/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 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 TUNGSTEN GRAPHICS AND/OR ITS 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. * **************************************************************************/ #include "i915_context.h" #include "main/api_exec.h" #include "main/imports.h" #include "main/macros.h" #include "main/version.h" #include "main/vtxfmt.h" #include "intel_chipset.h" #include "intel_tris.h" #include "tnl/t_context.h" #include "tnl/t_pipeline.h" #include "tnl/t_vertex.h" #include "swrast/swrast.h" #include "swrast_setup/swrast_setup.h" #include "tnl/tnl.h" #include "../glsl/ralloc.h" #include "i915_reg.h" #include "i915_program.h" /*************************************** * Mesa's Driver Functions ***************************************/ /* Override intel default. */ static void i915InvalidateState(struct gl_context * ctx, GLuint new_state) { _swrast_InvalidateState(ctx, new_state); _swsetup_InvalidateState(ctx, new_state); _vbo_InvalidateState(ctx, new_state); _tnl_InvalidateState(ctx, new_state); _tnl_invalidate_vertex_state(ctx, new_state); intel_context(ctx)->NewGLState |= new_state; /* Todo: gather state values under which tracked parameters become * invalidated, add callbacks for things like * ProgramLocalParameters, etc. */ { struct i915_fragment_program *p = (struct i915_fragment_program *) ctx->FragmentProgram._Current; if (p && p->nr_params) p->params_uptodate = 0; } if (new_state & (_NEW_STENCIL | _NEW_BUFFERS | _NEW_POLYGON)) i915_update_stencil(ctx); if (new_state & (_NEW_LIGHT)) i915_update_provoking_vertex(ctx); if (new_state & (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS)) i915_update_program(ctx); if (new_state & (_NEW_PROGRAM | _NEW_POINT)) i915_update_sprite_point_enable(ctx); } static void i915InitDriverFunctions(struct dd_function_table *functions) { intelInitDriverFunctions(functions); i915InitStateFunctions(functions); i915InitFragProgFuncs(functions); functions->UpdateState = i915InvalidateState; } /* Note: this is shared with i830. */ void intel_init_texture_formats(struct gl_context *ctx) { struct intel_context *intel = intel_context(ctx); struct intel_screen *intel_screen = intel->intelScreen; ctx->TextureFormatSupported[MESA_FORMAT_ARGB8888] = true; if (intel_screen->deviceID != PCI_CHIP_I830_M && intel_screen->deviceID != PCI_CHIP_845_G) ctx->TextureFormatSupported[MESA_FORMAT_XRGB8888] = true; if (intel->gen == 3) ctx->TextureFormatSupported[MESA_FORMAT_SARGB8] = true; ctx->TextureFormatSupported[MESA_FORMAT_ARGB4444] = true; ctx->TextureFormatSupported[MESA_FORMAT_ARGB1555] = true; ctx->TextureFormatSupported[MESA_FORMAT_RGB565] = true; ctx->TextureFormatSupported[MESA_FORMAT_L8] = true; ctx->TextureFormatSupported[MESA_FORMAT_A8] = true; ctx->TextureFormatSupported[MESA_FORMAT_I8] = true; ctx->TextureFormatSupported[MESA_FORMAT_AL88] = true; /* Depth and stencil */ ctx->TextureFormatSupported[MESA_FORMAT_S8_Z24] = true; ctx->TextureFormatSupported[MESA_FORMAT_X8_Z24] = true; /* * This was disabled in initial FBO enabling to avoid combinations * of depth+stencil that wouldn't work together. We since decided * that it was OK, since it's up to the app to come up with the * combo that actually works, so this can probably be re-enabled. */ /* ctx->TextureFormatSupported[MESA_FORMAT_Z16] = true; ctx->TextureFormatSupported[MESA_FORMAT_Z24] = true; */ /* ctx->Extensions.MESA_ycbcr_texture */ ctx->TextureFormatSupported[MESA_FORMAT_YCBCR] = true; ctx->TextureFormatSupported[MESA_FORMAT_YCBCR_REV] = true; /* GL_3DFX_texture_compression_FXT1 */ ctx->TextureFormatSupported[MESA_FORMAT_RGB_FXT1] = true; ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FXT1] = true; /* GL_EXT_texture_compression_s3tc */ ctx->TextureFormatSupported[MESA_FORMAT_RGB_DXT1] = true; ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT1] = true; ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT3] = true; ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT5] = true; } extern const struct tnl_pipeline_stage *intel_pipeline[]; bool i915CreateContext(int api, const struct gl_config * mesaVis, __DRIcontext * driContextPriv, unsigned major_version, unsigned minor_version, uint32_t flags, unsigned *error, void *sharedContextPrivate) { struct dd_function_table functions; struct i915_context *i915 = rzalloc(NULL, struct i915_context); struct intel_context *intel = &i915->intel; struct