50d6ca13208b29388807843b292422af970b63a7
[mesa.git] / src / mesa / drivers / dri / i965 / brw_context.c
1 /*
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.
6
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:
14
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.
18
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.
26
27 **********************************************************************/
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34 #include "main/api_exec.h"
35 #include "main/context.h"
36 #include "main/fbobject.h"
37 #include "main/imports.h"
38 #include "main/macros.h"
39 #include "main/points.h"
40 #include "main/version.h"
41 #include "main/vtxfmt.h"
42
43 #include "vbo/vbo_context.h"
44
45 #include "drivers/common/driverfuncs.h"
46 #include "drivers/common/meta.h"
47 #include "utils.h"
48
49 #include "brw_context.h"
50 #include "brw_defines.h"
51 #include "brw_draw.h"
52 #include "brw_state.h"
53
54 #include "intel_batchbuffer.h"
55 #include "intel_buffer_objects.h"
56 #include "intel_buffers.h"
57 #include "intel_fbo.h"
58 #include "intel_mipmap_tree.h"
59 #include "intel_pixel.h"
60 #include "intel_regions.h"
61 #include "intel_tex.h"
62 #include "intel_tex_obj.h"
63
64 #include "swrast_setup/swrast_setup.h"
65 #include "tnl/tnl.h"
66 #include "tnl/t_pipeline.h"
67 #include "glsl/ralloc.h"
68
69 /***************************************
70 * Mesa's Driver Functions
71 ***************************************/
72
73 static size_t
74 brw_query_samples_for_format(struct gl_context *ctx, GLenum target,
75 GLenum internalFormat, int samples[16])
76 {
77 struct brw_context *brw = brw_context(ctx);
78
79 (void) target;
80
81 switch (brw->gen) {
82 case 7:
83 samples[0] = 8;
84 samples[1] = 4;
85 return 2;
86
87 case 6:
88 samples[0] = 4;
89 return 1;
90
91 default:
92 samples[0] = 1;
93 return 1;
94 }
95 }
96
97 const char *const brw_vendor_string = "Intel Open Source Technology Center";
98
99 const char *
100 brw_get_renderer_string(unsigned deviceID)
101 {
102 const char *chipset;
103 static char buffer[128];
104
105 switch (deviceID) {
106 #undef CHIPSET
107 #define CHIPSET(id, symbol, str) case id: chipset = str; break;
108 #include "pci_ids/i965_pci_ids.h"
109 default:
110 chipset = "Unknown Intel Chipset";
111 break;
112 }
113
114 (void) driGetRendererString(buffer, chipset, 0);
115 return buffer;
116 }
117
118 static const GLubyte *
119 intelGetString(struct gl_context * ctx, GLenum name)
120 {
121 const struct brw_context *const brw = brw_context(ctx);
122
123 switch (name) {
124 case GL_VENDOR:
125 return (GLubyte *) brw_vendor_string;
126
127 case GL_RENDERER:
128 return
129 (GLubyte *) brw_get_renderer_string(brw->intelScreen->deviceID);
130
131 default:
132 return NULL;
133 }
134 }
135
136 static void
137 intel_viewport(struct gl_context *ctx)
138 {
139 struct brw_context *brw = brw_context(ctx);
140 __DRIcontext *driContext = brw->driContext;
141
142 if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
143 dri2InvalidateDrawable(driContext->driDrawablePriv);
144 dri2InvalidateDrawable(driContext->driReadablePriv);
145 }
146 }
147
148 static void
149 intelInvalidateState(struct gl_context * ctx, GLuint new_state)
150 {
151 struct brw_context *brw = brw_context(ctx);
152
153 if (ctx->swrast_context)
154 _swrast_InvalidateState(ctx, new_state);
155 _vbo_InvalidateState(ctx, new_state);
156
157 brw->NewGLState |= new_state;
158 }
159
160 #define flushFront(screen) ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
161
162 static void
163 intel_flush_front(struct gl_context *ctx)
164 {
165 struct brw_context *brw = brw_context(ctx);
166 __DRIcontext *driContext = brw->driContext;
167 __DRIdrawable *driDrawable = driContext->driDrawablePriv;
168 __DRIscreen *const screen = brw->intelScreen->driScrnPriv;
169
170 if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
171 if (flushFront(screen) && driDrawable &&
172 driDrawable->loaderPrivate) {
173
174 /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
175 *
176 * This potentially resolves both front and back buffer. It
177 * is unnecessary to resolve the back, but harms nothing except
178 * performance. And no one cares about front-buffer render
179 * performance.
180 */
181 intel_resolve_for_dri2_flush(brw, driDrawable);
182 intel_batchbuffer_flush(brw);
183
184 flushFront(screen)(driDrawable, driDrawable->loaderPrivate);
185
186 /* We set the dirty bit in intel_prepare_render() if we're
187 * front buffer rendering once we get there.
188 */
189 brw->front_buffer_dirty = false;
190 }
191 }
192 }
193
194 static void
195 intel_glFlush(struct gl_context *ctx)
196 {
197 struct brw_context *brw = brw_context(ctx);
198
199 intel_batchbuffer_flush(brw);
200 intel_flush_front(ctx);
201 if (brw->is_front_buffer_rendering)
202 brw->need_throttle = true;
203 }
204
205 void
206 intelFinish(struct gl_context * ctx)
207 {
208 struct brw_context *brw = brw_context(ctx);
209
210 intel_glFlush(ctx);
211
212 if (brw->batch.last_bo)
213 drm_intel_bo_wait_rendering(brw->batch.last_bo);
214 }
215
216 static void
217 brw_init_driver_functions(struct brw_context *brw,
218 struct dd_function_table *functions)
219 {
220 _mesa_init_driver_functions(functions);
221
222 /* GLX uses DRI2 invalidate events to handle window resizing.
