i965: Remove software geometry query code.
[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 /**
140 * The hardware is capable of removing dangling vertices on its own; however,
141 * prior to Gen6, we sometimes convert quads into trifans (and quad strips
142 * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
143 * This function manually trims dangling vertices from a draw call involving
144 * quads so that those dangling vertices won't get drawn when we convert to
145 * trifans/tristrips.
146 */
147 static GLuint trim(GLenum prim, GLuint length)
148 {
149 if (prim == GL_QUAD_STRIP)
150 return length > 3 ? (length - length % 2) : 0;
151 else if (prim == GL_QUADS)
152 return length - length % 4;
153 else
154 return length;
155 }
156
157
158 static void brw_emit_prim(struct brw_context *brw,
159 const struct _mesa_prim *prim,
160 uint32_t hw_prim)
161 {
162 struct intel_context *intel = &brw->intel;
163 int verts_per_instance;
164 int vertex_access_type;
165 int start_vertex_location;
166 int base_vertex_location;
167
168 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
169 prim->start, prim->count);
170
171 start_vertex_location = prim->start;
172 base_vertex_location = prim->basevertex;
173 if (prim->indexed) {
174 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
175 start_vertex_location += brw->ib.start_vertex_offset;
176 base_vertex_location += brw->vb.start_vertex_bias;
177 } else {
178 vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
179 start_vertex_location += brw->vb.start_vertex_bias;
180 }
181
182 /* We only need to trim the primitive count on pre-Gen6. */
183 if (intel->gen < 6)
184 verts_per_instance = trim(prim->mode, prim->count);
185 else
186 verts_per_instance = prim->count;
187
188 /* If nothing to emit, just return. */
189 if (verts_per_instance == 0)
190 return;
191
192 /* If we're set to always flush, do it before and after the primitive emit.
193 * We want to catch both missed flushes that hurt instruction/state cache
194 * and missed flushes of the render cache as it heads to other parts of
195 * the besides the draw code.
196 */
197 if (intel->always_flush_cache) {
198 intel_batchbuffer_emit_mi_flush(intel);
199 }
200
201 BEGIN_BATCH(6);
202 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
203 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
204 vertex_access_type);
205 OUT_BATCH(verts_per_instance);
206 OUT_BATCH(start_vertex_location);
207 OUT_BATCH(prim->num_instances);
208 OUT_BATCH(prim->base_instance);
209 OUT_BATCH(base_vertex_location);
210 ADVANCE_BATCH();
211
212 intel->batch.need_workaround_flush = true;
213
214 if (intel->always_flush_cache) {
215 intel_batchbuffer_emit_mi_flush(intel);
216 }
217 }
218
219 static void gen7_emit_prim(struct brw_context *brw,
220 const struct _mesa_prim *prim,
221 uint32_t hw_prim)
222 {
223 struct intel_context *intel = &brw->intel;
224 int verts_per_instance;
225 int vertex_access_type;
226 int start_vertex_location;
227 int base_vertex_location;
228
229 DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
230 prim->start, prim->count);
231
232 start_vertex_location = prim->start;
233 base_vertex_location = prim->basevertex;
234 if (prim->indexed) {
235 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
236 start_vertex_location += brw->ib.start_vertex_offset;
237 base_vertex_location += brw->vb.start_vertex_bias;
238 } else {
239 vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
240 start_vertex_location += brw->vb.start_vertex_bias;
241 }
242
243 verts_per_instance = prim->count;
244
245 /* If nothing to emit, just return. */
246 if (verts_per_instance == 0)
247 return;
248
249 /* If we're set to always flush, do it before and after the primitive emit.
250 * We want to catch both missed flushes that hurt instruction/state cache
251 * and missed flushes of the render cache as it heads to other parts of
252 * the besides the draw code.
