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Diffstat (limited to 'src/mesa/drivers/dri/s3v/s3v_tris.c')
-rw-r--r--src/mesa/drivers/dri/s3v/s3v_tris.c850
1 files changed, 0 insertions, 850 deletions
diff --git a/src/mesa/drivers/dri/s3v/s3v_tris.c b/src/mesa/drivers/dri/s3v/s3v_tris.c
deleted file mode 100644
index fafd38480c..0000000000
--- a/src/mesa/drivers/dri/s3v/s3v_tris.c
+++ /dev/null
@@ -1,850 +0,0 @@
-/*
- * Author: Max Lingua <sunmax@libero.it>
- */
-
-#include <stdio.h>
-#include <stdlib.h>
-
-#include <sys/ioctl.h>
-
-#include "s3v_context.h"
-#include "s3v_vb.h"
-#include "s3v_tris.h"
-
-#include "main/glheader.h"
-#include "main/mtypes.h"
-#include "main/macros.h"
-#include "main/colormac.h"
-
-#include "swrast/swrast.h"
-#include "swrast_setup/swrast_setup.h"
-#include "tnl/tnl.h"
-#include "tnl/t_context.h"
-#include "tnl/t_pipeline.h"
-
-
-/***********************************************************************
- * Build hardware rasterization functions *
- ***********************************************************************/
-
-#define DO_TRI 1
-#define HAVE_RGBA 1
-#define HAVE_SPEC 0
-#define HAVE_BACK_COLORS 0
-#define HAVE_HW_FLATSHADE 1
-#define VERTEX s3vVertex
-#define TAB rast_tab
-
-#define VERT_SET_RGBA( v, c ) \
-do { \
- UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c); \
-/* *(v->ub4[4]) = c; \ */ \
-} while (0)
-#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4]
-/*
-#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4]
-*/
-#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[4]
-#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx]
-
-#define S3V_OFFSET_BIT 0x01
-#define S3V_TWOSIDE_BIT 0x02
-#define S3V_UNFILLED_BIT 0x04
-#define S3V_FALLBACK_BIT 0x08
-#define S3V_MAX_TRIFUNC 0x10
-
-
-static struct {
- tnl_points_func points;
- tnl_line_func line;
- tnl_triangle_func triangle;
- tnl_quad_func quad;
-} rast_tab[S3V_MAX_TRIFUNC];
-
-#define S3V_RAST_CULL_BIT 0x01
-#define S3V_RAST_FLAT_BIT 0x02
-#define S3V_RAST_TEX_BIT 0x04
-
-static s3v_point_func s3v_point_tab[0x8];
-static s3v_line_func s3v_line_tab[0x8];
-static s3v_tri_func s3v_tri_tab[0x8];
-static s3v_quad_func s3v_quad_tab[0x8];
-
-#define IND (0)
-#define TAG(x) x
-#include "s3v_tritmp.h"
-
-#define IND (S3V_RAST_CULL_BIT)
-#define TAG(x) x##_cull
-#include "s3v_tritmp.h"
-
-#define IND (S3V_RAST_FLAT_BIT)
-#define TAG(x) x##_flat
-#include "s3v_tritmp.h"
-
-#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT)
-#define TAG(x) x##_cull_flat
-#include "s3v_tritmp.h"
-
-#define IND (S3V_RAST_TEX_BIT)
-#define TAG(x) x##_tex
-#include "s3v_tritmp.h"
-
-#define IND (S3V_RAST_CULL_BIT|S3V_RAST_TEX_BIT)
-#define TAG(x) x##_cull_tex
-#include "s3v_tritmp.h"
-
-#define IND (S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT)
-#define TAG(x) x##_flat_tex
-#include "s3v_tritmp.h"
-
-#define IND (S3V_RAST_CULL_BIT|S3V_RAST_FLAT_BIT|S3V_RAST_TEX_BIT)
-#define TAG(x) x##_cull_flat_tex
-#include "s3v_tritmp.h"
-
-static void init_rast_tab( void )
-{
- DEBUG(("*** init_rast_tab ***\n"));
-
- s3v_init();
- s3v_init_cull();
- s3v_init_flat();
- s3v_init_cull_flat();
- s3v_init_tex();
- s3v_init_cull_tex();
- s3v_init_flat_tex();
- s3v_init_cull_flat_tex();
-}
-
-/***********************************************************************
- * Rasterization fallback helpers *
- ***********************************************************************/
-
-
-/* This code is hit only when a mix of accelerated and unaccelerated
- * primitives are being drawn, and only for the unaccelerated
- * primitives.
