i965: Simplify the no-reopening-the-winsys-buffer tests.
[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 = true;
489
490 ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform =
491 (i == MESA_SHADER_FRAGMENT);
492 ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
493 (i == MESA_SHADER_FRAGMENT);
494 ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
495 }
496
497 ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
498 ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
499
500 /* ARB_viewport_array */
501 if (brw->gen >= 7 && ctx->API == API_OPENGL_CORE) {
502 ctx->Const.MaxViewports = GEN7_NUM_VIEWPORTS;
503 ctx->Const.ViewportSubpixelBits = 0;
504
505 /* Cast to float before negating becuase MaxViewportWidth is unsigned.
506 */
507 ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
508 ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
509 }
510 }
511
512 /**
513 * Process driconf (drirc) options, setting appropriate context flags.
514 *
515 * intelInitExtensions still pokes at optionCache directly, in order to
516 * avoid advertising various extensions. No flags are set, so it makes
517 * sense to continue doing that there.
518 */
519 static void
520 brw_process_driconf_options(struct brw_context *brw)
521 {
522 struct gl_context *ctx = &brw->ctx;
523
524 driOptionCache *options = &brw->optionCache;
525 driParseConfigFiles(options, &brw->intelScreen->optionCache,
526 brw->driContext->driScreenPriv->myNum, "i965");
527
528 int bo_reuse_mode = driQueryOptioni(options, "bo_reuse");
529 switch (bo_reuse_mode) {
530 case DRI_CONF_BO_REUSE_DISABLED:
531 break;
532 case DRI_CONF_BO_REUSE_ALL:
533 intel_bufmgr_gem_enable_reuse(brw->bufmgr);
534 break;
535 }
536
537 if (!driQueryOptionb(options, "hiz")) {
538 brw->has_hiz = false;
539 /* On gen6, you can only do separate stencil with HIZ. */
540 if (brw->gen == 6)
541 brw->has_separate_stencil = false;
542 }
543
544 if (driQueryOptionb(options, "always_flush_batch")) {
545 fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
546 brw->always_flush_batch = true;
547 }
548
549 if (driQueryOptionb(options, "always_flush_cache")) {
550 fprintf(stderr, "flushing GPU caches before/after each draw call\n");
551 brw->always_flush_cache = true;
552 }
553
554 if (driQueryOptionb(options, "disable_throttling")) {
555 fprintf(stderr, "disabling flush throttling\n");
556 brw->disable_throttling = true;
557 }
558
559 brw->disable_derivative_optimization =
560 driQueryOptionb(&brw->optionCache, "disable_derivative_optimization");
561
562 brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
563
564 ctx->Const.ForceGLSLExtensionsWarn =
565 driQueryOptionb(options, "force_glsl_extensions_warn");
566
567 ctx->Const.DisableGLSLLineContinuations =
568 driQueryOptionb(options, "disable_glsl_line_continuations");
569 }
570
571 GLboolean
572 brwCreateContext(gl_api api,
573 const struct gl_config *mesaVis,
574 __DRIcontext *driContextPriv,
575 unsigned major_version,
576 unsigned minor_version,
577 uint32_t flags,
578 bool notify_reset,
579 unsigned *dri_ctx_error,
580 void *sharedContextPrivate)
581 {
582 __DRIscreen *sPriv = driContextPriv->driScreenPriv;
583 struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
584 struct intel_screen *screen = sPriv->driverPrivate;
585 const struct brw_device_info *devinfo = screen->devinfo;
586 struct dd_function_table functions;
587
588 /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
589 * provides us with context reset notifications.
