cad83e24c887f3bf6f637519ac708f56ce223a92
[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 8:
83 samples[0] = 8;
84 samples[1] = 4;
85 samples[2] = 2;
86 return 3;
87
88 case 7:
89 samples[0] = 8;
90 samples[1] = 4;
91 return 2;
92
93 case 6:
94 samples[0] = 4;
95 return 1;
96
97 default:
98 samples[0] = 1;
99 return 1;
100 }
101 }
102
103 const char *const brw_vendor_string = "Intel Open Source Technology Center";
104
105 const char *
106 brw_get_renderer_string(unsigned deviceID)
107 {
108 const char *chipset;
109 static char buffer[128];
110
111 switch (deviceID) {
112 #undef CHIPSET
113 #define CHIPSET(id, symbol, str) case id: chipset = str; break;
114 #include "pci_ids/i965_pci_ids.h"
115 default:
116 chipset = "Unknown Intel Chipset";
117 break;
118 }
119
120 (void) driGetRendererString(buffer, chipset, 0);
121 return buffer;
122 }
123
124 static const GLubyte *
125 intelGetString(struct gl_context * ctx, GLenum name)
126 {
127 const struct brw_context *const brw = brw_context(ctx);
128
129 switch (name) {
130 case GL_VENDOR:
131 return (GLubyte *) brw_vendor_string;
132
133 case GL_RENDERER:
134 return
135 (GLubyte *) brw_get_renderer_string(brw->intelScreen->deviceID);
136
137 default:
138 return NULL;
139 }
140 }
141
142 static void
143 intel_viewport(struct gl_context *ctx)
144 {
145 struct brw_context *brw = brw_context(ctx);
146 __DRIcontext *driContext = brw->driContext;
147
148 if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
149 dri2InvalidateDrawable(driContext->driDrawablePriv);
150 dri2InvalidateDrawable(driContext->driReadablePriv);
151 }
152 }
153
154 static void
155 intelInvalidateState(struct gl_context * ctx, GLuint new_state)
156 {
157 struct brw_context *brw = brw_context(ctx);
158
159 if (ctx->swrast_context)
160 _swrast_InvalidateState(ctx, new_state);
161 _vbo_InvalidateState(ctx, new_state);
162
163 brw->NewGLState |= new_state;
164 }
165
166 #define flushFront(screen) ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
167
168 static void
169 intel_flush_front(struct gl_context *ctx)
170 {
171 struct brw_context *brw = brw_context(ctx);
172 __DRIcontext *driContext = brw->driContext;
173 __DRIdrawable *driDrawable = driContext->driDrawablePriv;
174 __DRIscreen *const screen = brw->intelScreen->driScrnPriv;
175
176 if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
177 if (flushFront(screen) && driDrawable &&
178 driDrawable->loaderPrivate) {
179
180 /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
181 *
182 * This potentially resolves both front and back buffer. It
183 * is unnecessary to resolve the back, but harms nothing except
184 * performance. And no one cares about front-buffer render
185 * performance.
186 */
187 intel_resolve_for_dri2_flush(brw, driDrawable);
188 intel_batchbuffer_flush(brw);
189
190 flushFront(screen)(driDrawable, driDrawable->loaderPrivate);
191
192 /* We set the dirty bit in intel_prepare_render() if we're
193 * front buffer rendering once we get there.
194 */
195 brw->front_buffer_dirty = false;
196 }
197 }
198 }
199
200 static void
201 intel_glFlush(struct gl_context *ctx)
202 {
203 struct brw_context *brw = brw_context(ctx);
204
205 intel_batchbuffer_flush(brw);
206 intel_flush_front(ctx);
207 if (brw_is_front_buffer_drawing(ctx->DrawBuffer))
208 brw->need_throttle = true;
209 }
210
211 void
212 intelFinish(struct gl_context * ctx)
213 {
214 struct brw_context *brw = brw_context(ctx);
215
216 intel_glFlush(ctx);
217
218 if (brw->batch.last_bo)
219 drm_intel_bo_wait_rendering(brw->batch.last_bo);
220 }
221
222 static void
223 brw_init_driver_functions(struct brw_context *brw,
224 struct dd_function_table *functions)
225 {
226 _mesa_init_driver_functions(functions);
227
228 /* GLX uses DRI2 invalidate events to handle window resizing.
229 * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
230 * which doesn't provide a mechanism for snooping the event queues.
231 *
232 * So EGL still relies on viewport hacks to handle window resizing.
233 * This should go away with DRI3000.
