mesa: Rename MESA_shader_framebuffer_fetch gl_extensions bits to EXT.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_draw.c
1 /*
2 * Copyright 2003 VMware, Inc.
3 * All Rights Reserved.
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial portions
15 * of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
21 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
22 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
23 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include <sys/errno.h>
27
28 #include "main/blend.h"
29 #include "main/context.h"
30 #include "main/condrender.h"
31 #include "main/samplerobj.h"
32 #include "main/state.h"
33 #include "main/enums.h"
34 #include "main/macros.h"
35 #include "main/transformfeedback.h"
36 #include "main/framebuffer.h"
37 #include "tnl/tnl.h"
38 #include "vbo/vbo.h"
39 #include "swrast/swrast.h"
40 #include "swrast_setup/swrast_setup.h"
41 #include "drivers/common/meta.h"
42 #include "util/bitscan.h"
43 #include "util/bitset.h"
44
45 #include "brw_blorp.h"
46 #include "brw_draw.h"
47 #include "brw_defines.h"
48 #include "compiler/brw_eu_defines.h"
49 #include "brw_context.h"
50 #include "brw_state.h"
51
52 #include "intel_batchbuffer.h"
53 #include "intel_buffers.h"
54 #include "intel_fbo.h"
55 #include "intel_mipmap_tree.h"
56 #include "intel_buffer_objects.h"
57
58 #define FILE_DEBUG_FLAG DEBUG_PRIMS
59
60
61 static const GLenum reduced_prim[GL_POLYGON+1] = {
62 [GL_POINTS] = GL_POINTS,
63 [GL_LINES] = GL_LINES,
64 [GL_LINE_LOOP] = GL_LINES,
65 [GL_LINE_STRIP] = GL_LINES,
66 [GL_TRIANGLES] = GL_TRIANGLES,
67 [GL_TRIANGLE_STRIP] = GL_TRIANGLES,
68 [GL_TRIANGLE_FAN] = GL_TRIANGLES,
69 [GL_QUADS] = GL_TRIANGLES,
70 [GL_QUAD_STRIP] = GL_TRIANGLES,
71 [GL_POLYGON] = GL_TRIANGLES
72 };
73
74 /* When the primitive changes, set a state bit and re-validate. Not
75 * the nicest and would rather deal with this by having all the
76 * programs be immune to the active primitive (ie. cope with all
77 * possibilities). That may not be realistic however.
78 */
79 static void
80 brw_set_prim(struct brw_context *brw, const struct _mesa_prim *prim)
81 {
82 struct gl_context *ctx = &brw->ctx;
83 uint32_t hw_prim = get_hw_prim_for_gl_prim(prim->mode);
84
85 DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode));
86
87 /* Slight optimization to avoid the GS program when not needed:
88 */
89 if (prim->mode == GL_QUAD_STRIP &&
90 ctx->Light.ShadeModel != GL_FLAT &&
91 ctx->Polygon.FrontMode == GL_FILL &&
92 ctx->Polygon.BackMode == GL_FILL)
93 hw_prim = _3DPRIM_TRISTRIP;
94
95 if (prim->mode == GL_QUADS && prim->count == 4 &&
96 ctx->Light.ShadeModel != GL_FLAT &&
97 ctx->Polygon.FrontMode == GL_FILL &&
98 ctx->Polygon.BackMode == GL_FILL) {
99 hw_prim = _3DPRIM_TRIFAN;
100 }
101
102 if (hw_prim != brw->primitive) {
103 brw->primitive = hw_prim;
104 brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE;
105
106 if (reduced_prim[prim->mode] != brw->reduced_primitive) {
107 brw->reduced_primitive = reduced_prim[prim->mode];
108 brw->ctx.NewDriverState |= BRW_NEW_REDUCED_PRIMITIVE;
109 }
110 }
111 }
112
113 static void
114 gen6_set_prim(struct brw_context *brw, const struct _mesa_prim *prim)
115 {
116 const struct gl_context *ctx = &brw->ctx;
117 uint32_t hw_prim;
118
119 DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode));
120
121 if (prim->mode == GL_PATCHES) {
122 hw_prim = _3DPRIM_PATCHLIST(ctx->TessCtrlProgram.patch_vertices);
123 } else {
124 hw_prim = get_hw_prim_for_gl_prim(prim->mode);
125 }
126
127 if (hw_prim != brw->primitive) {
128 brw->primitive = hw_prim;
129 brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE;
130 if (prim->mode == GL_PATCHES)
131 brw->ctx.NewDriverState |= BRW_NEW_PATCH_PRIMITIVE;
132 }
133 }
134
135
136 /**
137 * The hardware is capable of removing dangling vertices on its own; however,
138 * prior to Gen6, we sometimes convert quads into trifans (and quad strips
139 * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
140 * This function manually trims dangling vertices from a draw call involving
141 * quads so that those dangling vertices won't get drawn when we convert to
142 * trifans/tristrips.
