コード例 #1
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
static void ffbSWRenderFinish(GLcontext *ctx)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);

	UNLOCK_HARDWARE(fmesa);
	fmesa->hw_locked = 0;
}
コード例 #2
0
ファイル: ffb_lines.c プロジェクト: MttDs/new-rexeno-tindpe
static void ffb_dd_line( GLcontext *ctx, GLuint e0, GLuint e1 )
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	ffb_vertex *v0 = &fmesa->verts[e0];
	ffb_vertex *v1 = &fmesa->verts[e1];
	fmesa->draw_line( ctx, v0, v1 );
}
コード例 #3
0
ファイル: ffb_lines.c プロジェクト: MttDs/new-rexeno-tindpe
void ffbChooseLineState(GLcontext *ctx)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
 	TNLcontext *tnl = TNL_CONTEXT(ctx);
	GLuint flags = ctx->_TriangleCaps;
	GLuint ind = 0;

	tnl->Driver.Render.Line = ffb_dd_line;

	if (flags & DD_FLATSHADE)
		ind |= FFB_LINE_FLAT_BIT;

	if ((flags & DD_LINE_STIPPLE) != 0 &&
	    fmesa->lpat == FFB_LPAT_BAD) {
		fmesa->draw_line = ffb_fallback_line;
		return;
	}

	/* If blending or the alpha test is enabled we need to
	 * provide alpha components to the chip, else we can
	 * do without it and thus feed vertex data to the chip
	 * more efficiently.
	 */
	if (ctx->Color.BlendEnabled || ctx->Color.AlphaEnabled)
		ind |= FFB_LINE_ALPHA_BIT;

	fmesa->draw_line = ffb_line_tab[ind];
}
コード例 #4
0
ファイル: ffb_vb.c プロジェクト: aosm/X11
static void ffbDDBuildVertices(GLcontext *ctx, GLuint start, GLuint count, 
			       GLuint newinputs)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);

	newinputs |= fmesa->setupnewinputs;
	fmesa->setupnewinputs = 0;

	if (!newinputs)
		return;

	if (newinputs & VERT_BIT_CLIP) {
		setup_tab[fmesa->setupindex].emit(ctx, start, count);
	} else {
		GLuint ind = 0;

		if (newinputs & VERT_BIT_COLOR0)
			ind |= (FFB_VB_RGBA_BIT | FFB_VB_TWOSIDE_BIT);

		ind &= fmesa->setupindex;

		if (ind)
			setup_tab[ind].emit(ctx, start, count);
	}
}
コード例 #5
0
ファイル: ffb_dd.c プロジェクト: DavidGriffith/finx
static const GLubyte *ffbDDGetString(GLcontext *ctx, GLenum name)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	static char buffer[128];

	switch (name) {
	case GL_VENDOR:
		return (GLubyte *) "David S. Miller";

	case GL_RENDERER:
		sprintf(buffer, "Mesa DRI FFB " FFB_DATE);

		if (fmesa->ffb_sarea->flags & FFB_DRI_FFB2)
			strncat(buffer, " FFB2", 5);
		if (fmesa->ffb_sarea->flags & FFB_DRI_FFB2PLUS)
			strncat(buffer, " FFB2PLUS", 9);
		if (fmesa->ffb_sarea->flags & FFB_DRI_PAC1)
			strncat(buffer, " PAC1", 5);
		if (fmesa->ffb_sarea->flags & FFB_DRI_PAC2)
			strncat(buffer, " PAC2", 5);

#ifdef USE_SPARC_ASM
		strncat(buffer, " Sparc", 6);
#endif

		return (GLubyte *) buffer;

	default:
		return NULL;
	};
}
コード例 #6
0
ファイル: ffb_vb.c プロジェクト: aosm/X11
void ffbFreeVB( GLcontext *ctx )
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	if (fmesa->verts) {
		ALIGN_FREE(fmesa->verts);
		fmesa->verts = 0;
	}
}
コード例 #7
0
ファイル: ffb_dd.c プロジェクト: DavidGriffith/finx
static void ffbDDFinish(GLcontext *ctx)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);

	LOCK_HARDWARE(fmesa);
	FFBWait(fmesa, fmesa->regs);
	UNLOCK_HARDWARE(fmesa);
}
コード例 #8
0
ファイル: ffb_dd.c プロジェクト: DavidGriffith/finx
static void ffbBufferSize(GLframebuffer *buffer, GLuint *width, GLuint *height)
{
	GET_CURRENT_CONTEXT(ctx);
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);

	LOCK_HARDWARE(fmesa);
	*width = fmesa->driDrawable->w;
	*height = fmesa->driDrawable->h;
	UNLOCK_HARDWARE(fmesa);
}
コード例 #9
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
/* Even when doing full software rendering we need to
 * wrap render{start,finish} so that the hardware is kept
 * in sync (because multipass rendering changes the write
 * buffer etc.)
 */
static void ffbSWRenderStart(GLcontext *ctx)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);

