2 Copyright 2003 VMware, Inc.
3 Copyright (C) Intel Corp. 2006. All Rights Reserved.
4 Intel funded Tungsten Graphics to
5 develop this 3D driver.
7 Permission is hereby granted, free of charge, to any person obtaining
8 a copy of this software and associated documentation files (the
9 "Software"), to deal in the Software without restriction, including
10 without limitation the rights to use, copy, modify, merge, publish,
11 distribute, sublicense, and/or sell copies of the Software, and to
12 permit persons to whom the Software is furnished to do so, subject to
13 the following conditions:
15 The above copyright notice and this permission notice (including the
16 next paragraph) shall be included in all copies or substantial
17 portions of the Software.
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
20 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
22 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
23 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
24 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
25 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
27 **********************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
34 #include "compiler/nir/nir.h"
35 #include "main/api_exec.h"
36 #include "main/context.h"
37 #include "main/fbobject.h"
38 #include "main/extensions.h"
39 #include "main/imports.h"
40 #include "main/macros.h"
41 #include "main/points.h"
42 #include "main/version.h"
43 #include "main/vtxfmt.h"
44 #include "main/texobj.h"
45 #include "main/framebuffer.h"
46 #include "main/stencil.h"
47 #include "main/state.h"
49 #include "vbo/vbo_context.h"
51 #include "drivers/common/driverfuncs.h"
52 #include "drivers/common/meta.h"
55 #include "brw_context.h"
56 #include "brw_defines.h"
57 #include "brw_blorp.h"
59 #include "brw_state.h"
61 #include "intel_batchbuffer.h"
62 #include "intel_buffer_objects.h"
63 #include "intel_buffers.h"
64 #include "intel_fbo.h"
65 #include "intel_mipmap_tree.h"
66 #include "intel_pixel.h"
67 #include "intel_image.h"
68 #include "intel_tex.h"
69 #include "intel_tex_obj.h"
71 #include "swrast_setup/swrast_setup.h"
73 #include "tnl/t_pipeline.h"
74 #include "util/ralloc.h"
75 #include "util/debug.h"
78 /***************************************
79 * Mesa's Driver Functions
80 ***************************************/
82 const char *const brw_vendor_string
= "Intel Open Source Technology Center";
85 get_bsw_model(const struct intel_screen
*screen
)
87 switch (screen
->eu_total
) {
98 brw_get_renderer_string(const struct intel_screen
*screen
)
101 static char buffer
[128];
104 switch (screen
->deviceID
) {
106 #define CHIPSET(id, symbol, str) case id: chipset = str; break;
107 #include "pci_ids/i965_pci_ids.h"
109 chipset
= "Unknown Intel Chipset";
113 /* Braswell branding is funny, so we have to fix it up here */
114 if (screen
->deviceID
== 0x22B1) {
115 bsw
= strdup(chipset
);
116 char *needle
= strstr(bsw
, "XXX");
118 memcpy(needle
, get_bsw_model(screen
), 3);
123 (void) driGetRendererString(buffer
, chipset
, 0);
128 static const GLubyte
*
129 intel_get_string(struct gl_context
* ctx
, GLenum name
)
131 const struct brw_context
*const brw
= brw_context(ctx
);
135 return (GLubyte
*) brw_vendor_string
;
139 (GLubyte
*) brw_get_renderer_string(brw
->screen
);
147 intel_viewport(struct gl_context
*ctx
)
149 struct brw_context
*brw
= brw_context(ctx
);
150 __DRIcontext
*driContext
= brw
->driContext
;
152 if (_mesa_is_winsys_fbo(ctx
->DrawBuffer
)) {
153 if (driContext
->driDrawablePriv
)
154 dri2InvalidateDrawable(driContext
->driDrawablePriv
);
155 if (driContext
->driReadablePriv
)
156 dri2InvalidateDrawable(driContext
->driReadablePriv
);
161 intel_update_framebuffer(struct gl_context
*ctx
,
162 struct gl_framebuffer
*fb
)
164 struct brw_context
*brw
= brw_context(ctx
);
166 /* Quantize the derived default number of samples
168 fb
->DefaultGeometry
._NumSamples
=
169 intel_quantize_num_samples(brw
->screen
,
170 fb
->DefaultGeometry
.NumSamples
);
174 intel_update_state(struct gl_context
* ctx
)
176 GLuint new_state
= ctx
->NewState
;
177 struct brw_context
*brw
= brw_context(ctx
);
179 if (ctx
->swrast_context
)
180 _swrast_InvalidateState(ctx
, new_state
);
182 brw
->NewGLState
|= new_state
;
184 if (new_state
& (_NEW_SCISSOR
| _NEW_BUFFERS
| _NEW_VIEWPORT
))
185 _mesa_update_draw_buffer_bounds(ctx
, ctx
->DrawBuffer
);
187 if (new_state
& (_NEW_STENCIL
| _NEW_BUFFERS
)) {
188 brw
->stencil_enabled
= _mesa_stencil_is_enabled(ctx
);
189 brw
->stencil_two_sided
= _mesa_stencil_is_two_sided(ctx
);
190 brw
->stencil_write_enabled
=
191 _mesa_stencil_is_write_enabled(ctx
, brw
->stencil_two_sided
);
194 if (new_state
& _NEW_POLYGON
)
195 brw
->polygon_front_bit
= _mesa_polygon_get_front_bit(ctx
);
197 if (new_state
& _NEW_BUFFERS
) {
198 intel_update_framebuffer(ctx
, ctx
->DrawBuffer
);
199 if (ctx
->DrawBuffer
!= ctx
->ReadBuffer
)
200 intel_update_framebuffer(ctx
, ctx
->ReadBuffer
);
204 #define flushFront(screen) ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
207 intel_flush_front(struct gl_context
*ctx
)
209 struct brw_context
*brw
= brw_context(ctx
);
210 __DRIcontext
*driContext
= brw
->driContext
;
211 __DRIdrawable
*driDrawable
= driContext
->driDrawablePriv
;
212 __DRIscreen
*const dri_screen
= brw
->screen
->driScrnPriv
;
214 if (brw
->front_buffer_dirty
&& _mesa_is_winsys_fbo(ctx
->DrawBuffer
)) {
215 if (flushFront(dri_screen
) && driDrawable
&&
216 driDrawable
->loaderPrivate
) {
218 /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
220 * This potentially resolves both front and back buffer. It
221 * is unnecessary to resolve the back, but harms nothing except
222 * performance. And no one cares about front-buffer render
225 intel_resolve_for_dri2_flush(brw
, driDrawable
);
226 intel_batchbuffer_flush(brw
);
228 flushFront(dri_screen
)(driDrawable
, driDrawable
->loaderPrivate
);
230 /* We set the dirty bit in intel_prepare_render() if we're
231 * front buffer rendering once we get there.
233 brw
->front_buffer_dirty
= false;
239 intel_glFlush(struct gl_context
*ctx
)
241 struct brw_context
*brw
= brw_context(ctx
);
243 intel_batchbuffer_flush(brw
);
244 intel_flush_front(ctx
);
246 brw
->need_flush_throttle
= true;
250 intel_finish(struct gl_context
* ctx
)
252 struct brw_context
*brw
= brw_context(ctx
);
256 if (brw
->batch
.last_bo
)
257 brw_bo_wait_rendering(brw
->batch
.last_bo
);
261 brw_init_driver_functions(struct brw_context
*brw
,
262 struct dd_function_table
*functions
)
264 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
266 _mesa_init_driver_functions(functions
);
268 /* GLX uses DRI2 invalidate events to handle window resizing.
269 * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
270 * which doesn't provide a mechanism for snooping the event queues.
272 * So EGL still relies on viewport hacks to handle window resizing.
273 * This should go away with DRI3000.
