eda8ba2fe70f261116da50f178c8560db58c43f7
[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 "compiler/nir/nir.h"
35 #include "main/api_exec.h"
36 #include "main/context.h"
37 #include "main/fbobject.h"
38 #include "main/extensions.h"
39 #include "main/glthread.h"
40 #include "main/imports.h"
41 #include "main/macros.h"
42 #include "main/points.h"
43 #include "main/version.h"
44 #include "main/vtxfmt.h"
45 #include "main/texobj.h"
46 #include "main/framebuffer.h"
47 #include "main/stencil.h"
48 #include "main/state.h"
49 #include "main/spirv_extensions.h"
50
51 #include "vbo/vbo.h"
52
53 #include "drivers/common/driverfuncs.h"
54 #include "drivers/common/meta.h"
55 #include "utils.h"
56
57 #include "brw_context.h"
58 #include "brw_defines.h"
59 #include "brw_blorp.h"
60 #include "brw_draw.h"
61 #include "brw_state.h"
62
63 #include "intel_batchbuffer.h"
64 #include "intel_buffer_objects.h"
65 #include "intel_buffers.h"
66 #include "intel_fbo.h"
67 #include "intel_mipmap_tree.h"
68 #include "intel_pixel.h"
69 #include "intel_image.h"
70 #include "intel_tex.h"
71 #include "intel_tex_obj.h"
72
73 #include "swrast_setup/swrast_setup.h"
74 #include "tnl/tnl.h"
75 #include "tnl/t_pipeline.h"
76 #include "util/ralloc.h"
77 #include "util/debug.h"
78 #include "util/disk_cache.h"
79 #include "isl/isl.h"
80
81 #include "common/gen_defines.h"
82
83 #include "compiler/spirv/nir_spirv.h"
84 /***************************************
85 * Mesa's Driver Functions
86 ***************************************/
87
88 const char *const brw_vendor_string = "Intel Open Source Technology Center";
89
90 static const char *
91 get_bsw_model(const struct intel_screen *screen)
92 {
93 switch (screen->eu_total) {
94 case 16:
95 return "405";
96 case 12:
97 return "400";
98 default:
99 return " ";
100 }
101 }
102
103 const char *
104 brw_get_renderer_string(const struct intel_screen *screen)
105 {
106 static char buf[128];
107 const char *name = gen_get_device_name(screen->deviceID);
108
109 if (!name)
110 name = "Intel Unknown";
111
112 snprintf(buf, sizeof(buf), "Mesa DRI %s", name);
113
114 /* Braswell branding is funny, so we have to fix it up here */
115 if (screen->deviceID == 0x22B1) {
116 char *needle = strstr(buf, "XXX");
117 if (needle)
118 memcpy(needle, get_bsw_model(screen), 3);
119 }
120
121 return buf;
122 }
123
124 static const GLubyte *
125 intel_get_string(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->screen);
136
137 default:
138 return NULL;
139 }
140 }
141
142 static void
143 brw_set_background_context(struct gl_context *ctx,
144 struct util_queue_monitoring *queue_info)
145 {
146 struct brw_context *brw = brw_context(ctx);
147 __DRIcontext *driContext = brw->driContext;
148 __DRIscreen *driScreen = driContext->driScreenPriv;
149 const __DRIbackgroundCallableExtension *backgroundCallable =
150 driScreen->dri2.backgroundCallable;
151
152 /* Note: Mesa will only call this function if we've called
153 * _mesa_enable_multithreading(). We only do that if the loader exposed
154 * the __DRI_BACKGROUND_CALLABLE extension. So we know that
155 * backgroundCallable is not NULL.
156 */
157 backgroundCallable->setBackgroundContext(driContext->loaderPrivate);
158 }
159
160 static void
161 intel_viewport(struct gl_context *ctx)
162 {
163 struct brw_context *brw = brw_context(ctx);
164 __DRIcontext *driContext = brw->driContext;
165
166 if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
167 if (driContext->driDrawablePriv)
168 dri2InvalidateDrawable(driContext->driDrawablePriv);
169 if (driContext->driReadablePriv)
170 dri2InvalidateDrawable(driContext->driReadablePriv);
171 }
172 }
173
174 static void
175 intel_update_framebuffer(struct gl_context *ctx,
176 struct gl_framebuffer *fb)
177 {
178 struct brw_context *brw = brw_context(ctx);
179
180 /* Quantize the derived default number of samples
181 */
182 fb->DefaultGeometry._NumSamples =
183 intel_quantize_num_samples(brw->screen,
184 fb->DefaultGeometry.NumSamples);
185 }
186
187 static void
188 intel_update_state(struct gl_context * ctx)
189 {
190 GLuint new_state = ctx->NewState;
191 struct brw_context *brw = brw_context(ctx);
192
193 if (ctx->swrast_context)
194 _swrast_InvalidateState(ctx, new_state);
195
196 brw->NewGLState |= new_state;
197
198 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
199 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
200
201 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) {
202 brw->stencil_enabled = _mesa_stencil_is_enabled(ctx);
203 brw->stencil_two_sided = _mesa_stencil_is_two_sided(ctx);
204 brw->stencil_write_enabled =
205 _mesa_stencil_is_write_enabled(ctx, brw->stencil_two_sided);
206 }
207
208 if (new_state & _NEW_POLYGON)
209 brw->polygon_front_bit = _mesa_polygon_get_front_bit(ctx);
210
211 if (new_state & _NEW_BUFFERS) {
212 intel_update_framebuffer(ctx, ctx->DrawBuffer);
213 if (ctx->DrawBuffer != ctx->ReadBuffer)
214 intel_update_framebuffer(ctx, ctx->ReadBuffer);
215 }
216 }
217
218 #define flushFront(screen) ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
219
220 static void
221 intel_flush_front(struct gl_context *ctx)
222 {
223 struct brw_context *brw = brw_context(ctx);
224 __DRIcontext *driContext = brw->driContext;
225 __DRIdrawable *driDrawable = driContext->driDrawablePriv;
226 __DRIscreen *const dri_screen = brw->screen->driScrnPriv;
227
228 if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
229 if (flushFront(dri_screen) && driDrawable &&
230 driDrawable->loaderPrivate) {
231
232 /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
233 *
234 * This potentially resolves both front and back buffer. It
235 * is unnecessary to resolve the back, but harms nothing except
236 * performance. And no one cares about front-buffer render
237 * performance.
238 */
239 intel_resolve_for_dri2_flush(brw, driDrawable);
240 intel_batchbuffer_flush(brw);
241
242 flushFront(dri_screen)(driDrawable, driDrawable->loaderPrivate);
243
244 /* We set the dirty bit in intel_prepare_render() if we're
245 * front buffer rendering once we get there.
246 */
247 brw->front_buffer_dirty = false;
248 }
249 }
250 }
251
252 static void
253 brw_display_shared_buffer(struct brw_context *brw)
254 {
255 __DRIcontext *dri_context = brw->driContext;
256 __DRIdrawable *dri_drawable = dri_context->driDrawablePriv;
257 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
258 int fence_fd = -1;
259
260 if (!brw->is_shared_buffer_bound)
261 return;
262
263 if (!brw->is_shared_buffer_dirty)
264 return;
265
266 if (brw->screen->has_exec_fence) {
267 /* This function is always called during a flush operation, so there is
268 * no need to flush again here. But we want to provide a fence_fd to the
269 * loader, and a redundant flush is the easiest way to acquire one.
270 */
271 if (intel_batchbuffer_flush_fence(brw, -1, &fence_fd))
272 return;
273 }
274
275 dri_screen->mutableRenderBuffer.loader
276 ->displaySharedBuffer(dri_drawable, fence_fd,
277 dri_drawable->loaderPrivate);
278 brw->is_shared_buffer_dirty = false;
279 }
280
281 static void
282 intel_glFlush(struct gl_context *ctx)
283 {
284 struct brw_context *brw = brw_context(ctx);
285
286 intel_batchbuffer_flush(brw);
287 intel_flush_front(ctx);
288 brw_display_shared_buffer(brw);
289 brw->need_flush_throttle = true;
290 }
291
292 static void
293 intel_finish(struct gl_context * ctx)
294 {
295 struct brw_context *brw = brw_context(ctx);
296
297 intel_glFlush(ctx);
298
299 if (brw->batch.last_bo)
300 brw_bo_wait_rendering(brw->batch.last_bo);
301 }
302
303 static void
304 brw_init_driver_functions(struct brw_context *brw,
305 struct dd_function_table *functions)
306 {
307 const struct gen_device_info *devinfo = &brw->screen->devinfo;
308
309 _mesa_init_driver_functions(functions);
310
311 /* GLX uses DRI2 invalidate events to handle window resizing.
312 * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
313 * which doesn't provide a mechanism for snooping the event queues.
314 *
315 * So EGL still relies on viewport hacks to handle window resizing.
