i965: drop brw->gen in favor of devinfo->gen
[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 const struct gen_device_info *devinfo = &brw->screen->devinfo;
162 int verts_per_instance;
163 int vertex_access_type;
164 int indirect_flag;
165
166 DBG("PRIM: %s %d %d\n", _mesa_enum_to_string(prim->mode),
167 prim->start, prim->count);
168
169 int start_vertex_location = prim->start;
170 int base_vertex_location = prim->basevertex;
171
172 if (prim->indexed) {
173 vertex_access_type = devinfo->gen >= 7 ?
174 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM :
175 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 = devinfo->gen >= 7 ?
180 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL :
181 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
182 start_vertex_location += brw->vb.start_vertex_bias;
183 }
184
185 /* We only need to trim the primitive count on pre-Gen6. */
186 if (devinfo->gen < 6)
187 verts_per_instance = trim(prim->mode, prim->count);
188 else
189 verts_per_instance = prim->count;
190
191 /* If nothing to emit, just return. */
192 if (verts_per_instance == 0 && !prim->is_indirect && !xfb_obj)
193 return;
194
195 /* If we're set to always flush, do it before and after the primitive emit.
196 * We want to catch both missed flushes that hurt instruction/state cache
197 * and missed flushes of the render cache as it heads to other parts of
198 * the besides the draw code.
199 */
200 if (brw->always_flush_cache)
201 brw_emit_mi_flush(brw);
202
203 /* If indirect, emit a bunch of loads from the indirect BO. */
204 if (xfb_obj) {
205 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
206
207 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT,
208 xfb_obj->prim_count_bo,
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), false);
226
227 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
228
229 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT, bo,
230 prim->indirect_offset + 0);
231 brw_load_register_mem(brw, GEN7_3DPRIM_INSTANCE_COUNT, bo,
232 prim->indirect_offset + 4);
233
234 brw_load_register_mem(brw, GEN7_3DPRIM_START_VERTEX, bo,
235 prim->indirect_offset + 8);
236 if (prim->indexed) {
237 brw_load_register_mem(brw, GEN7_3DPRIM_BASE_VERTEX, bo,
238 prim->indirect_offset + 12);
239 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
240 prim->indirect_offset + 16);
241 } else {
242 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
243 prim->indirect_offset + 12);
244 BEGIN_BATCH(3);
245 OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
246 OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
247 OUT_BATCH(0);
248 ADVANCE_BATCH();
249 }
250 } else {
251 indirect_flag = 0;
252 }
253
254 BEGIN_BATCH(devinfo->gen >= 7 ? 7 : 6);
255
256 if (devinfo->gen >= 7) {
257 const int predicate_enable =
258 (brw->predicate.state == BRW_PREDICATE_STATE_USE_BIT)
259 ? GEN7_3DPRIM_PREDICATE_ENABLE : 0;
260
261 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2) | indirect_flag | predicate_enable);
262 OUT_BATCH(hw_prim | vertex_access_type);
263 } else {
264 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
265 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
266 vertex_access_type);
267 }
268 OUT_BATCH(verts_per_instance);
269 OUT_BATCH(start_vertex_location);
270 OUT_BATCH(prim->num_instances);
271 OUT_BATCH(prim->base_instance);
272 OUT_BATCH(base_vertex_location);
273 ADVANCE_BATCH();
274
275 if (brw->always_flush_cache)
276 brw_emit_mi_flush(brw);
277 }
278
279
280 static void
281 brw_merge_inputs(struct brw_context *brw,
282 const struct gl_vertex_array *arrays[])
283 {
284 const struct gen_device_info *devinfo = &brw->screen->devinfo;
285 const struct gl_context *ctx = &brw->ctx;
286 GLuint i;
287
288 for (i = 0; i < brw->vb.nr_buffers; i++) {
289 brw_bo_unreference(brw->vb.buffers[i].bo);
290 brw->vb.buffers[i].bo = NULL;
