/*
 * Mesa 3-D graphics library
 * Version:  3.3
 *
 * Copyright (C) 1999-2000  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.
 *
 *
 * Original Mesa / 3Dfx device driver (C) 1999 David Bucciarelli, by the
 * terms stated above.
 *
 * Thank you for your contribution, David!
 *
 * Please make note of the above copyright/license statement.  If you
 * contributed code or bug fixes to this code under the previous (GNU
 * Library) license and object to the new license, your code will be
 * removed at your request.  Please see the Mesa docs/COPYRIGHT file
 * for more information.
 *
 * Additional Mesa/3Dfx driver developers:
 *   Daryll Strauss <daryll@precisioninsight.com>
 *   Keith Whitwell <keith@precisioninsight.com>
 *
 * See fxapi.h for more revision/author details.
 */


/* fxdd.c - 3Dfx VooDoo Mesa device driver functions */


#ifdef HAVE_CONFIG_H
#include "conf.h"
#endif

#if defined(FX)

#include "image.h"
#include "mtypes.h"
#include "fxdrv.h"
#include "enums.h"
#include "extensions.h"
#include "texstore.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_pipeline.h"
#include "array_cache/acache.h"



float gl_ubyte_to_float_255_color_tab[256];

/* These lookup table are used to extract RGB values in [0,255] from
 * 16-bit pixel values.
 */
GLubyte FX_PixelToR[0x10000];
GLubyte FX_PixelToG[0x10000];
GLubyte FX_PixelToB[0x10000];


/*
 * Initialize the FX_PixelTo{RGB} arrays.
 * Input: bgrOrder - if TRUE, pixels are in BGR order, else RGB order.
 */
void fxInitPixelTables(fxMesaContext fxMesa, GLboolean bgrOrder)
{
  GLuint pixel;

  fxMesa->bgrOrder=bgrOrder;
  for (pixel = 0; pixel <= 0xffff; pixel++) {
    GLuint r, g, b;
    if (bgrOrder) {
      r = (pixel & 0x001F) << 3;
      g = (pixel & 0x07E0) >> 3;
      b = (pixel & 0xF800) >> 8;
    }
    else {
      r = (pixel & 0xF800) >> 8;
      g = (pixel & 0x07E0) >> 3;
      b = (pixel & 0x001F) << 3;
    }
    r = r * 255 / 0xF8;  /* fill in low-order bits */
    g = g * 255 / 0xFC;
    b = b * 255 / 0xF8;
    FX_PixelToR[pixel] = r;
    FX_PixelToG[pixel] = g;
    FX_PixelToB[pixel] = b;
  }
}


/**********************************************************************/
/*****                 Miscellaneous functions                    *****/
/**********************************************************************/

/* Return buffer size information */
static void fxDDBufferSize(GLcontext *ctx, GLuint *width, GLuint *height)
{
  fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

  if (MESA_VERBOSE&VERBOSE_DRIVER) {
    fprintf(stderr,"fxmesa: fxDDBufferSize(...) Start\n");
  }

  *width=fxMesa->width;
  *height=fxMesa->height;

  if (MESA_VERBOSE&VERBOSE_DRIVER) {
    fprintf(stderr,"fxmesa: fxDDBufferSize(...) End\n");
  }
}


/* Implements glClearColor() */
static void fxDDClearColor(GLcontext *ctx, const GLchan color[4])
{
  fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
  GLubyte col[4];

  if (MESA_VERBOSE&VERBOSE_DRIVER) {
    fprintf(stderr,"fxmesa: fxDDClearColor(%d,%d,%d,%d)\n",
            color[0], color[1], color[2], color[3]);
  }

  ASSIGN_4V( col, color[0], color[1], color[2], 255 );
  fxMesa->clearC = FXCOLOR4( col );
  fxMesa->clearA = color[3];
}