316 * This should go away with DRI3000.
317 */
318 if (!brw->driContext->driScreenPriv->dri2.useInvalidate)
319 functions->Viewport = intel_viewport;
320
321 functions->Flush = intel_glFlush;
322 functions->Finish = intel_finish;
323 functions->GetString = intel_get_string;
324 functions->UpdateState = intel_update_state;
325
326 brw_init_draw_functions(functions);
327 intelInitTextureFuncs(functions);
328 intelInitTextureImageFuncs(functions);
329 intelInitTextureCopyImageFuncs(functions);
330 intelInitCopyImageFuncs(functions);
331 intelInitClearFuncs(functions);
332 intelInitBufferFuncs(functions);
333 intelInitPixelFuncs(functions);
334 intelInitBufferObjectFuncs(functions);
335 brw_init_syncobj_functions(functions);
336 brw_init_object_purgeable_functions(functions);
337
338 brwInitFragProgFuncs( functions );
339 brw_init_common_queryobj_functions(functions);
340 if (devinfo->gen >= 8 || devinfo->is_haswell)
341 hsw_init_queryobj_functions(functions);
342 else if (devinfo->gen >= 6)
343 gen6_init_queryobj_functions(functions);
344 else
345 gen4_init_queryobj_functions(functions);
346 brw_init_compute_functions(functions);
347 brw_init_conditional_render_functions(functions);
348
349 functions->GenerateMipmap = brw_generate_mipmap;
350
351 functions->QueryInternalFormat = brw_query_internal_format;
352
353 functions->NewTransformFeedback = brw_new_transform_feedback;
354 functions->DeleteTransformFeedback = brw_delete_transform_feedback;
355 if (can_do_mi_math_and_lrr(brw->screen)) {
356 functions->BeginTransformFeedback = hsw_begin_transform_feedback;
357 functions->EndTransformFeedback = hsw_end_transform_feedback;
358 functions->PauseTransformFeedback = hsw_pause_transform_feedback;
359 functions->ResumeTransformFeedback = hsw_resume_transform_feedback;
360 } else if (devinfo->gen >= 7) {
361 functions->BeginTransformFeedback = gen7_begin_transform_feedback;
362 functions->EndTransformFeedback = gen7_end_transform_feedback;
363 functions->PauseTransformFeedback = gen7_pause_transform_feedback;
364 functions->ResumeTransformFeedback = gen7_resume_transform_feedback;
365 functions->GetTransformFeedbackVertexCount =
366 brw_get_transform_feedback_vertex_count;
367 } else {
368 functions->BeginTransformFeedback = brw_begin_transform_feedback;
369 functions->EndTransformFeedback = brw_end_transform_feedback;
370 functions->PauseTransformFeedback = brw_pause_transform_feedback;
371 functions->ResumeTransformFeedback = brw_resume_transform_feedback;
372 functions->GetTransformFeedbackVertexCount =
373 brw_get_transform_feedback_vertex_count;
374 }
375
376 if (devinfo->gen >= 6)
377 functions->GetSamplePosition = gen6_get_sample_position;
378
379 /* GL_ARB_get_program_binary */
380 brw_program_binary_init(brw->screen->deviceID);
381 functions->GetProgramBinaryDriverSHA1 = brw_get_program_binary_driver_sha1;
382 functions->ProgramBinarySerializeDriverBlob = brw_serialize_program_binary;
383 functions->ProgramBinaryDeserializeDriverBlob =
384 brw_deserialize_program_binary;
385
386 if (brw->screen->disk_cache) {
387 functions->ShaderCacheSerializeDriverBlob = brw_program_serialize_nir;
388 }
389
390 functions->SetBackgroundContext = brw_set_background_context;
391 }
392
393 static void
394 brw_initialize_spirv_supported_capabilities(struct brw_context *brw)
395 {
396 const struct gen_device_info *devinfo = &brw->screen->devinfo;
397 struct gl_context *ctx = &brw->ctx;
398
399 /* The following SPIR-V capabilities are only supported on gen7+. In theory
400 * you should enable the extension only on gen7+, but just in case let's
401 * assert it.
402 */
403 assert(devinfo->gen >= 7);
404
405 ctx->Const.SpirVCapabilities.atomic_storage = devinfo->gen >= 7;
406 ctx->Const.SpirVCapabilities.draw_parameters = true;
407 ctx->Const.SpirVCapabilities.float64 = devinfo->gen >= 8;
408 ctx->Const.SpirVCapabilities.geometry_streams = devinfo->gen >= 7;
409 ctx->Const.SpirVCapabilities.image_write_without_format = true;
410 ctx->Const.SpirVCapabilities.int64 = devinfo->gen >= 8;
411 ctx->Const.SpirVCapabilities.tessellation = true;
412 ctx->Const.SpirVCapabilities.transform_feedback = devinfo->gen >= 7;
413 ctx->Const.SpirVCapabilities.variable_pointers = true;
414 ctx->Const.SpirVCapabilities.integer_functions2 = devinfo->gen >= 8;
415 }
416
417 static void
418 brw_initialize_context_constants(struct brw_context *brw)
419 {
420 const struct gen_device_info *devinfo = &brw->screen->devinfo;
421 struct gl_context *ctx = &brw->ctx;
422 const struct brw_compiler *compiler = brw->screen->compiler;
423
424 const bool stage_exists[MESA_SHADER_STAGES] = {
425 [MESA_SHADER_VERTEX] = true,
426 [MESA_SHADER_TESS_CTRL] = devinfo->gen >= 7,
427 [MESA_SHADER_TESS_EVAL] = devinfo->gen >= 7,
428 [MESA_SHADER_GEOMETRY] = devinfo->gen >= 6,
429 [MESA_SHADER_FRAGMENT] = true,
430 [MESA_SHADER_COMPUTE] =
431 (_mesa_is_desktop_gl(ctx) &&
432 ctx->Const.MaxComputeWorkGroupSize[0] >= 1024) ||
433 (ctx->API == API_OPENGLES2 &&
434 ctx->Const.MaxComputeWorkGroupSize[0] >= 128),
435 };
436
437 unsigned num_stages = 0;
438 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
439 if (stage_exists[i])
440 num_stages++;
441 }
442
443 unsigned max_samplers =
444 devinfo->gen >= 8 || devinfo->is_haswell ? BRW_MAX_TEX_UNIT : 16;
445
446 ctx->Const.MaxDualSourceDrawBuffers = 1;
447 ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
448 ctx->Const.MaxCombinedShaderOutputResources =
449 MAX_IMAGE_UNITS + BRW_MAX_DRAW_BUFFERS;
450
451 /* The timestamp register we can read for glGetTimestamp() is
452 * sometimes only 32 bits, before scaling to nanoseconds (depending
453 * on kernel).
454 *
455 * Once scaled to nanoseconds the timestamp would roll over at a
456 * non-power-of-two, so an application couldn't use
457 * GL_QUERY_COUNTER_BITS to handle rollover correctly. Instead, we
458 * report 36 bits and truncate at that (rolling over 5 times as
459 * often as the HW counter), and when the 32-bit counter rolls
460 * over, it happens to also be at a rollover in the reported value
461 * from near (1<<36) to 0.
462 *
463 * The low 32 bits rolls over in ~343 seconds. Our 36-bit result
464 * rolls over every ~69 seconds.
