/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 * without limitation the rights to use, copy, modify, merge, publish, * 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. * IN NO EVENT SHALL TUNGSTEN GRAPHICS 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/glheader.h" #include "main/context.h" #include "main/extensions.h" #include "main/framebuffer.h" #include "main/imports.h" #include "main/points.h" #include "swrast/swrast.h" #include "swrast_setup/swrast_setup.h" #include "tnl/tnl.h" #include "drivers/common/driverfuncs.h" #include "drivers/common/meta.h" #include "i830_dri.h" #include "intel_chipset.h" #include "intel_buffers.h" #include "intel_tex.h" #include "intel_batchbuffer.h" #include "intel_clear.h" #include "intel_extensions.h" #include "intel_pixel.h" #include "intel_regions.h" #include "intel_buffer_objects.h" #include "intel_fbo.h" #include "intel_bufmgr.h" #include "intel_screen.h" #include "drirenderbuffer.h" #include "utils.h" #ifndef INTEL_DEBUG int INTEL_DEBUG = (0); #endif #define DRIVER_DATE "20100330 DEVELOPMENT" #define DRIVER_DATE_GEM "GEM " DRIVER_DATE static const GLubyte * intelGetString(GLcontext * ctx, GLenum name) { const struct intel_context *const intel = intel_context(ctx); const char *chipset; static char buffer[128]; switch (name) { case GL_VENDOR: return (GLubyte *) "Tungsten Graphics, Inc"; break; case GL_RENDERER: switch (intel->intelScreen->deviceID) { case PCI_CHIP_845_G: chipset = "Intel(R) 845G"; break; case PCI_CHIP_I830_M: chipset = "Intel(R) 830M"; break; case PCI_CHIP_I855_GM: chipset = "Intel(R) 852GM/855GM"; break; case PCI_CHIP_I865_G: chipset = "Intel(R) 865G"; break; case PCI_CHIP_I915_G: chipset = "Intel(R) 915G"; break; case PCI_CHIP_E7221_G: chipset = "Intel (R) E7221G (i915)"; break; case PCI_CHIP_I915_GM: chipset = "Intel(R) 915GM"; break; case PCI_CHIP_I945_G: chipset = "Intel(R) 945G"; break; case PCI_CHIP_I945_GM: chipset = "Intel(R) 945GM"; break; case PCI_CHIP_I945_GME: chipset = "Intel(R) 945GME"; break; case PCI_CHIP_G33_G: chipset = "Intel(R) G33"; break; case PCI_CHIP_Q35_G: chipset = "Intel(R) Q35"; break; case PCI_CHIP_Q33_G: chipset = "Intel(R) Q33"; break; case PCI_CHIP_IGD_GM: case PCI_CHIP_IGD_G: chipset = "Intel(R) IGD"; break; case PCI_CHIP_I965_Q: chipset = "Intel(R) 965Q"; break; case PCI_CHIP_I965_G: case PCI_CHIP_I965_G_1: chipset = "Intel(R) 965G"; break; case PCI_CHIP_I946_GZ: chipset = "Intel(R) 946GZ"; break; case PCI_CHIP_I965_GM: chipset = "Intel(R) 965GM"; break; case PCI_CHIP_I965_GME: chipset = "Intel(R) 965GME/GLE"; break; case PCI_CHIP_GM45_GM: chipset = "Mobile IntelĀ® GM45 Express Chipset"; break; case PCI_CHIP_IGD_E_G: chipset = "Intel(R) Integrated Graphics Device"; break; case PCI_CHIP_G45_G: chipset = "Intel(R) G45/G43"; break; case PCI_CHIP_Q45_G: chipset = "Intel(R) Q45/Q43"; break; case PCI_CHIP_G41_G: chipset = "Intel(R) G41"; break; case PCI_CHIP_B43_G: chipset = "Intel(R) B43"; break; case PCI_CHIP_ILD_G: chipset = "Intel(R) Ironlake Desktop"; break; case PCI_CHIP_ILM_G: chipset = "Intel(R) Ironlake Mobile"; break; default: chipset = "Unknown Intel Chipset"; break; } (void) driGetRendererString(buffer, chipset, DRIVER_DATE_GEM, 0); return (GLubyte *) buffer; default: return NULL; } } static void intel_flush_front(GLcontext *ctx) { struct intel_context *intel = intel_context(ctx); __DRIcontext *driContext = intel->driContext; __DRIscreen *const screen = intel->intelScreen->driScrnPriv; if ((ctx->DrawBuffer->Name == 0) && intel->front_buffer_dirty) { if (screen->dri2.loader && (screen->dri2.loader->base.version >= 2) && (screen->dri2.loader->flushFrontBuffer != NULL) && driContext->driDrawablePriv && driContext->driDrawablePriv->loaderPrivate) { (*screen->dri2.loader->flushFrontBuffer)(driContext->driDrawablePriv, driContext->driDrawablePriv->loaderPrivate); /* We set the dirty bit in intel_prepare_render() if we're * front buffer rendering once we get there. */ intel->front_buffer_dirty = GL_FALSE; } } } static unsigned intel_bits_per_pixel(const struct intel_renderbuffer *rb) { return _mesa_get_format_bytes(rb->Base.Format) * 8; } void intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable) { struct gl_framebuffer *fb = drawable->driverPrivate; struct intel_renderbuffer *rb; struct intel_region *region, *depth_region; struct intel_context *intel = context->driverPrivate; struct intel_renderbuffer *front_rb, *back_rb, *depth_rb, *stencil_rb; __DRIbuffer *buffers = NULL; __DRIscreen *screen; int i, count; unsigned int attachments[10]; const char *region_name; /* If we're rendering to the fake front buffer, make sure all the * pending drawing has landed on the real front buffer. Otherwise * when we eventually get to DRI2GetBuffersWithFormat the stale * real front buffer contents will get copied to the new fake front * buffer. */ if (intel->is_front_buffer_rendering) { intel_flush(&intel->ctx); intel_flush_front(&intel->ctx); } /* Set this up front, so that in case our buffers get invalidated * while we're getting new buffers, we don't clobber the stamp and * thus ignore the invalidate. */ drawable->lastStamp = drawable->dri2.stamp; if (INTEL_DEBUG & DEBUG_DRI) fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable); screen = intel->intelScreen->driScrnPriv; if (screen->dri2.loader && (screen->dri2.loader->base.version > 2) && (screen->dri2.loader->getBuffersWithFormat != NULL)) { front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); depth_rb = intel_get_renderbuffer(fb, BUFFER_DEPTH); stencil_rb = intel_get_renderbuffer(fb, BUFFER_STENCIL); i = 0; if ((intel->is_front_buffer_rendering || intel->is_front_buffer_reading || !back_rb) && front_rb) { attachments[i++] = __DRI_BUFFER_FRONT_LEFT; attachments[i++] = intel_bits_per_pixel(front_rb); } if (back_rb) { attachments[i++] = __DRI_BUFFER_BACK_LEFT; attachments[i++] = intel_bits_per_pixel(back_rb); } if ((depth_rb != NULL) && (stencil_rb != NULL)) { attachments[i++] = __DRI_BUFFER_DEPTH_STENCIL; attachments[i++] = intel_bits_per_pixel(depth_rb); } else if (depth_rb != NULL) { attachments[i++] = __DRI_BUFFER_DEPTH; attachments[i++] = intel_bits_per_pixel(depth_rb); } else if (stencil_rb != NULL) { attachments[i++] = __DRI_BUFFER_STENCIL; attachments[i++] = intel_bits_per_pixel(stencil_rb); } buffers = (*screen->dri2.loader->getBuffersWithFormat)(drawable, &drawable->w, &drawable->h, attachments, i / 2, &count, drawable->loaderPrivate); } else if (screen->dri2.loader) { i = 0; if (intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT)) attachments[i++] = __DRI_BUFFER_FRONT_LEFT; if (intel_get_renderbuffer(fb, BUFFER_BACK_LEFT)) attachments[i++] = __DRI_BUFFER_BACK_LEFT; if (intel_get_renderbuffer(fb, BUFFER_DEPTH)) attachments[i++] = __DRI_BUFFER_DEPTH; if (intel_get_renderbuffer(fb, BUFFER_STENCIL)) attachments[i++] = __DRI_BUFFER_STENCIL; buffers = (*screen->dri2.loader->getBuffers)(drawable, &drawable->w, &drawable->h, attachments, i, &count, drawable->loaderPrivate); } if (buffers == NULL) return; drawable->x = 0; drawable->y = 0; drawable->backX = 0; drawable->backY = 0; drawable->numClipRects = 1; drawable->pClipRects[0].x1 = 0; drawable->pClipRects[0].y1 = 0; drawable->pClipRects[0].x2 = drawable->w; drawable->pClipRects[0].y2 = drawable->h; drawable->numBackClipRects = 1; drawable->pBackClipRects[0].x1 = 0; drawable->pBackClipRects[0].y1 = 0; drawable->pBackClipRects[0].x2 = drawable->w; drawable->pBackClipRects[0].y2 = drawable->h; depth_region = NULL; for (i = 0; i < count; i++) { switch (buffers[i].attachment) { case __DRI_BUFFER_FRONT_LEFT: rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); region_name = "dri2 front buffer"; break; case __DRI_BUFFER_FAKE_FRONT_LEFT: rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); region_name = "dri2 fake front buffer"; break; case __DRI_BUFFER_BACK_LEFT: rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); region_name = "dri2 back buffer"; break; case __DRI_BUFFER_DEPTH: rb = intel_get_renderbuffer(fb, BUFFER_DEPTH); region_name = "dri2 depth buffer"; break; case __DRI_BUFFER_DEPTH_STENCIL: rb = intel_get_renderbuffer(fb, BUFFER_DEPTH); region_name = "dri2 depth / stencil buffer"; break; case __DRI_BUFFER_STENCIL: rb = intel_get_renderbuffer(fb, BUFFER_STENCIL); region_name = "dri2 stencil buffer"; break; case __DRI_BUFFER_ACCUM: default: fprintf(stderr, "unhandled buffer attach event, attacment type %d\n", buffers[i].attachment); return; } if (rb == NULL) continue; if (rb->region && rb->region->name == buffers[i].name) continue; if (INTEL_DEBUG & DEBUG_DRI) fprintf(stderr, "attaching buffer %d, at %d, cpp %d, pitch %d\n", buffers[i].name, buffers[i].attachment, buffers[i].cpp, buffers[i].pitch); if (buffers[i].attachment == __DRI_BUFFER_STENCIL && depth_region) { if (INTEL_DEBUG & DEBUG_DRI) fprintf(stderr, "(reusing depth buffer as stencil)\n"); intel_region_reference(®ion, depth_region); } else region = intel_region_alloc_for_handle(intel, buffers[i].cpp, drawable->w, drawable->h, buffers[i].pitch / buffers[i].cpp, buffers[i].name, region_name); if (buffers[i].attachment == __DRI_BUFFER_DEPTH) depth_region = region; intel_renderbuffer_set_region(intel, rb, region); intel_region_release(®ion); if (buffers[i].attachment == __DRI_BUFFER_DEPTH_STENCIL) { rb = intel_get_renderbuffer(fb, BUFFER_STENCIL); if (rb != NULL) { struct intel_region *stencil_region = NULL; if (rb->region && rb->region->name == buffers[i].name) continue; intel_region_reference(&stencil_region, region); intel_renderbuffer_set_region(intel, rb, stencil_region); intel_region_release(&stencil_region); } } } driUpdateFramebufferSize(&intel->ctx, drawable); } /** * intel_prepare_render should be called anywhere that curent