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authorAlexander von Gluck IV <[email protected]>2013-10-03 01:22:48 +0000
committerAlexander von Gluck IV <[email protected]>2013-10-04 18:20:09 -0500
commit8730236d1a900c9512a9ef92c08034f0223bcf92 (patch)
tree9d4ec570b0604811cc4431f0e0f5cab292939021 /src/gallium/targets/haiku-softpipe/GalliumContext.cpp
parentc9f1217e1f2c309cfd8770940773f1f35582a795 (diff)
haiku: Add first Haiku renderer (softpipe)
* This shared library gets parsed by the system as a system "add-on"
Diffstat (limited to 'src/gallium/targets/haiku-softpipe/GalliumContext.cpp')
-rw-r--r--src/gallium/targets/haiku-softpipe/GalliumContext.cpp528
1 files changed, 528 insertions, 0 deletions
diff --git a/src/gallium/targets/haiku-softpipe/GalliumContext.cpp b/src/gallium/targets/haiku-softpipe/GalliumContext.cpp
new file mode 100644
index 00000000000..b7dd6855dc0
--- /dev/null
+++ b/src/gallium/targets/haiku-softpipe/GalliumContext.cpp
@@ -0,0 +1,528 @@
+/*
+ * Copyright 2012, Haiku, Inc. All Rights Reserved.
+ * Distributed under the terms of the MIT License.
+ *
+ * Authors:
+ * Artur Wyszynski, [email protected]
+ * Alexander von Gluck IV, [email protected]
+ */
+
+
+#include "GalliumContext.h"
+
+#include "GLView.h"
+
+#include "bitmap_wrapper.h"
+#include "hgl_sw_winsys.h"
+extern "C" {
+#include "glapi/glapi.h"
+#include "main/context.h"
+#include "main/framebuffer.h"
+#include "main/renderbuffer.h"
+#include "pipe/p_format.h"
+#include "state_tracker/st_cb_fbo.h"
+#include "state_tracker/st_cb_flush.h"
+#include "state_tracker/st_context.h"
+#include "state_tracker/st_gl_api.h"
+#include "state_tracker/st_manager.h"
+#include "state_tracker/sw_winsys.h"
+#ifdef HAVE_LLVM
+#include "llvmpipe/lp_public.h"
+#else
+#include "softpipe/sp_public.h"
+#endif
+}
+
+
+#define TRACE_CONTEXT
+#ifdef TRACE_CONTEXT
+# define TRACE(x...) printf("GalliumContext: " x)
+# define CALLED() TRACE("CALLED: %s\n", __PRETTY_FUNCTION__)
+#else
+# define TRACE(x...)
+# define CALLED()
+#endif
+#define ERROR(x...) printf("GalliumContext: " x)
+
+
+static void
+hgl_viewport(struct gl_context* glContext, GLint x, GLint y,
+ GLsizei width, GLsizei height)
+{
+ TRACE("%s(glContext: %p, x: %d, y: %d, w: %d, h: %d\n", __func__,
+ glContext, x, y, width, height);
+
+ struct gl_framebuffer *draw = glContext->WinSysDrawBuffer;
+ struct gl_framebuffer *read = glContext->WinSysReadBuffer;
+
+ // TODO: SLOW! We need to check for changes in bitmap vs gl_framebuffer
+ // size before doing a _mesa_resize_framebuffer.
