blob: c26a373a96a201377b7db644e0273cd2dee4a3c8 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 3.3
*
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
*
* Original Mesa / 3Dfx device driver (C) 1999 David Bucciarelli, by the
* terms stated above.
*
* Thank you for your contribution, David!
*
* Please make note of the above copyright/license statement. If you
* contributed code or bug fixes to this code under the previous (GNU
* Library) license and object to the new license, your code will be
* removed at your request. Please see the Mesa docs/COPYRIGHT file
* for more information.
*
* Additional Mesa/3Dfx driver developers:
* Daryll Strauss <daryll@precisioninsight.com>
* Keith Whitwell <keith@precisioninsight.com>
*
* See fxapi.h for more revision/author details.
*/
/* fxdd.c - 3Dfx VooDoo Mesa device driver functions */
#ifdef HAVE_CONFIG_H
#include "conf.h"
#endif
#if defined(FX)
#include "image.h"
#include "mtypes.h"
#include "fxdrv.h"
#include "enums.h"
#include "extensions.h"
#include "texstore.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_pipeline.h"
#include "array_cache/acache.h"
float gl_ubyte_to_float_255_color_tab[256];
/* These lookup table are used to extract RGB values in [0,255] from
* 16-bit pixel values.
*/
GLubyte FX_PixelToR[0x10000];
GLubyte FX_PixelToG[0x10000];
GLubyte FX_PixelToB[0x10000];
/*
* Initialize the FX_PixelTo{RGB} arrays.
* Input: bgrOrder - if TRUE, pixels are in BGR order, else RGB order.
*/
void fxInitPixelTables(fxMesaContext fxMesa, GLboolean bgrOrder)
{
GLuint pixel;
fxMesa->bgrOrder=bgrOrder;
for (pixel = 0; pixel <= 0xffff; pixel++) {
GLuint r, g, b;
if (bgrOrder) {
r = (pixel & 0x001F) << 3;
g = (pixel & 0x07E0) >> 3;
b = (pixel & 0xF800) >> 8;
}
else {
r = (pixel & 0xF800) >> 8;
g = (pixel & 0x07E0) >> 3;
b = (pixel & 0x001F) << 3;
}
r = r * 255 / 0xF8; /* fill in low-order bits */
g = g * 255 / 0xFC;
b = b * 255 / 0xF8;
FX_PixelToR[pixel] = r;
FX_PixelToG[pixel] = g;
FX_PixelToB[pixel] = b;
}
}
/**********************************************************************/
/***** Miscellaneous functions *****/
/**********************************************************************/
/* Return buffer size information */
static void fxDDBufferSize(GLcontext *ctx, GLuint *width, GLuint *height)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if (MESA_VERBOSE&VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDBufferSize(...) Start\n");
}
*width=fxMesa->width;
*height=fxMesa->height;
if (MESA_VERBOSE&VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDBufferSize(...) End\n");
}
}
/* Implements glClearColor() */
static void fxDDClearColor(GLcontext *ctx, const GLchan color[4])
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GLubyte col[4];
if (MESA_VERBOSE&VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDClearColor(%d,%d,%d,%d)\n",
color[0], color[1], color[2], color[3]);
}
ASSIGN_4V( col, color[0], color[1], color[2], 255 );
fxMesa->clearC = FXCOLOR4( col );
fxMesa->clearA = color[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=(fxMesaContext)ctx->DriverCtx;
const GLuint colorMask = *((GLuint *) &ctx->Color.ColorMask);
const FxU16 clearD = (FxU16) (ctx->Depth.Clear * 0xffff);
GLbitfield softwareMask = mask & (DD_STENCIL_BIT | DD_ACCUM_BIT);
/* we can't clear stencil or accum buffers */
mask &= ~(DD_STENCIL_BIT | DD_ACCUM_BIT);
if (MESA_VERBOSE & VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDClear(%d,%d,%d,%d)\n", (int) x, (int) y,
(int) width, (int) height);
}
if (colorMask != 0xffffffff) {
/* do masked color buffer clears in software */
softwareMask |= (mask & (DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT));
mask &= ~(DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT);
}
/*
* This could probably be done fancier but doing each possible case
* explicitly is less error prone.
*/
switch (mask) {
case DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
/* back buffer & depth */
FX_grDepthMask(FXTRUE);
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
if (!ctx->Depth.Mask) {
FX_grDepthMask(FXFALSE);
}
break;
case DD_FRONT_LEFT_BIT | DD_DEPTH_BIT:
/* XXX it appears that the depth buffer isn't cleared when
* glRenderBuffer(GR_BUFFER_FRONTBUFFER) is set.
