blob: fb98a340010454e87d70b83d80c3da571e5f0cb9 [file] [log] [blame]
/**************************************************************************
*
* Copyright 2007 VMware, Inc.
* 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 VMWARE 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/imports.h"
#include "main/accum.h"
#include "main/api_exec.h"
#include "main/context.h"
#include "main/glthread.h"
#include "main/samplerobj.h"
#include "main/shaderobj.h"
#include "main/version.h"
#include "main/vtxfmt.h"
#include "main/hash.h"
#include "program/prog_cache.h"
#include "vbo/vbo.h"
#include "glapi/glapi.h"
#include "st_context.h"
#include "st_debug.h"
#include "st_cb_bitmap.h"
#include "st_cb_blit.h"
#include "st_cb_bufferobjects.h"
#include "st_cb_clear.h"
#include "st_cb_compute.h"
#include "st_cb_condrender.h"
#include "st_cb_copyimage.h"
#include "st_cb_drawpixels.h"
#include "st_cb_rasterpos.h"
#include "st_cb_drawtex.h"
#include "st_cb_eglimage.h"
#include "st_cb_fbo.h"
#include "st_cb_feedback.h"
#include "st_cb_msaa.h"
#include "st_cb_perfmon.h"
#include "st_cb_program.h"
#include "st_cb_queryobj.h"
#include "st_cb_readpixels.h"
#include "st_cb_texture.h"
#include "st_cb_xformfb.h"
#include "st_cb_flush.h"
#include "st_cb_syncobj.h"
#include "st_cb_strings.h"
#include "st_cb_texturebarrier.h"
#include "st_cb_viewport.h"
#include "st_atom.h"
#include "st_draw.h"
#include "st_extensions.h"
#include "st_gen_mipmap.h"
#include "st_pbo.h"
#include "st_program.h"
#include "st_sampler_view.h"
#include "st_vdpau.h"
#include "st_texture.h"
#include "pipe/p_context.h"
#include "util/u_inlines.h"
#include "util/u_upload_mgr.h"
#include "util/u_vbuf.h"
#include "cso_cache/cso_context.h"
DEBUG_GET_ONCE_BOOL_OPTION(mesa_mvp_dp4, "MESA_MVP_DP4", FALSE)
/**
* Called via ctx->Driver.Enable()
*/
static void st_Enable(struct gl_context * ctx, GLenum cap, GLboolean state)
{
struct st_context *st = st_context(ctx);
switch (cap) {
case GL_DEBUG_OUTPUT:
case GL_DEBUG_OUTPUT_SYNCHRONOUS:
st_update_debug_callback(st);
break;
default:
break;
}
}
/**
* Called via ctx->Driver.QueryMemoryInfo()
*/
static void
st_query_memory_info(struct gl_context *ctx, struct gl_memory_info *out)
{
struct pipe_screen *screen = st_context(ctx)->pipe->screen;
struct pipe_memory_info info;
assert(screen->query_memory_info);
if (!screen->query_memory_info)
return;
screen->query_memory_info(screen, &info);
out->total_device_memory = info.total_device_memory;
out->avail_device_memory = info.avail_device_memory;
out->total_staging_memory = info.total_staging_memory;
out->avail_staging_memory = info.avail_staging_memory;
out->device_memory_evicted = info.device_memory_evicted;
out->nr_device_memory_evictions = info.nr_device_memory_evictions;
}
uint64_t
st_get_active_states(struct gl_context *ctx)
{
struct st_vertex_program *vp =
st_vertex_program(ctx->VertexProgram._Current);
struct st_tessctrl_program *tcp =
st_tessctrl_program(ctx->TessCtrlProgram._Current);
struct st_tesseval_program *tep =
st_tesseval_program(ctx->TessEvalProgram._Current);
struct st_geometry_program *gp =
st_geometry_program(ctx->GeometryProgram._Current);
struct st_fragment_program *fp =
st_fragment_program(ctx->FragmentProgram._Current);