143 */
144 static GLuint
145 trim(GLenum prim, GLuint length)
146 {
147 if (prim == GL_QUAD_STRIP)
148 return length > 3 ? (length - length % 2) : 0;
149 else if (prim == GL_QUADS)
150 return length - length % 4;
151 else
152 return length;
153 }
154
155
156 static void
157 brw_emit_prim(struct brw_context *brw,
158 const struct _mesa_prim *prim,
159 uint32_t hw_prim,
160 struct brw_transform_feedback_object *xfb_obj,
161 unsigned stream)
162 {
163 const struct gen_device_info *devinfo = &brw->screen->devinfo;
164 int verts_per_instance;
165 int vertex_access_type;
166 int indirect_flag;
167
168 DBG("PRIM: %s %d %d\n", _mesa_enum_to_string(prim->mode),
169 prim->start, prim->count);
170
171 int start_vertex_location = prim->start;
172 int base_vertex_location = prim->basevertex;
173
174 if (prim->indexed) {
175 vertex_access_type = devinfo->gen >= 7 ?
176 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM :
177 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
178 start_vertex_location += brw->ib.start_vertex_offset;
179 base_vertex_location += brw->vb.start_vertex_bias;
180 } else {
181 vertex_access_type = devinfo->gen >= 7 ?
182 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL :
183 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
184 start_vertex_location += brw->vb.start_vertex_bias;
185 }
186
187 /* We only need to trim the primitive count on pre-Gen6. */
188 if (devinfo->gen < 6)
189 verts_per_instance = trim(prim->mode, prim->count);
190 else
191 verts_per_instance = prim->count;
192
193 /* If nothing to emit, just return. */
194 if (verts_per_instance == 0 && !prim->is_indirect && !xfb_obj)
195 return;
196
197 /* If we're set to always flush, do it before and after the primitive emit.
198 * We want to catch both missed flushes that hurt instruction/state cache
199 * and missed flushes of the render cache as it heads to other parts of
200 * the besides the draw code.
201 */
202 if (brw->always_flush_cache)
203 brw_emit_mi_flush(brw);
204
205 /* If indirect, emit a bunch of loads from the indirect BO. */
206 if (xfb_obj) {
207 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
208
209 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT,
210 xfb_obj->prim_count_bo,
211 stream * sizeof(uint32_t));
212 BEGIN_BATCH(9);
213 OUT_BATCH(MI_LOAD_REGISTER_IMM | (9 - 2));
214 OUT_BATCH(GEN7_3DPRIM_INSTANCE_COUNT);
215 OUT_BATCH(prim->num_instances);
216 OUT_BATCH(GEN7_3DPRIM_START_VERTEX);
217 OUT_BATCH(0);
218 OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
219 OUT_BATCH(0);
220 OUT_BATCH(GEN7_3DPRIM_START_INSTANCE);
221 OUT_BATCH(0);
222 ADVANCE_BATCH();
223 } else if (prim->is_indirect) {
224 struct gl_buffer_object *indirect_buffer = brw->ctx.DrawIndirectBuffer;
225 struct brw_bo *bo = intel_bufferobj_buffer(brw,
226 intel_buffer_object(indirect_buffer),
227 prim->indirect_offset, 5 * sizeof(GLuint), false);
228
229 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
230
231 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT, bo,
232 prim->indirect_offset + 0);
233 brw_load_register_mem(brw, GEN7_3DPRIM_INSTANCE_COUNT, bo,
234 prim->indirect_offset + 4);
235
236 brw_load_register_mem(brw, GEN7_3DPRIM_START_VERTEX, bo,
237 prim->indirect_offset + 8);
238 if (prim->indexed) {
239 brw_load_register_mem(brw, GEN7_3DPRIM_BASE_VERTEX, bo,
240 prim->indirect_offset + 12);
241 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
242 prim->indirect_offset + 16);
243 } else {
244 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
245 prim->indirect_offset + 12);
246 brw_load_register_imm32(brw, GEN7_3DPRIM_BASE_VERTEX, 0);
247 }
248 } else {
249 indirect_flag = 0;
250 }
251
252 BEGIN_BATCH(devinfo->gen >= 7 ? 7 : 6);
253
254 if (devinfo->gen >= 7) {
255 const int predicate_enable =
256 (brw->predicate.state == BRW_PREDICATE_STATE_USE_BIT)
257 ? GEN7_3DPRIM_PREDICATE_ENABLE : 0;
258
259 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2) | indirect_flag | predicate_enable);
260 OUT_BATCH(hw_prim | vertex_access_type);
261 } else {
262 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
263 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
264 vertex_access_type);
265 }
266 OUT_BATCH(verts_per_instance);
267 OUT_BATCH(start_vertex_location);
268 OUT_BATCH(prim->num_instances);
269 OUT_BATCH(prim->base_instance);
270 OUT_BATCH(base_vertex_location);
271 ADVANCE_BATCH();
272
273 if (brw->always_flush_cache)
274 brw_emit_mi_flush(brw);
275 }
276
277
278 static void
279 brw_merge_inputs(struct brw_context *brw,
280 const struct gl_vertex_array *arrays[])
281 {
282 const struct gen_device_info *devinfo = &brw->screen->devinfo;
283 const struct gl_context *ctx = &brw->ctx;
284 GLuint i;
285
286 for (i = 0; i < brw->vb.nr_buffers; i++) {
287 brw_bo_unreference(brw->vb.buffers[i].bo);
