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

Copyright 2000 Silicon Integrated Systems Corp, Inc., HsinChu, Taiwan.
Copyright 2003 Eric Anholt
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
ERIC ANHOLT OR SILICON INTEGRATED SYSTEMS CORP 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:
 *   Sung-Ching Lin <sclin@sis.com.tw>
 *   Eric Anholt <anholt@FreeBSD.org>
 */

#include "sis_dri.h"

#include "sis_context.h"
#include "sis_state.h"
#include "sis_dd.h"
#include "sis_span.h"
#include "sis_stencil.h"
#include "sis_tex.h"
#include "sis_tris.h"
#include "sis_alloc.h"

#include "main/imports.h"
#include "utils.h"
#include "main/framebuffer.h"

#include "drivers/common/driverfuncs.h"

#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "vbo/vbo.h"

#include "tnl/tnl.h"

#define need_GL_EXT_fog_coord
#define need_GL_EXT_secondary_color
#include "main/remap_helper.h"

#ifndef SIS_DEBUG
int SIS_DEBUG = 0;
#endif

int GlobalCurrentHwcx = -1;
int GlobalHwcxCountBase = 1;
int GlobalCmdQueueLen = 0;

static struct dri_extension card_extensions[] =
{
    { "GL_ARB_multitexture",               NULL },
    { "GL_ARB_texture_border_clamp",       NULL },
    { "GL_ARB_texture_mirrored_repeat",    NULL },
    /*{ "GL_EXT_fog_coord",                  GL_EXT_fog_coord_functions },*/
    { "GL_EXT_texture_lod_bias",           NULL },
    { "GL_EXT_secondary_color",            GL_EXT_secondary_color_functions },
    { "GL_EXT_stencil_wrap",               NULL },
    { "GL_MESA_ycbcr_texture",             NULL },
    { "GL_NV_blend_square",                NULL },
    { NULL,                                NULL }
};

#if 0
static struct dri_extension card_extensions_6326[] =
{
    /*{ "GL_ARB_texture_border_clamp",       NULL },*/
    /*{ "GL_ARB_texture_mirrored_repeat",    NULL },*/
    /*{ "GL_MESA_ycbcr_texture",             NULL },*/
    { NULL,                                NULL }
};
#endif

static const struct dri_debug_control debug_control[] =
{
    { "fall",  DEBUG_FALLBACKS },
    { NULL,    0 }
};

void
WaitEngIdle (sisContextPtr smesa)
{
   GLuint engineState;

   if (smesa->is6326) {
      do {
	 engineState = MMIO_READ(REG_3D_EngineFire); /* XXX right reg? */
      } while ((engineState & ENG_3DIDLEQE) != 0);
   } else {
      do {
	 engineState = MMIO_READ(REG_CommandQueue);
      } while ((engineState & SiS_EngIdle) != SiS_EngIdle);
   }
}

void
Wait2DEngIdle (sisContextPtr smesa)
{
   GLuint engineState;

   if (smesa->is6326) {
      do {
	 engineState = MMIO_READ(REG_6326_BitBlt_Cmd);
      } while ((engineState & BLT_BUSY) != 0);
   } else {
      do {
	 engineState = MMIO_READ(REG_CommandQueue);
      } while ((engineState & SiS_EngIdle2d) != SiS_EngIdle2d);
   }
}

/* To be called from mWait3DCmdQueue.  Separate function for profiling
 * purposes, and speed doesn't matter because we're spinning anyway.
 */
void
WaitingFor3dIdle(sisContextPtr smesa, int wLen)
{
   if (smesa->is6326) {
      while (*(smesa->CurrentQueueLenPtr) < wLen) {
	 *(smesa->CurrentQueueLenPtr) =
	    ((GLuint)MMIO_READ(REG_3D_EngineFire) >> 16) * 2;
      }
   } else {
      while (*(smesa->CurrentQueueLenPtr) < wLen) {
	 *(smesa->CurrentQueueLenPtr) =
            (MMIO_READ(REG_CommandQueue) & MASK_QueueLen) - 20;
      }
   }
}

void sisReAllocateBuffers(GLcontext *ctx, GLframebuffer *drawbuffer,
                          GLuint width, GLuint height)
{
   sisContextPtr smesa = SIS_CONTEXT(ctx);

   sisUpdateBufferSize(smesa);

