i965: Move surface resolves back to draw/dispatch time
[mesa.git] / src / mesa / drivers / dri / i965 / brw_draw.c
1 /*
2 * Copyright 2003 VMware, Inc.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include <sys/errno.h>
27
28 #include "main/context.h"
29 #include "main/condrender.h"
30 #include "main/samplerobj.h"
31 #include "main/state.h"
32 #include "main/enums.h"
33 #include "main/macros.h"
34 #include "main/transformfeedback.h"
35 #include "main/framebuffer.h"
36 #include "tnl/tnl.h"
37 #include "vbo/vbo_context.h"
38 #include "swrast/swrast.h"
39 #include "swrast_setup/swrast_setup.h"
40 #include "drivers/common/meta.h"
41 #include "util/bitscan.h"
42
43 #include "brw_blorp.h"
44 #include "brw_draw.h"
45 #include "brw_defines.h"
46 #include "compiler/brw_eu_defines.h"
47 #include "brw_context.h"
48 #include "brw_state.h"
49
50 #include "intel_batchbuffer.h"
51 #include "intel_buffers.h"
52 #include "intel_fbo.h"
53 #include "intel_mipmap_tree.h"
54 #include "intel_buffer_objects.h"
55
56 #define FILE_DEBUG_FLAG DEBUG_PRIMS
57
58
59 static const GLenum reduced_prim[GL_POLYGON+1] = {
60 [GL_POINTS] = GL_POINTS,
61 [GL_LINES] = GL_LINES,
62 [GL_LINE_LOOP] = GL_LINES,
63 [GL_LINE_STRIP] = GL_LINES,
64 [GL_TRIANGLES] = GL_TRIANGLES,
65 [GL_TRIANGLE_STRIP] = GL_TRIANGLES,
66 [GL_TRIANGLE_FAN] = GL_TRIANGLES,
67 [GL_QUADS] = GL_TRIANGLES,
68 [GL_QUAD_STRIP] = GL_TRIANGLES,
69 [GL_POLYGON] = GL_TRIANGLES
70 };
71
72 /* When the primitive changes, set a state bit and re-validate. Not
73 * the nicest and would rather deal with this by having all the
74 * programs be immune to the active primitive (ie. cope with all
75 * possibilities). That may not be realistic however.
76 */
77 static void
78 brw_set_prim(struct brw_context *brw, const struct _mesa_prim *prim)
79 {
80 struct gl_context *ctx = &brw->ctx;
81 uint32_t hw_prim = get_hw_prim_for_gl_prim(prim->mode);
82
83 DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode));
84
85 /* Slight optimization to avoid the GS program when not needed:
86 */
87 if (prim->mode == GL_QUAD_STRIP &&
88 ctx->Light.ShadeModel != GL_FLAT &&
89 ctx->Polygon.FrontMode == GL_FILL &&
90 ctx->Polygon.BackMode == GL_FILL)
91 hw_prim = _3DPRIM_TRISTRIP;
92
93 if (prim->mode == GL_QUADS && prim->count == 4 &&
94 ctx->Light.ShadeModel != GL_FLAT &&
95 ctx->Polygon.FrontMode == GL_FILL &&
96 ctx->Polygon.BackMode == GL_FILL) {
97 hw_prim = _3DPRIM_TRIFAN;
98 }
99
100 if (hw_prim != brw->primitive) {
101 brw->primitive = hw_prim;
102 brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE;
103
104 if (reduced_prim[prim->mode] != brw->reduced_primitive) {
105 brw->reduced_primitive = reduced_prim[prim->mode];
106 brw->ctx.NewDriverState |= BRW_NEW_REDUCED_PRIMITIVE;
107 }
108 }
109 }
110
111 static void
112 gen6_set_prim(struct brw_context *brw, const struct _mesa_prim *prim)
113 {
114 const struct gl_context *ctx = &brw->ctx;
115 uint32_t hw_prim;
116
117 DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode));
118
119 if (prim->mode == GL_PATCHES) {
120 hw_prim = _3DPRIM_PATCHLIST(ctx->TessCtrlProgram.patch_vertices);
121 } else {
122 hw_prim = get_hw_prim_for_gl_prim(prim->mode);
123 }
124
125 if (hw_prim != brw->primitive) {
126 brw->primitive = hw_prim;
127 brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE;
128 if (prim->mode == GL_PATCHES)
129 brw->ctx.NewDriverState |= BRW_NEW_PATCH_PRIMITIVE;
130 }
131 }
132
133
134 /**
135 * The hardware is capable of removing dangling vertices on its own; however,
136 * prior to Gen6, we sometimes convert quads into trifans (and quad strips
137 * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
138 * This function manually trims dangling vertices from a draw call involving
139 * quads so that those dangling vertices won't get drawn when we convert to
140 * trifans/tristrips.