288 brw->vb.buffers[i].bo = NULL;
289 }
290 brw->vb.nr_buffers = 0;
291
292 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
293 brw->vb.inputs[i].buffer = -1;
294 brw->vb.inputs[i].glarray = arrays[i];
295 }
296
297 if (devinfo->gen < 8 && !devinfo->is_haswell) {
298 uint64_t mask = ctx->VertexProgram._Current->info.inputs_read;
299 /* Prior to Haswell, the hardware can't natively support GL_FIXED or
300 * 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
301 */
302 while (mask) {
303 uint8_t wa_flags = 0;
304
305 i = u_bit_scan64(&mask);
306
307 switch (brw->vb.inputs[i].glarray->Type) {
308
309 case GL_FIXED:
310 wa_flags = brw->vb.inputs[i].glarray->Size;
311 break;
312
313 case GL_INT_2_10_10_10_REV:
314 wa_flags |= BRW_ATTRIB_WA_SIGN;
315 /* fallthough */
316
317 case GL_UNSIGNED_INT_2_10_10_10_REV:
318 if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
319 wa_flags |= BRW_ATTRIB_WA_BGRA;
320
321 if (brw->vb.inputs[i].glarray->Normalized)
322 wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
323 else if (!brw->vb.inputs[i].glarray->Integer)
324 wa_flags |= BRW_ATTRIB_WA_SCALE;
325
326 break;
327 }
328
329 if (brw->vb.attrib_wa_flags[i] != wa_flags) {
330 brw->vb.attrib_wa_flags[i] = wa_flags;
331 brw->ctx.NewDriverState |= BRW_NEW_VS_ATTRIB_WORKAROUNDS;
332 }
333 }
334 }
335 }
336
337 /* Disable auxiliary buffers if a renderbuffer is also bound as a texture
338 * or shader image. This causes a self-dependency, where both rendering
339 * and sampling may concurrently read or write the CCS buffer, causing
340 * incorrect pixels.
341 */
342 static bool
343 intel_disable_rb_aux_buffer(struct brw_context *brw,
344 bool *draw_aux_buffer_disabled,
345 struct intel_mipmap_tree *tex_mt,
346 unsigned min_level, unsigned num_levels,
347 const char *usage)
348 {
349 const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
350 bool found = false;
351
352 /* We only need to worry about color compression and fast clears. */
353 if (tex_mt->aux_usage != ISL_AUX_USAGE_CCS_D &&
354 tex_mt->aux_usage != ISL_AUX_USAGE_CCS_E)
355 return false;
356
357 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
358 const struct intel_renderbuffer *irb =
359 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
360
361 if (irb && irb->mt->bo == tex_mt->bo &&
362 irb->mt_level >= min_level &&
363 irb->mt_level < min_level + num_levels) {
364 found = draw_aux_buffer_disabled[i] = true;
365 }
366 }
367
368 if (found) {
369 perf_debug("Disabling CCS because a renderbuffer is also bound %s.\n",
370 usage);
371 }
372
373 return found;
374 }
375
376 static void
377 mark_textures_used_for_txf(BITSET_WORD *used_for_txf,
378 const struct gl_program *prog)
379 {
380 if (!prog)
381 return;
382
383 unsigned mask = prog->SamplersUsed & prog->info.textures_used_by_txf;
384 while (mask) {
385 int s = u_bit_scan(&mask);
386 BITSET_SET(used_for_txf, prog->SamplerUnits[s]);
387 }
388 }
389
390 /**
391 * \brief Resolve buffers before drawing.
392 *
393 * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
394 * enabled depth texture, and flush the render cache for any dirty textures.
395 */
396 void
397 brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering,
398 bool *draw_aux_buffer_disabled)
399 {
400 struct gl_context *ctx = &brw->ctx;
401 struct intel_texture_object *tex_obj;
402
403 BITSET_DECLARE(used_for_txf, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
404 memset(used_for_txf, 0, sizeof(used_for_txf));
405 if (rendering) {
406 mark_textures_used_for_txf(used_for_txf, ctx->VertexProgram._Current);
407 mark_textures_used_for_txf(used_for_txf, ctx->TessCtrlProgram._Current);
408 mark_textures_used_for_txf(used_for_txf, ctx->TessEvalProgram._Current);
409 mark_textures_used_for_txf(used_for_txf, ctx->GeometryProgram._Current);
410 mark_textures_used_for_txf(used_for_txf, ctx->FragmentProgram._Current);
411 } else {
412 mark_textures_used_for_txf(used_for_txf, ctx->ComputeProgram._Current);
413 }
414
415 /* Resolve depth buffer and render cache of each enabled texture. */
416 int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
417 for (int i = 0; i <= maxEnabledUnit; i++) {
418 if (!ctx->Texture.Unit[i]._Current)
419 continue;
420 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
421 if (!tex_obj || !tex_obj->mt)
422 continue;
423
424 struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
425 enum isl_format view_format =
426 translate_tex_format(brw, tex_obj->_Format, sampler->sRGBDecode);
427
428 unsigned min_level, min_layer, num_levels, num_layers;
429 if (tex_obj->base.Immutable) {
430 min_level = tex_obj->base.MinLevel;
431 num_levels = MIN2(tex_obj->base.NumLevels, tex_obj->_MaxLevel + 1);
432 min_layer = tex_obj->base.MinLayer;
433 num_layers = tex_obj->base.Target != GL_TEXTURE_3D ?
