Exemple #1
0
static void gammaDDShadeModel( GLcontext *ctx, GLenum mode )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
   u_int32_t g = gmesa->GeometryMode;
   u_int32_t c = gmesa->ColorDDAMode;

   g &= ~GM_ShadingMask;
   c &= ~ColorDDAShadingMask;

   switch ( mode ) {
   case GL_FLAT:
      g |= GM_FlatShading;
      c |= ColorDDAFlat;
      break;
   case GL_SMOOTH:
      g |= GM_GouraudShading;
      c |= ColorDDAGouraud;
      break;
   default:
      return;
   }

   if ( gmesa->ColorDDAMode != c ) {
      FLUSH_BATCH( gmesa );
      gmesa->ColorDDAMode = c;

      gmesa->dirty |= GAMMA_UPLOAD_SHADE;
   }

   if ( gmesa->GeometryMode != g ) {
      FLUSH_BATCH( gmesa );
      gmesa->GeometryMode = g;

      gmesa->dirty |= GAMMA_UPLOAD_GEOMETRY;
   }
}
Exemple #2
0
static void gammaUpdateCull( GLcontext *ctx )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
   u_int32_t g = gmesa->GeometryMode;

   g &= ~(GM_PolyCullMask | GM_FFMask);

   if (ctx->Polygon.FrontFace == GL_CCW) {
      g |= GM_FrontFaceCCW;
   } else {
      g |= GM_FrontFaceCW;
   }

   switch ( ctx->Polygon.CullFaceMode ) {
      case GL_FRONT:
	 g |= GM_PolyCullFront;
	 break;
      case GL_BACK:
	 g |= GM_PolyCullBack;
	 break;
      case GL_FRONT_AND_BACK:
	 g |= GM_PolyCullBoth;
	 break;
   }

   if ( ctx->Polygon.CullFlag ) {
      g |= GM_PolyCullEnable;
   } else {
      g &= ~GM_PolyCullEnable;
   }

   if ( gmesa->GeometryMode != g ) {
      gmesa->GeometryMode = g;
      gmesa->dirty |= GAMMA_UPLOAD_GEOMETRY;
   }
}
Exemple #3
0
void gammaUpdateWindow( GLcontext *ctx )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
   __DRIdrawablePrivate *dPriv = gmesa->driDrawable;
   GLfloat xoffset = (GLfloat)dPriv->x;
   GLfloat yoffset = gmesa->driScreen->fbHeight - (GLfloat)dPriv->y - dPriv->h;
   const GLfloat *v = ctx->Viewport._WindowMap.m;

   GLfloat sx = v[MAT_SX];
   GLfloat tx = v[MAT_TX] + xoffset;
   GLfloat sy = v[MAT_SY];
   GLfloat ty = v[MAT_TY] + yoffset;
   GLfloat sz = v[MAT_SZ] * gmesa->depth_scale;
   GLfloat tz = v[MAT_TZ] * gmesa->depth_scale;

   gmesa->dirty |= GAMMA_UPLOAD_VIEWPORT;

   gmesa->ViewportScaleX = sx;
   gmesa->ViewportScaleY = sy;
   gmesa->ViewportScaleZ = sz;
   gmesa->ViewportOffsetX = tx;
   gmesa->ViewportOffsetY = ty;
   gmesa->ViewportOffsetZ = tz;
}
Exemple #4
0
static void gammaDDLightfv(GLcontext *ctx, GLenum light, GLenum pname, 
				const GLfloat *params, GLint nParams)
{
    gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
    GLfloat l,x,y,z,w;

