \ + DEBUG(("RENDER_POINTS...(ok)\n")); \ + for ( ; start < count ; start++) \ + vmesa->draw_line( vmesa, VERT(start), VERT(start) ) + /* vmesa->draw_point( vmesa, VERT(start) ) */ + +#define RENDER_LINE( v0, v1 ) \ + /* DEBUG(("RENDER_LINE...(ok)\n")); \ */ \ + vmesa->draw_line( vmesa, VERT(v0), VERT(v1) ); \ + DEBUG(("RENDER_LINE...(ok)\n")) + +#define RENDER_TRI( v0, v1, v2 ) \ + DEBUG(("RENDER_TRI...(ok)\n")); \ + vmesa->draw_tri( vmesa, VERT(v0), VERT(v1), VERT(v2) ) + +#define RENDER_QUAD( v0, v1, v2, v3 ) \ + DEBUG(("RENDER_QUAD...(ok)\n")); \ + /* s3v_draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2),VERT(v3) ) */\ + /* s3v_draw_triangle( vmesa, VERT(v0), VERT(v1), VERT(v2) ); \ + s3v_draw_triangle( vmesa, VERT(v0), VERT(v2), VERT(v3) ) */ \ + vmesa->draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) ) + +#define INIT(x) s3vRenderPrimitive( ctx, x ); +#undef LOCAL_VARS +#define LOCAL_VARS \ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); \ + const GLuint shift = vmesa->vertex_stride_shift; \ + const char *s3vverts = (char *)vmesa->verts; \ + const GLboolean stipple = ctx->Line.StippleFlag; \ + (void) stipple; +#define RESET_STIPPLE if ( stipple ) s3vResetLineStipple( ctx ); +#define RESET_OCCLUSION +#define PRESERVE_VB_DEFS +#define ELT(x) (x) +#define TAG(x) s3v_##x##_verts +#include "tnl_dd/t_dd_rendertmp.h" + + +/**********************************************************************/ +/* Render clipped primitives */ +/**********************************************************************/ + +static void s3vRenderClippedPoly( GLcontext *ctx, const GLuint *elts, + GLuint n ) +{ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); + struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb; + TNLcontext *tnl = TNL_CONTEXT(ctx); + GLuint prim = vmesa->render_primitive; + + DEBUG(("I AM in: s3vRenderClippedPoly\n")); + + /* Render the new vertices as an unclipped polygon. + */ + if (1) + { + GLuint *tmp = VB->Elts; + VB->Elts = (GLuint *)elts; + tnl->Driver.Render.PrimTabElts[GL_POLYGON] + ( ctx, 0, n, PRIM_BEGIN|PRIM_END ); + + VB->Elts = tmp; + } + + /* Restore the render primitive + */ +#if 1 + if (prim != GL_POLYGON) { + DEBUG(("and prim != GL_POLYGON\n")); + tnl->Driver.Render.PrimitiveNotify( ctx, prim ); + } + +#endif +} + +static void s3vRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + /*tnl->Driver.LineFunc = s3v_line_tab[2];*/ /* _swsetup_Line; */ + + DEBUG(("I AM in: s3vRenderClippedLine\n")); + tnl->Driver.Render.Line( ctx, ii, jj ); +} + + +/**********************************************************************/ +/* Choose render functions */ +/**********************************************************************/ + + + +#define _S3V_NEW_RENDERSTATE (_DD_NEW_TRI_UNFILLED | \ + _DD_NEW_TRI_LIGHT_TWOSIDE | \ + _DD_NEW_TRI_OFFSET) + +#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED) + +static void s3vChooseRenderState(GLcontext *ctx) +{ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); + TNLcontext *tnl = TNL_CONTEXT(ctx); + GLuint flags = ctx->_TriangleCaps; + GLuint index = 0; + + DEBUG(("s3vChooseRenderState\n")); + + if (flags & ANY_RASTER_FLAGS) { + if (flags & DD_TRI_LIGHT_TWOSIDE) index |= S3V_TWOSIDE_BIT; + if (flags & DD_TRI_OFFSET) index |= S3V_OFFSET_BIT; + if (flags & DD_TRI_UNFILLED) index |= S3V_UNFILLED_BIT; + } + + DEBUG(("vmesa->RenderIndex = %i\n", vmesa->RenderIndex)); + DEBUG(("index = %i\n", index)); + + if (vmesa->RenderIndex != index) { + vmesa->RenderIndex = index; + + tnl->Driver.Render.Points = rast_tab[index].points; + tnl->Driver.Render.Line = rast_tab[index].line; + tnl->Driver.Render.Triangle = rast_tab[index].triangle; + tnl->Driver.Render.Quad = rast_tab[index].quad; + + if (vmesa->RenderIndex == 0) + tnl->Driver.Render.PrimTabVerts = s3v_render_tab_verts; + else + tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts; + tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts; + tnl->Driver.Render.ClippedLine = s3vRenderClippedLine; + tnl->Driver.Render.ClippedPolygon = s3vRenderClippedPoly; + } +} + + +/**********************************************************************/ +/* High level hooks for t_vb_render.c */ +/**********************************************************************/ + + + +/* Determine the rasterized primitive when not drawing unfilled + * polygons. + * + * Used only for the default render stage which always decomposes + * primitives to trianges/lines/points. For the accelerated stage, + * which renders strips as strips, the equivalent calculations are + * performed in s3v_render.c. + */ + +static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim ) +{ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); +/* __DRIdrawablePrivate *dPriv = vmesa->driDrawable; */ + CARD32 cmd = vmesa->CMD; + + unsigned int _hw_prim = hwprim; + + DEBUG(("s3vRasterPrimitive: hwprim = 0x%x ", _hw_prim)); + +/* printf("* vmesa->CMD = 0x%x\n", vmesa->CMD); */ + + if (vmesa->hw_primitive != _hw_prim) + { + DEBUG(("(new one) ***\n")); + cmd &= ~DO_MASK; + cmd &= ~ALPHA_BLEND_MASK; + vmesa->hw_primitive = _hw_prim; + + if (_hw_prim == PrimType_Triangles) { + /* TRI */ + DEBUG(("->switching to tri\n")); + cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]); + } else if (_hw_prim == PrimType_Lines + || _hw_prim == PrimType_Points) { + /* LINE */ + DEBUG(("->switching to line\n")); + cmd |= (DO_3D_LINE | vmesa->_alpha[0]); + } else { + /* ugh? */ + DEBUG(("->switching to your sis'ass\n")); + } + + DEBUG(("\n")); + + vmesa->restore_primitive = _hw_prim; + /* 0xacc16827: good value -> lightened newave!!! */ + vmesa->CMD = cmd; + CMDCHANGE(); + } +} + +static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim ) +{ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); + __DRIdrawablePrivate *dPriv = vmesa->driDrawable; + CARD32 cmd = vmesa->CMD; + + unsigned int _hw_prim = hw_prim[prim]; + + vmesa->render_primitive = prim; + vmesa->hw_primitive = _hw_prim; + + DEBUG(("s3vRenderPrimitive #%i ", prim)); + DEBUG(("_hw_prim = 0x%x\n", _hw_prim)); + +/* printf(" vmesa->CMD = 0x%x\n", vmesa->CMD); */ + + if (_hw_prim != vmesa->restore_primitive) { + DEBUG(("_hw_prim != vmesa->restore_primitive (was 0x%x)\n", + vmesa->restore_primitive)); +#if 1 + cmd &= ~DO_MASK; + cmd &= ~ALPHA_BLEND_MASK; +/* + printf(" cmd = 0x%x\n", cmd); + printf(" vmesa->_3d_mode=%i; vmesa->_tri[vmesa->_3d_mode]=0x%x\n", + vmesa->_3d_mode, vmesa->_tri[vmesa->_3d_mode]); + printf("vmesa->alpha[0] = 0x%x; vmesa->alpha[1] = 0x%x\n", + vmesa->_alpha[0], vmesa->_alpha[1]); +*/ + if (_hw_prim == PrimType_Triangles) { /* TRI */ + DEBUG(("->switching to tri\n")); + cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]); + DEBUG(("vmesa->TexStride = %i\n", vmesa->TexStride)); + DEBUG(("vmesa->TexOffset = %i\n", vmesa->TexOffset)); + DMAOUT_CHECK(3DTRI_Z_BASE, 12); + } else { /* LINE */ + DEBUG(("->switching to line\n")); + cmd |= (DO_3D_LINE | vmesa->_alpha[0]); + DMAOUT_CHECK(3DLINE_Z_BASE, 12); + } + + DMAOUT(vmesa->s3vScreen->depthOffset & 0x003FFFF8); + DMAOUT(vmesa->DestBase); + /* DMAOUT(vmesa->ScissorLR); */ + /* DMAOUT(vmesa->ScissorTB); */ + + /* NOTE: we need to restore all these values since we + * are coming back from a vmesa->restore_primitive */ + DMAOUT( (0 << 16) | (dPriv->w-1) ); + DMAOUT( (0 << 16) | (dPriv->h-1) ); + DMAOUT( (vmesa->SrcStride << 16) | vmesa->TexStride ); + DMAOUT(vmesa->SrcStride); + DMAOUT(vmesa->TexOffset); + DMAOUT(vmesa->TextureBorderColor); + DMAOUT(0); /* FOG */ + DMAOUT(0); + DMAOUT(0); + DMAOUT(cmd); + /* 0xacc16827: good value -> lightened newave!!! */ + DMAFINISH(); + + vmesa->CMD = cmd; +#endif + } + + DEBUG(("\n")); + + vmesa->restore_primitive = _hw_prim; +} + +static void s3vRunPipeline( GLcontext *ctx ) +{ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); + + DEBUG(("*** s3vRunPipeline ***\n")); + + if ( vmesa->new_state ) + s3vDDUpdateHWState( ctx ); + + if (vmesa->new_gl_state) { + + if (vmesa->new_gl_state & _NEW_TEXTURE) { + s3vUpdateTextureState( ctx ); + } + + if (!vmesa->Fallback) { + if (vmesa->new_gl_state & _S3V_NEW_VERTEX) + s3vChooseVertexState( ctx ); + + if (vmesa->new_gl_state & _S3V_NEW_RASTER_STATE) + s3vChooseRasterState( ctx ); + + if (vmesa->new_gl_state & _S3V_NEW_RENDERSTATE) + s3vChooseRenderState( ctx ); + } + + vmesa->new_gl_state = 0; + + } + + _tnl_run_pipeline( ctx ); +} + +static void s3vRenderStart( GLcontext *ctx ) +{ + /* Check for projective texturing. Make sure all texcoord + * pointers point to something. (fix in mesa?) + */ + + DEBUG(("s3vRenderStart\n")); + /* s3vCheckTexSizes( ctx ); */ +} + +static void s3vRenderFinish( GLcontext *ctx ) +{ + if (0) + _swrast_flush( ctx ); /* never needed */ +} + +static void s3vResetLineStipple( GLcontext *ctx ) +{ +/* s3vContextPtr vmesa = S3V_CONTEXT(ctx); */ + + /* Reset the hardware stipple counter. + */ +/* + CHECK_DMA_BUFFER(vmesa, 1); + WRITE(vmesa->buf, UpdateLineStippleCounters, 0); +*/ +} + + +/**********************************************************************/ +/* Transition to/from hardware rasterization. */ +/**********************************************************************/ + + +void s3vFallback( s3vContextPtr vmesa, GLuint bit, GLboolean mode ) +{ + GLcontext *ctx = vmesa->glCtx; + TNLcontext *tnl = TNL_CONTEXT(ctx); + GLuint oldfallback = vmesa->Fallback; + + DEBUG(("*** s3vFallback: ")); + + if (mode) { + vmesa->Fallback |= bit; + if (oldfallback == 0) { + DEBUG(("oldfallback == 0 ***\n")); + _swsetup_Wakeup( ctx ); + _tnl_need_projected_coords( ctx, GL_TRUE ); + vmesa->RenderIndex = ~0; + } + } + else { + DEBUG(("***\n")); + vmesa->Fallback &= ~bit; + if (oldfallback == bit) { + _swrast_flush( ctx ); + tnl->Driver.Render.Start = s3vRenderStart; + tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive; + tnl->Driver.Render.Finish = s3vRenderFinish; + tnl->Driver.Render.BuildVertices = s3vBuildVertices; + tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple; + vmesa->new_gl_state |= (_S3V_NEW_RENDERSTATE| + _S3V_NEW_RASTER_STATE| + _S3V_NEW_VERTEX); + } + } +} + + +/**********************************************************************/ +/* Initialization. */ +/**********************************************************************/ + + +void s3vInitTriFuncs( GLcontext *ctx ) +{ + s3vContextPtr vmesa = S3V_CONTEXT(ctx); + TNLcontext *tnl = TNL_CONTEXT(ctx); + static int firsttime = 1; + + if (firsttime) { + init_rast_tab(); + init_render_tab(); + firsttime = 0; + } + + vmesa->RenderIndex = ~0; + + tnl->Driver.RunPipeline = s3vRunPipeline; + tnl->Driver.Render.Start = s3vRenderStart; + tnl->Driver.Render.Finish = s3vRenderFinish; + tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive; + tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple; +/* + tnl->Driver.RenderInterp = _swsetup_RenderInterp; + tnl->Driver.RenderCopyPV = _swsetup_RenderCopyPV; +*/ + tnl->Driver.Render.BuildVertices = s3vBuildVertices; +} |