434 tex_obj->base.NumLayers : INTEL_REMAINING_LAYERS;
435 } else {
436 min_level = tex_obj->base.BaseLevel;
437 num_levels = tex_obj->_MaxLevel - tex_obj->base.BaseLevel + 1;
438 min_layer = 0;
439 num_layers = INTEL_REMAINING_LAYERS;
440 }
441
442 if (rendering) {
443 intel_disable_rb_aux_buffer(brw, draw_aux_buffer_disabled,
444 tex_obj->mt, min_level, num_levels,
445 "for sampling");
446 }
447
448 intel_miptree_prepare_texture(brw, tex_obj->mt, view_format,
449 min_level, num_levels,
450 min_layer, num_layers);
451
452 /* If any programs are using it with texelFetch, we may need to also do
453 * a prepare with an sRGB format to ensure texelFetch works "properly".
454 */
455 if (BITSET_TEST(used_for_txf, i)) {
456 enum isl_format txf_format =
457 translate_tex_format(brw, tex_obj->_Format, GL_DECODE_EXT);
458 if (txf_format != view_format) {
459 intel_miptree_prepare_texture(brw, tex_obj->mt, txf_format,
460 min_level, num_levels,
461 min_layer, num_layers);
462 }
463 }
464
465 brw_cache_flush_for_read(brw, tex_obj->mt->bo);
466
467 if (tex_obj->base.StencilSampling ||
468 tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
469 intel_update_r8stencil(brw, tex_obj->mt);
470 }
471 }
472
473 /* Resolve color for each active shader image. */
474 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
475 const struct gl_program *prog = ctx->_Shader->CurrentProgram[i];
476
477 if (unlikely(prog && prog->info.num_images)) {
478 for (unsigned j = 0; j < prog->info.num_images; j++) {
479 struct gl_image_unit *u =
480 &ctx->ImageUnits[prog->sh.ImageUnits[j]];
481 tex_obj = intel_texture_object(u->TexObj);
482
483 if (tex_obj && tex_obj->mt) {
484 if (rendering) {
485 intel_disable_rb_aux_buffer(brw, draw_aux_buffer_disabled,
486 tex_obj->mt, 0, ~0,
487 "as a shader image");
488 }
489
490 intel_miptree_prepare_image(brw, tex_obj->mt);
491
492 brw_cache_flush_for_read(brw, tex_obj->mt->bo);
493 }
494 }
495 }
496 }
497 }
498
499 static void
500 brw_predraw_resolve_framebuffer(struct brw_context *brw,
501 bool *draw_aux_buffer_disabled)
502 {
503 struct gl_context *ctx = &brw->ctx;
504 struct intel_renderbuffer *depth_irb;
505
506 /* Resolve the depth buffer's HiZ buffer. */
507 depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
508 if (depth_irb && depth_irb->mt) {
509 intel_miptree_prepare_depth(brw, depth_irb->mt,
510 depth_irb->mt_level,
511 depth_irb->mt_layer,
512 depth_irb->layer_count);
513 }
514
515 /* Resolve color buffers for non-coherent framebuffer fetch. */
516 if (!ctx->Extensions.EXT_shader_framebuffer_fetch &&
517 ctx->FragmentProgram._Current &&
518 ctx->FragmentProgram._Current->info.outputs_read) {
519 const struct gl_framebuffer *fb = ctx->DrawBuffer;
520
521 /* This is only used for non-coherent framebuffer fetch, so we don't
522 * need to worry about CCS_E and can simply pass 'false' below.
523 */
524 assert(brw->screen->devinfo.gen < 9);
525
526 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
527 const struct intel_renderbuffer *irb =
528 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
529
530 if (irb) {
531 intel_miptree_prepare_texture(brw, irb->mt, irb->mt->surf.format,
532 irb->mt_level, 1,
533 irb->mt_layer, irb->layer_count);
534 }
535 }
536 }
537
538 struct gl_framebuffer *fb = ctx->DrawBuffer;
539 for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
540 struct intel_renderbuffer *irb =
541 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
542
543 if (irb == NULL || irb->mt == NULL)
544 continue;
545
546 mesa_format mesa_format =
547 _mesa_get_render_format(ctx, intel_rb_format(irb));
548 enum isl_format isl_format = brw_isl_format_for_mesa_format(mesa_format);
549 bool blend_enabled = ctx->Color.BlendEnabled & (1 << i);
550 enum isl_aux_usage aux_usage =
551 intel_miptree_render_aux_usage(brw, irb->mt, isl_format,
552 blend_enabled,
553 draw_aux_buffer_disabled[i]);
554 if (brw->draw_aux_usage[i] != aux_usage) {
555 brw->ctx.NewDriverState |= BRW_NEW_AUX_STATE;
556 brw->draw_aux_usage[i] = aux_usage;
557 }
558
559 intel_miptree_prepare_render(brw, irb->mt, irb->mt_level,
560 irb->mt_layer, irb->layer_count,
561 aux_usage);
562
563 brw_cache_flush_for_render(brw, irb->mt->bo,
564 isl_format, aux_usage);
565 }
566 }
567
568 /**
569 * \brief Call this after drawing to mark which buffers need resolving
570 *
571 * If the depth buffer was written to and if it has an accompanying HiZ
572 * buffer, then mark that it needs a depth resolve.