/* Clear the color and/or depth buffers */
static void fxDDClear(GLcontext *ctx, GLbitfield mask, GLboolean all,
		      GLint x, GLint y, GLint width, GLint height )
{
  fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
  const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
  const FxU16 clearD = (FxU16) (ctx->Depth.Clear * 0xffff);
  GLbitfield softwareMask = mask & (DD_STENCIL_BIT | DD_ACCUM_BIT);

  /* we can't clear stencil or accum buffers */
  mask &= ~(DD_STENCIL_BIT | DD_ACCUM_BIT);

  if (MESA_VERBOSE & VERBOSE_DRIVER) {
    fprintf(stderr,"fxmesa: fxDDClear(%d,%d,%d,%d)\n", (int) x, (int) y,
            (int) width, (int) height);
  }

  if (colorMask != 0xffffffff) {
    /* do masked color buffer clears in software */
    softwareMask |= (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
    mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT);
  }

  /*
   * This could probably be done fancier but doing each possible case
   * explicitly is less error prone.
   */
  switch (mask) {
    case DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
      /* back buffer & depth */
      FX_grDepthMask(FXTRUE);
      FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      if (!ctx->Depth.Mask) {
        FX_grDepthMask(FXFALSE);
      }
      break;
    case DD_FRONT_LEFT_BIT | DD_DEPTH_BIT:
      /* XXX it appears that the depth buffer isn't cleared when
       * glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set.
       * This is a work-around/
       */
      /* clear depth */
      FX_grDepthMask(FXTRUE);
      FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
      FX_grColorMask(FXFALSE,FXFALSE);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      /* clear front */
      FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
      FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      break;
    case DD_BACK_LEFT_BIT:
      /* back buffer only */
      FX_grDepthMask(FXFALSE);
      FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      if (ctx->Depth.Mask) {
        FX_grDepthMask(FXTRUE);
      }
      break;
    case DD_FRONT_LEFT_BIT:
      /* front buffer only */
      FX_grDepthMask(FXFALSE);
      FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      if (ctx->Depth.Mask) {
        FX_grDepthMask(FXTRUE);
      }
      break;
    case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT:
      /* front and back */
      FX_grDepthMask(FXFALSE);
      FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      if (ctx->Depth.Mask) {
        FX_grDepthMask(FXTRUE);
      }
      break;
    case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
      /* clear front */
      FX_grDepthMask(FXFALSE);
      FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      /* clear back and depth */
      FX_grDepthMask(FXTRUE);
      FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      if (!ctx->Depth.Mask) {
        FX_grDepthMask(FXFALSE);
      }
      break;
    case DD_DEPTH_BIT:
      /* just the depth buffer */
      FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
      FX_grColorMask(FXFALSE,FXFALSE);
      FX_grDepthMask(FXTRUE);
      FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
      FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
      if (ctx->Color.DrawDestMask & FRONT_LEFT_BIT)
        FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
      if (!ctx->Depth.Test || !ctx->Depth.Mask)
        FX_grDepthMask(FXFALSE);
      break;
    default:
      /* error */
      ;
  }

  /* Clear any remaining buffers:
   */
  if (softwareMask) 
     _swrast_Clear( ctx, softwareMask, all, x, y, width, height );
}


/* Set the buffer used for drawing */
/* XXX support for separate read/draw buffers hasn't been tested */
static GLboolean fxDDSetDrawBuffer(GLcontext *ctx, GLenum mode)
{
  fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

  if (MESA_VERBOSE&VERBOSE_DRIVER) {
    fprintf(stderr,"fxmesa: fxDDSetBuffer(%x)\n", (int) mode);
  }

  if (mode == GL_FRONT_LEFT) {
    fxMesa->currentFB = GR_BUFFER_FRONTBUFFER;
    FX_grRenderBuffer(fxMesa->currentFB);
    return GL_TRUE;
  }
  else if (mode == GL_BACK_LEFT) {
    fxMesa->currentFB = GR_BUFFER_BACKBUFFER;
    FX_grRenderBuffer(fxMesa->currentFB);
    return GL_TRUE;
  }
  else if (mode == GL_NONE) {
    FX_grColorMask(FXFALSE,FXFALSE);
    return GL_TRUE;
  }
  else {
    return GL_FALSE;
  }
}