141 */
142 static GLuint
143 trim(GLenum prim, GLuint length)
144 {
145 if (prim == GL_QUAD_STRIP)
146 return length > 3 ? (length - length % 2) : 0;
147 else if (prim == GL_QUADS)
148 return length - length % 4;
149 else
150 return length;
151 }
152
153
154 static void
155 brw_emit_prim(struct brw_context *brw,
156 const struct _mesa_prim *prim,
157 uint32_t hw_prim,
158 struct brw_transform_feedback_object *xfb_obj,
159 unsigned stream)
160 {
161 int verts_per_instance;
162 int vertex_access_type;
163 int indirect_flag;
164
165 DBG("PRIM: %s %d %d\n", _mesa_enum_to_string(prim->mode),
166 prim->start, prim->count);
167
168 int start_vertex_location = prim->start;
169 int base_vertex_location = prim->basevertex;
170
171 if (prim->indexed) {
172 vertex_access_type = brw->gen >= 7 ?
173 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM :
174 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
175 start_vertex_location += brw->ib.start_vertex_offset;
176 base_vertex_location += brw->vb.start_vertex_bias;
177 } else {
178 vertex_access_type = brw->gen >= 7 ?
179 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL :
180 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
181 start_vertex_location += brw->vb.start_vertex_bias;
182 }
183
184 /* We only need to trim the primitive count on pre-Gen6. */
185 if (brw->gen < 6)
186 verts_per_instance = trim(prim->mode, prim->count);
187 else
188 verts_per_instance = prim->count;
189
190 /* If nothing to emit, just return. */
191 if (verts_per_instance == 0 && !prim->is_indirect && !xfb_obj)
192 return;
193
194 /* If we're set to always flush, do it before and after the primitive emit.
195 * We want to catch both missed flushes that hurt instruction/state cache
196 * and missed flushes of the render cache as it heads to other parts of
197 * the besides the draw code.
198 */
199 if (brw->always_flush_cache)
200 brw_emit_mi_flush(brw);
201
202 /* If indirect, emit a bunch of loads from the indirect BO. */
203 if (xfb_obj) {
204 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
205
206 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT,
207 xfb_obj->prim_count_bo,
208 I915_GEM_DOMAIN_VERTEX, 0,
209 stream * sizeof(uint32_t));
210 BEGIN_BATCH(9);
211 OUT_BATCH(MI_LOAD_REGISTER_IMM | (9 - 2));
212 OUT_BATCH(GEN7_3DPRIM_INSTANCE_COUNT);
213 OUT_BATCH(prim->num_instances);
214 OUT_BATCH(GEN7_3DPRIM_START_VERTEX);
215 OUT_BATCH(0);
216 OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
217 OUT_BATCH(0);
218 OUT_BATCH(GEN7_3DPRIM_START_INSTANCE);
219 OUT_BATCH(0);
220 ADVANCE_BATCH();
221 } else if (prim->is_indirect) {
222 struct gl_buffer_object *indirect_buffer = brw->ctx.DrawIndirectBuffer;
223 struct brw_bo *bo = intel_bufferobj_buffer(brw,
224 intel_buffer_object(indirect_buffer),
225 prim->indirect_offset, 5 * sizeof(GLuint));
226
227 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
228
229 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT, bo,
230 I915_GEM_DOMAIN_VERTEX, 0,
231 prim->indirect_offset + 0);
232 brw_load_register_mem(brw, GEN7_3DPRIM_INSTANCE_COUNT, bo,
233 I915_GEM_DOMAIN_VERTEX, 0,
234 prim->indirect_offset + 4);
235
236 brw_load_register_mem(brw, GEN7_3DPRIM_START_VERTEX, bo,
237 I915_GEM_DOMAIN_VERTEX, 0,
238 prim->indirect_offset + 8);
239 if (prim->indexed) {
240 brw_load_register_mem(brw, GEN7_3DPRIM_BASE_VERTEX, bo,
241 I915_GEM_DOMAIN_VERTEX, 0,
242 prim->indirect_offset + 12);
