i965: Drop broken front_buffer_reading/drawing optimization.
[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 struct gl_config visual;
588
589 /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
590 * provides us with context reset notifications.
591 */
592 uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG
593 | __DRI_CTX_FLAG_FORWARD_COMPATIBLE;
594
595 if (screen->has_context_reset_notification)
596 allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
597
598 if (flags & ~allowed_flags) {
599 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
600 return false;
601 }
602
603 struct brw_context *brw = rzalloc(NULL, struct brw_context);
604 if (!brw) {
605 fprintf(stderr, "%s: failed to alloc context\n", __FUNCTION__);
606 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
607 return false;
608 }
609
610 driContextPriv->driverPrivate = brw;
611 brw->driContext = driContextPriv;
612 brw->intelScreen = screen;
613 brw->bufmgr = screen->bufmgr;
614
615 brw->gen = devinfo->gen;
616 brw->gt = devinfo->gt;
617 brw->is_g4x = devinfo->is_g4x;
618 brw->is_baytrail = devinfo->is_baytrail;
619 brw->is_haswell = devinfo->is_haswell;
620 brw->has_llc = devinfo->has_llc;
621 brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
622 brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
623 brw->has_pln = devinfo->has_pln;
624 brw->has_compr4 = devinfo->has_compr4;
625 brw->has_surface_tile_offset = devinfo->has_surface_tile_offset;
626 brw->has_negative_rhw_bug = devinfo->has_negative_rhw_bug;
627 brw->needs_unlit_centroid_workaround =
628 devinfo->needs_unlit_centroid_workaround;
629
630 brw->must_use_separate_stencil = screen->hw_must_use_separate_stencil;
631 brw->has_swizzling = screen->hw_has_swizzling;
632
633 if (brw->gen >= 8) {
634 gen8_init_vtable_surface_functions(brw);
635 gen7_init_vtable_sampler_functions(brw);
636 brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
637 } else if (brw->gen >= 7) {
638 gen7_init_vtable_surface_functions(brw);
639 gen7_init_vtable_sampler_functions(brw);
640 brw->vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
641 } else {
642 gen4_init_vtable_surface_functions(brw);
643 gen4_init_vtable_sampler_functions(brw);
644 brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
645 }
646
647 brw_init_driver_functions(brw, &functions);
648
649 if (notify_reset)
650 functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
651
652 struct gl_context *ctx = &brw->ctx;
653
654 if (mesaVis == NULL) {
655 memset(&visual, 0, sizeof visual);
656 mesaVis = &visual;
657 }
658
659 if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
660 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
661 fprintf(stderr, "%s: failed to init mesa context\n", __FUNCTION__);
662 intelDestroyContext(driContextPriv);
663 return false;
664 }
665
666 driContextSetFlags(ctx, flags);
667
668 /* Initialize the software rasterizer and helper modules.
669 *
670 * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
671 * software fallbacks (which we have to support on legacy GL to do weird
672 * glDrawPixels(), glBitmap(), and other functions).
673 */
674 if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
675 _swrast_CreateContext(ctx);
676 }
677
678 _vbo_CreateContext(ctx);
679 if (ctx->swrast_context) {
680 _tnl_CreateContext(ctx);
681 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
682 _swsetup_CreateContext(ctx);
683
684 /* Configure swrast to match hardware characteristics: */
685 _swrast_allow_pixel_fog(ctx, false);
686 _swrast_allow_vertex_fog(ctx, true);
687 }
688
689 _mesa_meta_init(ctx);
690
691 brw_process_driconf_options(brw);
692 brw_process_intel_debug_variable(brw);
693 brw_initialize_context_constants(brw);
694
695 ctx->Const.ResetStrategy = notify_reset
696 ? GL_LOSE_CONTEXT_ON_RESET_ARB : GL_NO_RESET_NOTIFICATION_ARB;
697
698 /* Reinitialize the context point state. It depends on ctx->Const values. */
699 _mesa_init_point(ctx);
700
701 intel_fbo_init(brw);
702
703 intel_batchbuffer_init(brw);
704
705 if (brw->gen >= 6) {
706 /* Create a new hardware context. Using a hardware context means that
707 * our GPU state will be saved/restored on context switch, allowing us
708 * to assume that the GPU is in the same state we left it in.