223 * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
224 * which doesn't provide a mechanism for snooping the event queues.
225 *
226 * So EGL still relies on viewport hacks to handle window resizing.
227 * This should go away with DRI3000.
228 */
229 if (!brw->driContext->driScreenPriv->dri2.useInvalidate)
230 functions->Viewport = intel_viewport;
231
232 functions->Flush = intel_glFlush;
233 functions->Finish = intelFinish;
234 functions->GetString = intelGetString;
235 functions->UpdateState = intelInvalidateState;
236
237 intelInitTextureFuncs(functions);
238 intelInitTextureImageFuncs(functions);
239 intelInitTextureSubImageFuncs(functions);
240 intelInitTextureCopyImageFuncs(functions);
241 intelInitClearFuncs(functions);
242 intelInitBufferFuncs(functions);
243 intelInitPixelFuncs(functions);
244 intelInitBufferObjectFuncs(functions);
245 intel_init_syncobj_functions(functions);
246 brw_init_object_purgeable_functions(functions);
247
248 brwInitFragProgFuncs( functions );
249 brw_init_common_queryobj_functions(functions);
250 if (brw->gen >= 6)
251 gen6_init_queryobj_functions(functions);
252 else
253 gen4_init_queryobj_functions(functions);
254
255 functions->QuerySamplesForFormat = brw_query_samples_for_format;
256
257 functions->NewTransformFeedback = brw_new_transform_feedback;
258 functions->DeleteTransformFeedback = brw_delete_transform_feedback;
259 functions->GetTransformFeedbackVertexCount =
260 brw_get_transform_feedback_vertex_count;
261 if (brw->gen >= 7) {
262 functions->BeginTransformFeedback = gen7_begin_transform_feedback;
263 functions->EndTransformFeedback = gen7_end_transform_feedback;
264 functions->PauseTransformFeedback = gen7_pause_transform_feedback;
265 functions->ResumeTransformFeedback = gen7_resume_transform_feedback;
266 } else {
267 functions->BeginTransformFeedback = brw_begin_transform_feedback;
268 functions->EndTransformFeedback = brw_end_transform_feedback;
269 }
270
271 if (brw->gen >= 6)
272 functions->GetSamplePosition = gen6_get_sample_position;
273 }
274
275 static void
276 brw_initialize_context_constants(struct brw_context *brw)
277 {
278 struct gl_context *ctx = &brw->ctx;
279
280 unsigned max_samplers =
281 brw->gen >= 8 || brw->is_haswell ? BRW_MAX_TEX_UNIT : 16;
282
283 ctx->Const.QueryCounterBits.Timestamp = 36;
284
285 ctx->Const.StripTextureBorder = true;
286
287 ctx->Const.MaxDualSourceDrawBuffers = 1;
288 ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
289 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = max_samplers;
290 ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
291 ctx->Const.MaxTextureUnits =
292 MIN2(ctx->Const.MaxTextureCoordUnits,
293 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
294 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = max_samplers;
295 if (brw->gen >= 7)
296 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = max_samplers;
297 else
298 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 0;
299 if (getenv("INTEL_COMPUTE_SHADER")) {
300 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
301 ctx->Const.MaxUniformBufferBindings += 12;
302 } else {
303 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 0;
304 }
305 ctx->Const.MaxCombinedTextureImageUnits =
306 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
307 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits +
308 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
309 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
310
311 ctx->Const.MaxTextureLevels = 14; /* 8192 */
312 if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS)
313 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
314 ctx->Const.Max3DTextureLevels = 12; /* 2048 */
315 ctx->Const.MaxCubeTextureLevels = 12;
316
317 if (brw->gen >= 7)
318 ctx->Const.MaxArrayTextureLayers = 2048;
319 else
320 ctx->Const.MaxArrayTextureLayers = 512;
321
322 ctx->Const.MaxTextureRectSize = 1 << 12;
323
324 ctx->Const.MaxTextureMaxAnisotropy = 16.0;
325
326 ctx->Const.MaxRenderbufferSize = 8192;
327
328 /* Hardware only supports a limited number of transform feedback buffers.
329 * So we need to override the Mesa default (which is based only on software
330 * limits).
331 */
332 ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS;
333
334 /* On Gen6, in the worst case, we use up one binding table entry per
335 * transform feedback component (see comments above the definition of
336 * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
337 * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
338 * BRW_MAX_SOL_BINDINGS.
339 *
340 * In "separate components" mode, we need to divide this value by
341 * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
342 * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
343 */
344 ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS;
345 ctx->Const.MaxTransformFeedbackSeparateComponents =
346 BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
347
348 ctx->Const.AlwaysUseGetTransformFeedbackVertexCount = true;
349
350 int max_samples;
351 const int *msaa_modes = intel_supported_msaa_modes(brw->intelScreen);
352 const int clamp_max_samples =
353 driQueryOptioni(&brw->optionCache, "clamp_max_samples");
354
355 if (clamp_max_samples < 0) {
356 max_samples = msaa_modes[0];
357 } else {
358 /* Select the largest supported MSAA mode that does not exceed
359 * clamp_max_samples.
