if (ctx->Polygon.FrontFace == GL_CW)
val |= R300_FRONT_FACE_CW;
else
- val |= R300_FRONT_FACE_CCW;
+ val |= R300_FRONT_FACE_CCW;
}
-
r300->hw.cul.cmd[R300_CUL_CULL] = val;
}
case GL_STENCIL_TEST:
- {
- static int stencil=1;
- if(stencil){
- fprintf(stderr, "%s:%s - do not know how to enable stencil. Help me !\n",
- __FILE__, __FUNCTION__);
- stencil=0;
- }
- }
-
+ WARN_ONCE("Do not know how to enable stencil. Help me !\n");
+
if (r300->state.hw_stencil) {
//fprintf(stderr, "Stencil %s\n", state ? "enabled" : "disabled");
R300_STATECHANGE(r300, zs);
case GL_CULL_FACE:
r300UpdateCulling(ctx);
break;
+ case GL_POLYGON_OFFSET_FILL:
+ R300_STATECHANGE(r300, unk42B4);
+ if (state) {
+ r300->hw.unk42B4.cmd[1] = (1<<1);
+ } else {
+ r300->hw.unk42B4.cmd[1] = 0;
+ }
+ break;
case GL_VERTEX_PROGRAM_ARB:
//TCL_FALLBACK(rmesa->glCtx, R200_TCL_FALLBACK_TCL_DISABLE, state);
break;
return R300_ZS_DECR_WRAP;
case GL_INVERT:
return R300_ZS_INVERT;
+ default:
+ WARN_ONCE("Do not know how to translate stencil op");
+ return R300_ZS_KEEP;
}
}
r300UpdateWindow(ctx);
}
+/* =============================================================
+ * Polygon state
+ */
+
+static void r300PolygonOffset(GLcontext * ctx, GLfloat factor, GLfloat units)
+{
+ r300ContextPtr rmesa = R300_CONTEXT(ctx);
+ GLfloat constant = units * rmesa->state.depth.scale;
+
+/* factor *= 2; */
+/* constant *= 2; */
+
+/* fprintf(stderr, "%s f:%f u:%f\n", __FUNCTION__, factor, constant); */
+
+ WARN_ONCE("ZBIAS registers locations might not be correct\n");
+
+ R200_STATECHANGE(rmesa, zbs);
+ rmesa->hw.zbs.cmd[R300_ZBS_FACTOR] = r300PackFloat32(factor);
+ rmesa->hw.zbs.cmd[R300_ZBS_CONSTANT] = r300PackFloat32(constant);
+}
+
+
/* Routing and texture-related */
void r300_setup_routing(GLcontext *ctx, GLboolean immediate)
/* All offsets are 0 - for use by immediate mode.
Should change later to handle vertex buffers */
+ if(r300->current_vp){
+
+ /* VERT_ATTRIB_WEIGHT, VERT_ATTRIB_SIX, VERT_ATTRIB_SEVEN, VERT_ATTRIB_GENERIC0,
+ VERT_ATTRIB_GENERIC1, VERT_ATTRIB_GENERIC2, VERT_ATTRIB_GENERIC3 */
+
+ if(r300->current_vp->inputs[VERT_ATTRIB_POS] != -1){
+ if(tnl->render_inputs & _TNL_BIT_POS){
+ reg=r300->current_vp->inputs[VERT_ATTRIB_POS];
+ CONFIGURE_AOS(VB->ObjPtr, 0, i_coords, AOS_FORMAT_FLOAT);
+ }else WARN_ONCE("vp expects pos but none was given\n");
+ }
+ if(r300->current_vp->inputs[VERT_ATTRIB_NORMAL] != -1){
+ if(tnl->render_inputs & _TNL_BIT_NORMAL){
+ reg=r300->current_vp->inputs[VERT_ATTRIB_NORMAL];
+ CONFIGURE_AOS(VB->NormalPtr, 0, i_normal, AOS_FORMAT_FLOAT);
+ }else WARN_ONCE("vp expects normal but none was given\n");
+ }
+ if(r300->current_vp->inputs[VERT_ATTRIB_COLOR0] != -1){
+ if(tnl->render_inputs & _TNL_BIT_COLOR0){
