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 */ 54static void 55i915InvalidateState(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 86static void 87i915InitDriverFunctions(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. */ 96void 97intel_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 149extern const struct tnl_pipeline_stage *intel_pipeline[]; 150 151bool 152i915CreateContext(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