573 *
574 * If the color buffer is a multisample window system buffer, then
575 * mark that it needs a downsample.
576 *
577 * Also mark any render targets which will be textured as needing a render
578 * cache flush.
579 */
580 static void
581 brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
582 {
583 struct gl_context *ctx = &brw->ctx;
584 struct gl_framebuffer *fb = ctx->DrawBuffer;
585
586 struct intel_renderbuffer *front_irb = NULL;
587 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
588 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
589 struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
590 struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
591
592 if (_mesa_is_front_buffer_drawing(fb))
593 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
594
595 if (front_irb)
596 front_irb->need_downsample = true;
597 if (back_irb)
598 back_irb->need_downsample = true;
599 if (depth_irb) {
600 bool depth_written = brw_depth_writes_enabled(brw);
601 if (depth_att->Layered) {
602 intel_miptree_finish_depth(brw, depth_irb->mt,
603 depth_irb->mt_level,
604 depth_irb->mt_layer,
605 depth_irb->layer_count,
606 depth_written);
607 } else {
608 intel_miptree_finish_depth(brw, depth_irb->mt,
609 depth_irb->mt_level,
610 depth_irb->mt_layer, 1,
611 depth_written);
612 }
613 if (depth_written)
614 brw_depth_cache_add_bo(brw, depth_irb->mt->bo);
615 }
616
617 if (stencil_irb && brw->stencil_write_enabled)
618 brw_depth_cache_add_bo(brw, stencil_irb->mt->bo);
619
620 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
621 struct intel_renderbuffer *irb =
622 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
623
624 if (!irb)
625 continue;
626
627 mesa_format mesa_format =
628 _mesa_get_render_format(ctx, intel_rb_format(irb));
629 enum isl_format isl_format = brw_isl_format_for_mesa_format(mesa_format);
630 enum isl_aux_usage aux_usage = brw->draw_aux_usage[i];
631
632 brw_render_cache_add_bo(brw, irb->mt->bo, isl_format, aux_usage);
633
634 intel_miptree_finish_render(brw, irb->mt, irb->mt_level,
635 irb->mt_layer, irb->layer_count,
636 aux_usage);
637 }
638 }
639
640 static void
641 intel_renderbuffer_move_temp_back(struct brw_context *brw,
642 struct intel_renderbuffer *irb)
643 {
644 if (irb->align_wa_mt == NULL)
645 return;
646
647 brw_cache_flush_for_read(brw, irb->align_wa_mt->bo);
648
649 intel_miptree_copy_slice(brw, irb->align_wa_mt, 0, 0,
650 irb->mt,
651 irb->Base.Base.TexImage->Level, irb->mt_layer);
652
653 intel_miptree_reference(&irb->align_wa_mt, NULL);
654
655 /* Finally restore the x,y to correspond to full miptree. */
656 intel_renderbuffer_set_draw_offset(irb);
657
658 /* Make sure render surface state gets re-emitted with updated miptree. */
659 brw->NewGLState |= _NEW_BUFFERS;
660 }
661
662 static void
663 brw_postdraw_reconcile_align_wa_slices(struct brw_context *brw)
664 {
665 struct gl_context *ctx = &brw->ctx;
666 struct gl_framebuffer *fb = ctx->DrawBuffer;
667
668 struct intel_renderbuffer *depth_irb =
669 intel_get_renderbuffer(fb, BUFFER_DEPTH);
670 struct intel_renderbuffer *stencil_irb =
671 intel_get_renderbuffer(fb, BUFFER_STENCIL);
672
673 if (depth_irb && depth_irb->align_wa_mt)
674 intel_renderbuffer_move_temp_back(brw, depth_irb);
675
676 if (stencil_irb && stencil_irb->align_wa_mt)
677 intel_renderbuffer_move_temp_back(brw, stencil_irb);
678
679 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
680 struct intel_renderbuffer *irb =
681 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
682
683 if (!irb || irb->align_wa_mt == NULL)
684 continue;
685
686 intel_renderbuffer_move_temp_back(brw, irb);
687 }
688 }
689
690 static void
691 brw_prepare_drawing(struct gl_context *ctx,
692 const struct gl_vertex_array *arrays[],
693 const struct _mesa_index_buffer *ib,
694 bool index_bounds_valid,
695 GLuint min_index,
696 GLuint max_index)
697 {
698 struct brw_context *brw = brw_context(ctx);
699
700 if (ctx->NewState)
701 _mesa_update_state(ctx);
702
703 /* We have to validate the textures *before* checking for fallbacks;
704 * otherwise, the software fallback won't be able to rely on the
705 * texture state, the firstLevel and lastLevel fields won't be
706 * set in the intel texture object (they'll both be 0), and the
707 * software fallback will segfault if it attempts to access any
708 * texture level other than level 0.
709 */
710 brw_validate_textures(brw);
711
712 /* Find the highest sampler unit used by each shader program. A bit-count
713 * won't work since ARB programs use the texture unit number as the sampler
714 * index.
715 */
716 brw->wm.base.sampler_count =
717 util_last_bit(ctx->FragmentProgram._Current->SamplersUsed);
718 brw->gs.base.sampler_count = ctx->GeometryProgram._Current ?
