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|
/**************************************************************************
*
* 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 "glheader.h"
#include "context.h"
#include "matrix.h"
#include "simple_list.h"
#include "extensions.h"
#include "framebuffer.h"
#include "imports.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "array_cache/acache.h"
#include "tnl/t_pipeline.h"
#include "tnl/t_vertex.h"
#include "drivers/common/driverfuncs.h"
#include "intel_screen.h"
#include "i830_dri.h"
#include "i830_common.h"
#include "intel_tex.h"
#include "intel_span.h"
#include "intel_tris.h"
#include "intel_ioctl.h"
#include "intel_batchbuffer.h"
#include "vblank.h"
#include "utils.h"
#include "xmlpool.h" /* for symbolic values of enum-type options */
#ifndef INTEL_DEBUG
int INTEL_DEBUG = (0);
#endif
#define need_GL_ARB_multisample
#define need_GL_ARB_point_parameters
#define need_GL_ARB_texture_compression
#define need_GL_ARB_vertex_buffer_object
#define need_GL_ARB_vertex_program
#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_cull_vertex
#define need_GL_EXT_fog_coord
#define need_GL_EXT_multi_draw_arrays
#define need_GL_EXT_secondary_color
#define need_GL_NV_vertex_program
#include "extension_helper.h"
#ifndef VERBOSE
int VERBOSE = 0;
#endif
#if DEBUG_LOCKING
char *prevLockFile;
int prevLockLine;
#endif
/***************************************
* Mesa's Driver Functions
***************************************/
#define DRIVER_DATE "20050225"
const GLubyte *intelGetString( GLcontext *ctx, GLenum name )
{
const char * chipset;
static char buffer[128];
switch (name) {
case GL_VENDOR:
return (GLubyte *)"Tungsten Graphics, Inc";
break;
case GL_RENDERER:
switch (INTEL_CONTEXT(ctx)->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_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;
default:
chipset = "Unknown Intel Chipset"; break;
}
(void) driGetRendererString( buffer, chipset, DRIVER_DATE, 0 );
return (GLubyte *) buffer;
default:
return NULL;
}
}
static void intelBufferSize(GLframebuffer *buffer,
GLuint *width, GLuint *height)
{
GET_CURRENT_CONTEXT(ctx);
intelContextPtr intel = INTEL_CONTEXT(ctx);
/* Need to lock to make sure the driDrawable is uptodate. This
* information is used to resize Mesa's software buffers, so it has
* to be correct.
*/
LOCK_HARDWARE(intel);
if (intel->driDrawable) {
*width = intel->driDrawable->w;
*height = intel->driDrawable->h;
}
else {
*width = 0;
*height = 0;
}
UNLOCK_HARDWARE(intel);
}
/**
* Extension strings exported by the intel driver.
*
* \note
* It appears that ARB_texture_env_crossbar has "disappeared" compared to the
* old i830-specific driver.