/* Set the buffer used for reading */
/* XXX support for separate read/draw buffers hasn't been tested */
static void fxDDSetReadBuffer(GLcontext *ctx, GLframebuffer *buffer,
                              GLenum mode )
{
  fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
  (void) buffer;

  if (MESA_VERBOSE&VERBOSE_DRIVER) {
    fprintf(stderr,"fxmesa: fxDDSetBuffer(%x)\n", (int) mode);
  }

  if (mode == GL_FRONT_LEFT) {
    fxMesa->currentFB = GR_BUFFER_FRONTBUFFER;
    FX_grRenderBuffer(fxMesa->currentFB);
  }
  else if (mode == GL_BACK_LEFT) {
    fxMesa->currentFB = GR_BUFFER_BACKBUFFER;
    FX_grRenderBuffer(fxMesa->currentFB);
  }
}



static void fxDDDrawBitmap(GLcontext *ctx, GLint px, GLint py,
			   GLsizei width, GLsizei height,
			   const struct gl_pixelstore_attrib *unpack,
			   const GLubyte *bitmap)
{
  fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
  GrLfbInfo_t info;
  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 (ctx->Color.AlphaEnabled ||
      ctx->Color.BlendEnabled ||
      ctx->Depth.Test ||
      ctx->Fog.Enabled ||
      ctx->Color.ColorLogicOpEnabled ||
      ctx->Stencil.Enabled ||
      ctx->Scissor.Enabled ||
      (  ctx->DrawBuffer->UseSoftwareAlphaBuffers &&
         ctx->Color.ColorMask[ACOMP]) ||
      ctx->Color.MultiDrawBuffer) 
  {
     _swrast_Bitmap( ctx, px, py, width, height, unpack, bitmap );
     return;
  }


  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.
     *
     * KW: This code is never reached, see the test above.
     */

    /* 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[0] * 255.0f);
    GLint g = (GLint) (ctx->Current.RasterColor[1] * 255.0f);
    GLint b = (GLint) (ctx->Current.RasterColor[2] * 255.0f);
    /*GLint a = (GLint)(ctx->Current.RasterColor[3]*255.0f);*/
    if (fxMesa->bgrOrder)
      color = (FxU16)
        ( ((FxU16)0xf8 & b) << (11-3))  |
        ( ((FxU16)0xfc & g) << (5-3+1)) |
        ( ((FxU16)0xf8 & r) >> 3);
    else
      color = (FxU16)
        ( ((FxU16)0xf8 & r) << (11-3))  |
        ( ((FxU16)0xfc & g) << (5-3+1)) |
        ( ((FxU16)0xf8 & b) >> 3);
  }

  info.size = sizeof(info);
  if (!FX_grLfbLock(GR_LFB_WRITE_ONLY,
                    fxMesa->currentFB,
                    GR_LFBWRITEMODE_565,
                    GR_ORIGIN_UPPER_LEFT,
                    FXFALSE,
                    &info)) {
#ifndef FX_SILENT
    fprintf(stderr,"fx Driver: error locking the linear frame buffer\n");
#endif
    return;
  }

  {
    const GLint winX = 0;
    const GLint winY = fxMesa->height - 1;
    /* 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_address( finalUnpack,
                 bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, 0, 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;
    }
  }

  FX_grLfbUnlock(GR_LFB_WRITE_ONLY,fxMesa->currentFB);
}


static void fxDDReadPixels( 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) {
      _swrast_ReadPixels( ctx, x, y, width, height, format, type,
			  packing, dstImage );
      return;  
   }
   else {
      fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
      GrLfbInfo_t info;