465 */
466 ctx->Const.QueryCounterBits.Timestamp = 36;
467
468 ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
469 ctx->Const.MaxImageUnits = MAX_IMAGE_UNITS;
470 if (devinfo->gen >= 7) {
471 ctx->Const.MaxRenderbufferSize = 16384;
472 ctx->Const.MaxTextureSize = 16384;
473 ctx->Const.MaxCubeTextureLevels = 15; /* 16384 */
474 } else {
475 ctx->Const.MaxRenderbufferSize = 8192;
476 ctx->Const.MaxTextureSize = 8192;
477 ctx->Const.MaxCubeTextureLevels = 14; /* 8192 */
478 }
479 ctx->Const.Max3DTextureLevels = 12; /* 2048 */
480 ctx->Const.MaxArrayTextureLayers = devinfo->gen >= 7 ? 2048 : 512;
481 ctx->Const.MaxTextureMbytes = 1536;
482 ctx->Const.MaxTextureRectSize = devinfo->gen >= 7 ? 16384 : 8192;
483 ctx->Const.MaxTextureMaxAnisotropy = 16.0;
484 ctx->Const.MaxTextureLodBias = 15.0;
485 ctx->Const.StripTextureBorder = true;
486 if (devinfo->gen >= 7) {
487 ctx->Const.MaxProgramTextureGatherComponents = 4;
488 ctx->Const.MinProgramTextureGatherOffset = -32;
489 ctx->Const.MaxProgramTextureGatherOffset = 31;
490 } else if (devinfo->gen == 6) {
491 ctx->Const.MaxProgramTextureGatherComponents = 1;
492 ctx->Const.MinProgramTextureGatherOffset = -8;
493 ctx->Const.MaxProgramTextureGatherOffset = 7;
494 }
495
496 ctx->Const.MaxUniformBlockSize = 65536;
497
498 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
499 struct gl_program_constants *prog = &ctx->Const.Program[i];
500
501 if (!stage_exists[i])
502 continue;
503
504 prog->MaxTextureImageUnits = max_samplers;
505
506 prog->MaxUniformBlocks = BRW_MAX_UBO;
507 prog->MaxCombinedUniformComponents =
508 prog->MaxUniformComponents +
509 ctx->Const.MaxUniformBlockSize / 4 * prog->MaxUniformBlocks;
510
511 prog->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
512 prog->MaxAtomicBuffers = BRW_MAX_ABO;
513 prog->MaxImageUniforms = compiler->scalar_stage[i] ? BRW_MAX_IMAGES : 0;
514 prog->MaxShaderStorageBlocks = BRW_MAX_SSBO;
515 }
516
517 ctx->Const.MaxTextureUnits =
518 MIN2(ctx->Const.MaxTextureCoordUnits,
519 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
520
521 ctx->Const.MaxUniformBufferBindings = num_stages * BRW_MAX_UBO;
522 ctx->Const.MaxCombinedUniformBlocks = num_stages * BRW_MAX_UBO;
523 ctx->Const.MaxCombinedAtomicBuffers = num_stages * BRW_MAX_ABO;
524 ctx->Const.MaxCombinedShaderStorageBlocks = num_stages * BRW_MAX_SSBO;
525 ctx->Const.MaxShaderStorageBufferBindings = num_stages * BRW_MAX_SSBO;
526 ctx->Const.MaxCombinedTextureImageUnits = num_stages * max_samplers;
527 ctx->Const.MaxCombinedImageUniforms = num_stages * BRW_MAX_IMAGES;
528
529
530 /* Hardware only supports a limited number of transform feedback buffers.
531 * So we need to override the Mesa default (which is based only on software
532 * limits).
533 */
534 ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS;
535
536 /* On Gen6, in the worst case, we use up one binding table entry per
537 * transform feedback component (see comments above the definition of
538 * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
539 * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
540 * BRW_MAX_SOL_BINDINGS.
541 *
542 * In "separate components" mode, we need to divide this value by
543 * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
544 * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
545 */
546 ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS;
547 ctx->Const.MaxTransformFeedbackSeparateComponents =
548 BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
549
550 ctx->Const.AlwaysUseGetTransformFeedbackVertexCount =
551 !can_do_mi_math_and_lrr(brw->screen);
552
553 int max_samples;
554 const int *msaa_modes = intel_supported_msaa_modes(brw->screen);
555 const int clamp_max_samples =
556 driQueryOptioni(&brw->optionCache, "clamp_max_samples");
557
558 if (clamp_max_samples < 0) {
559 max_samples = msaa_modes[0];
560 } else {
561 /* Select the largest supported MSAA mode that does not exceed
562 * clamp_max_samples.
563 */
564 max_samples = 0;
565 for (int i = 0; msaa_modes[i] != 0; ++i) {
566 if (msaa_modes[i] <= clamp_max_samples) {
567 max_samples = msaa_modes[i];
568 break;
569 }
570 }
571 }
572
573 ctx->Const.MaxSamples = max_samples;
574 ctx->Const.MaxColorTextureSamples = max_samples;
575 ctx->Const.MaxDepthTextureSamples = max_samples;
576 ctx->Const.MaxIntegerSamples = max_samples;
577 ctx->Const.MaxImageSamples = 0;
578
579 /* gen6_set_sample_maps() sets SampleMap{2,4,8}x variables which are used
580 * to map indices of rectangular grid to sample numbers within a pixel.
581 * These variables are used by GL_EXT_framebuffer_multisample_blit_scaled
582 * extension implementation. For more details see the comment above
583 * gen6_set_sample_maps() definition.
584 */
585 gen6_set_sample_maps(ctx);
586
587 ctx->Const.MinLineWidth = 1.0;
588 ctx->Const.MinLineWidthAA = 1.0;
589 if (devinfo->gen >= 6) {
590 ctx->Const.MaxLineWidth = 7.375;
591 ctx->Const.MaxLineWidthAA = 7.375;
592 ctx->Const.LineWidthGranularity = 0.125;
593 } else {
594 ctx->Const.MaxLineWidth = 7.0;
595 ctx->Const.MaxLineWidthAA = 7.0;
596 ctx->Const.LineWidthGranularity = 0.5;
597 }
598
599 /* For non-antialiased lines, we have to round the line width to the
600 * nearest whole number. Make sure that we don't advertise a line
601 * width that, when rounded, will be beyond the actual hardware
602 * maximum.
603 */
604 assert(roundf(ctx->Const.MaxLineWidth) <= ctx->Const.MaxLineWidth);
605
606 ctx->Const.MinPointSize = 1.0;
607 ctx->Const.MinPointSizeAA = 1.0;
608 ctx->Const.MaxPointSize = 255.0;
609 ctx->Const.MaxPointSizeAA = 255.0;
610 ctx->Const.PointSizeGranularity = 1.0;
611
612 if (devinfo->gen >= 5 || devinfo->is_g4x)
613 ctx->Const.MaxClipPlanes = 8;
614
615 ctx->Const.GLSLFragCoordIsSysVal = true;
616 ctx->Const.GLSLFrontFacingIsSysVal = true;
617 ctx->Const.GLSLTessLevelsAsInputs = true;
618 ctx->Const.PrimitiveRestartForPatches = true;
619
620 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeInstructions = 16 * 1024;
621 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAluInstructions = 0;
622 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexInstructions = 0;
623 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexIndirections = 0;
624 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAluInstructions = 0;
625 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexInstructions = 0;
626 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexIndirections = 0;
627 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAttribs = 16;
628 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTemps = 256;
629 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAddressRegs = 1;
630 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters = 1024;
631 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams =
632 MIN2(ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters,
633 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams);
634
635 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = 1024;
636 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = 1024;
637 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = 1024;
638 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = 1024;
639 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 12;
640 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = 256;
641 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0;
642 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = 1024;
643 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
644 MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
645 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
646
647 /* Fragment shaders use real, 32-bit twos-complement integers for all
648 * integer types.
649 */
650 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMin = 31;
651 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMax = 30;
652 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.Precision = 0;
653 ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
654 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
655
656 ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMin = 31;
657 ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMax = 30;
658 ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.Precision = 0;
659 ctx->Const.Program[MESA_SHADER_VERTEX].HighInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
660 ctx->Const.Program[MESA_SHADER_VERTEX].MediumInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
661
662 /* Gen6 converts quads to polygon in beginning of 3D pipeline,
663 * but we're not sure how it's actually done for vertex order,
664 * that affect provoking vertex decision. Always use last vertex
665 * convention for quad primitive which works as expected for now.
666 */
667 if (devinfo->gen >= 6)
668 ctx->Const.QuadsFollowProvokingVertexConvention = false;
669
670 ctx->Const.NativeIntegers = true;
671
672 /* Regarding the CMP instruction, the Ivybridge PRM says:
673 *
674 * "For each enabled channel 0b or 1b is assigned to the appropriate flag
675 * bit and 0/all zeros or all ones (e.g, byte 0xFF, word 0xFFFF, DWord
676 * 0xFFFFFFFF) is assigned to dst."
677 *
678 * but PRMs for earlier generations say
679 *
680 * "In dword format, one GRF may store up to 8 results. When the register
681 * is used later as a vector of Booleans, as only LSB at each channel
682 * contains meaning [sic] data, software should make sure all higher bits
683 * are masked out (e.g. by 'and-ing' an [sic] 0x01 constant)."
684 *
685 * We select the representation of a true boolean uniform to be ~0, and fix
686 * the results of Gen <= 5 CMP instruction's with -(result & 1).
687 */
688 ctx->Const.UniformBooleanTrue = ~0;
689
690 /* From the gen4 PRM, volume 4 page 127:
691 *
692 * "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
693 * the base address of the first element of the surface, computed in
694 * software by adding the surface base address to the byte offset of
695 * the element in the buffer."
696 *
697 * However, unaligned accesses are slower, so enforce buffer alignment.
698 *
699 * In order to push UBO data, 3DSTATE_CONSTANT_XS imposes an additional
700 * restriction: the start of the buffer needs to be 32B aligned.
701 */
702 ctx->Const.UniformBufferOffsetAlignment = 32;
703
704 /* ShaderStorageBufferOffsetAlignment should be a cacheline (64 bytes) so
705 * that we can safely have the CPU and GPU writing the same SSBO on
706 * non-cachecoherent systems (our Atom CPUs). With UBOs, the GPU never
707 * writes, so there's no problem. For an SSBO, the GPU and the CPU can
708 * be updating disjoint regions of the buffer simultaneously and that will
709 * break if the regions overlap the same cacheline.
