/*
+ Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
Copyright (C) Intel Corp. 2006. All Rights Reserved.
Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to
develop this 3D driver.
*/
+#include "main/api_exec.h"
+#include "main/context.h"
+#include "main/fbobject.h"
#include "main/imports.h"
#include "main/macros.h"
-#include "main/simple_list.h"
+#include "main/points.h"
+#include "main/version.h"
+#include "main/vtxfmt.h"
#include "vbo/vbo_context.h"
+#include "drivers/common/driverfuncs.h"
+#include "drivers/common/meta.h"
+#include "utils.h"
+
#include "brw_context.h"
#include "brw_defines.h"
#include "brw_draw.h"
#include "brw_state.h"
+#include "intel_batchbuffer.h"
+#include "intel_buffer_objects.h"
+#include "intel_buffers.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
+#include "intel_pixel.h"
#include "intel_regions.h"
-#include "intel_span.h"
#include "intel_tex.h"
#include "intel_tex_obj.h"
+#include "swrast_setup/swrast_setup.h"
+#include "tnl/tnl.h"
#include "tnl/t_pipeline.h"
#include "glsl/ralloc.h"
* Mesa's Driver Functions
***************************************/
-static void brwInitDriverFunctions(struct intel_screen *screen,
- struct dd_function_table *functions)
+static size_t
+brw_query_samples_for_format(struct gl_context *ctx, GLenum target,
+ GLenum internalFormat, int samples[16])
{
- intelInitDriverFunctions( functions );
+ struct brw_context *brw = brw_context(ctx);
- brwInitFragProgFuncs( functions );
- brw_init_queryobj_functions(functions);
+ (void) target;
- functions->BeginTransformFeedback = brw_begin_transform_feedback;
+ switch (brw->gen) {
+ case 7:
+ samples[0] = 8;
+ samples[1] = 4;
+ return 2;
- if (screen->gen >= 7)
- functions->EndTransformFeedback = gen7_end_transform_feedback;
- else
- functions->EndTransformFeedback = brw_end_transform_feedback;
+ case 6:
+ samples[0] = 4;
+ return 1;
+
+ default:
+ samples[0] = 1;
+ return 1;
+ }
}
-bool
-brwCreateContext(int api,
- const struct gl_config *mesaVis,
- __DRIcontext *driContextPriv,
- unsigned major_version,
- unsigned minor_version,
- unsigned *error,
- void *sharedContextPrivate)
+static const GLubyte *
+intelGetString(struct gl_context * ctx, GLenum name)
{
- __DRIscreen *sPriv = driContextPriv->driScreenPriv;
- struct intel_screen *screen = sPriv->driverPrivate;
- struct dd_function_table functions;
- unsigned i;
+ const struct brw_context *const brw = brw_context(ctx);
+ const char *chipset;
+ static char buffer[128];
- /* Filter against the requested API and version.