234 */
235 if (!brw->driContext->driScreenPriv->dri2.useInvalidate)
236 functions->Viewport = intel_viewport;
237
238 functions->Flush = intel_glFlush;
239 functions->Finish = intelFinish;
240 functions->GetString = intelGetString;
241 functions->UpdateState = intelInvalidateState;
242
243 intelInitTextureFuncs(functions);
244 intelInitTextureImageFuncs(functions);
245 intelInitTextureSubImageFuncs(functions);
246 intelInitTextureCopyImageFuncs(functions);
247 intelInitClearFuncs(functions);
248 intelInitBufferFuncs(functions);
249 intelInitPixelFuncs(functions);
250 intelInitBufferObjectFuncs(functions);
251 intel_init_syncobj_functions(functions);
252 brw_init_object_purgeable_functions(functions);
253
254 brwInitFragProgFuncs( functions );
255 brw_init_common_queryobj_functions(functions);
256 if (brw->gen >= 6)
257 gen6_init_queryobj_functions(functions);
258 else
259 gen4_init_queryobj_functions(functions);
260
261 functions->QuerySamplesForFormat = brw_query_samples_for_format;
262
263 functions->NewTransformFeedback = brw_new_transform_feedback;
264 functions->DeleteTransformFeedback = brw_delete_transform_feedback;
265 functions->GetTransformFeedbackVertexCount =
266 brw_get_transform_feedback_vertex_count;
267 if (brw->gen >= 7) {
268 functions->BeginTransformFeedback = gen7_begin_transform_feedback;
269 functions->EndTransformFeedback = gen7_end_transform_feedback;
270 functions->PauseTransformFeedback = gen7_pause_transform_feedback;
271 functions->ResumeTransformFeedback = gen7_resume_transform_feedback;
272 } else {
273 functions->BeginTransformFeedback = brw_begin_transform_feedback;
274 functions->EndTransformFeedback = brw_end_transform_feedback;
275 }
276
277 if (brw->gen >= 6)
278 functions->GetSamplePosition = gen6_get_sample_position;
279 }
280
281 static void
282 brw_initialize_context_constants(struct brw_context *brw)
283 {
284 struct gl_context *ctx = &brw->ctx;
285
286 unsigned max_samplers =
287 brw->gen >= 8 || brw->is_haswell ? BRW_MAX_TEX_UNIT : 16;
288
289 ctx->Const.QueryCounterBits.Timestamp = 36;
290
291 ctx->Const.StripTextureBorder = true;
292
293 ctx->Const.MaxDualSourceDrawBuffers = 1;
294 ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
295 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = max_samplers;
296 ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
297 ctx->Const.MaxTextureUnits =
298 MIN2(ctx->Const.MaxTextureCoordUnits,
299 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
300 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = max_samplers;
301 if (brw->gen >= 7)
302 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = max_samplers;
303 else
304 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 0;
305 if (getenv("INTEL_COMPUTE_SHADER")) {
306 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
307 ctx->Const.MaxUniformBufferBindings += 12;
308 } else {
309 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = 0;
310 }
311 ctx->Const.MaxCombinedTextureImageUnits =
312 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits +
313 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits +
314 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits +
315 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits;
316
317 ctx->Const.MaxTextureLevels = 14; /* 8192 */
318 if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS)
319 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
320 ctx->Const.Max3DTextureLevels = 12; /* 2048 */
321 ctx->Const.MaxCubeTextureLevels = 14; /* 8192 */
322 ctx->Const.MaxTextureMbytes = 1536;
323
324 if (brw->gen >= 7)
325 ctx->Const.MaxArrayTextureLayers = 2048;
326 else
327 ctx->Const.MaxArrayTextureLayers = 512;
328
329 ctx->Const.MaxTextureRectSize = 1 << 12;
330
331 ctx->Const.MaxTextureMaxAnisotropy = 16.0;
332
333 ctx->Const.MaxRenderbufferSize = 8192;
334
335 /* Hardware only supports a limited number of transform feedback buffers.
336 * So we need to override the Mesa default (which is based only on software
337 * limits).
338 */
339 ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS;
340
341 /* On Gen6, in the worst case, we use up one binding table entry per
342 * transform feedback component (see comments above the definition of
343 * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
344 * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
345 * BRW_MAX_SOL_BINDINGS.
346 *
347 * In "separate components" mode, we need to divide this value by
348 * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
349 * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
350 */
351 ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS;
352 ctx->Const.MaxTransformFeedbackSeparateComponents =
353 BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
354
355 ctx->Const.AlwaysUseGetTransformFeedbackVertexCount = true;
356
357 int max_samples;
358 const int *msaa_modes = intel_supported_msaa_modes(brw->intelScreen);
359 const int clamp_max_samples =
360 driQueryOptioni(&brw->optionCache, "clamp_max_samples");
361
362 if (clamp_max_samples < 0) {
363 max_samples = msaa_modes[0];
364 } else {
365 /* Select the largest supported MSAA mode that does not exceed
366 * clamp_max_samples.
367 */
368 max_samples = 0;
369 for (int i = 0; msaa_modes[i] != 0; ++i) {
370 if (msaa_modes[i] <= clamp_max_samples) {
371 max_samples = msaa_modes[i];
372 break;
373 }
374 }
375 }
376
377 ctx->Const.MaxSamples = max_samples;
378 ctx->Const.MaxColorTextureSamples = max_samples;
379 ctx->Const.MaxDepthTextureSamples = max_samples;
380 ctx->Const.MaxIntegerSamples = max_samples;
381
382 if (brw->gen >= 7)
383 ctx->Const.MaxProgramTextureGatherComponents = 4;
384 else if (brw->gen == 6)
385 ctx->Const.MaxProgramTextureGatherComponents = 1;
386
387 ctx->Const.MinLineWidth = 1.0;
388 ctx->Const.MinLineWidthAA = 1.0;
389 ctx->Const.MaxLineWidth = 5.0;
390 ctx->Const.MaxLineWidthAA = 5.0;
391 ctx->Const.LineWidthGranularity = 0.5;
392
393 ctx->Const.MinPointSize = 1.0;
394 ctx->Const.MinPointSizeAA = 1.0;
395 ctx->Const.MaxPointSize = 255.0;
396 ctx->Const.MaxPointSizeAA = 255.0;
397 ctx->Const.PointSizeGranularity = 1.0;
398
399 if (brw->gen >= 5 || brw->is_g4x)
400 ctx->Const.MaxClipPlanes = 8;
401
402 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeInstructions = 16 * 1024;
403 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAluInstructions = 0;
404 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexInstructions = 0;
405 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexIndirections = 0;
406 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAluInstructions = 0;
407 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexInstructions = 0;
408 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexIndirections = 0;
409 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAttribs = 16;
410 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTemps = 256;
411 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAddressRegs = 1;
412 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters = 1024;
413 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams =
414 MIN2(ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters,
415 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams);
416
417 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = 1024;
418 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = 1024;
419 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = 1024;
420 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = 1024;
421 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 12;
422 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = 256;
423 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0;
424 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = 1024;
425 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
426 MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
427 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
428
429 /* Fragment shaders use real, 32-bit twos-complement integers for all
430 * integer types.