	LOCK_HARDWARE(fmesa);
	fmesa->hw_locked = 1;

	if (fmesa->state_dirty != 0)
		ffbSyncHardware(fmesa);
}
コード例 #10
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
void ffbChooseTriangleState(GLcontext *ctx)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	GLuint flags = ctx->_TriangleCaps;
	GLuint ind = 0;

	if (flags & DD_TRI_SMOOTH) {
		fmesa->draw_tri = ffb_fallback_triangle;
		fmesa->draw_quad = ffb_fallback_quad;
		return;
	}

	if (flags & DD_FLATSHADE)
		ind |= FFB_TRI_FLAT_BIT;

	if (ctx->Polygon.CullFlag) {
		if (ctx->Polygon.CullFaceMode == GL_FRONT_AND_BACK) {
			fmesa->draw_tri = ffb_nodraw_triangle;
			fmesa->draw_quad = ffb_nodraw_quad;
			return;
		}

		ind |= FFB_TRI_CULL_BIT;
		ffb_update_cullsign(ctx);
	} else
		FFB_CONTEXT(ctx)->backface_sign = 0;
		
	/* If blending or the alpha test is enabled we need to
	 * provide alpha components to the chip, else we can
	 * do without it and thus feed vertex data to the chip
	 * more efficiently.
	 */
	if (ctx->Color.BlendEnabled || ctx->Color.AlphaEnabled)
		ind |= FFB_TRI_ALPHA_BIT;

	fmesa->draw_tri = ffb_tri_tab[ind];
	fmesa->draw_quad = ffb_quad_tab[ind];
}
コード例 #11
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
static void ffbRenderPrimitive(GLcontext *ctx, GLenum prim)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	GLuint rprim = reduced_prim[prim];

	fmesa->render_primitive = prim;

	if (rprim == GL_TRIANGLES && (ctx->_TriangleCaps & DD_TRI_UNFILLED))
		return;

	if (fmesa->raster_primitive != rprim) {
		ffbRasterPrimitive( ctx, rprim );
	}
}
コード例 #12
0
ファイル: ffb_vb.c プロジェクト: aosm/X11
static void ffb_copy_pv_oneside(GLcontext *ctx, GLuint edst, GLuint esrc)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	ffb_vertex *dst = &fmesa->verts[edst];
	ffb_vertex *src = &fmesa->verts[esrc];

#ifdef VB_DEBUG
	fprintf(stderr, "ffb_copy_pv_oneside: edst(%d) esrc(%d)\n", edst, esrc);
#endif
	dst->color[0].alpha = src->color[0].alpha;
	dst->color[0].red   = src->color[0].red;
	dst->color[0].green = src->color[0].green;
	dst->color[0].blue  = src->color[0].blue;
}
コード例 #13
0
ファイル: ffb_depth.c プロジェクト: DavidGriffith/finx
static void FFBWriteDepthPixels( GLcontext *ctx,
                                   struct gl_renderbuffer *rb,
				   GLuint n,
				   const GLint x[],
				   const GLint y[],
				   const void *values,
				   const GLubyte mask[] )
{
        const GLuint *depth = (const GLuint *) values;
#ifdef DEPTH_TRACE
	fprintf(stderr, "FFBWriteDepthPixels: n(%d)\n", (int) n);
#endif
	if (ctx->Depth.Mask) {
		ffbContextPtr fmesa = FFB_CONTEXT(ctx);
		__DRIdrawablePrivate *dPriv = fmesa->driDrawable;
		char *zbase;
		GLuint i;

		if (!fmesa->hw_locked)
			LOCK_HARDWARE(fmesa);
		FFBFifo(fmesa, 2);
		fmesa->regs->fbc = (FFB_FBC_WB_C | FFB_FBC_ZE_ON |
				    FFB_FBC_YE_OFF | FFB_FBC_RGBE_OFF);
		fmesa->regs->ppc = FFB_PPC_ZS_VAR;
		fmesa->ffbScreen->rp_active = 1;
		FFBWait(fmesa, fmesa->regs);

		zbase = ((char *)fmesa->sfb32 +
			 (dPriv->x << 2) + (dPriv->y << 13));
		
		for (i = 0; i < n; i++) {
			GLint y1 = (dPriv->h - y[i]);
			GLint x1 = x[i];
			GLuint *zptr;

			zptr = (GLuint *)
				(zbase + (x1 << 2) + (y1 << 13));
			if (mask[i])
				*zptr = Z_FROM_MESA(depth[i]);
		}

