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|
/*
* Copyright 2006 VMware, Inc.
* 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, 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 VMWARE 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/enums.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/mtypes.h"
#include "main/fbobject.h"
#include "main/framebuffer.h"
#include "main/renderbuffer.h"
#include "main/context.h"
#include "main/teximage.h"
#include "main/image.h"
#include "main/condrender.h"
#include "util/hash_table.h"
#include "util/set.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
#include "intel_batchbuffer.h"
#include "intel_buffers.h"
#include "intel_blit.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
#include "intel_image.h"
#include "intel_screen.h"
#include "intel_tex.h"
#include "brw_context.h"
#include "brw_defines.h"
#define FILE_DEBUG_FLAG DEBUG_FBO
/** Called by gl_renderbuffer::Delete() */
static void
intel_delete_renderbuffer(struct gl_context *ctx, struct gl_renderbuffer *rb)
{
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
assert(irb);
intel_miptree_release(&irb->mt);
intel_miptree_release(&irb->singlesample_mt);
_mesa_delete_renderbuffer(ctx, rb);
}
/**
* \brief Downsample a winsys renderbuffer from mt to singlesample_mt.
*
* If the miptree needs no downsample, then skip.
*/
void
intel_renderbuffer_downsample(struct brw_context *brw,
struct intel_renderbuffer *irb)
{
if (!irb->need_downsample)
return;
intel_miptree_updownsample(brw, irb->mt, irb->singlesample_mt);
irb->need_downsample = false;
}
/**
* \brief Upsample a winsys renderbuffer from singlesample_mt to mt.
*
* The upsample is done unconditionally.
*/
void
intel_renderbuffer_upsample(struct brw_context *brw,
struct intel_renderbuffer *irb)
{
assert(!irb->need_downsample);
intel_miptree_updownsample(brw, irb->singlesample_mt, irb->mt);
}
/**
* \see dd_function_table::MapRenderbuffer
*/
static void
intel_map_renderbuffer(struct gl_context *ctx,
struct gl_renderbuffer *rb,
GLuint x, GLuint y, GLuint w, GLuint h,
GLbitfield mode,
GLubyte **out_map,
GLint *out_stride,
bool flip_y)
{
struct brw_context *brw = brw_context(ctx);
struct swrast_renderbuffer *srb = (struct swrast_renderbuffer *)rb;
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
struct intel_mipmap_tree *mt;
void *map;
ptrdiff_t stride;
if (srb->Buffer) {
/* this is a malloc'd renderbuffer (accum buffer), not an irb */
GLint bpp = _mesa_get_format_bytes(rb->Format);
GLint rowStride = srb->RowStride;
*out_map = (GLubyte *) srb->Buffer + y * rowStride + x * bpp;
*out_stride = rowStride;
return;
}
intel_prepare_render(brw);
/* The MapRenderbuffer API should always return a single-sampled mapping.
* The case we are asked to map multisampled RBs is in glReadPixels() (or
* swrast paths like glCopyTexImage()) from a window-system MSAA buffer,
* and GL expects an automatic resolve to happen.
*
* If it's a color miptree, there is a ->singlesample_mt which wraps the
* actual window system renderbuffer (which we may resolve to at any time),
* while the miptree itself is our driver-private allocation. If it's a
* depth or stencil miptree, we have a private MSAA buffer and no shared
* singlesample buffer, and since we don't expect anybody to ever actually
* resolve it, we just make a temporary singlesample buffer now when we
* have to.
*/
if (rb->NumSamples > 1) {
if (!irb->singlesample_mt) {
irb->singlesample_mt =
intel_miptree_create_for_renderbuffer(brw, irb->mt->format,
rb->Width, rb->Height,
1 /*num_samples*/);
if (!irb->singlesample_mt)
goto fail;
irb->singlesample_mt_is_tmp = true;
irb->need_downsample = true;
}
intel_renderbuffer_downsample(brw, irb);
mt = irb->singlesample_mt;
irb->need_map_upsample = mode & GL_MAP_WRITE_BIT;
} else {
mt = irb->mt;
}
/* For a window-system renderbuffer, we need to flip the mapping we receive
* upside-down. So we need to ask for a rectangle on flipped vertically, and
* we then return a pointer to the bottom of it with a negative stride.