      BEGIN_BOARD_LOCK();
      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_address(packing, dstImage,
							width, height, format, type, 0, 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];
		  const GLint pixel0 = pixel & 0xffff;
		  const GLint pixel1 = pixel >> 16;
		  *d++ = FX_PixelToR[pixel0];
		  *d++ = FX_PixelToG[pixel0];
		  *d++ = FX_PixelToB[pixel0];
		  *d++ = FX_PixelToR[pixel1];
		  *d++ = FX_PixelToG[pixel1];
		  *d++ = FX_PixelToB[pixel1];
	       }
	       if (extraPixel) {
		  GLushort pixel = src[width-1];
		  *d++ = FX_PixelToR[pixel];
		  *d++ = FX_PixelToG[pixel];
		  *d++ = FX_PixelToB[pixel];
	       }
	       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];
		  const GLint pixel0 = pixel & 0xffff;
		  const GLint pixel1 = pixel >> 16;
		  *d++ = FX_PixelToR[pixel0];
		  *d++ = FX_PixelToG[pixel0];
		  *d++ = FX_PixelToB[pixel0];
		  *d++ = 255;
		  *d++ = FX_PixelToR[pixel1];
		  *d++ = FX_PixelToG[pixel1];
		  *d++ = FX_PixelToB[pixel1];
		  *d++ = 255;
	       }
	       if (extraPixel) {
		  const GLushort pixel = src[width-1];
		  *d++ = FX_PixelToR[pixel];
		  *d++ = FX_PixelToG[pixel];
		  *d++ = FX_PixelToB[pixel];
		  *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 fxDDFinish(GLcontext *ctx)
{
  FX_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)
{
  switch (name) {
    case GL_RENDERER:
      {
        static char buf[80];

        if (glbHWConfig.SSTs[glbCurrentBoard].type==GR_SSTTYPE_VOODOO) {
          GrVoodooConfig_t *vc =
            &glbHWConfig.SSTs[glbCurrentBoard].sstBoard.VoodooConfig;

          sprintf(buf,
                  "Mesa Glide v0.30 Voodoo_Graphics %d "
                  "CARD/%d FB/%d TM/%d TMU/%s",
                  glbCurrentBoard,
                  (vc->sliDetect ? (vc->fbRam*2) : vc->fbRam),
                  (vc->tmuConfig[GR_TMU0].tmuRam +
                   ((vc->nTexelfx>1) ? vc->tmuConfig[GR_TMU1].tmuRam : 0)),
                  vc->nTexelfx,
                  (vc->sliDetect ? "SLI" : "NOSLI"));
        }
        else if (glbHWConfig.SSTs[glbCurrentBoard].type==GR_SSTTYPE_SST96) {
          GrSst96Config_t *sc =
            &glbHWConfig.SSTs[glbCurrentBoard].sstBoard.SST96Config;

          sprintf(buf,
                  "Glide v0.30 Voodoo_Rush %d "
                  "CARD/%d FB/%d TM/%d TMU/NOSLI",
                  glbCurrentBoard,
                  sc->fbRam,
                  sc->tmuConfig.tmuRam,
                  sc->nTexelfx);
        }
        else {
          strcpy(buf, "Glide v0.30 UNKNOWN");
        }
        return (GLubyte *) buf;
      }
    default:
      return NULL;
  }
}

static const struct gl_pipeline_stage *fx_pipeline[] = {
   &_tnl_vertex_transform_stage, /* TODO: Add the fastpath here */
   &_tnl_normal_transform_stage, 
   &_tnl_lighting_stage,	
   &_tnl_fog_coordinate_stage,	/* TODO: Omit fog stage */
   &_tnl_texgen_stage, 
   &_tnl_texture_transform_stage, 
   &_tnl_point_attenuation_stage, 
   &_tnl_render_stage,		
   0,
};




int fxDDInitFxMesaContext( fxMesaContext fxMesa )
{
   int i;
   static int firsttime = 1;

   for (i = 0 ; i < 256 ; i++) {
      gl_ubyte_to_float_255_color_tab[i] = (float) i;
   }

   if (firsttime) {
      fxDDSetupInit();
      fxDDTrifuncInit();
      firsttime = 0;
   }