709 *
710 * This is required for transform feedback buffer offsets, query objects,
711 * and also allows us to reduce how much state we have to emit.
712 */
713 brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr);
714
715 if (!brw->hw_ctx) {
716 fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n");
717 intelDestroyContext(driContextPriv);
718 return false;
719 }
720 }
721
722 brw_init_state(brw);
723
724 intelInitExtensions(ctx);
725
726 brw_init_surface_formats(brw);
727
728 if (brw->is_g4x || brw->gen >= 5) {
729 brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS;
730 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;
731 } else {
732 brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS;
733 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
734 }
735
736 brw->max_vs_threads = devinfo->max_vs_threads;
737 brw->max_gs_threads = devinfo->max_gs_threads;
738 brw->max_wm_threads = devinfo->max_wm_threads;
739 brw->urb.size = devinfo->urb.size;
740 brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
741 brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
742 brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
743
744 /* Estimate the size of the mappable aperture into the GTT. There's an
745 * ioctl to get the whole GTT size, but not one to get the mappable subset.
746 * It turns out it's basically always 256MB, though some ancient hardware
747 * was smaller.
748 */
749 uint32_t gtt_size = 256 * 1024 * 1024;
750
751 /* We don't want to map two objects such that a memcpy between them would
752 * just fault one mapping in and then the other over and over forever. So
753 * we would need to divide the GTT size by 2. Additionally, some GTT is
754 * taken up by things like the framebuffer and the ringbuffer and such, so
755 * be more conservative.
756 */
757 brw->max_gtt_map_object_size = gtt_size / 4;
758
759 if (brw->gen == 6)
760 brw->urb.gen6_gs_previously_active = false;
761
762 brw->prim_restart.in_progress = false;
763 brw->prim_restart.enable_cut_index = false;
764 brw->gs.enabled = false;
765
766 if (brw->gen < 6) {
767 brw->curbe.last_buf = calloc(1, 4096);
768 brw->curbe.next_buf = calloc(1, 4096);
769 }
770
771 ctx->VertexProgram._MaintainTnlProgram = true;
772 ctx->FragmentProgram._MaintainTexEnvProgram = true;
773
774 brw_draw_init( brw );
775
776 if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
777 /* Turn on some extra GL_ARB_debug_output generation. */
778 brw->perf_debug = true;
779 }
780
781 if ((flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0)
782 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
783
784 brw_fs_alloc_reg_sets(brw);
785 brw_vec4_alloc_reg_set(brw);
786
787 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
788 brw_init_shader_time(brw);
789
790 _mesa_compute_version(ctx);
791
792 _mesa_initialize_dispatch_tables(ctx);
793 _mesa_initialize_vbo_vtxfmt(ctx);
794
795 if (ctx->Extensions.AMD_performance_monitor) {
796 brw_init_performance_monitors(brw);
797 }
798
799 return true;
800 }
801
802 void
803 intelDestroyContext(__DRIcontext * driContextPriv)
804 {
805 struct brw_context *brw =
806 (struct brw_context *) driContextPriv->driverPrivate;
807 struct gl_context *ctx = &brw->ctx;
808
809 assert(brw); /* should never be null */
810 if (!brw)
811 return;
812
813 /* Dump a final BMP in case the application doesn't call SwapBuffers */
814 if (INTEL_DEBUG & DEBUG_AUB) {
815 intel_batchbuffer_flush(brw);
816 aub_dump_bmp(&brw->ctx);
817 }
818
819 _mesa_meta_free(&brw->ctx);
820
821 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
822 /* Force a report. */
823 brw->shader_time.report_time = 0;
824
825 brw_collect_and_report_shader_time(brw);
826 brw_destroy_shader_time(brw);
827 }
828
829 brw_destroy_state(brw);
830 brw_draw_destroy(brw);
831
