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authorReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
committerReinhard Tartler <siretart@tauware.de>2011-10-10 17:43:39 +0200
commitf4092abdf94af6a99aff944d6264bc1284e8bdd4 (patch)
tree2ac1c9cc16ceb93edb2c4382c088dac5aeafdf0f /nx-X11/extras/Mesa/src/mesa/drivers/glide/fxdd.c
parenta840692edc9c6d19cd7c057f68e39c7d95eb767d (diff)
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Imported nx-X11-3.1.0-1.tar.gznx-X11/3.1.0-1
Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository
Diffstat (limited to 'nx-X11/extras/Mesa/src/mesa/drivers/glide/fxdd.c')
-rw-r--r--nx-X11/extras/Mesa/src/mesa/drivers/glide/fxdd.c2197
1 files changed, 2197 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa/src/mesa/drivers/glide/fxdd.c b/nx-X11/extras/Mesa/src/mesa/drivers/glide/fxdd.c
new file mode 100644
index 000000000..4e9df208b
--- /dev/null
+++ b/nx-X11/extras/Mesa/src/mesa/drivers/glide/fxdd.c
@@ -0,0 +1,2197 @@
+/*
+ * 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 "buffers.h"
+#include "enums.h"
+#include "extensions.h"
+#include "macros.h"
+#include "texstore.h"
+#include "teximage.h"
+#include "swrast/swrast.h"
+#include "swrast/s_context.h"
+#include "swrast_setup/swrast_setup.h"
+#include "tnl/tnl.h"
+#include "tnl/t_context.h"
+#include "tnl/t_pipeline.h"
+#include "array_cache/acache.h"
+
+
+
+/* lookup table for scaling 4 bit colors up to 8 bits */
+GLuint FX_rgb_scale_4[16] = {
+ 0, 17, 34, 51, 68, 85, 102, 119,
+ 136, 153, 170, 187, 204, 221, 238, 255
+};
+
+/* lookup table for scaling 5 bit colors up to 8 bits */
+GLuint FX_rgb_scale_5[32] = {
+ 0, 8, 16, 25, 33, 41, 49, 58,
+ 66, 74, 82, 90, 99, 107, 115, 123,
+ 132, 140, 148, 156, 165, 173, 181, 189,
+ 197, 206, 214, 222, 230, 239, 247, 255
+};
+
+/* lookup table for scaling 6 bit colors up to 8 bits */
+GLuint FX_rgb_scale_6[64] = {
+ 0, 4, 8, 12, 16, 20, 24, 28,
+ 32, 36, 40, 45, 49, 53, 57, 61,
+ 65, 69, 73, 77, 81, 85, 89, 93,
+ 97, 101, 105, 109, 113, 117, 121, 125,
+ 130, 134, 138, 142, 146, 150, 154, 158,
+ 162, 166, 170, 174, 178, 182, 186, 190,
+ 194, 198, 202, 206, 210, 215, 219, 223,
+ 227, 231, 235, 239, 243, 247, 251, 255
+};
+
+
+/*
+ * Disable color by masking out R, G, B, A
+ */
+static void fxDisableColor (fxMesaContext fxMesa)
+{
+ if (fxMesa->colDepth == 32) {
+ /* 32bpp mode */
+ fxMesa->Glide.grColorMaskExt(FXFALSE, FXFALSE, FXFALSE, FXFALSE);
+ } else {
+ /* 15/16 bpp mode */
+ grColorMask(FXFALSE, FXFALSE);
+ }
+}
+
+
+/**********************************************************************/
+/***** Miscellaneous functions *****/
+/**********************************************************************/
+
+/* Return buffer size information */
+static void
+fxDDGetBufferSize(GLframebuffer *buffer, GLuint *width, GLuint *height)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (ctx && FX_CONTEXT(ctx)) {
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+
+ if (TDFX_DEBUG & VERBOSE_DRIVER) {
+ fprintf(stderr, "fxDDGetBufferSize(...)\n");
+ }
+
+ *width = fxMesa->width;
+ *height = fxMesa->height;
+ }
+}
+
+
+static void
+fxDDViewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+ /* poll for window size change and realloc software Z/stencil/etc if needed */
+ _mesa_ResizeBuffersMESA();
+}
+
+
+/* Implements glClearColor() */
+static void
+fxDDClearColor(GLcontext * ctx, const GLfloat color[4])
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ GLubyte col[4];
+
+ if (TDFX_DEBUG & VERBOSE_DRIVER) {
+ fprintf(stderr, "fxDDClearColor(%f, %f, %f, %f)\n",
+ color[0], color[1], color[2], color[3]);
+ }
+
+ CLAMPED_FLOAT_TO_UBYTE(col[0], color[0]);
+ CLAMPED_FLOAT_TO_UBYTE(col[1], color[1]);
+ CLAMPED_FLOAT_TO_UBYTE(col[2], color[2]);
+ CLAMPED_FLOAT_TO_UBYTE(col[3], color[3]);
+
+ fxMesa->clearC = FXCOLOR4(col);
+ fxMesa->clearA = col[3];
+}
+
+
+/* Clear the color and/or depth buffers */
+static void fxDDClear( GLcontext *ctx,
+ GLbitfield mask, GLboolean all,
+ GLint x, GLint y, GLint width, GLint height )
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ GLbitfield softwareMask = mask & (BUFFER_BIT_ACCUM);
+ const GLuint stencil_size = fxMesa->haveHwStencil ? ctx->Visual.stencilBits : 0;
+ const FxU32 clearD = (FxU32) (ctx->DrawBuffer->_DepthMaxF * ctx->Depth.Clear);
+ const FxU8 clearS = (FxU8) (ctx->Stencil.Clear & 0xff);
+
+ if ( TDFX_DEBUG & MESA_VERBOSE ) {
+ fprintf( stderr, "fxDDClear( %d, %d, %d, %d )\n",
+ (int) x, (int) y, (int) width, (int) height );
+ }
+
+ /* we can't clear accum buffers nor stereo */
+ mask &= ~(BUFFER_BIT_ACCUM | BUFFER_BIT_FRONT_RIGHT | BUFFER_BIT_BACK_RIGHT);
+
+ /* Need this check to respond to certain HW updates */
+ if (fxMesa->new_state & (FX_NEW_SCISSOR | FX_NEW_COLOR_MASK)) {
+ fxSetupScissor(ctx);
+ fxSetupColorMask(ctx);
+ fxMesa->new_state &= ~(FX_NEW_SCISSOR | FX_NEW_COLOR_MASK);
+ }
+
+ /*
+ * As per GL spec, color masking should be obeyed when clearing
+ */
+ if (ctx->Visual.greenBits != 8) {
+ /* can only do color masking if running in 24/32bpp on Napalm */
+ if (ctx->Color.ColorMask[RCOMP] != ctx->Color.ColorMask[GCOMP] ||
+ ctx->Color.ColorMask[GCOMP] != ctx->Color.ColorMask[BCOMP]) {
+ softwareMask |= (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT));
+ mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT);
+ }
+ }
+
+ if (fxMesa->haveHwStencil) {
+ /*
+ * If we want to clear stencil, it must be enabled
+ * in the HW, even if the stencil test is not enabled
+ * in the OGL state.
+ */
+ BEGIN_BOARD_LOCK();
+ if (mask & BUFFER_BIT_STENCIL) {
+ fxMesa->Glide.grStencilMaskExt(fxMesa->unitsState.stencilWriteMask);
+ /* set stencil ref value = desired clear value */
+ fxMesa->Glide.grStencilFuncExt(GR_CMP_ALWAYS, clearS, 0xff);
+ fxMesa->Glide.grStencilOpExt(GR_STENCILOP_REPLACE,
+ GR_STENCILOP_REPLACE, GR_STENCILOP_REPLACE);
+ grEnable(GR_STENCIL_MODE_EXT);
+ }
+ else {
+ grDisable(GR_STENCIL_MODE_EXT);
+ }
+ END_BOARD_LOCK();
+ } else if (mask & BUFFER_BIT_STENCIL) {
+ softwareMask |= (mask & (BUFFER_BIT_STENCIL));
+ mask &= ~(BUFFER_BIT_STENCIL);
+ }
+
+ /*
+ * This may be ugly, but it's needed in order to work around a number
+ * of Glide bugs.
+ */
+ BEGIN_CLIP_LOOP();
+ {
+ /*
+ * This could probably be done fancier but doing each possible case
+ * explicitly is less error prone.
+ */
+ switch (mask & ~BUFFER_BIT_STENCIL) {
+ case BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH:
+ /* back buffer & depth */
+ grDepthMask(FXTRUE);
+ grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ if (stencil_size > 0) {
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ }
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ break;
+ case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_DEPTH:
+ /* XXX it appears that the depth buffer isn't cleared when
+ * glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set.
