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authorFelix Kuehling <[email protected]>2004-02-22 16:11:12 +0000
committerFelix Kuehling <[email protected]>2004-02-22 16:11:12 +0000
commit263581bba4d61291c54313648063a30c47106f0b (patch)
tree6d078c08002c4c02a6ece9a3f1dd6ea8f1885b3c /src/mesa/drivers/dri/savage/savagestate.c
parent6e450f22bb86a18b66ec4053d5aacdf7788753dd (diff)
Imported the Savage DRI driver from the savage-2-0-0-branch of DRI CVS
with modifications to make it work with current Mesa 6.
Diffstat (limited to 'src/mesa/drivers/dri/savage/savagestate.c')
-rw-r--r--src/mesa/drivers/dri/savage/savagestate.c2444
1 files changed, 2444 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/savage/savagestate.c b/src/mesa/drivers/dri/savage/savagestate.c
new file mode 100644
index 00000000000..622e4362ab5
--- /dev/null
+++ b/src/mesa/drivers/dri/savage/savagestate.c
@@ -0,0 +1,2444 @@
+/*
+ * Copyright 1998-2003 VIA Technologies, Inc. All Rights Reserved.
+ * Copyright 2001-2003 S3 Graphics, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sub license,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial portions
+ * of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
+ * VIA, S3 GRAPHICS, AND/OR ITS SUPPLIERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
+ * DEALINGS IN THE SOFTWARE.
+ */
+
+
+#include <stdio.h>
+
+#include "mtypes.h"
+#include "enums.h"
+#include "macros.h"
+#include "dd.h"
+
+#include "mm.h"
+#include "savagedd.h"
+#include "savagecontext.h"
+
+#include "savagestate.h"
+#include "savagetex.h"
+#include "savagevb.h"
+#include "savagetris.h"
+#include "savageioctl.h"
+#include "savage_bci.h"
+
+#include "swrast/swrast.h"
+#include "array_cache/acache.h"
+#include "tnl/tnl.h"
+#include "swrast_setup/swrast_setup.h"
+
+static void savageBlendFunc_s4(GLcontext *);
+static void savageBlendFunc_s3d(GLcontext *);
+
+static __inline__ GLuint savagePackColor(GLuint format,
+ GLubyte r, GLubyte g,
+ GLubyte b, GLubyte a)
+{
+ switch (format) {
+ case DV_PF_8888:
+ return SAVAGEPACKCOLOR8888(r,g,b,a);
+ case DV_PF_565:
+ return SAVAGEPACKCOLOR565(r,g,b);
+ default:
+
+ return 0;
+ }
+}
+
+
+static void savageDDAlphaFunc_s4(GLcontext *ctx, GLenum func, GLfloat ref)
+{
+ /* This can be done in BlendFunc*/
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageBlendFunc_s4(ctx);
+}
+static void savageDDAlphaFunc_s3d(GLcontext *ctx, GLenum func, GLfloat ref)
+{
+ /* This can be done in BlendFunc*/
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageBlendFunc_s3d(ctx);
+}
+
+static void savageDDBlendEquationSeparate(GLcontext *ctx,
+ GLenum modeRGB, GLenum modeA)
+{
+ assert( modeRGB == modeA );
+
+ /* BlendEquation sets ColorLogicOpEnabled in an unexpected
+ * manner.
+ */
+ FALLBACK( ctx, SAVAGE_FALLBACK_LOGICOP,
+ (ctx->Color.ColorLogicOpEnabled &&
+ ctx->Color.LogicOp != GL_COPY));
+
+ /* Can only do blend addition, not min, max, subtract, etc. */
+ FALLBACK( ctx, SAVAGE_FALLBACK_BLEND_EQ,
+ modeRGB != GL_FUNC_ADD);
+}
+
+
+static void savageBlendFunc_s4(GLcontext *ctx)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ Reg_DrawLocalCtrl DrawLocalCtrl;
+
+ /* set up draw control register (including blending, alpha
+ * test, dithering, and shading model)
+ */
+
+ /*
+ * And mask removes flushPdDestWrites
+ */
+
+ DrawLocalCtrl.ui = imesa->Registers.DrawLocalCtrl.ui & ~0x40000000;
+
+ /*
+ * blend modes
+ */
+ if(ctx->Color.BlendEnabled){
+ switch (ctx->Color.BlendDstRGB)
+ {
+ case GL_ZERO:
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_Zero;
+ break;
+
+ case GL_ONE:
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_One;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_SRC_COLOR:
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_SrcClr;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_SRC_COLOR:
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_1SrcClr;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_SRC_ALPHA:
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_SrcAlpha;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_SRC_ALPHA:
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_1SrcAlpha;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_One;
+ }
+ else
+ {
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_DstAlpha;
+ }
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_Zero;
+ }
+ else
+ {
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_1DstAlpha;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ }
+ break;
+ }
+
+ switch (ctx->Color.BlendSrcRGB)
+ {
+ case GL_ZERO:
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_Zero;
+ break;
+
+ case GL_ONE:
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_One;
+ break;
+
+ case GL_DST_COLOR:
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_DstClr;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_DST_COLOR:
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_1DstClr;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_SRC_ALPHA:
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_SrcAlpha;
+ break;
+
+ case GL_ONE_MINUS_SRC_ALPHA:
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_1SrcAlpha;
+ break;
+
+ case GL_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_One;
+ }
+ else
+ {
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_DstAlpha;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ }
+ break;
+
+ case GL_ONE_MINUS_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_Zero;
+ }
+ else
+ {
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_1DstAlpha;
+ DrawLocalCtrl.ni.flushPdDestWrites = GL_TRUE;
+ }
+ break;
+ }
+ }
+ else
+ {
+ DrawLocalCtrl.ni.dstAlphaMode = DAM_Zero;
+ DrawLocalCtrl.ni.srcAlphaMode = SAM_One;
+ }
+
+ /* alpha test*/
+
+ if(ctx->Color.AlphaEnabled)
+ {
+ int a;
+ GLubyte alphaRef;
+
+ CLAMPED_FLOAT_TO_UBYTE(alphaRef,ctx->Color.AlphaRef);
+
+ switch(ctx->Color.AlphaFunc) {
+ case GL_NEVER: a = LCS_A_NEVER; break;
+ case GL_ALWAYS: a = LCS_A_ALWAYS; break;
+ case GL_LESS: a = LCS_A_LESS; break;
+ case GL_LEQUAL: a = LCS_A_LEQUAL; break;
+ case GL_EQUAL: a = LCS_A_EQUAL; break;
+ case GL_GREATER: a = LCS_A_GREATER; break;
+ case GL_GEQUAL: a = LCS_A_GEQUAL; break;
+ case GL_NOTEQUAL: a = LCS_A_NOTEQUAL; break;
+ default:return;
+ }
+
+ if (imesa->Registers.DrawCtrl1.ni.alphaTestEn != GL_TRUE)
+ {
+ imesa->Registers.DrawCtrl1.ni.alphaTestEn = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed = GL_TRUE;
+ }
+
+ if (imesa->Registers.DrawCtrl1.ni.alphaTestCmpFunc !=
+ (a & 0x0F))
+ {
+ imesa->Registers.DrawCtrl1.ni.alphaTestCmpFunc =
+ a & 0x0F;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed = GL_TRUE;
+ }
+
+ /* looks like rounding control is different on katmai than p2*/
+
+ if (imesa->Registers.DrawCtrl0.ni.alphaRefVal != alphaRef)
+ {
+ imesa->Registers.DrawCtrl0.ni.alphaRefVal = alphaRef;
+ imesa->Registers.changed.ni.fDrawCtrl0Changed = GL_TRUE;
+ }
+ }
+ else
+ {
+ if (imesa->Registers.DrawCtrl1.ni.alphaTestEn != GL_FALSE)
+ {
+ imesa->Registers.DrawCtrl1.ni.alphaTestEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed = GL_TRUE;
+ }
+ }
+
+ /* Set/Reset Z-after-alpha*/
+
+ DrawLocalCtrl.ni.wrZafterAlphaTst = imesa->Registers.DrawCtrl1.ni.alphaTestEn;
+ /*DrawLocalCtrl.ni.zUpdateEn = ~DrawLocalCtrl.ni.wrZafterAlphaTst;*/
+
+ if (imesa->Registers.DrawLocalCtrl.ui != DrawLocalCtrl.ui)
+ {
+ imesa->Registers.DrawLocalCtrl.ui = DrawLocalCtrl.ui;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+
+ /* dithering*/
+
+ if ( ctx->Color.DitherFlag )
+ {
+ if (imesa->Registers.DrawCtrl1.ni.ditherEn != GL_TRUE)
+ {
+ imesa->Registers.DrawCtrl1.ni.ditherEn = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed = GL_TRUE;
+ }
+ }
+ else
+ {
+ if (imesa->Registers.DrawCtrl1.ni.ditherEn != GL_FALSE)
+ {
+ imesa->Registers.DrawCtrl1.ni.ditherEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed = GL_TRUE;
+ }
+ }
+}
+static void savageBlendFunc_s3d(GLcontext *ctx)
+{
+
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ Reg_DrawCtrl DrawCtrl;
+
+ /* set up draw control register (including blending, alpha
+ * test, dithering, and shading model)
+ */
+
+ /*
+ * And mask removes flushPdDestWrites
+ */
+
+ DrawCtrl.ui = imesa->Registers.DrawCtrl.ui & ~0x20000000;
+
+ /*
+ * blend modes
+ */
+ if(ctx->Color.BlendEnabled){
+ switch (ctx->Color.BlendDstRGB)
+ {
+ case GL_ZERO:
+ DrawCtrl.ni.dstAlphaMode = DAM_Zero;
+ break;
+
+ case GL_ONE:
+ DrawCtrl.ni.dstAlphaMode = DAM_One;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_SRC_COLOR:
+ DrawCtrl.ni.dstAlphaMode = DAM_SrcClr;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_SRC_COLOR:
+ DrawCtrl.ni.dstAlphaMode = DAM_1SrcClr;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_SRC_ALPHA:
+ DrawCtrl.ni.dstAlphaMode = DAM_SrcAlpha;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_SRC_ALPHA:
+ DrawCtrl.ni.dstAlphaMode = DAM_1SrcAlpha;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawCtrl.ni.dstAlphaMode = DAM_One;
+ }
+ else
+ {
+ DrawCtrl.ni.dstAlphaMode = DAM_DstAlpha;
+ }
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawCtrl.ni.dstAlphaMode = DAM_Zero;
+ }
+ else
+ {
+ DrawCtrl.ni.dstAlphaMode = DAM_1DstAlpha;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ }
+ break;
+ }
+
+ switch (ctx->Color.BlendSrcRGB)
+ {
+ case GL_ZERO:
+ DrawCtrl.ni.srcAlphaMode = SAM_Zero;
+ break;
+
+ case GL_ONE:
+ DrawCtrl.ni.srcAlphaMode = SAM_One;
+ break;
+
+ case GL_DST_COLOR:
+ DrawCtrl.ni.srcAlphaMode = SAM_DstClr;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_ONE_MINUS_DST_COLOR:
+ DrawCtrl.ni.srcAlphaMode = SAM_1DstClr;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ break;
+
+ case GL_SRC_ALPHA:
+ DrawCtrl.ni.srcAlphaMode = SAM_SrcAlpha;
+ break;
+
+ case GL_ONE_MINUS_SRC_ALPHA:
+ DrawCtrl.ni.srcAlphaMode = SAM_1SrcAlpha;
+ break;
+