*/
const struct dri_extension card_extensions[] =
{
{ "GL_ARB_multisample", GL_ARB_multisample_functions },
{ "GL_ARB_multitexture", NULL },
{ "GL_ARB_point_parameters", GL_ARB_point_parameters_functions },
{ "GL_ARB_texture_border_clamp", NULL },
{ "GL_ARB_texture_compression", GL_ARB_texture_compression_functions },
{ "GL_ARB_texture_cube_map", NULL },
{ "GL_ARB_texture_env_add", NULL },
{ "GL_ARB_texture_env_combine", NULL },
{ "GL_ARB_texture_env_dot3", NULL },
{ "GL_ARB_texture_mirrored_repeat", NULL },
{ "GL_ARB_texture_rectangle", NULL },
{ "GL_ARB_vertex_buffer_object", GL_ARB_vertex_buffer_object_functions },
{ "GL_ARB_vertex_program", GL_ARB_vertex_program_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_subtract", NULL },
{ "GL_EXT_cull_vertex", GL_EXT_cull_vertex_functions },
{ "GL_EXT_fog_coord", GL_EXT_fog_coord_functions },
{ "GL_EXT_multi_draw_arrays", GL_EXT_multi_draw_arrays_functions },
{ "GL_EXT_secondary_color", GL_EXT_secondary_color_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_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 },
{ "GL_SGIS_generate_mipmap", NULL },
{ NULL, NULL }
};
extern const struct tnl_pipeline_stage _intel_render_stage;
static const struct tnl_pipeline_stage *intel_pipeline[] = {
&_tnl_vertex_transform_stage,
&_tnl_vertex_cull_stage,
&_tnl_normal_transform_stage,
&_tnl_lighting_stage,
&_tnl_fog_coordinate_stage,
&_tnl_texgen_stage,
&_tnl_texture_transform_stage,
&_tnl_point_attenuation_stage,
&_tnl_arb_vertex_program_stage,
&_tnl_vertex_program_stage,
#if 1
&_intel_render_stage, /* ADD: unclipped rastersetup-to-dma */
#endif
&_tnl_render_stage,
0,
};
static const struct dri_debug_control debug_control[] =
{
{ "fall", DEBUG_FALLBACKS },
{ "tex", DEBUG_TEXTURE },
{ "ioctl", DEBUG_IOCTL },
{ "prim", DEBUG_PRIMS },
{ "vert", DEBUG_VERTS },
{ "state", DEBUG_STATE },
{ "verb", DEBUG_VERBOSE },
{ "dri", DEBUG_DRI },
{ "dma", DEBUG_DMA },
{ "san", DEBUG_SANITY },
{ "sync", DEBUG_SYNC },
{ "sleep", DEBUG_SLEEP },
{ "pix", DEBUG_PIXEL },
{ NULL, 0 }
};
static void intelInvalidateState( GLcontext *ctx, GLuint new_state )
{
_swrast_InvalidateState( ctx, new_state );
_swsetup_InvalidateState( ctx, new_state );
_ac_InvalidateState( ctx, new_state );
_tnl_InvalidateState( ctx, new_state );
_tnl_invalidate_vertex_state( ctx, new_state );
INTEL_CONTEXT(ctx)->NewGLState |= new_state;
}
void intelInitDriverFunctions( struct dd_function_table *functions )
{
_mesa_init_driver_functions( functions );
functions->Clear = intelClear;
functions->Flush = intelglFlush;
functions->Finish = intelFinish;
functions->GetBufferSize = intelBufferSize;
functions->ResizeBuffers = _mesa_resize_framebuffer;
functions->GetString = intelGetString;
functions->UpdateState = intelInvalidateState;
functions->CopyColorTable = _swrast_CopyColorTable;
functions->CopyColorSubTable = _swrast_CopyColorSubTable;
functions->CopyConvolutionFilter1D = _swrast_CopyConvolutionFilter1D;
functions->CopyConvolutionFilter2D = _swrast_CopyConvolutionFilter2D;
intelInitTextureFuncs( functions );
intelInitPixelFuncs( functions );
intelInitStateFuncs( functions );
}
static void intel_emit_invarient_state( GLcontext *ctx )
