/* * Mesa 3-D graphics library * Version: 5.1 * * Copyright (C) 1999-2003 Brian Paul 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 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 * BRIAN PAUL 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: * David Bucciarelli * Brian Paul * Daryll Strauss * Keith Whitwell * Daniel Borca * Hiroshi Morii */ /* fxdd.c - 3Dfx VooDoo Mesa device driver functions */ #ifdef HAVE_CONFIG_H #include "conf.h" #endif #if defined(FX) #include "main/image.h" #include "main/mtypes.h" #include "fxdrv.h" #include "main/buffers.h" #include "main/enums.h" #include "main/extensions.h" #include "main/macros.h" #include "main/texstore.h" #include "main/teximage.h" #include "swrast/swrast.h" #include "swrast/s_context.h" #include "swrast_setup/swrast_setup.h" #include "tnl/tnl.h" #include "tnl/t_context.h" #include "tnl/t_pipeline.h" #include "vbo/vbo.h" /* lookup table for scaling 4 bit colors up to 8 bits */ GLuint FX_rgb_scale_4[16] = { 0, 17, 34, 51, 68, 85, 102, 119, 136, 153, 170, 187, 204, 221, 238, 255 }; /* lookup table for scaling 5 bit colors up to 8 bits */ GLuint FX_rgb_scale_5[32] = { 0, 8, 16, 25, 33, 41, 49, 58, 66, 74, 82, 90, 99, 107, 115, 123, 132, 140, 148, 156, 165, 173, 181, 189, 197, 206, 214, 222, 230, 239, 247, 255 }; /* lookup table for scaling 6 bit colors up to 8 bits */ GLuint FX_rgb_scale_6[64] = { 0, 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, 45, 49, 53, 57, 61, 65, 69, 73, 77, 81, 85, 89, 93, 97, 101, 105, 109, 113, 117, 121, 125, 130, 134, 138, 142, 146, 150, 154, 158, 162, 166, 170, 174, 178, 182, 186, 190, 194, 198, 202, 206, 210, 215, 219, 223, 227, 231, 235, 239, 243, 247, 251, 255 }; /* * Disable color by masking out R, G, B, A */ static void fxDisableColor (fxMesaContext fxMesa) { if (fxMesa->colDepth == 32) { /* 32bpp mode */ fxMesa->Glide.grColorMaskExt(FXFALSE, FXFALSE, FXFALSE, FXFALSE); } else { /* 15/16 bpp mode */ grColorMask(FXFALSE, FXFALSE); } } /**********************************************************************/ /***** Miscellaneous functions *****/ /**********************************************************************/ /* Return buffer size information */ static void fxDDGetBufferSize(GLframebuffer *buffer, GLuint *width, GLuint *height) { GET_CURRENT_CONTEXT(ctx); if (ctx && FX_CONTEXT(ctx)) { fxMesaContext fxMesa = FX_CONTEXT(ctx); if (TDFX_DEBUG & VERBOSE_DRIVER) { fprintf(stderr, "fxDDGetBufferSize(...)\n"); } *width = fxMesa->width; *height = fxMesa->height; } } /** * We only implement this function as a mechanism to check if the * framebuffer size has changed (and update corresponding state). */ static void fxDDViewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) { GLuint newWidth, newHeight; GLframebuffer *buffer = ctx->WinSysDrawBuffer; fxDDGetBufferSize( buffer, &newWidth, &newHeight ); if (buffer->Width != newWidth || buffer->Height != newHeight) { _mesa_resize_framebuffer(ctx, buffer, newWidth, newHeight ); } } /* Implements glClearColor() */ static void fxDDClearColor(GLcontext * ctx, const GLfloat color[4]) { fxMesaContext fxMesa = FX_CONTEXT(ctx); GLubyte col[4]; if (TDFX_DEBUG & VERBOSE_DRIVER) { fprintf(stderr, "fxDDClearColor(%f, %f, %f, %f)\n", color[0], color[1], color[2], color[3]); } CLAMPED_FLOAT_TO_UBYTE(col[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(col[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(col[2], color[2]); CLAMPED_FLOAT_TO_UBYTE(col[3], color[3]); fxMesa->clearC = FXCOLOR4(col); fxMesa->clearA = col[3]; } /* Clear the color and/or depth buffers */ static void fxDDClear( GLcontext *ctx, GLbitfield mask ) { fxMesaContext fxMesa = FX_CONTEXT(ctx); GLbitfield softwareMask = mask & (BUFFER_BIT_ACCUM); const GLuint stencil_size = fxMesa->haveHwStencil ? ctx->Visual.stencilBits : 0; const FxU32 clearD = (FxU32) (ctx->DrawBuffer->_DepthMaxF * ctx->Depth.Clear); const FxU8 clearS = (FxU8) (ctx->Stencil.Clear & 0xff); if ( TDFX_DEBUG & MESA_VERBOSE ) { fprintf( stderr, "fxDDClear\n"); } /* we can't clear accum buffers nor stereo */ mask &= ~(BUFFER_BIT_ACCUM | BUFFER_BIT_FRONT_RIGHT | BUFFER_BIT_BACK_RIGHT); /* Need this check to respond to certain HW updates */ if (fxMesa->new_state & (FX_NEW_SCISSOR | FX_NEW_COLOR_MASK)) { fxSetupScissor(ctx); fxSetupColorMask(ctx); fxMesa->new_state &= ~(FX_NEW_SCISSOR | FX_NEW_COLOR_MASK); } /* * As per GL spec, color masking should be obeyed when clearing */ if (ctx->Visual.greenBits != 8) { /* can only do color masking if running in 24/32bpp on Napalm */ if (ctx->Color.ColorMask[RCOMP] != ctx->Color.ColorMask[GCOMP] || ctx->Color.ColorMask[GCOMP] != ctx->Color.ColorMask[BCOMP]) { softwareMask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)); mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT); } } if (fxMesa->haveHwStencil) { /* * If we want to clear stencil, it must be enabled * in the HW, even if the stencil test is not enabled * in the OGL state. */ BEGIN_BOARD_LOCK(); if (mask & BUFFER_BIT_STENCIL) { fxMesa->Glide.grStencilMaskExt(fxMesa->unitsState.stencilWriteMask); /* set stencil ref value = desired clear value */ fxMesa->Glide.grStencilFuncExt(GR_CMP_ALWAYS, clearS, 0xff); fxMesa->Glide.grStencilOpExt(GR_STENCILOP_REPLACE, GR_STENCILOP_REPLACE, GR_STENCILOP_REPLACE); grEnable(GR_STENCIL_MODE_EXT); } else { grDisable(GR_STENCIL_MODE_EXT); } END_BOARD_LOCK(); } else if (mask & BUFFER_BIT_STENCIL) { softwareMask |= (mask & (BUFFER_BIT_STENCIL)); mask &= ~(BUFFER_BIT_STENCIL); } /* * This may be ugly, but it's needed in order to work around a number * of Glide bugs. */ BEGIN_CLIP_LOOP(); { /* * This could probably be done fancier but doing each possible case * explicitly is less error prone. */ switch (mask & ~BUFFER_BIT_STENCIL) { case BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH: /* back buffer & depth */ grDepthMask(FXTRUE); grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) { fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); } else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); break; case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_DEPTH: /* XXX it appears that the depth buffer isn't cleared when * glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set. * This is a work-around/ */ /* clear depth */ grDepthMask(FXTRUE); fxDisableColor(fxMesa); grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); fxSetupColorMask(ctx); grDepthMask(FXFALSE); /* clear front */ grRenderBuffer(GR_BUFFER_FRONTBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); break; case BUFFER_BIT_BACK_LEFT: /* back buffer only */ grDepthMask(FXFALSE); grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); break; case BUFFER_BIT_FRONT_LEFT: /* front buffer only */ grDepthMask(FXFALSE); grRenderBuffer(GR_BUFFER_FRONTBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); break; case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT: /* front and back */ grDepthMask(FXFALSE); grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); grRenderBuffer(GR_BUFFER_FRONTBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); break; case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH: /* clear back and depth */ grDepthMask(FXTRUE); grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); /* clear front */ grDepthMask(FXFALSE); grRenderBuffer(GR_BUFFER_FRONTBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); break; case BUFFER_BIT_DEPTH: /* just the depth buffer */ grDepthMask(FXTRUE); fxDisableColor(fxMesa); grRenderBuffer(GR_BUFFER_BACKBUFFER); if (stencil_size > 0) fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); else grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD); fxSetupColorMask(ctx); break; default: /* clear no color buffers or depth buffer but might clear stencil */ if ((stencil_size > 0) && (mask & BUFFER_BIT_STENCIL)) { /* XXX need this RenderBuffer call to work around Glide bug */ grDepthMask(FXFALSE); grRenderBuffer(GR_BUFFER_BACKBUFFER); fxDisableColor(fxMesa); fxMesa->Glide.grBufferClearExt(fxMesa->clearC, fxMesa->clearA, clearD, clearS); fxSetupColorMask(ctx); } } } END_CLIP_LOOP(); if (fxMesa->haveHwStencil) { /* We changed the stencil state above. Restore it! */ fxSetupStencil(ctx); } fxSetupDepthTest(ctx); grRenderBuffer(fxMesa->currentFB); if (softwareMask) _swrast_Clear( ctx, softwareMask ); } /* Set the buffer used for drawing */ /* XXX support for separate read/draw buffers hasn't been tested */ /* XXX GL_NONE disables color, but fails to correctly maintain state */ static void fxDDSetDrawBuffer(GLcontext * ctx, GLenum mode) { fxMesaContext fxMesa = FX_CONTEXT(ctx); if (TDFX_DEBUG & VERBOSE_DRIVER) { fprintf(stderr, "fxDDSetDrawBuffer(%x)\n", (int)mode); } if (mode == GL_FRONT_LEFT) { fxMesa->currentFB = GR_BUFFER_FRONTBUFFER; grRenderBuffer(fxMesa->currentFB); } else if (mode == GL_BACK_LEFT) { fxMesa->currentFB = GR_BUFFER_BACKBUFFER; grRenderBuffer(fxMesa->currentFB); } else if (mode == GL_NONE) { fxDisableColor(fxMesa); } else { /* we'll need a software fallback */ /* XXX not implemented */ } /* update s/w fallback state */ _swrast_DrawBuffer(ctx, mode); } static void fxDDDrawBitmap2 (GLcontext *ctx, GLint px, GLint py, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap) { fxMesaContext fxMesa = FX_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GrLfbInfo_t info; GrLfbWriteMode_t mode; FxU16 color; const struct gl_pixelstore_attrib *finalUnpack; struct gl_pixelstore_attrib scissoredUnpack; /* check if there's any raster operations enabled which we can't handle */ if (swrast->_RasterMask & (ALPHATEST_BIT | /*BLEND_BIT |*/ /* blending ok, through pixpipe */ DEPTH_BIT | /* could be done with RGB:DEPTH */ FOG_BIT | /* could be done with RGB:DEPTH */ LOGIC_OP_BIT | /*CLIP_BIT |*/ /* clipping ok, below */ STENCIL_BIT | MASKING_BIT | MULTI_DRAW_BIT | OCCLUSION_BIT | /* nope! at least not yet */ TEXTURE_BIT | FRAGPROG_BIT)) { _swrast_Bitmap(ctx, px, py, width, height, unpack, bitmap); return; } /* make sure the pixelpipe is configured correctly */ fxSetupFXUnits(ctx); /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */ if (ctx->Scissor.Enabled) { /* This is a bit tricky, but by carefully adjusting the px, py, * width, height, skipPixels and skipRows values we can do * scissoring without special code in the rendering loop. */ /* we'll construct a new pixelstore struct */ finalUnpack = &scissoredUnpack; scissoredUnpack = *unpack; if (scissoredUnpack.RowLength == 0) scissoredUnpack.RowLength = width; /* clip left */ if (px < ctx->Scissor.X) { scissoredUnpack.SkipPixels += (ctx->Scissor.X - px); width -= (ctx->Scissor.X - px); px = ctx->Scissor.X; } /* clip right */ if (px + width >= ctx->Scissor.X + ctx->Scissor.Width) { width -= (px + width - (ctx->Scissor.X + ctx->Scissor.Width)); } /* clip bottom */ if (py < ctx->Scissor.Y) { scissoredUnpack.SkipRows += (ctx->Scissor.Y - py); height -= (ctx->Scissor.Y - py); py = ctx->Scissor.Y; } /* clip top */ if (py + height >= ctx->Scissor.Y + ctx->Scissor.Height) { height -= (py + height - (ctx->Scissor.Y + ctx->Scissor.Height)); } if (width <= 0 || height <= 0) return; } else { finalUnpack = unpack; } /* compute pixel value */ { GLint r = (GLint) (ctx->Current.RasterColor[RCOMP] * 255.0f); GLint g = (GLint) (ctx->Current.RasterColor[GCOMP] * 255.0f); GLint b = (GLint) (ctx->Current.RasterColor[BCOMP] * 255.0f); GLint a = (GLint) (ctx->Current.RasterColor[ACOMP] * 255.0f); if (fxMesa->colDepth == 15) { color = TDFXPACKCOLOR1555(b, g, r, a); mode = GR_LFBWRITEMODE_1555; } else { color = fxMesa->bgrOrder ? TDFXPACKCOLOR565(r, g, b) : TDFXPACKCOLOR565(b, g, r); mode = GR_LFBWRITEMODE_565; } } info.size = sizeof(info); if (!grLfbLock(GR_LFB_WRITE_ONLY, fxMesa->currentFB, mode, GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) { _swrast_Bitmap(ctx, px, py, width, height, finalUnpack, bitmap); return; } { const GLint winX = 0; const GLint winY = 0; /* The dest stride depends on the hardware and whether we're drawing * to the front or back buffer. This compile-time test seems to do * the job for now. */ const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */ GLint row; /* compute dest address of bottom-left pixel in bitmap */ GLushort *dst = (GLushort *) info.lfbPtr + (winY + py) * dstStride + (winX + px); for (row = 0; row < height; row++) { const GLubyte *src = (const GLubyte *) _mesa_image_address2d(finalUnpack, bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0); if (finalUnpack->LsbFirst) { /* least significan bit first */ GLubyte mask = 1U << (finalUnpack->SkipPixels & 0x7); GLint col; for (col = 0; col < width; col++) { if (*src & mask) { dst[col] = color; } if (mask == 128U) { src++; mask = 1U; } else { mask = mask << 1; } } if (mask != 1) src++; } else { /* most significan bit first */ GLubyte mask = 128U >> (finalUnpack->SkipPixels & 0x7); GLint col; for (col = 0; col < width; col++) { if (*src & mask) { dst[col] = color; } if (mask == 1U) { src++; mask = 128U; } else { mask = mask >> 1; } } if (mask != 128) src++; } dst += dstStride; } } grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); } static void fxDDDrawBitmap4 (GLcontext *ctx, GLint px, GLint py, GLsizei width, GLsizei height, const struct gl_pixelstore_attrib *unpack, const GLubyte *bitmap) { fxMesaContext fxMesa = FX_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GrLfbInfo_t info; FxU32 color; const struct gl_pixelstore_attrib *finalUnpack; struct gl_pixelstore_attrib scissoredUnpack; /* check if there's any raster operations enabled which we can't handle */ if ((swrast->_RasterMask & (/*ALPHATEST_BIT |*/ /*BLEND_BIT |*/ /* blending ok, through pixpipe */ DEPTH_BIT | /* could be done with