コード例 #1
0
static void
st_RenderMode(struct gl_context *ctx, GLenum newMode )
{
   struct st_context *st = st_context(ctx);
   struct draw_context *draw = st->draw;

   if (newMode == GL_RENDER) {
      /* restore normal VBO draw function */
      vbo_set_draw_func(ctx, st_draw_vbo);
   }
   else if (newMode == GL_SELECT) {
      if (!st->selection_stage)
         st->selection_stage = draw_glselect_stage(ctx, draw);
      draw_set_rasterize_stage(draw, st->selection_stage);
      /* Plug in new vbo draw function */
      vbo_set_draw_func(ctx, st_feedback_draw_vbo);
   }
   else {
      if (!st->feedback_stage)
         st->feedback_stage = draw_glfeedback_stage(ctx, draw);
      draw_set_rasterize_stage(draw, st->feedback_stage);
      /* Plug in new vbo draw function */
      vbo_set_draw_func(ctx, st_feedback_draw_vbo);
      /* need to generate/use a vertex program that emits pos/color/tex */
      st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
   }
}
コード例 #2
0
static void
st_RasterPos(struct gl_context *ctx, const GLfloat v[4])
{
   struct st_context *st = st_context(ctx);
   struct draw_context *draw = st->draw;
   struct rastpos_stage *rs;
   const struct gl_client_array **saved_arrays = ctx->Array._DrawArrays;

   if (ctx->VertexProgram._Current == NULL ||
       ctx->VertexProgram._Current == ctx->VertexProgram._TnlProgram) {
      /* No vertex shader/program is enabled, used the simple/fast fixed-
       * function implementation of RasterPos.
       */
      _mesa_RasterPos(ctx, v);
      return;
   }

   if (st->rastpos_stage) {
      /* get rastpos stage info */
      rs = rastpos_stage(st->rastpos_stage);
   }
   else {
      /* create rastpos draw stage */
      rs = new_draw_rastpos_stage(ctx, draw);
      st->rastpos_stage = &rs->stage;
   }

   /* plug our rastpos stage into the draw module */
   draw_set_rasterize_stage(st->draw, st->rastpos_stage);

   /* make sure everything's up to date */
   st_validate_state(st, ST_PIPELINE_RENDER);

   /* This will get set only if rastpos_point(), above, gets called */
   ctx->Current.RasterPosValid = GL_FALSE;

   /* All vertex attribs but position were previously initialized above.
    * Just plug in position pointer now.
    */
   rs->array[0].Ptr = (GLubyte *) v;

   /* Draw the point.
    *
    * Don't set DriverFlags.NewArray.
    * st_feedback_draw_vbo doesn't check for that flag. */
   ctx->Array._DrawArrays = rs->arrays;
   st_feedback_draw_vbo(ctx, &rs->prim, 1, NULL, GL_TRUE, 0, 1,
                        NULL, 0, NULL);
   ctx->Array._DrawArrays = saved_arrays;

   /* restore draw's rasterization stage depending on rendermode */
   if (ctx->RenderMode == GL_FEEDBACK) {
      draw_set_rasterize_stage(draw, st->feedback_stage);
   }
   else if (ctx->RenderMode == GL_SELECT) {
      draw_set_rasterize_stage(draw, st->selection_stage);
   }
}
コード例 #3
0
ファイル: i915_context.c プロジェクト: emcmanus/FlashMesa3D
struct pipe_context *
i915_create_context(struct pipe_screen *screen)
{
   struct i915_context *i915;

   i915 = CALLOC_STRUCT(i915_context);
   if (i915 == NULL)
      return NULL;

   i915->iws = i915_screen(screen)->iws;
   i915->base.winsys = NULL;
   i915->base.screen = screen;

   i915->base.destroy = i915_destroy;

   i915->base.clear = i915_clear;

   i915->base.draw_arrays = i915_draw_arrays;
   i915->base.draw_elements = i915_draw_elements;
   i915->base.draw_range_elements = i915_draw_range_elements;

   i915->base.is_texture_referenced = i915_is_texture_referenced;
   i915->base.is_buffer_referenced = i915_is_buffer_referenced;

   /*
    * Create drawing context and plug our rendering stage into it.
    */
   i915->draw = draw_create();
   assert(i915->draw);
   if (!debug_get_bool_option("I915_NO_VBUF", FALSE)) {
      draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915));
   } else {
      draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915));
   }

   i915_init_surface_functions(i915);
   i915_init_state_functions(i915);
   i915_init_flush_functions(i915);

   draw_install_aaline_stage(i915->draw, &i915->base);
   draw_install_aapoint_stage(i915->draw, &i915->base);

   i915->dirty = ~0;
   i915->hardware_dirty = ~0;

   /* Batch stream debugging is a bit hacked up at the moment:
    */
   i915->batch = i915->iws->batchbuffer_create(i915->iws);

   return &i915->base;
}
コード例 #4
0
ファイル: nv30_draw.c プロジェクト: ashmew2/kolibriosSVN
void
nv30_draw_init(struct pipe_context *pipe)
{
   struct nv30_context *nv30 = nv30_context(pipe);
   struct vbuf_render *render;
   struct draw_context *draw;
   struct draw_stage *stage;

   draw = draw_create(pipe);
   if (!draw)
      return;

   render = nv30_render_create(nv30);
   if (!render) {
      draw_destroy(draw);
      return;
   }

   stage = draw_vbuf_stage(draw, render);
   if (!stage) {
      render->destroy(render);
      draw_destroy(draw);
      return;
   }

   draw_set_render(draw, render);
   draw_set_rasterize_stage(draw, stage);
   draw_wide_line_threshold(draw, 10000000.f);
   draw_wide_point_threshold(draw, 10000000.f);
   draw_wide_point_sprites(draw, TRUE);
   nv30->draw = draw;
}
コード例 #5
0
ファイル: sp_prim_vbuf.c プロジェクト: aljen/haiku-opengl
/**
 * Initialize the post-transform vertex buffer information for the given
 * context.
 */
void
sp_init_vbuf(struct softpipe_context *sp)
{
   assert(sp->draw);

   sp->vbuf_render = CALLOC_STRUCT(softpipe_vbuf_render);

   sp->vbuf_render->base.max_indices = SP_MAX_VBUF_INDEXES;
   sp->vbuf_render->base.max_vertex_buffer_bytes = SP_MAX_VBUF_SIZE;

   sp->vbuf_render->base.get_vertex_info = sp_vbuf_get_vertex_info;
   sp->vbuf_render->base.allocate_vertices = sp_vbuf_allocate_vertices;
   sp->vbuf_render->base.map_vertices = sp_vbuf_map_vertices;
   sp->vbuf_render->base.unmap_vertices = sp_vbuf_unmap_vertices;
   sp->vbuf_render->base.set_primitive = sp_vbuf_set_primitive;
   sp->vbuf_render->base.draw = sp_vbuf_draw;
   sp->vbuf_render->base.draw_arrays = sp_vbuf_draw_arrays;
   sp->vbuf_render->base.release_vertices = sp_vbuf_release_vertices;
   sp->vbuf_render->base.destroy = sp_vbuf_destroy;

   sp->vbuf_render->softpipe = sp;

   sp->vbuf = draw_vbuf_stage(sp->draw, &sp->vbuf_render->base);

   draw_set_rasterize_stage(sp->draw, sp->vbuf);

   draw_set_render(sp->draw, &sp->vbuf_render->base);
}
コード例 #6
0
ファイル: svga_swtnl_draw.c プロジェクト: Kalamatee/mesa
boolean svga_init_swtnl( struct svga_context *svga )
{
   struct svga_screen *screen = svga_screen(svga->pipe.screen);

   svga->swtnl.backend = svga_vbuf_render_create(svga);
   if(!svga->swtnl.backend)
      goto fail;