243 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
244 I915_GEM_DOMAIN_VERTEX, 0,
245 prim->indirect_offset + 16);
246 } else {
247 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
248 I915_GEM_DOMAIN_VERTEX, 0,
249 prim->indirect_offset + 12);
250 BEGIN_BATCH(3);
251 OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
252 OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
253 OUT_BATCH(0);
254 ADVANCE_BATCH();
255 }
256 } else {
257 indirect_flag = 0;
258 }
259
260 BEGIN_BATCH(brw->gen >= 7 ? 7 : 6);
261
262 if (brw->gen >= 7) {
263 const int predicate_enable =
264 (brw->predicate.state == BRW_PREDICATE_STATE_USE_BIT)
265 ? GEN7_3DPRIM_PREDICATE_ENABLE : 0;
266
267 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2) | indirect_flag | predicate_enable);
268 OUT_BATCH(hw_prim | vertex_access_type);
269 } else {
270 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
271 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
272 vertex_access_type);
273 }
274 OUT_BATCH(verts_per_instance);
275 OUT_BATCH(start_vertex_location);
276 OUT_BATCH(prim->num_instances);
277 OUT_BATCH(prim->base_instance);
278 OUT_BATCH(base_vertex_location);
279 ADVANCE_BATCH();
280
281 if (brw->always_flush_cache)
282 brw_emit_mi_flush(brw);
283 }
284
285
286 static void
287 brw_merge_inputs(struct brw_context *brw,
288 const struct gl_vertex_array *arrays[])
289 {
290 const struct gl_context *ctx = &brw->ctx;
291 GLuint i;
292
293 for (i = 0; i < brw->vb.nr_buffers; i++) {
294 brw_bo_unreference(brw->vb.buffers[i].bo);
295 brw->vb.buffers[i].bo = NULL;
296 }
297 brw->vb.nr_buffers = 0;
298
299 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
300 brw->vb.inputs[i].buffer = -1;
301 brw->vb.inputs[i].glarray = arrays[i];
302 }
303
304 if (brw->gen < 8 && !brw->is_haswell) {
305 uint64_t mask = ctx->VertexProgram._Current->info.inputs_read;
306 /* Prior to Haswell, the hardware can't natively support GL_FIXED or
307 * 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
308 */
309 while (mask) {
310 uint8_t wa_flags = 0;
311
312 i = u_bit_scan64(&mask);
313
314 switch (brw->vb.inputs[i].glarray->Type) {
315
316 case GL_FIXED:
317 wa_flags = brw->vb.inputs[i].glarray->Size;
318 break;
319
320 case GL_INT_2_10_10_10_REV:
321 wa_flags |= BRW_ATTRIB_WA_SIGN;
322 /* fallthough */
323
324 case GL_UNSIGNED_INT_2_10_10_10_REV:
325 if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
326 wa_flags |= BRW_ATTRIB_WA_BGRA;
327
328 if (brw->vb.inputs[i].glarray->Normalized)
329 wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
330 else if (!brw->vb.inputs[i].glarray->Integer)
331 wa_flags |= BRW_ATTRIB_WA_SCALE;
332
333 break;
334 }
335
336 if (brw->vb.attrib_wa_flags[i] != wa_flags) {
337 brw->vb.attrib_wa_flags[i] = wa_flags;
338 brw->ctx.NewDriverState |= BRW_NEW_VS_ATTRIB_WORKAROUNDS;
339 }
340 }
341 }
342 }
343
344 static bool
345 intel_disable_rb_aux_buffer(struct brw_context *brw, const struct brw_bo *bo)
346 {
347 const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
348 bool found = false;
349
350 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
351 const struct intel_renderbuffer *irb =
352 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
353
354 if (irb && irb->mt->bo == bo) {
355 found = brw->draw_aux_buffer_disabled[i] = true;
356 }
357 }
358
359 return found;
360 }
361
362 /**
363 * \brief Resolve buffers before drawing.
