コード例 #1
0
/* ================================================================
 * Texture combine functions
 */
static GLuint
pass_through(GLuint * state, GLuint blendUnit)
{
   state[0] = (_3DSTATE_MAP_BLEND_OP_CMD(blendUnit) |
               TEXPIPE_COLOR |
               ENABLE_TEXOUTPUT_WRT_SEL |
               TEXOP_OUTPUT_CURRENT |
               DISABLE_TEX_CNTRL_STAGE |
               TEXOP_SCALE_1X | TEXOP_MODIFY_PARMS | TEXBLENDOP_ARG1);
   state[1] = (_3DSTATE_MAP_BLEND_OP_CMD(blendUnit) |
               TEXPIPE_ALPHA |
               ENABLE_TEXOUTPUT_WRT_SEL |
               TEXOP_OUTPUT_CURRENT |
               TEXOP_SCALE_1X | TEXOP_MODIFY_PARMS | TEXBLENDOP_ARG1);
   state[2] = (_3DSTATE_MAP_BLEND_ARG_CMD(blendUnit) |
               TEXPIPE_COLOR |
               TEXBLEND_ARG1 |
               TEXBLENDARG_MODIFY_PARMS | TEXBLENDARG_CURRENT);
   state[3] = (_3DSTATE_MAP_BLEND_ARG_CMD(blendUnit) |
               TEXPIPE_ALPHA |
               TEXBLEND_ARG1 |
               TEXBLENDARG_MODIFY_PARMS | TEXBLENDARG_CURRENT);

   return 4;
}
コード例 #2
0
ファイル: i830_state.c プロジェクト: nikai3d/mesa
static void
i830_init_packets(struct i830_context *i830)
{
   /* Zero all state */
   memset(&i830->state, 0, sizeof(i830->state));

   /* Set default blend state */
   i830->state.TexBlend[0][0] = (_3DSTATE_MAP_BLEND_OP_CMD(0) |
                                 TEXPIPE_COLOR |
                                 ENABLE_TEXOUTPUT_WRT_SEL |
                                 TEXOP_OUTPUT_CURRENT |
                                 DISABLE_TEX_CNTRL_STAGE |
                                 TEXOP_SCALE_1X |
                                 TEXOP_MODIFY_PARMS |
                                 TEXOP_LAST_STAGE | TEXBLENDOP_ARG1);
   i830->state.TexBlend[0][1] = (_3DSTATE_MAP_BLEND_OP_CMD(0) |
                                 TEXPIPE_ALPHA |
                                 ENABLE_TEXOUTPUT_WRT_SEL |
                                 TEXOP_OUTPUT_CURRENT |
                                 TEXOP_SCALE_1X |
                                 TEXOP_MODIFY_PARMS | TEXBLENDOP_ARG1);
   i830->state.TexBlend[0][2] = (_3DSTATE_MAP_BLEND_ARG_CMD(0) |
                                 TEXPIPE_COLOR |
                                 TEXBLEND_ARG1 |
                                 TEXBLENDARG_MODIFY_PARMS |
                                 TEXBLENDARG_DIFFUSE);
   i830->state.TexBlend[0][3] = (_3DSTATE_MAP_BLEND_ARG_CMD(0) |
                                 TEXPIPE_ALPHA |
                                 TEXBLEND_ARG1 |
                                 TEXBLENDARG_MODIFY_PARMS |
                                 TEXBLENDARG_DIFFUSE);

   i830->state.TexBlendWordsUsed[0] = 4;


   i830->state.Ctx[I830_CTXREG_VF] = 0;
   i830->state.Ctx[I830_CTXREG_VF2] = 0;

   i830->state.Ctx[I830_CTXREG_AA] = (_3DSTATE_AA_CMD |
                                      AA_LINE_ECAAR_WIDTH_ENABLE |
                                      AA_LINE_ECAAR_WIDTH_1_0 |
                                      AA_LINE_REGION_WIDTH_ENABLE |
                                      AA_LINE_REGION_WIDTH_1_0 |
                                      AA_LINE_DISABLE);

   i830->state.Ctx[I830_CTXREG_ENABLES_1] = (_3DSTATE_ENABLES_1_CMD |
                                             DISABLE_LOGIC_OP |
                                             DISABLE_STENCIL_TEST |
                                             DISABLE_DEPTH_BIAS |
                                             DISABLE_SPEC_ADD |
                                             DISABLE_FOG |
                                             DISABLE_ALPHA_TEST |
                                             DISABLE_COLOR_BLEND |
                                             DISABLE_DEPTH_TEST);