+ case GL_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawCtrl.ni.srcAlphaMode = SAM_One;
+ }
+ else
+ {
+ DrawCtrl.ni.srcAlphaMode = SAM_DstAlpha;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ }
+ break;
+
+ case GL_ONE_MINUS_DST_ALPHA:
+ if (imesa->glCtx->Visual.alphaBits == 0)
+ {
+ DrawCtrl.ni.srcAlphaMode = SAM_Zero;
+ }
+ else
+ {
+ DrawCtrl.ni.srcAlphaMode = SAM_1DstAlpha;
+ DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ }
+ break;
+ }
+ }
+ else
+ {
+ DrawCtrl.ni.dstAlphaMode = DAM_Zero;
+ DrawCtrl.ni.srcAlphaMode = SAM_One;
+ }
+
+ /* alpha test*/
+
+ if(ctx->Color.AlphaEnabled)
+ {
+ GLint a;
+ GLubyte alphaRef;
+
+ CLAMPED_FLOAT_TO_UBYTE(alphaRef,ctx->Color.AlphaRef);
+
+ switch(ctx->Color.AlphaFunc) {
+ case GL_NEVER: a = LCS_A_NEVER; break;
+ case GL_ALWAYS: a = LCS_A_ALWAYS; break;
+ case GL_LESS: a = LCS_A_LESS; break;
+ case GL_LEQUAL: a = LCS_A_LEQUAL; break;
+ case GL_EQUAL: a = LCS_A_EQUAL; break;
+ case GL_GREATER: a = LCS_A_GREATER; break;
+ case GL_GEQUAL: a = LCS_A_GEQUAL; break;
+ case GL_NOTEQUAL: a = LCS_A_NOTEQUAL; break;
+ default:return;
+ }
+
+ DrawCtrl.ni.alphaTestEn = GL_TRUE;
+ DrawCtrl.ni.alphaTestCmpFunc = a & 0x07;
+ DrawCtrl.ni.alphaRefVal = alphaRef;
+ }
+ else
+ {
+ DrawCtrl.ni.alphaTestEn = GL_FALSE;
+ }
+
+ /* Set/Reset Z-after-alpha*/
+
+ if (imesa->Registers.ZBufCtrl.s3d.wrZafterAlphaTst !=
+ DrawCtrl.ni.alphaTestEn)
+ {
+ imesa->Registers.ZBufCtrl.s3d.wrZafterAlphaTst =
+ DrawCtrl.ni.alphaTestEn;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ }
+ /*DrawLocalCtrl.ni.zUpdateEn = ~DrawLocalCtrl.ni.wrZafterAlphaTst;*/
+
+ /* dithering*/
+
+ if ( ctx->Color.DitherFlag )
+ {
+ DrawCtrl.ni.ditherEn = GL_TRUE;
+ }
+ else
+ {
+ DrawCtrl.ni.ditherEn = GL_FALSE;
+ }
+
+ if (imesa->Registers.DrawCtrl.ui != DrawCtrl.ui)
+ {
+ imesa->Registers.DrawCtrl.ui = DrawCtrl.ui;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ }
+}
+
+static void savageDDBlendFuncSeparate_s4( GLcontext *ctx, GLenum sfactorRGB,
+ GLenum dfactorRGB, GLenum sfactorA,
+ GLenum dfactorA )
+{
+ assert (dfactorRGB == dfactorA && sfactorRGB == sfactorA);
+ savageBlendFunc_s4( ctx );
+}
+static void savageDDBlendFuncSeparate_s3d( GLcontext *ctx, GLenum sfactorRGB,
+ GLenum dfactorRGB, GLenum sfactorA,
+ GLenum dfactorA )
+{
+ assert (dfactorRGB == dfactorA && sfactorRGB == sfactorA);
+ savageBlendFunc_s3d( ctx );
+}
+
+
+
+static void savageDDDepthFunc_s4(GLcontext *ctx, GLenum func)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ int zmode;
+#define depthIndex 0
+
+ /* set up z-buffer control register (global)
+ * set up z-buffer offset register (global)
+ * set up z read/write watermarks register (global)
+ */
+
+ switch(func) {
+ case GL_NEVER: zmode = LCS_Z_NEVER; break;
+ case GL_ALWAYS: zmode = LCS_Z_ALWAYS; break;
+ case GL_LESS: zmode = LCS_Z_LESS; break;
+ case GL_LEQUAL: zmode = LCS_Z_LEQUAL; break;
+ case GL_EQUAL: zmode = LCS_Z_EQUAL; break;
+ case GL_GREATER: zmode = LCS_Z_GREATER; break;
+ case GL_GEQUAL: zmode = LCS_Z_GEQUAL; break;
+ case GL_NOTEQUAL: zmode = LCS_Z_NOTEQUAL; break;
+ default:return;
+ }
+ if (ctx->Depth.Test)
+ {
+
+ if (imesa->Registers.ZBufCtrl.s4.zCmpFunc != (zmode & 0x0F))
+ {
+ imesa->Registers.ZBufCtrl.s4.zCmpFunc = zmode & 0x0F;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ }
+
+ if (imesa->Registers.DrawLocalCtrl.ni.zUpdateEn != ctx->Depth.Mask)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.zUpdateEn = ctx->Depth.Mask;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+
+ if (imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites == GL_FALSE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+#if 1
+ imesa->Registers.ZWatermarks.ni.wLow = 0;
+ imesa->Registers.changed.ni.fZWatermarksChanged = GL_TRUE;
+#endif
+ }
+
+ if (imesa->Registers.ZBufCtrl.s4.zBufEn != GL_TRUE)
+ {
+ imesa->Registers.ZBufCtrl.s4.zBufEn = GL_TRUE;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ }
+ }
+ else if (imesa->glCtx->Stencil.Enabled &&
+ !imesa->glCtx->DrawBuffer->UseSoftwareStencilBuffer)
+ {
+#define STENCIL (0x27)
+
+ /* by Jiayo, tempory disable HW stencil in 24 bpp */
+#if HW_STENCIL
+ if(imesa->hw_stencil)
+ {
+ if ((imesa->Registers.ZBufCtrl.ui & STENCIL) != STENCIL)
+ {
+ imesa->Registers.ZBufCtrl.s4.zCmpFunc = GL_ALWAYS & 0x0F;
+ imesa->Registers.ZBufCtrl.s4.zBufEn = GL_TRUE;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ }
+
+ if (imesa->Registers.DrawLocalCtrl.ni.zUpdateEn != GL_FALSE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.zUpdateEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+
+ if (imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites == GL_TRUE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+
+ imesa->Registers.ZWatermarks.ni.wLow = 8;
+ imesa->Registers.changed.ni.fZWatermarksChanged = GL_TRUE;
+ }
+ }
+#endif /* end #if HW_STENCIL */
+ }
+ else
+ {
+
+ if (imesa->Registers.DrawLocalCtrl.ni.drawUpdateEn == GL_FALSE)
+ {
+ imesa->Registers.ZBufCtrl.s4.zCmpFunc = LCS_Z_ALWAYS & 0x0F;
+ imesa->Registers.ZBufCtrl.s4.zBufEn = GL_TRUE;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+
+ if (imesa->Registers.DrawLocalCtrl.ni.zUpdateEn != GL_FALSE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.zUpdateEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+
+ if (imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites == GL_TRUE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+
+ imesa->Registers.ZWatermarks.ni.wLow = 8;
+ imesa->Registers.changed.ni.fZWatermarksChanged = GL_TRUE;
+
+ }
+ }
+ else
+
+ /* DRAWUPDATE_REQUIRES_Z_ENABLED*/
+ {
+ if (imesa->Registers.ZBufCtrl.s4.zBufEn != GL_FALSE)
+ {
+ imesa->Registers.ZBufCtrl.s4.zBufEn = GL_FALSE;
+ imesa->Registers.DrawLocalCtrl.ni.zUpdateEn = GL_FALSE;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
+ imesa->Registers.ZWatermarks.ni.wLow = 8;
+ imesa->Registers.changed.ni.fZWatermarksChanged = GL_TRUE;
+ }
+ }
+ }
+
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+}
+static void savageDDDepthFunc_s3d(GLcontext *ctx, GLenum func)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ Reg_ZBufCtrl ZBufCtrl;
+ int zmode;
+#define depthIndex 0
+
+ /* set up z-buffer control register (global)
+ * set up z-buffer offset register (global)
+ * set up z read/write watermarks register (global)
+ */
+ ZBufCtrl.ui = imesa->Registers.ZBufCtrl.ui;
+
+ switch(func) {
+ case GL_NEVER: zmode = LCS_Z_NEVER; break;
+ case GL_ALWAYS: zmode = LCS_Z_ALWAYS; break;
+ case GL_LESS: zmode = LCS_Z_LESS; break;
+ case GL_LEQUAL: zmode = LCS_Z_LEQUAL; break;
+ case GL_EQUAL: zmode = LCS_Z_EQUAL; break;
+ case GL_GREATER: zmode = LCS_Z_GREATER; break;
+ case GL_GEQUAL: zmode = LCS_Z_GEQUAL; break;
+ case GL_NOTEQUAL: zmode = LCS_Z_NOTEQUAL; break;
+ default:return;
+ }
+ if (ctx->Depth.Test)
+ {
+ ZBufCtrl.s3d.zBufEn = GL_TRUE;
+ ZBufCtrl.s3d.zCmpFunc = zmode & 0x0F;
+ ZBufCtrl.s3d.zUpdateEn = ctx->Depth.Mask;
+
+ if (imesa->Registers.DrawCtrl.ni.flushPdZbufWrites == GL_FALSE)
+ {
+ imesa->Registers.DrawCtrl.ni.flushPdZbufWrites = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+#if 1
+ imesa->Registers.ZWatermarks.ni.wLow = 0;
+ imesa->Registers.changed.ni.fZWatermarksChanged = GL_TRUE;
+#endif
+ }
+ }
+ else
+ {
+ if (ZBufCtrl.s3d.drawUpdateEn == GL_FALSE) {
+ ZBufCtrl.s3d.zCmpFunc = LCS_Z_ALWAYS & 0x0F;
+ ZBufCtrl.s3d.zBufEn = GL_TRUE;
+ ZBufCtrl.s3d.zUpdateEn = GL_FALSE;
+ }
+ else
+
+ /* DRAWUPDATE_REQUIRES_Z_ENABLED*/
+ {
+ ZBufCtrl.s3d.zBufEn = GL_FALSE;
+ ZBufCtrl.s3d.zUpdateEn = GL_FALSE;
+ }
+
+ if (imesa->Registers.DrawCtrl.ni.flushPdZbufWrites == GL_TRUE)
+ {
+ imesa->Registers.DrawCtrl.ni.flushPdZbufWrites = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+
+ imesa->Registers.ZWatermarks.ni.wLow = 8;
+ imesa->Registers.changed.ni.fZWatermarksChanged = GL_TRUE;
+ }
+ }
+
+ if (imesa->Registers.ZBufCtrl.ui != ZBufCtrl.ui)
+ {
+ imesa->Registers.ZBufCtrl.ui = ZBufCtrl.ui;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ }
+
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+}
+
+static void savageDDDepthMask_s4(GLcontext *ctx, GLboolean flag)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (flag)
+ {
+ if (imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites == GL_FALSE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+ }
+ else
+ {
+ if (imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites == GL_TRUE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+ }
+ savageDDDepthFunc_s4(ctx,ctx->Depth.Func);
+}
+static void savageDDDepthMask_s3d(GLcontext *ctx, GLboolean flag)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (flag)
+ {
+ if (imesa->Registers.DrawCtrl.ni.flushPdZbufWrites == GL_FALSE)
+ {
+ imesa->Registers.DrawCtrl.ni.flushPdZbufWrites = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ }
+ }
+ else
+ {
+ if (imesa->Registers.DrawCtrl.ni.flushPdZbufWrites == GL_TRUE)
+ {
+ imesa->Registers.DrawCtrl.ni.flushPdZbufWrites = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ }
+ }
+ savageDDDepthFunc_s3d(ctx,ctx->Depth.Func);
+}
+
+
+
+
+/* =============================================================
+ * Hardware clipping
+ */
+
+
+ void savageDDScissor( GLcontext *ctx, GLint x, GLint y,
+ GLsizei w, GLsizei h )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ imesa->scissor_rect.x1 = MAX2(imesa->drawX+x,imesa->draw_rect.x1);
+ imesa->scissor_rect.y1 = MAX2(imesa->drawY+imesa->driDrawable->h -(y+h),
+ imesa->draw_rect.y1);
+ imesa->scissor_rect.x2 = MIN2(imesa->drawX+x+w,imesa->draw_rect.x2);
+ imesa->scissor_rect.y2 = MIN2(imesa->drawY+imesa->driDrawable->h - y,
+ imesa->draw_rect.y2);
+
+
+ imesa->Registers.changed.ni.fScissorsChanged=GL_TRUE;
+
+ imesa->dirty |= SAVAGE_UPLOAD_CLIPRECTS;
+}
+
+
+
+static void savageDDDrawBuffer(GLcontext *ctx, GLenum mode )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+
+ /*
+ * _DrawDestMask is easier to cope with than <mode>.
