/** * Init context's vertex/fragment program state */ void _mesa_init_program(struct gl_context *ctx) { /* * If this assertion fails, we need to increase the field * size for register indexes (see INST_INDEX_BITS). */ assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents / 4 <= (1 << INST_INDEX_BITS)); assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents / 4 <= (1 << INST_INDEX_BITS)); assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxTemps <= (1 << INST_INDEX_BITS)); assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxLocalParams <= (1 << INST_INDEX_BITS)); assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTemps <= (1 << INST_INDEX_BITS)); assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxLocalParams <= (1 << INST_INDEX_BITS)); assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxUniformComponents <= 4 * MAX_UNIFORMS); assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxUniformComponents <= 4 * MAX_UNIFORMS); assert(ctx->Const.Program[MESA_SHADER_VERTEX].MaxAddressOffset <= (1 << INST_INDEX_BITS)); assert(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAddressOffset <= (1 << INST_INDEX_BITS)); /* If this fails, increase prog_instruction::TexSrcUnit size */ STATIC_ASSERT(MAX_TEXTURE_UNITS <= (1 << 5)); /* If this fails, increase prog_instruction::TexSrcTarget size */ STATIC_ASSERT(NUM_TEXTURE_TARGETS <= (1 << 4)); ctx->Program.ErrorPos = -1; ctx->Program.ErrorString = strdup(""); ctx->VertexProgram.Enabled = GL_FALSE; ctx->VertexProgram.PointSizeEnabled = (ctx->API == API_OPENGLES2) ? GL_TRUE : GL_FALSE; ctx->VertexProgram.TwoSideEnabled = GL_FALSE; _mesa_reference_program(ctx, &ctx->VertexProgram.Current, ctx->Shared->DefaultVertexProgram); assert(ctx->VertexProgram.Current); ctx->VertexProgram.Cache = _mesa_new_program_cache(); ctx->FragmentProgram.Enabled = GL_FALSE; _mesa_reference_program(ctx, &ctx->FragmentProgram.Current, ctx->Shared->DefaultFragmentProgram); assert(ctx->FragmentProgram.Current); ctx->FragmentProgram.Cache = _mesa_new_program_cache(); /* XXX probably move this stuff */ ctx->ATIFragmentShader.Enabled = GL_FALSE; ctx->ATIFragmentShader.Current = ctx->Shared->DefaultFragmentShader; assert(ctx->ATIFragmentShader.Current); ctx->ATIFragmentShader.Current->RefCount++; }
/** * Init context's vertex/fragment program state */ void _mesa_init_program(GLcontext *ctx) { GLuint i; /* * If this assertion fails, we need to increase the field * size for register indexes. */ ASSERT(ctx->Const.VertexProgram.MaxUniformComponents / 4 <= (1 << INST_INDEX_BITS)); ASSERT(ctx->Const.FragmentProgram.MaxUniformComponents / 4 <= (1 << INST_INDEX_BITS)); ctx->Program.ErrorPos = -1; ctx->Program.ErrorString = _mesa_strdup(""); #if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program ctx->VertexProgram.Enabled = GL_FALSE; #if FEATURE_es2_glsl ctx->VertexProgram.PointSizeEnabled = GL_TRUE; #else ctx->VertexProgram.PointSizeEnabled = GL_FALSE; #endif ctx->VertexProgram.TwoSideEnabled = GL_FALSE; _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, ctx->Shared->DefaultVertexProgram); assert(ctx->VertexProgram.Current); for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) { ctx->VertexProgram.TrackMatrix[i] = GL_NONE; ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV; } ctx->VertexProgram.Cache = _mesa_new_program_cache(); #endif #if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program ctx->FragmentProgram.Enabled = GL_FALSE; _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, ctx->Shared->DefaultFragmentProgram); assert(ctx->FragmentProgram.Current); ctx->FragmentProgram.Cache = _mesa_new_program_cache(); #endif /* XXX probably move this stuff */ #if FEATURE_ATI_fragment_shader ctx->ATIFragmentShader.Enabled = GL_FALSE; ctx->ATIFragmentShader.Current = ctx->Shared->DefaultFragmentShader; assert(ctx->ATIFragmentShader.Current); ctx->ATIFragmentShader.Current->RefCount++; #endif }
