Пример #1
0
static struct gl_context *
nv10_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
		    struct gl_context *share_ctx)
{
	struct nouveau_context *nctx;
	struct gl_context *ctx;
	unsigned celsius_class;
	int ret;

	nctx = CALLOC_STRUCT(nouveau_context);
	if (!nctx)
		return NULL;

	ctx = &nctx->base;

	if (!nouveau_context_init(ctx, screen, visual, share_ctx))
		goto fail;

	driInitExtensions(ctx, nv10_extensions, GL_FALSE);

	/* GL constants. */
	ctx->Const.MaxTextureLevels = 12;
	ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureMaxAnisotropy = 2;
	ctx->Const.MaxTextureLodBias = 15;
	ctx->Driver.Clear = nv10_clear;

	/* 2D engine. */
	ret = nv04_surface_init(ctx);
	if (!ret)
		goto fail;

	/* 3D engine. */
	if (context_chipset(ctx) >= 0x17)
		celsius_class = NV17_3D;
	else if (context_chipset(ctx) >= 0x11)
		celsius_class = NV11_3D;
	else
		celsius_class = NV10_3D;

	ret = nouveau_grobj_alloc(context_chan(ctx), 0xbeef0001, celsius_class,
				  &nctx->hw.eng3d);
	if (ret)
		goto fail;

	nv10_hwctx_init(ctx);
	nv10_vbo_init(ctx);
	nv10_swtnl_init(ctx);

	return ctx;

fail:
	nv10_context_destroy(ctx);
	return NULL;
}
static struct gl_context *
nv10_context_create(struct nouveau_screen *screen, const struct gl_config *visual,
		    struct gl_context *share_ctx)
{
	struct nouveau_context *nctx;
	struct gl_context *ctx;
	unsigned celsius_class;
	int ret;

	nctx = CALLOC_STRUCT(nouveau_context);
	if (!nctx)
		return NULL;

	ctx = &nctx->base;

	if (!nouveau_context_init(ctx, screen, visual, share_ctx))
		goto fail;

	ctx->Extensions.ARB_texture_env_crossbar = true;
	ctx->Extensions.ARB_texture_env_combine = true;
	ctx->Extensions.ARB_texture_env_dot3 = true;
	ctx->Extensions.NV_fog_distance = true;
	ctx->Extensions.NV_texture_rectangle = true;
	if (ctx->Mesa_DXTn) {
		ctx->Extensions.EXT_texture_compression_s3tc = true;
		ctx->Extensions.ANGLE_texture_compression_dxt = true;
	}

	/* GL constants. */
	ctx->Const.MaxTextureLevels = 12;
	ctx->Const.MaxTextureCoordUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureImageUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureUnits = NV10_TEXTURE_UNITS;
	ctx->Const.MaxTextureMaxAnisotropy = 2;
	ctx->Const.MaxTextureLodBias = 15;
	ctx->Driver.Clear = nv10_clear;

	/* 2D engine. */
	ret = nv04_surface_init(ctx);
	if (!ret)
		goto fail;

	/* 3D engine. */
	if (context_chipset(ctx) >= 0x17 && context_chipset(ctx) != 0x1a)
		celsius_class = NV17_3D_CLASS;
	else if (context_chipset(ctx) >= 0x11)
		celsius_class = NV15_3D_CLASS;
	else
		celsius_class = NV10_3D_CLASS;

	ret = nouveau_object_new(context_chan(ctx), 0xbeef0001, celsius_class,
				 NULL, 0, &nctx->hw.eng3d);
	if (ret)
		goto fail;

	nv10_hwctx_init(ctx);
	nv10_vbo_init(ctx);
	nv10_swtnl_init(ctx);

	return ctx;

fail:
	nv10_context_destroy(ctx);
	return NULL;
}