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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 "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);
}
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