static struct st_context * st_create_context_priv( GLcontext *ctx, struct pipe_context *pipe ) { uint i; struct st_context *st = CALLOC_STRUCT( st_context ); ctx->st = st; st->ctx = ctx; st->pipe = pipe; /* state tracker needs the VBO module */ _vbo_CreateContext(ctx); #if FEATURE_feedback || FEATURE_drawpix st->draw = draw_create(); /* for selection/feedback */ /* Disable draw options that might convert points/lines to tris, etc. * as that would foul-up feedback/selection mode. */ draw_wide_line_threshold(st->draw, 1000.0f); draw_wide_point_threshold(st->draw, 1000.0f); draw_enable_line_stipple(st->draw, FALSE); draw_enable_point_sprites(st->draw, FALSE); #endif st->dirty.mesa = ~0; st->dirty.st = ~0; st->cso_context = cso_create_context(pipe); st_init_atoms( st ); st_init_bitmap(st); st_init_clear(st); st_init_draw( st ); st_init_generate_mipmap(st); st_init_blit(st); for (i = 0; i < PIPE_MAX_SAMPLERS; i++) st->state.sampler_list[i] = &st->state.samplers[i]; /* we want all vertex data to be placed in buffer objects */ vbo_use_buffer_objects(ctx); /* Need these flags: */ st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; st->ctx->FragmentProgram._UseTexEnvProgram = GL_TRUE; st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; st->pixel_xfer.cache = _mesa_new_program_cache(); /* GL limits and extensions */ st_init_limits(st); st_init_extensions(st); return st; }
static struct st_context * st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe, const struct st_config_options *options) { struct pipe_screen *screen = pipe->screen; uint i; struct st_context *st = ST_CALLOC_STRUCT( st_context ); st->options = *options; ctx->st = st; st->ctx = ctx; st->pipe = pipe; /* XXX: this is one-off, per-screen init: */ st_debug_init(); /* state tracker needs the VBO module */ _vbo_CreateContext(ctx); st->dirty.mesa = ~0; st->dirty.st = ~0; /* Create upload manager for vertex data for glBitmap, glDrawPixels, * glClear, etc. */ st->uploader = u_upload_create(st->pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER); if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) { st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024, 4, PIPE_BIND_INDEX_BUFFER); } if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS)) { unsigned alignment = screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT); st->constbuf_uploader = u_upload_create(pipe, 128 * 1024, alignment, PIPE_BIND_CONSTANT_BUFFER); } st->cso_context = cso_create_context(pipe); st_init_atoms( st ); st_init_bitmap(st); st_init_clear(st); st_init_draw( st ); st_init_generate_mipmap(st); /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */ if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) st->internal_target = PIPE_TEXTURE_2D; else st->internal_target = PIPE_TEXTURE_RECT; /* Vertex element objects used for drawing rectangles for glBitmap, * glDrawPixels, glClear, etc. */ for (i = 0; i < Elements(st->velems_util_draw); i++) { memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element)); st->velems_util_draw[i].src_offset = i * 4 * sizeof(float); st->velems_util_draw[i].instance_divisor = 0; st->velems_util_draw[i].vertex_buffer_index = cso_get_aux_vertex_buffer_slot(st->cso_context); st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; } /* we want all vertex data to be placed in buffer objects */ vbo_use_buffer_objects(ctx); /* make sure that no VBOs are left mapped when we're drawing. */ vbo_always_unmap_buffers(ctx); /* Need these flags: */ st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; st->pixel_xfer.cache = _mesa_new_program_cache(); st->has_stencil_export = screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT); st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3); st->prefer_blit_based_texture_transfer = screen->get_param(screen, PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER); st->needs_texcoord_semantic = screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD); st->apply_texture_swizzle_to_border_color = !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) & (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 | PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600)); /* GL limits and extensions */ st_init_limits(st); st_init_extensions(st); _mesa_compute_version(ctx); _mesa_initialize_dispatch_tables(ctx); _mesa_initialize_vbo_vtxfmt(ctx); return st; }
