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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 "points.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.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 "intel_buffers.h"
#include "intel_tex.h"
#include "intel_span.h"
#include "intel_tris.h"
#include "intel_ioctl.h"
#include "intel_batchbuffer.h"
#include "intel_blit.h"
#include "intel_pixel.h"
#include "intel_regions.h"
#include "intel_buffer_objects.h"
#include "intel_fbo.h"
#include "drirenderbuffer.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_framebuffer_object
#define need_GL_EXT_multi_draw_arrays
#define need_GL_EXT_secondary_color
#define need_GL_NV_vertex_program
#include "extension_helper.h"
#define DRIVER_DATE "20061102"
_glthread_Mutex lockMutex;
static GLboolean lockMutexInit = GL_FALSE;
static 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;
}
}
/**
* 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_pixel_buffer_object", NULL},
{"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_framebuffer_object", GL_EXT_framebuffer_object_functions},
{"GL_EXT_multi_draw_arrays", GL_EXT_multi_draw_arrays_functions},
#if 1 /* XXX FBO temporary? */
{"GL_EXT_packed_depth_stencil", NULL},
#endif
{"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[] = {
{"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},
{NULL, 0}
};
static void
intelInvalidateState(GLcontext * ctx, GLuint new_state)
{
_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_context(ctx)->NewGLState |= new_state;
}
void
intelFlush(GLcontext * ctx)
{
struct intel_context *intel = intel_context(ctx);
if (intel->Fallback)
_swrast_flush(ctx);
INTEL_FIREVERTICES(intel);
if (intel->batch->map != intel->batch->ptr)
intel_batchbuffer_flush(intel->batch);
/* XXX: Need to do an MI_FLUSH here.
*/
}
/**
* Check if we need to rotate/warp the front color buffer to the
* rotated screen. We generally need to do this when we get a glFlush
* or glFinish after drawing to the front color buffer.
*/
static void
intelCheckFrontRotate(GLcontext * ctx)
{
struct intel_context *intel = intel_context(ctx);
if (intel->ctx.DrawBuffer->_ColorDrawBufferMask[0] ==
BUFFER_BIT_FRONT_LEFT) {
intelScreenPrivate *screen = intel->intelScreen;
if (screen->current_rotation != 0) {
__DRIdrawablePrivate *dPriv = intel->driDrawable;
intelRotateWindow(intel, dPriv, BUFFER_BIT_FRONT_LEFT);
}
}
}
/**
* Called via glFlush.
*/
static void
intelglFlush(GLcontext * ctx)
{
intelFlush(ctx);
intelCheckFrontRotate(ctx);
}
void
intelFinish(GLcontext * ctx)
{
struct intel_context *intel = intel_context(ctx);
intelFlush(ctx);
if (intel->batch->last_fence) {
driFenceFinish(intel->batch->last_fence,
0, GL_FALSE);
driFenceUnReference(intel->batch->last_fence);
intel->batch->last_fence = NULL;
}
intelCheckFrontRotate(ctx);
}
void
intelInitDriverFunctions(struct dd_function_table *functions)
{
_mesa_init_driver_functions(functions);
functions->Flush = intelglFlush;
functions->Finish = intelFinish;
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);
intelInitBufferFuncs(functions);
}
GLboolean
intelInitContext(struct intel_context *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;
intel->width = intelScreen->width;
intel->height = intelScreen->height;
intel->current_rotation = intelScreen->current_rotation;
if (!lockMutexInit) {
lockMutexInit = GL_TRUE;
_glthread_INIT_MUTEX(lockMutex);
}
driParseConfigFiles(&intel->optionCache, &intelScreen->optionCache,
intel->driScreen->myNum, "i915");
ctx->Const.MaxTextureMaxAnisotropy = 2.0;
/* This doesn't yet catch all non-conformant rendering, but it's a
* start.
*/
if (getenv("INTEL_STRICT_CONFORMANCE")) {
intel->strict_conformance = 1;
}
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;
/* reinitialize the context point state.
