/* -*- c-basic-offset: 3 -*- */
/**************************************************************************

Copyright 2000, 2001 ATI Technologies Inc., Ontario, Canada, and
                     VA Linux Systems Inc., Fremont, California.

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
on 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
ATI, VA LINUX SYSTEMS AND/OR THEIR 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.

**************************************************************************/

/*
 * Authors:
 *   Keith Whitwell <keithw@valinux.com>
 *   Felix Kuehling <fxkuehl@gmx.de>
 *
 */

#include <stdio.h>
#include <math.h>

#include "main/glheader.h"
#include "main/mtypes.h"
#include "main/colormac.h"
#include "main/macros.h"

#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_context.h"
#include "tnl/t_pipeline.h"

#include "savagetris.h"
#include "savagestate.h"
#include "savagetex.h"
#include "savageioctl.h"
#include "savage_bci.h"

static void savageRasterPrimitive( GLcontext *ctx, GLuint prim );
static void savageRenderPrimitive( GLcontext *ctx, GLenum prim );


static GLenum reduced_prim[GL_POLYGON+1] = {
   GL_POINTS,
   GL_LINES,
   GL_LINES,
   GL_LINES,
   GL_TRIANGLES,
   GL_TRIANGLES,
   GL_TRIANGLES,
   GL_TRIANGLES,
   GL_TRIANGLES,
   GL_TRIANGLES
};

 
/***********************************************************************
 *                    Emit primitives                                  *
 ***********************************************************************/

#if defined (USE_X86_ASM)
#define EMIT_VERT( j, vb, vertex_size, start, v )		\
do {	int __tmp;						\
	 vb += start;						\
	__asm__ __volatile__( "rep ; movsl"			\
			 : "=%c" (j), "=D" (vb), "=S" (__tmp)	\
			 : "0" (vertex_size-start),		\
			   "D" ((long)vb),			\
			   "S" ((long)&(v)->ui[start]));	\
} while (0)
#else
#define EMIT_VERT( j, vb, vertex_size, start, v )	\
do {						\
   for ( j = start ; j < vertex_size ; j++ )	\
      vb[j] = (v)->ui[j];			\
   vb += vertex_size;				\
} while (0)
#endif

static void INLINE savage_draw_triangle (savageContextPtr imesa,
					     savageVertexPtr v0,
					     savageVertexPtr v1,
					     savageVertexPtr v2) {
   GLuint vertsize = imesa->HwVertexSize;
   uint32_t *vb = savageAllocVtxBuf (imesa, 3*vertsize);
   GLuint j;

   EMIT_VERT (j, vb, vertsize, 0, v0);
   EMIT_VERT (j, vb, vertsize, 0, v1);
   EMIT_VERT (j, vb, vertsize, 0, v2);
}

static void INLINE savage_draw_quad (savageContextPtr imesa,
					 savageVertexPtr v0,
					 savageVertexPtr v1,
					 savageVertexPtr v2,
					 savageVertexPtr v3) {
   GLuint vertsize = imesa->HwVertexSize;
   uint32_t *vb = savageAllocVtxBuf (imesa, 6*vertsize);
   GLuint j;

   EMIT_VERT (j, vb, vertsize, 0, v0);
   EMIT_VERT (j, vb, vertsize, 0, v1);
   EMIT_VERT (j, vb, vertsize, 0, v3);
   EMIT_VERT (j, vb, vertsize, 0, v1);
   EMIT_VERT (j, vb, vertsize, 0, v2);
   EMIT_VERT (j, vb, vertsize, 0, v3);
}

static INLINE void savage_draw_point (savageContextPtr imesa,
					  savageVertexPtr tmp) {
   GLuint vertsize = imesa->HwVertexSize;
   uint32_t *vb = savageAllocVtxBuf (imesa, 6*vertsize);
   const GLfloat x = tmp->v.x;
   const GLfloat y = tmp->v.y;
   const GLfloat sz = 0.5 * CLAMP(imesa->glCtx->Point.Size,
                                  imesa->glCtx->Const.MinPointSize,
                                  imesa->glCtx->Const.MaxPointSize);
   GLuint j;

   *(float *)&vb[0] = x - sz;
   *(float *)&vb[1] = y - sz;
   EMIT_VERT (j, vb, vertsize, 2, tmp);

   *(float *)&vb[0] = x + sz;
   *(float *)&vb[1] = y - sz;
   EMIT_VERT (j, vb, vertsize, 2, tmp);

   *(float *)&vb[0] = x + sz;
   *(float *)&vb[1] = y + sz;
   EMIT_VERT (j, vb, vertsize, 2, tmp);

   *(float *)&vb[0] = x + sz;
   *(float *)&vb[1] = y + sz;
   EMIT_VERT (j, vb, vertsize, 2, tmp);

   *(float *)&vb[0] = x - sz;
   *(float *)&vb[1] = y + sz;
   EMIT_VERT (j, vb, vertsize, 2, tmp);

   *(float *)&vb[0] = x - sz;
   *(float *)&vb[1] = y - sz;
   EMIT_VERT (j, vb, vertsize, 2, tmp);
}

static INLINE void savage_draw_line (savageContextPtr imesa,
					 savageVertexPtr v0,
					 savageVertexPtr v1 ) {
   GLuint vertsize = imesa->HwVertexSize;
   uint32_t *vb = savageAllocVtxBuf (imesa, 6*vertsize);
   const GLfloat width = CLAMP(imesa->glCtx->Line.Width,
                               imesa->glCtx->Const.MinLineWidth,
                               imesa->glCtx->Const.MaxLineWidth);
   GLfloat dx, dy, ix, iy;
   GLuint j;

   dx = v0->v.x - v1->v.x;
   dy = v0->v.y - v1->v.y;

   ix = width * .5; iy = 0;
   if (dx * dx > dy * dy) {
      iy = ix; ix = 0;
   }

   *(float *)&vb[0] = v0->v.x - ix;
   *(float *)&vb[1] = v0->v.y - iy;
   EMIT_VERT (j, vb, vertsize, 2, v0);

   *(float *)&vb[0] = v1->v.x + ix;
   *(float *)&vb[1] = v1->v.y + iy;
   EMIT_VERT (j, vb, vertsize, 2, v1);

   *(float *)&vb[0] = v0->v.x + ix;
   *(float *)&vb[1] = v0->v.y + iy;
   EMIT_VERT (j, vb, vertsize, 2, v0);

