/* -*- mode: C; tab-width:8; c-basic-offset:2 -*- */ /* * 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 * Keith Whitwell * * 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 "types.h" #include "fxdrv.h" #include "enums.h" #include "extensions.h" /* 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 *****/ /**********************************************************************/ /* Enalbe/Disable dithering */ static void fxDDDither(GLcontext *ctx, GLboolean enable) { if (MESA_VERBOSE&VERBOSE_DRIVER) { fprintf(stderr,"fxmesa: fxDDDither()\n"); } if (enable) { FX_grDitherMode(GR_DITHER_4x4); } else { FX_grDitherMode(GR_DITHER_DISABLE); } } /* 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"); } } /* Set current drawing color */ static void fxDDSetColor(GLcontext *ctx, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; GLubyte col[4]; ASSIGN_4V( col, red, green, blue, alpha ); if (MESA_VERBOSE&VERBOSE_DRIVER) { fprintf(stderr,"fxmesa: fxDDSetColor(%d,%d,%d,%d)\n",red,green,blue,alpha); } fxMesa->color=FXCOLOR4(col); } /* Implements glClearColor() */ static void fxDDClearColor(GLcontext *ctx, GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha ) { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; GLubyte col[4]; ASSIGN_4V( col, red, green, blue, 255 ); if (MESA_VERBOSE&VERBOSE_DRIVER) { fprintf(stderr,"fxmesa: fxDDClearColor(%d,%d,%d,%d)\n",red,green,blue,alpha); } fxMesa->clearC=FXCOLOR4( col ); fxMesa->clearA=alpha; } /* Clear the color and/or depth buffers */ static GLbitfield 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); GLbitfield softwareMask = mask & (DD_STENCIL_BIT | DD_ACCUM_BIT); GLbitfield newMask = 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 (mask == (DD_BACK_LEFT_BIT | DD_DEPTH_BIT) && colorMask == 0xffffffff) { /* common case: clear back color buffer and depth buffer */ FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, (FxU16)(ctx->Depth.Clear*0xffff)); return 0; } /* depth masking */ if (newMask & DD_DEPTH_BIT) { FX_grDepthMask(FXTRUE); CLEAR_BITS(newMask, DD_DEPTH_BIT); } else { FX_grDepthMask(FXFALSE); } if (colorMask != 0xffffffff) { /* do masked color clear in software */ softwareMask |= (newMask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)); CLEAR_BITS(newMask, (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)); } if (newMask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)) { if (newMask & DD_FRONT_LEFT_BIT) { if (mask & 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/ */ FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); FX_grColorMask(FXFALSE,FXFALSE); FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, (FxU16)(ctx->Depth.Clear*0xffff)); FX_grColorMask(ctx->Color.ColorMask[RCOMP] || ctx->Color.ColorMask[GCOMP] || ctx->Color.ColorMask[BCOMP], ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer); } FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER); FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, (FxU16)(ctx->Depth.Clear*0xffff)); } if (newMask & DD_BACK_LEFT_BIT) { FX_grRenderBuffer(GR_BUFFER_BACKBUFFER); FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, (FxU16)(ctx->Depth.Clear*0xffff)); } CLEAR_BITS(newMask, (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT)); } else if (mask & DD_DEPTH_BIT) { /* clear depth