struct st_compute_program *cp =
st_compute_program(ctx->ComputeProgram._Current);
uint64_t active_shader_states = 0;
if (vp)
active_shader_states |= vp->affected_states;
if (tcp)
active_shader_states |= tcp->affected_states;
if (tep)
active_shader_states |= tep->affected_states;
if (gp)
active_shader_states |= gp->affected_states;
if (fp)
active_shader_states |= fp->affected_states;
if (cp)
active_shader_states |= cp->affected_states;
/* Mark non-shader-resource shader states as "always active". */
return active_shader_states | ~ST_ALL_SHADER_RESOURCES;
}
/**
* Called via ctx->Driver.UpdateState()
*/
void st_invalidate_state(struct gl_context * ctx, GLbitfield new_state)
{
struct st_context *st = st_context(ctx);
if (new_state & _NEW_BUFFERS) {
st->dirty |= ST_NEW_BLEND |
ST_NEW_DSA |
ST_NEW_FB_STATE |
ST_NEW_SAMPLE_MASK |
ST_NEW_SAMPLE_SHADING |
ST_NEW_FS_STATE |
ST_NEW_POLY_STIPPLE |
ST_NEW_VIEWPORT |
ST_NEW_RASTERIZER |
ST_NEW_SCISSOR |
ST_NEW_WINDOW_RECTANGLES;
} else {
/* These set a subset of flags set by _NEW_BUFFERS, so we only have to
* check them when _NEW_BUFFERS isn't set.
*/
if (new_state & (_NEW_DEPTH |
_NEW_STENCIL))
st->dirty |= ST_NEW_DSA;
if (new_state & _NEW_PROGRAM)
st->dirty |= ST_NEW_RASTERIZER;
if (new_state & _NEW_SCISSOR)
st->dirty |= ST_NEW_RASTERIZER |
ST_NEW_SCISSOR |
ST_NEW_WINDOW_RECTANGLES;
if (new_state & _NEW_FOG)
st->dirty |= ST_NEW_FS_STATE;
if (new_state & _NEW_POLYGONSTIPPLE)
st->dirty |= ST_NEW_POLY_STIPPLE;
if (new_state & _NEW_VIEWPORT)
st->dirty |= ST_NEW_VIEWPORT;
if (new_state & _NEW_FRAG_CLAMP) {
if (st->clamp_frag_color_in_shader)
st->dirty |= ST_NEW_FS_STATE;
else
st->dirty |= ST_NEW_RASTERIZER;
}
}
if (new_state & _NEW_MULTISAMPLE) {
st->dirty |= ST_NEW_BLEND |
ST_NEW_SAMPLE_MASK |
ST_NEW_SAMPLE_SHADING |
ST_NEW_RASTERIZER |
ST_NEW_FS_STATE;
} else {
/* These set a subset of flags set by _NEW_MULTISAMPLE, so we only
* have to check them when _NEW_MULTISAMPLE isn't set.
*/
if (new_state & (_NEW_LIGHT |
_NEW_LINE |
_NEW_POINT |
_NEW_POLYGON |
_NEW_TRANSFORM))
st->dirty |= ST_NEW_RASTERIZER;
}
if (new_state & (_NEW_PROJECTION |
_NEW_TRANSFORM) &&
st_user_clip_planes_enabled(ctx))
st->dirty |= ST_NEW_CLIP_STATE;
if (new_state & _NEW_COLOR)
st->dirty |= ST_NEW_BLEND |
ST_NEW_DSA;
if (new_state & _NEW_PIXEL)
st->dirty |= ST_NEW_PIXEL_TRANSFER;
if (new_state & _NEW_CURRENT_ATTRIB)
st->dirty |= ST_NEW_VERTEX_ARRAYS;
/* Update the vertex shader if ctx->Light._ClampVertexColor was changed. */
if (st->clamp_vert_color_in_shader && (new_state & _NEW_LIGHT))
st->dirty |= ST_NEW_VS_STATE;
/* Which shaders are dirty will be determined manually. */
if (new_state & _NEW_PROGRAM) {
st->gfx_shaders_may_be_dirty = true;
st->compute_shader_may_be_dirty = true;
/* This will mask out unused shader resources. */
st->active_states = st_get_active_states(ctx);
}
if (new_state & _NEW_TEXTURE_OBJECT) {
st->dirty |= st->active_states &
(ST_NEW_SAMPLER_VIEWS |
ST_NEW_SAMPLERS |
ST_NEW_IMAGE_UNITS);
if (ctx->FragmentProgram._Current &&
ctx->FragmentProgram._Current->ExternalSamplersUsed) {
st->dirty |= ST_NEW_FS_STATE;
}
}
if (new_state & _NEW_PROGRAM_CONSTANTS)
st->dirty |= st->active_states & ST_NEW_CONSTANTS;
/* This is the only core Mesa module we depend upon.
