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/**************************************************************************
*
* Copyright 2007 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 "main/imports.h"
#include "main/accum.h"
#include "main/api_exec.h"
#include "main/context.h"
#include "main/samplerobj.h"
#include "main/shaderobj.h"
#include "main/version.h"
#include "main/vtxfmt.h"
#include "program/prog_cache.h"
#include "vbo/vbo.h"
#include "glapi/glapi.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_condrender.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_msaa.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.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_program.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
/**
* Called via ctx->Driver.UpdateState()
*/
void st_invalidate_state(struct gl_context * ctx, GLuint new_state)
{
struct st_context *st = st_context(ctx);
/* Replace _NEW_FRAG_CLAMP with ST_NEW_FRAGMENT_PROGRAM for the fallback. */
if (st->clamp_frag_color_in_shader && (new_state & _NEW_FRAG_CLAMP)) {
new_state &= ~_NEW_FRAG_CLAMP;
st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
}
/* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
}
st->dirty.mesa |= new_state;
st->dirty.st |= ST_NEW_MESA;
/* This is the only core Mesa module we depend upon.
* No longer use swrast, swsetup, tnl.
*/
_vbo_InvalidateState(ctx, new_state);
}
static struct st_context *
st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
const struct st_config_options *options)
{
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;
/* XXX: this is one-off, per-screen init: */
st_debug_init();
/* state tracker needs the VBO module */
_vbo_CreateContext(ctx);
st->dirty.mesa = ~0;
st->dirty.st = ~0;
st->uploader = u_upload_create(st->pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER);
if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024, 4,
PIPE_BIND_INDEX_BUFFER);
}
if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS)) {
unsigned alignment =
screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
st->constbuf_uploader = u_upload_create(pipe, 128 * 1024, alignment,
PIPE_BIND_CONSTANT_BUFFER);
}
st->cso_context = cso_create_context(pipe);
st_init_atoms( st );
st_init_bitmap(st);
st_init_clear(st);
st_init_draw( st );
st_init_generate_mipmap(st);
if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
st->internal_target = PIPE_TEXTURE_2D;
else
st->internal_target = PIPE_TEXTURE_RECT;
/* Vertex element objects used for drawing rectangles for glBitmap,
* glDrawPixels, glClear, etc.
*/
for (i = 0; i < Elements(st->velems_util_draw); i++) {
memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
st->velems_util_draw[i].instance_divisor = 0;
st->velems_util_draw[i].vertex_buffer_index =
cso_get_aux_vertex_buffer_slot(st->cso_context);
st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_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:
*/
st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
st->pixel_xfer.cache = _mesa_new_program_cache();
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->prefer_blit_based_texture_transfer = screen->get_param(screen,
PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
st->needs_texcoord_semantic =
screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
/* GL limits and extensions */
st_init_limits(st);
st_init_extensions(st);
_mesa_compute_version(ctx);
_mesa_initialize_dispatch_tables(ctx);
_mesa_initialize_vbo_vtxfmt(ctx);
return st;
}
static void st_init_driver_flags(struct gl_driver_flags *f)
{
f->NewArray = ST_NEW_VERTEX_ARRAYS;
}
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)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
/* Sanity checks */
STATIC_ASSERT(MESA_SHADER_VERTEX == PIPE_SHADER_VERTEX);
STATIC_ASSERT(MESA_SHADER_FRAGMENT == PIPE_SHADER_FRAGMENT);
STATIC_ASSERT(MESA_SHADER_GEOMETRY == PIPE_SHADER_GEOMETRY);
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(&funcs);
ctx = _mesa_create_context(api, visual, shareCtx, &funcs);
if (!ctx) {
return NULL;
}
st_init_driver_flags(&ctx->DriverFlags);
/* 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())
_mesa_set_mvp_with_dp4( ctx, GL_TRUE );
return st_create_context_priv(ctx, pipe, options);
}
static void st_destroy_context_priv( struct st_context *st )
{
uint shader, i;
st_destroy_atoms( st );
st_destroy_draw( st );
st_destroy_generate_mipmap(st);
st_destroy_clear(st);
st_destroy_bitmap(st);
st_destroy_drawpix(st);
st_destroy_drawtex(st);
for (shader = 0; shader < Elements(st->state.sampler_views); shader++) {
for (i = 0; i < Elements(st->state.sampler_views[0]); i++) {
pipe_sampler_view_release(st->pipe,
&st->state.sampler_views[shader][i]);
}
}
if (st->default_texture) {
st->ctx->Driver.DeleteTexture(st->ctx, st->default_texture);
st->default_texture = NULL;
}
u_upload_destroy(st->uploader);
if (st->indexbuf_uploader) {
u_upload_destroy(st->indexbuf_uploader);
}
if (st->constbuf_uploader) {
u_upload_destroy(st->constbuf_uploader);
}
free( st );
}
void st_destroy_context( struct st_context *st )
{
struct pipe_context *pipe = st->pipe;
struct cso_context *cso = st->cso_context;
struct gl_context *ctx = st->ctx;
GLuint i;
/* need to unbind and destroy CSO objects before anything else */
cso_release_all(st->cso_context);
st_reference_fragprog(st, &st->fp, NULL);
st_reference_vertprog(st, &st->vp, NULL);
/* release framebuffer surfaces */
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
pipe_surface_reference(&st->state.framebuffer.cbufs[i], NULL);
}
pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);
pipe->set_index_buffer(pipe, NULL);
for (i = 0; i < PIPE_SHADER_TYPES; i++) {
pipe->set_constant_buffer(pipe, i, 0, NULL);
}
_mesa_delete_program_cache(st->ctx, st->pixel_xfer.cache);
_vbo_DestroyContext(st->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);
st = NULL;
cso_destroy_context(cso);
pipe->destroy( pipe );
free(ctx);
}
void st_init_driver_functions(struct dd_function_table *functions)
{
_mesa_init_shader_object_functions(functions);
_mesa_init_sampler_object_functions(functions);
functions->Accum = _mesa_accum;
st_init_blit_functions(functions);
st_init_bufferobject_functions(functions);
st_init_clear_functions(functions);
st_init_bitmap_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_msaa_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_texture_functions(functions);
st_init_texture_barrier_functions(functions);
st_init_flush_functions(functions);
st_init_string_functions(functions);
st_init_viewport_functions(functions);
st_init_xformfb_functions(functions);
st_init_syncobj_functions(functions);
functions->UpdateState = st_invalidate_state;
}
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