291 }
292 brw->vb.nr_buffers = 0;
293
294 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
295 brw->vb.inputs[i].buffer = -1;
296 brw->vb.inputs[i].glarray = arrays[i];
297 }
298
299 if (devinfo->gen < 8 && !brw->is_haswell) {
300 uint64_t mask = ctx->VertexProgram._Current->info.inputs_read;
301 /* Prior to Haswell, the hardware can't natively support GL_FIXED or
302 * 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
303 */
304 while (mask) {
305 uint8_t wa_flags = 0;
306
307 i = u_bit_scan64(&mask);
308
309 switch (brw->vb.inputs[i].glarray->Type) {
310
311 case GL_FIXED:
312 wa_flags = brw->vb.inputs[i].glarray->Size;
313 break;
314
315 case GL_INT_2_10_10_10_REV:
316 wa_flags |= BRW_ATTRIB_WA_SIGN;
317 /* fallthough */
318
319 case GL_UNSIGNED_INT_2_10_10_10_REV:
320 if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
321 wa_flags |= BRW_ATTRIB_WA_BGRA;
322
323 if (brw->vb.inputs[i].glarray->Normalized)
324 wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
325 else if (!brw->vb.inputs[i].glarray->Integer)
326 wa_flags |= BRW_ATTRIB_WA_SCALE;
327
328 break;
329 }
330
331 if (brw->vb.attrib_wa_flags[i] != wa_flags) {
332 brw->vb.attrib_wa_flags[i] = wa_flags;
333 brw->ctx.NewDriverState |= BRW_NEW_VS_ATTRIB_WORKAROUNDS;
334 }
335 }
336 }
337 }
338
339 static bool
340 intel_disable_rb_aux_buffer(struct brw_context *brw, const struct brw_bo *bo)
341 {
342 const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
343 bool found = false;
344
345 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
346 const struct intel_renderbuffer *irb =
347 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
348
349 if (irb && irb->mt->bo == bo) {
350 found = brw->draw_aux_buffer_disabled[i] = true;
351 }
352 }
353
354 return found;
355 }
356
357 /**
358 * \brief Resolve buffers before drawing.
359 *
360 * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
361 * enabled depth texture, and flush the render cache for any dirty textures.
362 */
363 void
364 brw_predraw_resolve_inputs(struct brw_context *brw)
365 {
366 const struct gen_device_info *devinfo = &brw->screen->devinfo;
367 struct gl_context *ctx = &brw->ctx;
368 struct intel_texture_object *tex_obj;
369
370 memset(brw->draw_aux_buffer_disabled, 0,
371 sizeof(brw->draw_aux_buffer_disabled));
372
373 /* Resolve depth buffer and render cache of each enabled texture. */
374 int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
375 for (int i = 0; i <= maxEnabledUnit; i++) {
376 if (!ctx->Texture.Unit[i]._Current)
377 continue;
378 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
379 if (!tex_obj || !tex_obj->mt)
380 continue;
381
382 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
383 enum isl_format view_format =
384 translate_tex_format(brw, tex_obj->_Format, sampler->sRGBDecode);
385
386 bool aux_supported;
387 intel_miptree_prepare_texture(brw, tex_obj->mt, view_format,
388 &aux_supported);
389
390 if (!aux_supported && devinfo->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\n");
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 (tex_obj->mt->aux_usage == ISL_AUX_USAGE_CCS_E &&
418 intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
419 perf_debug("Using renderbuffer as shader image - turning "
420 "off lossless compression\n");
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 ctx->Color.BlendEnabled & (1 << i));
474 }
475 }
476
477 /**
478 * \brief Call this after drawing to mark which buffers need resolving
479 *
480 * If the depth buffer was written to and if it has an accompanying HiZ
481 * buffer, then mark that it needs a depth resolve.
482 *
483 * If the color buffer is a multisample window system buffer, then
484 * mark that it needs a downsample.
485 *
486 * Also mark any render targets which will be textured as needing a render
487 * cache flush.