   FX_setupGrVertexLayout();

   if (getenv("FX_EMULATE_SINGLE_TMU"))
      fxMesa->haveTwoTMUs = GL_FALSE;

   fxMesa->emulateTwoTMUs = fxMesa->haveTwoTMUs;

   if (!getenv("FX_DONT_FAKE_MULTITEX"))
      fxMesa->emulateTwoTMUs = GL_TRUE;

   if(getenv("FX_GLIDE_SWAPINTERVAL"))
      fxMesa->swapInterval=atoi(getenv("FX_GLIDE_SWAPINTERVAL"));
   else
      fxMesa->swapInterval=1;

   if(getenv("MESA_FX_SWAP_PENDING"))
      fxMesa->maxPendingSwapBuffers=atoi(getenv("MESA_FX_SWAP_PENDING"));
   else
      fxMesa->maxPendingSwapBuffers=2;

   if(getenv("MESA_FX_INFO"))
      fxMesa->verbose=GL_TRUE;
   else
      fxMesa->verbose=GL_FALSE;

   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=GR_CMP_ALWAYS;
   fxMesa->unitsState.alphaTestRefValue=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.depthTestEnabled	=GL_FALSE;
   fxMesa->unitsState.depthMask		=GL_TRUE;
   fxMesa->unitsState.depthTestFunc	=GR_CMP_LESS;

   FX_grColorMask(FXTRUE, fxMesa->haveAlphaBuffer ? FXTRUE : FXFALSE);
   if(fxMesa->haveDoubleBuffer) {
      fxMesa->currentFB=GR_BUFFER_BACKBUFFER;
      FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
   } else {
      fxMesa->currentFB=GR_BUFFER_FRONTBUFFER;
      FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
   }
    
   fxMesa->state = malloc(FX_grGetInteger(FX_GLIDE_STATE_SIZE));
   fxMesa->fogTable = malloc(FX_grGetInteger(FX_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)
      FX_grDepthBufferMode(GR_DEPTHBUFFER_ZBUFFER);

#if (!FXMESA_USE_ARGB)
   FX_grLfbWriteColorFormat(GR_COLORFORMAT_ABGR); /* Not every Glide has this */
#endif

   fxMesa->textureAlign=FX_grGetInteger(FX_TEXTURE_ALIGN);
   fxMesa->glCtx->Const.MaxTextureLevels=9;
   fxMesa->glCtx->Const.MaxTextureSize=256;
   fxMesa->glCtx->Const.MaxTextureUnits=fxMesa->emulateTwoTMUs ? 2 : 1;
   fxMesa->new_state = _NEW_ALL;

   /* Initialize the software rasterizer and helper modules.
    */
   _swrast_CreateContext( fxMesa->glCtx );
   _ac_CreateContext( fxMesa->glCtx );
   _tnl_CreateContext( fxMesa->glCtx );
   _swsetup_CreateContext( fxMesa->glCtx );

   _tnl_destroy_pipeline( fxMesa->glCtx );
   _tnl_install_pipeline( fxMesa->glCtx, fx_pipeline );
   
   fxAllocVB( fxMesa->glCtx );

   fxSetupDDPointers(fxMesa->glCtx);

   /* Tell the software rasterizer to use pixel fog always.
    */
   _swrast_allow_vertex_fog( fxMesa->glCtx, GL_FALSE );
   _swrast_allow_pixel_fog( fxMesa->glCtx, 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( fxMesa->glCtx, GL_FALSE ); */

   fxDDInitExtensions(fxMesa->glCtx);  

#ifdef FXVTXFMT
   fxDDInitVtxfmt(fxMesa->glCtx);
#endif

   FX_grGlideGetState((GrState*)fxMesa->state);

