#include "main/points.h"
#include "main/version.h"
#include "main/vtxfmt.h"
+#include "main/texobj.h"
#include "vbo/vbo_context.h"
#include "brw_context.h"
#include "brw_defines.h"
+#include "brw_shader.h"
#include "brw_draw.h"
#include "brw_state.h"
#include "swrast_setup/swrast_setup.h"
#include "tnl/tnl.h"
#include "tnl/t_pipeline.h"
-#include "glsl/ralloc.h"
+#include "util/ralloc.h"
/***************************************
* Mesa's Driver Functions
(void) target;
switch (brw->gen) {
+ case 9:
case 8:
samples[0] = 8;
samples[1] = 4;
return 1;
default:
+ assert(brw->gen < 6);
samples[0] = 1;
return 1;
}
}
static const GLubyte *
-intelGetString(struct gl_context * ctx, GLenum name)
+intel_get_string(struct gl_context * ctx, GLenum name)
{
const struct brw_context *const brw = brw_context(ctx);
}
static void
-intelInvalidateState(struct gl_context * ctx, GLuint new_state)
+intel_update_state(struct gl_context * ctx, GLuint new_state)
{
struct brw_context *brw = brw_context(ctx);
+ struct intel_texture_object *tex_obj;
+ struct intel_renderbuffer *depth_irb;
if (ctx->swrast_context)
_swrast_InvalidateState(ctx, new_state);
_vbo_InvalidateState(ctx, new_state);
brw->NewGLState |= new_state;
+
+ _mesa_unlock_context_textures(ctx);
+
+ /* Resolve the depth buffer's HiZ buffer. */
+ depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
+ if (depth_irb)
+ intel_renderbuffer_resolve_hiz(brw, depth_irb);
+
+ /* Resolve depth buffer and render cache of each enabled texture. */
+ int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
+ for (int i = 0; i <= maxEnabledUnit; i++) {
+ if (!ctx->Texture.Unit[i]._Current)
+ continue;
+ tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
+ if (!tex_obj || !tex_obj->mt)
+ continue;
+ intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
+ intel_miptree_resolve_color(brw, tex_obj->mt);
+ brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
+ }
+
+ _mesa_lock_context_textures(ctx);
}
#define flushFront(screen) ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
intel_batchbuffer_flush(brw);
intel_flush_front(ctx);
- if (brw_is_front_buffer_drawing(ctx->DrawBuffer))
- brw->need_throttle = true;
+
+ brw->need_flush_throttle = true;
}
-void
-intelFinish(struct gl_context * ctx)
+static void
+intel_finish(struct gl_context * ctx)
{
struct brw_context *brw = brw_context(ctx);
functions->Viewport = intel_viewport;
functions->Flush = intel_glFlush;
- functions->Finish = intelFinish;
- functions->GetString = intelGetString;
- functions->UpdateState = intelInvalidateState;
+ functions->Finish = intel_finish;
+ functions->GetString = intel_get_string;
+ functions->UpdateState = intel_update_state;
intelInitTextureFuncs(functions);
intelInitTextureImageFuncs(functions);
intelInitTextureSubImageFuncs(functions);
intelInitTextureCopyImageFuncs(functions);
+ intelInitCopyImageFuncs(functions);
intelInitClearFuncs(functions);
intelInitBufferFuncs(functions);
intelInitPixelFuncs(functions);
gen6_init_queryobj_functions(functions);
else
gen4_init_queryobj_functions(functions);
+ brw_init_compute_functions(functions);
+ if (brw->gen >= 7)
+ brw_init_conditional_render_functions(functions);
functions->QuerySamplesForFormat = brw_query_samples_for_format;
ctx->Const.StripTextureBorder = true;
+ ctx->Const.MaxUniformBlockSize = 65536;
+ for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_program_constants *prog = &ctx->Const.Program[i];
+ prog->MaxUniformBlocks = 12;
+ prog->MaxCombinedUniformComponents =
+ prog->MaxUniformComponents +
+ ctx->Const.MaxUniformBlockSize / 4 * prog->MaxUniformBlocks;
+ }
+
ctx->Const.MaxDualSourceDrawBuffers = 1;
ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits = max_samplers;
MIN2(ctx->Const.MaxTextureCoordUnits,
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
ctx->Const.Program[MESA_SHADER_VERTEX].MaxTextureImageUnits = max_samplers;
- if (brw->gen >= 7)
+ if (brw->gen >= 6)
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = max_samplers;
else
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxTextureImageUnits = 0;
ctx->Const.MaxDepthTextureSamples = max_samples;
ctx->Const.MaxIntegerSamples = max_samples;
+ /* gen6_set_sample_maps() sets SampleMap{2,4,8}x variables which are used
+ * to map indices of rectangular grid to sample numbers within a pixel.