+ */
+ switch ( ctx->Color._DrawDestMask ) {
+ case FRONT_LEFT_BIT:
+ imesa->IsDouble = GL_FALSE;
+
+ if(imesa->IsFullScreen)
+ {
+ imesa->drawMap = (char *)imesa->apertureBase[TARGET_FRONT];
+ imesa->readMap = (char *)imesa->apertureBase[TARGET_FRONT];
+ }
+ else
+ {
+ imesa->drawMap = (char *)imesa->apertureBase[TARGET_BACK];
+ imesa->readMap = (char *)imesa->apertureBase[TARGET_BACK];
+ }
+ imesa->NotFirstFrame = GL_FALSE;
+ imesa->dirty |= SAVAGE_UPLOAD_BUFFERS;
+ savageXMesaSetFrontClipRects( imesa );
+ FALLBACK( ctx, SAVAGE_FALLBACK_DRAW_BUFFER, GL_FALSE );
+ break;
+ case BACK_LEFT_BIT:
+ imesa->IsDouble = GL_TRUE;
+ imesa->drawMap = (char *)imesa->apertureBase[TARGET_BACK];
+ imesa->readMap = (char *)imesa->apertureBase[TARGET_BACK];
+ imesa->NotFirstFrame = GL_FALSE;
+ imesa->dirty |= SAVAGE_UPLOAD_BUFFERS;
+ savageXMesaSetBackClipRects( imesa );
+ FALLBACK( ctx, SAVAGE_FALLBACK_DRAW_BUFFER, GL_FALSE );
+ break;
+ default:
+ FALLBACK( ctx, SAVAGE_FALLBACK_DRAW_BUFFER, GL_TRUE );
+ return;
+ }
+
+ /* We want to update the s/w rast state too so that r200SetBuffer() (?)
+ * gets called.
+ */
+ _swrast_DrawBuffer(ctx, mode);
+}
+
+static void savageDDReadBuffer(GLcontext *ctx, GLenum mode )
+{
+ /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */
+}
+
+#if 0
+static void savageDDSetColor(GLcontext *ctx,
+ GLubyte r, GLubyte g,
+ GLubyte b, GLubyte a )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ imesa->MonoColor = savagePackColor( imesa->savageScreen->frontFormat, r, g, b, a );
+}
+#endif
+
+/* =============================================================
+ * Window position and viewport transformation
+ */
+
+static void savageCalcViewport( GLcontext *ctx )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ const GLfloat *v = ctx->Viewport._WindowMap.m;
+ GLfloat *m = imesa->hw_viewport;
+
+ /* See also mga_translate_vertex.
+ */
+ m[MAT_SX] = v[MAT_SX];
+ m[MAT_TX] = v[MAT_TX] + imesa->drawX + SUBPIXEL_X;
+ m[MAT_SY] = - v[MAT_SY];
+ m[MAT_TY] = - v[MAT_TY] + imesa->driDrawable->h + imesa->drawY + SUBPIXEL_Y;
+ m[MAT_SZ] = v[MAT_SZ] * imesa->depth_scale;
+ m[MAT_TZ] = v[MAT_TZ] * imesa->depth_scale;
+
+ imesa->SetupNewInputs = ~0;
+}
+
+static void savageViewport( GLcontext *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height )
+{
+ savageCalcViewport( ctx );
+}
+
+static void savageDepthRange( GLcontext *ctx,
+ GLclampd nearval, GLclampd farval )
+{
+ savageCalcViewport( ctx );
+}
+
+
+/* =============================================================
+ * Miscellaneous
+ */
+
+static void savageDDClearColor(GLcontext *ctx,
+ const GLfloat color[4] )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ GLubyte c[4];
+ CLAMPED_FLOAT_TO_UBYTE(c[0], color[0]);
+ CLAMPED_FLOAT_TO_UBYTE(c[1], color[1]);
+ CLAMPED_FLOAT_TO_UBYTE(c[2], color[2]);
+ CLAMPED_FLOAT_TO_UBYTE(c[3], color[3]);
+
+ imesa->ClearColor = savagePackColor( imesa->savageScreen->frontFormat,
+ c[0], c[1], c[2], c[3] );
+}
+
+/* Fallback to swrast for select and feedback.
+ */
+static void savageRenderMode( GLcontext *ctx, GLenum mode )
+{
+ FALLBACK( ctx, SAVAGE_FALLBACK_RENDERMODE, (mode != GL_RENDER) );
+}
+
+
+#if HW_CULL
+
+/* =============================================================
+ * Culling - the savage isn't quite as clean here as the rest of
+ * its interfaces, but it's not bad.
+ */
+static void savageDDCullFaceFrontFace(GLcontext *ctx, GLenum unused)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ GLuint cullMode=imesa->LcsCullMode;
+ switch (ctx->Polygon.CullFaceMode)
+ {
+ case GL_FRONT:
+ switch (ctx->Polygon.FrontFace)
+ {
+ case GL_CW:
+ cullMode = BCM_CW;
+ break;
+ case GL_CCW:
+ cullMode = BCM_CCW;
+ break;
+ }
+ break;
+
+ case GL_BACK:
+ switch (ctx->Polygon.FrontFace)
+ {
+ case GL_CW:
+ cullMode = BCM_CCW;
+ break;
+ case GL_CCW:
+ cullMode = BCM_CW;
+ break;
+ }
+ break;
+ }
+ imesa->LcsCullMode = cullMode;
+}
+#endif /* end #if HW_CULL */
+
+static void savageUpdateCull( GLcontext *ctx )
+{
+#if HW_CULL
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ GLuint cullMode;
+ if (ctx->Polygon.CullFlag &&
+ imesa->raster_primitive == GL_TRIANGLES &&
+ ctx->Polygon.CullFaceMode != GL_FRONT_AND_BACK)
+ cullMode = imesa->LcsCullMode;
+ else
+ cullMode = BCM_None;
+ if (imesa->savageScreen->chipset >= S3_SAVAGE4) {
+ if (imesa->Registers.DrawCtrl1.ni.cullMode != cullMode) {
+ imesa->Registers.DrawCtrl1.ni.cullMode = cullMode;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ } else {
+ if (imesa->Registers.DrawCtrl.ni.cullMode != cullMode) {
+ imesa->Registers.DrawCtrl.ni.cullMode = cullMode;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+#endif /* end #if HW_CULL */
+}
+
+
+
+/* =============================================================
+ * Color masks
+ */
+
+/* Mesa calls this from the wrong place - it is called a very large
+ * number of redundant times.
+ *
+ * Colormask can be simulated by multipass or multitexture techniques.
+ */
+static void savageDDColorMask_s4(GLcontext *ctx,
+ GLboolean r, GLboolean g,
+ GLboolean b, GLboolean a )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+ GLuint enable;
+
+ if (ctx->Visual.alphaBits)
+ {
+ enable = b | g | r | a;
+ }
+ else
+ {
+ enable = b | g | r;
+ }
+
+ if (enable)
+ {
+ if (imesa->Registers.DrawLocalCtrl.ni.drawUpdateEn == GL_FALSE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.drawUpdateEn = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+ else
+ {
+ if (imesa->Registers.DrawLocalCtrl.ni.drawUpdateEn)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.drawUpdateEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+ /* TODO: need a software fallback */
+}
+static void savageDDColorMask_s3d(GLcontext *ctx,
+ GLboolean r, GLboolean g,
+ GLboolean b, GLboolean a )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+ GLuint enable;
+
+ if (ctx->Visual.alphaBits)
+ {
+ enable = b | g | r | a;
+ }
+ else
+ {
+ enable = b | g | r;
+ }
+
+ if (enable)
+ {
+ if (imesa->Registers.ZBufCtrl.s3d.drawUpdateEn == GL_FALSE)
+ {
+ imesa->Registers.ZBufCtrl.s3d.drawUpdateEn = GL_TRUE;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+ else
+ {
+ if (imesa->Registers.ZBufCtrl.s3d.drawUpdateEn)
+ {
+ imesa->Registers.ZBufCtrl.s3d.drawUpdateEn = GL_FALSE;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+ /* TODO: need a software fallback */
+}
+
+/* Seperate specular not fully implemented in hardware... Needs
+ * some interaction with material state? Just punt to software
+ * in all cases?
