e40818597057fc7fdcb420571c2d97163161e075
[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 struct brw_vertex_info old = brw->vb.info;
266 GLuint i;
267
268 for (i = 0; i < brw->vb.nr_buffers; i++) {
269 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
270 brw->vb.buffers[i].bo = NULL;
271 }
272 brw->vb.nr_buffers = 0;
273
274 memset(&brw->vb.info, 0, sizeof(brw->vb.info));
275
276 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
277 brw->vb.inputs[i].buffer = -1;
278 brw->vb.inputs[i].glarray = arrays[i];
279 brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
280
281 if (arrays[i]->StrideB != 0)
282 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
283 ((i%16) * 2);
284 }
285
286 /* Raise statechanges if input sizes have changed. */
287 if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
288 brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
289 }
290
291 /*
292 * \brief Resolve buffers before drawing.
293 *
294 * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
295 * enabled depth texture.
296 *
297 * (In the future, this will also perform MSAA resolves).
298 */
299 static void
300 brw_predraw_resolve_buffers(struct brw_context *brw)
301 {
302 struct gl_context *ctx = &brw->intel.ctx;
303 struct intel_context *intel = &brw->intel;
304 struct intel_renderbuffer *depth_irb;
305 struct intel_texture_object *tex_obj;
306
307 /* Resolve the depth buffer's HiZ buffer. */
308 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
309 if (depth_irb)
310 intel_renderbuffer_resolve_hiz(intel, depth_irb);
311
312 /* Resolve depth buffer of each enabled depth texture. */
313 for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
314 if (!ctx->Texture.Unit[i]._ReallyEnabled)
315 continue;
316 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
317 if (!tex_obj || !tex_obj->mt)
318 continue;
319 intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
320 }
321 }
322
323 /**
324 * \brief Call this after drawing to mark which buffers need resolving
325 *
326 * If the depth buffer was written to and if it has an accompanying HiZ
327 * buffer, then mark that it needs a depth resolve.
328 *
329 * If the color buffer is a multisample window system buffer, then
330 * mark that it needs a downsample.
331 */
332 static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
333 {
334 struct intel_context *intel = &brw->intel;
335 struct gl_context *ctx = &brw->intel.ctx;
336 struct gl_framebuffer *fb = ctx->DrawBuffer;
337
338 struct intel_renderbuffer *front_irb = NULL;
339 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
340 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
341
342 if (intel->is_front_buffer_rendering)
343 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
344
345 if (front_irb)
346 intel_renderbuffer_set_needs_downsample(front_irb);
347 if (back_irb)
348 intel_renderbuffer_set_needs_downsample(back_irb);
349 if (depth_irb && ctx->Depth.Mask)
350 intel_renderbuffer_set_needs_depth_resolve(depth_irb);
351 }
352
353 static int
354 verts_per_prim(GLenum mode)
355 {
356 switch (mode) {
357 case GL_POINTS:
358 return 1;
359 case GL_LINE_STRIP:
360 case GL_LINE_LOOP:
361 case GL_LINES:
362 return 2;
363 case GL_TRIANGLE_STRIP:
364 case GL_TRIANGLE_FAN:
365 case GL_POLYGON:
366 case GL_TRIANGLES:
367 case GL_QUADS:
368 case GL_QUAD_STRIP:
369 return 3;
370 default:
371 _mesa_problem(NULL,
372 "unknown prim type in transform feedback primitive count");
373 return 0;
374 }
375 }
376
377 /**
378 * Update internal counters based on the the drawing operation described in
379 * prim.
380 */
381 static void
382 brw_update_primitive_count(struct brw_context *brw,
383 const struct _mesa_prim *prim)
384 {
385 uint32_t count
386 = vbo_count_tessellated_primitives(prim->mode, prim->count,
387 prim->num_instances);
388 brw->sol.primitives_generated += count;
389 if (_mesa_is_xfb_active_and_unpaused(&brw->intel.ctx)) {
390 /* Update brw->sol.svbi_0_max_index to reflect the amount by which the
391 * hardware is going to increment SVBI 0 when this drawing operation
392 * occurs. This is necessary because the kernel does not (yet) save and
393 * restore GPU registers when context switching, so we'll need to be
394 * able to reload SVBI 0 with the correct value in case we have to start
395 * a new batch buffer.
396 */
397 unsigned verts = verts_per_prim(prim->mode);
398 uint32_t space_avail =
399 (brw->sol.svbi_0_max_index - brw->sol.svbi_0_starting_index) / verts;
400 uint32_t primitives_written = MIN2 (space_avail, count);
401 brw->sol.svbi_0_starting_index += verts * primitives_written;
402
403 /* And update the TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query. */
404 brw->sol.primitives_written += primitives_written;
405 }
406 }
407
408 /* May fail if out of video memory for texture or vbo upload, or on
409 * fallback conditions.
410 */
411 static bool brw_try_draw_prims( struct gl_context *ctx,
412 const struct gl_client_array *arrays[],
413 const struct _mesa_prim *prim,
414 GLuint nr_prims,
415 const struct _mesa_index_buffer *ib,
416 GLuint min_index,
417 GLuint max_index )
418 {
419 struct intel_context *intel = intel_context(ctx);
420 struct brw_context *brw = brw_context(ctx);
421 bool retval = true;
422 GLuint i;
423 bool fail_next = false;
424
425 if (ctx->NewState)
426 _mesa_update_state( ctx );
427
428 /* We have to validate the textures *before* checking for fallbacks;
429 * otherwise, the software fallback won't be able to rely on the
430 * texture state, the firstLevel and lastLevel fields won't be
431 * set in the intel texture object (they'll both be 0), and the
432 * software fallback will segfault if it attempts to access any
433 * texture level other than level 0.
