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; }
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; }
struct pipe_context * i915_create_context(struct pipe_screen *screen, void *priv, unsigned flags) { struct i915_context *i915; i915 = CALLOC_STRUCT(i915_context); if (!i915) 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); /* Create blitter. */ i915->blitter = util_blitter_create(&i915->base); assert(i915->blitter); /* must be done before installing Draw stages */ util_blitter_cache_all_shaders(i915->blitter); draw_install_aaline_stage(i915->draw, &i915->base); draw_install_aapoint_stage(i915->draw, &i915->base); draw_enable_point_sprites(i915->draw, TRUE); 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; }
struct pipe_context * softpipe_create_context(struct pipe_screen *screen, void *priv, unsigned flags) { struct softpipe_screen *sp_screen = softpipe_screen(screen); struct softpipe_context *softpipe = CALLOC_STRUCT(softpipe_context); uint i, sh; util_init_math(); for (i = 0; i < PIPE_SHADER_TYPES; i++) { softpipe->tgsi.sampler[i] = sp_create_tgsi_sampler(); } for (i = 0; i < PIPE_SHADER_TYPES; i++) { softpipe->tgsi.image[i] = sp_create_tgsi_image(); } for (i = 0; i < PIPE_SHADER_TYPES; i++) { softpipe->tgsi.buffer[i] = sp_create_tgsi_buffer(); } 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_init_image_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.texture_barrier = softpipe_texture_barrier; softpipe->pipe.memory_barrier = softpipe_memory_barrier; 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( &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_sampler(softpipe->draw, PIPE_SHADER_VERTEX, (struct tgsi_sampler *) softpipe->tgsi.sampler[PIPE_SHADER_VERTEX]); draw_texture_sampler(softpipe->draw, PIPE_SHADER_GEOMETRY, (struct tgsi_sampler *) softpipe->tgsi.sampler[PIPE_SHADER_GEOMETRY]); draw_image(softpipe->draw, PIPE_SHADER_VERTEX, (struct tgsi_image *) softpipe->tgsi.image[PIPE_SHADER_VERTEX]); draw_image(softpipe->draw, PIPE_SHADER_GEOMETRY, (struct tgsi_image *) softpipe->tgsi.image[PIPE_SHADER_GEOMETRY]); draw_buffer(softpipe->draw, PIPE_SHADER_VERTEX, (struct tgsi_buffer *) softpipe->tgsi.buffer[PIPE_SHADER_VERTEX]); draw_buffer(softpipe->draw, PIPE_SHADER_GEOMETRY, (struct tgsi_buffer *) softpipe->tgsi.buffer[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); softpipe->blitter = util_blitter_create(&softpipe->pipe); if (!softpipe->blitter) { goto fail; } /* must be done before installing Draw stages */ util_blitter_cache_all_shaders(softpipe->blitter); /* 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; }