- */
- switch (api) {
- case API_OPENGL: {
-#ifdef TEXTURE_FLOAT_ENABLED
- const unsigned max_version =
- (screen->gen == 6 ||
- (screen->gen == 7 && screen->kernel_has_gen7_sol_reset))
- ? 30 : 21;
-#else
- const unsigned max_version = 21;
-#endif
- const unsigned req_version = major_version * 10 + minor_version;
-
- if (req_version > max_version) {
- *error = __DRI_CTX_ERROR_BAD_VERSION;
- return false;
- }
- break;
- }
- case API_OPENGLES:
- case API_OPENGLES2:
+ switch (name) {
+ case GL_VENDOR:
+ return (GLubyte *) "Intel Open Source Technology Center";
break;
+
+ case GL_RENDERER:
+ switch (brw->intelScreen->deviceID) {
+#undef CHIPSET
+#define CHIPSET(id, family, str) case id: chipset = str; break;
+#include "pci_ids/i965_pci_ids.h"
+ default:
+ chipset = "Unknown Intel Chipset";
+ break;
+ }
+
+ (void) driGetRendererString(buffer, chipset, 0);
+ return (GLubyte *) buffer;
+
default:
- *error = __DRI_CTX_ERROR_BAD_API;
- return false;
+ return NULL;
}
+}
- struct brw_context *brw = rzalloc(NULL, struct brw_context);
- if (!brw) {
- printf("%s: failed to alloc context\n", __FUNCTION__);
- *error = __DRI_CTX_ERROR_NO_MEMORY;
- return false;
+static void
+intel_viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+{
+ struct brw_context *brw = brw_context(ctx);
+ __DRIcontext *driContext = brw->driContext;
+
+ if (brw->saved_viewport)
+ brw->saved_viewport(ctx, x, y, w, h);
+
+ if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
+ dri2InvalidateDrawable(driContext->driDrawablePriv);
+ dri2InvalidateDrawable(driContext->driReadablePriv);
}
+}
- brwInitDriverFunctions(screen, &functions);
+static void
+intelInvalidateState(struct gl_context * ctx, GLuint new_state)
+{
+ struct brw_context *brw = brw_context(ctx);
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &intel->ctx;
+ if (ctx->swrast_context)
+ _swrast_InvalidateState(ctx, new_state);
+ _vbo_InvalidateState(ctx, new_state);
- if (!intelInitContext( intel, api, mesaVis, driContextPriv,
- sharedContextPrivate, &functions )) {
- printf("%s: failed to init intel context\n", __FUNCTION__);
- FREE(brw);
- *error = __DRI_CTX_ERROR_NO_MEMORY;
- return false;
+ brw->NewGLState |= new_state;
+}
+
+static void
+intel_flush_front(struct gl_context *ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
+ __DRIcontext *driContext = brw->driContext;
+ __DRIdrawable *driDrawable = driContext->driDrawablePriv;
+ __DRIscreen *const screen = brw->intelScreen->driScrnPriv;
+
+ if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
+ if (screen->dri2.loader->flushFrontBuffer != NULL &&
+ driDrawable &&
+ driDrawable->loaderPrivate) {
+
+ /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
+ *
+ * This potentially resolves both front and back buffer. It
+ * is unnecessary to resolve the back, but harms nothing except
+ * performance. And no one cares about front-buffer render
+ * performance.
+ */
+ intel_resolve_for_dri2_flush(brw, driDrawable);
+ intel_batchbuffer_flush(brw);
+
+ screen->dri2.loader->flushFrontBuffer(driDrawable,
+ driDrawable->loaderPrivate);
+
+ /* We set the dirty bit in intel_prepare_render() if we're
+ * front buffer rendering once we get there.
+ */
+ brw->front_buffer_dirty = false;
+ }
}
+}
- brwInitVtbl( brw );
+static void
+intel_glFlush(struct gl_context *ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
- brw_init_surface_formats(brw);
+ intel_batchbuffer_flush(brw);
+ intel_flush_front(ctx);
+ if (brw->is_front_buffer_rendering)
+ brw->need_throttle = true;
+}
- /* Initialize swrast, tnl driver tables: */
- intelInitSpanFuncs(ctx);
+void
+intelFinish(struct gl_context * ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
- TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
+ intel_glFlush(ctx);
+
+ if (brw->batch.last_bo)
+ drm_intel_bo_wait_rendering(brw->batch.last_bo);
+}
+
+static void
+brw_init_driver_functions(struct brw_context *brw,
+ struct dd_function_table *functions)
+{
+ _mesa_init_driver_functions(functions);
+
+ /* GLX uses DRI2 invalidate events to handle window resizing.
+ * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
+ * which doesn't provide a mechanism for snooping the event queues.
+ *
+ * So EGL still relies on viewport hacks to handle window resizing.
+ * This should go away with DRI3000.