710 */
711 ctx->Const.ShaderStorageBufferOffsetAlignment = 64;
712 ctx->Const.TextureBufferOffsetAlignment = 16;
713 ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024;
714
715 if (devinfo->gen >= 6) {
716 ctx->Const.MaxVarying = 32;
717 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 128;
718 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
719 compiler->scalar_stage[MESA_SHADER_GEOMETRY] ? 128 : 64;
720 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
721 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
722 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents = 128;
723 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents = 128;
724 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents = 128;
725 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents = 128;
726 }
727
728 /* We want the GLSL compiler to emit code that uses condition codes */
729 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
730 ctx->Const.ShaderCompilerOptions[i] =
731 brw->screen->compiler->glsl_compiler_options[i];
732 }
733
734 if (devinfo->gen >= 7) {
735 ctx->Const.MaxViewportWidth = 32768;
736 ctx->Const.MaxViewportHeight = 32768;
737 }
738
739 /* ARB_viewport_array, OES_viewport_array */
740 if (devinfo->gen >= 6) {
741 ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
742 ctx->Const.ViewportSubpixelBits = 8;
743
744 /* Cast to float before negating because MaxViewportWidth is unsigned.
745 */
746 ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
747 ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
748 }
749
750 /* ARB_gpu_shader5 */
751 if (devinfo->gen >= 7)
752 ctx->Const.MaxVertexStreams = MIN2(4, MAX_VERTEX_STREAMS);
753
754 /* ARB_framebuffer_no_attachments */
755 ctx->Const.MaxFramebufferWidth = 16384;
756 ctx->Const.MaxFramebufferHeight = 16384;
757 ctx->Const.MaxFramebufferLayers = ctx->Const.MaxArrayTextureLayers;
758 ctx->Const.MaxFramebufferSamples = max_samples;
759
760 /* OES_primitive_bounding_box */
761 ctx->Const.NoPrimitiveBoundingBoxOutput = true;
762
763 /* TODO: We should be able to use STD430 packing by default on all hardware
764 * but some piglit tests [1] currently fail on SNB when this is enabled.
765 * The problem is the messages we're using for doing uniform pulls
766 * in the vec4 back-end on SNB is the OWORD block load instruction, which
767 * takes its offset in units of OWORDS (16 bytes). On IVB+, we use the
768 * sampler which doesn't have these restrictions.
769 *
770 * In the scalar back-end, we use the sampler for dynamic uniform loads and
771 * pull an entire cache line at a time for constant offset loads both of
772 * which support almost any alignment.
773 *
774 * [1] glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test
775 */
776 if (devinfo->gen >= 7)
777 ctx->Const.UseSTD430AsDefaultPacking = true;
778
779 if (!(ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT))
780 ctx->Const.AllowMappedBuffersDuringExecution = true;
781
782 /* GL_ARB_get_program_binary */
783 ctx->Const.NumProgramBinaryFormats = 1;
784 }
785
786 static void
787 brw_initialize_cs_context_constants(struct brw_context *brw)
788 {
789 struct gl_context *ctx = &brw->ctx;
790 const struct intel_screen *screen = brw->screen;
791 struct gen_device_info *devinfo = &brw->screen->devinfo;
792
793 /* FINISHME: Do this for all platforms that the kernel supports */
794 if (devinfo->is_cherryview &&
795 screen->subslice_total > 0 && screen->eu_total > 0) {
796 /* Logical CS threads = EUs per subslice * 7 threads per EU */
797 uint32_t max_cs_threads = screen->eu_total / screen->subslice_total * 7;
798
799 /* Fuse configurations may give more threads than expected, never less. */
800 if (max_cs_threads > devinfo->max_cs_threads)
801 devinfo->max_cs_threads = max_cs_threads;
802 }
803
804 /* Maximum number of scalar compute shader invocations that can be run in
805 * parallel in the same subslice assuming SIMD32 dispatch.
806 *
807 * We don't advertise more than 64 threads, because we are limited to 64 by
808 * our usage of thread_width_max in the gpgpu walker command. This only
809 * currently impacts Haswell, which otherwise might be able to advertise 70
810 * threads. With SIMD32 and 64 threads, Haswell still provides twice the
811 * required the number of invocation needed for ARB_compute_shader.
812 */
813 const unsigned max_threads = MIN2(64, devinfo->max_cs_threads);
814 const uint32_t max_invocations = 32 * max_threads;
815 ctx->Const.MaxComputeWorkGroupSize[0] = max_invocations;
816 ctx->Const.MaxComputeWorkGroupSize[1] = max_invocations;
817 ctx->Const.MaxComputeWorkGroupSize[2] = max_invocations;
818 ctx->Const.MaxComputeWorkGroupInvocations = max_invocations;
819 ctx->Const.MaxComputeSharedMemorySize = 64 * 1024;
820 }
821
822 /**
823 * Process driconf (drirc) options, setting appropriate context flags.
824 *
825 * intelInitExtensions still pokes at optionCache directly, in order to
826 * avoid advertising various extensions. No flags are set, so it makes
827 * sense to continue doing that there.
828 */
829 static void
830 brw_process_driconf_options(struct brw_context *brw)
831 {
832 const struct gen_device_info *devinfo = &brw->screen->devinfo;
833 struct gl_context *ctx = &brw->ctx;
834
835 driOptionCache *options = &brw->optionCache;
836 driParseConfigFiles(options, &brw->screen->optionCache,
837 brw->driContext->driScreenPriv->myNum,
838 "i965", NULL, NULL, 0);
839
840 if (INTEL_DEBUG & DEBUG_NO_HIZ) {
841 brw->has_hiz = false;
842 /* On gen6, you can only do separate stencil with HIZ. */
843 if (devinfo->gen == 6)
844 brw->has_separate_stencil = false;
845 }
846
847 if (driQueryOptionb(options, "mesa_no_error"))
848 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
849
850 if (driQueryOptionb(options, "always_flush_batch")) {
851 fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
852 brw->always_flush_batch = true;
853 }
854
855 if (driQueryOptionb(options, "always_flush_cache")) {
856 fprintf(stderr, "flushing GPU caches before/after each draw call\n");
857 brw->always_flush_cache = true;
858 }
859
860 if (driQueryOptionb(options, "disable_throttling")) {
861 fprintf(stderr, "disabling flush throttling\n");
862 brw->disable_throttling = true;
863 }
864
865 brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
866
867 if (driQueryOptionb(&brw->optionCache, "precise_trig"))
868 brw->screen->compiler->precise_trig = true;
869
870 ctx->Const.ForceGLSLExtensionsWarn =
871 driQueryOptionb(options, "force_glsl_extensions_warn");
872
873 ctx->Const.ForceGLSLVersion =
874 driQueryOptioni(options, "force_glsl_version");
875
876 ctx->Const.DisableGLSLLineContinuations =
877 driQueryOptionb(options, "disable_glsl_line_continuations");
878
879 ctx->Const.AllowGLSLExtensionDirectiveMidShader =
880 driQueryOptionb(options, "allow_glsl_extension_directive_midshader");
881
882 ctx->Const.AllowGLSLBuiltinVariableRedeclaration =
883 driQueryOptionb(options, "allow_glsl_builtin_variable_redeclaration");
884
885 ctx->Const.AllowHigherCompatVersion =
886 driQueryOptionb(options, "allow_higher_compat_version");
887
888 ctx->Const.ForceGLSLAbsSqrt =
889 driQueryOptionb(options, "force_glsl_abs_sqrt");
890
891 ctx->Const.GLSLZeroInit = driQueryOptionb(options, "glsl_zero_init");
892
893 brw->dual_color_blend_by_location =
894 driQueryOptionb(options, "dual_color_blend_by_location");
895
896 ctx->Const.AllowGLSLCrossStageInterpolationMismatch =
897 driQueryOptionb(options, "allow_glsl_cross_stage_interpolation_mismatch");
898
899 ctx->Const.dri_config_options_sha1 = ralloc_array(brw, unsigned char, 20);
900 driComputeOptionsSha1(&brw->screen->optionCache,
901 ctx->Const.dri_config_options_sha1);
902 }
903
904 GLboolean
905 brwCreateContext(gl_api api,
906 const struct gl_config *mesaVis,
907 __DRIcontext *driContextPriv,
908 const struct __DriverContextConfig *ctx_config,
909 unsigned *dri_ctx_error,
910 void *sharedContextPrivate)
911 {
912 struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
913 struct intel_screen *screen = driContextPriv->driScreenPriv->driverPrivate;
914 const struct gen_device_info *devinfo = &screen->devinfo;
915 struct dd_function_table functions;
916
917 /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
918 * provides us with context reset notifications.