832 drm_intel_bo_unreference(brw->curbe.curbe_bo);
833 drm_intel_bo_unreference(brw->vs.base.const_bo);
834 drm_intel_bo_unreference(brw->wm.base.const_bo);
835
836 free(brw->curbe.last_buf);
837 free(brw->curbe.next_buf);
838
839 drm_intel_gem_context_destroy(brw->hw_ctx);
840
841 if (ctx->swrast_context) {
842 _swsetup_DestroyContext(&brw->ctx);
843 _tnl_DestroyContext(&brw->ctx);
844 }
845 _vbo_DestroyContext(&brw->ctx);
846
847 if (ctx->swrast_context)
848 _swrast_DestroyContext(&brw->ctx);
849
850 intel_batchbuffer_free(brw);
851
852 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
853 brw->first_post_swapbuffers_batch = NULL;
854
855 driDestroyOptionCache(&brw->optionCache);
856
857 /* free the Mesa context */
858 _mesa_free_context_data(&brw->ctx);
859
860 ralloc_free(brw);
861 driContextPriv->driverPrivate = NULL;
862 }
863
864 GLboolean
865 intelUnbindContext(__DRIcontext * driContextPriv)
866 {
867 /* Unset current context and dispath table */
868 _mesa_make_current(NULL, NULL, NULL);
869
870 return true;
871 }
872
873 /**
874 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
875 * on window system framebuffers.
876 *
877 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
878 * your renderbuffer can do sRGB encode, and you can flip a switch that does
879 * sRGB encode if the renderbuffer can handle it. You can ask specifically
880 * for a visual where you're guaranteed to be capable, but it turns out that
881 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
882 * incapable ones, becuase there's no difference between the two in resources
883 * used. Applications thus get built that accidentally rely on the default
884 * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
885 * great...
886 *
887 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
888 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
889 * So they removed the enable knob and made it "if the renderbuffer is sRGB
890 * capable, do sRGB encode". Then, for your window system renderbuffers, you
891 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
892 * and get no sRGB encode (assuming that both kinds of visual are available).
893 * Thus our choice to support sRGB by default on our visuals for desktop would
894 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
895 *
896 * Unfortunately, renderbuffer setup happens before a context is created. So
897 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
898 * context (without an sRGB visual, though we don't have sRGB visuals exposed
899 * yet), we go turn that back off before anyone finds out.
900 */
901 static void
902 intel_gles3_srgb_workaround(struct brw_context *brw,
903 struct gl_framebuffer *fb)
904 {
905 struct gl_context *ctx = &brw->ctx;
906
907 if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
908 return;
909
910 /* Some day when we support the sRGB capable bit on visuals available for
911 * GLES, we'll need to respect that and not disable things here.
912 */
913 fb->Visual.sRGBCapable = false;
914 for (int i = 0; i < BUFFER_COUNT; i++) {
915 if (fb->Attachment[i].Renderbuffer &&
916 fb->Attachment[i].Renderbuffer->Format == MESA_FORMAT_B8G8R8A8_SRGB) {
917 fb->Attachment[i].Renderbuffer->Format = MESA_FORMAT_B8G8R8A8_UNORM;
918 }
919 }
920 }
921
922 GLboolean
923 intelMakeCurrent(__DRIcontext * driContextPriv,
924 __DRIdrawable * driDrawPriv,
925 __DRIdrawable * driReadPriv)
926 {
927 struct brw_context *brw;
928 GET_CURRENT_CONTEXT(curCtx);
929
930 if (driContextPriv)
931 brw = (struct brw_context *) driContextPriv->driverPrivate;
932 else
933 brw = NULL;
934
935 /* According to the glXMakeCurrent() man page: "Pending commands to
936 * the previous context, if any, are flushed before it is released."
937 * But only flush if we're actually changing contexts.