* This is a work-around/
*/
/* clear depth */
FX_grDepthMask(FXTRUE);
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grColorMask(FXFALSE,FXFALSE);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
/* clear front */
FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
break;
case DD_BACK_LEFT_BIT:
/* back buffer only */
FX_grDepthMask(FXFALSE);
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
if (ctx->Depth.Mask) {
FX_grDepthMask(FXTRUE);
}
break;
case DD_FRONT_LEFT_BIT:
/* front buffer only */
FX_grDepthMask(FXFALSE);
FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
if (ctx->Depth.Mask) {
FX_grDepthMask(FXTRUE);
}
break;
case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT:
/* front and back */
FX_grDepthMask(FXFALSE);
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
if (ctx->Depth.Mask) {
FX_grDepthMask(FXTRUE);
}
break;
case DD_FRONT_LEFT_BIT | DD_BACK_LEFT_BIT | DD_DEPTH_BIT:
/* clear front */
FX_grDepthMask(FXFALSE);
FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
/* clear back and depth */
FX_grDepthMask(FXTRUE);
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
if (!ctx->Depth.Mask) {
FX_grDepthMask(FXFALSE);
}
break;
case DD_DEPTH_BIT:
/* just the depth buffer */
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
FX_grColorMask(FXFALSE,FXFALSE);
FX_grDepthMask(FXTRUE);
FX_grBufferClear(fxMesa->clearC, fxMesa->clearA, clearD);
FX_grColorMask(FXTRUE, ctx->Color.ColorMask[ACOMP] && fxMesa->haveAlphaBuffer);
if (ctx->Color.DrawDestMask & FRONT_LEFT_BIT)
FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
if (!ctx->Depth.Test || !ctx->Depth.Mask)
FX_grDepthMask(FXFALSE);
break;
default:
/* error */
;
}
/* Clear any remaining buffers:
*/
if (softwareMask)
_swrast_Clear( ctx, softwareMask, all, x, y, width, height );
}
/* Set the buffer used for drawing */
/* XXX support for separate read/draw buffers hasn't been tested */
static GLboolean fxDDSetDrawBuffer(GLcontext *ctx, GLenum mode)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if (MESA_VERBOSE&VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDSetBuffer(%x)\n", (int) mode);
}
if (mode == GL_FRONT_LEFT) {
fxMesa->currentFB = GR_BUFFER_FRONTBUFFER;
FX_grRenderBuffer(fxMesa->currentFB);
return GL_TRUE;
}
else if (mode == GL_BACK_LEFT) {
fxMesa->currentFB = GR_BUFFER_BACKBUFFER;
FX_grRenderBuffer(fxMesa->currentFB);
return GL_TRUE;
}
else if (mode == GL_NONE) {
FX_grColorMask(FXFALSE,FXFALSE);
return GL_TRUE;
}
else {
return GL_FALSE;
}
}
/* Set the buffer used for reading */
/* XXX support for separate read/draw buffers hasn't been tested */
static void fxDDSetReadBuffer(GLcontext *ctx, GLframebuffer *buffer,
GLenum mode )
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
(void) buffer;
if (MESA_VERBOSE&VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxDDSetBuffer(%x)\n", (int) mode);
}
if (mode == GL_FRONT_LEFT) {
fxMesa->currentFB = GR_BUFFER_FRONTBUFFER;
FX_grRenderBuffer(fxMesa->currentFB);
}
else if (mode == GL_BACK_LEFT) {
fxMesa->currentFB = GR_BUFFER_BACKBUFFER;
FX_grRenderBuffer(fxMesa->currentFB);
}
}
static void fxDDDrawBitmap(GLcontext *ctx, GLint px, GLint py,
GLsizei width, GLsizei height,
const struct gl_pixelstore_attrib *unpack,
const GLubyte *bitmap)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GrLfbInfo_t info;
FxU16 color;
const struct gl_pixelstore_attrib *finalUnpack;
struct gl_pixelstore_attrib scissoredUnpack;
/* check if there's any raster operations enabled which we can't handle */
if (ctx->Color.AlphaEnabled ||
ctx->Color.BlendEnabled ||
ctx->Depth.Test ||
ctx->Fog.Enabled ||
ctx->Color.ColorLogicOpEnabled ||
ctx->Stencil.Enabled ||
ctx->Scissor.Enabled ||
( ctx->DrawBuffer->UseSoftwareAlphaBuffers &&
ctx->Color.ColorMask[ACOMP]) ||
ctx->Color.MultiDrawBuffer)
{
_swrast_Bitmap( ctx, px, py, width, height, unpack, bitmap );
return;
}
if (ctx->Scissor.Enabled) {
/* This is a bit tricky, but by carefully adjusting the px, py,
* width, height, skipPixels and skipRows values we can do
* scissoring without special code in the rendering loop.
*
* KW: This code is never reached, see the test above.