		FFBFifo(fmesa, 2);
		fmesa->regs->fbc = fmesa->fbc;
		fmesa->regs->ppc = fmesa->ppc;
		fmesa->ffbScreen->rp_active = 1;
		if (!fmesa->hw_locked)
			UNLOCK_HARDWARE(fmesa);
	}
}
コード例 #14
0
ファイル: ffb_vb.c プロジェクト: aosm/X11
void ffbInitVB( GLcontext *ctx )
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	GLuint size = TNL_CONTEXT(ctx)->vb.Size;

	fmesa->verts = (ffb_vertex *)ALIGN_MALLOC(size * sizeof(ffb_vertex), 32);

	{
		static int firsttime = 1;
		if (firsttime) {
			init_setup_tab();
			firsttime = 0;
		}
	}
}
コード例 #15
0
ファイル: ffb_depth.c プロジェクト: DavidGriffith/finx
static void FFBWriteDepthSpan( GLcontext *ctx,
                                 struct gl_renderbuffer *rb,
                                 GLuint n, GLint x, GLint y,
				 const void *values,
				 const GLubyte mask[] )
{
        const GLuint *depth = (const GLuint *) values;
#ifdef DEPTH_TRACE
	fprintf(stderr, "FFBWriteDepthSpan: n(%d) x(%d) y(%d)\n",
		(int) n, x, y);
#endif
	if (ctx->Depth.Mask) {
		ffbContextPtr fmesa = FFB_CONTEXT(ctx);
		__DRIdrawablePrivate *dPriv = fmesa->driDrawable;
		GLuint *zptr;
		GLuint i;

		if (!fmesa->hw_locked)
			LOCK_HARDWARE(fmesa);
		FFBFifo(fmesa, 2);
		fmesa->regs->fbc = (FFB_FBC_WB_C | FFB_FBC_ZE_ON |
				    FFB_FBC_YE_OFF | FFB_FBC_RGBE_OFF);
		fmesa->regs->ppc = FFB_PPC_ZS_VAR;
		FFBWait(fmesa, fmesa->regs);

		y = (dPriv->h - y);
		zptr = (GLuint *)
			((char *)fmesa->sfb32 +
			 ((dPriv->x + x) << 2) +
			 ((dPriv->y + y) << 13));
		
		for (i = 0; i < n; i++) {
			if (mask[i]) {
				*zptr = Z_FROM_MESA(depth[i]);
			}
			zptr++;
		}

		FFBFifo(fmesa, 2);
		fmesa->regs->fbc = fmesa->fbc;
		fmesa->regs->ppc = fmesa->ppc;
		fmesa->ffbScreen->rp_active = 1;
		if (!fmesa->hw_locked)
			UNLOCK_HARDWARE(fmesa);
	}
}
コード例 #16
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
static void ffbRenderClippedPolygon(GLcontext *ctx, const GLuint *elts, GLuint n)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	TNLcontext *tnl = TNL_CONTEXT(ctx);
	struct vertex_buffer *VB = &tnl->vb;
	GLuint prim = fmesa->render_primitive;

	/* Render the new vertices as an unclipped polygon. */
	{
		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 (prim != GL_POLYGON)
		tnl->Driver.Render.PrimitiveNotify(ctx, prim);
}
コード例 #17
0
ファイル: ffb_depth.c プロジェクト: DavidGriffith/finx
static void FFBReadDepthPixels( GLcontext *ctx,
                                  struct gl_renderbuffer *rb,
                                  GLuint n,
				  const GLint x[], const GLint y[],
				  void *values )
{
        GLuint *depth = (GLuint *) values;
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	__DRIdrawablePrivate *dPriv = fmesa->driDrawable;
	char *zbase;
	GLuint i;

#ifdef DEPTH_TRACE
	fprintf(stderr, "FFBReadDepthPixels: n(%d)\n", (int) n);
#endif
	if (!fmesa->hw_locked)
		LOCK_HARDWARE(fmesa);
	FFBFifo(fmesa, 1);
	fmesa->regs->fbc = FFB_FBC_RB_C;
	fmesa->ffbScreen->rp_active = 1;
	FFBWait(fmesa, fmesa->regs);

	zbase = ((char *)fmesa->sfb32 +
		 (dPriv->x << 2) + (dPriv->y << 13));
		
	for (i = 0; i < n; i++) {
		GLint y1 = (dPriv->h - y[i]);
		GLint x1 = x[i];
		GLuint *zptr;

		zptr = (GLuint *)
			(zbase + (x1 << 2) + (y1 << 13));
		depth[i] = Z_TO_MESA(*zptr);
	}