719 util_last_bit(ctx->GeometryProgram._Current->SamplersUsed) : 0;
720 brw->tes.base.sampler_count = ctx->TessEvalProgram._Current ?
721 util_last_bit(ctx->TessEvalProgram._Current->SamplersUsed) : 0;
722 brw->tcs.base.sampler_count = ctx->TessCtrlProgram._Current ?
723 util_last_bit(ctx->TessCtrlProgram._Current->SamplersUsed) : 0;
724 brw->vs.base.sampler_count =
725 util_last_bit(ctx->VertexProgram._Current->SamplersUsed);
726
727 intel_prepare_render(brw);
728
729 /* This workaround has to happen outside of brw_upload_render_state()
730 * because it may flush the batchbuffer for a blit, affecting the state
731 * flags.
732 */
733 brw_workaround_depthstencil_alignment(brw, 0);
734
735 /* Resolves must occur after updating renderbuffers, updating context state,
736 * and finalizing textures but before setting up any hardware state for
737 * this draw call.
738 */
739 bool draw_aux_buffer_disabled[MAX_DRAW_BUFFERS] = { };
740 brw_predraw_resolve_inputs(brw, true, draw_aux_buffer_disabled);
741 brw_predraw_resolve_framebuffer(brw, draw_aux_buffer_disabled);
742
743 /* Bind all inputs, derive varying and size information:
744 */
745 brw_merge_inputs(brw, arrays);
746
747 brw->ib.ib = ib;
748 brw->ctx.NewDriverState |= BRW_NEW_INDICES;
749
750 brw->vb.index_bounds_valid = index_bounds_valid;
751 brw->vb.min_index = min_index;
752 brw->vb.max_index = max_index;
753 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
754 }
755
756 static void
757 brw_finish_drawing(struct gl_context *ctx)
758 {
759 struct brw_context *brw = brw_context(ctx);
760
761 if (brw->always_flush_batch)
762 intel_batchbuffer_flush(brw);
763
764 brw_program_cache_check_size(brw);
765 brw_postdraw_reconcile_align_wa_slices(brw);
766 brw_postdraw_set_buffers_need_resolve(brw);
767
768 if (brw->draw.draw_params_count_bo) {
769 brw_bo_unreference(brw->draw.draw_params_count_bo);
770 brw->draw.draw_params_count_bo = NULL;
771 }
772 }
773
774 /* May fail if out of video memory for texture or vbo upload, or on
775 * fallback conditions.
776 */
777 static void
778 brw_draw_single_prim(struct gl_context *ctx,
779 const struct gl_vertex_array *arrays[],
780 const struct _mesa_prim *prim,
781 unsigned prim_id,
782 struct brw_transform_feedback_object *xfb_obj,
783 unsigned stream,
784 struct gl_buffer_object *indirect)
785 {
786 struct brw_context *brw = brw_context(ctx);
787 const struct gen_device_info *devinfo = &brw->screen->devinfo;
788 bool fail_next = false;
789
790 /* Flag BRW_NEW_DRAW_CALL on every draw. This allows us to have
791 * atoms that happen on every draw call.
792 */
793 brw->ctx.NewDriverState |= BRW_NEW_DRAW_CALL;
794
795 /* Flush the batch if the batch/state buffers are nearly full. We can
796 * grow them if needed, but this is not free, so we'd like to avoid it.
797 */
798 intel_batchbuffer_require_space(brw, 1500, RENDER_RING);
799 brw_require_statebuffer_space(brw, 2400);
800 intel_batchbuffer_save_state(brw);
801
802 if (brw->num_instances != prim->num_instances ||
803 brw->basevertex != prim->basevertex ||
804 brw->baseinstance != prim->base_instance) {
805 brw->num_instances = prim->num_instances;
806 brw->basevertex = prim->basevertex;
807 brw->baseinstance = prim->base_instance;
808 if (prim_id > 0) { /* For i == 0 we just did this before the loop */
809 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
810 brw_merge_inputs(brw, arrays);
811 }
812 }
813
814 /* Determine if we need to flag BRW_NEW_VERTICES for updating the
815 * gl_BaseVertexARB or gl_BaseInstanceARB values. For indirect draw, we
816 * always flag if the shader uses one of the values. For direct draws,
817 * we only flag if the values change.
818 */
819 const int new_basevertex =
820 prim->indexed ? prim->basevertex : prim->start;
821 const int new_baseinstance = prim->base_instance;
822 const struct brw_vs_prog_data *vs_prog_data =
823 brw_vs_prog_data(brw->vs.base.prog_data);
824 if (prim_id > 0) {
825 const bool uses_draw_parameters =
826 vs_prog_data->uses_basevertex ||
827 vs_prog_data->uses_baseinstance;
828
829 if ((uses_draw_parameters && prim->is_indirect) ||
830 (vs_prog_data->uses_basevertex &&
831 brw->draw.params.gl_basevertex != new_basevertex) ||
832 (vs_prog_data->uses_baseinstance &&
833 brw->draw.params.gl_baseinstance != new_baseinstance))
834 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
835 }
836
837 brw->draw.params.gl_basevertex = new_basevertex;
838 brw->draw.params.gl_baseinstance = new_baseinstance;
839 brw_bo_unreference(brw->draw.draw_params_bo);
840
841 if (prim->is_indirect) {
842 /* Point draw_params_bo at the indirect buffer. */
843 brw->draw.draw_params_bo =
844 intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
845 brw_bo_reference(brw->draw.draw_params_bo);
846 brw->draw.draw_params_offset =
847 prim->indirect_offset + (prim->indexed ? 12 : 8);
848 } else {
849 /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
850 * has to upload gl_BaseVertex and such if they're needed.