   *(float *)&vb[0] = v0->v.x - ix;
   *(float *)&vb[1] = v0->v.y - iy;
   EMIT_VERT (j, vb, vertsize, 2, v0);

   *(float *)&vb[0] = v1->v.x - ix;
   *(float *)&vb[1] = v1->v.y - iy;
   EMIT_VERT (j, vb, vertsize, 2, v1);

   *(float *)&vb[0] = v1->v.x + ix;
   *(float *)&vb[1] = v1->v.y + iy;
   EMIT_VERT (j, vb, vertsize, 2, v1);
} 

/* Fallback drawing functions for the ptex hack. Code duplication
 * (especially lines and points) isn't beautiful, but I didn't feel
 * like inventing yet another template. :-/
 */
#define PTEX_VERTEX( j, tmp, vertex_size, start, v)	\
do {							\
   GLfloat rhw = 1.0 / v->f[vertex_size];		\
   for ( j = start ; j < vertex_size ; j++ )		\
      tmp.f[j] = v->f[j];				\
   tmp.f[3] *= v->f[vertex_size];			\
   tmp.f[vertex_size-2] *= rhw;				\
   tmp.f[vertex_size-1] *= rhw;				\
} while (0)

static void INLINE savage_ptex_tri (savageContextPtr imesa,
					savageVertexPtr v0,
					savageVertexPtr v1,
					savageVertexPtr v2) {
   GLuint vertsize = imesa->HwVertexSize;
   uint32_t *vb = savageAllocVtxBuf (imesa, 3*vertsize);
   savageVertex tmp;
   GLuint j;

   PTEX_VERTEX (j, tmp, vertsize, 0, v0); EMIT_VERT (j, vb, vertsize, 0, &tmp);
   PTEX_VERTEX (j, tmp, vertsize, 0, v1); EMIT_VERT (j, vb, vertsize, 0, &tmp);
   PTEX_VERTEX (j, tmp, vertsize, 0, v2); EMIT_VERT (j, vb, vertsize, 0, &tmp);
}

static INLINE void savage_ptex_line (savageContextPtr imesa,
					 savageVertexPtr v0,
					 savageVertexPtr v1 ) {
   GLuint vertsize = imesa->HwVertexSize;
   uint32_t *vb = savageAllocVtxBuf (imesa, 6*vertsize);
   const GLfloat width = CLAMP(imesa->glCtx->Line.Width,
                               imesa->glCtx->Const.MinLineWidth,
                               imesa->glCtx->Const.MaxLineWidth);
   GLfloat dx, dy, ix, iy;
   savageVertex tmp0, tmp1;
   GLuint j;

   PTEX_VERTEX (j, tmp0, vertsize, 2, v0);
   PTEX_VERTEX (j, tmp1, vertsize, 2, v1);

   dx = v0->v.x - v1->v.x;
   dy = v0->v.y - v1->v.y;

   ix = width * .5; iy = 0;
   if (dx * dx > dy * dy) {
      iy = ix; ix = 0;
   }

   *(float *)&vb[0] = v0->v.x - ix;
   *(float *)&vb[1] = v0->v.y - iy;
   EMIT_VERT (j, vb, vertsize, 2, &tmp0);

   *(float *)&vb[0] = v1->v.x + ix;
   *(float *)&vb[1] = v1->v.y + iy;
   EMIT_VERT (j, vb, vertsize, 2, &tmp1);

   *(float *)&vb[0] = v0->v.x + ix;
   *(float *)&vb[1] = v0->v.y + iy;
   EMIT_VERT (j, vb, vertsize, 2, &tmp0);

   *(float *)&vb[0] = v0->v.x - ix;
   *(float *)&vb[1] = v0->v.y - iy;
   EMIT_VERT (j, vb, vertsize, 2, &tmp0);

   *(float *)&vb[0] = v1->v.x - ix;
   *(float *)&vb[1] = v1->v.y - iy;
   EMIT_VERT (j, vb, vertsize, 2, &tmp1);

   *(float *)&vb[0] = v1->v.x + ix;
   *(float *)&vb[1] = v1->v.y + iy;
   EMIT_VERT (j, vb, vertsize, 2, &tmp1);
} 

static INLINE void savage_ptex_point (savageContextPtr imesa,
					  savageVertexPtr v0) {
   GLuint vertsize = imesa->HwVertexSize;
   uint32_t *vb = savageAllocVtxBuf (imesa, 6*vertsize);
   const GLfloat x = v0->v.x;
   const GLfloat y = v0->v.y;
   const GLfloat sz = 0.5 * CLAMP(imesa->glCtx->Point.Size,
                                  imesa->glCtx->Const.MinPointSize,
                                  imesa->glCtx->Const.MaxPointSize);
   savageVertex tmp;
   GLuint j;

   PTEX_VERTEX (j, tmp, vertsize, 2, v0);

   *(float *)&vb[0] = x - sz;
   *(float *)&vb[1] = y - sz;
   EMIT_VERT (j, vb, vertsize, 2, &tmp);

   *(float *)&vb[0] = x + sz;
   *(float *)&vb[1] = y - sz;
   EMIT_VERT (j, vb, vertsize, 2, &tmp);

   *(float *)&vb[0] = x + sz;
   *(float *)&vb[1] = y + sz;
   EMIT_VERT (j, vb, vertsize, 2, &tmp);

   *(float *)&vb[0] = x + sz;
   *(float *)&vb[1] = y + sz;
   EMIT_VERT (j, vb, vertsize, 2, &tmp);

   *(float *)&vb[0] = x - sz;
   *(float *)&vb[1] = y + sz;
   EMIT_VERT (j, vb, vertsize, 2, &tmp);

   *(float *)&vb[0] = x - sz;
   *(float *)&vb[1] = y - sz;
   EMIT_VERT (j, vb, vertsize, 2, &tmp);
}
 
/***********************************************************************
 *          Macros for t_dd_tritmp.h to draw basic primitives          *
 ***********************************************************************/

#define TRI( a, b, c )				\
do {						\
   if (DO_FALLBACK)				\
      imesa->draw_tri( imesa, a, b, c );	\
   else						\
      savage_draw_triangle( imesa, a, b, c );	\
} while (0)

#define QUAD( a, b, c, d )			\
do {						\
   if (DO_FALLBACK) {				\
      imesa->draw_tri( imesa, a, b, d );	\
      imesa->draw_tri( imesa, b, c, d );	\
   } else 					\
      savage_draw_quad( imesa, a, b, c, d );	\
} while (0)

