/* 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 */ #include "main/api_exec.h" #include "main/imports.h" #include "main/macros.h" #include "main/points.h" #include "main/simple_list.h" #include "main/version.h" #include "main/vtxfmt.h" #include "vbo/vbo_context.h" #include "brw_context.h" #include "brw_defines.h" #include "brw_draw.h" #include "brw_state.h" #include "intel_fbo.h" #include "intel_mipmap_tree.h" #include "intel_regions.h" #include "intel_tex.h" #include "intel_tex_obj.h" #include "tnl/t_pipeline.h" #include "glsl/ralloc.h" /*************************************** * Mesa's Driver Functions ***************************************/ static size_t brw_query_samples_for_format(struct gl_context *ctx, GLenum target, GLenum internalFormat, int samples[16]) { struct brw_context *brw = brw_context(ctx); (void) target; switch (brw->gen) { case 7: samples[0] = 8; samples[1] = 4; return 2; case 6: samples[0] = 4; return 1; default: samples[0] = 1; return 1; } } static void brwInitDriverFunctions(struct intel_screen *screen, struct dd_function_table *functions) { intelInitDriverFunctions( functions ); brwInitFragProgFuncs( functions ); brw_init_common_queryobj_functions(functions); if (screen->gen >= 6) gen6_init_queryobj_functions(functions); else gen4_init_queryobj_functions(functions); functions->QuerySamplesForFormat = brw_query_samples_for_format; if (screen->gen >= 7) { functions->BeginTransformFeedback = gen7_begin_transform_feedback; functions->EndTransformFeedback = gen7_end_transform_feedback; } else { functions->BeginTransformFeedback = brw_begin_transform_feedback; functions->EndTransformFeedback = brw_end_transform_feedback; } if (screen->gen >= 6) functions->GetSamplePosition = gen6_get_sample_position; } static void brw_initialize_context_constants(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; ctx->Const.QueryCounterBits.Timestamp = 36; ctx->Const.StripTextureBorder = true; ctx->Const.MaxDualSourceDrawBuffers = 1; ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS; ctx->Const.FragmentProgram.MaxTextureImageUnits = BRW_MAX_TEX_UNIT; ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */ ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, ctx->Const.FragmentProgram.MaxTextureImageUnits); ctx->Const.VertexProgram.MaxTextureImageUnits = BRW_MAX_TEX_UNIT; ctx->Const.MaxCombinedTextureImageUnits = ctx->Const.VertexProgram.MaxTextureImageUnits + ctx->Const.FragmentProgram.MaxTextureImageUnits; ctx->Const.MaxTextureLevels = 14; /* 8192 */ if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS) ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; ctx->Const.Max3DTextureLevels = 9; ctx->Const.MaxCubeTextureLevels = 12; if (brw->gen >= 7) ctx->Const.MaxArrayTextureLayers = 2048; else ctx->Const.MaxArrayTextureLayers = 512; ctx->Const.MaxTextureRectSize = 1 << 12; ctx->Const.MaxTextureMaxAnisotropy = 16.0; ctx->Const.MaxRenderbufferSize = 8192; /* Hardware only supports a limited number of transform feedback buffers. * So we need to override the Mesa default (which is based only on software * limits). */ ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS; /* On Gen6, in the worst case, we use up one binding table entry per * transform feedback component (see comments above the definition of * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to * BRW_MAX_SOL_BINDINGS. * * In "separate components" mode, we need to divide this value by * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS. */ ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS; ctx->Const.MaxTransformFeedbackSeparateComponents = BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS; if (brw->gen == 6) { ctx->Const.MaxSamples = 4; ctx->Const.MaxColorTextureSamples = 4; ctx->Const.MaxDepthTextureSamples = 4; ctx->Const.MaxIntegerSamples = 4; } else if (brw->gen >= 7) { ctx->Const.MaxSamples = 8; ctx->Const.MaxColorTextureSamples = 8; ctx->Const.MaxDepthTextureSamples = 8; ctx->Const.MaxIntegerSamples = 8; } 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 = 255.0; ctx->Const.PointSizeGranularity = 1.0; if (brw->gen >= 5 || brw->is_g4x) ctx->Const.MaxClipPlanes = 8; 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 = 1024; ctx->Const.FragmentProgram.MaxNativeAluInstructions = 1024; ctx->Const.FragmentProgram.MaxNativeTexInstructions = 1024; ctx->Const.FragmentProgram.MaxNativeTexIndirections = 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.LowInt; 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 (brw->gen >= 6) ctx->Const.QuadsFollowProvokingVertexConvention = false; ctx->Const.NativeIntegers = true; ctx->Const.UniformBooleanTrue = 1; ctx->Const.UniformBufferOffsetAlignment = 16; ctx->Const.ForceGLSLExtensionsWarn = driQueryOptionb(&brw->optionCache, "force_glsl_extensions_warn"); ctx->Const.DisableGLSLLineContinuations = driQueryOptionb(&brw->optionCache, "disable_glsl_line_continuations"); /* We want the GLSL compiler to emit code that uses condition codes */ for (int i = 0; i <= MESA_SHADER_FRAGMENT; i++) { ctx->ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX; ctx->ShaderCompilerOptions[i].EmitCondCodes = true; ctx->ShaderCompilerOptions[i].EmitNoNoise = true; ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true; ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true; ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput = true; ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform = (i == MESA_SHADER_FRAGMENT); ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp = (i == MESA_SHADER_FRAGMENT); ctx->ShaderCompilerOptions[i].LowerClipDistance = true; } ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].PreferDP4 = true; } bool brwCreateContext(int api, const struct gl_config *mesaVis, __DRIcontext *driContextPriv, unsigned major_version, unsigned minor_version, uint32_t flags, unsigned *error, void *sharedContextPrivate) { __DRIscreen *sPriv = driContextPriv->driScreenPriv; struct intel_screen *screen = sPriv->driverPrivate; struct dd_function_table functions; struct brw_context *brw = rzalloc(NULL, struct brw_context); if (!brw) { printf("%s: failed to alloc context\n", __FUNCTION__); *error = __DRI_CTX_ERROR_NO_MEMORY; return false; } /* brwInitVtbl needs to know the chipset generation so that it can set the * right pointers. */ brw->gen = screen->gen; brwInitVtbl( brw ); brwInitDriverFunctions(screen, &functions); struct gl_context *ctx = &brw->ctx; if (!intelInitContext( brw, api, major_version, minor_version, mesaVis, driContextPriv, sharedContextPrivate, &functions, error)) { ralloc_free(brw); return false; } brw_initialize_context_constants(brw); /* Reinitialize the context point state. It depends on ctx->Const values. */ _mesa_init_point(ctx); if (brw->gen >= 6) { /* Create a new hardware context. Using a hardware context means that * our GPU state will be saved/restored on context switch, allowing us * to assume that the GPU is in the same state we left it in. * * This is required for transform feedback buffer offsets, query objects, * and also allows us to reduce how much state we have to emit. */ brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr); if (!brw->hw_ctx) { fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n"); ralloc_free(brw); return false; } } brw_init_surface_formats(brw); /* Initialize swrast, tnl driver tables: */ TNLcontext *tnl = TNL_CONTEXT(ctx); if (tnl) tnl->Driver.RunPipeline = _tnl_run_pipeline; ctx->DriverFlags.NewTransformFeedback = BRW_NEW_TRANSFORM_FEEDBACK; ctx->DriverFlags.NewRasterizerDiscard = BRW_NEW_RASTERIZER_DISCARD; ctx->DriverFlags.NewUniformBuffer = BRW_NEW_UNIFORM_BUFFER; if (brw->is_g4x || brw->gen >= 5) { brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS; brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45; brw->has_surface_tile_offset = true; if (brw->gen < 6) brw->has_compr4 = true; brw->has_aa_line_parameters = true; brw->has_pln = true; } else { brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS; brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965; } /* WM maximum threads is number of EUs times number of threads per EU. */ assert(brw->gen <= 7); if (brw->is_haswell) { if (brw->gt == 1) { brw->max_wm_threads = 102; brw->max_vs_threads = 70; brw->max_gs_threads = 70; brw->urb.size = 128; brw->urb.max_vs_entries = 640; brw->urb.max_gs_entries = 256; } else if (brw->gt == 2) { brw->max_wm_threads = 204; brw->max_vs_threads = 280; brw->max_gs_threads = 256; brw->urb.size = 256; brw->urb.max_vs_entries = 1664; brw->urb.max_gs_entries = 640; } else if (brw->gt == 3) { brw->max_wm_threads = 408; brw->max_vs_threads = 280; brw->max_gs_threads = 256; brw->urb.size = 512; brw->urb.max_vs_entries = 1664; brw->urb.max_gs_entries = 640; } } else if (brw->gen == 7) { if (brw->gt == 1) { brw->max_wm_threads = 48; brw->max_vs_threads = 36; brw->max_gs_threads = 36; brw->urb.size = 128; brw->urb.max_vs_entries = 512; brw->urb.max_gs_entries = 192; } else if (brw->gt == 2) { brw->max_wm_threads = 172; brw->max_vs_threads = 128; brw->max_gs_threads = 128; brw->urb.size = 256; brw->urb.max_vs_entries = 704; brw->urb.max_gs_entries = 320; } else { assert(!"Unknown gen7 device."); } } else if (brw->gen == 6) { if (brw->gt == 2) { brw->max_wm_threads = 80; brw->max_vs_threads = 60; brw->max_gs_threads = 60; brw->urb.size = 64; /* volume 5c.5 section 5.1 */ brw->urb.max_vs_entries = 256; /* volume 2a (see 3DSTATE_URB) */ brw->urb.max_gs_entries = 256; } else { brw->max_wm_threads = 40; brw->max_vs_threads = 24; brw->max_gs_threads = 21; /* conservative; 24 if rendering disabled */ brw->urb.size = 32; /* volume 5c.5 section 5.1 */ brw->urb.max_vs_entries = 256; /* volume 2a (see 3DSTATE_URB) */ brw->urb.max_gs_entries = 256; } brw->urb.gen6_gs_previously_active = false; } else if (brw->gen == 5) { brw->urb.size = 1024; brw->max_vs_threads = 72; brw->max_gs_threads = 32; brw->max_wm_threads = 12 * 6; } else if (brw->is_g4x) { brw->urb.size = 384; brw->max_vs_threads = 32; brw->max_gs_threads = 2; brw->max_wm_threads = 10 * 5; } else if (brw->gen < 6) { brw->urb.size = 256; brw->max_vs_threads = 16; brw->max_gs_threads = 2; brw->max_wm_threads = 8 * 4; brw->has_negative_rhw_bug = true; } if (brw->gen <= 7) { brw->needs_unlit_centroid_workaround = true; } brw->prim_restart.in_progress = false; brw->prim_restart.enable_cut_index = false; brw_init_state( brw ); if (brw->gen < 6) { brw->curbe.last_buf = calloc(1, 4096); brw->curbe.next_buf = calloc(1, 4096); } brw->state.dirty.mesa = ~0; brw->state.dirty.brw = ~0; /* Make sure that brw->state.dirty.brw has enough bits to hold all possible * dirty flags. */ STATIC_ASSERT(BRW_NUM_STATE_BITS <= 8 * sizeof(brw->state.dirty.brw)); brw->emit_state_always = 0; brw->batch.need_workaround_flush = true; ctx->VertexProgram._MaintainTnlProgram = true; ctx->FragmentProgram._MaintainTexEnvProgram = true; brw_draw_init( brw ); brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile"); ctx->Const.ContextFlags = 0; if ((flags & __DRI_CTX_FLAG_FORWARD_COMPATIBLE) != 0) ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT; if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) { ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_DEBUG_BIT; /* Turn on some extra GL_ARB_debug_output generation. */ brw->perf_debug = true; } brw_fs_alloc_reg_sets(brw); if (INTEL_DEBUG & DEBUG_SHADER_TIME) brw_init_shader_time(brw); _mesa_compute_version(ctx); _mesa_initialize_dispatch_tables(ctx); _mesa_initialize_vbo_vtxfmt(ctx); return true; }