+ * This is a work-around/
+ */
+ /* clear depth */
+ grDepthMask(FXTRUE);
+ fxDisableColor(fxMesa);
+ grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ fxSetupColorMask(ctx);
+ grDepthMask(FXFALSE);
+ /* clear front */
+ grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ break;
+ case BUFFER_BIT_BACK_LEFT:
+ /* back buffer only */
+ grDepthMask(FXFALSE);
+ grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ break;
+ case BUFFER_BIT_FRONT_LEFT:
+ /* front buffer only */
+ grDepthMask(FXFALSE);
+ grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ break;
+ case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT:
+ /* front and back */
+ grDepthMask(FXFALSE);
+ grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ break;
+ case BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH:
+ /* clear back and depth */
+ grDepthMask(FXTRUE);
+ grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ /* clear front */
+ grDepthMask(FXFALSE);
+ grRenderBuffer(GR_BUFFER_FRONTBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ break;
+ case BUFFER_BIT_DEPTH:
+ /* just the depth buffer */
+ grDepthMask(FXTRUE);
+ fxDisableColor(fxMesa);
+ grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ if (stencil_size > 0)
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ else
+ grBufferClear(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD);
+ fxSetupColorMask(ctx);
+ break;
+ default:
+ /* clear no color buffers or depth buffer but might clear stencil */
+ if ((stencil_size > 0) && (mask & BUFFER_BIT_STENCIL)) {
+ /* XXX need this RenderBuffer call to work around Glide bug */
+ grDepthMask(FXFALSE);
+ grRenderBuffer(GR_BUFFER_BACKBUFFER);
+ fxDisableColor(fxMesa);
+ fxMesa->Glide.grBufferClearExt(fxMesa->clearC,
+ fxMesa->clearA,
+ clearD, clearS);
+ fxSetupColorMask(ctx);
+ }
+ }
+ }
+ END_CLIP_LOOP();
+
+ if (fxMesa->haveHwStencil) {
+ /* We changed the stencil state above. Restore it! */
+ fxSetupStencil(ctx);
+ }
+ fxSetupDepthTest(ctx);
+ grRenderBuffer(fxMesa->currentFB);
+
+ if (softwareMask)
+ _swrast_Clear( ctx, softwareMask, all, x, y, width, height );
+}
+
+
+/* Set the buffer used for drawing */
+/* XXX support for separate read/draw buffers hasn't been tested */
+/* XXX GL_NONE disables color, but fails to correctly maintain state */
+static void
+fxDDSetDrawBuffer(GLcontext * ctx, GLenum mode)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+
+ if (TDFX_DEBUG & VERBOSE_DRIVER) {
+ fprintf(stderr, "fxDDSetDrawBuffer(%x)\n", (int)mode);
+ }
+
+ if (mode == GL_FRONT_LEFT) {
+ fxMesa->currentFB = GR_BUFFER_FRONTBUFFER;
+ grRenderBuffer(fxMesa->currentFB);
+ }
+ else if (mode == GL_BACK_LEFT) {
+ fxMesa->currentFB = GR_BUFFER_BACKBUFFER;
+ grRenderBuffer(fxMesa->currentFB);
+ }
+ else if (mode == GL_NONE) {
+ fxDisableColor(fxMesa);
+ }
+ else {
+ /* we'll need a software fallback */
+ /* XXX not implemented */
+ }
+
+ /* update s/w fallback state */
+ _swrast_DrawBuffer(ctx, mode);
+}
+
+
+static void
+fxDDDrawBitmap2 (GLcontext *ctx, GLint px, GLint py,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GrLfbInfo_t info;
+ GrLfbWriteMode_t mode;
+ FxU16 color;
+ const struct gl_pixelstore_attrib *finalUnpack;
+ struct gl_pixelstore_attrib scissoredUnpack;
+
+ /* check if there's any raster operations enabled which we can't handle */
+ if (swrast->_RasterMask & (ALPHATEST_BIT |
+ /*BLEND_BIT |*/ /* blending ok, through pixpipe */
+ DEPTH_BIT | /* could be done with RGB:DEPTH */
+ FOG_BIT | /* could be done with RGB:DEPTH */
+ LOGIC_OP_BIT |
+ /*CLIP_BIT |*/ /* clipping ok, below */
+ STENCIL_BIT |
+ MASKING_BIT |
+ MULTI_DRAW_BIT |
+ OCCLUSION_BIT | /* nope! at least not yet */
+ TEXTURE_BIT |
+ FRAGPROG_BIT)) {
+ _swrast_Bitmap(ctx, px, py, width, height, unpack, bitmap);
+ return;
+ }
+
+ /* make sure the pixelpipe is configured correctly */
+ fxSetupFXUnits(ctx);
+
+ /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */
+ if (ctx->Scissor.Enabled) {
+ /* This is a bit tricky, but by carefully adjusting the px, py,
+ * width, height, skipPixels and skipRows values we can do
+ * scissoring without special code in the rendering loop.
+ */
+
+ /* we'll construct a new pixelstore struct */
+ finalUnpack = &scissoredUnpack;
+ scissoredUnpack = *unpack;
+ if (scissoredUnpack.RowLength == 0)
+ scissoredUnpack.RowLength = width;
+
+ /* clip left */
+ if (px < ctx->Scissor.X) {
+ scissoredUnpack.SkipPixels += (ctx->Scissor.X - px);
+ width -= (ctx->Scissor.X - px);
+ px = ctx->Scissor.X;
+ }
+ /* clip right */
+ if (px + width >= ctx->Scissor.X + ctx->Scissor.Width) {
+ width -= (px + width - (ctx->Scissor.X + ctx->Scissor.Width));
+ }
+ /* clip bottom */
+ if (py < ctx->Scissor.Y) {
+ scissoredUnpack.SkipRows += (ctx->Scissor.Y - py);
+ height -= (ctx->Scissor.Y - py);
+ py = ctx->Scissor.Y;
+ }
+ /* clip top */
+ if (py + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
+ height -= (py + height - (ctx->Scissor.Y + ctx->Scissor.Height));
+ }
+
+ if (width <= 0 || height <= 0)
+ return;
+ }
+ else {
+ finalUnpack = unpack;
+ }
+
+ /* compute pixel value */
+ {
+ GLint r = (GLint) (ctx->Current.RasterColor[RCOMP] * 255.0f);
+ GLint g = (GLint) (ctx->Current.RasterColor[GCOMP] * 255.0f);
+ GLint b = (GLint) (ctx->Current.RasterColor[BCOMP] * 255.0f);
+ GLint a = (GLint) (ctx->Current.RasterColor[ACOMP] * 255.0f);
+ if (fxMesa->colDepth == 15) {
+ color = TDFXPACKCOLOR1555(b, g, r, a);
+ mode = GR_LFBWRITEMODE_1555;
+ } else {
+ color = fxMesa->bgrOrder ? TDFXPACKCOLOR565(r, g, b) : TDFXPACKCOLOR565(b, g, r);
+ mode = GR_LFBWRITEMODE_565;
+ }
+ }
+
+ info.size = sizeof(info);
+ if (!grLfbLock(GR_LFB_WRITE_ONLY,
+ fxMesa->currentFB,
+ mode,
+ GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) {
+ _swrast_Bitmap(ctx, px, py, width, height, finalUnpack, bitmap);
+ return;
+ }
+
+ {
+ const GLint winX = 0;
+ const GLint winY = 0;
+ /* The dest stride depends on the hardware and whether we're drawing
+ * to the front or back buffer. This compile-time test seems to do
+ * the job for now.
+ */
+ const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */
+
+ GLint row;
+ /* compute dest address of bottom-left pixel in bitmap */
+ GLushort *dst = (GLushort *) info.lfbPtr
+ + (winY + py) * dstStride + (winX + px);
+
+ for (row = 0; row < height; row++) {
+ const GLubyte *src =
+ (const GLubyte *) _mesa_image_address2d(finalUnpack,
+ bitmap, width, height,
+ GL_COLOR_INDEX, GL_BITMAP,
+ row, 0);
+ if (finalUnpack->LsbFirst) {
+ /* least significan bit first */
+ GLubyte mask = 1U << (finalUnpack->SkipPixels & 0x7);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ if (*src & mask) {
+ dst[col] = color;
+ }
+ if (mask == 128U) {
+ src++;
+ mask = 1U;
+ }
+ else {
+ mask = mask << 1;
+ }
+ }
+ if (mask != 1)
+ src++;
+ }
+ else {
+ /* most significan bit first */
+ GLubyte mask = 128U >> (finalUnpack->SkipPixels & 0x7);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ if (*src & mask) {
+ dst[col] = color;
+ }
+ if (mask == 1U) {
+ src++;
+ mask = 128U;
+ }
+ else {
+ mask = mask >> 1;
+ }
+ }
+ if (mask != 128)
+ src++;
+ }
+ dst += dstStride;
+ }
+ }
+
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+}
+
+static void
+fxDDDrawBitmap4 (GLcontext *ctx, GLint px, GLint py,
+ GLsizei width, GLsizei height,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLubyte *bitmap)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GrLfbInfo_t info;
+ FxU32 color;
+ const struct gl_pixelstore_attrib *finalUnpack;
+ struct gl_pixelstore_attrib scissoredUnpack;
+
+ /* check if there's any raster operations enabled which we can't handle */
+ if ((swrast->_RasterMask & (/*ALPHATEST_BIT |*/
+ /*BLEND_BIT |*/ /* blending ok, through pixpipe */
+ DEPTH_BIT | /* could be done with RGB:DEPTH */
+ FOG_BIT | /* could be done with RGB:DEPTH */
+ LOGIC_OP_BIT |
+ /*CLIP_BIT |*/ /* clipping ok, below */
+ STENCIL_BIT |
+ /*MASKING_BIT |*/ /* masking ok, we're in 32bpp */
+ MULTI_DRAW_BIT |
+ OCCLUSION_BIT | /* nope! at least not yet */
+ TEXTURE_BIT |
+ FRAGPROG_BIT))
+ ) {
+ _swrast_Bitmap(ctx, px, py, width, height, unpack, bitmap);
+ return;
+ }
+
+ /* make sure the pixelpipe is configured correctly */
+ fxSetupFXUnits(ctx);
+
+ /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */
+ if (ctx->Scissor.Enabled) {
+ /* This is a bit tricky, but by carefully adjusting the px, py,
+ * width, height, skipPixels and skipRows values we can do
+ * scissoring without special code in the rendering loop.
