1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 #include "main/glheader.h"
31 #include "main/context.h"
32 #include "main/state.h"
33 #include "main/api_validate.h"
34 #include "main/enums.h"
37 #include "brw_defines.h"
38 #include "brw_context.h"
39 #include "brw_state.h"
40 #include "brw_fallback.h"
42 #include "intel_batchbuffer.h"
43 #include "intel_buffer_objects.h"
46 #include "vbo/vbo_context.h"
47 #include "swrast/swrast.h"
48 #include "swrast_setup/swrast_setup.h"
50 #define FILE_DEBUG_FLAG DEBUG_BATCH
52 static GLuint prim_to_hw_prim
[GL_POLYGON
+1] = {
66 static const GLenum reduced_prim
[GL_POLYGON
+1] = {
80 /* When the primitive changes, set a state bit and re-validate. Not
81 * the nicest and would rather deal with this by having all the
82 * programs be immune to the active primitive (ie. cope with all
83 * possibilities). That may not be realistic however.
85 static GLuint
brw_set_prim(struct brw_context
*brw
, GLenum prim
)
87 GLcontext
*ctx
= &brw
->intel
.ctx
;
89 if (INTEL_DEBUG
& DEBUG_PRIMS
)
90 _mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim
));
92 /* Slight optimization to avoid the GS program when not needed:
94 if (prim
== GL_QUAD_STRIP
&&
95 ctx
->Light
.ShadeModel
!= GL_FLAT
&&
96 ctx
->Polygon
.FrontMode
== GL_FILL
&&
97 ctx
->Polygon
.BackMode
== GL_FILL
)
98 prim
= GL_TRIANGLE_STRIP
;
100 if (prim
!= brw
->primitive
) {
101 brw
->primitive
= prim
;
102 brw
->state
.dirty
.brw
|= BRW_NEW_PRIMITIVE
;
104 if (reduced_prim
[prim
] != brw
->intel
.reduced_primitive
) {
105 brw
->intel
.reduced_primitive
= reduced_prim
[prim
];
106 brw
->state
.dirty
.brw
|= BRW_NEW_REDUCED_PRIMITIVE
;
110 return prim_to_hw_prim
[prim
];
114 static GLuint
trim(GLenum prim
, GLuint length
)
116 if (prim
== GL_QUAD_STRIP
)
117 return length
> 3 ? (length
- length
% 2) : 0;
118 else if (prim
== GL_QUADS
)
119 return length
- length
% 4;
125 static void brw_emit_prim(struct brw_context
*brw
,
126 const struct _mesa_prim
*prim
,
129 struct brw_3d_primitive prim_packet
;
130 struct intel_context
*intel
= &brw
->intel
;
132 if (INTEL_DEBUG
& DEBUG_PRIMS
)
133 _mesa_printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim
->mode
),
134 prim
->start
, prim
->count
);
136 prim_packet
.header
.opcode
= CMD_3D_PRIM
;
137 prim_packet
.header
.length
= sizeof(prim_packet
)/4 - 2;
138 prim_packet
.header
.pad
= 0;
139 prim_packet
.header
.topology
= hw_prim
;
140 prim_packet
.header
.indexed
= prim
->indexed
;
142 prim_packet
.verts_per_instance
= trim(prim
->mode
, prim
->count
);
143 prim_packet
.start_vert_location
= prim
->start
;
144 prim_packet
.instance_count
= 1;
145 prim_packet
.start_instance_location
= 0;
146 prim_packet
.base_vert_location
= 0;
148 /* Can't wrap here, since we rely on the validated state. */
149 brw
->no_batch_wrap
= GL_TRUE
;
151 /* If we're set to always flush, do it before and after the primitive emit.
152 * We want to catch both missed flushes that hurt instruction/state cache
153 * and missed flushes of the render cache as it heads to other parts of
154 * the besides the draw code.
156 if (intel
->always_flush_cache
) {
157 BEGIN_BATCH(1, IGNORE_CLIPRECTS
);
158 OUT_BATCH(intel
->vtbl
.flush_cmd());
161 if (prim_packet
.verts_per_instance
) {
162 intel_batchbuffer_data( brw
->intel
.batch
, &prim_packet
,
163 sizeof(prim_packet
), LOOP_CLIPRECTS
);
165 if (intel
->always_flush_cache
) {
166 BEGIN_BATCH(1, IGNORE_CLIPRECTS
);
167 OUT_BATCH(intel
->vtbl
.flush_cmd());
171 brw
->no_batch_wrap
= GL_FALSE
;
174 static void brw_merge_inputs( struct brw_context
*brw
,
175 const struct gl_client_array
*arrays
[])
177 struct brw_vertex_info old
= brw
->vb
.info
;
180 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++)
181 dri_bo_unreference(brw
->vb
.inputs
[i
].bo
);
183 memset(&brw
->vb
.inputs
, 0, sizeof(brw
->vb
.inputs
));
184 memset(&brw
->vb
.info
, 0, sizeof(brw
->vb
.info
));
186 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
187 brw
->vb
.inputs
[i
].glarray
= arrays
[i
];
189 if (arrays
[i
]->StrideB
!= 0)
190 brw
->vb
.info
.varying
|= 1 << i
;
192 brw
->vb
.info
.sizes
[i
/16] |= (brw
->vb
.inputs
[i
].glarray
->Size
- 1) <<
196 /* Raise statechanges if input sizes and varying have changed:
198 if (memcmp(brw
->vb
.info
.sizes
, old
.sizes
, sizeof(old
.sizes
)) != 0)
199 brw
->state
.dirty
.brw
|= BRW_NEW_INPUT_DIMENSIONS
;
201 if (brw
->vb
.info
.varying
!= old
.varying
)
202 brw
->state
.dirty
.brw
|= BRW_NEW_INPUT_VARYING
;
205 /* XXX: could split the primitive list to fallback only on the
206 * non-conformant primitives.