    switch(light) {
    case GL_LIGHT0:
	switch (pname) {
	case GL_AMBIENT:
	    CHECK_DMA_BUFFER(gmesa, 3);
	    /* We don't do alpha */
	    WRITEF(gmesa->buf, Light0AmbientIntensityBlue, params[2]);
	    WRITEF(gmesa->buf, Light0AmbientIntensityGreen, params[1]);
	    WRITEF(gmesa->buf, Light0AmbientIntensityRed, params[0]);
	    break;
	case GL_DIFFUSE:
	    CHECK_DMA_BUFFER(gmesa, 3);
	    /* We don't do alpha */
	    WRITEF(gmesa->buf, Light0DiffuseIntensityBlue, params[2]);
	    WRITEF(gmesa->buf, Light0DiffuseIntensityGreen, params[1]);
	    WRITEF(gmesa->buf, Light0DiffuseIntensityRed, params[0]);
	    break;
	case GL_SPECULAR:
	    CHECK_DMA_BUFFER(gmesa, 3);
	    /* We don't do alpha */
	    WRITEF(gmesa->buf, Light0SpecularIntensityBlue, params[2]);
	    WRITEF(gmesa->buf, Light0SpecularIntensityGreen, params[1]);
	    WRITEF(gmesa->buf, Light0SpecularIntensityRed, params[0]);
	    break;
	case GL_POSITION:
    	    /* Normalize <x,y,z> */
	    x = params[0]; y = params[1]; z = params[2]; w = params[3];
	    l = sqrt(x*x + y*y + z*z + w*w);
	    w /= l;
	    x /= l;
	    y /= l;
	    z /= l;
	    if (params[3] != 0.0) {
		gmesa->Light0Mode |= Light0ModeAttenuation;
		gmesa->Light0Mode |= Light0ModeLocal;
	    } else {
		gmesa->Light0Mode &= ~Light0ModeAttenuation;
		gmesa->Light0Mode &= ~Light0ModeLocal;
	    }
	    CHECK_DMA_BUFFER(gmesa, 5);
	    WRITE(gmesa->buf, Light0Mode, gmesa->Light0Mode);
	    WRITEF(gmesa->buf, Light0PositionW, w);
	    WRITEF(gmesa->buf, Light0PositionZ, z);
	    WRITEF(gmesa->buf, Light0PositionY, y);
	    WRITEF(gmesa->buf, Light0PositionX, x);
	    break;
	case GL_SPOT_DIRECTION:
	    CHECK_DMA_BUFFER(gmesa, 3);
	    /* WRITEF(gmesa->buf, Light0SpotlightDirectionW, params[3]); */
	    WRITEF(gmesa->buf, Light0SpotlightDirectionZ, params[2]);
	    WRITEF(gmesa->buf, Light0SpotlightDirectionY, params[1]);
	    WRITEF(gmesa->buf, Light0SpotlightDirectionX, params[0]);
	    break;
	case GL_SPOT_EXPONENT:
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITEF(gmesa->buf, Light0SpotlightExponent, params[0]);
	    break;
	case GL_SPOT_CUTOFF:
	    if (params[0] != 180.0) 
		gmesa->Light0Mode |= Light0ModeSpotLight;
	    else
		gmesa->Light0Mode &= ~Light0ModeSpotLight;
	    CHECK_DMA_BUFFER(gmesa, 2);
	    WRITE(gmesa->buf, Light0Mode, gmesa->Light0Mode);
	    WRITEF(gmesa->buf, Light0CosSpotlightCutoffAngle, cos(params[0]*DEG2RAD));
	    break;
	case GL_CONSTANT_ATTENUATION:
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITEF(gmesa->buf, Light0ConstantAttenuation, params[0]);
	    break;
	case GL_LINEAR_ATTENUATION:
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITEF(gmesa->buf, Light0LinearAttenuation, params[0]);
	    break;
	case GL_QUADRATIC_ATTENUATION:
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITEF(gmesa->buf, Light0QuadraticAttenuation, params[0]);
	    break;
	}
	break;
    }
}
Exemple #5
0
static void gammaDDPolygonStipple( GLcontext *ctx, const GLubyte *mask)
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
   FLUSH_BATCH( gmesa );
   gmesa->new_state |= GAMMA_NEW_STIPPLE;
}
Exemple #6
0
static void gammaDDFlush( GLcontext *ctx )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);

   FLUSH_DMA_BUFFER(gmesa);
}
Exemple #7
0
static void gammaUpdateAlphaMode( GLcontext *ctx )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
   u_int32_t a = gmesa->AlphaTestMode;
   u_int32_t b = gmesa->AlphaBlendMode;
   u_int32_t f = gmesa->AB_FBReadMode_Save = 0;
   GLubyte refByte = (GLint) (ctx->Color.AlphaRef * 255.0);

   a &= ~(AT_CompareMask | AT_RefValueMask);
   b &= ~(AB_SrcBlendMask | AB_DstBlendMask);

   a |= refByte << 4;