#define LINE( v0, v1 )				\
do {						\
   if (DO_FALLBACK)				\
      imesa->draw_line( imesa, v0, v1 );	\
   else 					\
      savage_draw_line( imesa, v0, v1 );	\
} while (0)

#define POINT( v0 )				\
do {						\
   if (DO_FALLBACK)				\
      imesa->draw_point( imesa, v0 );		\
   else 					\
      savage_draw_point( imesa, v0 );		\
} while (0)


/***********************************************************************
 *              Build render functions from dd templates               *
 ***********************************************************************/

#define SAVAGE_OFFSET_BIT	 0x1
#define SAVAGE_TWOSIDE_BIT       0x2
#define SAVAGE_UNFILLED_BIT      0x4
#define SAVAGE_FALLBACK_BIT      0x8
#define SAVAGE_MAX_TRIFUNC       0x10


static struct {
   tnl_points_func	        points;
   tnl_line_func		line;
   tnl_triangle_func	triangle;
   tnl_quad_func		quad;
} rast_tab[SAVAGE_MAX_TRIFUNC];


#define DO_FALLBACK (IND & SAVAGE_FALLBACK_BIT)
#define DO_OFFSET   (IND & SAVAGE_OFFSET_BIT)
#define DO_UNFILLED (IND & SAVAGE_UNFILLED_BIT)
#define DO_TWOSIDE  (IND & SAVAGE_TWOSIDE_BIT)
#define DO_FLAT      0
#define DO_TRI       1
#define DO_QUAD      1
#define DO_LINE      1
#define DO_POINTS    1
#define DO_FULL_QUAD 1

#define HAVE_RGBA   1
#define HAVE_SPEC   1
#define HAVE_BACK_COLORS  0
#define HAVE_HW_FLATSHADE 1
#define VERTEX savageVertex
#define TAB rast_tab

#define DEPTH_SCALE imesa->depth_scale
#define REVERSE_DEPTH 1
#define UNFILLED_TRI unfilled_tri
#define UNFILLED_QUAD unfilled_quad
#define VERT_X(_v) _v->v.x
#define VERT_Y(_v) _v->v.y
#define VERT_Z(_v) _v->v.z
#define AREA_IS_CCW( a ) (a > 0)
#define GET_VERTEX(e) (imesa->verts + (e * imesa->vertex_size * sizeof(int)))

#define VERT_SET_RGBA( v, c )					\
do {								\
   savage_color_t *color = (savage_color_t *)&((v)->ub4[coloroffset]);	\
   UNCLAMPED_FLOAT_TO_UBYTE(color->red, (c)[0]);		\
   UNCLAMPED_FLOAT_TO_UBYTE(color->green, (c)[1]);		\
   UNCLAMPED_FLOAT_TO_UBYTE(color->blue, (c)[2]);		\
   UNCLAMPED_FLOAT_TO_UBYTE(color->alpha, (c)[3]);		\
} while (0)
#define VERT_COPY_RGBA( v0, v1 ) v0->ui[coloroffset] = v1->ui[coloroffset]
#define VERT_SAVE_RGBA( idx )    color[idx] = v[idx]->ui[coloroffset]
#define VERT_RESTORE_RGBA( idx ) v[idx]->ui[coloroffset] = color[idx]

#define VERT_SET_SPEC( v, c )					\
do {								\
   if (specoffset) {						\
      savage_color_t *spec = (savage_color_t *)&((v)->ub4[specoffset]);	\
      UNCLAMPED_FLOAT_TO_UBYTE(spec->red, (c)[0]);		\
      UNCLAMPED_FLOAT_TO_UBYTE(spec->green, (c)[1]);		\
      UNCLAMPED_FLOAT_TO_UBYTE(spec->blue, (c)[2]);		\
   }								\
} while (0)
#define VERT_COPY_SPEC( v0, v1 )					\
   if (specoffset) COPY_3V(v0->ub4[specoffset], v1->ub4[specoffset])
#define VERT_SAVE_SPEC( idx )						\
   if (specoffset) spec[idx] = v[idx]->ui[specoffset]
#define VERT_RESTORE_SPEC( idx )					\
   if (specoffset) v[idx]->ui[specoffset] = spec[idx]

#define LOCAL_VARS(n)						\
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);		\
   GLuint color[n], spec[n];					\
   GLuint coloroffset =						\
      ((imesa->skip & SAVAGE_SKIP_W) ? 3 : 4);			\
   GLboolean specoffset =					\
      ((imesa->skip & SAVAGE_SKIP_C1) ? 0 : coloroffset+1);	\
   (void) color; (void) spec; (void) coloroffset; (void) specoffset;

/***********************************************************************
 *                Helpers for rendering unfilled primitives            *
 ***********************************************************************/

#define RASTERIZE(x) if (imesa->raster_primitive != reduced_prim[x]) \
                        savageRasterPrimitive( ctx, x )
#define RENDER_PRIMITIVE imesa->render_primitive
#define IND SAVAGE_FALLBACK_BIT
#define TAG(x) x
#include "tnl_dd/t_dd_unfilled.h"
#undef IND


/***********************************************************************
 *                      Generate GL render functions                   *
 ***********************************************************************/


#define IND (0)
#define TAG(x) x
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_OFFSET_BIT)
#define TAG(x) x##_offset
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT)
#define TAG(x) x##_twoside
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT|SAVAGE_OFFSET_BIT)
#define TAG(x) x##_twoside_offset
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_UNFILLED_BIT)
#define TAG(x) x##_unfilled
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_OFFSET_BIT|SAVAGE_UNFILLED_BIT)
#define TAG(x) x##_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT|SAVAGE_UNFILLED_BIT)
#define TAG(x) x##_twoside_unfilled
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT|SAVAGE_OFFSET_BIT|SAVAGE_UNFILLED_BIT)
#define TAG(x) x##_twoside_offset_unfilled
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_fallback
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_OFFSET_BIT|SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_offset_fallback
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT|SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_twoside_fallback
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT|SAVAGE_OFFSET_BIT|SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_twoside_offset_fallback
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_UNFILLED_BIT|SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_OFFSET_BIT|SAVAGE_UNFILLED_BIT|SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_offset_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT|SAVAGE_UNFILLED_BIT|SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_twoside_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"

