/**************************************************************************
*
- * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * Copyright 2007 VMware, Inc.
* All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
**************************************************************************/
#include "main/imports.h"
+#include "main/accum.h"
+#include "main/api_exec.h"
#include "main/context.h"
+#include "main/samplerobj.h"
#include "main/shaderobj.h"
+#include "main/version.h"
+#include "main/vtxfmt.h"
+#include "main/hash.h"
#include "program/prog_cache.h"
#include "vbo/vbo.h"
#include "glapi/glapi.h"
#include "st_context.h"
#include "st_debug.h"
-#include "st_cb_accum.h"
#include "st_cb_bitmap.h"
#include "st_cb_blit.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_eglimage.h"
#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
+#include "st_cb_msaa.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.h"
#include "st_cb_texture.h"
#include "st_cb_xformfb.h"
#include "st_cb_flush.h"
+#include "st_cb_syncobj.h"
#include "st_cb_strings.h"
+#include "st_cb_texturebarrier.h"
#include "st_cb_viewport.h"
#include "st_atom.h"
#include "st_draw.h"
#include "st_extensions.h"
#include "st_gen_mipmap.h"
#include "st_program.h"
+#include "st_vdpau.h"
+#include "st_texture.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
+#include "util/u_upload_mgr.h"
#include "cso_cache/cso_context.h"
{
struct st_context *st = st_context(ctx);
+ /* Replace _NEW_FRAG_CLAMP with ST_NEW_FRAGMENT_PROGRAM for the fallback. */
+ if (st->clamp_frag_color_in_shader && (new_state & _NEW_FRAG_CLAMP)) {
+ new_state &= ~_NEW_FRAG_CLAMP;
+ st->dirty.st |= ST_NEW_FRAGMENT_PROGRAM;
+ }
+
+ /* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
+ if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT)) {
+ st->dirty.st |= ST_NEW_VERTEX_PROGRAM;
+ }
+
st->dirty.mesa |= new_state;
st->dirty.st |= ST_NEW_MESA;
}
-/**
- * Check for multisample env var override.
- */
-int
-st_get_msaa(void)
+static void
+st_destroy_context_priv(struct st_context *st)
{
- const char *msaa = _mesa_getenv("__GL_FSAA_MODE");
- if (msaa)
- return atoi(msaa);
- return 0;
+ uint shader, i;
+
+ st_destroy_atoms( st );
+ st_destroy_draw( st );
+ st_destroy_clear(st);
+ st_destroy_bitmap(st);
+ st_destroy_drawpix(st);
+ st_destroy_drawtex(st);
+
+ for (shader = 0; shader < Elements(st->state.sampler_views); shader++) {
+ for (i = 0; i < Elements(st->state.sampler_views[0]); i++) {
+ pipe_sampler_view_release(st->pipe,
+ &st->state.sampler_views[shader][i]);
+ }
+ }
+
+ if (st->default_texture) {
+ st->ctx->Driver.DeleteTexture(st->ctx, st->default_texture);
+ st->default_texture = NULL;
+ }
+
+ u_upload_destroy(st->uploader);
+ if (st->indexbuf_uploader) {
+ u_upload_destroy(st->indexbuf_uploader);
+ }
+ if (st->constbuf_uploader) {
+ u_upload_destroy(st->constbuf_uploader);
+ }
+ free( st );
}
static struct st_context *
-st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe )
+st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
+ const struct st_config_options *options)
{
+ struct pipe_screen *screen = pipe->screen;
uint i;
struct st_context *st = ST_CALLOC_STRUCT( st_context );
+ st->options = *options;
+
ctx->st = st;
st->ctx = ctx;
st->dirty.mesa = ~0;
st->dirty.st = ~0;
+ /* Create upload manager for vertex data for glBitmap, glDrawPixels,
+ * glClear, etc.
