i965: Add a mechanism for sending native primitives into the driver
[mesa.git] / src / mesa / drivers / dri / i965 / brw_draw.c
1 /**************************************************************************
2 *
3 * Copyright 2003 VMware, Inc.
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 VMWARE 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_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 static const GLuint prim_to_hw_prim[GL_TRIANGLE_STRIP_ADJACENCY+1] = {
59 _3DPRIM_POINTLIST,
60 _3DPRIM_LINELIST,
61 _3DPRIM_LINELOOP,
62 _3DPRIM_LINESTRIP,
63 _3DPRIM_TRILIST,
64 _3DPRIM_TRISTRIP,
65 _3DPRIM_TRIFAN,
66 _3DPRIM_QUADLIST,
67 _3DPRIM_QUADSTRIP,
68 _3DPRIM_POLYGON,
69 _3DPRIM_LINELIST_ADJ,
70 _3DPRIM_LINESTRIP_ADJ,
71 _3DPRIM_TRILIST_ADJ,
72 _3DPRIM_TRISTRIP_ADJ,
73 };
74
75
76 static const GLenum reduced_prim[GL_POLYGON+1] = {
77 GL_POINTS,
78 GL_LINES,
79 GL_LINES,
80 GL_LINES,
81 GL_TRIANGLES,
82 GL_TRIANGLES,
83 GL_TRIANGLES,
84 GL_TRIANGLES,
85 GL_TRIANGLES,
86 GL_TRIANGLES
87 };
88
89 uint32_t
90 get_hw_prim_for_gl_prim(int mode)
91 {
92 if (mode >= BRW_PRIM_OFFSET)
93 return mode - BRW_PRIM_OFFSET;
94 else
95 return prim_to_hw_prim[mode];
96 }
97
98
99 /* When the primitive changes, set a state bit and re-validate. Not
100 * the nicest and would rather deal with this by having all the
101 * programs be immune to the active primitive (ie. cope with all
102 * possibilities). That may not be realistic however.
103 */
104 static void brw_set_prim(struct brw_context *brw,
105 const struct _mesa_prim *prim)
106 {
107 struct gl_context *ctx = &brw->ctx;
108 uint32_t hw_prim = get_hw_prim_for_gl_prim(prim->mode);
109
110 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
111
112 /* Slight optimization to avoid the GS program when not needed:
113 */
114 if (prim->mode == GL_QUAD_STRIP &&
115 ctx->Light.ShadeModel != GL_FLAT &&
116 ctx->Polygon.FrontMode == GL_FILL &&
117 ctx->Polygon.BackMode == GL_FILL)
118 hw_prim = _3DPRIM_TRISTRIP;
119
120 if (prim->mode == GL_QUADS && prim->count == 4 &&
121 ctx->Light.ShadeModel != GL_FLAT &&
122 ctx->Polygon.FrontMode == GL_FILL &&
123 ctx->Polygon.BackMode == GL_FILL) {
124 hw_prim = _3DPRIM_TRIFAN;
125 }
126
127 if (hw_prim != brw->primitive) {
128 brw->primitive = hw_prim;
129 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
130
131 if (reduced_prim[prim->mode] != brw->reduced_primitive) {
132 brw->reduced_primitive = reduced_prim[prim->mode];
133 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
134 }
135 }
136 }
137
138 static void gen6_set_prim(struct brw_context *brw,
139 const struct _mesa_prim *prim)
140 {
141 uint32_t hw_prim;
142
143 DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
144
145 hw_prim = get_hw_prim_for_gl_prim(prim->mode);
146
147 if (hw_prim != brw->primitive) {
148 brw->primitive = hw_prim;
149 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
150 }
151 }
152
153
154 /**
155 * The hardware is capable of removing dangling vertices on its own; however,
156 * prior to Gen6, we sometimes convert quads into trifans (and quad strips
157 * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
158 * This function manually trims dangling vertices from a draw call involving
159 * quads so that those dangling vertices won't get drawn when we convert to
160 * trifans/tristrips.