+ */
+
+ /* we'll construct a new pixelstore struct */
+ finalUnpack = &scissoredUnpack;
+ scissoredUnpack = *unpack;
+ if (scissoredUnpack.RowLength == 0)
+ scissoredUnpack.RowLength = width;
+
+ /* clip left */
+ if (px < ctx->Scissor.X) {
+ scissoredUnpack.SkipPixels += (ctx->Scissor.X - px);
+ width -= (ctx->Scissor.X - px);
+ px = ctx->Scissor.X;
+ }
+ /* clip right */
+ if (px + width >= ctx->Scissor.X + ctx->Scissor.Width) {
+ width -= (px + width - (ctx->Scissor.X + ctx->Scissor.Width));
+ }
+ /* clip bottom */
+ if (py < ctx->Scissor.Y) {
+ scissoredUnpack.SkipRows += (ctx->Scissor.Y - py);
+ height -= (ctx->Scissor.Y - py);
+ py = ctx->Scissor.Y;
+ }
+ /* clip top */
+ if (py + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
+ height -= (py + height - (ctx->Scissor.Y + ctx->Scissor.Height));
+ }
+
+ if (width <= 0 || height <= 0)
+ return;
+ }
+ else {
+ finalUnpack = unpack;
+ }
+
+ /* compute pixel value */
+ {
+ GLint r = (GLint) (ctx->Current.RasterColor[RCOMP] * 255.0f);
+ GLint g = (GLint) (ctx->Current.RasterColor[GCOMP] * 255.0f);
+ GLint b = (GLint) (ctx->Current.RasterColor[BCOMP] * 255.0f);
+ GLint a = (GLint) (ctx->Current.RasterColor[ACOMP] * 255.0f);
+ color = TDFXPACKCOLOR8888(b, g, r, a);
+ }
+
+ info.size = sizeof(info);
+ if (!grLfbLock(GR_LFB_WRITE_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_8888,
+ GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) {
+ _swrast_Bitmap(ctx, px, py, width, height, finalUnpack, bitmap);
+ return;
+ }
+
+ {
+ const GLint winX = 0;
+ const GLint winY = 0;
+ /* The dest stride depends on the hardware and whether we're drawing
+ * to the front or back buffer. This compile-time test seems to do
+ * the job for now.
+ */
+ const GLint dstStride = info.strideInBytes / 4; /* stride in GLuints */
+
+ GLint row;
+ /* compute dest address of bottom-left pixel in bitmap */
+ GLuint *dst = (GLuint *) info.lfbPtr
+ + (winY + py) * dstStride + (winX + px);
+
+ for (row = 0; row < height; row++) {
+ const GLubyte *src =
+ (const GLubyte *) _mesa_image_address2d(finalUnpack,
+ bitmap, width, height,
+ GL_COLOR_INDEX, GL_BITMAP,
+ row, 0);
+ if (finalUnpack->LsbFirst) {
+ /* least significan bit first */
+ GLubyte mask = 1U << (finalUnpack->SkipPixels & 0x7);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ if (*src & mask) {
+ dst[col] = color;
+ }
+ if (mask == 128U) {
+ src++;
+ mask = 1U;
+ }
+ else {
+ mask = mask << 1;
+ }
+ }
+ if (mask != 1)
+ src++;
+ }
+ else {
+ /* most significan bit first */
+ GLubyte mask = 128U >> (finalUnpack->SkipPixels & 0x7);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ if (*src & mask) {
+ dst[col] = color;
+ }
+ if (mask == 1U) {
+ src++;
+ mask = 128U;
+ }
+ else {
+ mask = mask >> 1;
+ }
+ }
+ if (mask != 128)
+ src++;
+ }
+ dst += dstStride;
+ }
+ }
+
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+}
+
+
+static void
+fxDDReadPixels565 (GLcontext * ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *packing,
+ GLvoid *dstImage)
+{
+ if (ctx->_ImageTransferState/* & (IMAGE_SCALE_BIAS_BIT|IMAGE_MAP_COLOR_BIT)*/) {
+ _swrast_ReadPixels(ctx, x, y, width, height, format, type,
+ packing, dstImage);
+ return;
+ }
+ else {
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ GrLfbInfo_t info;
+
+ BEGIN_BOARD_LOCK();
+ info.size = sizeof(info);
+ if (grLfbLock(GR_LFB_READ_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_ANY,
+ GR_ORIGIN_UPPER_LEFT, FXFALSE, &info)) {
+ const GLint winX = 0;
+ const GLint winY = fxMesa->height - 1;
+ const GLint srcStride = info.strideInBytes / 2; /* stride in GLushorts */
+ const GLushort *src = (const GLushort *) info.lfbPtr
+ + (winY - y) * srcStride + (winX + x);
+ GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, dstImage,
+ width, height, format,
+ type, 0, 0);
+ GLint dstStride =
+ _mesa_image_row_stride(packing, width, format, type);
+
+ if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ /* convert 5R6G5B into 8R8G8B */
+ GLint row, col;
+ const GLint halfWidth = width >> 1;
+ const GLint extraPixel = (width & 1);
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < halfWidth; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f];
+ *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 27) & 0x1f];
+ *d++ = FX_rgb_scale_6[(pixel >> 21) & 0x3f];
+ *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f];
+ }
+ if (extraPixel) {
+ GLushort pixel = src[width - 1];
+ *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f];
+ *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ /* convert 5R6G5B into 8R8G8B8A */
+ GLint row, col;
+ const GLint halfWidth = width >> 1;
+ const GLint extraPixel = (width & 1);
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < halfWidth; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f];
+ *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ *d++ = 255;
+ *d++ = FX_rgb_scale_5[(pixel >> 27) & 0x1f];
+ *d++ = FX_rgb_scale_6[(pixel >> 21) & 0x3f];
+ *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f];
+ *d++ = 255;
+ }
+ if (extraPixel) {
+ const GLushort pixel = src[width - 1];
+ *d++ = FX_rgb_scale_5[(pixel >> 11) & 0x1f];
+ *d++ = FX_rgb_scale_6[(pixel >> 5) & 0x3f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ *d++ = 255;
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
+ /* directly memcpy 5R6G5B pixels into client's buffer */
+ const GLint widthInBytes = width * 2;
+ GLint row;
+ for (row = 0; row < height; row++) {
+ MEMCPY(dst, src, widthInBytes);
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else {
+ grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
+ END_BOARD_LOCK();
+ _swrast_ReadPixels(ctx, x, y, width, height, format, type,
+ packing, dstImage);
+ return;
+ }
+
+ grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
+ }
+ END_BOARD_LOCK();
+ }
+}
+
+static void
+fxDDReadPixels555 (GLcontext * ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *packing,
+ GLvoid *dstImage)
+{
+ if (ctx->_ImageTransferState/* & (IMAGE_SCALE_BIAS_BIT|IMAGE_MAP_COLOR_BIT)*/) {
+ _swrast_ReadPixels(ctx, x, y, width, height, format, type,
+ packing, dstImage);
+ return;
+ }
+ else {
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ GrLfbInfo_t info;
+
+ BEGIN_BOARD_LOCK();
+ info.size = sizeof(info);
+ if (grLfbLock(GR_LFB_READ_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_ANY,
+ GR_ORIGIN_UPPER_LEFT, FXFALSE, &info)) {
+ const GLint winX = 0;
+ const GLint winY = fxMesa->height - 1;
+ const GLint srcStride = info.strideInBytes / 2; /* stride in GLushorts */
+ const GLushort *src = (const GLushort *) info.lfbPtr
+ + (winY - y) * srcStride + (winX + x);
+ GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, dstImage,
+ width, height, format,
+ type, 0, 0);
+ GLint dstStride =
+ _mesa_image_row_stride(packing, width, format, type);
+
+ if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ /* convert 5R5G5B into 8R8G8B */
+ GLint row, col;
+ const GLint halfWidth = width >> 1;
+ const GLint extraPixel = (width & 1);
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < halfWidth; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 26) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 21) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f];
+ }
+ if (extraPixel) {
+ GLushort pixel = src[width - 1];
+ *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ /* convert 5R6G5B into 8R8G8B8A */
+ GLint row, col;
+ const GLint halfWidth = width >> 1;
+ const GLint extraPixel = (width & 1);
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < halfWidth; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ *d++ = (pixel & 0x8000) ? 255 : 0;