*/
if (flip_y) {
y = rb->Height - y - h;
}
intel_miptree_map(brw, mt, irb->mt_level, irb->mt_layer,
x, y, w, h, mode, &map, &stride);
if (flip_y) {
map += (h - 1) * stride;
stride = -stride;
}
DBG("%s: rb %d (%s) mt mapped: (%d, %d) (%dx%d) -> %p/%"PRIdPTR"\n",
__func__, rb->Name, _mesa_get_format_name(rb->Format),
x, y, w, h, map, stride);
*out_map = map;
*out_stride = stride;
return;
fail:
*out_map = NULL;
*out_stride = 0;
}
/**
* \see dd_function_table::UnmapRenderbuffer
*/
static void
intel_unmap_renderbuffer(struct gl_context *ctx,
struct gl_renderbuffer *rb)
{
struct brw_context *brw = brw_context(ctx);
struct swrast_renderbuffer *srb = (struct swrast_renderbuffer *)rb;
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
struct intel_mipmap_tree *mt;
DBG("%s: rb %d (%s)\n", __func__,
rb->Name, _mesa_get_format_name(rb->Format));
if (srb->Buffer) {
/* this is a malloc'd renderbuffer (accum buffer) */
/* nothing to do */
return;
}
if (rb->NumSamples > 1) {
mt = irb->singlesample_mt;
} else {
mt = irb->mt;
}
intel_miptree_unmap(brw, mt, irb->mt_level, irb->mt_layer);
if (irb->need_map_upsample) {
intel_renderbuffer_upsample(brw, irb);
irb->need_map_upsample = false;
}
if (irb->singlesample_mt_is_tmp)
intel_miptree_release(&irb->singlesample_mt);
}
/**
* Round up the requested multisample count to the next supported sample size.
*/
unsigned
intel_quantize_num_samples(struct intel_screen *intel, unsigned num_samples)
{
const int *msaa_modes = intel_supported_msaa_modes(intel);
int quantized_samples = 0;
for (int i = 0; msaa_modes[i] != -1; ++i) {
if (msaa_modes[i] >= num_samples)
quantized_samples = msaa_modes[i];
else
break;
}
return quantized_samples;
}
static mesa_format
intel_renderbuffer_format(struct gl_context * ctx, GLenum internalFormat)
{
struct brw_context *brw = brw_context(ctx);
MAYBE_UNUSED const struct gen_device_info *devinfo = &brw->screen->devinfo;
switch (internalFormat) {
default:
/* Use the same format-choice logic as for textures.
* Renderbuffers aren't any different from textures for us,
* except they're less useful because you can't texture with
* them.
*/
return ctx->Driver.ChooseTextureFormat(ctx, GL_TEXTURE_2D,
internalFormat,
GL_NONE, GL_NONE);
break;
case GL_STENCIL_INDEX:
case GL_STENCIL_INDEX1_EXT:
case GL_STENCIL_INDEX4_EXT:
case GL_STENCIL_INDEX8_EXT:
case GL_STENCIL_INDEX16_EXT:
/* These aren't actual texture formats, so force them here. */
if (brw->has_separate_stencil) {
return MESA_FORMAT_S_UINT8;
} else {
assert(!devinfo->must_use_separate_stencil);
return MESA_FORMAT_Z24_UNORM_S8_UINT;
}
}
}
static GLboolean
intel_alloc_private_renderbuffer_storage(struct gl_context * ctx, struct gl_renderbuffer *rb,
GLenum internalFormat,
GLuint width, GLuint height)
{
struct brw_context *brw = brw_context(ctx);
struct intel_screen *screen = brw->screen;
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
assert(rb->Format != MESA_FORMAT_NONE);
rb->NumSamples = intel_quantize_num_samples(screen, rb->NumSamples);
rb->NumStorageSamples = rb->NumSamples;
rb->Width = width;
rb->Height = height;
rb->_BaseFormat = _mesa_get_format_base_format(rb->Format);
intel_miptree_release(&irb->mt);
DBG("%s: %s: %s (%dx%d)\n", __func__,
_mesa_enum_to_string(internalFormat),
_mesa_get_format_name(rb->Format), width, height);
if (width == 0 || height == 0)
return true;
irb->mt = intel_miptree_create_for_renderbuffer(brw, rb->Format,
width, height,
MAX2(rb->NumSamples, 1));
if (!irb->mt)
return false;
irb->layer_count = 1;
return true;
}
/**
* Called via glRenderbufferStorageEXT() to set the format and allocate
* storage for a user-created renderbuffer.
