1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
|
/*
Copyright (C) Intel Corp. 2006. All Rights Reserved.
Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
develop this 3D driver.
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, sublicense, 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 NONINFRINGEMENT.
IN NO EVENT SHALL THE COPYRIGHT OWNER(S) 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.
**********************************************************************/
/*
* Authors:
* Keith Whitwell <keith@tungstengraphics.com>
*/
#include "main/imports.h"
#include "main/api_noop.h"
#include "main/macros.h"
#include "main/simple_list.h"
#include "brw_context.h"
#include "brw_defines.h"
#include "brw_draw.h"
#include "brw_state.h"
#include "intel_span.h"
#include "tnl/t_pipeline.h"
/***************************************
* Mesa's Driver Functions
***************************************/
static void brwInitDriverFunctions( struct dd_function_table *functions )
{
intelInitDriverFunctions( functions );
brwInitFragProgFuncs( functions );
brw_init_queryobj_functions(functions);
functions->Enable = brw_enable;
functions->DepthRange = brw_depth_range;
}
GLboolean brwCreateContext( int api,
const struct gl_config *mesaVis,
__DRIcontext *driContextPriv,
void *sharedContextPrivate)
{
struct dd_function_table functions;
struct brw_context *brw = (struct brw_context *) CALLOC_STRUCT(brw_context);
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx;
unsigned i;
if (!brw) {
printf("%s: failed to alloc context\n", __FUNCTION__);
return GL_FALSE;
}
brwInitVtbl( brw );
brwInitDriverFunctions( &functions );
if (!intelInitContext( intel, api, mesaVis, driContextPriv,
sharedContextPrivate, &functions )) {
printf("%s: failed to init intel context\n", __FUNCTION__);
FREE(brw);
return GL_FALSE;
}
/* Initialize swrast, tnl driver tables: */
intelInitSpanFuncs(ctx);
TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
ctx->Const.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
ctx->Const.MaxTextureImageUnits);
ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
ctx->Const.MaxCombinedTextureImageUnits =
ctx->Const.MaxVertexTextureImageUnits +
ctx->Const.MaxTextureImageUnits;
/* Mesa limits textures to 4kx4k; it would be nice to fix that someday
*/
ctx->Const.MaxTextureLevels = 13;
ctx->Const.Max3DTextureLevels = 9;
ctx->Const.MaxCubeTextureLevels = 12;
ctx->Const.MaxTextureRectSize = (1<<12);
ctx->Const.MaxTextureMaxAnisotropy = 16.0;
/* if conformance mode is set, swrast can handle any size AA point */
ctx->Const.MaxPointSizeAA = 255.0;
/* We want the GLSL compiler to emit code that uses condition codes */
for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
ctx->ShaderCompilerOptions[i].EmitCondCodes = GL_TRUE;
ctx->ShaderCompilerOptions[i].EmitNVTempInitialization = GL_TRUE;
ctx->ShaderCompilerOptions[i].EmitNoNoise = GL_TRUE;
ctx->ShaderCompilerOptions[i].EmitNoMainReturn = GL_TRUE;
ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = GL_TRUE;
ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput = GL_TRUE;
ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform =
(i == MESA_SHADER_FRAGMENT);
ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
(i == MESA_SHADER_FRAGMENT);
}
ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);
ctx->Const.VertexProgram.MaxAluInstructions = 0;
ctx->Const.VertexProgram.MaxTexInstructions = 0;
ctx->Const.VertexProgram.MaxTexIndirections = 0;
ctx->Const.VertexProgram.MaxNativeAluInstructions = 0;
ctx->Const.VertexProgram.MaxNativeTexInstructions = 0;
ctx->Const.VertexProgram.MaxNativeTexIndirections = 0;
ctx->Const.VertexProgram.MaxNativeAttribs = 16;
ctx->Const.VertexProgram.MaxNativeTemps = 256;
ctx->Const.VertexProgram.MaxNativeAddressRegs = 1;
ctx->Const.VertexProgram.MaxNativeParameters = 1024;
ctx->Const.VertexProgram.MaxEnvParams =
MIN2(ctx->Const.VertexProgram.MaxNativeParameters,
ctx->Const.VertexProgram.MaxEnvParams);
ctx->Const.FragmentProgram.MaxNativeInstructions = (16 * 1024);
ctx->Const.FragmentProgram.MaxNativeAluInstructions = (16 * 1024);
ctx->Const.FragmentProgram.MaxNativeTexInstructions = (16 * 1024);
ctx->Const.FragmentProgram.MaxNativeTexIndirections = (16 * 1024);
ctx->Const.FragmentProgram.MaxNativeAttribs = 12;
ctx->Const.FragmentProgram.MaxNativeTemps = 256;
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0;
ctx->Const.FragmentProgram.MaxNativeParameters = 1024;
ctx->Const.FragmentProgram.MaxEnvParams =
MIN2(ctx->Const.FragmentProgram.MaxNativeParameters,
ctx->Const.FragmentProgram.MaxEnvParams);
/* Fragment shaders use real, 32-bit twos-complement integers for all
* integer types.
*/
ctx->Const.FragmentProgram.LowInt.RangeMin = 31;
ctx->Const.FragmentProgram.LowInt.RangeMax = 30;
ctx->Const.FragmentProgram.LowInt.Precision = 0;
ctx->Const.FragmentProgram.HighInt = ctx->Const.FragmentProgram.MediumInt
= ctx->Const.FragmentProgram.LowInt;
/* Gen6 converts quads to polygon in beginning of 3D pipeline,
but we're not sure how it's actually done for vertex order,
that affect provoking vertex decision. Always use last vertex
convention for quad primitive which works as expected for now. */
if (intel->gen == 6)
ctx->Const.QuadsFollowProvokingVertexConvention = GL_FALSE;
if (intel->is_g4x || intel->gen >= 5) {
brw->CMD_VF_STATISTICS = CMD_VF_STATISTICS_GM45;
brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;
brw->has_surface_tile_offset = GL_TRUE;
if (intel->gen < 6)
brw->has_compr4 = GL_TRUE;
brw->has_aa_line_parameters = GL_TRUE;
brw->has_pln = GL_TRUE;
} else {
brw->CMD_VF_STATISTICS = CMD_VF_STATISTICS_965;
brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
}
/* WM maximum threads is number of EUs times number of threads per EU. */
if (intel->gen >= 6) {
brw->urb.size = 1024;
brw->vs_max_threads = 60;
brw->wm_max_threads = 80;
} else if (intel->gen == 5) {
brw->urb.size = 1024;
brw->vs_max_threads = 72;
brw->wm_max_threads = 12 * 6;
} else if (intel->is_g4x) {
brw->urb.size = 384;
brw->vs_max_threads = 32;
brw->wm_max_threads = 10 * 5;
} else if (intel->gen < 6) {
brw->urb.size = 256;
brw->vs_max_threads = 16;
brw->wm_max_threads = 8 * 4;
brw->has_negative_rhw_bug = GL_TRUE;
}
if (INTEL_DEBUG & DEBUG_SINGLE_THREAD) {
brw->vs_max_threads = 1;
brw->wm_max_threads = 1;
}
brw_init_state( brw );
brw->curbe.last_buf = calloc(1, 4096);
brw->curbe.next_buf = calloc(1, 4096);
brw->state.dirty.mesa = ~0;
brw->state.dirty.brw = ~0;
brw->emit_state_always = 0;
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
brw_draw_init( brw );
/* Now that most driver functions are hooked up, initialize some of the
* immediate state.
*/
brw_update_cc_vp(brw);
return GL_TRUE;
}
|