*/
/* we'll construct a new pixelstore struct */
finalUnpack = &scissoredUnpack;
scissoredUnpack = *unpack;
if (scissoredUnpack.RowLength == 0)
scissoredUnpack.RowLength = width;
/* clip left */
if (px < ctx->Scissor.X) {
scissoredUnpack.SkipPixels += (ctx->Scissor.X - px);
width -= (ctx->Scissor.X - px);
px = ctx->Scissor.X;
}
/* clip right */
if (px + width >= ctx->Scissor.X + ctx->Scissor.Width) {
width -= (px + width - (ctx->Scissor.X + ctx->Scissor.Width));
}
/* clip bottom */
if (py < ctx->Scissor.Y) {
scissoredUnpack.SkipRows += (ctx->Scissor.Y - py);
height -= (ctx->Scissor.Y - py);
py = ctx->Scissor.Y;
}
/* clip top */
if (py + height >= ctx->Scissor.Y + ctx->Scissor.Height) {
height -= (py + height - (ctx->Scissor.Y + ctx->Scissor.Height));
}
if (width <= 0 || height <= 0)
return;
}
else {
finalUnpack = unpack;
}
/* compute pixel value */
{
GLint r = (GLint) (ctx->Current.RasterColor[0] * 255.0f);
GLint g = (GLint) (ctx->Current.RasterColor[1] * 255.0f);
GLint b = (GLint) (ctx->Current.RasterColor[2] * 255.0f);
/*GLint a = (GLint)(ctx->Current.RasterColor[3]*255.0f);*/
if (fxMesa->bgrOrder)
color = (FxU16)
( ((FxU16)0xf8 & b) << (11-3)) |
( ((FxU16)0xfc & g) << (5-3+1)) |
( ((FxU16)0xf8 & r) >> 3);
else
color = (FxU16)
( ((FxU16)0xf8 & r) << (11-3)) |
( ((FxU16)0xfc & g) << (5-3+1)) |
( ((FxU16)0xf8 & b) >> 3);
}
info.size = sizeof(info);
if (!FX_grLfbLock(GR_LFB_WRITE_ONLY,
fxMesa->currentFB,
GR_LFBWRITEMODE_565,
GR_ORIGIN_UPPER_LEFT,
FXFALSE,
&info)) {
#ifndef FX_SILENT
fprintf(stderr,"fx Driver: error locking the linear frame buffer\n");
#endif
return;
}
{
const GLint winX = 0;
const GLint winY = fxMesa->height - 1;
/* The dest stride depends on the hardware and whether we're drawing
* to the front or back buffer. This compile-time test seems to do
* the job for now.
*/
const GLint dstStride = info.strideInBytes / 2; /* stride in GLushorts */
GLint row;
/* compute dest address of bottom-left pixel in bitmap */
GLushort *dst = (GLushort *) info.lfbPtr
+ (winY - py) * dstStride
+ (winX + px);
for (row = 0; row < height; row++) {
const GLubyte *src = (const GLubyte *) _mesa_image_address( finalUnpack,
bitmap, width, height, GL_COLOR_INDEX, GL_BITMAP, 0, row, 0 );
if (finalUnpack->LsbFirst) {
/* least significan bit first */
GLubyte mask = 1U << (finalUnpack->SkipPixels & 0x7);
GLint col;
for (col=0; col<width; col++) {
if (*src & mask) {
dst[col] = color;
}
if (mask == 128U) {
src++;
mask = 1U;
}
else {
mask = mask << 1;
}
}
if (mask != 1)
src++;
}
else {
/* most significan bit first */
GLubyte mask = 128U >> (finalUnpack->SkipPixels & 0x7);
GLint col;
for (col=0; col<width; col++) {
if (*src & mask) {
dst[col] = color;
}
if (mask == 1U) {
src++;
mask = 128U;
}
else {
mask = mask >> 1;
}
}
if (mask != 128)
src++;
}
dst -= dstStride;
}
}
FX_grLfbUnlock(GR_LFB_WRITE_ONLY,fxMesa->currentFB);
}
static void fxDDReadPixels( GLcontext *ctx, GLint x, GLint y,
GLsizei width, GLsizei height,
GLenum format, GLenum type,
const struct gl_pixelstore_attrib *packing,
GLvoid *dstImage )
{
if (ctx->_ImageTransferState) {
_swrast_ReadPixels( ctx, x, y, width, height, format, type,
packing, dstImage );
return;
}
else {
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
GrLfbInfo_t info;
BEGIN_BOARD_LOCK();
if (grLfbLock(GR_LFB_READ_ONLY,
fxMesa->currentFB,