851 */
852 brw->draw.draw_params_bo = NULL;
853 brw->draw.draw_params_offset = 0;
854 }
855
856 /* gl_DrawID always needs its own vertex buffer since it's not part of
857 * the indirect parameter buffer. If the program uses gl_DrawID we need
858 * to flag BRW_NEW_VERTICES. For the first iteration, we don't have
859 * valid vs_prog_data, but we always flag BRW_NEW_VERTICES before
860 * the loop.
861 */
862 brw->draw.gl_drawid = prim->draw_id;
863 brw_bo_unreference(brw->draw.draw_id_bo);
864 brw->draw.draw_id_bo = NULL;
865 if (prim_id > 0 && vs_prog_data->uses_drawid)
866 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
867
868 if (devinfo->gen < 6)
869 brw_set_prim(brw, prim);
870 else
871 gen6_set_prim(brw, prim);
872
873 retry:
874
875 /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
876 * that the state updated in the loop outside of this block is that in
877 * *_set_prim or intel_batchbuffer_flush(), which only impacts
878 * brw->ctx.NewDriverState.
879 */
880 if (brw->ctx.NewDriverState) {
881 brw->batch.no_wrap = true;
882 brw_upload_render_state(brw);
883 }
884
885 brw_emit_prim(brw, prim, brw->primitive, xfb_obj, stream);
886
887 brw->batch.no_wrap = false;
888
889 if (!brw_batch_has_aperture_space(brw, 0)) {
890 if (!fail_next) {
891 intel_batchbuffer_reset_to_saved(brw);
892 intel_batchbuffer_flush(brw);
893 fail_next = true;
894 goto retry;
895 } else {
896 int ret = intel_batchbuffer_flush(brw);
897 WARN_ONCE(ret == -ENOSPC,
898 "i965: Single primitive emit exceeded "
899 "available aperture space\n");
900 }
901 }
902
903 /* Now that we know we haven't run out of aperture space, we can safely
904 * reset the dirty bits.
905 */
906 if (brw->ctx.NewDriverState)
907 brw_render_state_finished(brw);
908
909 return;
910 }
911
912
913 static bool
914 all_varyings_in_vbos(const struct gl_vertex_array *arrays[])
915 {
916 GLuint i;
917
918 for (i = 0; i < VERT_ATTRIB_MAX; i++)
919 if (arrays[i]->StrideB &&
920 arrays[i]->BufferObj->Name == 0)
921 return false;
922
923 return true;
924 }
925
926
927
928 void
929 brw_draw_prims(struct gl_context *ctx,
930 const struct _mesa_prim *prims,
931 GLuint nr_prims,
932 const struct _mesa_index_buffer *ib,
933 GLboolean index_bounds_valid,
934 GLuint min_index,
935 GLuint max_index,
936 struct gl_transform_feedback_object *gl_xfb_obj,
937 unsigned stream,
938 struct gl_buffer_object *indirect)
939 {
940 unsigned i;
941 struct brw_context *brw = brw_context(ctx);
942 const struct gl_vertex_array **arrays = ctx->Array._DrawArrays;
943 int predicate_state = brw->predicate.state;
944 struct brw_transform_feedback_object *xfb_obj =
945 (struct brw_transform_feedback_object *) gl_xfb_obj;
946
947 if (!brw_check_conditional_render(brw))
948 return;
949
950 /* Handle primitive restart if needed */
951 if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
952 /* The draw was handled, so we can exit now */
953 return;
954 }
955
956 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
957 * won't support all the extensions we support.
958 */
959 if (ctx->RenderMode != GL_RENDER) {
960 perf_debug("%s render mode not supported in hardware\n",
961 _mesa_enum_to_string(ctx->RenderMode));
962 _swsetup_Wakeup(ctx);
963 _tnl_wakeup(ctx);
964 _tnl_draw_prims(ctx, prims, nr_prims, ib,
965 index_bounds_valid, min_index, max_index, NULL, 0, NULL);
966 return;
967 }
968
969 /* If we're going to have to upload any of the user's vertex arrays, then
970 * get the minimum and maximum of their index buffer so we know what range
971 * to upload.
972 */
973 if (!index_bounds_valid && !all_varyings_in_vbos(arrays)) {
974 perf_debug("Scanning index buffer to compute index buffer bounds. "
975 "Use glDrawRangeElements() to avoid this.\n");
976 vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
977 index_bounds_valid = true;
978 }
979
980 brw_prepare_drawing(ctx, arrays, ib, index_bounds_valid, min_index,
981 max_index);
982 /* Try drawing with the hardware, but don't do anything else if we can't
983 * manage it. swrast doesn't support our featureset, so we can't fall back
984 * to it.
