i965: Map GL_PATCHES to 3DPRIM_PATCHLIST_n.
[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/glheader.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_context.h"
39 #include "swrast/swrast.h"
40 #include "swrast_setup/swrast_setup.h"
41 #include "drivers/common/meta.h"
42
43 #include "brw_blorp.h"
44 #include "brw_draw.h"
45 #include "brw_defines.h"
46 #include "brw_context.h"
47 #include "brw_state.h"
48 #include "brw_vs.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 [GL_POINTS] =_3DPRIM_POINTLIST,
60 [GL_LINES] = _3DPRIM_LINELIST,
61 [GL_LINE_LOOP] = _3DPRIM_LINELOOP,
62 [GL_LINE_STRIP] = _3DPRIM_LINESTRIP,
63 [GL_TRIANGLES] = _3DPRIM_TRILIST,
64 [GL_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
65 [GL_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
66 [GL_QUADS] = _3DPRIM_QUADLIST,
67 [GL_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
68 [GL_POLYGON] = _3DPRIM_POLYGON,
69 [GL_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
70 [GL_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
71 [GL_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
72 [GL_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
73 };
74
75
76 static const GLenum reduced_prim[GL_POLYGON+1] = {
77 [GL_POINTS] = GL_POINTS,
78 [GL_LINES] = GL_LINES,
79 [GL_LINE_LOOP] = GL_LINES,
80 [GL_LINE_STRIP] = GL_LINES,
81 [GL_TRIANGLES] = GL_TRIANGLES,
82 [GL_TRIANGLE_STRIP] = GL_TRIANGLES,
83 [GL_TRIANGLE_FAN] = GL_TRIANGLES,
84 [GL_QUADS] = GL_TRIANGLES,
85 [GL_QUAD_STRIP] = GL_TRIANGLES,
86 [GL_POLYGON] = 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 assert(mode < ARRAY_SIZE(prim_to_hw_prim));
96 return prim_to_hw_prim[mode];
97 }
98 }
99
100
101 /* When the primitive changes, set a state bit and re-validate. Not
102 * the nicest and would rather deal with this by having all the
103 * programs be immune to the active primitive (ie. cope with all
104 * possibilities). That may not be realistic however.
105 */
106 static void
107 brw_set_prim(struct brw_context *brw, const struct _mesa_prim *prim)
108 {
109 struct gl_context *ctx = &brw->ctx;
110 uint32_t hw_prim = get_hw_prim_for_gl_prim(prim->mode);
111
112 DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode));
113
114 /* Slight optimization to avoid the GS program when not needed:
115 */
116 if (prim->mode == GL_QUAD_STRIP &&
117 ctx->Light.ShadeModel != GL_FLAT &&
118 ctx->Polygon.FrontMode == GL_FILL &&
119 ctx->Polygon.BackMode == GL_FILL)
120 hw_prim = _3DPRIM_TRISTRIP;
121
122 if (prim->mode == GL_QUADS && prim->count == 4 &&
123 ctx->Light.ShadeModel != GL_FLAT &&
124 ctx->Polygon.FrontMode == GL_FILL &&
125 ctx->Polygon.BackMode == GL_FILL) {
126 hw_prim = _3DPRIM_TRIFAN;
127 }
128
129 if (hw_prim != brw->primitive) {
130 brw->primitive = hw_prim;
131 brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE;
132
133 if (reduced_prim[prim->mode] != brw->reduced_primitive) {
134 brw->reduced_primitive = reduced_prim[prim->mode];
135 brw->ctx.NewDriverState |= BRW_NEW_REDUCED_PRIMITIVE;
136 }
137 }
138 }
139
140 static void
141 gen6_set_prim(struct brw_context *brw, const struct _mesa_prim *prim)
142 {
143 const struct gl_context *ctx = &brw->ctx;
144 uint32_t hw_prim;
145
146 DBG("PRIM: %s\n", _mesa_enum_to_string(prim->mode));
147
148 if (prim->mode == GL_PATCHES)
149 hw_prim = _3DPRIM_PATCHLIST(ctx->TessCtrlProgram.patch_vertices);
150 else
151 hw_prim = get_hw_prim_for_gl_prim(prim->mode);
152
153 if (hw_prim != brw->primitive) {
154 brw->primitive = hw_prim;
155 brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE;
156 }
157 }
158
159
160 /**
161 * The hardware is capable of removing dangling vertices on its own; however,
162 * prior to Gen6, we sometimes convert quads into trifans (and quad strips
163 * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
164 * This function manually trims dangling vertices from a draw call involving
165 * quads so that those dangling vertices won't get drawn when we convert to
166 * trifans/tristrips.