+ *d++ = FX_rgb_scale_5[(pixel >> 26) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 21) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 16) & 0x1f];
+ *d++ = (pixel & 0x80000000) ? 255 : 0;
+ }
+ if (extraPixel) {
+ const GLushort pixel = src[width - 1];
+ *d++ = FX_rgb_scale_5[(pixel >> 10) & 0x1f];
+ *d++ = FX_rgb_scale_5[(pixel >> 5) & 0x1f];
+ *d++ = FX_rgb_scale_5[ pixel & 0x1f];
+ *d++ = (pixel & 0x8000) ? 255 : 0;
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else if (format == GL_BGRA && type == GL_UNSIGNED_SHORT_1_5_5_5_REV) {
+ /* directly memcpy 5R5G5B pixels into client's buffer */
+ const GLint widthInBytes = width * 2;
+ GLint row;
+ for (row = 0; row < height; row++) {
+ MEMCPY(dst, src, widthInBytes);
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else {
+ grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
+ END_BOARD_LOCK();
+ _swrast_ReadPixels(ctx, x, y, width, height, format, type,
+ packing, dstImage);
+ return;
+ }
+
+ grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
+ }
+ END_BOARD_LOCK();
+ }
+}
+
+static void
+fxDDReadPixels8888 (GLcontext * ctx,
+ GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *packing,
+ GLvoid *dstImage)
+{
+ if (ctx->_ImageTransferState/* & (IMAGE_SCALE_BIAS_BIT|IMAGE_MAP_COLOR_BIT)*/) {
+ _swrast_ReadPixels(ctx, x, y, width, height, format, type,
+ packing, dstImage);
+ return;
+ }
+ else {
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ GrLfbInfo_t info;
+
+ BEGIN_BOARD_LOCK();
+ info.size = sizeof(info);
+ if (grLfbLock(GR_LFB_READ_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_ANY,
+ GR_ORIGIN_UPPER_LEFT, FXFALSE, &info)) {
+ const GLint winX = 0;
+ const GLint winY = fxMesa->height - 1;
+ const GLint srcStride = info.strideInBytes / 4; /* stride in GLuints */
+ const GLuint *src = (const GLuint *) info.lfbPtr
+ + (winY - y) * srcStride + (winX + x);
+ GLubyte *dst = (GLubyte *) _mesa_image_address2d(packing, dstImage,
+ width, height, format,
+ type, 0, 0);
+ GLint dstStride =
+ _mesa_image_row_stride(packing, width, format, type);
+
+ if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ /* convert 8A8R8G8B into 8R8G8B */
+ GLint row, col;
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < width; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ *d++ = pixel >> 16;
+ *d++ = pixel >> 8;
+ *d++ = pixel;
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ /* 8A8R8G8B pixels into client's buffer */
+ GLint row, col;
+ for (row = 0; row < height; row++) {
+ GLubyte *d = dst;
+ for (col = 0; col < width; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ *d++ = pixel >> 16;
+ *d++ = pixel >> 8;
+ *d++ = pixel;
+ *d++ = pixel >> 24;
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
+ /* convert 8A8R8G8B into 5R6G5B */
+ GLint row, col;
+ for (row = 0; row < height; row++) {
+ GLushort *d = (GLushort *)dst;
+ for (col = 0; col < width; col++) {
+ const GLuint pixel = ((const GLuint *) src)[col];
+ *d++ = (((pixel >> 16) & 0xf8) << 8) |
+ (((pixel >> 8) & 0xfc) << 3) |
+ ((pixel & 0xf8) >> 3);
+ }
+ dst += dstStride;
+ src -= srcStride;
+ }
+ }
+ else {
+ grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
+ END_BOARD_LOCK();
+ _swrast_ReadPixels(ctx, x, y, width, height, format, type,
+ packing, dstImage);
+ return;
+ }
+
+ grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
+ }
+ END_BOARD_LOCK();
+ }
+}
+
+
+static void
+fxDDDrawPixels555 (GLcontext * ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid * pixels)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GrLfbInfo_t info;
+ const struct gl_pixelstore_attrib *finalUnpack;
+ struct gl_pixelstore_attrib scissoredUnpack;
+
+ if (ctx->Pixel.ZoomX != 1.0F ||
+ ctx->Pixel.ZoomY != 1.0F ||
+ (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT|
+ IMAGE_MAP_COLOR_BIT)) ||
+ (swrast->_RasterMask & (ALPHATEST_BIT |
+ /*BLEND_BIT |*/ /* blending ok, through pixpipe */
+ DEPTH_BIT | /* could be done with RGB:DEPTH */
+ FOG_BIT | /* could be done with RGB:DEPTH */
+ LOGIC_OP_BIT |
+ /*CLIP_BIT |*/ /* clipping ok, below */
+ STENCIL_BIT |
+ MASKING_BIT |
+ MULTI_DRAW_BIT |
+ OCCLUSION_BIT | /* nope! at least not yet */
+ TEXTURE_BIT |
+ FRAGPROG_BIT)) ||
+ fxMesa->fallback)
+ {
+ _swrast_DrawPixels( ctx, x, y, width, height, format, type,
+ unpack, pixels );
+ return;
+ }
+
+ /* make sure the pixelpipe is configured correctly */
+ fxSetupFXUnits(ctx);
+
+ /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */
+ if (ctx->Scissor.Enabled) {
+ /* This is a bit tricky, but by carefully adjusting the px, py,
+ * width, height, skipPixels and skipRows values we can do
+ * scissoring without special code in the rendering loop.
+ */
+
+ /* we'll construct a new pixelstore struct */
+ finalUnpack = &scissoredUnpack;
+ scissoredUnpack = *unpack;
+ if (scissoredUnpack.RowLength == 0)
+ scissoredUnpack.RowLength = width;
+
+ /* clip left */
+ if (x < ctx->Scissor.X) {
+ scissoredUnpack.SkipPixels += (ctx->Scissor.X - x);
+ width -= (ctx->Scissor.X - x);
+ x = ctx->Scissor.X;
+ }
+ /* clip right */
+ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) {
+ width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width));
+ }
+ /* clip bottom */
+ if (y < ctx->Scissor.Y) {
+ scissoredUnpack.SkipRows += (ctx->Scissor.Y - y);
+ height -= (ctx->Scissor.Y - y);
+ y = ctx->Scissor.Y;
+ }
+ /* clip top */
+ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
+ height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height));
+ }
+
+ if (width <= 0 || height <= 0)
+ return;
+ }
+ else {
+ finalUnpack = unpack;
+ }
+
+ info.size = sizeof(info);
+ if (!grLfbLock(GR_LFB_WRITE_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_1555,
+ GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) {
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ {
+ const GLint winX = 0;
+ const GLint winY = 0;
+
+ const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */
+ GLushort *dst = (GLushort *) info.lfbPtr + (winY + y) * dstStride + (winX + x);
+
+ if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ dst[col] = TDFXPACKCOLOR1555(src[2], src[1], src[0], src[3]);
+ src += 4;
+ }
+ dst += dstStride;
+ }
+ }
+ else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ dst[col] = TDFXPACKCOLOR1555(src[2], src[1], src[0], 255);
+ src += 3;
+ }
+ dst += dstStride;
+ }
+ }
+ else {
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ }
+
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+}
+
+
+static void
+fxDDDrawPixels565 (GLcontext * ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid * pixels)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GrLfbInfo_t info;
+ const struct gl_pixelstore_attrib *finalUnpack;
+ struct gl_pixelstore_attrib scissoredUnpack;
+
+ if (ctx->Pixel.ZoomX != 1.0F ||
+ ctx->Pixel.ZoomY != 1.0F ||
+ (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT|
+ IMAGE_MAP_COLOR_BIT)) ||
+ (swrast->_RasterMask & (ALPHATEST_BIT |
+ /*BLEND_BIT |*/ /* blending ok, through pixpipe */
+ DEPTH_BIT | /* could be done with RGB:DEPTH */
+ FOG_BIT | /* could be done with RGB:DEPTH */
+ LOGIC_OP_BIT |
+ /*CLIP_BIT |*/ /* clipping ok, below */
+ STENCIL_BIT |
+ MASKING_BIT |
+ MULTI_DRAW_BIT |
+ OCCLUSION_BIT | /* nope! at least not yet */
+ TEXTURE_BIT |
+ FRAGPROG_BIT)) ||
+ fxMesa->fallback)
+ {
+ _swrast_DrawPixels( ctx, x, y, width, height, format, type,
+ unpack, pixels );
+ return;
+ }
+
+ /* make sure the pixelpipe is configured correctly */
+ fxSetupFXUnits(ctx);
+
+ /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */
+ if (ctx->Scissor.Enabled) {
+ /* This is a bit tricky, but by carefully adjusting the px, py,
+ * width, height, skipPixels and skipRows values we can do
+ * scissoring without special code in the rendering loop.