985 */
986
987 for (i = 0; i < nr_prims; i++) {
988 /* Implementation of ARB_indirect_parameters via predicates */
989 if (brw->draw.draw_params_count_bo) {
990 brw_emit_pipe_control_flush(brw, PIPE_CONTROL_FLUSH_ENABLE);
991
992 /* Upload the current draw count from the draw parameters buffer to
993 * MI_PREDICATE_SRC0.
994 */
995 brw_load_register_mem(brw, MI_PREDICATE_SRC0,
996 brw->draw.draw_params_count_bo,
997 brw->draw.draw_params_count_offset);
998 /* Zero the top 32-bits of MI_PREDICATE_SRC0 */
999 brw_load_register_imm32(brw, MI_PREDICATE_SRC0 + 4, 0);
1000 /* Upload the id of the current primitive to MI_PREDICATE_SRC1. */
1001 brw_load_register_imm64(brw, MI_PREDICATE_SRC1, prims[i].draw_id);
1002
1003 BEGIN_BATCH(1);
1004 if (i == 0 && brw->predicate.state != BRW_PREDICATE_STATE_USE_BIT) {
1005 OUT_BATCH(GEN7_MI_PREDICATE | MI_PREDICATE_LOADOP_LOADINV |
1006 MI_PREDICATE_COMBINEOP_SET |
1007 MI_PREDICATE_COMPAREOP_SRCS_EQUAL);
1008 } else {
1009 OUT_BATCH(GEN7_MI_PREDICATE |
1010 MI_PREDICATE_LOADOP_LOAD | MI_PREDICATE_COMBINEOP_XOR |
1011 MI_PREDICATE_COMPAREOP_SRCS_EQUAL);
1012 }
1013 ADVANCE_BATCH();
1014
1015 brw->predicate.state = BRW_PREDICATE_STATE_USE_BIT;
1016 }
1017
1018 brw_draw_single_prim(ctx, arrays, &prims[i], i, xfb_obj, stream,
1019 indirect);
1020 }
1021
1022 brw_finish_drawing(ctx);
1023 brw->predicate.state = predicate_state;
1024 }
1025
1026 void
1027 brw_draw_indirect_prims(struct gl_context *ctx,
1028 GLuint mode,
1029 struct gl_buffer_object *indirect_data,
1030 GLsizeiptr indirect_offset,
1031 unsigned draw_count,
1032 unsigned stride,
1033 struct gl_buffer_object *indirect_params,
1034 GLsizeiptr indirect_params_offset,
1035 const struct _mesa_index_buffer *ib)
1036 {
1037 struct brw_context *brw = brw_context(ctx);
1038 struct _mesa_prim *prim;
1039 GLsizei i;
1040
1041 prim = calloc(draw_count, sizeof(*prim));
1042 if (prim == NULL) {
1043 _mesa_error(ctx, GL_OUT_OF_MEMORY, "gl%sDraw%sIndirect%s",
1044 (draw_count > 1) ? "Multi" : "",
1045 ib ? "Elements" : "Arrays",
1046 indirect_params ? "CountARB" : "");
1047 return;
1048 }
1049
1050 prim[0].begin = 1;
1051 prim[draw_count - 1].end = 1;
1052 for (i = 0; i < draw_count; ++i, indirect_offset += stride) {
1053 prim[i].mode = mode;
1054 prim[i].indexed = ib != NULL;
1055 prim[i].indirect_offset = indirect_offset;
1056 prim[i].is_indirect = 1;
1057 prim[i].draw_id = i;
1058 }
1059
1060 if (indirect_params) {
1061 brw->draw.draw_params_count_bo =
1062 intel_buffer_object(indirect_params)->buffer;
1063 brw_bo_reference(brw->draw.draw_params_count_bo);
1064 brw->draw.draw_params_count_offset = indirect_params_offset;
1065 }
1066
1067 brw_draw_prims(ctx, prim, draw_count,
1068 ib, false, 0, ~0,
1069 NULL, 0,
1070 indirect_data);
1071
1072 free(prim);
1073 }
1074
1075 void
1076 brw_draw_init(struct brw_context *brw)
1077 {
1078 struct gl_context *ctx = &brw->ctx;
1079
1080 /* Register our drawing function:
1081 */
1082 vbo_set_draw_func(ctx, brw_draw_prims);
1083 vbo_set_indirect_draw_func(ctx, brw_draw_indirect_prims);
1084
1085 for (int i = 0; i < VERT_ATTRIB_MAX; i++)
1086 brw->vb.inputs[i].buffer = -1;
1087 brw->vb.nr_buffers = 0;
1088 brw->vb.nr_enabled = 0;
1089 }
1090
1091 void
1092 brw_draw_destroy(struct brw_context *brw)
1093 {
1094 unsigned i;
1095
1096 for (i = 0; i < brw->vb.nr_buffers; i++) {
1097 brw_bo_unreference(brw->vb.buffers[i].bo);
1098 brw->vb.buffers[i].bo = NULL;
1099 }
1100 brw->vb.nr_buffers = 0;
1101
1102 for (i = 0; i < brw->vb.nr_enabled; i++) {
1103 brw->vb.enabled[i]->buffer = -1;
1104 }
1105 brw->vb.nr_enabled = 0;
1106
1107 brw_bo_unreference(brw->ib.bo);
1108 brw->ib.bo = NULL;
1109 }