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Diffstat (limited to 'src/mesa/drivers/dri/mach64/mach64_state.c')
-rw-r--r--src/mesa/drivers/dri/mach64/mach64_state.c1213
1 files changed, 1213 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/mach64/mach64_state.c b/src/mesa/drivers/dri/mach64/mach64_state.c
new file mode 100644
index 00000000000..2c8e20d573f
--- /dev/null
+++ b/src/mesa/drivers/dri/mach64/mach64_state.c
@@ -0,0 +1,1213 @@
+/* $XFree86$ */ /* -*- mode: c; c-basic-offset: 3 -*- */
+/*
+ * Copyright 2000 Gareth Hughes
+ * 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, sublicense,
+ * 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 NONINFRINGEMENT. IN NO EVENT SHALL
+ * GARETH HUGHES 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.
+ */
+
+/*
+ * Authors:
+ * Gareth Hughes <[email protected]>
+ * Leif Delgass <[email protected]>
+ * Jos� Fonseca <[email protected]>
+ */
+
+#include "mach64_context.h"
+#include "mach64_state.h"
+#include "mach64_ioctl.h"
+#include "mach64_tris.h"
+#include "mach64_vb.h"
+#include "mach64_tex.h"
+
+#include "context.h"
+#include "enums.h"
+#include "colormac.h"
+#include "swrast/swrast.h"
+#include "array_cache/acache.h"
+#include "tnl/tnl.h"
+#include "swrast_setup/swrast_setup.h"
+
+#include "tnl/t_pipeline.h"
+
+
+/* =============================================================
+ * Alpha blending
+ */
+
+static void mach64UpdateAlphaMode( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ GLuint a = mmesa->setup.alpha_tst_cntl;
+ GLuint s = mmesa->setup.scale_3d_cntl;
+ GLuint m = mmesa->setup.dp_write_mask;
+
+ if ( ctx->Color.AlphaEnabled ) {
+ GLubyte ref;
+
+ CLAMPED_FLOAT_TO_UBYTE(ref, ctx->Color.AlphaRef);
+
+ a &= ~(MACH64_ALPHA_TEST_MASK | MACH64_REF_ALPHA_MASK);
+
+ switch ( ctx->Color.AlphaFunc ) {
+ case GL_NEVER:
+ a |= MACH64_ALPHA_TEST_NEVER;
+ break;
+ case GL_LESS:
+ a |= MACH64_ALPHA_TEST_LESS;
+ break;
+ case GL_LEQUAL:
+ a |= MACH64_ALPHA_TEST_LEQUAL;
+ break;
+ case GL_EQUAL:
+ a |= MACH64_ALPHA_TEST_EQUAL;
+ break;
+ case GL_GEQUAL:
+ a |= MACH64_ALPHA_TEST_GEQUAL;
+ break;
+ case GL_GREATER:
+ a |= MACH64_ALPHA_TEST_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ a |= MACH64_ALPHA_TEST_NOTEQUAL;
+ break;
+ case GL_ALWAYS:
+ a |= MACH64_ALPHA_TEST_ALWAYS;
+ break;
+ }
+
+ a |= (ref << MACH64_REF_ALPHA_SHIFT);
+ a |= MACH64_ALPHA_TEST_EN;
+ } else {
+ a &= ~MACH64_ALPHA_TEST_EN;
+ }
+
+ FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_FALSE );
+
+ if ( ctx->Color.BlendEnabled ) {
+ s &= ~(MACH64_ALPHA_BLEND_SRC_MASK |
+ MACH64_ALPHA_BLEND_DST_MASK |
+ MACH64_ALPHA_BLEND_SAT);
+
+ switch ( ctx->Color.BlendSrcRGB ) {
+ case GL_ZERO:
+ s |= MACH64_ALPHA_BLEND_SRC_ZERO;
+ break;
+ case GL_ONE:
+ s |= MACH64_ALPHA_BLEND_SRC_ONE;
+ break;
+ case GL_DST_COLOR:
+ s |= MACH64_ALPHA_BLEND_SRC_DSTCOLOR;
+ break;
+ case GL_ONE_MINUS_DST_COLOR:
+ s |= MACH64_ALPHA_BLEND_SRC_INVDSTCOLOR;
+ break;
+ case GL_SRC_ALPHA:
+ s |= MACH64_ALPHA_BLEND_SRC_SRCALPHA;
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ s |= MACH64_ALPHA_BLEND_SRC_INVSRCALPHA;
+ break;
+ case GL_DST_ALPHA:
+ s |= MACH64_ALPHA_BLEND_SRC_DSTALPHA;
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ s |= MACH64_ALPHA_BLEND_SRC_INVDSTALPHA;
+ break;
+ case GL_SRC_ALPHA_SATURATE:
+ s |= (MACH64_ALPHA_BLEND_SRC_SRCALPHA |
+ MACH64_ALPHA_BLEND_SAT);
+ break;
+ default:
+ FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_TRUE );
+ }
+
+ switch ( ctx->Color.BlendDstRGB ) {
+ case GL_ZERO:
+ s |= MACH64_ALPHA_BLEND_DST_ZERO;
+ break;
+ case GL_ONE:
+ s |= MACH64_ALPHA_BLEND_DST_ONE;