488 */
489 static void
490 brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
491 {
492 struct gl_context *ctx = &brw->ctx;
493 struct gl_framebuffer *fb = ctx->DrawBuffer;
494
495 struct intel_renderbuffer *front_irb = NULL;
496 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
497 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
498 struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
499 struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
500
501 if (_mesa_is_front_buffer_drawing(fb))
502 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
503
504 if (front_irb)
505 front_irb->need_downsample = true;
506 if (back_irb)
507 back_irb->need_downsample = true;
508 if (depth_irb) {
509 bool depth_written = brw_depth_writes_enabled(brw);
510 if (depth_att->Layered) {
511 intel_miptree_finish_depth(brw, depth_irb->mt,
512 depth_irb->mt_level,
513 depth_irb->mt_layer,
514 depth_irb->layer_count,
515 depth_written);
516 } else {
517 intel_miptree_finish_depth(brw, depth_irb->mt,
518 depth_irb->mt_level,
519 depth_irb->mt_layer, 1,
520 depth_written);
521 }
522 if (depth_written)
523 brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
524 }
525
526 if (ctx->Extensions.ARB_stencil_texturing &&
527 stencil_irb && brw->stencil_write_enabled) {
528 brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo);
529 }
530
531 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
532 struct intel_renderbuffer *irb =
533 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
534
535 if (!irb)
536 continue;
537
538 brw_render_cache_set_add_bo(brw, irb->mt->bo);
539 intel_miptree_finish_render(brw, irb->mt, irb->mt_level,
540 irb->mt_layer, irb->layer_count,
541 ctx->Color.sRGBEnabled,
542 ctx->Color.BlendEnabled & (1 << i));
543 }
544 }
545
546 static void
547 intel_renderbuffer_move_temp_back(struct brw_context *brw,
548 struct intel_renderbuffer *irb)
549 {
550 if (irb->align_wa_mt == NULL)
551 return;
552
553 brw_render_cache_set_check_flush(brw, irb->align_wa_mt->bo);
554
555 intel_miptree_copy_slice(brw, irb->align_wa_mt, 0, 0,
556 irb->mt,
557 irb->Base.Base.TexImage->Level, irb->mt_layer);
558
559 intel_miptree_reference(&irb->align_wa_mt, NULL);
560
561 /* Finally restore the x,y to correspond to full miptree. */
562 intel_renderbuffer_set_draw_offset(irb);
563
564 /* Make sure render surface state gets re-emitted with updated miptree. */
565 brw->NewGLState |= _NEW_BUFFERS;
566 }
567
568 static void
569 brw_postdraw_reconcile_align_wa_slices(struct brw_context *brw)
570 {
571 struct gl_context *ctx = &brw->ctx;
572 struct gl_framebuffer *fb = ctx->DrawBuffer;
573
574 struct intel_renderbuffer *depth_irb =
575 intel_get_renderbuffer(fb, BUFFER_DEPTH);
576 struct intel_renderbuffer *stencil_irb =
577 intel_get_renderbuffer(fb, BUFFER_STENCIL);
578
579 if (depth_irb && depth_irb->align_wa_mt)
580 intel_renderbuffer_move_temp_back(brw, depth_irb);
581
582 if (stencil_irb && stencil_irb->align_wa_mt)
583 intel_renderbuffer_move_temp_back(brw, stencil_irb);
584
585 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
586 struct intel_renderbuffer *irb =
587 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
588
589 if (!irb || irb->align_wa_mt == NULL)
590 continue;
591
592 intel_renderbuffer_move_temp_back(brw, irb);
593 }
594 }
595
596 /* May fail if out of video memory for texture or vbo upload, or on
597 * fallback conditions.