+ reg=r300->current_vp->inputs[VERT_ATTRIB_COLOR0];
+ CONFIGURE_AOS(VB->ColorPtr[0], 0, i_color[0], AOS_FORMAT_FLOAT_COLOR);
+ }else WARN_ONCE("vp expects primary color but none was given\n");
+ }
+ if(r300->current_vp->inputs[VERT_ATTRIB_COLOR1] != -1){
+ if(tnl->render_inputs & _TNL_BIT_COLOR1){
+ reg=r300->current_vp->inputs[VERT_ATTRIB_COLOR1];
+ CONFIGURE_AOS(VB->SecondaryColorPtr[0], 0, i_color[1], AOS_FORMAT_FLOAT_COLOR);
+ }else WARN_ONCE("vp expects secondary color but none was given\n");
+ }
+ if(r300->current_vp->inputs[VERT_ATTRIB_FOG] != -1){
+ if(tnl->render_inputs & _TNL_BIT_FOG){
+ reg=r300->current_vp->inputs[VERT_ATTRIB_FOG];
+ CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);
+ }else WARN_ONCE("vp expects fog but none was given\n");
+ }
+ for(i=0;i < ctx->Const.MaxTextureUnits;i++) // tex 7 is last
+ if(r300->current_vp->inputs[VERT_ATTRIB_TEX0+i] != -1){
+ if(tnl->render_inputs & (_TNL_BIT_TEX0<<i)){
+ reg=r300->current_vp->inputs[VERT_ATTRIB_TEX0+i];
+ CONFIGURE_AOS(VB->TexCoordPtr[i], 0, i_tex[i], AOS_FORMAT_FLOAT);
+ }else fprintf(stderr, "vp expects tex%d but none was given\n", i);
+ }
+#if 0
+ if((tnl->render_inputs & _TNL_BIT_INDEX))
+ CONFIGURE_AOS(VB->IndexPtr[0], 0, i_index, AOS_FORMAT_FLOAT);
+
+ if((tnl->render_inputs & _TNL_BIT_POINTSIZE))
+ CONFIGURE_AOS(VB->PointSizePtr, 0, i_pointsize, AOS_FORMAT_FLOAT);
+#endif
+ }else{
+
if(tnl->render_inputs & _TNL_BIT_POS)
CONFIGURE_AOS(VB->ObjPtr, 0, i_coords, AOS_FORMAT_FLOAT);
if(tnl->render_inputs & _TNL_BIT_NORMAL)
CONFIGURE_AOS(VB->NormalPtr, 0, i_normal, AOS_FORMAT_FLOAT);
-
+
if(tnl->render_inputs & _TNL_BIT_COLOR0)
CONFIGURE_AOS(VB->ColorPtr[0], 0, i_color[0], AOS_FORMAT_FLOAT_COLOR);
if(tnl->render_inputs & _TNL_BIT_COLOR1)
CONFIGURE_AOS(VB->SecondaryColorPtr[0], 0, i_color[1], AOS_FORMAT_FLOAT_COLOR);
-
+
if(tnl->render_inputs & _TNL_BIT_FOG)
CONFIGURE_AOS(VB->FogCoordPtr, 0, i_fog, AOS_FORMAT_FLOAT);
-
+
for(i=0;i < ctx->Const.MaxTextureUnits;i++)
if(tnl->render_inputs & (_TNL_BIT_TEX0<<i))
CONFIGURE_AOS(VB->TexCoordPtr[i], 0, i_tex[i], AOS_FORMAT_FLOAT);
-
+
if(tnl->render_inputs & _TNL_BIT_INDEX)
CONFIGURE_AOS(VB->IndexPtr[0], 0, i_index, AOS_FORMAT_FLOAT);
if(tnl->render_inputs & _TNL_BIT_POINTSIZE)
CONFIGURE_AOS(VB->PointSizePtr, 0, i_pointsize, AOS_FORMAT_FLOAT);
-
+ }
+
r300->state.aos_count=count;
if (RADEON_DEBUG & DEBUG_STATE)
}
}
+void r300SetupVertexProgram(r300ContextPtr rmesa);
void r300SetupVertexShader(r300ContextPtr rmesa)
{
GLcontext* ctx = rmesa->radeon.glCtx;
-
+
+ if(rmesa->current_vp){
+ r300SetupVertexProgram(rmesa);
+ return ;
+ }
/* Reset state, in case we don't use something */
((drm_r300_cmd_header_t*)rmesa->hw.vpp.cmd)->vpu.count = 0;