938 */
939 if (brw_context(curCtx) && brw_context(curCtx) != brw) {
940 _mesa_flush(curCtx);
941 }
942
943 if (driContextPriv) {
944 struct gl_context *ctx = &brw->ctx;
945 struct gl_framebuffer *fb, *readFb;
946
947 if (driDrawPriv == NULL && driReadPriv == NULL) {
948 fb = _mesa_get_incomplete_framebuffer();
949 readFb = _mesa_get_incomplete_framebuffer();
950 } else {
951 fb = driDrawPriv->driverPrivate;
952 readFb = driReadPriv->driverPrivate;
953 driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
954 driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
955 }
956
957 /* The sRGB workaround changes the renderbuffer's format. We must change
958 * the format before the renderbuffer's miptree get's allocated, otherwise
959 * the formats of the renderbuffer and its miptree will differ.
960 */
961 intel_gles3_srgb_workaround(brw, fb);
962 intel_gles3_srgb_workaround(brw, readFb);
963
964 /* If the context viewport hasn't been initialized, force a call out to
965 * the loader to get buffers so we have a drawable size for the initial
966 * viewport. */
967 if (!brw->ctx.ViewportInitialized)
968 intel_prepare_render(brw);
969
970 _mesa_make_current(ctx, fb, readFb);
971 } else {
972 _mesa_make_current(NULL, NULL, NULL);
973 }
974
975 return true;
976 }
977
978 void
979 intel_resolve_for_dri2_flush(struct brw_context *brw,
980 __DRIdrawable *drawable)
981 {
982 if (brw->gen < 6) {
983 /* MSAA and fast color clear are not supported, so don't waste time
984 * checking whether a resolve is needed.
985 */
986 return;
987 }
988
989 struct gl_framebuffer *fb = drawable->driverPrivate;
990 struct intel_renderbuffer *rb;
991
992 /* Usually, only the back buffer will need to be downsampled. However,
993 * the front buffer will also need it if the user has rendered into it.
994 */
995 static const gl_buffer_index buffers[2] = {
996 BUFFER_BACK_LEFT,
997 BUFFER_FRONT_LEFT,
998 };
999
1000 for (int i = 0; i < 2; ++i) {
1001 rb = intel_get_renderbuffer(fb, buffers[i]);
1002 if (rb == NULL || rb->mt == NULL)
1003 continue;
1004 if (rb->mt->num_samples <= 1)
1005 intel_miptree_resolve_color(brw, rb->mt);
1006 else
1007 intel_renderbuffer_downsample(brw, rb);
1008 }
1009 }
1010
1011 static unsigned
1012 intel_bits_per_pixel(const struct intel_renderbuffer *rb)
1013 {
1014 return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
1015 }
1016
1017 static void
1018 intel_query_dri2_buffers(struct brw_context *brw,
1019 __DRIdrawable *drawable,
1020 __DRIbuffer **buffers,
1021 int *count);
1022
1023 static void
1024 intel_process_dri2_buffer(struct brw_context *brw,
1025 __DRIdrawable *drawable,
1026 __DRIbuffer *buffer,
1027 struct intel_renderbuffer *rb,
1028 const char *buffer_name);
1029
1030 static void
1031 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1032
1033 static void
1034 intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1035 {
1036 struct gl_framebuffer *fb = drawable->driverPrivate;
1037 struct intel_renderbuffer *rb;
1038 __DRIbuffer *buffers = NULL;
1039 int i, count;
1040 const char *region_name;
1041
1042 /* Set this up front, so that in case our buffers get invalidated
1043 * while we're getting new buffers, we don't clobber the stamp and
1044 * thus ignore the invalidate. */
1045 drawable->lastStamp = drawable->dri2.stamp;
1046
1047 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1048 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1049
1050 intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1051
1052 if (buffers == NULL)
1053 return;
1054
1055 for (i = 0; i < count; i++) {
1056 switch (buffers[i].attachment) {
1057 case __DRI_BUFFER_FRONT_LEFT:
1058 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1059 region_name = "dri2 front buffer";
1060 break;
1061
1062 case __DRI_BUFFER_FAKE_FRONT_LEFT:
1063 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1064 region_name = "dri2 fake front buffer";
1065 break;
1066
1067 case __DRI_BUFFER_BACK_LEFT:
1068 rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1069 region_name = "dri2 back buffer";
1070 break;
1071
1072 case __DRI_BUFFER_DEPTH:
1073 case __DRI_BUFFER_HIZ:
1074 case __DRI_BUFFER_DEPTH_STENCIL:
1075 case __DRI_BUFFER_STENCIL:
1076 case __DRI_BUFFER_ACCUM:
1077 default:
1078 fprintf(stderr,
1079 "unhandled buffer attach event, attachment type %d\n",
1080 buffers[i].attachment);
1081 return;
1082 }
1083
1084 intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1085 }
1086
1087 }
1088
1089 void
1090 intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1091 {
1092 struct brw_context *brw = context->driverPrivate;
1093 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1094
1095 /* Set this up front, so that in case our buffers get invalidated
1096 * while we're getting new buffers, we don't clobber the stamp and
1097 * thus ignore the invalidate. */
1098 drawable->lastStamp = drawable->dri2.stamp;
1099
1100 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1101 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1102
1103 if (screen->image.loader)
1104 intel_update_image_buffers(brw, drawable);
1105 else
1106 intel_update_dri2_buffers(brw, drawable);
1107
1108 driUpdateFramebufferSize(&brw->ctx, drawable);
1109 }
1110
1111 /**
1112 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1113 * state is required.
