/* Copyright (C) Intel Corp. 2006. All Rights Reserved. Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to develop this 3D driver. 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 (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 NONINFRINGEMENT. IN NO EVENT SHALL THE COPYRIGHT OWNER(S) 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. **********************************************************************/ /* * Authors: * Keith Whitwell */ #include "main/imports.h" #include "main/macros.h" #include "main/simple_list.h" #include "brw_context.h" #include "brw_defines.h" #include "brw_draw.h" #include "brw_state.h" #include "intel_span.h" #include "tnl/t_pipeline.h" #include "glsl/ralloc.h" /*************************************** * Mesa's Driver Functions ***************************************/ static void brwInitDriverFunctions( struct dd_function_table *functions ) { intelInitDriverFunctions( functions ); brwInitFragProgFuncs( functions ); brw_init_queryobj_functions(functions); } bool brwCreateContext(int api, const struct gl_config *mesaVis, __DRIcontext *driContextPriv, void *sharedContextPrivate) { struct dd_function_table functions; struct brw_context *brw = rzalloc(NULL, struct brw_context); struct intel_context *intel = &brw->intel; struct gl_context *ctx = &intel->ctx; unsigned i; if (!brw) { printf("%s: failed to alloc context\n", __FUNCTION__); return false; } brwInitDriverFunctions( &functions ); if (!intelInitContext( intel, api, mesaVis, driContextPriv, sharedContextPrivate, &functions )) { printf("%s: failed to init intel context\n", __FUNCTION__); FREE(brw); return false; } brwInitVtbl( brw ); /* Initialize swrast, tnl driver tables: */ intelInitSpanFuncs(ctx); TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline; ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS; ctx->Const.MaxTextureImageUnits = BRW_MAX_TEX_UNIT; ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */ ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, ctx->Const.MaxTextureImageUnits); ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */ ctx->Const.MaxCombinedTextureImageUnits = ctx->Const.MaxVertexTextureImageUnits + ctx->Const.MaxTextureImageUnits; ctx->Const.MaxTextureLevels = 14; /* 8192 */ if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS) ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; ctx->Const.Max3DTextureLevels = 9; ctx->Const.MaxCubeTextureLevels = 12; /* minimum maximum. Users are likely to run into memory problems * even at this size, since 64 * 2048 * 2048 * 4 = 1GB and we can't * address that much. */ ctx->Const.MaxArrayTextureLayers = 64; ctx->Const.MaxTextureRectSize = (1<<12); ctx->Const.MaxTextureMaxAnisotropy = 16.0; /* if conformance mode is set, swrast can handle any size AA point */ ctx->Const.MaxPointSizeAA = 255.0; /* We want the GLSL compiler to emit code that uses condition codes */ for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) { ctx->ShaderCompilerOptions[i].MaxIfDepth = intel->gen < 6 ? 16 : UINT_MAX; ctx->ShaderCompilerOptions[i].EmitCondCodes = true; ctx->ShaderCompilerOptions[i].EmitNVTempInitialization = true; ctx->ShaderCompilerOptions[i].EmitNoNoise = true; ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true; ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true; ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput = true; ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform = (i == MESA_SHADER_FRAGMENT); ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp = (i == MESA_SHADER_FRAGMENT); ctx->ShaderCompilerOptions[i].LowerClipDistance = true; } ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024); ctx->Const.VertexProgram.MaxAluInstructions = 0; ctx->Const.VertexProgram.MaxTexInstructions = 0; ctx->Const.VertexProgram.MaxTexIndirections = 0; ctx->Const.VertexProgram.MaxNativeAluInstructions = 0; ctx->Const.VertexProgram.MaxNativeTexInstructions = 0; ctx->Const.VertexProgram.MaxNativeTexIndirections = 0; ctx->Const.VertexProgram.MaxNativeAttribs = 16; ctx->Const.VertexProgram.MaxNativeTemps = 256; ctx->Const.VertexProgram.MaxNativeAddressRegs = 1; ctx->Const.VertexProgram.MaxNativeParameters = 1024; ctx->Const.VertexProgram.MaxEnvParams = MIN2(ctx->Const.VertexProgram.MaxNativeParameters, ctx->Const.VertexProgram.MaxEnvParams); ctx->Const.FragmentProgram.MaxNativeInstructions = (16 * 1024); ctx->Const.FragmentProgram.MaxNativeAluInstructions = (16 * 1024); ctx->Const.FragmentProgram.MaxNativeTexInstructions = (16 * 1024); ctx->Const.FragmentProgram.MaxNativeTexIndirections = (16 * 1024); ctx->Const.FragmentProgram.MaxNativeAttribs = 12; ctx->Const.FragmentProgram.MaxNativeTemps = 256; ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; ctx->Const.FragmentProgram.MaxNativeParameters = 1024; ctx->Const.FragmentProgram.MaxEnvParams = MIN2(ctx->Const.FragmentProgram.MaxNativeParameters, ctx->Const.FragmentProgram.MaxEnvParams); /* Fragment shaders use real, 32-bit twos-complement integers for all * integer types. */ ctx->Const.FragmentProgram.LowInt.RangeMin = 31; ctx->Const.FragmentProgram.LowInt.RangeMax = 30; ctx->Const.FragmentProgram.LowInt.Precision = 0; ctx->Const.FragmentProgram.HighInt = ctx->Const.FragmentProgram.MediumInt = ctx->Const.FragmentProgram.LowInt; /* Gen6 converts quads to polygon in beginning of 3D pipeline, but we're not sure how it's actually done for vertex order, that affect provoking vertex decision. Always use last vertex convention for quad primitive which works as expected for now. */ if (intel->gen >= 6) ctx->Const.QuadsFollowProvokingVertexConvention = false; if (intel->is_g4x || intel->gen >= 5) { brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS; brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45; brw->has_surface_tile_offset = true; if (intel->gen < 6) brw->has_compr4 = true; brw->has_aa_line_parameters = true; brw->has_pln = true; } else { brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS; brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965; } /* WM maximum threads is number of EUs times number of threads per EU. */ if (intel->gen >= 7) { if (intel->gt == 1) { brw->max_wm_threads = 86; brw->max_vs_threads = 36; brw->max_gs_threads = 36; brw->urb.size = 128; brw->urb.max_vs_entries = 512; brw->urb.max_gs_entries = 192; } else if (intel->gt == 2) { brw->max_wm_threads = 86; brw->max_vs_threads = 128; brw->max_gs_threads = 128; brw->urb.size = 256; brw->urb.max_vs_entries = 704; brw->urb.max_gs_entries = 320; } else { assert(!"Unknown gen7 device."); } } else if (intel->gen == 6) { if (intel->gt == 2) { /* This could possibly be 80, but is supposed to require * disabling of WIZ hashing (bit 6 of GT_MODE, 0x20d0) and a * GPU reset to change. */ brw->max_wm_threads = 40; brw->max_vs_threads = 60; brw->max_gs_threads = 60; brw->urb.size = 64; /* volume 5c.5 section 5.1 */ brw->urb.max_vs_entries = 256; /* volume 2a (see 3DSTATE_URB) */ } else { brw->max_wm_threads = 40; brw->max_vs_threads = 24; brw->max_gs_threads = 21; /* conservative; 24 if rendering disabled */ brw->urb.size = 32; /* volume 5c.5 section 5.1 */ brw->urb.max_vs_entries = 128; /* volume 2a (see 3DSTATE_URB) */ } } else if (intel->gen == 5) { brw->urb.size = 1024; brw->max_vs_threads = 72; brw->max_gs_threads = 32; brw->max_wm_threads = 12 * 6; } else if (intel->is_g4x) { brw->urb.size = 384; brw->max_vs_threads = 32; brw->max_gs_threads = 2; brw->max_wm_threads = 10 * 5; } else if (intel->gen < 6) { brw->urb.size = 256; brw->max_vs_threads = 16; brw->max_gs_threads = 2; brw->max_wm_threads = 8 * 4; brw->has_negative_rhw_bug = true; } brw_init_state( brw ); brw->curbe.last_buf = calloc(1, 4096); brw->curbe.next_buf = calloc(1, 4096); brw->state.dirty.mesa = ~0; brw->state.dirty.brw = ~0; brw->emit_state_always = 0; intel->batch.need_workaround_flush = true; ctx->VertexProgram._MaintainTnlProgram = true; ctx->FragmentProgram._MaintainTexEnvProgram = true; brw_draw_init( brw ); brw->new_vs_backend = (getenv("INTEL_OLD_VS") == NULL); /* If we're using the new shader backend, we require integer uniforms * stored as actual integers. */ if (brw->new_vs_backend) { ctx->Const.NativeIntegers = true; ctx->Const.UniformBooleanTrue = 1; } return true; }