364 *
365 * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
366 * enabled depth texture, and flush the render cache for any dirty textures.
367 */
368 void
369 brw_predraw_resolve_inputs(struct brw_context *brw)
370 {
371 struct gl_context *ctx = &brw->ctx;
372 struct intel_texture_object *tex_obj;
373
374 memset(brw->draw_aux_buffer_disabled, 0,
375 sizeof(brw->draw_aux_buffer_disabled));
376
377 /* Resolve depth buffer and render cache of each enabled texture. */
378 int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
379 for (int i = 0; i <= maxEnabledUnit; i++) {
380 if (!ctx->Texture.Unit[i]._Current)
381 continue;
382 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
383 if (!tex_obj || !tex_obj->mt)
384 continue;
385
386 bool aux_supported;
387 intel_miptree_prepare_texture(brw, tex_obj->mt, tex_obj->_Format,
388 &aux_supported);
389
390 if (!aux_supported && brw->gen >= 9 &&
391 intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
392 perf_debug("Sampling renderbuffer with non-compressible format - "
393 "turning off compression");
394 }
395
396 brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
397
398 if (tex_obj->base.StencilSampling ||
399 tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
400 intel_update_r8stencil(brw, tex_obj->mt);
401 }
402 }
403
404 /* Resolve color for each active shader image. */
405 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
406 const struct gl_program *prog = ctx->_Shader->CurrentProgram[i];
407
408 if (unlikely(prog && prog->info.num_images)) {
409 for (unsigned j = 0; j < prog->info.num_images; j++) {
410 struct gl_image_unit *u =
411 &ctx->ImageUnits[prog->sh.ImageUnits[j]];
412 tex_obj = intel_texture_object(u->TexObj);
413
414 if (tex_obj && tex_obj->mt) {
415 intel_miptree_prepare_image(brw, tex_obj->mt);
416
417 if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
418 intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
419 perf_debug("Using renderbuffer as shader image - turning "
420 "off lossless compression");
421 }
422
423 brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
424 }
425 }
426 }
427 }
428 }
429
430 static void
431 brw_predraw_resolve_framebuffer(struct brw_context *brw)
432 {
433 struct gl_context *ctx = &brw->ctx;
434 struct intel_renderbuffer *depth_irb;
435
436 /* Resolve the depth buffer's HiZ buffer. */
437 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
438 if (depth_irb && depth_irb->mt) {
439 intel_miptree_prepare_depth(brw, depth_irb->mt,
440 depth_irb->mt_level,
441 depth_irb->mt_layer,
442 depth_irb->layer_count);
443 }
444
445 /* Resolve color buffers for non-coherent framebuffer fetch. */
446 if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
447 ctx->FragmentProgram._Current &&
448 ctx->FragmentProgram._Current->info.outputs_read) {
449 const struct gl_framebuffer *fb = ctx->DrawBuffer;
450
451 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
452 const struct intel_renderbuffer *irb =
453 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
454
455 if (irb) {
456 intel_miptree_prepare_fb_fetch(brw, irb->mt, irb->mt_level,
457 irb->mt_layer, irb->layer_count);
458 }
459 }
460 }
461
462 struct gl_framebuffer *fb = ctx->DrawBuffer;
463 for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
464 struct intel_renderbuffer *irb =
465 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
466
467 if (irb == NULL || irb->mt == NULL)
468 continue;
469
470 intel_miptree_prepare_render(brw, irb->mt, irb->mt_level,
471 irb->mt_layer, irb->layer_count,
472 ctx->Color.sRGBEnabled);
473 }
474 }
475
476 /**
477 * \brief Call this after drawing to mark which buffers need resolving
478 *
479 * If the depth buffer was written to and if it has an accompanying HiZ
480 * buffer, then mark that it needs a depth resolve.
