i965: fix fetching constants from constant buffer in glsl path
[mesa.git] / src / mesa / drivers / dri / i965 / brw_draw.c
1 /**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
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:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
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.
25 *
26 **************************************************************************/
27
28 #include <stdlib.h>
29
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"
35
36 #include "brw_draw.h"
37 #include "brw_defines.h"
38 #include "brw_context.h"
39 #include "brw_state.h"
40 #include "brw_fallback.h"
41
42 #include "intel_batchbuffer.h"
43 #include "intel_buffer_objects.h"
44
45 #include "tnl/tnl.h"
46 #include "vbo/vbo_context.h"
47 #include "swrast/swrast.h"
48 #include "swrast_setup/swrast_setup.h"
49
50 #define FILE_DEBUG_FLAG DEBUG_BATCH
51
52 static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
53 _3DPRIM_POINTLIST,
54 _3DPRIM_LINELIST,
55 _3DPRIM_LINELOOP,
56 _3DPRIM_LINESTRIP,
57 _3DPRIM_TRILIST,
58 _3DPRIM_TRISTRIP,
59 _3DPRIM_TRIFAN,
60 _3DPRIM_QUADLIST,
61 _3DPRIM_QUADSTRIP,
62 _3DPRIM_POLYGON
63 };
64
65
66 static const GLenum reduced_prim[GL_POLYGON+1] = {
67 GL_POINTS,
68 GL_LINES,
69 GL_LINES,
70 GL_LINES,
71 GL_TRIANGLES,
72 GL_TRIANGLES,
73 GL_TRIANGLES,
74 GL_TRIANGLES,
75 GL_TRIANGLES,
76 GL_TRIANGLES
77 };
78
79
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.
84 */
85 static GLuint brw_set_prim(struct brw_context *brw, GLenum prim)
86 {
87 GLcontext *ctx = &brw->intel.ctx;
88
89 if (INTEL_DEBUG & DEBUG_PRIMS)
90 _mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim));
91
92 /* Slight optimization to avoid the GS program when not needed:
93 */
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;
99
100 if (prim != brw->primitive) {
101 brw->primitive = prim;
102 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
103
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;
107 }
108 }
109
110 return prim_to_hw_prim[prim];
111 }
112
113
114 static GLuint trim(GLenum prim, GLuint length)
115 {
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;
120 else
121 return length;
122 }
123
124
125 static void brw_emit_prim(struct brw_context *brw,
126 const struct _mesa_prim *prim,
127 uint32_t hw_prim)
128 {
129 struct brw_3d_primitive prim_packet;
130 struct intel_context *intel = &brw->intel;
131
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);
135
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;
141
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;
147
148 /* Can't wrap here, since we rely on the validated state. */
149 brw->no_batch_wrap = GL_TRUE;
150
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.
155 */
156 if (intel->always_flush_cache) {
157 BEGIN_BATCH(1, IGNORE_CLIPRECTS);
158 OUT_BATCH(intel->vtbl.flush_cmd());
159 ADVANCE_BATCH();
160 }
161 if (prim_packet.verts_per_instance) {
162 intel_batchbuffer_data( brw->intel.batch, &prim_packet,
163 sizeof(prim_packet), LOOP_CLIPRECTS);
164 }
165 if (intel->always_flush_cache) {
166 BEGIN_BATCH(1, IGNORE_CLIPRECTS);
167 OUT_BATCH(intel->vtbl.flush_cmd());
168 ADVANCE_BATCH();
169 }
170
171 brw->no_batch_wrap = GL_FALSE;
172 }
173
174 static void brw_merge_inputs( struct brw_context *brw,
175 const struct gl_client_array *arrays[])
176 {
177 struct brw_vertex_info old = brw->vb.info;
178 GLuint i;
179
180 for (i = 0; i < VERT_ATTRIB_MAX; i++)
181 dri_bo_unreference(brw->vb.inputs[i].bo);
182
183 memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
184 memset(&brw->vb.info, 0, sizeof(brw->vb.info));
185
186 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
187 brw->vb.inputs[i].glarray = arrays[i];
188
189 if (arrays[i]->StrideB != 0)
190 brw->vb.info.varying |= 1 << i;
191
192 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
193 ((i%16) * 2);
194 }
195
196 /* Raise statechanges if input sizes and varying have changed:
197 */
198 if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
199 brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
200
201 if (brw->vb.info.varying != old.varying)
202 brw->state.dirty.brw |= BRW_NEW_INPUT_VARYING;
203 }
204
205 /* XXX: could split the primitive list to fallback only on the
206 * non-conformant primitives.
