/**************************************************************************
- *
+ *
* Copyright 2007 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* 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.
* 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 "st_cb_eglimage.h"
#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
+#include "st_cb_memoryobjects.h"
#include "st_cb_msaa.h"
#include "st_cb_perfmon.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.h"
+#include "st_cb_semaphoreobjects.h"
#include "st_cb_texture.h"
#include "st_cb_xformfb.h"
#include "st_cb_flush.h"
#include "st_pbo.h"
#include "st_program.h"
#include "st_sampler_view.h"
+#include "st_shader_cache.h"
#include "st_vdpau.h"
#include "st_texture.h"
#include "pipe/p_context.h"
/**
* Called via ctx->Driver.Enable()
*/
-static void st_Enable(struct gl_context * ctx, GLenum cap, GLboolean state)
+static void
+st_Enable(struct gl_context *ctx, GLenum cap, GLboolean state)
{
struct st_context *st = st_context(ctx);
* Called via ctx->Driver.UpdateState()
*/
static void
-st_invalidate_state(struct gl_context * ctx)
+st_invalidate_state(struct gl_context *ctx)
{
GLbitfield new_state = ctx->NewState;
struct st_context *st = st_context(ctx);
static void
st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
{
- uint shader, i;
+ uint i;
- st_destroy_atoms( st );
- st_destroy_draw( st );
+ st_destroy_atoms(st);
+ st_destroy_draw(st);
st_destroy_clear(st);
st_destroy_bitmap(st);
st_destroy_drawpix(st);
st_destroy_bound_texture_handles(st);
st_destroy_bound_image_handles(st);
- for (shader = 0; shader < ARRAY_SIZE(st->state.sampler_views); shader++) {
- for (i = 0; i < ARRAY_SIZE(st->state.sampler_views[0]); i++) {
- pipe_sampler_view_release(st->pipe,
- &st->state.sampler_views[shader][i]);
- }
+ for (i = 0; i < ARRAY_SIZE(st->state.frag_sampler_views); i++) {
+ pipe_sampler_view_release(st->pipe,
+ &st->state.frag_sampler_views[i]);
}
- /* free glDrawPixels cache data */
- free(st->drawpix_cache.image);
- pipe_resource_reference(&st->drawpix_cache.texture, NULL);
-
/* free glReadPixels cache data */
st_invalidate_readpix_cache(st);
if (st->pipe && destroy_pipe)
st->pipe->destroy(st->pipe);
- free( st );
+ free(st);
+}
+
+
+static void
+st_init_driver_flags(struct st_context *st)
+{
+ struct gl_driver_flags *f = &st->ctx->DriverFlags;
+
+ f->NewArray = ST_NEW_VERTEX_ARRAYS;
+ f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
+ f->NewTileRasterOrder = ST_NEW_RASTERIZER;
+ f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
+ f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
+
+ /* Shader resources */
+ f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
+ if (st->has_hw_atomics)
+ f->NewAtomicBuffer = ST_NEW_HW_ATOMICS | ST_NEW_CS_ATOMICS;
+ else
+ f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
+ f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
+ f->NewImageUnits = ST_NEW_IMAGE_UNITS;
+
+ f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
+ f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
+
+ f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
+ f->NewFramebufferSRGB = ST_NEW_FB_STATE;
+ f->NewScissorRect = ST_NEW_SCISSOR;
+ f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
+ f->NewAlphaTest = ST_NEW_DSA;
+ f->NewBlend = ST_NEW_BLEND;
+ f->NewBlendColor = ST_NEW_BLEND_COLOR;
+ f->NewColorMask = ST_NEW_BLEND;
+ f->NewDepth = ST_NEW_DSA;
+ f->NewLogicOp = ST_NEW_BLEND;
+ f->NewStencil = ST_NEW_DSA;
+ f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
+ ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING;
+ f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
+ f->NewSampleMask = ST_NEW_SAMPLE_MASK;
+ f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
+
+ /* This depends on what the gallium driver wants. */
+ if (st->force_persample_in_shader) {
+ f->NewMultisampleEnable |= ST_NEW_FS_STATE;
+ f->NewSampleShading |= ST_NEW_FS_STATE;
+ } else {
+ f->NewSampleShading |= ST_NEW_RASTERIZER;
+ }
+
+ f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
+ f->NewClipPlane = ST_NEW_CLIP_STATE;
+ f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
+ f->NewDepthClamp = ST_NEW_RASTERIZER;
+ f->NewLineState = ST_NEW_RASTERIZER;
+ f->NewPolygonState = ST_NEW_RASTERIZER;
+ f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
+ f->NewViewport = ST_NEW_VIEWPORT;
}
-static void st_init_driver_flags(struct st_context *st);
static struct st_context *
-st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
- const struct st_config_options *options, bool no_error)
+st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe,
+ const struct st_config_options *options, bool no_error)
{
struct pipe_screen *screen = pipe->screen;
uint i;
- struct st_context *st = ST_CALLOC_STRUCT( st_context );
-
+ struct st_context *st = ST_CALLOC_STRUCT( st_context);
+
st->options = *options;
ctx->st = st;
st->dirty = ST_ALL_STATES_MASK;
- st->has_user_constbuf =
- screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS);
st->can_bind_const_buffer_as_vertex =
screen->get_param(screen, PIPE_CAP_CAN_BIND_CONST_BUFFER_AS_VERTEX);
- /* Drivers still have to upload zero-stride vertex attribs manually
- * with the GL core profile, but they don't have to deal with any complex
- * user vertex buffer uploads.
