r300_render_flat_primitive(rmesa, ctx, start, start + length, prim);
}
+ reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
+ e32(0x0000000a);
+
+ reg_start(0x4f18,0);
+ e32(0x00000003);
+
sync_VAP(PASS_PREFIX_VOID);
end_3d(PASS_PREFIX_VOID);
r300_render_vb_flat_primitive(rmesa, ctx, start, start + length, prim);
}
+ reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
+ e32(0x0000000a);
+
+ reg_start(0x4f18,0);
+ e32(0x00000003);
+
end_3d(PASS_PREFIX_VOID);
/* Flush state - we are done drawing.. */
VB->ObjPtr->size, VB->ObjPtr->stride);
fprintf(stderr,"ColorPtr[0]: size=%d stride=%d\n",
VB->ColorPtr[0]->size, VB->ColorPtr[0]->stride);
+ fprintf(stderr,"TexCoordPtr[0]: size=%d stride=%d\n",
+ VB->TexCoordPtr[0]->size, VB->TexCoordPtr[0]->stride);
if(type<0)return;
vb_arrays[2].ncomponents=4;
vb_arrays[2].reg=REG_TEX0;
-
+ /* Fill texture with some random data */
+// for(i=0;i<1000;i++)((int *)(rsp->gartTextures.map))[i]=rand();
+
/* needed before starting 3d operation .. */
reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
e32(0x0000000a);
/* Put it in the beginning of texture memory */
SINGLE_TEXTURE_PIPELINE.texture_unit[0].offset=rsp->gartTextures.handle;
- /* Fill texture with some random data */
- for(i=0;i<1000;i++)((int *)(rsp->gartTextures.map))[i]=rand();
/* Upload texture, a hack, really we can do a lot better */
#if 0
r300_render_tex_primitive(rmesa, ctx, start, start + length, prim);
}
+ reg_start(R300_RB3D_DSTCACHE_CTLSTAT,0);
+ e32(0x0000000a);
+
+ reg_start(0x4f18,0);
+ e32(0x00000003);
+
sync_VAP(PASS_PREFIX_VOID);
end_3d(PASS_PREFIX_VOID);