{
intelContextPtr intel = INTEL_CONTEXT(ctx);
intel->vtbl.emit_invarient_state( intel );
intel->prim.flush = 0;
/* Make sure this gets to the hardware, even if we have no cliprects:
*/
LOCK_HARDWARE( intel );
intelFlushBatchLocked( intel, GL_TRUE, GL_FALSE, GL_TRUE );
UNLOCK_HARDWARE( intel );
}
GLboolean intelInitContext( intelContextPtr intel,
const __GLcontextModes *mesaVis,
__DRIcontextPrivate *driContextPriv,
void *sharedContextPrivate,
struct dd_function_table *functions )
{
GLcontext *ctx = &intel->ctx;
GLcontext *shareCtx = (GLcontext *) sharedContextPrivate;
__DRIscreenPrivate *sPriv = driContextPriv->driScreenPriv;
intelScreenPrivate *intelScreen = (intelScreenPrivate *)sPriv->private;
drmI830Sarea *saPriv = (drmI830Sarea *)
(((GLubyte *)sPriv->pSAREA)+intelScreen->sarea_priv_offset);
int fthrottle_mode;
if (!_mesa_initialize_context(&intel->ctx,
mesaVis, shareCtx,
functions,
(void*) intel))
return GL_FALSE;
driContextPriv->driverPrivate = intel;
intel->intelScreen = intelScreen;
intel->driScreen = sPriv;
intel->sarea = saPriv;
(void) memset( intel->texture_heaps, 0, sizeof( intel->texture_heaps ) );
make_empty_list( & intel->swapped );
driParseConfigFiles (&intel->optionCache, &intelScreen->optionCache,
intel->driScreen->myNum, "i915");
ctx->Const.MaxTextureMaxAnisotropy = 2.0;
ctx->Const.MinLineWidth = 1.0;
ctx->Const.MinLineWidthAA = 1.0;
ctx->Const.MaxLineWidth = 3.0;
ctx->Const.MaxLineWidthAA = 3.0;
ctx->Const.LineWidthGranularity = 1.0;
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;
/* Initialize the software rasterizer and helper modules. */
_swrast_CreateContext( ctx );
_ac_CreateContext( ctx );
_tnl_CreateContext( ctx );
_swsetup_CreateContext( ctx );
/* Install the customized pipeline: */
_tnl_destroy_pipeline( ctx );
_tnl_install_pipeline( ctx, intel_pipeline );
/* Configure swrast to match hardware characteristics: */
_swrast_allow_pixel_fog( ctx, GL_FALSE );
_swrast_allow_vertex_fog( ctx, GL_TRUE );
/* Dri stuff */
intel->hHWContext = driContextPriv->hHWContext;
intel->driFd = sPriv->fd;
intel->driHwLock = (drmLock *) &sPriv->pSAREA->lock;
intel->hw_stencil = mesaVis->stencilBits && mesaVis->depthBits == 24;
intel->hw_stipple = 1;
switch(mesaVis->depthBits) {
case 0: /* what to do in this case? */
case 16:
intel->depth_scale = 1.0/0xffff;
intel->polygon_offset_scale = 1.0/0xffff;
intel->depth_clear_mask = ~0;
intel->ClearDepth = 0xffff;
break;
case 24:
intel->depth_scale = 1.0/0xffffff;
intel->polygon_offset_scale = 2.0/0xffffff; /* req'd to pass glean */
intel->depth_clear_mask = 0x00ffffff;
intel->stencil_clear_mask = 0xff000000;
intel->ClearDepth = 0x00ffffff;
break;
default:
assert(0);
break;
}
/* Initialize swrast, tnl driver tables: */
intelInitSpanFuncs( ctx );
intelInitTriFuncs( ctx );
intel->RenderIndex = ~0;
fthrottle_mode = driQueryOptioni(&intel->optionCache, "fthrottle_mode");
intel->iw.irq_seq = -1;
intel->irqsEmitted = 0;
intel->do_irqs = (intel->intelScreen->irq_active &&
fthrottle_mode == DRI_CONF_FTHROTTLE_IRQS);
intel->do_usleeps = (fthrottle_mode == DRI_CONF_FTHROTTLE_USLEEPS);
intel->vblank_flags = (intel->intelScreen->irq_active != 0)