GR_LFBWRITEMODE_ANY,
GR_ORIGIN_UPPER_LEFT,
FXFALSE,
&info)) {
const GLint winX = 0;
const GLint winY = fxMesa->height - 1;
const GLint srcStride = info.strideInBytes / 2; /* stride in GLushorts */
const GLushort *src = (const GLushort *) info.lfbPtr
+ (winY - y) * srcStride + (winX + x);
GLubyte *dst = (GLubyte *) _mesa_image_address(packing, dstImage,
width, height, format, type, 0, 0, 0);
GLint dstStride = _mesa_image_row_stride(packing, width, format, type);
if (format == GL_RGB && type == GL_UNSIGNED_BYTE) {
/* convert 5R6G5B into 8R8G8B */
GLint row, col;
const GLint halfWidth = width >> 1;
const GLint extraPixel = (width & 1);
for (row = 0; row < height; row++) {
GLubyte *d = dst;
for (col = 0; col < halfWidth; col++) {
const GLuint pixel = ((const GLuint *) src)[col];
const GLint pixel0 = pixel & 0xffff;
const GLint pixel1 = pixel >> 16;
*d++ = FX_PixelToR[pixel0];
*d++ = FX_PixelToG[pixel0];
*d++ = FX_PixelToB[pixel0];
*d++ = FX_PixelToR[pixel1];
*d++ = FX_PixelToG[pixel1];
*d++ = FX_PixelToB[pixel1];
}
if (extraPixel) {
GLushort pixel = src[width-1];
*d++ = FX_PixelToR[pixel];
*d++ = FX_PixelToG[pixel];
*d++ = FX_PixelToB[pixel];
}
dst += dstStride;
src -= srcStride;
}
}
else if (format == GL_RGBA && type == GL_UNSIGNED_BYTE) {
/* convert 5R6G5B into 8R8G8B8A */
GLint row, col;
const GLint halfWidth = width >> 1;
const GLint extraPixel = (width & 1);
for (row = 0; row < height; row++) {
GLubyte *d = dst;
for (col = 0; col < halfWidth; col++) {
const GLuint pixel = ((const GLuint *) src)[col];
const GLint pixel0 = pixel & 0xffff;
const GLint pixel1 = pixel >> 16;
*d++ = FX_PixelToR[pixel0];
*d++ = FX_PixelToG[pixel0];
*d++ = FX_PixelToB[pixel0];
*d++ = 255;
*d++ = FX_PixelToR[pixel1];
*d++ = FX_PixelToG[pixel1];
*d++ = FX_PixelToB[pixel1];
*d++ = 255;
}
if (extraPixel) {
const GLushort pixel = src[width-1];
*d++ = FX_PixelToR[pixel];
*d++ = FX_PixelToG[pixel];
*d++ = FX_PixelToB[pixel];
*d++ = 255;
}
dst += dstStride;
src -= srcStride;
}
}
else if (format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5) {
/* directly memcpy 5R6G5B pixels into client's buffer */
const GLint widthInBytes = width * 2;
GLint row;
for (row = 0; row < height; row++) {
MEMCPY(dst, src, widthInBytes);
dst += dstStride;
src -= srcStride;
}
}
else {
grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
END_BOARD_LOCK();
_swrast_ReadPixels( ctx, x, y, width, height, format, type,
packing, dstImage );
return;
}
grLfbUnlock(GR_LFB_READ_ONLY, fxMesa->currentFB);
}
END_BOARD_LOCK();
}
}
static void fxDDFinish(GLcontext *ctx)
{
FX_grFlush();
}
/* KW: Put the word Mesa in the render string because quakeworld
* checks for this rather than doing a glGet(GL_MAX_TEXTURE_SIZE).
* Why?
*/
static const GLubyte *fxDDGetString(GLcontext *ctx, GLenum name)
{
switch (name) {
case GL_RENDERER:
{
static char buf[80];
if (glbHWConfig.SSTs[glbCurrentBoard].type==GR_SSTTYPE_VOODOO) {
GrVoodooConfig_t *vc =
&glbHWConfig.SSTs[glbCurrentBoard].sstBoard.VoodooConfig;
sprintf(buf,
"Mesa Glide v0.30 Voodoo_Graphics %d "
"CARD/%d FB/%d TM/%d TMU/%s",
glbCurrentBoard,
(vc->sliDetect ? (vc->fbRam*2) : vc->fbRam),
(vc->tmuConfig[GR_TMU0].tmuRam +
((vc->nTexelfx>1) ? vc->tmuConfig[GR_TMU1].tmuRam : 0)),
vc->nTexelfx,
(vc->sliDetect ? "SLI" : "NOSLI"));
}
else if (glbHWConfig.SSTs[glbCurrentBoard].type==GR_SSTTYPE_SST96) {