+ */
+
+ /* we'll construct a new pixelstore struct */
+ finalUnpack = &scissoredUnpack;
+ scissoredUnpack = *unpack;
+ if (scissoredUnpack.RowLength == 0)
+ scissoredUnpack.RowLength = width;
+
+ /* clip left */
+ if (x < ctx->Scissor.X) {
+ scissoredUnpack.SkipPixels += (ctx->Scissor.X - x);
+ width -= (ctx->Scissor.X - x);
+ x = ctx->Scissor.X;
+ }
+ /* clip right */
+ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) {
+ width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width));
+ }
+ /* clip bottom */
+ if (y < ctx->Scissor.Y) {
+ scissoredUnpack.SkipRows += (ctx->Scissor.Y - y);
+ height -= (ctx->Scissor.Y - y);
+ y = ctx->Scissor.Y;
+ }
+ /* clip top */
+ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
+ height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height));
+ }
+
+ if (width <= 0 || height <= 0)
+ return;
+ }
+ else {
+ finalUnpack = unpack;
+ }
+
+ info.size = sizeof(info);
+ if (!grLfbLock(GR_LFB_WRITE_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_565,
+ GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) {
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ {
+ const GLint winX = 0;
+ const GLint winY = 0;
+
+ const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */
+ GLushort *dst = (GLushort *) info.lfbPtr + (winY + y) * dstStride + (winX + x);
+
+ if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ dst[col] = TDFXPACKCOLOR565(src[2], src[1], src[0]);
+ src += 4;
+ }
+ dst += dstStride;
+ }
+ }
+ else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ dst[col] = TDFXPACKCOLOR565(src[2], src[1], src[0]);
+ src += 3;
+ }
+ dst += dstStride;
+ }
+ }
+ else {
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ }
+
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+}
+
+
+static void
+fxDDDrawPixels565_rev (GLcontext * ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid * pixels)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GrLfbInfo_t info;
+ const struct gl_pixelstore_attrib *finalUnpack;
+ struct gl_pixelstore_attrib scissoredUnpack;
+
+ if (ctx->Pixel.ZoomX != 1.0F ||
+ ctx->Pixel.ZoomY != 1.0F ||
+ (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT|
+ IMAGE_MAP_COLOR_BIT)) ||
+ (swrast->_RasterMask & (ALPHATEST_BIT |
+ /*BLEND_BIT |*/ /* blending ok, through pixpipe */
+ DEPTH_BIT | /* could be done with RGB:DEPTH */
+ FOG_BIT | /* could be done with RGB:DEPTH */
+ LOGIC_OP_BIT |
+ /*CLIP_BIT |*/ /* clipping ok, below */
+ STENCIL_BIT |
+ MASKING_BIT |
+ MULTI_DRAW_BIT |
+ OCCLUSION_BIT | /* nope! at least not yet */
+ TEXTURE_BIT |
+ FRAGPROG_BIT)) ||
+ fxMesa->fallback)
+ {
+ _swrast_DrawPixels( ctx, x, y, width, height, format, type,
+ unpack, pixels );
+ return;
+ }
+
+ /* make sure the pixelpipe is configured correctly */
+ fxSetupFXUnits(ctx);
+
+ /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */
+ if (ctx->Scissor.Enabled) {
+ /* This is a bit tricky, but by carefully adjusting the px, py,
+ * width, height, skipPixels and skipRows values we can do
+ * scissoring without special code in the rendering loop.
+ */
+
+ /* we'll construct a new pixelstore struct */
+ finalUnpack = &scissoredUnpack;
+ scissoredUnpack = *unpack;
+ if (scissoredUnpack.RowLength == 0)
+ scissoredUnpack.RowLength = width;
+
+ /* clip left */
+ if (x < ctx->Scissor.X) {
+ scissoredUnpack.SkipPixels += (ctx->Scissor.X - x);
+ width -= (ctx->Scissor.X - x);
+ x = ctx->Scissor.X;
+ }
+ /* clip right */
+ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) {
+ width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width));
+ }
+ /* clip bottom */
+ if (y < ctx->Scissor.Y) {
+ scissoredUnpack.SkipRows += (ctx->Scissor.Y - y);
+ height -= (ctx->Scissor.Y - y);
+ y = ctx->Scissor.Y;
+ }
+ /* clip top */
+ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
+ height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height));
+ }
+
+ if (width <= 0 || height <= 0)
+ return;
+ }
+ else {
+ finalUnpack = unpack;
+ }
+
+ info.size = sizeof(info);
+ if (!grLfbLock(GR_LFB_WRITE_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_565,
+ GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) {
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ {
+ const GLint winX = 0;
+ const GLint winY = 0;
+
+ const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */
+ GLushort *dst = (GLushort *) info.lfbPtr + (winY + y) * dstStride + (winX + x);
+
+ if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ dst[col] = TDFXPACKCOLOR565(src[0], src[1], src[2]);
+ src += 4;
+ }
+ dst += dstStride;
+ }
+ }
+ else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ dst[col] = TDFXPACKCOLOR565(src[0], src[1], src[2]);
+ src += 3;
+ }
+ dst += dstStride;
+ }
+ }
+ else {
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ }
+
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+}
+
+
+static void
+fxDDDrawPixels8888 (GLcontext * ctx, GLint x, GLint y,
+ GLsizei width, GLsizei height,
+ GLenum format, GLenum type,
+ const struct gl_pixelstore_attrib *unpack,
+ const GLvoid * pixels)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+ SWcontext *swrast = SWRAST_CONTEXT(ctx);
+ GrLfbInfo_t info;
+ const struct gl_pixelstore_attrib *finalUnpack;
+ struct gl_pixelstore_attrib scissoredUnpack;
+
+ if (ctx->Pixel.ZoomX != 1.0F ||
+ ctx->Pixel.ZoomY != 1.0F ||
+ (ctx->_ImageTransferState & (IMAGE_SCALE_BIAS_BIT|
+ IMAGE_MAP_COLOR_BIT)) ||
+ (swrast->_RasterMask & (/*ALPHATEST_BIT |*/
+ /*BLEND_BIT |*/ /* blending ok, through pixpipe */
+ DEPTH_BIT | /* could be done with RGB:DEPTH */
+ FOG_BIT | /* could be done with RGB:DEPTH */
+ LOGIC_OP_BIT |
+ /*CLIP_BIT |*/ /* clipping ok, below */
+ STENCIL_BIT |
+ /*MASKING_BIT |*/ /* masking ok, we're in 32bpp */
+ MULTI_DRAW_BIT |
+ OCCLUSION_BIT | /* nope! at least not yet */
+ TEXTURE_BIT |
+ FRAGPROG_BIT)) ||
+ fxMesa->fallback)
+ {
+ _swrast_DrawPixels( ctx, x, y, width, height, format, type,
+ unpack, pixels );
+ return;
+ }
+
+ /* make sure the pixelpipe is configured correctly */
+ fxSetupFXUnits(ctx);
+
+ /* FIXME! _RasterMask & CLIP_BIT gets set if we're out of Viewport, also! */
+ if (ctx->Scissor.Enabled) {
+ /* This is a bit tricky, but by carefully adjusting the px, py,
+ * width, height, skipPixels and skipRows values we can do
+ * scissoring without special code in the rendering loop.