167 */
168 static GLuint
169 trim(GLenum prim, GLuint length)
170 {
171 if (prim == GL_QUAD_STRIP)
172 return length > 3 ? (length - length % 2) : 0;
173 else if (prim == GL_QUADS)
174 return length - length % 4;
175 else
176 return length;
177 }
178
179
180 static void
181 brw_emit_prim(struct brw_context *brw,
182 const struct _mesa_prim *prim,
183 uint32_t hw_prim)
184 {
185 int verts_per_instance;
186 int vertex_access_type;
187 int indirect_flag;
188
189 DBG("PRIM: %s %d %d\n", _mesa_enum_to_string(prim->mode),
190 prim->start, prim->count);
191
192 int start_vertex_location = prim->start;
193 int base_vertex_location = prim->basevertex;
194
195 if (prim->indexed) {
196 vertex_access_type = brw->gen >= 7 ?
197 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM :
198 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
199 start_vertex_location += brw->ib.start_vertex_offset;
200 base_vertex_location += brw->vb.start_vertex_bias;
201 } else {
202 vertex_access_type = brw->gen >= 7 ?
203 GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL :
204 GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
205 start_vertex_location += brw->vb.start_vertex_bias;
206 }
207
208 /* We only need to trim the primitive count on pre-Gen6. */
209 if (brw->gen < 6)
210 verts_per_instance = trim(prim->mode, prim->count);
211 else
212 verts_per_instance = prim->count;
213
214 /* If nothing to emit, just return. */
215 if (verts_per_instance == 0 && !prim->is_indirect)
216 return;
217
218 /* If we're set to always flush, do it before and after the primitive emit.
219 * We want to catch both missed flushes that hurt instruction/state cache
220 * and missed flushes of the render cache as it heads to other parts of
221 * the besides the draw code.
222 */
223 if (brw->always_flush_cache)
224 brw_emit_mi_flush(brw);
225
226 /* If indirect, emit a bunch of loads from the indirect BO. */
227 if (prim->is_indirect) {
228 struct gl_buffer_object *indirect_buffer = brw->ctx.DrawIndirectBuffer;
229 drm_intel_bo *bo = intel_bufferobj_buffer(brw,
230 intel_buffer_object(indirect_buffer),
231 prim->indirect_offset, 5 * sizeof(GLuint));
232
233 indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
234
235 brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT, bo,
236 I915_GEM_DOMAIN_VERTEX, 0,
237 prim->indirect_offset + 0);
238 brw_load_register_mem(brw, GEN7_3DPRIM_INSTANCE_COUNT, bo,
239 I915_GEM_DOMAIN_VERTEX, 0,
240 prim->indirect_offset + 4);
241
242 brw_load_register_mem(brw, GEN7_3DPRIM_START_VERTEX, bo,
243 I915_GEM_DOMAIN_VERTEX, 0,
244 prim->indirect_offset + 8);
245 if (prim->indexed) {
246 brw_load_register_mem(brw, GEN7_3DPRIM_BASE_VERTEX, bo,
247 I915_GEM_DOMAIN_VERTEX, 0,
248 prim->indirect_offset + 12);
249 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
250 I915_GEM_DOMAIN_VERTEX, 0,
251 prim->indirect_offset + 16);
252 } else {
253 brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
254 I915_GEM_DOMAIN_VERTEX, 0,
255 prim->indirect_offset + 12);
256 BEGIN_BATCH(3);
257 OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
258 OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
259 OUT_BATCH(0);
260 ADVANCE_BATCH();
261 }
262 } else {
263 indirect_flag = 0;
264 }
265
266 BEGIN_BATCH(brw->gen >= 7 ? 7 : 6);
267
268 if (brw->gen >= 7) {
269 const int predicate_enable =
270 (brw->predicate.state == BRW_PREDICATE_STATE_USE_BIT)
271 ? GEN7_3DPRIM_PREDICATE_ENABLE : 0;
272
273 OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2) | indirect_flag | predicate_enable);
274 OUT_BATCH(hw_prim | vertex_access_type);
275 } else {
276 OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
277 hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
278 vertex_access_type);
