/************************************************************************** * * Copyright 2007 VMware, Inc. * 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 VMWARE 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 "main/imports.h" #include "main/accum.h" #include "main/api_exec.h" #include "main/context.h" #include "main/glthread.h" #include "main/samplerobj.h" #include "main/shaderobj.h" #include "main/version.h" #include "main/vtxfmt.h" #include "main/hash.h" #include "program/prog_cache.h" #include "vbo/vbo.h" #include "glapi/glapi.h" #include "st_manager.h" #include "st_context.h" #include "st_debug.h" #include "st_cb_bitmap.h" #include "st_cb_blit.h" #include "st_cb_bufferobjects.h" #include "st_cb_clear.h" #include "st_cb_compute.h" #include "st_cb_condrender.h" #include "st_cb_copyimage.h" #include "st_cb_drawpixels.h" #include "st_cb_rasterpos.h" #include "st_cb_drawtex.h" #include "st_cb_eglimage.h" #include "st_cb_fbo.h" #include "st_cb_feedback.h" #include "st_cb_memoryobjects.h" #include "st_cb_msaa.h" #include "st_cb_perfmon.h" #include "st_cb_program.h" #include "st_cb_queryobj.h" #include "st_cb_readpixels.h" #include "st_cb_semaphoreobjects.h" #include "st_cb_texture.h" #include "st_cb_xformfb.h" #include "st_cb_flush.h" #include "st_cb_syncobj.h" #include "st_cb_strings.h" #include "st_cb_texturebarrier.h" #include "st_cb_viewport.h" #include "st_atom.h" #include "st_draw.h" #include "st_extensions.h" #include "st_gen_mipmap.h" #include "st_pbo.h" #include "st_program.h" #include "st_sampler_view.h" #include "st_shader_cache.h" #include "st_vdpau.h" #include "st_texture.h" #include "pipe/p_context.h" #include "util/u_inlines.h" #include "util/u_upload_mgr.h" #include "util/u_vbuf.h" #include "cso_cache/cso_context.h" DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE) /** * Called via ctx->Driver.Enable() */ static void st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state) { struct st_context *st = st_context(ctx); switch (cap) { case GL_DEBUG_OUTPUT: case GL_DEBUG_OUTPUT_SYNCHRONOUS: st_update_debug_callback(st); break; default: break; } } /** * Called via ctx->Driver.QueryMemoryInfo() */ static void st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out) { struct pipe_screen *screen = st_context(ctx)->pipe->screen; struct pipe_memory_info info; assert(screen->query_memory_info); if (!screen->query_memory_info) return; screen->query_memory_info(screen, &info); out->total_device_memory = info.total_device_memory; out->avail_device_memory = info.avail_device_memory; out->total_staging_memory = info.total_staging_memory; out->avail_staging_memory = info.avail_staging_memory; out->device_memory_evicted = info.device_memory_evicted; out->nr_device_memory_evictions = info.nr_device_memory_evictions; } uint64_t st_get_active_states(struct gl_context *ctx) { struct st_vertex_program *vp = st_vertex_program(ctx->VertexProgram._Current); struct st_common_program *tcp = st_common_program(ctx->TessCtrlProgram._Current); struct st_common_program *tep = st_common_program(ctx->TessEvalProgram._Current); struct st_common_program *gp = st_common_program(ctx->GeometryProgram._Current); struct st_fragment_program *fp = st_fragment_program(ctx->FragmentProgram._Current); struct st_compute_program *cp = st_compute_program(ctx->ComputeProgram._Current); uint64_t active_shader_states = 0; if (vp) active_shader_states |= vp->affected_states; if (tcp) active_shader_states |= tcp->affected_states; if (tep) active_shader_states |= tep->affected_states; if (gp) active_shader_states |= gp->affected_states; if (fp) active_shader_states |= fp->affected_states; if (cp) active_shader_states |= cp->affected_states; /* Mark non-shader-resource shader states as "always active". */ return active_shader_states | ~ST_ALL_SHADER_RESOURCES; } void st_invalidate_buffers(struct st_context *st) { st->dirty |= ST_NEW_BLEND | ST_NEW_DSA | ST_NEW_FB_STATE | ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING | ST_NEW_FS_STATE | ST_NEW_POLY_STIPPLE | ST_NEW_VIEWPORT | ST_NEW_RASTERIZER | ST_NEW_SCISSOR | ST_NEW_WINDOW_RECTANGLES; } /** * Called via