bool
i915CreateContext(int api,
		  const struct gl_config * mesaVis,
                  __DRIcontext * driContextPriv,
                  unsigned major_version,
                  unsigned minor_version,
                  unsigned *error,
                  void *sharedContextPrivate)
{
   struct dd_function_table functions;
   struct i915_context *i915 = rzalloc(NULL, struct i915_context);
   struct intel_context *intel = &i915->intel;
   struct gl_context *ctx = &intel->ctx;

   if (!i915) {
      *error = __DRI_CTX_ERROR_NO_MEMORY;
      return false;
   }

   i915InitVtbl(i915);

   i915InitDriverFunctions(&functions);

   if (!intelInitContext(intel, api, mesaVis, driContextPriv,
                         sharedContextPrivate, &functions)) {
      *error = __DRI_CTX_ERROR_NO_MEMORY;
      return false;
   }

   /* Now that the extension bits are known, filter against the requested API
    * and version.
    */
   switch (api) {
   case API_OPENGL: {
      const unsigned max_version =
         (ctx->Extensions.ARB_fragment_shader &&
          ctx->Extensions.ARB_occlusion_query) ? 20 : 15;
      const unsigned req_version = major_version * 10 + minor_version;

      if (req_version > max_version) {
         *error = __DRI_CTX_ERROR_BAD_VERSION;
         return false;
      }
      break;
   }
   case API_OPENGLES:
   case API_OPENGLES2:
      break;
   default:
      *error = __DRI_CTX_ERROR_BAD_API;
      return false;
   }

   intel_init_texture_formats(ctx);

   _math_matrix_ctr(&intel->ViewportMatrix);

   /* Initialize swrast, tnl driver tables: */
   intelInitSpanFuncs(ctx);
   intelInitTriFuncs(ctx);

   /* Install the customized pipeline: */
   _tnl_destroy_pipeline(ctx);
   _tnl_install_pipeline(ctx, intel_pipeline);

   if (intel->no_rast)
      FALLBACK(intel, INTEL_FALLBACK_USER, 1);

   ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
   ctx->Const.MaxTextureImageUnits = I915_TEX_UNITS;
   ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS;
   ctx->Const.MaxVarying = I915_TEX_UNITS;
   ctx->Const.MaxCombinedTextureImageUnits =
      ctx->Const.MaxVertexTextureImageUnits +
      ctx->Const.MaxTextureImageUnits;

   /* Advertise the full hardware capabilities.  The new memory
    * manager should cope much better with overload situations:
    */
   ctx->Const.MaxTextureLevels = 12;
   ctx->Const.Max3DTextureLevels = 9;
   ctx->Const.MaxCubeTextureLevels = 12;
   ctx->Const.MaxTextureRectSize = (1 << 11);
   ctx->Const.MaxTextureUnits = I915_TEX_UNITS;

   ctx->Const.MaxTextureMaxAnisotropy = 4.0;

   /* GL_ARB_fragment_program limits - don't think Mesa actually
    * validates programs against these, and in any case one ARB
    * instruction can translate to more than one HW instruction, so
    * we'll still have to check and fallback each time.
    */
   ctx->Const.FragmentProgram.MaxNativeTemps = I915_MAX_TEMPORARY;
   ctx->Const.FragmentProgram.MaxNativeAttribs = 11;    /* 8 tex, 2 color, fog */
   ctx->Const.FragmentProgram.MaxNativeParameters = I915_MAX_CONSTANT;
   ctx->Const.FragmentProgram.MaxNativeAluInstructions = I915_MAX_ALU_INSN;
   ctx->Const.FragmentProgram.MaxNativeTexInstructions = I915_MAX_TEX_INSN;
   ctx->Const.FragmentProgram.MaxNativeInstructions = (I915_MAX_ALU_INSN +
                                                       I915_MAX_TEX_INSN);
   ctx->Const.FragmentProgram.MaxNativeTexIndirections =
      I915_MAX_TEX_INDIRECT;
   ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; /* I don't think we have one */
   ctx->Const.FragmentProgram.MaxEnvParams =
      MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
	   ctx->Const.FragmentProgram.MaxEnvParams);

