/* ================================================================ * 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; }
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; }
/** * 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; }
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; }