#include "brw_context.h"
#include "brw_defines.h"
+#include "brw_blorp.h"
#include "brw_compiler.h"
#include "brw_draw.h"
#include "brw_state.h"
const char *const brw_vendor_string = "Intel Open Source Technology Center";
static const char *
-get_bsw_model(const struct intel_screen *intelScreen)
+get_bsw_model(const struct intel_screen *screen)
{
- switch (intelScreen->eu_total) {
+ switch (screen->eu_total) {
case 16:
return "405";
case 12:
}
const char *
-brw_get_renderer_string(const struct intel_screen *intelScreen)
+brw_get_renderer_string(const struct intel_screen *screen)
{
const char *chipset;
static char buffer[128];
char *bsw = NULL;
- switch (intelScreen->deviceID) {
+ switch (screen->deviceID) {
#undef CHIPSET
#define CHIPSET(id, symbol, str) case id: chipset = str; break;
#include "pci_ids/i965_pci_ids.h"
}
/* Braswell branding is funny, so we have to fix it up here */
- if (intelScreen->deviceID == 0x22B1) {
+ if (screen->deviceID == 0x22B1) {
bsw = strdup(chipset);
char *needle = strstr(bsw, "XXX");
if (needle) {
- memcpy(needle, get_bsw_model(intelScreen), 3);
+ memcpy(needle, get_bsw_model(screen), 3);
chipset = bsw;
}
}
case GL_RENDERER:
return
- (GLubyte *) brw_get_renderer_string(brw->intelScreen);
+ (GLubyte *) brw_get_renderer_string(brw->screen);
default:
return NULL;
/* Quantize the derived default number of samples
*/
fb->DefaultGeometry._NumSamples =
- intel_quantize_num_samples(brw->intelScreen,
+ intel_quantize_num_samples(brw->screen,
fb->DefaultGeometry.NumSamples);
}
+static bool
+intel_disable_rb_aux_buffer(struct brw_context *brw, const drm_intel_bo *bo)
+{
+ const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
+ bool found = false;
+
+ for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ const struct intel_renderbuffer *irb =
+ intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ if (irb && irb->mt->bo == bo) {
+ found = brw->draw_aux_buffer_disabled[i] = true;
+ }
+ }
+
+ return found;
+}
+
/* On Gen9 color buffers may be compressed by the hardware (lossless
* compression). There are, however, format restrictions and care needs to be
* taken that the sampler engine is capable for re-interpreting a buffer with
const uint32_t brw_format = brw_format_for_mesa_format(intel_tex->_Format);
- if (isl_format_supports_lossless_compression(brw->intelScreen->devinfo,
+ if (isl_format_supports_lossless_compression(&brw->screen->devinfo,
brw_format))
return false;
_mesa_get_format_name(intel_tex->_Format),
_mesa_get_format_name(intel_tex->mt->format));
+ if (intel_disable_rb_aux_buffer(brw, intel_tex->mt->bo))
+ perf_debug("Sampling renderbuffer with non-compressible format - "
+ "turning off compression");
+
return true;
}
if (depth_irb)
intel_renderbuffer_resolve_hiz(brw, depth_irb);
+ memset(brw->draw_aux_buffer_disabled, 0,
+ sizeof(brw->draw_aux_buffer_disabled));
+
/* Resolve depth buffer and render cache of each enabled texture. */
int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
for (int i = 0; i <= maxEnabledUnit; i++) {
0 : INTEL_MIPTREE_IGNORE_CCS_E;
intel_miptree_resolve_color(brw, tex_obj->mt, flags);
brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
+
+ if (tex_obj->base.StencilSampling ||
+ tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
+ intel_update_r8stencil(brw, tex_obj->mt);
+ }
}
/* Resolve color for each active shader image. */
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- const struct gl_shader *shader = ctx->_Shader->CurrentProgram[i] ?
- ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i] : NULL;
+ const struct gl_linked_shader *shader =
+ ctx->_Shader->CurrentProgram[i] ?
+ ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i] : NULL;
if (unlikely(shader && shader->NumImages)) {
for (unsigned j = 0; j < shader->NumImages; j++) {
/* Access to images is implemented using indirect messages
* against data port. Normal render target write understands
* lossless compression but unfortunately the typed/untyped
- * read/write interface doesn't. Therefore the compressed
- * surfaces need to be resolved prior to accessing them.