- */
-
-#if 0
-static void
-s3v_fallback_quad( s3vContextPtr vmesa,
- const s3vVertex *v0,
- const s3vVertex *v1,
- const s3vVertex *v2,
- const s3vVertex *v3 )
-{
- GLcontext *ctx = vmesa->glCtx;
- SWvertex v[4];
- s3v_translate_vertex( ctx, v0, &v[0] );
- s3v_translate_vertex( ctx, v1, &v[1] );
- s3v_translate_vertex( ctx, v2, &v[2] );
- s3v_translate_vertex( ctx, v3, &v[3] );
- DEBUG(("s3v_fallback_quad\n"));
-/* _swrast_Quad( ctx, &v[0], &v[1], &v[2], &v[3] ); */
-}
-
-static void
-s3v_fallback_tri( s3vContextPtr vmesa,
- const s3vVertex *v0,
- const s3vVertex *v1,
- const s3vVertex *v2 )
-{
- GLcontext *ctx = vmesa->glCtx;
- SWvertex v[3];
- s3v_translate_vertex( ctx, v0, &v[0] );
- s3v_translate_vertex( ctx, v1, &v[1] );
- s3v_translate_vertex( ctx, v2, &v[2] );
- DEBUG(("s3v_fallback_tri\n"));
-/* _swrast_Triangle( ctx, &v[0], &v[1], &v[2] ); */
-}
-
-static void
-s3v_fallback_line( s3vContextPtr vmesa,
- const s3vVertex *v0,
- const s3vVertex *v1 )
-{
- GLcontext *ctx = vmesa->glCtx;
- SWvertex v[2];
- s3v_translate_vertex( ctx, v0, &v[0] );
- s3v_translate_vertex( ctx, v1, &v[1] );
- DEBUG(("s3v_fallback_line\n"));
- _swrast_Line( ctx, &v[0], &v[1] );
-}
-
-/*
-static void
-s3v_fallback_point( s3vContextPtr vmesa,
- const s3vVertex *v0 )
-{
- GLcontext *ctx = vmesa->glCtx;
- SWvertex v[1];
- s3v_translate_vertex( ctx, v0, &v[0] );
- _swrast_Point( ctx, &v[0] );
-}
-*/
-#endif
-
-/***********************************************************************
- * Choose rasterization functions *
- ***********************************************************************/
-
-#define _S3V_NEW_RASTER_STATE (_NEW_FOG | \
- _NEW_TEXTURE | \
- _DD_NEW_TRI_SMOOTH | \
- _DD_NEW_LINE_SMOOTH | \
- _DD_NEW_POINT_SMOOTH | \
- _DD_NEW_TRI_STIPPLE | \
- _DD_NEW_LINE_STIPPLE)
-
-#define LINE_FALLBACK (0)
-#define TRI_FALLBACK (0)
-
-static void s3v_nodraw_triangle(GLcontext *ctx, s3vVertex *v0,
- s3vVertex *v1, s3vVertex *v2)
-{
- (void) (ctx && v0 && v1 && v2);
-}
-
-static void s3v_nodraw_quad(GLcontext *ctx,
- s3vVertex *v0, s3vVertex *v1,
- s3vVertex *v2, s3vVertex *v3)
-{
- (void) (ctx && v0 && v1 && v2 && v3);
-}
-
-void s3vChooseRasterState(GLcontext *ctx);
-
-void s3vChooseRasterState(GLcontext *ctx)
-{
- s3vContextPtr vmesa = S3V_CONTEXT(ctx);
- GLuint flags = ctx->_TriangleCaps;
- GLuint ind = 0;
-
- DEBUG(("*** s3vChooseRasterState ***\n"));
-
- if (ctx->Polygon.CullFlag) {
- if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
- vmesa->draw_tri = (s3v_tri_func)s3v_nodraw_triangle;
- vmesa->draw_quad = (s3v_quad_func)s3v_nodraw_quad;
- return;
- }