919 */
920 uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG |
921 __DRI_CTX_FLAG_FORWARD_COMPATIBLE |
922 __DRI_CTX_FLAG_NO_ERROR;
923
924 if (screen->has_context_reset_notification)
925 allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
926
927 if (ctx_config->flags & ~allowed_flags) {
928 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
929 return false;
930 }
931
932 if (ctx_config->attribute_mask &
933 ~(__DRIVER_CONTEXT_ATTRIB_RESET_STRATEGY |
934 __DRIVER_CONTEXT_ATTRIB_PRIORITY)) {
935 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_ATTRIBUTE;
936 return false;
937 }
938
939 bool notify_reset =
940 ((ctx_config->attribute_mask & __DRIVER_CONTEXT_ATTRIB_RESET_STRATEGY) &&
941 ctx_config->reset_strategy != __DRI_CTX_RESET_NO_NOTIFICATION);
942
943 struct brw_context *brw = rzalloc(NULL, struct brw_context);
944 if (!brw) {
945 fprintf(stderr, "%s: failed to alloc context\n", __func__);
946 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
947 return false;
948 }
949 brw->perf_ctx = gen_perf_new_context(brw);
950
951 driContextPriv->driverPrivate = brw;
952 brw->driContext = driContextPriv;
953 brw->screen = screen;
954 brw->bufmgr = screen->bufmgr;
955
956 brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
957 brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
958
959 brw->has_swizzling = screen->hw_has_swizzling;
960
961 brw->isl_dev = screen->isl_dev;
962
963 brw->vs.base.stage = MESA_SHADER_VERTEX;
964 brw->tcs.base.stage = MESA_SHADER_TESS_CTRL;
965 brw->tes.base.stage = MESA_SHADER_TESS_EVAL;
966 brw->gs.base.stage = MESA_SHADER_GEOMETRY;
967 brw->wm.base.stage = MESA_SHADER_FRAGMENT;
968 brw->cs.base.stage = MESA_SHADER_COMPUTE;
969
970 brw_init_driver_functions(brw, &functions);
971
972 if (notify_reset)
973 functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
974
975 brw_process_driconf_options(brw);
976
977 if (api == API_OPENGL_CORE &&
978 driQueryOptionb(&screen->optionCache, "force_compat_profile")) {
979 api = API_OPENGL_COMPAT;
980 }
981
982 struct gl_context *ctx = &brw->ctx;
983
984 if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
985 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
986 fprintf(stderr, "%s: failed to init mesa context\n", __func__);
987 intelDestroyContext(driContextPriv);
988 return false;
989 }
990
991 driContextSetFlags(ctx, ctx_config->flags);
992
993 /* Initialize the software rasterizer and helper modules.
994 *
995 * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
996 * software fallbacks (which we have to support on legacy GL to do weird
997 * glDrawPixels(), glBitmap(), and other functions).
998 */
999 if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
1000 _swrast_CreateContext(ctx);
1001 }
1002
1003 _vbo_CreateContext(ctx);
1004 if (ctx->swrast_context) {
1005 _tnl_CreateContext(ctx);
1006 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
1007 _swsetup_CreateContext(ctx);
1008
1009 /* Configure swrast to match hardware characteristics: */
1010 _swrast_allow_pixel_fog(ctx, false);
1011 _swrast_allow_vertex_fog(ctx, true);
1012 }
1013
1014 _mesa_meta_init(ctx);
1015
1016 if (INTEL_DEBUG & DEBUG_PERF)
1017 brw->perf_debug = true;
1018
1019 brw_initialize_cs_context_constants(brw);
1020 brw_initialize_context_constants(brw);
1021
1022 ctx->Const.ResetStrategy = notify_reset
1023 ? GL_LOSE_CONTEXT_ON_RESET_ARB : GL_NO_RESET_NOTIFICATION_ARB;
1024
1025 /* Reinitialize the context point state. It depends on ctx->Const values. */
1026 _mesa_init_point(ctx);
1027
1028 intel_fbo_init(brw);
1029
1030 intel_batchbuffer_init(brw);
1031
1032 /* Create a new hardware context. Using a hardware context means that
1033 * our GPU state will be saved/restored on context switch, allowing us
1034 * to assume that the GPU is in the same state we left it in.
1035 *
1036 * This is required for transform feedback buffer offsets, query objects,
1037 * and also allows us to reduce how much state we have to emit.
1038 */
1039 brw->hw_ctx = brw_create_hw_context(brw->bufmgr);
1040 if (!brw->hw_ctx && devinfo->gen >= 6) {
1041 fprintf(stderr, "Failed to create hardware context.\n");
1042 intelDestroyContext(driContextPriv);
1043 return false;
1044 }
1045
1046 if (brw->hw_ctx) {
1047 int hw_priority = GEN_CONTEXT_MEDIUM_PRIORITY;
1048 if (ctx_config->attribute_mask & __DRIVER_CONTEXT_ATTRIB_PRIORITY) {
1049 switch (ctx_config->priority) {
1050 case __DRI_CTX_PRIORITY_LOW:
1051 hw_priority = GEN_CONTEXT_LOW_PRIORITY;
1052 break;
1053 case __DRI_CTX_PRIORITY_HIGH:
1054 hw_priority = GEN_CONTEXT_HIGH_PRIORITY;
1055 break;
1056 }
1057 }
1058 if (hw_priority != I915_CONTEXT_DEFAULT_PRIORITY &&
1059 brw_hw_context_set_priority(brw->bufmgr, brw->hw_ctx, hw_priority)) {
1060 fprintf(stderr,
1061 "Failed to set priority [%d:%d] for hardware context.\n",
1062 ctx_config->priority, hw_priority);
1063 intelDestroyContext(driContextPriv);
1064 return false;
1065 }
1066 }
1067
1068 if (brw_init_pipe_control(brw, devinfo)) {
1069 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
1070 intelDestroyContext(driContextPriv);
1071 return false;
1072 }
1073
1074 brw_upload_init(&brw->upload, brw->bufmgr, 65536);
1075
1076 brw_init_state(brw);
1077
1078 intelInitExtensions(ctx);
1079
1080 brw_init_surface_formats(brw);
1081
1082 brw_blorp_init(brw);
1083
1084 brw->urb.size = devinfo->urb.size;
1085
1086 if (devinfo->gen == 6)
1087 brw->urb.gs_present = false;
1088
1089 brw->prim_restart.in_progress = false;
1090 brw->prim_restart.enable_cut_index = false;
1091 brw->gs.enabled = false;
1092 brw->clip.viewport_count = 1;
1093
1094 brw->predicate.state = BRW_PREDICATE_STATE_RENDER;
1095
1096 brw->max_gtt_map_object_size = screen->max_gtt_map_object_size;
1097
1098 ctx->VertexProgram._MaintainTnlProgram = true;
1099 ctx->FragmentProgram._MaintainTexEnvProgram = true;
1100
1101 brw_draw_init( brw );
1102
1103 if ((ctx_config->flags & __DRI_CTX_FLAG_DEBUG) != 0) {
1104 /* Turn on some extra GL_ARB_debug_output generation. */
1105 brw->perf_debug = true;
1106 }
1107
1108 if ((ctx_config->flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0) {
1109 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
1110 ctx->Const.RobustAccess = GL_TRUE;
1111 }
1112
1113 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
1114 brw_init_shader_time(brw);
1115
1116 _mesa_override_extensions(ctx);
1117 _mesa_compute_version(ctx);
1118
1119 /* GL_ARB_gl_spirv */
1120 if (ctx->Extensions.ARB_gl_spirv) {
1121 brw_initialize_spirv_supported_capabilities(brw);
1122
1123 if (ctx->Extensions.ARB_spirv_extensions) {
1124 /* GL_ARB_spirv_extensions */
1125 ctx->Const.SpirVExtensions = MALLOC_STRUCT(spirv_supported_extensions);
1126 _mesa_fill_supported_spirv_extensions(ctx->Const.SpirVExtensions,
1127 &ctx->Const.SpirVCapabilities);
1128 }
1129 }
1130
1131 _mesa_initialize_dispatch_tables(ctx);
1132 _mesa_initialize_vbo_vtxfmt(ctx);
1133
1134 if (ctx->Extensions.INTEL_performance_query)
1135 brw_init_performance_queries(brw);
1136
1137 vbo_use_buffer_objects(ctx);
1138
1139 brw->ctx.Cache = brw->screen->disk_cache;
1140
1141 if (driContextPriv->driScreenPriv->dri2.backgroundCallable &&
1142 driQueryOptionb(&screen->optionCache, "mesa_glthread")) {
1143 /* Loader supports multithreading, and so do we. */
1144 _mesa_glthread_init(ctx);
1145 }
1146
1147 return true;
1148 }
1149
1150 void
1151 intelDestroyContext(__DRIcontext * driContextPriv)
1152 {
1153 struct brw_context *brw =
1154 (struct brw_context *) driContextPriv->driverPrivate;
1155 struct gl_context *ctx = &brw->ctx;
1156
1157 GET_CURRENT_CONTEXT(curctx);
1158
1159 if (curctx == NULL) {
1160 /* No current context, but we need one to release
1161 * renderbuffer surface when we release framebuffer.