   /* Run the config file */
   _mesa_context_initialize( fxMesa->glCtx );

   return 1;
}

/* Undo the above.
 */
void fxDDDestroyFxMesaContext( fxMesaContext fxMesa )
{
   _swsetup_DestroyContext( fxMesa->glCtx );
   _tnl_DestroyContext( fxMesa->glCtx );
   _ac_DestroyContext( fxMesa->glCtx );
   _swrast_DestroyContext( fxMesa->glCtx );

   if (fxMesa->state)  
      free(fxMesa->state);
   if (fxMesa->fogTable)
      free(fxMesa->fogTable);
   fxTMClose(fxMesa);
   fxFreeVB(fxMesa->glCtx);
}




void fxDDInitExtensions( GLcontext *ctx )
{
   fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

   _mesa_add_extension(ctx, GL_TRUE, "3DFX_set_global_palette", 0);
   _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");

   if (fxMesa->haveTwoTMUs)
      _mesa_enable_extension(ctx, "GL_EXT_texture_env_add");

   if (fxMesa->emulateTwoTMUs)
      _mesa_enable_extension(ctx, "GL_ARB_multitexture");
}


/************************************************************************/
/************************************************************************/
/************************************************************************/

/* Check if the hardware supports the current context
 *
 * Performs similar work to fxDDChooseRenderState() - should be merged.
 */
static GLboolean fxIsInHardware(GLcontext *ctx)
{
   fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

   if (ctx->RenderMode != GL_RENDER)
     return GL_FALSE;

  if (ctx->Stencil.Enabled ||
      ctx->Color.MultiDrawBuffer ||
      ((ctx->Color.BlendEnabled) && (ctx->Color.BlendEquation!=GL_FUNC_ADD_EXT)) ||
      ((ctx->Color.ColorLogicOpEnabled) && (ctx->Color.LogicOp!=GL_COPY)) ||
      (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) ||
      (!((ctx->Color.ColorMask[RCOMP]==ctx->Color.ColorMask[GCOMP]) &&
	 (ctx->Color.ColorMask[GCOMP]==ctx->Color.ColorMask[BCOMP]) &&
	 (ctx->Color.ColorMask[ACOMP]==ctx->Color.ColorMask[ACOMP])))
    )
  {
     return GL_FALSE;
  }
  /* Unsupported texture/multitexture cases */

  if (fxMesa->emulateTwoTMUs) {
    if (ctx->Texture._ReallyEnabled & (TEXTURE0_3D | TEXTURE1_3D))
      return GL_FALSE;  /* can't do 3D textures */
    if (ctx->Texture._ReallyEnabled & (TEXTURE0_1D | TEXTURE1_1D))
      return GL_FALSE;  /* can't do 1D textures */

    if (ctx->Texture._ReallyEnabled & TEXTURE0_2D) {
      if (ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
	  (ctx->Texture._ReallyEnabled & TEXTURE1_2D ||
	   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 GL_FALSE;
      }
      if (ctx->Texture.Unit[0]._Current->Image[0]->Border > 0)
        return GL_FALSE;
    }

    if (ctx->Texture._ReallyEnabled & TEXTURE1_2D) {
      if (ctx->Texture.Unit[1].EnvMode == GL_BLEND)
        return GL_FALSE;
      if (ctx->Texture.Unit[0]._Current->Image[0]->Border > 0)
        return GL_FALSE;
    }

    if (MESA_VERBOSE & (VERBOSE_DRIVER|VERBOSE_TEXTURE))
       fprintf(stderr, "fxMesa: fxIsInHardware, 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...
     */
    if((ctx->_Enabled & (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D)) &&
       (ctx->_Enabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D)))
    {
       /* Can't use multipass to blend a multitextured triangle - fall
	* back to software.
	*/
      if (!fxMesa->haveTwoTMUs && ctx->Color.BlendEnabled) {
	  return GL_FALSE;
      }
	
