From f4092abdf94af6a99aff944d6264bc1284e8bdd4 Mon Sep 17 00:00:00 2001 From: Reinhard Tartler Date: Mon, 10 Oct 2011 17:43:39 +0200 Subject: Imported nx-X11-3.1.0-1.tar.gz Summary: Imported nx-X11-3.1.0-1.tar.gz Keywords: Imported nx-X11-3.1.0-1.tar.gz into Git repository --- .../Mesa/src/mesa/drivers/dri/r200/r200_state.c | 2383 ++++++++++++++++++++ 1 file changed, 2383 insertions(+) create mode 100644 nx-X11/extras/Mesa/src/mesa/drivers/dri/r200/r200_state.c (limited to 'nx-X11/extras/Mesa/src/mesa/drivers/dri/r200/r200_state.c') diff --git a/nx-X11/extras/Mesa/src/mesa/drivers/dri/r200/r200_state.c b/nx-X11/extras/Mesa/src/mesa/drivers/dri/r200/r200_state.c new file mode 100644 index 000000000..9a116f108 --- /dev/null +++ b/nx-X11/extras/Mesa/src/mesa/drivers/dri/r200/r200_state.c @@ -0,0 +1,2383 @@ +/* $XFree86$ */ +/************************************************************************** + +Copyright (C) The Weather Channel, Inc. 2002. All Rights Reserved. + +The Weather Channel (TM) funded Tungsten Graphics to develop the +initial release of the Radeon 8500 driver under the XFree86 license. +This notice must be preserved. + +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 (including the +next paragraph) 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 THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS 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: + * Keith Whitwell + */ + +#include "glheader.h" +#include "imports.h" +#include "api_arrayelt.h" +#include "enums.h" +#include "colormac.h" +#include "light.h" +#include "buffers.h" + +#include "swrast/swrast.h" +#include "array_cache/acache.h" +#include "tnl/tnl.h" +#include "tnl/t_pipeline.h" +#include "swrast_setup/swrast_setup.h" + + +#include "r200_context.h" +#include "r200_ioctl.h" +#include "r200_state.h" +#include "r200_tcl.h" +#include "r200_tex.h" +#include "r200_swtcl.h" +#include "r200_vtxfmt.h" + + +/* ============================================================= + * Alpha blending + */ + +static void r200AlphaFunc( GLcontext *ctx, GLenum func, GLfloat ref ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + int pp_misc = rmesa->hw.ctx.cmd[CTX_PP_MISC]; + GLubyte refByte; + + CLAMPED_FLOAT_TO_UBYTE(refByte, ref); + + R200_STATECHANGE( rmesa, ctx ); + + pp_misc &= ~(R200_ALPHA_TEST_OP_MASK | R200_REF_ALPHA_MASK); + pp_misc |= (refByte & R200_REF_ALPHA_MASK); + + switch ( func ) { + case GL_NEVER: + pp_misc |= R200_ALPHA_TEST_FAIL; + break; + case GL_LESS: + pp_misc |= R200_ALPHA_TEST_LESS; + break; + case GL_EQUAL: + pp_misc |= R200_ALPHA_TEST_EQUAL; + break; + case GL_LEQUAL: + pp_misc |= R200_ALPHA_TEST_LEQUAL; + break; + case GL_GREATER: + pp_misc |= R200_ALPHA_TEST_GREATER; + break; + case GL_NOTEQUAL: + pp_misc |= R200_ALPHA_TEST_NEQUAL; + break; + case GL_GEQUAL: + pp_misc |= R200_ALPHA_TEST_GEQUAL; + break; + case GL_ALWAYS: + pp_misc |= R200_ALPHA_TEST_PASS; + break; + } + + rmesa->hw.ctx.cmd[CTX_PP_MISC] = pp_misc; +} + +static void r200BlendColor( GLcontext *ctx, const GLfloat cf[4] ) +{ + GLubyte color[4]; + r200ContextPtr rmesa = R200_CONTEXT(ctx); + R200_STATECHANGE( rmesa, ctx ); + CLAMPED_FLOAT_TO_UBYTE(color[0], cf[0]); + CLAMPED_FLOAT_TO_UBYTE(color[1], cf[1]); + CLAMPED_FLOAT_TO_UBYTE(color[2], cf[2]); + CLAMPED_FLOAT_TO_UBYTE(color[3], cf[3]); + if (rmesa->r200Screen->drmSupportsBlendColor) + rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCOLOR] = r200PackColor( 4, color[0], color[1], color[2], color[3] ); +} + +/** + * Calculate the hardware blend factor setting. This same function is used + * for source and destination of both alpha and RGB. + * + * \returns + * The hardware register value for the specified blend factor. This value + * will need to be shifted into the correct position for either source or + * destination factor. + * + * \todo + * Since the two cases where source and destination are handled differently + * are essentially error cases, they should never happen. Determine if these + * cases can be removed. + */ +static int blend_factor( GLenum factor, GLboolean is_src ) +{ + int func; + + switch ( factor ) { + case GL_ZERO: + func = R200_BLEND_GL_ZERO; + break; + case GL_ONE: + func = R200_BLEND_GL_ONE; + break; + case GL_DST_COLOR: + func = R200_BLEND_GL_DST_COLOR; + break; + case GL_ONE_MINUS_DST_COLOR: + func = R200_BLEND_GL_ONE_MINUS_DST_COLOR; + break; + case GL_SRC_COLOR: + func = R200_BLEND_GL_SRC_COLOR; + break; + case GL_ONE_MINUS_SRC_COLOR: + func = R200_BLEND_GL_ONE_MINUS_SRC_COLOR; + break; + case GL_SRC_ALPHA: + func = R200_BLEND_GL_SRC_ALPHA; + break; + case GL_ONE_MINUS_SRC_ALPHA: + func = R200_BLEND_GL_ONE_MINUS_SRC_ALPHA; + break; + case GL_DST_ALPHA: + func = R200_BLEND_GL_DST_ALPHA; + break; + case GL_ONE_MINUS_DST_ALPHA: + func = R200_BLEND_GL_ONE_MINUS_DST_ALPHA; + break; + case GL_SRC_ALPHA_SATURATE: + func = (is_src) ? R200_BLEND_GL_SRC_ALPHA_SATURATE : R200_BLEND_GL_ZERO; + break; + case GL_CONSTANT_COLOR: + func = R200_BLEND_GL_CONST_COLOR; + break; + case GL_ONE_MINUS_CONSTANT_COLOR: + func = R200_BLEND_GL_ONE_MINUS_CONST_COLOR; + break; + case GL_CONSTANT_ALPHA: + func = R200_BLEND_GL_CONST_ALPHA; + break; + case GL_ONE_MINUS_CONSTANT_ALPHA: + func = R200_BLEND_GL_ONE_MINUS_CONST_ALPHA; + break; + default: + func = (is_src) ? R200_BLEND_GL_ONE : R200_BLEND_GL_ZERO; + } + return func; +} + +/** + * Sets both the blend equation and the blend function. + * This is done in a single + * function because some blend equations (i.e., \c GL_MIN and \c GL_MAX) + * change the interpretation of the blend function. + * Also, make sure that blend function and blend equation are set to their default + * value if color blending is not enabled, since at least blend equations GL_MIN + * and GL_FUNC_REVERSE_SUBTRACT will cause wrong results otherwise for + * unknown reasons. + */ +static void r200_set_blend_state( GLcontext * ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint cntl = rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] & + ~(R200_ROP_ENABLE | R200_ALPHA_BLEND_ENABLE | R200_SEPARATE_ALPHA_ENABLE); + + int func = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) | + (R200_BLEND_GL_ZERO << R200_DST_BLEND_SHIFT); + int eqn = R200_COMB_FCN_ADD_CLAMP; + int funcA = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) | + (R200_BLEND_GL_ZERO << R200_DST_BLEND_SHIFT); + int eqnA = R200_COMB_FCN_ADD_CLAMP; + + R200_STATECHANGE( rmesa, ctx ); + + if (rmesa->r200Screen->drmSupportsBlendColor) { + if (ctx->Color._LogicOpEnabled) { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl | R200_ROP_ENABLE; + rmesa->hw.ctx.cmd[CTX_RB3D_ABLENDCNTL] = eqn | func; + rmesa->hw.ctx.cmd[CTX_RB3D_CBLENDCNTL] = eqn | func; + return; + } else if (ctx->Color.BlendEnabled) { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl | R200_ALPHA_BLEND_ENABLE | R200_SEPARATE_ALPHA_ENABLE; + } + else { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl; + rmesa->hw.ctx.cmd[CTX_RB3D_ABLENDCNTL] = eqn | func; + rmesa->hw.ctx.cmd[CTX_RB3D_CBLENDCNTL] = eqn | func; + return; + } + } + else { + if (ctx->Color._LogicOpEnabled) { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl | R200_ROP_ENABLE; + rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = eqn | func; + return; + } else if (ctx->Color.BlendEnabled) { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl | R200_ALPHA_BLEND_ENABLE; + } + else { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = cntl; + rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = eqn | func; + return; + } + } + + func = (blend_factor( ctx->Color.BlendSrcRGB, GL_TRUE ) << R200_SRC_BLEND_SHIFT) | + (blend_factor( ctx->Color.BlendDstRGB, GL_FALSE ) << R200_DST_BLEND_SHIFT); + + switch(ctx->Color.BlendEquationRGB) { + case GL_FUNC_ADD: + eqn = R200_COMB_FCN_ADD_CLAMP; + break; + + case GL_FUNC_SUBTRACT: + eqn = R200_COMB_FCN_SUB_CLAMP; + break; + + case GL_FUNC_REVERSE_SUBTRACT: + eqn = R200_COMB_FCN_RSUB_CLAMP; + break; + + case GL_MIN: + eqn = R200_COMB_FCN_MIN; + func = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) | + (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT); + break; + + case GL_MAX: + eqn = R200_COMB_FCN_MAX; + func = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) | + (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT); + break; + + default: + fprintf( stderr, "[%s:%u] Invalid RGB blend equation (0x%04x).