431 */
432 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMin = 31;
433 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMax = 30;
434 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.Precision = 0;
435 ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
436 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
437
438 if (brw->gen >= 7) {
439 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
440 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
441 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
442 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
443 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers = BRW_MAX_ABO;
444 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicBuffers = BRW_MAX_ABO;
445 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers = BRW_MAX_ABO;
446 ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = BRW_MAX_ABO;
447 ctx->Const.MaxCombinedAtomicBuffers = 3 * BRW_MAX_ABO;
448 }
449
450 /* Gen6 converts quads to polygon in beginning of 3D pipeline,
451 * but we're not sure how it's actually done for vertex order,
452 * that affect provoking vertex decision. Always use last vertex
453 * convention for quad primitive which works as expected for now.
454 */
455 if (brw->gen >= 6)
456 ctx->Const.QuadsFollowProvokingVertexConvention = false;
457
458 ctx->Const.NativeIntegers = true;
459 ctx->Const.UniformBooleanTrue = 1;
460
461 /* From the gen4 PRM, volume 4 page 127:
462 *
463 * "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
464 * the base address of the first element of the surface, computed in
465 * software by adding the surface base address to the byte offset of
466 * the element in the buffer."
467 *
468 * However, unaligned accesses are slower, so enforce buffer alignment.
469 */
470 ctx->Const.UniformBufferOffsetAlignment = 16;
471 ctx->Const.TextureBufferOffsetAlignment = 16;
472
473 if (brw->gen >= 6) {
474 ctx->Const.MaxVarying = 32;
475 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 128;
476 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents = 64;
477 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
478 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
479 }
480
481 /* We want the GLSL compiler to emit code that uses condition codes */
482 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
483 ctx->ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
484 ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
485 ctx->ShaderCompilerOptions[i].EmitNoNoise = true;
486 ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true;
487 ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true;
488 ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput =
489 (i == MESA_SHADER_FRAGMENT);
490 ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
491 (i == MESA_SHADER_FRAGMENT);
492 ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform = false;
493 ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
494 }
495
496 ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
497 ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
498
499 /* ARB_viewport_array */
500 if (brw->gen >= 7 && ctx->API == API_OPENGL_CORE) {
501 ctx->Const.MaxViewports = GEN7_NUM_VIEWPORTS;
502 ctx->Const.ViewportSubpixelBits = 0;
503
504 /* Cast to float before negating becuase MaxViewportWidth is unsigned.
505 */
506 ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
507 ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
508 }
509 }
510
511 /**
512 * Process driconf (drirc) options, setting appropriate context flags.
513 *
514 * intelInitExtensions still pokes at optionCache directly, in order to
515 * avoid advertising various extensions. No flags are set, so it makes
516 * sense to continue doing that there.
517 */
518 static void
519 brw_process_driconf_options(struct brw_context *brw)
520 {
521 struct gl_context *ctx = &brw->ctx;
522
523 driOptionCache *options = &brw->optionCache;
524 driParseConfigFiles(options, &brw->intelScreen->optionCache,
525 brw->driContext->driScreenPriv->myNum, "i965");
526
527 int bo_reuse_mode = driQueryOptioni(options, "bo_reuse");
528 switch (bo_reuse_mode) {
529 case DRI_CONF_BO_REUSE_DISABLED:
530 break;
531 case DRI_CONF_BO_REUSE_ALL:
532 intel_bufmgr_gem_enable_reuse(brw->bufmgr);
533 break;
534 }
535
536 if (!driQueryOptionb(options, "hiz")) {
537 brw->has_hiz = false;
538 /* On gen6, you can only do separate stencil with HIZ. */
539 if (brw->gen == 6)
540 brw->has_separate_stencil = false;
541 }
542
543 if (driQueryOptionb(options, "always_flush_batch")) {
544 fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
545 brw->always_flush_batch = true;
546 }
547
548 if (driQueryOptionb(options, "always_flush_cache")) {
549 fprintf(stderr, "flushing GPU caches before/after each draw call\n");
550 brw->always_flush_cache = true;
551 }
552
553 if (driQueryOptionb(options, "disable_throttling")) {
554 fprintf(stderr, "disabling flush throttling\n");
555 brw->disable_throttling = true;
556 }
557
558 brw->disable_derivative_optimization =
559 driQueryOptionb(&brw->optionCache, "disable_derivative_optimization");
560
561 brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
562
563 ctx->Const.ForceGLSLExtensionsWarn =
564 driQueryOptionb(options, "force_glsl_extensions_warn");
565
566 ctx->Const.DisableGLSLLineContinuations =
567 driQueryOptionb(options, "disable_glsl_line_continuations");
568 }
569
570 GLboolean
571 brwCreateContext(gl_api api,
572 const struct gl_config *mesaVis,
573 __DRIcontext *driContextPriv,
574 unsigned major_version,
575 unsigned minor_version,
576 uint32_t flags,
577 bool notify_reset,
578 unsigned *dri_ctx_error,
579 void *sharedContextPrivate)
580 {
581 __DRIscreen *sPriv = driContextPriv->driScreenPriv;
582 struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
583 struct intel_screen *screen = sPriv->driverPrivate;
584 const struct brw_device_info *devinfo = screen->devinfo;
585 struct dd_function_table functions;
586
587 /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
588 * provides us with context reset notifications.
