5705362ba7acbdb1a31fa1af820628c3fadb6b64
[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 <sys/errno.h>
29
30 #include "main/glheader.h"
31 #include "main/context.h"
32 #include "main/condrender.h"
33 #include "main/samplerobj.h"
34 #include "main/state.h"
35 #include "main/enums.h"
36 #include "main/macros.h"
37 #include "main/transformfeedback.h"
38 #include "tnl/tnl.h"
39 #include "vbo/vbo_context.h"
40 #include "swrast/swrast.h"
41 #include "swrast_setup/swrast_setup.h"
42 #include "drivers/common/meta.h"
43
44 #include "brw_draw.h"
45 #include "brw_defines.h"
46 #include "brw_context.h"
47 #include "brw_state.h"
48
49 #include "intel_batchbuffer.h"
50 #include "intel_fbo.h"
51 #include "intel_mipmap_tree.h"
52 #include "intel_regions.h"
53
54 #define FILE_DEBUG_FLAG DEBUG_PRIMS
55
56 static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
57 _3DPRIM_POINTLIST,
58 _3DPRIM_LINELIST,
59 _3DPRIM_LINELOOP,
60 _3DPRIM_LINESTRIP,
61 _3DPRIM_TRILIST,
62 _3DPRIM_TRISTRIP,
63 _3DPRIM_TRIFAN,
64 _3DPRIM_QUADLIST,
65 _3DPRIM_QUADSTRIP,
66 _3DPRIM_POLYGON
67 };
68
69
70 static const GLenum reduced_prim[GL_POLYGON+1] = {
71 GL_POINTS,
72 GL_LINES,
73 GL_LINES,
74 GL_LINES,
75 GL_TRIANGLES,
76 GL_TRIANGLES,
77 GL_TRIANGLES,
78 GL_TRIANGLES,
79 GL_TRIANGLES,
80 GL_TRIANGLES
81 };
82
83
84 /* When the primitive changes, set a state bit and re-validate. Not
85 * the nicest and would rather deal with this by having all the
86 * programs be immune to the active primitive (ie. cope with all
87 * possibilities). That may not be realistic however.
88 */
89 static void brw_set_prim(struct brw_context *brw,
90 const struct _mesa_prim *prim)
91 {
92 struct gl_context *ctx = &brw->intel.ctx;
93 uint32_t hw_prim = prim_to_hw_prim[prim->mode];
94
95 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
96
97 /* Slight optimization to avoid the GS program when not needed:
98 */
99 if (prim->mode == GL_QUAD_STRIP &&
100 ctx->Light.ShadeModel != GL_FLAT &&
101 ctx->Polygon.FrontMode == GL_FILL &&
102 ctx->Polygon.BackMode == GL_FILL)
103 hw_prim = _3DPRIM_TRISTRIP;
104
105 if (prim->mode == GL_QUADS && prim->count == 4 &&
106 ctx->Light.ShadeModel != GL_FLAT &&
107 ctx->Polygon.FrontMode == GL_FILL &&
108 ctx->Polygon.BackMode == GL_FILL) {
109 hw_prim = _3DPRIM_TRIFAN;
110 }
111
112 if (hw_prim != brw->primitive) {
113 brw->primitive = hw_prim;
114 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
115
116 if (reduced_prim[prim->mode] != brw->intel.reduced_primitive) {
117 brw->intel.reduced_primitive = reduced_prim[prim->mode];
118 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
119 }
120 }
121 }
122
123 static void gen6_set_prim(struct brw_context *brw,
124 const struct _mesa_prim *prim)
125 {
126 uint32_t hw_prim;
127
128 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
129
130 hw_prim = prim_to_hw_prim[prim->mode];
131
132 if (hw_prim != brw->primitive) {
133 brw->primitive = hw_prim;
134 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
135 }
136 }
137
138
139 static GLuint trim(GLenum prim, GLuint length)
140 {
141 if (prim == GL_QUAD_STRIP)
142 return length > 3 ? (length - length % 2) : 0;
143 else if (prim == GL_QUADS)
144 return length - length % 4;
145 else
146 return length;
147 }
148
149
150 static void brw_emit_prim(struct brw_context *brw,
151 const struct _mesa_prim *prim,
152 uint32_t hw_prim)
153 {
154 struct intel_context *intel = &brw->intel;
155 int verts_per_instance;
156 int vertex_access_type;
157 int start_vertex_location;
158 int base_vertex_location;
159
160 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
161 prim->start, prim->count);
162
163 start_vertex_location = prim->start;
164 base_vertex_location = prim->basevertex;
165 if (prim->indexed) {
166 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
167 start_vertex_location += brw->ib.start_vertex_offset;
168 base_vertex_location += brw->vb.start_vertex_bias;
169 } else {
170 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
171 start_vertex_location += brw->vb.start_vertex_bias;
172 }
173
174 verts_per_instance = trim(prim->mode, prim->count);
175
176 /* If nothing to emit, just return. */
177 if (verts_per_instance == 0)
178 return;
179
180 /* If we're set to always flush, do it before and after the primitive emit.