+ * FK: Don't fall back for now. Let's see the failure cases and
+ * fix them the right way. I don't see how this could be a
+ * hardware limitation.
+ */
+static void savageUpdateSpecular_s4(GLcontext *ctx) {
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+
+ if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
+ ctx->Light.Enabled) {
+ if (imesa->Registers.DrawLocalCtrl.ni.specShadeEn == GL_FALSE) {
+ imesa->Registers.DrawLocalCtrl.ni.specShadeEn = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+ /*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_TRUE);*/
+ } else {
+ if (imesa->Registers.DrawLocalCtrl.ni.specShadeEn == GL_TRUE) {
+ imesa->Registers.DrawLocalCtrl.ni.specShadeEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+ /*FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_FALSE);*/
+ }
+}
+static void savageUpdateSpecular_s3d(GLcontext *ctx) {
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+
+ if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
+ ctx->Light.Enabled) {
+ if (imesa->Registers.DrawCtrl.ni.specShadeEn == GL_FALSE) {
+ imesa->Registers.DrawCtrl.ni.specShadeEn = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ }
+ FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_TRUE);
+ } else {
+ if (imesa->Registers.DrawCtrl.ni.specShadeEn == GL_TRUE) {
+ imesa->Registers.DrawCtrl.ni.specShadeEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ }
+ FALLBACK (ctx, SAVAGE_FALLBACK_SPECULAR, GL_FALSE);
+ }
+}
+
+static void savageDDLightModelfv_s4(GLcontext *ctx, GLenum pname,
+ const GLfloat *param)
+{
+ savageUpdateSpecular_s4 (ctx);
+}
+static void savageDDLightModelfv_s3d(GLcontext *ctx, GLenum pname,
+ const GLfloat *param)
+{
+ savageUpdateSpecular_s3d (ctx);
+}
+
+static void savageDDShadeModel_s4(GLcontext *ctx, GLuint mod)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+
+ if (mod == GL_SMOOTH)
+ {
+ if(imesa->Registers.DrawLocalCtrl.ni.flatShadeEn == GL_TRUE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.flatShadeEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+ else
+ {
+ if(imesa->Registers.DrawLocalCtrl.ni.flatShadeEn == GL_FALSE)
+ {
+ imesa->Registers.DrawLocalCtrl.ni.flatShadeEn = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+}
+static void savageDDShadeModel_s3d(GLcontext *ctx, GLuint mod)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+
+ if (mod == GL_SMOOTH)
+ {
+ if(imesa->Registers.DrawCtrl.ni.flatShadeEn == GL_TRUE)
+ {
+ imesa->Registers.DrawCtrl.ni.flatShadeEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+ else
+ {
+ if(imesa->Registers.DrawCtrl.ni.flatShadeEn == GL_FALSE)
+ {
+ imesa->Registers.DrawCtrl.ni.flatShadeEn = GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrlChanged = GL_TRUE;
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ }
+}
+
+
+/* =============================================================
+ * Fog
+ */
+
+static void savageDDFogfv(GLcontext *ctx, GLenum pname, const GLfloat *param)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ GLuint fogClr;
+
+ /*if ((ctx->Fog.Enabled) &&(pname == GL_FOG_COLOR))*/
+ if (ctx->Fog.Enabled)
+ {
+ fogClr = (((GLubyte)(ctx->Fog.Color[0]*255.0F) << 16) |
+ ((GLubyte)(ctx->Fog.Color[1]*255.0F) << 8) |
+ ((GLubyte)(ctx->Fog.Color[2]*255.0F) << 0));
+ if (imesa->Registers.FogCtrl.ni.fogEn != GL_TRUE)
+ {
+ imesa->Registers.FogCtrl.ni.fogEn = GL_TRUE;
+ imesa->Registers.changed.ni.fFogCtrlChanged = GL_TRUE;
+ }
+ /*cheap fog*/
+ if (imesa->Registers.FogCtrl.ni.fogMode != GL_TRUE)
+ {
+ imesa->Registers.FogCtrl.ni.fogMode = GL_TRUE;
+ imesa->Registers.changed.ni.fFogCtrlChanged = GL_TRUE;
+ }
+ if (imesa->Registers.FogCtrl.ni.fogClr != fogClr)
+ {
+ imesa->Registers.FogCtrl.ni.fogClr = fogClr;
+ imesa->Registers.changed.ni.fFogCtrlChanged = GL_TRUE;
+ }
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ else
+ {
+ /*No fog*/
+
+ if (imesa->Registers.FogCtrl.ni.fogEn != 0)
+ {
+ imesa->Registers.FogCtrl.ni.fogEn = 0;
+ imesa->Registers.FogCtrl.ni.fogMode = 0;
+ imesa->Registers.changed.ni.fFogCtrlChanged = GL_TRUE;
+ }
+ return;
+ }
+}
+
+
+#if HW_STENCIL
+static void savageStencilFunc(GLcontext *);
+
+static void savageDDStencilFunc(GLcontext *ctx, GLenum func, GLint ref,
+ GLuint mask)
+{
+ savageStencilFunc(ctx);
+}
+
+static void savageDDStencilMask(GLcontext *ctx, GLuint mask)
+{
+ savageStencilFunc(ctx);
+}
+
+static void savageDDStencilOp(GLcontext *ctx, GLenum fail, GLenum zfail,
+ GLenum zpass)
+{
+ savageStencilFunc(ctx);
+}
+
+static void savageStencilFunc(GLcontext *ctx)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ Reg_StencilCtrl StencilCtrl;
+ int a=0;
+
+ StencilCtrl.ui = 0x0;
+
+ if (ctx->Stencil.Enabled)
+ {
+
+ switch (ctx->Stencil.Function[0])
+ {
+ case GL_NEVER: a = LCS_S_NEVER; break;
+ case GL_ALWAYS: a = LCS_S_ALWAYS; break;
+ case GL_LESS: a = LCS_S_LESS; break;
+ case GL_LEQUAL: a = LCS_S_LEQUAL; break;
+ case GL_EQUAL: a = LCS_S_EQUAL; break;
+ case GL_GREATER: a = LCS_S_GREATER; break;
+ case GL_GEQUAL: a = LCS_S_GEQUAL; break;
+ case GL_NOTEQUAL: a = LCS_S_NOTEQUAL; break;
+ default:
+ break;
+ }
+
+ StencilCtrl.ni.cmpFunc = (GLuint)a & 0x0F;
+ StencilCtrl.ni.stencilEn = GL_TRUE;
+ StencilCtrl.ni.readMask = ctx->Stencil.ValueMask[0];
+ StencilCtrl.ni.writeMask = ctx->Stencil.WriteMask[0];
+
+ switch (ctx->Stencil.FailFunc[0])
+ {
+ case GL_KEEP:
+ StencilCtrl.ni.failOp = STC_FAIL_Keep;
+ break;
+ case GL_ZERO:
+ StencilCtrl.ni.failOp = STC_FAIL_Zero;
+ break;
+ case GL_REPLACE:
+ StencilCtrl.ni.failOp = STC_FAIL_Equal;
+ break;
+ case GL_INCR:
+ StencilCtrl.ni.failOp = STC_FAIL_IncClamp;
+ break;
+ case GL_DECR:
+ StencilCtrl.ni.failOp = STC_FAIL_DecClamp;
+ break;
+ case GL_INVERT:
+ StencilCtrl.ni.failOp = STC_FAIL_Invert;
+ break;
+#if GL_EXT_stencil_wrap
+ case GL_INCR_WRAP_EXT:
+ StencilCtrl.ni.failOp = STC_FAIL_Inc;
+ break;
+ case GL_DECR_WRAP_EXT:
+ StencilCtrl.ni.failOp = STC_FAIL_Dec;
+ break;
+#endif
+ }
+
+ switch (ctx->Stencil.ZFailFunc[0])
+ {
+ case GL_KEEP:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_Keep;
+ break;
+ case GL_ZERO:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_Zero;
+ break;
+ case GL_REPLACE:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_Equal;
+ break;
+ case GL_INCR:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_IncClamp;
+ break;
+ case GL_DECR:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_DecClamp;
+ break;
+ case GL_INVERT:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_Invert;
+ break;
+#if GL_EXT_stencil_wrap
+ case GL_INCR_WRAP_EXT:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_Inc;
+ break;
+ case GL_DECR_WRAP_EXT:
+ StencilCtrl.ni.passZfailOp = STC_FAIL_Dec;
+ break;
+#endif
+ }
+
+ switch (ctx->Stencil.ZPassFunc[0])
+ {
+ case GL_KEEP:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_Keep;
+ break;
+ case GL_ZERO:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_Zero;
+ break;
+ case GL_REPLACE:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_Equal;
+ break;
+ case GL_INCR:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_IncClamp;
+ break;
+ case GL_DECR:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_DecClamp;
+ break;
+ case GL_INVERT:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_Invert;
+ break;
+#if GL_EXT_stencil_wrap
+ case GL_INCR_WRAP_EXT:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_Inc;
+ break;
+ case GL_DECR_WRAP_EXT:
+ StencilCtrl.ni.passZpassOp = STC_FAIL_Dec;
+ break;
+#endif
+ }
+
+
+ if (imesa->Registers.StencilCtrl.ui != StencilCtrl.ui)
+ {
+ imesa->Registers.StencilCtrl.ui = StencilCtrl.ui;
+ imesa->Registers.changed.ni.fStencilCtrlChanged = GL_TRUE;
+ }
+
+ if (imesa->Registers.ZBufCtrl.s4.stencilRefVal != (GLuint) ctx->Stencil.Ref) {
+ imesa->Registers.ZBufCtrl.s4.stencilRefVal = ctx->Stencil.Ref[0];
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ }
+
+ /*
+ * force Z on, HW limitation
+ */
+
+ if (imesa->Registers.ZBufCtrl.s4.zBufEn != GL_TRUE)
+ {
+ imesa->Registers.ZBufCtrl.s4.zCmpFunc = LCS_Z_ALWAYS & 0x0F;
+ imesa->Registers.ZBufCtrl.s4.zBufEn = GL_TRUE;
+ imesa->Registers.changed.ni.fZBufCtrlChanged = GL_TRUE;
+ imesa->Registers.DrawLocalCtrl.ni.zUpdateEn = GL_FALSE;
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged = GL_TRUE;
+ }
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ }
+ else
+ {
+ if (imesa->Registers.StencilCtrl.ni.stencilEn != GL_FALSE)
+ {
+ imesa->Registers.StencilCtrl.ni.stencilEn = GL_FALSE;
+ imesa->Registers.changed.ni.fStencilCtrlChanged = GL_TRUE;
+ }
+ }
+}
+#endif /* end #if HW_STENCIL */
+/* =============================================================
+ */
+
+static void savageDDEnable_s4(GLcontext *ctx, GLenum cap, GLboolean state)
+{
+
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ unsigned int ui;
+ switch(cap) {
+ case GL_ALPHA_TEST:
+ /* we should consider the disable case*/
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageBlendFunc_s4(ctx);
+ break;
+ case GL_BLEND:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ /*Can't find Enable bit in the 3D registers.*/
+ /* For some reason enable(GL_BLEND) affects ColorLogicOpEnabled.