161 */
162 static GLuint trim(GLenum prim, GLuint length)
163 {
164 if (prim == GL_QUAD_STRIP)
165 return length > 3 ? (length - length % 2) : 0;
166 else if (prim == GL_QUADS)
167 return length - length % 4;
168 else
169 return length;
170 }
171
172
173 static void brw_emit_prim(struct brw_context *brw,
174 const struct _mesa_prim *prim,
175 uint32_t hw_prim)
176 {
177 int verts_per_instance;
178 int vertex_access_type;
179 int start_vertex_location;
180 int base_vertex_location;
181 int indirect_flag;
182
183 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
184 prim->start, prim->count);
185
186 start_vertex_location = prim->start;
187 base_vertex_location = prim->basevertex;
188 if (prim->indexed) {
189 vertex_access_type = brw->gen >= 7 ?
190 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM :
191 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
192 start_vertex_location += brw->ib.start_vertex_offset;
193 base_vertex_location += brw->vb.start_vertex_bias;
194 } else {
195 vertex_access_type = brw->gen >= 7 ?
196 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL :
197 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
198 start_vertex_location += brw->vb.start_vertex_bias;
199 }
200
201 /* We only need to trim the primitive count on pre-Gen6. */
202 if (brw->gen < 6)
203 verts_per_instance = trim(prim->mode, prim->count);
204 else
205 verts_per_instance = prim->count;
206
207 /* If nothing to emit, just return. */
208 if (verts_per_instance == 0 && !prim->is_indirect)
209 return;
210
211 /* If we're set to always flush, do it before and after the primitive emit.
212 * We want to catch both missed flushes that hurt instruction/state cache
213 * and missed flushes of the render cache as it heads to other parts of
214 * the besides the draw code.
215 */
216 if (brw->always_flush_cache) {
217 intel_batchbuffer_emit_mi_flush(brw);
218 }
219
220 /* If indirect, emit a bunch of loads from the indirect BO. */
221 if (prim->is_indirect) {
222 struct gl_buffer_object *indirect_buffer = brw->ctx.DrawIndirectBuffer;
223 drm_intel_bo *bo = intel_bufferobj_buffer(brw,
224 intel_buffer_object(indirect_buffer),
225 prim->indirect_offset, 5 * sizeof(GLuint));
226
227 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
228
229 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT, bo,
230 I915_GEM_DOMAIN_VERTEX, 0,
231 prim->indirect_offset + 0);
232 brw_load_register_mem(brw, GEN7_3DPRIM_INSTANCE_COUNT, bo,
233 I915_GEM_DOMAIN_VERTEX, 0,
234 prim->indirect_offset + 4);
235
236 brw_load_register_mem(brw, GEN7_3DPRIM_START_VERTEX, bo,
237 I915_GEM_DOMAIN_VERTEX, 0,
238 prim->indirect_offset + 8);
239 if (prim->indexed) {
240 brw_load_register_mem(brw, GEN7_3DPRIM_BASE_VERTEX, bo,
241 I915_GEM_DOMAIN_VERTEX, 0,
242 prim->indirect_offset + 12);
243 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
244 I915_GEM_DOMAIN_VERTEX, 0,
245 prim->indirect_offset + 16);
246 } else {
247 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
248 I915_GEM_DOMAIN_VERTEX, 0,
249 prim->indirect_offset + 12);
250 BEGIN_BATCH(3);
251 OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
252 OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
253 OUT_BATCH(0);
254 ADVANCE_BATCH();
255 }
256 }
257 else {
258 indirect_flag = 0;
259 }
260
261
262 if (brw->gen >= 7) {
263 BEGIN_BATCH(7);
264 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2) | indirect_flag);
265 OUT_BATCH(hw_prim | vertex_access_type);
266 } else {
267 BEGIN_BATCH(6);
268 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
269 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
270 vertex_access_type);
271 }
272 OUT_BATCH(verts_per_instance);
273 OUT_BATCH(start_vertex_location);
274 OUT_BATCH(prim->num_instances);
275 OUT_BATCH(prim->base_instance);
276 OUT_BATCH(base_vertex_location);
277 ADVANCE_BATCH();
278
279 /* Only used on Sandybridge; harmless to set elsewhere. */
280 brw->batch.need_workaround_flush = true;
281
282 if (brw->always_flush_cache) {
283 intel_batchbuffer_emit_mi_flush(brw);
284 }
285 }
286
287
288 static void brw_merge_inputs( struct brw_context *brw,
289 const struct gl_client_array *arrays[])
290 {
291 GLuint i;
292
293 for (i = 0; i < brw->vb.nr_buffers; i++) {
294 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
295 brw->vb.buffers[i].bo = NULL;
296 }
297 brw->vb.nr_buffers = 0;
298
299 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
300 brw->vb.inputs[i].buffer = -1;
301 brw->vb.inputs[i].glarray = arrays[i];
302 }
303 }
304
305 /*
306 * \brief Resolve buffers before drawing.