\n", + __FUNCTION__, __LINE__, ctx->Color.BlendEquationRGB ); + return; + } + + if (!rmesa->r200Screen->drmSupportsBlendColor) { + rmesa->hw.ctx.cmd[CTX_RB3D_BLENDCNTL] = eqn | func; + return; + } + + funcA = (blend_factor( ctx->Color.BlendSrcA, GL_TRUE ) << R200_SRC_BLEND_SHIFT) | + (blend_factor( ctx->Color.BlendDstA, GL_FALSE ) << R200_DST_BLEND_SHIFT); + + switch(ctx->Color.BlendEquationA) { + case GL_FUNC_ADD: + eqnA = R200_COMB_FCN_ADD_CLAMP; + break; + + case GL_FUNC_SUBTRACT: + eqnA = R200_COMB_FCN_SUB_CLAMP; + break; + + case GL_FUNC_REVERSE_SUBTRACT: + eqnA = R200_COMB_FCN_RSUB_CLAMP; + break; + + case GL_MIN: + eqnA = R200_COMB_FCN_MIN; + funcA = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) | + (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT); + break; + + case GL_MAX: + eqnA = R200_COMB_FCN_MAX; + funcA = (R200_BLEND_GL_ONE << R200_SRC_BLEND_SHIFT) | + (R200_BLEND_GL_ONE << R200_DST_BLEND_SHIFT); + break; + + default: + fprintf( stderr, "[%s:%u] Invalid A blend equation (0x%04x).\n", + __FUNCTION__, __LINE__, ctx->Color.BlendEquationA ); + return; + } + + rmesa->hw.ctx.cmd[CTX_RB3D_ABLENDCNTL] = eqnA | funcA; + rmesa->hw.ctx.cmd[CTX_RB3D_CBLENDCNTL] = eqn | func; + +} + +static void r200BlendEquationSeparate( GLcontext *ctx, + GLenum modeRGB, GLenum modeA ) +{ + r200_set_blend_state( ctx ); +} + +static void r200BlendFuncSeparate( GLcontext *ctx, + GLenum sfactorRGB, GLenum dfactorRGB, + GLenum sfactorA, GLenum dfactorA ) +{ + r200_set_blend_state( ctx ); +} + + +/* ============================================================= + * Depth testing + */ + +static void r200DepthFunc( GLcontext *ctx, GLenum func ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + R200_STATECHANGE( rmesa, ctx ); + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~R200_Z_TEST_MASK; + + switch ( ctx->Depth.Func ) { + case GL_NEVER: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_NEVER; + break; + case GL_LESS: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_LESS; + break; + case GL_EQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_EQUAL; + break; + case GL_LEQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_LEQUAL; + break; + case GL_GREATER: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_GREATER; + break; + case GL_NOTEQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_NEQUAL; + break; + case GL_GEQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_GEQUAL; + break; + case GL_ALWAYS: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_TEST_ALWAYS; + break; + } +} + +static void r200ClearDepth( GLcontext *ctx, GLclampd d ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint format = (rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] & + R200_DEPTH_FORMAT_MASK); + + switch ( format ) { + case R200_DEPTH_FORMAT_16BIT_INT_Z: + rmesa->state.depth.clear = d * 0x0000ffff; + break; + case R200_DEPTH_FORMAT_24BIT_INT_Z: + rmesa->state.depth.clear = d * 0x00ffffff; + break; + } +} + +static void r200DepthMask( GLcontext *ctx, GLboolean flag ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + R200_STATECHANGE( rmesa, ctx ); + + if ( ctx->Depth.Mask ) { + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_Z_WRITE_ENABLE; + } else { + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~R200_Z_WRITE_ENABLE; + } +} + + +/* ============================================================= + * Fog + */ + + +static void r200Fogfv( GLcontext *ctx, GLenum pname, const GLfloat *param ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + union { int i; float f; } c, d; + GLchan col[4]; + GLuint i; + + c.i = rmesa->hw.fog.cmd[FOG_C]; + d.i = rmesa->hw.fog.cmd[FOG_D]; + + switch (pname) { + case GL_FOG_MODE: + if (!ctx->Fog.Enabled) + return; + R200_STATECHANGE(rmesa, tcl); + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~R200_TCL_FOG_MASK; + switch (ctx->Fog.Mode) { + case GL_LINEAR: + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_TCL_FOG_LINEAR; + if (ctx->Fog.Start == ctx->Fog.End) { + c.f = 1.0F; + d.f = 1.0F; + } + else { + c.f = ctx->Fog.End/(ctx->Fog.End-ctx->Fog.Start); + d.f = -1.0/(ctx->Fog.End-ctx->Fog.Start); + } + break; + case GL_EXP: + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_TCL_FOG_EXP; + c.f = 0.0; + d.f = -ctx->Fog.Density; + break; + case GL_EXP2: + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_TCL_FOG_EXP2; + c.f = 0.0; + d.f = -(ctx->Fog.Density * ctx->Fog.Density); + break; + default: + return; + } + break; + case GL_FOG_DENSITY: + switch (ctx->Fog.Mode) { + case GL_EXP: + c.f = 0.0; + d.f = -ctx->Fog.Density; + break; + case GL_EXP2: + c.f = 0.0; + d.f = -(ctx->Fog.Density * ctx->Fog.Density); + break; + default: + break; + } + break; + case GL_FOG_START: + case GL_FOG_END: + if (ctx->Fog.Mode == GL_LINEAR) { + if (ctx->Fog.Start == ctx->Fog.End) { + c.f = 1.0F; + d.f = 1.0F; + } else { + c.f = ctx->Fog.End/(ctx->Fog.End-ctx->Fog.Start); + d.f = -1.0/(ctx->Fog.End-ctx->Fog.Start); + } + } + break; + case GL_FOG_COLOR: + R200_STATECHANGE( rmesa, ctx ); + UNCLAMPED_FLOAT_TO_RGB_CHAN( col, ctx->Fog.Color ); + i = r200PackColor( 4, col[0], col[1], col[2], 0 ); + rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] &= ~R200_FOG_COLOR_MASK; + rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] |= i; + break; + case GL_FOG_COORD_SRC: { + GLuint fmt_0 = rmesa->hw.vtx.cmd[VTX_VTXFMT_0]; + GLuint out_0 = rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0]; + GLuint fog = rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR]; + + fog &= ~R200_FOG_USE_MASK; + if ( ctx->Fog.FogCoordinateSource == GL_FOG_COORD ) { + fog |= R200_FOG_USE_VTX_FOG; + fmt_0 |= R200_VTX_DISCRETE_FOG; + out_0 |= R200_VTX_DISCRETE_FOG; + } + else { + fog |= R200_FOG_USE_SPEC_ALPHA; + fmt_0 &= ~R200_VTX_DISCRETE_FOG; + out_0 &= ~R200_VTX_DISCRETE_FOG; + } + + if ( fog != rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] ) { + R200_STATECHANGE( rmesa, ctx ); + rmesa->hw.ctx.cmd[CTX_PP_FOG_COLOR] = fog; + } + + if ( (fmt_0 != rmesa->hw.vtx.cmd[VTX_VTXFMT_0]) + || (out_0 != rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0])) { + R200_STATECHANGE( rmesa, vtx ); + rmesa->hw.vtx.cmd[VTX_VTXFMT_0] = fmt_0; + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] = out_0; + } + + break; + } + default: + return; + } + + if (c.i != rmesa->hw.fog.cmd[FOG_C] || d.i != rmesa->hw.fog.cmd[FOG_D]) { + R200_STATECHANGE( rmesa, fog ); + rmesa->hw.fog.cmd[FOG_C] = c.i; + rmesa->hw.fog.cmd[FOG_D] = d.i; + } +} + + +/* ============================================================= + * Scissoring + */ + + +static GLboolean intersect_rect( drm_clip_rect_t *out, + drm_clip_rect_t *a, + drm_clip_rect_t *b ) +{ + *out = *a; + if ( b->x1 > out->x1 ) out->x1 = b->x1; + if ( b->y1 > out->y1 ) out->y1 = b->y1; + if ( b->x2 < out->x2 ) out->x2 = b->x2; + if ( b->y2 < out->y2 ) out->y2 = b->y2; + if ( out->x1 >= out->x2 ) return GL_FALSE; + if ( out->y1 >= out->y2 ) return GL_FALSE; + return GL_TRUE; +} + + +void r200RecalcScissorRects( r200ContextPtr rmesa ) +{ + drm_clip_rect_t *out; + int i; + + /* Grow cliprect store? + */ + if (rmesa->state.scissor.numAllocedClipRects < rmesa->numClipRects) { + while (rmesa->state.scissor.numAllocedClipRects < rmesa->numClipRects) { + rmesa->state.scissor.numAllocedClipRects += 1; /* zero case */ + rmesa->state.scissor.numAllocedClipRects *= 2; + } + + if (rmesa->state.scissor.pClipRects) + FREE(rmesa->state.scissor.pClipRects); + + rmesa->state.scissor.pClipRects = + MALLOC( rmesa->state.scissor.numAllocedClipRects * + sizeof(drm_clip_rect_t) ); + + if ( rmesa->state.scissor.pClipRects == NULL ) { + rmesa->state.scissor.numAllocedClipRects = 0; + return; + } + } + + out = rmesa->state.scissor.pClipRects; + rmesa->state.scissor.numClipRects = 0; + + for ( i = 0 ; i < rmesa->numClipRects ; i++ ) { + if ( intersect_rect( out, + &rmesa->pClipRects[i], + &rmesa->state.scissor.rect ) ) { + rmesa->state.scissor.numClipRects++; + out++; + } + } +} + + +static void r200UpdateScissor( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + if ( rmesa->dri.drawable ) { + __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; + + int x = ctx->Scissor.X; + int y = dPriv->h - ctx->Scissor.Y - ctx->Scissor.Height; + int w = ctx->Scissor.X + ctx->Scissor.Width - 1; + int h = dPriv->h - ctx->Scissor.Y - 1; + + rmesa->state.scissor.rect.x1 = x + dPriv->x; + rmesa->state.scissor.rect.y1 = y + dPriv->y; + rmesa->state.scissor.rect.x2 = w + dPriv->x + 1; + rmesa->state.scissor.rect.y2 = h + dPriv->y + 1; + + r200RecalcScissorRects( rmesa ); + } +} + + +static void r200Scissor( GLcontext *ctx, + GLint x, GLint y, GLsizei w, GLsizei h ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + if ( ctx->Scissor.Enabled ) { + R200_FIREVERTICES( rmesa ); /* don't pipeline cliprect changes */ + r200UpdateScissor( ctx ); + } + +} + + +/* ============================================================= + * Culling + */ + +static void r200CullFace( GLcontext *ctx, GLenum unused ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint s = rmesa->hw.set.cmd[SET_SE_CNTL]; + GLuint t = rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL]; + + s |= R200_FFACE_SOLID | R200_BFACE_SOLID; + t &= ~(R200_CULL_FRONT | R200_CULL_BACK); + + if ( ctx->Polygon.CullFlag ) { + switch ( ctx->Polygon.CullFaceMode ) { + case GL_FRONT: + s &= ~R200_FFACE_SOLID; + t |= R200_CULL_FRONT; + break; + case GL_BACK: + s &= ~R200_BFACE_SOLID; + t |= R200_CULL_BACK; + break; + case GL_FRONT_AND_BACK: + s &= ~(R200_FFACE_SOLID | R200_BFACE_SOLID); + t |= (R200_CULL_FRONT | R200_CULL_BACK); + break; + } + } + + if ( rmesa->hw.set.cmd[SET_SE_CNTL] != s ) { + R200_STATECHANGE(rmesa, set ); + rmesa->hw.set.cmd[SET_SE_CNTL] = s; + } + + if ( rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] != t ) { + R200_STATECHANGE(rmesa, tcl ); + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] = t; + } +} + +static void r200FrontFace( GLcontext *ctx, GLenum mode ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + R200_STATECHANGE( rmesa, set ); + rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_FFACE_CULL_DIR_MASK; + + R200_STATECHANGE( rmesa, tcl ); + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~R200_CULL_FRONT_IS_CCW; + + switch ( mode ) { + case GL_CW: + rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_FFACE_CULL_CW; + break; + case GL_CCW: + rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_FFACE_CULL_CCW; + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= R200_CULL_FRONT_IS_CCW; + break; + } +} + +/* ============================================================= + * Point state + */ +static void r200PointSize( GLcontext *ctx, GLfloat size ) +{ + if (0) fprintf(stderr, "%s: %f\n", __FUNCTION__, size ); +} + +/* ============================================================= + * Line state + */ +static void r200LineWidth( GLcontext *ctx, GLfloat widthf ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + R200_STATECHANGE( rmesa, lin ); + R200_STATECHANGE( rmesa, set ); + + /* Line width is stored in U6.4 format. + */ + rmesa->hw.lin.cmd[LIN_SE_LINE_WIDTH] &= ~0xffff; + rmesa->hw.lin.cmd[LIN_SE_LINE_WIDTH] |= (GLuint)(ctx->Line._Width * 16.0); + + if ( widthf > 1.0 ) { + rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_WIDELINE_ENABLE; + } else { + rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_WIDELINE_ENABLE; + } +} + +static void r200LineStipple( GLcontext *ctx, GLint factor, GLushort pattern ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + R200_STATECHANGE( rmesa, lin ); + rmesa->hw.lin.cmd[LIN_RE_LINE_PATTERN] = + ((((GLuint)factor & 0xff) << 16) | ((GLuint)pattern)); +} + + +/* ============================================================= + * Masks + */ +static void r200ColorMask( GLcontext *ctx, + GLboolean r, GLboolean g, + GLboolean b, GLboolean a ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint mask = r200PackColor( rmesa->r200Screen->cpp, + ctx->Color.ColorMask[RCOMP], + ctx->Color.ColorMask[GCOMP], + ctx->Color.ColorMask[BCOMP], + ctx->Color.ColorMask[ACOMP] ); + + GLuint flag = rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] & ~R200_PLANE_MASK_ENABLE; + + if (!(r && g && b && a)) + flag |= R200_PLANE_MASK_ENABLE; + + if ( rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] != flag ) { + R200_STATECHANGE( rmesa, ctx ); + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] = flag; + } + + if ( rmesa->hw.msk.cmd[MSK_RB3D_PLANEMASK] != mask ) { + R200_STATECHANGE( rmesa, msk ); + rmesa->hw.msk.cmd[MSK_RB3D_PLANEMASK] = mask; + } +} + + +/* ============================================================= + * Polygon state + */ + +static void r200PolygonOffset( GLcontext *ctx, + GLfloat factor, GLfloat units ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLfloat constant = units * rmesa->state.depth.scale; + +/* factor *= 2; */ +/* constant *= 2; */ + +/* fprintf(stderr, "%s f:%f u:%f\n", __FUNCTION__, factor, constant); */ + + R200_STATECHANGE( rmesa, zbs ); + rmesa->hw.zbs.cmd[ZBS_SE_ZBIAS_FACTOR] = *(GLuint *)&factor; + rmesa->hw.zbs.cmd[ZBS_SE_ZBIAS_CONSTANT] = *(GLuint *)&constant; +} + +static void r200PolygonStipple( GLcontext *ctx, const GLubyte *mask ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint i; + drm_radeon_stipple_t stipple; + + /* Must flip pattern upside down. + */ + for ( i = 0 ; i < 32 ; i++ ) { + rmesa->state.stipple.mask[31 - i] = ((GLuint *) mask)[i]; + } + + /* TODO: push this into cmd mechanism + */ + R200_FIREVERTICES( rmesa ); + LOCK_HARDWARE( rmesa ); + + /* FIXME: Use window x,y offsets into stipple RAM. + */ + stipple.mask = rmesa->state.stipple.mask; + drmCommandWrite( rmesa->dri.fd, DRM_RADEON_STIPPLE, + &stipple, sizeof(stipple) ); + UNLOCK_HARDWARE( rmesa ); +} + +static void r200PolygonMode( GLcontext *ctx, GLenum face, GLenum mode ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLboolean flag = (ctx->_TriangleCaps & DD_TRI_UNFILLED) != 0; + + /* Can't generally do unfilled via tcl, but some good special + * cases work. + */ + TCL_FALLBACK( ctx, R200_TCL_FALLBACK_UNFILLED, flag); + if (rmesa->TclFallback) { + r200ChooseRenderState( ctx ); + r200ChooseVertexState( ctx ); + } +} + + +/* ============================================================= + * Rendering attributes + * + * We really don't want to recalculate all this every time we bind a + * texture. These things shouldn't change all that often, so it makes + * sense to break them out of the core texture state update routines. + */ + +/* Examine lighting and texture state to determine if separate specular + * should be enabled. + */ +static void r200UpdateSpecular( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + u_int32_t p = rmesa->hw.ctx.cmd[CTX_PP_CNTL]; + + R200_STATECHANGE( rmesa, tcl ); + R200_STATECHANGE( rmesa, vtx ); + + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] &= ~(3<hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] &= ~(3<hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] &= ~R200_OUTPUT_COLOR_0; + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] &= ~R200_OUTPUT_COLOR_1; + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_LIGHTING_ENABLE; + + p &= ~R200_SPECULAR_ENABLE; + + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_DIFFUSE_SPECULAR_COMBINE; + + + if (ctx->Light.Enabled && + ctx->Light.Model.ColorControl == GL_SEPARATE_SPECULAR_COLOR) { + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |= + ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT) | + (R200_VTX_FP_RGBA << R200_VTX_COLOR_1_SHIFT)); + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_0; + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_1; + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LIGHTING_ENABLE; + p |= R200_SPECULAR_ENABLE; + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= + ~R200_DIFFUSE_SPECULAR_COMBINE; + } + else if (ctx->Light.Enabled) { + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |= + ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT)); + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_0; + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LIGHTING_ENABLE; + } else if (ctx->Fog.ColorSumEnabled ) { + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |= + ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT) | + (R200_VTX_FP_RGBA << R200_VTX_COLOR_1_SHIFT)); + p |= R200_SPECULAR_ENABLE; + } else { + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |= + ((R200_VTX_FP_RGBA << R200_VTX_COLOR_0_SHIFT)); + } + + if (ctx->Fog.Enabled) { + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_VTXFMT_0] |= + ((R200_VTX_FP_RGBA << R200_VTX_COLOR_1_SHIFT)); + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] |= R200_OUTPUT_COLOR_1; + } + + if ( rmesa->hw.ctx.cmd[CTX_PP_CNTL] != p ) { + R200_STATECHANGE( rmesa, ctx ); + rmesa->hw.ctx.cmd[CTX_PP_CNTL] = p; + } + + /* Update