+ */
+ st->uploader = u_upload_create(st->pipe, 65536, 4, PIPE_BIND_VERTEX_BUFFER);
+
+ if (!screen->get_param(screen, PIPE_CAP_USER_INDEX_BUFFERS)) {
+ st->indexbuf_uploader = u_upload_create(st->pipe, 128 * 1024, 4,
+ PIPE_BIND_INDEX_BUFFER);
+ }
+
+ if (!screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS)) {
+ unsigned alignment =
+ screen->get_param(screen, PIPE_CAP_CONSTANT_BUFFER_OFFSET_ALIGNMENT);
+
+ st->constbuf_uploader = u_upload_create(pipe, 128 * 1024, alignment,
+ PIPE_BIND_CONSTANT_BUFFER);
+ }
+
st->cso_context = cso_create_context(pipe);
st_init_atoms( st );
st_init_bitmap(st);
st_init_clear(st);
st_init_draw( st );
- st_init_generate_mipmap(st);
- st_init_blit(st);
- if(pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
+ /* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
+ if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
st->internal_target = PIPE_TEXTURE_2D;
else
st->internal_target = PIPE_TEXTURE_RECT;
- for (i = 0; i < PIPE_MAX_SAMPLERS; i++)
- st->state.sampler_list[i] = &st->state.samplers[i];
-
- for (i = 0; i < 3; i++) {
+ /* Vertex element objects used for drawing rectangles for glBitmap,
+ * glDrawPixels, glClear, etc.
+ */
+ for (i = 0; i < Elements(st->velems_util_draw); i++) {
memset(&st->velems_util_draw[i], 0, sizeof(struct pipe_vertex_element));
st->velems_util_draw[i].src_offset = i * 4 * sizeof(float);
st->velems_util_draw[i].instance_divisor = 0;
- st->velems_util_draw[i].vertex_buffer_index = 0;
+ st->velems_util_draw[i].vertex_buffer_index =
+ cso_get_aux_vertex_buffer_slot(st->cso_context);
st->velems_util_draw[i].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
}
/* we want all vertex data to be placed in buffer objects */
vbo_use_buffer_objects(ctx);
+
+ /* make sure that no VBOs are left mapped when we're drawing. */
+ vbo_always_unmap_buffers(ctx);
+
/* Need these flags:
*/
st->ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
st->pixel_xfer.cache = _mesa_new_program_cache();
- st->force_msaa = st_get_msaa();
+ st->has_stencil_export =
+ screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
+ st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
+ st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
+ PIPE_TEXTURE_2D, 0,
+ PIPE_BIND_SAMPLER_VIEW);
+ st->prefer_blit_based_texture_transfer = screen->get_param(screen,
+ PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
+
+ st->needs_texcoord_semantic =
+ screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
+ st->apply_texture_swizzle_to_border_color =
+ !!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
+ (PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
+ PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
+ st->has_time_elapsed =
+ screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
/* GL limits and extensions */
- st_init_limits(st);
- st_init_extensions(st);
+ st_init_limits(st->pipe->screen, &ctx->Const, &ctx->Extensions);
+ st_init_extensions(st->pipe->screen, &ctx->Const,
+ &ctx->Extensions, &st->options, ctx->Mesa_DXTn);
+
+ /* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
+ if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
+ if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
+ st->clamp_vert_color_in_shader = GL_TRUE;
+ }
+
+ if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
+ st->clamp_frag_color_in_shader = GL_TRUE;
+ }
+
+ /* For drivers which cannot do color clamping, it's better to just
+ * disable ARB_color_buffer_float in the core profile, because
+ * the clamping is deprecated there anyway. */
+ if (ctx->API == API_OPENGL_CORE &&
+ (st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
+ st->clamp_vert_color_in_shader = GL_FALSE;
+ st->clamp_frag_color_in_shader = GL_FALSE;
+ ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
+ }
+ }
+
+ /* called after _mesa_create_context/_mesa_init_point, fix default user
+ * settable max point size up
+ */
+ st->ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
+ ctx->Const.MaxPointSizeAA);
+
+ _mesa_compute_version(ctx);
+
+ if (ctx->Version == 0) {
+ /* This can happen when a core profile was requested, but the driver
+ * does not support some features of GL 3.1 or later.