? driGetDefaultVBlankFlags(&intelScreen->optionCache) : VBLANK_FLAG_NO_IRQ;
(*dri_interface->getUST)(&intel->swap_ust);
_math_matrix_ctr (&intel->ViewportMatrix);
driInitExtensions( ctx, card_extensions, GL_TRUE );
if (intel->ctx.Mesa_DXTn) {
_mesa_enable_extension( ctx, "GL_EXT_texture_compression_s3tc" );
_mesa_enable_extension( ctx, "GL_S3_s3tc" );
}
else if (driQueryOptionb (&intelScreen->optionCache, "force_s3tc_enable")) {
_mesa_enable_extension( ctx, "GL_EXT_texture_compression_s3tc" );
}
/* driInitTextureObjects( ctx, & intel->swapped, */
/* DRI_TEXMGR_DO_TEXTURE_1D | */
/* DRI_TEXMGR_DO_TEXTURE_2D | */
/* DRI_TEXMGR_DO_TEXTURE_RECT ); */
intelInitBatchBuffer(&intel->ctx);
intel->prim.flush = intel_emit_invarient_state;
intel->prim.primitive = ~0;
#if DO_DEBUG
INTEL_DEBUG = driParseDebugString( getenv( "INTEL_DEBUG" ),
debug_control );
INTEL_DEBUG |= driParseDebugString( getenv( "INTEL_DEBUG" ),
debug_control );
#endif
#ifndef VERBOSE
if (getenv("INTEL_VERBOSE"))
VERBOSE=1;
#endif
if (getenv("INTEL_NO_RAST") ||
getenv("INTEL_NO_RAST")) {
fprintf(stderr, "disabling 3D rasterization\n");
FALLBACK(intel, INTEL_FALLBACK_USER, 1);
}
return GL_TRUE;
}
void intelDestroyContext(__DRIcontextPrivate *driContextPriv)
{
intelContextPtr intel = (intelContextPtr) driContextPriv->driverPrivate;
assert(intel); /* should never be null */
if (intel) {
GLboolean release_texture_heaps;
intel->vtbl.destroy( intel );
release_texture_heaps = (intel->ctx.Shared->RefCount == 1);
_swsetup_DestroyContext (&intel->ctx);
_tnl_DestroyContext (&intel->ctx);
_ac_DestroyContext (&intel->ctx);
_swrast_DestroyContext (&intel->ctx);
intel->Fallback = 0; /* don't call _swrast_Flush later */
intelDestroyBatchBuffer(&intel->ctx);
if ( release_texture_heaps ) {
/* This share group is about to go away, free our private
* texture object data.
*/
int i;
for ( i = 0 ; i < intel->nr_heaps ; i++ ) {
driDestroyTextureHeap( intel->texture_heaps[ i ] );
intel->texture_heaps[ i ] = NULL;
}
assert( is_empty_list( & intel->swapped ) );
}
/* free the Mesa context */
_mesa_destroy_context(&intel->ctx);
}
}
void intelSetFrontClipRects( intelContextPtr intel )
{
__DRIdrawablePrivate *dPriv = intel->driDrawable;
if (!dPriv) return;
intel->numClipRects = dPriv->numClipRects;
intel->pClipRects = dPriv->pClipRects;
intel->drawX = dPriv->x;
intel->drawY = dPriv->y;
}
void intelSetBackClipRects( intelContextPtr intel )
{
__DRIdrawablePrivate *dPriv = intel->driDrawable;
if (!dPriv) return;
if (intel->sarea->pf_enabled == 0 && dPriv->numBackClipRects == 0) {
intel->numClipRects = dPriv->numClipRects;
intel->pClipRects = dPriv->pClipRects;
intel->drawX = dPriv->x;
intel->drawY = dPriv->y;
} else {
intel->numClipRects = dPriv->numBackClipRects;
intel->pClipRects = dPriv->pBackClipRects;
intel->drawX = dPriv->backX;
intel->drawY = dPriv->backY;
if (dPriv->numBackClipRects == 1 &&
dPriv->x == dPriv->backX &&
dPriv->y == dPriv->backY) {
/* Repeat the calculation of the back cliprect dimensions here
* as early versions of dri.a in the Xserver are incorrect. Try
* very hard not to restrict future versions of dri.a which
* might eg. allocate truly private back buffers.
