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1 /*
2  * Mesa 3-D graphics library
3  *
4  * Copyright (C) 1999-2007  Brian Paul   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 "Software"),
8  * to deal in the Software without restriction, including without limitation
9  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
10  * and/or sell copies of the Software, and to permit persons to whom the
11  * Software is furnished to do so, subject to the following conditions:
12  *
13  * The above copyright notice and this permission notice shall be included
14  * in all copies or substantial portions of the Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
20  * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
21  * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
22  * OTHER DEALINGS IN THE SOFTWARE.
23  */
24 
25 
26 #include "main/glheader.h"
27 #include "main/imports.h"
28 #include "main/accum.h"
29 #include "main/arrayobj.h"
30 #include "main/context.h"
31 #include "main/formatquery.h"
32 #include "main/framebuffer.h"
33 #include "main/mipmap.h"
34 #include "main/queryobj.h"
35 #include "main/readpix.h"
36 #include "main/rastpos.h"
37 #include "main/renderbuffer.h"
38 #include "main/shaderobj.h"
39 #include "main/texcompress.h"
40 #include "main/texformat.h"
41 #include "main/texgetimage.h"
42 #include "main/teximage.h"
43 #include "main/texobj.h"
44 #include "main/texstorage.h"
45 #include "main/texstore.h"
46 #include "main/bufferobj.h"
47 #include "main/fbobject.h"
48 #include "main/samplerobj.h"
49 #include "main/syncobj.h"
50 #include "main/barrier.h"
51 #include "main/transformfeedback.h"
52 
53 #include "program/program.h"
54 #include "tnl/tnl.h"
55 #include "swrast/swrast.h"
56 #include "swrast/s_renderbuffer.h"
57 
58 #include "driverfuncs.h"
59 #include "meta.h"
60 
61 
62 
63 /**
64  * Plug in default functions for all pointers in the dd_function_table
65  * structure.
66  * Device drivers should call this function and then plug in any
67  * functions which it wants to override.
68  * Some functions (pointers) MUST be implemented by all drivers (REQUIRED).
69  *
70  * \param table the dd_function_table to initialize
71  */
72 void
_mesa_init_driver_functions(struct dd_function_table * driver)73 _mesa_init_driver_functions(struct dd_function_table *driver)
74 {
75    memset(driver, 0, sizeof(*driver));
76 
77    driver->GetString = NULL;  /* REQUIRED! */
78    driver->UpdateState = NULL;  /* REQUIRED! */
79 
80    driver->Finish = NULL;
81    driver->Flush = NULL;
82 
83    /* framebuffer/image functions */
84    driver->Clear = _swrast_Clear;
85    driver->RasterPos = _mesa_RasterPos;
86    driver->DrawPixels = _swrast_DrawPixels;
87    driver->ReadPixels = _mesa_readpixels;
88    driver->CopyPixels = _swrast_CopyPixels;
89    driver->Bitmap = _swrast_Bitmap;
90 
91    /* Texture functions */
92    driver->ChooseTextureFormat = _mesa_choose_tex_format;
93    driver->QueryInternalFormat = _mesa_query_internal_format_default;
94    driver->TexImage = _mesa_store_teximage;
95    driver->TexSubImage = _mesa_store_texsubimage;
96    driver->GetTexSubImage = _mesa_meta_GetTexSubImage;
97    driver->ClearTexSubImage = _mesa_meta_ClearTexSubImage;
98    driver->CopyTexSubImage = _mesa_meta_CopyTexSubImage;
99    driver->GenerateMipmap = _mesa_meta_GenerateMipmap;
100    driver->TestProxyTexImage = _mesa_test_proxy_teximage;
101    driver->CompressedTexImage = _mesa_store_compressed_teximage;
102    driver->CompressedTexSubImage = _mesa_store_compressed_texsubimage;
103    driver->GetCompressedTexSubImage = _mesa_GetCompressedTexSubImage_sw;
104    driver->BindTexture = NULL;
105    driver->NewTextureObject = _mesa_new_texture_object;
106    driver->DeleteTexture = _mesa_delete_texture_object;