+ break;
+ case GL_SRC_COLOR:
+ s |= MACH64_ALPHA_BLEND_DST_SRCCOLOR;
+ break;
+ case GL_ONE_MINUS_SRC_COLOR:
+ s |= MACH64_ALPHA_BLEND_DST_INVSRCCOLOR;
+ break;
+ case GL_SRC_ALPHA:
+ s |= MACH64_ALPHA_BLEND_DST_SRCALPHA;
+ break;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ s |= MACH64_ALPHA_BLEND_DST_INVSRCALPHA;
+ break;
+ case GL_DST_ALPHA:
+ s |= MACH64_ALPHA_BLEND_DST_DSTALPHA;
+ break;
+ case GL_ONE_MINUS_DST_ALPHA:
+ s |= MACH64_ALPHA_BLEND_DST_INVDSTALPHA;
+ break;
+ default:
+ FALLBACK( mmesa, MACH64_FALLBACK_BLEND_FUNC, GL_TRUE );
+ }
+
+ m = 0xffffffff; /* Can't color mask and blend at the same time */
+ s &= ~MACH64_ALPHA_FOG_EN_FOG; /* Can't fog and blend at the same time */
+ s |= MACH64_ALPHA_FOG_EN_ALPHA;
+ } else {
+ s &= ~MACH64_ALPHA_FOG_EN_ALPHA;
+ }
+
+ if ( mmesa->setup.alpha_tst_cntl != a ) {
+ mmesa->setup.alpha_tst_cntl = a;
+ mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL;
+ }
+ if ( mmesa->setup.scale_3d_cntl != s ) {
+ mmesa->setup.scale_3d_cntl = s;
+ mmesa->dirty |= MACH64_UPLOAD_SCALE_3D_CNTL;
+ }
+ if ( mmesa->setup.dp_write_mask != m ) {
+ mmesa->setup.dp_write_mask = m;
+ mmesa->dirty |= MACH64_UPLOAD_DP_WRITE_MASK;
+ }
+}
+
+static void mach64DDAlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_ALPHA;
+}
+
+static void mach64DDBlendEquationSeparate( GLcontext *ctx,
+ GLenum modeRGB, GLenum modeA )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ assert( modeRGB == modeA );
+ FLUSH_BATCH( mmesa );
+
+ /* BlendEquation affects ColorLogicOpEnabled
+ */
+ FALLBACK( MACH64_CONTEXT(ctx), MACH64_FALLBACK_LOGICOP,
+ (ctx->Color.ColorLogicOpEnabled &&
+ ctx->Color.LogicOp != GL_COPY));
+
+ /* Can only do blend addition, not min, max, subtract, etc. */
+ FALLBACK( MACH64_CONTEXT(ctx), MACH64_FALLBACK_BLEND_EQ,
+ modeRGB != GL_FUNC_ADD);
+
+ mmesa->new_state |= MACH64_NEW_ALPHA;
+}
+
+static void mach64DDBlendFuncSeparate( GLcontext *ctx,
+ GLenum sfactorRGB, GLenum dfactorRGB,
+ GLenum sfactorA, GLenum dfactorA )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_ALPHA;
+}
+
+
+/* =============================================================
+ * Depth testing
+ */
+
+static void mach64UpdateZMode( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ GLuint z = mmesa->setup.z_cntl;
+
+ if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
+ fprintf( stderr, "%s:\n", __FUNCTION__ );
+ }
+
+ if ( ctx->Depth.Test ) {
+ z &= ~MACH64_Z_TEST_MASK;
+
+ switch ( ctx->Depth.Func ) {
+ case GL_NEVER:
+ z |= MACH64_Z_TEST_NEVER;
+ break;
+ case GL_ALWAYS:
+ z |= MACH64_Z_TEST_ALWAYS;
+ break;
+ case GL_LESS:
+ z |= MACH64_Z_TEST_LESS;
+ break;
+ case GL_LEQUAL:
+ z |= MACH64_Z_TEST_LEQUAL;
+ break;
+ case GL_EQUAL:
+ z |= MACH64_Z_TEST_EQUAL;
+ break;
+ case GL_GEQUAL:
+ z |= MACH64_Z_TEST_GEQUAL;
+ break;
+ case GL_GREATER:
+ z |= MACH64_Z_TEST_GREATER;
+ break;
+ case GL_NOTEQUAL:
+ z |= MACH64_Z_TEST_NOTEQUAL;
+ break;
+ }
+
+ z |= MACH64_Z_EN;
+ } else {
+ z &= ~MACH64_Z_EN;
+ }
+
+ if ( ctx->Depth.Mask ) {
+ z |= MACH64_Z_MASK_EN;
+ } else {
+ z &= ~MACH64_Z_MASK_EN;
+ }
+
+ if ( mmesa->setup.z_cntl != z ) {
+ mmesa->setup.z_cntl = z;
+ mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL;
+ }
+}
+
+static void mach64DDDepthFunc( GLcontext *ctx, GLenum func )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_DEPTH;
+}
+
+static void mach64DDDepthMask( GLcontext *ctx, GLboolean flag )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_DEPTH;
+}
+
+static void mach64DDClearDepth( GLcontext *ctx, GLclampd d )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ /* Always have a 16-bit depth buffer.