181 * We want to catch both missed flushes that hurt instruction/state cache
182 * and missed flushes of the render cache as it heads to other parts of
183 * the besides the draw code.
184 */
185 if (intel->always_flush_cache) {
186 intel_batchbuffer_emit_mi_flush(intel);
187 }
188
189 BEGIN_BATCH(6);
190 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
191 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
192 vertex_access_type);
193 OUT_BATCH(verts_per_instance);
194 OUT_BATCH(start_vertex_location);
195 OUT_BATCH(prim->num_instances);
196 OUT_BATCH(prim->base_instance);
197 OUT_BATCH(base_vertex_location);
198 ADVANCE_BATCH();
199
200 intel->batch.need_workaround_flush = true;
201
202 if (intel->always_flush_cache) {
203 intel_batchbuffer_emit_mi_flush(intel);
204 }
205 }
206
207 static void gen7_emit_prim(struct brw_context *brw,
208 const struct _mesa_prim *prim,
209 uint32_t hw_prim)
210 {
211 struct intel_context *intel = &brw->intel;
212 int verts_per_instance;
213 int vertex_access_type;
214 int start_vertex_location;
215 int base_vertex_location;
216
217 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
218 prim->start, prim->count);
219
220 start_vertex_location = prim->start;
221 base_vertex_location = prim->basevertex;
222 if (prim->indexed) {
223 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
224 start_vertex_location += brw->ib.start_vertex_offset;
225 base_vertex_location += brw->vb.start_vertex_bias;
226 } else {
227 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
228 start_vertex_location += brw->vb.start_vertex_bias;
229 }
230
231 verts_per_instance = trim(prim->mode, prim->count);
232
233 /* If nothing to emit, just return. */
234 if (verts_per_instance == 0)
235 return;
236
237 /* If we're set to always flush, do it before and after the primitive emit.
238 * We want to catch both missed flushes that hurt instruction/state cache
239 * and missed flushes of the render cache as it heads to other parts of
240 * the besides the draw code.
241 */
242 if (intel->always_flush_cache) {
243 intel_batchbuffer_emit_mi_flush(intel);
244 }
245
246 BEGIN_BATCH(7);
247 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
248 OUT_BATCH(hw_prim | vertex_access_type);
249 OUT_BATCH(verts_per_instance);
250 OUT_BATCH(start_vertex_location);
251 OUT_BATCH(prim->num_instances);
252 OUT_BATCH(prim->base_instance);
253 OUT_BATCH(base_vertex_location);
254 ADVANCE_BATCH();
255
256 if (intel->always_flush_cache) {
257 intel_batchbuffer_emit_mi_flush(intel);
258 }
259 }
260
261
262 static void brw_merge_inputs( struct brw_context *brw,
263 const struct gl_client_array *arrays[])
264 {
265 GLuint i;
266
267 for (i = 0; i < brw->vb.nr_buffers; i++) {
268 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
269 brw->vb.buffers[i].bo = NULL;
270 }
271 brw->vb.nr_buffers = 0;
272
273 memset(&brw->vb.info, 0, sizeof(brw->vb.info));
274
275 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
276 brw->vb.inputs[i].buffer = -1;
277 brw->vb.inputs[i].glarray = arrays[i];
278 brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
279
280 if (arrays[i]->StrideB != 0)
281 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
282 ((i%16) * 2);
283 }
284 }
285
286 /*
287 * \brief Resolve buffers before drawing.
