i965: fallback lineloop on sandybridge for now
[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_BATCH
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 GLcontext *ctx = &brw->intel.ctx;
84 GLenum mode = prim->mode;
85
86 if (INTEL_DEBUG & DEBUG_PRIMS)
87 printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
88
89 /* Slight optimization to avoid the GS program when not needed:
90 */
91 if (mode == GL_QUAD_STRIP &&
92 ctx->Light.ShadeModel != GL_FLAT &&
93 ctx->Polygon.FrontMode == GL_FILL &&
94 ctx->Polygon.BackMode == GL_FILL)
95 mode = GL_TRIANGLE_STRIP;
96
97 if (prim->mode == GL_QUADS && prim->count == 4 &&
98 ctx->Light.ShadeModel != GL_FLAT &&
99 ctx->Polygon.FrontMode == GL_FILL &&
100 ctx->Polygon.BackMode == GL_FILL) {
101 mode = GL_TRIANGLE_FAN;
102 }
103
104 if (mode != brw->primitive) {
105 brw->primitive = mode;
106 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
107
108 if (reduced_prim[mode] != brw->intel.reduced_primitive) {
109 brw->intel.reduced_primitive = reduced_prim[mode];
110 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
111 }
112 }
113
114 return prim_to_hw_prim[mode];
115 }
116
117
118 static GLuint trim(GLenum prim, GLuint length)
119 {
120 if (prim == GL_QUAD_STRIP)
121 return length > 3 ? (length - length % 2) : 0;
122 else if (prim == GL_QUADS)
123 return length - length % 4;
124 else
125 return length;
126 }
127
128
129 static void brw_emit_prim(struct brw_context *brw,
130 const struct _mesa_prim *prim,
131 uint32_t hw_prim)
132 {
133 struct brw_3d_primitive prim_packet;
134 struct intel_context *intel = &brw->intel;
135
136 if (INTEL_DEBUG & DEBUG_PRIMS)
137 printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
138 prim->start, prim->count);
139
140 prim_packet.header.opcode = CMD_3D_PRIM;
141 prim_packet.header.length = sizeof(prim_packet)/4 - 2;
142 prim_packet.header.pad = 0;
143 prim_packet.header.topology = hw_prim;
144 prim_packet.header.indexed = prim->indexed;
145
146 prim_packet.verts_per_instance = trim(prim->mode, prim->count);
147 prim_packet.start_vert_location = prim->start;
148 if (prim->indexed)
149 prim_packet.start_vert_location += brw->ib.start_vertex_offset;
150 prim_packet.instance_count = 1;
151 prim_packet.start_instance_location = 0;
152 prim_packet.base_vert_location = prim->basevertex;
153
154 /* If we're set to always flush, do it before and after the primitive emit.
155 * We want to catch both missed flushes that hurt instruction/state cache
156 * and missed flushes of the render cache as it heads to other parts of
157 * the besides the draw code.
158 */
159 if (intel->always_flush_cache) {
160 intel_batchbuffer_emit_mi_flush(intel->batch);
161 }
162 if (prim_packet.verts_per_instance) {
163 intel_batchbuffer_data( brw->intel.batch, &prim_packet,
164 sizeof(prim_packet));
165 }
166 if (intel->always_flush_cache) {
167 intel_batchbuffer_emit_mi_flush(intel->batch);
168 }
169 }
170
171 static void brw_merge_inputs( struct brw_context *brw,
172 const struct gl_client_array *arrays[])
173 {
174 struct brw_vertex_info old = brw->vb.info;
175 GLuint i;
176
177 for (i = 0; i < VERT_ATTRIB_MAX; i++)
178 drm_intel_bo_unreference(brw->vb.inputs[i].bo);
179
180 memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
181 memset(&brw->vb.info, 0, sizeof(brw->vb.info));
182
183 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
184 brw->vb.inputs[i].glarray = arrays[i];
185 brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
186
187 if (arrays[i]->StrideB != 0)
188 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
189 ((i%16) * 2);
190 }
191
192 /* Raise statechanges if input sizes have changed. */
193 if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
194 brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
195 }
196
197 /* XXX: could split the primitive list to fallback only on the
198 * non-conformant primitives.
