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path: root/src/mesa/drivers/dri/i915-tex/intel_state.c
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/**************************************************************************
 * 
 * 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] );
}