mesa: inline vbo_exec_invalidate_state() and call from mesa core
[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)
56 {
57 GLuint new_state = ctx->NewState;
58
59 _swrast_InvalidateState(ctx, new_state);
60 _swsetup_InvalidateState(ctx, new_state);
61 _tnl_InvalidateState(ctx, new_state);
62 _tnl_invalidate_vertex_state(ctx, new_state);
63 intel_context(ctx)->NewGLState |= new_state;
64
65 /* Todo: gather state values under which tracked parameters become
66 * invalidated, add callbacks for things like
67 * ProgramLocalParameters, etc.
68 */
69 {
70 struct i915_fragment_program *p =
71 (struct i915_fragment_program *) ctx->FragmentProgram._Current;
72 if (p && p->nr_params)
73 p->params_uptodate = 0;
74 }
75
76 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS | _NEW_POLYGON))
77 i915_update_stencil(ctx);
78 if (new_state & (_NEW_LIGHT))
79 i915_update_provoking_vertex(ctx);
80 if (new_state & (_NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS))
81 i915_update_program(ctx);
82 if (new_state & (_NEW_PROGRAM | _NEW_POINT))
83 i915_update_sprite_point_enable(ctx);
84 }
85
86
87 static void
88 i915InitDriverFunctions(struct dd_function_table *functions)
89 {
90 intelInitDriverFunctions(functions);
91 i915InitStateFunctions(functions);
92 i915InitFragProgFuncs(functions);
93 functions->UpdateState = i915InvalidateState;
94 }
95
96 /* Note: this is shared with i830. */
97 void
98 intel_init_texture_formats(struct gl_context *ctx)
99 {
100 struct intel_context *intel = intel_context(ctx);
101 struct intel_screen *intel_screen = intel->intelScreen;
102
103 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_UNORM] = true;
104 if (intel_screen->deviceID != PCI_CHIP_I830_M &&
105 intel_screen->deviceID != PCI_CHIP_845_G)
106 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8X8_UNORM] = true;
107 if (intel->gen == 3)
108 ctx->TextureFormatSupported[MESA_FORMAT_B8G8R8A8_SRGB] = true;
109 ctx->TextureFormatSupported[MESA_FORMAT_B4G4R4A4_UNORM] = true;
110 ctx->TextureFormatSupported[MESA_FORMAT_B5G5R5A1_UNORM] = true;
111 ctx->TextureFormatSupported[MESA_FORMAT_B5G6R5_UNORM] = true;
112 ctx->TextureFormatSupported[MESA_FORMAT_L_UNORM8] = true;
113 if (intel->gen == 3)
114 ctx->TextureFormatSupported[MESA_FORMAT_A_UNORM8] = true;
115 ctx->TextureFormatSupported[MESA_FORMAT_I_UNORM8] = true;
116 ctx->TextureFormatSupported[MESA_FORMAT_L8A8_UNORM] = true;
117
118 /* Depth and stencil */
119 if (intel->gen == 3) {
120 ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_S8_UINT] = true;
121 ctx->TextureFormatSupported[MESA_FORMAT_Z24_UNORM_X8_UINT] = true;
122
123 /*
124 * This was disabled in initial FBO enabling to avoid combinations
125 * of depth+stencil that wouldn't work together. We since decided
126 * that it was OK, since it's up to the app to come up with the
127 * combo that actually works, so this can probably be re-enabled.