275 if (!brw
->driContext
->driScreenPriv
->dri2
.useInvalidate
)
276 functions
->Viewport
= intel_viewport
;
278 functions
->Flush
= intel_glFlush
;
279 functions
->Finish
= intel_finish
;
280 functions
->GetString
= intel_get_string
;
281 functions
->UpdateState
= intel_update_state
;
283 intelInitTextureFuncs(functions
);
284 intelInitTextureImageFuncs(functions
);
285 intelInitTextureCopyImageFuncs(functions
);
286 intelInitCopyImageFuncs(functions
);
287 intelInitClearFuncs(functions
);
288 intelInitBufferFuncs(functions
);
289 intelInitPixelFuncs(functions
);
290 intelInitBufferObjectFuncs(functions
);
291 brw_init_syncobj_functions(functions
);
292 brw_init_object_purgeable_functions(functions
);
294 brwInitFragProgFuncs( functions
);
295 brw_init_common_queryobj_functions(functions
);
296 if (devinfo
->gen
>= 8 || devinfo
->is_haswell
)
297 hsw_init_queryobj_functions(functions
);
298 else if (devinfo
->gen
>= 6)
299 gen6_init_queryobj_functions(functions
);
301 gen4_init_queryobj_functions(functions
);
302 brw_init_compute_functions(functions
);
303 brw_init_conditional_render_functions(functions
);
305 functions
->QueryInternalFormat
= brw_query_internal_format
;
307 functions
->NewTransformFeedback
= brw_new_transform_feedback
;
308 functions
->DeleteTransformFeedback
= brw_delete_transform_feedback
;
309 if (can_do_mi_math_and_lrr(brw
->screen
)) {
310 functions
->BeginTransformFeedback
= hsw_begin_transform_feedback
;
311 functions
->EndTransformFeedback
= hsw_end_transform_feedback
;
312 functions
->PauseTransformFeedback
= hsw_pause_transform_feedback
;
313 functions
->ResumeTransformFeedback
= hsw_resume_transform_feedback
;
314 } else if (devinfo
->gen
>= 7) {
315 functions
->BeginTransformFeedback
= gen7_begin_transform_feedback
;
316 functions
->EndTransformFeedback
= gen7_end_transform_feedback
;
317 functions
->PauseTransformFeedback
= gen7_pause_transform_feedback
;
318 functions
->ResumeTransformFeedback
= gen7_resume_transform_feedback
;
319 functions
->GetTransformFeedbackVertexCount
=
320 brw_get_transform_feedback_vertex_count
;
322 functions
->BeginTransformFeedback
= brw_begin_transform_feedback
;
323 functions
->EndTransformFeedback
= brw_end_transform_feedback
;
324 functions
->PauseTransformFeedback
= brw_pause_transform_feedback
;
325 functions
->ResumeTransformFeedback
= brw_resume_transform_feedback
;
326 functions
->GetTransformFeedbackVertexCount
=
327 brw_get_transform_feedback_vertex_count
;
330 if (devinfo
->gen
>= 6)
331 functions
->GetSamplePosition
= gen6_get_sample_position
;
335 brw_initialize_context_constants(struct brw_context
*brw
)
337 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
338 struct gl_context
*ctx
= &brw
->ctx
;
339 const struct brw_compiler
*compiler
= brw
->screen
->compiler
;
341 const bool stage_exists
[MESA_SHADER_STAGES
] = {
342 [MESA_SHADER_VERTEX
] = true,
343 [MESA_SHADER_TESS_CTRL
] = devinfo
->gen
>= 7,
344 [MESA_SHADER_TESS_EVAL
] = devinfo
->gen
>= 7,
345 [MESA_SHADER_GEOMETRY
] = devinfo
->gen
>= 6,
346 [MESA_SHADER_FRAGMENT
] = true,
347 [MESA_SHADER_COMPUTE
] =
348 ((ctx
->API
== API_OPENGL_COMPAT
|| ctx
->API
== API_OPENGL_CORE
) &&
349 ctx
->Const
.MaxComputeWorkGroupSize
[0] >= 1024) ||
350 (ctx
->API
== API_OPENGLES2
&&
351 ctx
->Const
.MaxComputeWorkGroupSize
[0] >= 128) ||
352 _mesa_extension_override_enables
.ARB_compute_shader
,
355 unsigned num_stages
= 0;
356 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
361 unsigned max_samplers
=
362 devinfo
->gen
>= 8 || devinfo
->is_haswell
? BRW_MAX_TEX_UNIT
: 16;
364 ctx
->Const
.MaxDualSourceDrawBuffers
= 1;
365 ctx
->Const
.MaxDrawBuffers
= BRW_MAX_DRAW_BUFFERS
;
366 ctx
->Const
.MaxCombinedShaderOutputResources
=
367 MAX_IMAGE_UNITS
+ BRW_MAX_DRAW_BUFFERS
;
369 /* The timestamp register we can read for glGetTimestamp() is
370 * sometimes only 32 bits, before scaling to nanoseconds (depending
373 * Once scaled to nanoseconds the timestamp would roll over at a
374 * non-power-of-two, so an application couldn't use
375 * GL_QUERY_COUNTER_BITS to handle rollover correctly. Instead, we
376 * report 36 bits and truncate at that (rolling over 5 times as
377 * often as the HW counter), and when the 32-bit counter rolls
378 * over, it happens to also be at a rollover in the reported value
379 * from near (1<<36) to 0.
381 * The low 32 bits rolls over in ~343 seconds. Our 36-bit result
382 * rolls over every ~69 seconds.
384 ctx
->Const
.QueryCounterBits
.Timestamp
= 36;
386 ctx
->Const
.MaxTextureCoordUnits
= 8; /* Mesa limit */
387 ctx
->Const
.MaxImageUnits
= MAX_IMAGE_UNITS
;
388 if (devinfo
->gen
>= 7) {
389 ctx
->Const
.MaxRenderbufferSize
= 16384;
390 ctx
->Const
.MaxTextureLevels
= MIN2(15 /* 16384 */, MAX_TEXTURE_LEVELS
);
391 ctx
->Const
.MaxCubeTextureLevels
= 15; /* 16384 */
393 ctx
->Const
.MaxRenderbufferSize
= 8192;
394 ctx
->Const
.MaxTextureLevels
= MIN2(14 /* 8192 */, MAX_TEXTURE_LEVELS
);
395 ctx
->Const
.MaxCubeTextureLevels
= 14; /* 8192 */
397 ctx
->Const
.Max3DTextureLevels
= 12; /* 2048 */
398 ctx
->Const
.MaxArrayTextureLayers
= devinfo
->gen
>= 7 ? 2048 : 512;
399 ctx
->Const
.MaxTextureMbytes
= 1536;
400 ctx
->Const
.MaxTextureRectSize
= devinfo
->gen
>= 7 ? 16384 : 8192;
401 ctx
->Const
.MaxTextureMaxAnisotropy
= 16.0;
402 ctx
->Const
.MaxTextureLodBias
= 15.0;
403 ctx
->Const
.StripTextureBorder
= true;
404 if (devinfo
->gen
>= 7) {
405 ctx
->Const
.MaxProgramTextureGatherComponents
= 4;
406 ctx
->Const
.MinProgramTextureGatherOffset
= -32;
407 ctx
->Const
.MaxProgramTextureGatherOffset
= 31;
408 } else if (devinfo
->gen
== 6) {
409 ctx
->Const
.MaxProgramTextureGatherComponents
= 1;
410 ctx
->Const
.MinProgramTextureGatherOffset
= -8;
411 ctx
->Const
.MaxProgramTextureGatherOffset
= 7;
414 ctx
->Const
.MaxUniformBlockSize
= 65536;
416 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
417 struct gl_program_constants
*prog
= &ctx
->Const
.Program
[i
];
419 if (!stage_exists
[i
])
422 prog
->MaxTextureImageUnits
= max_samplers
;
424 prog
->MaxUniformBlocks
= BRW_MAX_UBO
;
425 prog
->MaxCombinedUniformComponents
=
426 prog
->MaxUniformComponents
+
427 ctx
->Const
.MaxUniformBlockSize
/ 4 * prog
->MaxUniformBlocks
;
429 prog
->MaxAtomicCounters
= MAX_ATOMIC_COUNTERS
;
430 prog
->MaxAtomicBuffers
= BRW_MAX_ABO
;
431 prog
->MaxImageUniforms
= compiler
->scalar_stage
[i
] ? BRW_MAX_IMAGES
: 0;
432 prog
->MaxShaderStorageBlocks
= BRW_MAX_SSBO
;
435 ctx
->Const
.MaxTextureUnits
=
436 MIN2(ctx
->Const
.MaxTextureCoordUnits
,
437 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxTextureImageUnits
);
439 ctx
->Const
.MaxUniformBufferBindings
= num_stages
* BRW_MAX_UBO
;
440 ctx
->Const
.MaxCombinedUniformBlocks
= num_stages
* BRW_MAX_UBO
;
441 ctx
->Const
.MaxCombinedAtomicBuffers
= num_stages
* BRW_MAX_ABO
;
442 ctx
->Const
.MaxCombinedShaderStorageBlocks
= num_stages
* BRW_MAX_SSBO
;
443 ctx
->Const
.MaxShaderStorageBufferBindings
= num_stages
* BRW_MAX_SSBO
;
444 ctx
->Const
.MaxCombinedTextureImageUnits
= num_stages
* max_samplers
;
445 ctx
->Const
.MaxCombinedImageUniforms
= num_stages
* BRW_MAX_IMAGES
;
448 /* Hardware only supports a limited number of transform feedback buffers.