*/
static GLboolean
intel_alloc_renderbuffer_storage(struct gl_context * ctx, struct gl_renderbuffer *rb,
GLenum internalFormat,
GLuint width, GLuint height)
{
rb->Format = intel_renderbuffer_format(ctx, internalFormat);
return intel_alloc_private_renderbuffer_storage(ctx, rb, internalFormat, width, height);
}
static mesa_format
fallback_rgbx_to_rgba(struct intel_screen *screen, struct gl_renderbuffer *rb,
mesa_format original_format)
{
mesa_format format = original_format;
/* The base format and internal format must be derived from the user-visible
* format (that is, the gl_config's format), even if we internally use
* choose a different format for the renderbuffer. Otherwise, rendering may
* use incorrect channel write masks.
*/
rb->_BaseFormat = _mesa_get_format_base_format(original_format);
rb->InternalFormat = rb->_BaseFormat;
if (!screen->mesa_format_supports_render[original_format]) {
/* The glRenderbufferStorage paths in core Mesa detect if the driver
* does not support the user-requested format, and then searches for
* a fallback format. The DRI code bypasses core Mesa, though. So we do
* the fallbacks here.
*
* We must support MESA_FORMAT_R8G8B8X8 on Android because the Android
* framework requires HAL_PIXEL_FORMAT_RGBX8888 winsys surfaces.
*/
format = _mesa_format_fallback_rgbx_to_rgba(original_format);
assert(screen->mesa_format_supports_render[format]);
}
return format;
}
static void
intel_image_target_renderbuffer_storage(struct gl_context *ctx,
struct gl_renderbuffer *rb,
void *image_handle)
{
struct brw_context *brw = brw_context(ctx);
struct intel_renderbuffer *irb;
__DRIscreen *dri_screen = brw->screen->driScrnPriv;
__DRIimage *image;
image = dri_screen->dri2.image->lookupEGLImage(dri_screen, image_handle,
dri_screen->loaderPrivate);
if (image == NULL)
return;
if (image->planar_format && image->planar_format->nplanes > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glEGLImageTargetRenderbufferStorage(planar buffers are not "
"supported as render targets.)");
return;
}
rb->Format = fallback_rgbx_to_rgba(brw->screen, rb, image->format);
mesa_format chosen_format = rb->Format == image->format ?
image->format : rb->Format;
/* __DRIimage is opaque to the core so it has to be checked here */
if (!brw->mesa_format_supports_render[chosen_format]) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glEGLImageTargetRenderbufferStorage(unsupported image format)");
return;
}
irb = intel_renderbuffer(rb);
intel_miptree_release(&irb->mt);
/* Disable creation of the miptree's aux buffers because the driver exposes
* no EGL API to manage them. That is, there is no API for resolving the aux
* buffer's content to the main buffer nor for invalidating the aux buffer's
* content.
*/
irb->mt = intel_miptree_create_for_dri_image(brw, image, GL_TEXTURE_2D,
rb->Format, false);
if (!irb->mt)
return;
rb->Width = image->width;
rb->Height = image->height;
rb->NeedsFinishRenderTexture = true;
irb->layer_count = 1;
}
/**
* Called by _mesa_resize_framebuffer() for each hardware renderbuffer when a
* window system framebuffer is resized.
*
* Any actual buffer reallocations for hardware renderbuffers (which would
* have triggered _mesa_resize_framebuffer()) were done by
* intel_process_dri2_buffer().
*/
static GLboolean
intel_alloc_window_storage(struct gl_context * ctx, struct gl_renderbuffer *rb,
GLenum internalFormat, GLuint width, GLuint height)
{
(void) ctx;
assert(rb->Name == 0);
rb->Width = width;
rb->Height = height;
rb->InternalFormat = internalFormat;
return true;
}
/** Dummy function for gl_renderbuffer::AllocStorage() */
static GLboolean
intel_nop_alloc_storage(struct gl_context * ctx, struct gl_renderbuffer *rb,
GLenum internalFormat, GLuint width, GLuint height)
{
(void) rb;
(void) internalFormat;
(void) width;
(void) height;
_mesa_problem(ctx, "intel_nop_alloc_storage should never be called.");
return false;
}
/**
* Create an intel_renderbuffer for a __DRIdrawable. This function is
* unrelated to GL renderbuffers (that is, those created by
* glGenRenderbuffers).
*
* \param num_samples must be quantized.