+ * read/write interface doesn't. Therefore even lossless
+ * compressed surfaces need to be resolved prior to accessing
+ * them. Hence skip setting INTEL_MIPTREE_IGNORE_CCS_E.
*/
intel_miptree_resolve_color(brw, tex_obj->mt, 0);
+
+ if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
+ intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
+ perf_debug("Using renderbuffer as shader image - turning "
+ "off lossless compression");
+ }
+
brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
}
}
}
}
+ /* Resolve color buffers for non-coherent framebuffer fetch. */
+ if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
+ ctx->FragmentProgram._Current &&
+ ctx->FragmentProgram._Current->Base.OutputsRead) {
+ const struct gl_framebuffer *fb = ctx->DrawBuffer;
+
+ for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ const struct intel_renderbuffer *irb =
+ intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ if (irb &&
+ intel_miptree_resolve_color(brw, irb->mt,
+ INTEL_MIPTREE_IGNORE_CCS_E))
+ brw_render_cache_set_check_flush(brw, irb->mt->bo);
+ }
+ }
+
/* If FRAMEBUFFER_SRGB is used on Gen9+ then we need to resolve any of the
* single-sampled color renderbuffers because the CCS buffer isn't
* supported for SRGB formats. This only matters if FRAMEBUFFER_SRGB is
struct brw_context *brw = brw_context(ctx);
__DRIcontext *driContext = brw->driContext;
__DRIdrawable *driDrawable = driContext->driDrawablePriv;
- __DRIscreen *const screen = brw->intelScreen->driScrnPriv;
+ __DRIscreen *const dri_screen = brw->screen->driScrnPriv;
if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
- if (flushFront(screen) && driDrawable &&
+ if (flushFront(dri_screen) && driDrawable &&
driDrawable->loaderPrivate) {
/* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
intel_resolve_for_dri2_flush(brw, driDrawable);
intel_batchbuffer_flush(brw);
- flushFront(screen)(driDrawable, driDrawable->loaderPrivate);
+ flushFront(dri_screen)(driDrawable, driDrawable->loaderPrivate);
/* We set the dirty bit in intel_prepare_render() if we're
* front buffer rendering once we get there.
functions->NewTransformFeedback = brw_new_transform_feedback;
functions->DeleteTransformFeedback = brw_delete_transform_feedback;
- if (brw->intelScreen->has_mi_math_and_lrr) {
+ if (brw->screen->has_mi_math_and_lrr) {
functions->BeginTransformFeedback = hsw_begin_transform_feedback;
functions->EndTransformFeedback = hsw_end_transform_feedback;
functions->PauseTransformFeedback = hsw_pause_transform_feedback;
brw_initialize_context_constants(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
- const struct brw_compiler *compiler = brw->intelScreen->compiler;
+ const struct brw_compiler *compiler = brw->screen->compiler;
const bool stage_exists[MESA_SHADER_STAGES] = {
[MESA_SHADER_VERTEX] = true,
BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
ctx->Const.AlwaysUseGetTransformFeedbackVertexCount =
- !brw->intelScreen->has_mi_math_and_lrr;
+ !brw->screen->has_mi_math_and_lrr;
int max_samples;
- const int *msaa_modes = intel_supported_msaa_modes(brw->intelScreen);
+ const int *msaa_modes = intel_supported_msaa_modes(brw->screen);
const int clamp_max_samples =
driQueryOptioni(&brw->optionCache, "clamp_max_samples");
ctx->Const.MaxClipPlanes = 8;
ctx->Const.LowerTessLevel = true;
+ ctx->Const.LowerTCSPatchVerticesIn = brw->gen >= 8;
+ ctx->Const.LowerTESPatchVerticesIn = true;
ctx->Const.PrimitiveRestartForPatches = true;
ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeInstructions = 16 * 1024;
/* We want the GLSL compiler to emit code that uses condition codes */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
ctx->Const.ShaderCompilerOptions[i] =
- brw->intelScreen->compiler->glsl_compiler_options[i];
+ brw->screen->compiler->glsl_compiler_options[i];
}
if (brw->gen >= 7) {
ctx->Const.MaxFramebufferHeight = 16384;
ctx->Const.MaxFramebufferLayers = ctx->Const.MaxArrayTextureLayers;
ctx->Const.MaxFramebufferSamples = max_samples;
+
+ /* OES_primitive_bounding_box */
+ ctx->Const.NoPrimitiveBoundingBoxOutput = true;
}
static void
-brw_initialize_cs_context_constants(struct brw_context *brw, unsigned max_threads)
+brw_initialize_cs_context_constants(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
+ const struct intel_screen *screen = brw->screen;
+ struct gen_device_info *devinfo = &brw->screen->devinfo;
+
+ /* FINISHME: Do this for all platforms that the kernel supports */
+ if (brw->is_cherryview &&
+ screen->subslice_total > 0 && screen->eu_total > 0) {
+ /* Logical CS threads = EUs per subslice * 7 threads per EU */
+ uint32_t max_cs_threads = screen->eu_total / screen->subslice_total * 7;
+
+ /* Fuse configurations may give more threads than expected, never less. */
+ if (max_cs_threads > devinfo->max_cs_threads)
+ devinfo->max_cs_threads = max_cs_threads;
+ }
+
/* Maximum number of scalar compute shader invocations that can be run in
* parallel in the same subslice assuming SIMD32 dispatch.