207 */
208 static GLboolean check_fallbacks( struct brw_context *brw,
209 const struct _mesa_prim *prim,
210 GLuint nr_prims )
211 {
212 GLcontext *ctx = &brw->intel.ctx;
213 GLuint i;
214
215 /* If we don't require strict OpenGL conformance, never
216 * use fallbacks. If we're forcing fallbacks, always
217 * use fallfacks.
218 */
219 if (brw->intel.conformance_mode == 0)
220 return GL_FALSE;
221
222 if (brw->intel.conformance_mode == 2)
223 return GL_TRUE;
224
225 if (ctx->Polygon.SmoothFlag) {
226 for (i = 0; i < nr_prims; i++)
227 if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
228 return GL_TRUE;
229 }
230
231 /* BRW hardware will do AA lines, but they are non-conformant it
232 * seems. TBD whether we keep this fallback:
233 */
234 if (ctx->Line.SmoothFlag) {
235 for (i = 0; i < nr_prims; i++)
236 if (reduced_prim[prim[i].mode] == GL_LINES)
237 return GL_TRUE;
238 }
239
240 /* Stipple -- these fallbacks could be resolved with a little
241 * bit of work?
242 */
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?!?
247 */
248 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
249 return GL_TRUE;
250
251 if (prim[i].mode == GL_POLYGON &&
252 (ctx->Polygon.FrontMode == GL_LINE ||
253 ctx->Polygon.BackMode == GL_LINE))
254 return GL_TRUE;
255 }
256 }
257
258 if (ctx->Point.SmoothFlag) {
259 for (i = 0; i < nr_prims; i++)
260 if (prim[i].mode == GL_POINTS)
261 return GL_TRUE;
262 }
263
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.
269 */
270 {
271 int u;
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) {
277 return GL_TRUE;
278 }
279 }
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) {
283 return GL_TRUE;
284 }
285 }
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) {
290 return GL_TRUE;
291 }
292 }
293 }
294 }
295 }
296
297 /* Nothing stopping us from the fast path now */
298 return GL_FALSE;
299 }
300
301 /* May fail if out of video memory for texture or vbo upload, or on
302 * fallback conditions.
303 */
304 static GLboolean brw_try_draw_prims( GLcontext *ctx,
305 const struct gl_client_array *arrays[],
306 const struct _mesa_prim *prim,
307 GLuint nr_prims,
308 const struct _mesa_index_buffer *ib,
309 GLuint min_index,
310 GLuint max_index )
311 {
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;
317 GLuint i;
318
319 if (ctx->NewState)
320 _mesa_update_state( ctx );
321
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.
328 */
329 brw_validate_textures( brw );
330
331 if (check_fallbacks(brw, prim, nr_prims))
332 return GL_FALSE;
333
334 /* Bind all inputs, derive varying and size information:
335 */
336 brw_merge_inputs( brw, arrays );
337
338 brw->ib.ib = ib;
339 brw->state.dirty.brw |= BRW_NEW_INDICES;
340
341 brw->vb.min_index = min_index;
342 brw->vb.max_index = max_index;
343 brw->state.dirty.brw |= BRW_NEW_VERTICES;
344
345 /* Have to validate state quite late. Will rebuild tnl_program,
346 * which depends on varying information.
347 *
348 * Note this is where brw->vs->prog_data.inputs_read is calculated,
349 * so can't access it earlier.