*/
struct intel_renderbuffer *
intel_create_winsys_renderbuffer(struct intel_screen *screen,
mesa_format format, unsigned num_samples)
{
struct intel_renderbuffer *irb = CALLOC_STRUCT(intel_renderbuffer);
if (!irb)
return NULL;
struct gl_renderbuffer *rb = &irb->Base.Base;
irb->layer_count = 1;
_mesa_init_renderbuffer(rb, 0);
rb->ClassID = INTEL_RB_CLASS;
rb->NumSamples = num_samples;
rb->NumStorageSamples = num_samples;
rb->Format = fallback_rgbx_to_rgba(screen, rb, format);
/* intel-specific methods */
rb->Delete = intel_delete_renderbuffer;
rb->AllocStorage = intel_alloc_window_storage;
return irb;
}
/**
* Private window-system buffers (as opposed to ones shared with the display
* server created with intel_create_winsys_renderbuffer()) are most similar in their
* handling to user-created renderbuffers, but they have a resize handler that
* may be called at intel_update_renderbuffers() time.
*
* \param num_samples must be quantized.
*/
struct intel_renderbuffer *
intel_create_private_renderbuffer(struct intel_screen *screen,
mesa_format format, unsigned num_samples)
{
struct intel_renderbuffer *irb;
irb = intel_create_winsys_renderbuffer(screen, format, num_samples);
irb->Base.Base.AllocStorage = intel_alloc_private_renderbuffer_storage;
return irb;
}
/**
* Create a new renderbuffer object.
* Typically called via glBindRenderbufferEXT().
*/
static struct gl_renderbuffer *
intel_new_renderbuffer(struct gl_context * ctx, GLuint name)
{
struct intel_renderbuffer *irb;
struct gl_renderbuffer *rb;
irb = CALLOC_STRUCT(intel_renderbuffer);
if (!irb) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "creating renderbuffer");
return NULL;
}
rb = &irb->Base.Base;
_mesa_init_renderbuffer(rb, name);
rb->ClassID = INTEL_RB_CLASS;
/* intel-specific methods */
rb->Delete = intel_delete_renderbuffer;
rb->AllocStorage = intel_alloc_renderbuffer_storage;
/* span routines set in alloc_storage function */
return rb;
}
static bool
intel_renderbuffer_update_wrapper(struct brw_context *brw,
struct intel_renderbuffer *irb,
struct gl_texture_image *image,
uint32_t layer,
bool layered)
{
struct gl_renderbuffer *rb = &irb->Base.Base;
struct intel_texture_image *intel_image = intel_texture_image(image);
struct intel_mipmap_tree *mt = intel_image->mt;
int level = image->Level;
rb->AllocStorage = intel_nop_alloc_storage;
/* adjust for texture view parameters */
layer += image->TexObject->MinLayer;
level += image->TexObject->MinLevel;
intel_miptree_check_level_layer(mt, level, layer);
irb->mt_level = level;
irb->mt_layer = layer;
if (!layered) {
irb->layer_count = 1;
} else if (mt->target != GL_TEXTURE_3D && image->TexObject->NumLayers > 0) {
irb->layer_count = image->TexObject->NumLayers;
} else {
irb->layer_count = mt->surf.dim == ISL_SURF_DIM_3D ?
minify(mt->surf.logical_level0_px.depth, level) :
mt->surf.logical_level0_px.array_len;
}
intel_miptree_reference(&irb->mt, mt);
intel_renderbuffer_set_draw_offset(irb);
return true;
}
void
intel_renderbuffer_set_draw_offset(struct intel_renderbuffer *irb)
{
unsigned int dst_x, dst_y;
/* compute offset of the particular 2D image within the texture region */
intel_miptree_get_image_offset(irb->mt,
irb->mt_level,
irb->mt_layer,
&dst_x, &dst_y);
irb->draw_x = dst_x;
irb->draw_y = dst_y;
}
/**
* Called by glFramebufferTexture[123]DEXT() (and other places) to
* prepare for rendering into texture memory. This might be called
* many times to choose different texture levels, cube faces, etc
* before intel_finish_render_texture() is ever called.
*/
static void
intel_render_texture(struct gl_context * ctx,
struct gl_framebuffer *fb,
struct gl_renderbuffer_attachment *att)
{
struct brw_context *brw = brw_context(ctx);
struct gl_renderbuffer *rb = att->Renderbuffer;
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
struct gl_texture_image *image = rb->TexImage;
struct intel_texture_image *intel_image = intel_texture_image(image);
struct intel_mipmap_tree *mt = intel_image->mt;
int layer;
(void) fb;
if (att->CubeMapFace > 0) {
assert(att->Zoffset == 0);
layer = att->CubeMapFace;
} else {
layer = att->Zoffset;
}
if (!intel_image->mt) {
/* Fallback on drawing to a texture that doesn't have a miptree
* (has a border, width/height 0, etc.)