+ */
+ mmesa->ClearDepth = d * 0xffff;
+}
+
+
+/* =============================================================
+ * Fog
+ */
+
+static void mach64UpdateFogAttrib( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ CARD32 s = mmesa->setup.scale_3d_cntl;
+ GLubyte c[4];
+ CARD32 col;
+
+ /* Can't fog if blending is on */
+ if ( ctx->Color.BlendEnabled )
+ return;
+
+ if ( ctx->Fog.Enabled ) {
+ s |= MACH64_ALPHA_FOG_EN_FOG;
+ s &= ~(MACH64_ALPHA_BLEND_SRC_MASK |
+ MACH64_ALPHA_BLEND_DST_MASK |
+ MACH64_ALPHA_BLEND_SAT);
+ /* From Utah-glx: "fog color is now dest and fog factor is alpha, so
+ * use GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA"
+ */
+ s |= (MACH64_ALPHA_BLEND_SRC_SRCALPHA |
+ MACH64_ALPHA_BLEND_DST_INVSRCALPHA);
+ /* From Utah-glx: "can't use texture alpha when fogging" */
+ s &= ~MACH64_TEX_MAP_AEN;
+ } else {
+ s &= ~(MACH64_ALPHA_BLEND_SRC_MASK |
+ MACH64_ALPHA_BLEND_DST_MASK |
+ MACH64_ALPHA_BLEND_SAT);
+ s |= (MACH64_ALPHA_BLEND_SRC_ONE |
+ MACH64_ALPHA_BLEND_DST_ZERO);
+ s &= ~MACH64_ALPHA_FOG_EN_FOG;
+ }
+
+ c[0] = FLOAT_TO_UBYTE( ctx->Fog.Color[0] );
+ c[1] = FLOAT_TO_UBYTE( ctx->Fog.Color[1] );
+ c[2] = FLOAT_TO_UBYTE( ctx->Fog.Color[2] );
+ c[3] = FLOAT_TO_UBYTE( ctx->Fog.Color[3] );
+
+ col = mach64PackColor( 4, c[0], c[1], c[2], c[3] );
+
+ if ( mmesa->setup.dp_fog_clr != col ) {
+ mmesa->setup.dp_fog_clr = col;
+ mmesa->dirty |= MACH64_UPLOAD_DP_FOG_CLR;
+ }
+ if ( mmesa->setup.scale_3d_cntl != s ) {
+ mmesa->setup.scale_3d_cntl = s;
+ mmesa->dirty |= MACH64_UPLOAD_SCALE_3D_CNTL;
+ }
+
+}
+
+static void mach64DDFogfv( GLcontext *ctx, GLenum pname, const GLfloat *param )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_FOG;
+}
+
+
+/* =============================================================
+ * Clipping
+ */
+
+static void mach64UpdateClipping( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ mach64ScreenPtr mach64Screen = mmesa->mach64Screen;
+
+ if ( mmesa->driDrawable ) {
+ __DRIdrawablePrivate *drawable = mmesa->driDrawable;
+ int x1 = 0;
+ int y1 = 0;
+ int x2 = drawable->w - 1;
+ int y2 = drawable->h - 1;
+
+ if ( ctx->Scissor.Enabled ) {
+ if ( ctx->Scissor.X > x1 ) {
+ x1 = ctx->Scissor.X;
+ }
+ if ( drawable->h - ctx->Scissor.Y - ctx->Scissor.Height > y1 ) {
+ y1 = drawable->h - ctx->Scissor.Y - ctx->Scissor.Height;
+ }
+ if ( ctx->Scissor.X + ctx->Scissor.Width - 1 < x2 ) {
+ x2 = ctx->Scissor.X + ctx->Scissor.Width - 1;
+ }
+ if ( drawable->h - ctx->Scissor.Y - 1 < y2 ) {
+ y2 = drawable->h - ctx->Scissor.Y - 1;
+ }
+ }
+
+ x1 += drawable->x;
+ y1 += drawable->y;
+ x2 += drawable->x;
+ y2 += drawable->y;
+
+ /* clamp to screen borders */
+ if (x1 < 0) x1 = 0;
+ if (y1 < 0) y1 = 0;
+ if (x2 < 0) x2 = 0;
+ if (y2 < 0) y2 = 0;
+ if (x2 > mach64Screen->width-1) x2 = mach64Screen->width-1;
+ if (y2 > mach64Screen->height-1) y2 = mach64Screen->height-1;
+
+ if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
+ fprintf( stderr, "%s: drawable %3d %3d %3d %3d\n",
+ __FUNCTION__,
+ drawable->x,
+ drawable->y,
+ drawable->w,
+ drawable->h );
+ fprintf( stderr, "%s: scissor %3d %3d %3d %3d\n",
+ __FUNCTION__,
+ ctx->Scissor.X,
+ ctx->Scissor.Y,
+ ctx->Scissor.Width,
+ ctx->Scissor.Height );
+ fprintf( stderr, "%s: final %3d %3d %3d %3d\n",
+ __FUNCTION__, x1, y1, x2, y2 );
+ fprintf( stderr, "\n" );
+ }
+
+ mmesa->setup.sc_top_bottom = ((y1 << 0) |
+ (y2 << 16));
+
+ mmesa->setup.sc_left_right = ((x1 << 0) |
+ (x2 << 16));
+
+ /* UPLOAD_MISC reduces the dirty state, we just need to
+ * emit the scissor to the SAREA. We need to dirty cliprects
+ * since the scissor and cliprects are intersected to update the
+ * single hardware scissor
+ */
+ mmesa->dirty |= MACH64_UPLOAD_MISC | MACH64_UPLOAD_CLIPRECTS;
+ }
+}
+
+static void mach64DDScissor( GLcontext *ctx,