ctx->Driver.UpdateState() */ static void st_invalidate_state(struct gl_context *ctx) { GLbitfield new_state = ctx->NewState; struct st_context *st = st_context(ctx); if (new_state & _NEW_BUFFERS) { st_invalidate_buffers(st); } else { /* These set a subset of flags set by _NEW_BUFFERS, so we only have to * check them when _NEW_BUFFERS isn't set. */ if (new_state & _NEW_PROGRAM) st->dirty |= ST_NEW_RASTERIZER; if (new_state & _NEW_FOG) st->dirty |= ST_NEW_FS_STATE; if (new_state & _NEW_FRAG_CLAMP) { if (st->clamp_frag_color_in_shader) st->dirty |= ST_NEW_FS_STATE; else st->dirty |= ST_NEW_RASTERIZER; } } if (new_state & (_NEW_LIGHT | _NEW_POINT)) st->dirty |= ST_NEW_RASTERIZER; if (new_state & _NEW_PROJECTION && st_user_clip_planes_enabled(ctx)) st->dirty |= ST_NEW_CLIP_STATE; if (new_state & _NEW_PIXEL) st->dirty |= ST_NEW_PIXEL_TRANSFER; if (new_state & _NEW_CURRENT_ATTRIB) st->dirty |= ST_NEW_VERTEX_ARRAYS; /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */ if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) st->dirty |= ST_NEW_VS_STATE; /* Which shaders are dirty will be determined manually. */ if (new_state & _NEW_PROGRAM) { st->gfx_shaders_may_be_dirty = true; st->compute_shader_may_be_dirty = true; /* This will mask out unused shader resources. */ st->active_states = st_get_active_states(ctx); } if (new_state & _NEW_TEXTURE_OBJECT) { st->dirty |= st->active_states & (ST_NEW_SAMPLER_VIEWS | ST_NEW_SAMPLERS | ST_NEW_IMAGE_UNITS); if (ctx->FragmentProgram._Current && ctx->FragmentProgram._Current->ExternalSamplersUsed) { st->dirty |= ST_NEW_FS_STATE; } } } static void st_destroy_context_priv(struct st_context *st, bool destroy_pipe) { uint i; st_destroy_atoms(st); st_destroy_draw(st); st_destroy_clear(st); st_destroy_bitmap(st); st_destroy_drawpix(st); st_destroy_drawtex(st); st_destroy_perfmon(st); st_destroy_pbo_helpers(st); st_destroy_bound_texture_handles(st); st_destroy_bound_image_handles(st); for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) { pipe_sampler_view_release(st->pipe, &st->state.frag_sampler_views[i]); } /* free glReadPixels cache data */ st_invalidate_readpix_cache(st); cso_destroy_context(st->cso_context); if (st->pipe && destroy_pipe) st->pipe->destroy(st->pipe); free(st); } static void st_init_driver_flags(struct st_context *st) { struct gl_driver_flags *f = &st->ctx->DriverFlags; f->NewArray = ST_NEW_VERTEX_ARRAYS; f->NewRasterizerDiscard = ST_NEW_RASTERIZER; f->NewTileRasterOrder = ST_NEW_RASTERIZER; f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER; f->NewDefaultTessLevels = ST_NEW_TESS_STATE; /* Shader resources */ f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS; if (st->has_hw_atomics) f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS; else f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER; f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER; f->NewImageUnits = ST_NEW_IMAGE_UNITS; f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS; f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS; f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS; f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES; f->NewFramebufferSRGB = ST_NEW_FB_STATE; f->NewScissorRect = ST_NEW_SCISSOR; f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER; f->NewAlphaTest = ST_NEW_DSA; f->NewBlend = ST_NEW_BLEND; f->NewBlendColor = ST_NEW_BLEND_COLOR; f->NewColorMask = ST_NEW_BLEND; f->NewDepth = ST_NEW_DSA; f->NewLogicOp = ST_NEW_BLEND; f->NewStencil = ST_NEW_DSA; f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER | ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING; f->NewSampleAlphaToXEnable = ST_NEW_BLEND; f->NewSampleMask = ST_NEW_SAMPLE_MASK; f->NewSampleShading = ST_NEW_SAMPLE_SHADING; /* This depends on what the gallium driver wants. */ if (st->force_persample_in_shader) { f->NewMultisampleEnable |= ST_NEW_FS_STATE; f->NewSampleShading |= ST_NEW_FS_STATE; } else { f->NewSampleShading |= ST_NEW_RASTERIZER; } f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER; f->NewClipPlane = ST_NEW_CLIP_STATE; f->NewClipPlaneEnable = ST_NEW_RASTERIZER; f->NewDepthClamp = ST_NEW_RASTERIZER; f->NewLineState = ST_NEW_RASTERIZER; f->NewPolygonState = ST_NEW_RASTERIZER; f->NewPolygonStipple = ST_NEW_POLY_STIPPLE; f->NewViewport = ST_NEW_VIEWPORT; } static struct st_context * st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe, const struct st_config_options *options, bool no_error) { struct pipe_screen *screen = pipe->screen; uint i; struct st_context *st = ST_CALLOC_STRUCT( st_context); st->options = *options; ctx->st = st; st->ctx = ctx; st->pipe = pipe; /* state tracker needs the VBO module */ _vbo_CreateContext(ctx); st->dirty = ST_ALL_STATES_MASK; st->can_bind_const_buffer_as_vertex = screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX); /* st/mesa always uploads zero-stride vertex attribs, and other user * vertex buffers are only possible with a compatibility profile. * So tell the u_vbuf module that user VBOs are not possible with the Core * profile, so that u_vbuf is bypassed completely if there is nothing else * to do. */ unsigned vbuf_flags = ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0; st->cso_context = cso_create_context(pipe, vbuf_flags); st_init_atoms(st); st_init_clear(st); st_init_draw(st); st_init_pbo_helpers(st); /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */ if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) st->internal_target = PIPE_TEXTURE_2D; else st->internal_target = PIPE_TEXTURE_RECT; /* Setup vertex element info for 'struct st_util_vertex'. */ { const unsigned slot = cso_get_aux_vertex_buffer_slot(st->cso_context); /* If this assertion ever fails all state tracker calls to * cso_get_aux_vertex_buffer_slot() should be audited. This * particular call would have to be moved to just before each * drawing call. */ assert(slot == 0); STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float)); memset(&st->util_velems, 0, sizeof(st->util_velems)); st->util_velems[0].src_offset = 0; st->util_velems[0].vertex_buffer_index = slot; st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT; st->util_velems[1].src_offset = 3 * sizeof(float); st->util_velems[1].vertex_buffer_index = slot; st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; st->util_velems[2].src_offset = 7 * sizeof(float); st->util_velems[2].vertex_buffer_index = slot; st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT; } /* we want all vertex data to be placed in buffer objects */ vbo_use_buffer_objects(ctx); /* make sure that no VBOs are left mapped when we're drawing. */ vbo_always_unmap_buffers(ctx); /* Need these flags: */ ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; if (no_error) ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR; st->has_stencil_export = screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT); st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3); st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW); st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW); st->prefer_blit_based_texture_transfer = screen->get_param(screen, PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER); st->force_persample_in_shader = screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) && !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP); st->has_shareable_shaders = screen->get_param(screen, PIPE_CAP_SHAREABLE_SHADERS); st->needs_texcoord_semantic = screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD); st->apply_texture_swizzle_to_border_color = !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) & (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 | PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600)); st->has_time_elapsed = screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED); st->has_half_float_packing = screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT); st->has_multi_draw_indirect = screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT); st->has_hw_atomics = screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS) ? true : false; /* GL limits and extensions */ st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions, ctx->API); st_init_extensions(pipe->screen, &ctx->Const, &ctx->Extensions, &st->options, ctx->API); if (st_have_perfmon(st)) { ctx->Extensions.AMD_performance_monitor = GL_TRUE; } /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */ if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) { if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) { st->clamp_vert_color_in_shader = GL_TRUE; } if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) { st->clamp_frag_color_in_shader = GL_TRUE; } /* For drivers which cannot do color clamping, it's better to just * disable ARB_color_buffer_float in the core profile, because * the clamping is deprecated there anyway. */ if (ctx->API == API_OPENGL_CORE && (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) { st->clamp_vert_color_in_shader = GL_FALSE; st->clamp_frag_color_in_shader = GL_FALSE; ctx->Extensions.ARB_color_buffer_float = GL_FALSE; } } /* called after _mesa_create_context/_mesa_init_point, fix default user * settable max point size up */ ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize, ctx->Const.MaxPointSizeAA); /* For vertex shaders, make sure not to emit saturate when SM 3.0 * is not supported */ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3; if (!ctx->Extensions.ARB_gpu_shader5) { for (i = 0; i < MESA_SHADER_STAGES; i++) ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true; } /* Set which shader types can be compiled at link time. */ st->shader_has_one_variant[MESA_SHADER_VERTEX] = st->has_shareable_shaders && !st->clamp_vert_color_in_shader; st->shader_has_one_variant[MESA_SHADER_FRAGMENT] = st->has_shareable_shaders && !st->clamp_frag_color_in_shader && !st->force_persample_in_shader; st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders; st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders; st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders; st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders; st->bitmap.cache.empty = true; _mesa_override_extensions(ctx); _mesa_compute_version(ctx); if (ctx->Version == 0) { /* This can happen when a core profile was requested, but the driver * does not support some features of GL 3.1 or later. */ st_destroy_context_priv(st, false); return NULL; } _mesa_initialize_dispatch_tables(ctx); _mesa_initialize_vbo_vtxfmt(ctx); st_init_driver_flags(st); /* Initialize context's winsys buffers list */ LIST_INITHEAD(&st->winsys_buffers); return st; } struct st_context * st_create_context(gl_api api, struct pipe_context *pipe, const struct gl_config *visual, struct st_context *share, const struct st_config_options *options, bool no_error) { struct gl_context *ctx; struct gl_context *shareCtx = share ? share->ctx : NULL; struct dd_function_table funcs; struct st_context *st; memset(&funcs, 0, sizeof(funcs)); st_init_driver_functions(pipe->screen, &funcs); ctx = calloc(1, sizeof(struct gl_context)); if (!ctx) return NULL; if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) { free(ctx); return NULL; } st_debug_init(); if (pipe->screen->get_disk_shader_cache && !(ST_DEBUG & DEBUG_TGSI)) ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen); /* XXX: need a capability bit in gallium to query if the pipe * driver prefers DP4 or MUL/MAD for vertex transformation. */ if (debug_get_option_mesa_mvp_dp4()) ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE; st = st_create_context_priv(ctx, pipe, options, no_error); if (!st) { _mesa_destroy_context(ctx); } return st; } /** * Callback to release the sampler view attached to a texture object. * Called by _mesa_HashWalk(). */ static void destroy_tex_sampler_cb(GLuint id, void *data, void *userData) { struct gl_texture_object *texObj = (struct gl_texture_object *) data; struct st_context *st = (struct st_context *) userData; st_texture_release_sampler_view(st, st_texture_object(texObj)); } void st_destroy_context(struct st_context *st) { struct gl_context *ctx = st->ctx; struct st_framebuffer *stfb, *next; GET_CURRENT_CONTEXT(curctx); if (curctx == NULL) { /* No current context, but we need one to release * renderbuffer surface when we release framebuffer. * So temporarily bind the context. */ _mesa_make_current(ctx, NULL, NULL); } /* This must be called first so that glthread has a chance