589 */
590 uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG
591 | __DRI_CTX_FLAG_FORWARD_COMPATIBLE;
592
593 if (screen->has_context_reset_notification)
594 allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
595
596 if (flags & ~allowed_flags) {
597 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
598 return false;
599 }
600
601 struct brw_context *brw = rzalloc(NULL, struct brw_context);
602 if (!brw) {
603 fprintf(stderr, "%s: failed to alloc context\n", __FUNCTION__);
604 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
605 return false;
606 }
607
608 driContextPriv->driverPrivate = brw;
609 brw->driContext = driContextPriv;
610 brw->intelScreen = screen;
611 brw->bufmgr = screen->bufmgr;
612
613 brw->gen = devinfo->gen;
614 brw->gt = devinfo->gt;
615 brw->is_g4x = devinfo->is_g4x;
616 brw->is_baytrail = devinfo->is_baytrail;
617 brw->is_haswell = devinfo->is_haswell;
618 brw->has_llc = devinfo->has_llc;
619 brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
620 brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
621 brw->has_pln = devinfo->has_pln;
622 brw->has_compr4 = devinfo->has_compr4;
623 brw->has_surface_tile_offset = devinfo->has_surface_tile_offset;
624 brw->has_negative_rhw_bug = devinfo->has_negative_rhw_bug;
625 brw->needs_unlit_centroid_workaround =
626 devinfo->needs_unlit_centroid_workaround;
627
628 brw->must_use_separate_stencil = screen->hw_must_use_separate_stencil;
629 brw->has_swizzling = screen->hw_has_swizzling;
630
631 if (brw->gen >= 8) {
632 gen8_init_vtable_surface_functions(brw);
633 gen7_init_vtable_sampler_functions(brw);
634 brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
635 } else if (brw->gen >= 7) {
636 gen7_init_vtable_surface_functions(brw);
637 gen7_init_vtable_sampler_functions(brw);
638 brw->vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
639 } else {
640 gen4_init_vtable_surface_functions(brw);
641 gen4_init_vtable_sampler_functions(brw);
642 brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
643 }
644
645 brw_init_driver_functions(brw, &functions);
646
647 if (notify_reset)
648 functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
649
650 struct gl_context *ctx = &brw->ctx;
651
652 if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
653 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
654 fprintf(stderr, "%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_fbo_init(brw);
695
696 intel_batchbuffer_init(brw);
697
698 if (brw->gen >= 6) {
699 /* Create a new hardware context. Using a hardware context means that
700 * our GPU state will be saved/restored on context switch, allowing us
701 * to assume that the GPU is in the same state we left it in.
702 *
703 * This is required for transform feedback buffer offsets, query objects,
704 * and also allows us to reduce how much state we have to emit.
705 */
706 brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr);
707
708 if (!brw->hw_ctx) {
709 fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n");
710 intelDestroyContext(driContextPriv);
711 return false;
712 }
713 }
714
715 brw_init_state(brw);
716
717 intelInitExtensions(ctx);
718
719 brw_init_surface_formats(brw);
720
721 brw->max_vs_threads = devinfo->max_vs_threads;
722 brw->max_gs_threads = devinfo->max_gs_threads;
723 brw->max_wm_threads = devinfo->max_wm_threads;
724 brw->urb.size = devinfo->urb.size;
725 brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
726 brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
727 brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
728
729 /* Estimate the size of the mappable aperture into the GTT. There's an
730 * ioctl to get the whole GTT size, but not one to get the mappable subset.
731 * It turns out it's basically always 256MB, though some ancient hardware
732 * was smaller.
733 */
734 uint32_t gtt_size = 256 * 1024 * 1024;
735
736 /* We don't want to map two objects such that a memcpy between them would
737 * just fault one mapping in and then the other over and over forever. So
738 * we would need to divide the GTT size by 2. Additionally, some GTT is
739 * taken up by things like the framebuffer and the ringbuffer and such, so
740 * be more conservative.