598 */
599 static void
600 brw_try_draw_prims(struct gl_context *ctx,
601 const struct gl_vertex_array *arrays[],
602 const struct _mesa_prim *prims,
603 GLuint nr_prims,
604 const struct _mesa_index_buffer *ib,
605 bool index_bounds_valid,
606 GLuint min_index,
607 GLuint max_index,
608 struct brw_transform_feedback_object *xfb_obj,
609 unsigned stream,
610 struct gl_buffer_object *indirect)
611 {
612 struct brw_context *brw = brw_context(ctx);
613 const struct gen_device_info *devinfo = &brw->screen->devinfo;
614 GLuint i;
615 bool fail_next = false;
616
617 if (ctx->NewState)
618 _mesa_update_state(ctx);
619
620 /* We have to validate the textures *before* checking for fallbacks;
621 * otherwise, the software fallback won't be able to rely on the
622 * texture state, the firstLevel and lastLevel fields won't be
623 * set in the intel texture object (they'll both be 0), and the
624 * software fallback will segfault if it attempts to access any
625 * texture level other than level 0.
626 */
627 brw_validate_textures(brw);
628
629 /* Find the highest sampler unit used by each shader program. A bit-count
630 * won't work since ARB programs use the texture unit number as the sampler
631 * index.
632 */
633 brw->wm.base.sampler_count =
634 util_last_bit(ctx->FragmentProgram._Current->SamplersUsed);
635 brw->gs.base.sampler_count = ctx->GeometryProgram._Current ?
636 util_last_bit(ctx->GeometryProgram._Current->SamplersUsed) : 0;
637 brw->tes.base.sampler_count = ctx->TessEvalProgram._Current ?
638 util_last_bit(ctx->TessEvalProgram._Current->SamplersUsed) : 0;
639 brw->tcs.base.sampler_count = ctx->TessCtrlProgram._Current ?
640 util_last_bit(ctx->TessCtrlProgram._Current->SamplersUsed) : 0;
641 brw->vs.base.sampler_count =
642 util_last_bit(ctx->VertexProgram._Current->SamplersUsed);
643
644 intel_prepare_render(brw);
645
646 /* This workaround has to happen outside of brw_upload_render_state()
647 * because it may flush the batchbuffer for a blit, affecting the state
648 * flags.
649 */
650 brw_workaround_depthstencil_alignment(brw, 0);
651
652 /* Resolves must occur after updating renderbuffers, updating context state,
653 * and finalizing textures but before setting up any hardware state for
654 * this draw call.
655 */
656 brw_predraw_resolve_inputs(brw);
657 brw_predraw_resolve_framebuffer(brw);
658
659 /* Bind all inputs, derive varying and size information:
660 */
661 brw_merge_inputs(brw, arrays);
662
663 brw->ib.ib = ib;
664 brw->ctx.NewDriverState |= BRW_NEW_INDICES;
665
666 brw->vb.index_bounds_valid = index_bounds_valid;
667 brw->vb.min_index = min_index;
668 brw->vb.max_index = max_index;
669 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
670
671 for (i = 0; i < nr_prims; i++) {
672 int estimated_max_prim_size;
673 const int sampler_state_size = 16;
674
675 estimated_max_prim_size = 512; /* batchbuffer commands */
676 estimated_max_prim_size += BRW_MAX_TEX_UNIT *
677 (sampler_state_size + sizeof(struct gen5_sampler_default_color));
678 estimated_max_prim_size += 1024; /* gen6 VS push constants */
679 estimated_max_prim_size += 1024; /* gen6 WM push constants */
680 estimated_max_prim_size += 512; /* misc. pad */
681
682 /* Flag BRW_NEW_DRAW_CALL on every draw. This allows us to have
683 * atoms that happen on every draw call.
684 */
685 brw->ctx.NewDriverState |= BRW_NEW_DRAW_CALL;
686
687 /* Flush the batch if it's approaching full, so that we don't wrap while
688 * we've got validated state that needs to be in the same batch as the
689 * primitives.