	FFBFifo(fmesa, 1);
	fmesa->regs->fbc = fmesa->fbc;
	fmesa->ffbScreen->rp_active = 1;
	if (!fmesa->hw_locked)
		UNLOCK_HARDWARE(fmesa);
}
コード例 #18
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
static void ffb_update_cullsign(GLcontext *ctx)
{
	GLfloat backface_sign = 1;

	switch (ctx->Polygon.CullFaceMode) {
	case GL_BACK:
		if (ctx->Polygon.FrontFace==GL_CCW)
			backface_sign = -1;
		break;

	case GL_FRONT:
		if (ctx->Polygon.FrontFace!=GL_CCW)
			backface_sign = -1;
		break;

	default:
		break;
	};

	FFB_CONTEXT(ctx)->backface_sign = backface_sign;
}
コード例 #19
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
static void ffbRunPipeline(GLcontext *ctx)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);

	if (fmesa->bad_fragment_attrs == 0 &&
	    fmesa->new_gl_state) {
		if (fmesa->new_gl_state & _FFB_NEW_TRIANGLE)
			ffbChooseTriangleState(ctx);
		if (fmesa->new_gl_state & _FFB_NEW_LINE)
			ffbChooseLineState(ctx);
		if (fmesa->new_gl_state & _FFB_NEW_POINT)
			ffbChoosePointState(ctx);
		if (fmesa->new_gl_state & _FFB_NEW_RENDER)
			ffbChooseRenderState(ctx);
		if (fmesa->new_gl_state & _FFB_NEW_VERTEX)
			ffbChooseVertexState(ctx);

		fmesa->new_gl_state = 0;
	}

	_tnl_run_pipeline(ctx);
}
コード例 #20
0
ファイル: ffb_depth.c プロジェクト: DavidGriffith/finx
static void FFBReadDepthSpan( GLcontext *ctx,
                                struct gl_renderbuffer *rb,
				GLuint n, GLint x, GLint y,
				void *values )
{
        GLuint *depth = (GLuint *) values;
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	__DRIdrawablePrivate *dPriv = fmesa->driDrawable;
	GLuint *zptr;
	GLuint i;

#ifdef DEPTH_TRACE
	fprintf(stderr, "FFBReadDepthSpan: n(%d) x(%d) y(%d)\n",
		(int) n, x, y);
#endif
	if (!fmesa->hw_locked)
		LOCK_HARDWARE(fmesa);
	FFBFifo(fmesa, 1);
	fmesa->regs->fbc = FFB_FBC_RB_C;
	fmesa->ffbScreen->rp_active = 1;
	FFBWait(fmesa, fmesa->regs);

	y = (dPriv->h - y);
	zptr = (GLuint *)
		((char *)fmesa->sfb32 +
		 ((dPriv->x + x) << 2) +
		 ((dPriv->y + y) << 13));
		
	for (i = 0; i < n; i++) {
		depth[i] = Z_TO_MESA(*zptr);
		zptr++;
	}

	FFBFifo(fmesa, 1);
	fmesa->regs->fbc = fmesa->fbc;
	fmesa->ffbScreen->rp_active = 1;
	if (!fmesa->hw_locked)
		UNLOCK_HARDWARE(fmesa);
}
コード例 #21
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
/* Build a SWvertex from a hardware vertex. */
static void ffb_translate_vertex(GLcontext *ctx, const ffb_vertex *src,
				 SWvertex *dst)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	GLfloat *m = ctx->Viewport._WindowMap.m;
	const GLfloat sx = m[0];
	const GLfloat sy = m[5];
	const GLfloat sz = m[10];
	const GLfloat tx = m[12];
	const GLfloat ty = m[13];
	const GLfloat tz = m[14];

	dst->win[0] = sx * src->x + tx;
	dst->win[1] = sy * src->y + ty;
	dst->win[2] = sz * src->z + tz;
	dst->win[3] = 1.0;
      
	dst->color[0] = FFB_UBYTE_FROM_COLOR(src->color[0].red);
	dst->color[1] = FFB_UBYTE_FROM_COLOR(src->color[0].green);
	dst->color[2] = FFB_UBYTE_FROM_COLOR(src->color[0].blue);
	dst->color[3] = FFB_UBYTE_FROM_COLOR(src->color[0].alpha);
}
コード例 #22
0
ファイル: ffb_vb.c プロジェクト: aosm/X11
void ffbChooseVertexState( GLcontext *ctx )
{
 	TNLcontext *tnl = TNL_CONTEXT(ctx);
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	int ind = FFB_VB_XYZ_BIT | FFB_VB_RGBA_BIT;

	if (ctx->_TriangleCaps & DD_TRI_LIGHT_TWOSIDE)
		ind |= FFB_VB_TWOSIDE_BIT;