+ GLint x, GLint y, GLsizei w, GLsizei h )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_CLIP;
+}
+
+
+/* =============================================================
+ * Culling
+ */
+
+static void mach64UpdateCull( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ GLfloat backface_sign = 1;
+
+ if ( ctx->Polygon.CullFlag /*&& ctx->PB->primitive == GL_POLYGON*/ ) {
+ backface_sign = 1;
+ switch ( ctx->Polygon.CullFaceMode ) {
+ case GL_BACK:
+ if ( ctx->Polygon.FrontFace == GL_CCW )
+ backface_sign = -1;
+ break;
+ case GL_FRONT:
+ if ( ctx->Polygon.FrontFace != GL_CCW )
+ backface_sign = -1;
+ break;
+ default:
+ case GL_FRONT_AND_BACK:
+ backface_sign = 0;
+ break;
+ }
+ } else {
+ backface_sign = 0;
+ }
+
+ mmesa->backface_sign = backface_sign;
+
+}
+
+static void mach64DDCullFace( GLcontext *ctx, GLenum mode )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_CULL;
+}
+
+static void mach64DDFrontFace( GLcontext *ctx, GLenum mode )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_CULL;
+}
+
+
+/* =============================================================
+ * Masks
+ */
+
+static void mach64UpdateMasks( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ GLuint mask = 0xffffffff;
+
+ /* mach64 can't color mask with alpha blending enabled */
+ if ( !ctx->Color.BlendEnabled ) {
+ mask = mach64PackColor( mmesa->mach64Screen->cpp,
+ ctx->Color.ColorMask[RCOMP],
+ ctx->Color.ColorMask[GCOMP],
+ ctx->Color.ColorMask[BCOMP],
+ ctx->Color.ColorMask[ACOMP] );
+ }
+
+ if ( mmesa->setup.dp_write_mask != mask ) {
+ mmesa->setup.dp_write_mask = mask;
+ mmesa->dirty |= MACH64_UPLOAD_DP_WRITE_MASK;
+ }
+}
+
+static void mach64DDColorMask( GLcontext *ctx,
+ GLboolean r, GLboolean g,
+ GLboolean b, GLboolean a )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_MASKS;
+}
+
+
+/* =============================================================
+ * Rendering attributes
+ *
+ * We really don't want to recalculate all this every time we bind a
+ * texture. These things shouldn't change all that often, so it makes
+ * sense to break them out of the core texture state update routines.
+ */
+
+static void mach64UpdateSpecularLighting( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ GLuint a = mmesa->setup.alpha_tst_cntl;
+
+ if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
+ fprintf( stderr, "%s:\n", __FUNCTION__ );
+ }
+
+ if ( ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR &&
+ ctx->Light.Enabled ) {
+ a |= MACH64_SPECULAR_LIGHT_EN;
+ } else {
+ a &= ~MACH64_SPECULAR_LIGHT_EN;
+ }
+
+ if ( mmesa->setup.alpha_tst_cntl != a ) {
+ mmesa->setup.alpha_tst_cntl = a;
+ mmesa->dirty |= MACH64_UPLOAD_Z_ALPHA_CNTL;
+ mmesa->new_state |= MACH64_NEW_CONTEXT;
+ }
+}
+
+static void mach64DDLightModelfv( GLcontext *ctx, GLenum pname,
+ const GLfloat *param )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ if ( pname == GL_LIGHT_MODEL_COLOR_CONTROL ) {
+ FLUSH_BATCH( mmesa );
+ mach64UpdateSpecularLighting(ctx);
+ }
+}
+
+static void mach64DDShadeModel( GLcontext *ctx, GLenum mode )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ GLuint s = mmesa->setup.setup_cntl;
+
+ s &= ~MACH64_FLAT_SHADE_MASK;
+
+ switch ( mode ) {
+ case GL_FLAT:
+ s |= MACH64_FLAT_SHADE_VERTEX_3;
+ break;
+ case GL_SMOOTH:
+ s |= MACH64_FLAT_SHADE_OFF;
+ break;
+ default:
+ return;
+ }
+
+ if ( mmesa->setup.setup_cntl != s ) {
+ FLUSH_BATCH( mmesa );
+ mmesa->setup.setup_cntl = s;
+
+ mmesa->dirty |= MACH64_UPLOAD_SETUP_CNTL;
+ }
+}
+
+
+/* =============================================================
+ * Viewport
+ */
+
+
+void mach64CalcViewport( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ const GLfloat *v = ctx->Viewport._WindowMap.m;
+ GLfloat *m = mmesa->hw_viewport;
+
+ /* See also mach64_translate_vertex.
