/************************************************************************** * * 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/fbobject.h" #include "main/framebuffer.h" #include "main/imports.h" #include "main/renderbuffer.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 "intel_chipset.h" #include "intel_buffers.h" #include "intel_tex.h" #include "intel_batchbuffer.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 "intel_mipmap_tree.h" #include "utils.h" #include "../glsl/ralloc.h" static const GLubyte * intelGetString(struct gl_context * ctx, GLenum name) { const struct brw_context *const brw = brw_context(ctx); const char *chipset; static char buffer[128]; switch (name) { case GL_VENDOR: return (GLubyte *) "Intel Open Source Technology Center"; break; case GL_RENDERER: switch (brw->intelScreen->deviceID) { #undef CHIPSET #define CHIPSET(id, symbol, str) case id: chipset = str; break; #include "pci_ids/i965_pci_ids.h" default: chipset = "Unknown Intel Chipset"; break; } (void) driGetRendererString(buffer, chipset, 0); return (GLubyte *) buffer; default: return NULL; } } void intel_resolve_for_dri2_flush(struct brw_context *brw, __DRIdrawable *drawable) { if (brw->gen < 6) { /* MSAA and fast color clear are not supported, so don't waste time * checking whether a resolve is needed. */ return; } struct gl_framebuffer *fb = drawable->driverPrivate; struct intel_renderbuffer *rb; /* Usually, only the back buffer will need to be downsampled. However, * the front buffer will also need it if the user has rendered into it. */ static const gl_buffer_index buffers[2] = { BUFFER_BACK_LEFT, BUFFER_FRONT_LEFT, }; for (int i = 0; i < 2; ++i) { rb = intel_get_renderbuffer(fb, buffers[i]); if (rb == NULL || rb->mt == NULL) continue; if (rb->mt->num_samples <= 1) intel_miptree_resolve_color(brw, rb->mt); else intel_miptree_downsample(brw, rb->mt); } } static void intel_flush_front(struct gl_context *ctx) { struct brw_context *brw = brw_context(ctx); __DRIcontext *driContext = brw->driContext; __DRIdrawable *driDrawable = driContext->driDrawablePriv; __DRIscreen *const screen = brw->intelScreen->driScrnPriv; if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) { if (screen->dri2.loader->flushFrontBuffer != NULL && driDrawable && driDrawable->loaderPrivate) { /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT. * * This potentially resolves both front and back buffer. It * is unnecessary to resolve the back, but harms nothing except * performance. And no one cares about front-buffer render * performance. */ intel_resolve_for_dri2_flush(brw, driDrawable); intel_batchbuffer_flush(brw); screen->dri2.loader->flushFrontBuffer(driDrawable, driDrawable->loaderPrivate); /* We set the dirty bit in intel_prepare_render() if we're * front buffer rendering once we get there. */ brw->front_buffer_dirty = false; } } } static unsigned intel_bits_per_pixel(const struct intel_renderbuffer *rb) { return _mesa_get_format_bytes(intel_rb_format(rb)) * 8; } static void intel_query_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable, __DRIbuffer **buffers, int *count); static void intel_process_dri2_buffer(struct brw_context *brw, __DRIdrawable *drawable, __DRIbuffer *buffer, struct intel_renderbuffer *rb, const char *buffer_name); void intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable) { struct gl_framebuffer *fb = drawable->driverPrivate; struct intel_renderbuffer *rb; struct brw_context *brw = context->driverPrivate; __DRIbuffer *buffers = NULL; int i, count; const char *region_name; /* 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 (unlikely(INTEL_DEBUG & DEBUG_DRI)) fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable); intel_query_dri2_buffers(brw, drawable, &buffers, &count); if (buffers == NULL) return; 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: case __DRI_BUFFER_HIZ: case __DRI_BUFFER_DEPTH_STENCIL: case __DRI_BUFFER_STENCIL: case __DRI_BUFFER_ACCUM: default: fprintf(stderr, "unhandled buffer attach event, attachment type %d\n", buffers[i].attachment); return; } intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name); } driUpdateFramebufferSize(&brw->ctx, drawable); } /** * intel_prepare_render should be called anywhere that curent read/drawbuffer * state is required. */ void intel_prepare_render(struct brw_context *brw) { __DRIcontext *driContext = brw->driContext; __DRIdrawable *drawable; drawable = driContext->driDrawablePriv; if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) { if (drawable->lastStamp != drawable->dri2.stamp) intel_update_renderbuffers(driContext, drawable); driContext->dri2.draw_stamp = drawable->dri2.stamp; } drawable = driContext->driReadablePriv; if (drawable && 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 (brw->is_front_buffer_rendering) brw->front_buffer_dirty = true; /* 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. * * We're using intelDRI2Flush (called from the loader before * swapbuffer) and glFlush (for front buffer rendering) as the * indicator that a frame is done and then throttle when we get * here as we prepare to render the next frame. At this point for * round trips for swap/copy and getting new buffers are done and * we'll spend less time waiting on the GPU. * * 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 (brw->need_throttle && brw->first_post_swapbuffers_batch) { if (!brw->disable_throttling) drm_intel_bo_wait_rendering(brw->first_post_swapbuffers_batch); drm_intel_bo_unreference(brw->first_post_swapbuffers_batch); brw->first_post_swapbuffers_batch = NULL; brw->need_throttle = false; } } static void intel_viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h) { struct brw_context *brw = brw_context(ctx); __DRIcontext *driContext = brw->driContext; if (brw->saved_viewport) brw->saved_viewport(ctx, x, y, w, h); if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) { dri2InvalidateDrawable(driContext->driDrawablePriv); dri2InvalidateDrawable(driContext->driReadablePriv); } } static void intelInvalidateState(struct gl_context * ctx, GLuint new_state) { struct brw_context *brw = brw_context(ctx); if (ctx->swrast_context) _swrast_InvalidateState(ctx, new_state); _vbo_InvalidateState(ctx, new_state); brw->NewGLState |= new_state; } static void intel_glFlush(struct gl_context *ctx) { struct brw_context *brw = brw_context(ctx); intel_batchbuffer_flush(brw); intel_flush_front(ctx); if (brw->is_front_buffer_rendering) brw->need_throttle = true; } void intelFinish(struct gl_context * ctx) { struct brw_context *brw = brw_context(ctx); intel_glFlush(ctx); if (brw->batch.last_bo) drm_intel_bo_wait_rendering(brw->batch.last_bo); } 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); intelInitClearFuncs(functions); intelInitBufferFuncs(functions); intelInitPixelFuncs(functions); intelInitBufferObjectFuncs(functions); intel_init_syncobj_functions(functions); brw_init_object_purgeable_functions(functions); } bool intelInitContext(struct brw_context *brw, int api, unsigned major_version, unsigned minor_version, const struct gl_config * mesaVis, __DRIcontext * driContextPriv, void *sharedContextPrivate, struct dd_function_table *functions, unsigned *dri_ctx_error) { struct gl_context *ctx = &brw->ctx; /* GLX uses DRI2 invalidate events to handle window resizing. * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib), * which doesn't provide a mechanism for snooping the event queues. * * So EGL still relies on viewport hacks to handle window resizing. * This should go away with DRI3000. */ if (!driContextPriv->driScreenPriv->dri2.useInvalidate) { brw->saved_viewport = functions->Viewport; functions->Viewport = intel_viewport; } memset(&ctx->TextureFormatSupported, 0, sizeof(ctx->TextureFormatSupported)); /* Estimate the size of the mappable aperture into the GTT. There's an * ioctl to get the whole GTT size, but not one to get the mappable subset. * It turns out it's basically always 256MB, though some ancient hardware * was smaller. */ uint32_t gtt_size = 256 * 1024 * 1024; /* We don't want to map two objects such that a memcpy between them would * just fault one mapping in and then the other over and over forever. So * we would need to divide the GTT size by 2. Additionally, some GTT is * taken up by things like the framebuffer and the ringbuffer and such, so * be more conservative. */ brw->max_gtt_map_object_size = gtt_size / 4; /* Initialize the software rasterizer and helper modules. * * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for * software fallbacks (which we have to support on legacy GL to do weird * glDrawPixels(), glBitmap(), and other functions). */ if (api != API_OPENGL_CORE && api != API_OPENGLES2) { _swrast_CreateContext(ctx); } _vbo_CreateContext(ctx); if (ctx->swrast_context) { _tnl_CreateContext(ctx); _swsetup_CreateContext(ctx); /* Configure swrast to match hardware characteristics: */ _swrast_allow_pixel_fog(ctx, false); _swrast_allow_vertex_fog(ctx, true); } _mesa_meta_init(ctx); intelInitExtensions(ctx); brw_process_intel_debug_variable(brw); intel_batchbuffer_init(brw); intel_fbo_init(brw); return true; } void intelDestroyContext(__DRIcontext * driContextPriv) { struct brw_context *brw = (struct brw_context *) driContextPriv->driverPrivate; struct gl_context *ctx = &brw->ctx; assert(brw); /* should never be null */ if (brw) { /* Dump a final BMP in case the application doesn't call SwapBuffers */ if (INTEL_DEBUG & DEBUG_AUB) { intel_batchbuffer_flush(brw); aub_dump_bmp(&brw->ctx); } _mesa_meta_free(&brw->ctx); brw->vtbl.destroy(brw); if (ctx->swrast_context) { _swsetup_DestroyContext(&brw->ctx); _tnl_DestroyContext(&brw->ctx); } _vbo_DestroyContext(&brw->ctx); if (ctx->swrast_context) _swrast_DestroyContext(&brw->ctx); intel_batchbuffer_free(brw); drm_intel_bo_unreference(brw->first_post_swapbuffers_batch); brw->first_post_swapbuffers_batch = NULL; driDestroyOptionCache(&brw->optionCache); /* free the Mesa context */ _mesa_free_context_data(&brw->ctx); ralloc_free(brw); driContextPriv->driverPrivate = NULL; } } GLboolean intelUnbindContext(__DRIcontext * driContextPriv) { /* Unset current context and dispath table */ _mesa_make_current(NULL, NULL, NULL); return true; } /** * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior * on window system framebuffers. * * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if * your renderbuffer can do sRGB encode, and you can flip a switch that does * sRGB encode if the renderbuffer can handle it. You can ask specifically * for a visual where you're guaranteed to be capable, but it turns out that * everyone just makes all their ARGB8888 visuals capable and doesn't offer * incapable ones, becuase there's no difference between the two in resources * used. Applications thus get built that accidentally rely on the default * visual choice being sRGB, so we make ours sRGB capable. Everything sounds * great... * * But for GLES2/3, they decided that it was silly to not turn on sRGB encode * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent. * So they removed the enable knob and made it "if the renderbuffer is sRGB * capable, do sRGB encode". Then, for your window system renderbuffers, you * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals * and get no sRGB encode (assuming that both kinds of visual are available). * Thus our choice to support sRGB by default on our visuals for desktop would * result in broken rendering of GLES apps that aren't expecting sRGB encode. * * Unfortunately, renderbuffer setup happens before a context is created. So * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3 * context (without an sRGB visual, though we don't have sRGB visuals exposed * yet), we go turn that back off before anyone finds out. */ static void intel_gles3_srgb_workaround(struct brw_context *brw, struct gl_framebuffer *fb) { struct gl_context *ctx = &brw->ctx; if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable) return; /* Some day when we support the sRGB capable bit on visuals available for * GLES, we'll need to respect that and not disable things here. */ fb->Visual.sRGBCapable = false; for (int i = 0; i < BUFFER_COUNT; i++) { if (fb->Attachment[i].Renderbuffer && fb->Attachment[i].Renderbuffer->Format == MESA_FORMAT_SARGB8) { fb->Attachment[i].Renderbuffer->Format = MESA_FORMAT_ARGB8888; } } } GLboolean intelMakeCurrent(__DRIcontext * driContextPriv, __DRIdrawable * driDrawPriv, __DRIdrawable * driReadPriv) { struct brw_context *brw; GET_CURRENT_CONTEXT(curCtx); if (driContextPriv) brw = (struct brw_context *) driContextPriv->driverPrivate; else brw = 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 (brw_context(curCtx) && brw_context(curCtx) != brw) { _mesa_flush(curCtx); } if (driContextPriv) { struct gl_context *ctx = &brw->ctx; struct gl_framebuffer *fb, *readFb; if (driDrawPriv == NULL && driReadPriv == NULL) { fb = _mesa_get_incomplete_framebuffer(); readFb = _mesa_get_incomplete_framebuffer(); } else { fb = driDrawPriv->driverPrivate; readFb = driReadPriv->driverPrivate; driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1; driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1; } /* The sRGB workaround changes the renderbuffer's