i965: Move front buffer rendering fields from intel_context to brw.
[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_blorp.h"
45 #include "brw_draw.h"
46 #include "brw_defines.h"
47 #include "brw_context.h"
48 #include "brw_state.h"
49
50 #include "intel_batchbuffer.h"
51 #include "intel_fbo.h"
52 #include "intel_mipmap_tree.h"
53 #include "intel_regions.h"
54
55 #define FILE_DEBUG_FLAG DEBUG_PRIMS
56
57 static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
58 _3DPRIM_POINTLIST,
59 _3DPRIM_LINELIST,
60 _3DPRIM_LINELOOP,
61 _3DPRIM_LINESTRIP,
62 _3DPRIM_TRILIST,
63 _3DPRIM_TRISTRIP,
64 _3DPRIM_TRIFAN,
65 _3DPRIM_QUADLIST,
66 _3DPRIM_QUADSTRIP,
67 _3DPRIM_POLYGON
68 };
69
70
71 static const GLenum reduced_prim[GL_POLYGON+1] = {
72 GL_POINTS,
73 GL_LINES,
74 GL_LINES,
75 GL_LINES,
76 GL_TRIANGLES,
77 GL_TRIANGLES,
78 GL_TRIANGLES,
79 GL_TRIANGLES,
80 GL_TRIANGLES,
81 GL_TRIANGLES
82 };
83
84
85 /* When the primitive changes, set a state bit and re-validate. Not
86 * the nicest and would rather deal with this by having all the
87 * programs be immune to the active primitive (ie. cope with all
88 * possibilities). That may not be realistic however.
89 */
90 static void brw_set_prim(struct brw_context *brw,
91 const struct _mesa_prim *prim)
92 {
93 struct gl_context *ctx = &brw->intel.ctx;
94 uint32_t hw_prim = prim_to_hw_prim[prim->mode];
95
96 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
97
98 /* Slight optimization to avoid the GS program when not needed:
99 */
100 if (prim->mode == GL_QUAD_STRIP &&
101 ctx->Light.ShadeModel != GL_FLAT &&
102 ctx->Polygon.FrontMode == GL_FILL &&
103 ctx->Polygon.BackMode == GL_FILL)
104 hw_prim = _3DPRIM_TRISTRIP;
105
106 if (prim->mode == GL_QUADS && prim->count == 4 &&
107 ctx->Light.ShadeModel != GL_FLAT &&
108 ctx->Polygon.FrontMode == GL_FILL &&
109 ctx->Polygon.BackMode == GL_FILL) {
110 hw_prim = _3DPRIM_TRIFAN;
111 }
112
113 if (hw_prim != brw->primitive) {
114 brw->primitive = hw_prim;
115 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
116
117 if (reduced_prim[prim->mode] != brw->intel.reduced_primitive) {
118 brw->intel.reduced_primitive = reduced_prim[prim->mode];
119 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
120 }
121 }
122 }
123
124 static void gen6_set_prim(struct brw_context *brw,
125 const struct _mesa_prim *prim)
126 {
127 uint32_t hw_prim;
128
129 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
130
131 hw_prim = prim_to_hw_prim[prim->mode];
132
133 if (hw_prim != brw->primitive) {
134 brw->primitive = hw_prim;
135 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
136 }
137 }
138
139
140 /**
141 * The hardware is capable of removing dangling vertices on its own; however,
142 * prior to Gen6, we sometimes convert quads into trifans (and quad strips
143 * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
144 * This function manually trims dangling vertices from a draw call involving
145 * quads so that those dangling vertices won't get drawn when we convert to
146 * trifans/tristrips.
147 */
148 static GLuint trim(GLenum prim, GLuint length)
149 {
150 if (prim == GL_QUAD_STRIP)
151 return length > 3 ? (length - length % 2) : 0;
152 else if (prim == GL_QUADS)
153 return length - length % 4;
154 else
155 return length;
156 }
157
158
159 static void brw_emit_prim(struct brw_context *brw,
160 const struct _mesa_prim *prim,
161 uint32_t hw_prim)
162 {
163 struct intel_context *intel = &brw->intel;
164 int verts_per_instance;
165 int vertex_access_type;
166 int start_vertex_location;
167 int base_vertex_location;
168
169 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
170 prim->start, prim->count);
171
172 start_vertex_location = prim->start;
173 base_vertex_location = prim->basevertex;
174 if (prim->indexed) {
175 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
176 start_vertex_location += brw->ib.start_vertex_offset;
177 base_vertex_location += brw->vb.start_vertex_bias;
178 } else {
179 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
180 start_vertex_location += brw->vb.start_vertex_bias;
181 }
182
183 /* We only need to trim the primitive count on pre-Gen6. */
184 if (intel->gen < 6)
185 verts_per_instance = trim(prim->mode, prim->count);
186 else
187 verts_per_instance = prim->count;
188
189 /* If nothing to emit, just return. */
190 if (verts_per_instance == 0)
191 return;
192
193 /* If we're set to always flush, do it before and after the primitive emit.