- ind |= S3V_RAST_CULL_BIT;
- /* s3v_update_cullsign(ctx); */
- } /* else vmesa->backface_sign = 0; */
-
- if ( flags & DD_FLATSHADE )
- ind |= S3V_RAST_FLAT_BIT;
-
- if ( ctx->Texture.Unit[0]._ReallyEnabled ) {
- ind |= S3V_RAST_TEX_BIT;
- }
-
- DEBUG(("ind = %i\n", ind));
-
- vmesa->draw_line = s3v_line_tab[ind];
- vmesa->draw_tri = s3v_tri_tab[ind];
- vmesa->draw_quad = s3v_quad_tab[ind];
- vmesa->draw_point = s3v_point_tab[ind];
-
-#if 0
- /* Hook in fallbacks for specific primitives. CURRENTLY DISABLED
- */
-
- if (flags & LINE_FALLBACK)
- vmesa->draw_line = s3v_fallback_line;
-
- if (flags & TRI_FALLBACK) {
- DEBUG(("TRI_FALLBACK\n"));
- vmesa->draw_tri = s3v_fallback_tri;
- vmesa->draw_quad = s3v_fallback_quad;
- }
-#endif
-}
-
-
-
-
-/***********************************************************************
- * Macros for t_dd_tritmp.h to draw basic primitives *
- ***********************************************************************/
-
-#define TRI( v0, v1, v2 ) \
-do { \
- /*
- if (DO_FALLBACK) \
- vmesa->draw_tri( vmesa, v0, v1, v2 ); \
- else */ \
- DEBUG(("TRI: max was here\n")); /* \
- s3v_draw_tex_triangle( vmesa, v0, v1, v2 ); */ \
- vmesa->draw_tri( vmesa, v0, v1, v2 ); \
-} while (0)
-
-#define QUAD( v0, v1, v2, v3 ) \
-do { \
- DEBUG(("QUAD: max was here\n")); \
- vmesa->draw_quad( vmesa, v0, v1, v2, v3 ); \
-} while (0)
-
-#define LINE( v0, v1 ) \
-do { \
- DEBUG(("LINE: max was here\n")); \
- vmesa->draw_line( vmesa, v0, v1 ); \
-} while (0)
-
-#define POINT( v0 ) \
-do { \
- vmesa->draw_point( vmesa, v0 ); \
-} while (0)
-
-
-/***********************************************************************
- * Build render functions from dd templates *
- ***********************************************************************/
-
-/*
-#define S3V_OFFSET_BIT 0x01
-#define S3V_TWOSIDE_BIT 0x02
-#define S3V_UNFILLED_BIT 0x04
-#define S3V_FALLBACK_BIT 0x08
-#define S3V_MAX_TRIFUNC 0x10
-
-
-static struct {
- points_func points;
- line_func line;
- triangle_func triangle;
- quad_func quad;
-} rast_tab[S3V_MAX_TRIFUNC];
-*/
-
-#define DO_FALLBACK (IND & S3V_FALLBACK_BIT)
-#define DO_OFFSET (IND & S3V_OFFSET_BIT)
-#define DO_UNFILLED (IND & S3V_UNFILLED_BIT)
-#define DO_TWOSIDE (IND & S3V_TWOSIDE_BIT)
-#define DO_FLAT 0
-#define DO_TRI 1
-#define DO_QUAD 1
-#define DO_LINE 1
-#define DO_POINTS 1
-#define DO_FULL_QUAD 1
-
-#define HAVE_RGBA 1
-#define HAVE_SPEC 0
-#define HAVE_BACK_COLORS 0
-#define HAVE_HW_FLATSHADE 1
-#define VERTEX s3vVertex
-#define TAB rast_tab
-
-#define DEPTH_SCALE 1.0
-#define UNFILLED_TRI unfilled_tri
-#define UNFILLED_QUAD unfilled_quad