* No longer use swrast, swsetup, tnl.
*/
_vbo_InvalidateState(ctx, new_state);
}
static void
st_destroy_context_priv(struct st_context *st, bool destroy_pipe)
{
uint shader, i;
st_destroy_atoms( st );
st_destroy_draw( st );
st_destroy_clear(st);
st_destroy_bitmap(st);
st_destroy_drawpix(st);
st_destroy_drawtex(st);
st_destroy_perfmon(st);
st_destroy_pbo_helpers(st);
for (shader = 0; shader < ARRAY_SIZE(st->state.sampler_views); shader++) {
for (i = 0; i < ARRAY_SIZE(st->state.sampler_views[0]); i++) {
pipe_sampler_view_release(st->pipe,
&st->state.sampler_views[shader][i]);
}
}
/* free glDrawPixels cache data */
free(st->drawpix_cache.image);
pipe_resource_reference(&st->drawpix_cache.texture, NULL);
/* free glReadPixels cache data */
st_invalidate_readpix_cache(st);
cso_destroy_context(st->cso_context);
if (st->pipe && destroy_pipe)
st->pipe->destroy(st->pipe);
free( st );
}
static struct st_context *
st_create_context_priv( struct gl_context *ctx, struct pipe_context *pipe,
const struct st_config_options *options)
{
struct pipe_screen *screen = pipe->screen;
uint i;
struct st_context *st = ST_CALLOC_STRUCT( st_context );
st->options = *options;
ctx->st = st;
st->ctx = ctx;
st->pipe = pipe;
/* state tracker needs the VBO module */
_vbo_CreateContext(ctx);
st->dirty = ST_ALL_STATES_MASK;
st->has_user_constbuf =
screen->get_param(screen, PIPE_CAP_USER_CONSTANT_BUFFERS);
/* Drivers still have to upload zero-stride vertex attribs manually
* with the GL core profile, but they don't have to deal with any complex
* user vertex buffer uploads.
*/
unsigned vbuf_flags =
ctx->API == API_OPENGL_CORE ? U_VBUF_FLAG_NO_USER_VBOS : 0;
st->cso_context = cso_create_context(pipe, vbuf_flags);
st_init_atoms( st );
st_init_clear(st);
st_init_draw( st );
st_init_pbo_helpers(st);
/* Choose texture target for glDrawPixels, glBitmap, renderbuffers */
if (pipe->screen->get_param(pipe->screen, PIPE_CAP_NPOT_TEXTURES))
st->internal_target = PIPE_TEXTURE_2D;
else
st->internal_target = PIPE_TEXTURE_RECT;
/* Setup vertex element info for 'struct st_util_vertex'.
*/
{
const unsigned slot = cso_get_aux_vertex_buffer_slot(st->cso_context);
/* If this assertion ever fails all state tracker calls to
* cso_get_aux_vertex_buffer_slot() should be audited. This
* particular call would have to be moved to just before each
* drawing call.
