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/**************************************************************************
*
* Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
* 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, sub license, 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 NON-INFRINGEMENT.
* IN NO EVENT SHALL TUNGSTEN GRAPHICS 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.
*
**************************************************************************/
#ifndef I830CONTEXT_INC
#define I830CONTEXT_INC
#include "intel_context.h"
#define I830_FALLBACK_TEXTURE 0x1000
#define I830_FALLBACK_COLORMASK 0x2000
#define I830_FALLBACK_STENCIL 0x4000
#define I830_FALLBACK_STIPPLE 0x8000
#define I830_FALLBACK_LOGICOP 0x10000
#define I830_UPLOAD_CTX 0x1
#define I830_UPLOAD_BUFFERS 0x2
#define I830_UPLOAD_STIPPLE 0x4
#define I830_UPLOAD_INVARIENT 0x8
#define I830_UPLOAD_TEX(i) (0x10<<(i))
#define I830_UPLOAD_TEXBLEND(i) (0x100<<(i))
#define I830_UPLOAD_TEX_ALL (0x0f0)
#define I830_UPLOAD_TEXBLEND_ALL (0xf00)
/* State structure offsets - these will probably disappear.
*/
#define I830_DESTREG_CBUFADDR0 0
#define I830_DESTREG_CBUFADDR1 1
#define I830_DESTREG_DBUFADDR0 2
#define I830_DESTREG_DBUFADDR1 3
#define I830_DESTREG_DV0 4
#define I830_DESTREG_DV1 5
#define I830_DESTREG_SENABLE 6
#define I830_DESTREG_SR0 7
#define I830_DESTREG_SR1 8
#define I830_DESTREG_SR2 9
#define I830_DEST_SETUP_SIZE 10
#define I830_CTXREG_STATE1 0
#define I830_CTXREG_STATE2 1
#define I830_CTXREG_STATE3 2
#define I830_CTXREG_STATE4 3
#define I830_CTXREG_STATE5 4
#define I830_CTXREG_IALPHAB 5
#define I830_CTXREG_STENCILTST 6
#define I830_CTXREG_ENABLES_1 7
#define I830_CTXREG_ENABLES_2 8
#define I830_CTXREG_AA 9
#define I830_CTXREG_FOGCOLOR 10
#define I830_CTXREG_BLENDCOLOR0 11
#define I830_CTXREG_BLENDCOLOR1 12
#define I830_CTXREG_VF 13
#define I830_CTXREG_VF2 14
#define I830_CTXREG_MCSB0 15
#define I830_CTXREG_MCSB1 16
#define I830_CTX_SETUP_SIZE 17
#define I830_STPREG_ST0 0
#define I830_STPREG_ST1 1
#define I830_STP_SETUP_SIZE 2
#define I830_TEXREG_TM0LI 0 /* load immediate 2 texture map n */
#define I830_TEXREG_TM0S1 1
#define I830_TEXREG_TM0S2 2
#define I830_TEXREG_TM0S3 3
#define I830_TEXREG_TM0S4 4
#define I830_TEXREG_MCS 5 /* _3DSTATE_MAP_COORD_SETS */
#define I830_TEXREG_CUBE 6 /* _3DSTATE_MAP_SUBE */
#define I830_TEX_SETUP_SIZE 7
#define I830_TEXBLEND_SIZE 12 /* (4 args + op) * 2 + COLOR_FACTOR */
struct i830_texture_object
{
struct intel_texture_object intel;
GLuint Setup[I830_TEX_SETUP_SIZE];
};
#define I830_TEX_UNITS 4
struct i830_hw_state
{
GLuint Ctx[I830_CTX_SETUP_SIZE];
GLuint Buffer[I830_DEST_SETUP_SIZE];
GLuint Stipple[I830_STP_SETUP_SIZE];
GLuint Tex[I830_TEX_UNITS][I830_TEX_SETUP_SIZE];
GLuint TexBlend[I830_TEX_UNITS][I830_TEXBLEND_SIZE];
GLuint TexBlendWordsUsed[I830_TEX_UNITS];
struct intel_region *draw_region;
struct intel_region *depth_region;
/* Regions aren't actually that appropriate here as the memory may
* be from a PBO or FBO. Will have to do this for draw and depth for
* FBO's...
*/
dri_bo *tex_buffer[I830_TEX_UNITS];
GLuint tex_offset[I830_TEX_UNITS];
GLuint emitted; /* I810_UPLOAD_* */
GLuint active;
};
struct i830_context
{
struct intel_context intel;
GLuint lodbias_tm0s3[MAX_TEXTURE_UNITS];
DECLARE_RENDERINPUTS(last_index_bitset);
struct i830_hw_state meta, initial, state, *current;
};
#define I830_STATECHANGE(i830, flag) \
do { \
INTEL_FIREVERTICES( &i830->intel ); \
i830->state.emitted &= ~flag; \
} while (0)
#define I830_ACTIVESTATE(i830, flag, mode) \
do { \
INTEL_FIREVERTICES( &i830->intel ); \
if (mode) \
i830->state.active |= flag; \
else \
i830->state.active &= ~flag; \
} while (0)
/* i830_vtbl.c
*/
extern void i830InitVtbl(struct i830_context *i830);
extern void
i830_state_draw_region(struct intel_context *intel,
struct i830_hw_state *state,
struct intel_region *color_region,
struct intel_region *depth_region);
/* i830_context.c
*/
extern GLboolean
i830CreateContext(const __GLcontextModes * mesaVis,
__DRIcontextPrivate * driContextPriv,
void *sharedContextPrivate);
/* i830_tex.c, i830_texstate.c
*/
extern void i830UpdateTextureState(struct intel_context *intel);
extern void i830InitTextureFuncs(struct dd_function_table *functions);
/* i830_texblend.c
*/
extern GLuint i830SetTexEnvCombine(struct i830_context *i830,
const struct gl_tex_env_combine_state
*combine, GLint blendUnit, GLuint texel_op,
GLuint * state, const GLfloat * factor);
extern void i830EmitTextureBlend(struct i830_context *i830);
/* i830_state.c
*/
extern void i830InitStateFuncs(struct dd_function_table *functions);
extern void i830EmitState(struct i830_context *i830);
extern void i830InitState(struct i830_context *i830);
/* i830_metaops.c
*/
extern void i830InitMetaFuncs(struct i830_context *i830);
extern void
i830RotateWindow(struct intel_context *intel, __DRIdrawablePrivate * dPriv,
GLuint srcBuf);
/*======================================================================
* Inline conversion functions. These are better-typed than the
* macros used previously:
*/
static INLINE struct i830_context *
i830_context(GLcontext * ctx)
{
return (struct i830_context *) ctx;
}
#endif
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