449 * So we need to override the Mesa default (which is based only on software
452 ctx
->Const
.MaxTransformFeedbackBuffers
= BRW_MAX_SOL_BUFFERS
;
454 /* On Gen6, in the worst case, we use up one binding table entry per
455 * transform feedback component (see comments above the definition of
456 * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
457 * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
458 * BRW_MAX_SOL_BINDINGS.
460 * In "separate components" mode, we need to divide this value by
461 * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
462 * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
464 ctx
->Const
.MaxTransformFeedbackInterleavedComponents
= BRW_MAX_SOL_BINDINGS
;
465 ctx
->Const
.MaxTransformFeedbackSeparateComponents
=
466 BRW_MAX_SOL_BINDINGS
/ BRW_MAX_SOL_BUFFERS
;
468 ctx
->Const
.AlwaysUseGetTransformFeedbackVertexCount
=
469 !can_do_mi_math_and_lrr(brw
->screen
);
472 const int *msaa_modes
= intel_supported_msaa_modes(brw
->screen
);
473 const int clamp_max_samples
=
474 driQueryOptioni(&brw
->optionCache
, "clamp_max_samples");
476 if (clamp_max_samples
< 0) {
477 max_samples
= msaa_modes
[0];
479 /* Select the largest supported MSAA mode that does not exceed
483 for (int i
= 0; msaa_modes
[i
] != 0; ++i
) {
484 if (msaa_modes
[i
] <= clamp_max_samples
) {
485 max_samples
= msaa_modes
[i
];
491 ctx
->Const
.MaxSamples
= max_samples
;
492 ctx
->Const
.MaxColorTextureSamples
= max_samples
;
493 ctx
->Const
.MaxDepthTextureSamples
= max_samples
;
494 ctx
->Const
.MaxIntegerSamples
= max_samples
;
495 ctx
->Const
.MaxImageSamples
= 0;
497 /* gen6_set_sample_maps() sets SampleMap{2,4,8}x variables which are used
498 * to map indices of rectangular grid to sample numbers within a pixel.
499 * These variables are used by GL_EXT_framebuffer_multisample_blit_scaled
500 * extension implementation. For more details see the comment above
501 * gen6_set_sample_maps() definition.
503 gen6_set_sample_maps(ctx
);
505 ctx
->Const
.MinLineWidth
= 1.0;
506 ctx
->Const
.MinLineWidthAA
= 1.0;
507 if (devinfo
->gen
>= 6) {
508 ctx
->Const
.MaxLineWidth
= 7.375;
509 ctx
->Const
.MaxLineWidthAA
= 7.375;
510 ctx
->Const
.LineWidthGranularity
= 0.125;
512 ctx
->Const
.MaxLineWidth
= 7.0;
513 ctx
->Const
.MaxLineWidthAA
= 7.0;
514 ctx
->Const
.LineWidthGranularity
= 0.5;
517 /* For non-antialiased lines, we have to round the line width to the
518 * nearest whole number. Make sure that we don't advertise a line
519 * width that, when rounded, will be beyond the actual hardware
522 assert(roundf(ctx
->Const
.MaxLineWidth
) <= ctx
->Const
.MaxLineWidth
);
524 ctx
->Const
.MinPointSize
= 1.0;
525 ctx
->Const
.MinPointSizeAA
= 1.0;
526 ctx
->Const
.MaxPointSize
= 255.0;
527 ctx
->Const
.MaxPointSizeAA
= 255.0;
528 ctx
->Const
.PointSizeGranularity
= 1.0;
530 if (devinfo
->gen
>= 5 || devinfo
->is_g4x
)
531 ctx
->Const
.MaxClipPlanes
= 8;
533 ctx
->Const
.GLSLTessLevelsAsInputs
= true;
534 ctx
->Const
.LowerTCSPatchVerticesIn
= devinfo
->gen
>= 8;
535 ctx
->Const
.LowerTESPatchVerticesIn
= true;
536 ctx
->Const
.PrimitiveRestartForPatches
= true;
538 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeInstructions
= 16 * 1024;
539 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxAluInstructions
= 0;
540 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTexInstructions
= 0;
541 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxTexIndirections
= 0;
542 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeAluInstructions
= 0;
543 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeTexInstructions
= 0;
544 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeTexIndirections
= 0;
545 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeAttribs
= 16;
546 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeTemps
= 256;
547 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeAddressRegs
= 1;
548 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeParameters
= 1024;
549 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxEnvParams
=
550 MIN2(ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxNativeParameters
,
551 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxEnvParams
);
553 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeInstructions
= 1024;
554 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeAluInstructions
= 1024;
555 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeTexInstructions
= 1024;
556 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeTexIndirections
= 1024;
557 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeAttribs
= 12;
558 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeTemps
= 256;
559 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeAddressRegs
= 0;
560 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeParameters
= 1024;
561 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxEnvParams
=
562 MIN2(ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxNativeParameters
,
563 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxEnvParams
);
565 /* Fragment shaders use real, 32-bit twos-complement integers for all
568 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].LowInt
.RangeMin
= 31;
569 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].LowInt
.RangeMax
= 30;
570 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].LowInt
.Precision
= 0;
571 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].HighInt
= ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].LowInt
;
572 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MediumInt
= ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].LowInt
;
574 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].LowInt
.RangeMin
= 31;
575 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].LowInt
.RangeMax
= 30;
576 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].LowInt
.Precision
= 0;
577 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].HighInt
= ctx
->Const
.Program
[MESA_SHADER_VERTEX
].LowInt
;
578 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MediumInt
= ctx
->Const
.Program
[MESA_SHADER_VERTEX
].LowInt
;
580 /* Gen6 converts quads to polygon in beginning of 3D pipeline,
581 * but we're not sure how it's actually done for vertex order,
582 * that affect provoking vertex decision. Always use last vertex
583 * convention for quad primitive which works as expected for now.
585 if (devinfo
->gen
>= 6)
586 ctx
->Const
.QuadsFollowProvokingVertexConvention
= false;
588 ctx
->Const
.NativeIntegers
= true;
589 ctx
->Const
.VertexID_is_zero_based
= true;
591 /* Regarding the CMP instruction, the Ivybridge PRM says:
593 * "For each enabled channel 0b or 1b is assigned to the appropriate flag
594 * bit and 0/all zeros or all ones (e.g, byte 0xFF, word 0xFFFF, DWord
595 * 0xFFFFFFFF) is assigned to dst."
597 * but PRMs for earlier generations say
599 * "In dword format, one GRF may store up to 8 results. When the register
600 * is used later as a vector of Booleans, as only LSB at each channel
601 * contains meaning [sic] data, software should make sure all higher bits
602 * are masked out (e.g. by 'and-ing' an [sic] 0x01 constant)."
604 * We select the representation of a true boolean uniform to be ~0, and fix
605 * the results of Gen <= 5 CMP instruction's with -(result & 1).
607 ctx
->Const
.UniformBooleanTrue
= ~0;
609 /* From the gen4 PRM, volume 4 page 127:
611 * "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
612 * the base address of the first element of the surface, computed in
613 * software by adding the surface base address to the byte offset of
614 * the element in the buffer."
616 * However, unaligned accesses are slower, so enforce buffer alignment.
618 * In order to push UBO data, 3DSTATE_CONSTANT_XS imposes an additional
619 * restriction: the start of the buffer needs to be 32B aligned.
621 ctx
->Const
.UniformBufferOffsetAlignment
= 32;
623 /* ShaderStorageBufferOffsetAlignment should be a cacheline (64 bytes) so
624 * that we can safely have the CPU and GPU writing the same SSBO on
625 * non-cachecoherent systems (our Atom CPUs). With UBOs, the GPU never
626 * writes, so there's no problem. For an SSBO, the GPU and the CPU can
627 * be updating disjoint regions of the buffer simultaneously and that will
628 * break if the regions overlap the same cacheline.