#if 000                         /* XXX all the stencil enable state is set in i830Enable(), right? */
   if (i830->intel.hw_stencil) {
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = (_3DSTATE_ENABLES_2_CMD |
                                                ENABLE_STENCIL_WRITE |
                                                ENABLE_TEX_CACHE |
                                                ENABLE_DITHER |
                                                ENABLE_COLOR_MASK |
                                                /* set no color comps disabled */
                                                ENABLE_COLOR_WRITE |
                                                ENABLE_DEPTH_WRITE);
   }
   else
#endif
   {
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = (_3DSTATE_ENABLES_2_CMD |
                                                DISABLE_STENCIL_WRITE |
                                                ENABLE_TEX_CACHE |
                                                ENABLE_DITHER |
                                                ENABLE_COLOR_MASK |
                                                /* set no color comps disabled */
                                                ENABLE_COLOR_WRITE |
                                                ENABLE_DEPTH_WRITE);
   }

   i830->state.Ctx[I830_CTXREG_STATE1] = (_3DSTATE_MODES_1_CMD |
                                          ENABLE_COLR_BLND_FUNC |
                                          BLENDFUNC_ADD |
                                          ENABLE_SRC_BLND_FACTOR |
                                          SRC_BLND_FACT(BLENDFACT_ONE) |
                                          ENABLE_DST_BLND_FACTOR |
                                          DST_BLND_FACT(BLENDFACT_ZERO));

   i830->state.Ctx[I830_CTXREG_STATE2] = (_3DSTATE_MODES_2_CMD |
                                          ENABLE_GLOBAL_DEPTH_BIAS |
                                          GLOBAL_DEPTH_BIAS(0) |
                                          ENABLE_ALPHA_TEST_FUNC |
                                          ALPHA_TEST_FUNC(COMPAREFUNC_ALWAYS)
                                          | ALPHA_REF_VALUE(0));

   i830->state.Ctx[I830_CTXREG_STATE3] = (_3DSTATE_MODES_3_CMD |
                                          ENABLE_DEPTH_TEST_FUNC |
                                          DEPTH_TEST_FUNC(COMPAREFUNC_LESS) |
                                          ENABLE_ALPHA_SHADE_MODE |
                                          ALPHA_SHADE_MODE(SHADE_MODE_LINEAR)
                                          | ENABLE_FOG_SHADE_MODE |
                                          FOG_SHADE_MODE(SHADE_MODE_LINEAR) |
                                          ENABLE_SPEC_SHADE_MODE |
                                          SPEC_SHADE_MODE(SHADE_MODE_LINEAR) |
                                          ENABLE_COLOR_SHADE_MODE |
                                          COLOR_SHADE_MODE(SHADE_MODE_LINEAR)
                                          | ENABLE_CULL_MODE | CULLMODE_NONE);

   i830->state.Ctx[I830_CTXREG_STATE4] = (_3DSTATE_MODES_4_CMD |
                                          ENABLE_LOGIC_OP_FUNC |
                                          LOGIC_OP_FUNC(LOGICOP_COPY) |
                                          ENABLE_STENCIL_TEST_MASK |
                                          STENCIL_TEST_MASK(0xff) |
                                          ENABLE_STENCIL_WRITE_MASK |
                                          STENCIL_WRITE_MASK(0xff));