590 */
591 uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG
592 | __DRI_CTX_FLAG_FORWARD_COMPATIBLE;
593
594 if (screen->has_context_reset_notification)
595 allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
596
597 if (flags & ~allowed_flags) {
598 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
599 return false;
600 }
601
602 struct brw_context *brw = rzalloc(NULL, struct brw_context);
603 if (!brw) {
604 fprintf(stderr, "%s: failed to alloc context\n", __FUNCTION__);
605 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
606 return false;
607 }
608
609 driContextPriv->driverPrivate = brw;
610 brw->driContext = driContextPriv;
611 brw->intelScreen = screen;
612 brw->bufmgr = screen->bufmgr;
613
614 brw->gen = devinfo->gen;
615 brw->gt = devinfo->gt;
616 brw->is_g4x = devinfo->is_g4x;
617 brw->is_baytrail = devinfo->is_baytrail;
618 brw->is_haswell = devinfo->is_haswell;
619 brw->has_llc = devinfo->has_llc;
620 brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
621 brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
622 brw->has_pln = devinfo->has_pln;
623 brw->has_compr4 = devinfo->has_compr4;
624 brw->has_surface_tile_offset = devinfo->has_surface_tile_offset;
625 brw->has_negative_rhw_bug = devinfo->has_negative_rhw_bug;
626 brw->needs_unlit_centroid_workaround =
627 devinfo->needs_unlit_centroid_workaround;
628
629 brw->must_use_separate_stencil = screen->hw_must_use_separate_stencil;
630 brw->has_swizzling = screen->hw_has_swizzling;
631
632 if (brw->gen >= 8) {
633 gen8_init_vtable_surface_functions(brw);
634 gen7_init_vtable_sampler_functions(brw);
635 brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
636 } else if (brw->gen >= 7) {
637 gen7_init_vtable_surface_functions(brw);
638 gen7_init_vtable_sampler_functions(brw);
639 brw->vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
640 } else {
641 gen4_init_vtable_surface_functions(brw);
642 gen4_init_vtable_sampler_functions(brw);
643 brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
644 }
645
646 brw_init_driver_functions(brw, &functions);
647
648 if (notify_reset)
649 functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
650
651 struct gl_context *ctx = &brw->ctx;
652
653 if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
654 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
655 fprintf(stderr, "%s: failed to init mesa context\n", __FUNCTION__);
656 intelDestroyContext(driContextPriv);
657 return false;
658 }
659
660 driContextSetFlags(ctx, flags);
661
662 /* Initialize the software rasterizer and helper modules.
663 *
664 * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
665 * software fallbacks (which we have to support on legacy GL to do weird
666 * glDrawPixels(), glBitmap(), and other functions).
667 */
668 if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
669 _swrast_CreateContext(ctx);
670 }
671
672 _vbo_CreateContext(ctx);
673 if (ctx->swrast_context) {
674 _tnl_CreateContext(ctx);
675 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
676 _swsetup_CreateContext(ctx);
677
678 /* Configure swrast to match hardware characteristics: */
679 _swrast_allow_pixel_fog(ctx, false);
680 _swrast_allow_vertex_fog(ctx, true);
681 }
682
683 _mesa_meta_init(ctx);
684
685 brw_process_driconf_options(brw);
686 brw_process_intel_debug_variable(brw);
687 brw_initialize_context_constants(brw);
688
689 ctx->Const.ResetStrategy = notify_reset
690 ? GL_LOSE_CONTEXT_ON_RESET_ARB : GL_NO_RESET_NOTIFICATION_ARB;
691
692 /* Reinitialize the context point state. It depends on ctx->Const values. */
693 _mesa_init_point(ctx);
694
695 intel_fbo_init(brw);
696
697 intel_batchbuffer_init(brw);
698
699 if (brw->gen >= 6) {
700 /* Create a new hardware context. Using a hardware context means that
701 * our GPU state will be saved/restored on context switch, allowing us
702 * to assume that the GPU is in the same state we left it in.
703 *
704 * This is required for transform feedback buffer offsets, query objects,
705 * and also allows us to reduce how much state we have to emit.