   _mesa_resize_framebuffer(ctx, drawbuffer, width, height);
}

GLboolean
sisCreateContext( const __GLcontextModes *glVisual,
		  __DRIcontextPrivate *driContextPriv,
                  void *sharedContextPrivate )
{
   GLcontext *ctx, *shareCtx;
   __DRIscreenPrivate *sPriv = driContextPriv->driScreenPriv;
   sisContextPtr smesa;
   sisScreenPtr sisScreen;
   int i;
   struct dd_function_table functions;

   smesa = (sisContextPtr)CALLOC( sizeof(*smesa) );
   if (smesa == NULL)
      return GL_FALSE;

   /* Init default driver functions then plug in our SIS-specific functions
    * (the texture functions are especially important)
    */
   _mesa_init_driver_functions(&functions);
   sisInitDriverFuncs(&functions);
   sisInitTextureFuncs(&functions);

   /* Allocate the Mesa context */
   if (sharedContextPrivate)
      shareCtx = ((sisContextPtr)sharedContextPrivate)->glCtx;
   else 
      shareCtx = NULL;
   smesa->glCtx = _mesa_create_context( glVisual, shareCtx,
                                        &functions, (void *) smesa);
   if (!smesa->glCtx) {
      FREE(smesa);
      return GL_FALSE;
   }
   driContextPriv->driverPrivate = smesa;
   ctx = smesa->glCtx;

   sisScreen = smesa->sisScreen = (sisScreenPtr)(sPriv->private);

   smesa->is6326 = GL_FALSE; /* XXX */
   smesa->driContext = driContextPriv;
   smesa->driScreen = sPriv;
   smesa->driDrawable = NULL;
   smesa->hHWContext = driContextPriv->hHWContext;
   smesa->driHwLock = &sPriv->pSAREA->lock;
   smesa->driFd = sPriv->fd;
  
   smesa->virtualX = sisScreen->screenX;
   smesa->virtualY = sisScreen->screenY;
   smesa->bytesPerPixel = sisScreen->cpp;
   smesa->IOBase = sisScreen->mmio.map;
   smesa->Chipset = sisScreen->deviceID;

   smesa->FbBase = sPriv->pFB;
   smesa->displayWidth = sPriv->fbWidth;
   smesa->front.pitch = sPriv->fbStride;

   smesa->sarea = (SISSAREAPriv *)((char *)sPriv->pSAREA +
				   sisScreen->sarea_priv_offset);

   /* support ARGB8888 and RGB565 */
   switch (smesa->bytesPerPixel)
   {
   case 4:
      smesa->redMask = 0x00ff0000;
      smesa->greenMask = 0x0000ff00;
      smesa->blueMask = 0x000000ff;
      smesa->alphaMask = 0xff000000;
      smesa->colorFormat = DST_FORMAT_ARGB_8888;
      break;
   case 2:
      smesa->redMask = 0xf800;
      smesa->greenMask = 0x07e0;
      smesa->blueMask = 0x001f;
      smesa->alphaMask = 0;
      smesa->colorFormat = DST_FORMAT_RGB_565;
      break;
   default:
      sis_fatal_error("Bad bytesPerPixel %d.\n", smesa->bytesPerPixel);
   }

   if (smesa->is6326) {
      ctx->Const.MaxTextureUnits = 1;
      ctx->Const.MaxTextureLevels = 9;
   } else {
      ctx->Const.MaxTextureUnits = 2;
      ctx->Const.MaxTextureLevels = 11;
   }
   ctx->Const.MaxTextureImageUnits = ctx->Const.MaxTextureUnits;
   ctx->Const.MaxTextureCoordUnits = ctx->Const.MaxTextureUnits;

   /* Parse configuration files */
   driParseConfigFiles (&smesa->optionCache, &sisScreen->optionCache,
			sisScreen->driScreen->myNum, "sis");

#if DO_DEBUG
   SIS_DEBUG = driParseDebugString(getenv("SIS_DEBUG"), debug_control);
#endif

   /* TODO: index mode */

   smesa->CurrentQueueLenPtr = &(smesa->sarea->QueueLength);
   smesa->FrameCountPtr = &(smesa->sarea->FrameCount);

