コード例 #1
0
ファイル: st_context.c プロジェクト: astrofimov/vgallium
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;
}
コード例 #2
0
ファイル: st_context.c プロジェクト: MaikuMori/mesa
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;
}
コード例 #3
0
ファイル: st_context.c プロジェクト: xranby/mesa
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, PIPE_BIND_VERTEX_BUFFER,
                                  PIPE_USAGE_STREAM);

   if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
      st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024,
                                              PIPE_BIND_INDEX_BUFFER,
                                              PIPE_USAGE_STREAM);
   }

   if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS))
      st->constbuf_uploader = u_upload_create(pipe, 128 * 1024,
                                              PIPE_BIND_CONSTANT_BUFFER,
                                              PIPE_USAGE_STREAM);

   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->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->force_persample_in_shader =
      screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
      !screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
   st->has_shareable_shaders = screen->get_param(screen,
                                                 PIPE_CAP_SHAREABLE_SHADERS);
   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);
   st->has_half_float_packing =
      screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
   st->has_multi_draw_indirect =
      screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);

   /* 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_have_perfmon(st)) {
      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;

   if (!ctx->Extensions.ARB_gpu_shader5) {
      for (i = 0; i < MESA_SHADER_STAGES; i++)
         ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
   }

   /* Set which shader types can be compiled at link time. */
   st->shader_has_one_variant[MESA_SHADER_VERTEX] =
         st->has_shareable_shaders &&
         !st->clamp_vert_color_in_shader;

   st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
         st->has_shareable_shaders &&
         !st->clamp_frag_color_in_shader &&
         !st->force_persample_in_shader;

   st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
   st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
   st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;

   _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;
}
コード例 #4
0
ファイル: st_context.c プロジェクト: AchironOS/chromium.src
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;
}