350 */
351
352 LOCK_HARDWARE(intel);
353
354 if (!intel->constant_cliprect && intel->driDrawable->numClipRects == 0) {
355 UNLOCK_HARDWARE(intel);
356 return GL_TRUE;
357 }
358
359 for (i = 0; i < nr_prims; i++) {
360 uint32_t hw_prim;
361
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().
368 */
369 intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4,
370 LOOP_CLIPRECTS);
371
372 hw_prim = brw_set_prim(brw, prim[i].mode);
373
374 if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) {
375 first_time = GL_FALSE;
376
377 brw_validate_state(brw);
378
379 /* Various fallback checks: */
380 if (brw->intel.Fallback)
381 goto out;
382
383 /* Check that we can fit our state in with our existing batchbuffer, or
384 * flush otherwise.
385 */
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);
390
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.
396 */
397 brw_validate_state(brw);
398 if (!warned &&
399 dri_bufmgr_check_aperture_space(brw->state.validated_bos,
400 brw->state.validated_bo_count)) {
401 warn = GL_TRUE;
402 warned = GL_TRUE;
403 }
404 }
405
406 brw_upload_state(brw);
407 }
408
409 brw_emit_prim(brw, &prim[i], hw_prim);
410
411 retval = GL_TRUE;
412 }
413
414 if (intel->always_flush_batch)
415 intel_batchbuffer_flush(intel->batch);
416 out:
417 UNLOCK_HARDWARE(intel);
418
419 if (warn)
420 fprintf(stderr, "i965: Single primitive emit potentially exceeded "
421 "available aperture space\n");
422
423 if (!retval)
424 DBG("%s failed\n", __FUNCTION__);
425
426 return retval;
427 }
428
429 static GLboolean brw_need_rebase( GLcontext *ctx,
430 const struct gl_client_array *arrays[],
431 const struct _mesa_index_buffer *ib,
432 GLuint min_index )
433 {
434 if (min_index == 0)
435 return GL_FALSE;
436
437 if (ib) {
438 if (!vbo_all_varyings_in_vbos(arrays))
439 return GL_TRUE;
440 else
441 return GL_FALSE;
442 }
443 else {
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:
448 */
449 if (!vbo_all_varyings_in_vbos(arrays))
450 return GL_TRUE;
451 else
452 return GL_FALSE;
453 }
454 }
455
456
457 void brw_draw_prims( GLcontext *ctx,
458 const struct gl_client_array *arrays[],
459 const struct _mesa_prim *prim,
460 GLuint nr_prims,
461 const struct _mesa_index_buffer *ib,
462 GLuint min_index,
463 GLuint max_index )
464 {
465 GLboolean retval;
466
467 /* Decide if we want to rebase. If so we end up recursing once
468 * only into this function.
469 */
470 if (brw_need_rebase( ctx, arrays, ib, min_index )) {
471 vbo_rebase_prims( ctx, arrays,
472 prim, nr_prims,
473 ib, min_index, max_index,
474 brw_draw_prims );
475
476 return;
477 }
478
479 /* Make a first attempt at drawing:
480 */
481 retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
482
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.
486 */
487 if (!retval) {
488 _swsetup_Wakeup(ctx);
489 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
490 }
491
492 }
493
494 void brw_draw_init( struct brw_context *brw )
495 {
496 GLcontext *ctx = &brw->intel.ctx;
497 struct vbo_context *vbo = vbo_context(ctx);
498
499 /* Register our drawing function:
500 */
501 vbo->draw_prims = brw_draw_prims;
502 }
503
504 void brw_draw_destroy( struct brw_context *brw )
505 {
506 int i;
507
508 if (brw->vb.upload.bo != NULL) {
509 dri_bo_unreference(brw->vb.upload.bo);
510 brw->vb.upload.bo = NULL;
511 }
512
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;
516 }
517
518 dri_bo_unreference(brw->ib.bo);
519 brw->ib.bo = NULL;
520 }