706 */
707 brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr);
708
709 if (!brw->hw_ctx) {
710 fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n");
711 intelDestroyContext(driContextPriv);
712 return false;
713 }
714 }
715
716 brw_init_state(brw);
717
718 intelInitExtensions(ctx);
719
720 brw_init_surface_formats(brw);
721
722 if (brw->is_g4x || brw->gen >= 5) {
723 brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS;
724 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;
725 } else {
726 brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS;
727 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
728 }
729
730 brw->max_vs_threads = devinfo->max_vs_threads;
731 brw->max_gs_threads = devinfo->max_gs_threads;
732 brw->max_wm_threads = devinfo->max_wm_threads;
733 brw->urb.size = devinfo->urb.size;
734 brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
735 brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
736 brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
737
738 /* Estimate the size of the mappable aperture into the GTT. There's an
739 * ioctl to get the whole GTT size, but not one to get the mappable subset.
740 * It turns out it's basically always 256MB, though some ancient hardware
741 * was smaller.
742 */
743 uint32_t gtt_size = 256 * 1024 * 1024;
744
745 /* We don't want to map two objects such that a memcpy between them would
746 * just fault one mapping in and then the other over and over forever. So
747 * we would need to divide the GTT size by 2. Additionally, some GTT is
748 * taken up by things like the framebuffer and the ringbuffer and such, so
749 * be more conservative.
750 */
751 brw->max_gtt_map_object_size = gtt_size / 4;
752
753 if (brw->gen == 6)
754 brw->urb.gen6_gs_previously_active = false;
755
756 brw->prim_restart.in_progress = false;
757 brw->prim_restart.enable_cut_index = false;
758 brw->gs.enabled = false;
759
760 if (brw->gen < 6) {
761 brw->curbe.last_buf = calloc(1, 4096);
762 brw->curbe.next_buf = calloc(1, 4096);
763 }
764
765 ctx->VertexProgram._MaintainTnlProgram = true;
766 ctx->FragmentProgram._MaintainTexEnvProgram = true;
767
768 brw_draw_init( brw );
769
770 if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
771 /* Turn on some extra GL_ARB_debug_output generation. */
772 brw->perf_debug = true;
773 }
774
775 if ((flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0)
776 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
777
778 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
779 brw_init_shader_time(brw);
780
781 _mesa_compute_version(ctx);
782
783 _mesa_initialize_dispatch_tables(ctx);
784 _mesa_initialize_vbo_vtxfmt(ctx);
785
786 if (ctx->Extensions.AMD_performance_monitor) {
787 brw_init_performance_monitors(brw);
788 }
789
790 return true;
791 }
792
793 void
794 intelDestroyContext(__DRIcontext * driContextPriv)
795 {
796 struct brw_context *brw =
797 (struct brw_context *) driContextPriv->driverPrivate;
798 struct gl_context *ctx = &brw->ctx;
799
800 assert(brw); /* should never be null */
801 if (!brw)
802 return;
803
804 /* Dump a final BMP in case the application doesn't call SwapBuffers */
805 if (INTEL_DEBUG & DEBUG_AUB) {
806 intel_batchbuffer_flush(brw);
807 aub_dump_bmp(&brw->ctx);
808 }
809
810 _mesa_meta_free(&brw->ctx);
811
812 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
813 /* Force a report. */
814 brw->shader_time.report_time = 0;
815
816 brw_collect_and_report_shader_time(brw);
817 brw_destroy_shader_time(brw);
818 }
819
820 brw_destroy_state(brw);
821 brw_draw_destroy(brw);
822
823 drm_intel_bo_unreference(brw->curbe.curbe_bo);
824 drm_intel_bo_unreference(brw->vs.base.const_bo);
825 drm_intel_bo_unreference(brw->wm.base.const_bo);
826
827 free(brw->curbe.last_buf);
828 free(brw->curbe.next_buf);
829
830 drm_intel_gem_context_destroy(brw->hw_ctx);
831
832 if (ctx->swrast_context) {
833 _swsetup_DestroyContext(&brw->ctx);
834 _tnl_DestroyContext(&brw->ctx);
835 }
836 _vbo_DestroyContext(&brw->ctx);
837
838 if (ctx->swrast_context)
839 _swrast_DestroyContext(&brw->ctx);
840
841 intel_batchbuffer_free(brw);
842
843 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
844 brw->first_post_swapbuffers_batch = NULL;
845
846 driDestroyOptionCache(&brw->optionCache);
847
848 /* free the Mesa context */
849 _mesa_free_context_data(&brw->ctx);
850
851 ralloc_free(brw);
852 driContextPriv->driverPrivate = NULL;
853 }
854
855 GLboolean
856 intelUnbindContext(__DRIcontext * driContextPriv)
857 {
858 /* Unset current context and dispath table */
859 _mesa_make_current(NULL, NULL, NULL);
860
861 return true;
862 }
863
864 /**
865 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
866 * on window system framebuffers.
