Merge branch 'master' into asm-shader-rework-1
[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 <stdlib.h>
29
30 #include "main/glheader.h"
31 #include "main/context.h"
32 #include "main/state.h"
33 #include "main/api_validate.h"
34 #include "main/enums.h"
35
36 #include "brw_draw.h"
37 #include "brw_defines.h"
38 #include "brw_context.h"
39 #include "brw_state.h"
40 #include "brw_fallback.h"
41
42 #include "intel_batchbuffer.h"
43 #include "intel_buffer_objects.h"
44
45 #include "tnl/tnl.h"
46 #include "vbo/vbo_context.h"
47 #include "swrast/swrast.h"
48 #include "swrast_setup/swrast_setup.h"
49
50 #define FILE_DEBUG_FLAG DEBUG_BATCH
51
52 static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
53 _3DPRIM_POINTLIST,
54 _3DPRIM_LINELIST,
55 _3DPRIM_LINELOOP,
56 _3DPRIM_LINESTRIP,
57 _3DPRIM_TRILIST,
58 _3DPRIM_TRISTRIP,
59 _3DPRIM_TRIFAN,
60 _3DPRIM_QUADLIST,
61 _3DPRIM_QUADSTRIP,
62 _3DPRIM_POLYGON
63 };
64
65
66 static const GLenum reduced_prim[GL_POLYGON+1] = {
67 GL_POINTS,
68 GL_LINES,
69 GL_LINES,
70 GL_LINES,
71 GL_TRIANGLES,
72 GL_TRIANGLES,
73 GL_TRIANGLES,
74 GL_TRIANGLES,
75 GL_TRIANGLES,
76 GL_TRIANGLES
77 };
78
79
80 /* When the primitive changes, set a state bit and re-validate. Not
81 * the nicest and would rather deal with this by having all the
82 * programs be immune to the active primitive (ie. cope with all
83 * possibilities). That may not be realistic however.
84 */
85 static GLuint brw_set_prim(struct brw_context *brw, GLenum prim)
86 {
87 GLcontext *ctx = &brw->intel.ctx;
88
89 if (INTEL_DEBUG & DEBUG_PRIMS)
90 _mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim));
91
92 /* Slight optimization to avoid the GS program when not needed:
93 */
94 if (prim == GL_QUAD_STRIP &&
95 ctx->Light.ShadeModel != GL_FLAT &&
96 ctx->Polygon.FrontMode == GL_FILL &&
97 ctx->Polygon.BackMode == GL_FILL)
98 prim = GL_TRIANGLE_STRIP;
99
100 if (prim != brw->primitive) {
101 brw->primitive = prim;
102 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
103
104 if (reduced_prim[prim] != brw->intel.reduced_primitive) {
105 brw->intel.reduced_primitive = reduced_prim[prim];
106 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
107 }
108 }
109
110 return prim_to_hw_prim[prim];
111 }
112
113
114 static GLuint trim(GLenum prim, GLuint length)
115 {
116 if (prim == GL_QUAD_STRIP)
117 return length > 3 ? (length - length % 2) : 0;
118 else if (prim == GL_QUADS)
119 return length - length % 4;
120 else
121 return length;
122 }
123
124
125 static void brw_emit_prim(struct brw_context *brw,
126 const struct _mesa_prim *prim,
127 uint32_t hw_prim)
128 {
129 struct brw_3d_primitive prim_packet;
130 struct intel_context *intel = &brw->intel;
131
132 if (INTEL_DEBUG & DEBUG_PRIMS)
133 _mesa_printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
134 prim->start, prim->count);
135
136 prim_packet.header.opcode = CMD_3D_PRIM;
137 prim_packet.header.length = sizeof(prim_packet)/4 - 2;
138 prim_packet.header.pad = 0;
139 prim_packet.header.topology = hw_prim;
140 prim_packet.header.indexed = prim->indexed;
141
142 prim_packet.verts_per_instance = trim(prim->mode, prim->count);
143 prim_packet.start_vert_location = prim->start;
144 if (prim->indexed)
145 prim_packet.start_vert_location += brw->ib.start_vertex_offset;
146 prim_packet.instance_count = 1;
147 prim_packet.start_instance_location = 0;
148 prim_packet.base_vert_location = 0;
149
150 /* Can't wrap here, since we rely on the validated state. */
151 brw->no_batch_wrap = GL_TRUE;
152
153 /* If we're set to always flush, do it before and after the primitive emit.
154 * We want to catch both missed flushes that hurt instruction/state cache
155 * and missed flushes of the render cache as it heads to other parts of
156 * the besides the draw code.
