Merge branch 'arb_sampler_objects'
[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
29 #include "main/glheader.h"
30 #include "main/context.h"
31 #include "main/state.h"
32 #include "main/enums.h"
33 #include "tnl/tnl.h"
34 #include "vbo/vbo_context.h"
35 #include "swrast/swrast.h"
36 #include "swrast_setup/swrast_setup.h"
37
38 #include "brw_draw.h"
39 #include "brw_defines.h"
40 #include "brw_context.h"
41 #include "brw_state.h"
42
43 #include "intel_batchbuffer.h"
44
45 #define FILE_DEBUG_FLAG DEBUG_PRIMS
46
47 static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
48 _3DPRIM_POINTLIST,
49 _3DPRIM_LINELIST,
50 _3DPRIM_LINELOOP,
51 _3DPRIM_LINESTRIP,
52 _3DPRIM_TRILIST,
53 _3DPRIM_TRISTRIP,
54 _3DPRIM_TRIFAN,
55 _3DPRIM_QUADLIST,
56 _3DPRIM_QUADSTRIP,
57 _3DPRIM_POLYGON
58 };
59
60
61 static const GLenum reduced_prim[GL_POLYGON+1] = {
62 GL_POINTS,
63 GL_LINES,
64 GL_LINES,
65 GL_LINES,
66 GL_TRIANGLES,
67 GL_TRIANGLES,
68 GL_TRIANGLES,
69 GL_TRIANGLES,
70 GL_TRIANGLES,
71 GL_TRIANGLES
72 };
73
74
75 /* When the primitive changes, set a state bit and re-validate. Not
76 * the nicest and would rather deal with this by having all the
77 * programs be immune to the active primitive (ie. cope with all
78 * possibilities). That may not be realistic however.
79 */
80 static GLuint brw_set_prim(struct brw_context *brw,
81 const struct _mesa_prim *prim)
82 {
83 struct gl_context *ctx = &brw->intel.ctx;
84 GLenum mode = prim->mode;
85
86 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
87
88 /* Slight optimization to avoid the GS program when not needed:
89 */
90 if (mode == GL_QUAD_STRIP &&
91 ctx->Light.ShadeModel != GL_FLAT &&
92 ctx->Polygon.FrontMode == GL_FILL &&
93 ctx->Polygon.BackMode == GL_FILL)
94 mode = GL_TRIANGLE_STRIP;
95
96 if (prim->mode == GL_QUADS && prim->count == 4 &&
97 ctx->Light.ShadeModel != GL_FLAT &&
98 ctx->Polygon.FrontMode == GL_FILL &&
99 ctx->Polygon.BackMode == GL_FILL) {
100 mode = GL_TRIANGLE_FAN;
101 }
102
103 if (mode != brw->primitive) {
104 brw->primitive = mode;
105 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
106
107 if (reduced_prim[mode] != brw->intel.reduced_primitive) {
108 brw->intel.reduced_primitive = reduced_prim[mode];
109 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
110 }
111 }
112
113 return prim_to_hw_prim[mode];
114 }
115
116
117 static GLuint trim(GLenum prim, GLuint length)
118 {
119 if (prim == GL_QUAD_STRIP)
120 return length > 3 ? (length - length % 2) : 0;
121 else if (prim == GL_QUADS)
122 return length - length % 4;
123 else
124 return length;
125 }
126
127
128 static void brw_emit_prim(struct brw_context *brw,
129 const struct _mesa_prim *prim,
130 uint32_t hw_prim)
131 {
132 struct brw_3d_primitive prim_packet;
133 struct intel_context *intel = &brw->intel;
134
135 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
136 prim->start, prim->count);
137
138 prim_packet.header.opcode = CMD_3D_PRIM;
139 prim_packet.header.length = sizeof(prim_packet)/4 - 2;
140 prim_packet.header.pad = 0;
141 prim_packet.header.topology = hw_prim;
142 prim_packet.header.indexed = prim->indexed;
143
144 prim_packet.verts_per_instance = trim(prim->mode, prim->count);
145 prim_packet.start_vert_location = prim->start;
146 if (prim->indexed)
147 prim_packet.start_vert_location += brw->ib.start_vertex_offset;
148 else
149 prim_packet.start_vert_location += brw->vb.start_vertex_bias;
150 prim_packet.instance_count = 1;
151 prim_packet.start_instance_location = 0;
152 prim_packet.base_vert_location = prim->basevertex;
153 if (prim->indexed)
154 prim_packet.base_vert_location += brw->vb.start_vertex_bias;
155
156
157 /* If we're set to always flush, do it before and after the primitive emit.