194 * We want to catch both missed flushes that hurt instruction/state cache
195 * and missed flushes of the render cache as it heads to other parts of
196 * the besides the draw code.
197 */
198 if (intel->always_flush_cache) {
199 intel_batchbuffer_emit_mi_flush(brw);
200 }
201
202 BEGIN_BATCH(6);
203 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
204 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
205 vertex_access_type);
206 OUT_BATCH(verts_per_instance);
207 OUT_BATCH(start_vertex_location);
208 OUT_BATCH(prim->num_instances);
209 OUT_BATCH(prim->base_instance);
210 OUT_BATCH(base_vertex_location);
211 ADVANCE_BATCH();
212
213 intel->batch.need_workaround_flush = true;
214
215 if (intel->always_flush_cache) {
216 intel_batchbuffer_emit_mi_flush(brw);
217 }
218 }
219
220 static void gen7_emit_prim(struct brw_context *brw,
221 const struct _mesa_prim *prim,
222 uint32_t hw_prim)
223 {
224 struct intel_context *intel = &brw->intel;
225 int verts_per_instance;
226 int vertex_access_type;
227 int start_vertex_location;
228 int base_vertex_location;
229
230 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
231 prim->start, prim->count);
232
233 start_vertex_location = prim->start;
234 base_vertex_location = prim->basevertex;
235 if (prim->indexed) {
236 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
237 start_vertex_location += brw->ib.start_vertex_offset;
238 base_vertex_location += brw->vb.start_vertex_bias;
239 } else {
240 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
241 start_vertex_location += brw->vb.start_vertex_bias;
242 }
243
244 verts_per_instance = prim->count;
245
246 /* If nothing to emit, just return. */
247 if (verts_per_instance == 0)
248 return;
249
250 /* If we're set to always flush, do it before and after the primitive emit.
251 * We want to catch both missed flushes that hurt instruction/state cache
252 * and missed flushes of the render cache as it heads to other parts of
253 * the besides the draw code.
254 */
255 if (intel->always_flush_cache) {
256 intel_batchbuffer_emit_mi_flush(brw);
257 }
258
259 BEGIN_BATCH(7);
260 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
261 OUT_BATCH(hw_prim | vertex_access_type);
262 OUT_BATCH(verts_per_instance);
263 OUT_BATCH(start_vertex_location);
264 OUT_BATCH(prim->num_instances);
265 OUT_BATCH(prim->base_instance);
266 OUT_BATCH(base_vertex_location);
267 ADVANCE_BATCH();
268
269 if (intel->always_flush_cache) {
270 intel_batchbuffer_emit_mi_flush(brw);
271 }
272 }
273
274
275 static void brw_merge_inputs( struct brw_context *brw,
276 const struct gl_client_array *arrays[])
277 {
278 GLuint i;
279
280 for (i = 0; i < brw->vb.nr_buffers; i++) {
281 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
282 brw->vb.buffers[i].bo = NULL;
283 }
284 brw->vb.nr_buffers = 0;
285
286 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
287 brw->vb.inputs[i].buffer = -1;
288 brw->vb.inputs[i].glarray = arrays[i];
289 brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
290 }
291 }
292
293 /*
294 * \brief Resolve buffers before drawing.
295 *
296 * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
297 * enabled depth texture.
298 *
299 * (In the future, this will also perform MSAA resolves).
300 */
301 static void
302 brw_predraw_resolve_buffers(struct brw_context *brw)
303 {
304 struct gl_context *ctx = &brw->intel.ctx;
305 struct intel_renderbuffer *depth_irb;
306 struct intel_texture_object *tex_obj;
307
308 /* Resolve the depth buffer's HiZ buffer. */
309 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
310 if (depth_irb)
311 intel_renderbuffer_resolve_hiz(brw, depth_irb);
312
313 /* Resolve depth buffer of each enabled depth texture, and color buffer of
314 * each fast-clear-enabled color texture.