#ifdef VB_DEBUG
	ffbPrintSetupFlags("ffb: full setup function", ind);
#endif

	fmesa->setupindex = ind;

	tnl->Driver.Render.BuildVertices = ffbDDBuildVertices;
	tnl->Driver.Render.Interp = setup_tab[ind].interp;
	if (ind & FFB_VB_TWOSIDE_BIT)
		tnl->Driver.Render.CopyPV = ffb_copy_pv_twoside;
	else
		tnl->Driver.Render.CopyPV = ffb_copy_pv_oneside;
}
コード例 #23
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
void ffbFallback( GLcontext *ctx, GLuint bit, GLboolean mode )
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
 	TNLcontext *tnl = TNL_CONTEXT(ctx);
	GLuint oldfallback = fmesa->bad_fragment_attrs;

	if (mode) {
		fmesa->bad_fragment_attrs |= bit;
		if (oldfallback == 0) {
/*  			FFB_FIREVERTICES(fmesa); */
  		        _swsetup_Wakeup( ctx );
			if (fmesa->debugFallbacks)
				fprintf(stderr, "FFB begin software fallback: 0x%x %s\n",
					bit, getFallbackString(bit));
		}
	} else {
		fmesa->bad_fragment_attrs &= ~bit;
		if (oldfallback == bit) {
			_swrast_flush( ctx );

			tnl->Driver.Render.Start = ffbRenderStart;
			tnl->Driver.Render.PrimitiveNotify = ffbRenderPrimitive;
			tnl->Driver.Render.Finish = ffbRenderFinish;
			fmesa->new_gl_state = ~0;

			/* Just re-choose everything:
			 */
			ffbChooseVertexState(ctx);
			ffbChooseRenderState(ctx);
			ffbChooseTriangleState(ctx);
			ffbChooseLineState(ctx);
			ffbChoosePointState(ctx);

			if (fmesa->debugFallbacks)
				fprintf(stderr, "FFB end software fallback: 0x%x %s\n",
					bit, getFallbackString(bit));
		}
	}
}
コード例 #24
0
ファイル: ffb_bitmap.c プロジェクト: astrofimov/vgallium
static void
ffb_bitmap(GLcontext *ctx, GLint px, GLint py,
	   GLsizei width, GLsizei height,
	   const struct gl_pixelstore_attrib *unpack,
	   const GLubyte *bitmap)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	ffb_fbcPtr ffb = fmesa->regs;
	__DRIdrawablePrivate *dPriv = fmesa->driDrawable;
	unsigned int ppc, pixel;
	GLint row, col, row_stride;
	const GLubyte *src;
	char *buf;

	if (fmesa->bad_fragment_attrs != 0)
		_swrast_Bitmap(ctx, px, py, width,
			       height, unpack, bitmap);

	pixel = (((((GLuint)(ctx->Current.RasterColor[0] * 255.0f)) & 0xff) <<  0) |
		 ((((GLuint)(ctx->Current.RasterColor[1] * 255.0f)) & 0xff) <<  8) |
		 ((((GLuint)(ctx->Current.RasterColor[2] * 255.0f)) & 0xff) << 16) |
		 ((((GLuint)(ctx->Current.RasterColor[3] * 255.0f)) & 0xff) << 24));

#ifdef FFB_BITMAP_TRACE
	fprintf(stderr, "ffb_bitmap: ppc(%08x) fbc(%08x) cmp(%08x) pixel(%08x)\n",
		fmesa->ppc, fmesa->fbc, fmesa->cmp, pixel);
#endif

	LOCK_HARDWARE(fmesa);
	fmesa->hw_locked = 1;

	if (fmesa->state_dirty)
		ffbSyncHardware(fmesa);

	ppc = fmesa->ppc;

	FFBFifo(fmesa, 4);
	ffb->ppc = ((ppc &
		     ~(FFB_PPC_TBE_MASK | FFB_PPC_ZS_MASK | FFB_PPC_CS_MASK | FFB_PPC_XS_MASK))
		    | (FFB_PPC_TBE_TRANSPARENT | FFB_PPC_ZS_CONST | FFB_PPC_CS_CONST |
		       (ctx->Color.BlendEnabled ? FFB_PPC_XS_CONST : FFB_PPC_XS_WID)));
	ffb->constz = ((GLuint) (ctx->Current.RasterPos[2] * 0x0fffffff));
	ffb->fg = pixel;
	ffb->fontinc = (0 << 16) | 32;

	buf = (char *)(fmesa->sfb32 + (dPriv->x << 2) + (dPriv->y << 13));

	row_stride = (unpack->Alignment * CEILING(width, 8 * unpack->Alignment));
	src = (const GLubyte *) (bitmap +
				 (unpack->SkipRows * row_stride) +
				 (unpack->SkipPixels / 8));
	if (unpack->LsbFirst == GL_TRUE) {
		for (row = 0; row < height; row++, src += row_stride) {
			const GLubyte *row_src = src;
			GLuint base_x, base_y;

			base_x = dPriv->x + px;
			base_y = dPriv->y + (dPriv->h - (py + row));