360 */
361 max_samples = 0;
362 for (int i = 0; msaa_modes[i] != 0; ++i) {
363 if (msaa_modes[i] <= clamp_max_samples) {
364 max_samples = msaa_modes[i];
365 break;
366 }
367 }
368 }
369
370 ctx->Const.MaxSamples = max_samples;
371 ctx->Const.MaxColorTextureSamples = max_samples;
372 ctx->Const.MaxDepthTextureSamples = max_samples;
373 ctx->Const.MaxIntegerSamples = max_samples;
374
375 if (brw->gen >= 7)
376 ctx->Const.MaxProgramTextureGatherComponents = 4;
377 else if (brw->gen == 6)
378 ctx->Const.MaxProgramTextureGatherComponents = 1;
379
380 ctx->Const.MinLineWidth = 1.0;
381 ctx->Const.MinLineWidthAA = 1.0;
382 ctx->Const.MaxLineWidth = 5.0;
383 ctx->Const.MaxLineWidthAA = 5.0;
384 ctx->Const.LineWidthGranularity = 0.5;
385
386 ctx->Const.MinPointSize = 1.0;
387 ctx->Const.MinPointSizeAA = 1.0;
388 ctx->Const.MaxPointSize = 255.0;
389 ctx->Const.MaxPointSizeAA = 255.0;
390 ctx->Const.PointSizeGranularity = 1.0;
391
392 if (brw->gen >= 5 || brw->is_g4x)
393 ctx->Const.MaxClipPlanes = 8;
394
395 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeInstructions = 16 * 1024;
396 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAluInstructions = 0;
397 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexInstructions = 0;
398 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexIndirections = 0;
399 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAluInstructions = 0;
400 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexInstructions = 0;
401 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexIndirections = 0;
402 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAttribs = 16;
403 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTemps = 256;
404 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAddressRegs = 1;
405 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters = 1024;
406 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams =
407 MIN2(ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters,
408 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams);
409
410 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = 1024;
411 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = 1024;
412 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = 1024;
413 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = 1024;
414 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 12;
415 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = 256;
416 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0;
417 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = 1024;
418 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
419 MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
420 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
421
422 /* Fragment shaders use real, 32-bit twos-complement integers for all
423 * integer types.
424 */
425 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMin = 31;
426 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMax = 30;
427 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.Precision = 0;
428 ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
429 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
430
431 if (brw->gen >= 7) {
432 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
433 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
434 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
435 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
436 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers = BRW_MAX_ABO;
437 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers = BRW_MAX_ABO;
438 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers = BRW_MAX_ABO;
439 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = BRW_MAX_ABO;
440 ctx->Const.MaxCombinedAtomicBuffers = 3 * BRW_MAX_ABO;
441 }
442
443 /* Gen6 converts quads to polygon in beginning of 3D pipeline,
444 * but we're not sure how it's actually done for vertex order,
445 * that affect provoking vertex decision. Always use last vertex
446 * convention for quad primitive which works as expected for now.
447 */
448 if (brw->gen >= 6)
449 ctx->Const.QuadsFollowProvokingVertexConvention = false;
450
451 ctx->Const.NativeIntegers = true;
452 ctx->Const.UniformBooleanTrue = 1;
453
454 /* From the gen4 PRM, volume 4 page 127:
455 *
456 * "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
457 * the base address of the first element of the surface, computed in
458 * software by adding the surface base address to the byte offset of
459 * the element in the buffer."
460 *
461 * However, unaligned accesses are slower, so enforce buffer alignment.
462 */
463 ctx->Const.UniformBufferOffsetAlignment = 16;
464 ctx->Const.TextureBufferOffsetAlignment = 16;
465
466 if (brw->gen >= 6) {
467 ctx->Const.MaxVarying = 32;
468 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 128;
469 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents = 64;
470 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
471 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
472 }
473
474 /* We want the GLSL compiler to emit code that uses condition codes */
475 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
476 ctx->ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
477 ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
478 ctx->ShaderCompilerOptions[i].EmitNoNoise = true;
479 ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true;
480 ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true;
481 ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput = true;
482
483 ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform =
484 (i == MESA_SHADER_FRAGMENT);
485 ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
486 (i == MESA_SHADER_FRAGMENT);
487 ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
488 }
489
490 ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
491 ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
492
493 /* ARB_viewport_array */
494 if (brw->gen >= 7 && ctx->API == API_OPENGL_CORE) {
495 ctx->Const.MaxViewports = GEN7_NUM_VIEWPORTS;
496 ctx->Const.ViewportSubpixelBits = 0;
497
498 /* Cast to float before negating becuase MaxViewportWidth is unsigned.
499 */
500 ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
501 ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
502 }
503 }
504
505 /**
506 * Process driconf (drirc) options, setting appropriate context flags.
507 *
508 * intelInitExtensions still pokes at optionCache directly, in order to
509 * avoid advertising various extensions. No flags are set, so it makes
510 * sense to continue doing that there.
511 */
512 static void
513 brw_process_driconf_options(struct brw_context *brw)
514 {
515 struct gl_context *ctx = &brw->ctx;
516
517 driOptionCache *options = &brw->optionCache;
518 driParseConfigFiles(options, &brw->intelScreen->optionCache,
519 brw->driContext->driScreenPriv->myNum, "i965");
520
521 int bo_reuse_mode = driQueryOptioni(options, "bo_reuse");
522 switch (bo_reuse_mode) {
523 case DRI_CONF_BO_REUSE_DISABLED:
524 break;
525 case DRI_CONF_BO_REUSE_ALL:
526 intel_bufmgr_gem_enable_reuse(brw->bufmgr);
527 break;
528 }
529
530 if (!driQueryOptionb(options, "hiz")) {
531 brw->has_hiz = false;
532 /* On gen6, you can only do separate stencil with HIZ. */
533 if (brw->gen == 6)
534 brw->has_separate_stencil = false;
535 }
536
537 if (driQueryOptionb(options, "always_flush_batch")) {
538 fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
539 brw->always_flush_batch = true;
540 }
541
542 if (driQueryOptionb(options, "always_flush_cache")) {
543 fprintf(stderr, "flushing GPU caches before/after each draw call\n");
544 brw->always_flush_cache = true;
545 }
546
547 if (driQueryOptionb(options, "disable_throttling")) {
548 fprintf(stderr, "disabling flush throttling\n");
549 brw->disable_throttling = true;
550 }
551
552 brw->disable_derivative_optimization =
553 driQueryOptionb(&brw->optionCache, "disable_derivative_optimization");
554
555 brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
556
557 ctx->Const.ForceGLSLExtensionsWarn =
558 driQueryOptionb(options, "force_glsl_extensions_warn");
559
560 ctx->Const.DisableGLSLLineContinuations =
561 driQueryOptionb(options, "disable_glsl_line_continuations");
562 }
563
564 GLboolean
565 brwCreateContext(gl_api api,
566 const struct gl_config *mesaVis,
567 __DRIcontext *driContextPriv,
568 unsigned major_version,
569 unsigned minor_version,
570 uint32_t flags,
571 bool notify_reset,
572 unsigned *dri_ctx_error,
573 void *sharedContextPrivate)
574 {
575 __DRIscreen *sPriv = driContextPriv->driScreenPriv;
576 struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
577 struct intel_screen *screen = sPriv->driverPrivate;
578 const struct brw_device_info *devinfo = screen->devinfo;
579 struct dd_function_table functions;
580 struct gl_config visual;
581
582 /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
583 * provides us with context reset notifications.
