/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sub license, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * **************************************************************************/ #include "glheader.h" #include "context.h" #include "matrix.h" #include "simple_list.h" #include "extensions.h" #include "framebuffer.h" #include "imports.h" #include "swrast/swrast.h" #include "swrast_setup/swrast_setup.h" #include "tnl/tnl.h" #include "array_cache/acache.h" #include "tnl/t_pipeline.h" #include "tnl/t_vertex.h" #include "drivers/common/driverfuncs.h" #include "intel_screen.h" #include "i830_dri.h" #include "intel_buffers.h" #include "intel_tex.h" #include "intel_span.h" #include "intel_tris.h" #include "intel_ioctl.h" #include "intel_batchbuffer.h" #include "intel_blit.h" #include "intel_pixel.h" #include "intel_regions.h" #include "intel_buffer_objects.h" #include "intel_fbo.h" #include "intel_bufmgr.h" #include "vblank.h" #include "utils.h" #include "xmlpool.h" /* for symbolic values of enum-type options */ #ifndef INTEL_DEBUG int INTEL_DEBUG = (0); #endif #define need_GL_ARB_multisample #define need_GL_ARB_point_parameters #define need_GL_ARB_texture_compression #define need_GL_ARB_vertex_buffer_object #define need_GL_ARB_vertex_program #define need_GL_ARB_window_pos #define need_GL_EXT_blend_color #define need_GL_EXT_blend_equation_separate #define need_GL_EXT_blend_func_separate #define need_GL_EXT_blend_minmax #define need_GL_EXT_cull_vertex #define need_GL_EXT_fog_coord #define need_GL_EXT_framebuffer_object #define need_GL_EXT_multi_draw_arrays #define need_GL_EXT_secondary_color #define need_GL_NV_vertex_program #include "extension_helper.h" #define DRIVER_DATE "20060212" static const GLubyte *intelGetString( GLcontext *ctx, GLenum name ) { const char * chipset; static char buffer[128]; switch (name) { case GL_VENDOR: return (GLubyte *)"Tungsten Graphics, Inc"; break; case GL_RENDERER: switch (intel_context(ctx)->intelScreen->deviceID) { case PCI_CHIP_845_G: chipset = "Intel(R) 845G"; break; case PCI_CHIP_I830_M: chipset = "Intel(R) 830M"; break; case PCI_CHIP_I855_GM: chipset = "Intel(R) 852GM/855GM"; break; case PCI_CHIP_I865_G: chipset = "Intel(R) 865G"; break; case PCI_CHIP_I915_G: chipset = "Intel(R) 915G"; break; case PCI_CHIP_I915_GM: chipset = "Intel(R) 915GM"; break; case PCI_CHIP_I945_G: chipset = "Intel(R) 945G"; break; case PCI_CHIP_I945_GM: chipset = "Intel(R) 945GM"; break; default: chipset = "Unknown Intel Chipset"; break; } (void) driGetRendererString( buffer, chipset, DRIVER_DATE, 0 ); return (GLubyte *) buffer; default: return NULL; } } /** * Extension strings exported by the intel driver. * * \note * It appears that ARB_texture_env_crossbar has "disappeared" compared to the * old i830-specific driver. */ const struct dri_extension card_extensions[] = { { "GL_ARB_multisample", GL_ARB_multisample_functions }, { "GL_ARB_multitexture", NULL }, { "GL_ARB_point_parameters", GL_ARB_point_parameters_functions }, { "GL_ARB_texture_border_clamp", NULL }, { "GL_ARB_texture_compression", GL_ARB_texture_compression_functions }, { "GL_ARB_texture_cube_map", NULL }, { "GL_ARB_texture_env_add", NULL }, { "GL_ARB_texture_env_combine", NULL }, { "GL_ARB_texture_env_dot3", NULL }, { "GL_ARB_texture_mirrored_repeat", NULL }, { "GL_ARB_texture_rectangle", NULL }, { "GL_ARB_vertex_buffer_object", GL_ARB_vertex_buffer_object_functions }, { "GL_ARB_pixel_buffer_object", NULL }, { "GL_ARB_vertex_program", GL_ARB_vertex_program_functions }, { "GL_ARB_window_pos", GL_ARB_window_pos_functions }, { "GL_EXT_blend_color", GL_EXT_blend_color_functions }, { "GL_EXT_blend_equation_separate", GL_EXT_blend_equation_separate_functions }, { "GL_EXT_blend_func_separate", GL_EXT_blend_func_separate_functions }, { "GL_EXT_blend_minmax", GL_EXT_blend_minmax_functions }, { "GL_EXT_blend_subtract", NULL }, { "GL_EXT_cull_vertex", GL_EXT_cull_vertex_functions }, { "GL_EXT_fog_coord", GL_EXT_fog_coord_functions }, { "GL_EXT_framebuffer_object", GL_EXT_framebuffer_object_functions }, { "GL_EXT_multi_draw_arrays", GL_EXT_multi_draw_arrays_functions }, #if 1 /* XXX FBO temporary? */ { "GL_EXT_packed_depth_stencil", NULL }, #endif { "GL_EXT_secondary_color", GL_EXT_secondary_color_functions }, { "GL_EXT_stencil_wrap", NULL }, { "GL_EXT_texture_edge_clamp", NULL }, { "GL_EXT_texture_env_combine", NULL }, { "GL_EXT_texture_env_dot3", NULL }, { "GL_EXT_texture_filter_anisotropic", NULL }, { "GL_EXT_texture_lod_bias", NULL }, { "GL_3DFX_texture_compression_FXT1", NULL }, { "GL_APPLE_client_storage", NULL }, { "GL_MESA_pack_invert", NULL }, { "GL_MESA_ycbcr_texture", NULL }, { "GL_NV_blend_square", NULL }, { "GL_NV_vertex_program", GL_NV_vertex_program_functions }, { "GL_NV_vertex_program1_1", NULL }, /* { "GL_SGIS_generate_mipmap", NULL }, */ { NULL, NULL } }; extern const struct tnl_pipeline_stage _intel_render_stage; static const struct tnl_pipeline_stage *intel_pipeline[] = { &_tnl_vertex_transform_stage, &_tnl_vertex_cull_stage, &_tnl_normal_transform_stage, &_tnl_lighting_stage, &_tnl_fog_coordinate_stage, &_tnl_texgen_stage, &_tnl_texture_transform_stage, &_tnl_point_attenuation_stage, &_tnl_arb_vertex_program_stage, &_tnl_vertex_program_stage, #if 1 &_intel_render_stage, /* ADD: unclipped rastersetup-to-dma */ #endif &_tnl_render_stage, 0, }; static const struct dri_debug_control debug_control[] = { { "fall", DEBUG_FALLBACKS }, { "tex", DEBUG_TEXTURE }, { "ioctl", DEBUG_IOCTL }, { "prim", DEBUG_PRIMS }, { "vert", DEBUG_VERTS }, { "state", DEBUG_STATE }, { "verb", DEBUG_VERBOSE }, { "dri", DEBUG_DRI }, { "dma", DEBUG_DMA }, { "san", DEBUG_SANITY }, { "sync", DEBUG_SYNC }, { "sleep", DEBUG_SLEEP }, { "pix", DEBUG_PIXEL }, { "buf", DEBUG_BUFMGR }, { NULL, 0 } }; static void intelInvalidateState( GLcontext *ctx, GLuint new_state ) { _swrast_InvalidateState( ctx, new_state ); _swsetup_InvalidateState( ctx, new_state ); _ac_InvalidateState( ctx, new_state ); _tnl_InvalidateState( ctx, new_state ); _tnl_invalidate_vertex_state( ctx, new_state ); intel_context(ctx)->NewGLState |= new_state; } void intelFlush( GLcontext *ctx ) { struct intel_context *intel = intel_context( ctx ); if (intel->Fallback) _swrast_flush( ctx ); INTEL_FIREVERTICES( intel ); if (intel->batch->map != intel->batch->ptr) intel_batchbuffer_flush( intel->batch ); /* XXX: Need to do an MI_FLUSH here. Actually, the bufmgr_fake.c * code will have done one already. */ } void intelFinish( GLcontext *ctx ) { struct intel_context *intel = intel_context( ctx ); intelFlush( ctx ); bmFinishFence( intel->bm, intel->batch->last_fence ); } void intelInitDriverFunctions( struct dd_function_table *functions ) { _mesa_init_driver_functions( functions ); <<<<<<< intel_context.c functions->Clear = intelClear; functions->Flush = intelglFlush; ======= functions->Flush = intelFlush; >>>>>>> 1.20.2.25 functions->Finish = intelFinish; functions->GetString = intelGetString; functions->UpdateState = intelInvalidateState; functions->CopyColorTable = _swrast_CopyColorTable; functions->CopyColorSubTable = _swrast_CopyColorSubTable; functions->CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D; functions->CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D; intelInitTextureFuncs( functions ); intelInitPixelFuncs( functions ); intelInitStateFuncs( functions ); intelInitBufferFuncs( functions ); } static void intel_emit_invarient_state( GLcontext *ctx ) { intelContextPtr intel = INTEL_CONTEXT(ctx); intel->vtbl.emit_invarient_state( intel ); intel->prim.flush = 0; /* Make sure this gets to the hardware, even if we have no cliprects: */ LOCK_HARDWARE( intel ); intelFlushBatchLocked( intel, GL_TRUE, GL_FALSE, GL_TRUE ); UNLOCK_HARDWARE( intel ); } GLboolean intelInitContext( struct intel_context *intel, const __GLcontextModes *mesaVis, __DRIcontextPrivate *driContextPriv, void *sharedContextPrivate, struct dd_function_table *functions ) { GLcontext *ctx = &intel->ctx; GLcontext *shareCtx = (GLcontext *) sharedContextPrivate; __DRIscreenPrivate *sPriv = driContextPriv->driScreenPriv; intelScreenPrivate *intelScreen = (intelScreenPrivate *)sPriv->private; drmI830Sarea *saPriv = (drmI830Sarea *) (((GLubyte *)sPriv->pSAREA)+intelScreen->sarea_priv_offset); int fthrottle_mode; if (!_mesa_initialize_context(&intel->ctx, mesaVis, shareCtx, functions, (void*) intel)) return GL_FALSE; driContextPriv->driverPrivate = intel; intel->intelScreen = intelScreen; intel->driScreen = sPriv; intel->sarea = saPriv; <<<<<<< intel_context.c (void) memset( intel->texture_heaps, 0, sizeof( intel->texture_heaps ) ); make_empty_list( & intel->swapped ); driParseConfigFiles (&intel->optionCache, &intelScreen->optionCache, intel->driScreen->myNum, "i915"); ======= >>>>>>> 1.20.2.25 ctx->Const.MaxTextureMaxAnisotropy = 2.0; ctx->Const.MinLineWidth = 1.0; ctx->Const.MinLineWidthAA = 1.0; ctx->Const.MaxLineWidth = 3.0; ctx->Const.MaxLineWidthAA = 3.0; ctx->Const.LineWidthGranularity = 1.0; ctx->Const.MinPointSize = 1.0; ctx->Const.MinPointSizeAA = 1.0; ctx->Const.MaxPointSize = 255.0; ctx->Const.MaxPointSizeAA = 3.0; ctx->Const.PointSizeGranularity = 1.0; ctx->Const.MaxColorAttachments = 4; /* XXX FBO: review this */ /* Initialize the software rasterizer and helper modules. */ _swrast_CreateContext( ctx ); _ac_CreateContext( ctx ); _tnl_CreateContext( ctx ); _swsetup_CreateContext( ctx ); /* Install the customized pipeline: */ _tnl_destroy_pipeline( ctx ); _tnl_install_pipeline( ctx, intel_pipeline ); /* Configure swrast to match hardware characteristics: */ _swrast_allow_pixel_fog( ctx, GL_FALSE ); _swrast_allow_vertex_fog( ctx, GL_TRUE ); /* Dri stuff */ intel->hHWContext = driContextPriv->hHWContext; intel->driFd = sPriv->fd; intel->driHwLock = (drmLock *) &sPriv->pSAREA->lock; intel->hw_stipple = 1; /* XXX FBO: this doesn't seem to be used anywhere */ switch(mesaVis->depthBits) { case 0: /* what to do in this case? */ case 16: intel->polygon_offset_scale = 1.0/0xffff; break; case 24: intel->polygon_offset_scale = 2.0/0xffffff; /* req'd to pass glean */ break; default: assert(0); break; } /* Initialize swrast, tnl driver tables: */ intelInitSpanFuncs( ctx ); intelInitTriFuncs( ctx ); intel->RenderIndex = ~0; fthrottle_mode = driQueryOptioni(&intel->optionCache, "fthrottle_mode"); intel->iw.irq_seq = -1; intel->irqsEmitted = 0; intel->do_irqs = (intel->intelScreen->irq_active && fthrottle_mode == DRI_CONF_FTHROTTLE_IRQS); intel->do_usleeps = (fthrottle_mode == DRI_CONF_FTHROTTLE_USLEEPS); intel->vblank_flags = (intel->intelScreen->irq_active != 0) ? driGetDefaultVBlankFlags(&intelScreen->optionCache) : VBLANK_FLAG_NO_IRQ; (*dri_interface->getUST)(&intel->swap_ust); _math_matrix_ctr (&intel->ViewportMatrix); /* Disable imaging extension until convolution is working in * teximage paths: */ driInitExtensions( ctx, card_extensions, /* GL_TRUE, */ GL_FALSE); /* Buffer manager: */ intel->bm = bm_intel_Attach( intel ); #if 0 bmInitPool(intel->bm, intel->intelScreen->tex.offset, /* low offset */ intel->intelScreen->tex.map, /* low virtual */ intel->intelScreen->tex.size, DRM_MM_TT); #endif /* XXX FBO: these have to go away! * FBO regions should be setup when creating the drawable. */ /* These are still static, but create regions for them. */ intel->front_region = intel_region_create_static(intel, DRM_MM_TT, intelScreen->front.offset, intelScreen->front.map, intelScreen->cpp, intelScreen->front.pitch, intelScreen->height); intel->back_region = intel_region_create_static(intel, DRM_MM_TT, intelScreen->back.offset, intelScreen->back.map, intelScreen->cpp, intelScreen->back.pitch, intelScreen->height); /* Still assuming front.cpp == depth.cpp */ intel->depth_region = intel_region_create_static(intel, DRM_MM_TT, intelScreen->depth.offset, intelScreen->depth.map, intelScreen->cpp, intelScreen->depth.pitch, intelScreen->height); intel->batch = intel_batchbuffer_alloc( intel ); intel_bufferobj_init( intel ); intel_fbo_init( intel ); if (intel->ctx.Mesa_DXTn) { _mesa_enable_extension( ctx, "GL_EXT_texture_compression_s3tc" ); _mesa_enable_extension( ctx, "GL_S3_s3tc" ); } else if (driQueryOptionb (&intelScreen->optionCache, "force_s3tc_enable")) { _mesa_enable_extension( ctx, "GL_EXT_texture_compression_s3tc" ); } <<<<<<< intel_context.c /* driInitTextureObjects( ctx, & intel->swapped, */ /* DRI_TEXMGR_DO_TEXTURE_1D | */ /* DRI_TEXMGR_DO_TEXTURE_2D | */ /* DRI_TEXMGR_DO_TEXTURE_RECT ); */ intelInitBatchBuffer(&intel->ctx); intel->prim.flush = intel_emit_invarient_state; ======= >>>>>>> 1.20.2.25 intel->prim.primitive = ~0; #if DO_DEBUG INTEL_DEBUG = driParseDebugString( getenv( "INTEL_DEBUG" ), debug_control ); #endif if (getenv("INTEL_NO_RAST")) { fprintf(stderr, "disabling 3D rasterization\n"); FALLBACK(intel, INTEL_FALLBACK_USER, 1); } return GL_TRUE; } void intelDestroyContext(__DRIcontextPrivate *driContextPriv) { struct intel_context *intel = (struct intel_context *) driContextPriv->driverPrivate; assert(intel); /* should never be null */ if (intel) { GLboolean release_texture_heaps; intel->vtbl.destroy( intel ); release_texture_heaps = (intel->ctx.Shared->RefCount == 1); _swsetup_DestroyContext (&intel->ctx); _tnl_DestroyContext (&intel->ctx); _ac_DestroyContext (&intel->ctx); _swrast_DestroyContext (&intel->ctx); intel->Fallback = 0; /* don't call _swrast_Flush later */ intel_batchbuffer_free(intel->batch); if ( release_texture_heaps ) { /* This share group is about to go away, free our private * texture object data. */ fprintf(stderr, "do something to free texture heaps\n"); } /* free the Mesa context */ _mesa_free_context_data(&intel->ctx); } } GLboolean intelUnbindContext(__DRIcontextPrivate *driContextPriv) { return GL_TRUE; } GLboolean intelMakeCurrent(__DRIcontextPrivate *driContextPriv, __DRIdrawablePrivate *driDrawPriv, __DRIdrawablePrivate *driReadPriv) { if (driContextPriv) { struct intel_context *intel = (struct intel_context *) driContextPriv->driverPrivate; GLframebuffer *drawFb = (GLframebuffer *) driDrawPriv->driverPrivate; GLframebuffer *readFb = (GLframebuffer *) driReadPriv->driverPrivate; if ( intel->driDrawable != driDrawPriv ) { /* Shouldn't the readbuffer be stored also? */ driDrawableInitVBlank( driDrawPriv, intel->vblank_flags ); intel->driDrawable = driDrawPriv; intelWindowMoved( intel ); } /* XXX FBO temporary fix-ups! */ /* if the renderbuffers don't have regions, init them from the context */ { struct intel_renderbuffer *irbFront = intel_get_renderbuffer(drawFb, BUFFER_FRONT_LEFT); struct intel_renderbuffer *irbBack = intel_get_renderbuffer(drawFb, BUFFER_BACK_LEFT); struct intel_renderbuffer *irbDepth = intel_get_renderbuffer(drawFb, BUFFER_DEPTH); struct intel_renderbuffer *irbStencil = intel_get_renderbuffer(drawFb, BUFFER_STENCIL); if (irbFront && !irbFront->region) { intel_region_reference(&irbFront->region, intel->front_region); } if (irbBack && !irbBack->region) { intel_region_reference(&irbBack->region, intel->back_region); } if (irbDepth && !irbDepth->region) { intel_region_reference(&irbDepth->region, intel->depth_region); } if (irbStencil && !irbStencil->region) { intel_region_reference(&irbStencil->region, intel->depth_region); } } _mesa_make_current(&intel->ctx, drawFb, readFb); intel_draw_buffer(&intel->ctx, drawFb); } else { _mesa_make_current(NULL, NULL, NULL); } return GL_TRUE; } <<<<<<< intel_context.c /** * Use the information in the sarea to update the screen parameters * related to screen rotation. */ static void intelUpdateScreenRotation(intelContextPtr intel, __DRIscreenPrivate *sPriv, drmI830Sarea *sarea) { intelScreenPrivate *intelScreen = (intelScreenPrivate *)sPriv->private; intelRegion *colorBuf; intelUnmapScreenRegions(intelScreen); intelUpdateScreenFromSAREA(intelScreen, sarea); /* update the current hw offsets for the color and depth buffers */ if (intel->ctx.DrawBuffer->_ColorDrawBufferMask[0] == BUFFER_BIT_BACK_LEFT) colorBuf = &intelScreen->back; else colorBuf = &intelScreen->front; intel->vtbl.update_color_z_regions(intel, colorBuf, &intelScreen->depth); if (!intelMapScreenRegions(sPriv)) { fprintf(stderr, "ERROR Remapping screen regions!!!