+ /* st/mesa always uploads zero-stride vertex attribs, and other user
+ * vertex buffers are only possible with a compatibility profile.
+ * So tell the u_vbuf module that user VBOs are not possible with the Core
+ * profile, so that u_vbuf is bypassed completely if there is nothing else
+ * to do.
*/
unsigned vbuf_flags =
ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
st->cso_context = cso_create_context(pipe, vbuf_flags);
- st_init_atoms( st );
+ st_init_atoms(st);
st_init_clear(st);
- st_init_draw( st );
st_init_pbo_helpers(st);
/* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
if (no_error)
ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
+ ctx->Const.PackedDriverUniformStorage =
+ screen->get_param(screen, PIPE_CAP_PACKED_UNIFORMS);
+
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_multi_draw_indirect =
screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
+ st->has_hw_atomics =
+ screen->get_shader_param(screen, PIPE_SHADER_FRAGMENT,
+ PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS)
+ ? true : false;
+
/* GL limits and extensions */
- st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
+ st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions, ctx->API);
st_init_extensions(pipe->screen, &ctx->Const,
- &ctx->Extensions, &st->options, ctx->Mesa_DXTn);
+ &ctx->Extensions, &st->options, ctx->API);
if (st_have_perfmon(st)) {
ctx->Extensions.AMD_performance_monitor = GL_TRUE;
*/
ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
ctx->Const.MaxPointSizeAA);
- /* For vertex shaders, make sure not to emit saturate when SM 3.0 is not supported */
- ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3;
+ /* For vertex shaders, make sure not to emit saturate when SM 3.0
+ * is not supported
+ */
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat =
+ !st->has_shader_model3;
if (!ctx->Extensions.ARB_gpu_shader5) {
for (i = 0; i < MESA_SHADER_STAGES; i++)
st->bitmap.cache.empty = true;
+ _mesa_override_extensions(ctx);
_mesa_compute_version(ctx);
if (ctx->Version == 0) {
_mesa_initialize_vbo_vtxfmt(ctx);
st_init_driver_flags(st);
- return st;
-}
-
-static void st_init_driver_flags(struct st_context *st)
-{
- struct gl_driver_flags *f = &st->ctx->DriverFlags;
-
- f->NewArray = ST_NEW_VERTEX_ARRAYS;
- f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
- f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
- f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
-
- /* Shader resources */
- f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
- f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
- f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
- f->NewImageUnits = ST_NEW_IMAGE_UNITS;
-
- f->NewShaderConstants[MESA_SHADER_VERTEX] = ST_NEW_VS_CONSTANTS;
- f->NewShaderConstants[MESA_SHADER_TESS_CTRL] = ST_NEW_TCS_CONSTANTS;
- f->NewShaderConstants[MESA_SHADER_TESS_EVAL] = ST_NEW_TES_CONSTANTS;
- f->NewShaderConstants[MESA_SHADER_GEOMETRY] = ST_NEW_GS_CONSTANTS;
- f->NewShaderConstants[MESA_SHADER_FRAGMENT] = ST_NEW_FS_CONSTANTS;
- f->NewShaderConstants[MESA_SHADER_COMPUTE] = ST_NEW_CS_CONSTANTS;
-
- f->NewWindowRectangles = ST_NEW_WINDOW_RECTANGLES;
- f->NewFramebufferSRGB = ST_NEW_FB_STATE;
- f->NewScissorRect = ST_NEW_SCISSOR;
- f->NewScissorTest = ST_NEW_SCISSOR | ST_NEW_RASTERIZER;
- f->NewAlphaTest = ST_NEW_DSA;
- f->NewBlend = ST_NEW_BLEND;
- f->NewBlendColor = ST_NEW_BLEND_COLOR;
- f->NewColorMask = ST_NEW_BLEND;
- f->NewDepth = ST_NEW_DSA;
- f->NewLogicOp = ST_NEW_BLEND;
- f->NewStencil = ST_NEW_DSA;
- f->NewMultisampleEnable = ST_NEW_BLEND | ST_NEW_RASTERIZER |
- ST_NEW_SAMPLE_MASK | ST_NEW_SAMPLE_SHADING;
- f->NewSampleAlphaToXEnable = ST_NEW_BLEND;
- f->NewSampleMask = ST_NEW_SAMPLE_MASK;
- f->NewSampleShading = ST_NEW_SAMPLE_SHADING;
+ /* Initialize context's winsys buffers list */
+ LIST_INITHEAD(&st->winsys_buffers);
- /* This depends on what the gallium driver wants. */
- if (st->force_persample_in_shader) {
- f->NewMultisampleEnable |= ST_NEW_FS_STATE;
- f->NewSampleShading |= ST_NEW_FS_STATE;
- } else {
- f->NewSampleShading |= ST_NEW_RASTERIZER;
- }
+ /* Keep our list of gl_vertex_array inputs */