*/
int x1, y1;
int x2, y2;
x1 = dPriv->x;
y1 = dPriv->y;
x2 = dPriv->x + dPriv->w;
y2 = dPriv->y + dPriv->h;
if (x1 < 0) x1 = 0;
if (y1 < 0) y1 = 0;
if (x2 > intel->intelScreen->width) x2 = intel->intelScreen->width;
if (y2 > intel->intelScreen->height) y2 = intel->intelScreen->height;
if (x1 == dPriv->pBackClipRects[0].x1 &&
y1 == dPriv->pBackClipRects[0].y1) {
dPriv->pBackClipRects[0].x2 = x2;
dPriv->pBackClipRects[0].y2 = y2;
}
}
}
}
void intelWindowMoved( intelContextPtr intel )
{
if (!intel->ctx.DrawBuffer) {
intelSetFrontClipRects( intel );
}
else {
switch (intel->ctx.DrawBuffer->_ColorDrawBufferMask[0]) {
case BUFFER_BIT_FRONT_LEFT:
intelSetFrontClipRects( intel );
break;
case BUFFER_BIT_BACK_LEFT:
intelSetBackClipRects( intel );
break;
default:
/* glDrawBuffer(GL_NONE or GL_FRONT_AND_BACK): software fallback */
intelSetFrontClipRects( intel );
}
}
/* Set state we know depends on drawable parameters:
*/
{
GLcontext *ctx = &intel->ctx;
ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height );
ctx->Driver.DepthRange( ctx,
ctx->Viewport.Near,
ctx->Viewport.Far );
}
}
GLboolean intelUnbindContext(__DRIcontextPrivate *driContextPriv)
{
return GL_TRUE;
}
GLboolean intelMakeCurrent(__DRIcontextPrivate *driContextPriv,
__DRIdrawablePrivate *driDrawPriv,
__DRIdrawablePrivate *driReadPriv)
{
if (driContextPriv) {
intelContextPtr intel = (intelContextPtr) driContextPriv->driverPrivate;
if ( intel->driDrawable != driDrawPriv ) {
/* Shouldn't the readbuffer be stored also? */
driDrawableInitVBlank( driDrawPriv, intel->vblank_flags );
intel->driDrawable = driDrawPriv;
intelWindowMoved( intel );
}
_mesa_make_current(&intel->ctx,
(GLframebuffer *) driDrawPriv->driverPrivate,
(GLframebuffer *) driReadPriv->driverPrivate);
intel->ctx.Driver.DrawBuffer( &intel->ctx, intel->ctx.Color.DrawBuffer[0] );
} else {
_mesa_make_current(NULL, NULL, NULL);
}
return GL_TRUE;
}
/**
* Use the information in the sarea to update the screen parameters
* related to screen rotation.
*/
static void
intelUpdateScreenRotation(intelContextPtr intel,
__DRIscreenPrivate *sPriv,
drmI830Sarea *sarea)
{
intelScreenPrivate *intelScreen = (intelScreenPrivate *)sPriv->private;
intelRegion *colorBuf;
intelUnmapScreenRegions(intelScreen);
intelUpdateScreenFromSAREA(intelScreen, sarea);
/* update the current hw offsets for the color and depth buffers */
if (intel->ctx.DrawBuffer->_ColorDrawBufferMask[0] == BUFFER_BIT_BACK_LEFT)
colorBuf = &intelScreen->back;
else
colorBuf = &intelScreen->front;
intel->vtbl.update_color_z_regions(intel, colorBuf, &intelScreen->depth);
if (!intelMapScreenRegions(sPriv)) {
fprintf(stderr, "ERROR Remapping screen regions!!!\n");
}
}
void intelGetLock( intelContextPtr intel, GLuint flags )
{
__DRIdrawablePrivate *dPriv = intel->driDrawable;
__DRIscreenPrivate *sPriv = intel->driScreen;
intelScreenPrivate *intelScreen = (intelScreenPrivate *)sPriv->private;
drmI830Sarea * sarea = intel->sarea;
unsigned i;
drmGetLock(intel->driFd, intel->hHWContext, flags);
/* If the window moved, may need to set a new cliprect now.
*
* NOTE: This releases and regains the hw lock, so all state
* checking must be done *after* this call:
*/
if (dPriv)
DRI_VALIDATE_DRAWABLE_INFO(sPriv, dPriv);
if (dPriv && intel->lastStamp != dPriv->lastStamp) {
intelWindowMoved( intel );
intel->lastStamp = dPriv->lastStamp;
}
/* If we lost context, need to dump all registers to hardware.