584 */
585 uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG
586 | __DRI_CTX_FLAG_FORWARD_COMPATIBLE;
587
588 if (screen->has_context_reset_notification)
589 allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
590
591 if (flags & ~allowed_flags) {
592 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
593 return false;
594 }
595
596 struct brw_context *brw = rzalloc(NULL, struct brw_context);
597 if (!brw) {
598 printf("%s: failed to alloc context\n", __FUNCTION__);
599 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
600 return false;
601 }
602
603 driContextPriv->driverPrivate = brw;
604 brw->driContext = driContextPriv;
605 brw->intelScreen = screen;
606 brw->bufmgr = screen->bufmgr;
607
608 brw->gen = devinfo->gen;
609 brw->gt = devinfo->gt;
610 brw->is_g4x = devinfo->is_g4x;
611 brw->is_baytrail = devinfo->is_baytrail;
612 brw->is_haswell = devinfo->is_haswell;
613 brw->has_llc = devinfo->has_llc;
614 brw->has_hiz = devinfo->has_hiz_and_separate_stencil && brw->gen < 8;
615 brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
616 brw->has_pln = devinfo->has_pln;
617 brw->has_compr4 = devinfo->has_compr4;
618 brw->has_surface_tile_offset = devinfo->has_surface_tile_offset;
619 brw->has_negative_rhw_bug = devinfo->has_negative_rhw_bug;
620 brw->needs_unlit_centroid_workaround =
621 devinfo->needs_unlit_centroid_workaround;
622
623 brw->must_use_separate_stencil = screen->hw_must_use_separate_stencil;
624 brw->has_swizzling = screen->hw_has_swizzling;
625
626 if (brw->gen >= 8) {
627 gen8_init_vtable_surface_functions(brw);
628 gen7_init_vtable_sampler_functions(brw);
629 brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
630 } else if (brw->gen >= 7) {
631 gen7_init_vtable_surface_functions(brw);
632 gen7_init_vtable_sampler_functions(brw);
633 brw->vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
634 } else {
635 gen4_init_vtable_surface_functions(brw);
636 gen4_init_vtable_sampler_functions(brw);
637 brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
638 }
639
640 brw_init_driver_functions(brw, &functions);
641
642 if (notify_reset)
643 functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
644
645 struct gl_context *ctx = &brw->ctx;
646
647 if (mesaVis == NULL) {
648 memset(&visual, 0, sizeof visual);
649 mesaVis = &visual;
650 }
651
652 if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
653 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
654 printf("%s: failed to init mesa context\n", __FUNCTION__);
655 intelDestroyContext(driContextPriv);
656 return false;
657 }
658
659 driContextSetFlags(ctx, flags);
660
661 /* Initialize the software rasterizer and helper modules.
662 *
663 * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
664 * software fallbacks (which we have to support on legacy GL to do weird
665 * glDrawPixels(), glBitmap(), and other functions).
666 */
667 if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
668 _swrast_CreateContext(ctx);
669 }
670
671 _vbo_CreateContext(ctx);
672 if (ctx->swrast_context) {
673 _tnl_CreateContext(ctx);
674 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
675 _swsetup_CreateContext(ctx);
676
677 /* Configure swrast to match hardware characteristics: */
678 _swrast_allow_pixel_fog(ctx, false);
679 _swrast_allow_vertex_fog(ctx, true);
680 }
681
682 _mesa_meta_init(ctx);
683
684 brw_process_driconf_options(brw);
685 brw_process_intel_debug_variable(brw);
686 brw_initialize_context_constants(brw);
687
688 ctx->Const.ResetStrategy = notify_reset
689 ? GL_LOSE_CONTEXT_ON_RESET_ARB : GL_NO_RESET_NOTIFICATION_ARB;
690
691 /* Reinitialize the context point state. It depends on ctx->Const values. */
692 _mesa_init_point(ctx);
693
694 intel_batchbuffer_init(brw);
695
696 brw_init_state(brw);
697
698 intelInitExtensions(ctx);
699
700 intel_fbo_init(brw);
701
702 if (brw->gen >= 6) {
703 /* Create a new hardware context. Using a hardware context means that
704 * our GPU state will be saved/restored on context switch, allowing us
705 * to assume that the GPU is in the same state we left it in.
706 *
707 * This is required for transform feedback buffer offsets, query objects,
708 * and also allows us to reduce how much state we have to emit.
709 */
710 brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr);
711
712 if (!brw->hw_ctx) {
713 fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n");
714 intelDestroyContext(driContextPriv);
715 return false;
716 }
717 }
718
719 brw_init_surface_formats(brw);
720
721 if (brw->is_g4x || brw->gen >= 5) {
722 brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS;
723 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;
724 } else {
725 brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS;
726 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
727 }
728
729 brw->max_vs_threads = devinfo->max_vs_threads;
730 brw->max_gs_threads = devinfo->max_gs_threads;
731 brw->max_wm_threads = devinfo->max_wm_threads;
732 brw->urb.size = devinfo->urb.size;
733 brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
734 brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
735 brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
736
737 /* Estimate the size of the mappable aperture into the GTT. There's an
738 * ioctl to get the whole GTT size, but not one to get the mappable subset.