   switch ( ctx->Color.AlphaFunc ) {
      case GL_NEVER:
	 a |= AT_Never;
	 break;
      case GL_LESS:
	 a |= AT_Less;
         break;
      case GL_EQUAL:
	 a |= AT_Equal;
	 break;
      case GL_LEQUAL:
	 a |= AT_LessEqual;
	 break;
      case GL_GEQUAL:
	 a |= AT_GreaterEqual;
	 break;
      case GL_GREATER:
	 a |= AT_Greater;
	 break;
      case GL_NOTEQUAL:
	 a |= AT_NotEqual;
	 break;
      case GL_ALWAYS:
	 a |= AT_Always;
	 break;
   }

   if ( ctx->Color.AlphaEnabled ) {
      f |= FBReadDstEnable;
      a |= AlphaTestModeEnable;
   } else {
      a &= ~AlphaTestModeEnable;
   }

   switch ( ctx->Color.BlendSrcRGB ) {
      case GL_ZERO:
	 b |= AB_Src_Zero; 
	 break;
      case GL_ONE:
	 b |= AB_Src_One;
	 break;
      case GL_DST_COLOR:
	 b |= AB_Src_DstColor;
	 break;
      case GL_ONE_MINUS_DST_COLOR:
	 b |= AB_Src_OneMinusDstColor;
	 break;
      case GL_SRC_ALPHA:
	 b |= AB_Src_SrcAlpha;
	 break;
      case GL_ONE_MINUS_SRC_ALPHA:
	 b |= AB_Src_OneMinusSrcAlpha;
	 break;
      case GL_DST_ALPHA:
	 b |= AB_Src_DstAlpha;
         f |= FBReadSrcEnable;
	 break;
      case GL_ONE_MINUS_DST_ALPHA:
	 b |= AB_Src_OneMinusDstAlpha;
         f |= FBReadSrcEnable;
	 break;
      case GL_SRC_ALPHA_SATURATE:
	 b |= AB_Src_SrcAlphaSaturate;
	 break;
   }

   switch ( ctx->Color.BlendDstRGB ) {
      case GL_ZERO:
	 b |= AB_Dst_Zero;
	 break;
      case GL_ONE:
	 b |= AB_Dst_One;
	 break;
      case GL_SRC_COLOR:
	 b |= AB_Dst_SrcColor;
	 break;
      case GL_ONE_MINUS_SRC_COLOR:
	 b |= AB_Dst_OneMinusSrcColor;
	 break;
      case GL_SRC_ALPHA:
	 b |= AB_Dst_SrcAlpha;
	 break;
      case GL_ONE_MINUS_SRC_ALPHA:
	 b |= AB_Dst_OneMinusSrcAlpha;
	 break;
      case GL_DST_ALPHA:
	 b |= AB_Dst_DstAlpha;
         f |= FBReadSrcEnable;
	 break;
      case GL_ONE_MINUS_DST_ALPHA:
	 b |= AB_Dst_OneMinusDstAlpha;
         f |= FBReadSrcEnable;
	 break;
   }

   if ( ctx->Color.BlendEnabled ) {
      f |= FBReadDstEnable;
      b |= AlphaBlendModeEnable;
   } else {
      b &= ~AlphaBlendModeEnable;
   }

   if ( gmesa->AlphaTestMode != a ) {
      gmesa->AlphaTestMode = a;
      gmesa->dirty |= GAMMA_UPLOAD_ALPHA;
   }
   if ( gmesa->AlphaBlendMode != b) {
      gmesa->AlphaBlendMode = b;
      gmesa->dirty |= GAMMA_UPLOAD_BLEND;
   }
   gmesa->AB_FBReadMode_Save = f;
}
Exemple #8
0
static void gammaUpdateZMode( GLcontext *ctx )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
   u_int32_t z = gmesa->DepthMode;
   u_int32_t delta = gmesa->DeltaMode;
   u_int32_t window = gmesa->Window;
   u_int32_t lbread = gmesa->LBReadMode;

   z &= ~DM_CompareMask;

   switch ( ctx->Depth.Func ) {
      case GL_NEVER:
	 z |= DM_Never;
	 break;
      case GL_ALWAYS:
	 z |= DM_Always;
	 break;
      case GL_LESS:
	 z |= DM_Less;
	 break;
      case GL_LEQUAL:
	 z |= DM_LessEqual;
	 break;
      case GL_EQUAL:
	 z |= DM_Equal;
	 break;
      case GL_GEQUAL:
	 z |= DM_GreaterEqual;
	 break;
      case GL_GREATER:
	 z |= DM_Greater;
	 break;
      case GL_NOTEQUAL:
	 z |= DM_NotEqual;
	 break;
   }