307 *
308 * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
309 * enabled depth texture, and flush the render cache for any dirty textures.
310 *
311 * (In the future, this will also perform MSAA resolves).
312 */
313 static void
314 brw_predraw_resolve_buffers(struct brw_context *brw)
315 {
316 struct gl_context *ctx = &brw->ctx;
317 struct intel_renderbuffer *depth_irb;
318 struct intel_texture_object *tex_obj;
319
320 /* Resolve the depth buffer's HiZ buffer. */
321 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
322 if (depth_irb)
323 intel_renderbuffer_resolve_hiz(brw, depth_irb);
324
325 /* Resolve depth buffer and render cache of each enabled texture. */
326 int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
327 for (int i = 0; i <= maxEnabledUnit; i++) {
328 if (!ctx->Texture.Unit[i]._Current)
329 continue;
330 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
331 if (!tex_obj || !tex_obj->mt)
332 continue;
333 intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
334 intel_miptree_resolve_color(brw, tex_obj->mt);
335 brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
336 }
337 }
338
339 /**
340 * \brief Call this after drawing to mark which buffers need resolving
341 *
342 * If the depth buffer was written to and if it has an accompanying HiZ
343 * buffer, then mark that it needs a depth resolve.
344 *
345 * If the color buffer is a multisample window system buffer, then
346 * mark that it needs a downsample.
347 *
348 * Also mark any render targets which will be textured as needing a render
349 * cache flush.
350 */
351 static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
352 {
353 struct gl_context *ctx = &brw->ctx;
354 struct gl_framebuffer *fb = ctx->DrawBuffer;
355
356 struct intel_renderbuffer *front_irb = NULL;
357 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
358 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
359 struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
360 struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
361
362 if (brw_is_front_buffer_drawing(fb))
363 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
364
365 if (front_irb)
366 front_irb->need_downsample = true;
367 if (back_irb)
368 back_irb->need_downsample = true;
369 if (depth_irb && ctx->Depth.Mask) {
370 intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
371 brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
372 }
373
374 if (ctx->Extensions.ARB_stencil_texturing &&
375 stencil_irb && ctx->Stencil._WriteEnabled) {
376 brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo);
377 }
378
379 for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
380 struct intel_renderbuffer *irb =
381 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
382
383 if (irb)
384 brw_render_cache_set_add_bo(brw, irb->mt->bo);
385 }
386 }
387
388 /* May fail if out of video memory for texture or vbo upload, or on
389 * fallback conditions.
390 */
391 static bool brw_try_draw_prims( struct gl_context *ctx,
392 const struct gl_client_array *arrays[],
393 const struct _mesa_prim *prims,
394 GLuint nr_prims,
395 const struct _mesa_index_buffer *ib,
396 GLuint min_index,
397 GLuint max_index,
398 struct gl_buffer_object *indirect)
399 {
400 struct brw_context *brw = brw_context(ctx);
401 bool retval = true;
402 GLuint i;
403 bool fail_next = false;
404
405 if (ctx->NewState)
406 _mesa_update_state( ctx );
407
408 /* Find the highest sampler unit used by each shader program. A bit-count
409 * won't work since ARB programs use the texture unit number as the sampler
410 * index.
