/* * 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 "image.h" #include "mtypes.h" #include "fxdrv.h" #include "enums.h" #include "extensions.h" #include "swrast/swrast.h" #include "swrast_setup/swrast_setup.h" #include "tnl/tnl.h" #include "array_cache/acache.h" #include "tnl/t_pipeline.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, 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); 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 */ ; } return 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 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 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; 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) return GL_FALSE; 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 GL_TRUE; /* totally scissored away */ } 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 GL_TRUE; } { 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> (finalUnpack->SkipPixels & 0x7); GLint col; for (col=0; col> 1; } } if (mask != 128) src++; } dst -= dstStride; } } FX_grLfbUnlock(GR_LFB_WRITE_ONLY,fxMesa->currentFB); return GL_TRUE; } static GLboolean 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) { return GL_FALSE; /* can't do this */ } else { fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx; GrLfbInfo_t info; GLboolean result = GL_FALSE; 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; } result = GL_TRUE; } 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; } result = GL_TRUE; } 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; } result = GL_TRUE; } else { result = GL_FALSE; } grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB); } END_BOARD_LOCK(); return result; } } 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_update_material_stage, /* TODO: Add the fastpath here */ &_tnl_vertex_transform_stage, &_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, &fx_render_stage, /* ADD: render simple unclipped vb's */ &_tnl_render_stage, /* KEEP: the old render stage for fallbacks */ 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(); /* fxDDFastPathInit(); */ 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; gl_extensions_disable(ctx, "GL_EXT_blend_logic_op"); gl_extensions_disable(ctx, "GL_EXT_blend_minmax"); gl_extensions_disable(ctx, "GL_EXT_blend_subtract"); gl_extensions_disable(ctx, "GL_EXT_blend_color"); gl_extensions_disable(ctx, "GL_EXT_fog_coord"); if (1) gl_extensions_disable(ctx, "GL_EXT_point_parameters"); gl_extensions_add(ctx, GL_TRUE, "3DFX_set_global_palette", 0); if (!fxMesa->haveTwoTMUs) gl_extensions_disable(ctx, "GL_EXT_texture_env_add"); if (!fxMesa->emulateTwoTMUs) gl_extensions_disable(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->Hint.AllowDrawMem) return GL_TRUE; /* you'll take it and like it */ 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->_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) { 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", 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; } 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 } 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.Bitmap=fxDDDrawBitmap; ctx->Driver.DrawPixels=NULL; ctx->Driver.ReadPixels=fxDDReadPixels; ctx->Driver.Finish=fxDDFinish; ctx->Driver.Flush=NULL; ctx->Driver.RenderStart=fxSetupFXUnits; ctx->Driver.RenderFinish=_swrast_flush; ctx->Driver.ResetLineStipple=_swrast_ResetLineStipple; ctx->Driver.TexImage2D = fxDDTexImage2D; ctx->Driver.TexSubImage2D = fxDDTexSubImage2D; ctx->Driver.GetTexImage = fxDDGetTexImage; 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 */