   if ( ctx->Depth.Test ) {
      z      |= DepthModeEnable;
      delta  |= DM_DepthEnable;
      window |= W_DepthFCP;
      lbread |= LBReadDstEnable;
   } else {
      z      &= ~DepthModeEnable;
      delta  &= ~DM_DepthEnable;
      window &= ~W_DepthFCP;
      lbread &= ~LBReadDstEnable;
   }

   if ( ctx->Depth.Mask ) {
      z |= DM_WriteMask;
   } else {
      z &= ~DM_WriteMask;
   }

#if 0
   if ( gmesa->DepthMode != z ){
#endif
      gmesa->DepthMode = z;
      gmesa->DeltaMode = delta;
      gmesa->Window = window;
      gmesa->LBReadMode = lbread;
      gmesa->dirty |= GAMMA_UPLOAD_DEPTH;
#if 0
   }
#endif
}
Exemple #9
0
static void gammaDDClear( GLcontext *ctx, GLbitfield mask, GLboolean all,
			       GLint cx, GLint cy, GLint cw, GLint ch )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
   GLINTDRIPtr gDRIPriv = (GLINTDRIPtr)gmesa->driScreen->pDevPriv;
   GLuint temp = 0;

   FLUSH_BATCH( gmesa );

   /* Update and emit any new state.  We need to do this here to catch
    * changes to the masks.
    * FIXME: Just update the masks?
    */
   if ( gmesa->new_state )
      gammaDDUpdateHWState( ctx );

#ifdef DO_VALIDATE
    /* Flush any partially filled buffers */
    FLUSH_DMA_BUFFER(gmesa);

    DRM_SPINLOCK(&gmesa->driScreen->pSAREA->drawable_lock,
		 gmesa->driScreen->drawLockID);
    VALIDATE_DRAWABLE_INFO_NO_LOCK(gmesa);
#endif

    if (mask & BUFFER_BIT_DEPTH) {
	 /* Turn off writes the FB */
	 CHECK_DMA_BUFFER(gmesa, 1);
	 WRITE(gmesa->buf, FBWriteMode, FBWriteModeDisable);

	 mask &= ~BUFFER_BIT_DEPTH;

	 /*
	  * Turn Rectangle2DControl off when the window is not clipped
	  * (i.e., the GID tests are not necessary).  This dramatically
	  * increases the performance of the depth clears.
	  */
	 if (!gmesa->NotClipped) {
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITE(gmesa->buf, Rectangle2DControl, 1);
	 }

	 temp = (gmesa->LBReadMode & LBPartialProdMask) | LBWindowOriginBot;
	 if (gDRIPriv->numMultiDevices == 2) temp |= LBScanLineInt2;
	 
	 CHECK_DMA_BUFFER(gmesa, 5);
	 WRITE(gmesa->buf, LBReadMode, temp);
	 WRITE(gmesa->buf, DeltaMode, DM_DepthEnable);
	 WRITE(gmesa->buf, DepthMode, (DepthModeEnable |
					DM_Always |
					DM_SourceDepthRegister |
					DM_WriteMask));
	 WRITE(gmesa->buf, GLINTDepth, gmesa->ClearDepth);

	 /* Increment the frame count */
	 gmesa->FrameCount++;
#ifdef FAST_CLEAR_4
	 gmesa->FrameCount &= 0x0f;
#else
	 gmesa->FrameCount &= 0xff;
#endif

	 /* Force FCP to be written */
	 WRITE(gmesa->buf, GLINTWindow, (WindowEnable |
					  W_PassIfEqual |
					  (gmesa->Window & W_GIDMask) |
					  W_DepthFCP |
					  W_LBUpdateFromRegisters |
					  W_OverrideWriteFiltering |
					  (gmesa->FrameCount << 9)));