+ */
+ if (!brw->driContext->driScreenPriv->dri2.useInvalidate) {
+ brw->saved_viewport = functions->Viewport;
+ functions->Viewport = intel_viewport;
+ }
+
+ functions->Flush = intel_glFlush;
+ functions->Finish = intelFinish;
+ functions->GetString = intelGetString;
+ functions->UpdateState = intelInvalidateState;
+
+ intelInitTextureFuncs(functions);
+ intelInitTextureImageFuncs(functions);
+ intelInitTextureSubImageFuncs(functions);
+ intelInitTextureCopyImageFuncs(functions);
+ intelInitClearFuncs(functions);
+ intelInitBufferFuncs(functions);
+ intelInitPixelFuncs(functions);
+ intelInitBufferObjectFuncs(functions);
+ intel_init_syncobj_functions(functions);
+ brw_init_object_purgeable_functions(functions);
+
+ brwInitFragProgFuncs( functions );
+ brw_init_common_queryobj_functions(functions);
+ if (brw->gen >= 6)
+ gen6_init_queryobj_functions(functions);
+ else
+ gen4_init_queryobj_functions(functions);
+
+ functions->QuerySamplesForFormat = brw_query_samples_for_format;
+
+ if (brw->gen >= 7) {
+ functions->BeginTransformFeedback = gen7_begin_transform_feedback;
+ functions->EndTransformFeedback = gen7_end_transform_feedback;
+ } else {
+ functions->BeginTransformFeedback = brw_begin_transform_feedback;
+ functions->EndTransformFeedback = brw_end_transform_feedback;
+ }
+
+ if (brw->gen >= 6)
+ functions->GetSamplePosition = gen6_get_sample_position;
+}
+
+static void
+brw_initialize_context_constants(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+
+ ctx->Const.QueryCounterBits.Timestamp = 36;
+
+ ctx->Const.StripTextureBorder = true;
ctx->Const.MaxDualSourceDrawBuffers = 1;
ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
- ctx->Const.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
+ ctx->Const.FragmentProgram.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
- ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits,
- ctx->Const.MaxTextureImageUnits);
- ctx->Const.MaxVertexTextureImageUnits = BRW_MAX_TEX_UNIT;
+ ctx->Const.MaxTextureUnits =
+ MIN2(ctx->Const.MaxTextureCoordUnits,
+ ctx->Const.FragmentProgram.MaxTextureImageUnits);
+ ctx->Const.VertexProgram.MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxCombinedTextureImageUnits =
- ctx->Const.MaxVertexTextureImageUnits +
- ctx->Const.MaxTextureImageUnits;
+ ctx->Const.VertexProgram.MaxTextureImageUnits +
+ ctx->Const.FragmentProgram.MaxTextureImageUnits;
ctx->Const.MaxTextureLevels = 14; /* 8192 */
if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS)
- ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
+ ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
ctx->Const.Max3DTextureLevels = 9;
ctx->Const.MaxCubeTextureLevels = 12;
- if (intel->gen >= 7)
+ if (brw->gen >= 7)
ctx->Const.MaxArrayTextureLayers = 2048;
else
ctx->Const.MaxArrayTextureLayers = 512;
- ctx->Const.MaxTextureRectSize = (1<<12);
+ ctx->Const.MaxTextureRectSize = 1 << 12;
ctx->Const.MaxTextureMaxAnisotropy = 16.0;
+ ctx->Const.MaxRenderbufferSize = 8192;
+
/* Hardware only supports a limited number of transform feedback buffers.
* So we need to override the Mesa default (which is based only on software
* limits).