411 */
412 brw->wm.base.sampler_count =
413 _mesa_fls(ctx->FragmentProgram._Current->Base.SamplersUsed);
414 brw->gs.base.sampler_count = ctx->GeometryProgram._Current ?
415 _mesa_fls(ctx->GeometryProgram._Current->Base.SamplersUsed) : 0;
416 brw->vs.base.sampler_count =
417 _mesa_fls(ctx->VertexProgram._Current->Base.SamplersUsed);
418
419 /* We have to validate the textures *before* checking for fallbacks;
420 * otherwise, the software fallback won't be able to rely on the
421 * texture state, the firstLevel and lastLevel fields won't be
422 * set in the intel texture object (they'll both be 0), and the
423 * software fallback will segfault if it attempts to access any
424 * texture level other than level 0.
425 */
426 brw_validate_textures( brw );
427
428 intel_prepare_render(brw);
429
430 /* This workaround has to happen outside of brw_upload_state() because it
431 * may flush the batchbuffer for a blit, affecting the state flags.
432 */
433 brw_workaround_depthstencil_alignment(brw, 0);
434
435 /* Resolves must occur after updating renderbuffers, updating context state,
436 * and finalizing textures but before setting up any hardware state for
437 * this draw call.
438 */
439 brw_predraw_resolve_buffers(brw);
440
441 /* Bind all inputs, derive varying and size information:
442 */
443 brw_merge_inputs( brw, arrays );
444
445 brw->ib.ib = ib;
446 brw->state.dirty.brw |= BRW_NEW_INDICES;
447
448 brw->vb.min_index = min_index;
449 brw->vb.max_index = max_index;
450 brw->state.dirty.brw |= BRW_NEW_VERTICES;
451
452 for (i = 0; i < nr_prims; i++) {
453 int estimated_max_prim_size;
454 const int sampler_state_size = 16;
455
456 estimated_max_prim_size = 512; /* batchbuffer commands */
457 estimated_max_prim_size += BRW_MAX_TEX_UNIT *
458 (sampler_state_size + sizeof(struct gen5_sampler_default_color));
459 estimated_max_prim_size += 1024; /* gen6 VS push constants */
460 estimated_max_prim_size += 1024; /* gen6 WM push constants */
461 estimated_max_prim_size += 512; /* misc. pad */
462
463 /* Flush the batch if it's approaching full, so that we don't wrap while
464 * we've got validated state that needs to be in the same batch as the
465 * primitives.
466 */
467 intel_batchbuffer_require_space(brw, estimated_max_prim_size, RENDER_RING);
468 intel_batchbuffer_save_state(brw);
469
470 if (brw->num_instances != prims[i].num_instances ||
471 brw->basevertex != prims[i].basevertex) {
472 brw->num_instances = prims[i].num_instances;
473 brw->basevertex = prims[i].basevertex;
474 if (i > 0) { /* For i == 0 we just did this before the loop */
475 brw->state.dirty.brw |= BRW_NEW_VERTICES;
476 brw_merge_inputs(brw, arrays);
477 }
478 }
479 if (brw->gen < 6)
480 brw_set_prim(brw, &prims[i]);
481 else
482 gen6_set_prim(brw, &prims[i]);
483
484 retry:
485 /* Note that before the loop, brw->state.dirty.brw was set to != 0, and
486 * that the state updated in the loop outside of this block is that in
487 * *_set_prim or intel_batchbuffer_flush(), which only impacts
488 * brw->state.dirty.brw.
489 */
490 if (brw->state.dirty.brw) {
491 brw->no_batch_wrap = true;
492 brw_upload_state(brw);
493 }
494
495 brw_emit_prim(brw, &prims[i], brw->primitive);
496
497 brw->no_batch_wrap = false;
498
499 if (dri_bufmgr_check_aperture_space(&brw->batch.bo, 1)) {
500 if (!fail_next) {
501 intel_batchbuffer_reset_to_saved(brw);
502 intel_batchbuffer_flush(brw);
503 fail_next = true;
504 goto retry;
505 } else {
506 if (intel_batchbuffer_flush(brw) == -ENOSPC) {
507 static bool warned = false;
508
509 if (!warned) {
510 fprintf(stderr, "i965: Single primitive emit exceeded"
511 "available aperture space\n");
512 warned = true;
513 }
514
515 retval = false;
516 }
517 }
518 }
519
520 /* Now that we know we haven't run out of aperture space, we can safely
521 * reset the dirty bits.