			FFBFifo(fmesa, 1);
			ffb->fontxy = (base_y << 16) | base_x;

			for (col = 0; col < width; col += 32, row_src += 4) {
				GLint bitnum, font_w = (width - col);
				GLuint font_data;

				if (font_w > 32)
					font_w = 32;
				font_data = 0;
				for (bitnum = 0; bitnum < 32; bitnum++) {
					const GLubyte val = row_src[bitnum >> 3];

					if (val & (1 << (bitnum & (8 - 1))))
						font_data |= (1 << (31 - bitnum));
				}

				FFBFifo(fmesa, 2);
				ffb->fontw = font_w;
				ffb->font = font_data;
			}
		}
	} else {
		for (row = 0; row < height; row++, src += row_stride) {
コード例 #25
0
ファイル: ffb_tris.c プロジェクト: aosm/X11
static void ffbRasterPrimitive(GLcontext *ctx, GLenum rprim)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	GLuint drawop, fbc, ppc;
	int do_sw = 0;

	fmesa->raster_primitive = rprim;

	drawop = fmesa->drawop;
	fbc = fmesa->fbc;
	ppc = fmesa->ppc & ~(FFB_PPC_ZS_MASK | FFB_PPC_CS_MASK);

#ifdef STATE_TRACE
	fprintf(stderr,
		"ffbReducedPrimitiveChange: rprim(%d) ", rprim);
#endif
	switch(rprim) {
	case GL_POINTS:
#ifdef STATE_TRACE
		fprintf(stderr, "GL_POINTS ");
#endif
		if (fmesa->draw_point == ffb_fallback_point) {
			do_sw = 1;
			break;
		}

		if (ctx->Point.SmoothFlag) {
			ppc |= (FFB_PPC_ZS_VAR | FFB_PPC_CS_CONST);
			drawop = FFB_DRAWOP_AADOT;
		} else {
			ppc |= (FFB_PPC_ZS_CONST | FFB_PPC_CS_CONST);
			drawop = FFB_DRAWOP_DOT;
		}
		break;

	case GL_LINES:
#ifdef STATE_TRACE
		fprintf(stderr, "GL_LINES ");
#endif
		if (fmesa->draw_line == ffb_fallback_line) {
			do_sw = 1;
			break;
		}

		if (ctx->_TriangleCaps & DD_FLATSHADE) {
			ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_CONST;
		} else {
			ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_VAR;
		}
		if (ctx->Line.SmoothFlag)
			drawop = FFB_DRAWOP_AALINE;
		else
			drawop = FFB_DRAWOP_DDLINE;
		break;

	case GL_TRIANGLES:
#ifdef STATE_TRACE
		fprintf(stderr, "GL_POLYGON ");
#endif
		if (fmesa->draw_tri == ffb_fallback_triangle) {
			do_sw = 1;
			break;
		}

		ppc &= ~FFB_PPC_APE_MASK;
		if (ctx->Polygon.StippleFlag)
			ppc |= FFB_PPC_APE_ENABLE;
		else
			ppc |= FFB_PPC_APE_DISABLE;

		if (ctx->_TriangleCaps & DD_FLATSHADE) {
			ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_CONST;
		} else {
			ppc |= FFB_PPC_ZS_VAR | FFB_PPC_CS_VAR;
		}
		drawop = FFB_DRAWOP_TRIANGLE;
		break;

	default:
#ifdef STATE_TRACE
		fprintf(stderr, "unknown %d!\n", rprim);
#endif
		return;
	};

#ifdef STATE_TRACE
	fprintf(stderr, "do_sw(%d) ", do_sw);
#endif
	if (do_sw != 0) {
		fbc &= ~(FFB_FBC_WB_C);
		fbc &= ~(FFB_FBC_ZE_MASK | FFB_FBC_RGBE_MASK);
		fbc |=   FFB_FBC_ZE_OFF  | FFB_FBC_RGBE_MASK;
		ppc &= ~(FFB_PPC_XS_MASK | FFB_PPC_ABE_MASK |
			 FFB_PPC_DCE_MASK | FFB_PPC_APE_MASK);
		ppc |=  (FFB_PPC_ZS_VAR | FFB_PPC_CS_VAR | FFB_PPC_XS_WID |
			 FFB_PPC_ABE_DISABLE | FFB_PPC_DCE_DISABLE |
			 FFB_PPC_APE_DISABLE);
	} else {
		fbc |= FFB_FBC_WB_C;
		fbc &= ~(FFB_FBC_RGBE_MASK);
		fbc |=   FFB_FBC_RGBE_MASK;
		ppc &= ~(FFB_PPC_ABE_MASK | FFB_PPC_XS_MASK);
		if (ctx->Color.BlendEnabled) {
			if ((rprim == GL_POINTS && !ctx->Point.SmoothFlag) ||
			    (rprim != GL_POINTS && ctx->_TriangleCaps & DD_FLATSHADE))
				ppc |= FFB_PPC_ABE_ENABLE | FFB_PPC_XS_CONST;
			else
				ppc |= FFB_PPC_ABE_ENABLE | FFB_PPC_XS_VAR;
		} else {
			ppc |= FFB_PPC_ABE_DISABLE | FFB_PPC_XS_WID;
		}
	}
#ifdef STATE_TRACE
	fprintf(stderr, "fbc(%08x) ppc(%08x)\n", fbc, ppc);
#endif