RGB:DEPTH */ FOG_BIT | /* could be done with RGB:DEPTH */ LOGIC_OP_BIT | /*CLIP_BIT |*/ /* clipping ok, below */ STENCIL_BIT | /*MASKING_BIT |*/ /* masking ok, we're in 32bpp */ MULTI_DRAW_BIT | OCCLUSION_BIT | /* nope! at least not yet */ TEXTURE_BIT | FRAGPROG_BIT)) ) { _swrast_Bitmap(ctx, px, py, width, height, unpack, bitmap); return; } /* make sure the pixelpipe is configured correctly */ fxSetupFXUnits(ctx); /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */ if (ctx->Scissor.Enabled) { /* This is a bit tricky, but by carefully adjusting the px, py, * width, height, skipPixels and skipRows values we can do * scissoring without special code in the rendering loop. */ /* we'll construct a new pixelstore struct */ finalUnpack = &scissoredUnpack; scissoredUnpack = *unpack; if (scissoredUnpack.RowLength == 0) scissoredUnpack.RowLength = width; /* clip left */ if (px < ctx->Scissor.X) { scissoredUnpack.SkipPixels += (ctx->Scissor.X - px); width -= (ctx->Scissor.X - px); px = ctx->Scissor.X; } /* clip right */ if (px + width >= ctx->Scissor.X + ctx->Scissor.Width) { width -= (px + width - (ctx->Scissor.X + ctx->Scissor.Width)); } /* clip bottom */ if (py < ctx->Scissor.Y) { scissoredUnpack.SkipRows += (ctx->Scissor.Y - py); height -= (ctx->Scissor.Y - py); py = ctx->Scissor.Y; } /* clip top */ if (py + height >= ctx->Scissor.Y + ctx->Scissor.Height) { height -= (py + height - (ctx->Scissor.Y + ctx->Scissor.Height)); } if (width <= 0 || height <= 0) return; } else { finalUnpack = unpack; } /* compute pixel value */ { GLint r = (GLint) (ctx->Current.RasterColor[RCOMP] * 255.0f); GLint g = (GLint) (ctx->Current.RasterColor[GCOMP] * 255.0f); GLint b = (GLint) (ctx->Current.RasterColor[BCOMP] * 255.0f); GLint a = (GLint) (ctx->Current.RasterColor[ACOMP] * 255.0f); color = TDFXPACKCOLOR8888(b, g, r, a); } info.size = sizeof(info); if (!grLfbLock(GR_LFB_WRITE_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_8888, GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) { _swrast_Bitmap(ctx, px, py, width, height, finalUnpack, bitmap); return; } { const GLint winX = 0; const GLint winY = 0; /* The dest stride depends on the hardware and whether we're drawing * to the front or back buffer. This compile-time test seems to do * the job for now. */ const GLint dstStride = info.strideInBytes / 4; /* stride in GLuints */ GLint row; /* compute dest address of bottom-left pixel in bitmap */ GLuint *dst = (GLuint *) info.lfbPtr + (winY + py) * dstStride + (winX + px); for (row = 0; row < height; row++) { const GLubyte *src = (const GLubyte *) _mesa_image_address2d(finalUnpack, bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, row, 0); if (finalUnpack->LsbFirst) { /* least significan bit first */ GLubyte mask = 1U << (finalUnpack->SkipPixels & 0x7); GLint col; for (col = 0; col < width; col++) { if (*src & mask) { dst[col] = color; } if (mask == 128U) { src++; mask = 1U; } else { mask = mask << 1; } } if (mask != 1) src++; } else { /* most significan bit first */ GLubyte mask = 128U >> (finalUnpack->SkipPixels & 0x7); GLint col; for (col = 0; col < width; col++) { if (*src & mask) { dst[col] = color; } if (mask == 1U) { src++; mask = 128U; } else { mask = mask >> 1; } } if (mask != 128) src++; } dst += dstStride; } } grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); } static void fxDDReadPixels565 (GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *packing, GLvoid *dstImage) { if (ctx->_ImageTransferState/* & (IMAGE_SCALE_BIAS_BIT|IMAGE_MAP_COLOR_BIT)*/) { _swrast_ReadPixels(ctx, x, y, width, height, format, type, packing, dstImage); return; } else { fxMesaContext fxMesa = FX_CONTEXT(ctx); GrLfbInfo_t info; BEGIN_BOARD_LOCK(); info.size = sizeof(info); if (grLfbLock(GR_LFB_READ_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_ANY, GR_ORIGIN_UPPER_LEFT, FXFALSE, &info)) { const GLint winX = 0; const GLint winY = fxMesa->height - 1; const GLint srcStride = info.strideInBytes / 2; /* stride in GLushorts */ const GLushort *src = (const GLushort *) info.lfbPtr + (winY - y) * srcStride + (winX + x); GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, dstImage, width, height, format, type, 0, 0); GLint dstStride = _mesa_image_row_stride(packing, width, format, type); if (format == GL_RGB && type == GL_UNSIGNED_BYTE) { /* convert 5R6G5B into 8R8G8B */ GLint row, col; const GLint halfWidth = width >> 1; const GLint extraPixel = (width & 1); for (row = 0; row < height; row++) { GLubyte *d = dst; for (col = 0; col < halfWidth; col++) { const GLuint pixel = ((const GLuint *) src)[col]; *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f]; *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 27) & 0x1f]; *d++ = FX_rgb_scale_6[(pixel >> 21) & 0x3f]; *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f]; } if (extraPixel) { GLushort pixel = src[width - 1]; *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f]; *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; } dst += dstStride; src -= srcStride; } } else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) { /* convert 5R6G5B into 8R8G8B8A */ GLint row, col; const GLint halfWidth = width >> 1; const GLint extraPixel = (width & 1); for (row = 0; row < height; row++) { GLubyte *d = dst; for (col = 0; col < halfWidth; col++) { const GLuint pixel = ((const GLuint *) src)[col]; *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f]; *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; *d++ = 255; *d++ = FX_rgb_scale_5[(pixel >> 27) & 0x1f]; *d++ = FX_rgb_scale_6[(pixel >> 21) & 0x3f]; *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f]; *d++ = 255; } if (extraPixel) { const GLushort pixel = src[width - 1]; *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f]; *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; *d++ = 255; } dst += dstStride; src -= srcStride; } } else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) { /* directly memcpy 5R6G5B pixels into client's buffer */ const GLint widthInBytes = width * 2; GLint row; for (row = 0; row < height; row++) { memcpy(dst, src, widthInBytes); dst += dstStride; src -= srcStride; } } else { grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB); END_BOARD_LOCK(); _swrast_ReadPixels(ctx, x, y, width, height, format, type, packing, dstImage); return; } grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB); } END_BOARD_LOCK(); } } static void fxDDReadPixels555 (GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *packing, GLvoid *dstImage) { if (ctx->_ImageTransferState/* & (IMAGE_SCALE_BIAS_BIT|IMAGE_MAP_COLOR_BIT)*/) { _swrast_ReadPixels(ctx, x, y, width, height, format, type, packing, dstImage); return; } else { fxMesaContext fxMesa = FX_CONTEXT(ctx); GrLfbInfo_t info; BEGIN_BOARD_LOCK(); info.size = sizeof(info); if (grLfbLock(GR_LFB_READ_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_ANY, GR_ORIGIN_UPPER_LEFT, FXFALSE, &info)) { const GLint winX = 0; const GLint winY = fxMesa->height - 1; const GLint srcStride = info.strideInBytes / 2; /* stride in GLushorts */ const GLushort *src = (const GLushort *) info.lfbPtr + (winY - y) * srcStride + (winX + x); GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, dstImage, width, height, format, type, 0, 0); GLint dstStride = _mesa_image_row_stride(packing, width, format, type); if (format == GL_RGB && type == GL_UNSIGNED_BYTE) { /* convert 5R5G5B into 8R8G8B */ GLint row, col; const GLint halfWidth = width >> 1; const GLint extraPixel = (width & 1); for (row = 0; row < height; row++) { GLubyte *d = dst; for (col = 0; col < halfWidth; col++) { const GLuint pixel = ((const GLuint *) src)[col]; *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 26) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 21) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f]; } if (extraPixel) { GLushort pixel = src[width - 1]; *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; } dst += dstStride; src -= srcStride; } } else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) { /* convert 5R6G5B into 8R8G8B8A */ GLint row, col; const GLint halfWidth = width >> 1; const GLint extraPixel = (width & 1); for (row = 0; row < height; row++) { GLubyte *d = dst; for (col = 0; col < halfWidth; col++) { const GLuint pixel = ((const GLuint *) src)[col]; *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; *d++ = (pixel & 0x8000) ? 255 : 0; *d++ = FX_rgb_scale_5[(pixel >> 26) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 21) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f]; *d++ = (pixel & 0x80000000) ? 255 : 0; } if (extraPixel) { const GLushort pixel = src[width - 1]; *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f]; *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f]; *d++ = FX_rgb_scale_5[ pixel & 0x1f]; *d++ = (pixel & 0x8000) ? 255 : 0; } dst += dstStride; src -= srcStride; } } else if (format == GL_BGRA && type == GL_UNSIGNED_SHORT_1_5_5_5_REV) { /* directly memcpy 5R5G5B pixels into client's buffer */ const GLint widthInBytes = width * 2; GLint row; for (row = 0; row < height; row++) { memcpy(dst, src, widthInBytes); dst += dstStride; src -= srcStride; } } else { grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB); END_BOARD_LOCK(); _swrast_ReadPixels(ctx, x, y, width, height, format, type, packing, dstImage); return; } grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB); } END_BOARD_LOCK(); } } static void fxDDReadPixels8888 (GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *packing, GLvoid *dstImage) { if (ctx->_ImageTransferState/* & (IMAGE_SCALE_BIAS_BIT|IMAGE_MAP_COLOR_BIT)*/) { _swrast_ReadPixels(ctx, x, y, width, height, format, type, packing, dstImage); return; } else { fxMesaContext fxMesa = FX_CONTEXT(ctx); GrLfbInfo_t info; BEGIN_BOARD_LOCK(); info.size = sizeof(info); if (grLfbLock(GR_LFB_READ_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_ANY, GR_ORIGIN_UPPER_LEFT, FXFALSE, &info)) { const GLint winX = 0; const GLint winY = fxMesa->height - 1; const GLint srcStride = info.strideInBytes / 4; /* stride in GLuints */ const GLuint *src = (const GLuint *) info.lfbPtr + (winY - y) * srcStride + (winX + x); GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, dstImage, width, height, format, type, 0, 0); GLint dstStride = _mesa_image_row_stride(packing, width, format, type); if (format == GL_RGB && type == GL_UNSIGNED_BYTE) { /* convert 8A8R8G8B into 8R8G8B */ GLint row, col; for (row = 0; row < height; row++) { GLubyte *d = dst; for (col = 0; col < width; col++) { const GLuint pixel = ((const GLuint *) src)[col]; *d++ = pixel >> 16; *d++ = pixel >> 8; *d++ = pixel; } dst += dstStride; src -= srcStride; } } else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) { /* 8A8R8G8B pixels into client's buffer */ GLint row, col; for (row = 0; row < height; row++) { GLubyte *d = dst; for (col = 0; col < width; col++) { const GLuint pixel = ((const GLuint *) src)[col]; *d++ = pixel >> 16; *d++ = pixel >> 8; *d++ = pixel; *d++ = pixel >> 24; } dst += dstStride; src -= srcStride; } } else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) { /* convert 8A8R8G8B into 5R6G5B */ GLint row, col; for (row = 0; row < height; row++) { GLushort *d = (GLushort *)dst; for (col = 0; col < width; col++) { const GLuint pixel = ((const GLuint *) src)[col]; *d++ = (((pixel >> 16) & 0xf8) << 8) | (((pixel >> 8) & 0xfc) << 3) | ((pixel & 0xf8) >> 3); } dst += dstStride; src -= srcStride; } } else { grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB); END_BOARD_LOCK(); _swrast_ReadPixels(ctx, x, y, width, height, format, type, packing, dstImage); return; } grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB); } END_BOARD_LOCK(); } } static void fxDDDrawPixels555 (GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid * pixels) { fxMesaContext fxMesa = FX_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GrLfbInfo_t info; const struct gl_pixelstore_attrib *finalUnpack; struct gl_pixelstore_attrib scissoredUnpack; if (ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F || (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT| IMAGE_MAP_COLOR_BIT)) || (swrast->_RasterMask & (ALPHATEST_BIT | /*BLEND_BIT |*/ /* blending ok, through pixpipe */ DEPTH_BIT | /* could be done with RGB:DEPTH */ FOG_BIT | /* could be done with RGB:DEPTH */ LOGIC_OP_BIT | /*CLIP_BIT |*/ /* clipping ok, below */ STENCIL_BIT | MASKING_BIT | MULTI_DRAW_BIT | OCCLUSION_BIT | /* nope! at least not yet */ TEXTURE_BIT | FRAGPROG_BIT)) || fxMesa->fallback) { _swrast_DrawPixels( ctx, x, y, width, height, format, type, unpack, pixels ); return; } /* make sure the pixelpipe is configured correctly */ fxSetupFXUnits(ctx); /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */ if (ctx->Scissor.Enabled) { /* This is a bit tricky, but by carefully adjusting the px, py, * width, height, skipPixels and skipRows values we can do * scissoring without special code in the rendering loop. */ /* we'll construct a new pixelstore struct */ finalUnpack = &scissoredUnpack; scissoredUnpack = *unpack; if (scissoredUnpack.RowLength == 0) scissoredUnpack.RowLength = width; /* clip left */ if (x < ctx->Scissor.X) { scissoredUnpack.SkipPixels += (ctx->Scissor.X - x); width -= (ctx->Scissor.X - x); x = ctx->Scissor.X; } /* clip right */ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) { width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width)); } /* clip bottom */ if (y < ctx->Scissor.Y) { scissoredUnpack.SkipRows += (ctx->Scissor.Y - y); height -= (ctx->Scissor.Y - y); y = ctx->Scissor.Y; } /* clip top */ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) { height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height)); } if (width <= 0 || height <= 0) return; } else { finalUnpack = unpack; } info.size = sizeof(info); if (!grLfbLock(GR_LFB_WRITE_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_1555, GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) { _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } { const GLint winX = 0; const GLint winY = 0; const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */ GLushort *dst = (GLushort *) info.lfbPtr + (winY + y) * dstStride + (winX + x); if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) { GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); GLint col; for (col = 0; col < width; col++) { dst[col] = TDFXPACKCOLOR1555(src[2], src[1], src[0], src[3]); src += 4; } dst += dstStride; } } else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) { GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); GLint col; for (col = 0; col < width; col++) { dst[col] = TDFXPACKCOLOR1555(src[2], src[1], src[0], 255); src += 3; } dst += dstStride; } } else { grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } } grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); } static void fxDDDrawPixels565 (GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid * pixels) { fxMesaContext fxMesa = FX_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GrLfbInfo_t info; const struct gl_pixelstore_attrib *finalUnpack; struct gl_pixelstore_attrib scissoredUnpack; if (ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F || (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT| IMAGE_MAP_COLOR_BIT)) || (swrast->_RasterMask & (ALPHATEST_BIT | /*BLEND_BIT |*/ /* blending ok, through pixpipe */ DEPTH_BIT | /* could be done with RGB:DEPTH */ FOG_BIT | /* could be done with RGB:DEPTH */ LOGIC_OP_BIT | /*CLIP_BIT |*/ /* clipping ok, below */ STENCIL_BIT | MASKING_BIT | MULTI_DRAW_BIT | OCCLUSION_BIT | /* nope! at least not yet */ TEXTURE_BIT | FRAGPROG_BIT)) || fxMesa->fallback) { _swrast_DrawPixels( ctx, x, y, width, height, format, type, unpack, pixels ); return; } /* make sure the pixelpipe is configured correctly */ fxSetupFXUnits(ctx); /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */ if (ctx->Scissor.Enabled) { /* This is a bit tricky, but by carefully adjusting the px, py, * width, height, skipPixels and skipRows values we can do * scissoring without special code in the rendering loop. */ /* we'll construct a new pixelstore struct */ finalUnpack = &scissoredUnpack; scissoredUnpack = *unpack; if (scissoredUnpack.RowLength == 0) scissoredUnpack.RowLength = width; /* clip left */ if (x < ctx->Scissor.X) { scissoredUnpack.SkipPixels += (ctx->Scissor.X - x); width -= (ctx->Scissor.X - x); x = ctx->Scissor.X; } /* clip right */ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) { width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width)); } /* clip bottom */ if (y < ctx->Scissor.Y) { scissoredUnpack.SkipRows += (ctx->Scissor.Y - y); height -= (ctx->Scissor.Y - y); y = ctx->Scissor.Y; } /* clip top */ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) { height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height)); } if (width <= 0 || height <= 0) return; } else { finalUnpack = unpack; } info.size = sizeof(info); if (!grLfbLock(GR_LFB_WRITE_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_565, GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) { _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } { const GLint winX = 0; const GLint winY = 0; const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */ GLushort *dst = (GLushort *) info.lfbPtr + (winY + y) * dstStride + (winX + x); if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) { GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); GLint col; for (col = 0; col < width; col++) { dst[col] = TDFXPACKCOLOR565(src[2], src[1], src[0]); src += 4; } dst += dstStride; } } else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) { GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); GLint col; for (col = 0; col < width; col++) { dst[col] = TDFXPACKCOLOR565(src[2], src[1], src[0]); src += 3; } dst += dstStride; } } else { grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } } grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); } static void fxDDDrawPixels565_rev (GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid * pixels) { fxMesaContext fxMesa = FX_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GrLfbInfo_t info; const struct gl_pixelstore_attrib *finalUnpack; struct gl_pixelstore_attrib scissoredUnpack; if (ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F || (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT| IMAGE_MAP_COLOR_BIT)) || (swrast->_RasterMask & (ALPHATEST_BIT | /*BLEND_BIT |*/ /* blending ok, through pixpipe */ DEPTH_BIT | /* could be done with RGB:DEPTH */ FOG_BIT | /* could be done with RGB:DEPTH */ LOGIC_OP_BIT | /*CLIP_BIT |*/ /* clipping ok, below */ STENCIL_BIT | MASKING_BIT | MULTI_DRAW_BIT | OCCLUSION_BIT | /* nope! at least not yet */ TEXTURE_BIT | FRAGPROG_BIT)) || fxMesa->fallback) { _swrast_DrawPixels( ctx, x, y, width, height, format, type, unpack, pixels ); return; } /* make sure the pixelpipe is configured correctly */ fxSetupFXUnits(ctx); /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */ if (ctx->Scissor.Enabled) { /* This is a bit tricky, but by carefully adjusting the px, py, * width, height, skipPixels and skipRows values we can do * scissoring without special code in the rendering loop. */ /* we'll construct a new pixelstore struct */ finalUnpack = &scissoredUnpack; scissoredUnpack = *unpack; if (scissoredUnpack.RowLength == 0) scissoredUnpack.RowLength = width; /* clip left */ if (x < ctx->Scissor.X) { scissoredUnpack.SkipPixels += (ctx->Scissor.X - x); width -= (ctx->Scissor.X - x); x = ctx->Scissor.X; } /* clip right */ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) { width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width)); } /* clip bottom */ if (y < ctx->Scissor.Y) { scissoredUnpack.SkipRows += (ctx->Scissor.Y - y); height -= (ctx->Scissor.Y - y); y = ctx->Scissor.Y; } /* clip top */ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) { height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height)); } if (width <= 0 || height <= 0) return; } else { finalUnpack = unpack; } info.size = sizeof(info); if (!grLfbLock(GR_LFB_WRITE_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_565, GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) { _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } { const GLint winX = 0; const GLint winY = 0; const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */ GLushort *dst = (GLushort *) info.lfbPtr + (winY + y) * dstStride + (winX + x); if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) { GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); GLint