/************************************************************************** * * 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/mfeatures.h" #include "intel_chipset.h" #include "intel_context.h" #include "intel_extensions.h" #include "utils.h" #define need_GL_ARB_ES2_compatibility #define need_GL_ARB_draw_elements_base_vertex #define need_GL_ARB_framebuffer_object #define need_GL_ARB_map_buffer_range #define need_GL_ARB_occlusion_query #define need_GL_ARB_point_parameters #define need_GL_ARB_shader_objects #define need_GL_ARB_sync #define need_GL_ARB_vertex_array_object #define need_GL_ARB_vertex_program #define need_GL_ARB_vertex_shader #define need_GL_ARB_window_pos #define need_GL_EXT_blend_color #define need_GL_EXT_blend_equation_separate #define need_GL_EXT_blend_func_separate #define need_GL_EXT_blend_minmax #define need_GL_EXT_draw_buffers2 #define need_GL_EXT_fog_coord #define need_GL_EXT_framebuffer_blit #define need_GL_EXT_framebuffer_multisample #define need_GL_EXT_framebuffer_object #define need_GL_EXT_gpu_program_parameters #define need_GL_EXT_point_parameters #define need_GL_EXT_provoking_vertex #define need_GL_EXT_secondary_color #define need_GL_EXT_separate_shader_objects #define need_GL_EXT_stencil_two_side #define need_GL_EXT_timer_query #define need_GL_APPLE_vertex_array_object #define need_GL_APPLE_object_purgeable #define need_GL_ATI_separate_stencil #define need_GL_ATI_envmap_bumpmap #define need_GL_NV_point_sprite #define need_GL_NV_vertex_program #define need_GL_OES_EGL_image #define need_GL_VERSION_2_0 #define need_GL_VERSION_2_1 #include "main/remap_helper.h" /** * Extension strings exported by the intel driver. * * Extensions supported by all chips supported by i830_dri, i915_dri, or * i965_dri. */ static const struct dri_extension card_extensions[] = { { "GL_ARB_ES2_compatibility", GL_ARB_ES2_compatibility_functions }, { "GL_ARB_draw_elements_base_vertex", GL_ARB_draw_elements_base_vertex_functions }, { "GL_ARB_explicit_attrib_location", NULL }, { "GL_ARB_framebuffer_object", GL_ARB_framebuffer_object_functions}, { "GL_ARB_half_float_pixel", NULL }, { "GL_ARB_map_buffer_range", GL_ARB_map_buffer_range_functions }, { "GL_ARB_multitexture", NULL }, { "GL_ARB_pixel_buffer_object", NULL }, { "GL_ARB_point_parameters", GL_ARB_point_parameters_functions }, { "GL_ARB_point_sprite", NULL }, { "GL_ARB_shader_objects", GL_ARB_shader_objects_functions }, { "GL_ARB_shading_language_100", GL_VERSION_2_0_functions }, { "GL_ARB_sync", GL_ARB_sync_functions }, { "GL_ARB_texture_border_clamp", NULL }, { "GL_ARB_texture_cube_map", NULL }, { "GL_ARB_texture_env_add", NULL }, { "GL_ARB_texture_env_combine", NULL }, { "GL_ARB_texture_env_crossbar", NULL }, { "GL_ARB_texture_env_dot3", NULL }, { "GL_ARB_texture_mirrored_repeat", NULL }, { "GL_ARB_texture_rectangle", NULL }, { "GL_ARB_vertex_array_object", GL_ARB_vertex_array_object_functions}, { "GL_ARB_vertex_program", GL_ARB_vertex_program_functions }, { "GL_ARB_vertex_shader", GL_ARB_vertex_shader_functions }, { "GL_ARB_window_pos", GL_ARB_window_pos_functions }, { "GL_EXT_blend_color", GL_EXT_blend_color_functions }, { "GL_EXT_blend_equation_separate", GL_EXT_blend_equation_separate_functions }, { "GL_EXT_blend_func_separate", GL_EXT_blend_func_separate_functions }, { "GL_EXT_blend_minmax", GL_EXT_blend_minmax_functions }, { "GL_EXT_blend_logic_op", NULL }, { "GL_EXT_blend_subtract", NULL }, { "GL_EXT_framebuffer_blit", GL_EXT_framebuffer_blit_functions }, { "GL_EXT_framebuffer_object", GL_EXT_framebuffer_object_functions }, { "GL_EXT_framebuffer_multisample", GL_EXT_framebuffer_multisample_functions }, { "GL_EXT_fog_coord", GL_EXT_fog_coord_functions }, { "GL_EXT_gpu_program_parameters", GL_EXT_gpu_program_parameters_functions }, { "GL_EXT_packed_depth_stencil", NULL }, { "GL_EXT_provoking_vertex", GL_EXT_provoking_vertex_functions }, { "GL_EXT_secondary_color", GL_EXT_secondary_color_functions }, { "GL_EXT_separate_shader_objects", GL_EXT_separate_shader_objects_functions }, { "GL_EXT_stencil_wrap", NULL }, { "GL_EXT_texture_edge_clamp", NULL }, { "GL_EXT_texture_env_combine", NULL }, { "GL_EXT_texture_env_dot3", NULL }, { "GL_EXT_texture_filter_anisotropic", NULL }, { "GL_EXT_texture_lod_bias", NULL }, { "GL_3DFX_texture_compression_FXT1", NULL }, { "GL_APPLE_client_storage", NULL }, { "GL_APPLE_object_purgeable", GL_APPLE_object_purgeable_functions }, { "GL_APPLE_vertex_array_object", GL_APPLE_vertex_array_object_functions}, { "GL_MESA_pack_invert", NULL }, { "GL_MESA_ycbcr_texture", NULL }, { "GL_NV_blend_square", NULL }, { "GL_NV_vertex_program", GL_NV_vertex_program_functions }, { "GL_NV_vertex_program1_1", NULL }, #if FEATURE_OES_EGL_image { "GL_OES_EGL_image", GL_OES_EGL_image_functions }, #endif { NULL, NULL } }; /** i915 / i945-only extensions */ static const struct dri_extension i915_extensions[] = { { "GL_ARB_depth_texture", NULL }, { "GL_ARB_fragment_program", NULL }, { "GL_ARB_shadow", NULL }, { "GL_ARB_texture_non_power_of_two", NULL }, { "GL_ATI_separate_stencil", GL_ATI_separate_stencil_functions }, { "GL_ATI_texture_env_combine3", NULL }, { "GL_EXT_shadow_funcs", NULL }, { "GL_EXT_stencil_two_side", GL_EXT_stencil_two_side_functions }, { "GL_NV_texture_env_combine4", NULL }, { NULL, NULL } }; /** i965-only extensions */ static const struct dri_extension brw_extensions[] = { { "GL_ARB_depth_clamp", NULL }, { "GL_ARB_depth_texture", NULL }, { "GL_ARB_fragment_coord_conventions", NULL }, { "GL_ARB_fragment_program", NULL }, { "GL_ARB_fragment_program_shadow", NULL }, { "GL_ARB_fragment_shader", NULL }, { "GL_ARB_half_float_vertex", NULL }, { "GL_ARB_occlusion_query", GL_ARB_occlusion_query_functions }, { "GL_ARB_point_sprite", NULL }, { "GL_ARB_seamless_cube_map", NULL }, { "GL_ARB_shadow", NULL }, { "GL_MESA_texture_signed_rgba", NULL }, { "GL_ARB_texture_non_power_of_two", NULL }, { "GL_ARB_texture_rg", NULL }, { "GL_EXT_draw_buffers2", GL_EXT_draw_buffers2_functions }, { "GL_EXT_framebuffer_sRGB", NULL }, { "GL_EXT_shadow_funcs", NULL }, { "GL_EXT_stencil_two_side", GL_EXT_stencil_two_side_functions }, { "GL_EXT_texture_sRGB", NULL }, { "GL_EXT_texture_sRGB_decode", NULL }, { "GL_EXT_texture_swizzle", NULL }, { "GL_EXT_vertex_array_bgra", NULL }, { "GL_ATI_envmap_bumpmap", GL_ATI_envmap_bumpmap_functions }, { "GL_ATI_separate_stencil", GL_ATI_separate_stencil_functions }, { "GL_ATI_texture_env_combine3", NULL }, { "GL_NV_texture_env_combine4", NULL }, { NULL, NULL } }; static const struct dri_extension ironlake_extensions[] = { { "GL_EXT_timer_query", GL_EXT_timer_query_functions }, }; static const struct dri_extension arb_oq_extensions[] = { { "GL_ARB_occlusion_query", GL_ARB_occlusion_query_functions }, { NULL, NULL } }; static const struct dri_extension fragment_shader_extensions[] = { { "GL_ARB_fragment_shader", NULL }, { NULL, NULL } }; /** * \brief Get GLSL version from the environment. * * If the environment variable INTEL_GLSL_VERSION is set, convert its value * to an integer and return it. Otherwise, return the default version, 120. */ static GLuint get_glsl_version() { const char * s = getenv("INTEL_GLSL_VERSION"); if (s == NULL) return 120; else return (GLuint) atoi(s); } /** * Initializes potential list of extensions if ctx == NULL, or actually enables * extensions for a context. */ void intelInitExtensions(struct gl_context *ctx) { struct intel_context *intel = intel_context(ctx); driInitExtensions(ctx, card_extensions, GL_FALSE); _mesa_map_function_array(GL_VERSION_2_1_functions); ctx->Const.GLSLVersion = get_glsl_version(); if (intel->gen >= 5) driInitExtensions(ctx, ironlake_extensions, GL_FALSE); if (intel->gen >= 4) driInitExtensions(ctx, brw_extensions, GL_FALSE); if (intel->gen == 3) { driInitExtensions(ctx, i915_extensions, GL_FALSE); if (driQueryOptionb(&intel->optionCache, "fragment_shader")) driInitExtensions(ctx, fragment_shader_extensions, GL_FALSE); if (driQueryOptionb(&intel->optionCache, "stub_occlusion_query")) driInitExtensions(ctx, arb_oq_extensions, GL_FALSE); } }