+ * These variables are used by GL_EXT_framebuffer_multisample_blit_scaled
+ * extension implementation. For more details see the comment above
+ * gen6_set_sample_maps() definition.
+ */
+ gen6_set_sample_maps(ctx);
+
if (brw->gen >= 7)
ctx->Const.MaxProgramTextureGatherComponents = 4;
else if (brw->gen == 6)
ctx->Const.MinLineWidth = 1.0;
ctx->Const.MinLineWidthAA = 1.0;
- ctx->Const.MaxLineWidth = 5.0;
- ctx->Const.MaxLineWidthAA = 5.0;
- ctx->Const.LineWidthGranularity = 0.5;
+ if (brw->gen >= 6) {
+ ctx->Const.MaxLineWidth = 7.375;
+ ctx->Const.MaxLineWidthAA = 7.375;
+ ctx->Const.LineWidthGranularity = 0.125;
+ } else {
+ ctx->Const.MaxLineWidth = 7.0;
+ ctx->Const.MaxLineWidthAA = 7.0;
+ ctx->Const.LineWidthGranularity = 0.5;
+ }
+
+ /* For non-antialiased lines, we have to round the line width to the
+ * nearest whole number. Make sure that we don't advertise a line
+ * width that, when rounded, will be beyond the actual hardware
+ * maximum.
+ */
+ assert(roundf(ctx->Const.MaxLineWidth) <= ctx->Const.MaxLineWidth);
ctx->Const.MinPointSize = 1.0;
ctx->Const.MinPointSizeAA = 1.0;
ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
+ ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMin = 31;
+ ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMax = 30;
+ ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.Precision = 0;
+ ctx->Const.Program[MESA_SHADER_VERTEX].HighInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MediumInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
+
if (brw->gen >= 7) {
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers = BRW_MAX_ABO;
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxAtomicBuffers = BRW_MAX_ABO;
ctx->Const.MaxCombinedAtomicBuffers = 3 * BRW_MAX_ABO;
+
+ ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxImageUniforms =
+ BRW_MAX_IMAGES;
+ ctx->Const.Program[MESA_SHADER_VERTEX].MaxImageUniforms =
+ (brw->intelScreen->compiler->scalar_vs ? BRW_MAX_IMAGES : 0);
+ ctx->Const.Program[MESA_SHADER_COMPUTE].MaxImageUniforms =
+ BRW_MAX_IMAGES;
+ ctx->Const.MaxImageUnits = MAX_IMAGE_UNITS;
+ ctx->Const.MaxCombinedShaderOutputResources =
+ MAX_IMAGE_UNITS + BRW_MAX_DRAW_BUFFERS;
+ ctx->Const.MaxImageSamples = 0;
+ ctx->Const.MaxCombinedImageUniforms = 3 * BRW_MAX_IMAGES;
}
/* Gen6 converts quads to polygon in beginning of 3D pipeline,
ctx->Const.QuadsFollowProvokingVertexConvention = false;
ctx->Const.NativeIntegers = true;
- ctx->Const.UniformBooleanTrue = 1;
+ ctx->Const.VertexID_is_zero_based = true;
+
+ /* Regarding the CMP instruction, the Ivybridge PRM says:
+ *
+ * "For each enabled channel 0b or 1b is assigned to the appropriate flag
+ * bit and 0/all zeros or all ones (e.g, byte 0xFF, word 0xFFFF, DWord
+ * 0xFFFFFFFF) is assigned to dst."
