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/**************************************************************************
*
* Copyright 2003 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 "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_B8G8R8A8_UNORM] = true;
if (intel_screen->deviceID != PCI_CHIP_I830_M &&
intel_screen->deviceID != PCI_CHIP_845_G)
ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8X8_UNORM] = true;
if (intel->gen == 3)
ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_SRGB] = true;
ctx->TextureFormatSupported[MESA_FORMAT_B4G4R4A4_UNORM] = true;
ctx->TextureFormatSupported[MESA_FORMAT_B5G5R5A1_UNORM] = true;
ctx->TextureFormatSupported[MESA_FORMAT_B5G6R5_UNORM] = true;
ctx->TextureFormatSupported[MESA_FORMAT_L_UNORM8] = true;
ctx->TextureFormatSupported[MESA_FORMAT_A_UNORM8] = true;
ctx->TextureFormatSupported[MESA_FORMAT_I_UNORM8] = true;
ctx->TextureFormatSupported[MESA_FORMAT_L8A8_UNORM] = true;
/* Depth and stencil */
ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_S8_UINT] = true;
ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_X8_UINT] = 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_Z_UNORM16] = 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;
}
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