   /*
    * Create drawing context and plug our rendering stage into it.
    */
   svga->swtnl.draw = draw_create(&svga->pipe);
   if (svga->swtnl.draw == NULL)
      goto fail;


   draw_set_rasterize_stage(svga->swtnl.draw, 
                            draw_vbuf_stage( svga->swtnl.draw, svga->swtnl.backend ));

   draw_set_render(svga->swtnl.draw, svga->swtnl.backend);

   svga->blitter = util_blitter_create(&svga->pipe);
   if (!svga->blitter)
      goto fail;

   /* must be done before installing Draw stages */
   util_blitter_cache_all_shaders(svga->blitter);

   if (!screen->haveLineSmooth)
      draw_install_aaline_stage(svga->swtnl.draw, &svga->pipe);

   /* enable/disable line stipple stage depending on device caps */
   draw_enable_line_stipple(svga->swtnl.draw, !screen->haveLineStipple);

   /* always install AA point stage */
   draw_install_aapoint_stage(svga->swtnl.draw, &svga->pipe);

   /* Set wide line threshold above device limit (so we'll never really use it)
    */
   draw_wide_line_threshold(svga->swtnl.draw,
                            MAX2(screen->maxLineWidth,
                                 screen->maxLineWidthAA));

   if (debug_get_bool_option("SVGA_SWTNL_FSE", FALSE))
      draw_set_driver_clipping(svga->swtnl.draw, TRUE, TRUE, TRUE, FALSE);

   return TRUE;

fail:
   if (svga->blitter)
      util_blitter_destroy(svga->blitter);

   if (svga->swtnl.backend)
      svga->swtnl.backend->destroy( svga->swtnl.backend );

   if (svga->swtnl.draw)
      draw_destroy( svga->swtnl.draw );

   return FALSE;
}
コード例 #7
0
ファイル: lp_setup.c プロジェクト: BNieuwenhuizen/mesa
/**
 * Create a new primitive tiling engine.  Plug it into the backend of
 * the draw module.  Currently also creates a rasterizer to use with
 * it.
 */
struct lp_setup_context *
lp_setup_create( struct pipe_context *pipe,
                 struct draw_context *draw )
{
   struct llvmpipe_screen *screen = llvmpipe_screen(pipe->screen);
   struct lp_setup_context *setup;
   unsigned i;

   setup = CALLOC_STRUCT(lp_setup_context);
   if (!setup) {
      goto no_setup;
   }

   lp_setup_init_vbuf(setup);
   
   /* Used only in update_state():
    */
   setup->pipe = pipe;


   setup->num_threads = screen->num_threads;
   setup->vbuf = draw_vbuf_stage(draw, &setup->base);
   if (!setup->vbuf) {
      goto no_vbuf;
   }

   draw_set_rasterize_stage(draw, setup->vbuf);
   draw_set_render(draw, &setup->base);

   /* create some empty scenes */
   for (i = 0; i < MAX_SCENES; i++) {
      setup->scenes[i] = lp_scene_create( pipe );
      if (!setup->scenes[i]) {
         goto no_scenes;
      }
   }

   setup->triangle = first_triangle;
   setup->line     = first_line;
   setup->point    = first_point;
   
   setup->dirty = ~0;

   return setup;

no_scenes:
   for (i = 0; i < MAX_SCENES; i++) {
      if (setup->scenes[i]) {
         lp_scene_destroy(setup->scenes[i]);
      }
   }

   setup->vbuf->destroy(setup->vbuf);
no_vbuf:
   FREE(setup);
no_setup:
   return NULL;
}
コード例 #8
0
static void
st_RasterPos(struct gl_context *ctx, const GLfloat v[4])
{
   struct st_context *st = st_context(ctx);
   struct draw_context *draw = st->draw;
   struct rastpos_stage *rs;

   if (st->rastpos_stage) {
      /* get rastpos stage info */
      rs = rastpos_stage(st->rastpos_stage);
   }
   else {
      /* create rastpos draw stage */
      rs = new_draw_rastpos_stage(ctx, draw);
      st->rastpos_stage = &rs->stage;
   }

   /* plug our rastpos stage into the draw module */
   draw_set_rasterize_stage(st->draw, st->rastpos_stage);

   /* make sure everything's up to date */
   st_validate_state(st);

   /* This will get set only if rastpos_point(), above, gets called */
   ctx->Current.RasterPosValid = GL_FALSE;

   /* All vertex attribs but position were previously initialized above.
    * Just plug in position pointer now.
    */
   rs->array[0].Ptr = (GLubyte *) v;

   /* draw the point */
   st_feedback_draw_vbo(ctx, rs->arrays, &rs->prim, 1, NULL, GL_TRUE, 0, 1,
                        NULL);

   /* restore draw's rasterization stage depending on rendermode */
   if (ctx->RenderMode == GL_FEEDBACK) {
      draw_set_rasterize_stage(draw, st->feedback_stage);
   }
   else if (ctx->RenderMode == GL_SELECT) {
      draw_set_rasterize_stage(draw, st->selection_stage);
   }
}
コード例 #9
0
ファイル: nvc0_context.c プロジェクト: mlankhorst/Mesa-3D
struct pipe_context *
nvc0_create(struct pipe_screen *pscreen, void *priv)
{
   struct nvc0_screen *screen = nvc0_screen(pscreen);
   struct nvc0_context *nvc0;
   struct pipe_context *pipe;

   nvc0 = CALLOC_STRUCT(nvc0_context);
   if (!nvc0)
      return NULL;
   pipe = &nvc0->base.pipe;

   nvc0->screen = screen;
   nvc0->base.screen    = &screen->base;
   nvc0->base.copy_data = nvc0_m2mf_copy_linear;
   nvc0->base.push_data = nvc0_m2mf_push_linear;
   nvc0->base.push_cb = nvc0_cb_push;

   pipe->screen = pscreen;
   pipe->priv = priv;

   pipe->destroy = nvc0_destroy;

   pipe->draw_vbo = nvc0_draw_vbo;
   pipe->clear = nvc0_clear;

   pipe->flush = nvc0_flush;
   pipe->texture_barrier = nvc0_texture_barrier;

   if (!screen->cur_ctx)
      screen->cur_ctx = nvc0;
   screen->base.channel->flush_notify = nvc0_default_flush_notify;

   nvc0_init_query_functions(nvc0);
   nvc0_init_surface_functions(nvc0);
   nvc0_init_state_functions(nvc0);
   nvc0_init_resource_functions(pipe);

   nvc0->draw = draw_create(pipe);
   assert(nvc0->draw);
   draw_set_rasterize_stage(nvc0->draw, nvc0_draw_render_stage(nvc0));

   pipe->create_video_decoder = nvc0_create_decoder;
   pipe->create_video_buffer = nvc0_video_buffer_create;

   /* shader builtin library is per-screen, but we need a context for m2mf */
   nvc0_program_library_upload(nvc0);

   return pipe;
}
コード例 #10
0
boolean svga_init_swtnl( struct svga_context *svga )
{
   svga->swtnl.backend = svga_vbuf_render_create(svga);
   if(!svga->swtnl.backend)
      goto fail;