+ */
+ m[MAT_SX] = v[MAT_SX];
+ m[MAT_TX] = v[MAT_TX] + (GLfloat)mmesa->drawX + SUBPIXEL_X;
+ m[MAT_SY] = - v[MAT_SY];
+ m[MAT_TY] = - v[MAT_TY] + mmesa->driDrawable->h + (GLfloat)mmesa->drawY + SUBPIXEL_Y;
+ m[MAT_SZ] = v[MAT_SZ] * mmesa->depth_scale;
+ m[MAT_TZ] = v[MAT_TZ] * mmesa->depth_scale;
+
+ mmesa->SetupNewInputs = ~0;
+}
+
+static void mach64Viewport( GLcontext *ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height )
+{
+ mach64CalcViewport( ctx );
+}
+
+static void mach64DepthRange( GLcontext *ctx,
+ GLclampd nearval, GLclampd farval )
+{
+ mach64CalcViewport( ctx );
+}
+
+
+/* =============================================================
+ * Miscellaneous
+ */
+
+static void mach64DDClearColor( GLcontext *ctx,
+ const GLfloat color[4] )
+{
+ mach64ContextPtr mmesa = MACH64_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]);
+
+ mmesa->ClearColor = mach64PackColor( mmesa->mach64Screen->cpp,
+ c[0], c[1], c[2], c[3] );
+}
+
+static void mach64DDLogicOpCode( GLcontext *ctx, GLenum opcode )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ if ( ctx->Color.ColorLogicOpEnabled ) {
+ FLUSH_BATCH( mmesa );
+
+ FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP, opcode != GL_COPY);
+ }
+}
+
+void mach64SetCliprects( GLcontext *ctx, GLenum mode )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ __DRIdrawablePrivate *dPriv = mmesa->driDrawable;
+
+ switch ( mode ) {
+ case GL_FRONT_LEFT:
+ mmesa->numClipRects = dPriv->numClipRects;
+ mmesa->pClipRects = (XF86DRIClipRectPtr)dPriv->pClipRects;
+ mmesa->drawX = dPriv->x;
+ mmesa->drawY = dPriv->y;
+ break;
+ case GL_BACK_LEFT:
+ if ( dPriv->numBackClipRects == 0 ) {
+ mmesa->numClipRects = dPriv->numClipRects;
+ mmesa->pClipRects = (XF86DRIClipRectPtr)dPriv->pClipRects;
+ mmesa->drawX = dPriv->x;
+ mmesa->drawY = dPriv->y;
+ } else {
+ mmesa->numClipRects = dPriv->numBackClipRects;
+ mmesa->pClipRects = (XF86DRIClipRectPtr)dPriv->pBackClipRects;
+ mmesa->drawX = dPriv->backX;
+ mmesa->drawY = dPriv->backY;
+ }
+ break;
+ default:
+ return;
+ }
+
+ mach64UpdateClipping( ctx );
+
+ mmesa->dirty |= MACH64_UPLOAD_CLIPRECTS;
+}
+
+static void mach64DDDrawBuffer( GLcontext *ctx, GLenum mode )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ FLUSH_BATCH( mmesa );
+
+ /*
+ * _DrawDestMask is easier to cope with than <mode>.
+ */
+ switch ( ctx->Color._DrawDestMask ) {
+ case FRONT_LEFT_BIT:
+ FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_FALSE );
+ mach64SetCliprects( ctx, GL_FRONT_LEFT );
+ if (MACH64_DEBUG & DEBUG_VERBOSE_MSG)
+ fprintf(stderr,"%s: FRONT_LEFT_BIT\n", __FUNCTION__);
+ break;
+ case BACK_LEFT_BIT:
+ FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_FALSE );
+ mach64SetCliprects( ctx, GL_BACK_LEFT );
+ if (MACH64_DEBUG & DEBUG_VERBOSE_MSG)
+ fprintf(stderr,"%s: BACK_LEFT_BIT\n", __FUNCTION__);
+ break;
+ default:
+ /* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */
+ FALLBACK( mmesa, MACH64_FALLBACK_DRAW_BUFFER, GL_TRUE );
+ if (MACH64_DEBUG & DEBUG_VERBOSE_MSG)
+ fprintf(stderr,"%s: fallback (mode=%d)\n", __FUNCTION__, mode);
+ break;
+ }
+
+ /* We want to update the s/w rast state too so that mach64SetBuffer()
+ * gets called.
+ */
+ _swrast_DrawBuffer(ctx, mode);
+
+ mmesa->setup.dst_off_pitch = (((mmesa->drawPitch/8) << 22) |
+ (mmesa->drawOffset >> 3));
+
+ mmesa->dirty |= MACH64_UPLOAD_DST_OFF_PITCH;
+}
+
+static void mach64DDReadBuffer( GLcontext *ctx, GLenum mode )
+{
+ /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */
+}
+
+/* =============================================================
+ * State enable/disable
+ */
+
+static void mach64DDEnable( GLcontext *ctx, GLenum cap, GLboolean state )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+
+ if ( MACH64_DEBUG & DEBUG_VERBOSE_API ) {
+ fprintf( stderr, "%s( %s = %s )\n",
+ __FUNCTION__, _mesa_lookup_enum_by_nr( cap ),
+ state ? "GL_TRUE" : "GL_FALSE" );
+ }
+
+ switch ( cap ) {
+ case GL_ALPHA_TEST:
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_ALPHA;
+ break;
+
+ case GL_BLEND:
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_ALPHA;
+
+ /* enable(GL_BLEND) affects ColorLogicOpEnabled.