630 ctx
->Const
.ShaderStorageBufferOffsetAlignment
= 64;
631 ctx
->Const
.TextureBufferOffsetAlignment
= 16;
632 ctx
->Const
.MaxTextureBufferSize
= 128 * 1024 * 1024;
634 if (devinfo
->gen
>= 6) {
635 ctx
->Const
.MaxVarying
= 32;
636 ctx
->Const
.Program
[MESA_SHADER_VERTEX
].MaxOutputComponents
= 128;
637 ctx
->Const
.Program
[MESA_SHADER_GEOMETRY
].MaxInputComponents
=
638 compiler
->scalar_stage
[MESA_SHADER_GEOMETRY
] ? 128 : 64;
639 ctx
->Const
.Program
[MESA_SHADER_GEOMETRY
].MaxOutputComponents
= 128;
640 ctx
->Const
.Program
[MESA_SHADER_FRAGMENT
].MaxInputComponents
= 128;
641 ctx
->Const
.Program
[MESA_SHADER_TESS_CTRL
].MaxInputComponents
= 128;
642 ctx
->Const
.Program
[MESA_SHADER_TESS_CTRL
].MaxOutputComponents
= 128;
643 ctx
->Const
.Program
[MESA_SHADER_TESS_EVAL
].MaxInputComponents
= 128;
644 ctx
->Const
.Program
[MESA_SHADER_TESS_EVAL
].MaxOutputComponents
= 128;
647 /* We want the GLSL compiler to emit code that uses condition codes */
648 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
649 ctx
->Const
.ShaderCompilerOptions
[i
] =
650 brw
->screen
->compiler
->glsl_compiler_options
[i
];
653 if (devinfo
->gen
>= 7) {
654 ctx
->Const
.MaxViewportWidth
= 32768;
655 ctx
->Const
.MaxViewportHeight
= 32768;
658 /* ARB_viewport_array, OES_viewport_array */
659 if (devinfo
->gen
>= 6) {
660 ctx
->Const
.MaxViewports
= GEN6_NUM_VIEWPORTS
;
661 ctx
->Const
.ViewportSubpixelBits
= 0;
663 /* Cast to float before negating because MaxViewportWidth is unsigned.
665 ctx
->Const
.ViewportBounds
.Min
= -(float)ctx
->Const
.MaxViewportWidth
;
666 ctx
->Const
.ViewportBounds
.Max
= ctx
->Const
.MaxViewportWidth
;
669 /* ARB_gpu_shader5 */
670 if (devinfo
->gen
>= 7)
671 ctx
->Const
.MaxVertexStreams
= MIN2(4, MAX_VERTEX_STREAMS
);
673 /* ARB_framebuffer_no_attachments */
674 ctx
->Const
.MaxFramebufferWidth
= 16384;
675 ctx
->Const
.MaxFramebufferHeight
= 16384;
676 ctx
->Const
.MaxFramebufferLayers
= ctx
->Const
.MaxArrayTextureLayers
;
677 ctx
->Const
.MaxFramebufferSamples
= max_samples
;
679 /* OES_primitive_bounding_box */
680 ctx
->Const
.NoPrimitiveBoundingBoxOutput
= true;
682 /* TODO: We should be able to use STD430 packing by default on all hardware
683 * but some piglit tests [1] currently fail on SNB when this is enabled.
684 * The problem is the messages we're using for doing uniform pulls
685 * in the vec4 back-end on SNB is the OWORD block load instruction, which
686 * takes its offset in units of OWORDS (16 bytes). On IVB+, we use the
687 * sampler which doesn't have these restrictions.
689 * In the scalar back-end, we use the sampler for dynamic uniform loads and
690 * pull an entire cache line at a time for constant offset loads both of
691 * which support almost any alignment.
693 * [1] glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test
695 if (devinfo
->gen
>= 7)
696 ctx
->Const
.UseSTD430AsDefaultPacking
= true;
698 if (!(ctx
->Const
.ContextFlags
& GL_CONTEXT_FLAG_DEBUG_BIT
))
699 ctx
->Const
.AllowMappedBuffersDuringExecution
= true;
703 brw_initialize_cs_context_constants(struct brw_context
*brw
)
705 struct gl_context
*ctx
= &brw
->ctx
;
706 const struct intel_screen
*screen
= brw
->screen
;
707 struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
709 /* FINISHME: Do this for all platforms that the kernel supports */
710 if (devinfo
->is_cherryview
&&
711 screen
->subslice_total
> 0 && screen
->eu_total
> 0) {
712 /* Logical CS threads = EUs per subslice * 7 threads per EU */
713 uint32_t max_cs_threads
= screen
->eu_total
/ screen
->subslice_total
* 7;
715 /* Fuse configurations may give more threads than expected, never less. */
716 if (max_cs_threads
> devinfo
->max_cs_threads
)
717 devinfo
->max_cs_threads
= max_cs_threads
;
720 /* Maximum number of scalar compute shader invocations that can be run in
721 * parallel in the same subslice assuming SIMD32 dispatch.
723 * We don't advertise more than 64 threads, because we are limited to 64 by
724 * our usage of thread_width_max in the gpgpu walker command. This only
725 * currently impacts Haswell, which otherwise might be able to advertise 70
726 * threads. With SIMD32 and 64 threads, Haswell still provides twice the
727 * required the number of invocation needed for ARB_compute_shader.
729 const unsigned max_threads
= MIN2(64, devinfo
->max_cs_threads
);
730 const uint32_t max_invocations
= 32 * max_threads
;
731 ctx
->Const
.MaxComputeWorkGroupSize
[0] = max_invocations
;
732 ctx
->Const
.MaxComputeWorkGroupSize
[1] = max_invocations
;
733 ctx
->Const
.MaxComputeWorkGroupSize
[2] = max_invocations
;
734 ctx
->Const
.MaxComputeWorkGroupInvocations
= max_invocations
;
735 ctx
->Const
.MaxComputeSharedMemorySize
= 64 * 1024;
739 * Process driconf (drirc) options, setting appropriate context flags.
741 * intelInitExtensions still pokes at optionCache directly, in order to
742 * avoid advertising various extensions. No flags are set, so it makes
743 * sense to continue doing that there.
746 brw_process_driconf_options(struct brw_context
*brw
)
748 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
749 struct gl_context
*ctx
= &brw
->ctx
;
751 driOptionCache
*options
= &brw
->optionCache
;
752 driParseConfigFiles(options
, &brw
->screen
->optionCache
,
753 brw
->driContext
->driScreenPriv
->myNum
, "i965");
755 int bo_reuse_mode
= driQueryOptioni(options
, "bo_reuse");
756 switch (bo_reuse_mode
) {
757 case DRI_CONF_BO_REUSE_DISABLED
:
759 case DRI_CONF_BO_REUSE_ALL
:
760 brw_bufmgr_enable_reuse(brw
->bufmgr
);
764 if (INTEL_DEBUG
& DEBUG_NO_HIZ
) {
765 brw
->has_hiz
= false;
766 /* On gen6, you can only do separate stencil with HIZ. */
767 if (devinfo
->gen
== 6)
768 brw
->has_separate_stencil
= false;
771 if (driQueryOptionb(options
, "mesa_no_error"))
772 ctx
->Const
.ContextFlags
|= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR
;
774 if (driQueryOptionb(options
, "always_flush_batch")) {
775 fprintf(stderr
, "flushing batchbuffer before/after each draw call\n");
776 brw
->always_flush_batch
= true;
779 if (driQueryOptionb(options
, "always_flush_cache")) {
780 fprintf(stderr
, "flushing GPU caches before/after each draw call\n");
781 brw
->always_flush_cache
= true;
784 if (driQueryOptionb(options
, "disable_throttling")) {
785 fprintf(stderr
, "disabling flush throttling\n");
786 brw
->disable_throttling
= true;
789 brw
->precompile
= driQueryOptionb(&brw
->optionCache
, "shader_precompile");
791 if (driQueryOptionb(&brw
->optionCache
, "precise_trig"))
792 brw
->screen
->compiler
->precise_trig
= true;
794 ctx
->Const
.ForceGLSLExtensionsWarn
=
795 driQueryOptionb(options
, "force_glsl_extensions_warn");
797 ctx
->Const
.ForceGLSLVersion
=
798 driQueryOptioni(options
, "force_glsl_version");
800 ctx
->Const
.DisableGLSLLineContinuations
=
801 driQueryOptionb(options
, "disable_glsl_line_continuations");
803 ctx
->Const
.AllowGLSLExtensionDirectiveMidShader
=
804 driQueryOptionb(options
, "allow_glsl_extension_directive_midshader");
806 ctx
->Const
.AllowGLSLBuiltinVariableRedeclaration
=
807 driQueryOptionb(options
, "allow_glsl_builtin_variable_redeclaration");
809 ctx
->Const
.AllowHigherCompatVersion
=
810 driQueryOptionb(options
, "allow_higher_compat_version");
812 ctx
->Const
.ForceGLSLAbsSqrt
=
813 driQueryOptionb(options
, "force_glsl_abs_sqrt");
815 ctx
->Const
.GLSLZeroInit
= driQueryOptionb(options
, "glsl_zero_init");
817 brw
->dual_color_blend_by_location
=
818 driQueryOptionb(options
, "dual_color_blend_by_location");
820 ctx
->Const
.dri_config_options_sha1
= ralloc_array(brw
, unsigned char, 20);
821 driComputeOptionsSha1(&brw
->screen
->optionCache
,
822 ctx
->Const
.dri_config_options_sha1
);
826 brwCreateContext(gl_api api
,
827 const struct gl_config
*mesaVis
,
828 __DRIcontext
*driContextPriv
,
829 const struct __DriverContextConfig
*ctx_config
,
830 unsigned *dri_ctx_error
,
831 void *sharedContextPrivate
)
833 struct gl_context
*shareCtx
= (struct gl_context
*) sharedContextPrivate
;
834 struct intel_screen
*screen
= driContextPriv
->driScreenPriv
->driverPrivate
;
835 const struct gen_device_info
*devinfo
= &screen
->devinfo
;
836 struct dd_function_table functions
;
838 /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
839 * provides us with context reset notifications.