to finish */ _mesa_glthread_destroy(ctx); _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st); st_reference_fragprog(st, &st->fp, NULL); st_reference_prog(st, &st->gp, NULL); st_reference_vertprog(st, &st->vp, NULL); st_reference_prog(st, &st->tcp, NULL); st_reference_prog(st, &st->tep, NULL); st_reference_compprog(st, &st->cp, NULL); /* release framebuffer in the winsys buffers list */ LIST_FOR_EACH_ENTRY_SAFE_REV(stfb, next, &st->winsys_buffers, head) { st_framebuffer_reference(&stfb, NULL); } pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL); pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL); _vbo_DestroyContext(ctx); st_destroy_program_variants(st); _mesa_free_context_data(ctx); /* This will free the st_context too, so 'st' must not be accessed * afterwards. */ st_destroy_context_priv(st, true); st = NULL; free(ctx); } static void st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len) { struct st_context *st = ctx->st; st->pipe->emit_string_marker(st->pipe, string, len); } static void st_set_background_context(struct gl_context *ctx, struct util_queue_monitoring *queue_info) { struct st_context *st = ctx->st; struct st_manager *smapi = (struct st_manager *) st->iface.st_context_private; assert(smapi->set_background_context); smapi->set_background_context(&st->iface, queue_info); } static void st_get_device_uuid(struct gl_context *ctx, char *uuid) { struct pipe_screen *screen = st_context(ctx)->pipe->screen; assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE); memset(uuid, 0, GL_UUID_SIZE_EXT); screen->get_device_uuid(screen, uuid); } static void st_get_driver_uuid(struct gl_context *ctx, char *uuid) { struct pipe_screen *screen = st_context(ctx)->pipe->screen; assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE); memset(uuid, 0, GL_UUID_SIZE_EXT); screen->get_driver_uuid(screen, uuid); } void st_init_driver_functions(struct pipe_screen *screen, struct dd_function_table *functions) { _mesa_init_shader_object_functions(functions); _mesa_init_sampler_object_functions(functions); st_init_blit_functions(functions); st_init_bufferobject_functions(screen, functions); st_init_clear_functions(functions); st_init_bitmap_functions(functions); st_init_copy_image_functions(functions); st_init_drawpixels_functions(functions); st_init_rasterpos_functions(functions); st_init_drawtex_functions(functions); st_init_eglimage_functions(functions); st_init_fbo_functions(functions); st_init_feedback_functions(functions); st_init_memoryobject_functions(functions); st_init_msaa_functions(functions); st_init_perfmon_functions(functions); st_init_program_functions(functions); st_init_query_functions(functions); st_init_cond_render_functions(functions); st_init_readpixels_functions(functions); st_init_semaphoreobject_functions(functions); st_init_texture_functions(functions); st_init_texture_barrier_functions(functions); st_init_flush_functions(screen, functions); st_init_string_functions(functions); st_init_viewport_functions(functions); st_init_compute_functions(functions); st_init_xformfb_functions(functions); st_init_syncobj_functions(functions); st_init_vdpau_functions(functions); if (screen->get_param(screen, PIPE_CAP_STRING_MARKER)) functions->EmitStringMarker = st_emit_string_marker; functions->Enable = st_Enable; functions->UpdateState = st_invalidate_state; functions->QueryMemoryInfo = st_query_memory_info; functions->SetBackgroundContext = st_set_background_context; functions->GetDriverUuid = st_get_driver_uuid; functions->GetDeviceUuid = st_get_device_uuid; /* GL_ARB_get_program_binary */ functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1; enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir) screen->get_shader_param(screen, PIPE_SHADER_VERTEX, PIPE_SHADER_CAP_PREFERRED_IR); if (preferred_ir == PIPE_SHADER_IR_NIR) { functions->ProgramBinarySerializeDriverBlob = st_serialise_nir_program; functions->ProgramBinaryDeserializeDriverBlob = st_deserialise_nir_program; } else { functions->ProgramBinarySerializeDriverBlob = st_serialise_tgsi_program; functions->ProgramBinaryDeserializeDriverBlob = st_deserialise_tgsi_program; } }