*/
_swrast_render_texture(ctx, fb, att);
return;
}
intel_miptree_check_level_layer(mt, att->TextureLevel, layer);
if (!intel_renderbuffer_update_wrapper(brw, irb, image, layer, att->Layered)) {
_swrast_render_texture(ctx, fb, att);
return;
}
DBG("Begin render %s texture tex=%u w=%d h=%d d=%d refcount=%d\n",
_mesa_get_format_name(image->TexFormat),
att->Texture->Name, image->Width, image->Height, image->Depth,
rb->RefCount);
}
#define fbo_incomplete(fb, error_id, ...) do { \
static GLuint msg_id = 0; \
if (unlikely(ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT)) { \
_mesa_gl_debugf(ctx, &msg_id, \
MESA_DEBUG_SOURCE_API, \
MESA_DEBUG_TYPE_OTHER, \
MESA_DEBUG_SEVERITY_MEDIUM, \
__VA_ARGS__); \
} \
DBG(__VA_ARGS__); \
fb->_Status = error_id; \
} while (0)
/**
* Do additional "completeness" testing of a framebuffer object.
*/
static void
intel_validate_framebuffer(struct gl_context *ctx, struct gl_framebuffer *fb)
{
struct brw_context *brw = brw_context(ctx);
const struct gen_device_info *devinfo = &brw->screen->devinfo;
struct intel_renderbuffer *depthRb =
intel_get_renderbuffer(fb, BUFFER_DEPTH);
struct intel_renderbuffer *stencilRb =
intel_get_renderbuffer(fb, BUFFER_STENCIL);
struct intel_mipmap_tree *depth_mt = NULL, *stencil_mt = NULL;
unsigned i;
DBG("%s() on fb %p (%s)\n", __func__,
fb, (fb == ctx->DrawBuffer ? "drawbuffer" :
(fb == ctx->ReadBuffer ? "readbuffer" : "other buffer")));
if (depthRb)
depth_mt = depthRb->mt;
if (stencilRb) {
stencil_mt = stencilRb->mt;
if (stencil_mt->stencil_mt)
stencil_mt = stencil_mt->stencil_mt;
}
if (depth_mt && stencil_mt) {
if (devinfo->gen >= 6) {
const unsigned d_width = depth_mt->surf.phys_level0_sa.width;
const unsigned d_height = depth_mt->surf.phys_level0_sa.height;
const unsigned d_depth = depth_mt->surf.dim == ISL_SURF_DIM_3D ?
depth_mt->surf.phys_level0_sa.depth :
depth_mt->surf.phys_level0_sa.array_len;
const unsigned s_width = stencil_mt->surf.phys_level0_sa.width;
const unsigned s_height = stencil_mt->surf.phys_level0_sa.height;
const unsigned s_depth = stencil_mt->surf.dim == ISL_SURF_DIM_3D ?
stencil_mt->surf.phys_level0_sa.depth :
stencil_mt->surf.phys_level0_sa.array_len;
/* For gen >= 6, we are using the lod/minimum-array-element fields
* and supporting layered rendering. This means that we must restrict
* the depth & stencil attachments to match in various more retrictive
* ways. (width, height, depth, LOD and layer)
*/
if (d_width != s_width ||
d_height != s_height ||
d_depth != s_depth ||
depthRb->mt_level != stencilRb->mt_level ||
depthRb->mt_layer != stencilRb->mt_layer) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: depth and stencil must match in"
"width, height, depth, LOD and layer\n");
}
}
if (depth_mt == stencil_mt) {
/* For true packed depth/stencil (not faked on prefers-separate-stencil
* hardware) we need to be sure they're the same level/layer, since
* we'll be emitting a single packet describing the packed setup.
*/
if (depthRb->mt_level != stencilRb->mt_level ||
depthRb->mt_layer != stencilRb->mt_layer) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: depth image level/layer %d/%d != "
"stencil image %d/%d\n",
depthRb->mt_level,
depthRb->mt_layer,
stencilRb->mt_level,
stencilRb->mt_layer);
}
} else {
if (!brw->has_separate_stencil) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: separate stencil unsupported\n");
}
if (stencil_mt->format != MESA_FORMAT_S_UINT8) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: separate stencil is %s "
"instead of S8\n",
_mesa_get_format_name(stencil_mt->format));
}
if (devinfo->gen < 7 && !intel_renderbuffer_has_hiz(depthRb)) {
/* Before Gen7, separate depth and stencil buffers can be used
* only if HiZ is enabled. From the Sandybridge PRM, Volume 2,
* Part 1, Bit 3DSTATE_DEPTH_BUFFER.SeparateStencilBufferEnable:
* [DevSNB]: This field must be set to the same value (enabled
* or disabled) as Hierarchical Depth Buffer Enable.