867 *
868 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
869 * your renderbuffer can do sRGB encode, and you can flip a switch that does
870 * sRGB encode if the renderbuffer can handle it. You can ask specifically
871 * for a visual where you're guaranteed to be capable, but it turns out that
872 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
873 * incapable ones, becuase there's no difference between the two in resources
874 * used. Applications thus get built that accidentally rely on the default
875 * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
876 * great...
877 *
878 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
879 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
880 * So they removed the enable knob and made it "if the renderbuffer is sRGB
881 * capable, do sRGB encode". Then, for your window system renderbuffers, you
882 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
883 * and get no sRGB encode (assuming that both kinds of visual are available).
884 * Thus our choice to support sRGB by default on our visuals for desktop would
885 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
886 *
887 * Unfortunately, renderbuffer setup happens before a context is created. So
888 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
889 * context (without an sRGB visual, though we don't have sRGB visuals exposed
890 * yet), we go turn that back off before anyone finds out.
891 */
892 static void
893 intel_gles3_srgb_workaround(struct brw_context *brw,
894 struct gl_framebuffer *fb)
895 {
896 struct gl_context *ctx = &brw->ctx;
897
898 if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
899 return;
900
901 /* Some day when we support the sRGB capable bit on visuals available for
902 * GLES, we'll need to respect that and not disable things here.
903 */
904 fb->Visual.sRGBCapable = false;
905 for (int i = 0; i < BUFFER_COUNT; i++) {
906 if (fb->Attachment[i].Renderbuffer &&
907 fb->Attachment[i].Renderbuffer->Format == MESA_FORMAT_B8G8R8A8_SRGB) {
908 fb->Attachment[i].Renderbuffer->Format = MESA_FORMAT_B8G8R8A8_UNORM;
909 }
910 }
911 }
912
913 GLboolean
914 intelMakeCurrent(__DRIcontext * driContextPriv,
915 __DRIdrawable * driDrawPriv,
916 __DRIdrawable * driReadPriv)
917 {
918 struct brw_context *brw;
919 GET_CURRENT_CONTEXT(curCtx);
920
921 if (driContextPriv)
922 brw = (struct brw_context *) driContextPriv->driverPrivate;
923 else
924 brw = NULL;
925
926 /* According to the glXMakeCurrent() man page: "Pending commands to
927 * the previous context, if any, are flushed before it is released."
928 * But only flush if we're actually changing contexts.
929 */
930 if (brw_context(curCtx) && brw_context(curCtx) != brw) {
931 _mesa_flush(curCtx);
932 }
933
934 if (driContextPriv) {
935 struct gl_context *ctx = &brw->ctx;
936 struct gl_framebuffer *fb, *readFb;
937
938 if (driDrawPriv == NULL && driReadPriv == NULL) {
939 fb = _mesa_get_incomplete_framebuffer();
940 readFb = _mesa_get_incomplete_framebuffer();
941 } else {
942 fb = driDrawPriv->driverPrivate;
943 readFb = driReadPriv->driverPrivate;
944 driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
945 driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
946 }
947
948 /* The sRGB workaround changes the renderbuffer's format. We must change
949 * the format before the renderbuffer's miptree get's allocated, otherwise
950 * the formats of the renderbuffer and its miptree will differ.