   /*
    * Create drawing context and plug our rendering stage into it.
    */
   svga->swtnl.draw = draw_create(&svga->pipe);
   if (svga->swtnl.draw == NULL)
      goto fail;


   draw_set_rasterize_stage(svga->swtnl.draw, 
                            draw_vbuf_stage( svga->swtnl.draw, svga->swtnl.backend ));

   draw_set_render(svga->swtnl.draw, svga->swtnl.backend);

   svga->blitter = util_blitter_create(&svga->pipe);
   if (!svga->blitter)
      goto fail;

   /* must be done before installing Draw stages */
   util_blitter_cache_all_shaders(svga->blitter);

   draw_install_aaline_stage(svga->swtnl.draw, &svga->pipe);
   draw_install_aapoint_stage(svga->swtnl.draw, &svga->pipe);
   draw_install_pstipple_stage(svga->swtnl.draw, &svga->pipe);

   if (debug_get_bool_option("SVGA_SWTNL_FSE", FALSE))
      draw_set_driver_clipping(svga->swtnl.draw, TRUE, TRUE, TRUE);

   return TRUE;

fail:
   if (svga->blitter)
      util_blitter_destroy(svga->blitter);

   if (svga->swtnl.backend)
      svga->swtnl.backend->destroy( svga->swtnl.backend );

   if (svga->swtnl.draw)
      draw_destroy( svga->swtnl.draw );

   return FALSE;
}
コード例 #11
0
ファイル: nvc0_context.c プロジェクト: nikai3d/mesa
struct pipe_context *
nvc0_create(struct pipe_screen *pscreen, void *priv)
{
   struct pipe_winsys *pipe_winsys = pscreen->winsys;
   struct nvc0_screen *screen = nvc0_screen(pscreen);
   struct nvc0_context *nvc0;
   struct pipe_context *pipe;

   nvc0 = CALLOC_STRUCT(nvc0_context);
   if (!nvc0)
      return NULL;
   pipe = &nvc0->base.pipe;

   nvc0->screen = screen;
   nvc0->base.screen    = &screen->base;
   nvc0->base.copy_data = nvc0_m2mf_copy_linear;
   nvc0->base.push_data = nvc0_m2mf_push_linear;

   pipe->winsys = pipe_winsys;
   pipe->screen = pscreen;
   pipe->priv = priv;

   pipe->destroy = nvc0_destroy;

   pipe->draw_vbo = nvc0_draw_vbo;
   pipe->clear = nvc0_clear;

   pipe->flush = nvc0_flush;
   pipe->texture_barrier = nvc0_texture_barrier;

   if (!screen->cur_ctx)
      screen->cur_ctx = nvc0;
   screen->base.channel->flush_notify = nvc0_default_flush_notify;

   nvc0_init_query_functions(nvc0);
   nvc0_init_surface_functions(nvc0);
   nvc0_init_state_functions(nvc0);
   nvc0_init_resource_functions(pipe);

   nvc0->draw = draw_create(pipe);
   assert(nvc0->draw);
   draw_set_rasterize_stage(nvc0->draw, nvc0_draw_render_stage(nvc0));

   nouveau_context_init_vdec(&nvc0->base);

   return pipe;
}
コード例 #12
0
ファイル: nv30_context.c プロジェクト: CPFDSoftware-Tony/gmv
struct pipe_context *
nv30_create(struct pipe_screen *pscreen, void *priv)
{
	struct nv30_screen *screen = nv30_screen(pscreen);
	struct pipe_winsys *ws = pscreen->winsys;
	struct nv30_context *nv30;
	struct nouveau_winsys *nvws = screen->nvws;

	nv30 = CALLOC(1, sizeof(struct nv30_context));
	if (!nv30)
		return NULL;
	nv30->screen = screen;

	nv30->nvws = nvws;

	nv30->pipe.winsys = ws;
	nv30->pipe.screen = pscreen;
	nv30->pipe.priv = priv;
	nv30->pipe.destroy = nv30_destroy;
	nv30->pipe.draw_arrays = nv30_draw_arrays;
	nv30->pipe.draw_elements = nv30_draw_elements;
	nv30->pipe.clear = nv30_clear;
	nv30->pipe.flush = nv30_flush;

	nv30->pipe.is_texture_referenced = nouveau_is_texture_referenced;
	nv30->pipe.is_buffer_referenced = nouveau_is_buffer_referenced;

	screen->base.channel->user_private = nv30;
	screen->base.channel->flush_notify = nv30_state_flush_notify;

	nv30_init_query_functions(nv30);
	nv30_init_surface_functions(nv30);
	nv30_init_state_functions(nv30);

	/* Create, configure, and install fallback swtnl path */
	nv30->draw = draw_create(&nv30->pipe);
	draw_wide_point_threshold(nv30->draw, 9999999.0);
	draw_wide_line_threshold(nv30->draw, 9999999.0);
	draw_enable_line_stipple(nv30->draw, FALSE);
	draw_enable_point_sprites(nv30->draw, FALSE);
	draw_set_rasterize_stage(nv30->draw, nv30_draw_render_stage(nv30));

	return &nv30->pipe;
}
コード例 #13
0
struct pipe_context *
nv04_create(struct pipe_screen *pscreen, unsigned pctx_id)
{
	struct nv04_screen *screen = nv04_screen(pscreen);
	struct pipe_winsys *ws = pscreen->winsys;
	struct nv04_context *nv04;
	struct nouveau_winsys *nvws = screen->nvws;

	nv04 = CALLOC(1, sizeof(struct nv04_context));
	if (!nv04)
		return NULL;
	nv04->screen = screen;
	nv04->pctx_id = pctx_id;

	nv04->nvws = nvws;

	nv04->pipe.winsys = ws;
	nv04->pipe.screen = pscreen;
	nv04->pipe.destroy = nv04_destroy;
	nv04->pipe.set_edgeflags = nv04_set_edgeflags;
	nv04->pipe.draw_arrays = nv04_draw_arrays;
	nv04->pipe.draw_elements = nv04_draw_elements;
	nv04->pipe.clear = nv04_clear;
	nv04->pipe.flush = nv04_flush;

	nv04->pipe.is_texture_referenced = nouveau_is_texture_referenced;
	nv04->pipe.is_buffer_referenced = nouveau_is_buffer_referenced;

	nv04_init_surface_functions(nv04);
	nv04_init_state_functions(nv04);

	nv04->draw = draw_create();
	assert(nv04->draw);
	draw_wide_point_threshold(nv04->draw, 0.0);
	draw_wide_line_threshold(nv04->draw, 0.0);
	draw_enable_line_stipple(nv04->draw, FALSE);
	draw_enable_point_sprites(nv04->draw, FALSE);
	draw_set_rasterize_stage(nv04->draw, nv04_draw_vbuf_stage(nv04));

	nv04_init_hwctx(nv04);

	return &nv04->pipe;
}
コード例 #14
0
struct pipe_context *
nv50_create(struct pipe_screen *pscreen, unsigned pctx_id)
{
	struct pipe_winsys *pipe_winsys = pscreen->winsys;
	struct nv50_screen *screen = nv50_screen(pscreen);
	struct nv50_context *nv50;

	nv50 = CALLOC_STRUCT(nv50_context);
	if (!nv50)
		return NULL;
	nv50->screen = screen;
	nv50->pctx_id = pctx_id;

	nv50->pipe.winsys = pipe_winsys;
	nv50->pipe.screen = pscreen;

