i965: Initialize intel_context::vtbl after calling intelInitContext()
[mesa.git] / src / mesa / drivers / dri / i965 / brw_context.c
1 /*
2 Copyright (C) Intel Corp. 2006. All Rights Reserved.
3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
4 develop this 3D driver.
5
6 Permission is hereby granted, free of charge, to any person obtaining
7 a 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, sublicense, 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
16 portions of the Software.
17
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25
26 **********************************************************************/
27 /*
28 * Authors:
29 * Keith Whitwell <keith@tungstengraphics.com>
30 */
31
32
33 #include "main/imports.h"
34 #include "main/api_noop.h"
35 #include "main/macros.h"
36 #include "main/simple_list.h"
37 #include "brw_context.h"
38 #include "brw_defines.h"
39 #include "brw_draw.h"
40 #include "brw_state.h"
41 #include "intel_span.h"
42 #include "tnl/t_pipeline.h"
43 #include "glsl/ralloc.h"
44
45 /***************************************
46 * Mesa's Driver Functions
47 ***************************************/
48
49 static void brwInitDriverFunctions( struct dd_function_table *functions )
50 {
51 intelInitDriverFunctions( functions );
52
53 brwInitFragProgFuncs( functions );
54 brw_init_queryobj_functions(functions);
55 }
56
57 bool
58 brwCreateContext(int api,
59 const struct gl_config *mesaVis,
60 __DRIcontext *driContextPriv,
61 void *sharedContextPrivate)
62 {
63 struct dd_function_table functions;
64 struct brw_context *brw = rzalloc(NULL, struct brw_context);
65 struct intel_context *intel = &brw->intel;
66 struct gl_context *ctx = &intel->ctx;
67 unsigned i;
68
69 if (!brw) {
70 printf("%s: failed to alloc context\n", __FUNCTION__);
71 return false;
72 }
73
74 brwInitDriverFunctions( &functions );
75
76 if (!intelInitContext( intel, api, mesaVis, driContextPriv,
77 sharedContextPrivate, &functions )) {
78 printf("%s: failed to init intel context\n", __FUNCTION__);
79 FREE(brw);
80 return false;
81 }
82
83 brwInitVtbl( brw );
84
85 /* Initialize swrast, tnl driver tables: */
86 intelInitSpanFuncs(ctx);
87
88 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
89
90 ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
91 ctx->Const.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
92 ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
93 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
94 ctx->Const.MaxTextureImageUnits);
95 ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
96 ctx->Const.MaxCombinedTextureImageUnits =
97 ctx->Const.MaxVertexTextureImageUnits +
98 ctx->Const.MaxTextureImageUnits;
99
100 ctx->Const.MaxTextureLevels = 14; /* 8192 */
101 if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS)
102 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
103 ctx->Const.Max3DTextureLevels = 9;
104 ctx->Const.MaxCubeTextureLevels = 12;
105 /* minimum maximum. Users are likely to run into memory problems
106 * even at this size, since 64 * 2048 * 2048 * 4 = 1GB and we can't
107 * address that much.
108 */
109 ctx->Const.MaxArrayTextureLayers = 64;
110 ctx->Const.MaxTextureRectSize = (1<<12);
111
112 ctx->Const.MaxTextureMaxAnisotropy = 16.0;
113
114 /* if conformance mode is set, swrast can handle any size AA point */
115 ctx->Const.MaxPointSizeAA = 255.0;
116
117 /* We want the GLSL compiler to emit code that uses condition codes */
118 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
119 ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
120 ctx->ShaderCompilerOptions[i].EmitNVTempInitialization = true;
121 ctx->ShaderCompilerOptions[i].EmitNoNoise = true;
122 ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true;
123 ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true;
124 ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput = true;
125
126 ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform =
127 (i == MESA_SHADER_FRAGMENT);
128 ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
129 (i == MESA_SHADER_FRAGMENT);
130 ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
131 }
132
133 ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);
134 ctx->Const.VertexProgram.MaxAluInstructions = 0;
135 ctx->Const.VertexProgram.MaxTexInstructions = 0;
136 ctx->Const.VertexProgram.MaxTexIndirections = 0;
137 ctx->Const.VertexProgram.MaxNativeAluInstructions = 0;
138 ctx->Const.VertexProgram.MaxNativeTexInstructions = 0;
139 ctx->Const.VertexProgram.MaxNativeTexIndirections = 0;
140 ctx->Const.VertexProgram.MaxNativeAttribs = 16;
141 ctx->Const.VertexProgram.MaxNativeTemps = 256;
142 ctx->Const.VertexProgram.MaxNativeAddressRegs = 1;
143 ctx->Const.VertexProgram.MaxNativeParameters = 1024;
144 ctx->Const.VertexProgram.MaxEnvParams =
145 MIN2(ctx->Const.VertexProgram.MaxNativeParameters,
146 ctx->Const.VertexProgram.MaxEnvParams);
147
148 ctx->Const.FragmentProgram.MaxNativeInstructions = (16 * 1024);
149 ctx->Const.FragmentProgram.MaxNativeAluInstructions = (16 * 1024);
150 ctx->Const.FragmentProgram.MaxNativeTexInstructions = (16 * 1024);
151 ctx->Const.FragmentProgram.MaxNativeTexIndirections = (16 * 1024);
152 ctx->Const.FragmentProgram.MaxNativeAttribs = 12;
153 ctx->Const.FragmentProgram.MaxNativeTemps = 256;
154 ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0;
155 ctx->Const.FragmentProgram.MaxNativeParameters = 1024;
156 ctx->Const.FragmentProgram.MaxEnvParams =
157 MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
158 ctx->Const.FragmentProgram.MaxEnvParams);
159
160 /* Fragment shaders use real, 32-bit twos-complement integers for all
161 * integer types.
