1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include "i915_context.h"
29 #include "main/api_exec.h"
30 #include "main/framebuffer.h"
31 #include "main/extensions.h"
32 #include "main/imports.h"
33 #include "main/macros.h"
34 #include "main/version.h"
35 #include "main/vtxfmt.h"
36 #include "intel_chipset.h"
37 #include "intel_tris.h"
38 #include "tnl/t_context.h"
39 #include "tnl/t_pipeline.h"
40 #include "tnl/t_vertex.h"
41
42 #include "swrast/swrast.h"
43 #include "swrast_setup/swrast_setup.h"
44 #include "tnl/tnl.h"
45 #include "util/ralloc.h"
46
47 #include "i915_reg.h"
48 #include "i915_program.h"
49
50 /***************************************
51 * Mesa's Driver Functions
52 ***************************************/
53
54 /* Override intel default.
55 */
56 static void
i915InvalidateState(struct gl_context * ctx)57 i915InvalidateState(struct gl_context * ctx)
58 {
59 GLuint new_state = ctx->NewState;
60
61 _swrast_InvalidateState(ctx, new_state);
62 _swsetup_InvalidateState(ctx, new_state);
63 _tnl_InvalidateState(ctx, new_state);
64 _tnl_invalidate_vertex_state(ctx, new_state);
65 intel_context(ctx)->NewGLState |= new_state;
66
67 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
68 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
69
70 /* Todo: gather state values under which tracked parameters become
71 * invalidated, add callbacks for things like
72 * ProgramLocalParameters, etc.
73 */
74 {
75 struct i915_fragment_program *p =
76 (struct i915_fragment_program *) ctx->FragmentProgram._Current;
77 if (p && p->nr_params)
78 p->params_uptodate = 0;
79 }
80
81 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS | _NEW_POLYGON))
82 i915_update_stencil(ctx);
83 if (new_state & (_NEW_LIGHT))
84 i915_update_provoking_vertex(ctx);
85 if (new_state & (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS))
86 i915_update_program(ctx);
87 if (new_state & (_NEW_PROGRAM | _NEW_POINT))
88 i915_update_sprite_point_enable(ctx);
89 }
90
91
92 static void
i915InitDriverFunctions(struct dd_function_table * functions)93 i915InitDriverFunctions(struct dd_function_table *functions)
94 {
95 intelInitDriverFunctions(functions);
96 i915InitStateFunctions(functions);
97 i915InitFragProgFuncs(functions);
98 functions->UpdateState = i915InvalidateState;
99 }
100
101 /* Note: this is shared with i830. */
102 void
intel_init_texture_formats(struct gl_context * ctx)103 intel_init_texture_formats(struct gl_context *ctx)
104 {
105 struct intel_context *intel = intel_context(ctx);
106 struct intel_screen *intel_screen = intel->intelScreen;
107
108 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_UNORM] = true;
109 if (intel_screen->deviceID != PCI_CHIP_I830_M &&
110 intel_screen->deviceID != PCI_CHIP_845_G)
111 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8X8_UNORM] = true;
112 if (intel->gen == 3)
113 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_SRGB] = true;
114 ctx->TextureFormatSupported[MESA_FORMAT_B4G4R4A4_UNORM] = true;
115 ctx->TextureFormatSupported[MESA_FORMAT_B5G5R5A1_UNORM] = true;
116 ctx->TextureFormatSupported[MESA_FORMAT_B5G6R5_UNORM] = true;
117 ctx->TextureFormatSupported[MESA_FORMAT_L_UNORM8] = true;
118 if (intel->gen == 3)
119 ctx->TextureFormatSupported[MESA_FORMAT_A_UNORM8] = true;
120 ctx->TextureFormatSupported[MESA_FORMAT_I_UNORM8] = true;
121 ctx->TextureFormatSupported[MESA_FORMAT_L8A8_UNORM] = true;
122
123 /* Depth and stencil */
124 if (intel->gen == 3) {
125 ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_S8_UINT] = true;
126 ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_X8_UINT] = true;
127
128 /*
129 * This was disabled in initial FBO enabling to avoid combinations
130 * of depth+stencil that wouldn't work together. We since decided
131 * that it was OK, since it's up to the app to come up with the
132 * combo that actually works, so this can probably be re-enabled.