   i830->state.Ctx[I830_CTXREG_STENCILTST] = (_3DSTATE_STENCIL_TEST_CMD |
                                              ENABLE_STENCIL_PARMS |
                                              STENCIL_FAIL_OP(STENCILOP_KEEP)
                                              |
                                              STENCIL_PASS_DEPTH_FAIL_OP
                                              (STENCILOP_KEEP) |
                                              STENCIL_PASS_DEPTH_PASS_OP
                                              (STENCILOP_KEEP) |
                                              ENABLE_STENCIL_TEST_FUNC |
                                              STENCIL_TEST_FUNC
                                              (COMPAREFUNC_ALWAYS) |
                                              ENABLE_STENCIL_REF_VALUE |
                                              STENCIL_REF_VALUE(0));

   i830->state.Ctx[I830_CTXREG_STATE5] = (_3DSTATE_MODES_5_CMD | FLUSH_TEXTURE_CACHE | ENABLE_SPRITE_POINT_TEX | SPRITE_POINT_TEX_OFF | ENABLE_FIXED_LINE_WIDTH | FIXED_LINE_WIDTH(0x2) |       /* 1.0 */
                                          ENABLE_FIXED_POINT_WIDTH |
                                          FIXED_POINT_WIDTH(1));

   i830->state.Ctx[I830_CTXREG_IALPHAB] = (_3DSTATE_INDPT_ALPHA_BLEND_CMD |
                                           DISABLE_INDPT_ALPHA_BLEND |
                                           ENABLE_ALPHA_BLENDFUNC |
                                           ABLENDFUNC_ADD);

   i830->state.Ctx[I830_CTXREG_FOGCOLOR] = (_3DSTATE_FOG_COLOR_CMD |
                                            FOG_COLOR_RED(0) |
                                            FOG_COLOR_GREEN(0) |
                                            FOG_COLOR_BLUE(0));

   i830->state.Ctx[I830_CTXREG_BLENDCOLOR0] = _3DSTATE_CONST_BLEND_COLOR_CMD;
   i830->state.Ctx[I830_CTXREG_BLENDCOLOR1] = 0;

   i830->state.Ctx[I830_CTXREG_MCSB0] = _3DSTATE_MAP_COORD_SETBIND_CMD;
   i830->state.Ctx[I830_CTXREG_MCSB1] = (TEXBIND_SET3(TEXCOORDSRC_VTXSET_3) |
                                         TEXBIND_SET2(TEXCOORDSRC_VTXSET_2) |
                                         TEXBIND_SET1(TEXCOORDSRC_VTXSET_1) |
                                         TEXBIND_SET0(TEXCOORDSRC_VTXSET_0));

   i830->state.RasterRules[I830_RASTER_RULES] = (_3DSTATE_RASTER_RULES_CMD |
						 ENABLE_POINT_RASTER_RULE |
						 OGL_POINT_RASTER_RULE |
						 ENABLE_LINE_STRIP_PROVOKE_VRTX |
						 ENABLE_TRI_FAN_PROVOKE_VRTX |
						 ENABLE_TRI_STRIP_PROVOKE_VRTX |
						 LINE_STRIP_PROVOKE_VRTX(1) |
						 TRI_FAN_PROVOKE_VRTX(2) |
						 TRI_STRIP_PROVOKE_VRTX(2));


   i830->state.Stipple[I830_STPREG_ST0] = _3DSTATE_STIPPLE;

   i830->state.Buffer[I830_DESTREG_DV0] = _3DSTATE_DST_BUF_VARS_CMD;
   i830->state.Buffer[I830_DESTREG_SENABLE] = (_3DSTATE_SCISSOR_ENABLE_CMD |
                                               DISABLE_SCISSOR_RECT);
   i830->state.Buffer[I830_DESTREG_SR0] = _3DSTATE_SCISSOR_RECT_0_CMD;
   i830->state.Buffer[I830_DESTREG_SR1] = 0;
   i830->state.Buffer[I830_DESTREG_SR2] = 0;
}
コード例 #3
0
/**
 * Calculate the hardware instuctions to setup the current texture enviromnemt
 * settings.  Since \c gl_texture_unit::_CurrentCombine is used, both
 * "classic" texture enviroments and GL_ARB_texture_env_combine type texture
 * environments are treated identically.
 *
 * \todo
 * This function should return \c bool.  When \c false is returned,
 * it means that an environment is selected that the hardware cannot do.  This
 * is the way the Radeon and R200 drivers work.
 * 
 * \todo
 * Looking at i830_3d_regs.h, it seems the i830 can do part of
 * GL_ATI_texture_env_combine3.  It can handle using \c GL_ONE and
 * \c GL_ZERO as combine inputs (which the code already supports).  It can
 * also handle the \c GL_MODULATE_ADD_ATI mode.  Is it worth investigating
 * partial support for the extension?
 */
GLuint
i830SetTexEnvCombine(struct i830_context * i830,
                     const struct gl_tex_env_combine_state * combine,
                     GLint blendUnit,
                     GLuint texel_op, GLuint * state, const GLfloat * factor)
{
   const GLuint numColorArgs = combine->_NumArgsRGB;
   GLuint numAlphaArgs = combine->_NumArgsA;

