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path: root/src/mesa/drivers/glide/fxdd.c
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/* Hack alert:
 * fxDDReadPixels888 does not convert 8A8R8G8B into 5R5G5B
 */

/* $Id: fxdd.c,v 1.100 2003/10/02 17:36:44 brianp Exp $ */

/*
 * 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 "image.h"
#include "mtypes.h"
#include "fxdrv.h"
#include "enums.h"
#include "extensions.h"
#include "macros.h"
#include "texstore.h"
#include "teximage.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"
#include "array_cache/acache.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];

/* 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
};


/*
 * 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;
      }
      /* fill in low-order bits with proper rounding */
      r = (GLuint)(((double)r * 255. / 0xF8) + 0.5);
      g = (GLuint)(((double)g * 255. / 0xFC) + 0.5);
      b = (GLuint)(((double)b * 255. / 0xF8) + 0.5);
      FX_PixelToR[pixel] = r;
      FX_PixelToG[pixel] = g;
      FX_PixelToB[pixel] = b;
   }
}


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

/* Return buffer size information */
static void
fxDDBufferSize(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, "%s(...)\n", __FUNCTION__);
      }

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


/* 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, "%s(%f, %f, %f, %f)\n", __FUNCTION__,
	      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, GLboolean all,
			 GLint x, GLint y, GLint width, GLint height )
{
   fxMesaContext fxMesa = FX_CONTEXT(ctx);
   GLbitfield softwareMask = mask & (DD_ACCUM_BIT);
   const GLuint stencil_size = fxMesa->haveHwStencil ? ctx->Visual.stencilBits : 0;
   const FxU32 clearD = (FxU32) (((1 << ctx->Visual.depthBits) - 1) * ctx->Depth.Clear);
   const FxU8 clearS = (FxU8) (ctx->Stencil.Clear & 0xff);

   if ( TDFX_DEBUG & MESA_VERBOSE ) {
      fprintf( stderr, "%s( %d, %d, %d, %d )\n",
	       __FUNCTION__, (int) x, (int) y, (int) width, (int) height );
   }

/*jejeje*/
   /* Need this check to respond to glScissor and clipping updates */
   if (fxMesa->new_state & FX_NEW_SCISSOR) {
      extern void fxSetupScissor(GLcontext * ctx);
      fxSetupScissor(ctx);
   }

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

   if (mask & DD_STENCIL_BIT) {
      if (!fxMesa->haveHwStencil || fxMesa->unitsState.stencilWriteMask != 0xff) {
         /* Napalm seems to have trouble with stencil write masks != 0xff */
         /* do stencil clear in software */
         mask &= ~(DD_STENCIL_BIT);
         softwareMask |= DD_STENCIL_BIT;
      }
   }

   if (ctx->Visual.greenBits != 8 && ctx->Visual.greenBits != 5) {
      /* 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 & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
         mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT);
      }
   }

   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 & DD_STENCIL_BIT) {
	 fxMesa->Glide.grStencilMaskExt(0xff /*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();
   }

