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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 <stdlib.h>
#include "main/glheader.h"
#include "main/context.h"
#include "main/state.h"
#include "main/api_validate.h"
#include "main/enums.h"
#include "brw_draw.h"
#include "brw_defines.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_fallback.h"
#include "intel_batchbuffer.h"
#include "intel_buffer_objects.h"
#include "tnl/tnl.h"
#include "vbo/vbo_context.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#define FILE_DEBUG_FLAG DEBUG_BATCH
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 GLuint brw_set_prim(struct brw_context *brw, GLenum prim)
{
GLcontext *ctx = &brw->intel.ctx;
if (INTEL_DEBUG & DEBUG_PRIMS)
_mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim));
/* Slight optimization to avoid the GS program when not needed:
*/
if (prim == GL_QUAD_STRIP &&
ctx->Light.ShadeModel != GL_FLAT &&
ctx->Polygon.FrontMode == GL_FILL &&
ctx->Polygon.BackMode == GL_FILL)
prim = GL_TRIANGLE_STRIP;
if (prim != brw->primitive) {
brw->primitive = prim;
brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
if (reduced_prim[prim] != brw->intel.reduced_primitive) {
brw->intel.reduced_primitive = reduced_prim[prim];
brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
}
}
return prim_to_hw_prim[prim];
}
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 brw_3d_primitive prim_packet;
struct intel_context *intel = &brw->intel;
if (INTEL_DEBUG & DEBUG_PRIMS)
_mesa_printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
prim->start, prim->count);
prim_packet.header.opcode = CMD_3D_PRIM;
prim_packet.header.length = sizeof(prim_packet)/4 - 2;
prim_packet.header.pad = 0;
prim_packet.header.topology = hw_prim;
prim_packet.header.indexed = prim->indexed;
prim_packet.verts_per_instance = trim(prim->mode, prim->count);
prim_packet.start_vert_location = prim->start;
prim_packet.instance_count = 1;
prim_packet.start_instance_location = 0;
prim_packet.base_vert_location = 0;
/* Can't wrap here, since we rely on the validated state. */
brw->no_batch_wrap = GL_TRUE;
/* 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) {
BEGIN_BATCH(1, IGNORE_CLIPRECTS);
OUT_BATCH(intel->vtbl.flush_cmd());
ADVANCE_BATCH();
}
if (prim_packet.verts_per_instance) {
intel_batchbuffer_data( brw->intel.batch, &prim_packet,
sizeof(prim_packet), LOOP_CLIPRECTS);
}
if (intel->always_flush_cache) {
BEGIN_BATCH(1, IGNORE_CLIPRECTS);
OUT_BATCH(intel->vtbl.flush_cmd());
ADVANCE_BATCH();
}
brw->no_batch_wrap = GL_FALSE;
}
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 < VERT_ATTRIB_MAX; i++)
dri_bo_unreference(brw->vb.inputs[i].bo);
memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
memset(&brw->vb.info, 0, sizeof(brw->vb.info));
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
brw->vb.inputs[i].glarray = arrays[i];
if (arrays[i]->StrideB != 0)
brw->vb.info.varying |= 1 << i;
brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
((i%16) * 2);
}
/* Raise statechanges if input sizes and varying have changed:
*/
if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
if (brw->vb.info.varying != old.varying)
brw->state.dirty.brw |= BRW_NEW_INPUT_VARYING;
}
/* XXX: could split the primitive list to fallback only on the
* non-conformant primitives.
*/
static GLboolean check_fallbacks( struct brw_context *brw,
const struct _mesa_prim *prim,
GLuint nr_prims )
{
GLcontext *ctx = &brw->intel.ctx;
GLuint i;
/* If we don't require strict OpenGL conformance, never
* use fallbacks. If we're forcing fallbacks, always
* use fallfacks.
*/
if (brw->intel.conformance_mode == 0)
return GL_FALSE;
if (brw->intel.conformance_mode == 2)
return GL_TRUE;
if (ctx->Polygon.SmoothFlag) {
for (i = 0; i < nr_prims; i++)
if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
return GL_TRUE;
}
/* BRW hardware will do AA lines, but they are non-conformant it
* seems. TBD whether we keep this fallback:
*/
if (ctx->Line.SmoothFlag) {
for (i = 0; i < nr_prims; i++)
if (reduced_prim[prim[i].mode] == GL_LINES)
return GL_TRUE;
}
/* Stipple -- these fallbacks could be resolved with a little
* bit of work?
*/
if (ctx->Line.StippleFlag) {
for (i = 0; i < nr_prims; i++) {
/* GS doesn't get enough information to know when to reset
* the stipple counter?!?