1162 * So temporarily bind the context.
1163 */
1164 _mesa_make_current(ctx, NULL, NULL);
1165 }
1166
1167 _mesa_glthread_destroy(&brw->ctx);
1168
1169 _mesa_meta_free(&brw->ctx);
1170
1171 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
1172 /* Force a report. */
1173 brw->shader_time.report_time = 0;
1174
1175 brw_collect_and_report_shader_time(brw);
1176 brw_destroy_shader_time(brw);
1177 }
1178
1179 blorp_finish(&brw->blorp);
1180
1181 brw_destroy_state(brw);
1182 brw_draw_destroy(brw);
1183
1184 brw_bo_unreference(brw->curbe.curbe_bo);
1185
1186 brw_bo_unreference(brw->vs.base.scratch_bo);
1187 brw_bo_unreference(brw->tcs.base.scratch_bo);
1188 brw_bo_unreference(brw->tes.base.scratch_bo);
1189 brw_bo_unreference(brw->gs.base.scratch_bo);
1190 brw_bo_unreference(brw->wm.base.scratch_bo);
1191
1192 brw_bo_unreference(brw->vs.base.push_const_bo);
1193 brw_bo_unreference(brw->tcs.base.push_const_bo);
1194 brw_bo_unreference(brw->tes.base.push_const_bo);
1195 brw_bo_unreference(brw->gs.base.push_const_bo);
1196 brw_bo_unreference(brw->wm.base.push_const_bo);
1197
1198 brw_destroy_hw_context(brw->bufmgr, brw->hw_ctx);
1199
1200 if (ctx->swrast_context) {
1201 _swsetup_DestroyContext(&brw->ctx);
1202 _tnl_DestroyContext(&brw->ctx);
1203 }
1204 _vbo_DestroyContext(&brw->ctx);
1205
1206 if (ctx->swrast_context)
1207 _swrast_DestroyContext(&brw->ctx);
1208
1209 brw_fini_pipe_control(brw);
1210 intel_batchbuffer_free(&brw->batch);
1211
1212 brw_bo_unreference(brw->throttle_batch[1]);
1213 brw_bo_unreference(brw->throttle_batch[0]);
1214 brw->throttle_batch[1] = NULL;
1215 brw->throttle_batch[0] = NULL;
1216
1217 driDestroyOptionCache(&brw->optionCache);
1218
1219 /* free the Mesa context */
1220 _mesa_free_context_data(&brw->ctx);
1221
1222 ralloc_free(brw);
1223 driContextPriv->driverPrivate = NULL;
1224 }
1225
1226 GLboolean
1227 intelUnbindContext(__DRIcontext * driContextPriv)
1228 {
1229 struct gl_context *ctx = driContextPriv->driverPrivate;
1230 _mesa_glthread_finish(ctx);
1231
1232 /* Unset current context and dispath table */
1233 _mesa_make_current(NULL, NULL, NULL);
1234
1235 return true;
1236 }
1237
1238 /**
1239 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
1240 * on window system framebuffers.
1241 *
1242 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
1243 * your renderbuffer can do sRGB encode, and you can flip a switch that does
1244 * sRGB encode if the renderbuffer can handle it. You can ask specifically
1245 * for a visual where you're guaranteed to be capable, but it turns out that
1246 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
1247 * incapable ones, because there's no difference between the two in resources
1248 * used. Applications thus get built that accidentally rely on the default
1249 * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
1250 * great...
1251 *
1252 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
1253 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
1254 * So they removed the enable knob and made it "if the renderbuffer is sRGB
1255 * capable, do sRGB encode". Then, for your window system renderbuffers, you
1256 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
1257 * and get no sRGB encode (assuming that both kinds of visual are available).
1258 * Thus our choice to support sRGB by default on our visuals for desktop would
1259 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
1260 *
1261 * Unfortunately, renderbuffer setup happens before a context is created. So
1262 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
1263 * context (without an sRGB visual), we go turn that back off before anyone
1264 * finds out.
1265 */
1266 static void
1267 intel_gles3_srgb_workaround(struct brw_context *brw,
1268 struct gl_framebuffer *fb)
1269 {
1270 struct gl_context *ctx = &brw->ctx;
1271
1272 if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
1273 return;
1274
1275 for (int i = 0; i < BUFFER_COUNT; i++) {
1276 struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
1277
1278 /* Check if sRGB was specifically asked for. */
1279 struct intel_renderbuffer *irb = intel_get_renderbuffer(fb, i);
1280 if (irb && irb->need_srgb)
1281 return;
1282
1283 if (rb)
1284 rb->Format = _mesa_get_srgb_format_linear(rb->Format);
1285 }
1286 /* Disable sRGB from framebuffers that are not compatible. */
1287 fb->Visual.sRGBCapable = false;
1288 }
1289
1290 GLboolean
1291 intelMakeCurrent(__DRIcontext * driContextPriv,
1292 __DRIdrawable * driDrawPriv,
1293 __DRIdrawable * driReadPriv)
1294 {
1295 struct brw_context *brw;
1296
1297 if (driContextPriv)
1298 brw = (struct brw_context *) driContextPriv->driverPrivate;
1299 else
1300 brw = NULL;
1301
1302 if (driContextPriv) {
1303 struct gl_context *ctx = &brw->ctx;
1304 struct gl_framebuffer *fb, *readFb;
1305
1306 if (driDrawPriv == NULL) {
1307 fb = _mesa_get_incomplete_framebuffer();
1308 } else {
1309 fb = driDrawPriv->driverPrivate;
1310 driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
1311 }
1312
1313 if (driReadPriv == NULL) {
1314 readFb = _mesa_get_incomplete_framebuffer();
1315 } else {
1316 readFb = driReadPriv->driverPrivate;
1317 driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
1318 }
1319
1320 /* The sRGB workaround changes the renderbuffer's format. We must change
1321 * the format before the renderbuffer's miptree get's allocated, otherwise
1322 * the formats of the renderbuffer and its miptree will differ.
1323 */
1324 intel_gles3_srgb_workaround(brw, fb);
1325 intel_gles3_srgb_workaround(brw, readFb);
1326
1327 /* If the context viewport hasn't been initialized, force a call out to
1328 * the loader to get buffers so we have a drawable size for the initial
1329 * viewport. */
1330 if (!brw->ctx.ViewportInitialized)
1331 intel_prepare_render(brw);
1332
1333 _mesa_make_current(ctx, fb, readFb);
1334 } else {
1335 GET_CURRENT_CONTEXT(ctx);
1336 _mesa_glthread_finish(ctx);
1337 _mesa_make_current(NULL, NULL, NULL);
1338 }
1339
1340 return true;
1341 }
1342
1343 void
1344 intel_resolve_for_dri2_flush(struct brw_context *brw,
1345 __DRIdrawable *drawable)
1346 {
1347 const struct gen_device_info *devinfo = &brw->screen->devinfo;
1348
1349 if (devinfo->gen < 6) {
1350 /* MSAA and fast color clear are not supported, so don't waste time
1351 * checking whether a resolve is needed.
1352 */
1353 return;
1354 }
1355
1356 struct gl_framebuffer *fb = drawable->driverPrivate;
1357 struct intel_renderbuffer *rb;
1358
1359 /* Usually, only the back buffer will need to be downsampled. However,
1360 * the front buffer will also need it if the user has rendered into it.
1361 */
1362 static const gl_buffer_index buffers[2] = {
1363 BUFFER_BACK_LEFT,
1364 BUFFER_FRONT_LEFT,
1365 };
1366
1367 for (int i = 0; i < 2; ++i) {
1368 rb = intel_get_renderbuffer(fb, buffers[i]);
1369 if (rb == NULL || rb->mt == NULL)
1370 continue;
1371 if (rb->mt->surf.samples == 1) {
1372 assert(rb->mt_layer == 0 && rb->mt_level == 0 &&
1373 rb->layer_count == 1);
1374 intel_miptree_prepare_external(brw, rb->mt);
1375 } else {
1376 intel_renderbuffer_downsample(brw, rb);
1377
1378 /* Call prepare_external on the single-sample miptree to do any
1379 * needed resolves prior to handing it off to the window system.
1380 * This is needed in the case that rb->singlesample_mt is Y-tiled
1381 * with CCS_E enabled but without I915_FORMAT_MOD_Y_TILED_CCS_E. In
1382 * this case, the MSAA resolve above will write compressed data into
1383 * rb->singlesample_mt.
1384 *
1385 * TODO: Some day, if we decide to care about the tiny performance
1386 * hit we're taking by doing the MSAA resolve and then a CCS resolve,
1387 * we could detect this case and just allocate the single-sampled
1388 * miptree without aux. However, that would be a lot of plumbing and
1389 * this is a rather exotic case so it's not really worth it.