253 */
254 if (intel->always_flush_cache) {
255 intel_batchbuffer_emit_mi_flush(intel);
256 }
257
258 BEGIN_BATCH(7);
259 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
260 OUT_BATCH(hw_prim | vertex_access_type);
261 OUT_BATCH(verts_per_instance);
262 OUT_BATCH(start_vertex_location);
263 OUT_BATCH(prim->num_instances);
264 OUT_BATCH(prim->base_instance);
265 OUT_BATCH(base_vertex_location);
266 ADVANCE_BATCH();
267
268 if (intel->always_flush_cache) {
269 intel_batchbuffer_emit_mi_flush(intel);
270 }
271 }
272
273
274 static void brw_merge_inputs( struct brw_context *brw,
275 const struct gl_client_array *arrays[])
276 {
277 GLuint i;
278
279 for (i = 0; i < brw->vb.nr_buffers; i++) {
280 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
281 brw->vb.buffers[i].bo = NULL;
282 }
283 brw->vb.nr_buffers = 0;
284
285 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
286 brw->vb.inputs[i].buffer = -1;
287 brw->vb.inputs[i].glarray = arrays[i];
288 brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
289 }
290 }
291
292 /*
293 * \brief Resolve buffers before drawing.
294 *
295 * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
296 * enabled depth texture.
297 *
298 * (In the future, this will also perform MSAA resolves).
299 */
300 static void
301 brw_predraw_resolve_buffers(struct brw_context *brw)
302 {
303 struct gl_context *ctx = &brw->intel.ctx;
304 struct intel_context *intel = &brw->intel;
305 struct intel_renderbuffer *depth_irb;
306 struct intel_texture_object *tex_obj;
307
308 /* Resolve the depth buffer's HiZ buffer. */
309 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
310 if (depth_irb)
311 intel_renderbuffer_resolve_hiz(intel, depth_irb);
312
313 /* Resolve depth buffer of each enabled depth texture. */
314 for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
315 if (!ctx->Texture.Unit[i]._ReallyEnabled)
316 continue;
317 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
318 if (!tex_obj || !tex_obj->mt)
319 continue;
320 intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt);
321 }
322 }
323
324 /**
325 * \brief Call this after drawing to mark which buffers need resolving
326 *
327 * If the depth buffer was written to and if it has an accompanying HiZ
328 * buffer, then mark that it needs a depth resolve.
329 *
330 * If the color buffer is a multisample window system buffer, then
331 * mark that it needs a downsample.
332 */
333 static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
334 {
335 struct intel_context *intel = &brw->intel;
336 struct gl_context *ctx = &brw->intel.ctx;
337 struct gl_framebuffer *fb = ctx->DrawBuffer;
338
339 struct intel_renderbuffer *front_irb = NULL;
340 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
341 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
342
343 if (intel->is_front_buffer_rendering)
344 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
345
346 if (front_irb)
347 intel_renderbuffer_set_needs_downsample(front_irb);
348 if (back_irb)
349 intel_renderbuffer_set_needs_downsample(back_irb);
350 if (depth_irb && ctx->Depth.Mask)
351 intel_renderbuffer_set_needs_depth_resolve(depth_irb);
352 }
353
354 static int
355 verts_per_prim(GLenum mode)
356 {
357 switch (mode) {
358 case GL_POINTS:
359 return 1;
360 case GL_LINE_STRIP:
361 case GL_LINE_LOOP:
362 case GL_LINES:
363 return 2;
364 case GL_TRIANGLE_STRIP:
365 case GL_TRIANGLE_FAN:
366 case GL_POLYGON:
367 case GL_TRIANGLES:
368 case GL_QUADS:
369 case GL_QUAD_STRIP:
370 return 3;
371 default:
372 _mesa_problem(NULL,
373 "unknown prim type in transform feedback primitive count");
374 return 0;
375 }
376 }
377
378 /**
379 * Update internal counters based on the the drawing operation described in
380 * prim.