107    driver->NewTextureImage = _swrast_new_texture_image;
108    driver->DeleteTextureImage = _swrast_delete_texture_image;
109    driver->AllocTextureImageBuffer = _swrast_alloc_texture_image_buffer;
110    driver->FreeTextureImageBuffer = _swrast_free_texture_image_buffer;
111    driver->MapTextureImage = _swrast_map_teximage;
112    driver->UnmapTextureImage = _swrast_unmap_teximage;
113    driver->DrawTex = _mesa_meta_DrawTex;
114 
115    /* Vertex/fragment programs */
116    driver->BindProgram = NULL;
117    driver->NewProgram = _mesa_new_program;
118    driver->DeleteProgram = _mesa_delete_program;
119 
120    /* ATI_fragment_shader */
121    driver->NewATIfs = NULL;
122 
123    /* simple state commands */
124    driver->AlphaFunc = NULL;
125    driver->BlendColor = NULL;
126    driver->BlendEquationSeparate = NULL;
127    driver->BlendFuncSeparate = NULL;
128    driver->ClipPlane = NULL;
129    driver->ColorMask = NULL;
130    driver->ColorMaterial = NULL;
131    driver->CullFace = NULL;
132    driver->DrawBuffer = NULL;
133    driver->DrawBuffers = NULL;
134    driver->FrontFace = NULL;
135    driver->DepthFunc = NULL;
136    driver->DepthMask = NULL;
137    driver->DepthRange = NULL;
138    driver->Enable = NULL;
139    driver->Fogfv = NULL;
140    driver->Lightfv = NULL;
141    driver->LightModelfv = NULL;
142    driver->LineStipple = NULL;
143    driver->LineWidth = NULL;
144    driver->LogicOpcode = NULL;
145    driver->PointParameterfv = NULL;
146    driver->PointSize = NULL;
147    driver->PolygonMode = NULL;
148    driver->PolygonOffset = NULL;
149    driver->PolygonStipple = NULL;
150    driver->ReadBuffer = NULL;
151    driver->RenderMode = NULL;
152    driver->Scissor = NULL;
153    driver->ShadeModel = NULL;
154    driver->StencilFuncSeparate = NULL;
155    driver->StencilOpSeparate = NULL;
156    driver->StencilMaskSeparate = NULL;
157    driver->TexGen = NULL;
158    driver->TexEnv = NULL;
159    driver->TexParameter = NULL;
160    driver->Viewport = NULL;
161 
162    /* buffer objects */
163    _mesa_init_buffer_object_functions(driver);
164 
165    /* query objects */
166    _mesa_init_query_object_functions(driver);
167 
168    _mesa_init_sync_object_functions(driver);
169 
170    driver->NewFramebuffer = _mesa_new_framebuffer;
171    driver->NewRenderbuffer = _swrast_new_soft_renderbuffer;
172    driver->MapRenderbuffer = _swrast_map_soft_renderbuffer;
173    driver->UnmapRenderbuffer = _swrast_unmap_soft_renderbuffer;
174    driver->RenderTexture = _swrast_render_texture;
175    driver->FinishRenderTexture = _swrast_finish_render_texture;
176    driver->FramebufferRenderbuffer = _mesa_FramebufferRenderbuffer_sw;
177    driver->ValidateFramebuffer = _mesa_validate_framebuffer;
178 
179    driver->BlitFramebuffer = _swrast_BlitFramebuffer;
180    driver->DiscardFramebuffer = NULL;
181 
182    _mesa_init_barrier_functions(driver);
183    _mesa_init_shader_object_functions(driver);
184    _mesa_init_transform_feedback_functions(driver);
185    _mesa_init_sampler_object_functions(driver);
186 
187    /* T&L stuff */
188    driver->CurrentExecPrimitive = 0;
189    driver->CurrentSavePrimitive = 0;
190    driver->NeedFlush = 0;
191    driver->SaveNeedFlush = 0;
192 
193    driver->ProgramStringNotify = _tnl_program_string;
194    driver->LightingSpaceChange = NULL;
195 
196    /* GL_ARB_texture_storage */
197    driver->AllocTextureStorage = _mesa_AllocTextureStorage_sw;
198 
199    /* GL_ARB_texture_view */
200    driver->TextureView = NULL;
201 
202    /* GL_ARB_texture_multisample */
203    driver->GetSamplePosition = NULL;
204 }
205 
206 
207 /**
208  * Call the ctx->Driver.* state functions with current values to initialize
209  * driver state.
210  * Only the Intel drivers use this so far.