157 */
158 if (intel->always_flush_cache) {
159 BEGIN_BATCH(1, IGNORE_CLIPRECTS);
160 OUT_BATCH(intel->vtbl.flush_cmd());
161 ADVANCE_BATCH();
162 }
163 if (prim_packet.verts_per_instance) {
164 intel_batchbuffer_data( brw->intel.batch, &prim_packet,
165 sizeof(prim_packet), LOOP_CLIPRECTS);
166 }
167 if (intel->always_flush_cache) {
168 BEGIN_BATCH(1, IGNORE_CLIPRECTS);
169 OUT_BATCH(intel->vtbl.flush_cmd());
170 ADVANCE_BATCH();
171 }
172
173 brw->no_batch_wrap = GL_FALSE;
174 }
175
176 static void brw_merge_inputs( struct brw_context *brw,
177 const struct gl_client_array *arrays[])
178 {
179 struct brw_vertex_info old = brw->vb.info;
180 GLuint i;
181
182 for (i = 0; i < VERT_ATTRIB_MAX; i++)
183 dri_bo_unreference(brw->vb.inputs[i].bo);
184
185 memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
186 memset(&brw->vb.info, 0, sizeof(brw->vb.info));
187
188 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
189 brw->vb.inputs[i].glarray = arrays[i];
190
191 if (arrays[i]->StrideB != 0)
192 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
193 ((i%16) * 2);
194 }
195
196 /* Raise statechanges if input sizes have changed. */
197 if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
198 brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
199 }
200
201 /* XXX: could split the primitive list to fallback only on the
202 * non-conformant primitives.
203 */
204 static GLboolean check_fallbacks( struct brw_context *brw,
205 const struct _mesa_prim *prim,
206 GLuint nr_prims )
207 {
208 GLcontext *ctx = &brw->intel.ctx;
209 GLuint i;
210
211 /* If we don't require strict OpenGL conformance, never
212 * use fallbacks. If we're forcing fallbacks, always
213 * use fallfacks.
214 */
215 if (brw->intel.conformance_mode == 0)
216 return GL_FALSE;
217
218 if (brw->intel.conformance_mode == 2)
219 return GL_TRUE;
220
221 if (ctx->Polygon.SmoothFlag) {
222 for (i = 0; i < nr_prims; i++)
223 if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
224 return GL_TRUE;
225 }
226
227 /* BRW hardware will do AA lines, but they are non-conformant it
228 * seems. TBD whether we keep this fallback:
229 */
230 if (ctx->Line.SmoothFlag) {
231 for (i = 0; i < nr_prims; i++)
232 if (reduced_prim[prim[i].mode] == GL_LINES)
233 return GL_TRUE;
234 }
235
236 /* Stipple -- these fallbacks could be resolved with a little
237 * bit of work?
238 */
239 if (ctx->Line.StippleFlag) {
240 for (i = 0; i < nr_prims; i++) {
241 /* GS doesn't get enough information to know when to reset
242 * the stipple counter?!?
243 */
244 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
245 return GL_TRUE;
246
247 if (prim[i].mode == GL_POLYGON &&
248 (ctx->Polygon.FrontMode == GL_LINE ||
249 ctx->Polygon.BackMode == GL_LINE))
250 return GL_TRUE;
251 }
252 }
253
254 if (ctx->Point.SmoothFlag) {
255 for (i = 0; i < nr_prims; i++)
256 if (prim[i].mode == GL_POINTS)
257 return GL_TRUE;
258 }
259
260 /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
261 * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
262 * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and
263 * we want strict conformance, force the fallback.
264 * Right now, we only do this for 2D textures.
265 */
266 {
267 int u;
268 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
269 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
270 if (texUnit->Enabled) {
271 if (texUnit->Enabled & TEXTURE_1D_BIT) {
272 if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
273 return GL_TRUE;
274 }
275 }
276 if (texUnit->Enabled & TEXTURE_2D_BIT) {
277 if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
278 texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
279 return GL_TRUE;
280 }
281 }
282 if (texUnit->Enabled & TEXTURE_3D_BIT) {
283 if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
284 texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
285 texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
286 return GL_TRUE;
287 }
288 }
289 }
290 }
291 }
292
293 /* Nothing stopping us from the fast path now */
294 return GL_FALSE;
295 }
296
297 /* May fail if out of video memory for texture or vbo upload, or on
298 * fallback conditions.
299 */
300 static GLboolean brw_try_draw_prims( GLcontext *ctx,
301 const struct gl_client_array *arrays[],
302 const struct _mesa_prim *prim,
303 GLuint nr_prims,
304 const struct _mesa_index_buffer *ib,
305 GLuint min_index,
306 GLuint max_index )
307 {
308 struct intel_context *intel = intel_context(ctx);
309 struct brw_context *brw = brw_context(ctx);
310 GLboolean retval = GL_FALSE;
311 GLboolean warn = GL_FALSE;
312 GLboolean first_time = GL_TRUE;
313 GLuint i;
314
315 if (ctx->NewState)
316 _mesa_update_state( ctx );
317
318 /* We have to validate the textures *before* checking for fallbacks;
319 * otherwise, the software fallback won't be able to rely on the
320 * texture state, the firstLevel and lastLevel fields won't be
321 * set in the intel texture object (they'll both be 0), and the
322 * software fallback will segfault if it attempts to access any
323 * texture level other than level 0.