   /* set AGP */
   smesa->AGPSize = sisScreen->agp.size;
   smesa->AGPBase = sisScreen->agp.map;
   smesa->AGPAddr = sisScreen->agpBaseOffset;

   /* Create AGP command buffer */
   if (smesa->AGPSize != 0 && 
      !driQueryOptionb(&smesa->optionCache, "agp_disable"))
   {
      smesa->vb = sisAllocAGP(smesa, 64 * 1024, &smesa->vb_agp_handle);
      if (smesa->vb != NULL) {
	 smesa->using_agp = GL_TRUE;
	 smesa->vb_cur = smesa->vb;
	 smesa->vb_last = smesa->vb;
	 smesa->vb_end = smesa->vb + 64 * 1024;
	 smesa->vb_agp_offset = ((long)smesa->vb - (long)smesa->AGPBase +
	    (long)smesa->AGPAddr);
      }
   }
   if (!smesa->using_agp) {
      smesa->vb = malloc(64 * 1024);
      if (smesa->vb == NULL) {
	 FREE(smesa);
	 return GL_FALSE;
      }
      smesa->vb_cur = smesa->vb;
      smesa->vb_last = smesa->vb;
      smesa->vb_end = smesa->vb + 64 * 1024;
   }

   smesa->GlobalFlag = 0L;

   smesa->Fallback = 0;

   /* Initialize the software rasterizer and helper modules.
    */
   _swrast_CreateContext( ctx );
   _vbo_CreateContext( ctx );
   _tnl_CreateContext( ctx );
   _swsetup_CreateContext( ctx );

   _swrast_allow_pixel_fog( ctx, GL_TRUE );
   _swrast_allow_vertex_fog( ctx, GL_FALSE );
   _tnl_allow_pixel_fog( ctx, GL_TRUE );
   _tnl_allow_vertex_fog( ctx, GL_FALSE );

   /* XXX these should really go right after _mesa_init_driver_functions() */
   if (smesa->is6326) {
      sis6326DDInitStateFuncs( ctx );
      sis6326DDInitState( smesa ); /* Initializes smesa->zFormat, important */
   } else {
      sisDDInitStateFuncs( ctx );
      sisDDInitState( smesa );	/* Initializes smesa->zFormat, important */
      sisDDInitStencilFuncs( ctx );
   }
   sisInitTriFuncs( ctx );
   sisDDInitSpanFuncs( ctx );

   driInitExtensions( ctx, card_extensions, GL_FALSE );

   for (i = 0; i < SIS_MAX_TEXTURES; i++) {
      smesa->TexStates[i] = 0;
      smesa->PrevTexFormat[i] = 0;
   }

   if (driQueryOptionb(&smesa->optionCache, "no_rast")) {
      fprintf(stderr, "disabling 3D acceleration\n");
      FALLBACK(smesa, SIS_FALLBACK_DISABLE, 1);
   }
   smesa->texture_depth = driQueryOptioni(&smesa->optionCache, "texture_depth");

   return GL_TRUE;
}

void
sisDestroyContext ( __DRIcontextPrivate *driContextPriv )
{
   sisContextPtr smesa = (sisContextPtr)driContextPriv->driverPrivate;

   assert( smesa != NULL );

   if ( smesa != NULL ) {
      _swsetup_DestroyContext( smesa->glCtx );
      _tnl_DestroyContext( smesa->glCtx );
      _vbo_DestroyContext( smesa->glCtx );
      _swrast_DestroyContext( smesa->glCtx );

      if (smesa->using_agp)
	 sisFreeAGP(smesa, smesa->vb_agp_handle);

      /* free the Mesa context */
      /* XXX: Is the next line needed?  The DriverCtx (smesa) reference is
       * needed for sisDDDeleteTexture, since it needs to call the FB/AGP free
       * function.
       */
      /* smesa->glCtx->DriverCtx = NULL; */
      _mesa_destroy_context(smesa->glCtx);
   }