133 */
134 /*
135 ctx->TextureFormatSupported[MESA_FORMAT_Z_UNORM16] = true;
136 ctx->TextureFormatSupported[MESA_FORMAT_Z24] = true;
137 */
138 }
139
140 /* ctx->Extensions.MESA_ycbcr_texture */
141 ctx->TextureFormatSupported[MESA_FORMAT_YCBCR] = true;
142 ctx->TextureFormatSupported[MESA_FORMAT_YCBCR_REV] = true;
143
144 /* GL_3DFX_texture_compression_FXT1 */
145 ctx->TextureFormatSupported[MESA_FORMAT_RGB_FXT1] = true;
146 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FXT1] = true;
147
148 /* GL_EXT_texture_compression_s3tc */
149 ctx->TextureFormatSupported[MESA_FORMAT_RGB_DXT1] = true;
150 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT1] = true;
151 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT3] = true;
152 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT5] = true;
153 }
154
155 extern const struct tnl_pipeline_stage *intel_pipeline[];
156
157 bool
i915CreateContext(int api,const struct gl_config * mesaVis,__DRIcontext * driContextPriv,unsigned major_version,unsigned minor_version,uint32_t flags,unsigned * error,void * sharedContextPrivate)158 i915CreateContext(int api,
159 const struct gl_config * mesaVis,
160 __DRIcontext * driContextPriv,
161 unsigned major_version,
162 unsigned minor_version,
163 uint32_t flags,
164 unsigned *error,
165 void *sharedContextPrivate)
166 {
167 struct dd_function_table functions;
168 struct i915_context *i915 = rzalloc(NULL, struct i915_context);
169 struct intel_context *intel = &i915->intel;
170 struct gl_context *ctx = &intel->ctx;
171
172 if (!i915) {
173 *error = __DRI_CTX_ERROR_NO_MEMORY;
174 return false;
175 }
176
177 i915InitVtbl(i915);
178
179 i915InitDriverFunctions(&functions);
180
181 if (!intelInitContext(intel, api, major_version, minor_version, flags,
182 mesaVis, driContextPriv,
183 sharedContextPrivate, &functions,
184 error)) {
185 ralloc_free(i915);
186 return false;
187 }
188
189 intel_init_texture_formats(ctx);
190
191 _math_matrix_ctr(&intel->ViewportMatrix);
192
193 /* Initialize swrast, tnl driver tables: */
194 intelInitTriFuncs(ctx);
195
196 /* Install the customized pipeline: */
197 _tnl_destroy_pipeline(ctx);
198 _tnl_install_pipeline(ctx, intel_pipeline);
199
200 if (intel->no_rast)
201 FALLBACK(intel, INTEL_FALLBACK_USER, 1);
202
203 ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
204 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = I915_TEX_UNITS;
205 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = I915_TEX_UNITS;
206 ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS;
207 ctx->Const.MaxVarying = I915_TEX_UNITS;
208 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents =
209 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = ctx->Const.MaxVarying * 4;
210 ctx->Const.MaxCombinedTextureImageUnits =
211 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
212 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
213
214 /* Advertise the full hardware capabilities. The new memory
215 * manager should cope much better with overload situations:
216 */
217 ctx->Const.MaxTextureLevels = 12;
218 ctx->Const.Max3DTextureLevels = 9;
219 ctx->Const.MaxCubeTextureLevels = 12;
220 ctx->Const.MaxTextureRectSize = (1 << 11);
221 ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
222
223 ctx->Const.MaxTextureMaxAnisotropy = 4.0;
224
225 /* GL_ARB_fragment_program limits - don't think Mesa actually
226 * validates programs against these, and in any case one ARB
227 * instruction can translate to more than one HW instruction, so
228 * we'll still have to check and fallback each time.
229 */
230 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = I915_MAX_TEMPORARY;
231 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 11; /* 8 tex, 2 color, fog */
232 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = I915_MAX_CONSTANT;
233 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = I915_MAX_ALU_INSN;
234 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = I915_MAX_TEX_INSN;
235 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = (I915_MAX_ALU_INSN +
236 I915_MAX_TEX_INSN);
237 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections =
238 I915_MAX_TEX_INDIRECT;
239 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0; /* I don't think we have one */
240 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
241 MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
242 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
243
244 /* i915 stores all values in single-precision floats. Values aren't set
245 * for other program targets because software is used for those targets.
246 */
247 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMin = 127;
248 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMax = 127;
249 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.Precision = 23;
250 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowFloat = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighFloat =
251 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat;
252 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMin = 24;
253 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMax = 24;
254 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.Precision = 0;
255 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt =
256 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt;
257
258 ctx->FragmentProgram._MaintainTexEnvProgram = true;
259
260 /* FINISHME: Are there other options that should be enabled for software
261 * FINISHME: vertex shaders?
262 */
263 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectSampler =
264 true;
265
266 struct gl_shader_compiler_options *const fs_options =
267 & ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
268 fs_options->MaxIfDepth = 0;
269 fs_options->EmitNoPow = true;
270 fs_options->EmitNoMainReturn = true;
271 fs_options->EmitNoIndirectInput = true;
272 fs_options->EmitNoIndirectOutput = true;
273 fs_options->EmitNoIndirectUniform = true;
274 fs_options->EmitNoIndirectTemp = true;
275 fs_options->EmitNoIndirectSampler = true;
276
277 ctx->Const.MaxDrawBuffers = 1;
278 ctx->Const.QueryCounterBits.SamplesPassed = 0;
279
280 _tnl_init_vertices(ctx, ctx->Const.MaxArrayLockSize + 12,
281 36 * sizeof(GLfloat));
282
283 intel->verts = TNL_CONTEXT(ctx)->clipspace.vertex_buf;
284
285 i915InitState(i915);
286
287 /* Always enable pixel fog. Vertex fog using fog coord will conflict
288 * with fog code appended onto fragment program.
289 */
290 _tnl_allow_vertex_fog(ctx, 0);
291 _tnl_allow_pixel_fog(ctx, 1);
292
293 _mesa_override_extensions(ctx);
294 _mesa_compute_version(ctx);
295
296 _mesa_initialize_dispatch_tables(ctx);
297 _mesa_initialize_vbo_vtxfmt(ctx);
298
299 return true;
300 }
301