288 *
289 * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
290 * enabled depth texture.
291 *
292 * (In the future, this will also perform MSAA resolves).
293 */
294 static void
295 brw_predraw_resolve_buffers(struct brw_context *brw)
296 {
297 struct gl_context *ctx = &brw->intel.ctx;
298 struct intel_context *intel = &brw->intel;
299 struct intel_renderbuffer *depth_irb;
300 struct intel_texture_object *tex_obj;
301
302 /* Resolve the depth buffer's HiZ buffer. */
303 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
304 if (depth_irb)
305 intel_renderbuffer_resolve_hiz(intel, depth_irb);
306
307 /* Resolve depth buffer of each enabled depth texture. */
308 for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
309 if (!ctx->Texture.Unit[i]._ReallyEnabled)
310 continue;
311 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
312 if (!tex_obj || !tex_obj->mt)
313 continue;
314 intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
315 }
316 }
317
318 /**
319 * \brief Call this after drawing to mark which buffers need resolving
320 *
321 * If the depth buffer was written to and if it has an accompanying HiZ
322 * buffer, then mark that it needs a depth resolve.
323 *
324 * If the color buffer is a multisample window system buffer, then
325 * mark that it needs a downsample.
326 */
327 static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
328 {
329 struct intel_context *intel = &brw->intel;
330 struct gl_context *ctx = &brw->intel.ctx;
331 struct gl_framebuffer *fb = ctx->DrawBuffer;
332
333 struct intel_renderbuffer *front_irb = NULL;
334 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
335 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
336
337 if (intel->is_front_buffer_rendering)
338 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
339
340 if (front_irb)
341 intel_renderbuffer_set_needs_downsample(front_irb);
342 if (back_irb)
343 intel_renderbuffer_set_needs_downsample(back_irb);
344 if (depth_irb && ctx->Depth.Mask)
345 intel_renderbuffer_set_needs_depth_resolve(depth_irb);
346 }
347
348 static int
349 verts_per_prim(GLenum mode)
350 {
351 switch (mode) {
352 case GL_POINTS:
353 return 1;
354 case GL_LINE_STRIP:
355 case GL_LINE_LOOP:
356 case GL_LINES:
357 return 2;
358 case GL_TRIANGLE_STRIP:
359 case GL_TRIANGLE_FAN:
360 case GL_POLYGON:
361 case GL_TRIANGLES:
362 case GL_QUADS:
363 case GL_QUAD_STRIP:
364 return 3;
365 default:
366 _mesa_problem(NULL,
367 "unknown prim type in transform feedback primitive count");
368 return 0;
369 }
370 }
371
372 /**
373 * Update internal counters based on the the drawing operation described in
374 * prim.
375 */
376 static void
377 brw_update_primitive_count(struct brw_context *brw,
378 const struct _mesa_prim *prim)
379 {
380 uint32_t count
381 = vbo_count_tessellated_primitives(prim->mode, prim->count,
382 prim->num_instances);
383 brw->sol.primitives_generated += count;
384 if (_mesa_is_xfb_active_and_unpaused(&brw->intel.ctx)) {
385 /* Update brw->sol.svbi_0_max_index to reflect the amount by which the
386 * hardware is going to increment SVBI 0 when this drawing operation
387 * occurs. This is necessary because the kernel does not (yet) save and
388 * restore GPU registers when context switching, so we'll need to be
389 * able to reload SVBI 0 with the correct value in case we have to start
390 * a new batch buffer.