162 */
163 ctx->Const.FragmentProgram.LowInt.RangeMin = 31;
164 ctx->Const.FragmentProgram.LowInt.RangeMax = 30;
165 ctx->Const.FragmentProgram.LowInt.Precision = 0;
166 ctx->Const.FragmentProgram.HighInt = ctx->Const.FragmentProgram.MediumInt
167 = ctx->Const.FragmentProgram.LowInt;
168
169 /* Gen6 converts quads to polygon in beginning of 3D pipeline,
170 but we're not sure how it's actually done for vertex order,
171 that affect provoking vertex decision. Always use last vertex
172 convention for quad primitive which works as expected for now. */
173 if (intel->gen >= 6)
174 ctx->Const.QuadsFollowProvokingVertexConvention = false;
175
176 if (intel->is_g4x || intel->gen >= 5) {
177 brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS;
178 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;
179 brw->has_surface_tile_offset = true;
180 if (intel->gen < 6)
181 brw->has_compr4 = true;
182 brw->has_aa_line_parameters = true;
183 brw->has_pln = true;
184 } else {
185 brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS;
186 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
187 }
188
189 /* WM maximum threads is number of EUs times number of threads per EU. */
190 if (intel->gen >= 7) {
191 if (intel->gt == 1) {
192 brw->wm_max_threads = 86;
193 brw->vs_max_threads = 36;
194 brw->urb.size = 128;
195 brw->urb.max_vs_entries = 512;
196 brw->urb.max_gs_entries = 192;
197 } else if (intel->gt == 2) {
198 brw->wm_max_threads = 86;
199 brw->vs_max_threads = 128;
200 brw->urb.size = 256;
201 brw->urb.max_vs_entries = 704;
202 brw->urb.max_gs_entries = 320;
203 } else {
204 assert(!"Unknown gen7 device.");
205 }
206 } else if (intel->gen == 6) {
207 if (intel->gt == 2) {
208 /* This could possibly be 80, but is supposed to require
209 * disabling of WIZ hashing (bit 6 of GT_MODE, 0x20d0) and a
210 * GPU reset to change.
211 */
212 brw->wm_max_threads = 40;
213 brw->vs_max_threads = 60;
214 brw->urb.size = 64; /* volume 5c.5 section 5.1 */
215 brw->urb.max_vs_entries = 256; /* volume 2a (see 3DSTATE_URB) */
216 } else {
217 brw->wm_max_threads = 40;
218 brw->vs_max_threads = 24;
219 brw->urb.size = 32; /* volume 5c.5 section 5.1 */
220 brw->urb.max_vs_entries = 128; /* volume 2a (see 3DSTATE_URB) */
221 }
222 } else if (intel->gen == 5) {
223 brw->urb.size = 1024;
224 brw->vs_max_threads = 72;
225 brw->wm_max_threads = 12 * 6;
226 } else if (intel->is_g4x) {
227 brw->urb.size = 384;
228 brw->vs_max_threads = 32;
229 brw->wm_max_threads = 10 * 5;
230 } else if (intel->gen < 6) {
231 brw->urb.size = 256;
232 brw->vs_max_threads = 16;
233 brw->wm_max_threads = 8 * 4;
234 brw->has_negative_rhw_bug = true;
235 }
236
237 if (INTEL_DEBUG & DEBUG_SINGLE_THREAD) {
238 brw->vs_max_threads = 1;
239 brw->wm_max_threads = 1;
240 }
241
242 brw_init_state( brw );
243
244 brw->curbe.last_buf = calloc(1, 4096);
245 brw->curbe.next_buf = calloc(1, 4096);
246
247 brw->state.dirty.mesa = ~0;
248 brw->state.dirty.brw = ~0;
249
250 brw->emit_state_always = 0;
251
252 intel->batch.need_workaround_flush = true;
253
254 ctx->VertexProgram._MaintainTnlProgram = true;
255 ctx->FragmentProgram._MaintainTexEnvProgram = true;
256
257 brw_draw_init( brw );
258
259 brw->new_vs_backend = (getenv("INTEL_OLD_VS") == NULL);
260
261 /* If we're using the new shader backend, we require integer uniforms
262 * stored as actual integers.
263 */
264 if (brw->new_vs_backend) {
265 ctx->Const.NativeIntegers = true;
266 ctx->Const.UniformBooleanTrue = 1;
267 }
268
269 return true;
270 }
271