#define IND (SAVAGE_TWOSIDE_BIT|SAVAGE_OFFSET_BIT|SAVAGE_UNFILLED_BIT| \
	     SAVAGE_FALLBACK_BIT)
#define TAG(x) x##_twoside_offset_unfilled_fallback
#include "tnl_dd/t_dd_tritmp.h"


static void init_rast_tab( void )
{
   init();
   init_offset();
   init_twoside();
   init_twoside_offset();
   init_unfilled();
   init_offset_unfilled();
   init_twoside_unfilled();
   init_twoside_offset_unfilled();
   init_fallback();
   init_offset_fallback();
   init_twoside_fallback();
   init_twoside_offset_fallback();
   init_unfilled_fallback();
   init_offset_unfilled_fallback();
   init_twoside_unfilled_fallback();
   init_twoside_offset_unfilled_fallback();
}



/***********************************************************************
 *                    Rasterization fallback helpers                   *
 ***********************************************************************/


/* This code is hit only when a mix of accelerated and unaccelerated
 * primitives are being drawn, and only for the unaccelerated
 * primitives.
 */
static void
savage_fallback_tri( savageContextPtr imesa,
		     savageVertexPtr v0,
		     savageVertexPtr v1,
		     savageVertexPtr v2 )
{
   GLcontext *ctx = imesa->glCtx;
   SWvertex v[3];
   FLUSH_BATCH(imesa);
   WAIT_IDLE_EMPTY(imesa);
   _swsetup_Translate( ctx, v0, &v[0] );
   _swsetup_Translate( ctx, v1, &v[1] );
   _swsetup_Translate( ctx, v2, &v[2] );
   _swrast_Triangle( ctx, &v[0], &v[1], &v[2] );
}


static void
savage_fallback_line( savageContextPtr imesa,
		      savageVertexPtr v0,
		      savageVertexPtr v1 )
{
   GLcontext *ctx = imesa->glCtx;
   SWvertex v[2];
   FLUSH_BATCH(imesa);
   WAIT_IDLE_EMPTY(imesa);
   _swsetup_Translate( ctx, v0, &v[0] );
   _swsetup_Translate( ctx, v1, &v[1] );
   _swrast_Line( ctx, &v[0], &v[1] );
}


static void
savage_fallback_point( savageContextPtr imesa,
		       savageVertexPtr v0 )
{
   GLcontext *ctx = imesa->glCtx;
   SWvertex v[1];
   FLUSH_BATCH(imesa);
   WAIT_IDLE_EMPTY(imesa);
   _swsetup_Translate( ctx, v0, &v[0] );
   _swrast_Point( ctx, &v[0] );
}



/**********************************************************************/
/*               Render unclipped begin/end objects                   */
/**********************************************************************/

#define VERT(x) (savageVertexPtr)(savageVerts + (x * vertsize * sizeof(int)))
#define RENDER_POINTS( start, count )		\
   for ( ; start < count ; start++)		\
      savage_draw_point( imesa, VERT(start) )
#define RENDER_LINE( v0, v1 ) \
   savage_draw_line( imesa, VERT(v0), VERT(v1) )
#define RENDER_TRI( v0, v1, v2 )  \
   savage_draw_triangle( imesa, VERT(v0), VERT(v1), VERT(v2) )
#define RENDER_QUAD( v0, v1, v2, v3 ) \
   savage_draw_quad( imesa, VERT(v0), VERT(v1), VERT(v2), VERT(v3) )
#define INIT(x) do {					\
   if (0) fprintf(stderr, "%s\n", __FUNCTION__);	\
   savageRenderPrimitive( ctx, x );                     \
   /*SAVAGE_CONTEXT(ctx)->render_primitive = x;*/       \
} while (0)
#undef LOCAL_VARS
#define LOCAL_VARS						\
    savageContextPtr imesa = SAVAGE_CONTEXT(ctx);		\
    const GLuint vertsize = imesa->vertex_size;			\
    const char *savageVerts = (char *)imesa->verts;		\
    const GLuint * const elt = TNL_CONTEXT(ctx)->vb.Elts;	\
    (void) elt;
#define RESET_STIPPLE
#define RESET_OCCLUSION
#define PRESERVE_VB_DEFS
#define ELT(x) (x)
#define TAG(x) savage_##x##_verts
#include "tnl/t_vb_rendertmp.h"
#undef ELT
#undef TAG
#define TAG(x) savage_##x##_elts
#define ELT(x) elt[x]
#include "tnl/t_vb_rendertmp.h"


/**********************************************************************/
/*                    Render clipped primitives                       */
/**********************************************************************/

static void savageRenderClippedPoly( GLcontext *ctx, const GLuint *elts,
				     GLuint n )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;

   /* Render the new vertices as an unclipped polygon.
    */
   {
      GLuint *tmp = VB->Elts;
      VB->Elts = (GLuint *)elts;
      tnl->Driver.Render.PrimTabElts[GL_POLYGON]( ctx, 0, n, PRIM_BEGIN|PRIM_END );
      VB->Elts = tmp;
   }
}

static void savageRenderClippedLine( GLcontext *ctx, GLuint ii, GLuint jj )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   tnl->Driver.Render.Line( ctx, ii, jj );
}
/*
static void savageFastRenderClippedPoly( GLcontext *ctx, const GLuint *elts,
					 GLuint n )
{
   r128ContextPtr rmesa = R128_CONTEXT( ctx );
   GLuint vertsize = rmesa->vertex_size;
   GLuint *vb = r128AllocDmaLow( rmesa, (n-2) * 3 * 4 * vertsize );
   GLubyte *r128verts = (GLubyte *)rmesa->verts;
   const GLuint shift = rmesa->vertex_stride_shift;
   const GLuint *start = (const GLuint *)VERT(elts[0]);
   int i,j;

   rmesa->num_verts += (n-2) * 3;

   for (i = 2 ; i < n ; i++) {
      COPY_DWORDS( j, vb, vertsize, (r128VertexPtr) start );
      COPY_DWORDS( j, vb, vertsize, (r128VertexPtr) VERT(elts[i-1]) );
      COPY_DWORDS( j, vb, vertsize, (r128VertexPtr) VERT(elts[i]) );
   }
}
*/



/**********************************************************************/
/*                    Choose render functions                         */
/**********************************************************************/

#define _SAVAGE_NEW_RENDER_STATE (_DD_NEW_LINE_STIPPLE |	\
			          _DD_NEW_LINE_SMOOTH |		\
			          _DD_NEW_POINT_SMOOTH |	\
			          _DD_NEW_TRI_STIPPLE |		\
			          _DD_NEW_TRI_SMOOTH |		\
			          _DD_NEW_TRI_UNFILLED |	\
			          _DD_NEW_TRI_LIGHT_TWOSIDE |	\
			          _DD_NEW_TRI_OFFSET)		\

