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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 <sys/errno.h>
#include "main/glheader.h"
#include "main/context.h"
#include "main/condrender.h"
#include "main/samplerobj.h"
#include "main/state.h"
#include "main/enums.h"
#include "tnl/tnl.h"
#include "vbo/vbo_context.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "brw_draw.h"
#include "brw_defines.h"
#include "brw_context.h"
#include "brw_state.h"
#include "intel_batchbuffer.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#define FILE_DEBUG_FLAG DEBUG_PRIMS
static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
_3DPRIM_POINTLIST,
_3DPRIM_LINELIST,
_3DPRIM_LINELOOP,
_3DPRIM_LINESTRIP,
_3DPRIM_TRILIST,
_3DPRIM_TRISTRIP,
_3DPRIM_TRIFAN,
_3DPRIM_QUADLIST,
_3DPRIM_QUADSTRIP,
_3DPRIM_POLYGON
};
static const GLenum reduced_prim[GL_POLYGON+1] = {
GL_POINTS,
GL_LINES,
GL_LINES,
GL_LINES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES,
GL_TRIANGLES
};
/* When the primitive changes, set a state bit and re-validate. Not
* the nicest and would rather deal with this by having all the
* programs be immune to the active primitive (ie. cope with all
* possibilities). That may not be realistic however.
*/
static void brw_set_prim(struct brw_context *brw,
const struct _mesa_prim *prim)
{
struct gl_context *ctx = &brw->intel.ctx;
uint32_t hw_prim = prim_to_hw_prim[prim->mode];
DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
/* Slight optimization to avoid the GS program when not needed:
*/
if (prim->mode == GL_QUAD_STRIP &&
ctx->Light.ShadeModel != GL_FLAT &&
ctx->Polygon.FrontMode == GL_FILL &&
ctx->Polygon.BackMode == GL_FILL)
hw_prim = _3DPRIM_TRISTRIP;
if (prim->mode == GL_QUADS && prim->count == 4 &&
ctx->Light.ShadeModel != GL_FLAT &&
ctx->Polygon.FrontMode == GL_FILL &&
ctx->Polygon.BackMode == GL_FILL) {
hw_prim = _3DPRIM_TRIFAN;
}
if (hw_prim != brw->primitive) {
brw->primitive = hw_prim;
brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
if (reduced_prim[prim->mode] != brw->intel.reduced_primitive) {
brw->intel.reduced_primitive = reduced_prim[prim->mode];
brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
}
}
}
static void gen6_set_prim(struct brw_context *brw,
const struct _mesa_prim *prim)
{
uint32_t hw_prim;
DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
if (brw->hiz.op) {
assert(prim->mode == GL_TRIANGLES);
hw_prim = _3DPRIM_RECTLIST;
} else {
hw_prim = prim_to_hw_prim[prim->mode];
}
if (hw_prim != brw->primitive) {
brw->primitive = hw_prim;
brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
}
}
static GLuint trim(GLenum prim, GLuint length)
{
if (prim == GL_QUAD_STRIP)
return length > 3 ? (length - length % 2) : 0;
else if (prim == GL_QUADS)
return length - length % 4;
else
return length;
}
static void brw_emit_prim(struct brw_context *brw,
const struct _mesa_prim *prim,
uint32_t hw_prim)
{
struct intel_context *intel = &brw->intel;
int verts_per_instance;
int vertex_access_type;
int start_vertex_location;
int base_vertex_location;
DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
prim->start, prim->count);
start_vertex_location = prim->start;
base_vertex_location = prim->basevertex;
if (prim->indexed) {
vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
start_vertex_location += brw->ib.start_vertex_offset;
base_vertex_location += brw->vb.start_vertex_bias;
} else {
vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
start_vertex_location += brw->vb.start_vertex_bias;
}
verts_per_instance = trim(prim->mode, prim->count);
/* If nothing to emit, just return. */
if (verts_per_instance == 0)
return;
/* If we're set to always flush, do it before and after the primitive emit.
* We want to catch both missed flushes that hurt instruction/state cache
* and missed flushes of the render cache as it heads to other parts of
* the besides the draw code.
*/
if (intel->always_flush_cache) {
intel_batchbuffer_emit_mi_flush(intel);
}
BEGIN_BATCH(6);
OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
vertex_access_type);
OUT_BATCH(verts_per_instance);
OUT_BATCH(start_vertex_location);
OUT_BATCH(1); // instance count
OUT_BATCH(0); // start instance location
OUT_BATCH(base_vertex_location);
ADVANCE_BATCH();
intel->batch.need_workaround_flush = true;
if (intel->always_flush_cache) {
intel_batchbuffer_emit_mi_flush(intel);
}
}
static void gen7_emit_prim(struct brw_context *brw,
const struct _mesa_prim *prim,
uint32_t hw_prim)
{
struct intel_context *intel = &brw->intel;
int verts_per_instance;
int vertex_access_type;
int start_vertex_location;
int base_vertex_location;
DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
prim->start, prim->count);
start_vertex_location = prim->start;
base_vertex_location = prim->basevertex;
if (prim->indexed) {
vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
start_vertex_location += brw->ib.start_vertex_offset;
base_vertex_location += brw->vb.start_vertex_bias;
} else {
vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
start_vertex_location += brw->vb.start_vertex_bias;
}
verts_per_instance = trim(prim->mode, prim->count);
/* If nothing to emit, just return. */
if (verts_per_instance == 0)
return;
/* If we're set to always flush, do it before and after the primitive emit.