   GLuint blendop;
   GLuint ablendop;
   GLuint args_RGB[3];
   GLuint args_A[3];
   GLuint rgb_shift;
   GLuint alpha_shift;
   bool need_factor = 0;
   int i;
   unsigned used;
   static const GLuint tex_blend_rgb[3] = {
      TEXPIPE_COLOR | TEXBLEND_ARG1 | TEXBLENDARG_MODIFY_PARMS,
      TEXPIPE_COLOR | TEXBLEND_ARG2 | TEXBLENDARG_MODIFY_PARMS,
      TEXPIPE_COLOR | TEXBLEND_ARG0 | TEXBLENDARG_MODIFY_PARMS,
   };
   static const GLuint tex_blend_a[3] = {
      TEXPIPE_ALPHA | TEXBLEND_ARG1 | TEXBLENDARG_MODIFY_PARMS,
      TEXPIPE_ALPHA | TEXBLEND_ARG2 | TEXBLENDARG_MODIFY_PARMS,
      TEXPIPE_ALPHA | TEXBLEND_ARG0 | TEXBLENDARG_MODIFY_PARMS,
   };

   if (INTEL_DEBUG & DEBUG_TEXTURE)
      fprintf(stderr, "%s\n", __func__);


   /* The EXT version of the DOT3 extension does not support the
    * scale factor, but the ARB version (and the version in OpenGL
    * 1.3) does.
    */
   switch (combine->ModeRGB) {
   case GL_DOT3_RGB_EXT:
      alpha_shift = combine->ScaleShiftA;
      rgb_shift = 0;
      break;

   case GL_DOT3_RGBA_EXT:
      alpha_shift = 0;
      rgb_shift = 0;
      break;

   default:
      rgb_shift = combine->ScaleShiftRGB;
      alpha_shift = combine->ScaleShiftA;
      break;
   }


   switch (combine->ModeRGB) {
   case GL_REPLACE:
      blendop = TEXBLENDOP_ARG1;
      break;
   case GL_MODULATE:
      blendop = TEXBLENDOP_MODULATE;
      break;
   case GL_ADD:
      blendop = TEXBLENDOP_ADD;
      break;
   case GL_ADD_SIGNED:
      blendop = TEXBLENDOP_ADDSIGNED;
      break;
   case GL_INTERPOLATE:
      blendop = TEXBLENDOP_BLEND;
      break;
   case GL_SUBTRACT:
      blendop = TEXBLENDOP_SUBTRACT;
      break;
   case GL_DOT3_RGB_EXT:
   case GL_DOT3_RGB:
      blendop = TEXBLENDOP_DOT3;
      break;
   case GL_DOT3_RGBA_EXT:
   case GL_DOT3_RGBA:
      blendop = TEXBLENDOP_DOT4;
      break;
   default:
      return pass_through(state, blendUnit);
   }

   blendop |= (rgb_shift << TEXOP_SCALE_SHIFT);