+ */
+ FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP,
+ (ctx->Color.ColorLogicOpEnabled &&
+ ctx->Color.LogicOp != GL_COPY));
+ break;
+
+ case GL_CULL_FACE:
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_CULL;
+ break;
+
+ case GL_DEPTH_TEST:
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_DEPTH;
+ break;
+
+ case GL_DITHER:
+ do {
+ GLuint s = mmesa->setup.scale_3d_cntl;
+ FLUSH_BATCH( mmesa );
+
+ if ( ctx->Color.DitherFlag ) {
+ /* Dithering causes problems w/ 24bpp depth */
+ if ( mmesa->mach64Screen->cpp == 4 )
+ s |= MACH64_ROUND_EN;
+ else
+ s |= MACH64_DITHER_EN;
+ } else {
+ s &= ~MACH64_DITHER_EN;
+ s &= ~MACH64_ROUND_EN;
+ }
+
+ if ( mmesa->setup.scale_3d_cntl != s ) {
+ mmesa->setup.scale_3d_cntl = s;
+ mmesa->dirty |= ( MACH64_UPLOAD_SCALE_3D_CNTL );
+ }
+ } while (0);
+ break;
+
+ case GL_FOG:
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_FOG;
+ break;
+
+ case GL_INDEX_LOGIC_OP:
+ case GL_COLOR_LOGIC_OP:
+ FLUSH_BATCH( mmesa );
+ FALLBACK( mmesa, MACH64_FALLBACK_LOGICOP,
+ state && ctx->Color.LogicOp != GL_COPY );
+ break;
+
+ case GL_LIGHTING:
+ mach64UpdateSpecularLighting(ctx);
+ break;
+
+ case GL_SCISSOR_TEST:
+ FLUSH_BATCH( mmesa );
+ mmesa->scissor = state;
+ mmesa->new_state |= MACH64_NEW_CLIP;
+ break;
+
+ case GL_STENCIL_TEST:
+ FLUSH_BATCH( mmesa );
+ FALLBACK( mmesa, MACH64_FALLBACK_STENCIL, state );
+ break;
+
+ case GL_TEXTURE_1D:
+ case GL_TEXTURE_2D:
+ case GL_TEXTURE_3D:
+ FLUSH_BATCH( mmesa );
+ mmesa->new_state |= MACH64_NEW_TEXTURE;
+ break;
+
+ default:
+ return;
+ }
+}
+
+/* =============================================================
+ * Render mode
+ */
+
+static void mach64DDRenderMode( GLcontext *ctx, GLenum mode )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ FALLBACK( mmesa, MACH64_FALLBACK_RENDER_MODE, (mode != GL_RENDER) );
+}
+
+/* =============================================================
+ * State initialization, management
+ */
+
+static void mach64DDPrintDirty( const char *msg, GLuint state )
+{
+ fprintf( stderr,
+ "%s: (0x%x) %s%s%s%s%s%s%s%s%s%s%s%s\n",
+ msg,
+ state,
+ (state & MACH64_UPLOAD_DST_OFF_PITCH) ? "dst_off_pitch, " : "",
+ (state & MACH64_UPLOAD_Z_ALPHA_CNTL) ? "z_alpha_cntl, " : "",
+ (state & MACH64_UPLOAD_SCALE_3D_CNTL) ? "scale_3d_cntl, " : "",
+ (state & MACH64_UPLOAD_DP_FOG_CLR) ? "dp_fog_clr, " : "",
+ (state & MACH64_UPLOAD_DP_WRITE_MASK) ? "dp_write_mask, " : "",
+ (state & MACH64_UPLOAD_DP_PIX_WIDTH) ? "dp_pix_width, " : "",
+ (state & MACH64_UPLOAD_SETUP_CNTL) ? "setup_cntl, " : "",
+ (state & MACH64_UPLOAD_MISC) ? "misc, " : "",
+ (state & MACH64_UPLOAD_TEXTURE) ? "texture, " : "",
+ (state & MACH64_UPLOAD_TEX0IMAGE) ? "tex0 image, " : "",
+ (state & MACH64_UPLOAD_TEX1IMAGE) ? "tex1 image, " : "",
+ (state & MACH64_UPLOAD_CLIPRECTS) ? "cliprects, " : "" );
+}
+
+/*
+ * Load the current context's state into the hardware.
+ *
+ * NOTE: Be VERY careful about ensuring the context state is marked for
+ * upload, the only place it shouldn't be uploaded is when the setup
+ * state has changed in ReducedPrimitiveChange as this comes right after
+ * a state update.
+ *
+ * Blits of any type should always upload the context and masks after
+ * they are done.
+ */
+void mach64EmitHwStateLocked( mach64ContextPtr mmesa )
+{
+ ATISAREAPrivPtr sarea = mmesa->sarea;
+ mach64_context_regs_t *regs = &(mmesa->setup);
+ mach64TexObjPtr t0 = mmesa->CurrentTexObj[0];
+ mach64TexObjPtr t1 = mmesa->CurrentTexObj[1];
+
+ if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
+ mach64DDPrintDirty( __FUNCTION__, mmesa->dirty );
+ }
+
+ if ( t0 && t1 && mmesa->mach64Screen->numTexHeaps > 1 ) {
+ if (t0->heap != t1->heap ||
+ (mmesa->dirty & MACH64_UPLOAD_TEX0IMAGE) ||
+ (mmesa->dirty & MACH64_UPLOAD_TEX1IMAGE))
+ mach64UploadMultiTexImages( mmesa, t0, t1 );
+ } else {
+ if ( mmesa->dirty & MACH64_UPLOAD_TEX0IMAGE ) {
+ if ( t0 ) mach64UploadTexImages( mmesa, t0 );
+ }
+ if ( mmesa->dirty & MACH64_UPLOAD_TEX1IMAGE ) {
+ if ( t1 ) mach64UploadTexImages( mmesa, t1 );
+ }
+ }
+
+ if ( mmesa->dirty & (MACH64_UPLOAD_CONTEXT | MACH64_UPLOAD_MISC) ) {
+ memcpy( &sarea->ContextState, regs,
+ MACH64_NR_CONTEXT_REGS * sizeof(GLuint) );
+ }
+
+ if ( mmesa->dirty & MACH64_UPLOAD_TEXTURE ) {
+ mach64EmitTexStateLocked( mmesa, t0, t1 );
+ }
+
+ sarea->vertsize = mmesa->vertex_size;
+
+ /* Turn off the texture cache flushing.