*/
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: separate stencil without HiZ\n");
}
}
}
for (i = 0; i < ARRAY_SIZE(fb->Attachment); i++) {
struct gl_renderbuffer *rb;
struct intel_renderbuffer *irb;
if (fb->Attachment[i].Type == GL_NONE)
continue;
/* A supported attachment will have a Renderbuffer set either
* from being a Renderbuffer or being a texture that got the
* intel_wrap_texture() treatment.
*/
rb = fb->Attachment[i].Renderbuffer;
if (rb == NULL) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: attachment without "
"renderbuffer\n");
continue;
}
if (fb->Attachment[i].Type == GL_TEXTURE) {
if (rb->TexImage->Border) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: texture with border\n");
continue;
}
}
irb = intel_renderbuffer(rb);
if (irb == NULL) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: software rendering renderbuffer\n");
continue;
}
if (rb->Format == MESA_FORMAT_R_SRGB8) {
fbo_incomplete(fb, GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT,
"FBO incomplete: Format not color renderable: %s\n",
_mesa_get_format_name(rb->Format));
continue;
}
if (!brw_render_target_supported(brw, rb)) {
fbo_incomplete(fb, GL_FRAMEBUFFER_UNSUPPORTED,
"FBO incomplete: Unsupported HW "
"texture/renderbuffer format attached: %s\n",
_mesa_get_format_name(intel_rb_format(irb)));
}
}
}
/**
* Try to do a glBlitFramebuffer using glCopyTexSubImage2D
* We can do this when the dst renderbuffer is actually a texture and
* there is no scaling, mirroring or scissoring.
*
* \return new buffer mask indicating the buffers left to blit using the
* normal path.
*/
static GLbitfield
intel_blit_framebuffer_with_blitter(struct gl_context *ctx,
const struct gl_framebuffer *readFb,
const struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0,
GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0,
GLint dstX1, GLint dstY1,
GLbitfield mask)
{
struct brw_context *brw = brw_context(ctx);
/* Sync up the state of window system buffers. We need to do this before
* we go looking for the buffers.
*/
intel_prepare_render(brw);
if (mask & GL_COLOR_BUFFER_BIT) {
unsigned i;
struct gl_renderbuffer *src_rb = readFb->_ColorReadBuffer;
struct intel_renderbuffer *src_irb = intel_renderbuffer(src_rb);
if (!src_irb) {
perf_debug("glBlitFramebuffer(): missing src renderbuffer. "
"Falling back to software rendering.\n");
return mask;
}
/* If the source and destination are the same size with no mirroring,
* the rectangles are within the size of the texture and there is no
* scissor, then we can probably use the blit engine.
*/
if (!(srcX0 - srcX1 == dstX0 - dstX1 &&
srcY0 - srcY1 == dstY0 - dstY1 &&
srcX1 >= srcX0 &&
srcY1 >= srcY0 &&
srcX0 >= 0 && srcX1 <= readFb->Width &&
srcY0 >= 0 && srcY1 <= readFb->Height &&
dstX0 >= 0 && dstX1 <= drawFb->Width &&
dstY0 >= 0 && dstY1 <= drawFb->Height &&
!(ctx->Scissor.EnableFlags))) {
perf_debug("glBlitFramebuffer(): non-1:1 blit. "
"Falling back to software rendering.\n");
return mask;
}
/* Blit to all active draw buffers. We don't do any pre-checking,
* because we assume that copying to MRTs is rare, and failure midway
* through copying is even more rare. Even if it was to occur, it's
* safe to let meta start the copy over from scratch, because
* glBlitFramebuffer completely overwrites the destination pixels, and
* results are undefined if any destination pixels have a dependency on
* source pixels.