+ *
+ * We don't advertise more than 64 threads, because we are limited to 64 by
+ * our usage of thread_width_max in the gpgpu walker command. This only
+ * currently impacts Haswell, which otherwise might be able to advertise 70
+ * threads. With SIMD32 and 64 threads, Haswell still provides twice the
+ * required the number of invocation needed for ARB_compute_shader.
*/
+ const unsigned max_threads = MIN2(64, devinfo->max_cs_threads);
const uint32_t max_invocations = 32 * max_threads;
ctx->Const.MaxComputeWorkGroupSize[0] = max_invocations;
ctx->Const.MaxComputeWorkGroupSize[1] = max_invocations;
struct gl_context *ctx = &brw->ctx;
driOptionCache *options = &brw->optionCache;
- driParseConfigFiles(options, &brw->intelScreen->optionCache,
+ driParseConfigFiles(options, &brw->screen->optionCache,
brw->driContext->driScreenPriv->myNum, "i965");
int bo_reuse_mode = driQueryOptioni(options, "bo_reuse");
brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
+ if (driQueryOptionb(&brw->optionCache, "precise_trig"))
+ brw->screen->compiler->precise_trig = true;
+
ctx->Const.ForceGLSLExtensionsWarn =
driQueryOptionb(options, "force_glsl_extensions_warn");
ctx->Const.AllowGLSLExtensionDirectiveMidShader =
driQueryOptionb(options, "allow_glsl_extension_directive_midshader");
+ ctx->Const.GLSLZeroInit = driQueryOptionb(options, "glsl_zero_init");
+
brw->dual_color_blend_by_location =
driQueryOptionb(options, "dual_color_blend_by_location");
}
unsigned *dri_ctx_error,
void *sharedContextPrivate)
{
- __DRIscreen *sPriv = driContextPriv->driScreenPriv;
struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
- struct intel_screen *screen = sPriv->driverPrivate;
- const struct brw_device_info *devinfo = screen->devinfo;
+ struct intel_screen *screen = driContextPriv->driScreenPriv->driverPrivate;
+ const struct gen_device_info *devinfo = &screen->devinfo;
struct dd_function_table functions;
/* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
driContextPriv->driverPrivate = brw;
brw->driContext = driContextPriv;
- brw->intelScreen = screen;
+ brw->screen = screen;
brw->bufmgr = screen->bufmgr;
brw->gen = devinfo->gen;
brw->must_use_separate_stencil = devinfo->must_use_separate_stencil;
brw->has_swizzling = screen->hw_has_swizzling;
+ isl_device_init(&brw->isl_dev, devinfo, screen->hw_has_swizzling);
+
brw->vs.base.stage = MESA_SHADER_VERTEX;
brw->tcs.base.stage = MESA_SHADER_TESS_CTRL;
brw->tes.base.stage = MESA_SHADER_TESS_EVAL;
if (INTEL_DEBUG & DEBUG_PERF)
brw->perf_debug = true;
- brw_initialize_cs_context_constants(brw, devinfo->max_cs_threads);
+ brw_initialize_cs_context_constants(brw);
brw_initialize_context_constants(brw);
ctx->Const.ResetStrategy = notify_reset
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;
- /* FINISHME: Do this for all platforms that the kernel supports */
- if (brw->is_cherryview &&
- screen->subslice_total > 0 && screen->eu_total > 0) {
- /* Logical CS threads = EUs per subslice * 7 threads per EU */
- brw->max_cs_threads = screen->eu_total / screen->subslice_total * 7;
+ if (brw->gen >= 6)
+ brw_blorp_init(brw);
- /* Fuse configurations may give more threads than expected, never less. */
- if (brw->max_cs_threads < devinfo->max_cs_threads)
- brw->max_cs_threads = devinfo->max_cs_threads;
- } else {
- 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;
-
- /* 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
- * was smaller.