/** * Init context's vertex/fragment program state */ void _mesa_init_program(struct gl_context *ctx) { GLuint i; /* * If this assertion fails, we need to increase the field * size for register indexes (see INST_INDEX_BITS). */ ASSERT(ctx->Const.VertexProgram.MaxUniformComponents / 4 <= (1 << INST_INDEX_BITS)); ASSERT(ctx->Const.FragmentProgram.MaxUniformComponents / 4 <= (1 << INST_INDEX_BITS)); ASSERT(ctx->Const.VertexProgram.MaxTemps <= (1 << INST_INDEX_BITS)); ASSERT(ctx->Const.VertexProgram.MaxLocalParams <= (1 << INST_INDEX_BITS)); ASSERT(ctx->Const.FragmentProgram.MaxTemps <= (1 << INST_INDEX_BITS)); ASSERT(ctx->Const.FragmentProgram.MaxLocalParams <= (1 << INST_INDEX_BITS)); ASSERT(ctx->Const.VertexProgram.MaxUniformComponents <= 4 * MAX_UNIFORMS); ASSERT(ctx->Const.FragmentProgram.MaxUniformComponents <= 4 * MAX_UNIFORMS); /* If this fails, increase prog_instruction::TexSrcUnit size */ ASSERT(MAX_TEXTURE_UNITS < (1 << 5)); /* If this fails, increase prog_instruction::TexSrcTarget size */ ASSERT(NUM_TEXTURE_TARGETS < (1 << 3)); ctx->Program.ErrorPos = -1; ctx->Program.ErrorString = _mesa_strdup(""); #if FEATURE_NV_vertex_program || FEATURE_ARB_vertex_program ctx->VertexProgram.Enabled = GL_FALSE; #if FEATURE_es2_glsl ctx->VertexProgram.PointSizeEnabled = (ctx->API == API_OPENGLES2) ? GL_TRUE : GL_FALSE; #else ctx->VertexProgram.PointSizeEnabled = GL_FALSE; #endif ctx->VertexProgram.TwoSideEnabled = GL_FALSE; _mesa_reference_vertprog(ctx, &ctx->VertexProgram.Current, ctx->Shared->DefaultVertexProgram); assert(ctx->VertexProgram.Current); for (i = 0; i < MAX_NV_VERTEX_PROGRAM_PARAMS / 4; i++) { ctx->VertexProgram.TrackMatrix[i] = GL_NONE; ctx->VertexProgram.TrackMatrixTransform[i] = GL_IDENTITY_NV; } ctx->VertexProgram.Cache = _mesa_new_program_cache(); #endif #if FEATURE_NV_fragment_program || FEATURE_ARB_fragment_program ctx->FragmentProgram.Enabled = GL_FALSE; _mesa_reference_fragprog(ctx, &ctx->FragmentProgram.Current, ctx->Shared->DefaultFragmentProgram); assert(ctx->FragmentProgram.Current); ctx->FragmentProgram.Cache = _mesa_new_program_cache(); #endif #if FEATURE_ARB_geometry_shader4 ctx->GeometryProgram.Enabled = GL_FALSE; /* right now by default we don't have a geometry program */ _mesa_reference_geomprog(ctx, &ctx->GeometryProgram.Current, NULL); ctx->GeometryProgram.Cache = _mesa_new_program_cache(); #endif /* XXX probably move this stuff */ #if FEATURE_ATI_fragment_shader ctx->ATIFragmentShader.Enabled = GL_FALSE; ctx->ATIFragmentShader.Current = ctx->Shared->DefaultFragmentShader; assert(ctx->ATIFragmentShader.Current); ctx->ATIFragmentShader.Current->RefCount++; #endif }
static struct st_context * st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe, const struct st_config_options *options) { struct pipe_screen *screen = pipe->screen; uint i; struct st_context *st = ST_CALLOC_STRUCT( st_context ); st->options = *options; ctx->st = st; st->ctx = ctx; st->pipe = pipe; /* XXX: this is one-off, per-screen init: */ st_debug_init(); /* state tracker needs the VBO module */ _vbo_CreateContext(ctx); st->dirty.mesa = ~0; st->dirty.st = ~0; /* Create upload manager for vertex data for glBitmap, glDrawPixels, * glClear, etc. */ st->uploader = u_upload_create(st->pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER); if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) { st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024, 4, PIPE_BIND_INDEX_BUFFER); } if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS)) { unsigned alignment = screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT); st->constbuf_uploader = u_upload_create(pipe, 128 * 1024, alignment, PIPE_BIND_CONSTANT_BUFFER); } st->cso_context = cso_create_context(pipe); st_init_atoms( st ); st_init_bitmap(st); st_init_clear(st); st_init_draw( st ); /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */ if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) st->internal_target = PIPE_TEXTURE_2D; else st->internal_target = PIPE_TEXTURE_RECT; /* Vertex element objects used for drawing rectangles for glBitmap, * glDrawPixels, glClear, etc. */ for (i = 0; i < ARRAY_SIZE(st->velems_util_draw); i++) { memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element)); st->velems_util_draw[i].src_offset = i * 4 * sizeof(float); st->velems_util_draw[i].instance_divisor = 0; st->velems_util_draw[i].vertex_buffer_index = cso_get_aux_vertex_buffer_slot(st->cso_context); st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; } /* we want all vertex data to be placed in buffer objects */ vbo_use_buffer_objects(ctx); /* make sure