* Note that we don't care about 2d contexts, even if they perform
* accelerated commands, so the DRI locking in the X server is even
* more broken than usual.
*/
if (sarea->width != intelScreen->width ||
sarea->height != intelScreen->height ||
sarea->rotation != intelScreen->current_rotation) {
intelUpdateScreenRotation(intel, sPriv, sarea);
/* This will drop the outstanding batchbuffer on the floor */
intel->batch.ptr -= (intel->batch.size - intel->batch.space);
intel->batch.space = intel->batch.size;
/* lose all primitives */
intel->prim.primitive = ~0;
intel->prim.start_ptr = 0;
intel->prim.flush = 0;
intel->vtbl.lost_hardware( intel );
intel->lastStamp = 0; /* force window update */
/* Release batch buffer
*/
intelDestroyBatchBuffer(&intel->ctx);
intelInitBatchBuffer(&intel->ctx);
intel->prim.flush = intel_emit_invarient_state;
/* Still need to reset the global LRU?
*/
intel_driReinitTextureHeap( intel->texture_heaps[0], intel->intelScreen->tex.size );
}
/* Shared texture managment - if another client has played with
* texture space, figure out which if any of our textures have been
* ejected, and update our global LRU.
*/
for ( i = 0 ; i < intel->nr_heaps ; i++ ) {
DRI_AGE_TEXTURES( intel->texture_heaps[ i ] );
}
}
void intelSwapBuffers( __DRIdrawablePrivate *dPriv )
{
if (dPriv->driContextPriv && dPriv->driContextPriv->driverPrivate) {
intelContextPtr intel;
GLcontext *ctx;
intel = (intelContextPtr) dPriv->driContextPriv->driverPrivate;
ctx = &intel->ctx;
if (ctx->Visual.doubleBufferMode) {
intelScreenPrivate *screen = intel->intelScreen;
_mesa_notifySwapBuffers( ctx ); /* flush pending rendering comands */
if ( 0 /*intel->doPageFlip*/ ) { /* doPageFlip is never set !!! */
intelPageFlip( dPriv );
} else {
intelCopyBuffer( dPriv );
}
if (screen->current_rotation != 0) {
intelRotateWindow(intel, dPriv, BUFFER_BIT_FRONT_LEFT);
}
}
} else {
/* XXX this shouldn't be an error but we can't handle it for now */
fprintf(stderr, "%s: drawable has no context!\n", __FUNCTION__);
}
}
void intelInitState( GLcontext *ctx )
{
/* Mesa should do this for us:
*/
ctx->Driver.AlphaFunc( ctx,
ctx->Color.AlphaFunc,
ctx->Color.AlphaRef);
ctx->Driver.BlendColor( ctx,
ctx->Color.BlendColor );
ctx->Driver.BlendEquationSeparate( ctx,
ctx->Color.BlendEquationRGB,
ctx->Color.BlendEquationA);
ctx->Driver.BlendFuncSeparate( ctx,
ctx->Color.BlendSrcRGB,
ctx->Color.BlendDstRGB,
ctx->Color.BlendSrcA,
ctx->Color.BlendDstA);
ctx->Driver.ColorMask( ctx,
ctx->Color.ColorMask[RCOMP],
ctx->Color.ColorMask[GCOMP],
ctx->Color.ColorMask[BCOMP],
ctx->Color.ColorMask[ACOMP]);
ctx->Driver.CullFace( ctx, ctx->Polygon.CullFaceMode );
ctx->Driver.DepthFunc( ctx, ctx->Depth.Func );
ctx->Driver.DepthMask( ctx, ctx->Depth.Mask );