391 */
392 unsigned verts = verts_per_prim(prim->mode);
393 uint32_t space_avail =
394 (brw->sol.svbi_0_max_index - brw->sol.svbi_0_starting_index) / verts;
395 uint32_t primitives_written = MIN2 (space_avail, count);
396 brw->sol.svbi_0_starting_index += verts * primitives_written;
397
398 /* And update the TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query. */
399 brw->sol.primitives_written += primitives_written;
400 }
401 }
402
403 /* May fail if out of video memory for texture or vbo upload, or on
404 * fallback conditions.
405 */
406 static bool brw_try_draw_prims( struct gl_context *ctx,
407 const struct gl_client_array *arrays[],
408 const struct _mesa_prim *prim,
409 GLuint nr_prims,
410 const struct _mesa_index_buffer *ib,
411 GLuint min_index,
412 GLuint max_index )
413 {
414 struct intel_context *intel = intel_context(ctx);
415 struct brw_context *brw = brw_context(ctx);
416 bool retval = true;
417 GLuint i;
418 bool fail_next = false;
419
420 if (ctx->NewState)
421 _mesa_update_state( ctx );
422
423 /* We have to validate the textures *before* checking for fallbacks;
424 * otherwise, the software fallback won't be able to rely on the
425 * texture state, the firstLevel and lastLevel fields won't be
426 * set in the intel texture object (they'll both be 0), and the
427 * software fallback will segfault if it attempts to access any
428 * texture level other than level 0.
429 */
430 brw_validate_textures( brw );
431
432 intel_prepare_render(intel);
433
434 /* This workaround has to happen outside of brw_upload_state() because it
435 * may flush the batchbuffer for a blit, affecting the state flags.
436 */
437 brw_workaround_depthstencil_alignment(brw, 0);
438
439 /* Resolves must occur after updating renderbuffers, updating context state,
440 * and finalizing textures but before setting up any hardware state for
441 * this draw call.
442 */
443 brw_predraw_resolve_buffers(brw);
444
445 /* Bind all inputs, derive varying and size information:
446 */
447 brw_merge_inputs( brw, arrays );
448
449 brw->ib.ib = ib;
450 brw->state.dirty.brw |= BRW_NEW_INDICES;
451
452 brw->vb.min_index = min_index;
453 brw->vb.max_index = max_index;
454 brw->state.dirty.brw |= BRW_NEW_VERTICES;
455
456 for (i = 0; i < nr_prims; i++) {
457 int estimated_max_prim_size;
458
459 estimated_max_prim_size = 512; /* batchbuffer commands */
460 estimated_max_prim_size += (BRW_MAX_TEX_UNIT *
461 (sizeof(struct brw_sampler_state) +
462 sizeof(struct gen5_sampler_default_color)));
463 estimated_max_prim_size += 1024; /* gen6 VS push constants */
464 estimated_max_prim_size += 1024; /* gen6 WM push constants */
465 estimated_max_prim_size += 512; /* misc. pad */
466
467 /* Flush the batch if it's approaching full, so that we don't wrap while
468 * we've got validated state that needs to be in the same batch as the
469 * primitives.
470 */
471 intel_batchbuffer_require_space(intel, estimated_max_prim_size, false);
472 intel_batchbuffer_save_state(intel);
473
474 if (brw->num_instances != prim->num_instances) {
475 brw->num_instances = prim->num_instances;
476 brw->state.dirty.brw |= BRW_NEW_VERTICES;
477 }
478 if (brw->basevertex != prim->basevertex) {
479 brw->basevertex = prim->basevertex;
480 brw->state.dirty.brw |= BRW_NEW_VERTICES;
481 }
482 if (intel->gen < 6)
483 brw_set_prim(brw, &prim[i]);
484 else
485 gen6_set_prim(brw, &prim[i]);
486
487 retry:
488 /* Note that before the loop, brw->state.dirty.brw was set to != 0, and
489 * that the state updated in the loop outside of this block is that in
490 * *_set_prim or intel_batchbuffer_flush(), which only impacts
491 * brw->state.dirty.brw.