+ */
+ st_destroy_context_priv(st);
+ return NULL;
+ }
+
+ _mesa_initialize_dispatch_tables(ctx);
+ _mesa_initialize_vbo_vtxfmt(ctx);
return st;
}
+static void st_init_driver_flags(struct gl_driver_flags *f)
+{
+ f->NewArray = ST_NEW_VERTEX_ARRAYS;
+ f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
+ f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
+}
struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
const struct gl_config *visual,
- struct st_context *share)
+ struct st_context *share,
+ const struct st_config_options *options)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
-
- /* Sanity checks */
- assert(MESA_SHADER_VERTEX == PIPE_SHADER_VERTEX);
- assert(MESA_SHADER_FRAGMENT == PIPE_SHADER_FRAGMENT);
- assert(MESA_SHADER_GEOMETRY == PIPE_SHADER_GEOMETRY);
+ struct st_context *st;
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(&funcs);
- ctx = _mesa_create_context_for_api(api, visual, shareCtx, &funcs, NULL);
+ ctx = _mesa_create_context(api, visual, shareCtx, &funcs);
+ if (!ctx) {
+ return NULL;
+ }
+
+ st_init_driver_flags(&ctx->DriverFlags);
/* XXX: need a capability bit in gallium to query if the pipe
* driver prefers DP4 or MUL/MAD for vertex transformation.
*/
if (debug_get_option_mesa_mvp_dp4())
- _mesa_set_mvp_with_dp4( ctx, GL_TRUE );
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
- return st_create_context_priv(ctx, pipe);
+ st = st_create_context_priv(ctx, pipe, options);
+ if (!st) {
+ _mesa_destroy_context(ctx);
+ }
+
+ return st;
}
-static void st_destroy_context_priv( struct st_context *st )
+/**
+ * Callback to release the sampler view attached to a texture object.
+ * Called by _mesa_HashWalk().
+ */
+static void
+destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
{
- uint i;
-
- st_destroy_atoms( st );
- st_destroy_draw( st );
- st_destroy_generate_mipmap(st);
- st_destroy_blit(st);
- st_destroy_clear(st);
- st_destroy_bitmap(st);
- st_destroy_drawpix(st);
- st_destroy_drawtex(st);
-
- for (i = 0; i < Elements(st->state.sampler_views); i++) {
- pipe_sampler_view_reference(&st->state.sampler_views[i], NULL);
- }
-
- if (st->default_texture) {
- st->ctx->Driver.DeleteTexture(st->ctx, st->default_texture);
- st->default_texture = NULL;
- }
+ struct gl_texture_object *texObj = (struct gl_texture_object *) data;
+ struct st_context *st = (struct st_context *) userData;
- free( st );
+ st_texture_release_sampler_view(st, st_texture_object(texObj));
}
-
void st_destroy_context( struct st_context *st )
{
struct gl_context *ctx = st->ctx;
GLuint i;
+ _mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
+
/* need to unbind and destroy CSO objects before anything else */
cso_release_all(st->cso_context);
st_reference_fragprog(st, &st->fp, NULL);
+ st_reference_geomprog(st, &st->gp, NULL);
st_reference_vertprog(st, &st->vp, NULL);
/* release framebuffer surfaces */
_mesa_free_context_data(ctx);
+ /* This will free the st_context too, so 'st' must not be accessed
+ * afterwards. */
st_destroy_context_priv(st);
+ st = NULL;
cso_destroy_context(cso);
void st_init_driver_functions(struct dd_function_table *functions)
{
_mesa_init_shader_object_functions(functions);
+ _mesa_init_sampler_object_functions(functions);
+
+ functions->Accum = _mesa_accum;
- st_init_accum_functions(functions);
st_init_blit_functions(functions);
st_init_bufferobject_functions(functions);
st_init_clear_functions(functions);
st_init_fbo_functions(functions);
st_init_feedback_functions(functions);
+ st_init_msaa_functions(functions);
st_init_program_functions(functions);
st_init_query_functions(functions);
st_init_cond_render_functions(functions);
st_init_readpixels_functions(functions);
st_init_texture_functions(functions);
+ st_init_texture_barrier_functions(functions);
st_init_flush_functions(functions);
st_init_string_functions(functions);
st_init_viewport_functions(functions);
st_init_xformfb_functions(functions);
+ st_init_syncobj_functions(functions);
+
+ st_init_vdpau_functions(functions);
functions->UpdateState = st_invalidate_state;
}