-#define VERT_X(_v) _v->v.x
-#define VERT_Y(_v) _v->v.y
-#define VERT_Z(_v) _v->v.z
-#define AREA_IS_CCW( a ) (a > 0)
-#define GET_VERTEX(e) (vmesa->verts + (e<<vmesa->vertex_stride_shift))
-
-#if 0
-#define VERT_SET_RGBA( v, c ) \
-do { \
-/* UNCLAMPED_FLOAT_TO_RGBA_CHAN( v->ub4[4], c) */ \
-} while (0)
-
-#define VERT_COPY_RGBA( v0, v1 ) v0->ui[4] = v1->ui[4]
-/*
-#define VERT_COPY_RGBA1( v0, v1 ) v0->ui[4] = v1->ui[4]
-*/
-#define VERT_SAVE_RGBA( idx ) color[idx] = v[idx]->ui[4]
-#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[4] = color[idx]
-#endif
-
-#define LOCAL_VARS(n) \
- s3vContextPtr vmesa = S3V_CONTEXT(ctx); \
- GLuint color[n]; \
- (void) color;
-
-
-/***********************************************************************
- * Helpers for rendering unfilled primitives *
- ***********************************************************************/
-
-static const GLuint hw_prim[GL_POLYGON+1] = {
- PrimType_Points,
- PrimType_Lines,
- PrimType_Lines,
- PrimType_Lines,
- PrimType_Triangles,
- PrimType_Triangles,
- PrimType_Triangles,
- PrimType_Triangles,
- PrimType_Triangles,
- PrimType_Triangles
-};
-
-static void s3vResetLineStipple( GLcontext *ctx );
-static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim );
-static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim );
-/*
-extern static void s3v_lines_emit(GLcontext *ctx, GLuint start, GLuint end);
-extern static void s3v_tris_emit(GLcontext *ctx, GLuint start, GLuint end);
-*/
-#define RASTERIZE(x) if (vmesa->hw_primitive != hw_prim[x]) \
- s3vRasterPrimitive( ctx, hw_prim[x] )
-#define RENDER_PRIMITIVE vmesa->render_primitive
-#define TAG(x) x
-#define IND S3V_FALLBACK_BIT
-#include "tnl_dd/t_dd_unfilled.h"
-#undef IND
-
-/***********************************************************************
- * Generate GL render functions *
- ***********************************************************************/
-
-#define IND (0)
-#define TAG(x) x
-#include "tnl_dd/t_dd_tritmp.h"
-
-#define IND (S3V_OFFSET_BIT)
-#define TAG(x) x##_offset
-#include "tnl_dd/t_dd_tritmp.h"
-
-#define IND (S3V_TWOSIDE_BIT)
-#define TAG(x) x##_twoside
-#include "tnl_dd/t_dd_tritmp.h"
-
-#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT)
-#define TAG(x) x##_twoside_offset
-#include "tnl_dd/t_dd_tritmp.h"
-
-#define IND (S3V_UNFILLED_BIT)
-#define TAG(x) x##_unfilled
-#include "tnl_dd/t_dd_tritmp.h"
-
-#define IND (S3V_OFFSET_BIT|S3V_UNFILLED_BIT)
-#define TAG(x) x##_offset_unfilled
-#include "tnl_dd/t_dd_tritmp.h"
-
-#define IND (S3V_TWOSIDE_BIT|S3V_UNFILLED_BIT)
-#define TAG(x) x##_twoside_unfilled