but not color */ FX_grColorMask(FXFALSE,FXFALSE); FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, (FxU16)(ctx->Depth.Clear*0xffff)); FX_grColorMask(ctx->Color.ColorMask[RCOMP] || ctx->Color.ColorMask[GCOMP] || ctx->Color.ColorMask[BCOMP], ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer); } /* Restore depth mask state */ if (mask & DD_DEPTH_BIT) { if (ctx->Depth.Mask) { FX_grDepthMask(FXTRUE); } else { FX_grDepthMask(FXFALSE); } } return newMask | softwareMask; } /* 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 { 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); } } #ifdef XF86DRI static GLboolean inClipRects(fxMesaContext fxMesa, int px, int py) { int i; py=fxMesa->height+fxMesa->y_offset-py; for (i=0; inumClipRects; i++) { if ((px>=fxMesa->pClipRects[i].x1) && (pxpClipRects[i].x2) && (py>=fxMesa->pClipRects[i].y1) && (pypClipRects[i].y2)) return GL_TRUE; } return GL_FALSE; } #endif static GLboolean 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; FxU16 *p; GrLfbInfo_t info; const GLubyte *pb; int x,y,xmin,xmax,ymin,ymax; GLint r,g,b,a,scrwidth,scrheight,stride; FxU16 color; /* TODO: with a little work, these bitmap unpacking parameter restrictions * could be removed. */ if((unpack->Alignment!=1) || (unpack->RowLength!=0) || (unpack->SkipPixels!=0) || (unpack->SkipRows!=0) || (unpack->SwapBytes) || (unpack->LsbFirst)) return GL_FALSE; if (ctx->Scissor.Enabled) { xmin=ctx->Scissor.X; xmax=ctx->Scissor.X+ctx->Scissor.Width; ymin=ctx->Scissor.Y; ymax=ctx->Scissor.Y+ctx->Scissor.Height; } else { xmin=0; xmax=fxMesa->width; ymin=0; ymax=fxMesa->height; } xmin+=fxMesa->x_offset; xmax+=fxMesa->x_offset; #ifdef XF86DRI #define ISCLIPPED(rx, ry) ( ((rx)=xmax) || !inClipRects(fxMesa, rx, ry)) #else #define ISCLIPPED(rx, ry) ( ((rx)=xmax) ) #endif #define DRAWBIT(i) { \ if(!ISCLIPPED(x+px, y)) \ if( (*pb) & (1<<(i)) ) \ (*p)=color; \ p++; \ x++; \ if(x>=width) { \ pb++; \ break; \ } \ } scrwidth=fxMesa->width; scrheight=fxMesa->height; if ((px>=scrwidth) || (px+width<=0) || (py>=scrheight) || (py+height<=0)) return GL_TRUE; pb=bitmap; if(py<0) { pb+=(height*(-py)) >> (3+1); height+=py; py=0; } if (py+height>=scrheight) height-=(py+height)-scrheight; 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 GL_TRUE; } r=(GLint)(ctx->Current.RasterColor[0]*255.0f); g=(GLint)(ctx->Current.RasterColor[1]*255.0f); b=(GLint)(ctx->Current.RasterColor[2]*255.0f); 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); stride=info.strideInBytes>>1; /* This code is a bit slow... */ if (py>ymin) ymin=py; if (py+heightx_offset; scrheight=fxMesa->height+fxMesa->y_offset; for(y=ymin; ycurrentFB); #undef ISCLIPPED #undef DRAWBIT return GL_TRUE; } static void fxDDFinish(GLcontext *ctx) { FX_grFlush(); } static GLint fxDDGetParameteri(const GLcontext *ctx, GLint param) { switch(param) { case DD_HAVE_HARDWARE_FOG: return 1; default: fprintf(stderr,"fx Driver: internal error in fxDDGetParameteri(): %x\n", (int) param); fxCloseHardware(); exit(-1); return 0; } } void fxDDSetNearFar(GLcontext *ctx, GLfloat n, GLfloat f) { FX_CONTEXT(ctx)->new_state |= FX_NEW_FOG; ctx->Driver.RenderStart = fxSetupFXUnits; } /* 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) { #if defined(GLX_DIRECT_RENDERING) /* Building for DRI driver */ switch (name) { case