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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 "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 Intel® 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 },
{ "clip", DEBUG_CLIP },
{ 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;
}
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