741 */
742 brw->max_gtt_map_object_size = gtt_size / 4;
743
744 if (brw->gen == 6)
745 brw->urb.gen6_gs_previously_active = false;
746
747 brw->prim_restart.in_progress = false;
748 brw->prim_restart.enable_cut_index = false;
749 brw->gs.enabled = false;
750
751 if (brw->gen < 6) {
752 brw->curbe.last_buf = calloc(1, 4096);
753 brw->curbe.next_buf = calloc(1, 4096);
754 }
755
756 ctx->VertexProgram._MaintainTnlProgram = true;
757 ctx->FragmentProgram._MaintainTexEnvProgram = true;
758
759 brw_draw_init( brw );
760
761 if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
762 /* Turn on some extra GL_ARB_debug_output generation. */
763 brw->perf_debug = true;
764 }
765
766 if ((flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0)
767 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
768
769 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
770 brw_init_shader_time(brw);
771
772 _mesa_compute_version(ctx);
773
774 _mesa_initialize_dispatch_tables(ctx);
775 _mesa_initialize_vbo_vtxfmt(ctx);
776
777 if (ctx->Extensions.AMD_performance_monitor) {
778 brw_init_performance_monitors(brw);
779 }
780
781 return true;
782 }
783
784 void
785 intelDestroyContext(__DRIcontext * driContextPriv)
786 {
787 struct brw_context *brw =
788 (struct brw_context *) driContextPriv->driverPrivate;
789 struct gl_context *ctx = &brw->ctx;
790
791 assert(brw); /* should never be null */
792 if (!brw)
793 return;
794
795 /* Dump a final BMP in case the application doesn't call SwapBuffers */
796 if (INTEL_DEBUG & DEBUG_AUB) {
797 intel_batchbuffer_flush(brw);
798 aub_dump_bmp(&brw->ctx);
799 }
800
801 _mesa_meta_free(&brw->ctx);
802
803 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
804 /* Force a report. */
805 brw->shader_time.report_time = 0;
806
807 brw_collect_and_report_shader_time(brw);
808 brw_destroy_shader_time(brw);
809 }
810
811 brw_destroy_state(brw);
812 brw_draw_destroy(brw);
813
814 drm_intel_bo_unreference(brw->curbe.curbe_bo);
815
816 free(brw->curbe.last_buf);
817 free(brw->curbe.next_buf);
818
819 drm_intel_gem_context_destroy(brw->hw_ctx);
820
821 if (ctx->swrast_context) {
822 _swsetup_DestroyContext(&brw->ctx);
823 _tnl_DestroyContext(&brw->ctx);
824 }
825 _vbo_DestroyContext(&brw->ctx);
826
827 if (ctx->swrast_context)
828 _swrast_DestroyContext(&brw->ctx);
829
830 intel_batchbuffer_free(brw);
831
832 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
833 brw->first_post_swapbuffers_batch = NULL;
834
835 driDestroyOptionCache(&brw->optionCache);
836
837 /* free the Mesa context */
838 _mesa_free_context_data(&brw->ctx);
839
840 ralloc_free(brw);
841 driContextPriv->driverPrivate = NULL;
842 }
843
844 GLboolean
845 intelUnbindContext(__DRIcontext * driContextPriv)
846 {
847 /* Unset current context and dispath table */
848 _mesa_make_current(NULL, NULL, NULL);
849
850 return true;
851 }
852
853 /**
854 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
855 * on window system framebuffers.
856 *
857 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
858 * your renderbuffer can do sRGB encode, and you can flip a switch that does
859 * sRGB encode if the renderbuffer can handle it. You can ask specifically
860 * for a visual where you're guaranteed to be capable, but it turns out that
861 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
862 * incapable ones, becuase there's no difference between the two in resources
863 * used. Applications thus get built that accidentally rely on the default
864 * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
865 * great...
866 *
867 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
868 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
869 * So they removed the enable knob and made it "if the renderbuffer is sRGB
870 * capable, do sRGB encode". Then, for your window system renderbuffers, you
871 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
872 * and get no sRGB encode (assuming that both kinds of visual are available).
873 * Thus our choice to support sRGB by default on our visuals for desktop would
874 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
875 *
876 * Unfortunately, renderbuffer setup happens before a context is created. So
877 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
878 * context (without an sRGB visual, though we don't have sRGB visuals exposed
879 * yet), we go turn that back off before anyone finds out.
880 */
881 static void
882 intel_gles3_srgb_workaround(struct brw_context *brw,
883 struct gl_framebuffer *fb)
884 {
885 struct gl_context *ctx = &brw->ctx;
886
887 if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
888 return;
889
890 /* Some day when we support the sRGB capable bit on visuals available for
891 * GLES, we'll need to respect that and not disable things here.
892 */
893 fb->Visual.sRGBCapable = false;
894 for (int i = 0; i < BUFFER_COUNT; i++) {
895 if (fb->Attachment[i].Renderbuffer &&
896 fb->Attachment[i].Renderbuffer->Format == MESA_FORMAT_B8G8R8A8_SRGB) {
897 fb->Attachment[i].Renderbuffer->Format = MESA_FORMAT_B8G8R8A8_UNORM;
898 }
899 }
900 }
901
902 GLboolean
903 intelMakeCurrent(__DRIcontext * driContextPriv,
904 __DRIdrawable * driDrawPriv,
905 __DRIdrawable * driReadPriv)
906 {
907 struct brw_context *brw;
908 GET_CURRENT_CONTEXT(curCtx);
909
910 if (driContextPriv)
911 brw = (struct brw_context *) driContextPriv->driverPrivate;
912 else
913 brw = NULL;
914
915 /* According to the glXMakeCurrent() man page: "Pending commands to
916 * the previous context, if any, are flushed before it is released."
917 * But only flush if we're actually changing contexts.