col; for (col = 0; col < width; col++) { dst[col] = TDFXPACKCOLOR565(src[0], src[1], src[2]); src += 4; } dst += dstStride; } } else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) { GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); GLint col; for (col = 0; col < width; col++) { dst[col] = TDFXPACKCOLOR565(src[0], src[1], src[2]); src += 3; } dst += dstStride; } } else { grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } } grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); } static void fxDDDrawPixels8888 (GLcontext * ctx, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, const struct gl_pixelstore_attrib *unpack, const GLvoid * pixels) { fxMesaContext fxMesa = FX_CONTEXT(ctx); SWcontext *swrast = SWRAST_CONTEXT(ctx); GrLfbInfo_t info; const struct gl_pixelstore_attrib *finalUnpack; struct gl_pixelstore_attrib scissoredUnpack; if (ctx->Pixel.ZoomX != 1.0F || ctx->Pixel.ZoomY != 1.0F || (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT| IMAGE_MAP_COLOR_BIT)) || (swrast->_RasterMask & (/*ALPHATEST_BIT |*/ /*BLEND_BIT |*/ /* blending ok, through pixpipe */ DEPTH_BIT | /* could be done with RGB:DEPTH */ FOG_BIT | /* could be done with RGB:DEPTH */ LOGIC_OP_BIT | /*CLIP_BIT |*/ /* clipping ok, below */ STENCIL_BIT | /*MASKING_BIT |*/ /* masking ok, we're in 32bpp */ MULTI_DRAW_BIT | OCCLUSION_BIT | /* nope! at least not yet */ TEXTURE_BIT | FRAGPROG_BIT)) || fxMesa->fallback) { _swrast_DrawPixels( ctx, x, y, width, height, format, type, unpack, pixels ); return; } /* make sure the pixelpipe is configured correctly */ fxSetupFXUnits(ctx); /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */ if (ctx->Scissor.Enabled) { /* This is a bit tricky, but by carefully adjusting the px, py, * width, height, skipPixels and skipRows values we can do * scissoring without special code in the rendering loop. */ /* we'll construct a new pixelstore struct */ finalUnpack = &scissoredUnpack; scissoredUnpack = *unpack; if (scissoredUnpack.RowLength == 0) scissoredUnpack.RowLength = width; /* clip left */ if (x < ctx->Scissor.X) { scissoredUnpack.SkipPixels += (ctx->Scissor.X - x); width -= (ctx->Scissor.X - x); x = ctx->Scissor.X; } /* clip right */ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) { width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width)); } /* clip bottom */ if (y < ctx->Scissor.Y) { scissoredUnpack.SkipRows += (ctx->Scissor.Y - y); height -= (ctx->Scissor.Y - y); y = ctx->Scissor.Y; } /* clip top */ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) { height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height)); } if (width <= 0 || height <= 0) return; } else { finalUnpack = unpack; } info.size = sizeof(info); if (!grLfbLock(GR_LFB_WRITE_ONLY, fxMesa->currentFB, GR_LFBWRITEMODE_8888, GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) { _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } { const GLint winX = 0; const GLint winY = 0; const GLint dstStride = info.strideInBytes / 4; /* stride in GLuints */ GLuint *dst = (GLuint *) info.lfbPtr + (winY + y) * dstStride + (winX + x); if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) { /* directly memcpy 8A8R8G8B pixels to screen */ const GLint widthInBytes = width * 4; GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); memcpy(dst, src, widthInBytes); dst += dstStride; } } else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) { GLint row; for (row = 0; row < height; row++) { GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack, pixels, width, height, format, type, row, 0); GLint col; for (col = 0; col < width; col++) { dst[col] = TDFXPACKCOLOR8888(src[2], src[1], src[0], 255); src += 3; } dst += dstStride; } } else { grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels); return; } } grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB); } static void fxDDFinish(GLcontext * ctx) { grFlush(); } /* KW: Put the word Mesa in the render string because quakeworld * checks for this rather than doing a glGet(GL_MAX_TEXTURE_SIZE). * Why? */ static const GLubyte * fxDDGetString(GLcontext * ctx, GLenum name) { fxMesaContext fxMesa = FX_CONTEXT(ctx); switch (name) { case GL_RENDERER: return (GLubyte *)fxMesa->rendererString; #if __WIN32__ /* hack to advertise vanilla extension names */ case GL_EXTENSIONS: if (ctx->Extensions.String == NULL) { GLubyte *ext = _mesa_make_extension_string(ctx); if (ext != NULL) { ctx->Extensions.String = _mesa_malloc(strlen((char *)ext) + 256); if (ctx->Extensions.String != NULL) { strcpy((char *)ctx->Extensions.String, (char *)ext); /* put any additional extension names here */ #if 0 strcat((char *)ctx->Extensions.String, " 3DFX_set_global_palette"); #endif #if __WIN32__ strcat((char *)ctx->Extensions.String, " WGL_3DFX_gamma_control"); strcat((char *)ctx->Extensions.String, " WGL_EXT_swap_control"); strcat((char *)ctx->Extensions.String, " WGL_EXT_extensions_string WGL_ARB_extensions_string"); #endif /* put any additional extension names here */ _mesa_free(ext); } else { ctx->Extensions.String = ext; } } } return ctx->Extensions.String; #endif default: return NULL; } } static const struct tnl_pipeline_stage *fx_pipeline[] = { &_tnl_vertex_transform_stage, /* XXX todo - Add the fastpath here */ &_tnl_normal_transform_stage, &_tnl_lighting_stage, &_tnl_fog_coordinate_stage, &_tnl_texgen_stage, &_tnl_texture_transform_stage, &_tnl_point_attenuation_stage, #if defined(FEATURE_NV_vertex_program) || defined(FEATURE_ARB_vertex_program) &_tnl_vertex_program_stage, #endif &_tnl_render_stage, 0, }; int fxDDInitFxMesaContext(fxMesaContext fxMesa) { GLcontext *ctx = fxMesa->glCtx; FX_setupGrVertexLayout(); fxMesa->color = 0xffffffff; fxMesa->clearC = 0; fxMesa->clearA = 0; fxMesa->stats.swapBuffer = 0; fxMesa->stats.reqTexUpload = 0; fxMesa->stats.texUpload = 0; fxMesa->stats.memTexUpload = 0; fxMesa->tmuSrc = FX_TMU_NONE; fxMesa->lastUnitsMode = FX_UM_NONE; fxTMInit(fxMesa); /* FX units setup */ fxMesa->unitsState.alphaTestEnabled = GL_FALSE; fxMesa->unitsState.alphaTestFunc = GL_ALWAYS; fxMesa->unitsState.alphaTestRefValue = 0.0; fxMesa->unitsState.blendEnabled = GL_FALSE; fxMesa->unitsState.blendSrcFuncRGB = GR_BLEND_ONE; fxMesa->unitsState.blendDstFuncRGB = GR_BLEND_ZERO; fxMesa->unitsState.blendSrcFuncAlpha = GR_BLEND_ONE; fxMesa->unitsState.blendDstFuncAlpha = GR_BLEND_ZERO; fxMesa->unitsState.blendEqRGB = GR_BLEND_OP_ADD; fxMesa->unitsState.blendEqAlpha = GR_BLEND_OP_ADD; fxMesa->unitsState.depthTestEnabled = GL_FALSE; fxMesa->unitsState.depthMask = GL_TRUE; fxMesa->unitsState.depthTestFunc = GL_LESS; fxMesa->unitsState.depthBias = 0; fxMesa->unitsState.stencilWriteMask = 0xff; if (fxMesa->colDepth == 32) { /* 32bpp */ fxMesa->Glide.grColorMaskExt(FXTRUE, FXTRUE, FXTRUE, fxMesa->haveHwAlpha); } else { /* 15/16 bpp mode */ grColorMask(FXTRUE, fxMesa->haveHwAlpha); } fxMesa->currentFB = fxMesa->haveDoubleBuffer ? GR_BUFFER_BACKBUFFER : GR_BUFFER_FRONTBUFFER; grRenderBuffer(fxMesa->currentFB); fxMesa->state = MALLOC(FX_grGetInteger(GR_GLIDE_STATE_SIZE)); fxMesa->fogTable = (GrFog_t *) MALLOC(FX_grGetInteger(GR_FOG_TABLE_ENTRIES) * sizeof(GrFog_t)); if (!fxMesa->state || !fxMesa->fogTable) { if (fxMesa->state) FREE(fxMesa->state); if (fxMesa->fogTable) FREE(fxMesa->fogTable); return 0; } if (fxMesa->haveZBuffer) { grDepthBufferMode(GR_DEPTHBUFFER_ZBUFFER); } if (!fxMesa->bgrOrder) { grLfbWriteColorFormat(GR_COLORFORMAT_ABGR); } if (fxMesa->Glide.grSetNumPendingBuffers != NULL) { fxMesa->Glide.grSetNumPendingBuffers(fxMesa->maxPendingSwapBuffers); } fxMesa->textureAlign = FX_grGetInteger(GR_TEXTURE_ALIGN); /* [koolsmoky] */ { char *env; int textureLevels = 0; int textureSize = FX_grGetInteger(GR_MAX_TEXTURE_SIZE); do { textureLevels++; } while ((textureSize >>= 0x1) & 0x7ff); ctx->Const.MaxTextureLevels = textureLevels; ctx->Const.MaxTextureLodBias = /*textureLevels - 1*/8; /* Glide bug */ #if FX_RESCALE_BIG_TEXURES_HACK fxMesa->textureMaxLod = textureLevels - 1; if ((env = getenv("MESA_FX_MAXLOD")) != NULL) { int maxLevels = atoi(env) + 1; if ((maxLevels <= MAX_TEXTURE_LEVELS) && (maxLevels > textureLevels)) { ctx->Const.MaxTextureLevels = maxLevels; } } #endif } ctx->Const.MaxTextureCoordUnits = ctx->Const.MaxTextureImageUnits = fxMesa->haveTwoTMUs ? 2 : 1; ctx->Const.MaxTextureUnits = MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits); ctx->Const.MaxDrawBuffers = 1; fxMesa->new_state = _NEW_ALL; if (!fxMesa->haveHwStencil) { /* don't touch stencil if there is none */ fxMesa->new_state &= ~FX_NEW_STENCIL; } /* Initialize the software rasterizer and helper modules. */ _swrast_CreateContext(ctx); _vbo_CreateContext(ctx); _tnl_CreateContext(ctx); _swsetup_CreateContext(ctx); /* Install customized pipeline */ _tnl_destroy_pipeline(ctx); _tnl_install_pipeline(ctx, fx_pipeline); fxAllocVB(ctx); fxSetupDDPointers(ctx); fxDDInitTriFuncs(ctx); /* Tell the software rasterizer to use pixel fog always. */ _swrast_allow_vertex_fog(ctx, GL_FALSE); _swrast_allow_pixel_fog(ctx, GL_TRUE); _tnl_allow_vertex_fog( ctx, GL_FALSE ); _tnl_allow_pixel_fog( ctx, GL_TRUE ); /* Tell tnl not to calculate or use vertex fog factors. (Needed to * tell render stage not to clip fog coords). */ /* _tnl_calculate_vertex_fog( ctx, GL_FALSE ); */ fxDDInitExtensions(ctx); #if 0 /* do we want dither? It just looks bad... */ grEnable(GR_ALLOW_MIPMAP_DITHER); #endif grGlideGetState((GrState *) fxMesa->state); return 1; } /* Undo the above. */ void fxDDDestroyFxMesaContext(fxMesaContext fxMesa) { _swsetup_DestroyContext(fxMesa->glCtx); _tnl_DestroyContext(fxMesa->glCtx); _vbo_DestroyContext(fxMesa->glCtx); _swrast_DestroyContext(fxMesa->glCtx); if (fxMesa->state) FREE(fxMesa->state); if (fxMesa->fogTable) FREE(fxMesa->fogTable); fxFreeVB(fxMesa->glCtx); } void fxDDInitExtensions(GLcontext * ctx) { fxMesaContext fxMesa = FX_CONTEXT(ctx); #if 1 /* multipass ColorSum stage */ _mesa_enable_extension(ctx, "GL_EXT_secondary_color"); #endif _mesa_enable_extension(ctx, "GL_ARB_point_sprite"); _mesa_enable_extension(ctx, "GL_EXT_point_parameters"); _mesa_enable_extension(ctx, "GL_EXT_paletted_texture"); _mesa_enable_extension(ctx, "GL_EXT_texture_lod_bias"); _mesa_enable_extension(ctx, "GL_EXT_shared_texture_palette"); _mesa_enable_extension(ctx, "GL_EXT_blend_func_separate"); _mesa_enable_extension(ctx, "GL_EXT_texture_env_add"); _mesa_enable_extension(ctx, "GL_EXT_stencil_wrap"); _mesa_enable_extension(ctx, "GL_EXT_stencil_two_side"); if (fxMesa->haveTwoTMUs) { _mesa_enable_extension(ctx, "GL_ARB_multitexture"); } if (fxMesa->type >= GR_SSTTYPE_Voodoo4) { _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1"); _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc"); _mesa_enable_extension(ctx, "GL_S3_s3tc"); _mesa_enable_extension(ctx, "GL_NV_blend_square"); } else { /* [dBorca] * We should enable generic texture compression functions, * but some poorly written apps automatically assume S3TC. * Binding NCC to GL_COMPRESSED_RGB[A] is an unnecessary hassle, * since it's slow and ugly (better with palette textures, then). * Moreover, NCC is not an OpenGL standard, so we can't use * precompressed textures. Last, but not least, NCC runs amok * when multitexturing on a Voodoo3 and up (see POINTCAST vs UMA). * Note: this is also a problem with palette textures, but * faking multitex by multipass is evil... * Implementing NCC requires three stages: * fxDDChooseTextureFormat: * bind GL_COMPRESSED_RGB[A] to _mesa_texformat_argb8888, * so we can quantize properly, at a later time * fxDDTexImage: * if GL_COMPRESSED_RGB * use _mesa_texformat_l8 to get 1bpt and set GR_TEXFMT_YIQ_422 * if GL_COMPRESSED_RGBA * use _mesa_texformat_al88 to get 2bpt and set GR_TEXFMT_AYIQ_8422 * txMipQuantize(...); * if (level == 0) { * txPalToNcc((GuNccTable *)(&(ti->palette)), pxMip.pal); * } * fxSetupSingleTMU_NoLock/fxSetupDoubleTMU_NoLock: * grTexDownloadTable(GR_TEXTABLE_NCC0, &(ti->palette)); */ _mesa_enable_extension(ctx, "GL_SGIS_generate_mipmap"); } if (fxMesa->HaveCmbExt) { _mesa_enable_extension(ctx, "GL_ARB_texture_env_combine"); _mesa_enable_extension(ctx, "GL_EXT_texture_env_combine"); } if (fxMesa->HavePixExt) { _mesa_enable_extension(ctx, "GL_EXT_blend_subtract"); _mesa_enable_extension(ctx, "GL_EXT_blend_equation_separate"); } if (fxMesa->HaveMirExt) { _mesa_enable_extension(ctx, "GL_ARB_texture_mirrored_repeat"); } if (fxMesa->type >= GR_SSTTYPE_Voodoo2) { _mesa_enable_extension(ctx, "GL_EXT_fog_coord"); } /* core-level extensions */ /* dangerous */ if (getenv("MESA_FX_ALLOW_VP")) { _mesa_enable_extension(ctx, "GL_ARB_vertex_program"); _mesa_enable_extension(ctx, "GL_NV_vertex_program"); _mesa_enable_extension(ctx, "GL_NV_vertex_program1_1"); } #if 0 /* this requires _tnl_vertex_cull_stage in the pipeline */ _mesa_enable_extension(ctx, "EXT_cull_vertex"); #endif } /************************************************************************/ /************************************************************************/ /************************************************************************/ /* Check if the hardware supports the current context * * Performs similar work to fxDDChooseRenderState() - should be merged. */ GLuint fx_check_IsInHardware(GLcontext * ctx) { fxMesaContext fxMesa = FX_CONTEXT(ctx); if (ctx->RenderMode != GL_RENDER) { return FX_FALLBACK_RENDER_MODE; } if (ctx->Stencil._Enabled && !fxMesa->haveHwStencil) { return FX_FALLBACK_STENCIL; } if ((ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_FRONT_LEFT) && (ctx->DrawBuffer->_ColorDrawBufferIndexes[0] != BUFFER_BIT_BACK_LEFT)) { return FX_FALLBACK_DRAW_BUFFER; } if (ctx->Color.BlendEnabled) { if (ctx->Color.BlendEquationRGB != GL_FUNC_ADD) { if (!fxMesa->HavePixExt || ((ctx->Color.BlendEquationRGB != GL_FUNC_SUBTRACT) && (ctx->Color.BlendEquationRGB != GL_FUNC_REVERSE_SUBTRACT))) { return FX_FALLBACK_BLEND; } } if (ctx->Color.BlendEquationA != GL_FUNC_ADD) { if (!fxMesa->HavePixExt || ((ctx->Color.BlendEquationA != GL_FUNC_SUBTRACT) && (ctx->Color.BlendEquationA != GL_FUNC_REVERSE_SUBTRACT))) { return FX_FALLBACK_BLEND; } } #if 0 /* [dBorca] * We fail the spec here, unless certain blending modes: * RGB: (GL_ONE + GL_*) or (GL_ZERO + GL_*) or ... */ if (NEED_SECONDARY_COLOR(ctx)) { if ((ctx->Color.BlendEquationRGB != GL_FUNC_ADD) && (ctx->Color.BlendSrcRGB != GL_ONE)) { /* Can't use multipass to blend ColorSum stage */ return FX_FALLBACK_SPECULAR; } } #endif } /* [dBorca] * We could avoid this for certain `sfactor/dfactor' * I do not think that is even worthwhile to check * because if someone is using blending they use more * interesting settings and also it would add more * state tracking to a lot of the code. */ if (ctx->Color.ColorLogicOpEnabled && (ctx->Color.LogicOp != GL_COPY)) { return FX_FALLBACK_LOGICOP; } if ((fxMesa->colDepth != 32) && ((ctx->Color.ColorMask[RCOMP] != ctx->Color.ColorMask[GCOMP]) || (ctx->Color.ColorMask[GCOMP] != ctx->Color.ColorMask[BCOMP]))) { return FX_FALLBACK_COLORMASK; } /* Unsupported texture/multitexture cases */ /* we can only do 1D/2D textures */ if (ctx->Texture.Unit[0]._ReallyEnabled & ~(TEXTURE_1D_BIT|TEXTURE_2D_BIT)) return FX_FALLBACK_TEXTURE_MAP; if (fxMesa->haveTwoTMUs) { if (ctx->Texture.Unit[1]._ReallyEnabled & ~(TEXTURE_1D_BIT|TEXTURE_2D_BIT)) return FX_FALLBACK_TEXTURE_MAP; if (ctx->Texture.Unit[0]._ReallyEnabled) { if (fxMesa->type < GR_SSTTYPE_Voodoo2) if (ctx->Texture.Unit[0].EnvMode == GL_BLEND && (ctx->Texture.Unit[1]._ReallyEnabled || ctx->Texture.Unit[0].EnvColor[0] != 0 || ctx->Texture.Unit[0].EnvColor[1] != 0 || ctx->Texture.Unit[0].EnvColor[2] != 0 || ctx->Texture.Unit[0].EnvColor[3] != 1)) { return FX_FALLBACK_TEXTURE_ENV; } if (ctx->Texture.Unit[0]._Current->Image[0][0]->Border > 0) return FX_FALLBACK_TEXTURE_BORDER; } if (ctx->Texture.Unit[1]._ReallyEnabled) { if (fxMesa->type < GR_SSTTYPE_Voodoo2) if (ctx->Texture.Unit[1].EnvMode == GL_BLEND) return FX_FALLBACK_TEXTURE_ENV; if (ctx->Texture.Unit[1]._Current->Image[0][0]->Border > 0) return FX_FALLBACK_TEXTURE_BORDER; } if (TDFX_DEBUG & (VERBOSE_DRIVER | VERBOSE_TEXTURE)) fprintf(stderr, "fx_check_IsInHardware: envmode is %s/%s\n", _mesa_lookup_enum_by_nr(ctx->Texture.Unit[0].EnvMode), _mesa_lookup_enum_by_nr(ctx->Texture.Unit[1].EnvMode)); /* KW: This was wrong (I think) and I changed it... which doesn't mean * it is now correct... * BP: The old condition just seemed to test if both texture units * were enabled. That's easy! */ if (ctx->Texture._EnabledUnits == 0x3) { #if 0 /* Can't use multipass to blend a multitextured triangle - fall * back to software. */ if (!fxMesa->haveTwoTMUs && ctx->Color.BlendEnabled) { return FX_FALLBACK_TEXTURE_MULTI; } #endif if (!fxMesa->HaveCmbExt && (ctx->Texture.Unit[0].EnvMode != ctx->Texture.Unit[1].EnvMode) && (ctx->Texture.Unit[0].EnvMode != GL_MODULATE) && (ctx->Texture.Unit[0].EnvMode != GL_REPLACE)) { /* q2, seems ok... */ if (TDFX_DEBUG & VERBOSE_DRIVER) fprintf(stderr, "fx_check_IsInHardware: unsupported multitex env mode\n"); return FX_FALLBACK_TEXTURE_MULTI; } } } else { /* we have just one texture unit */ if (ctx->Texture._EnabledUnits > 0x1) { return FX_FALLBACK_TEXTURE_MULTI; } if (fxMesa->type < GR_SSTTYPE_Voodoo2) if (ctx->Texture.Unit[0]._ReallyEnabled && (ctx->Texture.Unit[0].EnvMode == GL_BLEND)) { return FX_FALLBACK_TEXTURE_ENV; } } return 0; } static void fxDDUpdateDDPointers(GLcontext * ctx, GLuint new_state) { /* TNLcontext *tnl = TNL_CONTEXT(ctx); */ fxMesaContext fxMesa = FX_CONTEXT(ctx); if (TDFX_DEBUG & VERBOSE_DRIVER) { fprintf(stderr, "fxDDUpdateDDPointers(%08x)\n", new_state); } _swrast_InvalidateState(ctx, new_state); _vbo_InvalidateState(ctx, new_state); _tnl_InvalidateState(ctx, new_state); _swsetup_InvalidateState(ctx, new_state); fxMesa->new_gl_state |= new_state; } void fxSetupDDPointers(GLcontext * ctx) { fxMesaContext fxMesa = FX_CONTEXT(ctx); /* TNLcontext *tnl = TNL_CONTEXT(ctx); */ if (TDFX_DEBUG & VERBOSE_DRIVER) { fprintf(stderr, "fxSetupDDPointers()\n"); } ctx->Driver.UpdateState = fxDDUpdateDDPointers; ctx->Driver.GetString = fxDDGetString; ctx->Driver.ClearIndex = NULL; ctx->Driver.ClearColor = fxDDClearColor; ctx->Driver.Clear = fxDDClear; ctx->Driver.DrawBuffer = fxDDSetDrawBuffer; ctx->Driver.GetBufferSize = fxDDGetBufferSize; ctx->Driver.Viewport = fxDDViewport; switch (fxMesa->colDepth) { case 15: ctx->Driver.DrawPixels = fxDDDrawPixels555; ctx->Driver.ReadPixels = fxDDReadPixels555; ctx->Driver.Bitmap = fxDDDrawBitmap2; break; case 16: ctx->Driver.DrawPixels = !fxMesa->bgrOrder ? fxDDDrawPixels565 : fxDDDrawPixels565_rev; ctx->Driver.ReadPixels = fxDDReadPixels565; ctx->Driver.Bitmap = fxDDDrawBitmap2; break; case 32: ctx->Driver.DrawPixels = fxDDDrawPixels8888; ctx->Driver.ReadPixels = fxDDReadPixels8888; ctx->Driver.Bitmap = fxDDDrawBitmap4; break; } ctx->Driver.Finish = fxDDFinish; ctx->Driver.Flush = NULL; ctx->Driver.ChooseTextureFormat = fxDDChooseTextureFormat; ctx->Driver.TexImage1D = fxDDTexImage1D; ctx->Driver.TexImage2D = fxDDTexImage2D; ctx->Driver.TexSubImage1D = fxDDTexSubImage1D; ctx->Driver.TexSubImage2D = fxDDTexSubImage2D; ctx->Driver.CompressedTexImage2D = fxDDCompressedTexImage2D; ctx->Driver.CompressedTexSubImage2D = fxDDCompressedTexSubImage2D; ctx->Driver.TestProxyTexImage = fxDDTestProxyTexImage; ctx->Driver.TexEnv = fxDDTexEnv; ctx->Driver.TexParameter = fxDDTexParam; ctx->Driver.BindTexture = fxDDTexBind; ctx->Driver.DeleteTexture = fxDDTexDel; ctx->Driver.IsTextureResident = fxDDIsTextureResident; ctx->Driver.UpdateTexturePalette = fxDDTexPalette; ctx->Driver.AlphaFunc = fxDDAlphaFunc; ctx->Driver.BlendFuncSeparate = fxDDBlendFuncSeparate; ctx->Driver.BlendEquationSeparate = fxDDBlendEquationSeparate; ctx->Driver.DepthFunc = fxDDDepthFunc; ctx->Driver.DepthMask = fxDDDepthMask; ctx->Driver.ColorMask = fxDDColorMask; ctx->Driver.Fogfv = fxDDFogfv; ctx->Driver.Scissor = fxDDScissor; ctx->Driver.FrontFace = fxDDFrontFace; ctx->Driver.CullFace = fxDDCullFace; ctx->Driver.ShadeModel = fxDDShadeModel; ctx->Driver.Enable = fxDDEnable; if (fxMesa->haveHwStencil) { ctx->Driver.StencilFuncSeparate = fxDDStencilFuncSeparate; ctx->Driver.StencilMaskSeparate = fxDDStencilMaskSeparate; ctx->Driver.StencilOpSeparate = fxDDStencilOpSeparate; } fxSetupDDSpanPointers(ctx); fxDDUpdateDDPointers(ctx, ~0); } #else /* * Need this to provide at least one external definition. */ extern int gl_fx_dummy_function_dd(void); int gl_fx_dummy_function_dd(void) { return 0; } #endif /* FX */