that no VBOs are left mapped when we're drawing. */ vbo_always_unmap_buffers(ctx); /* Need these flags: */ st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; st->pixel_xfer.cache = _mesa_new_program_cache(); st->has_stencil_export = screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT); st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3); st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW); st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8, PIPE_TEXTURE_2D, 0, PIPE_BIND_SAMPLER_VIEW); st->prefer_blit_based_texture_transfer = screen->get_param(screen, PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER); st->needs_texcoord_semantic = screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD); st->apply_texture_swizzle_to_border_color = !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) & (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 | PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600)); st->has_time_elapsed = screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED); /* GL limits and extensions */ st_init_limits(st->pipe->screen, &ctx->Const, &ctx->Extensions); st_init_extensions(st->pipe->screen, &ctx->Const, &ctx->Extensions, &st->options, ctx->Mesa_DXTn); if (st_init_perfmon(st)) { /* GL_AMD_performance_monitor is only enabled when the underlying * driver expose GPU hardware performance counters. */ ctx->Extensions.AMD_performance_monitor = GL_TRUE; } /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */ if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) { if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) { st->clamp_vert_color_in_shader = GL_TRUE; } if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) { st->clamp_frag_color_in_shader = GL_TRUE; } /* For drivers which cannot do color clamping, it's better to just * disable ARB_color_buffer_float in the core profile, because * the clamping is deprecated there anyway. */ if (ctx->API == API_OPENGL_CORE && (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) { st->clamp_vert_color_in_shader = GL_FALSE; st->clamp_frag_color_in_shader = GL_FALSE; ctx->Extensions.ARB_color_buffer_float = GL_FALSE; } } /* called after _mesa_create_context/_mesa_init_point, fix default user * settable max point size up */ st->ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize, ctx->Const.MaxPointSizeAA); /* For vertex shaders, make sure not to emit saturate when SM 3.0 is not supported */ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3; _mesa_compute_version(ctx); if (ctx->Version == 0) { /* This can happen when a core profile was requested, but the driver * does not support some features of GL 3.1 or later. */ st_destroy_context_priv(st); return NULL; } _mesa_initialize_dispatch_tables(ctx); _mesa_initialize_vbo_vtxfmt(ctx); return st; }
static struct st_context * st_create_context_priv( GLcontext *ctx, struct pipe_context *pipe ) { uint i; struct st_context *st = ST_CALLOC_STRUCT( st_context ); ctx->st = st; st->ctx = ctx; st->pipe = pipe; /* XXX: this is one-off, per-screen init: */ st_debug_init(); /* state tracker needs the VBO module */ _vbo_CreateContext(ctx); st->dirty.mesa = ~0; st->dirty.st = ~0; st->cso_context = cso_create_context(pipe); st_init_atoms( st ); st_init_bitmap(st); st_init_clear(st); st_init_draw( st ); st_init_generate_mipmap(st); st_init_blit(st); if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES)) st->internal_target = PIPE_TEXTURE_2D; else st->internal_target = PIPE_TEXTURE_RECT; for (i = 0; i < PIPE_MAX_SAMPLERS; i++) st->state.sampler_list[i] = &st->state.samplers[i]; for (i = 0; i < 3; i++) { memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element)); st->velems_util_draw[i].src_offset = i * 4 * sizeof(float); st->velems_util_draw[i].instance_divisor = 0; st->velems_util_draw[i].vertex_buffer_index = 0; st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT; } /* we want all vertex data to be placed in buffer objects */ vbo_use_buffer_objects(ctx); /* Need these flags: */ st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE; st->ctx->VertexProgram._MaintainTnlProgram = GL_TRUE; st->pixel_xfer.cache = _mesa_new_program_cache(); st->force_msaa = st_get_msaa(); /* GL limits and extensions */ st_init_limits(st); st_init_extensions(st); return st; }