vbo: add a prefix to count_tessellated_primitives
[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 "tnl/tnl.h"
38 #include "vbo/vbo_context.h"
39 #include "swrast/swrast.h"
40 #include "swrast_setup/swrast_setup.h"
41 #include "drivers/common/meta.h"
42
43 #include "brw_draw.h"
44 #include "brw_defines.h"
45 #include "brw_context.h"
46 #include "brw_state.h"
47
48 #include "intel_batchbuffer.h"
49 #include "intel_fbo.h"
50 #include "intel_mipmap_tree.h"
51 #include "intel_regions.h"
52
53 #define FILE_DEBUG_FLAG DEBUG_PRIMS
54
55 static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
56 _3DPRIM_POINTLIST,
57 _3DPRIM_LINELIST,
58 _3DPRIM_LINELOOP,
59 _3DPRIM_LINESTRIP,
60 _3DPRIM_TRILIST,
61 _3DPRIM_TRISTRIP,
62 _3DPRIM_TRIFAN,
63 _3DPRIM_QUADLIST,
64 _3DPRIM_QUADSTRIP,
65 _3DPRIM_POLYGON
66 };
67
68
69 static const GLenum reduced_prim[GL_POLYGON+1] = {
70 GL_POINTS,
71 GL_LINES,
72 GL_LINES,
73 GL_LINES,
74 GL_TRIANGLES,
75 GL_TRIANGLES,
76 GL_TRIANGLES,
77 GL_TRIANGLES,
78 GL_TRIANGLES,
79 GL_TRIANGLES
80 };
81
82
83 /* When the primitive changes, set a state bit and re-validate. Not
84 * the nicest and would rather deal with this by having all the
85 * programs be immune to the active primitive (ie. cope with all
86 * possibilities). That may not be realistic however.
87 */
88 static void brw_set_prim(struct brw_context *brw,
89 const struct _mesa_prim *prim)
90 {
91 struct gl_context *ctx = &brw->intel.ctx;
92 uint32_t hw_prim = prim_to_hw_prim[prim->mode];
93
94 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
95
96 /* Slight optimization to avoid the GS program when not needed:
97 */
98 if (prim->mode == GL_QUAD_STRIP &&
99 ctx->Light.ShadeModel != GL_FLAT &&
100 ctx->Polygon.FrontMode == GL_FILL &&
101 ctx->Polygon.BackMode == GL_FILL)
102 hw_prim = _3DPRIM_TRISTRIP;
103
104 if (prim->mode == GL_QUADS && prim->count == 4 &&
105 ctx->Light.ShadeModel != GL_FLAT &&
106 ctx->Polygon.FrontMode == GL_FILL &&
107 ctx->Polygon.BackMode == GL_FILL) {
108 hw_prim = _3DPRIM_TRIFAN;
109 }
110
111 if (hw_prim != brw->primitive) {
112 brw->primitive = hw_prim;
113 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
114
115 if (reduced_prim[prim->mode] != brw->intel.reduced_primitive) {
116 brw->intel.reduced_primitive = reduced_prim[prim->mode];
117 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
118 }
119 }
120 }
121
122 static void gen6_set_prim(struct brw_context *brw,
123 const struct _mesa_prim *prim)
124 {
125 uint32_t hw_prim;
126
127 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
128
129 hw_prim = prim_to_hw_prim[prim->mode];
130
131 if (hw_prim != brw->primitive) {
132 brw->primitive = hw_prim;
133 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
134 }
135 }
136
137
138 static GLuint trim(GLenum prim, GLuint length)
139 {
140 if (prim == GL_QUAD_STRIP)
141 return length > 3 ? (length - length % 2) : 0;
142 else if (prim == GL_QUADS)
143 return length - length % 4;
144 else
145 return length;
146 }
147
148
149 static void brw_emit_prim(struct brw_context *brw,
150 const struct _mesa_prim *prim,
151 uint32_t hw_prim)
152 {
153 struct intel_context *intel = &brw->intel;
154 int verts_per_instance;
155 int vertex_access_type;
156 int start_vertex_location;
157 int base_vertex_location;
158
159 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
160 prim->start, prim->count);
161
162 start_vertex_location = prim->start;
163 base_vertex_location = prim->basevertex;
164 if (prim->indexed) {
165 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
166 start_vertex_location += brw->ib.start_vertex_offset;
167 base_vertex_location += brw->vb.start_vertex_bias;
168 } else {
169 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
170 start_vertex_location += brw->vb.start_vertex_bias;
171 }
172
173 verts_per_instance = trim(prim->mode, prim->count);
174
175 /* If nothing to emit, just return. */
176 if (verts_per_instance == 0)
177 return;
178
179 /* If we're set to always flush, do it before and after the primitive emit.