1114 */
1115 void
1116 intel_prepare_render(struct brw_context *brw)
1117 {
1118 struct gl_context *ctx = &brw->ctx;
1119 __DRIcontext *driContext = brw->driContext;
1120 __DRIdrawable *drawable;
1121
1122 drawable = driContext->driDrawablePriv;
1123 if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1124 if (drawable->lastStamp != drawable->dri2.stamp)
1125 intel_update_renderbuffers(driContext, drawable);
1126 driContext->dri2.draw_stamp = drawable->dri2.stamp;
1127 }
1128
1129 drawable = driContext->driReadablePriv;
1130 if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1131 if (drawable->lastStamp != drawable->dri2.stamp)
1132 intel_update_renderbuffers(driContext, drawable);
1133 driContext->dri2.read_stamp = drawable->dri2.stamp;
1134 }
1135
1136 /* If we're currently rendering to the front buffer, the rendering
1137 * that will happen next will probably dirty the front buffer. So
1138 * mark it as dirty here.
1139 */
1140 if (brw_is_front_buffer_drawing(ctx->DrawBuffer))
1141 brw->front_buffer_dirty = true;
1142
1143 /* Wait for the swapbuffers before the one we just emitted, so we
1144 * don't get too many swaps outstanding for apps that are GPU-heavy
1145 * but not CPU-heavy.
1146 *
1147 * We're using intelDRI2Flush (called from the loader before
1148 * swapbuffer) and glFlush (for front buffer rendering) as the
1149 * indicator that a frame is done and then throttle when we get
1150 * here as we prepare to render the next frame. At this point for
1151 * round trips for swap/copy and getting new buffers are done and
1152 * we'll spend less time waiting on the GPU.
1153 *
1154 * Unfortunately, we don't have a handle to the batch containing
1155 * the swap, and getting our hands on that doesn't seem worth it,
1156 * so we just us the first batch we emitted after the last swap.
1157 */
1158 if (brw->need_throttle && brw->first_post_swapbuffers_batch) {
1159 if (!brw->disable_throttling)
1160 drm_intel_bo_wait_rendering(brw->first_post_swapbuffers_batch);
1161 drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
1162 brw->first_post_swapbuffers_batch = NULL;
1163 brw->need_throttle = false;
1164 }
1165 }
1166
1167 /**
1168 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1169 *
1170 * To determine which DRI buffers to request, examine the renderbuffers
1171 * attached to the drawable's framebuffer. Then request the buffers with
1172 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1173 *
1174 * This is called from intel_update_renderbuffers().
1175 *
1176 * \param drawable Drawable whose buffers are queried.
1177 * \param buffers [out] List of buffers returned by DRI2 query.
1178 * \param buffer_count [out] Number of buffers returned.