315 */
316 for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
317 if (!ctx->Texture.Unit[i]._ReallyEnabled)
318 continue;
319 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
320 if (!tex_obj || !tex_obj->mt)
321 continue;
322 intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
323 intel_miptree_resolve_color(brw, tex_obj->mt);
324 }
325 }
326
327 /**
328 * \brief Call this after drawing to mark which buffers need resolving
329 *
330 * If the depth buffer was written to and if it has an accompanying HiZ
331 * buffer, then mark that it needs a depth resolve.
332 *
333 * If the color buffer is a multisample window system buffer, then
334 * mark that it needs a downsample.
335 */
336 static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
337 {
338 struct gl_context *ctx = &brw->intel.ctx;
339 struct gl_framebuffer *fb = ctx->DrawBuffer;
340
341 struct intel_renderbuffer *front_irb = NULL;
342 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
343 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
344
345 if (brw->is_front_buffer_rendering)
346 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
347
348 if (front_irb)
349 intel_renderbuffer_set_needs_downsample(front_irb);
350 if (back_irb)
351 intel_renderbuffer_set_needs_downsample(back_irb);
352 if (depth_irb && ctx->Depth.Mask)
353 intel_renderbuffer_set_needs_depth_resolve(depth_irb);
354 }
355
356 /* May fail if out of video memory for texture or vbo upload, or on
357 * fallback conditions.
358 */
359 static bool brw_try_draw_prims( struct gl_context *ctx,
360 const struct gl_client_array *arrays[],
361 const struct _mesa_prim *prim,
362 GLuint nr_prims,
363 const struct _mesa_index_buffer *ib,
364 GLuint min_index,
365 GLuint max_index )
366 {
367 struct intel_context *intel = intel_context(ctx);
368 struct brw_context *brw = brw_context(ctx);
369 bool retval = true;
370 GLuint i;
371 bool fail_next = false;
372
373 if (ctx->NewState)
374 _mesa_update_state( ctx );
375
376 /* We have to validate the textures *before* checking for fallbacks;
377 * otherwise, the software fallback won't be able to rely on the
378 * texture state, the firstLevel and lastLevel fields won't be
379 * set in the intel texture object (they'll both be 0), and the
380 * software fallback will segfault if it attempts to access any
381 * texture level other than level 0.
382 */
383 brw_validate_textures( brw );
384
385 intel_prepare_render(brw);
386
387 /* This workaround has to happen outside of brw_upload_state() because it
388 * may flush the batchbuffer for a blit, affecting the state flags.
389 */
390 brw_workaround_depthstencil_alignment(brw, 0);
391
392 /* Resolves must occur after updating renderbuffers, updating context state,
393 * and finalizing textures but before setting up any hardware state for
394 * this draw call.
395 */
396 brw_predraw_resolve_buffers(brw);
397
398 /* Bind all inputs, derive varying and size information:
399 */
400 brw_merge_inputs( brw, arrays );
401
402 brw->ib.ib = ib;
403 brw->state.dirty.brw |= BRW_NEW_INDICES;
404
405 brw->vb.min_index = min_index;
406 brw->vb.max_index = max_index;
407 brw->state.dirty.brw |= BRW_NEW_VERTICES;
408
409 for (i = 0; i < nr_prims; i++) {
410 int estimated_max_prim_size;
411
412 estimated_max_prim_size = 512; /* batchbuffer commands */
413 estimated_max_prim_size += (BRW_MAX_TEX_UNIT *
414 (sizeof(struct brw_sampler_state) +
415 sizeof(struct gen5_sampler_default_color)));
416 estimated_max_prim_size += 1024; /* gen6 VS push constants */
417 estimated_max_prim_size += 1024; /* gen6 WM push constants */
418 estimated_max_prim_size += 512; /* misc. pad */
419
420 /* Flush the batch if it's approaching full, so that we don't wrap while
421 * we've got validated state that needs to be in the same batch as the
422 * primitives.