*/
for (i = 0; i < drawFb->_NumColorDrawBuffers; i++) {
struct gl_renderbuffer *dst_rb = drawFb->_ColorDrawBuffers[i];
struct intel_renderbuffer *dst_irb = intel_renderbuffer(dst_rb);
if (!dst_irb) {
perf_debug("glBlitFramebuffer(): missing dst renderbuffer. "
"Falling back to software rendering.\n");
return mask;
}
if (ctx->Color.sRGBEnabled &&
_mesa_get_format_color_encoding(src_irb->mt->format) !=
_mesa_get_format_color_encoding(dst_irb->mt->format)) {
perf_debug("glBlitFramebuffer() with sRGB conversion cannot be "
"handled by BLT path.\n");
return mask;
}
if (!intel_miptree_blit(brw,
src_irb->mt,
src_irb->mt_level, src_irb->mt_layer,
srcX0, srcY0, readFb->FlipY,
dst_irb->mt,
dst_irb->mt_level, dst_irb->mt_layer,
dstX0, dstY0, drawFb->FlipY,
dstX1 - dstX0, dstY1 - dstY0,
COLOR_LOGICOP_COPY)) {
perf_debug("glBlitFramebuffer(): unknown blit failure. "
"Falling back to software rendering.\n");
return mask;
}
}
mask &= ~GL_COLOR_BUFFER_BIT;
}
return mask;
}
static void
intel_blit_framebuffer(struct gl_context *ctx,
struct gl_framebuffer *readFb,
struct gl_framebuffer *drawFb,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
struct brw_context *brw = brw_context(ctx);
const struct gen_device_info *devinfo = &brw->screen->devinfo;
/* Page 679 of OpenGL 4.4 spec says:
* "Added BlitFramebuffer to commands affected by conditional rendering in
* section 10.10 (Bug 9562)."
*/
if (!_mesa_check_conditional_render(ctx))
return;
if (devinfo->gen < 6) {
/* On gen4-5, try BLT first.
*
* Gen4-5 have a single ring for both 3D and BLT operations, so there's
* no inter-ring synchronization issues like on Gen6+. It is apparently
* faster than using the 3D pipeline. Original Gen4 also has to rebase
* and copy miptree slices in order to render to unaligned locations.
*/
mask = intel_blit_framebuffer_with_blitter(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask);
if (mask == 0x0)
return;
}
mask = brw_blorp_framebuffer(brw, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
if (mask == 0x0)
return;
mask = _mesa_meta_BlitFramebuffer(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
if (mask == 0x0)
return;
if (devinfo->gen >= 8 && (mask & GL_STENCIL_BUFFER_BIT)) {
assert(!"Invalid blit");
}
_swrast_BlitFramebuffer(ctx, readFb, drawFb,
srcX0, srcY0, srcX1, srcY1,
dstX0, dstY0, dstX1, dstY1,
mask, filter);
}
/**
* Does the renderbuffer have hiz enabled?
*/
bool
intel_renderbuffer_has_hiz(struct intel_renderbuffer *irb)
{
return intel_miptree_level_has_hiz(irb->mt, irb->mt_level);
}
void
intel_renderbuffer_move_to_temp(struct brw_context *brw,
struct intel_renderbuffer *irb,
bool invalidate)
{
struct gl_renderbuffer *rb =&irb->Base.Base;
struct intel_texture_image *intel_image = intel_texture_image(rb->TexImage);
struct intel_mipmap_tree *new_mt;
int width, height, depth;
intel_get_image_dims(rb->TexImage, &width, &height, &depth);
assert(irb->align_wa_mt == NULL);
new_mt = intel_miptree_create(brw, GL_TEXTURE_2D,
intel_image->base.Base.TexFormat,
0, 0,
width, height, 1,
irb->mt->surf.samples,
MIPTREE_CREATE_BUSY);
if (!invalidate)
intel_miptree_copy_slice(brw, intel_image->mt,
intel_image->base.Base.Level, irb->mt_layer,
new_mt, 0, 0);
intel_miptree_reference(&irb->align_wa_mt, new_mt);
intel_miptree_release(&new_mt);
irb->draw_x = 0;
irb->draw_y = 0;
}
void
brw_cache_sets_clear(struct brw_context *brw)
{
hash_table_foreach(brw->render_cache, render_entry)
_mesa_hash_table_remove(brw->render_cache, render_entry);
set_foreach(brw->depth_cache, depth_entry)
_mesa_set_remove(brw->depth_cache, depth_entry);
}
/**
* Emits an appropriate flush for a BO if it has been rendered to within the
* same batchbuffer as a read that's about to be emitted.
*
* The GPU has separate, incoherent caches for the render cache and the
* sampler cache, along with other caches. Usually data in the different
* caches don't interact (e.g. we don't render to our driver-generated
* immediate constant data), but for render-to-texture in FBOs we definitely
* do. When a batchbuffer is flushed, the kernel will ensure that everything
* necessary is flushed before another use of that BO, but for reuse from
* different caches within a batchbuffer, it's all our responsibility.