+ if (draw)
+ _mesa_resize_framebuffer(glContext, draw, width, height);
+ if (read)
+ _mesa_resize_framebuffer(glContext, read, width, height);
+}
+
+
+static st_visual*
+hgl_fill_st_visual(gl_config* glVisual)
+{
+ struct st_visual* stVisual = CALLOC_STRUCT(st_visual);
+ if (!stVisual) {
+ ERROR("%s: Couldn't allocate st_visual\n", __func__);
+ return NULL;
+ }
+
+ // Determine color format
+ if (glVisual->redBits == 8) {
+ if (glVisual->alphaBits == 8)
+ stVisual->color_format = PIPE_FORMAT_B8G8R8A8_UNORM;
+ else
+ stVisual->color_format = PIPE_FORMAT_B8G8R8X8_UNORM;
+ } else {
+ stVisual->color_format = PIPE_FORMAT_B5G6R5_UNORM;
+ }
+
+ // Determine depth stencil format
+ switch (glVisual->depthBits) {
+ default:
+ case 0:
+ stVisual->depth_stencil_format = PIPE_FORMAT_NONE;
+ break;
+ case 16:
+ stVisual->depth_stencil_format = PIPE_FORMAT_Z16_UNORM;
+ break;
+ case 24:
+ if (glVisual->stencilBits == 0) {
+ stVisual->depth_stencil_format = PIPE_FORMAT_Z24X8_UNORM;
+ // or PIPE_FORMAT_X8Z24_UNORM?
+ } else {
+ stVisual->depth_stencil_format = PIPE_FORMAT_Z24_UNORM_S8_UINT;
+ // or PIPE_FORMAT_S8_UINT_Z24_UNORM?
+ }
+ break;
+ case 32:
+ stVisual->depth_stencil_format = PIPE_FORMAT_Z32_UNORM;
+ break;
+ }
+
+ stVisual->accum_format = (glVisual->haveAccumBuffer)
+ ? PIPE_FORMAT_R16G16B16A16_SNORM : PIPE_FORMAT_NONE;
+
+ stVisual->buffer_mask |= ST_ATTACHMENT_FRONT_LEFT_MASK;
+ stVisual->render_buffer = ST_ATTACHMENT_FRONT_LEFT;
+ if (glVisual->doubleBufferMode) {
+ stVisual->buffer_mask |= ST_ATTACHMENT_BACK_LEFT_MASK;
+ stVisual->render_buffer = ST_ATTACHMENT_BACK_LEFT;
+ }
+
+ if (glVisual->stereoMode) {
+ stVisual->buffer_mask |= ST_ATTACHMENT_FRONT_RIGHT_MASK;
+ if (glVisual->doubleBufferMode)
+ stVisual->buffer_mask |= ST_ATTACHMENT_BACK_RIGHT_MASK;
+ }
+
+ if (glVisual->haveDepthBuffer || glVisual->haveStencilBuffer)
+ stVisual->buffer_mask |= ST_ATTACHMENT_DEPTH_STENCIL_MASK;
+
+ return stVisual;
+}
+
+
+static INLINE unsigned
+round_up(unsigned n, unsigned multiple)
+{
+ return (n + multiple - 1) & ~(multiple - 1);
+}
+
+
+static int
+hook_stm_get_param(struct st_manager *smapi, enum st_manager_param param)
+{
+ CALLED();
+
+ switch (param) {
+ case ST_MANAGER_BROKEN_INVALIDATE:
+ TRACE("%s: TODO: How should we handle BROKEN_INVALIDATE calls?\n",
+ __func__);
+ // For now we force validation of the framebuffer.