423 */
424 intel_batchbuffer_require_space(brw, estimated_max_prim_size, false);
425 intel_batchbuffer_save_state(brw);
426
427 if (brw->num_instances != prim->num_instances) {
428 brw->num_instances = prim->num_instances;
429 brw->state.dirty.brw |= BRW_NEW_VERTICES;
430 }
431 if (brw->basevertex != prim->basevertex) {
432 brw->basevertex = prim->basevertex;
433 brw->state.dirty.brw |= BRW_NEW_VERTICES;
434 }
435 if (intel->gen < 6)
436 brw_set_prim(brw, &prim[i]);
437 else
438 gen6_set_prim(brw, &prim[i]);
439
440 retry:
441 /* Note that before the loop, brw->state.dirty.brw was set to != 0, and
442 * that the state updated in the loop outside of this block is that in
443 * *_set_prim or intel_batchbuffer_flush(), which only impacts
444 * brw->state.dirty.brw.
445 */
446 if (brw->state.dirty.brw) {
447 intel->no_batch_wrap = true;
448 brw_upload_state(brw);
449 }
450
451 if (intel->gen >= 7)
452 gen7_emit_prim(brw, &prim[i], brw->primitive);
453 else
454 brw_emit_prim(brw, &prim[i], brw->primitive);
455
456 intel->no_batch_wrap = false;
457
458 if (dri_bufmgr_check_aperture_space(&intel->batch.bo, 1)) {
459 if (!fail_next) {
460 intel_batchbuffer_reset_to_saved(brw);
461 intel_batchbuffer_flush(brw);
462 fail_next = true;
463 goto retry;
464 } else {
465 if (intel_batchbuffer_flush(brw) == -ENOSPC) {
466 static bool warned = false;
467
468 if (!warned) {
469 fprintf(stderr, "i965: Single primitive emit exceeded"
470 "available aperture space\n");
471 warned = true;
472 }
473
474 retval = false;
475 }
476 }
477 }
478 }
479
480 if (intel->always_flush_batch)
481 intel_batchbuffer_flush(brw);
482
483 brw_state_cache_check_size(brw);
484 brw_postdraw_set_buffers_need_resolve(brw);
485
486 return retval;
487 }
488
489 void brw_draw_prims( struct gl_context *ctx,
490 const struct _mesa_prim *prim,
491 GLuint nr_prims,
492 const struct _mesa_index_buffer *ib,
493 GLboolean index_bounds_valid,
494 GLuint min_index,
495 GLuint max_index,
496 struct gl_transform_feedback_object *tfb_vertcount )
497 {
498 struct intel_context *intel = intel_context(ctx);
499 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
500
501 if (!_mesa_check_conditional_render(ctx))
502 return;
503
504 /* Handle primitive restart if needed */
505 if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
506 /* The draw was handled, so we can exit now */
507 return;
508 }
509
510 /* If we're going to have to upload any of the user's vertex arrays, then
511 * get the minimum and maximum of their index buffer so we know what range
512 * to upload.
513 */
514 if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid)
515 vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
516
517 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
518 * won't support all the extensions we support.
519 */
520 if (ctx->RenderMode != GL_RENDER) {
521 perf_debug("%s render mode not supported in hardware\n",
522 _mesa_lookup_enum_by_nr(ctx->RenderMode));
523 _swsetup_Wakeup(ctx);
524 _tnl_wakeup(ctx);
525 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
526 return;
527 }
528
529 /* Try drawing with the hardware, but don't do anything else if we can't
530 * manage it. swrast doesn't support our featureset, so we can't fall back
531 * to it.
532 */
533 brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
534 }
535
536 void brw_draw_init( struct brw_context *brw )
537 {
538 struct gl_context *ctx = &brw->intel.ctx;
539 struct vbo_context *vbo = vbo_context(ctx);
540 int i;
541
542 /* Register our drawing function:
543 */
544 vbo->draw_prims = brw_draw_prims;
545
546 for (i = 0; i < VERT_ATTRIB_MAX; i++)
547 brw->vb.inputs[i].buffer = -1;
548 brw->vb.nr_buffers = 0;
549 brw->vb.nr_enabled = 0;
550 }
551
552 void brw_draw_destroy( struct brw_context *brw )
553 {
554 int i;
555
556 for (i = 0; i < brw->vb.nr_buffers; i++) {
557 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
558 brw->vb.buffers[i].bo = NULL;
559 }
560 brw->vb.nr_buffers = 0;
561
562 for (i = 0; i < brw->vb.nr_enabled; i++) {
563 brw->vb.enabled[i]->buffer = -1;
564 }
565 brw->vb.nr_enabled = 0;
566
567 drm_intel_bo_unreference(brw->ib.bo);
568 brw->ib.bo = NULL;
569 }