158 * We want to catch both missed flushes that hurt instruction/state cache
159 * and missed flushes of the render cache as it heads to other parts of
160 * the besides the draw code.
161 */
162 if (intel->always_flush_cache) {
163 intel_batchbuffer_emit_mi_flush(intel);
164 }
165 if (prim_packet.verts_per_instance) {
166 intel_batchbuffer_data(&brw->intel, &prim_packet,
167 sizeof(prim_packet), false);
168 }
169 if (intel->always_flush_cache) {
170 intel_batchbuffer_emit_mi_flush(intel);
171 }
172 }
173
174 static void brw_merge_inputs( struct brw_context *brw,
175 const struct gl_client_array *arrays[])
176 {
177 struct brw_vertex_info old = brw->vb.info;
178 GLuint i;
179
180 for (i = 0; i < brw->vb.nr_buffers; i++) {
181 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
182 brw->vb.buffers[i].bo = NULL;
183 }
184 brw->vb.nr_buffers = 0;
185
186 memset(&brw->vb.info, 0, sizeof(brw->vb.info));
187
188 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
189 brw->vb.inputs[i].buffer = -1;
190 brw->vb.inputs[i].glarray = arrays[i];
191 brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
192
193 if (arrays[i]->StrideB != 0)
194 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
195 ((i%16) * 2);
196 }
197
198 /* Raise statechanges if input sizes have changed. */
199 if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
200 brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
201 }
202
203 /* XXX: could split the primitive list to fallback only on the
204 * non-conformant primitives.
205 */
206 static GLboolean check_fallbacks( struct brw_context *brw,
207 const struct _mesa_prim *prim,
208 GLuint nr_prims )
209 {
210 struct gl_context *ctx = &brw->intel.ctx;
211 GLuint i;
212
213 /* If we don't require strict OpenGL conformance, never
214 * use fallbacks. If we're forcing fallbacks, always
215 * use fallfacks.
216 */
217 if (brw->intel.conformance_mode == 0)
218 return GL_FALSE;
219
220 if (brw->intel.conformance_mode == 2)
221 return GL_TRUE;
222
223 if (ctx->Polygon.SmoothFlag) {
224 for (i = 0; i < nr_prims; i++)
225 if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
226 return GL_TRUE;
227 }
228
229 /* BRW hardware will do AA lines, but they are non-conformant it
230 * seems. TBD whether we keep this fallback:
231 */
232 if (ctx->Line.SmoothFlag) {
233 for (i = 0; i < nr_prims; i++)
234 if (reduced_prim[prim[i].mode] == GL_LINES)
235 return GL_TRUE;
236 }
237
238 /* Stipple -- these fallbacks could be resolved with a little
239 * bit of work?
240 */
241 if (ctx->Line.StippleFlag) {
242 for (i = 0; i < nr_prims; i++) {
243 /* GS doesn't get enough information to know when to reset
244 * the stipple counter?!?
245 */
246 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
247 return GL_TRUE;
248
249 if (prim[i].mode == GL_POLYGON &&
250 (ctx->Polygon.FrontMode == GL_LINE ||
251 ctx->Polygon.BackMode == GL_LINE))
252 return GL_TRUE;
253 }
254 }
255
256 if (ctx->Point.SmoothFlag) {
257 for (i = 0; i < nr_prims; i++)
258 if (prim[i].mode == GL_POINTS)
259 return GL_TRUE;
260 }
261
262 /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
263 * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
264 * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and
265 * we want strict conformance, force the fallback.