+ */
+ FALLBACK (ctx, SAVAGE_FALLBACK_LOGICOP,
+ (ctx->Color.ColorLogicOpEnabled &&
+ ctx->Color.LogicOp != GL_COPY));
+ /*add the savageBlendFunc 2001/11/25
+ * if call no such function, then glDisable(GL_BLEND) will do noting,
+ *our chip has no disable bit
+ */
+ savageBlendFunc_s4(ctx);
+ break;
+ case GL_DEPTH_TEST:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageDDDepthFunc_s4(ctx,ctx->Depth.Func);
+ break;
+ case GL_SCISSOR_TEST:
+ imesa->scissor = state;
+ imesa->dirty |= SAVAGE_UPLOAD_CLIPRECTS;
+ break;
+#if 0
+ case GL_LINE_SMOOTH:
+ if (ctx->PB->primitive == GL_LINE) {
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (state) {
+ ui=imesa->Registers.DrawLocalCtrl.ui;
+ imesa->Registers.DrawLocalCtrl.ni.flatShadeEn=GL_TRUE;
+ if(imesa->Registers.DrawLocalCtrl.ui!=ui)
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged=GL_TRUE;
+ }
+ }
+ break;
+ case GL_POINT_SMOOTH:
+ if (ctx->PB->primitive == GL_POINT) {
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (state)
+ {
+ ui=imesa->Registers.DrawLocalCtrl.ui;
+ imesa->Registers.DrawLocalCtrl.ni.flatShadeEn=GL_FALSE;
+ if(imesa->Registers.DrawLocalCtrl.ui!=ui)
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged=GL_TRUE;
+ }
+ }
+ break;
+ case GL_POLYGON_SMOOTH:
+ if (ctx->PB->primitive == GL_POLYGON) {
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (state) {
+ ui=imesa->Registers.DrawLocalCtrl.ui;
+ imesa->Registers.DrawLocalCtrl.ni.flatShadeEn=GL_TRUE;
+ if(imesa->Registers.DrawLocalCtrl.ui!=ui)
+ imesa->Registers.changed.ni.fDrawLocalCtrlChanged=GL_TRUE;
+ }
+ }
+ break;
+#endif
+ case GL_STENCIL_TEST:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (state)
+ {
+#if HW_STENCIL
+ if(imesa->hw_stencil)
+ {
+ ui=imesa->Registers.StencilCtrl.ui;
+#endif /* end if HW_STENCIL */
+ if(!imesa->hw_stencil)
+ FALLBACK (ctx, SAVAGE_FALLBACK_STENCIL, GL_TRUE);
+
+#if HW_STENCIL
+ imesa->Registers.StencilCtrl.ni.stencilEn=GL_TRUE;
+ if(imesa->Registers.StencilCtrl.ui!=ui)
+ imesa->Registers.changed.ni.fStencilCtrlChanged=GL_TRUE;
+ }
+#endif /* end if HW_STENCIL */
+ }
+
+ else
+ {
+#if HW_STENCIL
+ if(imesa->hw_stencil)
+ {
+ if(imesa->Registers.StencilCtrl.ni.stencilEn == GL_TRUE)
+ {
+ imesa->Registers.StencilCtrl.ni.stencilEn=GL_FALSE;
+ imesa->Registers.changed.ni.fStencilCtrlChanged=GL_TRUE;
+ }
+ }
+ FALLBACK (ctx, SAVAGE_FALLBACK_STENCIL, GL_FALSE);
+#endif
+ }
+ break;
+ case GL_FOG:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageDDFogfv(ctx,0,0);
+ break;
+ case GL_CULL_FACE:
+#if HW_CULL
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ ui=imesa->Registers.DrawCtrl1.ui;
+ if (state)
+ {
+ savageDDCullFaceFrontFace(ctx,0);
+ }
+ else
+ {
+ imesa->Registers.DrawCtrl1.ni.cullMode=BCM_None;
+ }
+ if(imesa->Registers.DrawCtrl1.ui!=ui)
+ imesa->Registers.changed.ni.fDrawCtrl1Changed=GL_TRUE;
+#endif
+ break;
+ case GL_DITHER:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (state)
+ {
+ if ( ctx->Color.DitherFlag )
+ {
+ ui=imesa->Registers.DrawCtrl1.ui;
+ imesa->Registers.DrawCtrl1.ni.ditherEn=GL_TRUE;
+ if(imesa->Registers.DrawCtrl1.ui!=ui)
+ imesa->Registers.changed.ni.fDrawCtrl1Changed=GL_TRUE;
+ }
+ }
+ if (!ctx->Color.DitherFlag )
+ {
+ ui=imesa->Registers.DrawCtrl1.ui;
+ imesa->Registers.DrawCtrl1.ni.ditherEn=GL_FALSE;
+ if(imesa->Registers.DrawCtrl1.ui!=ui)
+ imesa->Registers.changed.ni.fDrawCtrl1Changed=GL_TRUE;
+ }
+ break;
+
+ case GL_LIGHTING:
+ savageUpdateSpecular_s4 (ctx);
+ break;
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_3D:
+ imesa->new_state |= SAVAGE_NEW_TEXTURE;
+ break;
+ case GL_TEXTURE_2D:
+ imesa->new_state |= SAVAGE_NEW_TEXTURE;
+ break;
+ default:
+ ;
+ }
+}
+static void savageDDEnable_s3d(GLcontext *ctx, GLenum cap, GLboolean state)
+{
+
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+ unsigned int ui;
+ switch(cap) {
+ case GL_ALPHA_TEST:
+ /* we should consider the disable case*/
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageBlendFunc_s3d(ctx);
+ break;
+ case GL_BLEND:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ /*Can't find Enable bit in the 3D registers.*/
+ /* For some reason enable(GL_BLEND) affects ColorLogicOpEnabled.
+ */
+ FALLBACK (ctx, SAVAGE_FALLBACK_LOGICOP,
+ (ctx->Color.ColorLogicOpEnabled &&
+ ctx->Color.LogicOp != GL_COPY));
+ /*add the savageBlendFunc 2001/11/25
+ * if call no such function, then glDisable(GL_BLEND) will do noting,
+ *our chip has no disable bit
+ */
+ savageBlendFunc_s3d(ctx);
+ break;
+ case GL_DEPTH_TEST:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageDDDepthFunc_s3d(ctx,ctx->Depth.Func);
+ break;
+ case GL_SCISSOR_TEST:
+ imesa->scissor = state;
+ imesa->dirty |= SAVAGE_UPLOAD_CLIPRECTS;
+ break;
+ case GL_FOG:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ savageDDFogfv(ctx,0,0);
+ break;
+ case GL_CULL_FACE:
+#if HW_CULL
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ ui=imesa->Registers.DrawCtrl.ui;
+ if (state)
+ {
+ savageDDCullFaceFrontFace(ctx,0);
+ }
+ else
+ {
+ imesa->Registers.DrawCtrl.ni.cullMode=BCM_None;
+ }
+ if(imesa->Registers.DrawCtrl.ui!=ui)
+ imesa->Registers.changed.ni.fDrawCtrlChanged=GL_TRUE;
+#endif
+ break;
+ case GL_DITHER:
+ imesa->dirty |= SAVAGE_UPLOAD_CTX;
+ if (state)
+ {
+ if ( ctx->Color.DitherFlag )
+ {
+ ui=imesa->Registers.DrawCtrl.ui;
+ imesa->Registers.DrawCtrl.ni.ditherEn=GL_TRUE;
+ if(imesa->Registers.DrawCtrl.ui!=ui)
+ imesa->Registers.changed.ni.fDrawCtrlChanged=GL_TRUE;
+ }
+ }
+ if (!ctx->Color.DitherFlag )
+ {
+ ui=imesa->Registers.DrawCtrl.ui;
+ imesa->Registers.DrawCtrl.ni.ditherEn=GL_FALSE;
+ if(imesa->Registers.DrawCtrl.ui!=ui)
+ imesa->Registers.changed.ni.fDrawCtrlChanged=GL_TRUE;
+ }
+ break;
+
+ case GL_LIGHTING:
+ savageUpdateSpecular_s3d (ctx);
+ break;
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_3D:
+ imesa->new_state |= SAVAGE_NEW_TEXTURE;
+ break;
+ case GL_TEXTURE_2D:
+ imesa->new_state |= SAVAGE_NEW_TEXTURE;
+ break;
+ default:
+ ;
+ }
+}
+
+void savageDDUpdateHwState( GLcontext *ctx )
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
+
+ if(imesa->driDrawable)
+ {
+ LOCK_HARDWARE(imesa);
+ }
+
+ if (imesa->new_state & SAVAGE_NEW_TEXTURE) {
+ savageUpdateTextureState( ctx );
+ }
+ if((imesa->dirty!=0)|| (imesa->new_state!=0))
+ {
+ savageEmitHwStateLocked(imesa);
+ imesa->new_state = 0;
+ }
+ if(imesa->driDrawable)
+ {
+ UNLOCK_HARDWARE(imesa);
+ }
+}
+
+
+void savageEmitDrawingRectangle( savageContextPtr imesa )
+{
+ __DRIdrawablePrivate *dPriv = imesa->driDrawable;
+ savageScreenPrivate *savageScreen = imesa->savageScreen;
+ XF86DRIClipRectPtr pbox;
+ int nbox;
+
+
+ int x0 = imesa->drawX;
+ int y0 = imesa->drawY;
+ int x1 = x0 + dPriv->w;
+ int y1 = y0 + dPriv->h;
+
+ pbox = dPriv->pClipRects;
+ nbox = dPriv->numClipRects;
+
+
+
+ /* Coordinate origin of the window - may be offscreen.
+ */
+ /* imesa->BufferSetup[SAVAGE_DESTREG_DR4] = ((y0<<16) |
+ (((unsigned)x0)&0xFFFF));*/
+
+ /* Clip to screen.