   /* i915 stores all values in single-precision floats.  Values aren't set
    * for other program targets because software is used for those targets.
    */
   ctx->Const.FragmentProgram.MediumFloat.RangeMin = 127;
   ctx->Const.FragmentProgram.MediumFloat.RangeMax = 127;
   ctx->Const.FragmentProgram.MediumFloat.Precision = 23;
   ctx->Const.FragmentProgram.LowFloat = ctx->Const.FragmentProgram.HighFloat =
      ctx->Const.FragmentProgram.MediumFloat;
   ctx->Const.FragmentProgram.MediumInt.RangeMin = 24;
   ctx->Const.FragmentProgram.MediumInt.RangeMax = 24;
   ctx->Const.FragmentProgram.MediumInt.Precision = 0;
   ctx->Const.FragmentProgram.LowInt = ctx->Const.FragmentProgram.HighInt =
      ctx->Const.FragmentProgram.MediumInt;

   ctx->FragmentProgram._MaintainTexEnvProgram = true;

   /* FINISHME: Are there other options that should be enabled for software
    * FINISHME: vertex shaders?
    */
   ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitCondCodes = true;

   struct gl_shader_compiler_options *const fs_options =
      & ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
   fs_options->MaxIfDepth = 0;
   fs_options->EmitNoNoise = true;
   fs_options->EmitNoPow = true;
   fs_options->EmitNoMainReturn = true;
   fs_options->EmitNoIndirectInput = true;
   fs_options->EmitNoIndirectOutput = true;
   fs_options->EmitNoIndirectUniform = true;
   fs_options->EmitNoIndirectTemp = true;

   ctx->Const.MaxDrawBuffers = 1;

   _tnl_init_vertices(ctx, ctx->Const.MaxArrayLockSize + 12,
                      36 * sizeof(GLfloat));

   intel->verts = TNL_CONTEXT(ctx)->clipspace.vertex_buf;

   i915InitState(i915);

   /* Always enable pixel fog.  Vertex fog using fog coord will conflict
    * with fog code appended onto fragment program.
    */
   _tnl_allow_vertex_fog(ctx, 0);
   _tnl_allow_pixel_fog(ctx, 1);

   return true;
}
Beispiel #2
0
bool
i830CreateContext(const struct gl_config * mesaVis,
                  __DRIcontext * driContextPriv,
                  void *sharedContextPrivate)
{
   struct dd_function_table functions;
   struct i830_context *i830 = rzalloc(NULL, struct i830_context);
   struct intel_context *intel = &i830->intel;
   struct gl_context *ctx = &intel->ctx;
   if (!i830)
      return false;

   i830InitVtbl(i830);
   i830InitDriverFunctions(&functions);

   if (!intelInitContext(intel, __DRI_API_OPENGL, mesaVis, driContextPriv,
                         sharedContextPrivate, &functions)) {
      free(i830);
      return false;
   }

   intel_init_texture_formats(ctx);

   _math_matrix_ctr(&intel->ViewportMatrix);

   /* Initialize swrast, tnl driver tables: */
   intelInitSpanFuncs(ctx);
   intelInitTriFuncs(ctx);

   /* Install the customized pipeline: */
   _tnl_destroy_pipeline(ctx);
   _tnl_install_pipeline(ctx, intel_pipeline);

   if (intel->no_rast)
      FALLBACK(intel, INTEL_FALLBACK_USER, 1);

   intel->ctx.Const.MaxTextureUnits = I830_TEX_UNITS;
   intel->ctx.Const.MaxTextureImageUnits = I830_TEX_UNITS;
   intel->ctx.Const.MaxTextureCoordUnits = I830_TEX_UNITS;

   /* Advertise the full hardware capabilities.  The new memory
    * manager should cope much better with overload situations:
    */
   ctx->Const.MaxTextureLevels = 12;
   ctx->Const.Max3DTextureLevels = 9;
   ctx->Const.MaxCubeTextureLevels = 11;
   ctx->Const.MaxTextureRectSize = (1 << 11);
   ctx->Const.MaxTextureUnits = I830_TEX_UNITS;

   ctx->Const.MaxTextureMaxAnisotropy = 2.0;

   ctx->Const.MaxDrawBuffers = 1;

   _tnl_init_vertices(ctx, ctx->Const.MaxArrayLockSize + 12,
                      18 * sizeof(GLfloat));

   intel->verts = TNL_CONTEXT(ctx)->clipspace.vertex_buf;

   i830InitState(i830);

   _tnl_allow_vertex_fog(ctx, 1);
   _tnl_allow_pixel_fog(ctx, 0);

   return true;
}