vertex/render formats + */ + if (rmesa->TclFallback) { + r200ChooseRenderState( ctx ); + r200ChooseVertexState( ctx ); + } +} + + +/* ============================================================= + * Materials + */ + + +/* Update on colormaterial, material emmissive/ambient, + * lightmodel.globalambient + */ +static void update_global_ambient( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + float *fcmd = (float *)R200_DB_STATE( glt ); + + /* Need to do more if both emmissive & ambient are PREMULT: + * I believe this is not nessary when using source_material. This condition thus + * will never happen currently, and the function has no dependencies on materials now + */ + if ((rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] & + ((3 << R200_FRONT_EMISSIVE_SOURCE_SHIFT) | + (3 << R200_FRONT_AMBIENT_SOURCE_SHIFT))) == 0) + { + COPY_3V( &fcmd[GLT_RED], + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_EMISSION]); + ACC_SCALE_3V( &fcmd[GLT_RED], + ctx->Light.Model.Ambient, + ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_AMBIENT]); + } + else + { + COPY_3V( &fcmd[GLT_RED], ctx->Light.Model.Ambient ); + } + + R200_DB_STATECHANGE(rmesa, &rmesa->hw.glt); +} + +/* Update on change to + * - light[p].colors + * - light[p].enabled + */ +static void update_light_colors( GLcontext *ctx, GLuint p ) +{ + struct gl_light *l = &ctx->Light.Light[p]; + +/* fprintf(stderr, "%s\n", __FUNCTION__); */ + + if (l->Enabled) { + r200ContextPtr rmesa = R200_CONTEXT(ctx); + float *fcmd = (float *)R200_DB_STATE( lit[p] ); + + COPY_4V( &fcmd[LIT_AMBIENT_RED], l->Ambient ); + COPY_4V( &fcmd[LIT_DIFFUSE_RED], l->Diffuse ); + COPY_4V( &fcmd[LIT_SPECULAR_RED], l->Specular ); + + R200_DB_STATECHANGE( rmesa, &rmesa->hw.lit[p] ); + } +} + +static void r200ColorMaterial( GLcontext *ctx, GLenum face, GLenum mode ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint light_model_ctl1 = rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1]; + light_model_ctl1 &= ~((0xf << R200_FRONT_EMISSIVE_SOURCE_SHIFT) | + (0xf << R200_FRONT_AMBIENT_SOURCE_SHIFT) | + (0xf << R200_FRONT_DIFFUSE_SOURCE_SHIFT) | + (0xf << R200_FRONT_SPECULAR_SOURCE_SHIFT) | + (0xf << R200_BACK_EMISSIVE_SOURCE_SHIFT) | + (0xf << R200_BACK_AMBIENT_SOURCE_SHIFT) | + (0xf << R200_BACK_DIFFUSE_SOURCE_SHIFT) | + (0xf << R200_BACK_SPECULAR_SOURCE_SHIFT)); + + if (ctx->Light.ColorMaterialEnabled) { + GLuint mask = ctx->Light.ColorMaterialBitmask; + + if (mask & MAT_BIT_FRONT_EMISSION) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_FRONT_EMISSIVE_SOURCE_SHIFT); + } + else + light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 << + R200_FRONT_EMISSIVE_SOURCE_SHIFT); + + if (mask & MAT_BIT_FRONT_AMBIENT) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_FRONT_AMBIENT_SOURCE_SHIFT); + } + else + light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 << + R200_FRONT_AMBIENT_SOURCE_SHIFT); + + if (mask & MAT_BIT_FRONT_DIFFUSE) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_FRONT_DIFFUSE_SOURCE_SHIFT); + } + else + light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 << + R200_FRONT_DIFFUSE_SOURCE_SHIFT); + + if (mask & MAT_BIT_FRONT_SPECULAR) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_FRONT_SPECULAR_SOURCE_SHIFT); + } + else { + light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_0 << + R200_FRONT_SPECULAR_SOURCE_SHIFT); + } + + if (mask & MAT_BIT_BACK_EMISSION) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_BACK_EMISSIVE_SOURCE_SHIFT); + } + + else light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 << + R200_BACK_EMISSIVE_SOURCE_SHIFT); + + if (mask & MAT_BIT_BACK_AMBIENT) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_BACK_AMBIENT_SOURCE_SHIFT); + } + else light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 << + R200_BACK_AMBIENT_SOURCE_SHIFT); + + if (mask & MAT_BIT_BACK_DIFFUSE) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_BACK_DIFFUSE_SOURCE_SHIFT); + } + else light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 << + R200_BACK_DIFFUSE_SOURCE_SHIFT); + + if (mask & MAT_BIT_BACK_SPECULAR) { + light_model_ctl1 |= (R200_LM1_SOURCE_VERTEX_COLOR_0 << + R200_BACK_SPECULAR_SOURCE_SHIFT); + } + else { + light_model_ctl1 |= (R200_LM1_SOURCE_MATERIAL_1 << + R200_BACK_SPECULAR_SOURCE_SHIFT); + } + } + else { + /* Default to SOURCE_MATERIAL: + */ + light_model_ctl1 |= + (R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_EMISSIVE_SOURCE_SHIFT) | + (R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_AMBIENT_SOURCE_SHIFT) | + (R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_DIFFUSE_SOURCE_SHIFT) | + (R200_LM1_SOURCE_MATERIAL_0 << R200_FRONT_SPECULAR_SOURCE_SHIFT) | + (R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_EMISSIVE_SOURCE_SHIFT) | + (R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_AMBIENT_SOURCE_SHIFT) | + (R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_DIFFUSE_SOURCE_SHIFT) | + (R200_LM1_SOURCE_MATERIAL_1 << R200_BACK_SPECULAR_SOURCE_SHIFT); + } + + if (light_model_ctl1 != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1]) { + R200_STATECHANGE( rmesa, tcl ); + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_1] = light_model_ctl1; + } + + +} + +void r200UpdateMaterial( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLfloat (*mat)[4] = ctx->Light.Material.Attrib; + GLfloat *fcmd = (GLfloat *)R200_DB_STATE( mtl[0] ); + GLfloat *fcmd2 = (GLfloat *)R200_DB_STATE( mtl[1] ); + GLuint mask = ~0; + + /* Might be possible and faster to update everything unconditionally? */ + if (ctx->Light.ColorMaterialEnabled) + mask &= ~ctx->Light.ColorMaterialBitmask; + + if (R200_DEBUG & DEBUG_STATE) + fprintf(stderr, "%s\n", __FUNCTION__); + + if (mask & MAT_BIT_FRONT_EMISSION) { + fcmd[MTL_EMMISSIVE_RED] = mat[MAT_ATTRIB_FRONT_EMISSION][0]; + fcmd[MTL_EMMISSIVE_GREEN] = mat[MAT_ATTRIB_FRONT_EMISSION][1]; + fcmd[MTL_EMMISSIVE_BLUE] = mat[MAT_ATTRIB_FRONT_EMISSION][2]; + fcmd[MTL_EMMISSIVE_ALPHA] = mat[MAT_ATTRIB_FRONT_EMISSION][3]; + } + if (mask & MAT_BIT_FRONT_AMBIENT) { + fcmd[MTL_AMBIENT_RED] = mat[MAT_ATTRIB_FRONT_AMBIENT][0]; + fcmd[MTL_AMBIENT_GREEN] = mat[MAT_ATTRIB_FRONT_AMBIENT][1]; + fcmd[MTL_AMBIENT_BLUE] = mat[MAT_ATTRIB_FRONT_AMBIENT][2]; + fcmd[MTL_AMBIENT_ALPHA] = mat[MAT_ATTRIB_FRONT_AMBIENT][3]; + } + if (mask & MAT_BIT_FRONT_DIFFUSE) { + fcmd[MTL_DIFFUSE_RED] = mat[MAT_ATTRIB_FRONT_DIFFUSE][0]; + fcmd[MTL_DIFFUSE_GREEN] = mat[MAT_ATTRIB_FRONT_DIFFUSE][1]; + fcmd[MTL_DIFFUSE_BLUE] = mat[MAT_ATTRIB_FRONT_DIFFUSE][2]; + fcmd[MTL_DIFFUSE_ALPHA] = mat[MAT_ATTRIB_FRONT_DIFFUSE][3]; + } + if (mask & MAT_BIT_FRONT_SPECULAR) { + fcmd[MTL_SPECULAR_RED] = mat[MAT_ATTRIB_FRONT_SPECULAR][0]; + fcmd[MTL_SPECULAR_GREEN] = mat[MAT_ATTRIB_FRONT_SPECULAR][1]; + fcmd[MTL_SPECULAR_BLUE] = mat[MAT_ATTRIB_FRONT_SPECULAR][2]; + fcmd[MTL_SPECULAR_ALPHA] = mat[MAT_ATTRIB_FRONT_SPECULAR][3]; + } + if (mask & MAT_BIT_FRONT_SHININESS) { + fcmd[MTL_SHININESS] = mat[MAT_ATTRIB_FRONT_SHININESS][0]; + } + + if (mask & MAT_BIT_BACK_EMISSION) { + fcmd2[MTL_EMMISSIVE_RED] = mat[MAT_ATTRIB_BACK_EMISSION][0]; + fcmd2[MTL_EMMISSIVE_GREEN] = mat[MAT_ATTRIB_BACK_EMISSION][1]; + fcmd2[MTL_EMMISSIVE_BLUE] = mat[MAT_ATTRIB_BACK_EMISSION][2]; + fcmd2[MTL_EMMISSIVE_ALPHA] = mat[MAT_ATTRIB_BACK_EMISSION][3]; + } + if (mask & MAT_BIT_BACK_AMBIENT) { + fcmd2[MTL_AMBIENT_RED] = mat[MAT_ATTRIB_BACK_AMBIENT][0]; + fcmd2[MTL_AMBIENT_GREEN] = mat[MAT_ATTRIB_BACK_AMBIENT][1]; + fcmd2[MTL_AMBIENT_BLUE] = mat[MAT_ATTRIB_BACK_AMBIENT][2]; + fcmd2[MTL_AMBIENT_ALPHA] = mat[MAT_ATTRIB_BACK_AMBIENT][3]; + } + if (mask & MAT_BIT_BACK_DIFFUSE) { + fcmd2[MTL_DIFFUSE_RED] = mat[MAT_ATTRIB_BACK_DIFFUSE][0]; + fcmd2[MTL_DIFFUSE_GREEN] = mat[MAT_ATTRIB_BACK_DIFFUSE][1]; + fcmd2[MTL_DIFFUSE_BLUE] = mat[MAT_ATTRIB_BACK_DIFFUSE][2]; + fcmd2[MTL_DIFFUSE_ALPHA] = mat[MAT_ATTRIB_BACK_DIFFUSE][3]; + } + if (mask & MAT_BIT_BACK_SPECULAR) { + fcmd2[MTL_SPECULAR_RED] = mat[MAT_ATTRIB_BACK_SPECULAR][0]; + fcmd2[MTL_SPECULAR_GREEN] = mat[MAT_ATTRIB_BACK_SPECULAR][1]; + fcmd2[MTL_SPECULAR_BLUE] = mat[MAT_ATTRIB_BACK_SPECULAR][2]; + fcmd2[MTL_SPECULAR_ALPHA] = mat[MAT_ATTRIB_BACK_SPECULAR][3]; + } + if (mask & MAT_BIT_BACK_SHININESS) { + fcmd2[MTL_SHININESS] = mat[MAT_ATTRIB_BACK_SHININESS][0]; + } + + R200_DB_STATECHANGE( rmesa, &rmesa->hw.mtl[0] ); + R200_DB_STATECHANGE( rmesa, &rmesa->hw.mtl[1] ); + + /* currently material changes cannot