read/drawbuffer * state is required. */ void intel_prepare_render(struct intel_context *intel) { __DRIcontext *driContext = intel->driContext; __DRIdrawable *drawable; drawable = driContext->driDrawablePriv; if (drawable->dri2.stamp != driContext->dri2.draw_stamp) { if (drawable->lastStamp != drawable->dri2.stamp) intel_update_renderbuffers(driContext, drawable); intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer); driContext->dri2.draw_stamp = drawable->dri2.stamp; } drawable = driContext->driReadablePriv; if (drawable->dri2.stamp != driContext->dri2.read_stamp) { if (drawable->lastStamp != drawable->dri2.stamp) intel_update_renderbuffers(driContext, drawable); driContext->dri2.read_stamp = drawable->dri2.stamp; } /* If we're currently rendering to the front buffer, the rendering * that will happen next will probably dirty the front buffer. So * mark it as dirty here. */ if (intel->is_front_buffer_rendering) intel->front_buffer_dirty = GL_TRUE; } static void intel_viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h) { struct intel_context *intel = intel_context(ctx); __DRIcontext *driContext = intel->driContext; if (intel->saved_viewport) intel->saved_viewport(ctx, x, y, w, h); if (!intel->using_dri2_swapbuffers && !intel->meta.internal_viewport_call && ctx->DrawBuffer->Name == 0) { dri2InvalidateDrawable(driContext->driDrawablePriv); dri2InvalidateDrawable(driContext->driReadablePriv); } } static const struct dri_debug_control debug_control[] = { { "tex", DEBUG_TEXTURE}, { "state", DEBUG_STATE}, { "ioctl", DEBUG_IOCTL}, { "blit", DEBUG_BLIT}, { "mip", DEBUG_MIPTREE}, { "fall", DEBUG_FALLBACKS}, { "verb", DEBUG_VERBOSE}, { "bat", DEBUG_BATCH}, { "pix", DEBUG_PIXEL}, { "buf", DEBUG_BUFMGR}, { "reg", DEBUG_REGION}, { "fbo", DEBUG_FBO}, { "lock", DEBUG_LOCK}, { "sync", DEBUG_SYNC}, { "prim", DEBUG_PRIMS }, { "vert", DEBUG_VERTS }, { "dri", DEBUG_DRI }, { "dma", DEBUG_DMA }, { "san", DEBUG_SANITY }, { "sleep", DEBUG_SLEEP }, { "stats", DEBUG_STATS }, { "tile", DEBUG_TILE }, { "sing", DEBUG_SINGLE_THREAD }, { "thre", DEBUG_SINGLE_THREAD }, { "wm", DEBUG_WM }, { "glsl_force", DEBUG_GLSL_FORCE }, { "urb", DEBUG_URB }, { "vs", DEBUG_VS }, { NULL, 0 } }; static void intelInvalidateState(GLcontext * ctx, GLuint new_state) { struct intel_context *intel = intel_context(ctx); _swrast_InvalidateState(ctx, new_state); _swsetup_InvalidateState(ctx, new_state); _vbo_InvalidateState(ctx, new_state); _tnl_InvalidateState(ctx, new_state); _tnl_invalidate_vertex_state(ctx, new_state); intel->NewGLState |= new_state; if (intel->vtbl.invalidate_state) intel->vtbl.invalidate_state( intel, new_state ); } void intel_flush(GLcontext *ctx) { struct intel_context *intel = intel_context(ctx); if (intel->Fallback) _swrast_flush(ctx); if (intel->gen < 4) INTEL_FIREVERTICES(intel); if (intel->batch->map != intel->batch->ptr) intel_batchbuffer_flush(intel->batch); } static void intel_glFlush(GLcontext *ctx) { struct intel_context *intel = intel_context(ctx); intel_flush(ctx); intel_flush_front(ctx); /* We're using glFlush as an indicator that a frame is done, which is * what DRI2 does before calling SwapBuffers (and means we should catch * people doing front-buffer rendering, as well).. * * Wait for the