* We want to catch both missed flushes that hurt instruction/state cache
* and missed flushes of the render cache as it heads to other parts of
* the besides the draw code.
*/
if (intel->always_flush_cache) {
intel_batchbuffer_emit_mi_flush(intel);
}
BEGIN_BATCH(7);
OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
OUT_BATCH(hw_prim | vertex_access_type);
OUT_BATCH(verts_per_instance);
OUT_BATCH(start_vertex_location);
OUT_BATCH(1); // instance count
OUT_BATCH(0); // start instance location
OUT_BATCH(base_vertex_location);
ADVANCE_BATCH();
if (intel->always_flush_cache) {
intel_batchbuffer_emit_mi_flush(intel);
}
}
static void brw_merge_inputs( struct brw_context *brw,
const struct gl_client_array *arrays[])
{
struct brw_vertex_info old = brw->vb.info;
GLuint i;
for (i = 0; i < brw->vb.nr_buffers; i++) {
drm_intel_bo_unreference(brw->vb.buffers[i].bo);
brw->vb.buffers[i].bo = NULL;
}
brw->vb.nr_buffers = 0;
memset(&brw->vb.info, 0, sizeof(brw->vb.info));
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
brw->vb.inputs[i].buffer = -1;
brw->vb.inputs[i].glarray = arrays[i];
brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
if (arrays[i]->StrideB != 0)
brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
((i%16) * 2);
}
/* Raise statechanges if input sizes have changed. */
if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
}
/*
* \brief Resolve buffers before drawing.
*
* Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
* enabled depth texture.
*
* (In the future, this will also perform MSAA resolves).
*/
static void
brw_predraw_resolve_buffers(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
struct intel_context *intel = &brw->intel;
struct intel_renderbuffer *depth_irb;
struct intel_texture_object *tex_obj;
bool did_resolve = false;
/* Avoid recursive HiZ op. */
if (brw->hiz.op) {
return;
}
/* Resolve the depth buffer's HiZ buffer. */
depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
if (depth_irb && depth_irb->mt) {
did_resolve |= intel_renderbuffer_resolve_hiz(intel, depth_irb);
}
/* Resolve depth buffer of each enabled depth texture. */
for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
if (!ctx->Texture.Unit[i]._ReallyEnabled)
continue;
tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
if (!tex_obj || !tex_obj->mt)
continue;
did_resolve |= intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
}
if (did_resolve) {
/* Call vbo_bind_array() to synchronize the vbo module's vertex
* attributes to the gl_context's.
*
* Details
* -------
* The vbo module tracks vertex attributes separately from the
* gl_context. Specifically, the vbo module maintins vertex attributes
* in vbo_exec_context::array::inputs, which is synchronized with
* gl_context::Array::ArrayObj::VertexAttrib by vbo_bind_array().
* vbo_draw_arrays() calls vbo_bind_array() to perform the
* synchronization before calling the real draw call,
* vbo_context::draw_arrays.
*
* At this point (after performing a resolve meta-op but before calling
* vbo_bind_array), the gl_context's vertex attributes have been
* restored to their original state (that is, their state before the
* meta-op began), but the vbo module's vertex attribute are those used
* in the last meta-op. Therefore we must manually synchronize the two with
* vbo_bind_array() before continuing with the original draw command.
*/
_mesa_update_state(ctx);
vbo_bind_arrays(ctx);
_mesa_update_state(ctx);
}
}
/**
* \brief Call this after drawing to mark which buffers need resolving
*
* If the depth buffer was written to and if it has an accompanying HiZ
* buffer, then mark that it needs a depth resolve.
*
* (In the future, this will also mark needed MSAA resolves).
*/
static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_renderbuffer *depth_irb =
intel_get_renderbuffer(fb, BUFFER_DEPTH);
if (depth_irb &&
ctx->Depth.Mask &&
!brw->hiz.op) {
intel_renderbuffer_set_needs_depth_resolve(depth_irb);
}
}
/* May fail if out of video memory for texture or vbo upload, or on
* fallback conditions.
*/
static bool brw_try_draw_prims( struct gl_context *ctx,
const struct gl_client_array *arrays[],
const struct _mesa_prim *prim,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLuint min_index,
GLuint max_index )
{
struct intel_context *intel = intel_context(ctx);
struct brw_context *brw = brw_context(ctx);
bool retval = true;
GLuint i;
bool fail_next = false;
if (ctx->NewState)
_mesa_update_state( ctx );
/* We have to validate the textures *before* checking for fallbacks;
* otherwise, the software fallback won't be able to rely on the
* texture state, the firstLevel and lastLevel fields won't be
* set in the intel texture object (they'll both be 0), and the
* software fallback will segfault if it attempts to access any
* texture level other than level 0.