\n"); } } void intelGetLock( intelContextPtr intel, GLuint flags ) ======= void intelGetLock( struct intel_context *intel, GLuint flags ) >>>>>>> 1.20.2.25 { __DRIdrawablePrivate *dPriv = intel->driDrawable; __DRIscreenPrivate *sPriv = intel->driScreen; intelScreenPrivate *intelScreen = (intelScreenPrivate *)sPriv->private; drmI830Sarea * sarea = intel->sarea; <<<<<<< intel_context.c unsigned i; ======= int me = intel->hHWContext; >>>>>>> 1.20.2.25 drmGetLock(intel->driFd, intel->hHWContext, flags); /* If the window moved, may need to set a new cliprect now. * * NOTE: This releases and regains the hw lock, so all state * checking must be done *after* this call: */ if (dPriv) DRI_VALIDATE_DRAWABLE_INFO(sPriv, dPriv); <<<<<<< intel_context.c if (dPriv && intel->lastStamp != dPriv->lastStamp) { intelWindowMoved( intel ); intel->lastStamp = dPriv->lastStamp; } /* If we lost context, need to dump all registers to hardware. * Note that we don't care about 2d contexts, even if they perform * accelerated commands, so the DRI locking in the X server is even * more broken than usual. ======= /* Lost context? >>>>>>> 1.20.2.25 */ <<<<<<< intel_context.c if (sarea->width != intelScreen->width || sarea->height != intelScreen->height || sarea->rotation != intelScreen->current_rotation) { intelUpdateScreenRotation(intel, sPriv, sarea); /* This will drop the outstanding batchbuffer on the floor */ intel->batch.ptr -= (intel->batch.size - intel->batch.space); intel->batch.space = intel->batch.size; /* lose all primitives */ intel->prim.primitive = ~0; intel->prim.start_ptr = 0; intel->prim.flush = 0; intel->vtbl.lost_hardware( intel ); intel->lastStamp = 0; /* force window update */ /* Release batch buffer */ intelDestroyBatchBuffer(&intel->ctx); intelInitBatchBuffer(&intel->ctx); intel->prim.flush = intel_emit_invarient_state; /* Still need to reset the global LRU? */ intel_driReinitTextureHeap( intel->texture_heaps[0], intel->intelScreen->tex.size ); ======= if (sarea->ctxOwner != me) { intel->perf_boxes |= I830_BOX_LOST_CONTEXT; sarea->ctxOwner = me; >>>>>>> 1.20.2.25 } /* Drawable changed? */ <<<<<<< intel_context.c for ( i = 0 ; i < intel->nr_heaps ; i++ ) { DRI_AGE_TEXTURES( intel->texture_heaps[ i ] ); } } ======= if (dPriv && intel->lastStamp != dPriv->lastStamp) { intelWindowMoved( intel ); intel->lastStamp = dPriv->lastStamp; } } >>>>>>> 1.20.2.25 <<<<<<< intel_context.c void intelSwapBuffers( __DRIdrawablePrivate *dPriv ) { if (dPriv->driContextPriv && dPriv->driContextPriv->driverPrivate) { intelContextPtr intel; GLcontext *ctx; intel = (intelContextPtr) dPriv->driContextPriv->driverPrivate; ctx = &intel->ctx; if (ctx->Visual.doubleBufferMode) { intelScreenPrivate *screen = intel->intelScreen; _mesa_notifySwapBuffers( ctx ); /* flush pending rendering comands */ if ( 0 /*intel->doPageFlip*/ ) { /* doPageFlip is never set !!! */ intelPageFlip( dPriv ); } else { intelCopyBuffer( dPriv ); } if (screen->current_rotation != 0) { intelRotateWindow(intel, dPriv, BUFFER_BIT_FRONT_LEFT); } } } else { /* XXX this shouldn't be an error but we can't handle it for now */ fprintf(stderr, "%s: drawable has no context!