GrSst96Config_t *sc =
&glbHWConfig.SSTs[glbCurrentBoard].sstBoard.SST96Config;
sprintf(buf,
"Glide v0.30 Voodoo_Rush %d "
"CARD/%d FB/%d TM/%d TMU/NOSLI",
glbCurrentBoard,
sc->fbRam,
sc->tmuConfig.tmuRam,
sc->nTexelfx);
}
else {
strcpy(buf, "Glide v0.30 UNKNOWN");
}
return (GLubyte *) buf;
}
default:
return NULL;
}
}
static const struct gl_pipeline_stage *fx_pipeline[] = {
&_tnl_vertex_transform_stage, /* TODO: Add the fastpath here */
&_tnl_normal_transform_stage,
&_tnl_lighting_stage,
&_tnl_fog_coordinate_stage, /* TODO: Omit fog stage */
&_tnl_texgen_stage,
&_tnl_texture_transform_stage,
&_tnl_point_attenuation_stage,
&_tnl_render_stage,
0,
};
int fxDDInitFxMesaContext( fxMesaContext fxMesa )
{
int i;
static int firsttime = 1;
for (i = 0 ; i < 256 ; i++) {
gl_ubyte_to_float_255_color_tab[i] = (float) i;
}
if (firsttime) {
fxDDSetupInit();
fxDDTrifuncInit();
firsttime = 0;
}
FX_setupGrVertexLayout();
if (getenv("FX_EMULATE_SINGLE_TMU"))
fxMesa->haveTwoTMUs = GL_FALSE;
fxMesa->emulateTwoTMUs = fxMesa->haveTwoTMUs;
if (!getenv("FX_DONT_FAKE_MULTITEX"))
fxMesa->emulateTwoTMUs = GL_TRUE;
if(getenv("FX_GLIDE_SWAPINTERVAL"))
fxMesa->swapInterval=atoi(getenv("FX_GLIDE_SWAPINTERVAL"));
else
fxMesa->swapInterval=1;
if(getenv("MESA_FX_SWAP_PENDING"))
fxMesa->maxPendingSwapBuffers=atoi(getenv("MESA_FX_SWAP_PENDING"));
else
fxMesa->maxPendingSwapBuffers=2;
if(getenv("MESA_FX_INFO"))
fxMesa->verbose=GL_TRUE;
else
fxMesa->verbose=GL_FALSE;
fxMesa->color=0xffffffff;
fxMesa->clearC=0;
fxMesa->clearA=0;
fxMesa->stats.swapBuffer=0;
fxMesa->stats.reqTexUpload=0;
fxMesa->stats.texUpload=0;
fxMesa->stats.memTexUpload=0;
fxMesa->tmuSrc=FX_TMU_NONE;
fxMesa->lastUnitsMode=FX_UM_NONE;
fxTMInit(fxMesa);
/* FX units setup */
fxMesa->unitsState.alphaTestEnabled=GL_FALSE;
fxMesa->unitsState.alphaTestFunc=GR_CMP_ALWAYS;
fxMesa->unitsState.alphaTestRefValue=0;
fxMesa->unitsState.blendEnabled=GL_FALSE;
fxMesa->unitsState.blendSrcFuncRGB=GR_BLEND_ONE;
fxMesa->unitsState.blendDstFuncRGB=GR_BLEND_ZERO;
fxMesa->unitsState.blendSrcFuncAlpha=GR_BLEND_ONE;
fxMesa->unitsState.blendDstFuncAlpha=GR_BLEND_ZERO;
fxMesa->unitsState.depthTestEnabled =GL_FALSE;
fxMesa->unitsState.depthMask =GL_TRUE;
fxMesa->unitsState.depthTestFunc =GR_CMP_LESS;
FX_grColorMask(FXTRUE, fxMesa->haveAlphaBuffer ? FXTRUE : FXFALSE);
if(fxMesa->haveDoubleBuffer) {
fxMesa->currentFB=GR_BUFFER_BACKBUFFER;
FX_grRenderBuffer(GR_BUFFER_BACKBUFFER);
} else {
fxMesa->currentFB=GR_BUFFER_FRONTBUFFER;
FX_grRenderBuffer(GR_BUFFER_FRONTBUFFER);
}
fxMesa->state = malloc(FX_grGetInteger(FX_GLIDE_STATE_SIZE));
fxMesa->fogTable = malloc(FX_grGetInteger(FX_FOG_TABLE_ENTRIES) *
sizeof(GrFog_t));
if (!fxMesa->state || !fxMesa->fogTable) {
if (fxMesa->state) free(fxMesa->state);
if (fxMesa->fogTable) free(fxMesa->fogTable);
return 0;
}
if(fxMesa->haveZBuffer)
FX_grDepthBufferMode(GR_DEPTHBUFFER_ZBUFFER);
#if (!FXMESA_USE_ARGB)
FX_grLfbWriteColorFormat(GR_COLORFORMAT_ABGR); /* Not every Glide has this */
#endif
fxMesa->textureAlign=FX_grGetInteger(FX_TEXTURE_ALIGN);
fxMesa->glCtx->Const.MaxTextureLevels=9;
fxMesa->glCtx->Const.MaxTextureSize=256;
fxMesa->glCtx->Const.MaxTextureUnits=fxMesa->emulateTwoTMUs ? 2 : 1;
fxMesa->new_state = _NEW_ALL;
/* Initialize the software rasterizer and helper modules.