+ *
+ * but PRMs for earlier generations say
+ *
+ * "In dword format, one GRF may store up to 8 results. When the register
+ * is used later as a vector of Booleans, as only LSB at each channel
+ * contains meaning [sic] data, software should make sure all higher bits
+ * are masked out (e.g. by 'and-ing' an [sic] 0x01 constant)."
+ *
+ * We select the representation of a true boolean uniform to be ~0, and fix
+ * the results of Gen <= 5 CMP instruction's with -(result & 1).
+ */
+ ctx->Const.UniformBooleanTrue = ~0;
/* From the gen4 PRM, volume 4 page 127:
*
* However, unaligned accesses are slower, so enforce buffer alignment.
*/
ctx->Const.UniformBufferOffsetAlignment = 16;
+
+ /* ShaderStorageBufferOffsetAlignment should be a cacheline (64 bytes) so
+ * that we can safely have the CPU and GPU writing the same SSBO on
+ * non-cachecoherent systems (our Atom CPUs). With UBOs, the GPU never
+ * writes, so there's no problem. For an SSBO, the GPU and the CPU can
+ * be updating disjoint regions of the buffer simultaneously and that will
+ * break if the regions overlap the same cacheline.
+ */
+ ctx->Const.ShaderStorageBufferOffsetAlignment = 64;
ctx->Const.TextureBufferOffsetAlignment = 16;
+ ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024;
if (brw->gen >= 6) {
ctx->Const.MaxVarying = 32;
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- ctx->ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
- ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
- ctx->ShaderCompilerOptions[i].EmitNoNoise = true;
- ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true;
- ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true;
- ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput =
- (i == MESA_SHADER_FRAGMENT);
- ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
- (i == MESA_SHADER_FRAGMENT);
- ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform = false;
- ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
+ ctx->Const.ShaderCompilerOptions[i] =
+ brw->intelScreen->compiler->glsl_compiler_options[i];
}
- ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
- ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
-
/* ARB_viewport_array */
- if (brw->gen >= 7 && ctx->API == API_OPENGL_CORE) {
- ctx->Const.MaxViewports = GEN7_NUM_VIEWPORTS;
+ if (brw->gen >= 6 && ctx->API == API_OPENGL_CORE) {
+ ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
ctx->Const.ViewportSubpixelBits = 0;
- /* Cast to float before negating becuase MaxViewportWidth is unsigned.
+ /* Cast to float before negating because MaxViewportWidth is unsigned.
*/
ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
}
+
+ /* ARB_gpu_shader5 */
+ if (brw->gen >= 7)
+ ctx->Const.MaxVertexStreams = MIN2(4, MAX_VERTEX_STREAMS);
+
+ /* ARB_framebuffer_no_attachments */
+ ctx->Const.MaxFramebufferWidth = ctx->Const.MaxViewportWidth;
+ ctx->Const.MaxFramebufferHeight = ctx->Const.MaxViewportHeight;
+ ctx->Const.MaxFramebufferLayers = ctx->Const.MaxArrayTextureLayers;
+ ctx->Const.MaxFramebufferSamples = max_samples;
+}
+
+static void
+brw_adjust_cs_context_constants(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+
+ /* For ES, we set these constants based on SIMD8.
+ *
+ * TODO: Once we can always generate SIMD16, we should update this.
+ *
+ * For GL, we assume we can generate a SIMD16 program, but this currently
+ * is not always true. This allows us to run more test cases, and will be
+ * required based on desktop GL compute shader requirements.