+ return 1;
+ }
+
+ return 0;
+}
+
+
+GalliumContext::GalliumContext(ulong options)
+ :
+ fOptions(options),
+ fCurrentContext(0),
+ fScreen(NULL)
+{
+ CALLED();
+
+ // Make all contexts a known value
+ for (context_id i = 0; i < CONTEXT_MAX; i++)
+ fContext[i] = NULL;
+
+ CreateScreen();
+
+ pipe_mutex_init(fMutex);
+}
+
+
+GalliumContext::~GalliumContext()
+{
+ CALLED();
+
+ // Destroy our contexts
+ pipe_mutex_lock(fMutex);
+ for (context_id i = 0; i < CONTEXT_MAX; i++)
+ DestroyContext(i);
+ pipe_mutex_unlock(fMutex);
+
+ pipe_mutex_destroy(fMutex);
+
+ // TODO: Destroy fScreen
+}
+
+
+status_t
+GalliumContext::CreateScreen()
+{
+ CALLED();
+
+ // Allocate winsys and attach callback hooks
+ struct sw_winsys* winsys = hgl_create_sw_winsys();
+
+ if (!winsys) {
+ ERROR("%s: Couldn't allocate sw_winsys!\n", __func__);
+ return B_ERROR;
+ }
+
+ #ifdef HAVE_LLVM
+ fScreen = llvmpipe_create_screen(winsys);
+ #else
+ fScreen = softpipe_create_screen(winsys);
+ #endif
+
+ if (fScreen == NULL) {
+ ERROR("%s: Couldn't create screen!\n", __FUNCTION__);
+ FREE(winsys);
+ return B_ERROR;
+ }
+
+ const char* driverName = fScreen->get_name(fScreen);
+ ERROR("%s: Using %s driver.\n", __func__, driverName);
+
+ return B_OK;
+}
+
+
+context_id
+GalliumContext::CreateContext(Bitmap *bitmap)
+{
+ CALLED();
+
+ struct hgl_context* context = CALLOC_STRUCT(hgl_context);
+
+ if (!context) {
+ ERROR("%s: Couldn't create pipe context!\n", __FUNCTION__);
+ return 0;
+ }
+
+ // Set up the initial things our context needs
+ context->bitmap = bitmap;
+ context->colorSpace = get_bitmap_color_space(bitmap);
+ context->draw = NULL;
+ context->read = NULL;
+ context->st = NULL;
+
+ context->api = st_gl_api_create();
+ if (!context->api) {
+ ERROR("%s: Couldn't obtain Mesa state tracker API!\n", __func__);
+ return -1;
+ }
+
+ context->manager = CALLOC_STRUCT(st_manager);
+ if (!context->manager) {
+ ERROR("%s: Couldn't allocate Mesa state tracker manager!\n", __func__);
+ return -1;
+ }
+ context->manager->get_param = hook_stm_get_param;
+
+ // Calculate visual configuration
+ const GLboolean rgbFlag = ((fOptions & BGL_INDEX) == 0);
+ const GLboolean alphaFlag = ((fOptions & BGL_ALPHA) == BGL_ALPHA);
+ const GLboolean dblFlag = ((fOptions & BGL_DOUBLE) == BGL_DOUBLE);
+ const GLboolean stereoFlag = false;
+ const GLint depth = (fOptions & BGL_DEPTH) ? 24 : 0;
+ const GLint stencil = (fOptions & BGL_STENCIL) ? 8 : 0;
+ const GLint accum = 0; // (options & BGL_ACCUM) ? 16 : 0;
+ const GLint red = rgbFlag ? 8 : 0;
+ const GLint green = rgbFlag ? 8 : 0;
+ const GLint blue = rgbFlag ? 8 : 0;
+ const GLint alpha = alphaFlag ? 8 : 0;
+
+ TRACE("rgb :\t%d\n", (bool)rgbFlag);
+ TRACE("alpha :\t%d\n", (bool)alphaFlag);
+ TRACE("dbl :\t%d\n", (bool)dblFlag);
+ TRACE("stereo :\t%d\n", (bool)stereoFlag);
+ TRACE("depth :\t%d\n", depth);
+ TRACE("stencil :\t%d\n", stencil);
+ TRACE("accum :\t%d\n", accum);
+ TRACE("red :\t%d\n", red);
+ TRACE("green :\t%d\n", green);
+ TRACE("blue :\t%d\n", blue);
+ TRACE("alpha :\t%d\n", alpha);
+
+ gl_config* glVisual = _mesa_create_visual(dblFlag, stereoFlag, red, green,
+ blue, alpha, depth, stencil, accum, accum, accum, alpha ? accum : 0, 1);
+
+ if (!glVisual) {
+ ERROR("%s: Couldn't create Mesa visual!\n", __func__);
+ return -1;