841 uint32_t allowed_flags
= __DRI_CTX_FLAG_DEBUG
|
842 __DRI_CTX_FLAG_FORWARD_COMPATIBLE
|
843 __DRI_CTX_FLAG_NO_ERROR
;
845 if (screen
->has_context_reset_notification
)
846 allowed_flags
|= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS
;
848 if (ctx_config
->flags
& ~allowed_flags
) {
849 *dri_ctx_error
= __DRI_CTX_ERROR_UNKNOWN_FLAG
;
853 if (ctx_config
->attribute_mask
&
854 ~(__DRIVER_CONTEXT_ATTRIB_RESET_STRATEGY
|
855 __DRIVER_CONTEXT_ATTRIB_RELEASE_BEHAVIOR
)) {
856 *dri_ctx_error
= __DRI_CTX_ERROR_UNKNOWN_ATTRIBUTE
;
861 ((ctx_config
->attribute_mask
& __DRIVER_CONTEXT_ATTRIB_RESET_STRATEGY
) &&
862 ctx_config
->reset_strategy
!= __DRI_CTX_RESET_NO_NOTIFICATION
);
864 GLenum release_behavior
= GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH
;
865 if (ctx_config
->attribute_mask
& __DRIVER_CONTEXT_ATTRIB_RELEASE_BEHAVIOR
) {
866 switch (ctx_config
->release_behavior
) {
867 case __DRI_CTX_RELEASE_BEHAVIOR_NONE
:
868 release_behavior
= GL_NONE
;
870 case __DRI_CTX_RELEASE_BEHAVIOR_FLUSH
:
873 *dri_ctx_error
= __DRI_CTX_ERROR_UNKNOWN_ATTRIBUTE
;
878 struct brw_context
*brw
= rzalloc(NULL
, struct brw_context
);
880 fprintf(stderr
, "%s: failed to alloc context\n", __func__
);
881 *dri_ctx_error
= __DRI_CTX_ERROR_NO_MEMORY
;
885 driContextPriv
->driverPrivate
= brw
;
886 brw
->driContext
= driContextPriv
;
887 brw
->screen
= screen
;
888 brw
->bufmgr
= screen
->bufmgr
;
890 brw
->has_hiz
= devinfo
->has_hiz_and_separate_stencil
;
891 brw
->has_separate_stencil
= devinfo
->has_hiz_and_separate_stencil
;
893 brw
->has_swizzling
= screen
->hw_has_swizzling
;
895 brw
->isl_dev
= screen
->isl_dev
;
897 brw
->vs
.base
.stage
= MESA_SHADER_VERTEX
;
898 brw
->tcs
.base
.stage
= MESA_SHADER_TESS_CTRL
;
899 brw
->tes
.base
.stage
= MESA_SHADER_TESS_EVAL
;
900 brw
->gs
.base
.stage
= MESA_SHADER_GEOMETRY
;
901 brw
->wm
.base
.stage
= MESA_SHADER_FRAGMENT
;
902 brw
->cs
.base
.stage
= MESA_SHADER_COMPUTE
;
903 if (devinfo
->gen
>= 8) {
904 brw
->vtbl
.emit_depth_stencil_hiz
= gen8_emit_depth_stencil_hiz
;
905 } else if (devinfo
->gen
>= 7) {
906 brw
->vtbl
.emit_depth_stencil_hiz
= gen7_emit_depth_stencil_hiz
;
907 } else if (devinfo
->gen
>= 6) {
908 brw
->vtbl
.emit_depth_stencil_hiz
= gen6_emit_depth_stencil_hiz
;
910 brw
->vtbl
.emit_depth_stencil_hiz
= brw_emit_depth_stencil_hiz
;
913 brw_init_driver_functions(brw
, &functions
);
916 functions
.GetGraphicsResetStatus
= brw_get_graphics_reset_status
;
918 struct gl_context
*ctx
= &brw
->ctx
;
920 if (!_mesa_initialize_context(ctx
, api
, mesaVis
, shareCtx
, &functions
)) {
921 *dri_ctx_error
= __DRI_CTX_ERROR_NO_MEMORY
;
922 fprintf(stderr
, "%s: failed to init mesa context\n", __func__
);
923 intelDestroyContext(driContextPriv
);
927 driContextSetFlags(ctx
, ctx_config
->flags
);
929 /* Initialize the software rasterizer and helper modules.
931 * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
932 * software fallbacks (which we have to support on legacy GL to do weird
933 * glDrawPixels(), glBitmap(), and other functions).
935 if (api
!= API_OPENGL_CORE
&& api
!= API_OPENGLES2
) {
936 _swrast_CreateContext(ctx
);
939 _vbo_CreateContext(ctx
);
940 if (ctx
->swrast_context
) {
941 _tnl_CreateContext(ctx
);
942 TNL_CONTEXT(ctx
)->Driver
.RunPipeline
= _tnl_run_pipeline
;
943 _swsetup_CreateContext(ctx
);
945 /* Configure swrast to match hardware characteristics: */
946 _swrast_allow_pixel_fog(ctx
, false);
947 _swrast_allow_vertex_fog(ctx
, true);
950 _mesa_meta_init(ctx
);
952 brw_process_driconf_options(brw
);
954 if (INTEL_DEBUG
& DEBUG_PERF
)
955 brw
->perf_debug
= true;
957 brw_initialize_cs_context_constants(brw
);
958 brw_initialize_context_constants(brw
);
960 ctx
->Const
.ResetStrategy
= notify_reset
961 ? GL_LOSE_CONTEXT_ON_RESET_ARB
: GL_NO_RESET_NOTIFICATION_ARB
;
963 /* Reinitialize the context point state. It depends on ctx->Const values. */
964 _mesa_init_point(ctx
);
968 intel_batchbuffer_init(brw
);
970 if (devinfo
->gen
>= 6) {
971 /* Create a new hardware context. Using a hardware context means that
972 * our GPU state will be saved/restored on context switch, allowing us
973 * to assume that the GPU is in the same state we left it in.
975 * This is required for transform feedback buffer offsets, query objects,
976 * and also allows us to reduce how much state we have to emit.