format. We must change * the format before the renderbuffer's miptree get's allocated, otherwise * the formats of the renderbuffer and its miptree will differ. */ intel_gles3_srgb_workaround(brw, fb); intel_gles3_srgb_workaround(brw, readFb); intel_prepare_render(brw); _mesa_make_current(ctx, fb, readFb); } else { _mesa_make_current(NULL, NULL, NULL); } return true; } /** * \brief Query DRI2 to obtain a DRIdrawable's buffers. * * To determine which DRI buffers to request, examine the renderbuffers * attached to the drawable's framebuffer. Then request the buffers with * DRI2GetBuffers() or DRI2GetBuffersWithFormat(). * * This is called from intel_update_renderbuffers(). * * \param drawable Drawable whose buffers are queried. * \param buffers [out] List of buffers returned by DRI2 query. * \param buffer_count [out] Number of buffers returned. * * \see intel_update_renderbuffers() * \see DRI2GetBuffers() * \see DRI2GetBuffersWithFormat() */ static void intel_query_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable, __DRIbuffer **buffers, int *buffer_count) { __DRIscreen *screen = brw->intelScreen->driScrnPriv; struct gl_framebuffer *fb = drawable->driverPrivate; int i = 0; unsigned attachments[8]; struct intel_renderbuffer *front_rb; struct intel_renderbuffer *back_rb; front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT); back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT); memset(attachments, 0, sizeof(attachments)); if ((brw->is_front_buffer_rendering || brw->is_front_buffer_reading || !back_rb) && front_rb) { /* If a fake front buffer is in use, then querying for * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from * the real front buffer to the fake front buffer. So before doing the * query, we need to make sure all the pending drawing has landed in the * real front buffer. */ intel_batchbuffer_flush(brw); intel_flush_front(&brw->ctx); attachments[i++] = __DRI_BUFFER_FRONT_LEFT; attachments[i++] = intel_bits_per_pixel(front_rb); } else if (front_rb && brw->front_buffer_dirty) { /* We have pending front buffer rendering, but we aren't querying for a * front buffer. If the front buffer we have is a fake front buffer, * the X server is going to throw it away when it processes the query. * So before doing the query, make sure all the pending drawing has * landed in the real front buffer. */ intel_batchbuffer_flush(brw); intel_flush_front(&brw->ctx); } if (back_rb) { attachments[i++] = __DRI_BUFFER_BACK_LEFT; attachments[i++] = intel_bits_per_pixel(back_rb); } assert(i <= ARRAY_SIZE(attachments)); *buffers = screen->dri2.loader->getBuffersWithFormat(drawable, &drawable->w, &drawable->h, attachments, i / 2, buffer_count, drawable->loaderPrivate); } /** * \brief Assign a DRI buffer's DRM region to a renderbuffer. * * This is called from intel_update_renderbuffers(). * * \par Note: * DRI buffers whose attachment point is DRI2BufferStencil or * DRI2BufferDepthStencil are handled as special cases. * * \param buffer_name is a human readable name, such as "dri2 front buffer", * that is passed to intel_region_alloc_for_handle(). * * \see intel_update_renderbuffers() * \see intel_region_alloc_for_handle() */ static void intel_process_dri2_buffer(struct brw_context *brw, __DRIdrawable *drawable, __DRIbuffer *buffer, struct intel_renderbuffer *rb, const char *buffer_name) { struct intel_region *region = NULL; if (!rb) return; unsigned num_samples = rb->Base.Base.NumSamples; /* We try to avoid closing and reopening the same BO name, because the first * use of a mapping of the buffer involves a bunch of page faulting which is * moderately expensive. */ if (num_samples == 0) { if (rb->mt && rb->mt->region && rb->mt->region->name == buffer->name) return; } else { if (rb->mt && rb->mt->singlesample_mt && rb->mt->singlesample_mt->region && rb->mt->singlesample_mt->region->name == buffer->name) return; } if (unlikely(INTEL_DEBUG & DEBUG_DRI)) { fprintf(stderr, "attaching buffer %d, at %d, cpp %d, pitch %d\n", buffer->name, buffer->attachment, buffer->cpp, buffer->pitch); } intel_miptree_release(&rb->mt); region = intel_region_alloc_for_handle(brw->intelScreen, buffer->cpp, drawable->w, drawable->h, buffer->pitch, buffer->name, buffer_name); if (!region) return; rb->mt = intel_miptree_create_for_dri2_buffer(brw, buffer->attachment, intel_rb_format(rb), num_samples, region); intel_region_release(®ion); }