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/*
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/vtxfmt.h"
#include "main/simple_list.h"
#include "shader/shader_api.h"
#include "brw_context.h"
#include "brw_defines.h"
#include "brw_draw.h"
#include "brw_state.h"
#include "brw_vs.h"
#include "intel_tex.h"
#include "intel_blit.h"
#include "intel_batchbuffer.h"
#include "intel_pixel.h"
#include "intel_span.h"
#include "tnl/t_pipeline.h"
#include "utils.h"
/***************************************
* Mesa's Driver Functions
***************************************/
static void brwUseProgram(GLcontext *ctx, GLuint program)
{
_mesa_use_program(ctx, program);
}
static void brwInitProgFuncs( struct dd_function_table *functions )
{
functions->UseProgram = brwUseProgram;
}
static void brwInitDriverFunctions( struct dd_function_table *functions )
{
intelInitDriverFunctions( functions );
brwInitFragProgFuncs( functions );
brwInitProgFuncs( functions );
brw_init_queryobj_functions(functions);
}
static void brw_init_attribs( struct brw_context *brw )
{
GLcontext *ctx = &brw->intel.ctx;
brw->attribs.Color = &ctx->Color;
brw->attribs.Depth = &ctx->Depth;
brw->attribs.Fog = &ctx->Fog;
brw->attribs.Hint = &ctx->Hint;
brw->attribs.Light = &ctx->Light;
brw->attribs.Line = &ctx->Line;
brw->attribs.Point = &ctx->Point;
brw->attribs.Polygon = &ctx->Polygon;
brw->attribs.Scissor = &ctx->Scissor;
brw->attribs.Stencil = &ctx->Stencil;
brw->attribs.Texture = &ctx->Texture;
brw->attribs.Transform = &ctx->Transform;
brw->attribs.Viewport = &ctx->Viewport;
brw->attribs.VertexProgram = &ctx->VertexProgram;
brw->attribs.FragmentProgram = &ctx->FragmentProgram;
brw->attribs.PolygonStipple = &ctx->PolygonStipple[0];
}
GLboolean brwCreateContext( const __GLcontextModes *mesaVis,
__DRIcontextPrivate *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;
GLcontext *ctx = &intel->ctx;
if (!brw) {
_mesa_printf("%s: failed to alloc context\n", __FUNCTION__);
return GL_FALSE;
}
brwInitVtbl( brw );
brwInitDriverFunctions( &functions );
if (!intelInitContext( intel, mesaVis, driContextPriv,
sharedContextPrivate, &functions )) {
_mesa_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.MaxTextureUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxTextureCoordUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxVertexTextureImageUnits = 0; /* no vertex shader textures */
/* Advertise the full hardware capabilities. The new memory
* manager should cope much better with overload situations:
*/
ctx->Const.MaxTextureLevels = 12;
ctx->Const.Max3DTextureLevels = 9;
ctx->Const.MaxCubeTextureLevels = 12;
ctx->Const.MaxTextureRectSize = (1<<11);
/* ctx->Const.MaxNativeVertexProgramTemps = 32; */
brw_init_attribs( brw );
brw_init_metaops( brw );
brw_init_state( brw );
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;
make_empty_list(&brw->query.active_head);
brw_draw_init( brw );
return GL_TRUE;
}
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