+ */
+ mmesa->setup.tex_cntl &= ~MACH64_TEX_CACHE_FLUSH;
+
+ sarea->dirty |= mmesa->dirty;
+
+ mmesa->dirty &= MACH64_UPLOAD_CLIPRECTS;
+}
+
+static void mach64DDPrintState( const char *msg, GLuint flags )
+{
+ fprintf( stderr,
+ "%s: (0x%x) %s%s%s%s%s%s%s%s%s\n",
+ msg,
+ flags,
+ (flags & MACH64_NEW_CONTEXT) ? "context, " : "",
+ (flags & MACH64_NEW_ALPHA) ? "alpha, " : "",
+ (flags & MACH64_NEW_DEPTH) ? "depth, " : "",
+ (flags & MACH64_NEW_FOG) ? "fog, " : "",
+ (flags & MACH64_NEW_CLIP) ? "clip, " : "",
+ (flags & MACH64_NEW_TEXTURE) ? "texture, " : "",
+ (flags & MACH64_NEW_CULL) ? "cull, " : "",
+ (flags & MACH64_NEW_MASKS) ? "masks, " : "",
+ (flags & MACH64_NEW_WINDOW) ? "window, " : "" );
+}
+
+/* Update the hardware state */
+void mach64DDUpdateHWState( GLcontext *ctx )
+{
+ mach64ContextPtr mmesa = MACH64_CONTEXT(ctx);
+ int new_state = mmesa->new_state;
+
+ if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG ) {
+ fprintf( stderr, "%s:\n", __FUNCTION__ );
+ }
+
+ if ( new_state )
+ {
+ FLUSH_BATCH( mmesa );
+
+ mmesa->new_state = 0;
+
+ if ( MACH64_DEBUG & DEBUG_VERBOSE_MSG )
+ mach64DDPrintState( __FUNCTION__, new_state );
+
+ /* Update the various parts of the context's state.
+ */
+ if ( new_state & MACH64_NEW_ALPHA )
+ mach64UpdateAlphaMode( ctx );
+
+ if ( new_state & MACH64_NEW_DEPTH )
+ mach64UpdateZMode( ctx );
+
+ if ( new_state & MACH64_NEW_FOG )
+ mach64UpdateFogAttrib( ctx );
+
+ if ( new_state & MACH64_NEW_CLIP )
+ mach64UpdateClipping( ctx );
+
+ if ( new_state & MACH64_NEW_WINDOW )
+ mach64CalcViewport( ctx );
+
+ if ( new_state & MACH64_NEW_CULL )
+ mach64UpdateCull( ctx );
+
+ if ( new_state & MACH64_NEW_MASKS )
+ mach64UpdateMasks( ctx );
+
+ if ( new_state & MACH64_NEW_TEXTURE )
+ mach64UpdateTextureState( ctx );
+ }
+}
+
+
+static void mach64DDInvalidateState( 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 );
+ MACH64_CONTEXT(ctx)->NewGLState |= new_state;
+}
+
+
+/* Initialize the context's hardware state */
+void mach64DDInitState( mach64ContextPtr mmesa )
+{
+ GLuint format;
+
+ switch ( mmesa->mach64Screen->cpp ) {
+ case 2:
+ format = MACH64_DATATYPE_RGB565;
+ break;
+ case 4:
+ format = MACH64_DATATYPE_ARGB8888;
+ break;
+ default:
+ fprintf( stderr, "Error: Unsupported pixel depth... exiting\n" );
+ exit( -1 );
+ }
+
+ /* Always have a 16-bit depth buffer
+ * but Z coordinates are specified in 16.1 format to the setup engine.
+ */
+ mmesa->depth_scale = 2.0;
+
+ mmesa->ClearColor = 0x00000000;
+ mmesa->ClearDepth = 0x0000ffff;
+
+ mmesa->Fallback = 0;
+
+ if ( mmesa->glCtx->Visual.doubleBufferMode ) {
+ mmesa->drawOffset = mmesa->readOffset = mmesa->mach64Screen->backOffset;
+ mmesa->drawPitch = mmesa->readPitch = mmesa->mach64Screen->backPitch;
+ } else {
+ mmesa->drawOffset = mmesa->readOffset = mmesa->mach64Screen->frontOffset;
+ mmesa->drawPitch = mmesa->readPitch = mmesa->mach64Screen->frontPitch;
+ }
+
+ /* Harware state:
+ */
+ mmesa->setup.dst_off_pitch = (((mmesa->drawPitch/8) << 22) |
+ (mmesa->drawOffset >> 3));
+
+ mmesa->setup.z_off_pitch = (((mmesa->mach64Screen->depthPitch/8) << 22) |
+ (mmesa->mach64Screen->depthOffset >> 3));
+
+ mmesa->setup.z_cntl = (MACH64_Z_TEST_LESS |
+ MACH64_Z_MASK_EN);
+
+ mmesa->setup.alpha_tst_cntl = (MACH64_ALPHA_TEST_ALWAYS |
+ MACH64_ALPHA_DST_SRCALPHA |
+ MACH64_ALPHA_TST_SRC_TEXEL |
+ (0 << MACH64_REF_ALPHA_SHIFT));
+
+ mmesa->setup.scale_3d_cntl = (MACH64_SCALE_PIX_EXPAND_DYNAMIC_RANGE |
+ /* MACH64_SCALE_DITHER_ERROR_DIFFUSE | */
+ MACH64_SCALE_DITHER_2D_TABLE |
+ /* MACH64_DITHER_INIT_CURRENT | */
+ MACH64_DITHER_INIT_RESET |
