1 /**************************************************************************
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
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:
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
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.
26 **************************************************************************/
29 #include "main/glheader.h"
30 #include "main/context.h"
31 #include "main/state.h"
32 #include "main/enums.h"
34 #include "vbo/vbo_context.h"
35 #include "swrast/swrast.h"
36 #include "swrast_setup/swrast_setup.h"
39 #include "brw_defines.h"
40 #include "brw_context.h"
41 #include "brw_state.h"
42 #include "brw_fallback.h"
44 #include "intel_batchbuffer.h"
45 #include "intel_buffer_objects.h"
47 #define FILE_DEBUG_FLAG DEBUG_BATCH
49 static GLuint prim_to_hw_prim
[GL_POLYGON
+1] = {
63 static const GLenum reduced_prim
[GL_POLYGON
+1] = {
77 /* When the primitive changes, set a state bit and re-validate. Not
78 * the nicest and would rather deal with this by having all the
79 * programs be immune to the active primitive (ie. cope with all
80 * possibilities). That may not be realistic however.
82 static GLuint
brw_set_prim(struct brw_context
*brw
, GLenum prim
)
84 GLcontext
*ctx
= &brw
->intel
.ctx
;
86 if (INTEL_DEBUG
& DEBUG_PRIMS
)
87 _mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim
));
89 /* Slight optimization to avoid the GS program when not needed:
91 if (prim
== GL_QUAD_STRIP
&&
92 ctx
->Light
.ShadeModel
!= GL_FLAT
&&
93 ctx
->Polygon
.FrontMode
== GL_FILL
&&
94 ctx
->Polygon
.BackMode
== GL_FILL
)
95 prim
= GL_TRIANGLE_STRIP
;
97 if (prim
!= brw
->primitive
) {
98 brw
->primitive
= prim
;
99 brw
->state
.dirty
.brw
|= BRW_NEW_PRIMITIVE
;
101 if (reduced_prim
[prim
] != brw
->intel
.reduced_primitive
) {
102 brw
->intel
.reduced_primitive
= reduced_prim
[prim
];
103 brw
->state
.dirty
.brw
|= BRW_NEW_REDUCED_PRIMITIVE
;
107 return prim_to_hw_prim
[prim
];
111 static GLuint
trim(GLenum prim
, GLuint length
)
113 if (prim
== GL_QUAD_STRIP
)
114 return length
> 3 ? (length
- length
% 2) : 0;
115 else if (prim
== GL_QUADS
)
116 return length
- length
% 4;
122 static void brw_emit_prim(struct brw_context
*brw
,
123 const struct _mesa_prim
*prim
,
126 struct brw_3d_primitive prim_packet
;
127 struct intel_context
*intel
= &brw
->intel
;
129 if (INTEL_DEBUG
& DEBUG_PRIMS
)
130 _mesa_printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim
->mode
),
131 prim
->start
, prim
->count
);
133 prim_packet
.header
.opcode
= CMD_3D_PRIM
;
134 prim_packet
.header
.length
= sizeof(prim_packet
)/4 - 2;
135 prim_packet
.header
.pad
= 0;
136 prim_packet
.header
.topology
= hw_prim
;
137 prim_packet
.header
.indexed
= prim
->indexed
;
139 prim_packet
.verts_per_instance
= trim(prim
->mode
, prim
->count
);
140 prim_packet
.start_vert_location
= prim
->start
;
142 prim_packet
.start_vert_location
+= brw
->ib
.start_vertex_offset
;
143 prim_packet
.instance_count
= 1;
144 prim_packet
.start_instance_location
= 0;
145 prim_packet
.base_vert_location
= prim
->basevertex
;
147 /* Can't wrap here, since we rely on the validated state. */
148 brw
->no_batch_wrap
= GL_TRUE
;
150 /* If we're set to always flush, do it before and after the primitive emit.
151 * We want to catch both missed flushes that hurt instruction/state cache
152 * and missed flushes of the render cache as it heads to other parts of
153 * the besides the draw code.
155 if (intel
->always_flush_cache
) {
156 intel_batchbuffer_emit_mi_flush(intel
->batch
);
158 if (prim_packet
.verts_per_instance
) {
159 intel_batchbuffer_data( brw
->intel
.batch
, &prim_packet
,
160 sizeof(prim_packet
), LOOP_CLIPRECTS
);
162 if (intel
->always_flush_cache
) {
163 intel_batchbuffer_emit_mi_flush(intel
->batch
);
166 brw
->no_batch_wrap
= GL_FALSE
;
169 static void brw_merge_inputs( struct brw_context
*brw
,
170 const struct gl_client_array
*arrays
[])
172 struct brw_vertex_info old
= brw
->vb
.info
;
175 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++)
176 dri_bo_unreference(brw
->vb
.inputs
[i
].bo
);
178 memset(&brw
->vb
.inputs
, 0, sizeof(brw
->vb
.inputs
));
179 memset(&brw
->vb
.info
, 0, sizeof(brw
->vb
.info
));
181 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
182 brw
->vb
.inputs
[i
].glarray
= arrays
[i
];
183 brw
->vb
.inputs
[i
].attrib
= (gl_vert_attrib
) i
;
185 if (arrays
[i
]->StrideB
!= 0)
186 brw
->vb
.info
.sizes
[i
/16] |= (brw
->vb
.inputs
[i
].glarray
->Size
- 1) <<
190 /* Raise statechanges if input sizes have changed. */
191 if (memcmp(brw
->vb
.info
.sizes
, old
.sizes
, sizeof(old
.sizes
)) != 0)
192 brw
->state
.dirty
.brw
|= BRW_NEW_INPUT_DIMENSIONS
;
195 /* XXX: could split the primitive list to fallback only on the
196 * non-conformant primitives.