1179 *
1180 * \see intel_update_renderbuffers()
1181 * \see DRI2GetBuffers()
1182 * \see DRI2GetBuffersWithFormat()
1183 */
1184 static void
1185 intel_query_dri2_buffers(struct brw_context *brw,
1186 __DRIdrawable *drawable,
1187 __DRIbuffer **buffers,
1188 int *buffer_count)
1189 {
1190 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1191 struct gl_framebuffer *fb = drawable->driverPrivate;
1192 int i = 0;
1193 unsigned attachments[8];
1194
1195 struct intel_renderbuffer *front_rb;
1196 struct intel_renderbuffer *back_rb;
1197
1198 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1199 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1200
1201 memset(attachments, 0, sizeof(attachments));
1202 if ((brw_is_front_buffer_drawing(fb) ||
1203 brw_is_front_buffer_reading(fb) ||
1204 !back_rb) && front_rb) {
1205 /* If a fake front buffer is in use, then querying for
1206 * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1207 * the real front buffer to the fake front buffer. So before doing the
1208 * query, we need to make sure all the pending drawing has landed in the
1209 * real front buffer.
1210 */
1211 intel_batchbuffer_flush(brw);
1212 intel_flush_front(&brw->ctx);
1213
1214 attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1215 attachments[i++] = intel_bits_per_pixel(front_rb);
1216 } else if (front_rb && brw->front_buffer_dirty) {
1217 /* We have pending front buffer rendering, but we aren't querying for a
1218 * front buffer. If the front buffer we have is a fake front buffer,
1219 * the X server is going to throw it away when it processes the query.
1220 * So before doing the query, make sure all the pending drawing has
1221 * landed in the real front buffer.
1222 */
1223 intel_batchbuffer_flush(brw);
1224 intel_flush_front(&brw->ctx);
1225 }
1226
1227 if (back_rb) {
1228 attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1229 attachments[i++] = intel_bits_per_pixel(back_rb);
1230 }
1231
1232 assert(i <= ARRAY_SIZE(attachments));
1233
1234 *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
1235 &drawable->w,
1236 &drawable->h,
1237 attachments, i / 2,
1238 buffer_count,
1239 drawable->loaderPrivate);
1240 }
1241
1242 /**
1243 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1244 *
1245 * This is called from intel_update_renderbuffers().
1246 *
1247 * \par Note:
1248 * DRI buffers whose attachment point is DRI2BufferStencil or
1249 * DRI2BufferDepthStencil are handled as special cases.
1250 *
1251 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1252 * that is passed to intel_region_alloc_for_handle().
1253 *
1254 * \see intel_update_renderbuffers()
1255 * \see intel_region_alloc_for_handle()
1256 */
1257 static void
1258 intel_process_dri2_buffer(struct brw_context *brw,
1259 __DRIdrawable *drawable,
1260 __DRIbuffer *buffer,
1261 struct intel_renderbuffer *rb,
1262 const char *buffer_name)
1263 {
1264 struct intel_region *region = NULL;
1265 struct gl_framebuffer *fb = drawable->driverPrivate;
1266
1267 if (!rb)
1268 return;
1269
1270 unsigned num_samples = rb->Base.Base.NumSamples;
1271
1272 /* We try to avoid closing and reopening the same BO name, because the first
1273 * use of a mapping of the buffer involves a bunch of page faulting which is
1274 * moderately expensive.
1275 */
1276 if (num_samples == 0) {
1277 if (rb->mt &&
1278 rb->mt->region &&
1279 rb->mt->region->name == buffer->name)
1280 return;
1281 } else {
1282 if (rb->singlesample_mt &&
1283 rb->singlesample_mt->region &&
1284 rb->singlesample_mt->region->name == buffer->name)
1285 return;
1286 }
1287
1288 if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1289 fprintf(stderr,
1290 "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1291 buffer->name, buffer->attachment,
1292 buffer->cpp, buffer->pitch);
1293 }
1294
1295 intel_miptree_release(&rb->mt);
1296 region = intel_region_alloc_for_handle(brw->intelScreen,
1297 buffer->cpp,
1298 drawable->w,
1299 drawable->h,
1300 buffer->pitch,
1301 buffer->name,
1302 buffer_name);
1303 if (!region) {
1304 fprintf(stderr,
1305 "Failed to make region for returned DRI2 buffer "
1306 "(%dx%d, named %d).\n"
1307 "This is likely a bug in the X Server that will lead to a "
1308 "crash soon.\n",
1309 drawable->w, drawable->h, buffer->name);
1310 return;
1311 }
1312
1313 intel_update_winsys_renderbuffer_miptree(brw, rb, region);
1314
1315 if (brw_is_front_buffer_drawing(fb) &&
1316 (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1317 buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1318 rb->Base.Base.NumSamples > 1) {
1319 intel_renderbuffer_upsample(brw, rb);
1320 }
1321
1322 assert(rb->mt);
1323
1324 intel_region_release(&region);
1325 }
1326
1327 /**
1328 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1329 *
1330 * To determine which DRI buffers to request, examine the renderbuffers
1331 * attached to the drawable's framebuffer. Then request the buffers from
1332 * the image loader
1333 *
1334 * This is called from intel_update_renderbuffers().