   /*
    * 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 & ~DD_STENCIL_BIT) {
      case DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
	 /* back buffer & depth */
	 fxColorMask(fxMesa, GL_TRUE); /* work around Voodoo3 bug */
	 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);
	 if (!ctx->Depth.Mask || !ctx->Depth.Test) {
            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 */
	 grDepthMask(FXTRUE);
	 grRenderBuffer(GR_BUFFER_BACKBUFFER);
	 fxColorMask(fxMesa, GL_FALSE);
	 if (stencil_size > 0)
            fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
                                           fxMesa->clearA,
                                           clearD, clearS);
	 else
            grBufferClear(fxMesa->clearC,
                          fxMesa->clearA,
                          clearD);
	 /* clear front */
	 fxColorMask(fxMesa, GL_TRUE);
	 grRenderBuffer(GR_BUFFER_FRONTBUFFER);
	 if (stencil_size > 0)
            fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
                                           fxMesa->clearA,
                                           clearD, clearS);
	 else
            grBufferClear(fxMesa->clearC,
                          fxMesa->clearA,
                          clearD);
	 if (!ctx->Depth.Mask || !ctx->Depth.Test) {
            grDepthMask(FXFALSE);
	 }
	 break;
      case DD_BACK_LEFT_BIT:
	 /* 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);
	 if (ctx->Depth.Mask && ctx->Depth.Test) {
            grDepthMask(FXTRUE);
	 }
	 break;
      case DD_FRONT_LEFT_BIT:
	 /* 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);
	 if (ctx->Depth.Mask && ctx->Depth.Test) {
            grDepthMask(FXTRUE);
	 }
	 break;
      case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT:
	 /* 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);
	 if (ctx->Depth.Mask && ctx->Depth.Test) {
            grDepthMask(FXTRUE);
	 }
	 break;
      case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
	 /* 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);
	 /* 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);
	 if (!ctx->Depth.Mask || !ctx->Depth.Mask) {
            grDepthMask(FXFALSE);
	 }
	 break;
      case DD_DEPTH_BIT:
	 /* just the depth buffer */
	 grRenderBuffer(GR_BUFFER_BACKBUFFER);
	 fxColorMask(fxMesa, GL_FALSE);
	 grDepthMask(FXTRUE);
	 if (stencil_size > 0)
            fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
                                           fxMesa->clearA,
                                           clearD, clearS);
	 else
            grBufferClear(fxMesa->clearC,
                          fxMesa->clearA,
                          clearD);
	 fxColorMask(fxMesa, GL_TRUE);
	 if (ctx->Color._DrawDestMask & FRONT_LEFT_BIT)
            grRenderBuffer(GR_BUFFER_FRONTBUFFER);
	 if (!ctx->Depth.Test || !ctx->Depth.Mask)
	    grDepthMask(FXFALSE);
	 break;
      default:
         /* clear no color buffers or depth buffer but might clear stencil */
	 if (stencil_size > 0 && (mask & DD_STENCIL_BIT)) {
            /* XXX need this RenderBuffer call to work around Glide bug */
            grRenderBuffer(GR_BUFFER_BACKBUFFER);
            grDepthMask(FXFALSE);
            fxColorMask(fxMesa, GL_FALSE);
            fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
                                           fxMesa->clearA,
                                           clearD, clearS);
            if (ctx->Depth.Mask && ctx->Depth.Test) {
               grDepthMask(FXTRUE);
            }
            fxColorMask(fxMesa, GL_TRUE);
            if (ctx->Color._DrawDestMask & FRONT_LEFT_BIT)
               grRenderBuffer(GR_BUFFER_FRONTBUFFER);
         }
      }
   }
   END_CLIP_LOOP();

   if (fxMesa->haveHwStencil && (mask & DD_STENCIL_BIT)) {
      /* We changed the stencil state above.  Signal that we need to
       * upload it again.
       */
      fxMesa->new_state |= FX_NEW_STENCIL;
   }

   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 void
fxDDSetDrawBuffer(GLcontext * ctx, GLenum mode)
{
   fxMesaContext fxMesa = FX_CONTEXT(ctx);

   if (TDFX_DEBUG & VERBOSE_DRIVER) {
      fprintf(stderr, "%s(%x)\n", __FUNCTION__, (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) {
      fxColorMask(fxMesa, GL_FALSE);
   }
   else {
      /* we'll need a software fallback */
      /* XXX not implemented */
   }

   /* update s/w fallback state */
   _swrast_DrawBuffer(ctx, mode);
}





static void
fxDDDrawBitmap(GLcontext * ctx, GLint px, GLint py,
	       GLsizei width, GLsizei height,
	       const struct gl_pixelstore_attrib *unpack,
	       const GLubyte * bitmap)
{
   fxMesaContext fxMesa = FX_CONTEXT(ctx);
   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._DrawDestMask != FRONT_LEFT_BIT &&
        ctx->Color._DrawDestMask != BACK_LEFT_BIT)) {
      _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 (!grLfbLock(GR_LFB_WRITE_ONLY,
		  fxMesa->currentFB,
		  GR_LFBWRITEMODE_565,
		  GR_ORIGIN_UPPER_LEFT, FXFALSE, &info)) {
      fprintf(stderr, "%s: ERROR: locking the linear frame buffer\n", __FUNCTION__);
      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;
      }
   }

   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 = FX_CONTEXT(ctx);
      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 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) {
      _swrast_ReadPixels(ctx, x, y, width, height, format, type,
			 packing, dstImage);
      return;
   }
   else {
      fxMesaContext fxMesa = FX_CONTEXT(ctx);
      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 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        & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 5)  & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 21) & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 26) & 0x1f];
	       }
	       if (extraPixel) {
		  GLushort pixel = src[width - 1];
                  *d++ = FX_rgb_scale_5[ pixel        & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 5)  & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 10) & 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        & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 5)  & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f];
		  *d++ =  (pixel & 0x8000) ? 255 : 0;
                  *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 21) & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 26) & 0x1f];
		  *d++ =  (pixel & 0x80000000) ? 255 : 0;
	       }
	       if (extraPixel) {
		  const GLushort pixel = src[width - 1];
                  *d++ = FX_rgb_scale_5[ pixel        & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 5)  & 0x1f];
                  *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f];
		  *d++ =  (pixel & 0x8000) ? 255 : 0;
	       }
	       dst += dstStride;
	       src -= srcStride;
	    }
	 }
	 else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
	    /* 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 fxDDReadPixels888 (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 = FX_CONTEXT(ctx);
      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 / 4;	/* stride in GLuints */
	 const GLuint *src = (const GLuint *) 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 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) {
	    /* directly memcpy 8A8R8G8B pixels into client's buffer */
	    const GLint widthInBytes = width * 4;
	    GLint row;
	    for (row = 0; row < height; row++) {
	       MEMCPY(dst, src, widthInBytes);
	       dst += dstStride;
	       src -= srcStride;
	    }
	 }
	 else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
	    /* convert 8A8R8G8B into 5R5G5B */
	 }
	 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)
{
   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;
        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 ZZZ ZZZ ZZZ */
   &_tnl_texgen_stage,
   &_tnl_texture_transform_stage,
   /*&_tnl_point_attenuation_stage,*/	/* TODO: For AA primitives ZZZ ZZZ ZZZ */
   &_tnl_render_stage,
   0,
};