*/
_swrast_CreateContext( fxMesa->glCtx );
_ac_CreateContext( fxMesa->glCtx );
_tnl_CreateContext( fxMesa->glCtx );
_swsetup_CreateContext( fxMesa->glCtx );
_tnl_destroy_pipeline( fxMesa->glCtx );
_tnl_install_pipeline( fxMesa->glCtx, fx_pipeline );
fxAllocVB( fxMesa->glCtx );
fxSetupDDPointers(fxMesa->glCtx);
/* Tell the software rasterizer to use pixel fog always.
*/
_swrast_allow_vertex_fog( fxMesa->glCtx, GL_FALSE );
_swrast_allow_pixel_fog( fxMesa->glCtx, GL_TRUE );
/* Tell tnl not to calculate or use vertex fog factors. (Needed to
* tell render stage not to clip fog coords).
*/
/* _tnl_calculate_vertex_fog( fxMesa->glCtx, GL_FALSE ); */
fxDDInitExtensions(fxMesa->glCtx);
#ifdef FXVTXFMT
fxDDInitVtxfmt(fxMesa->glCtx);
#endif
FX_grGlideGetState((GrState*)fxMesa->state);
/* Run the config file */
_mesa_context_initialize( fxMesa->glCtx );
return 1;
}
/* Undo the above.
*/
void fxDDDestroyFxMesaContext( fxMesaContext fxMesa )
{
_swsetup_DestroyContext( fxMesa->glCtx );
_tnl_DestroyContext( fxMesa->glCtx );
_ac_DestroyContext( fxMesa->glCtx );
_swrast_DestroyContext( fxMesa->glCtx );
if (fxMesa->state)
free(fxMesa->state);
if (fxMesa->fogTable)
free(fxMesa->fogTable);
fxTMClose(fxMesa);
fxFreeVB(fxMesa->glCtx);
}
void fxDDInitExtensions( GLcontext *ctx )
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
_mesa_add_extension(ctx, GL_TRUE, "3DFX_set_global_palette", 0);
_mesa_enable_extension(ctx, "GL_EXT_point_parameters");
if (fxMesa->haveTwoTMUs)
_mesa_enable_extension(ctx, "GL_EXT_texture_env_add");
if (fxMesa->emulateTwoTMUs)
_mesa_enable_extension(ctx, "GL_ARB_multitexture");
}
/************************************************************************/
/************************************************************************/
/************************************************************************/
/* Check if the hardware supports the current context
*
* Performs similar work to fxDDChooseRenderState() - should be merged.
*/
static GLboolean fxIsInHardware(GLcontext *ctx)
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if (ctx->RenderMode != GL_RENDER)
return GL_FALSE;
if (ctx->Stencil.Enabled ||
ctx->Color.MultiDrawBuffer ||
((ctx->Color.BlendEnabled) && (ctx->Color.BlendEquation!=GL_FUNC_ADD_EXT)) ||
((ctx->Color.ColorLogicOpEnabled) && (ctx->Color.LogicOp!=GL_COPY)) ||
(ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) ||
(!((ctx->Color.ColorMask[RCOMP]==ctx->Color.ColorMask[GCOMP]) &&
(ctx->Color.ColorMask[GCOMP]==ctx->Color.ColorMask[BCOMP]) &&
(ctx->Color.ColorMask[ACOMP]==ctx->Color.ColorMask[ACOMP])))
)
{
return GL_FALSE;
}
/* Unsupported texture/multitexture cases */
if (fxMesa->emulateTwoTMUs) {
if (ctx->Texture._ReallyEnabled & (TEXTURE0_3D | TEXTURE1_3D))
return GL_FALSE; /* can't do 3D textures */
if (ctx->Texture._ReallyEnabled & (TEXTURE0_1D | TEXTURE1_1D))
return GL_FALSE; /* can't do 1D textures */
if (ctx->Texture._ReallyEnabled & TEXTURE0_2D) {
if (ctx->Texture.Unit[0].EnvMode == GL_BLEND &&
(ctx->Texture._ReallyEnabled & TEXTURE1_2D ||
ctx->Texture.Unit[0].EnvColor[0] != 0 ||
ctx->Texture.Unit[0].EnvColor[1] != 0 ||
ctx->Texture.Unit[0].EnvColor[2] != 0 ||
ctx->Texture.Unit[0].EnvColor[3] != 1)) {
return GL_FALSE;
}
if (ctx->Texture.Unit[0]._Current->Image[0]->Border > 0)
return GL_FALSE;
}
if (ctx->Texture._ReallyEnabled & TEXTURE1_2D) {
if (ctx->Texture.Unit[1].EnvMode == GL_BLEND)
return GL_FALSE;
if (ctx->Texture.Unit[0]._Current->Image[0]->Border > 0)
return GL_FALSE;
}
if (MESA_VERBOSE & (VERBOSE_DRIVER|VERBOSE_TEXTURE))
fprintf(stderr, "fxMesa: fxIsInHardware, envmode is %s/%s\n",
gl_lookup_enum_by_nr(ctx->Texture.Unit[0].EnvMode),
gl_lookup_enum_by_nr(ctx->Texture.Unit[1].EnvMode));
/* KW: This was wrong (I think) and I changed it... which doesn't mean
* it is now correct...