199 */
200 static GLboolean check_fallbacks( struct brw_context *brw,
201 const struct _mesa_prim *prim,
202 GLuint nr_prims )
203 {
204 GLcontext *ctx = &brw->intel.ctx;
205 GLuint i;
206
207 /* XXX FIXME */
208 if (brw->intel.gen >= 6) {
209 for (i = 0; i < nr_prims; i++)
210 if (prim[i].mode == GL_LINE_LOOP)
211 return GL_TRUE;
212 }
213
214 /* If we don't require strict OpenGL conformance, never
215 * use fallbacks. If we're forcing fallbacks, always
216 * use fallfacks.
217 */
218 if (brw->intel.conformance_mode == 0)
219 return GL_FALSE;
220
221 if (brw->intel.conformance_mode == 2)
222 return GL_TRUE;
223
224 if (ctx->Polygon.SmoothFlag) {
225 for (i = 0; i < nr_prims; i++)
226 if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
227 return GL_TRUE;
228 }
229
230 /* BRW hardware will do AA lines, but they are non-conformant it
231 * seems. TBD whether we keep this fallback:
232 */
233 if (ctx->Line.SmoothFlag) {
234 for (i = 0; i < nr_prims; i++)
235 if (reduced_prim[prim[i].mode] == GL_LINES)
236 return GL_TRUE;
237 }
238
239 /* Stipple -- these fallbacks could be resolved with a little
240 * bit of work?
241 */
242 if (ctx->Line.StippleFlag) {
243 for (i = 0; i < nr_prims; i++) {
244 /* GS doesn't get enough information to know when to reset
245 * the stipple counter?!?
246 */
247 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
248 return GL_TRUE;
249
250 if (prim[i].mode == GL_POLYGON &&
251 (ctx->Polygon.FrontMode == GL_LINE ||
252 ctx->Polygon.BackMode == GL_LINE))
253 return GL_TRUE;
254 }
255 }
256
257 if (ctx->Point.SmoothFlag) {
258 for (i = 0; i < nr_prims; i++)
259 if (prim[i].mode == GL_POINTS)
260 return GL_TRUE;
261 }
262
263 /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
264 * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
265 * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and
266 * we want strict conformance, force the fallback.
267 * Right now, we only do this for 2D textures.
268 */
269 {
270 int u;
271 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
272 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
273 if (texUnit->Enabled) {
274 if (texUnit->Enabled & TEXTURE_1D_BIT) {
275 if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
276 return GL_TRUE;
277 }
278 }
279 if (texUnit->Enabled & TEXTURE_2D_BIT) {
280 if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
281 texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
282 return GL_TRUE;
283 }
284 }
285 if (texUnit->Enabled & TEXTURE_3D_BIT) {
286 if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
287 texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
288 texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
289 return GL_TRUE;
290 }
291 }
292 }
293 }
294 }
295
296 /* Nothing stopping us from the fast path now */
297 return GL_FALSE;
298 }
299
300 /* May fail if out of video memory for texture or vbo upload, or on
301 * fallback conditions.
302 */
303 static GLboolean brw_try_draw_prims( GLcontext *ctx,
304 const struct gl_client_array *arrays[],
305 const struct _mesa_prim *prim,
306 GLuint nr_prims,
307 const struct _mesa_index_buffer *ib,
308 GLuint min_index,
309 GLuint max_index )
310 {
311 struct intel_context *intel = intel_context(ctx);
312 struct brw_context *brw = brw_context(ctx);
313 GLboolean retval = GL_FALSE;
314 GLboolean warn = GL_FALSE;
315 GLboolean first_time = GL_TRUE;
316 GLuint i;
317
318 if (ctx->NewState)
319 _mesa_update_state( ctx );
320
321 /* We have to validate the textures *before* checking for fallbacks;
322 * otherwise, the software fallback won't be able to rely on the
323 * texture state, the firstLevel and lastLevel fields won't be
324 * set in the intel texture object (they'll both be 0), and the
325 * software fallback will segfault if it attempts to access any
326 * texture level other than level 0.
327 */
328 brw_validate_textures( brw );
329
330 if (check_fallbacks(brw, prim, nr_prims))
331 return GL_FALSE;
332
333 /* Bind all inputs, derive varying and size information:
334 */
335 brw_merge_inputs( brw, arrays );
336
337 brw->ib.ib = ib;
338 brw->state.dirty.brw |= BRW_NEW_INDICES;
339
340 brw->vb.min_index = min_index;
341 brw->vb.max_index = max_index;
342 brw->state.dirty.brw |= BRW_NEW_VERTICES;
343
344 /* Have to validate state quite late. Will rebuild tnl_program,
345 * which depends on varying information.