1335 *
1336 * \param drawable Drawable whose buffers are queried.
1337 * \param buffers [out] List of buffers returned by DRI2 query.
1338 * \param buffer_count [out] Number of buffers returned.
1339 *
1340 * \see intel_update_renderbuffers()
1341 */
1342
1343 static void
1344 intel_update_image_buffer(struct brw_context *intel,
1345 __DRIdrawable *drawable,
1346 struct intel_renderbuffer *rb,
1347 __DRIimage *buffer,
1348 enum __DRIimageBufferMask buffer_type)
1349 {
1350 struct intel_region *region = buffer->region;
1351 struct gl_framebuffer *fb = drawable->driverPrivate;
1352
1353 if (!rb || !region)
1354 return;
1355
1356 unsigned num_samples = rb->Base.Base.NumSamples;
1357
1358 /* Check and see if we're already bound to the right
1359 * buffer object
1360 */
1361 if (num_samples == 0) {
1362 if (rb->mt &&
1363 rb->mt->region &&
1364 rb->mt->region->bo == region->bo)
1365 return;
1366 } else {
1367 if (rb->singlesample_mt &&
1368 rb->singlesample_mt->region &&
1369 rb->singlesample_mt->region->bo == region->bo)
1370 return;
1371 }
1372
1373 intel_update_winsys_renderbuffer_miptree(intel, rb, region);
1374
1375 if (brw_is_front_buffer_drawing(fb) &&
1376 buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1377 rb->Base.Base.NumSamples > 1) {
1378 intel_renderbuffer_upsample(intel, rb);
1379 }
1380 }
1381
1382 static void
1383 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1384 {
1385 struct gl_framebuffer *fb = drawable->driverPrivate;
1386 __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1387 struct intel_renderbuffer *front_rb;
1388 struct intel_renderbuffer *back_rb;
1389 struct __DRIimageList images;
1390 unsigned int format;
1391 uint32_t buffer_mask = 0;
1392
1393 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1394 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1395
1396 if (back_rb)
1397 format = intel_rb_format(back_rb);
1398 else if (front_rb)
1399 format = intel_rb_format(front_rb);
1400 else
1401 return;
1402
1403 if (front_rb && (brw_is_front_buffer_drawing(fb) ||
1404 brw_is_front_buffer_reading(fb) || !back_rb)) {
1405 buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1406 }
1407
1408 if (back_rb)
1409 buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1410
1411 (*screen->image.loader->getBuffers) (drawable,
1412 driGLFormatToImageFormat(format),
1413 &drawable->dri2.stamp,
1414 drawable->loaderPrivate,
1415 buffer_mask,
1416 &images);
1417
1418 if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1419 drawable->w = images.front->width;
1420 drawable->h = images.front->height;
1421 intel_update_image_buffer(brw,
1422 drawable,
1423 front_rb,
1424 images.front,
1425 __DRI_IMAGE_BUFFER_FRONT);
1426 }
1427 if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1428 drawable->w = images.back->width;
1429 drawable->h = images.back->height;
1430 intel_update_image_buffer(brw,
1431 drawable,
1432 back_rb,
1433 images.back,
1434 __DRI_IMAGE_BUFFER_BACK);
1435 }
1436 }