+ */
+
+ /* we'll construct a new pixelstore struct */
+ finalUnpack = &scissoredUnpack;
+ scissoredUnpack = *unpack;
+ if (scissoredUnpack.RowLength == 0)
+ scissoredUnpack.RowLength = width;
+
+ /* clip left */
+ if (x < ctx->Scissor.X) {
+ scissoredUnpack.SkipPixels += (ctx->Scissor.X - x);
+ width -= (ctx->Scissor.X - x);
+ x = ctx->Scissor.X;
+ }
+ /* clip right */
+ if (x + width >= ctx->Scissor.X + ctx->Scissor.Width) {
+ width -= (x + width - (ctx->Scissor.X + ctx->Scissor.Width));
+ }
+ /* clip bottom */
+ if (y < ctx->Scissor.Y) {
+ scissoredUnpack.SkipRows += (ctx->Scissor.Y - y);
+ height -= (ctx->Scissor.Y - y);
+ y = ctx->Scissor.Y;
+ }
+ /* clip top */
+ if (y + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
+ height -= (y + height - (ctx->Scissor.Y + ctx->Scissor.Height));
+ }
+
+ if (width <= 0 || height <= 0)
+ return;
+ }
+ else {
+ finalUnpack = unpack;
+ }
+
+ info.size = sizeof(info);
+ if (!grLfbLock(GR_LFB_WRITE_ONLY,
+ fxMesa->currentFB,
+ GR_LFBWRITEMODE_8888,
+ GR_ORIGIN_LOWER_LEFT, FXTRUE, &info)) {
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ {
+ const GLint winX = 0;
+ const GLint winY = 0;
+
+ const GLint dstStride = info.strideInBytes / 4; /* stride in GLuints */
+ GLuint *dst = (GLuint *) info.lfbPtr + (winY + y) * dstStride + (winX + x);
+
+ if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
+ /* directly memcpy 8A8R8G8B pixels to screen */
+ const GLint widthInBytes = width * 4;
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ MEMCPY(dst, src, widthInBytes);
+ dst += dstStride;
+ }
+ }
+ else if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
+ GLint row;
+ for (row = 0; row < height; row++) {
+ GLubyte *src = (GLubyte *) _mesa_image_address2d(finalUnpack,
+ pixels, width, height, format, type, row, 0);
+ GLint col;
+ for (col = 0; col < width; col++) {
+ dst[col] = TDFXPACKCOLOR8888(src[2], src[1], src[0], 255);
+ src += 3;
+ }
+ dst += dstStride;
+ }
+ }
+ else {
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+ _swrast_DrawPixels(ctx, x, y, width, height, format, type, finalUnpack, pixels);
+ return;
+ }
+
+ }
+
+ grLfbUnlock(GR_LFB_WRITE_ONLY, fxMesa->currentFB);
+}
+
+
+static void
+fxDDFinish(GLcontext * ctx)
+{
+ grFlush();
+}
+
+
+
+
+
+/* KW: Put the word Mesa in the render string because quakeworld
+ * checks for this rather than doing a glGet(GL_MAX_TEXTURE_SIZE).
+ * Why?
+ */
+static const GLubyte *
+fxDDGetString(GLcontext * ctx, GLenum name)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+
+ switch (name) {
+ case GL_RENDERER:
+ return (GLubyte *)fxMesa->rendererString;
+#if __WIN32__ /* hack to advertise vanilla extension names */
+ case GL_EXTENSIONS:
+ if (ctx->Extensions.String == NULL) {
+ GLubyte *ext = _mesa_make_extension_string(ctx);
+ if (ext != NULL) {
+ ctx->Extensions.String = _mesa_malloc(strlen((char *)ext) + 256);
+ if (ctx->Extensions.String != NULL) {
+ strcpy((char *)ctx->Extensions.String, (char *)ext);
+ /* put any additional extension names here */
+#if 0
+ strcat((char *)ctx->Extensions.String, " 3DFX_set_global_palette");
+#endif
+#if __WIN32__
+ strcat((char *)ctx->Extensions.String, " WGL_3DFX_gamma_control");
+ strcat((char *)ctx->Extensions.String, " WGL_EXT_swap_control");
+ strcat((char *)ctx->Extensions.String, " WGL_EXT_extensions_string WGL_ARB_extensions_string");
+#endif
+ /* put any additional extension names here */
+ _mesa_free(ext);
+ } else {
+ ctx->Extensions.String = ext;
+ }
+ }
+ }
+ return ctx->Extensions.String;
+#endif
+ default:
+ return NULL;
+ }
+}
+
+static const struct tnl_pipeline_stage *fx_pipeline[] = {
+ &_tnl_vertex_transform_stage, /* XXX todo - Add the fastpath here */
+ &_tnl_normal_transform_stage,
+ &_tnl_lighting_stage,
+ &_tnl_fog_coordinate_stage,
+ &_tnl_texgen_stage,
+ &_tnl_texture_transform_stage,
+ &_tnl_point_attenuation_stage,
+#if defined(FEATURE_NV_vertex_program) || defined(FEATURE_ARB_vertex_program)
+ &_tnl_arb_vertex_program_stage,
+ &_tnl_vertex_program_stage,
+#endif
+ &_tnl_render_stage,
+ 0,
+};
+
+
+
+
+int
+fxDDInitFxMesaContext(fxMesaContext fxMesa)
+{
+ GLcontext *ctx = fxMesa->glCtx;
+
+ FX_setupGrVertexLayout();
+
+ fxMesa->color = 0xffffffff;
+ fxMesa->clearC = 0;
+ fxMesa->clearA = 0;
+
+ fxMesa->stats.swapBuffer = 0;
+ fxMesa->stats.reqTexUpload = 0;
+ fxMesa->stats.texUpload = 0;
+ fxMesa->stats.memTexUpload = 0;
+
+ fxMesa->tmuSrc = FX_TMU_NONE;
+ fxMesa->lastUnitsMode = FX_UM_NONE;
+ fxTMInit(fxMesa);
+
+ /* FX units setup */
+
+ fxMesa->unitsState.alphaTestEnabled = GL_FALSE;
+ fxMesa->unitsState.alphaTestFunc = GL_ALWAYS;
+ fxMesa->unitsState.alphaTestRefValue = 0.0;
+
+ fxMesa->unitsState.blendEnabled = GL_FALSE;
+ fxMesa->unitsState.blendSrcFuncRGB = GR_BLEND_ONE;
+ fxMesa->unitsState.blendDstFuncRGB = GR_BLEND_ZERO;
+ fxMesa->unitsState.blendSrcFuncAlpha = GR_BLEND_ONE;
+ fxMesa->unitsState.blendDstFuncAlpha = GR_BLEND_ZERO;
+ fxMesa->unitsState.blendEqRGB = GR_BLEND_OP_ADD;
+ fxMesa->unitsState.blendEqAlpha = GR_BLEND_OP_ADD;
+
+ fxMesa->unitsState.depthTestEnabled = GL_FALSE;
+ fxMesa->unitsState.depthMask = GL_TRUE;
+ fxMesa->unitsState.depthTestFunc = GL_LESS;
+ fxMesa->unitsState.depthBias = 0;
+
+ fxMesa->unitsState.stencilWriteMask = 0xff;
+
+ if (fxMesa->colDepth == 32) {
+ /* 32bpp */
+ fxMesa->Glide.grColorMaskExt(FXTRUE, FXTRUE, FXTRUE, fxMesa->haveHwAlpha);
+ } else {
+ /* 15/16 bpp mode */
+ grColorMask(FXTRUE, fxMesa->haveHwAlpha);
+ }
+
+ fxMesa->currentFB = fxMesa->haveDoubleBuffer ? GR_BUFFER_BACKBUFFER : GR_BUFFER_FRONTBUFFER;
+ grRenderBuffer(fxMesa->currentFB);
+
+ fxMesa->state = MALLOC(FX_grGetInteger(GR_GLIDE_STATE_SIZE));
+ fxMesa->fogTable = (GrFog_t *) MALLOC(FX_grGetInteger(GR_FOG_TABLE_ENTRIES) *
+ sizeof(GrFog_t));
+
+ if (!fxMesa->state || !fxMesa->fogTable) {
+ if (fxMesa->state)
+ FREE(fxMesa->state);
+ if (fxMesa->fogTable)
+ FREE(fxMesa->fogTable);
+ return 0;
+ }
+
+ if (fxMesa->haveZBuffer) {
+ grDepthBufferMode(GR_DEPTHBUFFER_ZBUFFER);
+ }
+
+ if (!fxMesa->bgrOrder) {
+ grLfbWriteColorFormat(GR_COLORFORMAT_ABGR);
+ }
+
+ if (fxMesa->Glide.grSetNumPendingBuffers != NULL) {
+ fxMesa->Glide.grSetNumPendingBuffers(fxMesa->maxPendingSwapBuffers);
+ }
+
+ fxMesa->textureAlign = FX_grGetInteger(GR_TEXTURE_ALIGN);
+ /* [koolsmoky] */
+ {
+ char *env;
+ int textureLevels = 0;
+ int textureSize = FX_grGetInteger(GR_MAX_TEXTURE_SIZE);
+ do {
+ textureLevels++;
+ } while ((textureSize >>= 0x1) & 0x7ff);
+ ctx->Const.MaxTextureLevels = textureLevels;
+ ctx->Const.MaxTextureLodBias = /*textureLevels - 1*/8; /* Glide bug */
+#if FX_RESCALE_BIG_TEXURES_HACK
+ fxMesa->textureMaxLod = textureLevels - 1;
+ if ((env = getenv("MESA_FX_MAXLOD")) != NULL) {
+ int maxLevels = atoi(env) + 1;
+ if ((maxLevels <= MAX_TEXTURE_LEVELS) && (maxLevels > textureLevels)) {
+ ctx->Const.MaxTextureLevels = maxLevels;
+ }
+ }
+#endif
+ }
+ ctx->Const.MaxTextureCoordUnits =
+ ctx->Const.MaxTextureImageUnits = fxMesa->haveTwoTMUs ? 2 : 1;
+ ctx->Const.MaxTextureUnits = MAX2(ctx->Const.MaxTextureImageUnits, ctx->Const.MaxTextureCoordUnits);
+
+ 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);
+ _tnl_allow_vertex_fog( ctx, GL_FALSE );
+ _tnl_allow_pixel_fog( ctx, GL_TRUE );
+
+ /* Tell tnl not to calculate or use vertex fog factors. (Needed to
+ * tell render stage not to clip fog coords).