198 static GLboolean
check_fallbacks( struct brw_context
*brw
,
199 const struct _mesa_prim
*prim
,
202 GLcontext
*ctx
= &brw
->intel
.ctx
;
205 /* If we don't require strict OpenGL conformance, never
206 * use fallbacks. If we're forcing fallbacks, always
209 if (brw
->intel
.conformance_mode
== 0)
212 if (brw
->intel
.conformance_mode
== 2)
215 if (ctx
->Polygon
.SmoothFlag
) {
216 for (i
= 0; i
< nr_prims
; i
++)
217 if (reduced_prim
[prim
[i
].mode
] == GL_TRIANGLES
)
221 /* BRW hardware will do AA lines, but they are non-conformant it
222 * seems. TBD whether we keep this fallback:
224 if (ctx
->Line
.SmoothFlag
) {
225 for (i
= 0; i
< nr_prims
; i
++)
226 if (reduced_prim
[prim
[i
].mode
] == GL_LINES
)
230 /* Stipple -- these fallbacks could be resolved with a little
233 if (ctx
->Line
.StippleFlag
) {
234 for (i
= 0; i
< nr_prims
; i
++) {
235 /* GS doesn't get enough information to know when to reset
236 * the stipple counter?!?
238 if (prim
[i
].mode
== GL_LINE_LOOP
|| prim
[i
].mode
== GL_LINE_STRIP
)
241 if (prim
[i
].mode
== GL_POLYGON
&&
242 (ctx
->Polygon
.FrontMode
== GL_LINE
||
243 ctx
->Polygon
.BackMode
== GL_LINE
))
248 if (ctx
->Point
.SmoothFlag
) {
249 for (i
= 0; i
< nr_prims
; i
++)
250 if (prim
[i
].mode
== GL_POINTS
)
254 /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
255 * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
256 * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and
257 * we want strict conformance, force the fallback.
258 * Right now, we only do this for 2D textures.
262 for (u
= 0; u
< ctx
->Const
.MaxTextureCoordUnits
; u
++) {
263 struct gl_texture_unit
*texUnit
= &ctx
->Texture
.Unit
[u
];
264 if (texUnit
->Enabled
) {
265 if (texUnit
->Enabled
& TEXTURE_1D_BIT
) {
266 if (texUnit
->CurrentTex
[TEXTURE_1D_INDEX
]->WrapS
== GL_CLAMP
) {
270 if (texUnit
->Enabled
& TEXTURE_2D_BIT
) {
271 if (texUnit
->CurrentTex
[TEXTURE_2D_INDEX
]->WrapS
== GL_CLAMP
||
272 texUnit
->CurrentTex
[TEXTURE_2D_INDEX
]->WrapT
== GL_CLAMP
) {
276 if (texUnit
->Enabled
& TEXTURE_3D_BIT
) {
277 if (texUnit
->CurrentTex
[TEXTURE_3D_INDEX
]->WrapS
== GL_CLAMP
||
278 texUnit
->CurrentTex
[TEXTURE_3D_INDEX
]->WrapT
== GL_CLAMP
||
279 texUnit
->CurrentTex
[TEXTURE_3D_INDEX
]->WrapR
== GL_CLAMP
) {
287 /* Nothing stopping us from the fast path now */
291 /* May fail if out of video memory for texture or vbo upload, or on
292 * fallback conditions.
294 static GLboolean
brw_try_draw_prims( GLcontext
*ctx
,
295 const struct gl_client_array
*arrays
[],
296 const struct _mesa_prim
*prim
,
298 const struct _mesa_index_buffer
*ib
,
302 struct intel_context
*intel
= intel_context(ctx
);
303 struct brw_context
*brw
= brw_context(ctx
);
304 GLboolean retval
= GL_FALSE
;
305 GLboolean warn
= GL_FALSE
;
306 GLboolean first_time
= GL_TRUE
;
310 _mesa_update_state( ctx
);
312 /* We have to validate the textures *before* checking for fallbacks;
313 * otherwise, the software fallback won't be able to rely on the
314 * texture state, the firstLevel and lastLevel fields won't be
315 * set in the intel texture object (they'll both be 0), and the
316 * software fallback will segfault if it attempts to access any
317 * texture level other than level 0.