   /* Handle RGB args */
   for (i = 0; i < 3; i++) {
      switch (combine->SourceRGB[i]) {
      case GL_TEXTURE:
         args_RGB[i] = texel_op;
         break;
      case GL_TEXTURE0:
      case GL_TEXTURE1:
      case GL_TEXTURE2:
      case GL_TEXTURE3:
         args_RGB[i] = GetTexelOp(combine->SourceRGB[i] - GL_TEXTURE0);
         break;
      case GL_CONSTANT:
         args_RGB[i] = TEXBLENDARG_FACTOR_N;
         need_factor = 1;
         break;
      case GL_PRIMARY_COLOR:
         args_RGB[i] = TEXBLENDARG_DIFFUSE;
         break;
      case GL_PREVIOUS:
         args_RGB[i] = TEXBLENDARG_CURRENT;
         break;
      default:
         return pass_through(state, blendUnit);
      }

      switch (combine->OperandRGB[i]) {
      case GL_SRC_COLOR:
         args_RGB[i] |= 0;
         break;
      case GL_ONE_MINUS_SRC_COLOR:
         args_RGB[i] |= TEXBLENDARG_INV_ARG;
         break;
      case GL_SRC_ALPHA:
         args_RGB[i] |= TEXBLENDARG_REPLICATE_ALPHA;
         break;
      case GL_ONE_MINUS_SRC_ALPHA:
         args_RGB[i] |= (TEXBLENDARG_REPLICATE_ALPHA | TEXBLENDARG_INV_ARG);
         break;
      default:
         return pass_through(state, blendUnit);
      }
   }


   /* Need to knobble the alpha calculations of TEXBLENDOP_DOT4 to
    * match the spec.  Can't use DOT3 as it won't propogate values
    * into alpha as required:
    *
    * Note - the global factor is set up with alpha == .5, so 
    * the alpha part of the DOT4 calculation should be zero.
    */
   if (combine->ModeRGB == GL_DOT3_RGBA_EXT ||
       combine->ModeRGB == GL_DOT3_RGBA) {
      ablendop = TEXBLENDOP_DOT4;
      numAlphaArgs = 2;
      args_A[0] = TEXBLENDARG_FACTOR;   /* the global factor */
      args_A[1] = TEXBLENDARG_FACTOR;
      args_A[2] = TEXBLENDARG_FACTOR;
   }
   else {
      switch (combine->ModeA) {
      case GL_REPLACE:
         ablendop = TEXBLENDOP_ARG1;
         break;
      case GL_MODULATE:
         ablendop = TEXBLENDOP_MODULATE;
         break;
      case GL_ADD:
         ablendop = TEXBLENDOP_ADD;
         break;
      case GL_ADD_SIGNED:
         ablendop = TEXBLENDOP_ADDSIGNED;
         break;
      case GL_INTERPOLATE:
         ablendop = TEXBLENDOP_BLEND;
         break;
      case GL_SUBTRACT:
         ablendop = TEXBLENDOP_SUBTRACT;
         break;
      default:
         return pass_through(state, blendUnit);
      }


      ablendop |= (alpha_shift << TEXOP_SCALE_SHIFT);

      /* Handle A args */
      for (i = 0; i < 3; i++) {
         switch (combine->SourceA[i]) {
         case GL_TEXTURE:
            args_A[i] = texel_op;
            break;
         case GL_TEXTURE0:
         case GL_TEXTURE1:
         case GL_TEXTURE2:
         case GL_TEXTURE3:
            args_A[i] = GetTexelOp(combine->SourceA[i] - GL_TEXTURE0);
            break;
         case GL_CONSTANT:
            args_A[i] = TEXBLENDARG_FACTOR_N;
            need_factor = 1;
            break;
         case GL_PRIMARY_COLOR:
            args_A[i] = TEXBLENDARG_DIFFUSE;
            break;
         case GL_PREVIOUS:
            args_A[i] = TEXBLENDARG_CURRENT;
            break;
         default:
            return pass_through(state, blendUnit);
         }

         switch (combine->OperandA[i]) {
         case GL_SRC_ALPHA:
            args_A[i] |= 0;
            break;
         case GL_ONE_MINUS_SRC_ALPHA:
            args_A[i] |= TEXBLENDARG_INV_ARG;
            break;
         default:
            return pass_through(state, blendUnit);
         }
      }
   }



   /* Native Arg1 == Arg0 in GL_EXT_texture_env_combine spec */
   /* Native Arg2 == Arg1 in GL_EXT_texture_env_combine spec */
   /* Native Arg0 == Arg2 in GL_EXT_texture_env_combine spec */