trigger a global ambient change, I believe this is correct + update_global_ambient( ctx ); */ +} + +/* _NEW_LIGHT + * _NEW_MODELVIEW + * _MESA_NEW_NEED_EYE_COORDS + * + * Uses derived state from mesa: + * _VP_inf_norm + * _h_inf_norm + * _Position + * _NormDirection + * _ModelViewInvScale + * _NeedEyeCoords + * _EyeZDir + * + * which are calculated in light.c and are correct for the current + * lighting space (model or eye), hence dependencies on _NEW_MODELVIEW + * and _MESA_NEW_NEED_EYE_COORDS. + */ +static void update_light( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + /* Have to check these, or have an automatic shortcircuit mechanism + * to remove noop statechanges. (Or just do a better job on the + * front end). + */ + { + GLuint tmp = rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0]; + + if (ctx->_NeedEyeCoords) + tmp &= ~R200_LIGHT_IN_MODELSPACE; + else + tmp |= R200_LIGHT_IN_MODELSPACE; + + if (tmp != rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0]) + { + R200_STATECHANGE( rmesa, tcl ); + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] = tmp; + } + } + + { + GLfloat *fcmd = (GLfloat *)R200_DB_STATE( eye ); + fcmd[EYE_X] = ctx->_EyeZDir[0]; + fcmd[EYE_Y] = ctx->_EyeZDir[1]; + fcmd[EYE_Z] = - ctx->_EyeZDir[2]; + fcmd[EYE_RESCALE_FACTOR] = ctx->_ModelViewInvScale; + R200_DB_STATECHANGE( rmesa, &rmesa->hw.eye ); + } + + + + if (ctx->Light.Enabled) { + GLint p; + for (p = 0 ; p < MAX_LIGHTS; p++) { + if (ctx->Light.Light[p].Enabled) { + struct gl_light *l = &ctx->Light.Light[p]; + GLfloat *fcmd = (GLfloat *)R200_DB_STATE( lit[p] ); + + if (l->EyePosition[3] == 0.0) { + COPY_3FV( &fcmd[LIT_POSITION_X], l->_VP_inf_norm ); + COPY_3FV( &fcmd[LIT_DIRECTION_X], l->_h_inf_norm ); + fcmd[LIT_POSITION_W] = 0; + fcmd[LIT_DIRECTION_W] = 0; + } else { + COPY_4V( &fcmd[LIT_POSITION_X], l->_Position ); + fcmd[LIT_DIRECTION_X] = -l->_NormDirection[0]; + fcmd[LIT_DIRECTION_Y] = -l->_NormDirection[1]; + fcmd[LIT_DIRECTION_Z] = -l->_NormDirection[2]; + fcmd[LIT_DIRECTION_W] = 0; + } + + R200_DB_STATECHANGE( rmesa, &rmesa->hw.lit[p] ); + } + } + } +} + +static void r200Lightfv( GLcontext *ctx, GLenum light, + GLenum pname, const GLfloat *params ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLint p = light - GL_LIGHT0; + struct gl_light *l = &ctx->Light.Light[p]; + GLfloat *fcmd = (GLfloat *)rmesa->hw.lit[p].cmd; + + + switch (pname) { + case GL_AMBIENT: + case GL_DIFFUSE: + case GL_SPECULAR: + update_light_colors( ctx, p ); + break; + + case GL_SPOT_DIRECTION: + /* picked up in update_light */ + break; + + case GL_POSITION: { + /* positions picked up in update_light, but can do flag here */ + GLuint flag = (p&1)? R200_LIGHT_1_IS_LOCAL : R200_LIGHT_0_IS_LOCAL; + GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2; + + R200_STATECHANGE(rmesa, tcl); + if (l->EyePosition[3] != 0.0F) + rmesa->hw.tcl.cmd[idx] |= flag; + else + rmesa->hw.tcl.cmd[idx] &= ~flag; + break; + } + + case GL_SPOT_EXPONENT: + R200_STATECHANGE(rmesa, lit[p]); + fcmd[LIT_SPOT_EXPONENT] = params[0]; + break; + + case GL_SPOT_CUTOFF: { + GLuint flag = (p&1) ? R200_LIGHT_1_IS_SPOT : R200_LIGHT_0_IS_SPOT; + GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2; + + R200_STATECHANGE(rmesa, lit[p]); + fcmd[LIT_SPOT_CUTOFF] = l->_CosCutoff; + + R200_STATECHANGE(rmesa, tcl); + if (l->SpotCutoff != 180.0F) + rmesa->hw.tcl.cmd[idx] |= flag; + else + rmesa->hw.tcl.cmd[idx] &= ~flag; + + break; + } + + case GL_CONSTANT_ATTENUATION: + R200_STATECHANGE(rmesa, lit[p]); + fcmd[LIT_ATTEN_CONST] = params[0]; + if ( params[0] == 0.0 ) + fcmd[LIT_ATTEN_CONST_INV] = FLT_MAX; + else + fcmd[LIT_ATTEN_CONST_INV] = 1.0 / params[0]; + break; + case GL_LINEAR_ATTENUATION: + R200_STATECHANGE(rmesa, lit[p]); + fcmd[LIT_ATTEN_LINEAR] = params[0]; + break; + case GL_QUADRATIC_ATTENUATION: + R200_STATECHANGE(rmesa, lit[p]); + fcmd[LIT_ATTEN_QUADRATIC] = params[0]; + break; + default: + return; + } + + /* Set RANGE_ATTEN only when needed */ + switch (pname) { + case GL_POSITION: + case GL_CONSTANT_ATTENUATION: + case GL_LINEAR_ATTENUATION: + case GL_QUADRATIC_ATTENUATION: { + GLuint *icmd = (GLuint *)R200_DB_STATE( tcl ); + GLuint idx = TCL_PER_LIGHT_CTL_0 + p/2; + GLuint atten_flag = ( p&1 ) ? R200_LIGHT_1_ENABLE_RANGE_ATTEN + : R200_LIGHT_0_ENABLE_RANGE_ATTEN; + GLuint atten_const_flag = ( p&1 ) ? R200_LIGHT_1_CONSTANT_RANGE_ATTEN + : R200_LIGHT_0_CONSTANT_RANGE_ATTEN; + + if ( l->EyePosition[3] == 0.0F || + ( ( fcmd[LIT_ATTEN_CONST] == 0.0 || fcmd[LIT_ATTEN_CONST] == 1.0 ) && + fcmd[LIT_ATTEN_QUADRATIC] == 0.0 && fcmd[LIT_ATTEN_LINEAR] == 0.0 ) ) { + /* Disable attenuation */ + icmd[idx] &= ~atten_flag; + } else { + if ( fcmd[LIT_ATTEN_QUADRATIC] == 0.0 && fcmd[LIT_ATTEN_LINEAR] == 0.0 ) { + /* Enable only constant portion of attenuation calculation */ + icmd[idx] |= ( atten_flag | atten_const_flag ); + } else { + /* Enable full attenuation calculation */ + icmd[idx] &= ~atten_const_flag; + icmd[idx] |= atten_flag; + } + } + + R200_DB_STATECHANGE( rmesa, &rmesa->hw.tcl ); + break; + } + default: + break; + } +} + + + + +static void r200LightModelfv( GLcontext *ctx, GLenum pname, + const GLfloat *param ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + switch (pname) { + case GL_LIGHT_MODEL_AMBIENT: + update_global_ambient( ctx ); + break; + + case GL_LIGHT_MODEL_LOCAL_VIEWER: + R200_STATECHANGE( rmesa, tcl ); + if (ctx->Light.Model.LocalViewer) + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LOCAL_VIEWER; + else + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_LOCAL_VIEWER; + break; + + case GL_LIGHT_MODEL_TWO_SIDE: + R200_STATECHANGE( rmesa, tcl ); + if (ctx->Light.Model.TwoSide) + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_LIGHT_TWOSIDE; + else + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~(R200_LIGHT_TWOSIDE); + if (rmesa->TclFallback) { + r200ChooseRenderState( ctx ); + r200ChooseVertexState( ctx ); + } + break; + + case GL_LIGHT_MODEL_COLOR_CONTROL: + r200UpdateSpecular(ctx); + break; + + default: + break; + } +} + +static void r200ShadeModel( GLcontext *ctx, GLenum mode ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint s = rmesa->hw.set.cmd[SET_SE_CNTL]; + + s &= ~(R200_DIFFUSE_SHADE_MASK | + R200_ALPHA_SHADE_MASK | + R200_SPECULAR_SHADE_MASK | + R200_FOG_SHADE_MASK); + + switch ( mode ) { + case GL_FLAT: + s |= (R200_DIFFUSE_SHADE_FLAT | + R200_ALPHA_SHADE_FLAT | + R200_SPECULAR_SHADE_FLAT | + R200_FOG_SHADE_FLAT); + break; + case GL_SMOOTH: + s |= (R200_DIFFUSE_SHADE_GOURAUD | + R200_ALPHA_SHADE_GOURAUD | + R200_SPECULAR_SHADE_GOURAUD | + R200_FOG_SHADE_GOURAUD); + break; + default: + return; + } + + if ( rmesa->hw.set.cmd[SET_SE_CNTL] != s ) { + R200_STATECHANGE( rmesa, set ); + rmesa->hw.set.cmd[SET_SE_CNTL] = s; + } +} + + +/* ============================================================= + * User clip planes + */ + +static void r200ClipPlane( GLcontext *ctx, GLenum plane, const GLfloat *eq ) +{ + GLint p = (GLint) plane - (GLint) GL_CLIP_PLANE0; + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLint *ip = (GLint *)ctx->Transform._ClipUserPlane[p]; + + R200_STATECHANGE( rmesa, ucp[p] ); + rmesa->hw.ucp[p].cmd[UCP_X] = ip[0]; + rmesa->hw.ucp[p].cmd[UCP_Y] = ip[1]; + rmesa->hw.ucp[p].cmd[UCP_Z] = ip[2]; + rmesa->hw.ucp[p].cmd[UCP_W] = ip[3]; +} + +static void r200UpdateClipPlanes( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint p; + + for (p = 0; p < ctx->Const.MaxClipPlanes; p++) { + if (ctx->Transform.ClipPlanesEnabled & (1 << p)) { + GLint *ip = (GLint *)ctx->Transform._ClipUserPlane[p]; + + R200_STATECHANGE( rmesa, ucp[p] ); + rmesa->hw.ucp[p].cmd[UCP_X] = ip[0]; + rmesa->hw.ucp[p].cmd[UCP_Y] = ip[1]; + rmesa->hw.ucp[p].cmd[UCP_Z] = ip[2]; + rmesa->hw.ucp[p].cmd[UCP_W] = ip[3]; + } + } +} + + +/* ============================================================= + * Stencil + */ + +static void r200StencilFunc( GLcontext *ctx, GLenum func, + GLint ref, GLuint mask ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint refmask = ((ctx->Stencil.Ref[0] << R200_STENCIL_REF_SHIFT) | + (ctx->Stencil.ValueMask[0] << R200_STENCIL_MASK_SHIFT)); + + R200_STATECHANGE( rmesa, ctx ); + R200_STATECHANGE( rmesa, msk ); + + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~R200_STENCIL_TEST_MASK; + rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] &= ~(R200_STENCIL_REF_MASK| + R200_STENCIL_VALUE_MASK); + + switch ( ctx->Stencil.Function[0] ) { + case