951 */
952 intel_gles3_srgb_workaround(brw, fb);
953 intel_gles3_srgb_workaround(brw, readFb);
954
955 /* If the context viewport hasn't been initialized, force a call out to
956 * the loader to get buffers so we have a drawable size for the initial
957 * viewport. */
958 if (!brw->ctx.ViewportInitialized)
959 intel_prepare_render(brw);
960
961 _mesa_make_current(ctx, fb, readFb);
962 } else {
963 _mesa_make_current(NULL, NULL, NULL);
964 }
965
966 return true;
967 }
968
969 void
970 intel_resolve_for_dri2_flush(struct brw_context *brw,
971 __DRIdrawable *drawable)
972 {
973 if (brw->gen < 6) {
974 /* MSAA and fast color clear are not supported, so don't waste time
975 * checking whether a resolve is needed.
976 */
977 return;
978 }
979
980 struct gl_framebuffer *fb = drawable->driverPrivate;
981 struct intel_renderbuffer *rb;
982
983 /* Usually, only the back buffer will need to be downsampled. However,
984 * the front buffer will also need it if the user has rendered into it.
985 */
986 static const gl_buffer_index buffers[2] = {
987 BUFFER_BACK_LEFT,
988 BUFFER_FRONT_LEFT,
989 };
990
991 for (int i = 0; i < 2; ++i) {
992 rb = intel_get_renderbuffer(fb, buffers[i]);
993 if (rb == NULL || rb->mt == NULL)
994 continue;
995 if (rb->mt->num_samples <= 1)
996 intel_miptree_resolve_color(brw, rb->mt);
997 else
998 intel_renderbuffer_downsample(brw, rb);
999 }
1000 }
1001
1002 static unsigned
1003 intel_bits_per_pixel(const struct intel_renderbuffer *rb)
1004 {
1005 return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
1006 }
1007
1008 static void
1009 intel_query_dri2_buffers(struct brw_context *brw,
1010 __DRIdrawable *drawable,
1011 __DRIbuffer **buffers,
1012 int *count);
1013
1014 static void
1015 intel_process_dri2_buffer(struct brw_context *brw,
1016 __DRIdrawable *drawable,
1017 __DRIbuffer *buffer,
1018 struct intel_renderbuffer *rb,
1019 const char *buffer_name);
1020
1021 static void
1022 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1023
1024 static void
1025 intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1026 {
1027 struct gl_framebuffer *fb = drawable->driverPrivate;
1028 struct intel_renderbuffer *rb;
1029 __DRIbuffer *buffers = NULL;
1030 int i, count;
1031 const char *region_name;
1032
1033 /* Set this up front, so that in case our buffers get invalidated
1034 * while we're getting new buffers, we don't clobber the stamp and
1035 * thus ignore the invalidate. */
1036 drawable->lastStamp = drawable->dri2.stamp;
1037
1038 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1039 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1040
1041 intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1042
1043 if (buffers == NULL)
1044 return;
1045
1046 for (i = 0; i < count; i++) {
1047 switch (buffers[i].attachment) {
1048 case __DRI_BUFFER_FRONT_LEFT:
1049 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1050 region_name = "dri2 front buffer";
1051 break;
1052
1053 case __DRI_BUFFER_FAKE_FRONT_LEFT:
1054 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1055 region_name = "dri2 fake front buffer";
1056 break;
1057
1058 case __DRI_BUFFER_BACK_LEFT:
1059 rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1060 region_name = "dri2 back buffer";
1061 break;
1062
1063 case __DRI_BUFFER_DEPTH:
1064 case __DRI_BUFFER_HIZ:
1065 case __DRI_BUFFER_DEPTH_STENCIL:
1066 case __DRI_BUFFER_STENCIL:
1067 case __DRI_BUFFER_ACCUM:
1068 default:
1069 fprintf(stderr,
1070 "unhandled buffer attach event, attachment type %d\n",
1071 buffers[i].attachment);
1072 return;
1073 }
1074
1075 intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1076 }
1077
1078 }
1079
1080 void
1081 intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1082 {
1083 struct brw_context *brw = context->driverPrivate;
1084 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1085
1086 /* Set this up front, so that in case our buffers get invalidated
1087 * while we're getting new buffers, we don't clobber the stamp and
1088 * thus ignore the invalidate. */
1089 drawable->lastStamp = drawable->dri2.stamp;
1090
1091 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1092 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1093
1094 if (screen->image.loader)
1095 intel_update_image_buffers(brw, drawable);
1096 else
1097 intel_update_dri2_buffers(brw, drawable);
1098
1099 driUpdateFramebufferSize(&brw->ctx, drawable);
1100 }
1101
1102 /**
1103 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1104 * state is required.