690 */
691 intel_batchbuffer_require_space(brw, estimated_max_prim_size, RENDER_RING);
692 intel_batchbuffer_save_state(brw);
693
694 if (brw->num_instances != prims[i].num_instances ||
695 brw->basevertex != prims[i].basevertex ||
696 brw->baseinstance != prims[i].base_instance) {
697 brw->num_instances = prims[i].num_instances;
698 brw->basevertex = prims[i].basevertex;
699 brw->baseinstance = prims[i].base_instance;
700 if (i > 0) { /* For i == 0 we just did this before the loop */
701 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
702 brw_merge_inputs(brw, arrays);
703 }
704 }
705
706 /* Determine if we need to flag BRW_NEW_VERTICES for updating the
707 * gl_BaseVertexARB or gl_BaseInstanceARB values. For indirect draw, we
708 * always flag if the shader uses one of the values. For direct draws,
709 * we only flag if the values change.
710 */
711 const int new_basevertex =
712 prims[i].indexed ? prims[i].basevertex : prims[i].start;
713 const int new_baseinstance = prims[i].base_instance;
714 const struct brw_vs_prog_data *vs_prog_data =
715 brw_vs_prog_data(brw->vs.base.prog_data);
716 if (i > 0) {
717 const bool uses_draw_parameters =
718 vs_prog_data->uses_basevertex ||
719 vs_prog_data->uses_baseinstance;
720
721 if ((uses_draw_parameters && prims[i].is_indirect) ||
722 (vs_prog_data->uses_basevertex &&
723 brw->draw.params.gl_basevertex != new_basevertex) ||
724 (vs_prog_data->uses_baseinstance &&
725 brw->draw.params.gl_baseinstance != new_baseinstance))
726 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
727 }
728
729 brw->draw.params.gl_basevertex = new_basevertex;
730 brw->draw.params.gl_baseinstance = new_baseinstance;
731 brw_bo_unreference(brw->draw.draw_params_bo);
732
733 if (prims[i].is_indirect) {
734 /* Point draw_params_bo at the indirect buffer. */
735 brw->draw.draw_params_bo =
736 intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
737 brw_bo_reference(brw->draw.draw_params_bo);
738 brw->draw.draw_params_offset =
739 prims[i].indirect_offset + (prims[i].indexed ? 12 : 8);
740 } else {
741 /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
742 * has to upload gl_BaseVertex and such if they're needed.
743 */
744 brw->draw.draw_params_bo = NULL;
745 brw->draw.draw_params_offset = 0;
746 }
747
748 /* gl_DrawID always needs its own vertex buffer since it's not part of
749 * the indirect parameter buffer. If the program uses gl_DrawID we need
750 * to flag BRW_NEW_VERTICES. For the first iteration, we don't have
751 * valid vs_prog_data, but we always flag BRW_NEW_VERTICES before
752 * the loop.
753 */
754 brw->draw.gl_drawid = prims[i].draw_id;
755 brw_bo_unreference(brw->draw.draw_id_bo);
756 brw->draw.draw_id_bo = NULL;
757 if (i > 0 && vs_prog_data->uses_drawid)
758 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
759
760 if (devinfo->gen < 6)
761 brw_set_prim(brw, &prims[i]);
762 else
763 gen6_set_prim(brw, &prims[i]);
764
765 retry:
766
767 /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
768 * that the state updated in the loop outside of this block is that in
769 * *_set_prim or intel_batchbuffer_flush(), which only impacts
770 * brw->ctx.NewDriverState.
771 */
772 if (brw->ctx.NewDriverState) {
773 brw->no_batch_wrap = true;
774 brw_upload_render_state(brw);
775 }
776
777 brw_emit_prim(brw, &prims[i], brw->primitive, xfb_obj, stream);
778
779 brw->no_batch_wrap = false;
780
781 if (!brw_batch_has_aperture_space(brw, 0)) {
782 if (!fail_next) {
783 intel_batchbuffer_reset_to_saved(brw);
784 intel_batchbuffer_flush(brw);
785 fail_next = true;
786 goto retry;
787 } else {
788 int ret = intel_batchbuffer_flush(brw);
789 WARN_ONCE(ret == -ENOSPC,
790 "i965: Single primitive emit exceeded "
791 "available aperture space\n");
792 }
793 }
794
795 /* Now that we know we haven't run out of aperture space, we can safely
796 * reset the dirty bits.
