i915: Use L8A8 instead of I8 to simulate A8 on gen2
[mesa.git] / src / mesa / drivers / dri / i915 / i915_context.c
1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28 #include "i915_context.h"
29 #include "main/api_exec.h"
30 #include "main/imports.h"
31 #include "main/macros.h"
32 #include "main/version.h"
33 #include "main/vtxfmt.h"
34 #include "intel_chipset.h"
35 #include "intel_tris.h"
36 #include "tnl/t_context.h"
37 #include "tnl/t_pipeline.h"
38 #include "tnl/t_vertex.h"
39
40 #include "swrast/swrast.h"
41 #include "swrast_setup/swrast_setup.h"
42 #include "tnl/tnl.h"
43 #include "util/ralloc.h"
44
45 #include "i915_reg.h"
46 #include "i915_program.h"
47
48 /***************************************
49 * Mesa's Driver Functions
50 ***************************************/
51
52 /* Override intel default.
53 */
54 static void
55 i915InvalidateState(struct gl_context * ctx, GLuint new_state)
56 {
57 _swrast_InvalidateState(ctx, new_state);
58 _swsetup_InvalidateState(ctx, new_state);
59 _vbo_InvalidateState(ctx, new_state);
60 _tnl_InvalidateState(ctx, new_state);
61 _tnl_invalidate_vertex_state(ctx, new_state);
62 intel_context(ctx)->NewGLState |= new_state;
63
64 /* Todo: gather state values under which tracked parameters become
65 * invalidated, add callbacks for things like
66 * ProgramLocalParameters, etc.
67 */
68 {
69 struct i915_fragment_program *p =
70 (struct i915_fragment_program *) ctx->FragmentProgram._Current;
71 if (p && p->nr_params)
72 p->params_uptodate = 0;
73 }
74
75 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS | _NEW_POLYGON))
76 i915_update_stencil(ctx);
77 if (new_state & (_NEW_LIGHT))
78 i915_update_provoking_vertex(ctx);
79 if (new_state & (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS))
80 i915_update_program(ctx);
81 if (new_state & (_NEW_PROGRAM | _NEW_POINT))
82 i915_update_sprite_point_enable(ctx);
83 }
84
85
86 static void
87 i915InitDriverFunctions(struct dd_function_table *functions)
88 {
89 intelInitDriverFunctions(functions);
90 i915InitStateFunctions(functions);
91 i915InitFragProgFuncs(functions);
92 functions->UpdateState = i915InvalidateState;
93 }
94
95 /* Note: this is shared with i830. */
96 void
97 intel_init_texture_formats(struct gl_context *ctx)
98 {
99 struct intel_context *intel = intel_context(ctx);
100 struct intel_screen *intel_screen = intel->intelScreen;
101
102 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_UNORM] = true;
103 if (intel_screen->deviceID != PCI_CHIP_I830_M &&
104 intel_screen->deviceID != PCI_CHIP_845_G)
105 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8X8_UNORM] = true;
106 if (intel->gen == 3)
107 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_SRGB] = true;
108 ctx->TextureFormatSupported[MESA_FORMAT_B4G4R4A4_UNORM] = true;
109 ctx->TextureFormatSupported[MESA_FORMAT_B5G5R5A1_UNORM] = true;
110 ctx->TextureFormatSupported[MESA_FORMAT_B5G6R5_UNORM] = true;
111 ctx->TextureFormatSupported[MESA_FORMAT_L_UNORM8] = true;
112 if (intel->gen == 3)
113 ctx->TextureFormatSupported[MESA_FORMAT_A_UNORM8] = true;
114 ctx->TextureFormatSupported[MESA_FORMAT_I_UNORM8] = true;
115 ctx->TextureFormatSupported[MESA_FORMAT_L8A8_UNORM] = true;
116
117 /* Depth and stencil */
118 if (intel->gen == 3) {
119 ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_S8_UINT] = true;
120 ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_X8_UINT] = true;
121
122 /*
123 * This was disabled in initial FBO enabling to avoid combinations
124 * of depth+stencil that wouldn't work together. We since decided
125 * that it was OK, since it's up to the app to come up with the
126 * combo that actually works, so this can probably be re-enabled.