	nv50->pipe.destroy = nv50_destroy;

	nv50->pipe.set_edgeflags = nv50_set_edgeflags;
	nv50->pipe.draw_arrays = nv50_draw_arrays;
	nv50->pipe.draw_elements = nv50_draw_elements;
	nv50->pipe.clear = nv50_clear;

	nv50->pipe.flush = nv50_flush;

	nv50->pipe.is_texture_referenced = nouveau_is_texture_referenced;
	nv50->pipe.is_buffer_referenced = nouveau_is_buffer_referenced;

	screen->base.channel->user_private = nv50;
	screen->base.channel->flush_notify = nv50_state_flush_notify;

	nv50_init_surface_functions(nv50);
	nv50_init_state_functions(nv50);
	nv50_init_query_functions(nv50);

	nv50->draw = draw_create();
	assert(nv50->draw);
	draw_set_rasterize_stage(nv50->draw, nv50_draw_render_stage(nv50));

	return &nv50->pipe;
}
コード例 #15
0
struct pipe_context *
nv20_create(struct pipe_screen *pscreen, unsigned pctx_id)
{
	struct nv20_screen *screen = nv20_screen(pscreen);
	struct pipe_winsys *ws = pscreen->winsys;
	struct nv20_context *nv20;
	struct nouveau_winsys *nvws = screen->nvws;

	nv20 = CALLOC(1, sizeof(struct nv20_context));
	if (!nv20)
		return NULL;
	nv20->screen = screen;
	nv20->pctx_id = pctx_id;

	nv20->nvws = nvws;

	nv20->pipe.winsys = ws;
	nv20->pipe.screen = pscreen;
	nv20->pipe.destroy = nv20_destroy;
	nv20->pipe.set_edgeflags = nv20_set_edgeflags;
	nv20->pipe.draw_arrays = nv20_draw_arrays;
	nv20->pipe.draw_elements = nv20_draw_elements;
	nv20->pipe.clear = nv20_clear;
	nv20->pipe.flush = nv20_flush;

	nv20->pipe.is_texture_referenced = nouveau_is_texture_referenced;
	nv20->pipe.is_buffer_referenced = nouveau_is_buffer_referenced;

	nv20_init_surface_functions(nv20);
	nv20_init_state_functions(nv20);

	nv20->draw = draw_create();
	assert(nv20->draw);
	draw_set_rasterize_stage(nv20->draw, nv20_draw_vbuf_stage(nv20));

	nv20_init_hwctx(nv20);

	return &nv20->pipe;
}
コード例 #16
0
ファイル: nvc0_context.c プロジェクト: LunarG/steamos_mesa
struct pipe_context *
nvc0_create(struct pipe_screen *pscreen, void *priv)
{
   struct nvc0_screen *screen = nvc0_screen(pscreen);
   struct nvc0_context *nvc0;
   struct pipe_context *pipe;
   int ret;
   uint32_t flags;

   nvc0 = CALLOC_STRUCT(nvc0_context);
   if (!nvc0)
      return NULL;
   pipe = &nvc0->base.pipe;

   if (!nvc0_blitctx_create(nvc0))
      goto out_err;

   nvc0->base.pushbuf = screen->base.pushbuf;
   nvc0->base.client = screen->base.client;

   ret = nouveau_bufctx_new(screen->base.client, 2, &nvc0->bufctx);
   if (!ret)
      ret = nouveau_bufctx_new(screen->base.client, NVC0_BIND_3D_COUNT,
                               &nvc0->bufctx_3d);
   if (!ret)
      ret = nouveau_bufctx_new(screen->base.client, NVC0_BIND_CP_COUNT,
                               &nvc0->bufctx_cp);
   if (ret)
      goto out_err;

   nvc0->screen = screen;
   nvc0->base.screen = &screen->base;

   pipe->screen = pscreen;
   pipe->priv = priv;

   pipe->destroy = nvc0_destroy;

   pipe->draw_vbo = nvc0_draw_vbo;
   pipe->clear = nvc0_clear;
   pipe->launch_grid = (nvc0->screen->base.class_3d >= NVE4_3D_CLASS) ?
      nve4_launch_grid : nvc0_launch_grid;

   pipe->flush = nvc0_flush;
   pipe->texture_barrier = nvc0_texture_barrier;
   pipe->memory_barrier = nvc0_memory_barrier;
   pipe->get_sample_position = nvc0_context_get_sample_position;

   if (!screen->cur_ctx) {
      screen->cur_ctx = nvc0;
      nouveau_pushbuf_bufctx(screen->base.pushbuf, nvc0->bufctx);
   }
   screen->base.pushbuf->kick_notify = nvc0_default_kick_notify;

   nvc0_init_query_functions(nvc0);
   nvc0_init_surface_functions(nvc0);
   nvc0_init_state_functions(nvc0);
   nvc0_init_transfer_functions(nvc0);
   nvc0_init_resource_functions(pipe);

   nvc0->base.invalidate_resource_storage = nvc0_invalidate_resource_storage;

#ifdef NVC0_WITH_DRAW_MODULE
   /* no software fallbacks implemented */
   nvc0->draw = draw_create(pipe);
   assert(nvc0->draw);
   draw_set_rasterize_stage(nvc0->draw, nvc0_draw_render_stage(nvc0));
#endif

   pipe->create_video_codec = nvc0_create_decoder;
   pipe->create_video_buffer = nvc0_video_buffer_create;

   /* shader builtin library is per-screen, but we need a context for m2mf */
   nvc0_program_library_upload(nvc0);

   /* add permanently resident buffers to bufctxts */

   flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RD;

   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->text);
   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->uniform_bo);
   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->txc);
   if (screen->compute) {
      BCTX_REFN_bo(nvc0->bufctx_cp, CP_SCREEN, flags, screen->text);
      BCTX_REFN_bo(nvc0->bufctx_cp, CP_SCREEN, flags, screen->txc);
      BCTX_REFN_bo(nvc0->bufctx_cp, CP_SCREEN, flags, screen->parm);
   }

   flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RDWR;

   if (screen->poly_cache)
      BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->poly_cache);
   if (screen->compute)
      BCTX_REFN_bo(nvc0->bufctx_cp, CP_SCREEN, flags, screen->tls);

   flags = NOUVEAU_BO_GART | NOUVEAU_BO_WR;

   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->fence.bo);
   BCTX_REFN_bo(nvc0->bufctx, FENCE, flags, screen->fence.bo);
   if (screen->compute)
      BCTX_REFN_bo(nvc0->bufctx_cp, CP_SCREEN, flags, screen->fence.bo);

   nvc0->base.scratch.bo_size = 2 << 20;

   memset(nvc0->tex_handles, ~0, sizeof(nvc0->tex_handles));

   util_dynarray_init(&nvc0->global_residents);

   return pipe;

out_err:
   if (nvc0) {
      if (nvc0->bufctx_3d)
         nouveau_bufctx_del(&nvc0->bufctx_3d);
      if (nvc0->bufctx_cp)
         nouveau_bufctx_del(&nvc0->bufctx_cp);
      if (nvc0->bufctx)
         nouveau_bufctx_del(&nvc0->bufctx);
      if (nvc0->blit)
         FREE(nvc0->blit);
      FREE(nvc0);
   }
   return NULL;
}
コード例 #17
0
struct pipe_context *
softpipe_create_context( struct pipe_screen *screen,
			 void *priv )
{
   struct softpipe_screen *sp_screen = softpipe_screen(screen);
   struct softpipe_context *softpipe = CALLOC_STRUCT(softpipe_context);
   uint i, sh;

   util_init_math();

   softpipe->dump_fs = debug_get_bool_option( "SOFTPIPE_DUMP_FS", FALSE );
   softpipe->dump_gs = debug_get_bool_option( "SOFTPIPE_DUMP_GS", FALSE );

   softpipe->pipe.screen = screen;
   softpipe->pipe.destroy = softpipe_destroy;
   softpipe->pipe.priv = priv;