739 * It turns out it's basically always 256MB, though some ancient hardware
740 * was smaller.
741 */
742 uint32_t gtt_size = 256 * 1024 * 1024;
743
744 /* We don't want to map two objects such that a memcpy between them would
745 * just fault one mapping in and then the other over and over forever. So
746 * we would need to divide the GTT size by 2. Additionally, some GTT is
747 * taken up by things like the framebuffer and the ringbuffer and such, so
748 * be more conservative.
749 */
750 brw->max_gtt_map_object_size = gtt_size / 4;
751
752 if (brw->gen == 6)
753 brw->urb.gen6_gs_previously_active = false;
754
755 brw->prim_restart.in_progress = false;
756 brw->prim_restart.enable_cut_index = false;
757 brw->gs.enabled = false;
758
759 if (brw->gen < 6) {
760 brw->curbe.last_buf = calloc(1, 4096);
761 brw->curbe.next_buf = calloc(1, 4096);
762 }
763
764 ctx->VertexProgram._MaintainTnlProgram = true;
765 ctx->FragmentProgram._MaintainTexEnvProgram = true;
766
767 brw_draw_init( brw );
768
769 if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
770 /* Turn on some extra GL_ARB_debug_output generation. */
771 brw->perf_debug = true;
772 }
773
774 if ((flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0)
775 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
776
777 brw_fs_alloc_reg_sets(brw);
778 brw_vec4_alloc_reg_set(brw);
779
780 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
781 brw_init_shader_time(brw);
782
783 _mesa_compute_version(ctx);
784
785 _mesa_initialize_dispatch_tables(ctx);
786 _mesa_initialize_vbo_vtxfmt(ctx);
787
788 if (ctx->Extensions.AMD_performance_monitor) {
789 brw_init_performance_monitors(brw);
790 }
791
792 return true;
793 }
794
795 void
796 intelDestroyContext(__DRIcontext * driContextPriv)
797 {
798 struct brw_context *brw =
799 (struct brw_context *) driContextPriv->driverPrivate;
800 struct gl_context *ctx = &brw->ctx;
801
802 assert(brw); /* should never be null */
803 if (!brw)
804 return;
805
806 /* Dump a final BMP in case the application doesn't call SwapBuffers */
807 if (INTEL_DEBUG & DEBUG_AUB) {
808 intel_batchbuffer_flush(brw);
809 aub_dump_bmp(&brw->ctx);
810 }
811
812 _mesa_meta_free(&brw->ctx);
813
814 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
815 /* Force a report. */
816 brw->shader_time.report_time = 0;
817
818 brw_collect_and_report_shader_time(brw);
819 brw_destroy_shader_time(brw);
820 }
821
822 brw_destroy_state(brw);
823 brw_draw_destroy(brw);
824
825 drm_intel_bo_unreference(brw->curbe.curbe_bo);
826 drm_intel_bo_unreference(brw->vs.base.const_bo);
827 drm_intel_bo_unreference(brw->wm.base.const_bo);
828
829 free(brw->curbe.last_buf);
830 free(brw->curbe.next_buf);
831
832 drm_intel_gem_context_destroy(brw->hw_ctx);
833
834 if (ctx->swrast_context) {
835 _swsetup_DestroyContext(&brw->ctx);
836 _tnl_DestroyContext(&brw->ctx);
837 }
838 _vbo_DestroyContext(&brw->ctx);
839
840 if (ctx->swrast_context)
841 _swrast_DestroyContext(&brw->ctx);
842
843 intel_batchbuffer_free(brw);
844
845 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
846 brw->first_post_swapbuffers_batch = NULL;
847
848 driDestroyOptionCache(&brw->optionCache);
849
850 /* free the Mesa context */
851 _mesa_free_context_data(&brw->ctx);
852
853 ralloc_free(brw);
854 driContextPriv->driverPrivate = NULL;
855 }
856
857 GLboolean
858 intelUnbindContext(__DRIcontext * driContextPriv)
859 {
860 /* Unset current context and dispath table */
861 _mesa_make_current(NULL, NULL, NULL);
862
863 return true;
864 }
865
866 /**
867 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
868 * on window system framebuffers.
869 *
870 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
871 * your renderbuffer can do sRGB encode, and you can flip a switch that does
872 * sRGB encode if the renderbuffer can handle it. You can ask specifically
873 * for a visual where you're guaranteed to be capable, but it turns out that
874 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
875 * incapable ones, becuase there's no difference between the two in resources
876 * used. Applications thus get built that accidentally rely on the default
877 * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
878 * great...
879 *
880 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
881 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
882 * So they removed the enable knob and made it "if the renderbuffer is sRGB
883 * capable, do sRGB encode". Then, for your window system renderbuffers, you
884 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
885 * and get no sRGB encode (assuming that both kinds of visual are available).
886 * Thus our choice to support sRGB by default on our visuals for desktop would
887 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
888 *
889 * Unfortunately, renderbuffer setup happens before a context is created. So
890 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
891 * context (without an sRGB visual, though we don't have sRGB visuals exposed
892 * yet), we go turn that back off before anyone finds out.
893 */
894 static void
895 intel_gles3_srgb_workaround(struct brw_context *brw,
896 struct gl_framebuffer *fb)
897 {
898 struct gl_context *ctx = &brw->ctx;
899
900 if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
901 return;
902
903 /* Some day when we support the sRGB capable bit on visuals available for
904 * GLES, we'll need to respect that and not disable things here.