211  */
212 void
_mesa_init_driver_state(struct gl_context * ctx)213 _mesa_init_driver_state(struct gl_context *ctx)
214 {
215    ctx->Driver.AlphaFunc(ctx, ctx->Color.AlphaFunc, ctx->Color.AlphaRef);
216 
217    ctx->Driver.BlendColor(ctx, ctx->Color.BlendColor);
218 
219    ctx->Driver.BlendEquationSeparate(ctx,
220                                      ctx->Color.Blend[0].EquationRGB,
221                                      ctx->Color.Blend[0].EquationA);
222 
223    ctx->Driver.BlendFuncSeparate(ctx,
224                                  ctx->Color.Blend[0].SrcRGB,
225                                  ctx->Color.Blend[0].DstRGB,
226                                  ctx->Color.Blend[0].SrcA,
227                                  ctx->Color.Blend[0].DstA);
228 
229    ctx->Driver.ColorMask(ctx,
230                          ctx->Color.ColorMask[0][RCOMP],
231                          ctx->Color.ColorMask[0][GCOMP],
232                          ctx->Color.ColorMask[0][BCOMP],
233                          ctx->Color.ColorMask[0][ACOMP]);
234 
235    ctx->Driver.CullFace(ctx, ctx->Polygon.CullFaceMode);
236    ctx->Driver.DepthFunc(ctx, ctx->Depth.Func);
237    ctx->Driver.DepthMask(ctx, ctx->Depth.Mask);
238 
239    ctx->Driver.Enable(ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled);
240    ctx->Driver.Enable(ctx, GL_BLEND, ctx->Color.BlendEnabled);
241    ctx->Driver.Enable(ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled);
242    ctx->Driver.Enable(ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled);
243    ctx->Driver.Enable(ctx, GL_CULL_FACE, ctx->Polygon.CullFlag);
244    ctx->Driver.Enable(ctx, GL_DEPTH_TEST, ctx->Depth.Test);
245    ctx->Driver.Enable(ctx, GL_DITHER, ctx->Color.DitherFlag);
246    ctx->Driver.Enable(ctx, GL_FOG, ctx->Fog.Enabled);
247    ctx->Driver.Enable(ctx, GL_LIGHTING, ctx->Light.Enabled);
248    ctx->Driver.Enable(ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag);
249    ctx->Driver.Enable(ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag);
250    ctx->Driver.Enable(ctx, GL_SCISSOR_TEST, ctx->Scissor.EnableFlags);
251    ctx->Driver.Enable(ctx, GL_STENCIL_TEST, ctx->Stencil._Enabled);
252    ctx->Driver.Enable(ctx, GL_TEXTURE_1D, GL_FALSE);
253    ctx->Driver.Enable(ctx, GL_TEXTURE_2D, GL_FALSE);
254    ctx->Driver.Enable(ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE);
255    ctx->Driver.Enable(ctx, GL_TEXTURE_3D, GL_FALSE);
256    ctx->Driver.Enable(ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE);
257 
258    ctx->Driver.Fogfv(ctx, GL_FOG_COLOR, ctx->Fog.Color);
259    {
260       GLfloat mode = (GLfloat) ctx->Fog.Mode;
261       ctx->Driver.Fogfv(ctx, GL_FOG_MODE, &mode);
262    }
263    ctx->Driver.Fogfv(ctx, GL_FOG_DENSITY, &ctx->Fog.Density);
264    ctx->Driver.Fogfv(ctx, GL_FOG_START, &ctx->Fog.Start);
265    ctx->Driver.Fogfv(ctx, GL_FOG_END, &ctx->Fog.End);
266 
267    ctx->Driver.FrontFace(ctx, ctx->Polygon.FrontFace);
268 
269    {
270       GLfloat f = (GLfloat) ctx->Light.Model.ColorControl;
271       ctx->Driver.LightModelfv(ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f);
272    }
273 
274    ctx->Driver.LineWidth(ctx, ctx->Line.Width);
275    ctx->Driver.LogicOpcode(ctx, ctx->Color.LogicOp);
276    ctx->Driver.PointSize(ctx, ctx->Point.Size);
277    ctx->Driver.PolygonStipple(ctx, (const GLubyte *) ctx->PolygonStipple);
278    ctx->Driver.Scissor(ctx);
279    ctx->Driver.ShadeModel(ctx, ctx->Light.ShadeModel);
280    ctx->Driver.StencilFuncSeparate(ctx, GL_FRONT,
281                                    ctx->Stencil.Function[0],
282                                    ctx->Stencil.Ref[0],
283                                    ctx->Stencil.ValueMask[0]);
284    ctx->Driver.StencilFuncSeparate(ctx, GL_BACK,
285                                    ctx->Stencil.Function[1],
286                                    ctx->Stencil.Ref[1],
287                                    ctx->Stencil.ValueMask[1]);
288    ctx->Driver.StencilMaskSeparate(ctx, GL_FRONT, ctx->Stencil.WriteMask[0]);
289    ctx->Driver.StencilMaskSeparate(ctx, GL_BACK, ctx->Stencil.WriteMask[1]);
290    ctx->Driver.StencilOpSeparate(ctx, GL_FRONT,
291                                  ctx->Stencil.FailFunc[0],
292                                  ctx->Stencil.ZFailFunc[0],
293                                  ctx->Stencil.ZPassFunc[0]);
294    ctx->Driver.StencilOpSeparate(ctx, GL_BACK,
295                                  ctx->Stencil.FailFunc[1],
296                                  ctx->Stencil.ZFailFunc[1],
297                                  ctx->Stencil.ZPassFunc[1]);
298 
299 
300    ctx->Driver.DrawBuffer(ctx, ctx->Color.DrawBuffer[0]);
301 }
302