ctx->Const.MaxTransformFeedbackSeparateComponents =
BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
- if (intel->gen == 6)
+ if (brw->gen == 6) {
ctx->Const.MaxSamples = 4;
- else if (intel->gen >= 7)
+ ctx->Const.MaxColorTextureSamples = 4;
+ ctx->Const.MaxDepthTextureSamples = 4;
+ ctx->Const.MaxIntegerSamples = 4;
+ } else if (brw->gen >= 7) {
ctx->Const.MaxSamples = 8;
+ ctx->Const.MaxColorTextureSamples = 8;
+ ctx->Const.MaxDepthTextureSamples = 8;
+ ctx->Const.MaxIntegerSamples = 8;
+ ctx->Const.MaxProgramTextureGatherComponents = 4;
+ }
- /* if conformance mode is set, swrast can handle any size AA point */
- ctx->Const.MaxPointSizeAA = 255.0;
+ 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;
- /* We want the GLSL compiler to emit code that uses condition codes */
- for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) {
- ctx->ShaderCompilerOptions[i].MaxIfDepth = intel->gen < 6 ? 16 : UINT_MAX;
- ctx->ShaderCompilerOptions[i].EmitCondCodes = true;
- ctx->ShaderCompilerOptions[i].EmitNVTempInitialization = true;
- ctx->ShaderCompilerOptions[i].EmitNoNoise = true;
- ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true;
- ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true;
- ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput = true;
+ ctx->Const.MinPointSize = 1.0;
+ ctx->Const.MinPointSizeAA = 1.0;
+ ctx->Const.MaxPointSize = 255.0;
+ ctx->Const.MaxPointSizeAA = 255.0;
+ ctx->Const.PointSizeGranularity = 1.0;
- ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform =
- (i == MESA_SHADER_FRAGMENT);
- ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
- (i == MESA_SHADER_FRAGMENT);
- ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
- }
+ if (brw->gen >= 5 || brw->is_g4x)
+ ctx->Const.MaxClipPlanes = 8;
- ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024);
+ ctx->Const.VertexProgram.MaxNativeInstructions = 16 * 1024;
ctx->Const.VertexProgram.MaxAluInstructions = 0;
ctx->Const.VertexProgram.MaxTexInstructions = 0;
ctx->Const.VertexProgram.MaxTexIndirections = 0;
MIN2(ctx->Const.VertexProgram.MaxNativeParameters,
ctx->Const.VertexProgram.MaxEnvParams);
- ctx->Const.FragmentProgram.MaxNativeInstructions = (16 * 1024);
- ctx->Const.FragmentProgram.MaxNativeAluInstructions = (16 * 1024);
- ctx->Const.FragmentProgram.MaxNativeTexInstructions = (16 * 1024);
- ctx->Const.FragmentProgram.MaxNativeTexIndirections = (16 * 1024);
+ ctx->Const.FragmentProgram.MaxNativeInstructions = 1024;
+ ctx->Const.FragmentProgram.MaxNativeAluInstructions = 1024;
+ ctx->Const.FragmentProgram.MaxNativeTexInstructions = 1024;
+ ctx->Const.FragmentProgram.MaxNativeTexIndirections = 1024;
ctx->Const.FragmentProgram.MaxNativeAttribs = 12;
ctx->Const.FragmentProgram.MaxNativeTemps = 256;
ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0;
ctx->Const.FragmentProgram.LowInt.RangeMin = 31;
ctx->Const.FragmentProgram.LowInt.RangeMax = 30;
ctx->Const.FragmentProgram.LowInt.Precision = 0;
- ctx->Const.FragmentProgram.HighInt = ctx->Const.FragmentProgram.MediumInt
- = ctx->Const.FragmentProgram.LowInt;
+ ctx->Const.FragmentProgram.HighInt = ctx->Const.FragmentProgram.LowInt;
+ ctx->Const.FragmentProgram.MediumInt = ctx->Const.FragmentProgram.LowInt;
/* Gen6 converts quads to polygon in beginning of 3D pipeline,
- but we're not sure how it's actually done for vertex order,
- that affect provoking vertex decision. Always use last vertex
- convention for quad primitive which works as expected for now. */
- if (intel->gen >= 6)
- ctx->Const.QuadsFollowProvokingVertexConvention = false;
+ * but we're not sure how it's actually done for vertex order,
+ * that affect provoking vertex decision. Always use last vertex
+ * convention for quad primitive which works as expected for now.
+ */
+ if (brw->gen >= 6)
+ ctx->Const.QuadsFollowProvokingVertexConvention = false;
- ctx->Const.QueryCounterBits.Timestamp = 36;
+ ctx->Const.NativeIntegers = true;
+ ctx->Const.UniformBooleanTrue = 1;
+
+ /* From the gen4 PRM, volume 4 page 127:
+ *
+ * "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
+ * the base address of the first element of the surface, computed in
+ * software by adding the surface base address to the byte offset of
+ * the element in the buffer."