	/* Clear part of the depth and FCP buffers */
	{
	    int y = gmesa->driScreen->fbHeight - gmesa->driDrawable->y - gmesa->driDrawable->h;
	    int x = gmesa->driDrawable->x;
	    int w = gmesa->driDrawable->w;
	    int h = gmesa->driDrawable->h;
#ifndef TURN_OFF_FCP
	    float hsub = h;

	    if (gmesa->WindowChanged) {
		gmesa->WindowChanged = GL_FALSE;
	    } else {
#ifdef FAST_CLEAR_4
		hsub /= 16;
#else
		hsub /= 256;
#endif

		/* Handle the case where the height < # of FCPs */
		if (hsub < 1.0) {
		    if (gmesa->FrameCount > h)
			gmesa->FrameCount = 0;
		    h = 1;
		    y += gmesa->FrameCount;
		} else {
		    h = (gmesa->FrameCount+1)*hsub;
		    h -= (int)(gmesa->FrameCount*hsub);
		    y += gmesa->FrameCount*hsub;
		}
	    }
#endif
	    if (h && w) {
#if 0
		CHECK_DMA_BUFFER(gmesa, 2);
		WRITE(gmesa->buf, Rectangle2DMode, ((h & 0xfff)<<12) |
						   (w & 0xfff) );
		WRITE(gmesa->buf, DrawRectangle2D, ((y & 0xffff)<<16) |
						   (x & 0xffff) );
#else
		CHECK_DMA_BUFFER(gmesa, 8);
		WRITE(gmesa->buf, StartXDom,   x<<16);
		WRITE(gmesa->buf, StartY,      y<<16);
		WRITE(gmesa->buf, StartXSub,   (x+w)<<16);
		WRITE(gmesa->buf, GLINTCount,  h);
		WRITE(gmesa->buf, dY,          1<<16);
		WRITE(gmesa->buf, dXDom,       0<<16);
		WRITE(gmesa->buf, dXSub,       0<<16);
		WRITE(gmesa->buf, Render,      0x00000040); /* NOT_DONE */
#endif
	    }
	}

	CHECK_DMA_BUFFER(gmesa, 6);
	WRITE(gmesa->buf, DepthMode, gmesa->DepthMode);
	WRITE(gmesa->buf, DeltaMode, gmesa->DeltaMode);
	WRITE(gmesa->buf, LBReadMode, gmesa->LBReadMode);
	WRITE(gmesa->buf, GLINTWindow, gmesa->Window);
	WRITE(gmesa->buf, FastClearDepth, gmesa->ClearDepth);
	WRITE(gmesa->buf, FBWriteMode, FBWriteModeEnable);

	/* Turn on Depth FCP */
	if (gmesa->Window & W_DepthFCP) {
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITE(gmesa->buf, WindowOr, (gmesa->FrameCount << 9));
	}

	/* Turn off GID clipping if window is not clipped */
	if (gmesa->NotClipped) {
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITE(gmesa->buf, Rectangle2DControl, 0);
	}
    }

    if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)) {
	int y = gmesa->driScreen->fbHeight - gmesa->driDrawable->y - gmesa->driDrawable->h;
	int x = gmesa->driDrawable->x;
	int w = gmesa->driDrawable->w;
	int h = gmesa->driDrawable->h;

	mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT);

	if (x < 0) { w -= -x; x = 0; }

	/* Turn on GID clipping if window is clipped */
	if (!gmesa->NotClipped) {
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITE(gmesa->buf, Rectangle2DControl, 1);
	}

        CHECK_DMA_BUFFER(gmesa, 18);
        WRITE(gmesa->buf, FBBlockColor, gmesa->ClearColor);
        WRITE(gmesa->buf, ColorDDAMode, ColorDDADisable);
	WRITE(gmesa->buf, FBWriteMode, FBWriteModeEnable);
	WRITE(gmesa->buf, DepthMode, 0);
	WRITE(gmesa->buf, DeltaMode, 0);
	WRITE(gmesa->buf, AlphaBlendMode, 0);
#if 1
	WRITE(gmesa->buf, dY,          1<<16);
	WRITE(gmesa->buf, dXDom,       0<<16);
	WRITE(gmesa->buf, dXSub,       0<<16);
	WRITE(gmesa->buf, StartXSub,   (x+w)<<16);
	WRITE(gmesa->buf, GLINTCount,  h);
	WRITE(gmesa->buf, StartXDom,   x<<16);
	WRITE(gmesa->buf, StartY,      y<<16);
	WRITE(gmesa->buf, Render,      0x00000048); /* NOT_DONE */
#else
	WRITE(gmesa->buf, Rectangle2DMode, (((h & 0xfff)<<12) |
					      (w & 0xfff)));
	WRITE(gmesa->buf, DrawRectangle2D, (((y & 0xffff)<<16) |
					      (x & 0xffff)));
#endif
	WRITE(gmesa->buf, DepthMode, gmesa->DepthMode);
	WRITE(gmesa->buf, DeltaMode, gmesa->DeltaMode);
	WRITE(gmesa->buf, AlphaBlendMode, gmesa->AlphaBlendMode);
	WRITE(gmesa->buf, ColorDDAMode, gmesa->ColorDDAMode);