+ MACH64_SCALE_3D_FCN_SHADE |
+ MACH64_ALPHA_FOG_DIS |
+ MACH64_ALPHA_BLEND_SRC_ONE |
+ MACH64_ALPHA_BLEND_DST_ZERO |
+ MACH64_TEX_LIGHT_FCN_MODULATE |
+ MACH64_MIP_MAP_DISABLE |
+ MACH64_BILINEAR_TEX_EN |
+ MACH64_TEX_BLEND_FCN_LINEAR);
+
+ /* GL spec says dithering initially enabled, but dithering causes
+ * problems w/ 24bpp depth
+ */
+ if ( mmesa->mach64Screen->cpp == 4 )
+ mmesa->setup.scale_3d_cntl |= MACH64_ROUND_EN;
+ else
+ mmesa->setup.scale_3d_cntl |= MACH64_DITHER_EN;
+
+ mmesa->setup.sc_left_right = 0x1fff0000;
+ mmesa->setup.sc_top_bottom = 0x3fff0000;
+
+ mmesa->setup.dp_fog_clr = 0x00ffffff;
+ mmesa->setup.dp_write_mask = 0xffffffff;
+
+ mmesa->setup.dp_pix_width = ((format << 0) |
+ (format << 4) |
+ (format << 8) |
+ (format << 16) |
+ (format << 28));
+
+ mmesa->setup.dp_mix = (MACH64_BKGD_MIX_S |
+ MACH64_FRGD_MIX_S);
+ mmesa->setup.dp_src = (MACH64_BKGD_SRC_3D |
+ MACH64_FRGD_SRC_3D |
+ MACH64_MONO_SRC_ONE);
+
+ mmesa->setup.clr_cmp_cntl = 0x00000000;
+ mmesa->setup.gui_traj_cntl = (MACH64_DST_X_LEFT_TO_RIGHT |
+ MACH64_DST_Y_TOP_TO_BOTTOM);
+
+ mmesa->setup.setup_cntl = (MACH64_FLAT_SHADE_OFF |
+ MACH64_SOLID_MODE_OFF |
+ MACH64_LOG_MAX_INC_ADJ);
+ mmesa->setup.setup_cntl = 0;
+
+ mmesa->setup.tex_size_pitch = 0x00000000;
+
+ mmesa->setup.tex_cntl = ((0 << MACH64_LOD_BIAS_SHIFT) |
+ (0 << MACH64_COMP_FACTOR_SHIFT) |
+ MACH64_COMP_COMBINE_MODULATE |
+ MACH64_COMP_BLEND_NEAREST |
+ MACH64_COMP_FILTER_NEAREST |
+ /* MACH64_TEXTURE_TILING | */
+#ifdef MACH64_PREMULT_TEXCOORDS
+ MACH64_TEX_ST_DIRECT |
+#endif
+ MACH64_TEX_SRC_LOCAL |
+ MACH64_TEX_UNCOMPRESSED |
+ MACH64_TEX_CACHE_FLUSH |
+ MACH64_TEX_CACHE_SIZE_4K);
+
+ mmesa->setup.secondary_tex_off = 0x00000000;
+ mmesa->setup.tex_offset = 0x00000000;
+
+ mmesa->new_state = MACH64_NEW_ALL;
+}
+
+/* Initialize the driver's state functions.
+ */
+void mach64DDInitStateFuncs( GLcontext *ctx )
+{
+ ctx->Driver.UpdateState = mach64DDInvalidateState;
+
+ ctx->Driver.ClearIndex = NULL;
+ ctx->Driver.ClearColor = mach64DDClearColor;
+ ctx->Driver.DrawBuffer = mach64DDDrawBuffer;
+ ctx->Driver.ReadBuffer = mach64DDReadBuffer;
+
+ ctx->Driver.IndexMask = NULL;
+ ctx->Driver.ColorMask = mach64DDColorMask;
+ ctx->Driver.AlphaFunc = mach64DDAlphaFunc;
+ ctx->Driver.BlendEquationSeparate = mach64DDBlendEquationSeparate;
+ ctx->Driver.BlendFuncSeparate = mach64DDBlendFuncSeparate;
+ ctx->Driver.ClearDepth = mach64DDClearDepth;
+ ctx->Driver.CullFace = mach64DDCullFace;
+ ctx->Driver.FrontFace = mach64DDFrontFace;
+ ctx->Driver.DepthFunc = mach64DDDepthFunc;
+ ctx->Driver.DepthMask = mach64DDDepthMask;
+ ctx->Driver.Enable = mach64DDEnable;
+ ctx->Driver.Fogfv = mach64DDFogfv;
+ ctx->Driver.Hint = NULL;
+ ctx->Driver.Lightfv = NULL;
+ ctx->Driver.LightModelfv = mach64DDLightModelfv;
+ ctx->Driver.LogicOpcode = mach64DDLogicOpCode;
+ ctx->Driver.PolygonMode = NULL;
+ ctx->Driver.PolygonStipple = NULL;
+ ctx->Driver.RenderMode = mach64DDRenderMode;
+ ctx->Driver.Scissor = mach64DDScissor;
+ ctx->Driver.ShadeModel = mach64DDShadeModel;
+ ctx->Driver.ClearStencil = NULL;
+ ctx->Driver.StencilFunc = NULL;
+ ctx->Driver.StencilMask = NULL;
+ ctx->Driver.StencilOp = NULL;
+
+ ctx->Driver.DepthRange = mach64DepthRange;
+ ctx->Driver.Viewport = mach64Viewport;
+
+ /* Pixel path fallbacks.
+ */
+ ctx->Driver.Accum = _swrast_Accum;
+ ctx->Driver.Bitmap = _swrast_Bitmap;
+ ctx->Driver.CopyPixels = _swrast_CopyPixels;
+ ctx->Driver.DrawPixels = _swrast_DrawPixels;
+ ctx->Driver.ReadPixels = _swrast_ReadPixels;
+
+ /* 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;
+}