       if ((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 (MESA_VERBOSE&VERBOSE_DRIVER)
	    fprintf(stderr, "fxMesa: unsupported multitex env mode\n");
	  return GL_FALSE;
       }
    }
  } else {
    if((ctx->_Enabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D)) ||
       /* Not very well written ... */
       ((ctx->_Enabled & TEXTURE0_1D) &&
        (!(ctx->_Enabled & TEXTURE0_2D)))
       ) {
      return GL_FALSE;
    }


    if((ctx->Texture._ReallyEnabled & TEXTURE0_2D) &&
       (ctx->Texture.Unit[0].EnvMode==GL_BLEND)) {
      return GL_FALSE;
    }
  }

  return GL_TRUE;
}

static void update_texture_scales( GLcontext *ctx )
{
   fxMesaContext fxMesa = FX_CONTEXT(ctx);
   struct gl_texture_unit *t0 = &ctx->Texture.Unit[fxMesa->tmu_source[0]];
   struct gl_texture_unit *t1 = &ctx->Texture.Unit[fxMesa->tmu_source[1]];
     
   if (t0 && t0->_Current && FX_TEXTURE_DATA(t0)) {
      fxMesa->s0scale = FX_TEXTURE_DATA(t0)->sScale;
      fxMesa->t0scale = FX_TEXTURE_DATA(t0)->tScale;
      fxMesa->inv_s0scale = 1.0 / fxMesa->s0scale;
      fxMesa->inv_t0scale = 1.0 / fxMesa->t0scale;
   }
   
   if (t1 && t1->_Current && FX_TEXTURE_DATA(t1)) {
      fxMesa->s1scale = FX_TEXTURE_DATA(t1)->sScale;
      fxMesa->t1scale = FX_TEXTURE_DATA(t1)->tScale;
      fxMesa->inv_s1scale = 1.0 / fxMesa->s1scale;
      fxMesa->inv_t1scale = 1.0 / fxMesa->t1scale;
   }
}

static void fxDDUpdateDDPointers(GLcontext *ctx, GLuint new_state)
{
   fxMesaContext fxMesa = FX_CONTEXT(ctx);

   _swrast_InvalidateState( ctx, new_state );
   _ac_InvalidateState( ctx, new_state );
   _tnl_InvalidateState( ctx, new_state );
   _swsetup_InvalidateState( ctx, new_state );

   /* Recalculate fog table on projection matrix changes.  This used to
    * be triggered by the NearFar callback.
    */
   if (new_state & _NEW_PROJECTION) 
      fxMesa->new_state |= FX_NEW_FOG;

   if (new_state & (_FX_NEW_IS_IN_HARDWARE |
		    _FX_NEW_RENDERSTATE |
		    _FX_NEW_SETUP_FUNCTION | 
		    _NEW_TEXTURE))
   {
      fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

      if (new_state & _FX_NEW_IS_IN_HARDWARE)
	 fxMesa->is_in_hardware = fxIsInHardware(ctx);
    
      if (fxMesa->new_state)
	 fxSetupFXUnits(ctx);

      if (new_state & _FX_NEW_RENDERSTATE) 
	 fxDDChooseRenderState( ctx );
    
      if (new_state & _FX_NEW_SETUP_FUNCTION)
	 ctx->Driver.BuildProjectedVertices = fx_validate_BuildProjVerts;     

      if (new_state & _NEW_TEXTURE) 
	 update_texture_scales( ctx );

   }

#ifdef FXVTXFMT
   if (fxMesa->allow_vfmt) {
      if (new_state & _NEW_LIGHT)
	 fx_update_lighting( ctx );

      if (new_state & _FX_NEW_VTXFMT)
	 fxDDCheckVtxfmt( ctx );
   }
#endif
}

static void fxDDRenderPrimitive( GLcontext *ctx, GLenum mode )
{
   fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

   if (!fxMesa->is_in_hardware) {
      _swsetup_RenderPrimitive( ctx, mode );
   } 
   else {
      fxMesa->render_prim = mode;
   }   
}


static void fxDDRenderStart( GLcontext *ctx )
{
   fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