434 */
435 brw_validate_textures( brw );
436
437 intel_prepare_render(intel);
438
439 /* This workaround has to happen outside of brw_upload_state() because it
440 * may flush the batchbuffer for a blit, affecting the state flags.
441 */
442 brw_workaround_depthstencil_alignment(brw);
443
444 /* Resolves must occur after updating renderbuffers, updating context state,
445 * and finalizing textures but before setting up any hardware state for
446 * this draw call.
447 */
448 brw_predraw_resolve_buffers(brw);
449
450 /* Bind all inputs, derive varying and size information:
451 */
452 brw_merge_inputs( brw, arrays );
453
454 brw->ib.ib = ib;
455 brw->state.dirty.brw |= BRW_NEW_INDICES;
456
457 brw->vb.min_index = min_index;
458 brw->vb.max_index = max_index;
459 brw->state.dirty.brw |= BRW_NEW_VERTICES;
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 if (brw->num_instances != prim->num_instances) {
480 brw->num_instances = prim->num_instances;
481 brw->state.dirty.brw |= BRW_NEW_VERTICES;
482 }
483 if (brw->basevertex != prim->basevertex) {
484 brw->basevertex = prim->basevertex;
485 brw->state.dirty.brw |= BRW_NEW_VERTICES;
486 }
487 if (intel->gen < 6)
488 brw_set_prim(brw, &prim[i]);
489 else
490 gen6_set_prim(brw, &prim[i]);
491
492 retry:
493 /* Note that before the loop, brw->state.dirty.brw was set to != 0, and
494 * that the state updated in the loop outside of this block is that in
495 * *_set_prim or intel_batchbuffer_flush(), which only impacts
496 * brw->state.dirty.brw.
497 */
498 if (brw->state.dirty.brw) {
499 intel->no_batch_wrap = true;
500 brw_upload_state(brw);
501 }
502
503 if (intel->gen >= 7)
504 gen7_emit_prim(brw, &prim[i], brw->primitive);
505 else
506 brw_emit_prim(brw, &prim[i], brw->primitive);
507
508 intel->no_batch_wrap = false;
509
510 if (dri_bufmgr_check_aperture_space(&intel->batch.bo, 1)) {
511 if (!fail_next) {
512 intel_batchbuffer_reset_to_saved(intel);
513 intel_batchbuffer_flush(intel);
514 fail_next = true;
515 goto retry;
516 } else {
517 if (intel_batchbuffer_flush(intel) == -ENOSPC) {
518 static bool warned = false;
519
520 if (!warned) {
521 fprintf(stderr, "i965: Single primitive emit exceeded"
522 "available aperture space\n");
523 warned = true;
524 }
525
526 retval = false;
527 }
528 }
529 }
530
531 if (!_mesa_meta_in_progress(ctx))
532 brw_update_primitive_count(brw, &prim[i]);
533 }
534
535 if (intel->always_flush_batch)
536 intel_batchbuffer_flush(intel);
537
538 brw_state_cache_check_size(brw);
539 brw_postdraw_set_buffers_need_resolve(brw);
540
541 return retval;
542 }
543
544 void brw_draw_prims( struct gl_context *ctx,
545 const struct _mesa_prim *prim,
546 GLuint nr_prims,
547 const struct _mesa_index_buffer *ib,
548 GLboolean index_bounds_valid,
549 GLuint min_index,
550 GLuint max_index,
551 struct gl_transform_feedback_object *tfb_vertcount )
552 {
553 struct intel_context *intel = intel_context(ctx);
554 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
555
556 if (!_mesa_check_conditional_render(ctx))
557 return;
558
559 /* Handle primitive restart if needed */
560 if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
561 /* The draw was handled, so we can exit now */
562 return;
563 }
564
565 /* If we're going to have to upload any of the user's vertex arrays, then
566 * get the minimum and maximum of their index buffer so we know what range
567 * to upload.
568 */
569 if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid)
570 vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
571
572 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
573 * won't support all the extensions we support.
574 */
575 if (ctx->RenderMode != GL_RENDER) {
576 perf_debug("%s render mode not supported in hardware\n",
577 _mesa_lookup_enum_by_nr(ctx->RenderMode));
578 _swsetup_Wakeup(ctx);
579 _tnl_wakeup(ctx);
580 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
581 return;
582 }
583
584 /* Try drawing with the hardware, but don't do anything else if we can't
585 * manage it. swrast doesn't support our featureset, so we can't fall back
586 * to it.
587 */
588 brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
589 }
590
591 void brw_draw_init( struct brw_context *brw )
592 {
593 struct gl_context *ctx = &brw->intel.ctx;
594 struct vbo_context *vbo = vbo_context(ctx);
595 int i;
596
597 /* Register our drawing function:
598 */
599 vbo->draw_prims = brw_draw_prims;
600
601 for (i = 0; i < VERT_ATTRIB_MAX; i++)
602 brw->vb.inputs[i].buffer = -1;
603 brw->vb.nr_buffers = 0;
604 brw->vb.nr_enabled = 0;
605 }
606
607 void brw_draw_destroy( struct brw_context *brw )
608 {
609 int i;
610
611 for (i = 0; i < brw->vb.nr_buffers; i++) {
612 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
613 brw->vb.buffers[i].bo = NULL;
614 }
615 brw->vb.nr_buffers = 0;
616
617 for (i = 0; i < brw->vb.nr_enabled; i++) {
618 brw->vb.enabled[i]->buffer = -1;
619 }
620 brw->vb.nr_enabled = 0;
621
622 drm_intel_bo_unreference(brw->ib.bo);
623 brw->ib.bo = NULL;
624 }