128 */
129 /*
130 ctx->TextureFormatSupported[MESA_FORMAT_Z_UNORM16] = true;
131 ctx->TextureFormatSupported[MESA_FORMAT_Z24] = true;
132 */
133 }
134
135 /* ctx->Extensions.MESA_ycbcr_texture */
136 ctx->TextureFormatSupported[MESA_FORMAT_YCBCR] = true;
137 ctx->TextureFormatSupported[MESA_FORMAT_YCBCR_REV] = true;
138
139 /* GL_3DFX_texture_compression_FXT1 */
140 ctx->TextureFormatSupported[MESA_FORMAT_RGB_FXT1] = true;
141 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FXT1] = true;
142
143 /* GL_EXT_texture_compression_s3tc */
144 ctx->TextureFormatSupported[MESA_FORMAT_RGB_DXT1] = true;
145 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT1] = true;
146 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT3] = true;
147 ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT5] = true;
148 }
149
150 extern const struct tnl_pipeline_stage *intel_pipeline[];
151
152 bool
153 i915CreateContext(int api,
154 const struct gl_config * mesaVis,
155 __DRIcontext * driContextPriv,
156 unsigned major_version,
157 unsigned minor_version,
158 uint32_t flags,
159 unsigned *error,
160 void *sharedContextPrivate)
161 {
162 struct dd_function_table functions;
163 struct i915_context *i915 = rzalloc(NULL, struct i915_context);
164 struct intel_context *intel = &i915->intel;
165 struct gl_context *ctx = &intel->ctx;
166
167 if (!i915) {
168 *error = __DRI_CTX_ERROR_NO_MEMORY;
169 return false;
170 }
171
172 i915InitVtbl(i915);
173
174 i915InitDriverFunctions(&functions);
175
176 if (!intelInitContext(intel, api, major_version, minor_version, flags,
177 mesaVis, driContextPriv,
178 sharedContextPrivate, &functions,
179 error)) {
180 ralloc_free(i915);
181 return false;
182 }
183
184 intel_init_texture_formats(ctx);
185
186 _math_matrix_ctr(&intel->ViewportMatrix);
187
188 /* Initialize swrast, tnl driver tables: */
189 intelInitTriFuncs(ctx);
190
191 /* Install the customized pipeline: */
192 _tnl_destroy_pipeline(ctx);
193 _tnl_install_pipeline(ctx, intel_pipeline);
194
195 if (intel->no_rast)
196 FALLBACK(intel, INTEL_FALLBACK_USER, 1);
197
198 ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
199 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = I915_TEX_UNITS;
200 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = I915_TEX_UNITS;
201 ctx->Const.MaxTextureCoordUnits = I915_TEX_UNITS;
202 ctx->Const.MaxVarying = I915_TEX_UNITS;
203 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents =
204 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = ctx->Const.MaxVarying * 4;
205 ctx->Const.MaxCombinedTextureImageUnits =
206 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
207 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits;
208
209 /* Advertise the full hardware capabilities. The new memory
210 * manager should cope much better with overload situations:
211 */
212 ctx->Const.MaxTextureLevels = 12;
213 ctx->Const.Max3DTextureLevels = 9;
214 ctx->Const.MaxCubeTextureLevels = 12;
215 ctx->Const.MaxTextureRectSize = (1 << 11);
216 ctx->Const.MaxTextureUnits = I915_TEX_UNITS;
217
218 ctx->Const.MaxTextureMaxAnisotropy = 4.0;
219
220 /* GL_ARB_fragment_program limits - don't think Mesa actually
221 * validates programs against these, and in any case one ARB
222 * instruction can translate to more than one HW instruction, so
223 * we'll still have to check and fallback each time.
224 */
225 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = I915_MAX_TEMPORARY;
226 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 11; /* 8 tex, 2 color, fog */
227 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = I915_MAX_CONSTANT;
228 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = I915_MAX_ALU_INSN;
229 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = I915_MAX_TEX_INSN;
230 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = (I915_MAX_ALU_INSN +
231 I915_MAX_TEX_INSN);
232 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections =
233 I915_MAX_TEX_INDIRECT;
234 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0; /* I don't think we have one */
235 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
236 MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
237 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
238
239 /* i915 stores all values in single-precision floats. Values aren't set
240 * for other program targets because software is used for those targets.
241 */
242 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMin = 127;
243 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.RangeMax = 127;
244 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat.Precision = 23;
245 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowFloat = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighFloat =
246 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumFloat;
247 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMin = 24;
248 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.RangeMax = 24;
249 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt.Precision = 0;
250 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt =
251 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt;
252
253 ctx->FragmentProgram._MaintainTexEnvProgram = true;
254
255 /* FINISHME: Are there other options that should be enabled for software
256 * FINISHME: vertex shaders?
257 */
258 ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectSampler =
259 true;
260
261 struct gl_shader_compiler_options *const fs_options =
262 & ctx->Const.ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
263 fs_options->MaxIfDepth = 0;
264 fs_options->EmitNoPow = true;
265 fs_options->EmitNoMainReturn = true;
266 fs_options->EmitNoIndirectInput = true;
267 fs_options->EmitNoIndirectOutput = true;
268 fs_options->EmitNoIndirectUniform = true;
269 fs_options->EmitNoIndirectTemp = true;
270 fs_options->EmitNoIndirectSampler = true;
271
272 ctx->Const.MaxDrawBuffers = 1;
273 ctx->Const.QueryCounterBits.SamplesPassed = 0;
274
275 _tnl_init_vertices(ctx, ctx->Const.MaxArrayLockSize + 12,
276 36 * sizeof(GLfloat));
277
278 intel->verts = TNL_CONTEXT(ctx)->clipspace.vertex_buf;
279
280 i915InitState(i915);
281
282 /* Always enable pixel fog. Vertex fog using fog coord will conflict
283 * with fog code appended onto fragment program.
284 */
285 _tnl_allow_vertex_fog(ctx, 0);
286 _tnl_allow_pixel_fog(ctx, 1);
287
288 _mesa_compute_version(ctx);
289
290 _mesa_initialize_dispatch_tables(ctx);
291 _mesa_initialize_vbo_vtxfmt(ctx);
292
293 return true;
294 }