   /* state setters */
   softpipe_init_blend_funcs(&softpipe->pipe);
   softpipe_init_clip_funcs(&softpipe->pipe);
   softpipe_init_query_funcs( softpipe );
   softpipe_init_rasterizer_funcs(&softpipe->pipe);
   softpipe_init_sampler_funcs(&softpipe->pipe);
   softpipe_init_shader_funcs(&softpipe->pipe);
   softpipe_init_streamout_funcs(&softpipe->pipe);
   softpipe_init_texture_funcs( &softpipe->pipe );
   softpipe_init_vertex_funcs(&softpipe->pipe);

   softpipe->pipe.set_framebuffer_state = softpipe_set_framebuffer_state;

   softpipe->pipe.draw_vbo = softpipe_draw_vbo;

   softpipe->pipe.clear = softpipe_clear;
   softpipe->pipe.flush = softpipe_flush_wrapped;

   softpipe->pipe.render_condition = softpipe_render_condition;
   
   softpipe->pipe.create_video_decoder = vl_create_decoder;
   softpipe->pipe.create_video_buffer = vl_video_buffer_create;

   /*
    * Alloc caches for accessing drawing surfaces and textures.
    * Must be before quad stage setup!
    */
   for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++)
      softpipe->cbuf_cache[i] = sp_create_tile_cache( &softpipe->pipe );
   softpipe->zsbuf_cache = sp_create_tile_cache( &softpipe->pipe );

   /* Allocate texture caches */
   for (sh = 0; sh < Elements(softpipe->tex_cache); sh++) {
      for (i = 0; i < Elements(softpipe->tex_cache[0]); i++) {
         softpipe->tex_cache[sh][i] = sp_create_tex_tile_cache(&softpipe->pipe);
         if (!softpipe->tex_cache[sh][i])
            goto fail;
      }
   }

   softpipe->fs_machine = tgsi_exec_machine_create();

   /* setup quad rendering stages */
   softpipe->quad.shade = sp_quad_shade_stage(softpipe);
   softpipe->quad.depth_test = sp_quad_depth_test_stage(softpipe);
   softpipe->quad.blend = sp_quad_blend_stage(softpipe);
   softpipe->quad.pstipple = sp_quad_polygon_stipple_stage(softpipe);


   /*
    * Create drawing context and plug our rendering stage into it.
    */
   if (sp_screen->use_llvm)
      softpipe->draw = draw_create(&softpipe->pipe);
   else
      softpipe->draw = draw_create_no_llvm(&softpipe->pipe);
   if (!softpipe->draw) 
      goto fail;

   draw_texture_samplers(softpipe->draw,
                         PIPE_SHADER_VERTEX,
                         PIPE_MAX_SAMPLERS,
                         (struct tgsi_sampler **)
                            softpipe->tgsi.samplers_list[PIPE_SHADER_VERTEX]);

   draw_texture_samplers(softpipe->draw,
                         PIPE_SHADER_GEOMETRY,
                         PIPE_MAX_SAMPLERS,
                         (struct tgsi_sampler **)
                            softpipe->tgsi.samplers_list[PIPE_SHADER_GEOMETRY]);

   if (debug_get_bool_option( "SOFTPIPE_NO_RAST", FALSE ))
      softpipe->no_rast = TRUE;

   softpipe->vbuf_backend = sp_create_vbuf_backend(softpipe);
   if (!softpipe->vbuf_backend)
      goto fail;

   softpipe->vbuf = draw_vbuf_stage(softpipe->draw, softpipe->vbuf_backend);
   if (!softpipe->vbuf)
      goto fail;

   draw_set_rasterize_stage(softpipe->draw, softpipe->vbuf);
   draw_set_render(softpipe->draw, softpipe->vbuf_backend);


   /* plug in AA line/point stages */
   draw_install_aaline_stage(softpipe->draw, &softpipe->pipe);
   draw_install_aapoint_stage(softpipe->draw, &softpipe->pipe);

   /* Do polygon stipple w/ texture map + frag prog? */
#if DO_PSTIPPLE_IN_DRAW_MODULE
   draw_install_pstipple_stage(softpipe->draw, &softpipe->pipe);
#endif

   draw_wide_point_sprites(softpipe->draw, TRUE);

   sp_init_surface_functions(softpipe);

#if DO_PSTIPPLE_IN_HELPER_MODULE
   /* create the polgon stipple sampler */
   softpipe->pstipple.sampler = util_pstipple_create_sampler(&softpipe->pipe);
#endif

   return &softpipe->pipe;

 fail:
   softpipe_destroy(&softpipe->pipe);
   return NULL;
}
コード例 #18
0
ファイル: i915_context.c プロジェクト: venkatarajasekhar/Qt
struct pipe_context *
i915_create_context(struct pipe_screen *screen, void *priv)
{
   struct i915_context *i915;

   i915 = CALLOC_STRUCT(i915_context);
   if (i915 == NULL)
      return NULL;

   i915->iws = i915_screen(screen)->iws;
   i915->base.screen = screen;
   i915->base.priv = priv;

   i915->base.destroy = i915_destroy;

   if (i915_screen(screen)->debug.use_blitter)
      i915->base.clear = i915_clear_blitter;
   else
      i915->base.clear = i915_clear_render;

   i915->base.draw_vbo = i915_draw_vbo;

   /* init this before draw */
   util_slab_create(&i915->transfer_pool, sizeof(struct pipe_transfer),
                    16, UTIL_SLAB_SINGLETHREADED);
   util_slab_create(&i915->texture_transfer_pool, sizeof(struct i915_transfer),
                    16, UTIL_SLAB_SINGLETHREADED);

   /* Batch stream debugging is a bit hacked up at the moment:
    */
   i915->batch = i915->iws->batchbuffer_create(i915->iws);

   /*
    * Create drawing context and plug our rendering stage into it.
    */
   i915->draw = draw_create(&i915->base);
   assert(i915->draw);
   if (!debug_get_option_i915_no_vbuf()) {
      draw_set_rasterize_stage(i915->draw, i915_draw_vbuf_stage(i915));
   } else {
      draw_set_rasterize_stage(i915->draw, i915_draw_render_stage(i915));
   }

   i915_init_surface_functions(i915);
   i915_init_state_functions(i915);
   i915_init_flush_functions(i915);
   i915_init_resource_functions(i915);
   i915_init_query_functions(i915);

   draw_install_aaline_stage(i915->draw, &i915->base);
   draw_install_aapoint_stage(i915->draw, &i915->base);
   draw_enable_point_sprites(i915->draw, TRUE);

   /* augmented draw pipeline clobbers state functions */
   i915_init_fixup_state_functions(i915);