*/
static void
flush_depth_and_render_caches(struct brw_context *brw, struct brw_bo *bo)
{
const struct gen_device_info *devinfo = &brw->screen->devinfo;
if (devinfo->gen >= 6) {
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_DEPTH_CACHE_FLUSH |
PIPE_CONTROL_RENDER_TARGET_FLUSH |
PIPE_CONTROL_CS_STALL);
brw_emit_pipe_control_flush(brw,
PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
PIPE_CONTROL_CONST_CACHE_INVALIDATE);
} else {
brw_emit_mi_flush(brw);
}
brw_cache_sets_clear(brw);
}
void
brw_cache_flush_for_read(struct brw_context *brw, struct brw_bo *bo)
{
if (_mesa_hash_table_search(brw->render_cache, bo) ||
_mesa_set_search(brw->depth_cache, bo))
flush_depth_and_render_caches(brw, bo);
}
static void *
format_aux_tuple(enum isl_format format, enum isl_aux_usage aux_usage)
{
return (void *)(uintptr_t)((uint32_t)format << 8 | aux_usage);
}
void
brw_cache_flush_for_render(struct brw_context *brw, struct brw_bo *bo,
enum isl_format format,
enum isl_aux_usage aux_usage)
{
if (_mesa_set_search(brw->depth_cache, bo))
flush_depth_and_render_caches(brw, bo);
/* Check to see if this bo has been used by a previous rendering operation
* but with a different format or aux usage. If it has, flush the render
* cache so we ensure that it's only in there with one format or aux usage
* at a time.
*
* Even though it's not obvious, this can easily happen in practice.
* Suppose a client is blending on a surface with sRGB encode enabled on
* gen9. This implies that you get AUX_USAGE_CCS_D at best. If the client
* then disables sRGB decode and continues blending we will flip on
* AUX_USAGE_CCS_E without doing any sort of resolve in-between (this is
* perfectly valid since CCS_E is a subset of CCS_D). However, this means
* that we have fragments in-flight which are rendering with UNORM+CCS_E
* and other fragments in-flight with SRGB+CCS_D on the same surface at the
* same time and the pixel scoreboard and color blender are trying to sort
* it all out. This ends badly (i.e. GPU hangs).
*
* To date, we have never observed GPU hangs or even corruption to be
* associated with switching the format, only the aux usage. However,
* there are comments in various docs which indicate that the render cache
* isn't 100% resilient to format changes. We may as well be conservative
* and flush on format changes too. We can always relax this later if we
* find it to be a performance problem.
*/
struct hash_entry *entry = _mesa_hash_table_search(brw->render_cache, bo);
if (entry && entry->data != format_aux_tuple(format, aux_usage))
flush_depth_and_render_caches(brw, bo);
}
void
brw_render_cache_add_bo(struct brw_context *brw, struct brw_bo *bo,
enum isl_format format,
enum isl_aux_usage aux_usage)
{
#ifndef NDEBUG
struct hash_entry *entry = _mesa_hash_table_search(brw->render_cache, bo);
if (entry) {
/* Otherwise, someone didn't do a flush_for_render and that would be
* very bad indeed.
*/
assert(entry->data == format_aux_tuple(format, aux_usage));
}
#endif
_mesa_hash_table_insert(brw->render_cache, bo,
format_aux_tuple(format, aux_usage));
}
void
brw_cache_flush_for_depth(struct brw_context *brw, struct brw_bo *bo)
{
if (_mesa_hash_table_search(brw->render_cache, bo))
flush_depth_and_render_caches(brw, bo);
}
void
brw_depth_cache_add_bo(struct brw_context *brw, struct brw_bo *bo)
{
_mesa_set_add(brw->depth_cache, bo);
}
/**
* Do one-time context initializations related to GL_EXT_framebuffer_object.
* Hook in device driver functions.
*/
void
intel_fbo_init(struct brw_context *brw)
{
struct dd_function_table *dd = &brw->ctx.Driver;
dd->NewRenderbuffer = intel_new_renderbuffer;
dd->MapRenderbuffer = intel_map_renderbuffer;
dd->UnmapRenderbuffer = intel_unmap_renderbuffer;
dd->RenderTexture = intel_render_texture;
dd->ValidateFramebuffer = intel_validate_framebuffer;
dd->BlitFramebuffer = intel_blit_framebuffer;
dd->EGLImageTargetRenderbufferStorage =
intel_image_target_renderbuffer_storage;
brw->render_cache = _mesa_hash_table_create(brw, _mesa_hash_pointer,
_mesa_key_pointer_equal);
brw->depth_cache = _mesa_set_create(brw, _mesa_hash_pointer,
_mesa_key_pointer_equal);
}
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