/************************************************************************** * * 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 "dd.h" #include "intel_screen.h" #include "intel_context.h" #include "swrast/swrast.h" static void intelDrawBuffer(GLcontext *ctx, GLenum mode ) { intelContextPtr intel = INTEL_CONTEXT(ctx); intelScreenPrivate *screen = intel->intelScreen; int front = 0; switch ( ctx->Color._DrawDestMask ) { case DD_FRONT_LEFT_BIT: front = 1; FALLBACK( intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE ); break; case DD_BACK_LEFT_BIT: front = 0; FALLBACK( intel, INTEL_FALLBACK_DRAW_BUFFER, GL_FALSE ); break; default: FALLBACK( intel, INTEL_FALLBACK_DRAW_BUFFER, GL_TRUE ); return; } /* We want to update the s/w rast state too so that r200SetBuffer() * gets called. */ _swrast_DrawBuffer(ctx, mode); if ( intel->sarea->pf_current_page == 1 ) front ^= 1; intelSetFrontClipRects( intel ); if (front) { intel->drawOffset = screen->frontOffset; intel->drawMap = (char *)intel->driScreen->pFB; intel->readMap = (char *)intel->driScreen->pFB; } else { intel->drawOffset = screen->backOffset; intel->drawMap = screen->back.map; intel->readMap = screen->back.map; } intel->vtbl.set_draw_offset( intel, intel->drawOffset ); } static void intelReadBuffer( GLcontext *ctx, GLenum mode ) { /* nothing, until we implement h/w glRead/CopyPixels or CopyTexImage */ } static void intelClearColor(GLcontext *ctx, const GLfloat color[4]) { intelContextPtr intel = INTEL_CONTEXT(ctx); intelScreenPrivate *screen = intel->intelScreen; CLAMPED_FLOAT_TO_UBYTE(intel->clear_red, color[0]); CLAMPED_FLOAT_TO_UBYTE(intel->clear_green, color[1]); CLAMPED_FLOAT_TO_UBYTE(intel->clear_blue, color[2]); CLAMPED_FLOAT_TO_UBYTE(intel->clear_alpha, color[3]); intel->ClearColor = INTEL_PACKCOLOR(screen->fbFormat, intel->clear_red, intel->clear_green, intel->clear_blue, intel->clear_alpha); } static void intelCalcViewport( GLcontext *ctx ) { intelContextPtr intel = INTEL_CONTEXT(ctx); const GLfloat *v = ctx->Viewport._WindowMap.m; GLfloat *m = intel->ViewportMatrix.m; /* See also intel_translate_vertex. SUBPIXEL adjustments can be done * via state vars, too. */ m[MAT_SX] = v[MAT_SX]; m[MAT_TX] = v[MAT_TX] + SUBPIXEL_X; m[MAT_SY] = - v[MAT_SY]; m[MAT_TY] = - v[MAT_TY] + intel->driDrawable->h + SUBPIXEL_Y; m[MAT_SZ] = v[MAT_SZ] * intel->depth_scale; m[MAT_TZ] = v[MAT_TZ] * intel->depth_scale; } 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 ) { intelContextPtr intel = INTEL_CONTEXT(ctx); FALLBACK( intel, INTEL_FALLBACK_RENDERMODE, (mode != GL_RENDER) ); } void intelInitStateFuncs( struct dd_function_table *functions ) { functions->DrawBuffer = intelDrawBuffer; functions->ReadBuffer = intelReadBuffer; functions->RenderMode = intelRenderMode; functions->Viewport = intelViewport; functions->DepthRange = intelDepthRange; functions->ClearColor = intelClearColor; }