*/
if((ctx->_Enabled & (TEXTURE0_1D | TEXTURE0_2D | TEXTURE0_3D)) &&
(ctx->_Enabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D)))
{
/* Can't use multipass to blend a multitextured triangle - fall
* back to software.
*/
if (!fxMesa->haveTwoTMUs && ctx->Color.BlendEnabled) {
return GL_FALSE;
}
if ((ctx->Texture.Unit[0].EnvMode!=ctx->Texture.Unit[1].EnvMode) &&
(ctx->Texture.Unit[0].EnvMode!=GL_MODULATE) &&
(ctx->Texture.Unit[0].EnvMode!=GL_REPLACE)) /* q2, seems ok... */
{
if (MESA_VERBOSE&VERBOSE_DRIVER)
fprintf(stderr, "fxMesa: unsupported multitex env mode\n");
return GL_FALSE;
}
}
} else {
if((ctx->_Enabled & (TEXTURE1_1D | TEXTURE1_2D | TEXTURE1_3D)) ||
/* Not very well written ... */
((ctx->_Enabled & TEXTURE0_1D) &&
(!(ctx->_Enabled & TEXTURE0_2D)))
) {
return GL_FALSE;
}
if((ctx->Texture._ReallyEnabled & TEXTURE0_2D) &&
(ctx->Texture.Unit[0].EnvMode==GL_BLEND)) {
return GL_FALSE;
}
}
return GL_TRUE;
}
static void update_texture_scales( GLcontext *ctx )
{
fxMesaContext fxMesa = FX_CONTEXT(ctx);
struct gl_texture_unit *t0 = &ctx->Texture.Unit[fxMesa->tmu_source[0]];
struct gl_texture_unit *t1 = &ctx->Texture.Unit[fxMesa->tmu_source[1]];
if (t0 && t0->_Current && FX_TEXTURE_DATA(t0)) {
fxMesa->s0scale = FX_TEXTURE_DATA(t0)->sScale;
fxMesa->t0scale = FX_TEXTURE_DATA(t0)->tScale;
fxMesa->inv_s0scale = 1.0 / fxMesa->s0scale;
fxMesa->inv_t0scale = 1.0 / fxMesa->t0scale;
}
if (t1 && t1->_Current && FX_TEXTURE_DATA(t1)) {
fxMesa->s1scale = FX_TEXTURE_DATA(t1)->sScale;
fxMesa->t1scale = FX_TEXTURE_DATA(t1)->tScale;
fxMesa->inv_s1scale = 1.0 / fxMesa->s1scale;
fxMesa->inv_t1scale = 1.0 / fxMesa->t1scale;
}
}
static void fxDDUpdateDDPointers(GLcontext *ctx, GLuint new_state)
{
fxMesaContext fxMesa = FX_CONTEXT(ctx);
_swrast_InvalidateState( ctx, new_state );
_ac_InvalidateState( ctx, new_state );
_tnl_InvalidateState( ctx, new_state );
_swsetup_InvalidateState( ctx, new_state );
/* Recalculate fog table on projection matrix changes. This used to
* be triggered by the NearFar callback.
*/
if (new_state & _NEW_PROJECTION)
fxMesa->new_state |= FX_NEW_FOG;
if (new_state & (_FX_NEW_IS_IN_HARDWARE |
_FX_NEW_RENDERSTATE |
_FX_NEW_SETUP_FUNCTION |
_NEW_TEXTURE))
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if (new_state & _FX_NEW_IS_IN_HARDWARE)
fxMesa->is_in_hardware = fxIsInHardware(ctx);
if (fxMesa->new_state)
fxSetupFXUnits(ctx);
if (new_state & _FX_NEW_RENDERSTATE)
fxDDChooseRenderState( ctx );
if (new_state & _FX_NEW_SETUP_FUNCTION)
ctx->Driver.BuildProjectedVertices = fx_validate_BuildProjVerts;
if (new_state & _NEW_TEXTURE)
update_texture_scales( ctx );
}
#ifdef FXVTXFMT
if (fxMesa->allow_vfmt) {
if (new_state & _NEW_LIGHT)
fx_update_lighting( ctx );
if (new_state & _FX_NEW_VTXFMT)
fxDDCheckVtxfmt( ctx );
}
#endif
}
static void fxDDRenderPrimitive( GLcontext *ctx, GLenum mode )
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if (!fxMesa->is_in_hardware) {
_swsetup_RenderPrimitive( ctx, mode );
}
else {
fxMesa->render_prim = mode;
}
}
static void fxDDRenderStart( GLcontext *ctx )
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
