Hello all!

I recently plugged in old TNT2 (nv05) card and started to playing with it. 
This hardware can do quads and triangles, but not lines or points ....  So, i 
need to emulate them.

utah-glx has some code exactly for this generation of hardware:

http://utah-glx.cvs.sourceforge.net/viewvc/utah-glx/glx-xf3/servGL/hwglx/nv/riva_prim.c?revision=1.11&view=markup

I tried to  cook up something like this for current nouveau driver, but nearly 
failed.

Lack of hardware PolygonOffset support lead me into 
src/mesa/tnl_dd/t_dd_tritmp.h , used in many drivers. Currently, it can only 
DE-compose triangles, but can (or better - should) it be abjusted for 
creating additional vertex info (2->4, 1->4) ?

Should one still use this file in modern world? On non-hw-tcl capable hw ..... 
diff --git a/src/mesa/drivers/dri/nouveau/nv04_render.c b/src/mesa/drivers/dri/nouveau/nv04_render.c
index b5943d9..ce6bf98 100644
--- a/src/mesa/drivers/dri/nouveau/nv04_render.c
+++ b/src/mesa/drivers/dri/nouveau/nv04_render.c
@@ -148,11 +148,128 @@ swtnl_reset_stipple(GLcontext *ctx)
 static void
 swtnl_points(GLcontext *ctx, GLuint first, GLuint last)
 {
+GLfloat pointSize; 
+
+pointSize = ctx->Point.Size * 0.75;
+
+
+#if 0
+	BEGIN_PRIMITIVE(4);
+	OUT_VERTEX(first);
+	OUT_VERTEX(last);
+	OUT_VERTEX(first);
+	OUT_VERTEX(last);
+	END_PRIMITIVE(0x320210);
+#endif
 }
 
 static void
 swtnl_line(GLcontext *ctx, GLuint v1, GLuint v2)
 {
+#if 1
+typedef unsigned int   U032;
+
+typedef struct
+{
+	        float ScreenX;
+	        float ScreenY;
+	        float ScreenZ;
+	        float EyeM;
+	        U032 Color;
+	        U032 Specular;
+	        float TextureS;
+	        float TextureT;
+} NV_HW_Vertex;
+
+
+	
+	GLfloat LineWidth;
+	GLfloat dx, dy, z, z1;
+	GLfloat x1,x2,y1,y2;
+	NV_HW_Vertex vertex_four[4];
+
+	
+ 	GLfloat pos_tmp1[4]; /*x,y,z,w */
+	GLfloat pos_tmp2[4]; /*x,y,z,w */
+
+	LineWidth = ctx->Line.Width * 0.5F;
+	
+	/*
+         * Get line extents.
+	 */
+	
+	x1 =  ((float *) _tnl_get_vertex( ctx, v1 ))[0];
+	x2 =  ((float *) _tnl_get_vertex( ctx, v2 ))[0];
+	y1 =  ((float *) _tnl_get_vertex( ctx, v1 ))[1];
+	y2 =  ((float *) _tnl_get_vertex( ctx, v2 ))[1];
+
+/*
+* Determine major and minor axis.
+*/
+
+
+	dx = x2 - x1; dy = y2 - y1;
+	if (fabs(dx) > fabs(dy))
+	{
+		dy = LineWidth;
+		dx = 0.0F;
+	}	
+	else
+	{
+		dx = LineWidth;
+		dy = 0.0F;
+	}
+
+	// z = ((float *) _tnl_get_vertex( ctx, v1 ))[2] + ctx->LineOffset;
+
+
+/* Populate NV_HW_vertex */
+	vertex_four[0].ScreenX = x1 - dx; 
+	vertex_four[0].ScreenY = y1 - dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v1 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v1 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v1 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v1 ))[7];
+	
+	vertex_four[1].ScreenX = x1 + dx; 
+	vertex_four[1].ScreenY = y1 + dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v1 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v1 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v1 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v1 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v1 ))[7];
+
+	vertex_four[2].ScreenX = x2 + dx; 
+	vertex_four[2].ScreenY = y2 + dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v2 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v2 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v2 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v2 ))[7];
+
+	vertex_four[3].ScreenX = x2 - dx; 
+	vertex_four[3].ScreenY = y2 - dy;
+	vertex_four[0].ScreenZ = ((float *) _tnl_get_vertex( ctx, v2 ))[2];
+	vertex_four[0].EyeM = ((float *) _tnl_get_vertex( ctx, v2 ))[3];
+	vertex_four[0].Color = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[4];
+	vertex_four[0].Specular = ((unsigned int *) _tnl_get_vertex( ctx, v2 ))[5];
+	vertex_four[0].TextureS = ((float *) _tnl_get_vertex( ctx, v2 ))[6];
+	vertex_four[0].TextureT = ((float *) _tnl_get_vertex( ctx, v2 ))[7];
+
+
+
+	
+#endif
+	BEGIN_PRIMITIVE(4);
+	OUT_VERTEX(v1);
+	OUT_VERTEX(v1);
+	OUT_VERTEX(v2);
+	OUT_VERTEX(v2);
+	END_PRIMITIVE(0x320210);
 }
 
 static void
------------------------------------------------------------------------------
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