918 */
919 if (brw_context(curCtx) && brw_context(curCtx) != brw) {
920 _mesa_flush(curCtx);
921 }
922
923 if (driContextPriv) {
924 struct gl_context *ctx = &brw->ctx;
925 struct gl_framebuffer *fb, *readFb;
926
927 if (driDrawPriv == NULL && driReadPriv == NULL) {
928 fb = _mesa_get_incomplete_framebuffer();
929 readFb = _mesa_get_incomplete_framebuffer();
930 } else {
931 fb = driDrawPriv->driverPrivate;
932 readFb = driReadPriv->driverPrivate;
933 driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
934 driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
935 }
936
937 /* The sRGB workaround changes the renderbuffer's format. We must change
938 * the format before the renderbuffer's miptree get's allocated, otherwise
939 * the formats of the renderbuffer and its miptree will differ.
940 */
941 intel_gles3_srgb_workaround(brw, fb);
942 intel_gles3_srgb_workaround(brw, readFb);
943
944 /* If the context viewport hasn't been initialized, force a call out to
945 * the loader to get buffers so we have a drawable size for the initial
946 * viewport. */
947 if (!brw->ctx.ViewportInitialized)
948 intel_prepare_render(brw);
949
950 _mesa_make_current(ctx, fb, readFb);
951 } else {
952 _mesa_make_current(NULL, NULL, NULL);
953 }
954
955 return true;
956 }
957
958 void
959 intel_resolve_for_dri2_flush(struct brw_context *brw,
960 __DRIdrawable *drawable)
961 {
962 if (brw->gen < 6) {
963 /* MSAA and fast color clear are not supported, so don't waste time
964 * checking whether a resolve is needed.
965 */
966 return;
967 }
968
969 struct gl_framebuffer *fb = drawable->driverPrivate;
970 struct intel_renderbuffer *rb;
971
972 /* Usually, only the back buffer will need to be downsampled. However,
973 * the front buffer will also need it if the user has rendered into it.
974 */
975 static const gl_buffer_index buffers[2] = {
976 BUFFER_BACK_LEFT,
977 BUFFER_FRONT_LEFT,
978 };
979
980 for (int i = 0; i < 2; ++i) {
981 rb = intel_get_renderbuffer(fb, buffers[i]);
982 if (rb == NULL || rb->mt == NULL)
983 continue;
984 if (rb->mt->num_samples <= 1)
985 intel_miptree_resolve_color(brw, rb->mt);
986 else
987 intel_renderbuffer_downsample(brw, rb);
988 }
989 }
990
991 static unsigned
992 intel_bits_per_pixel(const struct intel_renderbuffer *rb)
993 {
994 return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
995 }
996
997 static void
998 intel_query_dri2_buffers(struct brw_context *brw,
999 __DRIdrawable *drawable,
1000 __DRIbuffer **buffers,
1001 int *count);
1002
1003 static void
1004 intel_process_dri2_buffer(struct brw_context *brw,
1005 __DRIdrawable *drawable,
1006 __DRIbuffer *buffer,
1007 struct intel_renderbuffer *rb,
1008 const char *buffer_name);
1009
1010 static void
1011 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1012
1013 static void
1014 intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1015 {
1016 struct gl_framebuffer *fb = drawable->driverPrivate;
1017 struct intel_renderbuffer *rb;
1018 __DRIbuffer *buffers = NULL;
1019 int i, count;
1020 const char *region_name;
1021
1022 /* Set this up front, so that in case our buffers get invalidated
1023 * while we're getting new buffers, we don't clobber the stamp and
1024 * thus ignore the invalidate. */
1025 drawable->lastStamp = drawable->dri2.stamp;
1026
1027 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1028 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1029
1030 intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1031
1032 if (buffers == NULL)
1033 return;
1034
1035 for (i = 0; i < count; i++) {
1036 switch (buffers[i].attachment) {
1037 case __DRI_BUFFER_FRONT_LEFT:
1038 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1039 region_name = "dri2 front buffer";
1040 break;
1041
1042 case __DRI_BUFFER_FAKE_FRONT_LEFT:
1043 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1044 region_name = "dri2 fake front buffer";
1045 break;
1046
1047 case __DRI_BUFFER_BACK_LEFT:
1048 rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1049 region_name = "dri2 back buffer";
1050 break;
1051
1052 case __DRI_BUFFER_DEPTH:
1053 case __DRI_BUFFER_HIZ:
1054 case __DRI_BUFFER_DEPTH_STENCIL:
1055 case __DRI_BUFFER_STENCIL:
1056 case __DRI_BUFFER_ACCUM:
1057 default:
1058 fprintf(stderr,
1059 "unhandled buffer attach event, attachment type %d\n",
1060 buffers[i].attachment);
1061 return;
1062 }
1063
1064 intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1065 }
1066
1067 }
1068
1069 void
1070 intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1071 {
1072 struct brw_context *brw = context->driverPrivate;
1073 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1074
1075 /* Set this up front, so that in case our buffers get invalidated
1076 * while we're getting new buffers, we don't clobber the stamp and
1077 * thus ignore the invalidate. */
1078 drawable->lastStamp = drawable->dri2.stamp;
1079
1080 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1081 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1082
1083 if (screen->image.loader)
1084 intel_update_image_buffers(brw, drawable);
1085 else
1086 intel_update_dri2_buffers(brw, drawable);
1087
1088 driUpdateFramebufferSize(&brw->ctx, drawable);
1089 }
1090
1091 /**
1092 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1093 * state is required.