481 *
482 * If the color buffer is a multisample window system buffer, then
483 * mark that it needs a downsample.
484 *
485 * Also mark any render targets which will be textured as needing a render
486 * cache flush.
487 */
488 static void
489 brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
490 {
491 struct gl_context *ctx = &brw->ctx;
492 struct gl_framebuffer *fb = ctx->DrawBuffer;
493
494 struct intel_renderbuffer *front_irb = NULL;
495 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
496 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
497 struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
498 struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
499
500 if (_mesa_is_front_buffer_drawing(fb))
501 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
502
503 if (front_irb)
504 front_irb->need_downsample = true;
505 if (back_irb)
506 back_irb->need_downsample = true;
507 if (depth_irb) {
508 bool depth_written = brw_depth_writes_enabled(brw);
509 if (depth_att->Layered) {
510 intel_miptree_finish_depth(brw, depth_irb->mt,
511 depth_irb->mt_level,
512 depth_irb->mt_layer,
513 depth_irb->layer_count,
514 depth_written);
515 } else {
516 intel_miptree_finish_depth(brw, depth_irb->mt,
517 depth_irb->mt_level,
518 depth_irb->mt_layer, 1,
519 depth_written);
520 }
521 if (depth_written)
522 brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
523 }
524
525 if (ctx->Extensions.ARB_stencil_texturing &&
526 stencil_irb && brw->stencil_write_enabled) {
527 brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo);
528 }
529
530 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
531 struct intel_renderbuffer *irb =
532 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
533
534 if (!irb)
535 continue;
536
537 brw_render_cache_set_add_bo(brw, irb->mt->bo);
538 intel_miptree_finish_render(brw, irb->mt, irb->mt_level,
539 irb->mt_layer, irb->layer_count);
540 }
541 }
542
543 static void
544 intel_renderbuffer_move_temp_back(struct brw_context *brw,
545 struct intel_renderbuffer *irb)
546 {
547 if (irb->align_wa_mt == NULL)
548 return;
549
550 brw_render_cache_set_check_flush(brw, irb->align_wa_mt->bo);
551
552 intel_miptree_copy_slice(brw, irb->align_wa_mt, 0, 0,
553 irb->mt,
554 irb->Base.Base.TexImage->Level, irb->mt_layer);
555
556 intel_miptree_reference(&irb->align_wa_mt, NULL);
557
558 /* Finally restore the x,y to correspond to full miptree. */
559 intel_renderbuffer_set_draw_offset(irb);
560
561 /* Make sure render surface state gets re-emitted with updated miptree. */
562 brw->NewGLState |= _NEW_BUFFERS;
563 }
564
565 static void
566 brw_postdraw_reconcile_align_wa_slices(struct brw_context *brw)
567 {
568 struct gl_context *ctx = &brw->ctx;
569 struct gl_framebuffer *fb = ctx->DrawBuffer;
570
571 struct intel_renderbuffer *depth_irb =
572 intel_get_renderbuffer(fb, BUFFER_DEPTH);
573 struct intel_renderbuffer *stencil_irb =
574 intel_get_renderbuffer(fb, BUFFER_STENCIL);
575
576 if (depth_irb && depth_irb->align_wa_mt)
577 intel_renderbuffer_move_temp_back(brw, depth_irb);
578
579 if (stencil_irb && stencil_irb->align_wa_mt)
580 intel_renderbuffer_move_temp_back(brw, stencil_irb);
581
582 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
583 struct intel_renderbuffer *irb =
584 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
585
586 if (!irb || irb->align_wa_mt == NULL)
587 continue;
588
589 intel_renderbuffer_move_temp_back(brw, irb);
590 }
591 }
592
593 /* May fail if out of video memory for texture or vbo upload, or on
594 * fallback conditions.