- */
- uint32_t gtt_size = 256 * 1024 * 1024;
-
- /* We don't want to map two objects such that a memcpy between them would
- * just fault one mapping in and then the other over and over forever. So
- * we would need to divide the GTT size by 2. Additionally, some GTT is
- * taken up by things like the framebuffer and the ringbuffer and such, so
- * be more conservative.
- */
- brw->max_gtt_map_object_size = gtt_size / 4;
if (brw->gen == 6)
brw->urb.gs_present = false;
brw->prim_restart.enable_cut_index = false;
brw->gs.enabled = false;
brw->sf.viewport_transform_enable = true;
+ brw->clip.viewport_count = 1;
brw->predicate.state = BRW_PREDICATE_STATE_RENDER;
+ brw->max_gtt_map_object_size = screen->max_gtt_map_object_size;
+
brw->use_resource_streamer = screen->has_resource_streamer &&
(env_var_as_boolean("INTEL_USE_HW_BT", false) ||
env_var_as_boolean("INTEL_USE_GATHER", false));
brw_destroy_shader_time(brw);
}
+ if (brw->gen >= 6)
+ blorp_finish(&brw->blorp);
+
brw_destroy_state(brw);
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->tcs.base.scratch_bo)
+ drm_intel_bo_unreference(brw->tcs.base.scratch_bo);
+ if (brw->tes.base.scratch_bo)
+ drm_intel_bo_unreference(brw->tes.base.scratch_bo);
if (brw->gs.base.scratch_bo)
drm_intel_bo_unreference(brw->gs.base.scratch_bo);
if (brw->wm.base.scratch_bo)
intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
{
struct brw_context *brw = context->driverPrivate;
- __DRIscreen *screen = brw->intelScreen->driScrnPriv;
+ __DRIscreen *dri_screen = brw->screen->driScrnPriv;
/* Set this up front, so that in case our buffers get invalidated
* while we're getting new buffers, we don't clobber the stamp and
if (unlikely(INTEL_DEBUG & DEBUG_DRI))
fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
- if (screen->image.loader)
+ if (dri_screen->image.loader)
intel_update_image_buffers(brw, drawable);
else
intel_update_dri2_buffers(brw, drawable);
__DRIbuffer **buffers,
int *buffer_count)
{
- __DRIscreen *screen = brw->intelScreen->driScrnPriv;
+ __DRIscreen *dri_screen = brw->screen->driScrnPriv;
struct gl_framebuffer *fb = drawable->driverPrivate;
int i = 0;
unsigned attachments[8];
assert(i <= ARRAY_SIZE(attachments));
- *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
- &drawable->w,
- &drawable->h,
- attachments, i / 2,
- buffer_count,
- drawable->loaderPrivate);
+ *buffers =
+ dri_screen->dri2.loader->getBuffersWithFormat(drawable,
+ &drawable->w,
+ &drawable->h,
+ attachments, i / 2,
+ buffer_count,
+ drawable->loaderPrivate);
}
/**
intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
{
struct gl_framebuffer *fb = drawable->driverPrivate;
- __DRIscreen *screen = brw->intelScreen->driScrnPriv;
+ __DRIscreen *dri_screen = brw->screen->driScrnPriv;
struct intel_renderbuffer *front_rb;
struct intel_renderbuffer *back_rb;
struct __DRIimageList images;
unsigned int format;
uint32_t buffer_mask = 0;
+ int ret;
front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
if (back_rb)
buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
- (*screen->image.loader->getBuffers) (drawable,
- driGLFormatToImageFormat(format),
- &drawable->dri2.stamp,
- drawable->loaderPrivate,
- buffer_mask,
- &images);
+ ret = dri_screen->image.loader->getBuffers(drawable,
+ driGLFormatToImageFormat(format),
+ &drawable->dri2.stamp,
+ drawable->loaderPrivate,
+ buffer_mask,
+ &images);
+ if (!ret)
+ return;
if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
drawable->w = images.front->width;