905 */
906 fb->Visual.sRGBCapable = false;
907 for (int i = 0; i < BUFFER_COUNT; i++) {
908 if (fb->Attachment[i].Renderbuffer &&
909 fb->Attachment[i].Renderbuffer->Format == MESA_FORMAT_B8G8R8A8_SRGB) {
910 fb->Attachment[i].Renderbuffer->Format = MESA_FORMAT_B8G8R8A8_UNORM;
911 }
912 }
913 }
914
915 GLboolean
916 intelMakeCurrent(__DRIcontext * driContextPriv,
917 __DRIdrawable * driDrawPriv,
918 __DRIdrawable * driReadPriv)
919 {
920 struct brw_context *brw;
921 GET_CURRENT_CONTEXT(curCtx);
922
923 if (driContextPriv)
924 brw = (struct brw_context *) driContextPriv->driverPrivate;
925 else
926 brw = NULL;
927
928 /* According to the glXMakeCurrent() man page: "Pending commands to
929 * the previous context, if any, are flushed before it is released."
930 * But only flush if we're actually changing contexts.
931 */
932 if (brw_context(curCtx) && brw_context(curCtx) != brw) {
933 _mesa_flush(curCtx);
934 }
935
936 if (driContextPriv) {
937 struct gl_context *ctx = &brw->ctx;
938 struct gl_framebuffer *fb, *readFb;
939
940 if (driDrawPriv == NULL && driReadPriv == NULL) {
941 fb = _mesa_get_incomplete_framebuffer();
942 readFb = _mesa_get_incomplete_framebuffer();
943 } else {
944 fb = driDrawPriv->driverPrivate;
945 readFb = driReadPriv->driverPrivate;
946 driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
947 driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
948 }
949
950 /* The sRGB workaround changes the renderbuffer's format. We must change
951 * the format before the renderbuffer's miptree get's allocated, otherwise
952 * the formats of the renderbuffer and its miptree will differ.
953 */
954 intel_gles3_srgb_workaround(brw, fb);
955 intel_gles3_srgb_workaround(brw, readFb);
956
957 /* If the context viewport hasn't been initialized, force a call out to
958 * the loader to get buffers so we have a drawable size for the initial
959 * viewport. */
960 if (!brw->ctx.ViewportInitialized)
961 intel_prepare_render(brw);
962
963 _mesa_make_current(ctx, fb, readFb);
964 } else {
965 _mesa_make_current(NULL, NULL, NULL);
966 }
967
968 return true;
969 }
970
971 void
972 intel_resolve_for_dri2_flush(struct brw_context *brw,
973 __DRIdrawable *drawable)
974 {
975 if (brw->gen < 6) {
976 /* MSAA and fast color clear are not supported, so don't waste time
977 * checking whether a resolve is needed.
978 */
979 return;
980 }
981
982 struct gl_framebuffer *fb = drawable->driverPrivate;
983 struct intel_renderbuffer *rb;
984
985 /* Usually, only the back buffer will need to be downsampled. However,
986 * the front buffer will also need it if the user has rendered into it.
987 */
988 static const gl_buffer_index buffers[2] = {
989 BUFFER_BACK_LEFT,
990 BUFFER_FRONT_LEFT,
991 };
992
993 for (int i = 0; i < 2; ++i) {
994 rb = intel_get_renderbuffer(fb, buffers[i]);
995 if (rb == NULL || rb->mt == NULL)
996 continue;
997 if (rb->mt->num_samples <= 1)
998 intel_miptree_resolve_color(brw, rb->mt);
999 else
1000 intel_renderbuffer_downsample(brw, rb);
1001 }
1002 }
1003
1004 static unsigned
1005 intel_bits_per_pixel(const struct intel_renderbuffer *rb)
1006 {
1007 return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
1008 }
1009
1010 static void
1011 intel_query_dri2_buffers(struct brw_context *brw,
1012 __DRIdrawable *drawable,
1013 __DRIbuffer **buffers,
1014 int *count);
1015
1016 static void
1017 intel_process_dri2_buffer(struct brw_context *brw,
1018 __DRIdrawable *drawable,
1019 __DRIbuffer *buffer,
1020 struct intel_renderbuffer *rb,
1021 const char *buffer_name);
1022
1023 static void
1024 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1025
1026 static void
1027 intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1028 {
1029 struct gl_framebuffer *fb = drawable->driverPrivate;
1030 struct intel_renderbuffer *rb;
1031 __DRIbuffer *buffers = NULL;
1032 int i, count;
1033 const char *region_name;
1034
1035 /* Set this up front, so that in case our buffers get invalidated
1036 * while we're getting new buffers, we don't clobber the stamp and
1037 * thus ignore the invalidate. */
1038 drawable->lastStamp = drawable->dri2.stamp;
1039
1040 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1041 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1042
1043 intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1044
1045 if (buffers == NULL)
1046 return;
1047
1048 for (i = 0; i < count; i++) {
1049 switch (buffers[i].attachment) {
1050 case __DRI_BUFFER_FRONT_LEFT:
1051 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1052 region_name = "dri2 front buffer";
1053 break;
1054
1055 case __DRI_BUFFER_FAKE_FRONT_LEFT:
1056 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1057 region_name = "dri2 fake front buffer";
1058 break;
1059
1060 case __DRI_BUFFER_BACK_LEFT:
1061 rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1062 region_name = "dri2 back buffer";
1063 break;
1064
1065 case __DRI_BUFFER_DEPTH:
1066 case __DRI_BUFFER_HIZ:
1067 case __DRI_BUFFER_DEPTH_STENCIL:
1068 case __DRI_BUFFER_STENCIL:
1069 case __DRI_BUFFER_ACCUM:
1070 default:
1071 fprintf(stderr,
1072 "unhandled buffer attach event, attachment type %d\n",
1073 buffers[i].attachment);
1074 return;
1075 }
1076
1077 intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1078 }
1079
1080 }
1081
1082 void
1083 intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1084 {
1085 struct brw_context *brw = context->driverPrivate;
1086 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1087
1088 /* Set this up front, so that in case our buffers get invalidated
1089 * while we're getting new buffers, we don't clobber the stamp and
1090 * thus ignore the invalidate. */
1091 drawable->lastStamp = drawable->dri2.stamp;
1092
1093 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1094 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1095
1096 if (screen->image.loader)
1097 intel_update_image_buffers(brw, drawable);
1098 else
1099 intel_update_dri2_buffers(brw, drawable);
1100
1101 driUpdateFramebufferSize(&brw->ctx, drawable);
1102 }
1103
1104 /**
1105 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1106 * state is required.