319 brw_validate_textures( brw
);
321 if (check_fallbacks(brw
, prim
, nr_prims
))
324 /* Bind all inputs, derive varying and size information:
326 brw_merge_inputs( brw
, arrays
);
329 brw
->state
.dirty
.brw
|= BRW_NEW_INDICES
;
331 brw
->vb
.min_index
= min_index
;
332 brw
->vb
.max_index
= max_index
;
333 brw
->state
.dirty
.brw
|= BRW_NEW_VERTICES
;
335 /* Have to validate state quite late. Will rebuild tnl_program,
336 * which depends on varying information.
338 * Note this is where brw->vs->prog_data.inputs_read is calculated,
339 * so can't access it earlier.
342 LOCK_HARDWARE(intel
);
344 if (!intel
->constant_cliprect
&& intel
->driDrawable
->numClipRects
== 0) {
345 UNLOCK_HARDWARE(intel
);
349 for (i
= 0; i
< nr_prims
; i
++) {
352 /* Flush the batch if it's approaching full, so that we don't wrap while
353 * we've got validated state that needs to be in the same batch as the
354 * primitives. This fraction is just a guess (minimal full state plus
355 * a primitive is around 512 bytes), and would be better if we had
356 * an upper bound of how much we might emit in a single
357 * brw_try_draw_prims().
359 intel_batchbuffer_require_space(intel
->batch
, intel
->batch
->size
/ 4,
362 hw_prim
= brw_set_prim(brw
, prim
[i
].mode
);
364 if (first_time
|| (brw
->state
.dirty
.brw
& BRW_NEW_PRIMITIVE
)) {
365 first_time
= GL_FALSE
;
367 brw_validate_state(brw
);
369 /* Various fallback checks: */
370 if (brw
->intel
.Fallback
)
373 /* Check that we can fit our state in with our existing batchbuffer, or
376 if (dri_bufmgr_check_aperture_space(brw
->state
.validated_bos
,
377 brw
->state
.validated_bo_count
)) {
378 static GLboolean warned
;
379 intel_batchbuffer_flush(intel
->batch
);
381 /* Validate the state after we flushed the batch (which would have
382 * changed the set of dirty state). If we still fail to
383 * check_aperture, warn of what's happening, but attempt to continue
384 * on since it may succeed anyway, and the user would probably rather
385 * see a failure and a warning than a fallback.
387 brw_validate_state(brw
);
389 dri_bufmgr_check_aperture_space(brw
->state
.validated_bos
,
390 brw
->state
.validated_bo_count
)) {
396 brw_upload_state(brw
);
399 brw_emit_prim(brw
, &prim
[i
], hw_prim
);
404 if (intel
->always_flush_batch
)
405 intel_batchbuffer_flush(intel
->batch
);
407 UNLOCK_HARDWARE(intel
);
409 brw_state_cache_check_size(brw
);
412 fprintf(stderr
, "i965: Single primitive emit potentially exceeded "
413 "available aperture space\n");
416 DBG("%s failed\n", __FUNCTION__
);
421 void brw_draw_prims( GLcontext
*ctx
,
422 const struct gl_client_array
*arrays
[],
423 const struct _mesa_prim
*prim
,
425 const struct _mesa_index_buffer
*ib
,
426 GLboolean index_bounds_valid
,
432 if (!vbo_all_varyings_in_vbos(arrays
)) {
433 if (!index_bounds_valid
)
434 vbo_get_minmax_index(ctx
, prim
, ib
, &min_index
, &max_index
);
436 /* Decide if we want to rebase. If so we end up recursing once
437 * only into this function.
439 if (min_index
!= 0) {
440 vbo_rebase_prims(ctx
, arrays
,
442 ib
, min_index
, max_index
,
448 /* Make a first attempt at drawing:
450 retval
= brw_try_draw_prims(ctx
, arrays
, prim
, nr_prims
, ib
, min_index
, max_index
);
452 /* Otherwise, we really are out of memory. Pass the drawing
453 * command to the software tnl module and which will in turn call
454 * swrast to do the drawing.
457 _swsetup_Wakeup(ctx
);
458 _tnl_draw_prims(ctx
, arrays
, prim
, nr_prims
, ib
, min_index
, max_index
);
463 void brw_draw_init( struct brw_context
*brw
)
465 GLcontext
*ctx
= &brw
->intel
.ctx
;
466 struct vbo_context
*vbo
= vbo_context(ctx
);
468 /* Register our drawing function:
470 vbo
->draw_prims
= brw_draw_prims
;
473 void brw_draw_destroy( struct brw_context
*brw
)
477 if (brw
->vb
.upload
.bo
!= NULL
) {
478 dri_bo_unreference(brw
->vb
.upload
.bo
);
479 brw
->vb
.upload
.bo
= NULL
;
482 for (i
= 0; i
< VERT_ATTRIB_MAX
; i
++) {
483 dri_bo_unreference(brw
->vb
.inputs
[i
].bo
);
484 brw
->vb
.inputs
[i
].bo
= NULL
;
487 dri_bo_unreference(brw
->ib
.bo
);