   /* When we render we need to figure out which is the last really enabled
    * tex unit, and put last stage on it
    */


   /* Build color & alpha pipelines */

   used = 0;
   state[used++] = (_3DSTATE_MAP_BLEND_OP_CMD(blendUnit) |
                    TEXPIPE_COLOR |
                    ENABLE_TEXOUTPUT_WRT_SEL |
                    TEXOP_OUTPUT_CURRENT |
                    DISABLE_TEX_CNTRL_STAGE | TEXOP_MODIFY_PARMS | blendop);
   state[used++] = (_3DSTATE_MAP_BLEND_OP_CMD(blendUnit) |
                    TEXPIPE_ALPHA |
                    ENABLE_TEXOUTPUT_WRT_SEL |
                    TEXOP_OUTPUT_CURRENT | TEXOP_MODIFY_PARMS | ablendop);

   for (i = 0; i < numColorArgs; i++) {
      state[used++] = (_3DSTATE_MAP_BLEND_ARG_CMD(blendUnit) |
                       tex_blend_rgb[i] | args_RGB[i]);
   }

   for (i = 0; i < numAlphaArgs; i++) {
      state[used++] = (_3DSTATE_MAP_BLEND_ARG_CMD(blendUnit) |
                       tex_blend_a[i] | args_A[i]);
   }


   if (need_factor)
      return emit_factor(blendUnit, state, used, factor);
   else
      return used;
}
コード例 #4
0
ファイル: i830_state.c プロジェクト: Starlink/mesa
static void i830_init_packets( i830ContextPtr i830 )
{
   intelScreenPrivate *screen = i830->intel.intelScreen;

   /* Zero all state */
   memset(&i830->state, 0, sizeof(i830->state));

   /* Set default blend state */
   i830->state.TexBlend[0][0] = (_3DSTATE_MAP_BLEND_OP_CMD(0) |
				  TEXPIPE_COLOR |
				  ENABLE_TEXOUTPUT_WRT_SEL |
				  TEXOP_OUTPUT_CURRENT |
				  DISABLE_TEX_CNTRL_STAGE |
				  TEXOP_SCALE_1X |
				  TEXOP_MODIFY_PARMS |
				  TEXOP_LAST_STAGE |
				  TEXBLENDOP_ARG1);
   i830->state.TexBlend[0][1] = (_3DSTATE_MAP_BLEND_OP_CMD(0) |
				  TEXPIPE_ALPHA |
				  ENABLE_TEXOUTPUT_WRT_SEL |
				  TEXOP_OUTPUT_CURRENT |
				  TEXOP_SCALE_1X |
				  TEXOP_MODIFY_PARMS |
				  TEXBLENDOP_ARG1);
   i830->state.TexBlend[0][2] = (_3DSTATE_MAP_BLEND_ARG_CMD(0) |
				  TEXPIPE_COLOR |
				  TEXBLEND_ARG1 |
				  TEXBLENDARG_MODIFY_PARMS |
				  TEXBLENDARG_DIFFUSE);
   i830->state.TexBlend[0][3] = (_3DSTATE_MAP_BLEND_ARG_CMD(0) |
				  TEXPIPE_ALPHA |
				  TEXBLEND_ARG1 |
				  TEXBLENDARG_MODIFY_PARMS |
				  TEXBLENDARG_DIFFUSE);

   i830->state.TexBlendWordsUsed[0] = 4;


   i830->state.Ctx[I830_CTXREG_VF] =  0;
   i830->state.Ctx[I830_CTXREG_VF2] = 0;

   i830->state.Ctx[I830_CTXREG_AA] = (_3DSTATE_AA_CMD |
				      AA_LINE_ECAAR_WIDTH_ENABLE |
				      AA_LINE_ECAAR_WIDTH_1_0 |
				      AA_LINE_REGION_WIDTH_ENABLE |
				      AA_LINE_REGION_WIDTH_1_0 | 
				      AA_LINE_DISABLE);