279 }
280 OUT_BATCH(verts_per_instance);
281 OUT_BATCH(start_vertex_location);
282 OUT_BATCH(prim->num_instances);
283 OUT_BATCH(prim->base_instance);
284 OUT_BATCH(base_vertex_location);
285 ADVANCE_BATCH();
286
287 if (brw->always_flush_cache)
288 brw_emit_mi_flush(brw);
289 }
290
291
292 static void
293 brw_merge_inputs(struct brw_context *brw,
294 const struct gl_client_array *arrays[])
295 {
296 const struct gl_context *ctx = &brw->ctx;
297 GLuint i;
298
299 for (i = 0; i < brw->vb.nr_buffers; i++) {
300 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
301 brw->vb.buffers[i].bo = NULL;
302 }
303 brw->vb.nr_buffers = 0;
304
305 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
306 brw->vb.inputs[i].buffer = -1;
307 brw->vb.inputs[i].glarray = arrays[i];
308 }
309
310 if (brw->gen < 8 && !brw->is_haswell) {
311 struct gl_program *vp = &ctx->VertexProgram._Current->Base;
312 /* Prior to Haswell, the hardware can't natively support GL_FIXED or
313 * 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
314 */
315 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
316 if (!(vp->InputsRead & BITFIELD64_BIT(i)))
317 continue;
318
319 uint8_t wa_flags = 0;
320
321 switch (brw->vb.inputs[i].glarray->Type) {
322
323 case GL_FIXED:
324 wa_flags = brw->vb.inputs[i].glarray->Size;
325 break;
326
327 case GL_INT_2_10_10_10_REV:
328 wa_flags |= BRW_ATTRIB_WA_SIGN;
329 /* fallthough */
330
331 case GL_UNSIGNED_INT_2_10_10_10_REV:
332 if (brw->vb.inputs[i].glarray->Format == GL_BGRA)
333 wa_flags |= BRW_ATTRIB_WA_BGRA;
334
335 if (brw->vb.inputs[i].glarray->Normalized)
336 wa_flags |= BRW_ATTRIB_WA_NORMALIZE;
337 else if (!brw->vb.inputs[i].glarray->Integer)
338 wa_flags |= BRW_ATTRIB_WA_SCALE;
339
340 break;
341 }
342
343 if (brw->vb.attrib_wa_flags[i] != wa_flags) {
344 brw->vb.attrib_wa_flags[i] = wa_flags;
345 brw->ctx.NewDriverState |= BRW_NEW_VS_ATTRIB_WORKAROUNDS;
346 }
347 }
348 }
349 }
350
351 /**
352 * \brief Call this after drawing to mark which buffers need resolving
353 *
354 * If the depth buffer was written to and if it has an accompanying HiZ
355 * buffer, then mark that it needs a depth resolve.
356 *
357 * If the color buffer is a multisample window system buffer, then
358 * mark that it needs a downsample.
359 *
360 * Also mark any render targets which will be textured as needing a render
361 * cache flush.
362 */
363 static void
364 brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
365 {
366 struct gl_context *ctx = &brw->ctx;
367 struct gl_framebuffer *fb = ctx->DrawBuffer;
368
369 struct intel_renderbuffer *front_irb = NULL;
370 struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
371 struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
372 struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
373 struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
374
375 if (_mesa_is_front_buffer_drawing(fb))
376 front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
377
378 if (front_irb)
379 front_irb->need_downsample = true;
380 if (back_irb)
381 back_irb->need_downsample = true;
382 if (depth_irb && ctx->Depth.Mask) {
383 intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
384 brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
385 }
386
387 if (ctx->Extensions.ARB_stencil_texturing &&
388 stencil_irb && ctx->Stencil._WriteEnabled) {
389 brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo);
390 }
391
392 for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
393 struct intel_renderbuffer *irb =
394 intel_renderbuffer(fb->_ColorDrawBuffers[i]);
395
396 if (irb)
397 brw_render_cache_set_add_bo(brw, irb->mt->bo);
398 }
399 }
400
401 /* May fail if out of video memory for texture or vbo upload, or on
402 * fallback conditions.