* It depend on constants in __GLcontextRec::Const
*/
_mesa_init_point(ctx);
ctx->Const.MaxColorAttachments = 4; /* XXX FBO: review this */
/* Initialize the software rasterizer and helper modules. */
_swrast_CreateContext(ctx);
_vbo_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_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 / 0xffff;
break;
case 24:
intel->polygon_offset_scale = 2.0 / 0xffffff; /* req'd to pass glean */
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);
_math_matrix_ctr(&intel->ViewportMatrix);
/* Disable imaging extension until convolution is working in
* teximage paths:
*/
driInitExtensions(ctx, card_extensions,
/* GL_TRUE, */
GL_FALSE);
intel->batch = intel_batchbuffer_alloc(intel);
intel->last_swap_fence = NULL;
intel->first_swap_fence = NULL;
intel_bufferobj_init(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->prim.primitive = ~0;
#if DO_DEBUG
INTEL_DEBUG = driParseDebugString(getenv("INTEL_DEBUG"), debug_control);
#endif
if (getenv("INTEL_NO_RAST")) {
fprintf(stderr, "disabling 3D rasterization\n");
FALLBACK(intel, INTEL_FALLBACK_USER, 1);
}
return GL_TRUE;
}
void
intelDestroyContext(__DRIcontextPrivate * 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);
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 = 0; /* don't call _swrast_Flush later */
intel_batchbuffer_free(intel->batch);
if (intel->last_swap_fence) {
driFenceFinish(intel->last_swap_fence, DRM_FENCE_TYPE_EXE, GL_TRUE);
driFenceUnReference(intel->last_swap_fence);
intel->last_swap_fence = NULL;
}
if (intel->first_swap_fence) {
driFenceFinish(intel->first_swap_fence, DRM_FENCE_TYPE_EXE, GL_TRUE);
driFenceUnReference(intel->first_swap_fence);
intel->first_swap_fence = NULL;
}
if (release_texture_heaps) {
/* This share group is about to go away, free our private
* texture object data.
*/
if (INTEL_DEBUG & DEBUG_TEXTURE)
fprintf(stderr, "do something to free texture heaps\n");
}
/* free the Mesa context */
_mesa_free_context_data(&intel->ctx);
}
}
GLboolean
intelUnbindContext(__DRIcontextPrivate * driContextPriv)
{
return GL_TRUE;
}
GLboolean
intelMakeCurrent(__DRIcontextPrivate * driContextPriv,
__DRIdrawablePrivate * driDrawPriv,
__DRIdrawablePrivate * driReadPriv)
{
if (driContextPriv) {
struct intel_context *intel =
(struct intel_context *) driContextPriv->driverPrivate;
struct intel_framebuffer *intel_fb =
(struct intel_framebuffer *) driDrawPriv->driverPrivate;
GLframebuffer *readFb = (GLframebuffer *) driReadPriv->driverPrivate;
/* XXX FBO temporary fix-ups! */
/* if the renderbuffers don't have regions, init them from the context */
{
struct intel_renderbuffer *irbDepth
= intel_get_renderbuffer(&intel_fb->Base, BUFFER_DEPTH);
struct intel_renderbuffer *irbStencil
= intel_get_renderbuffer(&intel_fb->Base, BUFFER_STENCIL);
if (intel_fb->color_rb[0] && !intel_fb->color_rb[0]->region) {
intel_region_reference(&intel_fb->color_rb[0]->region,
intel->intelScreen->front_region);
}
if (intel_fb->color_rb[1] && !intel_fb->color_rb[1]->region) {
intel_region_reference(&intel_fb->color_rb[1]->region,
intel->intelScreen->back_region);
}
if (intel_fb->color_rb[2] && !intel_fb->color_rb[2]->region) {
intel_region_reference(&intel_fb->color_rb[2]->region,
intel->intelScreen->third_region);
}
if (irbDepth && !irbDepth->region) {
intel_region_reference(&irbDepth->region, intel->intelScreen->depth_region);
}
if (irbStencil && !irbStencil->region) {
intel_region_reference(&irbStencil->region, intel->intelScreen->depth_region);
}
}
/* set GLframebuffer size to match window, if needed */
driUpdateFramebufferSize(&intel->ctx, driDrawPriv);
if (driReadPriv != driDrawPriv) {
driUpdateFramebufferSize(&intel->ctx, driReadPriv);
}