swapbuffers before the one we just emitted, so we don't * get too many swaps outstanding for apps that are GPU-heavy but not * CPU-heavy. * * Unfortunately, we don't have a handle to the batch containing the swap, * and getting our hands on that doesn't seem worth it, so we just us the * first batch we emitted after the last swap. */ if (!intel->using_dri2_swapbuffers && intel->first_post_swapbuffers_batch != NULL) { drm_intel_bo_wait_rendering(intel->first_post_swapbuffers_batch); drm_intel_bo_unreference(intel->first_post_swapbuffers_batch); intel->first_post_swapbuffers_batch = NULL; } } void intelFinish(GLcontext * ctx) { struct gl_framebuffer *fb = ctx->DrawBuffer; int i; intel_flush(ctx); intel_flush_front(ctx); for (i = 0; i < fb->_NumColorDrawBuffers; i++) { struct intel_renderbuffer *irb; irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]); if (irb && irb->region) dri_bo_wait_rendering(irb->region->buffer); } if (fb->_DepthBuffer) { /* XXX: Wait on buffer idle */ } } void intelInitDriverFunctions(struct dd_function_table *functions) { _mesa_init_driver_functions(functions); functions->Flush = intel_glFlush; functions->Finish = intelFinish; functions->GetString = intelGetString; functions->UpdateState = intelInvalidateState; intelInitTextureFuncs(functions); intelInitTextureImageFuncs(functions); intelInitTextureSubImageFuncs(functions); intelInitTextureCopyImageFuncs(functions); intelInitStateFuncs(functions); intelInitClearFuncs(functions); intelInitBufferFuncs(functions); intelInitPixelFuncs(functions); intelInitBufferObjectFuncs(functions); intel_init_syncobj_functions(functions); } GLboolean intelInitContext(struct intel_context *intel, int api, const __GLcontextModes * mesaVis, __DRIcontext * driContextPriv, void *sharedContextPrivate, struct dd_function_table *functions) { GLcontext *ctx = &intel->ctx; GLcontext *shareCtx = (GLcontext *) sharedContextPrivate; __DRIscreen *sPriv = driContextPriv->driScreenPriv; struct intel_screen *intelScreen = sPriv->private; int bo_reuse_mode; /* we can't do anything without a connection to the device */ if (intelScreen->bufmgr == NULL) return GL_FALSE; /* Can't rely on invalidate events, fall back to glViewport hack */ if (!driContextPriv->driScreenPriv->dri2.useInvalidate) { intel->saved_viewport = functions->Viewport; functions->Viewport = intel_viewport; } if (!_mesa_initialize_context_for_api(&intel->ctx, api, mesaVis, shareCtx, functions, (void *) intel)) { printf("%s: failed to init mesa context\n", __FUNCTION__); return GL_FALSE; } driContextPriv->driverPrivate = intel; intel->intelScreen = intelScreen; intel->driContext = driContextPriv; intel->driFd = sPriv->fd; if (IS_GEN6(intel->intelScreen->deviceID)) { intel->gen = 6; intel->needs_ff_sync = GL_TRUE; intel->has_luminance_srgb = GL_TRUE; } else if (IS_GEN5(intel->intelScreen->deviceID)) { intel->gen = 5; intel->needs_ff_sync = GL_TRUE; intel->has_luminance_srgb = GL_TRUE; } else if (IS_965(intel->intelScreen->deviceID)) { intel->gen = 4; if (IS_G4X(intel->intelScreen->deviceID)) { intel->has_luminance_srgb = GL_TRUE; intel->is_g4x = GL_TRUE; } } else if (IS_9XX(intel->intelScreen->deviceID)) { intel->gen = 3; if (IS_945(intel->intelScreen->deviceID)) { intel->is_945 = GL_TRUE; } } else { intel->gen = 2; } driParseConfigFiles(&intel->optionCache, &intelScreen->optionCache, sPriv->myNum, (intel->gen >= 4) ? "i965" : "i915"); if (intelScreen->deviceID == PCI_CHIP_I865_G) intel->maxBatchSize = 4096; else intel->maxBatchSize = BATCH_SZ; intel->bufmgr = intelScreen->bufmgr; bo_reuse_mode = driQueryOptioni(&intel->optionCache, "bo_reuse"); switch (bo_reuse_mode) { case DRI_CONF_BO_REUSE_DISABLED: break; case DRI_CONF_BO_REUSE_ALL: intel_bufmgr_gem_enable_reuse(intel->bufmgr); break; } /* This doesn't yet catch all non-conformant rendering, but it's a * start. */ if (getenv("INTEL_STRICT_CONFORMANCE")) { unsigned int value = atoi(getenv("INTEL_STRICT_CONFORMANCE")); if (value > 0) { intel->conformance_mode = value; } else { intel->conformance_mode = 1; } } if (intel->conformance_mode > 0) { ctx->Const.MinLineWidth = 1.0; ctx->Const.MinLineWidthAA = 1.0; ctx->Const.MaxLineWidth = 1.0; ctx->Const.MaxLineWidthAA = 1.0; ctx->Const.LineWidthGranularity = 1.0; } else { ctx->Const.MinLineWidth = 1.0; ctx->Const.MinLineWidthAA = 1.0; ctx->Const.MaxLineWidth = 5.0; ctx->Const.MaxLineWidthAA = 5.0; ctx->Const.LineWidthGranularity = 0.5; } ctx->Const.MinPointSize = 1.0; ctx->Const.MinPointSizeAA = 1.0; ctx->Const.MaxPointSize = 255.0; ctx->Const.MaxPointSizeAA = 3.0; ctx->Const.PointSizeGranularity = 1.0; /* reinitialize the context point state. * It depend on constants in __GLcontextRec::Const */ _mesa_init_point(ctx); meta_init_metaops(ctx, &intel->meta); ctx->Const.MaxColorAttachments = 4; /* XXX FBO: review this */ if (intel->gen >= 4) { if (MAX_WIDTH > 8192) ctx->Const.MaxRenderbufferSize = 8192; } else { if (MAX_WIDTH > 2048) ctx->Const.MaxRenderbufferSize = 2048; } /* Initialize the software rasterizer and helper modules. */ _swrast_CreateContext(ctx); _vbo_CreateContext(ctx); _tnl_CreateContext(ctx); _swsetup_CreateContext(ctx); /* Configure swrast to match hardware characteristics: */ _swrast_allow_pixel_fog(ctx, GL_FALSE); _swrast_allow_vertex_fog(ctx, GL_TRUE); _mesa_meta_init(ctx); intel->hw_stencil = mesaVis->stencilBits && mesaVis->depthBits == 24; intel->hw_stipple = 1; /* XXX FBO: this doesn't seem to be used anywhere */ switch (mesaVis->depthBits) { case 0: /* what to do in this case? */ case 16: intel->polygon_offset_scale = 1.0; break; case 24: intel->polygon_offset_scale = 2.0; /* req'd to pass glean */ break; default: assert(0); break; } if (intel->gen >= 4) intel->polygon_offset_scale /= 0xffff; intel->RenderIndex = ~0; switch (ctx->API) { case API_OPENGL: intelInitExtensions(ctx); break; case API_OPENGLES: break; case API_OPENGLES2: intelInitExtensionsES2(ctx); break; } INTEL_DEBUG = driParseDebugString(getenv("INTEL_DEBUG"), debug_control); if (INTEL_DEBUG & DEBUG_BUFMGR) dri_bufmgr_set_debug(intel->bufmgr, GL_TRUE); intel->batch = intel_batchbuffer_alloc(intel); intel_fbo_init(intel); if (intel->ctx.Mesa_DXTn) { _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc"); _mesa_enable_extension(ctx, "GL_S3_s3tc"); } else if (driQueryOptionb(&intel->optionCache, "force_s3tc_enable")) { _mesa_enable_extension(ctx, "GL_EXT_texture_compression_s3tc"); } intel->use_texture_tiling = driQueryOptionb(&intel->optionCache, "texture_tiling"); intel->use_early_z = driQueryOptionb(&intel->optionCache, "early_z"); intel->prim.primitive = ~0; /* Force all software fallbacks */ if (driQueryOptionb(&intel->optionCache, "no_rast")) { fprintf(stderr, "disabling 3D rasterization\n"); intel->no_rast = 1; } if (driQueryOptionb(&intel->optionCache, "always_flush_batch")) { fprintf(stderr, "flushing batchbuffer before/after each draw call\n"); intel->always_flush_batch = 1; } if (driQueryOptionb(&intel->optionCache, "always_flush_cache")) { fprintf(stderr, "flushing GPU caches before/after each draw call\n"); intel->always_flush_cache = 1; } /* Disable all hardware rendering (skip emitting batches and fences/waits * to the kernel) */ intel->no_hw = getenv("INTEL_NO_HW") != NULL; return GL_TRUE; } void intelDestroyContext(__DRIcontext * driContextPriv) { struct intel_context *intel = (struct intel_context *) driContextPriv->driverPrivate; assert(intel); /* should never be null */ if (intel) { GLboolean release_texture_heaps; INTEL_FIREVERTICES(intel); _mesa_meta_free(&intel->ctx); meta_destroy_metaops(&intel->meta); intel->vtbl.destroy(intel); release_texture_heaps = (intel->ctx.Shared->RefCount == 1); _swsetup_DestroyContext(&intel->ctx); _tnl_DestroyContext(&intel->ctx); _vbo_DestroyContext(&intel->ctx); _swrast_DestroyContext(&intel->ctx); intel->Fallback = 0x0; /* don't call _swrast_Flush later */ intel_batchbuffer_free(intel->batch); intel->batch = NULL; free(intel->prim.vb); intel->prim.vb = NULL; dri_bo_unreference(intel->prim.vb_bo); intel->prim.vb_bo = NULL; dri_bo_unreference(intel->first_post_swapbuffers_batch); intel->first_post_swapbuffers_batch = NULL; if (release_texture_heaps) { /* Nothing is currently done here to free texture heaps; * but we're not using the texture heap utilities, so I * rather think we shouldn't. I've taken a look, and can't * find any private texture data hanging around anywhere, but * I'm not yet certain there isn't any at all... */ /* if (INTEL_DEBUG & DEBUG_TEXTURE) fprintf(stderr, "do something to free texture heaps\n"); */ } driDestroyOptionCache(&intel->optionCache); /* free the Mesa context */ _mesa_free_context_data(&intel->ctx); FREE(intel); driContextPriv->driverPrivate = NULL; } } GLboolean intelUnbindContext(__DRIcontext * driContextPriv) { return GL_TRUE; } GLboolean intelMakeCurrent(__DRIcontext * driContextPriv, __DRIdrawable * driDrawPriv, __DRIdrawable * driReadPriv) { struct intel_context *intel; GET_CURRENT_CONTEXT(curCtx); if (driContextPriv) intel = (struct intel_context *) driContextPriv->driverPrivate; else intel = NULL; /* According to the glXMakeCurrent() man page: "Pending commands to * the previous context, if any, are flushed before it is released." * But only flush if we're actually changing contexts. */ if (intel_context(curCtx) && intel_context(curCtx) != intel) { _mesa_flush(curCtx); } if (driContextPriv) { struct gl_framebuffer *fb = driDrawPriv->driverPrivate; struct gl_framebuffer *readFb = driReadPriv->driverPrivate; driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1; driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1; intel_prepare_render(intel); _mesa_make_current(&intel->ctx, fb, readFb); } else { _mesa_make_current(NULL, NULL, NULL); } return GL_TRUE; }