	/* Turn off GID clipping if window is clipped */
	if (gmesa->NotClipped) {
	    CHECK_DMA_BUFFER(gmesa, 1);
	    WRITE(gmesa->buf, Rectangle2DControl, 0);
	}
    }

#ifdef DO_VALIDATE
    PROCESS_DMA_BUFFER_TOP_HALF(gmesa);

    DRM_SPINUNLOCK(&gmesa->driScreen->pSAREA->drawable_lock,
		   gmesa->driScreen->drawLockID);
    VALIDATE_DRAWABLE_INFO_NO_LOCK_POST(gmesa);

    PROCESS_DMA_BUFFER_BOTTOM_HALF(gmesa);
#endif

   if ( mask )
      _swrast_Clear( ctx, mask, all, cx, cy, cw, ch );
}
Exemple #10
0
static void gammaDDEnable( GLcontext *ctx, GLenum cap, GLboolean state )
{
   gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);

   switch ( cap ) {
   case GL_ALPHA_TEST:
   case GL_BLEND:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_ALPHA;
      break;

   case GL_CULL_FACE:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_CULL;
      break;

   case GL_DEPTH_TEST:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_DEPTH;
      break;

   case GL_DITHER:
      do {
	 u_int32_t d = gmesa->DitherMode;
	 FLUSH_BATCH( gmesa );

	 if ( state ) {
	    d |=  DM_DitherEnable;
	 } else {
	    d &= ~DM_DitherEnable;
	 }

	 if ( gmesa->DitherMode != d ) {
	    gmesa->DitherMode = d;
	    gmesa->dirty |= GAMMA_UPLOAD_DITHER;
	 }
      } while (0);
      break;

#if 0
   case GL_FOG:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_FOG;
      break;
#endif

   case GL_INDEX_LOGIC_OP:
   case GL_COLOR_LOGIC_OP:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_LOGICOP;
      break;

#if ENABLELIGHTING
   case GL_LIGHTING:
      do {
	 u_int32_t l = gmesa->LightingMode;
	 FLUSH_BATCH( gmesa );

	 if ( state ) {
	    l |=  LightingModeEnable;
	 } else {
	    l &= ~LightingModeEnable;
	 }

	 if ( gmesa->LightingMode != l ) {
	    gmesa->LightingMode = l;
	    gmesa->dirty |= GAMMA_UPLOAD_LIGHT;
	 }
      } while (0);
      break;

   case GL_COLOR_MATERIAL:
      do {
	 u_int32_t m = gmesa->MaterialMode;
	 FLUSH_BATCH( gmesa );

	 if ( state ) {
	    m |=  MaterialModeEnable;
	 } else {
	    m &= ~MaterialModeEnable;
	 }

	 if ( gmesa->MaterialMode != m ) {
	    gmesa->MaterialMode = m;
	    gmesa->dirty |= GAMMA_UPLOAD_LIGHT;
	 }
      } while (0);
      break;
#endif

   case GL_LINE_SMOOTH:
      FLUSH_BATCH( gmesa );
      if ( state ) {
         gmesa->AntialiasMode |= AntialiasModeEnable;
         gmesa->LineMode |= LM_AntialiasEnable;
      } else {
         gmesa->AntialiasMode &= ~AntialiasModeEnable;
         gmesa->LineMode &= ~LM_AntialiasEnable;
      }
      gmesa->dirty |= GAMMA_UPLOAD_LINEMODE;
      break;

   case GL_POINT_SMOOTH:
      FLUSH_BATCH( gmesa );
      if ( state ) {
         gmesa->AntialiasMode |= AntialiasModeEnable;
         gmesa->PointMode |= PM_AntialiasEnable;
      } else {
         gmesa->AntialiasMode &= ~AntialiasModeEnable;
         gmesa->PointMode &= ~PM_AntialiasEnable;
      }
      gmesa->dirty |= GAMMA_UPLOAD_POINTMODE;
      break;