+ }
+
+ TRACE("depthBits :\t%d\n", glVisual->depthBits);
+ TRACE("stencilBits :\t%d\n", glVisual->stencilBits);
+
+ // Convert Mesa calculated visual into state tracker visual
+ context->stVisual = hgl_fill_st_visual(glVisual);
+
+ context->draw = new GalliumFramebuffer(context->stVisual, (void*)this);
+ context->read = new GalliumFramebuffer(context->stVisual, (void*)this);
+
+ if (!context->draw || !context->read) {
+ ERROR("%s: Problem allocating framebuffer!\n", __func__);
+ _mesa_destroy_visual(glVisual);
+ return -1;
+ }
+
+ // We need to assign the screen *before* calling st_api create_context
+ context->manager->screen = fScreen;
+
+ // Build state tracker attributes
+ struct st_context_attribs attribs;
+ memset(&attribs, 0, sizeof(attribs));
+ attribs.options.force_glsl_extensions_warn = false;
+ attribs.profile = ST_PROFILE_DEFAULT;
+ attribs.visual = *context->stVisual;
+ attribs.major = 1;
+ attribs.minor = 0;
+ //attribs.flags |= ST_CONTEXT_FLAG_DEBUG;
+
+ struct st_api* api = context->api;
+
+ // Create context using state tracker api call
+ enum st_context_error result;
+ context->st = api->create_context(api, context->manager, &attribs,
+ &result, context->st);
+
+ if (!context->st) {
+ ERROR("%s: Couldn't create mesa state tracker context!\n",
+ __func__);
+ switch (result) {
+ case ST_CONTEXT_SUCCESS:
+ ERROR("%s: State tracker error: SUCCESS?\n", __func__);
+ break;
+ case ST_CONTEXT_ERROR_NO_MEMORY:
+ ERROR("%s: State tracker error: NO_MEMORY\n", __func__);
+ break;
+ case ST_CONTEXT_ERROR_BAD_API:
+ ERROR("%s: State tracker error: BAD_API\n", __func__);
+ break;
+ case ST_CONTEXT_ERROR_BAD_VERSION:
+ ERROR("%s: State tracker error: BAD_VERSION\n", __func__);
+ break;
+ case ST_CONTEXT_ERROR_BAD_FLAG:
+ ERROR("%s: State tracker error: BAD_FLAG\n", __func__);
+ break;
+ case ST_CONTEXT_ERROR_UNKNOWN_ATTRIBUTE:
+ ERROR("%s: State tracker error: BAD_ATTRIBUTE\n", __func__);
+ break;
+ case ST_CONTEXT_ERROR_UNKNOWN_FLAG:
+ ERROR("%s: State tracker error: UNKNOWN_FLAG\n", __func__);
+ break;
+ }
+
+ FREE(context);
+ return -1;
+ }
+
+ // Init Gallium3D Post Processing
+ //context->postProcess = pp_init(fScreen, context->postProcessEnable);
+
+ assert(!context->st->st_manager_private);
+ context->st->st_manager_private = (void*)this;
+
+ struct st_context *stContext = (struct st_context*)context->st;
+
+ stContext->ctx->Driver.Viewport = hgl_viewport;
+
+ // TODO: Closely review this next context logic...
+ context_id contextNext = -1;
+
+ pipe_mutex_lock(fMutex);
+ for (context_id i = 0; i < CONTEXT_MAX; i++) {
+ if (fContext[i] == NULL) {
+ fContext[i] = context;
+ contextNext = i;
+ break;
+ }
+ }
+ pipe_mutex_unlock(fMutex);
+
+ if (contextNext < 0) {
+ ERROR("%s: The next context is invalid... something went wrong!\n",
+ __func__);
+ //st_destroy_context(context->st);
+ FREE(context);
+ _mesa_destroy_visual(glVisual);
+ return -1;
+ }
+
+ TRACE("%s: context #%" B_PRIu64 " is the next available context\n",
+ __func__, contextNext);
+
+ return contextNext;
+}
+
+
+void
+GalliumContext::DestroyContext(context_id contextID)
+{
+ // fMutex should be locked *before* calling DestoryContext
+
+ // See if context is used
+ if (!fContext[contextID])
+ return;
+
+ if (fContext[contextID]->st) {