/* original driver didn't have DD_POINT_SMOOTH. really needed? */
#define POINT_FALLBACK (DD_POINT_SMOOTH)
#define LINE_FALLBACK (DD_LINE_STIPPLE|DD_LINE_SMOOTH)
#define TRI_FALLBACK (DD_TRI_STIPPLE|DD_TRI_SMOOTH)
#define ANY_FALLBACK_FLAGS (POINT_FALLBACK|LINE_FALLBACK|TRI_FALLBACK)
#define ANY_RASTER_FLAGS (DD_TRI_LIGHT_TWOSIDE|DD_TRI_OFFSET|DD_TRI_UNFILLED)


static void savageChooseRenderState(GLcontext *ctx)
{
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
   GLuint flags = ctx->_TriangleCaps;
   GLuint index = 0;

   /* Hook in fallback functions for the ptex hack. Do this first, so
    * that a real fallback will overwrite them with the respective
    * savage_fallback_... function.
    */
   if (imesa->ptexHack) {
      /* Do textures make sense with points? */
      imesa->draw_point = savage_ptex_point;
      imesa->draw_line = savage_ptex_line;
      imesa->draw_tri = savage_ptex_tri;
      index |= SAVAGE_FALLBACK_BIT;
   } else {
      imesa->draw_point = savage_draw_point;
      imesa->draw_line = savage_draw_line;
      imesa->draw_tri = savage_draw_triangle;
   }

   if (flags & (ANY_RASTER_FLAGS|ANY_FALLBACK_FLAGS)) {
      if (flags & ANY_RASTER_FLAGS) {
	 if (flags & DD_TRI_LIGHT_TWOSIDE) index |= SAVAGE_TWOSIDE_BIT;
	 if (flags & DD_TRI_OFFSET)        index |= SAVAGE_OFFSET_BIT;
	 if (flags & DD_TRI_UNFILLED)      index |= SAVAGE_UNFILLED_BIT;
      }

      /* Hook in fallbacks for specific primitives.
       */
      if (flags & ANY_FALLBACK_FLAGS) {
	 if (flags & POINT_FALLBACK) imesa->draw_point = savage_fallback_point;
	 if (flags & LINE_FALLBACK)  imesa->draw_line = savage_fallback_line;
	 if (flags & TRI_FALLBACK)   imesa->draw_tri = savage_fallback_tri;
	 index |= SAVAGE_FALLBACK_BIT;
	 if (SAVAGE_DEBUG & DEBUG_FALLBACKS) {
	    fprintf (stderr, "Per-primitive fallback, TriangleCaps=0x%x\n",
		     ctx->_TriangleCaps);
	 }
      }
   }

   if (index != imesa->RenderIndex) {
      TNLcontext *tnl = TNL_CONTEXT(ctx);
      tnl->Driver.Render.Points = rast_tab[index].points;
      tnl->Driver.Render.Line = rast_tab[index].line;
      tnl->Driver.Render.Triangle = rast_tab[index].triangle;
      tnl->Driver.Render.Quad = rast_tab[index].quad;

      if (index == 0) {
	 tnl->Driver.Render.PrimTabVerts = savage_render_tab_verts;
	 tnl->Driver.Render.PrimTabElts = savage_render_tab_elts;
	 tnl->Driver.Render.ClippedLine = rast_tab[index].line;
	 tnl->Driver.Render.ClippedPolygon = savageRenderClippedPoly/*r128FastRenderClippedPoly*/;
      } else {
	 tnl->Driver.Render.PrimTabVerts = _tnl_render_tab_verts;
	 tnl->Driver.Render.PrimTabElts = _tnl_render_tab_elts;
	 tnl->Driver.Render.ClippedLine = savageRenderClippedLine;
	 tnl->Driver.Render.ClippedPolygon = savageRenderClippedPoly;
      }

      imesa->RenderIndex = index;
   }
}

/**********************************************************************/
/*                 Validate state at pipeline start                   */
/**********************************************************************/

static void savageRunPipeline( GLcontext *ctx )
{
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);

   if (imesa->no_rast)
      FALLBACK(ctx, SAVAGE_FALLBACK_NORAST, GL_TRUE);

   if (imesa->new_state)
      savageDDUpdateHwState( ctx );

   if (!imesa->Fallback) {
      if (imesa->new_gl_state & _SAVAGE_NEW_RENDER_STATE)
	 savageChooseRenderState( ctx );

      /* choose the correct primitive type for tnl rendering */
      if (imesa->savageScreen->chipset < S3_SAVAGE4 &&
	  (ctx->_TriangleCaps & DD_FLATSHADE)) {
	 if (imesa->HwPrim != SAVAGE_PRIM_TRILIST_201)
	    savageFlushVertices(imesa);
	 imesa->HwPrim = SAVAGE_PRIM_TRILIST_201;
      } else {
	 if (imesa->HwPrim != SAVAGE_PRIM_TRILIST)
	    savageFlushVertices(imesa);
	 imesa->HwPrim = SAVAGE_PRIM_TRILIST;
      }

      imesa->new_gl_state = 0;
   }

   _tnl_run_pipeline( ctx );

   if (imesa->no_rast)
      FALLBACK(ctx, SAVAGE_FALLBACK_NORAST, GL_FALSE);
}

/**********************************************************************/
/*                 High level hooks for t_vb_render.c                 */
/**********************************************************************/

/* This is called when Mesa switches between rendering triangle
 * primitives (such as GL_POLYGON, GL_QUADS, GL_TRIANGLE_STRIP, etc),
 * and lines, points and bitmaps.
 *
 * As the r128 uses triangles to render lines and points, it is
 * necessary to turn off hardware culling when rendering these
 * primitives.
 */

static void savageRasterPrimitive( GLcontext *ctx, GLuint prim )
{
   savageContextPtr imesa = SAVAGE_CONTEXT( ctx );

   /* Update culling */
   if (imesa->raster_primitive != prim) {
      imesa->raster_primitive = prim;
      imesa->new_state |= SAVAGE_NEW_CULL;
      savageDDUpdateHwState (ctx);
   }