324 */
325 brw_validate_textures( brw );
326
327 if (check_fallbacks(brw, prim, nr_prims))
328 return GL_FALSE;
329
330 /* Bind all inputs, derive varying and size information:
331 */
332 brw_merge_inputs( brw, arrays );
333
334 brw->ib.ib = ib;
335 brw->state.dirty.brw |= BRW_NEW_INDICES;
336
337 brw->vb.min_index = min_index;
338 brw->vb.max_index = max_index;
339 brw->state.dirty.brw |= BRW_NEW_VERTICES;
340
341 /* Have to validate state quite late. Will rebuild tnl_program,
342 * which depends on varying information.
343 *
344 * Note this is where brw->vs->prog_data.inputs_read is calculated,
345 * so can't access it earlier.
346 */
347
348 LOCK_HARDWARE(intel);
349
350 if (!intel->constant_cliprect && intel->driDrawable->numClipRects == 0) {
351 UNLOCK_HARDWARE(intel);
352 return GL_TRUE;
353 }
354
355 for (i = 0; i < nr_prims; i++) {
356 uint32_t hw_prim;
357
358 /* Flush the batch if it's approaching full, so that we don't wrap while
359 * we've got validated state that needs to be in the same batch as the
360 * primitives. This fraction is just a guess (minimal full state plus
361 * a primitive is around 512 bytes), and would be better if we had
362 * an upper bound of how much we might emit in a single
363 * brw_try_draw_prims().
364 */
365 intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4,
366 LOOP_CLIPRECTS);
367
368 hw_prim = brw_set_prim(brw, prim[i].mode);
369
370 if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) {
371 first_time = GL_FALSE;
372
373 brw_validate_state(brw);
374
375 /* Various fallback checks: */
376 if (brw->intel.Fallback)
377 goto out;
378
379 /* Check that we can fit our state in with our existing batchbuffer, or
380 * flush otherwise.
381 */
382 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
383 brw->state.validated_bo_count)) {
384 static GLboolean warned;
385 intel_batchbuffer_flush(intel->batch);
386
387 /* Validate the state after we flushed the batch (which would have
388 * changed the set of dirty state). If we still fail to
389 * check_aperture, warn of what's happening, but attempt to continue
390 * on since it may succeed anyway, and the user would probably rather
391 * see a failure and a warning than a fallback.
392 */
393 brw_validate_state(brw);
394 if (!warned &&
395 dri_bufmgr_check_aperture_space(brw->state.validated_bos,
396 brw->state.validated_bo_count)) {
397 warn = GL_TRUE;
398 warned = GL_TRUE;
399 }
400 }
401
402 brw_upload_state(brw);
403 }
404
405 brw_emit_prim(brw, &prim[i], hw_prim);
406
407 retval = GL_TRUE;
408 }
409
410 if (intel->always_flush_batch)
411 intel_batchbuffer_flush(intel->batch);
412 out:
413 UNLOCK_HARDWARE(intel);
414
415 brw_state_cache_check_size(brw);
416
417 if (warn)
418 fprintf(stderr, "i965: Single primitive emit potentially exceeded "
419 "available aperture space\n");
420
421 if (!retval)
422 DBG("%s failed\n", __FUNCTION__);
423
424 return retval;
425 }
426
427 void brw_draw_prims( GLcontext *ctx,
428 const struct gl_client_array *arrays[],
429 const struct _mesa_prim *prim,
430 GLuint nr_prims,
431 const struct _mesa_index_buffer *ib,
432 GLboolean index_bounds_valid,
433 GLuint min_index,
434 GLuint max_index )
435 {
436 GLboolean retval;
437
438 if (!vbo_all_varyings_in_vbos(arrays)) {
439 if (!index_bounds_valid)
440 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
441
442 /* Decide if we want to rebase. If so we end up recursing once
443 * only into this function.
444 */
445 if (min_index != 0) {
446 vbo_rebase_prims(ctx, arrays,
447 prim, nr_prims,
448 ib, min_index, max_index,
449 brw_draw_prims );
450 return;
451 }
452 }
453
454 /* Make a first attempt at drawing:
455 */
456 retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
457
458 /* Otherwise, we really are out of memory. Pass the drawing
459 * command to the software tnl module and which will in turn call
460 * swrast to do the drawing.
461 */
462 if (!retval) {
463 _swsetup_Wakeup(ctx);
464 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
465 }
466
467 }
468
469 void brw_draw_init( struct brw_context *brw )
470 {
471 GLcontext *ctx = &brw->intel.ctx;
472 struct vbo_context *vbo = vbo_context(ctx);
473
474 /* Register our drawing function:
475 */
476 vbo->draw_prims = brw_draw_prims;
477 }
478
479 void brw_draw_destroy( struct brw_context *brw )
480 {
481 int i;
482
483 if (brw->vb.upload.bo != NULL) {
484 dri_bo_unreference(brw->vb.upload.bo);
485 brw->vb.upload.bo = NULL;
486 }
487
488 for (i = 0; i < VERT_ATTRIB_MAX; i++) {
489 dri_bo_unreference(brw->vb.inputs[i].bo);
490 brw->vb.inputs[i].bo = NULL;
491 }
492
493 dri_bo_unreference(brw->ib.bo);
494 brw->ib.bo = NULL;
495 }