   /* Create blitter last - calls state creation functions. */
   i915->blitter = util_blitter_create(&i915->base);
   assert(i915->blitter);

   i915->dirty = ~0;
   i915->hardware_dirty = ~0;
   i915->immediate_dirty = ~0;
   i915->dynamic_dirty = ~0;
   i915->static_dirty = ~0;
   i915->flush_dirty = 0;

   return &i915->base;
}
コード例 #19
0
ファイル: nv50_context.c プロジェクト: shines77/Mesa-3D
struct pipe_context *
nv50_create(struct pipe_screen *pscreen, void *priv)
{
   struct nv50_screen *screen = nv50_screen(pscreen);
   struct nv50_context *nv50;
   struct pipe_context *pipe;
   int ret;
   uint32_t flags;

   nv50 = CALLOC_STRUCT(nv50_context);
   if (!nv50)
      return NULL;
   pipe = &nv50->base.pipe;

   if (!nv50_blitctx_create(nv50))
      goto out_err;

   nv50->base.pushbuf = screen->base.pushbuf;
   nv50->base.client = screen->base.client;

   ret = nouveau_bufctx_new(screen->base.client, NV50_BIND_COUNT,
                            &nv50->bufctx_3d);
   if (!ret)
      ret = nouveau_bufctx_new(screen->base.client, 2, &nv50->bufctx);
   if (ret)
      goto out_err;

   nv50->base.screen    = &screen->base;
   nv50->base.copy_data = nv50_m2mf_copy_linear;
   nv50->base.push_data = nv50_sifc_linear_u8;
   nv50->base.push_cb   = nv50_cb_push;

   nv50->screen = screen;
   pipe->screen = pscreen;
   pipe->priv = priv;

   pipe->destroy = nv50_destroy;

   pipe->draw_vbo = nv50_draw_vbo;
   pipe->clear = nv50_clear;

   pipe->flush = nv50_flush;
   pipe->texture_barrier = nv50_texture_barrier;

   if (!screen->cur_ctx) {
      screen->cur_ctx = nv50;
      nouveau_pushbuf_bufctx(screen->base.pushbuf, nv50->bufctx);
   }

   nv50_init_query_functions(nv50);
   nv50_init_surface_functions(nv50);
   nv50_init_state_functions(nv50);
   nv50_init_resource_functions(pipe);

   nv50->base.invalidate_resource_storage = nv50_invalidate_resource_storage;

#ifdef NV50_WITH_DRAW_MODULE
   /* no software fallbacks implemented */
   nv50->draw = draw_create(pipe);
   assert(nv50->draw);
   draw_set_rasterize_stage(nv50->draw, nv50_draw_render_stage(nv50));
#endif

   nouveau_context_init_vdec(&nv50->base);

   flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RD;

   BCTX_REFN_bo(nv50->bufctx_3d, SCREEN, flags, screen->code);
   BCTX_REFN_bo(nv50->bufctx_3d, SCREEN, flags, screen->uniforms);
   BCTX_REFN_bo(nv50->bufctx_3d, SCREEN, flags, screen->txc);
   BCTX_REFN_bo(nv50->bufctx_3d, SCREEN, flags, screen->stack_bo);

   flags = NOUVEAU_BO_GART | NOUVEAU_BO_WR;

   BCTX_REFN_bo(nv50->bufctx_3d, SCREEN, flags, screen->fence.bo);
   BCTX_REFN_bo(nv50->bufctx, FENCE, flags, screen->fence.bo);

   nv50->base.scratch.bo_size = 2 << 20;

   return pipe;

out_err:
   if (nv50) {
      if (nv50->bufctx_3d)
         nouveau_bufctx_del(&nv50->bufctx_3d);
      if (nv50->bufctx)
         nouveau_bufctx_del(&nv50->bufctx);
      if (nv50->blit)
         FREE(nv50->blit);
      FREE(nv50);
   }
   return NULL;
}
コード例 #20
0
ファイル: r300_context.c プロジェクト: TechnoMancer/mesa
struct pipe_context* r300_create_context(struct pipe_screen* screen,
                                         void *priv)
{
    struct r300_context* r300 = CALLOC_STRUCT(r300_context);
    struct r300_screen* r300screen = r300_screen(screen);
    struct radeon_winsys *rws = r300screen->rws;

    if (!r300)
        return NULL;

    r300->rws = rws;
    r300->screen = r300screen;

    r300->context.screen = screen;
    r300->context.priv = priv;

    r300->context.destroy = r300_destroy_context;

    util_slab_create(&r300->pool_transfers,
                     sizeof(struct pipe_transfer), 64,
                     UTIL_SLAB_SINGLETHREADED);

    r300->cs = rws->cs_create(rws, RING_GFX, r300_flush_callback, r300, NULL);
    if (r300->cs == NULL)
        goto fail;

    if (!r300screen->caps.has_tcl) {
        /* Create a Draw. This is used for SW TCL. */
        r300->draw = draw_create(&r300->context);
        if (r300->draw == NULL)
            goto fail;
        /* Enable our renderer. */
        draw_set_rasterize_stage(r300->draw, r300_draw_stage(r300));
        /* Disable converting points/lines to triangles. */
        draw_wide_line_threshold(r300->draw, 10000000.f);
        draw_wide_point_threshold(r300->draw, 10000000.f);
        draw_wide_point_sprites(r300->draw, FALSE);
        draw_enable_line_stipple(r300->draw, TRUE);
        draw_enable_point_sprites(r300->draw, FALSE);
    }

    if (!r300_setup_atoms(r300))
        goto fail;

    r300_init_blit_functions(r300);
    r300_init_flush_functions(r300);
    r300_init_query_functions(r300);
    r300_init_state_functions(r300);
    r300_init_resource_functions(r300);
    r300_init_render_functions(r300);
    r300_init_states(&r300->context);

    r300->context.create_video_codec = vl_create_decoder;
    r300->context.create_video_buffer = vl_video_buffer_create;

    r300->uploader = u_upload_create(&r300->context, 256 * 1024, 4,
                                     PIPE_BIND_CUSTOM);

    r300->blitter = util_blitter_create(&r300->context);
    if (r300->blitter == NULL)
        goto fail;
    r300->blitter->draw_rectangle = r300_blitter_draw_rectangle;

    /* The KIL opcode needs the first texture unit to be enabled
     * on r3xx-r4xx. In order to calm down the CS checker, we bind this
     * dummy texture there. */
    if (!r300->screen->caps.is_r500) {
        struct pipe_resource *tex;
        struct pipe_resource rtempl = {{0}};
        struct pipe_sampler_view vtempl = {{0}};

        rtempl.target = PIPE_TEXTURE_2D;
        rtempl.format = PIPE_FORMAT_I8_UNORM;
        rtempl.usage = PIPE_USAGE_IMMUTABLE;
        rtempl.width0 = 1;
        rtempl.height0 = 1;
        rtempl.depth0 = 1;
        tex = screen->resource_create(screen, &rtempl);

        u_sampler_view_default_template(&vtempl, tex, tex->format);

        r300->texkill_sampler = (struct r300_sampler_view*)
            r300->context.create_sampler_view(&r300->context, tex, &vtempl);

        pipe_resource_reference(&tex, NULL);
    }

    if (r300screen->caps.has_tcl) {
        struct pipe_resource vb;
        memset(&vb, 0, sizeof(vb));
        vb.target = PIPE_BUFFER;
        vb.format = PIPE_FORMAT_R8_UNORM;
        vb.usage = PIPE_USAGE_DEFAULT;
        vb.width0 = sizeof(float) * 16;
        vb.height0 = 1;
        vb.depth0 = 1;

        r300->dummy_vb.buffer = screen->resource_create(screen, &vb);
        r300->context.set_vertex_buffers(&r300->context, 0, 1, &r300->dummy_vb);
    }