978 brw
->hw_ctx
= brw_create_hw_context(brw
->bufmgr
);
981 fprintf(stderr
, "Failed to create hardware context.\n");
982 intelDestroyContext(driContextPriv
);
986 int hw_priority
= BRW_CONTEXT_MEDIUM_PRIORITY
;
987 if (ctx_config
->attribute_mask
& __DRIVER_CONTEXT_ATTRIB_PRIORITY
) {
988 switch (ctx_config
->priority
) {
989 case __DRI_CTX_PRIORITY_LOW
:
990 hw_priority
= BRW_CONTEXT_LOW_PRIORITY
;
992 case __DRI_CTX_PRIORITY_HIGH
:
993 hw_priority
= BRW_CONTEXT_HIGH_PRIORITY
;
997 if (hw_priority
!= I915_CONTEXT_DEFAULT_PRIORITY
&&
998 brw_hw_context_set_priority(brw
->bufmgr
, brw
->hw_ctx
, hw_priority
)) {
1000 "Failed to set priority [%d:%d] for hardware context.\n",
1001 ctx_config
->priority
, hw_priority
);
1002 intelDestroyContext(driContextPriv
);
1007 if (brw_init_pipe_control(brw
, devinfo
)) {
1008 *dri_ctx_error
= __DRI_CTX_ERROR_NO_MEMORY
;
1009 intelDestroyContext(driContextPriv
);
1013 brw_init_state(brw
);
1015 intelInitExtensions(ctx
);
1017 brw_init_surface_formats(brw
);
1019 brw_blorp_init(brw
);
1021 brw
->urb
.size
= devinfo
->urb
.size
;
1023 if (devinfo
->gen
== 6)
1024 brw
->urb
.gs_present
= false;
1026 brw
->prim_restart
.in_progress
= false;
1027 brw
->prim_restart
.enable_cut_index
= false;
1028 brw
->gs
.enabled
= false;
1029 brw
->clip
.viewport_count
= 1;
1031 brw
->predicate
.state
= BRW_PREDICATE_STATE_RENDER
;
1033 brw
->max_gtt_map_object_size
= screen
->max_gtt_map_object_size
;
1035 ctx
->VertexProgram
._MaintainTnlProgram
= true;
1036 ctx
->FragmentProgram
._MaintainTexEnvProgram
= true;
1038 brw_draw_init( brw
);
1040 if ((ctx_config
->flags
& __DRI_CTX_FLAG_DEBUG
) != 0) {
1041 /* Turn on some extra GL_ARB_debug_output generation. */
1042 brw
->perf_debug
= true;
1045 if ((ctx_config
->flags
& __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS
) != 0) {
1046 ctx
->Const
.ContextFlags
|= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB
;
1047 ctx
->Const
.RobustAccess
= GL_TRUE
;
1050 ctx
->Const
.ContextReleaseBehavior
= release_behavior
;
1052 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
)
1053 brw_init_shader_time(brw
);
1055 _mesa_compute_version(ctx
);
1057 _mesa_initialize_dispatch_tables(ctx
);
1058 _mesa_initialize_vbo_vtxfmt(ctx
);
1060 if (ctx
->Extensions
.INTEL_performance_query
)
1061 brw_init_performance_queries(brw
);
1063 vbo_use_buffer_objects(ctx
);
1064 vbo_always_unmap_buffers(ctx
);
1066 brw_disk_cache_init(brw
);
1072 intelDestroyContext(__DRIcontext
* driContextPriv
)
1074 struct brw_context
*brw
=
1075 (struct brw_context
*) driContextPriv
->driverPrivate
;
1076 struct gl_context
*ctx
= &brw
->ctx
;
1077 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
1079 _mesa_meta_free(&brw
->ctx
);
1081 if (INTEL_DEBUG
& DEBUG_SHADER_TIME
) {
1082 /* Force a report. */
1083 brw
->shader_time
.report_time
= 0;
1085 brw_collect_and_report_shader_time(brw
);
1086 brw_destroy_shader_time(brw
);
1089 if (devinfo
->gen
>= 6)
1090 blorp_finish(&brw
->blorp
);
1092 brw_destroy_state(brw
);
1093 brw_draw_destroy(brw
);
1095 brw_bo_unreference(brw
->curbe
.curbe_bo
);
1097 brw_bo_unreference(brw
->vs
.base
.scratch_bo
);
1098 brw_bo_unreference(brw
->tcs
.base
.scratch_bo
);
1099 brw_bo_unreference(brw
->tes
.base
.scratch_bo
);
1100 brw_bo_unreference(brw
->gs
.base
.scratch_bo
);
1101 brw_bo_unreference(brw
->wm
.base
.scratch_bo
);
1103 brw_bo_unreference(brw
->vs
.base
.push_const_bo
);
1104 brw_bo_unreference(brw
->tcs
.base
.push_const_bo
);
1105 brw_bo_unreference(brw
->tes
.base
.push_const_bo
);
1106 brw_bo_unreference(brw
->gs
.base
.push_const_bo
);
1107 brw_bo_unreference(brw
->wm
.base
.push_const_bo
);
1109 brw_destroy_hw_context(brw
->bufmgr
, brw
->hw_ctx
);
1111 if (ctx
->swrast_context
) {
1112 _swsetup_DestroyContext(&brw
->ctx
);
1113 _tnl_DestroyContext(&brw
->ctx
);
1115 _vbo_DestroyContext(&brw
->ctx
);
1117 if (ctx
->swrast_context
)
1118 _swrast_DestroyContext(&brw
->ctx
);
1120 brw_fini_pipe_control(brw
);
1121 intel_batchbuffer_free(&brw
->batch
);
1123 brw_bo_unreference(brw
->throttle_batch
[1]);
1124 brw_bo_unreference(brw
->throttle_batch
[0]);
1125 brw
->throttle_batch
[1] = NULL
;
1126 brw
->throttle_batch
[0] = NULL
;
1128 driDestroyOptionCache(&brw
->optionCache
);
1130 /* free the Mesa context */
1131 _mesa_free_context_data(&brw
->ctx
);
1134 driContextPriv
->driverPrivate
= NULL
;
1138 intelUnbindContext(__DRIcontext
* driContextPriv
)
1140 /* Unset current context and dispath table */
1141 _mesa_make_current(NULL
, NULL
, NULL
);
1147 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
1148 * on window system framebuffers.
1150 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
1151 * your renderbuffer can do sRGB encode, and you can flip a switch that does
1152 * sRGB encode if the renderbuffer can handle it. You can ask specifically
1153 * for a visual where you're guaranteed to be capable, but it turns out that
1154 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
1155 * incapable ones, because there's no difference between the two in resources
1156 * used. Applications thus get built that accidentally rely on the default
1157 * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
1160 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
1161 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
1162 * So they removed the enable knob and made it "if the renderbuffer is sRGB
1163 * capable, do sRGB encode". Then, for your window system renderbuffers, you
1164 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
1165 * and get no sRGB encode (assuming that both kinds of visual are available).
1166 * Thus our choice to support sRGB by default on our visuals for desktop would
1167 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
1169 * Unfortunately, renderbuffer setup happens before a context is created. So
1170 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
1171 * context (without an sRGB visual), we go turn that back off before anyone
1175 intel_gles3_srgb_workaround(struct brw_context
*brw
,
1176 struct gl_framebuffer
*fb
)
1178 struct gl_context
*ctx
= &brw
->ctx
;
1180 if (_mesa_is_desktop_gl(ctx
) || !fb
->Visual
.sRGBCapable
)
1183 for (int i
= 0; i
< BUFFER_COUNT
; i
++) {
1184 struct gl_renderbuffer
*rb
= fb
->Attachment
[i
].Renderbuffer
;
1186 /* Check if sRGB was specifically asked for. */
1187 struct intel_renderbuffer
*irb
= intel_get_renderbuffer(fb
, i
);
1188 if (irb
&& irb
->need_srgb
)
1192 rb
->Format
= _mesa_get_srgb_format_linear(rb
->Format
);
1194 /* Disable sRGB from framebuffers that are not compatible. */
1195 fb
->Visual
.sRGBCapable
= false;
1199 intelMakeCurrent(__DRIcontext
* driContextPriv
,
1200 __DRIdrawable
* driDrawPriv
,
1201 __DRIdrawable
* driReadPriv
)
1203 struct brw_context
*brw
;
1206 brw
= (struct brw_context
*) driContextPriv
->driverPrivate
;
1210 if (driContextPriv
) {
1211 struct gl_context
*ctx
= &brw
->ctx
;
1212 struct gl_framebuffer
*fb
, *readFb
;
1214 if (driDrawPriv
== NULL
) {
1215 fb
= _mesa_get_incomplete_framebuffer();
1217 fb
= driDrawPriv
->driverPrivate
;
1218 driContextPriv
->dri2
.draw_stamp
= driDrawPriv
->dri2
.stamp
- 1;
1221 if (driReadPriv
== NULL
) {
1222 readFb
= _mesa_get_incomplete_framebuffer();
1224 readFb
= driReadPriv
->driverPrivate
;
1225 driContextPriv
->dri2
.read_stamp
= driReadPriv
->dri2
.stamp
- 1;
1228 /* The sRGB workaround changes the renderbuffer's format. We must change
1229 * the format before the renderbuffer's miptree get's allocated, otherwise
1230 * the formats of the renderbuffer and its miptree will differ.