#if 0
   if (ctx->Polygon.StippleFlag && mmesa->haveHwStipple)
   {
      mmesa->dirty |= MGA_UPLOAD_CONTEXT;
      mmesa->setup.dwgctl &= ~(0xf<<20);
      if (mmesa->raster_primitive == GL_TRIANGLES)
	 mmesa->setup.dwgctl |= mmesa->poly_stipple;
   }
#endif
}

static void savageRenderPrimitive( GLcontext *ctx, GLenum prim )
{
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
   GLuint rprim = reduced_prim[prim];

   imesa->render_primitive = prim;

   if (rprim == GL_TRIANGLES && (ctx->_TriangleCaps & DD_TRI_UNFILLED))
      return;
       
   if (imesa->raster_primitive != rprim) {
      savageRasterPrimitive( ctx, rprim );
   }
}

/* Check if projective texture coordinates are used and if we can fake
 * them. Fallback to swrast we can't. Returns GL_TRUE if projective
 * texture coordinates must be faked, GL_FALSE otherwise.
 */
static GLboolean savageCheckPTexHack( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   DECLARE_RENDERINPUTS(index_bitset);

   RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );

   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX0 ) && VB->TexCoordPtr[0]->size == 4) {
      if (!RENDERINPUTS_TEST_RANGE( index_bitset, _TNL_ATTRIB_TEX1, _TNL_LAST_TEX ))
	 return GL_TRUE; /* apply ptex hack */
      else
	 FALLBACK(ctx, SAVAGE_FALLBACK_PROJ_TEXTURE, GL_TRUE);
   }
   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX1 ) && VB->TexCoordPtr[1]->size == 4)
      FALLBACK(ctx, SAVAGE_FALLBACK_PROJ_TEXTURE, GL_TRUE);

   return GL_FALSE; /* don't apply ptex hack */
}


#define DO_EMIT_ATTR( ATTR, STYLE )					\
do {									\
   imesa->vertex_attrs[imesa->vertex_attr_count].attrib = (ATTR);	\
   imesa->vertex_attrs[imesa->vertex_attr_count].format = (STYLE);	\
   imesa->vertex_attr_count++;						\
} while (0)

#define NEED_ATTR( INDEX, SKIP )					\
do {									\
   setupIndex |= (INDEX);						\
   skip &= ~(SKIP);							\
} while (0)

#define EMIT_ATTR( ATTR, STYLE, INDEX, SKIP )				\
do {									\
   NEED_ATTR( INDEX, SKIP );						\
   DO_EMIT_ATTR( ATTR, STYLE );						\
} while (0)

#define EMIT_PAD( N )							\
do {									\
   imesa->vertex_attrs[imesa->vertex_attr_count].attrib = 0;		\
   imesa->vertex_attrs[imesa->vertex_attr_count].format = EMIT_PAD;	\
   imesa->vertex_attrs[imesa->vertex_attr_count].offset = (N);		\
   imesa->vertex_attr_count++;						\
} while (0)

#define SAVAGE_EMIT_XYZ  0x0001
#define SAVAGE_EMIT_W    0x0002
#define SAVAGE_EMIT_C0   0x0004
#define SAVAGE_EMIT_C1   0x0008
#define SAVAGE_EMIT_FOG  0x0010
#define SAVAGE_EMIT_S0   0x0020
#define SAVAGE_EMIT_T0   0x0040
#define SAVAGE_EMIT_Q0   0x0080
#define SAVAGE_EMIT_ST0  0x0060
#define SAVAGE_EMIT_STQ0 0x00e0
#define SAVAGE_EMIT_S1   0x0100
#define SAVAGE_EMIT_T1   0x0200
#define SAVAGE_EMIT_ST1  0x0300


static INLINE GLuint savageChooseVertexFormat_s3d( GLcontext *ctx )
{
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   DECLARE_RENDERINPUTS(index_bitset);
   GLuint setupIndex = SAVAGE_EMIT_XYZ;
   GLubyte skip;

   RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
   imesa->vertex_attr_count = 0;

   skip = SAVAGE_SKIP_ALL_S3D;
   skip &= ~SAVAGE_SKIP_Z; /* all mesa vertices have a z coordinate */

   /* EMIT_ATTR's must be in order as they tell t_vertex.c how to
    * build up a hardware vertex.
    */
   if (RENDERINPUTS_TEST_RANGE( index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX ) || !(ctx->_TriangleCaps & DD_FLATSHADE))
      EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT, SAVAGE_EMIT_W, SAVAGE_SKIP_W );
   else {
      EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_3F_VIEWPORT, 0, 0 );
      EMIT_PAD( 4 );
      skip &= ~SAVAGE_SKIP_W;
   }

   /* t_context.c always includes a diffuse color */
   EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA, SAVAGE_EMIT_C0, SAVAGE_SKIP_C0 );

   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 ))
      EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR, SAVAGE_EMIT_C1, SAVAGE_SKIP_C1 );
   else
      EMIT_PAD( 3 );
   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG ))
      EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1UB_1F, SAVAGE_EMIT_FOG, SAVAGE_SKIP_C1 );
   else
      EMIT_PAD( 1 );
   skip &= ~SAVAGE_SKIP_C1;

   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX0 )) {
      if (imesa->ptexHack)
	 EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_3F_XYW, SAVAGE_EMIT_STQ0, SAVAGE_SKIP_ST0);
      else if (VB->TexCoordPtr[0]->size == 4)
	 assert (0); /* should be caught by savageCheckPTexHack */
      else if (VB->TexCoordPtr[0]->size >= 2)
	 /* The chromium menu emits some 3D tex coords even though no
	  * 3D texture is enabled. Ignore the 3rd coordinate. */
	 EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_2F, SAVAGE_EMIT_ST0, SAVAGE_SKIP_ST0 );
      else if (VB->TexCoordPtr[0]->size == 1) {
	 EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_1F, SAVAGE_EMIT_S0, SAVAGE_SKIP_S0 );
	 EMIT_PAD( 4 );
      } else
	 EMIT_PAD( 8 );
   } else
      EMIT_PAD( 8 );
   skip &= ~SAVAGE_SKIP_ST0;

   assert (skip == 0);
   imesa->skip = skip;
   return setupIndex;
}


static INLINE GLuint savageChooseVertexFormat_s4( GLcontext *ctx )
{
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   DECLARE_RENDERINPUTS(index_bitset);
   GLuint setupIndex = SAVAGE_EMIT_XYZ;
   GLubyte skip;
   GLuint size, mask;

   RENDERINPUTS_COPY( index_bitset, tnl->render_inputs_bitset );
   skip = SAVAGE_SKIP_ALL_S4;
   skip &= ~SAVAGE_SKIP_Z; /* all mesa vertices have a z coordinate */

   if (RENDERINPUTS_TEST_RANGE( index_bitset, _TNL_FIRST_TEX, _TNL_LAST_TEX ) || !(ctx->_TriangleCaps & DD_FLATSHADE))
      NEED_ATTR( SAVAGE_EMIT_W, SAVAGE_SKIP_W );