_swsetup_RenderStart( ctx );
if (fxMesa->new_state) {
fxSetupFXUnits( ctx );
}
}
static void fxDDRenderFinish( GLcontext *ctx )
{
fxMesaContext fxMesa=(fxMesaContext)ctx->DriverCtx;
if (!fxMesa->is_in_hardware) {
_swsetup_RenderFinish( ctx );
}
}
void fxSetupDDPointers(GLcontext *ctx)
{
if (MESA_VERBOSE&VERBOSE_DRIVER) {
fprintf(stderr,"fxmesa: fxSetupDDPointers()\n");
}
ctx->Driver.UpdateState=fxDDUpdateDDPointers;
ctx->Driver.WriteDepthSpan=fxDDWriteDepthSpan;
ctx->Driver.WriteDepthPixels=fxDDWriteDepthPixels;
ctx->Driver.ReadDepthSpan=fxDDReadDepthSpan;
ctx->Driver.ReadDepthPixels=fxDDReadDepthPixels;
ctx->Driver.GetString=fxDDGetString;
ctx->Driver.ClearIndex=NULL;
ctx->Driver.ClearColor=fxDDClearColor;
ctx->Driver.Clear=fxDDClear;
ctx->Driver.SetDrawBuffer=fxDDSetDrawBuffer;
ctx->Driver.SetReadBuffer=fxDDSetReadBuffer;
ctx->Driver.GetBufferSize=fxDDBufferSize;
ctx->Driver.Accum = _swrast_Accum;
ctx->Driver.Bitmap = fxDDDrawBitmap;
ctx->Driver.CopyPixels = _swrast_CopyPixels;
ctx->Driver.DrawPixels = _swrast_DrawPixels;
ctx->Driver.ReadPixels = fxDDReadPixels;
ctx->Driver.ResizeBuffersMESA = _swrast_alloc_buffers;
ctx->Driver.Finish=fxDDFinish;
ctx->Driver.Flush=NULL;
ctx->Driver.RenderStart=fxDDRenderStart;
ctx->Driver.RenderFinish=fxDDRenderFinish;
ctx->Driver.ResetLineStipple=_swrast_ResetLineStipple;
ctx->Driver.RenderPrimitive=fxDDRenderPrimitive;
/* Install the oldstyle interp functions:
*/
ctx->Driver.RenderInterp = _swsetup_RenderInterp;
ctx->Driver.RenderCopyPV = _swsetup_RenderCopyPV;
ctx->Driver.RenderClippedLine = _swsetup_RenderClippedLine;
ctx->Driver.RenderClippedPolygon = _swsetup_RenderClippedPolygon;
ctx->Driver.TexImage1D = _mesa_store_teximage1d;
ctx->Driver.TexImage2D = fxDDTexImage2D;
ctx->Driver.TexImage3D = _mesa_store_teximage3d;
ctx->Driver.TexSubImage1D = _mesa_store_texsubimage1d;
ctx->Driver.TexSubImage2D = fxDDTexSubImage2D;
ctx->Driver.TexSubImage3D = _mesa_store_texsubimage3d;
ctx->Driver.CopyTexImage1D = _mesa_copy_teximage1d;
ctx->Driver.CopyTexImage2D = _mesa_copy_teximage2d;
ctx->Driver.CopyTexSubImage1D = _mesa_copy_texsubimage1d;
ctx->Driver.CopyTexSubImage2D = _mesa_copy_texsubimage2d;
ctx->Driver.CopyTexSubImage3D = _mesa_copy_texsubimage3d;
ctx->Driver.TestProxyTexImage = _mesa_test_proxy_teximage;
ctx->Driver.TexEnv = fxDDTexEnv;
ctx->Driver.TexParameter = fxDDTexParam;
ctx->Driver.BindTexture = fxDDTexBind;
ctx->Driver.DeleteTexture = fxDDTexDel;
ctx->Driver.UpdateTexturePalette = fxDDTexPalette;
ctx->Driver.AlphaFunc=fxDDAlphaFunc;
ctx->Driver.BlendFunc=fxDDBlendFunc;
ctx->Driver.DepthFunc=fxDDDepthFunc;
ctx->Driver.DepthMask=fxDDDepthMask;
ctx->Driver.ColorMask=fxDDColorMask;
ctx->Driver.Fogfv=fxDDFogfv;
ctx->Driver.Scissor=fxDDScissor;
ctx->Driver.FrontFace=fxDDFrontFace;
ctx->Driver.CullFace=fxDDCullFace;
ctx->Driver.ShadeModel=fxDDShadeModel;
ctx->Driver.Enable=fxDDEnable;
fxSetupDDSpanPointers(ctx);
fxDDUpdateDDPointers(ctx,~0);
}
#else
/*
* Need this to provide at least one external definition.
*/
extern int gl_fx_dummy_function_dd(void);
int gl_fx_dummy_function_dd(void)
{
return 0;
}
#endif /* FX */