208 static GLboolean
check_fallbacks( struct brw_context
*brw
,
209 const struct _mesa_prim
*prim
,
212 GLcontext
*ctx
= &brw
->intel
.ctx
;
215 /* If we don't require strict OpenGL conformance, never
216 * use fallbacks. If we're forcing fallbacks, always
219 if (brw
->intel
.conformance_mode
== 0)
222 if (brw
->intel
.conformance_mode
== 2)
225 if (ctx
->Polygon
.SmoothFlag
) {
226 for (i
= 0; i
< nr_prims
; i
++)
227 if (reduced_prim
[prim
[i
].mode
] == GL_TRIANGLES
)
231 /* BRW hardware will do AA lines, but they are non-conformant it
232 * seems. TBD whether we keep this fallback:
234 if (ctx
->Line
.SmoothFlag
) {
235 for (i
= 0; i
< nr_prims
; i
++)
236 if (reduced_prim
[prim
[i
].mode
] == GL_LINES
)
240 /* Stipple -- these fallbacks could be resolved with a little
243 if (ctx
->Line
.StippleFlag
) {
244 for (i
= 0; i
< nr_prims
; i
++) {
245 /* GS doesn't get enough information to know when to reset
246 * the stipple counter?!?
248 if (prim
[i
].mode
== GL_LINE_LOOP
|| prim
[i
].mode
== GL_LINE_STRIP
)
251 if (prim
[i
].mode
== GL_POLYGON
&&
252 (ctx
->Polygon
.FrontMode
== GL_LINE
||
253 ctx
->Polygon
.BackMode
== GL_LINE
))
258 if (ctx
->Point
.SmoothFlag
) {
259 for (i
= 0; i
< nr_prims
; i
++)
260 if (prim
[i
].mode
== GL_POINTS
)
264 /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
265 * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
266 * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and
267 * we want strict conformance, force the fallback.
268 * Right now, we only do this for 2D textures.
272 for (u
= 0; u
< ctx
->Const
.MaxTextureCoordUnits
; u
++) {
273 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[u
];
274 if (texUnit
->Enabled
) {
275 if (texUnit
->Enabled
& TEXTURE_1D_BIT
) {
276 if (texUnit
->CurrentTex
[TEXTURE_1D_INDEX
]->WrapS
== GL_CLAMP
) {
280 if (texUnit
->Enabled
& TEXTURE_2D_BIT
) {
281 if (texUnit
->CurrentTex
[TEXTURE_2D_INDEX
]->WrapS
== GL_CLAMP
||
282 texUnit
->CurrentTex
[TEXTURE_2D_INDEX
]->WrapT
== GL_CLAMP
) {
286 if (texUnit
->Enabled
& TEXTURE_3D_BIT
) {
287 if (texUnit
->CurrentTex
[TEXTURE_3D_INDEX
]->WrapS
== GL_CLAMP
||
288 texUnit
->CurrentTex
[TEXTURE_3D_INDEX
]->WrapT
== GL_CLAMP
||
289 texUnit
->CurrentTex
[TEXTURE_3D_INDEX
]->WrapR
== GL_CLAMP
) {
297 /* Nothing stopping us from the fast path now */
301 /* May fail if out of video memory for texture or vbo upload, or on
302 * fallback conditions.
304 static GLboolean
brw_try_draw_prims( GLcontext
*ctx
,
305 const struct gl_client_array
*arrays
[],
306 const struct _mesa_prim
*prim
,
308 const struct _mesa_index_buffer
*ib
,
312 struct intel_context
*intel
= intel_context(ctx
);
313 struct brw_context
*brw
= brw_context(ctx
);
314 GLboolean retval
= GL_FALSE
;
315 GLboolean warn
= GL_FALSE
;
316 GLboolean first_time
= GL_TRUE
;
320 _mesa_update_state( ctx
);
322 /* We have to validate the textures *before* checking for fallbacks;
323 * otherwise, the software fallback won't be able to rely on the
324 * texture state, the firstLevel and lastLevel fields won't be
325 * set in the intel texture object (they'll both be 0), and the
326 * software fallback will segfault if it attempts to access any
327 * texture level other than level 0.