   i830->state.Ctx[I830_CTXREG_ENABLES_1] = (_3DSTATE_ENABLES_1_CMD |
					     DISABLE_LOGIC_OP |
					     DISABLE_STENCIL_TEST |
					     DISABLE_DEPTH_BIAS |
					     DISABLE_SPEC_ADD |
					     DISABLE_FOG |
					     DISABLE_ALPHA_TEST |
					     DISABLE_COLOR_BLEND |
					     DISABLE_DEPTH_TEST);

   if (i830->intel.hw_stencil) {
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = (_3DSTATE_ENABLES_2_CMD |
						ENABLE_STENCIL_WRITE |
						ENABLE_TEX_CACHE |
						ENABLE_DITHER |
						ENABLE_COLOR_MASK |
						/* set no color comps disabled */
						ENABLE_COLOR_WRITE |
						ENABLE_DEPTH_WRITE);
   } else {
      i830->state.Ctx[I830_CTXREG_ENABLES_2] = (_3DSTATE_ENABLES_2_CMD |
						DISABLE_STENCIL_WRITE |
						ENABLE_TEX_CACHE |
						ENABLE_DITHER |
						ENABLE_COLOR_MASK |
						/* set no color comps disabled */
						ENABLE_COLOR_WRITE |
						ENABLE_DEPTH_WRITE);
   }

   i830->state.Ctx[I830_CTXREG_STATE1] = (_3DSTATE_MODES_1_CMD |
					  ENABLE_COLR_BLND_FUNC |
					  BLENDFUNC_ADD |
					  ENABLE_SRC_BLND_FACTOR |
					  SRC_BLND_FACT(BLENDFACT_ONE) | 
					  ENABLE_DST_BLND_FACTOR |
					  DST_BLND_FACT(BLENDFACT_ZERO) );

   i830->state.Ctx[I830_CTXREG_STATE2] = (_3DSTATE_MODES_2_CMD |
					  ENABLE_GLOBAL_DEPTH_BIAS | 
					  GLOBAL_DEPTH_BIAS(0) |
					  ENABLE_ALPHA_TEST_FUNC | 
					  ALPHA_TEST_FUNC(COMPAREFUNC_ALWAYS) |
					  ALPHA_REF_VALUE(0) );

   i830->state.Ctx[I830_CTXREG_STATE3] = (_3DSTATE_MODES_3_CMD |
					  ENABLE_DEPTH_TEST_FUNC |
					  DEPTH_TEST_FUNC(COMPAREFUNC_LESS) |
					  ENABLE_ALPHA_SHADE_MODE |
					  ALPHA_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_FOG_SHADE_MODE |
					  FOG_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_SPEC_SHADE_MODE |
					  SPEC_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_COLOR_SHADE_MODE |
					  COLOR_SHADE_MODE(SHADE_MODE_LINEAR) |
					  ENABLE_CULL_MODE |
					  CULLMODE_NONE);

   i830->state.Ctx[I830_CTXREG_STATE4] = (_3DSTATE_MODES_4_CMD |
					  ENABLE_LOGIC_OP_FUNC |
					  LOGIC_OP_FUNC(LOGICOP_COPY) |
					  ENABLE_STENCIL_TEST_MASK |
					  STENCIL_TEST_MASK(0xff) |
					  ENABLE_STENCIL_WRITE_MASK |
					  STENCIL_WRITE_MASK(0xff));

   i830->state.Ctx[I830_CTXREG_STENCILTST] = (_3DSTATE_STENCIL_TEST_CMD |
					      ENABLE_STENCIL_PARMS |
					      STENCIL_FAIL_OP(STENCILOP_KEEP) |
					      STENCIL_PASS_DEPTH_FAIL_OP(STENCILOP_KEEP) |
					      STENCIL_PASS_DEPTH_PASS_OP(STENCILOP_KEEP) |
					      ENABLE_STENCIL_TEST_FUNC |
					      STENCIL_TEST_FUNC(COMPAREFUNC_ALWAYS) |
					      ENABLE_STENCIL_REF_VALUE |
					      STENCIL_REF_VALUE(0) );