595 */
596 static void
597 brw_try_draw_prims(struct gl_context *ctx,
598 const struct gl_vertex_array *arrays[],
599 const struct _mesa_prim *prims,
600 GLuint nr_prims,
601 const struct _mesa_index_buffer *ib,
602 bool index_bounds_valid,
603 GLuint min_index,
604 GLuint max_index,
605 struct brw_transform_feedback_object *xfb_obj,
606 unsigned stream,
607 struct gl_buffer_object *indirect)
608 {
609 struct brw_context *brw = brw_context(ctx);
610 GLuint i;
611 bool fail_next = false;
612
613 if (ctx->NewState)
614 _mesa_update_state(ctx);
615
616 /* We have to validate the textures *before* checking for fallbacks;
617 * otherwise, the software fallback won't be able to rely on the
618 * texture state, the firstLevel and lastLevel fields won't be
619 * set in the intel texture object (they'll both be 0), and the
620 * software fallback will segfault if it attempts to access any
621 * texture level other than level 0.
622 */
623 brw_validate_textures(brw);
624
625 /* Find the highest sampler unit used by each shader program. A bit-count
626 * won't work since ARB programs use the texture unit number as the sampler
627 * index.
628 */
629 brw->wm.base.sampler_count =
630 util_last_bit(ctx->FragmentProgram._Current->SamplersUsed);
631 brw->gs.base.sampler_count = ctx->GeometryProgram._Current ?
632 util_last_bit(ctx->GeometryProgram._Current->SamplersUsed) : 0;
633 brw->tes.base.sampler_count = ctx->TessEvalProgram._Current ?
634 util_last_bit(ctx->TessEvalProgram._Current->SamplersUsed) : 0;
635 brw->tcs.base.sampler_count = ctx->TessCtrlProgram._Current ?
636 util_last_bit(ctx->TessCtrlProgram._Current->SamplersUsed) : 0;
637 brw->vs.base.sampler_count =
638 util_last_bit(ctx->VertexProgram._Current->SamplersUsed);
639
640 intel_prepare_render(brw);
641
642 /* This workaround has to happen outside of brw_upload_render_state()
643 * because it may flush the batchbuffer for a blit, affecting the state
644 * flags.
645 */
646 brw_workaround_depthstencil_alignment(brw, 0);
647
648 /* Resolves must occur after updating renderbuffers, updating context state,
649 * and finalizing textures but before setting up any hardware state for
650 * this draw call.
651 */
652 brw_predraw_resolve_inputs(brw);
653 brw_predraw_resolve_framebuffer(brw);
654
655 /* Bind all inputs, derive varying and size information:
656 */
657 brw_merge_inputs(brw, arrays);
658
659 brw->ib.ib = ib;
660 brw->ctx.NewDriverState |= BRW_NEW_INDICES;
661
662 brw->vb.index_bounds_valid = index_bounds_valid;
663 brw->vb.min_index = min_index;
664 brw->vb.max_index = max_index;
665 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
666
667 for (i = 0; i < nr_prims; i++) {
668 int estimated_max_prim_size;
669 const int sampler_state_size = 16;
670
671 estimated_max_prim_size = 512; /* batchbuffer commands */
672 estimated_max_prim_size += BRW_MAX_TEX_UNIT *
673 (sampler_state_size + sizeof(struct gen5_sampler_default_color));
674 estimated_max_prim_size += 1024; /* gen6 VS push constants */
675 estimated_max_prim_size += 1024; /* gen6 WM push constants */
676 estimated_max_prim_size += 512; /* misc. pad */
677
678 /* Flush the batch if it's approaching full, so that we don't wrap while
679 * we've got validated state that needs to be in the same batch as the
680 * primitives.
