/************************************************************************** * * 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 "macros.h" #include "enums.h" #include "colormac.h" #include "dd.h" #include "intel_screen.h" #include "intel_context.h" #include "intel_fbo.h" #include "intel_regions.h" #include "swrast/swrast.h" int intel_translate_compare_func( GLenum func ) { switch(func) { case GL_NEVER: return COMPAREFUNC_NEVER; case GL_LESS: return COMPAREFUNC_LESS; case GL_LEQUAL: return COMPAREFUNC_LEQUAL; case GL_GREATER: return COMPAREFUNC_GREATER; case GL_GEQUAL: return COMPAREFUNC_GEQUAL; case GL_NOTEQUAL: return COMPAREFUNC_NOTEQUAL; case GL_EQUAL: return COMPAREFUNC_EQUAL; case GL_ALWAYS: return COMPAREFUNC_ALWAYS; } fprintf(stderr, "Unknown value in %s: %x\n", __FUNCTION__, func); return COMPAREFUNC_ALWAYS; } int intel_translate_stencil_op( GLenum op ) { switch(op) { case GL_KEEP: return STENCILOP_KEEP; case GL_ZERO: return STENCILOP_ZERO; case GL_REPLACE: return STENCILOP_REPLACE; case GL_INCR: return STENCILOP_INCRSAT; case GL_DECR: return STENCILOP_DECRSAT; case GL_INCR_WRAP: return STENCILOP_INCR; case GL_DECR_WRAP: return STENCILOP_DECR; case GL_INVERT: return STENCILOP_INVERT; default: return STENCILOP_ZERO; } } int intel_translate_blend_factor( GLenum factor ) { switch(factor) { case GL_ZERO: return BLENDFACT_ZERO; case GL_SRC_ALPHA: return BLENDFACT_SRC_ALPHA; case GL_ONE: return BLENDFACT_ONE; case GL_SRC_COLOR: return BLENDFACT_SRC_COLR; case GL_ONE_MINUS_SRC_COLOR: return BLENDFACT_INV_SRC_COLR; case GL_DST_COLOR: return BLENDFACT_DST_COLR; case GL_ONE_MINUS_DST_COLOR: return BLENDFACT_INV_DST_COLR; case GL_ONE_MINUS_SRC_ALPHA: return BLENDFACT_INV_SRC_ALPHA; case GL_DST_ALPHA: return BLENDFACT_DST_ALPHA; case GL_ONE_MINUS_DST_ALPHA: return BLENDFACT_INV_DST_ALPHA; case GL_SRC_ALPHA_SATURATE: return BLENDFACT_SRC_ALPHA_SATURATE; case GL_CONSTANT_COLOR: return BLENDFACT_CONST_COLOR; case GL_ONE_MINUS_CONSTANT_COLOR: return BLENDFACT_INV_CONST_COLOR; case GL_CONSTANT_ALPHA: return BLENDFACT_CONST_ALPHA; case GL_ONE_MINUS_CONSTANT_ALPHA: return BLENDFACT_INV_CONST_ALPHA; } fprintf(stderr, "Unknown value in %s: %x\n", __FUNCTION__, factor); return BLENDFACT_ZERO; } int intel_translate_logic_op( GLenum opcode ) { switch(opcode) { case GL_CLEAR: return LOGICOP_CLEAR; case GL_AND: return LOGICOP_AND; case GL_AND_REVERSE: return LOGICOP_AND_RVRSE; case GL_COPY: return LOGICOP_COPY; case GL_COPY_INVERTED: return LOGICOP_COPY_INV; case GL_AND_INVERTED: return LOGICOP_AND_INV; case GL_NOOP: return LOGICOP_NOOP; case GL_XOR: return LOGICOP_XOR; case GL_OR: return LOGICOP_OR; case GL_OR_INVERTED: return LOGICOP_OR_INV; case GL_NOR: return LOGICOP_NOR; case GL_EQUIV: return LOGICOP_EQUIV; case GL_INVERT: return LOGICOP_INV; case GL_OR_REVERSE: return LOGICOP_OR_RVRSE; case GL_NAND: return LOGICOP_NAND; case GL_SET: return LOGICOP_SET; default: return LOGICOP_SET; } } <<<<<<< intel_state.c static void intelDrawBuffer(GLcontext *ctx, GLenum mode ) { intelContextPtr intel = INTEL_CONTEXT(ctx); int front = 0; if (!ctx->DrawBuffer) return; switch ( ctx->DrawBuffer->_ColorDrawBufferMask[0] ) { case BUFFER_BIT_FRONT_LEFT: front = 