   case GL_POLYGON_SMOOTH:
      FLUSH_BATCH( gmesa );
      if ( state ) {
         gmesa->AntialiasMode |= AntialiasModeEnable;
         gmesa->TriangleMode |= TM_AntialiasEnable;
      } else {
         gmesa->AntialiasMode &= ~AntialiasModeEnable;
         gmesa->TriangleMode &= ~TM_AntialiasEnable;
      }
      gmesa->dirty |= GAMMA_UPLOAD_TRIMODE;
      break;

   case GL_SCISSOR_TEST:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_CLIP;
      break;

   case GL_POLYGON_OFFSET_FILL:
   case GL_POLYGON_OFFSET_POINT:
   case GL_POLYGON_OFFSET_LINE:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_POLYGON;
      break;

   case GL_LINE_STIPPLE:
      FLUSH_BATCH( gmesa );
      if ( state )
         gmesa->LineMode |= LM_StippleEnable;
      else
         gmesa->LineMode &= ~LM_StippleEnable;
      gmesa->dirty |= GAMMA_UPLOAD_LINEMODE;
      break;

   case GL_POLYGON_STIPPLE:
      FLUSH_BATCH( gmesa );
      gmesa->new_state |= GAMMA_NEW_STIPPLE;
      break;

   default:
      return;
   }
}
Exemple #11
0
static void gammaLoadHWMatrix(GLcontext *ctx)
{
    gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
    const GLfloat *m;

    gmesa->TransformMode &= ~XM_XformTexture;

    switch (ctx->Transform.MatrixMode) {
    case GL_MODELVIEW:
	gmesa->TransformMode |= XM_UseModelViewMatrix;
        m = ctx->ModelviewMatrixStack.Top->m;
	CHECK_DMA_BUFFER(gmesa, 16);
	WRITEF(gmesa->buf, ModelViewMatrix0,  m[0]);
	WRITEF(gmesa->buf, ModelViewMatrix1,  m[1]);
	WRITEF(gmesa->buf, ModelViewMatrix2,  m[2]);
	WRITEF(gmesa->buf, ModelViewMatrix3,  m[3]);
	WRITEF(gmesa->buf, ModelViewMatrix4,  m[4]);
	WRITEF(gmesa->buf, ModelViewMatrix5,  m[5]);
	WRITEF(gmesa->buf, ModelViewMatrix6,  m[6]);
	WRITEF(gmesa->buf, ModelViewMatrix7,  m[7]);
	WRITEF(gmesa->buf, ModelViewMatrix8,  m[8]);
	WRITEF(gmesa->buf, ModelViewMatrix9,  m[9]);
	WRITEF(gmesa->buf, ModelViewMatrix10, m[10]);
	WRITEF(gmesa->buf, ModelViewMatrix11, m[11]);
	WRITEF(gmesa->buf, ModelViewMatrix12, m[12]);
	WRITEF(gmesa->buf, ModelViewMatrix13, m[13]);
	WRITEF(gmesa->buf, ModelViewMatrix14, m[14]);
	WRITEF(gmesa->buf, ModelViewMatrix15, m[15]);
	break;
    case GL_PROJECTION:
        m = ctx->ProjectionMatrixStack.Top->m;
	CHECK_DMA_BUFFER(gmesa, 16);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix0, m[0]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix1, m[1]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix2, m[2]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix3, m[3]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix4, m[4]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix5, m[5]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix6, m[6]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix7, m[7]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix8, m[8]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix9, m[9]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix10, m[10]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix11, m[11]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix12, m[12]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix13, m[13]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix14, m[14]);
	WRITEF(gmesa->buf, ModelViewProjectionMatrix15, m[15]);
	break;
    case GL_TEXTURE:
        m = ctx->TextureMatrixStack[0].Top->m;
	CHECK_DMA_BUFFER(gmesa, 16);
	gmesa->TransformMode |= XM_XformTexture;
	WRITEF(gmesa->buf, TextureMatrix0,  m[0]);
	WRITEF(gmesa->buf, TextureMatrix1,  m[1]);
	WRITEF(gmesa->buf, TextureMatrix2,  m[2]);
	WRITEF(gmesa->buf, TextureMatrix3,  m[3]);
	WRITEF(gmesa->buf, TextureMatrix4,  m[4]);
	WRITEF(gmesa->buf, TextureMatrix5,  m[5]);
	WRITEF(gmesa->buf, TextureMatrix6,  m[6]);
	WRITEF(gmesa->buf, TextureMatrix7,  m[7]);
	WRITEF(gmesa->buf, TextureMatrix8,  m[8]);
	WRITEF(gmesa->buf, TextureMatrix9,  m[9]);
	WRITEF(gmesa->buf, TextureMatrix10,  m[10]);
	WRITEF(gmesa->buf, TextureMatrix11,  m[11]);
	WRITEF(gmesa->buf, TextureMatrix12,  m[12]);
	WRITEF(gmesa->buf, TextureMatrix13,  m[13]);
	WRITEF(gmesa->buf, TextureMatrix14,  m[14]);
	WRITEF(gmesa->buf, TextureMatrix15,  m[15]);
	break;