+ fContext[contextID]->st->flush(fContext[contextID]->st, 0, NULL);
+ fContext[contextID]->st->destroy(fContext[contextID]->st);
+ }
+
+ if (fContext[contextID]->postProcess)
+ pp_free(fContext[contextID]->postProcess);
+
+ // Delete framebuffer objects
+ if (fContext[contextID]->read)
+ delete fContext[contextID]->read;
+ if (fContext[contextID]->draw)
+ delete fContext[contextID]->draw;
+
+ if (fContext[contextID]->stVisual)
+ FREE(fContext[contextID]->stVisual);
+
+ if (fContext[contextID]->manager)
+ FREE(fContext[contextID]->manager);
+
+ FREE(fContext[contextID]);
+}
+
+
+status_t
+GalliumContext::SetCurrentContext(Bitmap *bitmap, context_id contextID)
+{
+ CALLED();
+
+ if (contextID < 0 || contextID > CONTEXT_MAX) {
+ ERROR("%s: Invalid context ID range!\n", __func__);
+ return B_ERROR;
+ }
+
+ pipe_mutex_lock(fMutex);
+ context_id oldContextID = fCurrentContext;
+ struct hgl_context* context = fContext[contextID];
+ pipe_mutex_unlock(fMutex);
+
+ if (!context) {
+ ERROR("%s: Invalid context provided (#%" B_PRIu64 ")!\n",
+ __func__, contextID);
+ return B_ERROR;
+ }
+
+ struct st_api* api = context->api;
+
+ if (!bitmap) {
+ api->make_current(context->api, NULL, NULL, NULL);
+ return B_OK;
+ }
+
+ // Everything seems valid, lets set the new context.
+ fCurrentContext = contextID;
+
+ if (oldContextID > 0 && oldContextID != contextID) {
+ fContext[oldContextID]->st->flush(fContext[oldContextID]->st,
+ ST_FLUSH_FRONT, NULL);
+ }
+
+ // We need to lock and unlock framebuffers before accessing them
+ context->draw->Lock();
+ context->read->Lock();
+ api->make_current(context->api, context->st, context->draw->fBuffer,
+ context->read->fBuffer);
+ context->draw->Unlock();
+ context->read->Unlock();
+
+ // TODO: Init textures before post-processing them
+ #if 0
+ pp_init_fbos(context->postProcess,
+ context->textures[ST_ATTACHMENT_BACK_LEFT]->width0,
+ context->textures[ST_ATTACHMENT_BACK_LEFT]->height0);
+ #endif
+
+ context->bitmap = bitmap;
+ //context->st->pipe->priv = context;
+
+ return B_OK;
+}
+
+
+status_t
+GalliumContext::SwapBuffers(context_id contextID)
+{
+ CALLED();
+
+ pipe_mutex_lock(fMutex);
+ struct hgl_context *context = fContext[contextID];
+ pipe_mutex_unlock(fMutex);
+
+ if (!context) {
+ ERROR("%s: context not found\n", __func__);
+ return B_ERROR;
+ }
+
+ // TODO: Where did st_notify_swapbuffers go?
+ //st_notify_swapbuffers(context->draw->stfb);
+
+ context->st->flush(context->st, ST_FLUSH_FRONT, NULL);
+
+ struct st_context *stContext = (struct st_context*)context->st;
+
+ unsigned nColorBuffers = stContext->state.framebuffer.nr_cbufs;
+ for (unsigned i = 0; i < nColorBuffers; i++) {
+ pipe_surface* surface = stContext->state.framebuffer.cbufs[i];
+ if (!surface) {
+ ERROR("%s: Color buffer %d invalid!\n", __func__, i);
+ continue;
+ }
+
+ TRACE("%s: Flushing color buffer #%d\n", __func__, i);
+
+ // We pass our destination bitmap to flush_fronbuffer which passes it
+ // to the private winsys display call.
+ fScreen->flush_frontbuffer(fScreen, surface->texture, 0, 0,
+ context->bitmap);
+ }
+
+ #if 0
+ // TODO... should we flush the z stencil buffer?
+ pipe_surface* zSurface = stContext->state.framebuffer.zsbuf;
+ fScreen->flush_frontbuffer(fScreen, surface->texture, 0, 0,
+ context->bitmap);
+ #endif
+
+ return B_OK;
+}