+ */
+ if (x0 < 0) x0 = 0;
+ if (y0 < 0) y0 = 0;
+ if (x1 > savageScreen->width) x1 = savageScreen->width;
+ if (y1 > savageScreen->height) y1 = savageScreen->height;
+
+
+ if(nbox == 1)
+ {
+ imesa->draw_rect.x1 = MAX2(x0,pbox->x1);
+ imesa->draw_rect.y1 = MAX2(y0,pbox->y1);
+ imesa->draw_rect.x2 = MIN2(x1,pbox->x2);
+ imesa->draw_rect.y2 = MIN2(y1,pbox->y2);
+ }
+ else
+ {
+ imesa->draw_rect.x1 = x0;
+ imesa->draw_rect.y1 = y0;
+ imesa->draw_rect.x2 = x1;
+ imesa->draw_rect.y2 = y1;
+ }
+
+ imesa->Registers.changed.ni.fScissorsChanged=GL_TRUE;
+
+ /* imesa->Registers.changed.ni.fDrawCtrl0Changed=GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed=GL_TRUE;*/
+
+
+ imesa->dirty |= SAVAGE_UPLOAD_BUFFERS;
+}
+
+
+static void savageDDPrintDirty( const char *msg, GLuint state )
+{
+ fprintf(stderr, "%s (0x%x): %s%s%s%s%s\n",
+ msg,
+ (unsigned int) state,
+ (state & SAVAGE_UPLOAD_TEX0IMAGE) ? "upload-tex0, " : "",
+ (state & SAVAGE_UPLOAD_TEX1IMAGE) ? "upload-tex1, " : "",
+ (state & SAVAGE_UPLOAD_CTX) ? "upload-ctx, " : "",
+ (state & SAVAGE_UPLOAD_BUFFERS) ? "upload-bufs, " : "",
+ (state & SAVAGE_UPLOAD_CLIPRECTS) ? "upload-cliprects, " : ""
+ );
+}
+
+
+
+static void savageUpdateRegister_s4(savageContextPtr imesa)
+{
+ GLuint *pBCIBase;
+ pBCIBase = savageDMAAlloc (imesa, 100);
+ /*
+ *make sure there is enough room for everything
+ */
+ /*savageKickDMA(imesa);*/
+#define PARAMT 1
+#if defined(PARAMT) && PARAMT
+#define GLOBAL_REG SAVAGE_GLOBAL_CHANGED
+#else
+#define GLOBAL_REG (SAVAGE_GLOBAL_CHANGED | SAVAGE_TEXTURE_CHANGED)
+#endif
+ if (imesa->Registers.changed.uiRegistersChanged & GLOBAL_REG)
+ {
+ WRITE_CMD(pBCIBase,WAIT_3D_IDLE,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fTexPalAddrChanged)
+ {
+ WRITE_CMD(pBCIBase, SET_REGISTER(SAVAGE_TEXPALADDR_S4, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexPalAddr.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.uiRegistersChanged & 0xFC)
+ {
+ WRITE_CMD(pBCIBase, SET_REGISTER(SAVAGE_TEXCTRL0_S4, 6),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexCtrl[0].ui,GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexCtrl[1].ui,GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexAddr[0].ui,GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexAddr[1].ui,GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexBlendCtrl[0].ui,GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexBlendCtrl[1].ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fTexDescrChanged)
+ {
+ WRITE_CMD(pBCIBase, SET_REGISTER(SAVAGE_TEXDESCR_S4, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexDescr.ui,GLuint);
+ imesa->Registers.TexDescr.s4.newPal = GL_FALSE;
+ }
+
+ if (imesa->Registers.changed.ni.fFogCtrlChanged)
+ {
+
+ WRITE_CMD(pBCIBase,SET_REGISTER(SAVAGE_FOGCTRL_S4, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.FogCtrl.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fDestCtrlChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_DESTCTRL_S4,1),GLuint);
+ WRITE_CMD( pBCIBase ,imesa->Registers.DestCtrl.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fDrawLocalCtrlChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_DRAWLOCALCTRL_S4,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.DrawLocalCtrl.ui,GLuint);
+ }
+ /*
+ * Scissors updates drawctrl0 and drawctrl 1
+ */
+
+ if (imesa->Registers.changed.ni.fScissorsChanged)
+ {
+ if(imesa->scissor)
+ {
+ imesa->Registers.DrawCtrl0.ni.scissorXStart = imesa->scissor_rect.x1;
+ imesa->Registers.DrawCtrl0.ni.scissorYStart = imesa->scissor_rect.y1;
+ imesa->Registers.DrawCtrl1.ni.scissorXEnd = imesa->scissor_rect.x2-1;
+ imesa->Registers.DrawCtrl1.ni.scissorYEnd = imesa->scissor_rect.y2-1;
+ }
+ else
+ {
+ imesa->Registers.DrawCtrl0.ni.scissorXStart = imesa->draw_rect.x1;
+ imesa->Registers.DrawCtrl0.ni.scissorYStart = imesa->draw_rect.y1;
+ imesa->Registers.DrawCtrl1.ni.scissorXEnd = imesa->draw_rect.x2-1;
+ imesa->Registers.DrawCtrl1.ni.scissorYEnd = imesa->draw_rect.y2-1;
+ }
+
+ imesa->Registers.changed.ni.fDrawCtrl0Changed=GL_TRUE;
+ imesa->Registers.changed.ni.fDrawCtrl1Changed=GL_TRUE;
+ }
+ if (imesa->Registers.changed.uiRegistersChanged )
+ {
+
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_DRAWCTRLGLOBAL0_S4,2),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.DrawCtrl0.ui,GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.DrawCtrl1.ui,GLuint);
+
+ }
+
+ if (imesa->Registers.changed.ni.fZBufCtrlChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_ZBUFCTRL_S4,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.ZBufCtrl.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fStencilCtrlChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_STENCILCTRL_S4,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.StencilCtrl.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fTexBlendColorChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_TEXBLENDCOLOR_S4,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.TexBlendColor.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fZWatermarksChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_ZWATERMARK_S4,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.ZWatermarks.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fDestTexWatermarksChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_DESTTEXRWWATERMARK_S4,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.DestTexWatermarks.ui,GLuint);
+ }
+
+ imesa->Registers.changed.uiRegistersChanged = 0;
+ imesa->dirty=0;
+ savageDMACommit (imesa, pBCIBase);
+}
+static void savageUpdateRegister_s3d(savageContextPtr imesa)
+{
+ GLuint *pBCIBase;
+ pBCIBase = savageDMAAlloc (imesa, 100);
+
+ /* Always wait for idle for now.
+ * FIXME: On the Savage3D individual fields in registers can be
+ * local/global. */
+ WRITE_CMD(pBCIBase,WAIT_3D_IDLE,GLuint);
+
+ if (imesa->Registers.changed.ni.fZBufCtrlChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_ZBUFCTRL_S3D,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.ZBufCtrl.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fDestCtrlChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_DESTCTRL_S3D,1),GLuint);
+ WRITE_CMD( pBCIBase ,imesa->Registers.DestCtrl.ui,GLuint);
+ }
+ /* Better leave these alone. They don't seem to be needed and I
+ * don't know exactly what they ary good for. Changing them may
+ * have been responsible for lockups with texturing. */
+/*
+ if (imesa->Registers.changed.ni.fZWatermarksChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_ZWATERMARK_S3D,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.ZWatermarks.ui,GLuint);
+ }
+ if (imesa->Registers.changed.ni.fDestTexWatermarksChanged)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_DESTTEXRWWATERMARK_S3D,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.DestTexWatermarks.ui,GLuint);
+ }
+*/
+ if (imesa->Registers.changed.ni.fDrawCtrlChanged)
+ {
+ /* Same as above. The utah-driver always sets these to true.
+ * Changing them definitely caused lockups with texturing. */
+ imesa->Registers.DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+ imesa->Registers.DrawCtrl.ni.flushPdZbufWrites = GL_TRUE;
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_DRAWCTRL_S3D,1),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.DrawCtrl.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fScissorsChanged)
+ {
+ if(imesa->scissor)
+ {
+ imesa->Registers.ScissorsStart.ni.scissorXStart =
+ imesa->scissor_rect.x1;
+ imesa->Registers.ScissorsStart.ni.scissorYStart =
+ imesa->scissor_rect.y1;
+ imesa->Registers.ScissorsEnd.ni.scissorXEnd =
+ imesa->scissor_rect.x2-1;
+ imesa->Registers.ScissorsEnd.ni.scissorYEnd =
+ imesa->scissor_rect.y2-1;
+ }
+ else
+ {
+ imesa->Registers.ScissorsStart.ni.scissorXStart =
+ imesa->draw_rect.x1;
+ imesa->Registers.ScissorsStart.ni.scissorYStart =
+ imesa->draw_rect.y1;
+ imesa->Registers.ScissorsEnd.ni.scissorXEnd =
+ imesa->draw_rect.x2-1;
+ imesa->Registers.ScissorsEnd.ni.scissorYEnd =
+ imesa->draw_rect.y2-1;
+ }
+
+ imesa->Registers.changed.ni.fScissorsStartChanged=GL_TRUE;
+ imesa->Registers.changed.ni.fScissorsEndChanged=GL_TRUE;
+ }
+ if (imesa->Registers.changed.uiRegistersChanged & 0x00C00000)
+ {
+ WRITE_CMD(pBCIBase , SET_REGISTER(SAVAGE_SCSTART_S3D,2),GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.ScissorsStart.ui,GLuint);
+ WRITE_CMD(pBCIBase , imesa->Registers.ScissorsEnd.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fTex0CtrlChanged)
+ {
+ WRITE_CMD(pBCIBase, SET_REGISTER(SAVAGE_TEXCTRL_S3D, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexCtrl[0].ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fFogCtrlChanged)
+ {
+ WRITE_CMD(pBCIBase,SET_REGISTER(SAVAGE_FOGCTRL_S3D, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.FogCtrl.ui,GLuint);
+ }
+
+ if (imesa->Registers.changed.ni.fTex0AddrChanged ||
+ imesa->Registers.changed.ni.fTexDescrChanged)
+ {
+ WRITE_CMD(pBCIBase, SET_REGISTER(SAVAGE_TEXADDR_S3D, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexAddr[0].ui,GLuint);
+ WRITE_CMD(pBCIBase, SET_REGISTER(SAVAGE_TEXDESCR_S3D, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexDescr.ui,GLuint);
+ imesa->Registers.TexDescr.s3d.newPal = GL_FALSE;
+ }
+
+ if (imesa->Registers.changed.ni.fTexPalAddrChanged)
+ {
+ WRITE_CMD(pBCIBase, SET_REGISTER(SAVAGE_TEXPALADDR_S3D, 1),GLuint);
+ WRITE_CMD(pBCIBase, imesa->Registers.TexPalAddr.ui,GLuint);
+ }
+
+ imesa->Registers.changed.uiRegistersChanged = 0;
+ imesa->dirty=0;
+ savageDMACommit (imesa, pBCIBase);
+}
+
+
+
+/* Push the state into the sarea and/or texture memory.