GL_RENDERER: { static char buffer[100]; char hardware[100]; strcpy(hardware, grGetString(GR_HARDWARE)); if (strcmp(hardware, "Voodoo3 (tm)") == 0) strcpy(hardware, "Voodoo3"); else if (strcmp(hardware, "Voodoo Banshee (tm)") == 0) strcpy(hardware, "VoodooBanshee"); else { /* unexpected result: replace spaces with hyphens */ int i; for (i = 0; hardware[i]; i++) { if (hardware[i] == ' ' || hardware[i] == '\t') hardware[i] = '-'; } } /* now make the GL_RENDERER string */ sprintf(buffer, "Mesa DRI %s 20000208", hardware); return buffer; } case GL_VENDOR: return "Precision Insight, Inc."; default: return NULL; } #else /* Building for Voodoo1/2 stand-alone Mesa */ 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; } #endif } int fxDDInitFxMesaContext( fxMesaContext fxMesa ) { 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 = NULL; fxMesa->fogTable = NULL; 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->glCtx->Const.MaxTextureLevels=9; fxMesa->glCtx->Const.MaxTextureSize=256; fxMesa->glCtx->Const.MaxTextureUnits=fxMesa->emulateTwoTMUs ? 2 : 1; fxMesa->glCtx->NewState|=NEW_DRVSTATE1; fxMesa->new_state = NEW_ALL; fxDDSetupInit(); fxDDCvaInit(); fxDDClipInit(); fxDDTrifuncInit(); fxDDFastPathInit(); fxSetupDDPointers(fxMesa->glCtx); fxDDRenderInit(fxMesa->glCtx); fxDDInitExtensions(fxMesa->glCtx); fxDDSetNearFar(fxMesa->glCtx,1.0,100.0); FX_grGlideGetState((GrState*)fxMesa->state); /* XXX Fix me: callback not registered when main VB is created. */ if (fxMesa->glCtx->VB) fxDDRegisterVB( fxMesa->glCtx->VB ); /* XXX Fix me too: need to have the 'struct dd' prepared prior to * creating the context... The below is broken if you try to insert * new stages. */ if (fxMesa->glCtx->NrPipelineStages) fxMesa->glCtx->NrPipelineStages = fxDDRegisterPipelineStages( fxMesa->glCtx->PipelineStage, fxMesa->glCtx->PipelineStage, fxMesa->glCtx->NrPipelineStages); /* Run the config file */ gl_context_initialize( fxMesa->glCtx ); return 1; } void fxDDInitExtensions( GLcontext *ctx ) { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; gl_extensions_add( ctx, DEFAULT_ON, "3DFX_set_global_palette", 0 ); gl_extensions_add( ctx, DEFAULT_ON, "GL_FXMESA_global_texture_lod_bias", 0); if(fxMesa->haveTwoTMUs) gl_extensions_add( ctx, DEFAULT_ON, "GL_EXT_texture_env_add", 0); if (!fxMesa->emulateTwoTMUs) gl_extensions_disable( ctx, "GL_ARB_multitexture" ); } /* This driver may need to move the drawing operations to a different sub window. This modifies the viewport command to add our X,Y offset to all drawn objects that go through the viewport transformation. */ /************************************************************************/ /************************************************************************/ /************************************************************************/ /* 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->Hint.AllowDrawMem) return GL_TRUE; /* you'll take it and like it */ if((ctx->RasterMask & STENCIL_BIT) || ((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->Enabled & (TEXTURE0_3D | TEXTURE1_3D)) || /* Not very well written ... */ ((ctx->Enabled & (TEXTURE0_1D | TEXTURE1_1D)) && ((ctx->Enabled & (TEXTURE0_2D | TEXTURE1_2D))!