   FREE( smesa );
}

GLboolean
sisMakeCurrent( __DRIcontextPrivate *driContextPriv,
                __DRIdrawablePrivate *driDrawPriv,
                __DRIdrawablePrivate *driReadPriv )
{
   if ( driContextPriv ) {
      GET_CURRENT_CONTEXT(ctx);
      sisContextPtr oldSisCtx = ctx ? SIS_CONTEXT(ctx) : NULL;
      sisContextPtr newSisCtx = (sisContextPtr) driContextPriv->driverPrivate;
      struct gl_framebuffer *drawBuffer, *readBuffer;

      if ( newSisCtx != oldSisCtx) {
         newSisCtx->GlobalFlag = GFLAG_ALL;
      }

      newSisCtx->driDrawable = driDrawPriv;

      drawBuffer = (GLframebuffer *)driDrawPriv->driverPrivate;
      readBuffer = (GLframebuffer *)driReadPriv->driverPrivate;

      _mesa_make_current( newSisCtx->glCtx, drawBuffer, readBuffer );

      sisUpdateBufferSize( newSisCtx );
      sisUpdateClipping( newSisCtx->glCtx );
   } else {
      _mesa_make_current( NULL, NULL, NULL );
   }

   return GL_TRUE;
}

GLboolean
sisUnbindContext( __DRIcontextPrivate *driContextPriv )
{
   return GL_TRUE;
}

void
sis_update_render_state( sisContextPtr smesa )
{
   __GLSiSHardware *prev = &smesa->prev;

   mWait3DCmdQueue (45);

   if (smesa->GlobalFlag & GFLAG_ENABLESETTING) {
      if (!smesa->clearTexCache) {
	 MMIO(REG_3D_TEnable, prev->hwCapEnable);
      } else {
	 MMIO(REG_3D_TEnable, prev->hwCapEnable | MASK_TextureCacheClear);
	 MMIO(REG_3D_TEnable, prev->hwCapEnable);
	 smesa->clearTexCache = GL_FALSE;
      }
   }

   if (smesa->GlobalFlag & GFLAG_ENABLESETTING2)
      MMIO(REG_3D_TEnable2, prev->hwCapEnable2);

   /* Z Setting */
   if (smesa->GlobalFlag & GFLAG_ZSETTING)
   {
      MMIO(REG_3D_ZSet, prev->hwZ);
      MMIO(REG_3D_ZStWriteMask, prev->hwZMask);
      MMIO(REG_3D_ZAddress, prev->hwOffsetZ);
   }

   /* Alpha Setting */
   if (smesa->GlobalFlag & GFLAG_ALPHASETTING)
      MMIO(REG_3D_AlphaSet, prev->hwAlpha);

   if (smesa->GlobalFlag & GFLAG_DESTSETTING) {
      MMIO(REG_3D_DstSet, prev->hwDstSet);
      MMIO(REG_3D_DstAlphaWriteMask, prev->hwDstMask);
      MMIO(REG_3D_DstAddress, prev->hwOffsetDest);
   }

   /* Line Setting */
#if 0
   if (smesa->GlobalFlag & GFLAG_LINESETTING) 
      MMIO(REG_3D_LinePattern, prev->hwLinePattern);
#endif

   /* Fog Setting */
   if (smesa->GlobalFlag & GFLAG_FOGSETTING)
   {
      MMIO(REG_3D_FogSet, prev->hwFog);
      MMIO(REG_3D_FogInverseDistance, prev->hwFogInverse);
      MMIO(REG_3D_FogFarDistance, prev->hwFogFar);
      MMIO(REG_3D_FogFactorDensity, prev->hwFogDensity);
   }

   /* Stencil Setting */
   if (smesa->GlobalFlag & GFLAG_STENCILSETTING) {
      MMIO(REG_3D_StencilSet, prev->hwStSetting);
      MMIO(REG_3D_StencilSet2, prev->hwStSetting2);
   }

   /* Miscellaneous Setting */
   if (smesa->GlobalFlag & GFLAG_DSTBLEND)
      MMIO(REG_3D_DstBlendMode, prev->hwDstSrcBlend);
   if (smesa->GlobalFlag & GFLAG_CLIPPING) {
      MMIO(REG_3D_ClipTopBottom, prev->clipTopBottom);
      MMIO(REG_3D_ClipLeftRight, prev->clipLeftRight);
   }

  smesa->GlobalFlag &= ~GFLAG_RENDER_STATES;
}

void
sis_update_texture_state (sisContextPtr smesa)
{
   __GLSiSHardware *prev = &smesa->prev;

   mWait3DCmdQueue (55);
   if (smesa->clearTexCache || (smesa->GlobalFlag & GFLAG_TEXTUREADDRESS)) {
      MMIO(REG_3D_TEnable, prev->hwCapEnable | MASK_TextureCacheClear);
      MMIO(REG_3D_TEnable, prev->hwCapEnable);
      smesa->clearTexCache = GL_FALSE;
   }