int
fxDDInitFxMesaContext(fxMesaContext fxMesa)
{
   int i;
   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.depthTestEnabled = GL_FALSE;
   fxMesa->unitsState.depthMask = GL_TRUE;
   fxMesa->unitsState.depthTestFunc = GL_LESS;
   fxMesa->unitsState.depthBias = 0;

   fxMesa->unitsState.stencilWriteMask = 0xff;

   fxColorMask(fxMesa, GL_TRUE);
   if (fxMesa->haveDoubleBuffer) {
      fxMesa->currentFB = GR_BUFFER_BACKBUFFER;
      grRenderBuffer(GR_BUFFER_BACKBUFFER);
   }
   else {
      fxMesa->currentFB = GR_BUFFER_FRONTBUFFER;
      grRenderBuffer(GR_BUFFER_FRONTBUFFER);
   }

   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);

   grLfbWriteColorFormat(GR_COLORFORMAT_ABGR);

   fxMesa->textureAlign = FX_grGetInteger(GR_TEXTURE_ALIGN);
   /* [koolsmoky] */
   {
    int textureLevels = 0;
    int textureSize = FX_grGetInteger(GR_MAX_TEXTURE_SIZE);
    do {
        textureLevels++;
    } while ((textureSize >>= 0x1) & 0x7ff);
    ctx->Const.MaxTextureLevels = textureLevels;
   }
   ctx->Const.MaxTextureCoordUnits = fxMesa->haveTwoTMUs ? 2 : 1;
   ctx->Const.MaxTextureImageUnits = fxMesa->haveTwoTMUs ? 2 : 1;
   ctx->Const.MaxTextureUnits = MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits);

   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);
   _ac_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);

   /* 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);

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

   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 = FX_CONTEXT(ctx);

   /*_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");
      _mesa_enable_extension(ctx, "GL_ARB_multitexture");
   }

   if (fxMesa->haveHwStencil) {
      _mesa_enable_extension( ctx, "GL_EXT_stencil_wrap" );
   }

#if 0 /* not ready yet */
      /* banshee/avenger should enable this for NCC */
      _mesa_enable_extension( ctx, "GL_ARB_texture_compression" );
#endif
   if (0/*IS_NAPALM*/) {
      /* tex_compress: not ready yet */
      _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" );*/

      /* env_combine: not ready yet */
      /*_mesa_enable_extension( ctx, "GL_EXT_texture_env_combine" );*/
   }

   if (fxMesa->HaveMirExt) {
      _mesa_enable_extension(ctx, "GL_ARB_texture_mirrored_repeat");
   }
}


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

/* 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->Color._DrawDestMask != FRONT_LEFT_BIT && ctx->Color._DrawDestMask != BACK_LEFT_BIT) {
      return FX_FALLBACK_DRAW_BUFFER;
   }

   if (ctx->Color.BlendEnabled && (ctx->Color.BlendEquation != GL_FUNC_ADD_EXT)) {
      return FX_FALLBACK_BLEND;
   }

   if (ctx->Color.ColorLogicOpEnabled && (ctx->Color.LogicOp != GL_COPY)) {
      return FX_FALLBACK_LOGICOP;
   }

   if (ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) {
      return FX_FALLBACK_SPECULAR;
   }

   if ((ctx->Color.ColorMask[RCOMP] != ctx->Color.ColorMask[GCOMP])
       ||
       (ctx->Color.ColorMask[GCOMP] != ctx->Color.ColorMask[BCOMP])
       ||
       (ctx->Color.ColorMask[BCOMP] != ctx->Color.ColorMask[ACOMP])
      ) {
      return FX_FALLBACK_COLORMASK;
   }