+ */
+/* _tnl_calculate_vertex_fog( ctx, GL_FALSE ); */
+
+ fxDDInitExtensions(ctx);
+
+#if 0
+ /* do we want dither? It just looks bad... */
+ grEnable(GR_ALLOW_MIPMAP_DITHER);
+#endif
+ grGlideGetState((GrState *) fxMesa->state);
+
+ return 1;
+}
+
+/* Undo the above.
+ */
+void
+fxDDDestroyFxMesaContext(fxMesaContext fxMesa)
+{
+ _swsetup_DestroyContext(fxMesa->glCtx);
+ _tnl_DestroyContext(fxMesa->glCtx);
+ _ac_DestroyContext(fxMesa->glCtx);
+ _swrast_DestroyContext(fxMesa->glCtx);
+
+ if (fxMesa->state)
+ FREE(fxMesa->state);
+ if (fxMesa->fogTable)
+ FREE(fxMesa->fogTable);
+ fxFreeVB(fxMesa->glCtx);
+}
+
+
+
+
+void
+fxDDInitExtensions(GLcontext * ctx)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+
+#if 1 /* multipass ColorSum stage */
+ _mesa_enable_extension(ctx, "GL_EXT_secondary_color");
+#endif
+
+ _mesa_enable_extension(ctx, "GL_ARB_point_sprite");
+ _mesa_enable_extension(ctx, "GL_EXT_point_parameters");
+ _mesa_enable_extension(ctx, "GL_EXT_paletted_texture");
+ _mesa_enable_extension(ctx, "GL_EXT_texture_lod_bias");
+ _mesa_enable_extension(ctx, "GL_EXT_shared_texture_palette");
+ _mesa_enable_extension(ctx, "GL_EXT_blend_func_separate");
+ _mesa_enable_extension(ctx, "GL_EXT_texture_env_add");
+ _mesa_enable_extension(ctx, "GL_EXT_stencil_wrap");
+ _mesa_enable_extension(ctx, "GL_EXT_stencil_two_side");
+
+ if (fxMesa->haveTwoTMUs) {
+ _mesa_enable_extension(ctx, "GL_ARB_multitexture");
+ }
+
+ if (fxMesa->type >= GR_SSTTYPE_Voodoo4) {
+ _mesa_enable_extension(ctx, "GL_ARB_texture_compression");
+ _mesa_enable_extension(ctx, "GL_3DFX_texture_compression_FXT1");
+ _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc");
+ _mesa_enable_extension(ctx, "GL_S3_s3tc");
+ _mesa_enable_extension(ctx, "GL_NV_blend_square");
+ } else {
+ /* [dBorca]
+ * We should enable generic texture compression functions,
+ * but some poorly written apps automatically assume S3TC.
+ * Binding NCC to GL_COMPRESSED_RGB[A] is an unnecessary hassle,
+ * since it's slow and ugly (better with palette textures, then).
+ * Moreover, NCC is not an OpenGL standard, so we can't use
+ * precompressed textures. Last, but not least, NCC runs amok
+ * when multitexturing on a Voodoo3 and up (see POINTCAST vs UMA).
+ * Note: this is also a problem with palette textures, but
+ * faking multitex by multipass is evil...
+ * Implementing NCC requires three stages:
+ * fxDDChooseTextureFormat:
+ * bind GL_COMPRESSED_RGB[A] to _mesa_texformat_argb8888,
+ * so we can quantize properly, at a later time
+ * fxDDTexImage:
+ * if GL_COMPRESSED_RGB
+ * use _mesa_texformat_l8 to get 1bpt and set GR_TEXFMT_YIQ_422
+ * if GL_COMPRESSED_RGBA
+ * use _mesa_texformat_al88 to get 2bpt and set GR_TEXFMT_AYIQ_8422
+ * txMipQuantize(...);
+ * if (level == 0) {
+ * txPalToNcc((GuNccTable *)(&(ti->palette)), pxMip.pal);
+ * }
+ * fxSetupSingleTMU_NoLock/fxSetupDoubleTMU_NoLock:
+ * grTexDownloadTable(GR_TEXTABLE_NCC0, &(ti->palette));
+ */
+ /*_mesa_enable_extension(ctx, "GL_ARB_texture_compression");*/
+ _mesa_enable_extension(ctx, "GL_SGIS_generate_mipmap");
+ }
+
+ if (fxMesa->HaveCmbExt) {
+ _mesa_enable_extension(ctx, "GL_ARB_texture_env_combine");
+ _mesa_enable_extension(ctx, "GL_EXT_texture_env_combine");
+ }
+
+ if (fxMesa->HavePixExt) {
+ _mesa_enable_extension(ctx, "GL_EXT_blend_subtract");
+ _mesa_enable_extension(ctx, "GL_EXT_blend_equation_separate");
+ }
+
+ if (fxMesa->HaveMirExt) {
+ _mesa_enable_extension(ctx, "GL_ARB_texture_mirrored_repeat");
+ }
+
+ if (fxMesa->type >= GR_SSTTYPE_Voodoo2) {
+ _mesa_enable_extension(ctx, "GL_EXT_fog_coord");
+ }
+
+ /* core-level extensions */
+ _mesa_enable_extension(ctx, "GL_EXT_multi_draw_arrays");
+ _mesa_enable_extension(ctx, "GL_IBM_multimode_draw_arrays");
+ _mesa_enable_extension(ctx, "GL_ARB_vertex_buffer_object");
+ /* dangerous */
+ if (getenv("MESA_FX_ALLOW_VP")) {
+ _mesa_enable_extension(ctx, "GL_ARB_vertex_program");
+ _mesa_enable_extension(ctx, "GL_NV_vertex_program");
+ _mesa_enable_extension(ctx, "GL_NV_vertex_program1_1");
+ _mesa_enable_extension(ctx, "GL_MESA_program_debug");
+ }
+#if 0
+ /* this requires _tnl_vertex_cull_stage in the pipeline */
+ _mesa_enable_extension(ctx, "EXT_cull_vertex");
+#endif
+}
+
+
+/************************************************************************/
+/************************************************************************/
+/************************************************************************/
+
+/* Check if the hardware supports the current context
+ *
+ * Performs similar work to fxDDChooseRenderState() - should be merged.
+ */
+GLuint
+fx_check_IsInHardware(GLcontext * ctx)
+{
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+
+ if (ctx->RenderMode != GL_RENDER) {
+ return FX_FALLBACK_RENDER_MODE;
+ }
+
+ if (ctx->Stencil.Enabled && !fxMesa->haveHwStencil) {
+ return FX_FALLBACK_STENCIL;
+ }
+
+ if (ctx->DrawBuffer->_ColorDrawBufferMask[0] != BUFFER_BIT_FRONT_LEFT &&
+ ctx->DrawBuffer->_ColorDrawBufferMask[0] != BUFFER_BIT_BACK_LEFT) {
+ return FX_FALLBACK_DRAW_BUFFER;
+ }
+
+ if (ctx->Color.BlendEnabled) {
+ if (ctx->Color.BlendEquationRGB != GL_FUNC_ADD) {
+ if (!fxMesa->HavePixExt ||
+ ((ctx->Color.BlendEquationRGB != GL_FUNC_SUBTRACT) &&
+ (ctx->Color.BlendEquationRGB != GL_FUNC_REVERSE_SUBTRACT))) {
+ return FX_FALLBACK_BLEND;
+ }
+ }
+
+ if (ctx->Color.BlendEquationA != GL_FUNC_ADD) {
+ if (!fxMesa->HavePixExt ||
+ ((ctx->Color.BlendEquationA != GL_FUNC_SUBTRACT) &&
+ (ctx->Color.BlendEquationA != GL_FUNC_REVERSE_SUBTRACT))) {
+ return FX_FALLBACK_BLEND;
+ }
+ }
+
+#if 0
+ /* [dBorca]
+ * We fail the spec here, unless certain blending modes:
+ * RGB: (GL_ONE + GL_*) or (GL_ZERO + GL_*) or ...
+ */
+ if (NEED_SECONDARY_COLOR(ctx)) {
+ if ((ctx->Color.BlendEquationRGB != GL_FUNC_ADD) &&
+ (ctx->Color.BlendSrcRGB != GL_ONE)) {
+ /* Can't use multipass to blend ColorSum stage */
+ return FX_FALLBACK_SPECULAR;
+ }
+ }
+#endif
+ }
+
+ /* [dBorca]
+ * We could avoid this for certain `sfactor/dfactor'
+ * I do not think that is even worthwhile to check
+ * because if someone is using blending they use more
+ * interesting settings and also it would add more
+ * state tracking to a lot of the code.
