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