+ */
+void savageEmitHwStateLocked( savageContextPtr imesa )
+{
+ if (SAVAGE_DEBUG & DEBUG_VERBOSE_API)
+ savageDDPrintDirty( "\n\n\nsavageEmitHwStateLocked", imesa->dirty );
+
+ if (imesa->dirty & ~SAVAGE_UPLOAD_CLIPRECTS)
+ {
+ if (imesa->dirty & (SAVAGE_UPLOAD_CTX | SAVAGE_UPLOAD_TEX0 | \
+ SAVAGE_UPLOAD_TEX1 | SAVAGE_UPLOAD_BUFFERS))
+ {
+
+ SAVAGE_STATE_COPY(imesa);
+ /* update state to hw*/
+ if (imesa->driDrawable &&imesa->driDrawable->numClipRects ==0 )
+ {
+ return ;
+ }
+ if (imesa->savageScreen->chipset >= S3_SAVAGE4)
+ savageUpdateRegister_s4(imesa);
+ else
+ savageUpdateRegister_s3d(imesa);
+ }
+
+ imesa->sarea->dirty |= (imesa->dirty &
+ ~(SAVAGE_UPLOAD_TEX1|SAVAGE_UPLOAD_TEX0));
+ imesa->dirty &= SAVAGE_UPLOAD_CLIPRECTS;
+ }
+}
+
+
+
+static void savageDDInitState_s4( savageContextPtr imesa )
+{
+#if 1
+ *(GLuint *)&imesa->Registers.DestCtrl = 1<<7;
+#else
+ *(GLuint *)&imesa->Registers.DestCtrl = 0;
+#endif
+ *(GLuint *)&imesa->Registers.ZBufCtrl = 0;
+
+ imesa->Registers.ZBufCtrl.s4.zCmpFunc = LCS_Z_LESS;
+ imesa->Registers.ZBufCtrl.s4.wToZEn = GL_TRUE;
+ /*imesa->Registers.ZBufCtrl.ni.floatZEn = GL_TRUE;*/
+ *(GLuint *)&imesa->Registers.ZBufOffset = 0;
+ *(GLuint *)&imesa->Registers.FogCtrl = 0;
+ imesa->Registers.FogTable.ni.ulEntry[0] = 0;
+ imesa->Registers.FogTable.ni.ulEntry[1] = 0;
+ imesa->Registers.FogTable.ni.ulEntry[2] = 0;
+ imesa->Registers.FogTable.ni.ulEntry[3] = 0;
+ imesa->Registers.FogTable.ni.ulEntry[4] = 0;
+ imesa->Registers.FogTable.ni.ulEntry[5] = 0;
+ imesa->Registers.FogTable.ni.ulEntry[6] = 0;
+ imesa->Registers.FogTable.ni.ulEntry[7] = 0;
+ *(GLuint *)&imesa->Registers.TexDescr = 0;
+ imesa->Registers.TexAddr[0].ui = 0;
+ imesa->Registers.TexAddr[1].ui = 0;
+ imesa->Registers.TexPalAddr.ui = 0;
+ *(GLuint *)&imesa->Registers.TexCtrl[0] = 0;
+ *(GLuint *)&imesa->Registers.TexCtrl[1] = 0;
+ imesa->Registers.TexBlendCtrl[0].ui = TBC_NoTexMap;
+ imesa->Registers.TexBlendCtrl[1].ui = TBC_NoTexMap1;
+ *(GLuint *)&imesa->Registers.DrawCtrl0 = 0;
+#if 1/*def __GL_HALF_PIXEL_OFFSET*/
+ *(GLuint *)&imesa->Registers.DrawCtrl1 = 0;
+#else
+ *(GLuint *)&imesa->Registers.DrawCtrl1 = 1<<11;
+#endif
+ *(GLuint *)&imesa->Registers.DrawLocalCtrl = 0;
+ *(GLuint *)&imesa->Registers.StencilCtrl = 0;
+
+ /* Set DestTexWatermarks_31,30 to 01 always.
+ *Has no effect if dest. flush is disabled.
+ */
+#if 0
+ *(GLuint *)&imesa->Registers.ZWatermarks = 0x12000C04;
+ *(GLuint *)&imesa->Registers.DestTexWatermarks = 0x40200400;
+#else
+ *(GLuint *)&imesa->Registers.ZWatermarks = 0x16001808;
+ *(GLuint *)&imesa->Registers.DestTexWatermarks = 0x4f000000;
+#endif
+ imesa->Registers.DrawCtrl0.ni.DPerfAccelEn = GL_TRUE;
+
+ /* clrCmpAlphaBlendCtrl is needed to get alphatest and
+ * alpha blending working properly
+ */
+
+ imesa->Registers.TexCtrl[0].s4.dBias = 0x08;
+ imesa->Registers.TexCtrl[1].s4.dBias = 0x08;
+ imesa->Registers.TexCtrl[0].s4.texXprEn = GL_TRUE;
+ imesa->Registers.TexCtrl[1].s4.texXprEn = GL_TRUE;
+ imesa->Registers.TexCtrl[0].s4.dMax = 0x0f;
+ imesa->Registers.TexCtrl[1].s4.dMax = 0x0f;
+ imesa->Registers.DrawLocalCtrl.ni.drawUpdateEn = GL_TRUE;
+ imesa->Registers.DrawLocalCtrl.ni.srcAlphaMode = SAM_One;
+ imesa->Registers.DrawLocalCtrl.ni.wrZafterAlphaTst = GL_FALSE;
+ imesa->Registers.DrawLocalCtrl.ni.flushPdZbufWrites= GL_TRUE;
+ imesa->Registers.DrawLocalCtrl.ni.flushPdDestWrites= GL_TRUE;
+
+ imesa->Registers.DrawLocalCtrl.ni.zUpdateEn= GL_TRUE;
+ imesa->Registers.DrawCtrl1.ni.ditherEn=GL_TRUE;
+ imesa->Registers.DrawCtrl1.ni.cullMode = BCM_None;
+
+ imesa->LcsCullMode=BCM_None;
+ imesa->Registers.TexDescr.s4.palSize = TPS_256;
+}
+static void savageDDInitState_s3d( savageContextPtr imesa )
+{
+#if 1
+ imesa->Registers.DestCtrl.ui = 1<<7;
+#else
+ imesa->Registers.DestCtrl.ui = 0;
+#endif
+ imesa->Registers.ZBufCtrl.ui = 0;
+
+ imesa->Registers.ZBufCtrl.s3d.zCmpFunc = LCS_Z_LESS & 0x07;
+ imesa->Registers.ZBufOffset.ui = 0;
+ imesa->Registers.FogCtrl.ui = 0;
+ memset (imesa->Registers.FogTable.ni.ucEntry, 0, 64);
+ imesa->Registers.TexDescr.ui = 0;
+ imesa->Registers.TexAddr[0].ui = 0;
+ imesa->Registers.TexPalAddr.ui = 0;
+ imesa->Registers.TexCtrl[0].ui = 0;
+#if 1/*def __GL_HALF_PIXEL_OFFSET*/
+ imesa->Registers.DrawCtrl.ui = 0;
+#else
+ imesa->Registers.DrawCtrl.ui = 1<<1;
+#endif
+ imesa->Registers.ScissorsStart.ui = 0;
+ imesa->Registers.ScissorsEnd.ui = 0;
+
+ /* Set DestTexWatermarks_31,30 to 01 always.
+ *Has no effect if dest. flush is disabled.
+ */
+#if 0
+ imesa->Registers.ZWatermarks.ui = 0x12000C04;
+ imesa->Registers.DestTexWatermarks.ui = 0x40200400;
+#else
+ imesa->Registers.ZWatermarks.ui = 0x16001808;
+ imesa->Registers.DestTexWatermarks.ui = 0x4f000000;
+#endif
+
+ /* clrCmpAlphaBlendCtrl is needed to get alphatest and
+ * alpha blending working properly
+ */
+
+ imesa->Registers.TexCtrl[0].s3d.dBias = 0x08;
+ imesa->Registers.TexCtrl[0].s3d.texXprEn = GL_TRUE;
+
+ imesa->Registers.ZBufCtrl.s3d.drawUpdateEn = GL_TRUE;
+ imesa->Registers.ZBufCtrl.s3d.wrZafterAlphaTst = GL_FALSE;
+ imesa->Registers.ZBufCtrl.s3d.zUpdateEn = GL_TRUE;
+
+ imesa->Registers.DrawCtrl.ni.srcAlphaMode = SAM_One;
+ imesa->Registers.DrawCtrl.ni.flushPdZbufWrites = GL_TRUE;
+ imesa->Registers.DrawCtrl.ni.flushPdDestWrites = GL_TRUE;
+
+ imesa->Registers.DrawCtrl.ni.ditherEn = GL_TRUE;
+ imesa->Registers.DrawCtrl.ni.cullMode = BCM_None;
+
+ imesa->LcsCullMode = BCM_None;
+ imesa->Registers.TexDescr.s3d.palSize = TPS_256;
+}
+void savageDDInitState( savageContextPtr imesa ) {
+ volatile GLuint* pBCIBase;
+ if (imesa->savageScreen->chipset >= S3_SAVAGE4)
+ savageDDInitState_s4 (imesa);
+ else
+ savageDDInitState_s3d (imesa);
+
+ /*fprintf(stderr,"DBflag:%d\n",imesa->glCtx->Visual->DBflag);*/
+ imesa->Registers.DestCtrl.ni.offset = imesa->savageScreen->backOffset>>11;
+ if(imesa->savageScreen->cpp == 2)
+ {
+ imesa->Registers.DestCtrl.ni.dstPixFmt = 0;
+ imesa->Registers.DestCtrl.ni.dstWidthInTile =
+ (imesa->savageScreen->width+63)>>6;
+ }
+ else
+ {
+ imesa->Registers.DestCtrl.ni.dstPixFmt = 1;
+ imesa->Registers.DestCtrl.ni.dstWidthInTile =
+ (imesa->savageScreen->width+31)>>5;
+ }
+
+ imesa->IsDouble = GL_TRUE;
+
+ imesa->NotFirstFrame = GL_FALSE;
+ imesa->Registers.ZBufOffset.ni.offset=imesa->savageScreen->depthOffset>>11;
+ if(imesa->savageScreen->zpp == 2)
+ {
+ imesa->Registers.ZBufOffset.ni.zBufWidthInTiles =
+ (imesa->savageScreen->width+63)>>6;
+ imesa->Registers.ZBufOffset.ni.zDepthSelect = 0;
+ }
+ else
+ {
+ imesa->Registers.ZBufOffset.ni.zBufWidthInTiles =
+ (imesa->savageScreen->width+31)>>5;
+ imesa->Registers.ZBufOffset.ni.zDepthSelect = 1;
+ }
+
+ if (imesa->glCtx->Color._DrawDestMask == BACK_LEFT_BIT) {
+ if(imesa->IsFullScreen)
+ {
+ imesa->toggle = TARGET_BACK;
+
+ imesa->drawMap = (char *)imesa->apertureBase[imesa->toggle];
+ imesa->readMap = (char *)imesa->apertureBase[imesa->toggle];