1105 */
1106 void
1107 intel_prepare_render(struct brw_context *brw)
1108 {
1109 struct gl_context *ctx = &brw->ctx;
1110 __DRIcontext *driContext = brw->driContext;
1111 __DRIdrawable *drawable;
1112
1113 drawable = driContext->driDrawablePriv;
1114 if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1115 if (drawable->lastStamp != drawable->dri2.stamp)
1116 intel_update_renderbuffers(driContext, drawable);
1117 driContext->dri2.draw_stamp = drawable->dri2.stamp;
1118 }
1119
1120 drawable = driContext->driReadablePriv;
1121 if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1122 if (drawable->lastStamp != drawable->dri2.stamp)
1123 intel_update_renderbuffers(driContext, drawable);
1124 driContext->dri2.read_stamp = drawable->dri2.stamp;
1125 }
1126
1127 /* If we're currently rendering to the front buffer, the rendering
1128 * that will happen next will probably dirty the front buffer. So
1129 * mark it as dirty here.
1130 */
1131 if (brw_is_front_buffer_drawing(ctx->DrawBuffer))
1132 brw->front_buffer_dirty = true;
1133
1134 /* Wait for the swapbuffers before the one we just emitted, so we
1135 * don't get too many swaps outstanding for apps that are GPU-heavy
1136 * but not CPU-heavy.
1137 *
1138 * We're using intelDRI2Flush (called from the loader before
1139 * swapbuffer) and glFlush (for front buffer rendering) as the
1140 * indicator that a frame is done and then throttle when we get
1141 * here as we prepare to render the next frame. At this point for
1142 * round trips for swap/copy and getting new buffers are done and
1143 * we'll spend less time waiting on the GPU.
1144 *
1145 * Unfortunately, we don't have a handle to the batch containing
1146 * the swap, and getting our hands on that doesn't seem worth it,
1147 * so we just us the first batch we emitted after the last swap.
1148 */
1149 if (brw->need_throttle && brw->first_post_swapbuffers_batch) {
1150 if (!brw->disable_throttling)
1151 drm_intel_bo_wait_rendering(brw->first_post_swapbuffers_batch);
1152 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
1153 brw->first_post_swapbuffers_batch = NULL;
1154 brw->need_throttle = false;
1155 }
1156 }
1157
1158 /**
1159 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1160 *
1161 * To determine which DRI buffers to request, examine the renderbuffers
1162 * attached to the drawable's framebuffer. Then request the buffers with
1163 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1164 *
1165 * This is called from intel_update_renderbuffers().
1166 *
1167 * \param drawable Drawable whose buffers are queried.
1168 * \param buffers [out] List of buffers returned by DRI2 query.
1169 * \param buffer_count [out] Number of buffers returned.