+ */
+ const int simd_size = ctx->API == API_OPENGL_CORE ? 16 : 8;
+
+ const uint32_t max_invocations = simd_size * brw->max_cs_threads;
+ ctx->Const.MaxComputeWorkGroupSize[0] = max_invocations;
+ ctx->Const.MaxComputeWorkGroupSize[1] = max_invocations;
+ ctx->Const.MaxComputeWorkGroupSize[2] = max_invocations;
+ ctx->Const.MaxComputeWorkGroupInvocations = max_invocations;
}
/**
brw->disable_throttling = true;
}
- brw->disable_derivative_optimization =
- driQueryOptionb(&brw->optionCache, "disable_derivative_optimization");
-
brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
ctx->Const.ForceGLSLExtensionsWarn =
ctx->Const.DisableGLSLLineContinuations =
driQueryOptionb(options, "disable_glsl_line_continuations");
+
+ ctx->Const.AllowGLSLExtensionDirectiveMidShader =
+ driQueryOptionb(options, "allow_glsl_extension_directive_midshader");
}
GLboolean
struct brw_context *brw = rzalloc(NULL, struct brw_context);
if (!brw) {
- fprintf(stderr, "%s: failed to alloc context\n", __FUNCTION__);
+ fprintf(stderr, "%s: failed to alloc context\n", __func__);
*dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
return false;
}
brw->is_baytrail = devinfo->is_baytrail;
brw->is_haswell = devinfo->is_haswell;
brw->is_cherryview = devinfo->is_cherryview;
+ brw->is_broxton = devinfo->is_broxton;
brw->has_llc = devinfo->has_llc;
brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
brw->wm.base.stage = MESA_SHADER_FRAGMENT;
if (brw->gen >= 8) {
gen8_init_vtable_surface_functions(brw);
- gen7_init_vtable_sampler_functions(brw);
brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
} else if (brw->gen >= 7) {
gen7_init_vtable_surface_functions(brw);
- gen7_init_vtable_sampler_functions(brw);
brw->vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
+ } else if (brw->gen >= 6) {
+ gen6_init_vtable_surface_functions(brw);
+ brw->vtbl.emit_depth_stencil_hiz = gen6_emit_depth_stencil_hiz;
} else {
gen4_init_vtable_surface_functions(brw);
- gen4_init_vtable_sampler_functions(brw);
brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
}
if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
*dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
- fprintf(stderr, "%s: failed to init mesa context\n", __FUNCTION__);
+ fprintf(stderr, "%s: failed to init mesa context\n", __func__);
intelDestroyContext(driContextPriv);
return false;
}
_mesa_meta_init(ctx);
brw_process_driconf_options(brw);
- brw_process_intel_debug_variable(brw);
+
+ if (INTEL_DEBUG & DEBUG_PERF)
+ brw->perf_debug = true;
+
brw_initialize_context_constants(brw);
ctx->Const.ResetStrategy = notify_reset
}
}
+ if (brw_init_pipe_control(brw, devinfo)) {
+ *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
+ intelDestroyContext(driContextPriv);
+ return false;
+ }
+
brw_init_state(brw);
intelInitExtensions(ctx);
brw_init_surface_formats(brw);
brw->max_vs_threads = devinfo->max_vs_threads;
+ brw->max_hs_threads = devinfo->max_hs_threads;
+ brw->max_ds_threads = devinfo->max_ds_threads;
brw->max_gs_threads = devinfo->max_gs_threads;
brw->max_wm_threads = devinfo->max_wm_threads;
+ brw->max_cs_threads = devinfo->max_cs_threads;
brw->urb.size = devinfo->urb.size;
brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
+ brw->urb.max_hs_entries = devinfo->urb.max_hs_entries;
+ brw->urb.max_ds_entries = devinfo->urb.max_ds_entries;
brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
+ brw_adjust_cs_context_constants(brw);
+
/* Estimate the size of the mappable aperture into the GTT. There's an
* ioctl to get the whole GTT size, but not one to get the mappable subset.