GL_NEVER: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_NEVER; + break; + case GL_LESS: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_LESS; + break; + case GL_EQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_EQUAL; + break; + case GL_LEQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_LEQUAL; + break; + case GL_GREATER: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_GREATER; + break; + case GL_NOTEQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_NEQUAL; + break; + case GL_GEQUAL: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_GEQUAL; + break; + case GL_ALWAYS: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_TEST_ALWAYS; + break; + } + + rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] |= refmask; +} + +static void r200StencilMask( GLcontext *ctx, GLuint mask ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + R200_STATECHANGE( rmesa, msk ); + rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] &= ~R200_STENCIL_WRITE_MASK; + rmesa->hw.msk.cmd[MSK_RB3D_STENCILREFMASK] |= + (ctx->Stencil.WriteMask[0] << R200_STENCIL_WRITEMASK_SHIFT); +} + +static void r200StencilOp( GLcontext *ctx, GLenum fail, + GLenum zfail, GLenum zpass ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + R200_STATECHANGE( rmesa, ctx ); + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] &= ~(R200_STENCIL_FAIL_MASK | + R200_STENCIL_ZFAIL_MASK | + R200_STENCIL_ZPASS_MASK); + + switch ( ctx->Stencil.FailFunc[0] ) { + case GL_KEEP: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_KEEP; + break; + case GL_ZERO: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_ZERO; + break; + case GL_REPLACE: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_REPLACE; + break; + case GL_INCR: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_INC; + break; + case GL_DECR: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_DEC; + break; + case GL_INCR_WRAP_EXT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_INC_WRAP; + break; + case GL_DECR_WRAP_EXT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_DEC_WRAP; + break; + case GL_INVERT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_FAIL_INVERT; + break; + } + + switch ( ctx->Stencil.ZFailFunc[0] ) { + case GL_KEEP: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_KEEP; + break; + case GL_ZERO: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_ZERO; + break; + case GL_REPLACE: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_REPLACE; + break; + case GL_INCR: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_INC; + break; + case GL_DECR: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_DEC; + break; + case GL_INCR_WRAP_EXT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_INC_WRAP; + break; + case GL_DECR_WRAP_EXT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_DEC_WRAP; + break; + case GL_INVERT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZFAIL_INVERT; + break; + } + + switch ( ctx->Stencil.ZPassFunc[0] ) { + case GL_KEEP: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_KEEP; + break; + case GL_ZERO: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_ZERO; + break; + case GL_REPLACE: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_REPLACE; + break; + case GL_INCR: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_INC; + break; + case GL_DECR: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_DEC; + break; + case GL_INCR_WRAP_EXT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_INC_WRAP; + break; + case GL_DECR_WRAP_EXT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_DEC_WRAP; + break; + case GL_INVERT: + rmesa->hw.ctx.cmd[CTX_RB3D_ZSTENCILCNTL] |= R200_STENCIL_ZPASS_INVERT; + break; + } +} + +static void r200ClearStencil( GLcontext *ctx, GLint s ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + rmesa->state.stencil.clear = + ((GLuint) ctx->Stencil.Clear | + (0xff << R200_STENCIL_MASK_SHIFT) | + (ctx->Stencil.WriteMask[0] << R200_STENCIL_WRITEMASK_SHIFT)); +} + + +/* ============================================================= + * Window position and viewport transformation + */ + +/* + * To correctly position primitives: + */ +#define SUBPIXEL_X 0.125 +#define SUBPIXEL_Y 0.125 + +void r200UpdateWindow( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; + GLfloat xoffset = (GLfloat)dPriv->x; + GLfloat yoffset = (GLfloat)dPriv->y + dPriv->h; + const GLfloat *v = ctx->Viewport._WindowMap.m; + + GLfloat sx = v[MAT_SX]; + GLfloat tx = v[MAT_TX] + xoffset + SUBPIXEL_X; + GLfloat sy = - v[MAT_SY]; + GLfloat ty = (- v[MAT_TY]) + yoffset + SUBPIXEL_Y; + GLfloat sz = v[MAT_SZ] * rmesa->state.depth.scale; + GLfloat tz = v[MAT_TZ] * rmesa->state.depth.scale; + + R200_FIREVERTICES( rmesa ); + R200_STATECHANGE( rmesa, vpt ); + + rmesa->hw.vpt.cmd[VPT_SE_VPORT_XSCALE] = *(GLuint *)&sx; + rmesa->hw.vpt.cmd[VPT_SE_VPORT_XOFFSET] = *(GLuint *)&tx; + rmesa->hw.vpt.cmd[VPT_SE_VPORT_YSCALE] = *(GLuint *)&sy; + rmesa->hw.vpt.cmd[VPT_SE_VPORT_YOFFSET] = *(GLuint *)&ty; + rmesa->hw.vpt.cmd[VPT_SE_VPORT_ZSCALE] = *(GLuint *)&sz; + rmesa->hw.vpt.cmd[VPT_SE_VPORT_ZOFFSET] = *(GLuint *)&tz; +} + + + +static void r200Viewport( GLcontext *ctx, GLint x, GLint y, + GLsizei width, GLsizei height ) +{ + /* update size of Mesa/software ancillary buffers */ + _mesa_ResizeBuffersMESA(); + /* Don't pipeline viewport changes, conflict with window offset + * setting below. Could apply deltas to rescue pipelined viewport + * values, or keep the originals hanging around. + */ + R200_FIREVERTICES( R200_CONTEXT(ctx) ); + r200UpdateWindow( ctx ); +} + +static void r200DepthRange( GLcontext *ctx, GLclampd nearval, + GLclampd farval ) +{ + r200UpdateWindow( ctx ); +} + +void r200UpdateViewportOffset( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; + GLfloat xoffset = (GLfloat)dPriv->x; + GLfloat yoffset = (GLfloat)dPriv->y + dPriv->h; + const GLfloat *v = ctx->Viewport._WindowMap.m; + + GLfloat tx = v[MAT_TX] + xoffset + SUBPIXEL_X; + GLfloat ty = (- v[MAT_TY]) + yoffset + SUBPIXEL_Y; + + if ( rmesa->hw.vpt.cmd[VPT_SE_VPORT_XOFFSET] != *(GLuint *)&tx || + rmesa->hw.vpt.cmd[VPT_SE_VPORT_YOFFSET] != *(GLuint *)&ty ) + { + /* Note: this should also modify whatever data the context reset + * code uses... + */ + rmesa->hw.vpt.cmd[VPT_SE_VPORT_XOFFSET] = *(GLuint *)&tx; + rmesa->hw.vpt.cmd[VPT_SE_VPORT_YOFFSET] = *(GLuint *)&ty; + + /* update polygon stipple x/y screen offset */ + { + GLuint stx, sty; + GLuint m = rmesa->hw.msc.cmd[MSC_RE_MISC]; + + m &= ~(R200_STIPPLE_X_OFFSET_MASK | + R200_STIPPLE_Y_OFFSET_MASK); + + /* add magic offsets, then invert */ + stx = 31 - ((rmesa->dri.drawable->x - 1) & R200_STIPPLE_COORD_MASK); + sty = 31 - ((rmesa->dri.drawable->y + rmesa->dri.drawable->h - 1) + & R200_STIPPLE_COORD_MASK); + + m |= ((stx << R200_STIPPLE_X_OFFSET_SHIFT) | + (sty << R200_STIPPLE_Y_OFFSET_SHIFT)); + + if ( rmesa->hw.msc.cmd[MSC_RE_MISC] != m ) { + R200_STATECHANGE( rmesa, msc ); + rmesa->hw.msc.cmd[MSC_RE_MISC] = m; + } + } + } + + r200UpdateScissor( ctx ); +} + + + +/* ============================================================= + * Miscellaneous + */ + +static void r200ClearColor( GLcontext *ctx, const GLfloat c[4] ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLubyte color[4]; + CLAMPED_FLOAT_TO_UBYTE(color[0], c[0]); + CLAMPED_FLOAT_TO_UBYTE(color[1], c[1]); + CLAMPED_FLOAT_TO_UBYTE(color[2], c[2]); + CLAMPED_FLOAT_TO_UBYTE(color[3], c[3]); + rmesa->state.color.clear = r200PackColor( rmesa->r200Screen->cpp, + color[0], color[1], + color[2], color[3] ); +} + + +static void r200RenderMode( GLcontext *ctx, GLenum mode ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + FALLBACK( rmesa, R200_FALLBACK_RENDER_MODE, (mode != GL_RENDER) ); +} + + +static GLuint r200_rop_tab[] = { + R200_ROP_CLEAR, + R200_ROP_AND, + R200_ROP_AND_REVERSE, + R200_ROP_COPY, + R200_ROP_AND_INVERTED, + R200_ROP_NOOP, + R200_ROP_XOR, + R200_ROP_OR, + R200_ROP_NOR, + R200_ROP_EQUIV, + R200_ROP_INVERT, + R200_ROP_OR_REVERSE, + R200_ROP_COPY_INVERTED, + R200_ROP_OR_INVERTED, + R200_ROP_NAND, + R200_ROP_SET, +}; + +static void r200LogicOpCode( GLcontext *ctx, GLenum opcode ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint rop = (GLuint)opcode - GL_CLEAR; + + ASSERT( rop < 16 ); + + R200_STATECHANGE( rmesa, msk ); + rmesa->hw.msk.cmd[MSK_RB3D_ROPCNTL] = r200_rop_tab[rop]; +} + + +void r200SetCliprects( r200ContextPtr rmesa, GLenum