1; FALLBACK( intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE ); break; case BUFFER_BIT_BACK_LEFT: front = 0; FALLBACK( intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE ); break; default: FALLBACK( intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE ); return; } if ( intel->sarea->pf_current_page == 1 ) front ^= 1; intelSetFrontClipRects( intel ); if (front) { intel->drawRegion = &intel->intelScreen->front; intel->readRegion = &intel->intelScreen->front; } else { intel->drawRegion = &intel->intelScreen->back; intel->readRegion = &intel->intelScreen->back; } intel->vtbl.set_color_region( intel, intel->drawRegion ); } static void intelReadBuffer( GLcontext *ctx, GLenum mode ) { /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */ } ======= >>>>>>> 1.9.2.6 static void intelClearColor(GLcontext *ctx, const GLfloat color[4]) { struct intel_context *intel = intel_context(ctx); GLubyte clear[4]; CLAMPED_FLOAT_TO_UBYTE(clear[0], color[0]); CLAMPED_FLOAT_TO_UBYTE(clear[1], color[1]); CLAMPED_FLOAT_TO_UBYTE(clear[2], color[2]); CLAMPED_FLOAT_TO_UBYTE(clear[3], color[3]); /* compute both 32 and 16-bit clear values */ intel->ClearColor8888 = INTEL_PACKCOLOR8888(clear[0], clear[1], clear[2], clear[3]); intel->ClearColor565 = INTEL_PACKCOLOR565(clear[0], clear[1], clear[2]); } /** * Update the viewport transformation matrix. Depends on: * - viewport pos/size * - depthrange * - window pos/size or FBO size */ static void intelCalcViewport( GLcontext *ctx ) { struct intel_context *intel = intel_context(ctx); const GLfloat *v = ctx->Viewport._WindowMap.m; const GLfloat depthScale = 1.0F / ctx->DrawBuffer->_DepthMaxF; GLfloat *m = intel->ViewportMatrix.m; GLfloat yScale, yBias; if (ctx->DrawBuffer->Name) { /* User created FBO */ struct intel_renderbuffer *irb = intel_renderbuffer(ctx->DrawBuffer->_ColorDrawBuffers[0][0]); if (irb && !irb->RenderToTexture) { /* y=0=top */ yScale = -1.0; yBias = irb->Base.Height; } else { /* y=0=bottom */ yScale = 1.0; yBias = 0.0; } } else { /* window buffer, y=0=top */ yScale = -1.0; yBias = (intel->driDrawable) ? intel->driDrawable->h : 0.0F; } m[MAT_SX] = v[MAT_SX]; m[MAT_TX] = v[MAT_TX] + SUBPIXEL_X; m[MAT_SY] = v[MAT_SY] * yScale; m[MAT_TY] = v[MAT_TY] * yScale + yBias + SUBPIXEL_Y; m[MAT_SZ] = v[MAT_SZ] * depthScale; m[MAT_TZ] = v[MAT_TZ] * depthScale; } static void intelViewport( GLcontext *ctx, GLint x, GLint y, GLsizei width, GLsizei height ) { intelCalcViewport( ctx ); } static void intelDepthRange( GLcontext *ctx, GLclampd nearval, GLclampd farval ) { intelCalcViewport( ctx ); } /* Fallback to swrast for select and feedback. */ static void intelRenderMode( GLcontext *ctx, GLenum mode ) { struct intel_context *intel = intel_context(ctx); FALLBACK( intel, INTEL_FALLBACK_RENDERMODE, (mode != GL_RENDER) ); } void intelInitStateFuncs( struct dd_function_table *functions ) { functions->RenderMode = intelRenderMode; functions->Viewport = intelViewport; functions->DepthRange = intelDepthRange; functions->ClearColor = intelClearColor; } 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 ); } 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]); /* XXX this isn't really needed */ ctx->Driver.DrawBuffer( ctx, ctx->Color.DrawBuffer[0] ); }