127 */
128 /*
129 ctx->TextureFormatSupported[MESA_FORMAT_Z_UNORM16] = true;
130 ctx->TextureFormatSupported[MESA_FORMAT_Z24] = true;
131 */
132 }
133
134 /* ctx->Extensions.MESA_ycbcr_texture */
135 ctx->TextureFormatSupported[MESA_FORMAT_YCBCR] = true;
136 ctx->TextureFormatSupported[MESA_FORMAT_YCBCR_REV] = true;
137
138 /* GL_3DFX_texture_compression_FXT1 */
139 ctx->TextureFormatSupported[MESA_FORMAT_RGB_FXT1] = true;
140 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FXT1] = true;
141
142 /* GL_EXT_texture_compression_s3tc */
143 ctx->TextureFormatSupported[MESA_FORMAT_RGB_DXT1] = true;
144 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT1] = true;
145 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT3] = true;
146 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT5] = true;
147 }
148
149 extern const struct tnl_pipeline_stage *intel_pipeline[];
150
151 bool
152 i915CreateContext(int api,
153 const struct gl_config * mesaVis,
154 __DRIcontext * driContextPriv,
155 unsigned major_version,
156 unsigned minor_version,
157 uint32_t flags,
158 unsigned *error,
159 void *sharedContextPrivate)
160 {
161 struct dd_function_table functions;
162 struct i915_context *i915 = rzalloc(NULL, struct i915_context);
163 struct intel_context *intel = &i915->intel;
164 struct gl_context *ctx = &intel->ctx;
165
166 if (!i915) {
167 *error = __DRI_CTX_ERROR_NO_MEMORY;
168 return false;
169 }
170
171 i915InitVtbl(i915);
172
173 i915InitDriverFunctions(&functions);
174
175 if (!intelInitContext(intel, api, major_version, minor_version, flags,
176 mesaVis, driContextPriv,
177 sharedContextPrivate, &functions,
178 error)) {
179 ralloc_free(i915);
180 return false;
181 }
182
183 intel_init_texture_formats(ctx);
184
185 _math_matrix_ctr(&intel->ViewportMatrix);
186
187 /* Initialize swrast, tnl driver tables: */
188 intelInitTriFuncs(ctx);
189
190 /* Install the customized pipeline: */
191 _tnl_destroy_pipeline(ctx);
192 _tnl_install_pipeline(ctx, intel_pipeline);
193
194 if (intel->no_rast)
195 FALLBACK(intel, INTEL_FALLBACK_USER, 1);
196
197 ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
198 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = I915_TEX_UNITS;
199 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = I915_TEX_UNITS;
200 ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS;
201 ctx->Const.MaxVarying = I915_TEX_UNITS;
202 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents =
203 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = ctx->Const.MaxVarying * 4;
204 ctx->Const.MaxCombinedTextureImageUnits =
205 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
206 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
207
208 /* Advertise the full hardware capabilities. The new memory
209 * manager should cope much better with overload situations:
210 */
211 ctx->Const.MaxTextureLevels = 12;
212 ctx->Const.Max3DTextureLevels = 9;
213 ctx->Const.MaxCubeTextureLevels = 12;
214 ctx->Const.MaxTextureRectSize = (1 << 11);
215 ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
216
217 ctx->Const.MaxTextureMaxAnisotropy = 4.0;
218
219 /* GL_ARB_fragment_program limits - don't think Mesa actually
220 * validates programs against these, and in any case one ARB
221 * instruction can translate to more than one HW instruction, so
222 * we'll still have to check and fallback each time.
223 */
224 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = I915_MAX_TEMPORARY;
225 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 11; /* 8 tex, 2 color, fog */
226 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = I915_MAX_CONSTANT;
227 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = I915_MAX_ALU_INSN;
228 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = I915_MAX_TEX_INSN;
229 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = (I915_MAX_ALU_INSN +
230 I915_MAX_TEX_INSN);
231 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections =
232 I915_MAX_TEX_INDIRECT;
233 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0; /* I don't think we have one */
234 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
235 MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
236 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
237
238 /* i915 stores all values in single-precision floats. Values aren't set
239 * for other program targets because software is used for those targets.
240 */
241 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMin = 127;
242 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMax = 127;
243 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.Precision = 23;
244 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowFloat = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighFloat =
245 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat;
246 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMin = 24;
247 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMax = 24;
248 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.Precision = 0;
249 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt =
250 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt;
251
252 ctx->FragmentProgram._MaintainTexEnvProgram = true;
253
254 /* FINISHME: Are there other options that should be enabled for software
255 * FINISHME: vertex shaders?
256 */
257 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitCondCodes = true;
258
259 struct gl_shader_compiler_options *const fs_options =
260 & ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
261 fs_options->MaxIfDepth = 0;
262 fs_options->EmitNoNoise = true;
263 fs_options->EmitNoPow = true;
264 fs_options->EmitNoMainReturn = true;
265 fs_options->EmitNoIndirectInput = true;
266 fs_options->EmitNoIndirectOutput = true;
267 fs_options->EmitNoIndirectUniform = true;
268 fs_options->EmitNoIndirectTemp = true;
269
270 ctx->Const.MaxDrawBuffers = 1;
271 ctx->Const.QueryCounterBits.SamplesPassed = 0;
272
273 _tnl_init_vertices(ctx, ctx->Const.MaxArrayLockSize + 12,
274 36 * sizeof(GLfloat));
275
276 intel->verts = TNL_CONTEXT(ctx)->clipspace.vertex_buf;
277
278 i915InitState(i915);
279
280 /* Always enable pixel fog. Vertex fog using fog coord will conflict
281 * with fog code appended onto fragment program.
282 */
283 _tnl_allow_vertex_fog(ctx, 0);
284 _tnl_allow_pixel_fog(ctx, 1);
285
286 _mesa_compute_version(ctx);
287
288 _mesa_initialize_dispatch_tables(ctx);
289 _mesa_initialize_vbo_vtxfmt(ctx);
290
291 return true;
292 }