   /* Texture Setting */
   if (smesa->GlobalFlag & CFLAG_TEXTURERESET)
      MMIO(REG_3D_TextureSet, prev->texture[0].hwTextureSet);

   if (smesa->GlobalFlag & GFLAG_TEXTUREMIPMAP)
      MMIO(REG_3D_TextureMip, prev->texture[0].hwTextureMip);

  /*
  MMIO(REG_3D_TextureTransparencyColorHigh, prev->texture[0].hwTextureClrHigh);
  MMIO(REG_3D_TextureTransparencyColorLow, prev->texture[0].hwTextureClrLow);
  */

   if (smesa->GlobalFlag & GFLAG_TEXBORDERCOLOR)
      MMIO(REG_3D_TextureBorderColor, prev->texture[0].hwTextureBorderColor);

   if (smesa->GlobalFlag & GFLAG_TEXTUREADDRESS) {
      switch ((prev->texture[0].hwTextureSet & MASK_TextureLevel) >> 8)
      {
      case 11:
         MMIO(REG_3D_TextureAddress11, prev->texture[0].texOffset11);
      case 10:
         MMIO(REG_3D_TextureAddress10, prev->texture[0].texOffset10);
         MMIO(REG_3D_TexturePitch10, prev->texture[0].texPitch10);
      case 9:
         MMIO(REG_3D_TextureAddress9, prev->texture[0].texOffset9);
      case 8:
         MMIO(REG_3D_TextureAddress8, prev->texture[0].texOffset8);
         MMIO(REG_3D_TexturePitch8, prev->texture[0].texPitch89);
      case 7:
         MMIO(REG_3D_TextureAddress7, prev->texture[0].texOffset7);
      case 6:
         MMIO(REG_3D_TextureAddress6, prev->texture[0].texOffset6);
         MMIO(REG_3D_TexturePitch6, prev->texture[0].texPitch67);
      case 5:
         MMIO(REG_3D_TextureAddress5, prev->texture[0].texOffset5);
      case 4:
         MMIO(REG_3D_TextureAddress4, prev->texture[0].texOffset4);
         MMIO(REG_3D_TexturePitch4, prev->texture[0].texPitch45);
      case 3:
         MMIO(REG_3D_TextureAddress3, prev->texture[0].texOffset3);
      case 2:
         MMIO(REG_3D_TextureAddress2, prev->texture[0].texOffset2);
         MMIO(REG_3D_TexturePitch2, prev->texture[0].texPitch23);
      case 1:
         MMIO(REG_3D_TextureAddress1, prev->texture[0].texOffset1);
      case 0:
	  MMIO(REG_3D_TextureAddress0, prev->texture[0].texOffset0);
	  MMIO(REG_3D_TexturePitch0, prev->texture[0].texPitch01);
      }
   }
   if (smesa->GlobalFlag & CFLAG_TEXTURERESET_1)
      MMIO(REG_3D_Texture1Set, prev->texture[1].hwTextureSet);
   if (smesa->GlobalFlag & GFLAG_TEXTUREMIPMAP_1)
      MMIO(REG_3D_Texture1Mip, prev->texture[1].hwTextureMip);