180 * We want to catch both missed flushes that hurt instruction/state cache
181 * and missed flushes of the render cache as it heads to other parts of
182 * the besides the draw code.
183 */
184 if (intel->always_flush_cache) {
185 intel_batchbuffer_emit_mi_flush(intel);
186 }
187
188 BEGIN_BATCH(6);
189 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
190 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
191 vertex_access_type);
192 OUT_BATCH(verts_per_instance);
193 OUT_BATCH(start_vertex_location);
194 OUT_BATCH(prim->num_instances);
195 OUT_BATCH(0); // start instance location
196 OUT_BATCH(base_vertex_location);
197 ADVANCE_BATCH();
198
199 intel->batch.need_workaround_flush = true;
200
201 if (intel->always_flush_cache) {
202 intel_batchbuffer_emit_mi_flush(intel);
203 }
204 }
205
206 static void gen7_emit_prim(struct brw_context *brw,
207 const struct _mesa_prim *prim,
208 uint32_t hw_prim)
209 {
210 struct intel_context *intel = &brw->intel;
211 int verts_per_instance;
212 int vertex_access_type;
213 int start_vertex_location;
214 int base_vertex_location;
215
216 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
217 prim->start, prim->count);
218
219 start_vertex_location = prim->start;
220 base_vertex_location = prim->basevertex;
221 if (prim->indexed) {
222 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
223 start_vertex_location += brw->ib.start_vertex_offset;
224 base_vertex_location += brw->vb.start_vertex_bias;
225 } else {
226 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
227 start_vertex_location += brw->vb.start_vertex_bias;
228 }
229
230 verts_per_instance = trim(prim->mode, prim->count);
231
232 /* If nothing to emit, just return. */
233 if (verts_per_instance == 0)
234 return;
235
236 /* If we're set to always flush, do it before and after the primitive emit.
237 * We want to catch both missed flushes that hurt instruction/state cache
238 * and missed flushes of the render cache as it heads to other parts of
239 * the besides the draw code.
240 */
241 if (intel->always_flush_cache) {
242 intel_batchbuffer_emit_mi_flush(intel);
243 }
244
245 BEGIN_BATCH(7);
246 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
247 OUT_BATCH(hw_prim | vertex_access_type);
248 OUT_BATCH(verts_per_instance);
249 OUT_BATCH(start_vertex_location);
250 OUT_BATCH(prim->num_instances);
251 OUT_BATCH(0); // start instance location
252 OUT_BATCH(base_vertex_location);
253 ADVANCE_BATCH();
254
255 if (intel->always_flush_cache) {
256 intel_batchbuffer_emit_mi_flush(intel);
257 }
258 }
259
260
261 static void brw_merge_inputs( struct brw_context *brw,
262 const struct gl_client_array *arrays[])
263 {
264 struct brw_vertex_info old = brw->vb.info;
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 /* Raise statechanges if input sizes have changed. */
286 if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
287 brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
288 }
289
290 /*
291 * \brief Resolve buffers before drawing.
292 *
293 * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
294 * enabled depth texture.
295 *
296 * (In the future, this will also perform MSAA resolves).
297 */
298 static void
299 brw_predraw_resolve_buffers(struct brw_context *brw)
300 {
301 struct gl_context *ctx = &brw->intel.ctx;
302 struct intel_context *intel = &brw->intel;
303 struct intel_renderbuffer *depth_irb;
304 struct intel_texture_object *tex_obj;
305
306 /* Resolve the depth buffer's HiZ buffer. */
307 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
308 if (depth_irb)
309 intel_renderbuffer_resolve_hiz(intel, depth_irb);
310
311 /* Resolve depth buffer of each enabled depth texture. */
312 for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
313 if (!ctx->Texture.Unit[i]._ReallyEnabled)
314 continue;
315 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
316 if (!tex_obj || !tex_obj->mt)
317 continue;
318 intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
319 }
320 }
321
322 /**
323 * \brief Call this after drawing to mark which buffers need resolving
324 *
325 * If the depth buffer was written to and if it has an accompanying HiZ
326 * buffer, then mark that it needs a depth resolve.
327 *
328 * If the color buffer is a multisample window system buffer, then
329 * mark that it needs a downsample.