1232 intel_gles3_srgb_workaround(brw
, fb
);
1233 intel_gles3_srgb_workaround(brw
, readFb
);
1235 /* If the context viewport hasn't been initialized, force a call out to
1236 * the loader to get buffers so we have a drawable size for the initial
1238 if (!brw
->ctx
.ViewportInitialized
)
1239 intel_prepare_render(brw
);
1241 _mesa_make_current(ctx
, fb
, readFb
);
1243 _mesa_make_current(NULL
, NULL
, NULL
);
1250 intel_resolve_for_dri2_flush(struct brw_context
*brw
,
1251 __DRIdrawable
*drawable
)
1253 const struct gen_device_info
*devinfo
= &brw
->screen
->devinfo
;
1255 if (devinfo
->gen
< 6) {
1256 /* MSAA and fast color clear are not supported, so don't waste time
1257 * checking whether a resolve is needed.
1262 struct gl_framebuffer
*fb
= drawable
->driverPrivate
;
1263 struct intel_renderbuffer
*rb
;
1265 /* Usually, only the back buffer will need to be downsampled. However,
1266 * the front buffer will also need it if the user has rendered into it.
1268 static const gl_buffer_index buffers
[2] = {
1273 for (int i
= 0; i
< 2; ++i
) {
1274 rb
= intel_get_renderbuffer(fb
, buffers
[i
]);
1275 if (rb
== NULL
|| rb
->mt
== NULL
)
1277 if (rb
->mt
->surf
.samples
== 1) {
1278 assert(rb
->mt_layer
== 0 && rb
->mt_level
== 0 &&
1279 rb
->layer_count
== 1);
1280 intel_miptree_prepare_external(brw
, rb
->mt
);
1282 intel_renderbuffer_downsample(brw
, rb
);
1288 intel_bits_per_pixel(const struct intel_renderbuffer
*rb
)
1290 return _mesa_get_format_bytes(intel_rb_format(rb
)) * 8;
1294 intel_query_dri2_buffers(struct brw_context
*brw
,
1295 __DRIdrawable
*drawable
,
1296 __DRIbuffer
**buffers
,
1300 intel_process_dri2_buffer(struct brw_context
*brw
,
1301 __DRIdrawable
*drawable
,
1302 __DRIbuffer
*buffer
,
1303 struct intel_renderbuffer
*rb
,
1304 const char *buffer_name
);
1307 intel_update_image_buffers(struct brw_context
*brw
, __DRIdrawable
*drawable
);
1310 intel_update_dri2_buffers(struct brw_context
*brw
, __DRIdrawable
*drawable
)
1312 struct gl_framebuffer
*fb
= drawable
->driverPrivate
;
1313 struct intel_renderbuffer
*rb
;
1314 __DRIbuffer
*buffers
= NULL
;
1316 const char *region_name
;
1318 /* Set this up front, so that in case our buffers get invalidated
1319 * while we're getting new buffers, we don't clobber the stamp and
1320 * thus ignore the invalidate. */
1321 drawable
->lastStamp
= drawable
->dri2
.stamp
;
1323 if (unlikely(INTEL_DEBUG
& DEBUG_DRI
))
1324 fprintf(stderr
, "enter %s, drawable %p\n", __func__
, drawable
);
1326 intel_query_dri2_buffers(brw
, drawable
, &buffers
, &count
);
1328 if (buffers
== NULL
)
1331 for (int i
= 0; i
< count
; i
++) {
1332 switch (buffers
[i
].attachment
) {
1333 case __DRI_BUFFER_FRONT_LEFT
:
1334 rb
= intel_get_renderbuffer(fb
, BUFFER_FRONT_LEFT
);
1335 region_name
= "dri2 front buffer";
1338 case __DRI_BUFFER_FAKE_FRONT_LEFT
:
1339 rb
= intel_get_renderbuffer(fb
, BUFFER_FRONT_LEFT
);
1340 region_name
= "dri2 fake front buffer";
1343 case __DRI_BUFFER_BACK_LEFT
:
1344 rb
= intel_get_renderbuffer(fb
, BUFFER_BACK_LEFT
);
1345 region_name
= "dri2 back buffer";
1348 case __DRI_BUFFER_DEPTH
:
1349 case __DRI_BUFFER_HIZ
:
1350 case __DRI_BUFFER_DEPTH_STENCIL
:
1351 case __DRI_BUFFER_STENCIL
:
1352 case __DRI_BUFFER_ACCUM
:
1355 "unhandled buffer attach event, attachment type %d\n",
1356 buffers
[i
].attachment
);
1360 intel_process_dri2_buffer(brw
, drawable
, &buffers
[i
], rb
, region_name
);
1366 intel_update_renderbuffers(__DRIcontext
*context
, __DRIdrawable
*drawable
)
1368 struct brw_context
*brw
= context
->driverPrivate
;
1369 __DRIscreen
*dri_screen
= brw
->screen
->driScrnPriv
;
1371 /* Set this up front, so that in case our buffers get invalidated
1372 * while we're getting new buffers, we don't clobber the stamp and
1373 * thus ignore the invalidate. */
1374 drawable
->lastStamp
= drawable
->dri2
.stamp
;
1376 if (unlikely(INTEL_DEBUG
& DEBUG_DRI
))
1377 fprintf(stderr
, "enter %s, drawable %p\n", __func__
, drawable
);
1379 if (dri_screen
->image
.loader
)
1380 intel_update_image_buffers(brw
, drawable
);
1382 intel_update_dri2_buffers(brw
, drawable
);
1384 driUpdateFramebufferSize(&brw
->ctx
, drawable
);
1388 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1389 * state is required.
1392 intel_prepare_render(struct brw_context
*brw
)
1394 struct gl_context
*ctx
= &brw
->ctx
;
1395 __DRIcontext
*driContext
= brw
->driContext
;
1396 __DRIdrawable
*drawable
;
1398 drawable
= driContext
->driDrawablePriv
;
1399 if (drawable
&& drawable
->dri2
.stamp
!= driContext
->dri2
.draw_stamp
) {
1400 if (drawable
->lastStamp
!= drawable
->dri2
.stamp
)
1401 intel_update_renderbuffers(driContext
, drawable
);
1402 driContext
->dri2
.draw_stamp
= drawable
->dri2
.stamp
;
1405 drawable
= driContext
->driReadablePriv
;
1406 if (drawable
&& drawable
->dri2
.stamp
!= driContext
->dri2
.read_stamp
) {
1407 if (drawable
->lastStamp
!= drawable
->dri2
.stamp
)
1408 intel_update_renderbuffers(driContext
, drawable
);
1409 driContext
->dri2
.read_stamp
= drawable
->dri2
.stamp
;
1412 /* If we're currently rendering to the front buffer, the rendering
1413 * that will happen next will probably dirty the front buffer. So
1414 * mark it as dirty here.
1416 if (_mesa_is_front_buffer_drawing(ctx
->DrawBuffer
))
1417 brw
->front_buffer_dirty
= true;
1421 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1423 * To determine which DRI buffers to request, examine the renderbuffers
1424 * attached to the drawable's framebuffer. Then request the buffers with
1425 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1427 * This is called from intel_update_renderbuffers().
1429 * \param drawable Drawable whose buffers are queried.
1430 * \param buffers [out] List of buffers returned by DRI2 query.
1431 * \param buffer_count [out] Number of buffers returned.
1433 * \see intel_update_renderbuffers()
1434 * \see DRI2GetBuffers()
1435 * \see DRI2GetBuffersWithFormat()
1438 intel_query_dri2_buffers(struct brw_context
*brw
,
1439 __DRIdrawable
*drawable
,
1440 __DRIbuffer
**buffers
,
1443 __DRIscreen
*dri_screen
= brw
->screen
->driScrnPriv
;
1444 struct gl_framebuffer
*fb
= drawable
->driverPrivate
;
1446 unsigned attachments
[8];
1448 struct intel_renderbuffer
*front_rb
;
1449 struct intel_renderbuffer
*back_rb
;
1451 front_rb
= intel_get_renderbuffer(fb
, BUFFER_FRONT_LEFT
);
1452 back_rb
= intel_get_renderbuffer(fb
, BUFFER_BACK_LEFT
);
1454 memset(attachments
, 0, sizeof(attachments
));
1455 if ((_mesa_is_front_buffer_drawing(fb
) ||
1456 _mesa_is_front_buffer_reading(fb
) ||
1457 !back_rb
) && front_rb
) {
1458 /* If a fake front buffer is in use, then querying for
1459 * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1460 * the real front buffer to the fake front buffer. So before doing the
1461 * query, we need to make sure all the pending drawing has landed in the
1462 * real front buffer.