   /* t_context.c always includes a diffuse color */
   NEED_ATTR( SAVAGE_EMIT_C0, SAVAGE_SKIP_C0 );

   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_COLOR1 ))
      NEED_ATTR( SAVAGE_EMIT_C1, SAVAGE_SKIP_C1 );
   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_FOG ))
      NEED_ATTR( SAVAGE_EMIT_FOG, SAVAGE_SKIP_C1 );

   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX0 )) {
      if (imesa->ptexHack)
	 NEED_ATTR( SAVAGE_EMIT_STQ0, SAVAGE_SKIP_ST0);
      else if (VB->TexCoordPtr[0]->size == 4)
	 assert (0); /* should be caught by savageCheckPTexHack */
      else if (VB->TexCoordPtr[0]->size >= 2)
	 /* The chromium menu emits some 3D tex coords even though no
	  * 3D texture is enabled. Ignore the 3rd coordinate. */
	 NEED_ATTR( SAVAGE_EMIT_ST0, SAVAGE_SKIP_ST0 );
      else
	 NEED_ATTR( SAVAGE_EMIT_S0, SAVAGE_SKIP_S0 );
   }
   if (RENDERINPUTS_TEST( index_bitset, _TNL_ATTRIB_TEX1 )) {
      if (VB->TexCoordPtr[1]->size == 4)
	 /* projective textures are not supported by the hardware */
	 assert (0); /* should be caught by savageCheckPTexHack */
      else if (VB->TexCoordPtr[1]->size >= 2)
	 NEED_ATTR( SAVAGE_EMIT_ST1, SAVAGE_SKIP_ST1 );
      else
	 NEED_ATTR( SAVAGE_EMIT_S1, SAVAGE_SKIP_S1 );
   }

   /* if nothing changed we can skip the rest */
   if (setupIndex == imesa->SetupIndex && imesa->vertex_size != 0)
      return setupIndex;

   if (imesa->enable_vdma) {
      mask = SAVAGE_SKIP_W;
      size = 10 - (skip & 1) - (skip >> 1 & 1) -
	 (skip >> 2 & 1) - (skip >> 3 & 1) - (skip >> 4 & 1) -
	 (skip >> 5 & 1) - (skip >> 6 & 1) - (skip >> 7 & 1);

      while (size < 8) {
	 if (skip & mask) {
	    skip &= ~mask;
	    size++;
	 }
	 mask <<= 1;
      }
   }

   imesa->vertex_attr_count = 0;

   if (skip & SAVAGE_SKIP_W)
      DO_EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_3F_VIEWPORT );
   else if (setupIndex & SAVAGE_EMIT_W)
      DO_EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_4F_VIEWPORT );
   else {
      DO_EMIT_ATTR( _TNL_ATTRIB_POS, EMIT_3F_VIEWPORT );
      EMIT_PAD( 4 );
   }

   DO_EMIT_ATTR( _TNL_ATTRIB_COLOR0, EMIT_4UB_4F_BGRA );

   if (!(skip & SAVAGE_SKIP_C1)) {
      if (!(setupIndex & (SAVAGE_EMIT_C1|SAVAGE_EMIT_FOG)))
	 EMIT_PAD( 4 );
      else {
	 if (setupIndex & SAVAGE_EMIT_C1)
	    DO_EMIT_ATTR( _TNL_ATTRIB_COLOR1, EMIT_3UB_3F_BGR );
	 else
	    EMIT_PAD( 3 );
	 if (setupIndex & SAVAGE_EMIT_FOG)
	    DO_EMIT_ATTR( _TNL_ATTRIB_FOG, EMIT_1UB_1F );
	 else
	    EMIT_PAD( 1 );
      }
   }

   if ((skip & SAVAGE_SKIP_ST0) != SAVAGE_SKIP_ST0) {
      if ((setupIndex & SAVAGE_EMIT_STQ0) == SAVAGE_EMIT_STQ0)
	 DO_EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_3F_XYW );
      else if ((setupIndex & SAVAGE_EMIT_ST0) == SAVAGE_EMIT_ST0)
	 DO_EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_2F );
      else if ((setupIndex & SAVAGE_EMIT_ST0) == SAVAGE_EMIT_S0) {
	 DO_EMIT_ATTR( _TNL_ATTRIB_TEX0, EMIT_1F );
	 if (!(skip & SAVAGE_SKIP_T0)) EMIT_PAD( 4 );
      } else {
	 if (!(skip & SAVAGE_SKIP_S0)) EMIT_PAD( 4 );
	 if (!(skip & SAVAGE_SKIP_T0)) EMIT_PAD( 4 );
      }
   }

   if ((skip & SAVAGE_SKIP_ST1) != SAVAGE_SKIP_ST1) {
      if ((setupIndex & SAVAGE_EMIT_ST1) == SAVAGE_EMIT_ST1)
	 DO_EMIT_ATTR( _TNL_ATTRIB_TEX1, EMIT_2F );
      else if ((setupIndex & SAVAGE_EMIT_ST1) == SAVAGE_EMIT_S1) {
	 DO_EMIT_ATTR( _TNL_ATTRIB_TEX1, EMIT_1F );
	 if (!(skip & SAVAGE_SKIP_T1)) EMIT_PAD( 4 );
      } else {
	 if (!(skip & SAVAGE_SKIP_S1)) EMIT_PAD( 4 );
	 if (!(skip & SAVAGE_SKIP_T1)) EMIT_PAD( 4 );
      }
   }

   imesa->skip = skip;
   return setupIndex;
}


static void savageRenderStart( GLcontext *ctx )
{
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   struct vertex_buffer *VB = &tnl->vb;
   GLuint setupIndex = SAVAGE_EMIT_XYZ;
   GLboolean ptexHack;

   /* Check if we need to apply the ptex hack. Choose a new render
    * state if necessary. (Note: this can't be done in
    * savageRunPipeline, since the number of vertex coordinates can
    * change in the pipeline. texmat or texgen or both?) */
   ptexHack = savageCheckPTexHack( ctx );
   if (ptexHack != imesa->ptexHack) {
      imesa->ptexHack = ptexHack;
      savageChooseRenderState (ctx);
   }
   /* Handle fallback cases identified in savageCheckPTexHack. */
   if (SAVAGE_CONTEXT(ctx)->Fallback) {
      tnl->Driver.Render.Start(ctx);
      return;
   }