   /* Unsupported texture/multitexture cases */

   if (fxMesa->haveTwoTMUs) {
      /* we can only do 2D textures */
      if (ctx->Texture.Unit[0]._ReallyEnabled & ~TEXTURE_2D_BIT)
	 return FX_FALLBACK_TEXTURE_1D_3D;
      if (ctx->Texture.Unit[1]._ReallyEnabled & ~TEXTURE_2D_BIT)
	 return FX_FALLBACK_TEXTURE_1D_3D;

      if (ctx->Texture.Unit[0]._ReallyEnabled & TEXTURE_2D_BIT) {
	 if (ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
	     (ctx->Texture.Unit[1]._ReallyEnabled & TEXTURE_2D_BIT ||
	      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]->Border > 0)
	    return FX_FALLBACK_TEXTURE_BORDER;
      }

      if (ctx->Texture.Unit[1]._ReallyEnabled & TEXTURE_2D_BIT) {
	 if (ctx->Texture.Unit[1].EnvMode == GL_BLEND)
	    return FX_FALLBACK_TEXTURE_ENV;
	 if (ctx->Texture.Unit[1]._Current->Image[0]->Border > 0)
	    return FX_FALLBACK_TEXTURE_BORDER;
      }

      if (TDFX_DEBUG & (VERBOSE_DRIVER | VERBOSE_TEXTURE))
	 fprintf(stderr, "%s: envmode is %s/%s\n", __FUNCTION__,
		 _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) {
	 /* Can't use multipass to blend a multitextured triangle - fall
	  * back to software.
	  */
	 if (!fxMesa->haveTwoTMUs && ctx->Color.BlendEnabled) {
	    return FX_FALLBACK_TEXTURE_MULTI;
	 }

	 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 (TDFX_DEBUG & VERBOSE_DRIVER)
	       fprintf(stderr, "%s: unsupported multitex env mode\n", __FUNCTION__);
	    return FX_FALLBACK_TEXTURE_MULTI;
	 }
      }
   }
   else {
      /* we have just one texture unit */
      if (ctx->Texture._EnabledUnits > 0x1) {
	 return FX_FALLBACK_TEXTURE_MULTI;
      }

      if ((ctx->Texture.Unit[0]._ReallyEnabled & TEXTURE_2D_BIT) &&
	  (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);
   _ac_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, "%s()\n", __FUNCTION__);
   }

   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 = fxDDBufferSize;
   ctx->Driver.Accum = _swrast_Accum;
   ctx->Driver.Bitmap = fxDDDrawBitmap;
   ctx->Driver.CopyPixels = _swrast_CopyPixels;
   ctx->Driver.DrawPixels = _swrast_DrawPixels;
   switch (fxMesa->colDepth) {
          case 15:
               ctx->Driver.ReadPixels = fxDDReadPixels555;
               break;
          case 16:
               ctx->Driver.ReadPixels = fxDDReadPixels;
               break;
          case 32:
               ctx->Driver.ReadPixels = fxDDReadPixels888;
               break;
   }
   ctx->Driver.ResizeBuffers = _swrast_alloc_buffers;
   ctx->Driver.Finish = fxDDFinish;
   ctx->Driver.Flush = NULL;
   ctx->Driver.ChooseTextureFormat = fxDDChooseTextureFormat;
   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.CompressedTexImage1D = _mesa_store_compressed_teximage1d;
   ctx->Driver.CompressedTexImage2D = _mesa_store_compressed_teximage2d;
   ctx->Driver.CompressedTexImage3D = _mesa_store_compressed_teximage3d;
   ctx->Driver.CompressedTexSubImage1D = _mesa_store_compressed_texsubimage1d;
   ctx->Driver.CompressedTexSubImage2D = _mesa_store_compressed_texsubimage2d;
   ctx->Driver.CompressedTexSubImage3D = _mesa_store_compressed_texsubimage3d;
   ctx->Driver.CopyTexImage1D = _swrast_copy_teximage1d;
   ctx->Driver.CopyTexImage2D = _swrast_copy_teximage2d;
   ctx->Driver.CopyTexSubImage1D = _swrast_copy_texsubimage1d;
   ctx->Driver.CopyTexSubImage2D = _swrast_copy_texsubimage2d;
   ctx->Driver.CopyTexSubImage3D = _swrast_copy_texsubimage3d;
   ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage;
   ctx->Driver.CopyColorTable = _swrast_CopyColorTable;
   ctx->Driver.CopyColorSubTable = _swrast_CopyColorSubTable;
   ctx->Driver.CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D;
   ctx->Driver.CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
   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;
   if (fxMesa->haveHwStencil) {
      ctx->Driver.StencilFunc	= fxDDStencilFunc;
      ctx->Driver.StencilMask	= fxDDStencilMask;
      ctx->Driver.StencilOp	= fxDDStencilOp;
   }

   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 */