266 * Right now, we only do this for 2D textures.
267 */
268 {
269 int u;
270 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
271 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
272 if (texUnit->Enabled) {
273 if (texUnit->Enabled & TEXTURE_1D_BIT) {
274 if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->Sampler.WrapS == GL_CLAMP) {
275 return GL_TRUE;
276 }
277 }
278 if (texUnit->Enabled & TEXTURE_2D_BIT) {
279 if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->Sampler.WrapS == GL_CLAMP ||
280 texUnit->CurrentTex[TEXTURE_2D_INDEX]->Sampler.WrapT == GL_CLAMP) {
281 return GL_TRUE;
282 }
283 }
284 if (texUnit->Enabled & TEXTURE_3D_BIT) {
285 if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->Sampler.WrapS == GL_CLAMP ||
286 texUnit->CurrentTex[TEXTURE_3D_INDEX]->Sampler.WrapT == GL_CLAMP ||
287 texUnit->CurrentTex[TEXTURE_3D_INDEX]->Sampler.WrapR == GL_CLAMP) {
288 return GL_TRUE;
289 }
290 }
291 }
292 }
293 }
294
295 /* Nothing stopping us from the fast path now */
296 return GL_FALSE;
297 }
298
299 /* May fail if out of video memory for texture or vbo upload, or on
300 * fallback conditions.
301 */
302 static GLboolean brw_try_draw_prims( struct gl_context *ctx,
303 const struct gl_client_array *arrays[],
304 const struct _mesa_prim *prim,
305 GLuint nr_prims,
306 const struct _mesa_index_buffer *ib,
307 GLuint min_index,
308 GLuint max_index )
309 {
310 struct intel_context *intel = intel_context(ctx);
311 struct brw_context *brw = brw_context(ctx);
312 GLboolean retval = GL_FALSE;
313 GLboolean warn = GL_FALSE;
314 GLuint i;
315
316 if (ctx->NewState)
317 _mesa_update_state( ctx );
318
319 /* We have to validate the textures *before* checking for fallbacks;
320 * otherwise, the software fallback won't be able to rely on the
321 * texture state, the firstLevel and lastLevel fields won't be
322 * set in the intel texture object (they'll both be 0), and the
323 * software fallback will segfault if it attempts to access any
324 * texture level other than level 0.
325 */
326 brw_validate_textures( brw );
327
328 if (check_fallbacks(brw, prim, nr_prims))
329 return GL_FALSE;
330
331 /* Bind all inputs, derive varying and size information:
332 */
333 brw_merge_inputs( brw, arrays );
334
335 brw->ib.ib = ib;
336 brw->state.dirty.brw |= BRW_NEW_INDICES;
337
338 brw->vb.min_index = min_index;
339 brw->vb.max_index = max_index;
340 brw->state.dirty.brw |= BRW_NEW_VERTICES;
341
342 /* Have to validate state quite late. Will rebuild tnl_program,
343 * which depends on varying information.
344 *
345 * Note this is where brw->vs->prog_data.inputs_read is calculated,
346 * so can't access it earlier.
347 */
348
349 intel_prepare_render(intel);
350
351 for (i = 0; i < nr_prims; i++) {
352 uint32_t hw_prim;
353
354 /* Flush the batch if it's approaching full, so that we don't wrap while
355 * we've got validated state that needs to be in the same batch as the
356 * primitives. This fraction is just a guess (minimal full state plus
357 * a primitive is around 512 bytes), and would be better if we had
358 * an upper bound of how much we might emit in a single
359 * brw_try_draw_prims().