	FFBFifo(fmesa, 4);
	if (fmesa->drawop != drawop)
		fmesa->regs->drawop = fmesa->drawop = drawop;
	if (fmesa->fbc != fbc)
		fmesa->regs->fbc = fmesa->fbc = fbc;
	if (fmesa->ppc != ppc)
		fmesa->regs->ppc = fmesa->ppc = ppc;
	if (do_sw != 0) {
		fmesa->regs->cmp =
			(fmesa->cmp & ~(0xff<<16)) | (0x80 << 16);
	} else
		fmesa->regs->cmp = fmesa->cmp;
}
コード例 #26
0
void ffbDDClear(GLcontext *ctx, GLbitfield mask)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	__DRIdrawablePrivate *dPriv = fmesa->driDrawable;
	unsigned int stcmask = BUFFER_BIT_STENCIL;

#ifdef CLEAR_TRACE
	fprintf(stderr, "ffbDDClear: mask(%08x) \n", mask);
#endif
	if (!(fmesa->ffb_sarea->flags & FFB_DRI_FFB2PLUS))
		stcmask = 0;

	if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT | BUFFER_BIT_DEPTH | stcmask)) {
		ffb_fbcPtr ffb = fmesa->regs;
		unsigned int fbc, ppc;

		fbc = (FFB_FBC_XE_ON);
		ppc = (FFB_PPC_ACE_DISABLE | FFB_PPC_DCE_DISABLE |
		       FFB_PPC_ABE_DISABLE | FFB_PPC_VCE_DISABLE |
		       FFB_PPC_APE_DISABLE | FFB_PPC_XS_WID |
		       FFB_PPC_ZS_CONST | FFB_PPC_CS_CONST);

		/* Y/X enables must be both on or both off. */
		if (mask & (BUFFER_BIT_DEPTH | stcmask)) {
			fbc |= (FFB_FBC_ZE_ON | FFB_FBC_YE_ON | FFB_FBC_WB_C);
		} else
			fbc |= FFB_FBC_ZE_OFF | FFB_FBC_YE_OFF;

		/* All RGB enables must be both on or both off. */
		if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT)) {
			if (mask & BUFFER_BIT_FRONT_LEFT) {
				if (fmesa->back_buffer == 0)
					fbc |= FFB_FBC_WB_B;
				else
					fbc |= FFB_FBC_WB_A;
			}
			if (mask & BUFFER_BIT_BACK_LEFT) {
				if (fmesa->back_buffer == 0)
					fbc |= FFB_FBC_WB_A;
				else
					fbc |= FFB_FBC_WB_B;
			}
			fbc |= FFB_FBC_RGBE_ON;
		} else
			fbc |= FFB_FBC_RGBE_OFF;

		LOCK_HARDWARE(fmesa);

		if (dPriv->numClipRects) {
			FFBFifo(fmesa, 8);
			ffb->fbc = fbc;
			ffb->ppc = ppc;
			ffb->xclip = FFB_XCLIP_TEST_ALWAYS;
			ffb->cmp = 0x80808080;
			ffb->rop = FFB_ROP_NEW;

			if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT))
				ffb->fg = fmesa->clear_pixel;
			if (mask & BUFFER_BIT_DEPTH)
				ffb->constz = fmesa->clear_depth;
			if (mask & stcmask)
				ffb->consty = fmesa->clear_stencil;

			ffb_do_clear(ctx, dPriv);

			FFBFifo(fmesa, 6);
			ffb->ppc = fmesa->ppc;
			ffb->fbc = fmesa->fbc;
			ffb->xclip = fmesa->xclip;
			ffb->cmp = fmesa->cmp;
			ffb->rop = fmesa->rop;
			ffb->drawop = fmesa->drawop;
			if (mask & stcmask)
				ffb->consty = fmesa->consty;
			fmesa->ffbScreen->rp_active = 1;
		}

		UNLOCK_HARDWARE(fmesa);

		mask &= ~(BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_BACK_LEFT |
			  BUFFER_BIT_DEPTH | stcmask);
	}

	if (mask) 
		_swrast_Clear(ctx, mask);
}
コード例 #27
0
static void
ffb_do_clear(GLcontext *ctx, __DRIdrawablePrivate *dPriv)
{
	ffbContextPtr fmesa = FFB_CONTEXT(ctx);
	FFBDRIPtr gDRIPriv = (FFBDRIPtr) fmesa->driScreen->pDevPriv;
	ffb_fbcPtr ffb = fmesa->regs;
	drm_clip_rect_t *box = dPriv->pClipRects;
	int nc = dPriv->numClipRects;
	GLint cx, cy, cw, ch;