   _swsetup_RenderStart( ctx );

   if (fxMesa->new_state) {
      fxSetupFXUnits( ctx );
   }
}

static void fxDDRenderFinish( GLcontext *ctx )
{
   fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;

   if (!fxMesa->is_in_hardware) {
      _swsetup_RenderFinish( ctx );
   } 
}



void fxSetupDDPointers(GLcontext *ctx)
{
   if (MESA_VERBOSE&VERBOSE_DRIVER) {
      fprintf(stderr,"fxmesa: fxSetupDDPointers()\n");
   }

   ctx->Driver.UpdateState=fxDDUpdateDDPointers;

   ctx->Driver.WriteDepthSpan=fxDDWriteDepthSpan;
   ctx->Driver.WriteDepthPixels=fxDDWriteDepthPixels;
   ctx->Driver.ReadDepthSpan=fxDDReadDepthSpan;
   ctx->Driver.ReadDepthPixels=fxDDReadDepthPixels;

   ctx->Driver.GetString=fxDDGetString;

   ctx->Driver.ClearIndex=NULL;
   ctx->Driver.ClearColor=fxDDClearColor;
   ctx->Driver.Clear=fxDDClear;

   ctx->Driver.SetDrawBuffer=fxDDSetDrawBuffer;
   ctx->Driver.SetReadBuffer=fxDDSetReadBuffer;
   ctx->Driver.GetBufferSize=fxDDBufferSize;

   ctx->Driver.Accum = _swrast_Accum;
   ctx->Driver.Bitmap = fxDDDrawBitmap;
   ctx->Driver.CopyPixels = _swrast_CopyPixels;
   ctx->Driver.DrawPixels = _swrast_DrawPixels;
   ctx->Driver.ReadPixels = fxDDReadPixels;
   ctx->Driver.ResizeBuffersMESA = _swrast_alloc_buffers;

   ctx->Driver.Finish=fxDDFinish;
   ctx->Driver.Flush=NULL;

   ctx->Driver.RenderStart=fxDDRenderStart;
   ctx->Driver.RenderFinish=fxDDRenderFinish;
   ctx->Driver.ResetLineStipple=_swrast_ResetLineStipple;
   ctx->Driver.RenderPrimitive=fxDDRenderPrimitive;

   /* Install the oldstyle interp functions:
    */
   ctx->Driver.RenderInterp = _swsetup_RenderInterp;
   ctx->Driver.RenderCopyPV = _swsetup_RenderCopyPV;
   ctx->Driver.RenderClippedLine = _swsetup_RenderClippedLine;
   ctx->Driver.RenderClippedPolygon = _swsetup_RenderClippedPolygon;

   ctx->Driver.TexImage1D = _mesa_store_teximage1d;
   ctx->Driver.TexImage2D = fxDDTexImage2D;
   ctx->Driver.TexImage3D = _mesa_store_teximage3d;
   ctx->Driver.TexSubImage1D = _mesa_store_texsubimage1d;
   ctx->Driver.TexSubImage2D = fxDDTexSubImage2D;
   ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d;
   ctx->Driver.CopyTexImage1D = _mesa_copy_teximage1d;
   ctx->Driver.CopyTexImage2D = _mesa_copy_teximage2d;
   ctx->Driver.CopyTexSubImage1D = _mesa_copy_texsubimage1d;
   ctx->Driver.CopyTexSubImage2D = _mesa_copy_texsubimage2d;
   ctx->Driver.CopyTexSubImage3D = _mesa_copy_texsubimage3d;
   ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage;

   ctx->Driver.TexEnv = fxDDTexEnv;
   ctx->Driver.TexParameter = fxDDTexParam;
   ctx->Driver.BindTexture = fxDDTexBind;
   ctx->Driver.DeleteTexture = fxDDTexDel;
   ctx->Driver.UpdateTexturePalette = fxDDTexPalette;

   ctx->Driver.AlphaFunc=fxDDAlphaFunc;
   ctx->Driver.BlendFunc=fxDDBlendFunc;
   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;

  

   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 */