303 lines
11 KiB
C
303 lines
11 KiB
C
/**************************************************************************
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*
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* Copyright 2003 VMware, Inc.
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* All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sub license, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice (including the
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* next paragraph) shall be included in all copies or substantial portions
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* of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
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* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
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* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*
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**************************************************************************/
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#include "i915_context.h"
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#include "main/api_exec.h"
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#include "main/framebuffer.h"
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#include "main/extensions.h"
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#include "main/macros.h"
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#include "main/state.h"
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#include "main/version.h"
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#include "main/vtxfmt.h"
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#include "intel_chipset.h"
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#include "intel_tris.h"
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#include "tnl/t_context.h"
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#include "tnl/t_pipeline.h"
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#include "tnl/t_vertex.h"
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#include "util/u_memory.h"
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#include "swrast/swrast.h"
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#include "swrast_setup/swrast_setup.h"
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#include "tnl/tnl.h"
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#include "util/ralloc.h"
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#include "i915_reg.h"
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#include "i915_program.h"
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/***************************************
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* Mesa's Driver Functions
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***************************************/
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/* Override intel default.
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*/
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static void
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i915InvalidateState(struct gl_context * ctx)
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{
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GLuint new_state = ctx->NewState;
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_swrast_InvalidateState(ctx, new_state);
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_swsetup_InvalidateState(ctx, new_state);
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_tnl_InvalidateState(ctx, new_state);
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_tnl_invalidate_vertex_state(ctx, new_state);
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intel_context(ctx)->NewGLState |= new_state;
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if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
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_mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
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/* Todo: gather state values under which tracked parameters become
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* invalidated, add callbacks for things like
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* ProgramLocalParameters, etc.
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*/
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{
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struct i915_fragment_program *p =
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(struct i915_fragment_program *) ctx->FragmentProgram._Current;
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if (p && p->nr_params)
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p->params_uptodate = 0;
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}
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if (new_state & (_NEW_STENCIL | _NEW_BUFFERS | _NEW_POLYGON))
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i915_update_stencil(ctx);
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if (new_state & (_NEW_LIGHT))
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i915_update_provoking_vertex(ctx);
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if (new_state & (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS))
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i915_update_program(ctx);
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if (new_state & (_NEW_PROGRAM | _NEW_POINT))
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i915_update_sprite_point_enable(ctx);
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}
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static void
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i915InitDriverFunctions(struct dd_function_table *functions)
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{
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intelInitDriverFunctions(functions);
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i915InitStateFunctions(functions);
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i915InitFragProgFuncs(functions);
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functions->UpdateState = i915InvalidateState;
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}
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/* Note: this is shared with i830. */
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void
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intel_init_texture_formats(struct gl_context *ctx)
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{
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struct intel_context *intel = intel_context(ctx);
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struct intel_screen *intel_screen = intel->intelScreen;
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ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_UNORM] = true;
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if (intel_screen->deviceID != PCI_CHIP_I830_M &&
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intel_screen->deviceID != PCI_CHIP_845_G)
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ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8X8_UNORM] = true;
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if (intel->gen == 3)
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ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_SRGB] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_B4G4R4A4_UNORM] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_B5G5R5A1_UNORM] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_B5G6R5_UNORM] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_L_UNORM8] = true;
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if (intel->gen == 3)
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ctx->TextureFormatSupported[MESA_FORMAT_A_UNORM8] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_I_UNORM8] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_LA_UNORM8] = true;
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/* Depth and stencil */
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if (intel->gen == 3) {
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ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_S8_UINT] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_X8_UINT] = true;
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/*
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* This was disabled in initial FBO enabling to avoid combinations
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* of depth+stencil that wouldn't work together. We since decided
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* that it was OK, since it's up to the app to come up with the
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* combo that actually works, so this can probably be re-enabled.