   /* Important:
    */
   VB->AttribPtr[VERT_ATTRIB_POS] = VB->NdcPtr;
 
   if (imesa->savageScreen->chipset < S3_SAVAGE4) {
      setupIndex = savageChooseVertexFormat_s3d(ctx);
   } else {
      setupIndex = savageChooseVertexFormat_s4(ctx);
   }

   /* Need to change the vertex emit code if the SetupIndex changed or
    * is set for the first time (indicated by vertex_size == 0). */
   if (setupIndex != imesa->SetupIndex || imesa->vertex_size == 0) {
      GLuint hwVertexSize;
      imesa->vertex_size =
	 _tnl_install_attrs( ctx, 
			     imesa->vertex_attrs, 
			     imesa->vertex_attr_count,
			     imesa->hw_viewport, 0 );
      imesa->vertex_size >>= 2;
      imesa->SetupIndex = setupIndex;

      hwVertexSize = imesa->vertex_size;
      if (setupIndex & SAVAGE_EMIT_Q0) {
	 /* The vertex setup code emits homogenous texture
	  * coordinates. They are converted to normal 2D coords by
	  * savage_ptex_tri/line/point. Now we have two different
	  * vertex sizes. Functions that emit vertices to the hardware
	  * need to use HwVertexSize, anything that manipulates the
	  * vertices generated by t_vertex uses vertex_size. */
	 hwVertexSize--;
	 assert (imesa->ptexHack);
      } else
	 assert (!imesa->ptexHack);

      if (hwVertexSize != imesa->HwVertexSize) {
	 /* Changing the vertex size: flush vertex and command buffer and
	  * discard the DMA buffer, if we were using one. */
	 savageFlushVertices(imesa);
	 savageFlushCmdBuf(imesa, GL_TRUE);
	 if (hwVertexSize == 8 && imesa->enable_vdma) {
	    if (SAVAGE_DEBUG & DEBUG_DMA)
	       fprintf (stderr, "Using DMA, skip=0x%02x\n", imesa->skip);
	    /* we can use vertex dma */
	    imesa->vtxBuf = &imesa->dmaVtxBuf;
	 } else {
	    if (SAVAGE_DEBUG & DEBUG_DMA)
	       fprintf (stderr, "Not using DMA, skip=0x%02x\n", imesa->skip);
	    imesa->vtxBuf = &imesa->clientVtxBuf;
	 }
	 imesa->HwVertexSize = hwVertexSize;
      }
   }
}

static void savageRenderFinish( GLcontext *ctx )
{
   /* Flush the last primitive now, before any state is changed. */
   savageFlushVertices(SAVAGE_CONTEXT(ctx));

   if (SAVAGE_CONTEXT(ctx)->RenderIndex & SAVAGE_FALLBACK_BIT)
      _swrast_flush( ctx );
}


/**********************************************************************/
/*           Transition to/from hardware rasterization.               */
/**********************************************************************/

static const char * const fallbackStrings[] = {
   "Texture mode",
   "Draw buffer",
   "Read buffer",
   "Color mask",
   "Specular",
   "LogicOp",
   "glEnable(GL_STENCIL) without hw stencil buffer",
   "glRenderMode(selection or feedback)",
   "glBlendEquation",
   "Hardware rasterization disabled",
   "Projective texture",
};

void savageFallback( GLcontext *ctx, GLuint bit, GLboolean mode )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   savageContextPtr imesa = SAVAGE_CONTEXT(ctx);
   GLuint oldfallback = imesa->Fallback;
   GLuint index;
   for (index = 0; (1 << index) < bit; ++index);

   if (mode) {
      imesa->Fallback |= bit;
      if (oldfallback == 0) {
	 /* the first fallback */
	 _swsetup_Wakeup( ctx );
	 imesa->RenderIndex = ~0;
      }
      if (!(oldfallback & bit) && (SAVAGE_DEBUG & DEBUG_FALLBACKS))
	 fprintf (stderr, "Savage begin fallback: 0x%x %s\n",
		  bit, fallbackStrings[index]);
   }
   else {
      imesa->Fallback &= ~bit;
      if (oldfallback == bit) {
	 /* the last fallback */
	 _swrast_flush( ctx );
	 tnl->Driver.Render.Start = savageRenderStart;
	 tnl->Driver.Render.PrimitiveNotify = savageRenderPrimitive;
	 tnl->Driver.Render.Finish = savageRenderFinish;

	 tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
	 tnl->Driver.Render.CopyPV = _tnl_copy_pv;
	 tnl->Driver.Render.Interp = _tnl_interp;

	 _tnl_invalidate_vertex_state( ctx, ~0 );
	 _tnl_invalidate_vertices( ctx, ~0 );
	 _tnl_install_attrs( ctx, 
			     imesa->vertex_attrs, 
			     imesa->vertex_attr_count,
			     imesa->hw_viewport, 0 ); 

	 imesa->new_gl_state |= _SAVAGE_NEW_RENDER_STATE;
      }
      if ((oldfallback & bit) && (SAVAGE_DEBUG & DEBUG_FALLBACKS))
	 fprintf (stderr, "Savage end fallback: 0x%x %s\n",
		  bit, fallbackStrings[index]);
   }
}


/**********************************************************************/
/*                            Initialization.                         */
/**********************************************************************/

void savageInitTriFuncs( GLcontext *ctx )
{
   TNLcontext *tnl = TNL_CONTEXT(ctx);
   static int firsttime = 1;

   if (firsttime) {
      init_rast_tab();
      firsttime = 0;
   }

   tnl->Driver.RunPipeline = savageRunPipeline;
   tnl->Driver.Render.Start = savageRenderStart;
   tnl->Driver.Render.Finish = savageRenderFinish;
   tnl->Driver.Render.PrimitiveNotify = savageRenderPrimitive;
   tnl->Driver.Render.ResetLineStipple = _swrast_ResetLineStipple;

   tnl->Driver.Render.BuildVertices = _tnl_build_vertices;
   tnl->Driver.Render.CopyPV = _tnl_copy_pv;
   tnl->Driver.Render.Interp = _tnl_interp;

   _tnl_init_vertices( ctx, ctx->Const.MaxArrayLockSize + 12, 
		       (6 + 2*ctx->Const.MaxTextureUnits) * sizeof(GLfloat) );
   
   SAVAGE_CONTEXT(ctx)->verts = (char *)tnl->clipspace.vertex_buf;
}