*/
brw_validate_textures( brw );
/* Resolves must occur after updating state and finalizing textures but
* before setting up any hardware state for this draw call.
*/
brw_predraw_resolve_buffers(brw);
/* Bind all inputs, derive varying and size information:
*/
brw_merge_inputs( brw, arrays );
brw->ib.ib = ib;
brw->state.dirty.brw |= BRW_NEW_INDICES;
brw->vb.min_index = min_index;
brw->vb.max_index = max_index;
brw->state.dirty.brw |= BRW_NEW_VERTICES;
/* Have to validate state quite late. Will rebuild tnl_program,
* which depends on varying information.
*
* Note this is where brw->vs->prog_data.inputs_read is calculated,
* so can't access it earlier.
*/
intel_prepare_render(intel);
for (i = 0; i < nr_prims; i++) {
int estimated_max_prim_size;
estimated_max_prim_size = 512; /* batchbuffer commands */
estimated_max_prim_size += (BRW_MAX_TEX_UNIT *
(sizeof(struct brw_sampler_state) +
sizeof(struct gen5_sampler_default_color)));
estimated_max_prim_size += 1024; /* gen6 VS push constants */
estimated_max_prim_size += 1024; /* gen6 WM push constants */
estimated_max_prim_size += 512; /* misc. pad */
/* Flush the batch if it's approaching full, so that we don't wrap while
* we've got validated state that needs to be in the same batch as the
* primitives.
*/
intel_batchbuffer_require_space(intel, estimated_max_prim_size, false);
intel_batchbuffer_save_state(intel);
if (intel->gen < 6)
brw_set_prim(brw, &prim[i]);
else
gen6_set_prim(brw, &prim[i]);
retry:
/* Note that before the loop, brw->state.dirty.brw was set to != 0, and
* that the state updated in the loop outside of this block is that in
* *_set_prim or intel_batchbuffer_flush(), which only impacts
* brw->state.dirty.brw.
*/
if (brw->state.dirty.brw) {
intel->no_batch_wrap = true;
brw_upload_state(brw);
if (unlikely(brw->intel.Fallback)) {
intel->no_batch_wrap = false;
retval = false;
goto out;
}
}
if (intel->gen >= 7)
gen7_emit_prim(brw, &prim[i], brw->primitive);
else
brw_emit_prim(brw, &prim[i], brw->primitive);
intel->no_batch_wrap = false;
if (dri_bufmgr_check_aperture_space(&intel->batch.bo, 1)) {
if (!fail_next) {
intel_batchbuffer_reset_to_saved(intel);
intel_batchbuffer_flush(intel);
fail_next = true;
goto retry;
} else {
if (intel_batchbuffer_flush(intel) == -ENOSPC) {
static bool warned = false;
if (!warned) {
fprintf(stderr, "i965: Single primitive emit exceeded"
"available aperture space\n");
warned = true;
}
retval = false;
}
}
}
}
if (intel->always_flush_batch)
intel_batchbuffer_flush(intel);
out:
brw_state_cache_check_size(brw);
brw_postdraw_set_buffers_need_resolve(brw);
return retval;
}
void brw_draw_prims( struct gl_context *ctx,
const struct gl_client_array *arrays[],
const struct _mesa_prim *prim,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLboolean index_bounds_valid,
GLuint min_index,
GLuint max_index )
{
bool retval;
if (!_mesa_check_conditional_render(ctx))
return;
if (!vbo_all_varyings_in_vbos(arrays)) {
if (!index_bounds_valid)
vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
/* Decide if we want to rebase. If so we end up recursing once
* only into this function.
*/
if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
vbo_rebase_prims(ctx, arrays,
prim, nr_prims,
ib, min_index, max_index,
brw_draw_prims );
return;
}
}
/* Make a first attempt at drawing:
*/
retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
/* Otherwise, we really are out of memory. Pass the drawing
* command to the software tnl module and which will in turn call
* swrast to do the drawing.
*/
if (!retval) {
_swsetup_Wakeup(ctx);
_tnl_wakeup(ctx);
_tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
}
}
void brw_draw_init( struct brw_context *brw )
{
struct gl_context *ctx = &brw->intel.ctx;
struct vbo_context *vbo = vbo_context(ctx);
int i;
/* Register our drawing function:
*/
vbo->draw_prims = brw_draw_prims;
for (i = 0; i < VERT_ATTRIB_MAX; i++)
brw->vb.inputs[i].buffer = -1;
brw->vb.nr_buffers = 0;
brw->vb.nr_enabled = 0;
}
void brw_draw_destroy( struct brw_context *brw )
{
int i;
for (i = 0; i < brw->vb.nr_buffers; i++) {
drm_intel_bo_unreference(brw->vb.buffers[i].bo);
brw->vb.buffers[i].bo = NULL;
}
brw->vb.nr_buffers = 0;
for (i = 0; i < brw->vb.nr_enabled; i++) {
brw->vb.enabled[i]->buffer = -1;
}
brw->vb.nr_enabled = 0;
drm_intel_bo_unreference(brw->ib.bo);
brw->ib.bo = NULL;
}
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