mode ) +{ + __DRIdrawablePrivate *dPriv = rmesa->dri.drawable; + + switch ( mode ) { + case GL_FRONT_LEFT: + rmesa->numClipRects = dPriv->numClipRects; + rmesa->pClipRects = dPriv->pClipRects; + break; + case GL_BACK_LEFT: + /* Can't ignore 2d windows if we are page flipping. + */ + if ( dPriv->numBackClipRects == 0 || rmesa->doPageFlip ) { + rmesa->numClipRects = dPriv->numClipRects; + rmesa->pClipRects = dPriv->pClipRects; + } + else { + rmesa->numClipRects = dPriv->numBackClipRects; + rmesa->pClipRects = dPriv->pBackClipRects; + } + break; + default: + fprintf(stderr, "bad mode in r200SetCliprects\n"); + return; + } + + if (rmesa->state.scissor.enabled) + r200RecalcScissorRects( rmesa ); +} + + +static void r200DrawBuffer( GLcontext *ctx, GLenum mode ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + + if (R200_DEBUG & DEBUG_DRI) + fprintf(stderr, "%s %s\n", __FUNCTION__, + _mesa_lookup_enum_by_nr( mode )); + + R200_FIREVERTICES(rmesa); /* don't pipeline cliprect changes */ + + /* + * _DrawDestMask is easier to cope with than . + */ + switch ( ctx->DrawBuffer->_ColorDrawBufferMask[0] ) { + case BUFFER_BIT_FRONT_LEFT: + FALLBACK( rmesa, R200_FALLBACK_DRAW_BUFFER, GL_FALSE ); + r200SetCliprects( rmesa, GL_FRONT_LEFT ); + break; + case BUFFER_BIT_BACK_LEFT: + FALLBACK( rmesa, R200_FALLBACK_DRAW_BUFFER, GL_FALSE ); + r200SetCliprects( rmesa, GL_BACK_LEFT ); + break; + default: + /* GL_NONE or GL_FRONT_AND_BACK or stereo left&right, etc */ + FALLBACK( rmesa, R200_FALLBACK_DRAW_BUFFER, GL_TRUE ); + return; + } + + /* We want to update the s/w rast state too so that r200SetBuffer() + * gets called. + */ + _swrast_DrawBuffer(ctx, mode); + + R200_STATECHANGE( rmesa, ctx ); + rmesa->hw.ctx.cmd[CTX_RB3D_COLOROFFSET] = ((rmesa->state.color.drawOffset + + rmesa->r200Screen->fbLocation) + & R200_COLOROFFSET_MASK); + rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] = rmesa->state.color.drawPitch; + if (rmesa->sarea->tiling_enabled) { + rmesa->hw.ctx.cmd[CTX_RB3D_COLORPITCH] |= R200_COLOR_TILE_ENABLE; + } +} + + +static void r200ReadBuffer( GLcontext *ctx, GLenum mode ) +{ + /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */ +} + +/* ============================================================= + * State enable/disable + */ + +static void r200Enable( GLcontext *ctx, GLenum cap, GLboolean state ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint p, flag; + + if ( R200_DEBUG & DEBUG_STATE ) + fprintf( stderr, "%s( %s = %s )\n", __FUNCTION__, + _mesa_lookup_enum_by_nr( cap ), + state ? "GL_TRUE" : "GL_FALSE" ); + + switch ( cap ) { + /* Fast track this one... + */ + case GL_TEXTURE_1D: + case GL_TEXTURE_2D: + case GL_TEXTURE_3D: + break; + + case GL_ALPHA_TEST: + R200_STATECHANGE( rmesa, ctx ); + if (state) { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_ALPHA_TEST_ENABLE; + } else { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_ALPHA_TEST_ENABLE; + } + break; + + case GL_BLEND: + case GL_COLOR_LOGIC_OP: + r200_set_blend_state( ctx ); + break; + + case GL_CLIP_PLANE0: + case GL_CLIP_PLANE1: + case GL_CLIP_PLANE2: + case GL_CLIP_PLANE3: + case GL_CLIP_PLANE4: + case GL_CLIP_PLANE5: + p = cap-GL_CLIP_PLANE0; + R200_STATECHANGE( rmesa, tcl ); + if (state) { + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] |= (R200_UCP_ENABLE_0<hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~(R200_UCP_ENABLE_0<hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_Z_ENABLE; + } else { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_Z_ENABLE; + } + break; + + case GL_DITHER: + R200_STATECHANGE(rmesa, ctx ); + if ( state ) { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_DITHER_ENABLE; + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~rmesa->state.color.roundEnable; + } else { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_DITHER_ENABLE; + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= rmesa->state.color.roundEnable; + } + break; + + case GL_FOG: + R200_STATECHANGE(rmesa, ctx ); + if ( state ) { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_FOG_ENABLE; + r200Fogfv( ctx, GL_FOG_MODE, NULL ); + } else { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_FOG_ENABLE; + R200_STATECHANGE(rmesa, tcl); + rmesa->hw.tcl.cmd[TCL_UCP_VERT_BLEND_CTL] &= ~R200_TCL_FOG_MASK; + } + r200UpdateSpecular( ctx ); /* for PK_SPEC */ + if (rmesa->TclFallback) + r200ChooseVertexState( ctx ); + _mesa_allow_light_in_model( ctx, !state ); + break; + + case GL_LIGHT0: + case GL_LIGHT1: + case GL_LIGHT2: + case GL_LIGHT3: + case GL_LIGHT4: + case GL_LIGHT5: + case GL_LIGHT6: + case GL_LIGHT7: + R200_STATECHANGE(rmesa, tcl); + p = cap - GL_LIGHT0; + if (p&1) + flag = (R200_LIGHT_1_ENABLE | + R200_LIGHT_1_ENABLE_AMBIENT | + R200_LIGHT_1_ENABLE_SPECULAR); + else + flag = (R200_LIGHT_0_ENABLE | + R200_LIGHT_0_ENABLE_AMBIENT | + R200_LIGHT_0_ENABLE_SPECULAR); + + if (state) + rmesa->hw.tcl.cmd[p/2 + TCL_PER_LIGHT_CTL_0] |= flag; + else + rmesa->hw.tcl.cmd[p/2 + TCL_PER_LIGHT_CTL_0] &= ~flag; + + /* + */ + update_light_colors( ctx, p ); + break; + + case GL_LIGHTING: + r200UpdateSpecular(ctx); + break; + + case GL_LINE_SMOOTH: + R200_STATECHANGE( rmesa, ctx ); + if ( state ) { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_ANTI_ALIAS_LINE; + } else { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_ANTI_ALIAS_LINE; + } + break; + + case GL_LINE_STIPPLE: + R200_STATECHANGE( rmesa, set ); + if ( state ) { + rmesa->hw.set.cmd[SET_RE_CNTL] |= R200_PATTERN_ENABLE; + } else { + rmesa->hw.set.cmd[SET_RE_CNTL] &= ~R200_PATTERN_ENABLE; + } + break; + + case GL_NORMALIZE: + R200_STATECHANGE( rmesa, tcl ); + if ( state ) { + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_NORMALIZE_NORMALS; + } else { + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_NORMALIZE_NORMALS; + } + break; + + /* Pointsize registers on r200 don't seem to do anything. Maybe + * have to pass pointsizes as vertex parameters? In any case, + * setting pointmin == pointsizemax == 1.0, and doing nothing + * for aa is enough to satisfy conform. + */ + case GL_POINT_SMOOTH: + break; + + /* These don't really do anything, as we don't use the 3vtx + * primitives yet. + */ +#if 0 + case GL_POLYGON_OFFSET_POINT: + R200_STATECHANGE( rmesa, set ); + if ( state ) { + rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_ZBIAS_ENABLE_POINT; + } else { + rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_ZBIAS_ENABLE_POINT; + } + break; + + case GL_POLYGON_OFFSET_LINE: + R200_STATECHANGE( rmesa, set ); + if ( state ) { + rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_ZBIAS_ENABLE_LINE; + } else { + rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_ZBIAS_ENABLE_LINE; + } + break; +#endif + + case GL_POLYGON_OFFSET_FILL: + R200_STATECHANGE( rmesa, set ); + if ( state ) { + rmesa->hw.set.cmd[SET_SE_CNTL] |= R200_ZBIAS_ENABLE_TRI; + } else { + rmesa->hw.set.cmd[SET_SE_CNTL] &= ~R200_ZBIAS_ENABLE_TRI; + } + break; + + case GL_POLYGON_SMOOTH: + R200_STATECHANGE( rmesa, ctx ); + if ( state ) { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] |= R200_ANTI_ALIAS_POLY; + } else { + rmesa->hw.ctx.cmd[CTX_PP_CNTL] &= ~R200_ANTI_ALIAS_POLY; + } + break; + + case GL_POLYGON_STIPPLE: + R200_STATECHANGE(rmesa, set ); + if ( state ) { + rmesa->hw.set.cmd[SET_RE_CNTL] |= R200_STIPPLE_ENABLE; + } else { + rmesa->hw.set.cmd[SET_RE_CNTL] &= ~R200_STIPPLE_ENABLE; + } + break; + + case GL_RESCALE_NORMAL_EXT: { + GLboolean tmp = ctx->_NeedEyeCoords ? state : !state; + R200_STATECHANGE( rmesa, tcl ); + if ( tmp ) { + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_RESCALE_NORMALS; + } else { + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_RESCALE_NORMALS; + } + break; + } + + case GL_SCISSOR_TEST: + R200_FIREVERTICES( rmesa ); + rmesa->state.scissor.enabled = state; + r200UpdateScissor( ctx ); + break; + + case GL_STENCIL_TEST: + if ( rmesa->state.stencil.hwBuffer ) { + R200_STATECHANGE( rmesa, ctx ); + if ( state ) { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] |= R200_STENCIL_ENABLE; + } else { + rmesa->hw.ctx.cmd[CTX_RB3D_CNTL] &= ~R200_STENCIL_ENABLE; + } + } else { + FALLBACK( rmesa, R200_FALLBACK_STENCIL, state ); + } + break; + + case GL_TEXTURE_GEN_Q: + case GL_TEXTURE_GEN_R: + case GL_TEXTURE_GEN_S: + case GL_TEXTURE_GEN_T: + /* Picked up in r200UpdateTextureState. + */ + rmesa->recheck_texgen[ctx->Texture.CurrentUnit] = GL_TRUE; + break; + + case