_mesa_make_current(&intel->ctx, &intel_fb->Base, readFb);
/* The drawbuffer won't always be updated by _mesa_make_current:
*/
if (intel->ctx.DrawBuffer == &intel_fb->Base) {
if (intel->driDrawable != driDrawPriv) {
intel_fb->vblank_flags = (intel->intelScreen->irq_active != 0)
? driGetDefaultVBlankFlags(&intel->optionCache)
: VBLANK_FLAG_NO_IRQ;
(*dri_interface->getUST) (&intel_fb->swap_ust);
driDrawableInitVBlank(driDrawPriv, intel_fb->vblank_flags,
&intel_fb->vbl_seq);
intel->driDrawable = driDrawPriv;
intelWindowMoved(intel);
}
intel_draw_buffer(&intel->ctx, &intel_fb->Base);
}
}
else {
_mesa_make_current(NULL, NULL, NULL);
}
return GL_TRUE;
}
static void
intelContendedLock(struct intel_context *intel, GLuint flags)
{
__DRIdrawablePrivate *dPriv = intel->driDrawable;
__DRIscreenPrivate *sPriv = intel->driScreen;
intelScreenPrivate *intelScreen = (intelScreenPrivate *) sPriv->private;
drmI830Sarea *sarea = intel->sarea;
drmGetLock(intel->driFd, intel->hHWContext, flags);
if (INTEL_DEBUG & DEBUG_LOCK)
_mesa_printf("%s - got contended lock\n", __progname);
/* 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 (sarea->width != intelScreen->width ||
sarea->height != intelScreen->height ||
sarea->rotation != intelScreen->current_rotation) {
intelUpdateScreenRotation(sPriv, sarea);
}
if (sarea->width != intel->width ||
sarea->height != intel->height ||
sarea->rotation != intel->current_rotation) {
void *batchMap = intel->batch->map;
/*
* FIXME: Really only need to do this when drawing to a
* common back- or front buffer.
*/
/*
* This will drop the outstanding batchbuffer on the floor
*/
if (batchMap != NULL) {
driBOUnmap(intel->batch->buffer);
intel->batch->map = NULL;
}
intel_batchbuffer_reset(intel->batch);
if (batchMap == NULL) {
driBOUnmap(intel->batch->buffer);
intel->batch->map = NULL;
}
/* lose all primitives */
intel->prim.primitive = ~0;
intel->prim.start_ptr = 0;
intel->prim.flush = 0;
/* re-emit all state */
intel->vtbl.lost_hardware(intel);
/* force window update */
intel->lastStamp = 0;
intel->width = sarea->width;
intel->height = sarea->height;
intel->current_rotation = sarea->rotation;
}
/* Drawable changed?
*/
if (dPriv && intel->lastStamp != dPriv->lastStamp) {
intelWindowMoved(intel);
intel->lastStamp = dPriv->lastStamp;
}
}
/* Lock the hardware and validate our state.
*/
void LOCK_HARDWARE( struct intel_context *intel )
{
char __ret=0;
struct intel_framebuffer *intel_fb = NULL;
struct intel_renderbuffer *intel_rb = NULL;
_glthread_LOCK_MUTEX(lockMutex);
assert(!intel->locked);
if (intel->driDrawable) {
intel_fb = intel->driDrawable->driverPrivate;
if (intel_fb)
intel_rb =
intel_get_renderbuffer(&intel_fb->Base,
intel_fb->Base._ColorDrawBufferMask[0] ==
BUFFER_BIT_FRONT_LEFT ? BUFFER_FRONT_LEFT :
BUFFER_BACK_LEFT);
}
if (intel_rb && (intel_fb->vbl_waited - intel_rb->vbl_pending) > (1<<23)) {
drmVBlank vbl;
vbl.request.type = DRM_VBLANK_ABSOLUTE;
if ( intel_fb->vblank_flags & VBLANK_FLAG_SECONDARY ) {
vbl.request.type |= DRM_VBLANK_SECONDARY;
}
vbl.request.sequence = intel_rb->vbl_pending;
drmWaitVBlank(intel->driFd, &vbl);
intel_fb->vbl_waited = vbl.reply.sequence;
}
DRM_CAS(intel->driHwLock, intel->hHWContext,
(DRM_LOCK_HELD|intel->hHWContext), __ret);
if (__ret)
intelContendedLock( intel, 0 );
if (INTEL_DEBUG & DEBUG_LOCK)
_mesa_printf("%s - locked\n", __progname);
intel->locked = 1;
}
/* Unlock the hardware using the global current context
*/
void UNLOCK_HARDWARE( struct intel_context *intel )
{
intel->locked = 0;
DRM_UNLOCK(intel->driFd, intel->driHwLock, intel->hHWContext);
_glthread_UNLOCK_MUTEX(lockMutex);
if (INTEL_DEBUG & DEBUG_LOCK)
_mesa_printf("%s - unlocked\n", __progname);
}
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