1170 *
1171 * \see intel_update_renderbuffers()
1172 * \see DRI2GetBuffers()
1173 * \see DRI2GetBuffersWithFormat()
1174 */
1175 static void
1176 intel_query_dri2_buffers(struct brw_context *brw,
1177 __DRIdrawable *drawable,
1178 __DRIbuffer **buffers,
1179 int *buffer_count)
1180 {
1181 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1182 struct gl_framebuffer *fb = drawable->driverPrivate;
1183 int i = 0;
1184 unsigned attachments[8];
1185
1186 struct intel_renderbuffer *front_rb;
1187 struct intel_renderbuffer *back_rb;
1188
1189 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1190 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1191
1192 memset(attachments, 0, sizeof(attachments));
1193 if ((brw_is_front_buffer_drawing(fb) ||
1194 brw_is_front_buffer_reading(fb) ||
1195 !back_rb) && front_rb) {
1196 /* If a fake front buffer is in use, then querying for
1197 * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1198 * the real front buffer to the fake front buffer. So before doing the
1199 * query, we need to make sure all the pending drawing has landed in the
1200 * real front buffer.
1201 */
1202 intel_batchbuffer_flush(brw);
1203 intel_flush_front(&brw->ctx);
1204
1205 attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1206 attachments[i++] = intel_bits_per_pixel(front_rb);
1207 } else if (front_rb && brw->front_buffer_dirty) {
1208 /* We have pending front buffer rendering, but we aren't querying for a
1209 * front buffer. If the front buffer we have is a fake front buffer,
1210 * the X server is going to throw it away when it processes the query.
1211 * So before doing the query, make sure all the pending drawing has
1212 * landed in the real front buffer.
1213 */
1214 intel_batchbuffer_flush(brw);
1215 intel_flush_front(&brw->ctx);
1216 }
1217
1218 if (back_rb) {
1219 attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1220 attachments[i++] = intel_bits_per_pixel(back_rb);
1221 }
1222
1223 assert(i <= ARRAY_SIZE(attachments));
1224
1225 *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
1226 &drawable->w,
1227 &drawable->h,
1228 attachments, i / 2,
1229 buffer_count,
1230 drawable->loaderPrivate);
1231 }
1232
1233 /**
1234 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1235 *
1236 * This is called from intel_update_renderbuffers().
1237 *
1238 * \par Note:
1239 * DRI buffers whose attachment point is DRI2BufferStencil or
1240 * DRI2BufferDepthStencil are handled as special cases.
1241 *
1242 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1243 * that is passed to intel_region_alloc_for_handle().
1244 *
1245 * \see intel_update_renderbuffers()
1246 * \see intel_region_alloc_for_handle()
1247 */
1248 static void
1249 intel_process_dri2_buffer(struct brw_context *brw,
1250 __DRIdrawable *drawable,
1251 __DRIbuffer *buffer,
1252 struct intel_renderbuffer *rb,
1253 const char *buffer_name)
1254 {
1255 struct intel_region *region = NULL;
1256 struct gl_framebuffer *fb = drawable->driverPrivate;
1257
1258 if (!rb)
1259 return;
1260
1261 unsigned num_samples = rb->Base.Base.NumSamples;
1262
1263 /* We try to avoid closing and reopening the same BO name, because the first
1264 * use of a mapping of the buffer involves a bunch of page faulting which is
1265 * moderately expensive.
1266 */
1267 struct intel_mipmap_tree *last_mt;
1268 if (num_samples == 0)
1269 last_mt = rb->mt;
1270 else
1271 last_mt = rb->singlesample_mt;
1272
1273 if (last_mt && last_mt->region->name == buffer->name)
1274 return;
1275
1276 if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1277 fprintf(stderr,
1278 "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1279 buffer->name, buffer->attachment,
1280 buffer->cpp, buffer->pitch);
1281 }
1282
1283 intel_miptree_release(&rb->mt);
1284 region = intel_region_alloc_for_handle(brw->intelScreen,
1285 buffer->cpp,
1286 drawable->w,
1287 drawable->h,
1288 buffer->pitch,
1289 buffer->name,
1290 buffer_name);
1291 if (!region) {
1292 fprintf(stderr,
1293 "Failed to make region for returned DRI2 buffer "
1294 "(%dx%d, named %d).\n"
1295 "This is likely a bug in the X Server that will lead to a "
1296 "crash soon.\n",
1297 drawable->w, drawable->h, buffer->name);
1298 return;
1299 }
1300
1301 intel_update_winsys_renderbuffer_miptree(brw, rb, region);
1302
1303 if (brw_is_front_buffer_drawing(fb) &&
1304 (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1305 buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1306 rb->Base.Base.NumSamples > 1) {
1307 intel_renderbuffer_upsample(brw, rb);
1308 }
1309
1310 assert(rb->mt);
1311
1312 intel_region_release(&region);
1313 }
1314
1315 /**
1316 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1317 *
1318 * To determine which DRI buffers to request, examine the renderbuffers
1319 * attached to the drawable's framebuffer. Then request the buffers from
1320 * the image loader
1321 *
1322 * This is called from intel_update_renderbuffers().