329 brw_validate_textures( brw
);
331 if (check_fallbacks(brw
, prim
, nr_prims
))
334 /* Bind all inputs, derive varying and size information:
336 brw_merge_inputs( brw
, arrays
);
339 brw
->state
.dirty
.brw
|= BRW_NEW_INDICES
;
341 brw
->vb
.min_index
= min_index
;
342 brw
->vb
.max_index
= max_index
;
343 brw
->state
.dirty
.brw
|= BRW_NEW_VERTICES
;
345 /* Have to validate state quite late. Will rebuild tnl_program,
346 * which depends on varying information.
348 * Note this is where brw->vs->prog_data.inputs_read is calculated,
349 * so can't access it earlier.
352 LOCK_HARDWARE(intel
);
354 if (!intel
->constant_cliprect
&& intel
->driDrawable
->numClipRects
== 0) {
355 UNLOCK_HARDWARE(intel
);
359 for (i
= 0; i
< nr_prims
; i
++) {
362 /* Flush the batch if it's approaching full, so that we don't wrap while
363 * we've got validated state that needs to be in the same batch as the
364 * primitives. This fraction is just a guess (minimal full state plus
365 * a primitive is around 512 bytes), and would be better if we had
366 * an upper bound of how much we might emit in a single
367 * brw_try_draw_prims().
369 intel_batchbuffer_require_space(intel
->batch
, intel
->batch
->size
/ 4,
372 hw_prim
= brw_set_prim(brw
, prim
[i
].mode
);
374 if (first_time
|| (brw
->state
.dirty
.brw
& BRW_NEW_PRIMITIVE
)) {
375 first_time
= GL_FALSE
;
377 brw_validate_state(brw
);
379 /* Various fallback checks: */
380 if (brw
->intel
.Fallback
)
383 /* Check that we can fit our state in with our existing batchbuffer, or
386 if (dri_bufmgr_check_aperture_space(brw
->state
.validated_bos
,
387 brw
->state
.validated_bo_count
)) {
388 static GLboolean warned
;
389 intel_batchbuffer_flush(intel
->batch
);
391 /* Validate the state after we flushed the batch (which would have
392 * changed the set of dirty state). If we still fail to
393 * check_aperture, warn of what's happening, but attempt to continue
394 * on since it may succeed anyway, and the user would probably rather
395 * see a failure and a warning than a fallback.
397 brw_validate_state(brw
);
399 dri_bufmgr_check_aperture_space(brw
->state
.validated_bos
,
400 brw
->state
.validated_bo_count
)) {
406 brw_upload_state(brw
);
409 brw_emit_prim(brw
, &prim
[i
], hw_prim
);
414 if (intel
->always_flush_batch
)
415 intel_batchbuffer_flush(intel
->batch
);
417 UNLOCK_HARDWARE(intel
);
420 fprintf(stderr
, "i965: Single primitive emit potentially exceeded "
421 "available aperture space\n");
424 DBG("%s failed\n", __FUNCTION__
);
429 static GLboolean
brw_need_rebase( GLcontext
*ctx
,
430 const struct gl_client_array
*arrays
[],
431 const struct _mesa_index_buffer
*ib
,
438 if (!vbo_all_varyings_in_vbos(arrays
))
444 /* Hmm. This isn't quite what I wanted. BRW can actually
445 * handle the mixed case well enough that we shouldn't need to
446 * rebase. However, it's probably not very common, nor hugely
447 * expensive to do it this way:
449 if (!vbo_all_varyings_in_vbos(arrays
))
457 void brw_draw_prims( GLcontext
*ctx
,
458 const struct gl_client_array
*arrays
[],
459 const struct _mesa_prim
*prim
,
461 const struct _mesa_index_buffer
*ib
,
467 /* Decide if we want to rebase. If so we end up recursing once
468 * only into this function.
470 if (brw_need_rebase( ctx
, arrays
, ib
, min_index
)) {
471 vbo_rebase_prims( ctx
, arrays
,
473 ib
, min_index
, max_index
,
479 /* Make a first attempt at drawing:
481 retval
= brw_try_draw_prims(ctx
, arrays
, prim
, nr_prims
, ib
, min_index
, max_index
);
483 /* Otherwise, we really are out of memory. Pass the drawing
484 * command to the software tnl module and which will in turn call
485 * swrast to do the drawing.
488 _swsetup_Wakeup(ctx
);
489 _tnl_draw_prims(ctx
, arrays
, prim
, nr_prims
, ib
, min_index
, max_index
);
494 void brw_draw_init( struct brw_context
*brw
)
496 GLcontext
*ctx
= &brw
->intel
.ctx
;
497 struct vbo_context
*vbo
= vbo_context(ctx
);
499 /* Register our drawing function:
501 vbo
->draw_prims
= brw_draw_prims
;
504 void brw_draw_destroy( struct brw_context
*brw
)
508 if (brw
->vb
.upload
.bo
!= NULL
) {
509 dri_bo_unreference(brw
->vb
.upload
.bo
);
510 brw
->vb
.upload
.bo
= NULL
;
513 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
514 dri_bo_unreference(brw
->vb
.inputs
[i
].bo
);
515 brw
->vb
.inputs
[i
].bo
= NULL
;
518 dri_bo_unreference(brw
->ib
.bo
);