*/
assert(slot == 0);
STATIC_ASSERT(sizeof(struct st_util_vertex) == 9 * sizeof(float));
memset(&st->util_velems, 0, sizeof(st->util_velems));
st->util_velems[0].src_offset = 0;
st->util_velems[0].vertex_buffer_index = slot;
st->util_velems[0].src_format = PIPE_FORMAT_R32G32B32_FLOAT;
st->util_velems[1].src_offset = 3 * sizeof(float);
st->util_velems[1].vertex_buffer_index = slot;
st->util_velems[1].src_format = PIPE_FORMAT_R32G32B32A32_FLOAT;
st->util_velems[2].src_offset = 7 * sizeof(float);
st->util_velems[2].vertex_buffer_index = slot;
st->util_velems[2].src_format = PIPE_FORMAT_R32G32_FLOAT;
}
/* we want all vertex data to be placed in buffer objects */
vbo_use_buffer_objects(ctx);
/* make sure that no VBOs are left mapped when we're drawing. */
vbo_always_unmap_buffers(ctx);
/* Need these flags:
*/
ctx->FragmentProgram._MaintainTexEnvProgram = GL_TRUE;
ctx->VertexProgram._MaintainTnlProgram = GL_TRUE;
st->has_stencil_export =
screen->get_param(screen, PIPE_CAP_SHADER_STENCIL_EXPORT);
st->has_shader_model3 = screen->get_param(screen, PIPE_CAP_SM3);
st->has_etc1 = screen->is_format_supported(screen, PIPE_FORMAT_ETC1_RGB8,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW);
st->has_etc2 = screen->is_format_supported(screen, PIPE_FORMAT_ETC2_RGB8,
PIPE_TEXTURE_2D, 0,
PIPE_BIND_SAMPLER_VIEW);
st->prefer_blit_based_texture_transfer = screen->get_param(screen,
PIPE_CAP_PREFER_BLIT_BASED_TEXTURE_TRANSFER);
st->force_persample_in_shader =
screen->get_param(screen, PIPE_CAP_SAMPLE_SHADING) &&
!screen->get_param(screen, PIPE_CAP_FORCE_PERSAMPLE_INTERP);
st->has_shareable_shaders = screen->get_param(screen,
PIPE_CAP_SHAREABLE_SHADERS);
st->needs_texcoord_semantic =
screen->get_param(screen, PIPE_CAP_TGSI_TEXCOORD);
st->apply_texture_swizzle_to_border_color =
!!(screen->get_param(screen, PIPE_CAP_TEXTURE_BORDER_COLOR_QUIRK) &
(PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_NV50 |
PIPE_QUIRK_TEXTURE_BORDER_COLOR_SWIZZLE_R600));
st->has_time_elapsed =
screen->get_param(screen, PIPE_CAP_QUERY_TIME_ELAPSED);
st->has_half_float_packing =
screen->get_param(screen, PIPE_CAP_TGSI_PACK_HALF_FLOAT);
st->has_multi_draw_indirect =
screen->get_param(screen, PIPE_CAP_MULTI_DRAW_INDIRECT);
/* GL limits and extensions */
st_init_limits(pipe->screen, &ctx->Const, &ctx->Extensions);
st_init_extensions(pipe->screen, &ctx->Const,
&ctx->Extensions, &st->options, ctx->Mesa_DXTn);
if (st_have_perfmon(st)) {
ctx->Extensions.AMD_performance_monitor = GL_TRUE;
}
/* Enable shader-based fallbacks for ARB_color_buffer_float if needed. */
if (screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_UNCLAMPED)) {
if (!screen->get_param(screen, PIPE_CAP_VERTEX_COLOR_CLAMPED)) {
st->clamp_vert_color_in_shader = GL_TRUE;
}
if (!screen->get_param(screen, PIPE_CAP_FRAGMENT_COLOR_CLAMPED)) {
st->clamp_frag_color_in_shader = GL_TRUE;
}
/* For drivers which cannot do color clamping, it's better to just
* disable ARB_color_buffer_float in the core profile, because