1094 */
1095 void
1096 intel_prepare_render(struct brw_context *brw)
1097 {
1098 struct gl_context *ctx = &brw->ctx;
1099 __DRIcontext *driContext = brw->driContext;
1100 __DRIdrawable *drawable;
1101
1102 drawable = driContext->driDrawablePriv;
1103 if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1104 if (drawable->lastStamp != drawable->dri2.stamp)
1105 intel_update_renderbuffers(driContext, drawable);
1106 driContext->dri2.draw_stamp = drawable->dri2.stamp;
1107 }
1108
1109 drawable = driContext->driReadablePriv;
1110 if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1111 if (drawable->lastStamp != drawable->dri2.stamp)
1112 intel_update_renderbuffers(driContext, drawable);
1113 driContext->dri2.read_stamp = drawable->dri2.stamp;
1114 }
1115
1116 /* If we're currently rendering to the front buffer, the rendering
1117 * that will happen next will probably dirty the front buffer. So
1118 * mark it as dirty here.
1119 */
1120 if (brw_is_front_buffer_drawing(ctx->DrawBuffer))
1121 brw->front_buffer_dirty = true;
1122
1123 /* Wait for the swapbuffers before the one we just emitted, so we
1124 * don't get too many swaps outstanding for apps that are GPU-heavy
1125 * but not CPU-heavy.
1126 *
1127 * We're using intelDRI2Flush (called from the loader before
1128 * swapbuffer) and glFlush (for front buffer rendering) as the
1129 * indicator that a frame is done and then throttle when we get
1130 * here as we prepare to render the next frame. At this point for
1131 * round trips for swap/copy and getting new buffers are done and
1132 * we'll spend less time waiting on the GPU.
1133 *
1134 * Unfortunately, we don't have a handle to the batch containing
1135 * the swap, and getting our hands on that doesn't seem worth it,
1136 * so we just us the first batch we emitted after the last swap.
1137 */
1138 if (brw->need_throttle && brw->first_post_swapbuffers_batch) {
1139 if (!brw->disable_throttling)
1140 drm_intel_bo_wait_rendering(brw->first_post_swapbuffers_batch);
1141 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
1142 brw->first_post_swapbuffers_batch = NULL;
1143 brw->need_throttle = false;
1144 }
1145 }
1146
1147 /**
1148 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1149 *
1150 * To determine which DRI buffers to request, examine the renderbuffers
1151 * attached to the drawable's framebuffer. Then request the buffers with
1152 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1153 *
1154 * This is called from intel_update_renderbuffers().
1155 *
1156 * \param drawable Drawable whose buffers are queried.
1157 * \param buffers [out] List of buffers returned by DRI2 query.
1158 * \param buffer_count [out] Number of buffers returned.
1159 *
1160 * \see intel_update_renderbuffers()
1161 * \see DRI2GetBuffers()
1162 * \see DRI2GetBuffersWithFormat()
1163 */
1164 static void
1165 intel_query_dri2_buffers(struct brw_context *brw,
1166 __DRIdrawable *drawable,
1167 __DRIbuffer **buffers,
1168 int *buffer_count)
1169 {
1170 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1171 struct gl_framebuffer *fb = drawable->driverPrivate;
1172 int i = 0;
1173 unsigned attachments[8];
1174
1175 struct intel_renderbuffer *front_rb;
1176 struct intel_renderbuffer *back_rb;
1177
1178 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1179 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1180
1181 memset(attachments, 0, sizeof(attachments));
1182 if ((brw_is_front_buffer_drawing(fb) ||
1183 brw_is_front_buffer_reading(fb) ||
1184 !back_rb) && front_rb) {
1185 /* If a fake front buffer is in use, then querying for
1186 * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1187 * the real front buffer to the fake front buffer. So before doing the
1188 * query, we need to make sure all the pending drawing has landed in the
1189 * real front buffer.
1190 */
1191 intel_batchbuffer_flush(brw);
1192 intel_flush_front(&brw->ctx);
1193
1194 attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1195 attachments[i++] = intel_bits_per_pixel(front_rb);
1196 } else if (front_rb && brw->front_buffer_dirty) {
1197 /* We have pending front buffer rendering, but we aren't querying for a
1198 * front buffer. If the front buffer we have is a fake front buffer,
1199 * the X server is going to throw it away when it processes the query.
1200 * So before doing the query, make sure all the pending drawing has
1201 * landed in the real front buffer.
1202 */
1203 intel_batchbuffer_flush(brw);
1204 intel_flush_front(&brw->ctx);
1205 }
1206
1207 if (back_rb) {
1208 attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1209 attachments[i++] = intel_bits_per_pixel(back_rb);
1210 }
1211
1212 assert(i <= ARRAY_SIZE(attachments));
1213
1214 *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
1215 &drawable->w,
1216 &drawable->h,
1217 attachments, i / 2,
1218 buffer_count,
1219 drawable->loaderPrivate);
1220 }
1221
1222 /**
1223 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1224 *
1225 * This is called from intel_update_renderbuffers().
1226 *
1227 * \par Note:
1228 * DRI buffers whose attachment point is DRI2BufferStencil or
1229 * DRI2BufferDepthStencil are handled as special cases.
1230 *
1231 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1232 * that is passed to intel_region_alloc_for_handle().
