GLX Hardware Device Driver for ATI Rage Pro
Copyright (C) 1999 Gareth Hughes <garethh@bell-labs.com>

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 the
rights to use, copy, modify, merge, publish, distribute, sublicense, 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 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 NONINFRINGEMENT.  IN NO EVENT SHALL
WITTAWAT YAMWONG, OR ANY OTHER CONTRIBUTORS 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.
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WARNING: THE DRIVER IS IN ALPHA STAGE. USE AT YOUR OWN RISK!

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IMPORTANT:

You must disable font and pixmap caching for the X server, otherwise there won't
be any memory for 3D windows.  If you don't do this, the first 3D app will crap
on top of your text.  Someone should allocate this properly, so 8mb cards could
still use the caches.

Your device entry in XF86Config should look something like this:
  

Section "Device"
    Identifier  "Mach64 GB"
    VendorName  "Unknown"
    BoardName   "Unknown"
    Option	"no_font_cache"
    Option	"no_pixmap_cache"
    #VideoRam    4096
EndSection


RAGE PRO HARDWARE LIMITATIONS:

While there are registers for all the mip mapping controls, the actual hardware doesn't
work, so no attempt is made to implement it.

RagePro can't fog and alpha blend at the same time.

RagePro can't bilinear filter and alpha blend (it can color blend) at the same time.
This is not made clear in the specs.

RagePro can't support GL_BLEND texture environment.

Destination alpha never gets a modulated value, only texel or fragment, so GL_MODULATE
texture environment with destination alpha can be wrong.

very long, thin triangles that are nearly edge on can overshoot their interpolators.

(Can it bilinear and fog?)

I think there is a problem with interpolating alpha in multitexture.

I think there is a problem with color plane write masks with blending