492 */
493 if (brw->state.dirty.brw) {
494 intel->no_batch_wrap = true;
495 brw_upload_state(brw);
496 }
497
498 if (intel->gen >= 7)
499 gen7_emit_prim(brw, &prim[i], brw->primitive);
500 else
501 brw_emit_prim(brw, &prim[i], brw->primitive);
502
503 intel->no_batch_wrap = false;
504
505 if (dri_bufmgr_check_aperture_space(&intel->batch.bo, 1)) {
506 if (!fail_next) {
507 intel_batchbuffer_reset_to_saved(intel);
508 intel_batchbuffer_flush(intel);
509 fail_next = true;
510 goto retry;
511 } else {
512 if (intel_batchbuffer_flush(intel) == -ENOSPC) {
513 static bool warned = false;
514
515 if (!warned) {
516 fprintf(stderr, "i965: Single primitive emit exceeded"
517 "available aperture space\n");
518 warned = true;
519 }
520
521 retval = false;
522 }
523 }
524 }
525
526 if (!_mesa_meta_in_progress(ctx))
527 brw_update_primitive_count(brw, &prim[i]);
528 }
529
530 if (intel->always_flush_batch)
531 intel_batchbuffer_flush(intel);
532
533 brw_state_cache_check_size(brw);
534 brw_postdraw_set_buffers_need_resolve(brw);
535
536 return retval;
537 }
538
539 void brw_draw_prims( struct gl_context *ctx,
540 const struct _mesa_prim *prim,
541 GLuint nr_prims,
542 const struct _mesa_index_buffer *ib,
543 GLboolean index_bounds_valid,
544 GLuint min_index,
545 GLuint max_index,
546 struct gl_transform_feedback_object *tfb_vertcount )
547 {
548 struct intel_context *intel = intel_context(ctx);
549 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
550
551 if (!_mesa_check_conditional_render(ctx))
552 return;
553
554 /* Handle primitive restart if needed */
555 if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
556 /* The draw was handled, so we can exit now */
557 return;
558 }
559
560 /* If we're going to have to upload any of the user's vertex arrays, then
561 * get the minimum and maximum of their index buffer so we know what range
562 * to upload.
563 */
564 if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid)
565 vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
566
567 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
568 * won't support all the extensions we support.
569 */
570 if (ctx->RenderMode != GL_RENDER) {
571 perf_debug("%s render mode not supported in hardware\n",
572 _mesa_lookup_enum_by_nr(ctx->RenderMode));
573 _swsetup_Wakeup(ctx);
574 _tnl_wakeup(ctx);
575 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
576 return;
577 }
578
579 /* Try drawing with the hardware, but don't do anything else if we can't
580 * manage it. swrast doesn't support our featureset, so we can't fall back
581 * to it.
582 */
583 brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
584 }
585
586 void brw_draw_init( struct brw_context *brw )
587 {
588 struct gl_context *ctx = &brw->intel.ctx;
589 struct vbo_context *vbo = vbo_context(ctx);
590 int i;
591
592 /* Register our drawing function:
593 */
594 vbo->draw_prims = brw_draw_prims;
595
596 for (i = 0; i < VERT_ATTRIB_MAX; i++)
597 brw->vb.inputs[i].buffer = -1;
598 brw->vb.nr_buffers = 0;
599 brw->vb.nr_enabled = 0;
600 }
601
602 void brw_draw_destroy( struct brw_context *brw )
603 {
604 int i;
605
606 for (i = 0; i < brw->vb.nr_buffers; i++) {
607 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
608 brw->vb.buffers[i].bo = NULL;
609 }
610 brw->vb.nr_buffers = 0;
611
612 for (i = 0; i < brw->vb.nr_enabled; i++) {
613 brw->vb.enabled[i]->buffer = -1;
614 }
615 brw->vb.nr_enabled = 0;
616
617 drm_intel_bo_unreference(brw->ib.bo);
618 brw->ib.bo = NULL;
619 }