gl_context *ctx = &intel->ctx; if (!i915) { *error = __DRI_CTX_ERROR_NO_MEMORY; return false; } i915InitVtbl(i915); i915InitDriverFunctions(&functions); if (!intelInitContext(intel, api, major_version, minor_version, flags, mesaVis, driContextPriv, sharedContextPrivate, &functions, error)) { ralloc_free(i915); return false; } intel_init_texture_formats(ctx); _math_matrix_ctr(&intel->ViewportMatrix); /* Initialize swrast, tnl driver tables: */ intelInitTriFuncs(ctx); /* Install the customized pipeline: */ _tnl_destroy_pipeline(ctx); _tnl_install_pipeline(ctx, intel_pipeline); if (intel->no_rast) FALLBACK(intel, INTEL_FALLBACK_USER, 1); ctx->Const.MaxTextureUnits = I915_TEX_UNITS; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = I915_TEX_UNITS; ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS; ctx->Const.MaxVarying = I915_TEX_UNITS; ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = ctx->Const.MaxVarying * 4; ctx->Const.MaxCombinedTextureImageUnits = ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits + ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits; /* Advertise the full hardware capabilities. The new memory * manager should cope much better with overload situations: */ ctx->Const.MaxTextureLevels = 12; ctx->Const.Max3DTextureLevels = 9; ctx->Const.MaxCubeTextureLevels = 12; ctx->Const.MaxTextureRectSize = (1 << 11); ctx->Const.MaxTextureUnits = I915_TEX_UNITS; ctx->Const.MaxTextureMaxAnisotropy = 4.0; /* GL_ARB_fragment_program limits - don't think Mesa actually * validates programs against these, and in any case one ARB * instruction can translate to more than one HW instruction, so * we'll still have to check and fallback each time. */ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = I915_MAX_TEMPORARY; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 11; /* 8 tex, 2 color, fog */ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = I915_MAX_CONSTANT; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = I915_MAX_ALU_INSN; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = I915_MAX_TEX_INSN; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = (I915_MAX_ALU_INSN + I915_MAX_TEX_INSN); ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = I915_MAX_TEX_INDIRECT; ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0; /* I don't think we have one */ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams = MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters, ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams); /* i915 stores all values in single-precision floats. Values aren't set * for other program targets because software is used for those targets. */ ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMin = 127; ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMax = 127; ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.Precision = 23; ctx->Const.Program[MESA_SHADER_FRAGMENT].LowFloat = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighFloat = ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat; ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMin = 24; ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMax = 24; ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.Precision = 0; ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt; ctx->FragmentProgram._MaintainTexEnvProgram = true; /* FINISHME: Are there other options that should be enabled for software * FINISHME: vertex shaders? */ ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitCondCodes = true; struct gl_shader_compiler_options *const fs_options = & ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT]; fs_options->MaxIfDepth = 0; fs_options->EmitNoNoise = true; fs_options->EmitNoPow = true; fs_options->EmitNoMainReturn = true; fs_options->EmitNoIndirectInput = true; fs_options->EmitNoIndirectOutput = true; fs_options->EmitNoIndirectUniform = true; fs_options->EmitNoIndirectTemp = true; ctx->Const.MaxDrawBuffers = 1; ctx->Const.QueryCounterBits.SamplesPassed = 0; _tnl_init_vertices(ctx, ctx->Const.MaxArrayLockSize + 12, 36 * sizeof(GLfloat)); intel->verts = TNL_CONTEXT(ctx)->clipspace.vertex_buf; i915InitState(i915); /* Always enable pixel fog. Vertex fog using fog coord will conflict * with fog code appended onto fragment program. */ _tnl_allow_vertex_fog(ctx, 0); _tnl_allow_pixel_fog(ctx, 1); _mesa_compute_version(ctx); _mesa_initialize_dispatch_tables(ctx); _mesa_initialize_vbo_vtxfmt(ctx); return true; }