-#include "tnl_dd/t_dd_tritmp.h"
-
-#define IND (S3V_TWOSIDE_BIT|S3V_OFFSET_BIT|S3V_UNFILLED_BIT)
-#define TAG(x) x##_twoside_offset_unfilled
-#include "tnl_dd/t_dd_tritmp.h"
-
-
-static void init_render_tab( void )
-{
- DEBUG(("*** init_render_tab ***\n"));
-
- init();
- init_offset();
- init_twoside();
- init_twoside_offset();
- init_unfilled();
- init_offset_unfilled();
- init_twoside_unfilled();
- init_twoside_offset_unfilled();
-}
-
-
-/**********************************************************************/
-/* Render unclipped begin/end objects */
-/**********************************************************************/
-
-#define VERT(x) (s3vVertex *)(s3vverts + (x << shift))
-
-#define RENDER_POINTS( start, count ) \
- DEBUG(("RENDER_POINTS...(ok)\n")); \
- for ( ; start < count ; start++) \
- vmesa->draw_line( vmesa, VERT(start), VERT(start) )
- /* vmesa->draw_point( vmesa, VERT(start) ) */
-
-#define RENDER_LINE( v0, v1 ) \
- /* DEBUG(("RENDER_LINE...(ok)\n")); \ */ \
- vmesa->draw_line( vmesa, VERT(v0), VERT(v1) ); \
- DEBUG(("RENDER_LINE...(ok)\n"))
-
-#define RENDER_TRI( v0, v1, v2 ) \
- DEBUG(("RENDER_TRI...(ok)\n")); \
- vmesa->draw_tri( vmesa, VERT(v0), VERT(v1), VERT(v2) )
-
-#define RENDER_QUAD( v0, v1, v2, v3 ) \
- DEBUG(("RENDER_QUAD...(ok)\n")); \
- /* s3v_draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2),VERT(v3) ) */\
- /* s3v_draw_triangle( vmesa, VERT(v0), VERT(v1), VERT(v2) ); \
- s3v_draw_triangle( vmesa, VERT(v0), VERT(v2), VERT(v3) ) */ \
- vmesa->draw_quad( vmesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) )
-
-#define INIT(x) s3vRenderPrimitive( ctx, x );
-#undef LOCAL_VARS
-#define LOCAL_VARS \
- s3vContextPtr vmesa = S3V_CONTEXT(ctx); \
- const GLuint shift = vmesa->vertex_stride_shift; \
- const char *s3vverts = (char *)vmesa->verts; \
- const GLboolean stipple = ctx->Line.StippleFlag; \
- (void) stipple;
-#define RESET_STIPPLE if ( stipple ) s3vResetLineStipple( ctx );
-#define RESET_OCCLUSION
-#define PRESERVE_VB_DEFS
-#define ELT(x) (x)
-#define TAG(x) s3v_##x##_verts
-#include "tnl_dd/t_dd_rendertmp.h"
-
-
-/**********************************************************************/
-/* Render clipped primitives */
-/**********************************************************************/
-
-static void s3vRenderClippedPoly( GLcontext *ctx, const GLuint *elts,
- GLuint n )
-{
- s3vContextPtr vmesa = S3V_CONTEXT(ctx);
- struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- GLuint prim = vmesa->render_primitive;
-
- DEBUG(("I AM in: s3vRenderClippedPoly\n"));
-
- /* Render the new vertices as an unclipped polygon.
