i915: fallback for NPOT cubemap texture
[mesa.git] / src / mesa / drivers / dri / i915 / i915_context.c
index 0485be2cc1feafd502ed0cf2ec0778de453e1da9..36563ef6f3facc50b91dd0ecbf04634ddf418ae2 100644 (file)
@@ -28,7 +28,6 @@
 #include "i915_context.h"
 #include "main/imports.h"
 #include "main/macros.h"
-#include "intel_tex.h"
 #include "intel_tris.h"
 #include "tnl/t_context.h"
 #include "tnl/t_pipeline.h"
 #include "swrast/swrast.h"
 #include "swrast_setup/swrast_setup.h"
 #include "tnl/tnl.h"
+#include "../glsl/ralloc.h"
 
-#include "utils.h"
 #include "i915_reg.h"
 #include "i915_program.h"
 
-#include "intel_regions.h"
-#include "intel_batchbuffer.h"
-#include "intel_tris.h"
 #include "intel_span.h"
-#include "intel_pixel.h"
 
 /***************************************
  * Mesa's Driver Functions
@@ -55,7 +50,7 @@
 /* Override intel default.
  */
 static void
-i915InvalidateState(GLcontext * ctx, GLuint new_state)
+i915InvalidateState(struct gl_context * ctx, GLuint new_state)
 {
    _swrast_InvalidateState(ctx, new_state);
    _swsetup_InvalidateState(ctx, new_state);
@@ -75,8 +70,6 @@ i915InvalidateState(GLcontext * ctx, GLuint new_state)
          p->params_uptodate = 0;
    }
 
-   if (new_state & (_NEW_FOG | _NEW_HINT | _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS))
-      i915_update_fog(ctx);
    if (new_state & (_NEW_STENCIL | _NEW_BUFFERS | _NEW_POLYGON))
       i915_update_stencil(ctx);
    if (new_state & (_NEW_LIGHT))
@@ -95,37 +88,84 @@ i915InitDriverFunctions(struct dd_function_table *functions)
    functions->UpdateState = i915InvalidateState;
 }
 
+/* Note: this is shared with i830. */
+void
+intel_init_texture_formats(struct gl_context *ctx)
+{
+   struct intel_context *intel = intel_context(ctx);
+   struct intel_screen *intel_screen = intel->intelScreen;
+
+   ctx->TextureFormatSupported[MESA_FORMAT_ARGB8888] = true;
+   if (intel_screen->deviceID != PCI_CHIP_I830_M &&
+       intel_screen->deviceID != PCI_CHIP_845_G)
+      ctx->TextureFormatSupported[MESA_FORMAT_XRGB8888] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_ARGB4444] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_ARGB1555] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_RGB565] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_L8] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_A8] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_I8] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_AL88] = true;
+
+   /* Depth and stencil */
+   ctx->TextureFormatSupported[MESA_FORMAT_S8_Z24] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_X8_Z24] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_S8] = intel->has_separate_stencil;
+
+   /*
+    * This was disabled in initial FBO enabling to avoid combinations
+    * of depth+stencil that wouldn't work together.  We since decided
+    * that it was OK, since it's up to the app to come up with the
+    * combo that actually works, so this can probably be re-enabled.
+    */
+   /*
+   ctx->TextureFormatSupported[MESA_FORMAT_Z16] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_Z24] = true;
+   */
+
+   /* ctx->Extensions.MESA_ycbcr_texture */
+   ctx->TextureFormatSupported[MESA_FORMAT_YCBCR] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_YCBCR_REV] = true;
+
+   /* GL_3DFX_texture_compression_FXT1 */
+   ctx->TextureFormatSupported[MESA_FORMAT_RGB_FXT1] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_RGBA_FXT1] = true;
+
+   /* GL_EXT_texture_compression_s3tc */
+   ctx->TextureFormatSupported[MESA_FORMAT_RGB_DXT1] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT1] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT3] = true;
+   ctx->TextureFormatSupported[MESA_FORMAT_RGBA_DXT5] = true;
+}
 
 extern const struct tnl_pipeline_stage *intel_pipeline[];
 