   if (smesa->GlobalFlag & GFLAG_TEXBORDERCOLOR_1) {
      MMIO(REG_3D_Texture1BorderColor,
	    prev->texture[1].hwTextureBorderColor);
   }
   if (smesa->GlobalFlag & GFLAG_TEXTUREADDRESS_1) {
      switch ((prev->texture[1].hwTextureSet & MASK_TextureLevel) >> 8)
      {
      case 11:
         MMIO(REG_3D_Texture1Address11, prev->texture[1].texOffset11);
      case 10:
         MMIO(REG_3D_Texture1Address10, prev->texture[1].texOffset10);
         MMIO(REG_3D_Texture1Pitch10, prev->texture[1].texPitch10);
      case 9:
         MMIO(REG_3D_Texture1Address9, prev->texture[1].texOffset9);
      case 8:
         MMIO(REG_3D_Texture1Address8, prev->texture[1].texOffset8);
         MMIO(REG_3D_Texture1Pitch8, prev->texture[1].texPitch89);
      case 7:
         MMIO(REG_3D_Texture1Address7, prev->texture[1].texOffset7);
      case 6:
         MMIO(REG_3D_Texture1Address6, prev->texture[1].texOffset6);
         MMIO(REG_3D_Texture1Pitch6, prev->texture[1].texPitch67);
      case 5:
         MMIO(REG_3D_Texture1Address5, prev->texture[1].texOffset5);
      case 4:
         MMIO(REG_3D_Texture1Address4, prev->texture[1].texOffset4);
         MMIO(REG_3D_Texture1Pitch4, prev->texture[1].texPitch45);
      case 3:
         MMIO(REG_3D_Texture1Address3, prev->texture[1].texOffset3);
      case 2:
         MMIO(REG_3D_Texture1Address2, prev->texture[1].texOffset2);
         MMIO(REG_3D_Texture1Pitch2, prev->texture[1].texPitch23);
      case 1:
         MMIO(REG_3D_Texture1Address1, prev->texture[1].texOffset1);
      case 0:
         MMIO(REG_3D_Texture1Address0, prev->texture[1].texOffset0);
         MMIO(REG_3D_Texture1Pitch0, prev->texture[1].texPitch01);
      }
   }

   /* texture environment */
   if (smesa->GlobalFlag & GFLAG_TEXTUREENV) {
      MMIO(REG_3D_TextureBlendFactor, prev->hwTexEnvColor);
      MMIO(REG_3D_TextureColorBlendSet0, prev->hwTexBlendColor0);
      MMIO(REG_3D_TextureAlphaBlendSet0, prev->hwTexBlendAlpha0);
   }
   if (smesa->GlobalFlag & GFLAG_TEXTUREENV_1) {
      MMIO(REG_3D_TextureBlendFactor, prev->hwTexEnvColor);
      MMIO(REG_3D_TextureColorBlendSet1, prev->hwTexBlendColor1);
      MMIO(REG_3D_TextureAlphaBlendSet1, prev->hwTexBlendAlpha1);
   }

   smesa->GlobalFlag &= ~GFLAG_TEXTURE_STATES;
}

void
sis6326_update_render_state( sisContextPtr smesa )
{
   __GLSiSHardware *prev = &smesa->prev;

   mWait3DCmdQueue (45);

   if (smesa->GlobalFlag & GFLAG_ENABLESETTING) {
      if (!smesa->clearTexCache) {
	 MMIO(REG_6326_3D_TEnable, prev->hwCapEnable);
      } else {
	 MMIO(REG_6326_3D_TEnable, prev->hwCapEnable & ~S_ENABLE_TextureCache);
	 MMIO(REG_6326_3D_TEnable, prev->hwCapEnable);
	 smesa->clearTexCache = GL_FALSE;
      }
   }

   /* Z Setting */
   if (smesa->GlobalFlag & GFLAG_ZSETTING) {
      MMIO(REG_6326_3D_ZSet, prev->hwZ);
      MMIO(REG_6326_3D_ZAddress, prev->hwOffsetZ);
   }

   /* Alpha Setting */
   if (smesa->GlobalFlag & GFLAG_ALPHASETTING)
      MMIO(REG_6326_3D_AlphaSet, prev->hwAlpha);

   if (smesa->GlobalFlag & GFLAG_DESTSETTING) {
      MMIO(REG_6326_3D_DstSet, prev->hwDstSet);
      MMIO(REG_6326_3D_DstAddress, prev->hwOffsetDest);
   }

   /* Fog Setting */
   if (smesa->GlobalFlag & GFLAG_FOGSETTING) {
      MMIO(REG_6326_3D_FogSet, prev->hwFog);
   }