403 */
404 static void
405 brw_try_draw_prims(struct gl_context *ctx,
406 const struct gl_client_array *arrays[],
407 const struct _mesa_prim *prims,
408 GLuint nr_prims,
409 const struct _mesa_index_buffer *ib,
410 GLuint min_index,
411 GLuint max_index,
412 struct gl_buffer_object *indirect)
413 {
414 struct brw_context *brw = brw_context(ctx);
415 GLuint i;
416 bool fail_next = false;
417
418 if (ctx->NewState)
419 _mesa_update_state(ctx);
420
421 /* Find the highest sampler unit used by each shader program. A bit-count
422 * won't work since ARB programs use the texture unit number as the sampler
423 * index.
424 */
425 brw->wm.base.sampler_count =
426 _mesa_fls(ctx->FragmentProgram._Current->Base.SamplersUsed);
427 brw->gs.base.sampler_count = ctx->GeometryProgram._Current ?
428 _mesa_fls(ctx->GeometryProgram._Current->Base.SamplersUsed) : 0;
429 brw->vs.base.sampler_count =
430 _mesa_fls(ctx->VertexProgram._Current->Base.SamplersUsed);
431
432 /* We have to validate the textures *before* checking for fallbacks;
433 * otherwise, the software fallback won't be able to rely on the
434 * texture state, the firstLevel and lastLevel fields won't be
435 * set in the intel texture object (they'll both be 0), and the
436 * software fallback will segfault if it attempts to access any
437 * texture level other than level 0.
438 */
439 brw_validate_textures(brw);
440
441 intel_prepare_render(brw);
442
443 /* This workaround has to happen outside of brw_upload_render_state()
444 * because it may flush the batchbuffer for a blit, affecting the state
445 * flags.
446 */
447 brw_workaround_depthstencil_alignment(brw, 0);
448
449 /* Bind all inputs, derive varying and size information:
450 */
451 brw_merge_inputs(brw, arrays);
452
453 brw->ib.ib = ib;
454 brw->ctx.NewDriverState |= BRW_NEW_INDICES;
455
456 brw->vb.min_index = min_index;
457 brw->vb.max_index = max_index;
458 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
459
460 for (i = 0; i < nr_prims; i++) {
461 int estimated_max_prim_size;
462 const int sampler_state_size = 16;
463
464 estimated_max_prim_size = 512; /* batchbuffer commands */
465 estimated_max_prim_size += BRW_MAX_TEX_UNIT *
466 (sampler_state_size + sizeof(struct gen5_sampler_default_color));
467 estimated_max_prim_size += 1024; /* gen6 VS push constants */
468 estimated_max_prim_size += 1024; /* gen6 WM push constants */
469 estimated_max_prim_size += 512; /* misc. pad */
470
471 /* Flush the batch if it's approaching full, so that we don't wrap while
472 * we've got validated state that needs to be in the same batch as the
473 * primitives.
474 */
475 intel_batchbuffer_require_space(brw, estimated_max_prim_size, RENDER_RING);
476 intel_batchbuffer_save_state(brw);
477
478 if (brw->num_instances != prims[i].num_instances ||
479 brw->basevertex != prims[i].basevertex) {
480 brw->num_instances = prims[i].num_instances;
481 brw->basevertex = prims[i].basevertex;
482 if (i > 0) { /* For i == 0 we just did this before the loop */
483 brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
484 brw_merge_inputs(brw, arrays);
485 }
486 }
487
488 brw->draw.gl_basevertex =
489 prims[i].indexed ? prims[i].basevertex : prims[i].start;
490
491 drm_intel_bo_unreference(brw->draw.draw_params_bo);
492
493 if (prims[i].is_indirect) {
494 /* Point draw_params_bo at the indirect buffer. */
495 brw->draw.draw_params_bo =
496 intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
497 drm_intel_bo_reference(brw->draw.draw_params_bo);
498 brw->draw.draw_params_offset =
499 prims[i].indirect_offset + (prims[i].indexed ? 12 : 8);
500 } else {
501 /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
502 * has to upload gl_BaseVertex and such if they're needed.
503 */
504 brw->draw.draw_params_bo = NULL;
505 brw->draw.draw_params_offset = 0;
506 }
507
508 if (brw->gen < 6)
509 brw_set_prim(brw, &prims[i]);
510 else
511 gen6_set_prim(brw, &prims[i]);
512
513 retry:
514
515 /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
516 * that the state updated in the loop outside of this block is that in
517 * *_set_prim or intel_batchbuffer_flush(), which only impacts
518 * brw->ctx.NewDriverState.