522 */
523 if (brw->state.dirty.brw)
524 brw_clear_dirty_bits(brw);
525 }
526
527 if (brw->always_flush_batch)
528 intel_batchbuffer_flush(brw);
529
530 brw_state_cache_check_size(brw);
531 brw_postdraw_set_buffers_need_resolve(brw);
532
533 return retval;
534 }
535
536 void brw_draw_prims( struct gl_context *ctx,
537 const struct _mesa_prim *prims,
538 GLuint nr_prims,
539 const struct _mesa_index_buffer *ib,
540 GLboolean index_bounds_valid,
541 GLuint min_index,
542 GLuint max_index,
543 struct gl_transform_feedback_object *unused_tfb_object,
544 struct gl_buffer_object *indirect )
545 {
546 struct brw_context *brw = brw_context(ctx);
547 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
548
549 assert(unused_tfb_object == NULL);
550
551 if (ctx->Query.CondRenderQuery) {
552 perf_debug("Conditional rendering is implemented in software and may "
553 "stall. This should be fixed in the driver.\n");
554 }
555
556 if (!_mesa_check_conditional_render(ctx))
557 return;
558
559 /* Handle primitive restart if needed */
560 if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
561 /* The draw was handled, so we can exit now */
562 return;
563 }
564
565 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
566 * won't support all the extensions we support.
567 */
568 if (ctx->RenderMode != GL_RENDER) {
569 perf_debug("%s render mode not supported in hardware\n",
570 _mesa_lookup_enum_by_nr(ctx->RenderMode));
571 _swsetup_Wakeup(ctx);
572 _tnl_wakeup(ctx);
573 _tnl_draw_prims(ctx, prims, nr_prims, ib,
574 index_bounds_valid, min_index, max_index, NULL, NULL);
575 return;
576 }
577
578 /* If we're going to have to upload any of the user's vertex arrays, then
579 * get the minimum and maximum of their index buffer so we know what range
580 * to upload.
581 */
582 if (!index_bounds_valid && !vbo_all_varyings_in_vbos(arrays)) {
583 perf_debug("Scanning index buffer to compute index buffer bounds. "
584 "Use glDrawRangeElements() to avoid this.\n");
585 vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
586 }
587
588 /* Try drawing with the hardware, but don't do anything else if we can't
589 * manage it. swrast doesn't support our featureset, so we can't fall back
590 * to it.
591 */
592 brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, min_index, max_index, indirect);
593 }
594
595 void brw_draw_init( struct brw_context *brw )
596 {
597 struct gl_context *ctx = &brw->ctx;
598 struct vbo_context *vbo = vbo_context(ctx);
599 int i;
600
601 /* Register our drawing function:
602 */
603 vbo->draw_prims = brw_draw_prims;
604
605 for (i = 0; i < VERT_ATTRIB_MAX; i++)
606 brw->vb.inputs[i].buffer = -1;
607 brw->vb.nr_buffers = 0;
608 brw->vb.nr_enabled = 0;
609 }
610
611 void brw_draw_destroy( struct brw_context *brw )
612 {
613 int i;
614
615 for (i = 0; i < brw->vb.nr_buffers; i++) {
616 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
617 brw->vb.buffers[i].bo = NULL;
618 }
619 brw->vb.nr_buffers = 0;
620
621 for (i = 0; i < brw->vb.nr_enabled; i++) {
622 brw->vb.enabled[i]->buffer = -1;
623 }
624 brw->vb.nr_enabled = 0;
625
626 drm_intel_bo_unreference(brw->ib.bo);
627 brw->ib.bo = NULL;
628 }