* the clamping is deprecated there anyway. */
if (ctx->API == API_OPENGL_CORE &&
(st->clamp_frag_color_in_shader || st->clamp_vert_color_in_shader)) {
st->clamp_vert_color_in_shader = GL_FALSE;
st->clamp_frag_color_in_shader = GL_FALSE;
ctx->Extensions.ARB_color_buffer_float = GL_FALSE;
}
}
/* called after _mesa_create_context/_mesa_init_point, fix default user
* settable max point size up
*/
ctx->Point.MaxSize = MAX2(ctx->Const.MaxPointSize,
ctx->Const.MaxPointSizeAA);
/* For vertex shaders, make sure not to emit saturate when SM 3.0 is not supported */
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoSat = !st->has_shader_model3;
if (!ctx->Extensions.ARB_gpu_shader5) {
for (i = 0; i < MESA_SHADER_STAGES; i++)
ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true;
}
/* Set which shader types can be compiled at link time. */
st->shader_has_one_variant[MESA_SHADER_VERTEX] =
st->has_shareable_shaders &&
!st->clamp_vert_color_in_shader;
st->shader_has_one_variant[MESA_SHADER_FRAGMENT] =
st->has_shareable_shaders &&
!st->clamp_frag_color_in_shader &&
!st->force_persample_in_shader;
st->shader_has_one_variant[MESA_SHADER_TESS_CTRL] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_TESS_EVAL] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_GEOMETRY] = st->has_shareable_shaders;
st->shader_has_one_variant[MESA_SHADER_COMPUTE] = st->has_shareable_shaders;
_mesa_compute_version(ctx);
if (ctx->Version == 0) {
/* This can happen when a core profile was requested, but the driver
* does not support some features of GL 3.1 or later.
*/
st_destroy_context_priv(st, false);
return NULL;
}
_mesa_initialize_dispatch_tables(ctx);
_mesa_initialize_vbo_vtxfmt(ctx);
return st;
}
static void st_init_driver_flags(struct gl_driver_flags *f)
{
f->NewArray = ST_NEW_VERTEX_ARRAYS;
f->NewRasterizerDiscard = ST_NEW_RASTERIZER;
f->NewUniformBuffer = ST_NEW_UNIFORM_BUFFER;
f->NewDefaultTessLevels = ST_NEW_TESS_STATE;
f->NewTextureBuffer = ST_NEW_SAMPLER_VIEWS;
f->NewAtomicBuffer = ST_NEW_ATOMIC_BUFFER;
f->NewShaderStorageBuffer = ST_NEW_STORAGE_BUFFER;
f->NewImageUnits = ST_NEW_IMAGE_UNITS;
}
struct st_context *st_create_context(gl_api api, struct pipe_context *pipe,
const struct gl_config *visual,
struct st_context *share,
const struct st_config_options *options)
{
struct gl_context *ctx;
struct gl_context *shareCtx = share ? share->ctx : NULL;
struct dd_function_table funcs;
struct st_context *st;
memset(&funcs, 0, sizeof(funcs));
st_init_driver_functions(pipe->screen, &funcs);
ctx = calloc(1, sizeof(struct gl_context));
if (!ctx)
return NULL;
if (!_mesa_initialize_context(ctx, api, visual, shareCtx, &funcs)) {
free(ctx);
return NULL;
}
st_debug_init();
if (pipe->screen->get_disk_shader_cache &&
!(ST_DEBUG & DEBUG_TGSI))
ctx->Cache = pipe->screen->get_disk_shader_cache(pipe->screen);
st_init_driver_flags(&ctx->DriverFlags);
/* XXX: need a capability bit in gallium to query if the pipe
* driver prefers DP4 or MUL/MAD for vertex transformation.