\n", __FUNCTION__); } } void intelInitState( GLcontext *ctx ) { /* Mesa should do this for us: */ ctx->Driver.AlphaFunc( ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef); ctx->Driver.BlendColor( ctx, ctx->Color.BlendColor ); ctx->Driver.BlendEquationSeparate( ctx, ctx->Color.BlendEquationRGB, ctx->Color.BlendEquationA); ctx->Driver.BlendFuncSeparate( ctx, ctx->Color.BlendSrcRGB, ctx->Color.BlendDstRGB, ctx->Color.BlendSrcA, ctx->Color.BlendDstA); ctx->Driver.ColorMask( ctx, ctx->Color.ColorMask[RCOMP], ctx->Color.ColorMask[GCOMP], ctx->Color.ColorMask[BCOMP], ctx->Color.ColorMask[ACOMP]); ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode ); ctx->Driver.DepthFunc( ctx, ctx->Depth.Func ); ctx->Driver.DepthMask( ctx, ctx->Depth.Mask ); ctx->Driver.Enable( ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled ); ctx->Driver.Enable( ctx, GL_BLEND, ctx->Color.BlendEnabled ); ctx->Driver.Enable( ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled ); ctx->Driver.Enable( ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled ); ctx->Driver.Enable( ctx, GL_CULL_FACE, ctx->Polygon.CullFlag ); ctx->Driver.Enable( ctx, GL_DEPTH_TEST, ctx->Depth.Test ); ctx->Driver.Enable( ctx, GL_DITHER, ctx->Color.DitherFlag ); ctx->Driver.Enable( ctx, GL_FOG, ctx->Fog.Enabled ); ctx->Driver.Enable( ctx, GL_LIGHTING, ctx->Light.Enabled ); ctx->Driver.Enable( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag ); ctx->Driver.Enable( ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag ); ctx->Driver.Enable( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled ); ctx->Driver.Enable( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled ); ctx->Driver.Enable( ctx, GL_TEXTURE_1D, GL_FALSE ); ctx->Driver.Enable( ctx, GL_TEXTURE_2D, GL_FALSE ); ctx->Driver.Enable( ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE ); ctx->Driver.Enable( ctx, GL_TEXTURE_3D, GL_FALSE ); ctx->Driver.Enable( ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE ); ctx->Driver.Fogfv( ctx, GL_FOG_COLOR, ctx->Fog.Color ); ctx->Driver.Fogfv( ctx, GL_FOG_MODE, 0 ); ctx->Driver.Fogfv( ctx, GL_FOG_DENSITY, &ctx->Fog.Density ); ctx->Driver.Fogfv( ctx, GL_FOG_START, &ctx->Fog.Start ); ctx->Driver.Fogfv( ctx, GL_FOG_END, &ctx->Fog.End ); ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace ); { GLfloat f = (GLfloat)ctx->Light.Model.ColorControl; ctx->Driver.LightModelfv( ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f ); } ======= >>>>>>> 1.20.2.25 <<<<<<< intel_context.c ctx->Driver.LineWidth( ctx, ctx->Line.Width ); ctx->Driver.LogicOpcode( ctx, ctx->Color.LogicOp ); ctx->Driver.PointSize( ctx, ctx->Point.Size ); ctx->Driver.PolygonStipple( ctx, (const GLubyte *)ctx->PolygonStipple ); ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y, ctx->Scissor.Width, ctx->Scissor.Height ); ctx->Driver.ShadeModel( ctx, ctx->Light.ShadeModel ); ctx->Driver.StencilFuncSeparate( ctx, GL_FRONT, ctx->Stencil.Function[0], ctx->Stencil.Ref[0], ctx->Stencil.ValueMask[0] ); ctx->Driver.StencilFuncSeparate( ctx, GL_BACK, ctx->Stencil.Function[1], ctx->Stencil.Ref[1], ctx->Stencil.ValueMask[1] ); ctx->Driver.StencilMaskSeparate( ctx, GL_FRONT, ctx->Stencil.WriteMask[0] ); ctx->Driver.StencilMaskSeparate( ctx, GL_BACK, ctx->Stencil.WriteMask[1] ); ctx->Driver.StencilOpSeparate( ctx, GL_FRONT, ctx->Stencil.FailFunc[0], ctx->Stencil.ZFailFunc[0], ctx->Stencil.ZPassFunc[0]); ctx->Driver.StencilOpSeparate( ctx, GL_BACK, ctx->Stencil.FailFunc[1], ctx->Stencil.ZFailFunc[1], ctx->Stencil.ZPassFunc[1]); ctx->Driver.DrawBuffer( ctx, ctx->Color.DrawBuffer[0] ); } ======= >>>>>>> 1.20.2.25