681 */
682 intel_batchbuffer_require_space(brw, estimated_max_prim_size, RENDER_RING);
683 intel_batchbuffer_save_state(brw);
684
685 if (brw->num_instances != prims[i].num_instances ||
686 brw->basevertex != prims[i].basevertex ||
687 brw->baseinstance != prims[i].base_instance) {
688 brw->num_instances = prims[i].num_instances;
689 brw->basevertex = prims[i].basevertex;
690 brw->baseinstance = prims[i].base_instance;
691 if (i > 0) { /* For i == 0 we just did this before the loop */
692 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
693 brw_merge_inputs(brw, arrays);
694 }
695 }
696
697 /* Determine if we need to flag BRW_NEW_VERTICES for updating the
698 * gl_BaseVertexARB or gl_BaseInstanceARB values. For indirect draw, we
699 * always flag if the shader uses one of the values. For direct draws,
700 * we only flag if the values change.
701 */
702 const int new_basevertex =
703 prims[i].indexed ? prims[i].basevertex : prims[i].start;
704 const int new_baseinstance = prims[i].base_instance;
705 const struct brw_vs_prog_data *vs_prog_data =
706 brw_vs_prog_data(brw->vs.base.prog_data);
707 if (i > 0) {
708 const bool uses_draw_parameters =
709 vs_prog_data->uses_basevertex ||
710 vs_prog_data->uses_baseinstance;
711
712 if ((uses_draw_parameters && prims[i].is_indirect) ||
713 (vs_prog_data->uses_basevertex &&
714 brw->draw.params.gl_basevertex != new_basevertex) ||
715 (vs_prog_data->uses_baseinstance &&
716 brw->draw.params.gl_baseinstance != new_baseinstance))
717 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
718 }
719
720 brw->draw.params.gl_basevertex = new_basevertex;
721 brw->draw.params.gl_baseinstance = new_baseinstance;
722 brw_bo_unreference(brw->draw.draw_params_bo);
723
724 if (prims[i].is_indirect) {
725 /* Point draw_params_bo at the indirect buffer. */
726 brw->draw.draw_params_bo =
727 intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
728 brw_bo_reference(brw->draw.draw_params_bo);
729 brw->draw.draw_params_offset =
730 prims[i].indirect_offset + (prims[i].indexed ? 12 : 8);
731 } else {
732 /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
733 * has to upload gl_BaseVertex and such if they're needed.
734 */
735 brw->draw.draw_params_bo = NULL;
736 brw->draw.draw_params_offset = 0;
737 }
738
739 /* gl_DrawID always needs its own vertex buffer since it's not part of
740 * the indirect parameter buffer. If the program uses gl_DrawID we need
741 * to flag BRW_NEW_VERTICES. For the first iteration, we don't have
742 * valid vs_prog_data, but we always flag BRW_NEW_VERTICES before
743 * the loop.
744 */
745 brw->draw.gl_drawid = prims[i].draw_id;
746 brw_bo_unreference(brw->draw.draw_id_bo);
747 brw->draw.draw_id_bo = NULL;
748 if (i > 0 && vs_prog_data->uses_drawid)
749 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
750
751 if (brw->gen < 6)
752 brw_set_prim(brw, &prims[i]);
753 else
754 gen6_set_prim(brw, &prims[i]);
755
756 retry:
757
758 /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
759 * that the state updated in the loop outside of this block is that in
760 * *_set_prim or intel_batchbuffer_flush(), which only impacts
761 * brw->ctx.NewDriverState.
762 */
763 if (brw->ctx.NewDriverState) {
764 brw->no_batch_wrap = true;
765 brw_upload_render_state(brw);
766 }
767
768 brw_emit_prim(brw, &prims[i], brw->primitive, xfb_obj, stream);
769
770 brw->no_batch_wrap = false;
771
772 if (!brw_batch_has_aperture_space(brw, 0)) {
773 if (!fail_next) {
774 intel_batchbuffer_reset_to_saved(brw);
775 intel_batchbuffer_flush(brw);
776 fail_next = true;
777 goto retry;
778 } else {
779 int ret = intel_batchbuffer_flush(brw);
780 WARN_ONCE(ret == -ENOSPC,
781 "i965: Single primitive emit exceeded "
782 "available aperture space\n");
783 }
784 }
785
786 /* Now that we know we haven't run out of aperture space, we can safely
787 * reset the dirty bits.