-GLboolean
-i915CreateContext(const __GLcontextModes * mesaVis,
-                  __DRIcontextPrivate * driContextPriv,
+bool
+i915CreateContext(int api,
+                 const struct gl_config * mesaVis,
+                  __DRIcontext * driContextPriv,
                   void *sharedContextPrivate)
 {
    struct dd_function_table functions;
-   struct i915_context *i915 =
-      (struct i915_context *) CALLOC_STRUCT(i915_context);
+   struct i915_context *i915 = rzalloc(NULL, struct i915_context);
    struct intel_context *intel = &i915->intel;
-   GLcontext *ctx = &intel->ctx;
+   struct gl_context *ctx = &intel->ctx;
 
    if (!i915)
-      return GL_FALSE;
-
-   if (0)
-      _mesa_printf("\ntexmem-0-3 branch\n\n");
+      return false;
 
    i915InitVtbl(i915);
-   i915InitMetaFuncs(i915);
 
    i915InitDriverFunctions(&functions);
 
-   if (!intelInitContext(intel, mesaVis, driContextPriv,
+   if (!intelInitContext(intel, api, mesaVis, driContextPriv,
                          sharedContextPrivate, &functions)) {
       FREE(i915);
-      return GL_FALSE;
+      return false;
    }
 
+   intel_init_texture_formats(ctx);
+
    _math_matrix_ctr(&intel->ViewportMatrix);
 
    /* Initialize swrast, tnl driver tables: */
@@ -177,7 +217,37 @@ i915CreateContext(const __GLcontextModes * mesaVis,
       MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
           ctx->Const.FragmentProgram.MaxEnvParams);
 
-   ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
+   /* i915 stores all values in single-precision floats.  Values aren't set
+    * for other program targets because software is used for those targets.
+    */
+   ctx->Const.FragmentProgram.MediumFloat.RangeMin = 127;
+   ctx->Const.FragmentProgram.MediumFloat.RangeMax = 127;
+   ctx->Const.FragmentProgram.MediumFloat.Precision = 23;
+   ctx->Const.FragmentProgram.LowFloat = ctx->Const.FragmentProgram.HighFloat =
+      ctx->Const.FragmentProgram.MediumFloat;
+   ctx->Const.FragmentProgram.MediumInt.RangeMin = 24;
+   ctx->Const.FragmentProgram.MediumInt.RangeMax = 24;
+   ctx->Const.FragmentProgram.MediumInt.Precision = 0;
+   ctx->Const.FragmentProgram.LowInt = ctx->Const.FragmentProgram.HighInt =
+      ctx->Const.FragmentProgram.MediumInt;
+
+   ctx->FragmentProgram._MaintainTexEnvProgram = true;
+
+   /* FINISHME: Are there other options that should be enabled for software
+    * FINISHME: vertex shaders?
+    */
+   ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitCondCodes = true;
+
+   struct gl_shader_compiler_options *const fs_options =
+      & ctx->ShaderCompilerOptions[MESA_SHADER_FRAGMENT];
+   fs_options->MaxIfDepth = 0;
+   fs_options->EmitNoNoise = true;
+   fs_options->EmitNoPow = true;
+   fs_options->EmitNoMainReturn = true;
+   fs_options->EmitNoIndirectInput = true;
+   fs_options->EmitNoIndirectOutput = true;
+   fs_options->EmitNoIndirectUniform = true;
+   fs_options->EmitNoIndirectTemp = true;
 
    ctx->Const.MaxDrawBuffers = 1;
 
@@ -188,5 +258,11 @@ i915CreateContext(const __GLcontextModes * mesaVis,
 
    i915InitState(i915);
 
-   return GL_TRUE;
+   /* Always enable pixel fog.  Vertex fog using fog coord will conflict
+    * with fog code appended onto fragment program.
+    */
+   _tnl_allow_vertex_fog(ctx, 0);
+   _tnl_allow_pixel_fog(ctx, 1);
+
+   return true;
 }