330 */
331 static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
332 {
333 struct intel_context *intel = &brw->intel;
334 struct gl_context *ctx = &brw->intel.ctx;
335 struct gl_framebuffer *fb = ctx->DrawBuffer;
336
337 struct intel_renderbuffer *front_irb = NULL;
338 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
339 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
340
341 if (intel->is_front_buffer_rendering)
342 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
343
344 if (front_irb)
345 intel_renderbuffer_set_needs_downsample(front_irb);
346 if (back_irb)
347 intel_renderbuffer_set_needs_downsample(back_irb);
348 if (depth_irb && ctx->Depth.Mask)
349 intel_renderbuffer_set_needs_depth_resolve(depth_irb);
350 }
351
352 static int
353 verts_per_prim(GLenum mode)
354 {
355 switch (mode) {
356 case GL_POINTS:
357 return 1;
358 case GL_LINE_STRIP:
359 case GL_LINE_LOOP:
360 case GL_LINES:
361 return 2;
362 case GL_TRIANGLE_STRIP:
363 case GL_TRIANGLE_FAN:
364 case GL_POLYGON:
365 case GL_TRIANGLES:
366 case GL_QUADS:
367 case GL_QUAD_STRIP:
368 return 3;
369 default:
370 _mesa_problem(NULL,
371 "unknown prim type in transform feedback primitive count");
372 return 0;
373 }
374 }
375
376 /**
377 * Update internal counters based on the the drawing operation described in
378 * prim.
379 */
380 static void
381 brw_update_primitive_count(struct brw_context *brw,
382 const struct _mesa_prim *prim)
383 {
384 uint32_t count = vbo_count_tessellated_primitives(prim);
385 brw->sol.primitives_generated += count;
386 if (brw->intel.ctx.TransformFeedback.CurrentObject->Active &&
387 !brw->intel.ctx.TransformFeedback.CurrentObject->Paused) {
388 /* Update brw->sol.svbi_0_max_index to reflect the amount by which the
389 * hardware is going to increment SVBI 0 when this drawing operation
390 * occurs. This is necessary because the kernel does not (yet) save and
391 * restore GPU registers when context switching, so we'll need to be
392 * able to reload SVBI 0 with the correct value in case we have to start
393 * a new batch buffer.
394 */
395 unsigned verts = verts_per_prim(prim->mode);
396 uint32_t space_avail =
397 (brw->sol.svbi_0_max_index - brw->sol.svbi_0_starting_index) / verts;
398 uint32_t primitives_written = MIN2 (space_avail, count);
399 brw->sol.svbi_0_starting_index += verts * primitives_written;
400
401 /* And update the TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query. */
402 brw->sol.primitives_written += primitives_written;
403 }
404 }
405
406 /* May fail if out of video memory for texture or vbo upload, or on
407 * fallback conditions.
408 */
409 static bool brw_try_draw_prims( struct gl_context *ctx,
410 const struct gl_client_array *arrays[],
411 const struct _mesa_prim *prim,
412 GLuint nr_prims,
413 const struct _mesa_index_buffer *ib,
414 GLuint min_index,
415 GLuint max_index )
416 {
417 struct intel_context *intel = intel_context(ctx);
418 struct brw_context *brw = brw_context(ctx);
419 bool retval = true;
420 GLuint i;
421 bool fail_next = false;
422
423 if (ctx->NewState)
424 _mesa_update_state( ctx );
425
426 /* We have to validate the textures *before* checking for fallbacks;
427 * otherwise, the software fallback won't be able to rely on the
428 * texture state, the firstLevel and lastLevel fields won't be
429 * set in the intel texture object (they'll both be 0), and the
430 * software fallback will segfault if it attempts to access any
431 * texture level other than level 0.
432 */
433 brw_validate_textures( brw );
434
435 intel_prepare_render(intel);
436
437 /* Resolves must occur after updating renderbuffers, updating context state,
438 * and finalizing textures but before setting up any hardware state for
439 * this draw call.
440 */
441 brw_predraw_resolve_buffers(brw);
442
443 /* Bind all inputs, derive varying and size information:
444 */
445 brw_merge_inputs( brw, arrays );
446
447 brw->ib.ib = ib;
448 brw->state.dirty.brw |= BRW_NEW_INDICES;
449
450 brw->vb.min_index = min_index;
451 brw->vb.max_index = max_index;
452 brw->state.dirty.brw |= BRW_NEW_VERTICES;
453
454 /* Have to validate state quite late. Will rebuild tnl_program,
455 * which depends on varying information.
456 *
457 * Note this is where brw->vs->prog_data.inputs_read is calculated,
458 * so can't access it earlier.
459 */
460
461 for (i = 0; i < nr_prims; i++) {
462 int estimated_max_prim_size;
463
464 estimated_max_prim_size = 512; /* batchbuffer commands */
465 estimated_max_prim_size += (BRW_MAX_TEX_UNIT *
466 (sizeof(struct brw_sampler_state) +
467 sizeof(struct gen5_sampler_default_color)));
468 estimated_max_prim_size += 1024; /* gen6 VS push constants */
469 estimated_max_prim_size += 1024; /* gen6 WM push constants */
470 estimated_max_prim_size += 512; /* misc. pad */
471
472 /* Flush the batch if it's approaching full, so that we don't wrap while
473 * we've got validated state that needs to be in the same batch as the
474 * primitives.