346 *
347 * Note this is where brw->vs->prog_data.inputs_read is calculated,
348 * so can't access it earlier.
349 */
350
351 intel_prepare_render(intel);
352
353 for (i = 0; i < nr_prims; i++) {
354 uint32_t hw_prim;
355
356 /* Flush the batch if it's approaching full, so that we don't wrap while
357 * we've got validated state that needs to be in the same batch as the
358 * primitives. This fraction is just a guess (minimal full state plus
359 * a primitive is around 512 bytes), and would be better if we had
360 * an upper bound of how much we might emit in a single
361 * brw_try_draw_prims().
362 */
363 intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4);
364
365 hw_prim = brw_set_prim(brw, &prim[i]);
366
367 if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) {
368 first_time = GL_FALSE;
369
370 brw_validate_state(brw);
371
372 /* Various fallback checks: */
373 if (brw->intel.Fallback)
374 goto out;
375
376 /* Check that we can fit our state in with our existing batchbuffer, or
377 * flush otherwise.
378 */
379 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
380 brw->state.validated_bo_count)) {
381 static GLboolean warned;
382 intel_batchbuffer_flush(intel->batch);
383
384 /* Validate the state after we flushed the batch (which would have
385 * changed the set of dirty state). If we still fail to
386 * check_aperture, warn of what's happening, but attempt to continue
387 * on since it may succeed anyway, and the user would probably rather
388 * see a failure and a warning than a fallback.
389 */
390 brw_validate_state(brw);
391 if (!warned &&
392 dri_bufmgr_check_aperture_space(brw->state.validated_bos,
393 brw->state.validated_bo_count)) {
394 warn = GL_TRUE;
395 warned = GL_TRUE;
396 }
397 }
398
399 intel->no_batch_wrap = GL_TRUE;
400 brw_upload_state(brw);
401 }
402
403 brw_emit_prim(brw, &prim[i], hw_prim);
404
405 intel->no_batch_wrap = GL_FALSE;
406
407 retval = GL_TRUE;
408 }
409
410 if (intel->always_flush_batch)
411 intel_batchbuffer_flush(intel->batch);
412 out:
413
414 brw_state_cache_check_size(brw);
415
416 if (warn)
417 fprintf(stderr, "i965: Single primitive emit potentially exceeded "
418 "available aperture space\n");
419
420 if (!retval)
421 DBG("%s failed\n", __FUNCTION__);
422
423 return retval;
424 }
425
426 void brw_draw_prims( GLcontext *ctx,
427 const struct gl_client_array *arrays[],
428 const struct _mesa_prim *prim,
429 GLuint nr_prims,
430 const struct _mesa_index_buffer *ib,
431 GLboolean index_bounds_valid,
432 GLuint min_index,
433 GLuint max_index )
434 {
435 GLboolean retval;
436
437 if (!vbo_all_varyings_in_vbos(arrays)) {
438 if (!index_bounds_valid)
439 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
440
441 /* Decide if we want to rebase. If so we end up recursing once
442 * only into this function.
443 */
444 if (min_index != 0) {
445 vbo_rebase_prims(ctx, arrays,
446 prim, nr_prims,
447 ib, min_index, max_index,
448 brw_draw_prims );
449 return;
450 }
451 }
452
453 /* Make a first attempt at drawing:
454 */
455 retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
456
457 /* Otherwise, we really are out of memory. Pass the drawing
458 * command to the software tnl module and which will in turn call
459 * swrast to do the drawing.
460 */
461 if (!retval) {
462 _swsetup_Wakeup(ctx);
463 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
464 }
465
466 }
467
468 void brw_draw_init( struct brw_context *brw )
469 {
470 GLcontext *ctx = &brw->intel.ctx;
471 struct vbo_context *vbo = vbo_context(ctx);
472
473 /* Register our drawing function:
474 */
475 vbo->draw_prims = brw_draw_prims;
476 }
477
478 void brw_draw_destroy( struct brw_context *brw )
479 {
480 int i;
481
482 if (brw->vb.upload.bo != NULL) {
483 drm_intel_bo_unreference(brw->vb.upload.bo);
484 brw->vb.upload.bo = NULL;
485 }
486
487 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
488 drm_intel_bo_unreference(brw->vb.inputs[i].bo);
489 brw->vb.inputs[i].bo = NULL;
490 }
491
492 drm_intel_bo_unreference(brw->ib.bo);
493 brw->ib.bo = NULL;
494 }