ctx->Driver.Enable( ctx, GL_ALPHA_TEST, ctx->Color.AlphaEnabled );
ctx->Driver.Enable( ctx, GL_BLEND, ctx->Color.BlendEnabled );
ctx->Driver.Enable( ctx, GL_COLOR_LOGIC_OP, ctx->Color.ColorLogicOpEnabled );
ctx->Driver.Enable( ctx, GL_COLOR_SUM, ctx->Fog.ColorSumEnabled );
ctx->Driver.Enable( ctx, GL_CULL_FACE, ctx->Polygon.CullFlag );
ctx->Driver.Enable( ctx, GL_DEPTH_TEST, ctx->Depth.Test );
ctx->Driver.Enable( ctx, GL_DITHER, ctx->Color.DitherFlag );
ctx->Driver.Enable( ctx, GL_FOG, ctx->Fog.Enabled );
ctx->Driver.Enable( ctx, GL_LIGHTING, ctx->Light.Enabled );
ctx->Driver.Enable( ctx, GL_LINE_SMOOTH, ctx->Line.SmoothFlag );
ctx->Driver.Enable( ctx, GL_POLYGON_STIPPLE, ctx->Polygon.StippleFlag );
ctx->Driver.Enable( ctx, GL_SCISSOR_TEST, ctx->Scissor.Enabled );
ctx->Driver.Enable( ctx, GL_STENCIL_TEST, ctx->Stencil.Enabled );
ctx->Driver.Enable( ctx, GL_TEXTURE_1D, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_2D, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_RECTANGLE_NV, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_3D, GL_FALSE );
ctx->Driver.Enable( ctx, GL_TEXTURE_CUBE_MAP, GL_FALSE );
ctx->Driver.Fogfv( ctx, GL_FOG_COLOR, ctx->Fog.Color );
ctx->Driver.Fogfv( ctx, GL_FOG_MODE, 0 );
ctx->Driver.Fogfv( ctx, GL_FOG_DENSITY, &ctx->Fog.Density );
ctx->Driver.Fogfv( ctx, GL_FOG_START, &ctx->Fog.Start );
ctx->Driver.Fogfv( ctx, GL_FOG_END, &ctx->Fog.End );
ctx->Driver.FrontFace( ctx, ctx->Polygon.FrontFace );
{
GLfloat f = (GLfloat)ctx->Light.Model.ColorControl;
ctx->Driver.LightModelfv( ctx, GL_LIGHT_MODEL_COLOR_CONTROL, &f );
}
ctx->Driver.LineWidth( ctx, ctx->Line.Width );
ctx->Driver.LogicOpcode( ctx, ctx->Color.LogicOp );
ctx->Driver.PointSize( ctx, ctx->Point.Size );
ctx->Driver.PolygonStipple( ctx, (const GLubyte *)ctx->PolygonStipple );
ctx->Driver.Scissor( ctx, ctx->Scissor.X, ctx->Scissor.Y,
ctx->Scissor.Width, ctx->Scissor.Height );
ctx->Driver.ShadeModel( ctx, ctx->Light.ShadeModel );
ctx->Driver.StencilFuncSeparate( ctx, GL_FRONT,
ctx->Stencil.Function[0],
ctx->Stencil.Ref[0],
ctx->Stencil.ValueMask[0] );
ctx->Driver.StencilFuncSeparate( ctx, GL_BACK,
ctx->Stencil.Function[1],
ctx->Stencil.Ref[1],
ctx->Stencil.ValueMask[1] );
ctx->Driver.StencilMaskSeparate( ctx, GL_FRONT, ctx->Stencil.WriteMask[0] );
ctx->Driver.StencilMaskSeparate( ctx, GL_BACK, ctx->Stencil.WriteMask[1] );
ctx->Driver.StencilOpSeparate( ctx, GL_FRONT,
ctx->Stencil.FailFunc[0],
ctx->Stencil.ZFailFunc[0],
ctx->Stencil.ZPassFunc[0]);
ctx->Driver.StencilOpSeparate( ctx, GL_BACK,
ctx->Stencil.FailFunc[1],
ctx->Stencil.ZFailFunc[1],
ctx->Stencil.ZPassFunc[1]);
ctx->Driver.DrawBuffer( ctx, ctx->Color.DrawBuffer[0] );
}
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