381 */
382 static void
383 brw_update_primitive_count(struct brw_context *brw,
384 const struct _mesa_prim *prim)
385 {
386 uint32_t count
387 = vbo_count_tessellated_primitives(prim->mode, prim->count,
388 prim->num_instances);
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 }
404
405 /* May fail if out of video memory for texture or vbo upload, or on
406 * fallback conditions.
407 */
408 static bool brw_try_draw_prims( struct gl_context *ctx,
409 const struct gl_client_array *arrays[],
410 const struct _mesa_prim *prim,
411 GLuint nr_prims,
412 const struct _mesa_index_buffer *ib,
413 GLuint min_index,
414 GLuint max_index )
415 {
416 struct intel_context *intel = intel_context(ctx);
417 struct brw_context *brw = brw_context(ctx);
418 bool retval = true;
419 GLuint i;
420 bool fail_next = false;
421
422 if (ctx->NewState)
423 _mesa_update_state( ctx );
424
425 /* We have to validate the textures *before* checking for fallbacks;
426 * otherwise, the software fallback won't be able to rely on the
427 * texture state, the firstLevel and lastLevel fields won't be
428 * set in the intel texture object (they'll both be 0), and the
429 * software fallback will segfault if it attempts to access any
430 * texture level other than level 0.
431 */
432 brw_validate_textures( brw );
433
434 intel_prepare_render(intel);
435
436 /* This workaround has to happen outside of brw_upload_state() because it
437 * may flush the batchbuffer for a blit, affecting the state flags.
438 */
439 brw_workaround_depthstencil_alignment(brw, 0);
440
441 /* Resolves must occur after updating renderbuffers, updating context state,
442 * and finalizing textures but before setting up any hardware state for
443 * this draw call.
444 */
445 brw_predraw_resolve_buffers(brw);
446
447 /* Bind all inputs, derive varying and size information:
448 */
449 brw_merge_inputs( brw, arrays );
450
451 brw->ib.ib = ib;
452 brw->state.dirty.brw |= BRW_NEW_INDICES;
453
454 brw->vb.min_index = min_index;
455 brw->vb.max_index = max_index;
456 brw->state.dirty.brw |= BRW_NEW_VERTICES;
457
458 for (i = 0; i < nr_prims; i++) {
459 int estimated_max_prim_size;
460
461 estimated_max_prim_size = 512; /* batchbuffer commands */
462 estimated_max_prim_size += (BRW_MAX_TEX_UNIT *
463 (sizeof(struct brw_sampler_state) +
464 sizeof(struct gen5_sampler_default_color)));
465 estimated_max_prim_size += 1024; /* gen6 VS push constants */
466 estimated_max_prim_size += 1024; /* gen6 WM push constants */
467 estimated_max_prim_size += 512; /* misc. pad */
468
469 /* Flush the batch if it's approaching full, so that we don't wrap while
470 * we've got validated state that needs to be in the same batch as the
471 * primitives.
472 */
473 intel_batchbuffer_require_space(intel, estimated_max_prim_size, false);
474 intel_batchbuffer_save_state(intel);
475
476 if (brw->num_instances != prim->num_instances) {
477 brw->num_instances = prim->num_instances;
478 brw->state.dirty.brw |= BRW_NEW_VERTICES;
479 }
480 if (brw->basevertex != prim->basevertex) {
481 brw->basevertex = prim->basevertex;
482 brw->state.dirty.brw |= BRW_NEW_VERTICES;
483 }
484 if (intel->gen < 6)
485 brw_set_prim(brw, &prim[i]);
486 else
487 gen6_set_prim(brw, &prim[i]);
488
489 retry:
490 /* Note that before the loop, brw->state.dirty.brw was set to != 0, and
491 * that the state updated in the loop outside of this block is that in
492 * *_set_prim or intel_batchbuffer_flush(), which only impacts
493 * brw->state.dirty.brw.