GL_COLOR_SUM_EXT: + r200UpdateSpecular ( ctx ); + break; + + case GL_VERTEX_PROGRAM_ARB: + TCL_FALLBACK(rmesa->glCtx, R200_TCL_FALLBACK_VERTEX_PROGRAM, state); + break; + + default: + return; + } +} + + +void r200LightingSpaceChange( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLboolean tmp; + + if (R200_DEBUG & DEBUG_STATE) + fprintf(stderr, "%s %d BEFORE %x\n", __FUNCTION__, ctx->_NeedEyeCoords, + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0]); + + if (ctx->_NeedEyeCoords) + tmp = ctx->Transform.RescaleNormals; + else + tmp = !ctx->Transform.RescaleNormals; + + R200_STATECHANGE( rmesa, tcl ); + if ( tmp ) { + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] |= R200_RESCALE_NORMALS; + } else { + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0] &= ~R200_RESCALE_NORMALS; + } + + if (R200_DEBUG & DEBUG_STATE) + fprintf(stderr, "%s %d AFTER %x\n", __FUNCTION__, ctx->_NeedEyeCoords, + rmesa->hw.tcl.cmd[TCL_LIGHT_MODEL_CTL_0]); +} + +/* ============================================================= + * Deferred state management - matrices, textures, other? + */ + + + + +static void upload_matrix( r200ContextPtr rmesa, GLfloat *src, int idx ) +{ + float *dest = ((float *)R200_DB_STATE( mat[idx] ))+MAT_ELT_0; + int i; + + + for (i = 0 ; i < 4 ; i++) { + *dest++ = src[i]; + *dest++ = src[i+4]; + *dest++ = src[i+8]; + *dest++ = src[i+12]; + } + + R200_DB_STATECHANGE( rmesa, &rmesa->hw.mat[idx] ); +} + +static void upload_matrix_t( r200ContextPtr rmesa, const GLfloat *src, int idx ) +{ + float *dest = ((float *)R200_DB_STATE( mat[idx] ))+MAT_ELT_0; + memcpy(dest, src, 16*sizeof(float)); + R200_DB_STATECHANGE( rmesa, &rmesa->hw.mat[idx] ); +} + + +static void update_texturematrix( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT( ctx ); + GLuint tpc = rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_0]; + GLuint compsel = rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL]; + int unit; + + if (R200_DEBUG & DEBUG_STATE) + fprintf(stderr, "%s before COMPSEL: %x\n", __FUNCTION__, + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL]); + + rmesa->TexMatEnabled = 0; + rmesa->TexMatCompSel = 0; + + for (unit = 0 ; unit < ctx->Const.MaxTextureUnits; unit++) { + if (!ctx->Texture.Unit[unit]._ReallyEnabled) + continue; + + if (ctx->TextureMatrixStack[unit].Top->type != MATRIX_IDENTITY) { + rmesa->TexMatEnabled |= (R200_TEXGEN_TEXMAT_0_ENABLE| + R200_TEXMAT_0_ENABLE) << unit; + + rmesa->TexMatCompSel |= R200_OUTPUT_TEX_0 << unit; + + if (rmesa->TexGenEnabled & (R200_TEXMAT_0_ENABLE << unit)) { + /* Need to preconcatenate any active texgen + * obj/eyeplane matrices: + */ + _math_matrix_mul_matrix( &rmesa->tmpmat, + ctx->TextureMatrixStack[unit].Top, + &rmesa->TexGenMatrix[unit] ); + upload_matrix( rmesa, rmesa->tmpmat.m, R200_MTX_TEX0+unit ); + } + else { + upload_matrix( rmesa, ctx->TextureMatrixStack[unit].Top->m, + R200_MTX_TEX0+unit ); + } + } + else if (rmesa->TexGenEnabled & (R200_TEXMAT_0_ENABLE << unit)) { + upload_matrix( rmesa, rmesa->TexGenMatrix[unit].m, + R200_MTX_TEX0+unit ); + } + } + + tpc = (rmesa->TexMatEnabled | rmesa->TexGenEnabled); + if (tpc != rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_0]) { + R200_STATECHANGE(rmesa, tcg); + rmesa->hw.tcg.cmd[TCG_TEX_PROC_CTL_0] = tpc; + } + + compsel &= ~R200_OUTPUT_TEX_MASK; + compsel |= rmesa->TexMatCompSel | rmesa->TexGenCompSel; + if (compsel != rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL]) { + R200_STATECHANGE(rmesa, vtx); + rmesa->hw.vtx.cmd[VTX_TCL_OUTPUT_COMPSEL] = compsel; + } +} + + + +void r200ValidateState( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLuint new_state = rmesa->NewGLState; + + if (new_state & _NEW_TEXTURE) { + r200UpdateTextureState( ctx ); + new_state |= rmesa->NewGLState; /* may add TEXTURE_MATRIX */ + } + + /* Need an event driven matrix update? + */ + if (new_state & (_NEW_MODELVIEW|_NEW_PROJECTION)) + upload_matrix( rmesa, ctx->_ModelProjectMatrix.m, R200_MTX_MVP ); + + /* Need these for lighting (shouldn't upload otherwise) + */ + if (new_state & (_NEW_MODELVIEW)) { + upload_matrix( rmesa, ctx->ModelviewMatrixStack.Top->m, R200_MTX_MV ); + upload_matrix_t( rmesa, ctx->ModelviewMatrixStack.Top->inv, R200_MTX_IMV ); + } + + /* Does this need to be triggered on eg. modelview for + * texgen-derived objplane/eyeplane matrices? + */ + if (new_state & (_NEW_TEXTURE|_NEW_TEXTURE_MATRIX)) { + update_texturematrix( ctx ); + } + + if (new_state & (_NEW_LIGHT|_NEW_MODELVIEW|_MESA_NEW_NEED_EYE_COORDS)) { + update_light( ctx ); + } + + /* emit all active clip planes if projection matrix changes. + */ + if (new_state & (_NEW_PROJECTION)) { + if (ctx->Transform.ClipPlanesEnabled) + r200UpdateClipPlanes( ctx ); + } + + + rmesa->NewGLState = 0; +} + + +static void r200InvalidateState( GLcontext *ctx, GLuint new_state ) +{ + _swrast_InvalidateState( ctx, new_state ); + _swsetup_InvalidateState( ctx, new_state ); + _ac_InvalidateState( ctx, new_state ); + _tnl_InvalidateState( ctx, new_state ); + _ae_invalidate_state( ctx, new_state ); + R200_CONTEXT(ctx)->NewGLState |= new_state; + r200VtxfmtInvalidate( ctx ); +} + +/* A hack. The r200 can actually cope just fine with materials + * between begin/ends, so fix this. But how ? + */ +static GLboolean check_material( GLcontext *ctx ) +{ + TNLcontext *tnl = TNL_CONTEXT(ctx); + GLint i; + + for (i = _TNL_ATTRIB_MAT_FRONT_AMBIENT; + i < _TNL_ATTRIB_MAT_BACK_INDEXES; + i++) + if (tnl->vb.AttribPtr[i] && + tnl->vb.AttribPtr[i]->stride) + return GL_TRUE; + + return GL_FALSE; +} + +static void r200WrapRunPipeline( GLcontext *ctx ) +{ + r200ContextPtr rmesa = R200_CONTEXT(ctx); + GLboolean has_material; + + if (0) + fprintf(stderr, "%s, newstate: %x\n", __FUNCTION__, rmesa->NewGLState); + + /* Validate state: + */ + if (rmesa->NewGLState) + r200ValidateState( ctx ); + + has_material = (ctx->Light.Enabled && check_material( ctx )); + + if (has_material) { + TCL_FALLBACK( ctx, R200_TCL_FALLBACK_MATERIAL, GL_TRUE ); + } + + /* Run the pipeline. + */ + _tnl_run_pipeline( ctx ); + + if (has_material) { + TCL_FALLBACK( ctx, R200_TCL_FALLBACK_MATERIAL, GL_FALSE ); + } +} + + +/* Initialize the driver's state functions. + */ +void r200InitStateFuncs( struct dd_function_table *functions ) +{ + functions->UpdateState = r200InvalidateState; + functions->LightingSpaceChange = r200LightingSpaceChange; + + functions->DrawBuffer = r200DrawBuffer; + functions->ReadBuffer = r200ReadBuffer; + + functions->AlphaFunc = r200AlphaFunc; + functions->BlendColor = r200BlendColor; + functions->BlendEquationSeparate = r200BlendEquationSeparate; + functions->BlendFuncSeparate = r200BlendFuncSeparate; + functions->ClearColor = r200ClearColor; + functions->ClearDepth = r200ClearDepth; + functions->ClearIndex = NULL; + functions->ClearStencil = r200ClearStencil; + functions->ClipPlane = r200ClipPlane; + functions->ColorMask = r200ColorMask; + functions->CullFace = r200CullFace; + functions->DepthFunc = r200DepthFunc; + functions->DepthMask = r200DepthMask; + functions->DepthRange = r200DepthRange; + functions->Enable = r200Enable; + functions->Fogfv = r200Fogfv; + functions->FrontFace = r200FrontFace; + functions->Hint = NULL; + functions->IndexMask = NULL; + functions->LightModelfv = r200LightModelfv; + functions->Lightfv = r200Lightfv; + functions->LineStipple = r200LineStipple; + functions->LineWidth = r200LineWidth; + functions->LogicOpcode = r200LogicOpCode; + functions->PolygonMode = r200PolygonMode; + functions->PolygonOffset = r200PolygonOffset; + functions->PolygonStipple = r200PolygonStipple; + functions->PointSize = r200PointSize; + functions->RenderMode = r200RenderMode; + functions->Scissor = r200Scissor; + functions->ShadeModel = r200ShadeModel; + functions->StencilFunc = r200StencilFunc; + functions->StencilMask = r200StencilMask; + functions->StencilOp = r200StencilOp; + functions->Viewport = r200Viewport; + + /* Swrast hooks for imaging extensions: + */ + functions->CopyColorTable = _swrast_CopyColorTable; + functions->CopyColorSubTable = _swrast_CopyColorSubTable; + functions->CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D; + functions->CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D; +} + + +void r200InitTnlFuncs( GLcontext *ctx ) +{ + TNL_CONTEXT(ctx)->Driver.NotifyMaterialChange = r200UpdateMaterial; + TNL_CONTEXT(ctx)->Driver.RunPipeline = r200WrapRunPipeline; +} -- cgit v1.2.3