1323 *
1324 * \param drawable Drawable whose buffers are queried.
1325 * \param buffers [out] List of buffers returned by DRI2 query.
1326 * \param buffer_count [out] Number of buffers returned.
1327 *
1328 * \see intel_update_renderbuffers()
1329 */
1330
1331 static void
1332 intel_update_image_buffer(struct brw_context *intel,
1333 __DRIdrawable *drawable,
1334 struct intel_renderbuffer *rb,
1335 __DRIimage *buffer,
1336 enum __DRIimageBufferMask buffer_type)
1337 {
1338 struct intel_region *region = buffer->region;
1339 struct gl_framebuffer *fb = drawable->driverPrivate;
1340
1341 if (!rb || !region)
1342 return;
1343
1344 unsigned num_samples = rb->Base.Base.NumSamples;
1345
1346 /* Check and see if we're already bound to the right
1347 * buffer object
1348 */
1349 struct intel_mipmap_tree *last_mt;
1350 if (num_samples == 0)
1351 last_mt = rb->mt;
1352 else
1353 last_mt = rb->singlesample_mt;
1354
1355 if (last_mt && last_mt->region->bo == region->bo)
1356 return;
1357
1358 intel_update_winsys_renderbuffer_miptree(intel, rb, region);
1359
1360 if (brw_is_front_buffer_drawing(fb) &&
1361 buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1362 rb->Base.Base.NumSamples > 1) {
1363 intel_renderbuffer_upsample(intel, rb);
1364 }
1365 }
1366
1367 static void
1368 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1369 {
1370 struct gl_framebuffer *fb = drawable->driverPrivate;
1371 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1372 struct intel_renderbuffer *front_rb;
1373 struct intel_renderbuffer *back_rb;
1374 struct __DRIimageList images;
1375 unsigned int format;
1376 uint32_t buffer_mask = 0;
1377
1378 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1379 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1380
1381 if (back_rb)
1382 format = intel_rb_format(back_rb);
1383 else if (front_rb)
1384 format = intel_rb_format(front_rb);
1385 else
1386 return;
1387
1388 if (front_rb && (brw_is_front_buffer_drawing(fb) ||
1389 brw_is_front_buffer_reading(fb) || !back_rb)) {
1390 buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1391 }
1392
1393 if (back_rb)
1394 buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1395
1396 (*screen->image.loader->getBuffers) (drawable,
1397 driGLFormatToImageFormat(format),
1398 &drawable->dri2.stamp,
1399 drawable->loaderPrivate,
1400 buffer_mask,
1401 &images);
1402
1403 if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1404 drawable->w = images.front->width;
1405 drawable->h = images.front->height;
1406 intel_update_image_buffer(brw,
1407 drawable,
1408 front_rb,
1409 images.front,
1410 __DRI_IMAGE_BUFFER_FRONT);
1411 }
1412 if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1413 drawable->w = images.back->width;
1414 drawable->h = images.back->height;
1415 intel_update_image_buffer(brw,
1416 drawable,
1417 back_rb,
1418 images.back,
1419 __DRI_IMAGE_BUFFER_BACK);
1420 }
1421 }