	/* compute region after locking: */
	cx = ctx->DrawBuffer->_Xmin;
	cy = ctx->DrawBuffer->_Ymin;
	cw = ctx->DrawBuffer->_Xmax - cx;
	ch = ctx->DrawBuffer->_Ymax - cy;

	cy  = dPriv->h - cy - ch;
	cx += dPriv->x;
	cy += dPriv->y;

	while (nc--) {
		GLint x = box[nc].x1;
		GLint y = box[nc].y1;
		GLint width = box[nc].x2 - x;
		GLint height = box[nc].y2 - y;
		int paligned_y, paligned_x;
		int paligned_h, paligned_w = 0;
		int extra_work;

		if (BOX_AREA(width, height) < gDRIPriv->fastfill_small_area) {
			FFBFifo(fmesa, 5);
			ffb->drawop = FFB_DRAWOP_RECTANGLE;
			ffb->by = y;
			ffb->bx = x;
			ffb->bh = height;
			ffb->bw = width;
			continue;
		}

		FFBFifo(fmesa, 1);
		ffb->drawop = FFB_DRAWOP_FASTFILL;

		if (gDRIPriv->disable_pagefill ||
		    (width < (gDRIPriv->pagefill_width<<1)) ||
		    (height < (gDRIPriv->pagefill_height<<1)))
			goto do_fastfill;

		CreatorPageFillParms(gDRIPriv,
				     x, y, width, height,
				     paligned_x, paligned_y,
				     paligned_w, paligned_h, extra_work);

		if (extra_work < 0 ||
		    BOX_AREA(paligned_w, paligned_h) < gDRIPriv->pagefill_small_area) {
		do_fastfill:
			FFBFifo(fmesa, 10);
			ffb->by = FFB_FASTFILL_COLOR_BLK;
			ffb->dy = 0;
			ffb->dx = 0;
			ffb->bh = gDRIPriv->fastfill_height;
			ffb->bw = (gDRIPriv->fastfill_width * 4);
			ffb->by = FFB_FASTFILL_BLOCK;
			ffb->dy = y;
			ffb->dx = x;
			ffb->bh = (height + (y & (gDRIPriv->fastfill_height - 1)));
			ffb->bx = (width + (x & (gDRIPriv->fastfill_width - 1)));
			continue;
		}

		/* Ok, page fill is possible and worth it. */
		FFBFifo(fmesa, 15);
		ffb->by = FFB_FASTFILL_COLOR_BLK;
		ffb->dy = 0;
		ffb->dx = 0;
		ffb->bh = gDRIPriv->fastfill_height;
		ffb->bw = gDRIPriv->fastfill_width * 4;
		ffb->by = FFB_FASTFILL_BLOCK_X;
		ffb->dy = 0;
		ffb->dx = 0;
		ffb->bh = gDRIPriv->pagefill_height;
		ffb->bw = gDRIPriv->pagefill_width * 4;
		ffb->by = FFB_FASTFILL_PAGE;
		ffb->dy = paligned_y;
		ffb->dx = paligned_x;
		ffb->bh = paligned_h;
		ffb->bx = paligned_w;

		if (extra_work) {
			struct ff_fixups local_fixups[4];
			int nfixups;

			nfixups = CreatorComputePageFillFixups(local_fixups,
							       x, y, width, height,
							       paligned_x, paligned_y,
							       paligned_w, paligned_h);
			FFBFifo(fmesa, 5 + (nfixups * 5));
			ffb->by = FFB_FASTFILL_COLOR_BLK;
			ffb->dy = 0;
			ffb->dx = 0;
			ffb->bh = gDRIPriv->fastfill_height;
			ffb->bw = gDRIPriv->fastfill_width * 4;

			while (--nfixups >= 0) {
				int xx, yy, ww, hh;

				xx = local_fixups[nfixups].x;
				yy = local_fixups[nfixups].y;
				ffb->dy = yy;
				ffb->dx = xx;
				ww = (local_fixups[nfixups].width +
				      (xx & (gDRIPriv->fastfill_width - 1)));
				hh = (local_fixups[nfixups].height +
				      (yy & (gDRIPriv->fastfill_height - 1)));
				if (nfixups != 0) {
					ffb->by = FFB_FASTFILL_BLOCK;
					ffb->bh = hh;
					ffb->bw = ww;
				} else {
					ffb->bh = hh;
					ffb->by = FFB_FASTFILL_BLOCK;
					ffb->bx = ww;
				}
			}
		}
	}
}