797 */
798 if (brw->ctx.NewDriverState)
799 brw_render_state_finished(brw);
800 }
801
802 if (brw->always_flush_batch)
803 intel_batchbuffer_flush(brw);
804
805 brw_program_cache_check_size(brw);
806 brw_postdraw_reconcile_align_wa_slices(brw);
807 brw_postdraw_set_buffers_need_resolve(brw);
808
809 return;
810 }
811
812 void
813 brw_draw_prims(struct gl_context *ctx,
814 const struct _mesa_prim *prims,
815 GLuint nr_prims,
816 const struct _mesa_index_buffer *ib,
817 GLboolean index_bounds_valid,
818 GLuint min_index,
819 GLuint max_index,
820 struct gl_transform_feedback_object *gl_xfb_obj,
821 unsigned stream,
822 struct gl_buffer_object *indirect)
823 {
824 struct brw_context *brw = brw_context(ctx);
825 const struct gl_vertex_array **arrays = ctx->Array._DrawArrays;
826 struct brw_transform_feedback_object *xfb_obj =
827 (struct brw_transform_feedback_object *) gl_xfb_obj;
828
829 if (!brw_check_conditional_render(brw))
830 return;
831
832 /* Handle primitive restart if needed */
833 if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
834 /* The draw was handled, so we can exit now */
835 return;
836 }
837
838 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
839 * won't support all the extensions we support.
840 */
841 if (ctx->RenderMode != GL_RENDER) {
842 perf_debug("%s render mode not supported in hardware\n",
843 _mesa_enum_to_string(ctx->RenderMode));
844 _swsetup_Wakeup(ctx);
845 _tnl_wakeup(ctx);
846 _tnl_draw_prims(ctx, prims, nr_prims, ib,
847 index_bounds_valid, min_index, max_index, NULL, 0, NULL);
848 return;
849 }
850
851 /* If we're going to have to upload any of the user's vertex arrays, then
852 * get the minimum and maximum of their index buffer so we know what range
853 * to upload.
854 */
855 if (!index_bounds_valid && !vbo_all_varyings_in_vbos(arrays)) {
856 perf_debug("Scanning index buffer to compute index buffer bounds. "
857 "Use glDrawRangeElements() to avoid this.\n");
858 vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
859 index_bounds_valid = true;
860 }
861
862 /* Try drawing with the hardware, but don't do anything else if we can't
863 * manage it. swrast doesn't support our featureset, so we can't fall back
864 * to it.
865 */
866 brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, index_bounds_valid,
867 min_index, max_index, xfb_obj, stream, indirect);
868 }
869
870 void
871 brw_draw_init(struct brw_context *brw)
872 {
873 struct gl_context *ctx = &brw->ctx;
874 struct vbo_context *vbo = vbo_context(ctx);
875
876 /* Register our drawing function:
877 */
878 vbo->draw_prims = brw_draw_prims;
879
880 for (int i = 0; i < VERT_ATTRIB_MAX; i++)
881 brw->vb.inputs[i].buffer = -1;
882 brw->vb.nr_buffers = 0;
883 brw->vb.nr_enabled = 0;
884 }
885
886 void
887 brw_draw_destroy(struct brw_context *brw)
888 {
889 unsigned i;
890
891 for (i = 0; i < brw->vb.nr_buffers; i++) {
892 brw_bo_unreference(brw->vb.buffers[i].bo);
893 brw->vb.buffers[i].bo = NULL;
894 }
895 brw->vb.nr_buffers = 0;
896
897 for (i = 0; i < brw->vb.nr_enabled; i++) {
898 brw->vb.enabled[i]->buffer = -1;
899 }
900 brw->vb.nr_enabled = 0;
901
902 brw_bo_unreference(brw->ib.bo);
903 brw->ib.bo = NULL;
904 }