+ }
+ else
+ {
+ imesa->drawMap = (char *)imesa->apertureBase[TARGET_BACK];
+ imesa->readMap = (char *)imesa->apertureBase[TARGET_BACK];
+ }
+
+ } else {
+
+ if(imesa->IsFullScreen)
+ {
+ imesa->toggle = TARGET_BACK;
+
+ imesa->drawMap = (char *)imesa->apertureBase[imesa->toggle];
+ imesa->readMap = (char *)imesa->apertureBase[imesa->toggle];
+ }
+ else
+ {
+ imesa->drawMap = (char *)imesa->apertureBase[TARGET_BACK];
+ imesa->readMap = (char *)imesa->apertureBase[TARGET_BACK];
+ }
+ }
+
+#if 0
+ if(imesa->driDrawable)
+ {
+ LOCK_HARDWARE(imesa);
+ }
+ pBCIBase=SAVAGE_GET_BCI_POINTER(imesa,38);
+ *pBCIBase++ = WAIT_3D_IDLE;
+ pBCIBase[0] = SET_REGISTER(DST,1);
+ pBCIBase[1] = imesa->Registers.DestCtrl.ui;
+ pBCIBase+=2;
+
+ pBCIBase[0] = SET_REGISTER(ZBUFCTRL,1);
+ pBCIBase[1] = imesa->Registers.ZBufCtrl.ui;
+ pBCIBase+=2;
+
+ pBCIBase[0] = SET_REGISTER(ZBUFOFF,1);
+ pBCIBase[1] = imesa->Registers.ZBufOffset.ui;
+ pBCIBase+=2;
+
+ pBCIBase[0] = SET_REGISTER(FOGCTRL,1);
+ pBCIBase[1] = imesa->Registers.FogCtrl.ui;
+ pBCIBase+=2;
+
+
+ pBCIBase[0] = SET_REGISTER(FOGTABLE,8);
+ memcpy((GLvoid *)(pBCIBase+1),(GLvoid *)imesa->Registers.FogTable.ni.ulEntry,32);
+ pBCIBase+=9;
+
+ pBCIBase[0] = SET_REGISTER(DRAWLOCALCTRL,1);
+ pBCIBase[1] = imesa->Registers.DrawLocalCtrl.ui;
+ pBCIBase+=2;
+
+ pBCIBase[0] = SET_REGISTER(DRAWCTRLGLOBAL0,2);
+ pBCIBase[1] = imesa->Registers.DrawCtrl0.ui;
+ pBCIBase[2] = imesa->Registers.DrawCtrl1.ui;
+ pBCIBase+=3;
+
+
+ pBCIBase[0] = SET_REGISTER(TEXPALADDR,1);
+ pBCIBase[1] = imesa->Registers.TexPalAddr.ui;
+ pBCIBase+=2;
+
+
+ pBCIBase[0] = SET_REGISTER(TEXCTRL0,6);
+ pBCIBase[1] = imesa->Registers.TexCtrl[0].ui;
+ pBCIBase[2] = imesa->Registers.TexCtrl[1].ui;
+
+ pBCIBase[3] = imesa->Registers.TexAddr[0].ui;
+ pBCIBase[4] = imesa->Registers.TexAddr[1].ui;
+ pBCIBase[5] = imesa->Registers.TexBlendCtrl[0].ui;
+ pBCIBase[6] = imesa->Registers.TexBlendCtrl[1].ui;
+ pBCIBase+=7;
+
+ pBCIBase[0] = SET_REGISTER(TEXDESCR,1);
+ pBCIBase[1] = imesa->Registers.TexDescr.ui;
+ pBCIBase+=2;
+
+
+ pBCIBase[0] = SET_REGISTER(STENCILCTRL,1);
+ pBCIBase[1] = imesa->Registers.StencilCtrl.ui;
+ pBCIBase+=2;
+
+ pBCIBase[0] = SET_REGISTER(ZWATERMARK,1);
+ pBCIBase[1] = imesa->Registers.ZWatermarks.ui;
+ pBCIBase+=2;
+
+ pBCIBase[0] = SET_REGISTER(DESTTEXRWWATERMARK,1);
+ pBCIBase[1] = imesa->Registers.DestTexWatermarks.ui;
+ pBCIBase+=2;
+
+ if(imesa->driDrawable)
+ {
+ UNLOCK_HARDWARE(imesa);
+ }
+#else
+ if(imesa->driDrawable)
+ LOCK_HARDWARE(imesa);
+
+ /* This is the only reg that is not emitted in savageUpdateRegisters.
+ * FIXME: Should this be set by the Xserver? */
+ pBCIBase = SAVAGE_GET_BCI_POINTER(imesa,3);
+ *pBCIBase++ = WAIT_3D_IDLE;
+ *pBCIBase++ = SET_REGISTER(SAVAGE_ZBUFOFF_S4,1); /* The same on S3D. */
+ *pBCIBase++ = imesa->Registers.ZBufOffset.ui;
+
+ if(imesa->driDrawable)
+ UNLOCK_HARDWARE(imesa);
+ imesa->Registers.changed.uiRegistersChanged = ~0;
+#endif
+}
+
+
+#define INTERESTED (~(NEW_MODELVIEW|NEW_PROJECTION|\
+ NEW_TEXTURE_MATRIX|\
+ NEW_USER_CLIP|NEW_CLIENT_STATE))
+
+void savageDDRenderStart(GLcontext *ctx)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+ __DRIdrawablePrivate *dPriv = imesa->driDrawable;
+ XF86DRIClipRectPtr pbox;
+ GLint nbox;
+
+ /* if the screen is overrided by other application. set the scissor.
+ * In MulitPass, re-render the screen.
+ */
+ pbox = dPriv->pClipRects;
+ nbox = dPriv->numClipRects;
+ if (nbox)
+ {
+ imesa->currentClip = nbox;
+ /* set scissor to the first clip box*/
+ savageDDScissor(ctx,pbox->x1,pbox->y1,pbox->x2,pbox->y2);
+
+ savageUpdateCull(ctx);
+ savageDDUpdateHwState(ctx); /* update to hardware register*/
+ }
+ else /* need not render at all*/
+ {
+ /*ctx->VB->CopyStart = ctx->VB->Count;*/
+ }
+ LOCK_HARDWARE(SAVAGE_CONTEXT(ctx));
+}
+
+
+void savageDDRenderEnd(GLcontext *ctx)
+{
+ savageContextPtr imesa = SAVAGE_CONTEXT( ctx );
+
+ UNLOCK_HARDWARE(SAVAGE_CONTEXT(ctx));
+ if(!imesa->IsDouble)
+ {
+ savageSwapBuffers(imesa->driDrawable);
+ }
+
+}
+
+static void savageDDInvalidateState( GLcontext *ctx, GLuint new_state )
+{
+ _swrast_InvalidateState( ctx, new_state );
+ _swsetup_InvalidateState( ctx, new_state );
+ _ac_InvalidateState( ctx, new_state );
+ _tnl_InvalidateState( ctx, new_state );
+ SAVAGE_CONTEXT(ctx)->new_gl_state |= new_state;
+}
+
+
+void savageDDInitStateFuncs(GLcontext *ctx)
+{
+ ctx->Driver.UpdateState = savageDDInvalidateState;
+ ctx->Driver.BlendEquationSeparate = savageDDBlendEquationSeparate;
+ ctx->Driver.Fogfv = savageDDFogfv;
+ ctx->Driver.Scissor = savageDDScissor;
+#if HW_CULL
+ ctx->Driver.CullFace = savageDDCullFaceFrontFace;
+ ctx->Driver.FrontFace = savageDDCullFaceFrontFace;
+#else
+ ctx->Driver.CullFace = 0;
+ ctx->Driver.FrontFace = 0;
+#endif /* end #if HW_CULL */
+ ctx->Driver.PolygonMode=NULL;
+ ctx->Driver.PolygonStipple = 0;
+ ctx->Driver.LineStipple = 0;
+ ctx->Driver.LineWidth = 0;
+ ctx->Driver.LogicOpcode = 0;
+ ctx->Driver.DrawBuffer = savageDDDrawBuffer;
+ ctx->Driver.ReadBuffer = savageDDReadBuffer;
+ ctx->Driver.ClearColor = savageDDClearColor;
+
+ ctx->Driver.DepthRange = savageDepthRange;
+ ctx->Driver.Viewport = savageViewport;
+ ctx->Driver.RenderMode = savageRenderMode;
+
+ ctx->Driver.ClearIndex = 0;
+ ctx->Driver.IndexMask = 0;
+
+ if (SAVAGE_CONTEXT( ctx )->savageScreen->chipset >= S3_SAVAGE4) {
+ ctx->Driver.Enable = savageDDEnable_s4;
+ ctx->Driver.AlphaFunc = savageDDAlphaFunc_s4;
+ ctx->Driver.DepthFunc = savageDDDepthFunc_s4;
+ ctx->Driver.DepthMask = savageDDDepthMask_s4;
+ ctx->Driver.BlendFuncSeparate = savageDDBlendFuncSeparate_s4;
+ ctx->Driver.ColorMask = savageDDColorMask_s4;
+ ctx->Driver.ShadeModel = savageDDShadeModel_s4;
+ ctx->Driver.LightModelfv = savageDDLightModelfv_s4;
+#if HW_STENCIL
+ ctx->Driver.StencilFunc = savageDDStencilFunc;
+ ctx->Driver.StencilMask = savageDDStencilMask;
+ ctx->Driver.StencilOp = savageDDStencilOp;
+#else
+ ctx->Driver.StencilFunc = 0;
+ ctx->Driver.StencilMask = 0;
+ ctx->Driver.StencilOp = 0;
+#endif /* end #if HW_STENCIL */
+ } else {
+ ctx->Driver.Enable = savageDDEnable_s3d;
+ ctx->Driver.AlphaFunc = savageDDAlphaFunc_s3d;
+ ctx->Driver.DepthFunc = savageDDDepthFunc_s3d;
+ ctx->Driver.DepthMask = savageDDDepthMask_s3d;
+ ctx->Driver.BlendFuncSeparate = savageDDBlendFuncSeparate_s3d;
+ ctx->Driver.ColorMask = savageDDColorMask_s3d;
+ ctx->Driver.ShadeModel = savageDDShadeModel_s3d;
+ ctx->Driver.LightModelfv = savageDDLightModelfv_s3d;
+ ctx->Driver.StencilFunc = 0;
+ ctx->Driver.StencilMask = 0;
+ ctx->Driver.StencilOp = 0;
+ }
+
+ /* Swrast hooks for imaging extensions:
+ */
+ ctx->Driver.CopyColorTable = _swrast_CopyColorTable;
+ ctx->Driver.CopyColorSubTable = _swrast_CopyColorSubTable;
+ ctx->Driver.CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D;
+ ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
+}