475 */
476 intel_batchbuffer_require_space(intel, estimated_max_prim_size, false);
477 intel_batchbuffer_save_state(intel);
478
479 brw->num_instances = prim->num_instances;
480 if (intel->gen < 6)
481 brw_set_prim(brw, &prim[i]);
482 else
483 gen6_set_prim(brw, &prim[i]);
484
485 retry:
486 /* Note that before the loop, brw->state.dirty.brw was set to != 0, and
487 * that the state updated in the loop outside of this block is that in
488 * *_set_prim or intel_batchbuffer_flush(), which only impacts
489 * brw->state.dirty.brw.
490 */
491 if (brw->state.dirty.brw) {
492 intel->no_batch_wrap = true;
493 brw_upload_state(brw);
494 }
495
496 if (intel->gen >= 7)
497 gen7_emit_prim(brw, &prim[i], brw->primitive);
498 else
499 brw_emit_prim(brw, &prim[i], brw->primitive);
500
501 intel->no_batch_wrap = false;
502
503 if (dri_bufmgr_check_aperture_space(&intel->batch.bo, 1)) {
504 if (!fail_next) {
505 intel_batchbuffer_reset_to_saved(intel);
506 intel_batchbuffer_flush(intel);
507 fail_next = true;
508 goto retry;
509 } else {
510 if (intel_batchbuffer_flush(intel) == -ENOSPC) {
511 static bool warned = false;
512
513 if (!warned) {
514 fprintf(stderr, "i965: Single primitive emit exceeded"
515 "available aperture space\n");
516 warned = true;
517 }
518
519 retval = false;
520 }
521 }
522 }
523
524 if (!_mesa_meta_in_progress(ctx))
525 brw_update_primitive_count(brw, &prim[i]);
526 }
527
528 if (intel->always_flush_batch)
529 intel_batchbuffer_flush(intel);
530
531 brw_state_cache_check_size(brw);
532 brw_postdraw_set_buffers_need_resolve(brw);
533
534 return retval;
535 }
536
537 void brw_draw_prims( struct gl_context *ctx,
538 const struct _mesa_prim *prim,
539 GLuint nr_prims,
540 const struct _mesa_index_buffer *ib,
541 GLboolean index_bounds_valid,
542 GLuint min_index,
543 GLuint max_index,
544 struct gl_transform_feedback_object *tfb_vertcount )
545 {
546 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
547
548 if (!_mesa_check_conditional_render(ctx))
549 return;
550
551 /* Handle primitive restart if needed */
552 if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
553 /* The draw was handled, so we can exit now */
554 return;
555 }
556
557 if (!vbo_all_varyings_in_vbos(arrays)) {
558 if (!index_bounds_valid)
559 vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
560
561 /* Decide if we want to rebase. If so we end up recursing once
562 * only into this function.
563 */
564 if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
565 vbo_rebase_prims(ctx, arrays,
566 prim, nr_prims,
567 ib, min_index, max_index,
568 brw_draw_prims );
569 return;
570 }
571 }
572
573 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
574 * won't support all the extensions we support.
575 */
576 if (ctx->RenderMode != GL_RENDER) {
577 perf_debug("%s render mode not supported in hardware\n",
578 _mesa_lookup_enum_by_nr(ctx->RenderMode));
579 _swsetup_Wakeup(ctx);
580 _tnl_wakeup(ctx);
581 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
582 return;
583 }
584
585 /* Try drawing with the hardware, but don't do anything else if we can't
586 * manage it. swrast doesn't support our featureset, so we can't fall back
587 * to it.
588 */
589 brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
590 }
591
592 void brw_draw_init( struct brw_context *brw )
593 {
594 struct gl_context *ctx = &brw->intel.ctx;
595 struct vbo_context *vbo = vbo_context(ctx);
596 int i;
597
598 /* Register our drawing function:
599 */
600 vbo->draw_prims = brw_draw_prims;
601
602 for (i = 0; i < VERT_ATTRIB_MAX; i++)
603 brw->vb.inputs[i].buffer = -1;
604 brw->vb.nr_buffers = 0;
605 brw->vb.nr_enabled = 0;
606 }
607
608 void brw_draw_destroy( struct brw_context *brw )
609 {
610 int i;
611
612 for (i = 0; i < brw->vb.nr_buffers; i++) {
613 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
614 brw->vb.buffers[i].bo = NULL;
615 }
616 brw->vb.nr_buffers = 0;
617
618 for (i = 0; i < brw->vb.nr_enabled; i++) {
619 brw->vb.enabled[i]->buffer = -1;
620 }
621 brw->vb.nr_enabled = 0;
622
623 drm_intel_bo_unreference(brw->ib.bo);
624 brw->ib.bo = NULL;
625 }