+ _vbo_init_inputs(&st->draw_arrays);
- f->NewClipControl = ST_NEW_VIEWPORT | ST_NEW_RASTERIZER;
- f->NewClipPlane = ST_NEW_CLIP_STATE;
- f->NewClipPlaneEnable = ST_NEW_RASTERIZER;
- f->NewDepthClamp = ST_NEW_RASTERIZER;
- f->NewLineState = ST_NEW_RASTERIZER;
- f->NewPolygonState = ST_NEW_RASTERIZER;
- f->NewPolygonStipple = ST_NEW_POLY_STIPPLE;
- f->NewViewport = ST_NEW_VIEWPORT;
+ return st;
}
-struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
- const struct gl_config *visual,
- struct st_context *share,
- const struct st_config_options *options,
- bool no_error)
+
+struct st_context *
+st_create_context(gl_api api, struct pipe_context *pipe,
+ const struct gl_config *visual,
+ struct st_context *share,
+ const struct st_config_options *options,
+ bool no_error)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
_mesa_destroy_context(ctx);
}
- /* Initialize context's winsys buffers list */
- LIST_INITHEAD(&st->winsys_buffers);
-
return st;
}
st_texture_release_sampler_view(st, st_texture_object(texObj));
}
-
-void st_destroy_context( struct st_context *st )
+
+
+void
+st_destroy_context(struct st_context *st)
{
struct gl_context *ctx = st->ctx;
struct st_framebuffer *stfb, *next;
GET_CURRENT_CONTEXT(curctx);
- if (curctx == NULL) {
+ if (curctx == NULL) {
/* No current context, but we need one to release
* renderbuffer surface when we release framebuffer.
* So temporarily bind the context.
free(ctx);
}
+
static void
st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
{
st->pipe->emit_string_marker(st->pipe, string, len);
}
+
static void
st_set_background_context(struct gl_context *ctx,
struct util_queue_monitoring *queue_info)
{
struct st_context *st = ctx->st;
struct st_manager *smapi =
- (struct st_manager*)st->iface.st_context_private;
+ (struct st_manager *) st->iface.st_context_private;
assert(smapi->set_background_context);
smapi->set_background_context(&st->iface, queue_info);
}
-void st_init_driver_functions(struct pipe_screen *screen,
- struct dd_function_table *functions)
+
+static void
+st_get_device_uuid(struct gl_context *ctx, char *uuid)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
+ memset(uuid, 0, GL_UUID_SIZE_EXT);
+ screen->get_device_uuid(screen, uuid);
+}
+
+
+static void
+st_get_driver_uuid(struct gl_context *ctx, char *uuid)
+{
+ struct pipe_screen *screen = st_context(ctx)->pipe->screen;
+
+ assert(GL_UUID_SIZE_EXT >= PIPE_UUID_SIZE);
+ memset(uuid, 0, GL_UUID_SIZE_EXT);
+ screen->get_driver_uuid(screen, uuid);
+}
+
+
+void
+st_init_driver_functions(struct pipe_screen *screen,
+ struct dd_function_table *functions)
{
_mesa_init_shader_object_functions(functions);
_mesa_init_sampler_object_functions(functions);
+ st_init_draw_functions(functions);
st_init_blit_functions(functions);
st_init_bufferobject_functions(screen, functions);
st_init_clear_functions(functions);
st_init_fbo_functions(functions);
st_init_feedback_functions(functions);
+ st_init_memoryobject_functions(functions);
st_init_msaa_functions(functions);
st_init_perfmon_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_semaphoreobject_functions(functions);
st_init_texture_functions(functions);
st_init_texture_barrier_functions(functions);
st_init_flush_functions(screen, functions);
functions->UpdateState = st_invalidate_state;
functions->QueryMemoryInfo = st_query_memory_info;
functions->SetBackgroundContext = st_set_background_context;
+ functions->GetDriverUuid = st_get_driver_uuid;
+ functions->GetDeviceUuid = st_get_device_uuid;
+
+ /* GL_ARB_get_program_binary */
+ functions->GetProgramBinaryDriverSHA1 = st_get_program_binary_driver_sha1;
+
+ enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir)
+ screen->get_shader_param(screen, PIPE_SHADER_VERTEX,
+ PIPE_SHADER_CAP_PREFERRED_IR);
+ if (preferred_ir == PIPE_SHADER_IR_NIR) {
+ functions->ProgramBinarySerializeDriverBlob = st_serialise_nir_program;
+ functions->ProgramBinaryDeserializeDriverBlob =
+ st_deserialise_nir_program;
+ } else {
+ functions->ProgramBinarySerializeDriverBlob = st_serialise_tgsi_program;
+ functions->ProgramBinaryDeserializeDriverBlob =
+ st_deserialise_tgsi_program;
+ }
}