- */
- if (1)
- {
- GLuint *tmp = VB->Elts;
- VB->Elts = (GLuint *)elts;
- tnl->Driver.Render.PrimTabElts[GL_POLYGON]
- ( ctx, 0, n, PRIM_BEGIN|PRIM_END );
-
- VB->Elts = tmp;
- }
-
- /* Restore the render primitive
- */
-#if 1
- if (prim != GL_POLYGON) {
- DEBUG(("and prim != GL_POLYGON\n"));
- tnl->Driver.Render.PrimitiveNotify( ctx, prim );
- }
-
-#endif
-}
-
-static void s3vRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
-{
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- /*tnl->Driver.LineFunc = s3v_line_tab[2];*/ /* _swsetup_Line; */
-
- DEBUG(("I AM in: s3vRenderClippedLine\n"));
- tnl->Driver.Render.Line( ctx, ii, jj );
-}
-
-
-/**********************************************************************/
-/* Choose render functions */
-/**********************************************************************/
-
-
-
-#define _S3V_NEW_RENDERSTATE (_DD_NEW_TRI_UNFILLED | \
- _DD_NEW_TRI_LIGHT_TWOSIDE | \
- _DD_NEW_TRI_OFFSET)
-
-#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)
-
-static void s3vChooseRenderState(GLcontext *ctx)
-{
- s3vContextPtr vmesa = S3V_CONTEXT(ctx);
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- GLuint flags = ctx->_TriangleCaps;
- GLuint index = 0;
-
- DEBUG(("s3vChooseRenderState\n"));
-
- if (flags & ANY_RASTER_FLAGS) {
- if (flags & DD_TRI_LIGHT_TWOSIDE) index |= S3V_TWOSIDE_BIT;
- if (flags & DD_TRI_OFFSET) index |= S3V_OFFSET_BIT;
- if (flags & DD_TRI_UNFILLED) index |= S3V_UNFILLED_BIT;
- }
-
- DEBUG(("vmesa->RenderIndex = %i\n", vmesa->RenderIndex));
- DEBUG(("index = %i\n", index));
-
- if (vmesa->RenderIndex != index) {
- vmesa->RenderIndex = index;
-
- tnl->Driver.Render.Points = rast_tab[index].points;
- tnl->Driver.Render.Line = rast_tab[index].line;
- tnl->Driver.Render.Triangle = rast_tab[index].triangle;
- tnl->Driver.Render.Quad = rast_tab[index].quad;
-
- if (vmesa->RenderIndex == 0)
- tnl->Driver.Render.PrimTabVerts = s3v_render_tab_verts;
- else
- tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
- tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
- tnl->Driver.Render.ClippedLine = s3vRenderClippedLine;
- tnl->Driver.Render.ClippedPolygon = s3vRenderClippedPoly;
- }
-}
-
-
-/**********************************************************************/
-/* High level hooks for t_vb_render.c */
-/**********************************************************************/
-
-
-
-/* Determine the rasterized primitive when not drawing unfilled
- * polygons.
- *
- * Used only for the default render stage which always decomposes
- * primitives to trianges/lines/points. For the accelerated stage,
- * which renders strips as strips, the equivalent calculations are
- * performed in s3v_render.c.
- */
-
-static void s3vRasterPrimitive( GLcontext *ctx, GLuint hwprim )
-{
- s3vContextPtr vmesa = S3V_CONTEXT(ctx);
-/* __DRIdrawablePrivate *dPriv = vmesa->driDrawable; */
- GLuint cmd = vmesa->CMD;
-
- unsigned int _hw_prim = hwprim;
-
- DEBUG(("s3vRasterPrimitive: hwprim = 0x%x ", _hw_prim));
-
-/* printf("* vmesa->CMD = 0x%x\n", vmesa->CMD); */
-
- if (vmesa->hw_primitive != _hw_prim)
- {
- DEBUG(("(new one) ***\n"));
- cmd &= ~DO_MASK;
- cmd &= ~ALPHA_BLEND_MASK;
- vmesa->hw_primitive = _hw_prim;
-
- if (_hw_prim == PrimType_Triangles) {
- /* TRI */
- DEBUG(("->switching to tri\n"));
- cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]);
- } else if (_hw_prim == PrimType_Lines
- || _hw_prim == PrimType_Points) {
- /* LINE */
- DEBUG(("->switching to line\n"));
- cmd |= (DO_3D_LINE | vmesa->_alpha[0]);
- } else {
- /* ugh? */
- DEBUG(("->switching to your sis'ass\n"));
- }
-
- DEBUG(("\n"));
-
- vmesa->restore_primitive = _hw_prim;
- /* 0xacc16827: good value -> lightened newave!!! */
- vmesa->CMD = cmd;
- CMDCHANGE();
- }
-}
-
-static void s3vRenderPrimitive( GLcontext *ctx, GLenum prim )
-{
- s3vContextPtr vmesa = S3V_CONTEXT(ctx);
- __DRIdrawablePrivate *dPriv = vmesa->driDrawable;
- GLuint cmd = vmesa->CMD;
-
- unsigned int _hw_prim = hw_prim[prim];
-
- vmesa->render_primitive = prim;
- vmesa->hw_primitive = _hw_prim;
-
- DEBUG(("s3vRenderPrimitive #%i ", prim));
- DEBUG(("_hw_prim = 0x%x\n", _hw_prim));
-
-/* printf(" vmesa->CMD = 0x%x\n", vmesa->CMD); */
-
- if (_hw_prim != vmesa->restore_primitive) {
- DEBUG(("_hw_prim != vmesa->restore_primitive (was 0x%x)\n",
- vmesa->restore_primitive));
-#if 1
- cmd &= ~DO_MASK;
- cmd &= ~ALPHA_BLEND_MASK;
-/*
- printf(" cmd = 0x%x\n", cmd);
- printf(" vmesa->_3d_mode=%i; vmesa->_tri[vmesa->_3d_mode]=0x%x\n",
- vmesa->_3d_mode, vmesa->_tri[vmesa->_3d_mode]);
- printf("vmesa->alpha[0] = 0x%x; vmesa->alpha[1] = 0x%x\n",
- vmesa->_alpha[0], vmesa->_alpha[1]);
-*/
- if (_hw_prim == PrimType_Triangles) { /* TRI */
- DEBUG(("->switching to tri\n"));
- cmd |= (vmesa->_tri[vmesa->_3d_mode] | vmesa->_alpha[vmesa->_3d_mode]);
- DEBUG(("vmesa->TexStride = %i\n", vmesa->TexStride));
- DEBUG(("vmesa->TexOffset = %i\n", vmesa->TexOffset));
- DMAOUT_CHECK(3DTRI_Z_BASE, 12);
- } else { /* LINE */
- DEBUG(("->switching to line\n"));
- cmd |= (DO_3D_LINE | vmesa->_alpha[0]);
- DMAOUT_CHECK(3DLINE_Z_BASE, 12);
- }
-
- DMAOUT(vmesa->s3vScreen->depthOffset & 0x003FFFF8);
- DMAOUT(vmesa->DestBase);
- /* DMAOUT(vmesa->ScissorLR); */
- /* DMAOUT(vmesa->ScissorTB); */
-
- /* NOTE: we need to restore all these values since we
- * are coming back from a vmesa->restore_primitive */
- DMAOUT( (0 << 16) | (dPriv->w-1) );
- DMAOUT( (0 << 16) | (dPriv->h-1) );
- DMAOUT( (vmesa->SrcStride << 16) | vmesa->TexStride );
- DMAOUT(vmesa->SrcStride);
- DMAOUT(vmesa->TexOffset);
- DMAOUT(vmesa->TextureBorderColor);
- DMAOUT(0); /* FOG */
- DMAOUT(0);
- DMAOUT(0);
- DMAOUT(cmd);
- /* 0xacc16827: good value -> lightened newave!!! */
- DMAFINISH();
-
- vmesa->CMD = cmd;
-#endif
- }
-
- DEBUG(("\n"));
-
- vmesa->restore_primitive = _hw_prim;
-}
-
-static void s3vRunPipeline( GLcontext *ctx )
-{
- s3vContextPtr vmesa = S3V_CONTEXT(ctx);
-
- DEBUG(("*** s3vRunPipeline ***\n"));
-
- if ( vmesa->new_state )
- s3vDDUpdateHWState( ctx );
-
- if (vmesa->new_gl_state) {
-
- if (vmesa->new_gl_state & _NEW_TEXTURE) {
- s3vUpdateTextureState( ctx );
- }
-
- if (!vmesa->Fallback) {
- if (vmesa->new_gl_state & _S3V_NEW_VERTEX)
- s3vChooseVertexState( ctx );
-
- if (vmesa->new_gl_state & _S3V_NEW_RASTER_STATE)
- s3vChooseRasterState( ctx );
-
- if (vmesa->new_gl_state & _S3V_NEW_RENDERSTATE)
- s3vChooseRenderState( ctx );
- }
-
- vmesa->new_gl_state = 0;
-
- }
-
- _tnl_run_pipeline( ctx );
-}
-
-static void s3vRenderStart( GLcontext *ctx )
-{
- /* Check for projective texturing. Make sure all texcoord
- * pointers point to something. (fix in mesa?)