1107 */
1108 void
1109 intel_prepare_render(struct brw_context *brw)
1110 {
1111 __DRIcontext *driContext = brw->driContext;
1112 __DRIdrawable *drawable;
1113
1114 drawable = driContext->driDrawablePriv;
1115 if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1116 if (drawable->lastStamp != drawable->dri2.stamp)
1117 intel_update_renderbuffers(driContext, drawable);
1118 driContext->dri2.draw_stamp = drawable->dri2.stamp;
1119 }
1120
1121 drawable = driContext->driReadablePriv;
1122 if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1123 if (drawable->lastStamp != drawable->dri2.stamp)
1124 intel_update_renderbuffers(driContext, drawable);
1125 driContext->dri2.read_stamp = drawable->dri2.stamp;
1126 }
1127
1128 /* If we're currently rendering to the front buffer, the rendering
1129 * that will happen next will probably dirty the front buffer. So
1130 * mark it as dirty here.
1131 */
1132 if (brw->is_front_buffer_rendering)
1133 brw->front_buffer_dirty = true;
1134
1135 /* Wait for the swapbuffers before the one we just emitted, so we
1136 * don't get too many swaps outstanding for apps that are GPU-heavy
1137 * but not CPU-heavy.
1138 *
1139 * We're using intelDRI2Flush (called from the loader before
1140 * swapbuffer) and glFlush (for front buffer rendering) as the
1141 * indicator that a frame is done and then throttle when we get
1142 * here as we prepare to render the next frame. At this point for
1143 * round trips for swap/copy and getting new buffers are done and
1144 * we'll spend less time waiting on the GPU.
1145 *
1146 * Unfortunately, we don't have a handle to the batch containing
1147 * the swap, and getting our hands on that doesn't seem worth it,
1148 * so we just us the first batch we emitted after the last swap.
1149 */
1150 if (brw->need_throttle && brw->first_post_swapbuffers_batch) {
1151 if (!brw->disable_throttling)
1152 drm_intel_bo_wait_rendering(brw->first_post_swapbuffers_batch);
1153 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
1154 brw->first_post_swapbuffers_batch = NULL;
1155 brw->need_throttle = false;
1156 }
1157 }
1158
1159 /**
1160 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1161 *
1162 * To determine which DRI buffers to request, examine the renderbuffers
1163 * attached to the drawable's framebuffer. Then request the buffers with
1164 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1165 *
1166 * This is called from intel_update_renderbuffers().
1167 *
1168 * \param drawable Drawable whose buffers are queried.
1169 * \param buffers [out] List of buffers returned by DRI2 query.
1170 * \param buffer_count [out] Number of buffers returned.
1171 *
1172 * \see intel_update_renderbuffers()
1173 * \see DRI2GetBuffers()
1174 * \see DRI2GetBuffersWithFormat()
1175 */
1176 static void
1177 intel_query_dri2_buffers(struct brw_context *brw,
1178 __DRIdrawable *drawable,
1179 __DRIbuffer **buffers,
1180 int *buffer_count)
1181 {
1182 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1183 struct gl_framebuffer *fb = drawable->driverPrivate;
1184 int i = 0;
1185 unsigned attachments[8];
1186
1187 struct intel_renderbuffer *front_rb;
1188 struct intel_renderbuffer *back_rb;
1189
1190 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1191 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1192
1193 memset(attachments, 0, sizeof(attachments));
1194 if ((brw->is_front_buffer_rendering ||
1195 brw->is_front_buffer_reading ||
1196 !back_rb) && front_rb) {
1197 /* If a fake front buffer is in use, then querying for
1198 * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1199 * the real front buffer to the fake front buffer. So before doing the
1200 * query, we need to make sure all the pending drawing has landed in the
1201 * real front buffer.
1202 */
1203 intel_batchbuffer_flush(brw);
1204 intel_flush_front(&brw->ctx);
1205
1206 attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1207 attachments[i++] = intel_bits_per_pixel(front_rb);
1208 } else if (front_rb && brw->front_buffer_dirty) {
1209 /* We have pending front buffer rendering, but we aren't querying for a
1210 * front buffer. If the front buffer we have is a fake front buffer,
1211 * the X server is going to throw it away when it processes the query.
1212 * So before doing the query, make sure all the pending drawing has
1213 * landed in the real front buffer.
1214 */
1215 intel_batchbuffer_flush(brw);
1216 intel_flush_front(&brw->ctx);
1217 }
1218
1219 if (back_rb) {
1220 attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1221 attachments[i++] = intel_bits_per_pixel(back_rb);
1222 }
1223
1224 assert(i <= ARRAY_SIZE(attachments));
1225
1226 *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
1227 &drawable->w,
1228 &drawable->h,
1229 attachments, i / 2,
1230 buffer_count,
1231 drawable->loaderPrivate);
1232 }
1233
1234 /**
1235 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1236 *
1237 * This is called from intel_update_renderbuffers().
1238 *
1239 * \par Note:
1240 * DRI buffers whose attachment point is DRI2BufferStencil or
1241 * DRI2BufferDepthStencil are handled as special cases.