    {
        struct pipe_depth_stencil_alpha_state dsa;
        memset(&dsa, 0, sizeof(dsa));
        dsa.depth.writemask = 1;

        r300->dsa_decompress_zmask =
            r300->context.create_depth_stencil_alpha_state(&r300->context,
                                                           &dsa);
    }

    r300->hyperz_time_of_last_flush = os_time_get();

    /* Register allocator state */
    rc_init_regalloc_state(&r300->fs_regalloc_state);

    /* Print driver info. */
#ifdef DEBUG
    {
#else
    if (DBG_ON(r300, DBG_INFO)) {
#endif
        fprintf(stderr,
                "r300: DRM version: %d.%d.%d, Name: %s, ID: 0x%04x, GB: %d, Z: %d\n"
                "r300: GART size: %"PRIu64" MB, VRAM size: %"PRIu64" MB\n"
                "r300: AA compression RAM: %s, Z compression RAM: %s, HiZ RAM: %s\n",
                r300->screen->info.drm_major,
                r300->screen->info.drm_minor,
                r300->screen->info.drm_patchlevel,
                screen->get_name(screen),
                r300->screen->info.pci_id,
                r300->screen->info.r300_num_gb_pipes,
                r300->screen->info.r300_num_z_pipes,
                r300->screen->info.gart_size >> 20,
                r300->screen->info.vram_size >> 20,
                "YES", /* XXX really? */
                r300->screen->caps.zmask_ram ? "YES" : "NO",
                r300->screen->caps.hiz_ram ? "YES" : "NO");
    }

    return &r300->context;

fail:
    r300_destroy_context(&r300->context);
    return NULL;
}
コード例 #21
0
ファイル: sp_context.c プロジェクト: aosm/X11libs
struct pipe_context *
softpipe_create_context( struct pipe_screen *screen,
			 void *priv )
{
   struct softpipe_context *softpipe = CALLOC_STRUCT(softpipe_context);
   uint i;

   util_init_math();

#ifdef PIPE_ARCH_X86
   softpipe->use_sse = !debug_get_bool_option( "GALLIUM_NOSSE", FALSE );
#else
   softpipe->use_sse = FALSE;
#endif

   softpipe->dump_fs = debug_get_bool_option( "GALLIUM_DUMP_FS", FALSE );
   softpipe->dump_gs = debug_get_bool_option( "SOFTPIPE_DUMP_GS", FALSE );

   softpipe->pipe.winsys = screen->winsys;
   softpipe->pipe.screen = screen;
   softpipe->pipe.destroy = softpipe_destroy;
   softpipe->pipe.priv = priv;

   /* state setters */
   softpipe->pipe.create_blend_state = softpipe_create_blend_state;
   softpipe->pipe.bind_blend_state   = softpipe_bind_blend_state;
   softpipe->pipe.delete_blend_state = softpipe_delete_blend_state;

   softpipe->pipe.create_sampler_state = softpipe_create_sampler_state;
   softpipe->pipe.bind_fragment_sampler_states  = softpipe_bind_sampler_states;
   softpipe->pipe.bind_vertex_sampler_states = softpipe_bind_vertex_sampler_states;
   softpipe->pipe.delete_sampler_state = softpipe_delete_sampler_state;

   softpipe->pipe.create_depth_stencil_alpha_state = softpipe_create_depth_stencil_state;
   softpipe->pipe.bind_depth_stencil_alpha_state   = softpipe_bind_depth_stencil_state;
   softpipe->pipe.delete_depth_stencil_alpha_state = softpipe_delete_depth_stencil_state;

   softpipe->pipe.create_rasterizer_state = softpipe_create_rasterizer_state;
   softpipe->pipe.bind_rasterizer_state   = softpipe_bind_rasterizer_state;
   softpipe->pipe.delete_rasterizer_state = softpipe_delete_rasterizer_state;

   softpipe->pipe.create_fs_state = softpipe_create_fs_state;
   softpipe->pipe.bind_fs_state   = softpipe_bind_fs_state;
   softpipe->pipe.delete_fs_state = softpipe_delete_fs_state;

   softpipe->pipe.create_vs_state = softpipe_create_vs_state;
   softpipe->pipe.bind_vs_state   = softpipe_bind_vs_state;
   softpipe->pipe.delete_vs_state = softpipe_delete_vs_state;

   softpipe->pipe.create_gs_state = softpipe_create_gs_state;
   softpipe->pipe.bind_gs_state   = softpipe_bind_gs_state;
   softpipe->pipe.delete_gs_state = softpipe_delete_gs_state;

   softpipe->pipe.set_blend_color = softpipe_set_blend_color;
   softpipe->pipe.set_stencil_ref = softpipe_set_stencil_ref;
   softpipe->pipe.set_clip_state = softpipe_set_clip_state;
   softpipe->pipe.set_constant_buffer = softpipe_set_constant_buffer;
   softpipe->pipe.set_framebuffer_state = softpipe_set_framebuffer_state;
   softpipe->pipe.set_polygon_stipple = softpipe_set_polygon_stipple;
   softpipe->pipe.set_scissor_state = softpipe_set_scissor_state;
   softpipe->pipe.set_fragment_sampler_textures = softpipe_set_sampler_textures;
   softpipe->pipe.set_vertex_sampler_textures = softpipe_set_vertex_sampler_textures;
   softpipe->pipe.set_viewport_state = softpipe_set_viewport_state;

   softpipe->pipe.set_vertex_buffers = softpipe_set_vertex_buffers;
   softpipe->pipe.set_vertex_elements = softpipe_set_vertex_elements;

   softpipe->pipe.draw_arrays = softpipe_draw_arrays;
   softpipe->pipe.draw_elements = softpipe_draw_elements;
   softpipe->pipe.draw_range_elements = softpipe_draw_range_elements;
   softpipe->pipe.draw_arrays_instanced = softpipe_draw_arrays_instanced;
   softpipe->pipe.draw_elements_instanced = softpipe_draw_elements_instanced;

   softpipe->pipe.clear = softpipe_clear;
   softpipe->pipe.flush = softpipe_flush;

   softpipe->pipe.is_texture_referenced = softpipe_is_texture_referenced;
   softpipe->pipe.is_buffer_referenced = softpipe_is_buffer_referenced;

   softpipe_init_query_funcs( softpipe );

   softpipe->pipe.render_condition = softpipe_render_condition;

   /*
    * Alloc caches for accessing drawing surfaces and textures.
    * Must be before quad stage setup!
    */
   for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++)
      softpipe->cbuf_cache[i] = sp_create_tile_cache( screen );
   softpipe->zsbuf_cache = sp_create_tile_cache( screen );

   for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
      softpipe->tex_cache[i] = sp_create_tex_tile_cache( screen );
   for (i = 0; i < PIPE_MAX_VERTEX_SAMPLERS; i++) {
      softpipe->vertex_tex_cache[i] = sp_create_tex_tile_cache(screen);
   }

   /* setup quad rendering stages */
   softpipe->quad.shade = sp_quad_shade_stage(softpipe);
   softpipe->quad.depth_test = sp_quad_depth_test_stage(softpipe);
   softpipe->quad.blend = sp_quad_blend_stage(softpipe);