*/
if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
return GL_TRUE;
if (prim[i].mode == GL_POLYGON &&
(ctx->Polygon.FrontMode == GL_LINE ||
ctx->Polygon.BackMode == GL_LINE))
return GL_TRUE;
}
}
if (ctx->Point.SmoothFlag) {
for (i = 0; i < nr_prims; i++)
if (prim[i].mode == GL_POINTS)
return GL_TRUE;
}
/* BRW hardware doesn't handle GL_CLAMP texturing correctly;
* brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
* as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and
* we want strict conformance, force the fallback.
* Right now, we only do this for 2D textures.
*/
{
int u;
for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
if (texUnit->Enabled) {
if (texUnit->Enabled & TEXTURE_1D_BIT) {
if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
return GL_TRUE;
}
}
if (texUnit->Enabled & TEXTURE_2D_BIT) {
if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
return GL_TRUE;
}
}
if (texUnit->Enabled & TEXTURE_3D_BIT) {
if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
return GL_TRUE;
}
}
}
}
}
/* Nothing stopping us from the fast path now */
return GL_FALSE;
}
/* May fail if out of video memory for texture or vbo upload, or on
* fallback conditions.
*/
static GLboolean brw_try_draw_prims( GLcontext *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);
GLboolean retval = GL_FALSE;
GLboolean warn = GL_FALSE;
GLboolean first_time = GL_TRUE;
GLuint i;
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 );
if (check_fallbacks(brw, prim, nr_prims))
return GL_FALSE;
/* 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.
*/
LOCK_HARDWARE(intel);
if (!intel->constant_cliprect && intel->driDrawable->numClipRects == 0) {
UNLOCK_HARDWARE(intel);
return GL_TRUE;
}
for (i = 0; i < nr_prims; i++) {
uint32_t hw_prim;
/* 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. This fraction is just a guess (minimal full state plus
* a primitive is around 512 bytes), and would be better if we had
* an upper bound of how much we might emit in a single
* brw_try_draw_prims().
*/
intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4,
LOOP_CLIPRECTS);
hw_prim = brw_set_prim(brw, prim[i].mode);
if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) {
first_time = GL_FALSE;
brw_validate_state(brw);
/* Various fallback checks: */
if (brw->intel.Fallback)
goto out;
/* Check that we can fit our state in with our existing batchbuffer, or
* flush otherwise.
*/
if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
brw->state.validated_bo_count)) {
static GLboolean warned;
intel_batchbuffer_flush(intel->batch);
/* Validate the state after we flushed the batch (which would have
* changed the set of dirty state). If we still fail to
* check_aperture, warn of what's happening, but attempt to continue
* on since it may succeed anyway, and the user would probably rather
* see a failure and a warning than a fallback.
*/
brw_validate_state(brw);
if (!warned &&
dri_bufmgr_check_aperture_space(brw->state.validated_bos,
brw->state.validated_bo_count)) {
warn = GL_TRUE;
warned = GL_TRUE;
}
}
brw_upload_state(brw);
}
brw_emit_prim(brw, &prim[i], hw_prim);
retval = GL_TRUE;
}
if (intel->always_flush_batch)
intel_batchbuffer_flush(intel->batch);
out:
UNLOCK_HARDWARE(intel);
brw_state_cache_check_size(brw);
if (warn)
fprintf(stderr, "i965: Single primitive emit potentially exceeded "
"available aperture space\n");
if (!retval)
DBG("%s failed\n", __FUNCTION__);
return retval;
}
static GLboolean brw_need_rebase( GLcontext *ctx,
const struct gl_client_array *arrays[],
const struct _mesa_index_buffer *ib,
GLuint min_index )
{
if (min_index == 0)
return GL_FALSE;
if (ib) {
if (!vbo_all_varyings_in_vbos(arrays))
return GL_TRUE;
else
return GL_FALSE;
}
else {
/* Hmm. This isn't quite what I wanted. BRW can actually
* handle the mixed case well enough that we shouldn't need to
* rebase. However, it's probably not very common, nor hugely
* expensive to do it this way:
*/
if (!vbo_all_varyings_in_vbos(arrays))
return GL_TRUE;
else
return GL_FALSE;
}
}
void brw_draw_prims( GLcontext *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 )
{
GLboolean retval;
/* Decide if we want to rebase. If so we end up recursing once
* only into this function.
*/
if (brw_need_rebase( ctx, arrays, ib, min_index )) {
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_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
}
}
void brw_draw_init( struct brw_context *brw )
{
GLcontext *ctx = &brw->intel.ctx;
struct vbo_context *vbo = vbo_context(ctx);
/* Register our drawing function:
*/
vbo->draw_prims = brw_draw_prims;
}
void brw_draw_destroy( struct brw_context *brw )
{
int i;
if (brw->vb.upload.bo != NULL) {
dri_bo_unreference(brw->vb.upload.bo);
brw->vb.upload.bo = NULL;
}
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
dri_bo_unreference(brw->vb.inputs[i].bo);
brw->vb.inputs[i].bo = NULL;
}
dri_bo_unreference(brw->ib.bo);
brw->ib.bo = NULL;
}
|