* It turns out it's basically always 256MB, though some ancient hardware
brw->max_gtt_map_object_size = gtt_size / 4;
if (brw->gen == 6)
- brw->urb.gen6_gs_previously_active = false;
+ brw->urb.gs_present = false;
brw->prim_restart.in_progress = false;
brw->prim_restart.enable_cut_index = false;
brw->gs.enabled = false;
+ brw->sf.viewport_transform_enable = true;
- if (brw->gen < 6) {
- brw->curbe.last_buf = calloc(1, 4096);
- brw->curbe.next_buf = calloc(1, 4096);
- }
+ brw->predicate.state = BRW_PREDICATE_STATE_RENDER;
+
+ brw->use_resource_streamer = screen->has_resource_streamer &&
+ (brw_env_var_as_boolean("INTEL_USE_HW_BT", false) ||
+ brw_env_var_as_boolean("INTEL_USE_GATHER", false));
ctx->VertexProgram._MaintainTnlProgram = true;
ctx->FragmentProgram._MaintainTexEnvProgram = true;
(struct brw_context *) driContextPriv->driverPrivate;
struct gl_context *ctx = &brw->ctx;
- assert(brw); /* should never be null */
- if (!brw)
- return;
-
/* Dump a final BMP in case the application doesn't call SwapBuffers */
if (INTEL_DEBUG & DEBUG_AUB) {
intel_batchbuffer_flush(brw);
}
_mesa_meta_free(&brw->ctx);
+ brw_meta_fast_clear_free(brw);
if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
/* Force a report. */
brw_draw_destroy(brw);
drm_intel_bo_unreference(brw->curbe.curbe_bo);
+ if (brw->vs.base.scratch_bo)
+ drm_intel_bo_unreference(brw->vs.base.scratch_bo);
+ if (brw->gs.base.scratch_bo)
+ drm_intel_bo_unreference(brw->gs.base.scratch_bo);
+ if (brw->wm.base.scratch_bo)
+ drm_intel_bo_unreference(brw->wm.base.scratch_bo);
- free(brw->curbe.last_buf);
- free(brw->curbe.next_buf);
+ gen7_reset_hw_bt_pool_offsets(brw);
+ drm_intel_bo_unreference(brw->hw_bt_pool.bo);
+ brw->hw_bt_pool.bo = NULL;
drm_intel_gem_context_destroy(brw->hw_ctx);
if (ctx->swrast_context)
_swrast_DestroyContext(&brw->ctx);
+ brw_fini_pipe_control(brw);
intel_batchbuffer_free(brw);
- drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
- brw->first_post_swapbuffers_batch = NULL;
+ drm_intel_bo_unreference(brw->throttle_batch[1]);
+ drm_intel_bo_unreference(brw->throttle_batch[0]);
+ brw->throttle_batch[1] = NULL;
+ brw->throttle_batch[0] = NULL;
driDestroyOptionCache(&brw->optionCache);
* sRGB encode if the renderbuffer can handle it. You can ask specifically
* for a visual where you're guaranteed to be capable, but it turns out that
* everyone just makes all their ARGB8888 visuals capable and doesn't offer
- * incapable ones, becuase there's no difference between the two in resources
+ * incapable ones, because there's no difference between the two in resources
* used. Applications thus get built that accidentally rely on the default
* visual choice being sRGB, so we make ours sRGB capable. Everything sounds
* great...
struct gl_context *ctx = &brw->ctx;
struct gl_framebuffer *fb, *readFb;
- if (driDrawPriv == NULL && driReadPriv == NULL) {
+ if (driDrawPriv == NULL) {
fb = _mesa_get_incomplete_framebuffer();
- readFb = _mesa_get_incomplete_framebuffer();
} else {
fb = driDrawPriv->driverPrivate;
- readFb = driReadPriv->driverPrivate;
driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
+ }
+
+ if (driReadPriv == NULL) {
+ readFb = _mesa_get_incomplete_framebuffer();
+ } else {
+ readFb = driReadPriv->driverPrivate;
driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
}
*/
if (brw_is_front_buffer_drawing(ctx->DrawBuffer))
brw->front_buffer_dirty = true;
-
- /* Wait for the swapbuffers before the one we just emitted, so we
- * don't get too many swaps outstanding for apps that are GPU-heavy
- * but not CPU-heavy.
- *
- * We're using intelDRI2Flush (called from the loader before
- * swapbuffer) and glFlush (for front buffer rendering) as the
- * indicator that a frame is done and then throttle when we get
- * here as we prepare to render the next frame. At this point for
- * round trips for swap/copy and getting new buffers are done and
- * we'll spend less time waiting on the GPU.
- *
- * Unfortunately, we don't have a handle to the batch containing
- * the swap, and getting our hands on that doesn't seem worth it,
- * so we just us the first batch we emitted after the last swap.
- */
- if (brw->need_throttle && brw->first_post_swapbuffers_batch) {
- if (!brw->disable_throttling)
- drm_intel_bo_wait_rendering(brw->first_post_swapbuffers_batch);
- drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
- brw->first_post_swapbuffers_batch = NULL;
- brw->need_throttle = false;
- }
}
/**