494 */
495 if (brw->state.dirty.brw) {
496 intel->no_batch_wrap = true;
497 brw_upload_state(brw);
498 }
499
500 if (intel->gen >= 7)
501 gen7_emit_prim(brw, &prim[i], brw->primitive);
502 else
503 brw_emit_prim(brw, &prim[i], brw->primitive);
504
505 intel->no_batch_wrap = false;
506
507 if (dri_bufmgr_check_aperture_space(&intel->batch.bo, 1)) {
508 if (!fail_next) {
509 intel_batchbuffer_reset_to_saved(intel);
510 intel_batchbuffer_flush(intel);
511 fail_next = true;
512 goto retry;
513 } else {
514 if (intel_batchbuffer_flush(intel) == -ENOSPC) {
515 static bool warned = false;
516
517 if (!warned) {
518 fprintf(stderr, "i965: Single primitive emit exceeded"
519 "available aperture space\n");
520 warned = true;
521 }
522
523 retval = false;
524 }
525 }
526 }
527
528 if (!_mesa_meta_in_progress(ctx))
529 brw_update_primitive_count(brw, &prim[i]);
530 }
531
532 if (intel->always_flush_batch)
533 intel_batchbuffer_flush(intel);
534
535 brw_state_cache_check_size(brw);
536 brw_postdraw_set_buffers_need_resolve(brw);
537
538 return retval;
539 }
540
541 void brw_draw_prims( struct gl_context *ctx,
542 const struct _mesa_prim *prim,
543 GLuint nr_prims,
544 const struct _mesa_index_buffer *ib,
545 GLboolean index_bounds_valid,
546 GLuint min_index,
547 GLuint max_index,
548 struct gl_transform_feedback_object *tfb_vertcount )
549 {
550 struct intel_context *intel = intel_context(ctx);
551 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
552
553 if (!_mesa_check_conditional_render(ctx))
554 return;
555
556 /* Handle primitive restart if needed */
557 if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
558 /* The draw was handled, so we can exit now */
559 return;
560 }
561
562 /* If we're going to have to upload any of the user's vertex arrays, then
563 * get the minimum and maximum of their index buffer so we know what range
564 * to upload.
565 */
566 if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid)
567 vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
568
569 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
570 * won't support all the extensions we support.
571 */
572 if (ctx->RenderMode != GL_RENDER) {
573 perf_debug("%s render mode not supported in hardware\n",
574 _mesa_lookup_enum_by_nr(ctx->RenderMode));
575 _swsetup_Wakeup(ctx);
576 _tnl_wakeup(ctx);
577 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
578 return;
579 }
580
581 /* Try drawing with the hardware, but don't do anything else if we can't
582 * manage it. swrast doesn't support our featureset, so we can't fall back
583 * to it.
584 */
585 brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
586 }
587
588 void brw_draw_init( struct brw_context *brw )
589 {
590 struct gl_context *ctx = &brw->intel.ctx;
591 struct vbo_context *vbo = vbo_context(ctx);
592 int i;
593
594 /* Register our drawing function:
595 */
596 vbo->draw_prims = brw_draw_prims;
597
598 for (i = 0; i < VERT_ATTRIB_MAX; i++)
599 brw->vb.inputs[i].buffer = -1;
600 brw->vb.nr_buffers = 0;
601 brw->vb.nr_enabled = 0;
602 }
603
604 void brw_draw_destroy( struct brw_context *brw )
605 {
606 int i;
607
608 for (i = 0; i < brw->vb.nr_buffers; i++) {
609 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
610 brw->vb.buffers[i].bo = NULL;
611 }
612 brw->vb.nr_buffers = 0;
613
614 for (i = 0; i < brw->vb.nr_enabled; i++) {
615 brw->vb.enabled[i]->buffer = -1;
616 }
617 brw->vb.nr_enabled = 0;
618
619 drm_intel_bo_unreference(brw->ib.bo);
620 brw->ib.bo = NULL;
621 }