   /* Miscellaneous Setting */
   if (smesa->GlobalFlag & GFLAG_DSTBLEND)
      MMIO(REG_6326_3D_DstSrcBlendMode, prev->hwDstSrcBlend);

   if (smesa->GlobalFlag & GFLAG_CLIPPING) {
      MMIO(REG_6326_3D_ClipTopBottom, prev->clipTopBottom);
      MMIO(REG_6326_3D_ClipLeftRight, prev->clipLeftRight);
   }

  smesa->GlobalFlag &= ~GFLAG_RENDER_STATES;
}

void
sis6326_update_texture_state (sisContextPtr smesa)
{
   __GLSiSHardware *prev = &smesa->prev;

   mWait3DCmdQueue (55);
   if (smesa->clearTexCache || (smesa->GlobalFlag & GFLAG_TEXTUREADDRESS)) {
      MMIO(REG_6326_3D_TEnable, prev->hwCapEnable & ~S_ENABLE_TextureCache);
      MMIO(REG_6326_3D_TEnable, prev->hwCapEnable);
      smesa->clearTexCache = GL_FALSE;
   }

   /* Texture Setting */
   if (smesa->GlobalFlag & CFLAG_TEXTURERESET)
      MMIO(REG_6326_3D_TextureSet, prev->texture[0].hwTextureSet);

   if (smesa->GlobalFlag & GFLAG_TEXTUREMIPMAP)
      MMIO(REG_6326_3D_TextureWidthHeight, prev->texture[0].hwTexWidthHeight);

  /*
  MMIO(REG_3D_TextureTransparencyColorHigh, prev->texture[0].hwTextureClrHigh);
  MMIO(REG_3D_TextureTransparencyColorLow, prev->texture[0].hwTextureClrLow);
  */

   if (smesa->GlobalFlag & GFLAG_TEXBORDERCOLOR)
      MMIO(REG_6326_3D_TextureBorderColor, prev->texture[0].hwTextureBorderColor);

   if (smesa->GlobalFlag & GFLAG_TEXTUREADDRESS) {
      switch ((prev->texture[0].hwTextureSet & MASK_6326_TextureLevel) >> 8)
      {
      case 9:
         MMIO(REG_6326_3D_TextureAddress9, prev->texture[0].texOffset9);
         /* FALLTHROUGH */
      case 8:
         MMIO(REG_6326_3D_TextureAddress8, prev->texture[0].texOffset8);
         MMIO(REG_6326_3D_TexturePitch89, prev->texture[0].texPitch89);
         /* FALLTHROUGH */
      case 7:
         MMIO(REG_6326_3D_TextureAddress7, prev->texture[0].texOffset7);
         /* FALLTHROUGH */
      case 6:
         MMIO(REG_6326_3D_TextureAddress6, prev->texture[0].texOffset6);
         MMIO(REG_6326_3D_TexturePitch67, prev->texture[0].texPitch67);
         /* FALLTHROUGH */
      case 5:
         MMIO(REG_6326_3D_TextureAddress5, prev->texture[0].texOffset5);
         /* FALLTHROUGH */
      case 4:
         MMIO(REG_6326_3D_TextureAddress4, prev->texture[0].texOffset4);
         MMIO(REG_6326_3D_TexturePitch45, prev->texture[0].texPitch45);
         /* FALLTHROUGH */
      case 3:
         MMIO(REG_6326_3D_TextureAddress3, prev->texture[0].texOffset3);
         /* FALLTHROUGH */
      case 2:
         MMIO(REG_6326_3D_TextureAddress2, prev->texture[0].texOffset2);
         MMIO(REG_6326_3D_TexturePitch23, prev->texture[0].texPitch23);
         /* FALLTHROUGH */
      case 1:
         MMIO(REG_6326_3D_TextureAddress1, prev->texture[0].texOffset1);
         /* FALLTHROUGH */
      case 0:
	 MMIO(REG_6326_3D_TextureAddress0, prev->texture[0].texOffset0);
	 MMIO(REG_6326_3D_TexturePitch01, prev->texture[0].texPitch01);
	 break;
      }
   }

   /* texture environment */
   if (smesa->GlobalFlag & GFLAG_TEXTUREENV) {
      MMIO(REG_6326_3D_TextureBlendSet, prev->hwTexBlendSet);
   }

   smesa->GlobalFlag &= ~GFLAG_TEXTURE_STATES;
}