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*/
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/*
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ctx->TextureFormatSupported[MESA_FORMAT_Z_UNORM16] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_Z24] = true;
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*/
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}
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/* ctx->Extensions.MESA_ycbcr_texture */
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ctx->TextureFormatSupported[MESA_FORMAT_YCBCR] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_YCBCR_REV] = true;
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/* GL_3DFX_texture_compression_FXT1 */
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ctx->TextureFormatSupported[MESA_FORMAT_RGB_FXT1] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FXT1] = true;
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/* GL_EXT_texture_compression_s3tc */
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ctx->TextureFormatSupported[MESA_FORMAT_RGB_DXT1] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT1] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT3] = true;
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ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT5] = true;
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}
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extern const struct tnl_pipeline_stage *intel_pipeline[];
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bool
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i915CreateContext(int api,
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const struct gl_config * mesaVis,
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__DRIcontext * driContextPriv,
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unsigned major_version,
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unsigned minor_version,
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uint32_t flags,
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unsigned *error,
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void *sharedContextPrivate)
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{
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struct dd_function_table functions;
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struct i915_context *i915 = align_calloc(sizeof(struct i915_context), 16);
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struct intel_context *intel = &i915->intel;
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struct gl_context *ctx = &intel->ctx;
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if (!i915) {
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*error = __DRI_CTX_ERROR_NO_MEMORY;
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return false;
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}
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i915InitVtbl(i915);
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i915InitDriverFunctions(&functions);
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if (!intelInitContext(intel, api, major_version, minor_version, flags,
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mesaVis, driContextPriv,
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sharedContextPrivate, &functions,
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error)) {
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align_free(i915);
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return false;
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}
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intel_init_texture_formats(ctx);
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_math_matrix_ctr(&intel->ViewportMatrix);
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/* Initialize swrast, tnl driver tables: */
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intelInitTriFuncs(ctx);
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/* Install the customized pipeline: */
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_tnl_destroy_pipeline(ctx);
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_tnl_install_pipeline(ctx, intel_pipeline);
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if (intel->no_rast)
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FALLBACK(intel, INTEL_FALLBACK_USER, 1);
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ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = I915_TEX_UNITS;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = I915_TEX_UNITS;
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ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS;
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ctx->Const.MaxVarying = I915_TEX_UNITS;
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents =
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = ctx->Const.MaxVarying * 4;
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ctx->Const.MaxCombinedTextureImageUnits =
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ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
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/* Advertise the full hardware capabilities. The new memory
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* manager should cope much better with overload situations:
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*/
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ctx->Const.MaxTextureSize = 2048;
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ctx->Const.Max3DTextureLevels = 9;
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ctx->Const.MaxCubeTextureLevels = 12;
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ctx->Const.MaxTextureRectSize = (1 << 11);
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ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
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ctx->Const.MaxTextureMaxAnisotropy = 4.0;
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/* GL_ARB_fragment_program limits - don't think Mesa actually
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* validates programs against these, and in any case one ARB
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* instruction can translate to more than one HW instruction, so
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* we'll still have to check and fallback each time.
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*/
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = I915_MAX_TEMPORARY;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 11; /* 8 tex, 2 color, fog */
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = I915_MAX_CONSTANT;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = I915_MAX_ALU_INSN;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = I915_MAX_TEX_INSN;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = (I915_MAX_ALU_INSN +
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I915_MAX_TEX_INSN);
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections =
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I915_MAX_TEX_INDIRECT;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0; /* I don't think we have one */
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
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MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
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/* i915 stores all values in single-precision floats. Values aren't set
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* for other program targets because software is used for those targets.
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*/
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMin = 127;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMax = 127;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.Precision = 23;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].LowFloat = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighFloat =
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMin = 24;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMax = 24;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.Precision = 0;
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ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt =
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ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt;
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ctx->FragmentProgram._MaintainTexEnvProgram = true;
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_mesa_reset_vertex_processing_mode(ctx);
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/* FINISHME: Are there other options that should be enabled for software
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* FINISHME: vertex shaders?
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*/
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ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectSampler =
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true;
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struct gl_shader_compiler_options *const fs_options =
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& ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
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fs_options->MaxIfDepth = 0;
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fs_options->EmitNoPow = true;
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fs_options->EmitNoMainReturn = true;
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fs_options->EmitNoIndirectInput = true;
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fs_options->EmitNoIndirectOutput = true;
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fs_options->EmitNoIndirectUniform = true;
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fs_options->EmitNoIndirectTemp = true;
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fs_options->EmitNoIndirectSampler = true;
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ctx->Const.MaxDrawBuffers = 1;
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ctx->Const.QueryCounterBits.SamplesPassed = 0;
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_tnl_init_vertices(ctx, ctx->Const.MaxArrayLockSize + 12,
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36 * sizeof(GLfloat));
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intel->verts = TNL_CONTEXT(ctx)->clipspace.vertex_buf;
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i915InitState(i915);
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/* Always enable pixel fog. Vertex fog using fog coord will conflict
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* with fog code appended onto fragment program.
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*/
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_tnl_allow_vertex_fog(ctx, 0);
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_tnl_allow_pixel_fog(ctx, 1);
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_mesa_override_extensions(ctx);
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_mesa_compute_version(ctx);
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_mesa_initialize_dispatch_tables(ctx);
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_mesa_initialize_vbo_vtxfmt(ctx);
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return true;
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}
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