1464 intel_batchbuffer_flush(brw
);
1465 intel_flush_front(&brw
->ctx
);
1467 attachments
[i
++] = __DRI_BUFFER_FRONT_LEFT
;
1468 attachments
[i
++] = intel_bits_per_pixel(front_rb
);
1469 } else if (front_rb
&& brw
->front_buffer_dirty
) {
1470 /* We have pending front buffer rendering, but we aren't querying for a
1471 * front buffer. If the front buffer we have is a fake front buffer,
1472 * the X server is going to throw it away when it processes the query.
1473 * So before doing the query, make sure all the pending drawing has
1474 * landed in the real front buffer.
1476 intel_batchbuffer_flush(brw
);
1477 intel_flush_front(&brw
->ctx
);
1481 attachments
[i
++] = __DRI_BUFFER_BACK_LEFT
;
1482 attachments
[i
++] = intel_bits_per_pixel(back_rb
);
1485 assert(i
<= ARRAY_SIZE(attachments
));
1488 dri_screen
->dri2
.loader
->getBuffersWithFormat(drawable
,
1493 drawable
->loaderPrivate
);
1497 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1499 * This is called from intel_update_renderbuffers().
1502 * DRI buffers whose attachment point is DRI2BufferStencil or
1503 * DRI2BufferDepthStencil are handled as special cases.
1505 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1506 * that is passed to brw_bo_gem_create_from_name().
1508 * \see intel_update_renderbuffers()
1511 intel_process_dri2_buffer(struct brw_context
*brw
,
1512 __DRIdrawable
*drawable
,
1513 __DRIbuffer
*buffer
,
1514 struct intel_renderbuffer
*rb
,
1515 const char *buffer_name
)
1517 struct gl_framebuffer
*fb
= drawable
->driverPrivate
;
1523 unsigned num_samples
= rb
->Base
.Base
.NumSamples
;
1525 /* We try to avoid closing and reopening the same BO name, because the first
1526 * use of a mapping of the buffer involves a bunch of page faulting which is
1527 * moderately expensive.
1529 struct intel_mipmap_tree
*last_mt
;
1530 if (num_samples
== 0)
1533 last_mt
= rb
->singlesample_mt
;
1535 uint32_t old_name
= 0;
1537 /* The bo already has a name because the miptree was created by a
1538 * previous call to intel_process_dri2_buffer(). If a bo already has a
1539 * name, then brw_bo_flink() is a low-cost getter. It does not
1540 * create a new name.
1542 brw_bo_flink(last_mt
->bo
, &old_name
);
1545 if (old_name
== buffer
->name
)
1548 if (unlikely(INTEL_DEBUG
& DEBUG_DRI
)) {
1550 "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1551 buffer
->name
, buffer
->attachment
,
1552 buffer
->cpp
, buffer
->pitch
);
1555 bo
= brw_bo_gem_create_from_name(brw
->bufmgr
, buffer_name
,
1559 "Failed to open BO for returned DRI2 buffer "
1560 "(%dx%d, %s, named %d).\n"
1561 "This is likely a bug in the X Server that will lead to a "
1563 drawable
->w
, drawable
->h
, buffer_name
, buffer
->name
);
1567 struct intel_mipmap_tree
*mt
=
1568 intel_miptree_create_for_bo(brw
,
1570 intel_rb_format(rb
),
1576 MIPTREE_CREATE_DEFAULT
);
1578 brw_bo_unreference(bo
);
1582 /* We got this BO from X11. We cana't assume that we have coherent texture
1583 * access because X may suddenly decide to use it for scan-out which would
1584 * destroy coherency.
1586 bo
->cache_coherent
= false;
1588 if (!intel_update_winsys_renderbuffer_miptree(brw
, rb
, mt
,
1589 drawable
->w
, drawable
->h
,
1591 brw_bo_unreference(bo
);
1592 intel_miptree_release(&mt
);
1596 if (_mesa_is_front_buffer_drawing(fb
) &&
1597 (buffer
->attachment
== __DRI_BUFFER_FRONT_LEFT
||
1598 buffer
->attachment
== __DRI_BUFFER_FAKE_FRONT_LEFT
) &&
1599 rb
->Base
.Base
.NumSamples
> 1) {
1600 intel_renderbuffer_upsample(brw
, rb
);
1605 brw_bo_unreference(bo
);
1609 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1611 * To determine which DRI buffers to request, examine the renderbuffers
1612 * attached to the drawable's framebuffer. Then request the buffers from
1615 * This is called from intel_update_renderbuffers().
1617 * \param drawable Drawable whose buffers are queried.
1618 * \param buffers [out] List of buffers returned by DRI2 query.
1619 * \param buffer_count [out] Number of buffers returned.
1621 * \see intel_update_renderbuffers()
1625 intel_update_image_buffer(struct brw_context
*intel
,
1626 __DRIdrawable
*drawable
,
1627 struct intel_renderbuffer
*rb
,
1629 enum __DRIimageBufferMask buffer_type
)
1631 struct gl_framebuffer
*fb
= drawable
->driverPrivate
;
1633 if (!rb
|| !buffer
->bo
)
1636 unsigned num_samples
= rb
->Base
.Base
.NumSamples
;
1638 /* Check and see if we're already bound to the right
1641 struct intel_mipmap_tree
*last_mt
;
1642 if (num_samples
== 0)
1645 last_mt
= rb
->singlesample_mt
;
1647 if (last_mt
&& last_mt
->bo
== buffer
->bo
)
1650 struct intel_mipmap_tree
*mt
=
1651 intel_miptree_create_for_dri_image(intel
, buffer
, GL_TEXTURE_2D
,
1652 intel_rb_format(rb
), true);
1656 if (!intel_update_winsys_renderbuffer_miptree(intel
, rb
, mt
,
1657 buffer
->width
, buffer
->height
,
1659 intel_miptree_release(&mt
);
1663 if (_mesa_is_front_buffer_drawing(fb
) &&
1664 buffer_type
== __DRI_IMAGE_BUFFER_FRONT
&&
1665 rb
->Base
.Base
.NumSamples
> 1) {
1666 intel_renderbuffer_upsample(intel
, rb
);
1671 intel_update_image_buffers(struct brw_context
*brw
, __DRIdrawable
*drawable
)
1673 struct gl_framebuffer
*fb
= drawable
->driverPrivate
;
1674 __DRIscreen
*dri_screen
= brw
->screen
->driScrnPriv
;
1675 struct intel_renderbuffer
*front_rb
;
1676 struct intel_renderbuffer
*back_rb
;
1677 struct __DRIimageList images
;
1679 uint32_t buffer_mask
= 0;
1682 front_rb
= intel_get_renderbuffer(fb
, BUFFER_FRONT_LEFT
);
1683 back_rb
= intel_get_renderbuffer(fb
, BUFFER_BACK_LEFT
);
1686 format
= intel_rb_format(back_rb
);
1688 format
= intel_rb_format(front_rb
);
1692 if (front_rb
&& (_mesa_is_front_buffer_drawing(fb
) ||
1693 _mesa_is_front_buffer_reading(fb
) || !back_rb
)) {
1694 buffer_mask
|= __DRI_IMAGE_BUFFER_FRONT
;
1698 buffer_mask
|= __DRI_IMAGE_BUFFER_BACK
;
1700 ret
= dri_screen
->image
.loader
->getBuffers(drawable
,
1701 driGLFormatToImageFormat(format
),
1702 &drawable
->dri2
.stamp
,
1703 drawable
->loaderPrivate
,
1709 if (images
.image_mask
& __DRI_IMAGE_BUFFER_FRONT
) {
1710 drawable
->w
= images
.front
->width
;
1711 drawable
->h
= images
.front
->height
;
1712 intel_update_image_buffer(brw
,
1716 __DRI_IMAGE_BUFFER_FRONT
);
1719 if (images
.image_mask
& __DRI_IMAGE_BUFFER_BACK
) {
1720 drawable
->w
= images
.back
->width
;
1721 drawable
->h
= images
.back
->height
;
1722 intel_update_image_buffer(brw
,
1726 __DRI_IMAGE_BUFFER_BACK
);