1233 *
1234 * \see intel_update_renderbuffers()
1235 * \see intel_region_alloc_for_handle()
1236 */
1237 static void
1238 intel_process_dri2_buffer(struct brw_context *brw,
1239 __DRIdrawable *drawable,
1240 __DRIbuffer *buffer,
1241 struct intel_renderbuffer *rb,
1242 const char *buffer_name)
1243 {
1244 struct intel_region *region = NULL;
1245 struct gl_framebuffer *fb = drawable->driverPrivate;
1246
1247 if (!rb)
1248 return;
1249
1250 unsigned num_samples = rb->Base.Base.NumSamples;
1251
1252 /* We try to avoid closing and reopening the same BO name, because the first
1253 * use of a mapping of the buffer involves a bunch of page faulting which is
1254 * moderately expensive.
1255 */
1256 struct intel_mipmap_tree *last_mt;
1257 if (num_samples == 0)
1258 last_mt = rb->mt;
1259 else
1260 last_mt = rb->singlesample_mt;
1261
1262 if (last_mt && last_mt->region->name == buffer->name)
1263 return;
1264
1265 if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1266 fprintf(stderr,
1267 "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1268 buffer->name, buffer->attachment,
1269 buffer->cpp, buffer->pitch);
1270 }
1271
1272 intel_miptree_release(&rb->mt);
1273 region = intel_region_alloc_for_handle(brw->intelScreen,
1274 buffer->cpp,
1275 drawable->w,
1276 drawable->h,
1277 buffer->pitch,
1278 buffer->name,
1279 buffer_name);
1280 if (!region) {
1281 fprintf(stderr,
1282 "Failed to make region for returned DRI2 buffer "
1283 "(%dx%d, named %d).\n"
1284 "This is likely a bug in the X Server that will lead to a "
1285 "crash soon.\n",
1286 drawable->w, drawable->h, buffer->name);
1287 return;
1288 }
1289
1290 intel_update_winsys_renderbuffer_miptree(brw, rb, region);
1291
1292 if (brw_is_front_buffer_drawing(fb) &&
1293 (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1294 buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1295 rb->Base.Base.NumSamples > 1) {
1296 intel_renderbuffer_upsample(brw, rb);
1297 }
1298
1299 assert(rb->mt);
1300
1301 intel_region_release(&region);
1302 }
1303
1304 /**
1305 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1306 *
1307 * To determine which DRI buffers to request, examine the renderbuffers
1308 * attached to the drawable's framebuffer. Then request the buffers from
1309 * the image loader
1310 *
1311 * This is called from intel_update_renderbuffers().
1312 *
1313 * \param drawable Drawable whose buffers are queried.
1314 * \param buffers [out] List of buffers returned by DRI2 query.
1315 * \param buffer_count [out] Number of buffers returned.
1316 *
1317 * \see intel_update_renderbuffers()
1318 */
1319
1320 static void
1321 intel_update_image_buffer(struct brw_context *intel,
1322 __DRIdrawable *drawable,
1323 struct intel_renderbuffer *rb,
1324 __DRIimage *buffer,
1325 enum __DRIimageBufferMask buffer_type)
1326 {
1327 struct intel_region *region = buffer->region;
1328 struct gl_framebuffer *fb = drawable->driverPrivate;
1329
1330 if (!rb || !region)
1331 return;
1332
1333 unsigned num_samples = rb->Base.Base.NumSamples;
1334
1335 /* Check and see if we're already bound to the right
1336 * buffer object
1337 */
1338 struct intel_mipmap_tree *last_mt;
1339 if (num_samples == 0)
1340 last_mt = rb->mt;
1341 else
1342 last_mt = rb->singlesample_mt;
1343
1344 if (last_mt && last_mt->region->bo == region->bo)
1345 return;
1346
1347 intel_update_winsys_renderbuffer_miptree(intel, rb, region);
1348
1349 if (brw_is_front_buffer_drawing(fb) &&
1350 buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1351 rb->Base.Base.NumSamples > 1) {
1352 intel_renderbuffer_upsample(intel, rb);
1353 }
1354 }
1355
1356 static void
1357 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1358 {
1359 struct gl_framebuffer *fb = drawable->driverPrivate;
1360 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1361 struct intel_renderbuffer *front_rb;
1362 struct intel_renderbuffer *back_rb;
1363 struct __DRIimageList images;
1364 unsigned int format;
1365 uint32_t buffer_mask = 0;
1366
1367 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1368 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1369
1370 if (back_rb)
1371 format = intel_rb_format(back_rb);
1372 else if (front_rb)
1373 format = intel_rb_format(front_rb);
1374 else
1375 return;
1376
1377 if (front_rb && (brw_is_front_buffer_drawing(fb) ||
1378 brw_is_front_buffer_reading(fb) || !back_rb)) {
1379 buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1380 }
1381
1382 if (back_rb)
1383 buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1384
1385 (*screen->image.loader->getBuffers) (drawable,
1386 driGLFormatToImageFormat(format),
1387 &drawable->dri2.stamp,
1388 drawable->loaderPrivate,
1389 buffer_mask,
1390 &images);
1391
1392 if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1393 drawable->w = images.front->width;
1394 drawable->h = images.front->height;
1395 intel_update_image_buffer(brw,
1396 drawable,
1397 front_rb,
1398 images.front,
1399 __DRI_IMAGE_BUFFER_FRONT);
1400 }
1401 if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1402 drawable->w = images.back->width;
1403 drawable->h = images.back->height;
1404 intel_update_image_buffer(brw,
1405 drawable,
1406 back_rb,
1407 images.back,
1408 __DRI_IMAGE_BUFFER_BACK);
1409 }
1410 }