360 */
361 intel_batchbuffer_require_space(intel, 1024, false);
362
363 hw_prim = brw_set_prim(brw, &prim[i]);
364 if (brw->state.dirty.brw) {
365 brw_validate_state(brw);
366
367 /* Various fallback checks: */
368 if (brw->intel.Fallback)
369 goto out;
370
371 /* Check that we can fit our state in with our existing batchbuffer, or
372 * flush otherwise.
373 */
374 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
375 brw->state.validated_bo_count)) {
376 static GLboolean warned;
377 intel_batchbuffer_flush(intel);
378
379 /* Validate the state after we flushed the batch (which would have
380 * changed the set of dirty state). If we still fail to
381 * check_aperture, warn of what's happening, but attempt to continue
382 * on since it may succeed anyway, and the user would probably rather
383 * see a failure and a warning than a fallback.
384 */
385 brw_validate_state(brw);
386 if (!warned &&
387 dri_bufmgr_check_aperture_space(brw->state.validated_bos,
388 brw->state.validated_bo_count)) {
389 warn = GL_TRUE;
390 warned = GL_TRUE;
391 }
392 }
393
394 intel->no_batch_wrap = GL_TRUE;
395 brw_upload_state(brw);
396 }
397
398 brw_emit_prim(brw, &prim[i], hw_prim);
399
400 intel->no_batch_wrap = GL_FALSE;
401
402 retval = GL_TRUE;
403 }
404
405 if (intel->always_flush_batch)
406 intel_batchbuffer_flush(intel);
407 out:
408
409 brw_state_cache_check_size(brw);
410
411 if (warn)
412 fprintf(stderr, "i965: Single primitive emit potentially exceeded "
413 "available aperture space\n");
414
415 if (!retval)
416 DBG("%s failed\n", __FUNCTION__);
417
418 return retval;
419 }
420
421 void brw_draw_prims( struct gl_context *ctx,
422 const struct gl_client_array *arrays[],
423 const struct _mesa_prim *prim,
424 GLuint nr_prims,
425 const struct _mesa_index_buffer *ib,
426 GLboolean index_bounds_valid,
427 GLuint min_index,
428 GLuint max_index )
429 {
430 GLboolean retval;
431
432 if (!vbo_all_varyings_in_vbos(arrays)) {
433 if (!index_bounds_valid)
434 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
435
436 /* Decide if we want to rebase. If so we end up recursing once
437 * only into this function.
438 */
439 if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
440 vbo_rebase_prims(ctx, arrays,
441 prim, nr_prims,
442 ib, min_index, max_index,
443 brw_draw_prims );
444 return;
445 }
446 }
447
448 /* Make a first attempt at drawing:
449 */
450 retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
451
452 /* Otherwise, we really are out of memory. Pass the drawing
453 * command to the software tnl module and which will in turn call
454 * swrast to do the drawing.
455 */
456 if (!retval) {
457 _swsetup_Wakeup(ctx);
458 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
459 }
460
461 }
462
463 void brw_draw_init( struct brw_context *brw )
464 {
465 struct gl_context *ctx = &brw->intel.ctx;
466 struct vbo_context *vbo = vbo_context(ctx);
467 int i;
468
469 /* Register our drawing function:
470 */
471 vbo->draw_prims = brw_draw_prims;
472
473 for (i = 0; i < VERT_ATTRIB_MAX; i++)
474 brw->vb.inputs[i].buffer = -1;
475 brw->vb.nr_buffers = 0;
476 brw->vb.nr_enabled = 0;
477 }
478
479 void brw_draw_destroy( struct brw_context *brw )
480 {
481 int i;
482
483 for (i = 0; i < brw->vb.nr_buffers; i++) {
484 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
485 brw->vb.buffers[i].bo = NULL;
486 }
487 brw->vb.nr_buffers = 0;
488
489 for (i = 0; i < brw->vb.nr_enabled; i++) {
490 brw->vb.enabled[i]->buffer = -1;
491 }
492 brw->vb.nr_enabled = 0;
493
494 drm_intel_bo_unreference(brw->ib.bo);
495 brw->ib.bo = NULL;
496 }