((drm_r300_cmd_header_t*)rmesa->hw.vpi.cmd)->vpu.count = 0;
void r300SetupVertexProgram(r300ContextPtr rmesa)
{
GLcontext* ctx = rmesa->radeon.glCtx;
+ int inst_count;
+ int param_count;
/* Reset state, in case we don't use something */
((drm_r300_cmd_header_t*)rmesa->hw.vpp.cmd)->vpu.count = 0;
((drm_r300_cmd_header_t*)rmesa->hw.vpi.cmd)->vpu.count = 0;
((drm_r300_cmd_header_t*)rmesa->hw.vps.cmd)->vpu.count = 0;
-#if 0
-/* This needs to be replaced by vertex shader generation code */
-
-
- /* textures enabled ? */
- if(rmesa->state.texture.tc_count>0){
- rmesa->state.vertex_shader=SINGLE_TEXTURE_VERTEX_SHADER;
- } else {
- rmesa->state.vertex_shader=FLAT_COLOR_VERTEX_SHADER;
- }
-
-
- rmesa->state.vertex_shader.matrix[0].length=16;
- memcpy(rmesa->state.vertex_shader.matrix[0].body.f, ctx->_ModelProjectMatrix.m, 16*4);
-#endif
+ r300VertexProgUpdateParams(ctx, rmesa->current_vp);
setup_vertex_shader_fragment(rmesa, VSF_DEST_PROGRAM, &(rmesa->current_vp->program));
setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN1, &(rmesa->state.vertex_shader.unknown1));
setup_vertex_shader_fragment(rmesa, VSF_DEST_UNKNOWN2, &(rmesa->state.vertex_shader.unknown2));
#endif
-
+
+ inst_count=rmesa->current_vp->program.length/4 - 1;
+ param_count=rmesa->current_vp->params.length/4;
+
R300_STATECHANGE(rmesa, pvs);
rmesa->hw.pvs.cmd[R300_PVS_CNTL_1]=(0 << R300_PVS_CNTL_1_PROGRAM_START_SHIFT)
- | (rmesa->state.vertex_shader.unknown_ptr1 << R300_PVS_CNTL_1_UNKNOWN_SHIFT)
- | (rmesa->current_vp->program.length/4 << R300_PVS_CNTL_1_PROGRAM_END_SHIFT);
+ | (inst_count/*0*/ << R300_PVS_CNTL_1_UNKNOWN_SHIFT)
+ | (inst_count << R300_PVS_CNTL_1_PROGRAM_END_SHIFT);
rmesa->hw.pvs.cmd[R300_PVS_CNTL_2]=(0 << R300_PVS_CNTL_2_PARAM_OFFSET_SHIFT)
- | (rmesa->current_vp->params.length/4 << R300_PVS_CNTL_2_PARAM_COUNT_SHIFT);
+ | (param_count << R300_PVS_CNTL_2_PARAM_COUNT_SHIFT);
rmesa->hw.pvs.cmd[R300_PVS_CNTL_3]=(0/*rmesa->state.vertex_shader.unknown_ptr2*/ << R300_PVS_CNTL_3_PROGRAM_UNKNOWN_SHIFT)
- | (rmesa->current_vp->program.length/4/*rmesa->state.vertex_shader.unknown_ptr3*/ << 0);
+ | ((inst_count-rmesa->current_vp->t2rs) /*rmesa->state.vertex_shader.unknown_ptr3*/ << 0);
/* This is done for vertex shader fragments, but also needs to be done for vap_pvs,
so I leave it as a reminder */
r300->hw.unk42A0.cmd[1] = 0x00000000;
+ #if 0
r300->hw.unk42B4.cmd[1] = 0x00000000;
-
+ #endif
+
r300->hw.unk42C0.cmd[1] = 0x4B7FFFFF;
r300->hw.unk42C0.cmd[2] = 0x00000000;
}
-
/**
* Initialize driver's state callback functions
*/
functions->Viewport = r300Viewport;
functions->DepthRange = r300DepthRange;
functions->PointSize = r300PointSize;
+
+
+ functions->PolygonOffset = r300PolygonOffset;
}
-