   i830->state.Ctx[I830_CTXREG_STATE5] = (_3DSTATE_MODES_5_CMD |
					  FLUSH_TEXTURE_CACHE |
					  ENABLE_SPRITE_POINT_TEX |
					  SPRITE_POINT_TEX_OFF |
					  ENABLE_FIXED_LINE_WIDTH |
					  FIXED_LINE_WIDTH(0x2) | /* 1.0 */
					  ENABLE_FIXED_POINT_WIDTH |
					  FIXED_POINT_WIDTH(1) );

   i830->state.Ctx[I830_CTXREG_IALPHAB] = (_3DSTATE_INDPT_ALPHA_BLEND_CMD |
					   DISABLE_INDPT_ALPHA_BLEND |
					   ENABLE_ALPHA_BLENDFUNC |
					   ABLENDFUNC_ADD);

   i830->state.Ctx[I830_CTXREG_FOGCOLOR] = (_3DSTATE_FOG_COLOR_CMD |
					    FOG_COLOR_RED(0) |
					    FOG_COLOR_GREEN(0) |
					    FOG_COLOR_BLUE(0));

   i830->state.Ctx[I830_CTXREG_BLENDCOLOR0] = _3DSTATE_CONST_BLEND_COLOR_CMD;
   i830->state.Ctx[I830_CTXREG_BLENDCOLOR1] = 0;

   i830->state.Ctx[I830_CTXREG_MCSB0] = _3DSTATE_MAP_COORD_SETBIND_CMD;
   i830->state.Ctx[I830_CTXREG_MCSB1] = (TEXBIND_SET3(TEXCOORDSRC_VTXSET_3) |
					 TEXBIND_SET2(TEXCOORDSRC_VTXSET_2) |
					 TEXBIND_SET1(TEXCOORDSRC_VTXSET_1) |
					 TEXBIND_SET0(TEXCOORDSRC_VTXSET_0));
					 

   i830->state.Stipple[I830_STPREG_ST0] = _3DSTATE_STIPPLE;

   i830->state.Buffer[I830_DESTREG_CBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
   i830->state.Buffer[I830_DESTREG_CBUFADDR1] = 
      (BUF_3D_ID_COLOR_BACK | 
       BUF_3D_PITCH(screen->front.pitch) |  /* pitch in bytes */
       BUF_3D_USE_FENCE);


   i830->state.Buffer[I830_DESTREG_DBUFADDR0] = _3DSTATE_BUF_INFO_CMD;
   i830->state.Buffer[I830_DESTREG_DBUFADDR1] = 
      (BUF_3D_ID_DEPTH |
       BUF_3D_PITCH(screen->depth.pitch) |  /* pitch in bytes */
       BUF_3D_USE_FENCE);
   i830->state.Buffer[I830_DESTREG_DBUFADDR2] = screen->depth.offset;


   i830->state.Buffer[I830_DESTREG_DV0] = _3DSTATE_DST_BUF_VARS_CMD;

   switch (screen->fbFormat) {
   case DV_PF_555:
   case DV_PF_565:
      i830->state.Buffer[I830_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) | /* .5 */
					      DSTORG_VERT_BIAS(0x8) | /* .5 */
					      screen->fbFormat |
					      DEPTH_IS_Z |
					      DEPTH_FRMT_16_FIXED);
      break;
   case DV_PF_8888:
      i830->state.Buffer[I830_DESTREG_DV1] = (DSTORG_HORT_BIAS(0x8) | /* .5 */
					      DSTORG_VERT_BIAS(0x8) | /* .5 */
					      screen->fbFormat |
					      DEPTH_IS_Z |
					      DEPTH_FRMT_24_FIXED_8_OTHER);
      break;
   }

   i830->state.Buffer[I830_DESTREG_SENABLE] = (_3DSTATE_SCISSOR_ENABLE_CMD |
					       DISABLE_SCISSOR_RECT);
   i830->state.Buffer[I830_DESTREG_SR0] = _3DSTATE_SCISSOR_RECT_0_CMD;
   i830->state.Buffer[I830_DESTREG_SR1] = 0;
   i830->state.Buffer[I830_DESTREG_SR2] = 0;
}