1390 */
1391 intel_miptree_prepare_external(brw, rb->singlesample_mt);
1392 }
1393 }
1394 }
1395
1396 static unsigned
1397 intel_bits_per_pixel(const struct intel_renderbuffer *rb)
1398 {
1399 return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
1400 }
1401
1402 static void
1403 intel_query_dri2_buffers(struct brw_context *brw,
1404 __DRIdrawable *drawable,
1405 __DRIbuffer **buffers,
1406 int *count);
1407
1408 static void
1409 intel_process_dri2_buffer(struct brw_context *brw,
1410 __DRIdrawable *drawable,
1411 __DRIbuffer *buffer,
1412 struct intel_renderbuffer *rb,
1413 const char *buffer_name);
1414
1415 static void
1416 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1417
1418 static void
1419 intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1420 {
1421 struct gl_framebuffer *fb = drawable->driverPrivate;
1422 struct intel_renderbuffer *rb;
1423 __DRIbuffer *buffers = NULL;
1424 int count;
1425 const char *region_name;
1426
1427 /* Set this up front, so that in case our buffers get invalidated
1428 * while we're getting new buffers, we don't clobber the stamp and
1429 * thus ignore the invalidate. */
1430 drawable->lastStamp = drawable->dri2.stamp;
1431
1432 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1433 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1434
1435 intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1436
1437 if (buffers == NULL)
1438 return;
1439
1440 for (int i = 0; i < count; i++) {
1441 switch (buffers[i].attachment) {
1442 case __DRI_BUFFER_FRONT_LEFT:
1443 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1444 region_name = "dri2 front buffer";
1445 break;
1446
1447 case __DRI_BUFFER_FAKE_FRONT_LEFT:
1448 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1449 region_name = "dri2 fake front buffer";
1450 break;
1451
1452 case __DRI_BUFFER_BACK_LEFT:
1453 rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1454 region_name = "dri2 back buffer";
1455 break;
1456
1457 case __DRI_BUFFER_DEPTH:
1458 case __DRI_BUFFER_HIZ:
1459 case __DRI_BUFFER_DEPTH_STENCIL:
1460 case __DRI_BUFFER_STENCIL:
1461 case __DRI_BUFFER_ACCUM:
1462 default:
1463 fprintf(stderr,
1464 "unhandled buffer attach event, attachment type %d\n",
1465 buffers[i].attachment);
1466 return;
1467 }
1468
1469 intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1470 }
1471
1472 }
1473
1474 void
1475 intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1476 {
1477 struct brw_context *brw = context->driverPrivate;
1478 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
1479
1480 /* Set this up front, so that in case our buffers get invalidated
1481 * while we're getting new buffers, we don't clobber the stamp and
1482 * thus ignore the invalidate. */
1483 drawable->lastStamp = drawable->dri2.stamp;
1484
1485 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1486 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1487
1488 if (dri_screen->image.loader)
1489 intel_update_image_buffers(brw, drawable);
1490 else
1491 intel_update_dri2_buffers(brw, drawable);
1492
1493 driUpdateFramebufferSize(&brw->ctx, drawable);
1494 }
1495
1496 /**
1497 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1498 * state is required.
1499 */
1500 void
1501 intel_prepare_render(struct brw_context *brw)
1502 {
1503 struct gl_context *ctx = &brw->ctx;
1504 __DRIcontext *driContext = brw->driContext;
1505 __DRIdrawable *drawable;
1506
1507 drawable = driContext->driDrawablePriv;
1508 if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1509 if (drawable->lastStamp != drawable->dri2.stamp)
1510 intel_update_renderbuffers(driContext, drawable);
1511 driContext->dri2.draw_stamp = drawable->dri2.stamp;
1512 }
1513
1514 drawable = driContext->driReadablePriv;
1515 if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1516 if (drawable->lastStamp != drawable->dri2.stamp)
1517 intel_update_renderbuffers(driContext, drawable);
1518 driContext->dri2.read_stamp = drawable->dri2.stamp;
1519 }
1520
1521 /* If we're currently rendering to the front buffer, the rendering
1522 * that will happen next will probably dirty the front buffer. So
1523 * mark it as dirty here.
1524 */
1525 if (_mesa_is_front_buffer_drawing(ctx->DrawBuffer) &&
1526 ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1527 brw->front_buffer_dirty = true;
1528 }
1529
1530 if (brw->is_shared_buffer_bound) {
1531 /* Subsequent rendering will probably dirty the shared buffer. */
1532 brw->is_shared_buffer_dirty = true;
1533 }
1534 }
1535
1536 /**
1537 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1538 *
1539 * To determine which DRI buffers to request, examine the renderbuffers
1540 * attached to the drawable's framebuffer. Then request the buffers with
1541 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1542 *
1543 * This is called from intel_update_renderbuffers().
1544 *
1545 * \param drawable Drawable whose buffers are queried.
1546 * \param buffers [out] List of buffers returned by DRI2 query.
1547 * \param buffer_count [out] Number of buffers returned.
1548 *
1549 * \see intel_update_renderbuffers()
1550 * \see DRI2GetBuffers()
1551 * \see DRI2GetBuffersWithFormat()
1552 */
1553 static void
1554 intel_query_dri2_buffers(struct brw_context *brw,
1555 __DRIdrawable *drawable,
1556 __DRIbuffer **buffers,
1557 int *buffer_count)
1558 {
1559 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
1560 struct gl_framebuffer *fb = drawable->driverPrivate;
1561 int i = 0;
1562 unsigned attachments[8];
1563
1564 struct intel_renderbuffer *front_rb;
1565 struct intel_renderbuffer *back_rb;
1566
1567 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1568 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1569
1570 memset(attachments, 0, sizeof(attachments));
1571 if ((_mesa_is_front_buffer_drawing(fb) ||
1572 _mesa_is_front_buffer_reading(fb) ||
1573 !back_rb) && front_rb) {
1574 /* If a fake front buffer is in use, then querying for
1575 * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1576 * the real front buffer to the fake front buffer. So before doing the
1577 * query, we need to make sure all the pending drawing has landed in the
1578 * real front buffer.
1579 */
1580 intel_batchbuffer_flush(brw);
1581 intel_flush_front(&brw->ctx);
1582
1583 attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1584 attachments[i++] = intel_bits_per_pixel(front_rb);
1585 } else if (front_rb && brw->front_buffer_dirty) {
1586 /* We have pending front buffer rendering, but we aren't querying for a
1587 * front buffer. If the front buffer we have is a fake front buffer,
1588 * the X server is going to throw it away when it processes the query.
1589 * So before doing the query, make sure all the pending drawing has
1590 * landed in the real front buffer.
1591 */
1592 intel_batchbuffer_flush(brw);
1593 intel_flush_front(&brw->ctx);
1594 }
1595
1596 if (back_rb) {
1597 attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1598 attachments[i++] = intel_bits_per_pixel(back_rb);
1599 }
1600
1601 assert(i <= ARRAY_SIZE(attachments));
1602
1603 *buffers =
1604 dri_screen->dri2.loader->getBuffersWithFormat(drawable,
1605 &drawable->w,
1606 &drawable->h,
1607 attachments, i / 2,
1608 buffer_count,
1609 drawable->loaderPrivate);
1610 }
1611
1612 /**
1613 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1614 *
1615 * This is called from intel_update_renderbuffers().
1616 *
1617 * \par Note:
1618 * DRI buffers whose attachment point is DRI2BufferStencil or
1619 * DRI2BufferDepthStencil are handled as special cases.
1620 *
1621 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1622 * that is passed to brw_bo_gem_create_from_name().
1623 *
1624 * \see intel_update_renderbuffers()
1625 */
1626 static void
1627 intel_process_dri2_buffer(struct brw_context *brw,
1628 __DRIdrawable *drawable,
1629 __DRIbuffer *buffer,
1630 struct intel_renderbuffer *rb,
1631 const char *buffer_name)
1632 {
1633 struct gl_framebuffer *fb = drawable->driverPrivate;
1634 struct brw_bo *bo;
1635
1636 if (!rb)
1637 return;
1638
1639 unsigned num_samples = rb->Base.Base.NumSamples;
1640
1641 /* We try to avoid closing and reopening the same BO name, because the first
1642 * use of a mapping of the buffer involves a bunch of page faulting which is
1643 * moderately expensive.
1644 */
1645 struct intel_mipmap_tree *last_mt;
1646 if (num_samples == 0)
1647 last_mt = rb->mt;
1648 else
1649 last_mt = rb->singlesample_mt;
1650
1651 uint32_t old_name = 0;
1652 if (last_mt) {
1653 /* The bo already has a name because the miptree was created by a
1654 * previous call to intel_process_dri2_buffer(). If a bo already has a
1655 * name, then brw_bo_flink() is a low-cost getter. It does not
1656 * create a new name.