519 */
520 if (brw->ctx.NewDriverState) {
521 brw->no_batch_wrap = true;
522 brw_upload_render_state(brw);
523 }
524
525 brw_emit_prim(brw, &prims[i], brw->primitive);
526
527 brw->no_batch_wrap = false;
528
529 if (dri_bufmgr_check_aperture_space(&brw->batch.bo, 1)) {
530 if (!fail_next) {
531 intel_batchbuffer_reset_to_saved(brw);
532 intel_batchbuffer_flush(brw);
533 fail_next = true;
534 goto retry;
535 } else {
536 int ret = intel_batchbuffer_flush(brw);
537 WARN_ONCE(ret == -ENOSPC,
538 "i965: Single primitive emit exceeded "
539 "available aperture space\n");
540 }
541 }
542
543 /* Now that we know we haven't run out of aperture space, we can safely
544 * reset the dirty bits.
545 */
546 if (brw->ctx.NewDriverState)
547 brw_render_state_finished(brw);
548 }
549
550 if (brw->always_flush_batch)
551 intel_batchbuffer_flush(brw);
552
553 brw_state_cache_check_size(brw);
554 brw_postdraw_set_buffers_need_resolve(brw);
555
556 return;
557 }
558
559 void
560 brw_draw_prims(struct gl_context *ctx,
561 const struct _mesa_prim *prims,
562 GLuint nr_prims,
563 const struct _mesa_index_buffer *ib,
564 GLboolean index_bounds_valid,
565 GLuint min_index,
566 GLuint max_index,
567 struct gl_transform_feedback_object *unused_tfb_object,
568 unsigned stream,
569 struct gl_buffer_object *indirect)
570 {
571 struct brw_context *brw = brw_context(ctx);
572 const struct gl_client_array **arrays = ctx->Array._DrawArrays;
573
574 assert(unused_tfb_object == NULL);
575
576 if (!brw_check_conditional_render(brw))
577 return;
578
579 /* Handle primitive restart if needed */
580 if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
581 /* The draw was handled, so we can exit now */
582 return;
583 }
584
585 /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
586 * won't support all the extensions we support.
587 */
588 if (ctx->RenderMode != GL_RENDER) {
589 perf_debug("%s render mode not supported in hardware\n",
590 _mesa_enum_to_string(ctx->RenderMode));
591 _swsetup_Wakeup(ctx);
592 _tnl_wakeup(ctx);
593 _tnl_draw_prims(ctx, prims, nr_prims, ib,
594 index_bounds_valid, min_index, max_index, NULL, 0, NULL);
595 return;
596 }
597
598 /* If we're going to have to upload any of the user's vertex arrays, then
599 * get the minimum and maximum of their index buffer so we know what range
600 * to upload.
601 */
602 if (!index_bounds_valid && !vbo_all_varyings_in_vbos(arrays)) {
603 perf_debug("Scanning index buffer to compute index buffer bounds. "
604 "Use glDrawRangeElements() to avoid this.\n");
605 vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
606 }
607
608 /* Try drawing with the hardware, but don't do anything else if we can't
609 * manage it. swrast doesn't support our featureset, so we can't fall back
610 * to it.
611 */
612 brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, min_index, max_index,
613 indirect);
614 }
615
616 void
617 brw_draw_init(struct brw_context *brw)
618 {
619 struct gl_context *ctx = &brw->ctx;
620 struct vbo_context *vbo = vbo_context(ctx);
621
622 /* Register our drawing function:
623 */
624 vbo->draw_prims = brw_draw_prims;
625
626 for (int i = 0; i < VERT_ATTRIB_MAX; i++)
627 brw->vb.inputs[i].buffer = -1;
628 brw->vb.nr_buffers = 0;
629 brw->vb.nr_enabled = 0;
630 }
631
632 void
633 brw_draw_destroy(struct brw_context *brw)
634 {
635 unsigned i;
636
637 for (i = 0; i < brw->vb.nr_buffers; i++) {
638 drm_intel_bo_unreference(brw->vb.buffers[i].bo);
639 brw->vb.buffers[i].bo = NULL;
640 }
641 brw->vb.nr_buffers = 0;
642
643 for (i = 0; i < brw->vb.nr_enabled; i++) {
644 brw->vb.enabled[i]->buffer = -1;
645 }
646 brw->vb.nr_enabled = 0;
647
648 drm_intel_bo_unreference(brw->ib.bo);
649 brw->ib.bo = NULL;
650 }