*/
if (debug_get_option_mesa_mvp_dp4())
ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = GL_TRUE;
st = st_create_context_priv(ctx, pipe, options);
if (!st) {
_mesa_destroy_context(ctx);
}
return st;
}
/**
* Callback to release the sampler view attached to a texture object.
* Called by _mesa_HashWalk().
*/
static void
destroy_tex_sampler_cb(GLuint id, void *data, void *userData)
{
struct gl_texture_object *texObj = (struct gl_texture_object *) data;
struct st_context *st = (struct st_context *) userData;
st_texture_release_sampler_view(st, st_texture_object(texObj));
}
void st_destroy_context( struct st_context *st )
{
struct gl_context *ctx = st->ctx;
GLuint i;
/* This must be called first so that glthread has a chance to finish */
_mesa_glthread_destroy(ctx);
_mesa_HashWalk(ctx->Shared->TexObjects, destroy_tex_sampler_cb, st);
st_reference_fragprog(st, &st->fp, NULL);
st_reference_geomprog(st, &st->gp, NULL);
st_reference_vertprog(st, &st->vp, NULL);
st_reference_tesscprog(st, &st->tcp, NULL);
st_reference_tesseprog(st, &st->tep, NULL);
st_reference_compprog(st, &st->cp, NULL);
/* release framebuffer surfaces */
for (i = 0; i < PIPE_MAX_COLOR_BUFS; i++) {
pipe_surface_reference(&st->state.framebuffer.cbufs[i], NULL);
}
pipe_surface_reference(&st->state.framebuffer.zsbuf, NULL);
pipe_sampler_view_reference(&st->pixel_xfer.pixelmap_sampler_view, NULL);
pipe_resource_reference(&st->pixel_xfer.pixelmap_texture, NULL);
_vbo_DestroyContext(ctx);
st_destroy_program_variants(st);
_mesa_free_context_data(ctx);
/* This will free the st_context too, so 'st' must not be accessed
* afterwards. */
st_destroy_context_priv(st, true);
st = NULL;
free(ctx);
}
static void
st_emit_string_marker(struct gl_context *ctx, const GLchar *string, GLsizei len)
{
struct st_context *st = ctx->st;
st->pipe->emit_string_marker(st->pipe, string, len);
}
static void
st_set_background_context(struct gl_context *ctx)
{
struct st_context *st = ctx->st;
struct st_manager *smapi =
(struct st_manager*)st->iface.st_context_private;
assert(smapi->set_background_context);
smapi->set_background_context(&st->iface);
}
void st_init_driver_functions(struct pipe_screen *screen,
struct dd_function_table *functions)
{
_mesa_init_shader_object_functions(functions);
_mesa_init_sampler_object_functions(functions);
st_init_blit_functions(functions);
st_init_bufferobject_functions(screen, functions);
st_init_clear_functions(functions);
st_init_bitmap_functions(functions);
st_init_copy_image_functions(functions);
st_init_drawpixels_functions(functions);
st_init_rasterpos_functions(functions);
st_init_drawtex_functions(functions);
st_init_eglimage_functions(functions);
st_init_fbo_functions(functions);
st_init_feedback_functions(functions);
st_init_msaa_functions(functions);
st_init_perfmon_functions(functions);
st_init_program_functions(functions);
st_init_query_functions(functions);
st_init_cond_render_functions(functions);
st_init_readpixels_functions(functions);
st_init_texture_functions(functions);
st_init_texture_barrier_functions(functions);
st_init_flush_functions(screen, functions);
st_init_string_functions(functions);
st_init_viewport_functions(functions);
st_init_compute_functions(functions);
st_init_xformfb_functions(functions);
st_init_syncobj_functions(functions);
st_init_vdpau_functions(functions);
if (screen->get_param(screen, PIPE_CAP_STRING_MARKER))
functions->EmitStringMarker = st_emit_string_marker;
functions->Enable = st_Enable;
functions->UpdateState = st_invalidate_state;
functions->QueryMemoryInfo = st_query_memory_info;
functions->SetBackgroundContext = st_set_background_context;
}