    default:
	/* ERROR!!! -- how did this happen? */
	break;
    }

    gmesa->dirty |= GAMMA_UPLOAD_TRANSFORM;
}
Exemple #12
0
void gammaDDInitSpanFuncs( GLcontext *ctx )
{
    gammaContextPtr gmesa = GAMMA_CONTEXT(ctx);
    struct swrast_device_driver *swdd = _swrast_GetDeviceDriverReference(ctx);

    swdd->SetBuffer = gammaSetBuffer;

    switch ( gmesa->gammaScreen->cpp ) {
    case 2:
        swdd->WriteRGBASpan	= gammaWriteRGBASpan_RGB565;
        swdd->WriteRGBSpan	= gammaWriteRGBSpan_RGB565;
        swdd->WriteMonoRGBASpan	= gammaWriteMonoRGBASpan_RGB565;
        swdd->WriteRGBAPixels	= gammaWriteRGBAPixels_RGB565;
        swdd->WriteMonoRGBAPixels	= gammaWriteMonoRGBAPixels_RGB565;
        swdd->ReadRGBASpan	= gammaReadRGBASpan_RGB565;
        swdd->ReadRGBAPixels      = gammaReadRGBAPixels_RGB565;
        break;

    case 4:
        swdd->WriteRGBASpan	= gammaWriteRGBASpan_ARGB8888;
        swdd->WriteRGBSpan	= gammaWriteRGBSpan_ARGB8888;
        swdd->WriteMonoRGBASpan   = gammaWriteMonoRGBASpan_ARGB8888;
        swdd->WriteRGBAPixels     = gammaWriteRGBAPixels_ARGB8888;
        swdd->WriteMonoRGBAPixels = gammaWriteMonoRGBAPixels_ARGB8888;
#if 1
        swdd->ReadRGBASpan	= gammaReadRGBASpan_ARGB8888;
#else
        swdd->ReadRGBASpan	= gammaReadRGBASpan8888;
#endif
        swdd->ReadRGBAPixels      = gammaReadRGBAPixels_ARGB8888;
        break;

    default:
        break;
    }

    switch ( gmesa->glCtx->Visual.depthBits ) {
    case 16:
        swdd->ReadDepthSpan	= gammaReadDepthSpan_16;
        swdd->WriteDepthSpan	= gammaWriteDepthSpan_16;
        swdd->ReadDepthPixels	= gammaReadDepthPixels_16;
        swdd->WriteDepthPixels	= gammaWriteDepthPixels_16;
        break;

    case 24:
        swdd->ReadDepthSpan	= gammaReadDepthSpan_24_8;
        swdd->WriteDepthSpan	= gammaWriteDepthSpan_24_8;
        swdd->ReadDepthPixels	= gammaReadDepthPixels_24_8;
        swdd->WriteDepthPixels	= gammaWriteDepthPixels_24_8;

#if 0
        swdd->ReadStencilSpan	= gammaReadStencilSpan_24_8;
        swdd->WriteStencilSpan	= gammaWriteStencilSpan_24_8;
        swdd->ReadStencilPixels	= gammaReadStencilPixels_24_8;
        swdd->WriteStencilPixels	= gammaWriteStencilPixels_24_8;
#endif
        break;

    default:
        break;
    }
}