1657 */
1658 brw_bo_flink(last_mt->bo, &old_name);
1659 }
1660
1661 if (old_name == buffer->name)
1662 return;
1663
1664 if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1665 fprintf(stderr,
1666 "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1667 buffer->name, buffer->attachment,
1668 buffer->cpp, buffer->pitch);
1669 }
1670
1671 bo = brw_bo_gem_create_from_name(brw->bufmgr, buffer_name,
1672 buffer->name);
1673 if (!bo) {
1674 fprintf(stderr,
1675 "Failed to open BO for returned DRI2 buffer "
1676 "(%dx%d, %s, named %d).\n"
1677 "This is likely a bug in the X Server that will lead to a "
1678 "crash soon.\n",
1679 drawable->w, drawable->h, buffer_name, buffer->name);
1680 return;
1681 }
1682
1683 uint32_t tiling, swizzle;
1684 brw_bo_get_tiling(bo, &tiling, &swizzle);
1685
1686 struct intel_mipmap_tree *mt =
1687 intel_miptree_create_for_bo(brw,
1688 bo,
1689 intel_rb_format(rb),
1690 0,
1691 drawable->w,
1692 drawable->h,
1693 1,
1694 buffer->pitch,
1695 isl_tiling_from_i915_tiling(tiling),
1696 MIPTREE_CREATE_DEFAULT);
1697 if (!mt) {
1698 brw_bo_unreference(bo);
1699 return;
1700 }
1701
1702 /* We got this BO from X11. We cana't assume that we have coherent texture
1703 * access because X may suddenly decide to use it for scan-out which would
1704 * destroy coherency.
1705 */
1706 bo->cache_coherent = false;
1707
1708 if (!intel_update_winsys_renderbuffer_miptree(brw, rb, mt,
1709 drawable->w, drawable->h,
1710 buffer->pitch)) {
1711 brw_bo_unreference(bo);
1712 intel_miptree_release(&mt);
1713 return;
1714 }
1715
1716 if (_mesa_is_front_buffer_drawing(fb) &&
1717 (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1718 buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1719 rb->Base.Base.NumSamples > 1) {
1720 intel_renderbuffer_upsample(brw, rb);
1721 }
1722
1723 assert(rb->mt);
1724
1725 brw_bo_unreference(bo);
1726 }
1727
1728 /**
1729 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1730 *
1731 * To determine which DRI buffers to request, examine the renderbuffers
1732 * attached to the drawable's framebuffer. Then request the buffers from
1733 * the image loader
1734 *
1735 * This is called from intel_update_renderbuffers().
1736 *
1737 * \param drawable Drawable whose buffers are queried.
1738 * \param buffers [out] List of buffers returned by DRI2 query.
1739 * \param buffer_count [out] Number of buffers returned.
1740 *
1741 * \see intel_update_renderbuffers()
1742 */
1743
1744 static void
1745 intel_update_image_buffer(struct brw_context *intel,
1746 __DRIdrawable *drawable,
1747 struct intel_renderbuffer *rb,
1748 __DRIimage *buffer,
1749 enum __DRIimageBufferMask buffer_type)
1750 {
1751 struct gl_framebuffer *fb = drawable->driverPrivate;
1752
1753 if (!rb || !buffer->bo)
1754 return;
1755
1756 unsigned num_samples = rb->Base.Base.NumSamples;
1757
1758 /* Check and see if we're already bound to the right
1759 * buffer object
1760 */
1761 struct intel_mipmap_tree *last_mt;
1762 if (num_samples == 0)
1763 last_mt = rb->mt;
1764 else
1765 last_mt = rb->singlesample_mt;
1766
1767 if (last_mt && last_mt->bo == buffer->bo) {
1768 if (buffer_type == __DRI_IMAGE_BUFFER_SHARED) {
1769 intel_miptree_make_shareable(intel, last_mt);
1770 }
1771 return;
1772 }
1773
1774 /* Only allow internal compression if samples == 0. For multisampled
1775 * window system buffers, the only thing the single-sampled buffer is used
1776 * for is as a resolve target. If we do any compression beyond what is
1777 * supported by the window system, we will just have to resolve so it's
1778 * probably better to just not bother.
1779 */
1780 const bool allow_internal_aux = (num_samples == 0);
1781
1782 struct intel_mipmap_tree *mt =
1783 intel_miptree_create_for_dri_image(intel, buffer, GL_TEXTURE_2D,
1784 intel_rb_format(rb),
1785 allow_internal_aux);
1786 if (!mt)
1787 return;
1788
1789 if (!intel_update_winsys_renderbuffer_miptree(intel, rb, mt,
1790 buffer->width, buffer->height,
1791 buffer->pitch)) {
1792 intel_miptree_release(&mt);
1793 return;
1794 }
1795
1796 if (_mesa_is_front_buffer_drawing(fb) &&
1797 buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1798 rb->Base.Base.NumSamples > 1) {
1799 intel_renderbuffer_upsample(intel, rb);
1800 }
1801
1802 if (buffer_type == __DRI_IMAGE_BUFFER_SHARED) {
1803 /* The compositor and the application may access this image
1804 * concurrently. The display hardware may even scanout the image while
1805 * the GPU is rendering to it. Aux surfaces cause difficulty with
1806 * concurrent access, so permanently disable aux for this miptree.
1807 *
1808 * Perhaps we could improve overall application performance by
1809 * re-enabling the aux surface when EGL_RENDER_BUFFER transitions to
1810 * EGL_BACK_BUFFER, then disabling it again when EGL_RENDER_BUFFER
1811 * returns to EGL_SINGLE_BUFFER. I expect the wins and losses with this
1812 * approach to be highly dependent on the application's GL usage.
1813 *
1814 * I [chadv] expect clever disabling/reenabling to be counterproductive
1815 * in the use cases I care about: applications that render nearly
1816 * realtime handwriting to the surface while possibly undergiong
1817 * simultaneously scanout as a display plane. The app requires low
1818 * render latency. Even though the app spends most of its time in
1819 * shared-buffer mode, it also frequently transitions between
1820 * shared-buffer (EGL_SINGLE_BUFFER) and double-buffer (EGL_BACK_BUFFER)
1821 * mode. Visual sutter during the transitions should be avoided.
1822 *
1823 * In this case, I [chadv] believe reducing the GPU workload at
1824 * shared-buffer/double-buffer transitions would offer a smoother app
1825 * experience than any savings due to aux compression. But I've
1826 * collected no data to prove my theory.
1827 */
1828 intel_miptree_make_shareable(intel, mt);
1829 }
1830 }
1831
1832 static void
1833 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1834 {
1835 struct gl_framebuffer *fb = drawable->driverPrivate;
1836 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
1837 struct intel_renderbuffer *front_rb;
1838 struct intel_renderbuffer *back_rb;
1839 struct __DRIimageList images;
1840 mesa_format format;
1841 uint32_t buffer_mask = 0;
1842 int ret;
1843
1844 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1845 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1846
1847 if (back_rb)
1848 format = intel_rb_format(back_rb);
1849 else if (front_rb)
1850 format = intel_rb_format(front_rb);
1851 else
1852 return;
1853
1854 if (front_rb && (_mesa_is_front_buffer_drawing(fb) ||
1855 _mesa_is_front_buffer_reading(fb) || !back_rb)) {
1856 buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1857 }
1858
1859 if (back_rb)
1860 buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1861
1862 ret = dri_screen->image.loader->getBuffers(drawable,
1863 driGLFormatToImageFormat(format),
1864 &drawable->dri2.stamp,
1865 drawable->loaderPrivate,
1866 buffer_mask,
1867 &images);
1868 if (!ret)
1869 return;
1870
1871 if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1872 drawable->w = images.front->width;
1873 drawable->h = images.front->height;
1874 intel_update_image_buffer(brw,
1875 drawable,
1876 front_rb,
1877 images.front,
1878 __DRI_IMAGE_BUFFER_FRONT);
1879 }
1880
1881 if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1882 drawable->w = images.back->width;
1883 drawable->h = images.back->height;
1884 intel_update_image_buffer(brw,
1885 drawable,
1886 back_rb,
1887 images.back,
1888 __DRI_IMAGE_BUFFER_BACK);
1889 }
1890
1891 if (images.image_mask & __DRI_IMAGE_BUFFER_SHARED) {
1892 assert(images.image_mask == __DRI_IMAGE_BUFFER_SHARED);
1893 drawable->w = images.back->width;
1894 drawable->h = images.back->height;
1895 intel_update_image_buffer(brw,
1896 drawable,
1897 back_rb,
1898 images.back,
1899 __DRI_IMAGE_BUFFER_SHARED);
1900 brw->is_shared_buffer_bound = true;
1901 } else {
1902 brw->is_shared_buffer_bound = false;
1903 brw->is_shared_buffer_dirty = false;
1904 }
1905 }