- */
-
- DEBUG(("s3vRenderStart\n"));
- /* s3vCheckTexSizes( ctx ); */
-}
-
-static void s3vRenderFinish( GLcontext *ctx )
-{
- if (0)
- _swrast_flush( ctx ); /* never needed */
-}
-
-static void s3vResetLineStipple( GLcontext *ctx )
-{
-/* s3vContextPtr vmesa = S3V_CONTEXT(ctx); */
-
- /* Reset the hardware stipple counter.
- */
-/*
- CHECK_DMA_BUFFER(vmesa, 1);
- WRITE(vmesa->buf, UpdateLineStippleCounters, 0);
-*/
-}
-
-
-/**********************************************************************/
-/* Transition to/from hardware rasterization. */
-/**********************************************************************/
-
-
-void s3vFallback( s3vContextPtr vmesa, GLuint bit, GLboolean mode )
-{
- GLcontext *ctx = vmesa->glCtx;
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- GLuint oldfallback = vmesa->Fallback;
-
- DEBUG(("*** s3vFallback: "));
-
- if (mode) {
- vmesa->Fallback |= bit;
- if (oldfallback == 0) {
- DEBUG(("oldfallback == 0 ***\n"));
- _swsetup_Wakeup( ctx );
- _tnl_need_projected_coords( ctx, GL_TRUE );
- vmesa->RenderIndex = ~0;
- }
- }
- else {
- DEBUG(("***\n"));
- vmesa->Fallback &= ~bit;
- if (oldfallback == bit) {
- _swrast_flush( ctx );
- tnl->Driver.Render.Start = s3vRenderStart;
- tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive;
- tnl->Driver.Render.Finish = s3vRenderFinish;
- tnl->Driver.Render.BuildVertices = s3vBuildVertices;
- tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple;
- vmesa->new_gl_state |= (_S3V_NEW_RENDERSTATE|
- _S3V_NEW_RASTER_STATE|
- _S3V_NEW_VERTEX);
- }
- }
-}
-
-
-/**********************************************************************/
-/* Initialization. */
-/**********************************************************************/
-
-
-void s3vInitTriFuncs( GLcontext *ctx )
-{
- s3vContextPtr vmesa = S3V_CONTEXT(ctx);
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- static int firsttime = 1;
-
- if (firsttime) {
- init_rast_tab();
- init_render_tab();
- firsttime = 0;
- }
-
- vmesa->RenderIndex = ~0;
-
- tnl->Driver.RunPipeline = s3vRunPipeline;
- tnl->Driver.Render.Start = s3vRenderStart;
- tnl->Driver.Render.Finish = s3vRenderFinish;
- tnl->Driver.Render.PrimitiveNotify = s3vRenderPrimitive;
- tnl->Driver.Render.ResetLineStipple = s3vResetLineStipple;
-/*
- tnl->Driver.RenderInterp = _swsetup_RenderInterp;
- tnl->Driver.RenderCopyPV = _swsetup_RenderCopyPV;
-*/
- tnl->Driver.Render.BuildVertices = s3vBuildVertices;
-}