1242 *
1243 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1244 * that is passed to intel_region_alloc_for_handle().
1245 *
1246 * \see intel_update_renderbuffers()
1247 * \see intel_region_alloc_for_handle()
1248 */
1249 static void
1250 intel_process_dri2_buffer(struct brw_context *brw,
1251 __DRIdrawable *drawable,
1252 __DRIbuffer *buffer,
1253 struct intel_renderbuffer *rb,
1254 const char *buffer_name)
1255 {
1256 struct intel_region *region = NULL;
1257
1258 if (!rb)
1259 return;
1260
1261 unsigned num_samples = rb->Base.Base.NumSamples;
1262
1263 /* We try to avoid closing and reopening the same BO name, because the first
1264 * use of a mapping of the buffer involves a bunch of page faulting which is
1265 * moderately expensive.
1266 */
1267 if (num_samples == 0) {
1268 if (rb->mt &&
1269 rb->mt->region &&
1270 rb->mt->region->name == buffer->name)
1271 return;
1272 } else {
1273 if (rb->singlesample_mt &&
1274 rb->singlesample_mt->region &&
1275 rb->singlesample_mt->region->name == buffer->name)
1276 return;
1277 }
1278
1279 if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1280 fprintf(stderr,
1281 "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1282 buffer->name, buffer->attachment,
1283 buffer->cpp, buffer->pitch);
1284 }
1285
1286 intel_miptree_release(&rb->mt);
1287 region = intel_region_alloc_for_handle(brw->intelScreen,
1288 buffer->cpp,
1289 drawable->w,
1290 drawable->h,
1291 buffer->pitch,
1292 buffer->name,
1293 buffer_name);
1294 if (!region) {
1295 fprintf(stderr,
1296 "Failed to make region for returned DRI2 buffer "
1297 "(%dx%d, named %d).\n"
1298 "This is likely a bug in the X Server that will lead to a "
1299 "crash soon.\n",
1300 drawable->w, drawable->h, buffer->name);
1301 return;
1302 }
1303
1304 intel_update_winsys_renderbuffer_miptree(brw, rb, region);
1305
1306 if (brw->is_front_buffer_rendering &&
1307 (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1308 buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1309 rb->Base.Base.NumSamples > 1) {
1310 intel_renderbuffer_upsample(brw, rb);
1311 }
1312
1313 assert(rb->mt);
1314
1315 intel_region_release(&region);
1316 }
1317
1318 /**
1319 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1320 *
1321 * To determine which DRI buffers to request, examine the renderbuffers
1322 * attached to the drawable's framebuffer. Then request the buffers from
1323 * the image loader
1324 *
1325 * This is called from intel_update_renderbuffers().
1326 *
1327 * \param drawable Drawable whose buffers are queried.
1328 * \param buffers [out] List of buffers returned by DRI2 query.
1329 * \param buffer_count [out] Number of buffers returned.
1330 *
1331 * \see intel_update_renderbuffers()
1332 */
1333
1334 static void
1335 intel_update_image_buffer(struct brw_context *intel,
1336 __DRIdrawable *drawable,
1337 struct intel_renderbuffer *rb,
1338 __DRIimage *buffer,
1339 enum __DRIimageBufferMask buffer_type)
1340 {
1341 struct intel_region *region = buffer->region;
1342
1343 if (!rb || !region)
1344 return;
1345
1346 unsigned num_samples = rb->Base.Base.NumSamples;
1347
1348 /* Check and see if we're already bound to the right
1349 * buffer object
1350 */
1351 if (num_samples == 0) {
1352 if (rb->mt &&
1353 rb->mt->region &&
1354 rb->mt->region->bo == region->bo)
1355 return;
1356 } else {
1357 if (rb->singlesample_mt &&
1358 rb->singlesample_mt->region &&
1359 rb->singlesample_mt->region->bo == region->bo)
1360 return;
1361 }
1362
1363 intel_update_winsys_renderbuffer_miptree(intel, rb, region);
1364
1365 if (intel->is_front_buffer_rendering &&
1366 buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1367 rb->Base.Base.NumSamples > 1) {
1368 intel_renderbuffer_upsample(intel, rb);
1369 }
1370 }
1371
1372 static void
1373 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1374 {
1375 struct gl_framebuffer *fb = drawable->driverPrivate;
1376 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1377 struct intel_renderbuffer *front_rb;
1378 struct intel_renderbuffer *back_rb;
1379 struct __DRIimageList images;
1380 unsigned int format;
1381 uint32_t buffer_mask = 0;
1382
1383 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1384 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1385
1386 if (back_rb)
1387 format = intel_rb_format(back_rb);
1388 else if (front_rb)
1389 format = intel_rb_format(front_rb);
1390 else
1391 return;
1392
1393 if ((brw->is_front_buffer_rendering || brw->is_front_buffer_reading || !back_rb) && front_rb)
1394 buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1395
1396 if (back_rb)
1397 buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1398
1399 (*screen->image.loader->getBuffers) (drawable,
1400 driGLFormatToImageFormat(format),
1401 &drawable->dri2.stamp,
1402 drawable->loaderPrivate,
1403 buffer_mask,
1404 &images);
1405
1406 if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1407 drawable->w = images.front->width;
1408 drawable->h = images.front->height;
1409 intel_update_image_buffer(brw,
1410 drawable,
1411 front_rb,
1412 images.front,
1413 __DRI_IMAGE_BUFFER_FRONT);
1414 }
1415 if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1416 drawable->w = images.back->width;
1417 drawable->h = images.back->height;
1418 intel_update_image_buffer(brw,
1419 drawable,
1420 back_rb,
1421 images.back,
1422 __DRI_IMAGE_BUFFER_BACK);
1423 }
1424 }