   /*
    * Create drawing context and plug our rendering stage into it.
    */
   softpipe->draw = draw_create(&softpipe->pipe);
   if (!softpipe->draw) 
      goto fail;

   draw_texture_samplers(softpipe->draw,
                         PIPE_MAX_VERTEX_SAMPLERS,
                         (struct tgsi_sampler **)
                            softpipe->tgsi.vert_samplers_list);

   if (debug_get_bool_option( "SP_NO_RAST", FALSE ))
      softpipe->no_rast = TRUE;

   softpipe->vbuf_backend = sp_create_vbuf_backend(softpipe);
   if (!softpipe->vbuf_backend)
      goto fail;

   softpipe->vbuf = draw_vbuf_stage(softpipe->draw, softpipe->vbuf_backend);
   if (!softpipe->vbuf)
      goto fail;

   draw_set_rasterize_stage(softpipe->draw, softpipe->vbuf);
   draw_set_render(softpipe->draw, softpipe->vbuf_backend);


   /* plug in AA line/point stages */
   draw_install_aaline_stage(softpipe->draw, &softpipe->pipe);
   draw_install_aapoint_stage(softpipe->draw, &softpipe->pipe);

   /* Do polygon stipple w/ texture map + frag prog? */
   draw_install_pstipple_stage(softpipe->draw, &softpipe->pipe);

   sp_init_surface_functions(softpipe);

   return &softpipe->pipe;

 fail:
   softpipe_destroy(&softpipe->pipe);
   return NULL;
}
コード例 #22
0
ファイル: nvc0_context.c プロジェクト: UIKit0/mesa
struct pipe_context *
nvc0_create(struct pipe_screen *pscreen, void *priv)
{
   struct nvc0_screen *screen = nvc0_screen(pscreen);
   struct nvc0_context *nvc0;
   struct pipe_context *pipe;
   int ret;
   uint32_t flags;

   nvc0 = CALLOC_STRUCT(nvc0_context);
   if (!nvc0)
      return NULL;
   pipe = &nvc0->base.pipe;

   nvc0->base.pushbuf = screen->base.pushbuf;

   ret = nouveau_bufctx_new(screen->base.client, NVC0_BIND_COUNT,
                            &nvc0->bufctx_3d);
   if (!ret)
      nouveau_bufctx_new(screen->base.client, 2, &nvc0->bufctx);
   if (ret)
      goto out_err;

   nvc0->screen = screen;
   nvc0->base.screen = &screen->base;

   pipe->screen = pscreen;
   pipe->priv = priv;

   pipe->destroy = nvc0_destroy;

   pipe->draw_vbo = nvc0_draw_vbo;
   pipe->clear = nvc0_clear;

   pipe->flush = nvc0_flush;
   pipe->texture_barrier = nvc0_texture_barrier;

   if (!screen->cur_ctx) {
      screen->cur_ctx = nvc0;
      nouveau_pushbuf_bufctx(screen->base.pushbuf, nvc0->bufctx);
   }
   screen->base.pushbuf->kick_notify = nvc0_default_kick_notify;

   nvc0_init_query_functions(nvc0);
   nvc0_init_surface_functions(nvc0);
   nvc0_init_state_functions(nvc0);
   nvc0_init_transfer_functions(nvc0);
   nvc0_init_resource_functions(pipe);

#ifdef NVC0_WITH_DRAW_MODULE
   /* no software fallbacks implemented */
   nvc0->draw = draw_create(pipe);
   assert(nvc0->draw);
   draw_set_rasterize_stage(nvc0->draw, nvc0_draw_render_stage(nvc0));
#endif

   nouveau_context_init_vdec(&nvc0->base);

   /* shader builtin library is per-screen, but we need a context for m2mf */
   nvc0_program_library_upload(nvc0);

   /* add permanently resident buffers to bufctxts */

   flags = NOUVEAU_BO_VRAM | NOUVEAU_BO_RD;

   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->text);
   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->uniform_bo);
   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->txc);

   flags = NOUVEAU_BO_GART | NOUVEAU_BO_WR;

   BCTX_REFN_bo(nvc0->bufctx_3d, SCREEN, flags, screen->fence.bo);
   BCTX_REFN_bo(nvc0->bufctx, FENCE, flags, screen->fence.bo);

   nvc0->base.scratch.bo_size = 2 << 20;

   return pipe;

out_err:
   if (nvc0) {
      if (nvc0->bufctx_3d)
         nouveau_bufctx_del(&nvc0->bufctx_3d);
      if (nvc0->bufctx)
         nouveau_bufctx_del(&nvc0->bufctx);
      FREE(nvc0);
   }
   return NULL;
}
コード例 #23
0
ファイル: cell_context.c プロジェクト: nikai3d/mesa
struct pipe_context *
cell_create_context(struct pipe_screen *screen,
                    void *priv )
{
   struct cell_context *cell;
   uint i;

   /* some fields need to be 16-byte aligned, so align the whole object */
   cell = (struct cell_context*) align_malloc(sizeof(struct cell_context), 16);
   if (!cell)
      return NULL;

   memset(cell, 0, sizeof(*cell));

   cell->winsys = NULL;		/* XXX: fixme - get this from screen? */
   cell->pipe.winsys = NULL;
   cell->pipe.screen = screen;
   cell->pipe.priv = priv;
   cell->pipe.destroy = cell_destroy_context;

   cell->pipe.clear = cell_clear;
   cell->pipe.flush = cell_flush;

#if 0
   cell->pipe.begin_query = cell_begin_query;
   cell->pipe.end_query = cell_end_query;
   cell->pipe.wait_query = cell_wait_query;
#endif

   cell_init_draw_functions(cell);
   cell_init_state_functions(cell);
   cell_init_shader_functions(cell);
   cell_init_surface_functions(cell);
   cell_init_vertex_functions(cell);
   cell_init_texture_transfer_funcs(cell);

   cell->draw = cell_draw_create(cell);

   /* Create cache of fragment ops generated code */
   cell->fragment_ops_cache =
      util_new_keymap(sizeof(struct cell_fragment_ops_key), ~0, NULL);

   cell_init_vbuf(cell);

   draw_set_rasterize_stage(cell->draw, cell->vbuf);

   /* convert all points/lines to tris for the time being */
   draw_wide_point_threshold(cell->draw, 0.0);
   draw_wide_line_threshold(cell->draw, 0.0);

   /* get env vars or read config file to get debug flags */
   cell->debug_flags = debug_get_flags_option("CELL_DEBUG", 
                                              cell_debug_flags, 
                                              0 );

   for (i = 0; i < CELL_NUM_BUFFERS; i++)
      cell_fence_init(&cell->fenced_buffers[i].fence);


   /*
    * SPU stuff
    */
   /* This call only works with SDK 3.0.  Anyone still using 2.1??? */
   cell->num_cells = spe_cpu_info_get(SPE_COUNT_PHYSICAL_CPU_NODES, -1);
   cell->num_spus = spe_cpu_info_get(SPE_COUNT_USABLE_SPES, -1);
   if (cell->debug_flags) {
      printf("Cell: found %d Cell(s) with %u SPUs\n",
             cell->num_cells, cell->num_spus);
   }
   if (getenv("CELL_NUM_SPUS")) {
      cell->num_spus = atoi(getenv("CELL_NUM_SPUS"));
      assert(cell->num_spus > 0);
   }

   cell_start_spus(cell);

   cell_init_batch_buffers(cell);

   /* make sure SPU initializations are done before proceeding */
   cell_flush_int(cell, CELL_FLUSH_WAIT);

   return &cell->pipe;
}