788 */
789 if (brw->ctx.NewDriverState)
790 brw_render_state_finished(brw);
791 }
792
793 if (brw->always_flush_batch)
794 intel_batchbuffer_flush(brw);
795
796 brw_program_cache_check_size(brw);
797 brw_postdraw_reconcile_align_wa_slices(brw);
798 brw_postdraw_set_buffers_need_resolve(brw);
799
800 return;
801 }
802
803 void
804 brw_draw_prims(struct gl_context *ctx,
805 const struct _mesa_prim *prims,
806 GLuint nr_prims,
807 const struct _mesa_index_buffer *ib,
808 GLboolean index_bounds_valid,
809 GLuint min_index,
810 GLuint max_index,
811 struct gl_transform_feedback_object *gl_xfb_obj,
812 unsigned stream,
813 struct gl_buffer_object *indirect)
814 {
815 struct brw_context *brw = brw_context(ctx);
816 const struct gl_vertex_array **arrays = ctx->Array._DrawArrays;
817 struct brw_transform_feedback_object *xfb_obj =
818 (struct brw_transform_feedback_object *) gl_xfb_obj;
819
820 if (!brw_check_conditional_render(brw))
821 return;
822
823 /* Handle primitive restart if needed */
824 if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
825 /* The draw was handled, so we can exit now */
826 return;
827 }
828
829 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
830 * won't support all the extensions we support.
831 */
832 if (ctx->RenderMode != GL_RENDER) {
833 perf_debug("%s render mode not supported in hardware\n",
834 _mesa_enum_to_string(ctx->RenderMode));
835 _swsetup_Wakeup(ctx);
836 _tnl_wakeup(ctx);
837 _tnl_draw_prims(ctx, prims, nr_prims, ib,
838 index_bounds_valid, min_index, max_index, NULL, 0, NULL);
839 return;
840 }
841
842 /* If we're going to have to upload any of the user's vertex arrays, then
843 * get the minimum and maximum of their index buffer so we know what range
844 * to upload.
845 */
846 if (!index_bounds_valid && !vbo_all_varyings_in_vbos(arrays)) {
847 perf_debug("Scanning index buffer to compute index buffer bounds. "
848 "Use glDrawRangeElements() to avoid this.\n");
849 vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
850 index_bounds_valid = true;
851 }
852
853 /* Try drawing with the hardware, but don't do anything else if we can't
854 * manage it. swrast doesn't support our featureset, so we can't fall back
855 * to it.
856 */
857 brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, index_bounds_valid,
858 min_index, max_index, xfb_obj, stream, indirect);
859 }
860
861 void
862 brw_draw_init(struct brw_context *brw)
863 {
864 struct gl_context *ctx = &brw->ctx;
865 struct vbo_context *vbo = vbo_context(ctx);
866
867 /* Register our drawing function:
868 */
869 vbo->draw_prims = brw_draw_prims;
870
871 for (int i = 0; i < VERT_ATTRIB_MAX; i++)
872 brw->vb.inputs[i].buffer = -1;
873 brw->vb.nr_buffers = 0;
874 brw->vb.nr_enabled = 0;
875 }
876
877 void
878 brw_draw_destroy(struct brw_context *brw)
879 {
880 unsigned i;
881
882 for (i = 0; i < brw->vb.nr_buffers; i++) {
883 brw_bo_unreference(brw->vb.buffers[i].bo);
884 brw->vb.buffers[i].bo = NULL;
885 }
886 brw->vb.nr_buffers = 0;
887
888 for (i = 0; i < brw->vb.nr_enabled; i++) {
889 brw->vb.enabled[i]->buffer = -1;
890 }
891 brw->vb.nr_enabled = 0;
892
893 brw_bo_unreference(brw->ib.bo);
894 brw->ib.bo = NULL;
895 }