+ */
+ if (ctx->Color.ColorLogicOpEnabled && (ctx->Color.LogicOp != GL_COPY)) {
+ return FX_FALLBACK_LOGICOP;
+ }
+
+ if ((fxMesa->colDepth != 32) &&
+ ((ctx->Color.ColorMask[RCOMP] != ctx->Color.ColorMask[GCOMP]) ||
+ (ctx->Color.ColorMask[GCOMP] != ctx->Color.ColorMask[BCOMP]))) {
+ return FX_FALLBACK_COLORMASK;
+ }
+
+ /* Unsupported texture/multitexture cases */
+
+ /* we can only do 1D/2D textures */
+ if (ctx->Texture.Unit[0]._ReallyEnabled & ~(TEXTURE_1D_BIT|TEXTURE_2D_BIT))
+ return FX_FALLBACK_TEXTURE_MAP;
+
+ if (fxMesa->haveTwoTMUs) {
+ if (ctx->Texture.Unit[1]._ReallyEnabled & ~(TEXTURE_1D_BIT|TEXTURE_2D_BIT))
+ return FX_FALLBACK_TEXTURE_MAP;
+
+ if (ctx->Texture.Unit[0]._ReallyEnabled) {
+ if (fxMesa->type < GR_SSTTYPE_Voodoo2)
+ if (ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
+ (ctx->Texture.Unit[1]._ReallyEnabled ||
+ ctx->Texture.Unit[0].EnvColor[0] != 0 ||
+ ctx->Texture.Unit[0].EnvColor[1] != 0 ||
+ ctx->Texture.Unit[0].EnvColor[2] != 0 ||
+ ctx->Texture.Unit[0].EnvColor[3] != 1)) {
+ return FX_FALLBACK_TEXTURE_ENV;
+ }
+ if (ctx->Texture.Unit[0]._Current->Image[0][0]->Border > 0)
+ return FX_FALLBACK_TEXTURE_BORDER;
+ }
+
+ if (ctx->Texture.Unit[1]._ReallyEnabled) {
+ if (fxMesa->type < GR_SSTTYPE_Voodoo2)
+ if (ctx->Texture.Unit[1].EnvMode == GL_BLEND)
+ return FX_FALLBACK_TEXTURE_ENV;
+ if (ctx->Texture.Unit[1]._Current->Image[0][0]->Border > 0)
+ return FX_FALLBACK_TEXTURE_BORDER;
+ }
+
+ if (TDFX_DEBUG & (VERBOSE_DRIVER | VERBOSE_TEXTURE))
+ fprintf(stderr, "fx_check_IsInHardware: envmode is %s/%s\n",
+ _mesa_lookup_enum_by_nr(ctx->Texture.Unit[0].EnvMode),
+ _mesa_lookup_enum_by_nr(ctx->Texture.Unit[1].EnvMode));
+
+ /* KW: This was wrong (I think) and I changed it... which doesn't mean
+ * it is now correct...
+ * BP: The old condition just seemed to test if both texture units
+ * were enabled. That's easy!
+ */
+ if (ctx->Texture._EnabledUnits == 0x3) {
+#if 0
+ /* Can't use multipass to blend a multitextured triangle - fall
+ * back to software.
+ */
+ if (!fxMesa->haveTwoTMUs && ctx->Color.BlendEnabled) {
+ return FX_FALLBACK_TEXTURE_MULTI;
+ }
+#endif
+
+ if (!fxMesa->HaveCmbExt &&
+ (ctx->Texture.Unit[0].EnvMode != ctx->Texture.Unit[1].EnvMode) &&
+ (ctx->Texture.Unit[0].EnvMode != GL_MODULATE) &&
+ (ctx->Texture.Unit[0].EnvMode != GL_REPLACE)) { /* q2, seems ok... */
+ if (TDFX_DEBUG & VERBOSE_DRIVER)
+ fprintf(stderr, "fx_check_IsInHardware: unsupported multitex env mode\n");
+ return FX_FALLBACK_TEXTURE_MULTI;
+ }
+ }
+ }
+ else {
+ /* we have just one texture unit */
+ if (ctx->Texture._EnabledUnits > 0x1) {
+ return FX_FALLBACK_TEXTURE_MULTI;
+ }
+
+ if (fxMesa->type < GR_SSTTYPE_Voodoo2)
+ if (ctx->Texture.Unit[0]._ReallyEnabled &&
+ (ctx->Texture.Unit[0].EnvMode == GL_BLEND)) {
+ return FX_FALLBACK_TEXTURE_ENV;
+ }
+ }
+
+ return 0;
+}
+
+
+
+static void
+fxDDUpdateDDPointers(GLcontext * ctx, GLuint new_state)
+{
+ /* TNLcontext *tnl = TNL_CONTEXT(ctx); */
+ fxMesaContext fxMesa = FX_CONTEXT(ctx);
+
+ if (TDFX_DEBUG & VERBOSE_DRIVER) {
+ fprintf(stderr, "fxDDUpdateDDPointers(%08x)\n", new_state);
+ }
+
+ _swrast_InvalidateState(ctx, new_state);
+ _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, "fxSetupDDPointers()\n");
+ }
+
+ ctx->Driver.UpdateState = fxDDUpdateDDPointers;
+ ctx->Driver.GetString = fxDDGetString;
+ ctx->Driver.ClearIndex = NULL;
+ ctx->Driver.ClearColor = fxDDClearColor;
+ ctx->Driver.Clear = fxDDClear;
+ ctx->Driver.DrawBuffer = fxDDSetDrawBuffer;
+ ctx->Driver.GetBufferSize = fxDDGetBufferSize;
+ ctx->Driver.Viewport = fxDDViewport;
+ switch (fxMesa->colDepth) {
+ case 15:
+ ctx->Driver.DrawPixels = fxDDDrawPixels555;
+ ctx->Driver.ReadPixels = fxDDReadPixels555;
+ ctx->Driver.Bitmap = fxDDDrawBitmap2;
+ break;
+ case 16:
+ ctx->Driver.DrawPixels = !fxMesa->bgrOrder ? fxDDDrawPixels565 : fxDDDrawPixels565_rev;
+ ctx->Driver.ReadPixels = fxDDReadPixels565;
+ ctx->Driver.Bitmap = fxDDDrawBitmap2;
+ break;
+ case 32:
+ ctx->Driver.DrawPixels = fxDDDrawPixels8888;
+ ctx->Driver.ReadPixels = fxDDReadPixels8888;
+ ctx->Driver.Bitmap = fxDDDrawBitmap4;
+ break;
+ }
+ ctx->Driver.Finish = fxDDFinish;
+ ctx->Driver.Flush = NULL;
+ ctx->Driver.ChooseTextureFormat = fxDDChooseTextureFormat;
+ ctx->Driver.TexImage1D = fxDDTexImage1D;
+ ctx->Driver.TexImage2D = fxDDTexImage2D;
+ ctx->Driver.TexSubImage1D = fxDDTexSubImage1D;
+ ctx->Driver.TexSubImage2D = fxDDTexSubImage2D;
+ ctx->Driver.CompressedTexImage2D = fxDDCompressedTexImage2D;
+ ctx->Driver.CompressedTexSubImage2D = fxDDCompressedTexSubImage2D;
+ ctx->Driver.TestProxyTexImage = fxDDTestProxyTexImage;
+ ctx->Driver.TexEnv = fxDDTexEnv;
+ ctx->Driver.TexParameter = fxDDTexParam;
+ ctx->Driver.BindTexture = fxDDTexBind;
+ ctx->Driver.DeleteTexture = fxDDTexDel;
+ ctx->Driver.IsTextureResident = fxDDIsTextureResident;
+ ctx->Driver.UpdateTexturePalette = fxDDTexPalette;
+ ctx->Driver.AlphaFunc = fxDDAlphaFunc;
+ ctx->Driver.BlendFuncSeparate = fxDDBlendFuncSeparate;
+ ctx->Driver.BlendEquationSeparate = fxDDBlendEquationSeparate;
+ ctx->Driver.DepthFunc = fxDDDepthFunc;
+ ctx->Driver.DepthMask = fxDDDepthMask;
+ ctx->Driver.ColorMask = fxDDColorMask;
+ ctx->Driver.Fogfv = fxDDFogfv;
+ ctx->Driver.Scissor = fxDDScissor;
+ ctx->Driver.FrontFace = fxDDFrontFace;
+ ctx->Driver.CullFace = fxDDCullFace;
+ ctx->Driver.ShadeModel = fxDDShadeModel;
+ ctx->Driver.Enable = fxDDEnable;
+ if (fxMesa->haveHwStencil) {
+ ctx->Driver.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 */