=(TEXTURE0_2D | TEXTURE1_2D))) ) { return GL_FALSE; } if((ctx->Texture.ReallyEnabled & TEXTURE0_2D) && (ctx->Texture.Unit[0].EnvMode==GL_BLEND)) { return GL_FALSE; } if((ctx->Texture.ReallyEnabled & TEXTURE1_2D) && (ctx->Texture.Unit[1].EnvMode==GL_BLEND)) { return GL_FALSE; } if (MESA_VERBOSE & (VERBOSE_DRIVER|VERBOSE_TEXTURE)) fprintf(stderr, "fxMesa: fxIsInHardware, envmode is %s/%s\n", gl_lookup_enum_by_nr(ctx->Texture.Unit[0].EnvMode), gl_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; } #define INTERESTED (~(NEW_MODELVIEW|NEW_PROJECTION|NEW_PROJECTION|NEW_TEXTURE_MATRIX|NEW_USER_CLIP|NEW_CLIENT_STATE|NEW_TEXTURE_ENABLE)) static void fxDDUpdateDDPointers(GLcontext *ctx) { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; GLuint new_state = ctx->NewState; if (MESA_VERBOSE&(VERBOSE_DRIVER|VERBOSE_STATE)) fprintf(stderr,"fxmesa: fxDDUpdateDDPointers(...)\n"); if (new_state & (NEW_RASTER_OPS|NEW_TEXTURING)) fxMesa->is_in_hardware = fxIsInHardware(ctx); if (fxMesa->is_in_hardware) { if (fxMesa->new_state) fxSetupFXUnits(ctx); if(new_state & INTERESTED) { fxDDChooseRenderState( ctx ); fxMesa->RenderVBTables=fxDDChooseRenderVBTables(ctx); fxMesa->RenderVBClippedTab=fxMesa->RenderVBTables[0]; fxMesa->RenderVBCulledTab=fxMesa->RenderVBTables[1]; fxMesa->RenderVBRawTab=fxMesa->RenderVBTables[2]; ctx->Driver.RasterSetup=fxDDChooseSetupFunction(ctx); } ctx->Driver.PointsFunc=fxMesa->PointsFunc; ctx->Driver.LineFunc=fxMesa->LineFunc; ctx->Driver.TriangleFunc=fxMesa->TriangleFunc; ctx->Driver.QuadFunc=fxMesa->QuadFunc; } else { fxMesa->render_index = FX_FALLBACK; } } 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.Dither=fxDDDither; ctx->Driver.NearFar=fxDDSetNearFar; ctx->Driver.GetParameteri=fxDDGetParameteri; ctx->Driver.ClearIndex=NULL; ctx->Driver.ClearColor=fxDDClearColor; ctx->Driver.Clear=fxDDClear; ctx->Driver.Index=NULL; ctx->Driver.Color=fxDDSetColor; ctx->Driver.SetDrawBuffer=fxDDSetDrawBuffer; ctx->Driver.SetReadBuffer=fxDDSetReadBuffer; ctx->Driver.GetBufferSize=fxDDBufferSize; ctx->Driver.Bitmap=fxDDDrawBitMap; ctx->Driver.DrawPixels=NULL; ctx->Driver.Finish=fxDDFinish; ctx->Driver.Flush=NULL; ctx->Driver.RenderStart=NULL; ctx->Driver.RenderFinish=NULL; ctx->Driver.TexEnv=fxDDTexEnv; ctx->Driver.TexImage=fxDDTexImg; ctx->Driver.TexSubImage=fxDDTexSubImg; ctx->Driver.TexParameter=fxDDTexParam; ctx->Driver.BindTexture=fxDDTexBind; ctx->Driver.DeleteTexture=fxDDTexDel; ctx->Driver.UpdateTexturePalette=fxDDTexPalette; ctx->Driver.UseGlobalTexturePalette=fxDDTexUseGlbPalette; ctx->Driver.RectFunc=NULL; 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; ctx->Driver.RegisterVB=fxDDRegisterVB; ctx->Driver.UnregisterVB=fxDDUnregisterVB; ctx->Driver.RegisterPipelineStages = fxDDRegisterPipelineStages; ctx->Driver.OptimizeImmediatePipeline = 0; /* nothing done yet */ ctx->Driver.OptimizePrecalcPipeline = 0; /* if (getenv("MESA_USE_FAST") || getenv("FX_USE_FAST")) */ /* ctx->Driver.OptimizePrecalcPipeline = fxDDOptimizePrecalcPipeline; */ if (!getenv("FX_NO_FAST")) ctx->Driver.BuildPrecalcPipeline = fxDDBuildPrecalcPipeline; ctx->Driver.TriangleCaps = DD_TRI_CULL|DD_TRI_OFFSET|DD_TRI_LIGHT_TWOSIDE; fxSetupDDSpanPointers(ctx); FX_CONTEXT(ctx)->render_index = 1; /* force an update */ fxDDUpdateDDPointers(ctx); } #else /* * Need this to provide at least one external definition. */ int gl_fx_dummy_function_dd(void) { return 0; } #endif /* FX */