+ *
+ * However, unaligned accesses are slower, so enforce buffer alignment.
+ */
+ ctx->Const.UniformBufferOffsetAlignment = 16;
+ ctx->Const.TextureBufferOffsetAlignment = 16;
- if (intel->is_g4x || intel->gen >= 5) {
+ if (brw->gen >= 6) {
+ ctx->Const.MaxVarying = 32;
+ ctx->Const.VertexProgram.MaxOutputComponents = 128;
+ ctx->Const.GeometryProgram.MaxInputComponents = 128;
+ ctx->Const.GeometryProgram.MaxOutputComponents = 128;
+ ctx->Const.FragmentProgram.MaxInputComponents = 128;
+ }
+
+ /* We want the GLSL compiler to emit code that uses condition codes */
+ for (int i = 0; i < MESA_SHADER_TYPES; 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 = true;
+
+ ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform =
+ (i == MESA_SHADER_FRAGMENT);
+ ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
+ (i == MESA_SHADER_FRAGMENT);
+ ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
+ }
+
+ ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].PreferDP4 = true;
+}
+
+/**
+ * Process driconf (drirc) options, setting appropriate context flags.
+ *
+ * intelInitExtensions still pokes at optionCache directly, in order to
+ * avoid advertising various extensions. No flags are set, so it makes
+ * sense to continue doing that there.
+ */
+static void
+brw_process_driconf_options(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+
+ driOptionCache *options = &brw->optionCache;
+ driParseConfigFiles(options, &brw->intelScreen->optionCache,
+ brw->driContext->driScreenPriv->myNum, "i965");
+
+ int bo_reuse_mode = driQueryOptioni(options, "bo_reuse");
+ switch (bo_reuse_mode) {
+ case DRI_CONF_BO_REUSE_DISABLED:
+ break;
+ case DRI_CONF_BO_REUSE_ALL:
+ intel_bufmgr_gem_enable_reuse(brw->bufmgr);
+ break;
+ }
+
+ if (!driQueryOptionb(options, "hiz")) {
+ brw->has_hiz = false;
+ /* On gen6, you can only do separate stencil with HIZ. */
+ if (brw->gen == 6)
+ brw->has_separate_stencil = false;
+ }
+
+ if (driQueryOptionb(options, "always_flush_batch")) {
+ fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
+ brw->always_flush_batch = true;
+ }
+
+ if (driQueryOptionb(options, "always_flush_cache")) {
+ fprintf(stderr, "flushing GPU caches before/after each draw call\n");
+ brw->always_flush_cache = true;
+ }
+
+ if (driQueryOptionb(options, "disable_throttling")) {
+ fprintf(stderr, "disabling flush throttling\n");
+ brw->disable_throttling = true;
+ }
+
+ brw->disable_derivative_optimization =
+ driQueryOptionb(&brw->optionCache, "disable_derivative_optimization");
+
+ brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
+
+ ctx->Const.ForceGLSLExtensionsWarn =
+ driQueryOptionb(options, "force_glsl_extensions_warn");
+
+ ctx->Const.DisableGLSLLineContinuations =
+ driQueryOptionb(options, "disable_glsl_line_continuations");
+}
+
+bool
+brwCreateContext(gl_api api,
+ const struct gl_config *mesaVis,
+ __DRIcontext *driContextPriv,
+ unsigned major_version,
+ unsigned minor_version,
+ uint32_t flags,
+ 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 dd_function_table functions;
+ struct gl_config visual;
+
+ struct brw_context *brw = rzalloc(NULL, struct brw_context);
+ if (!brw) {
+ printf("%s: failed to alloc context\n", __FUNCTION__);
+ *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
+ return false;
+ }
+
+ driContextPriv->driverPrivate = brw;
+ brw->driContext = driContextPriv;
+ brw->intelScreen = screen;
+ brw->bufmgr = screen->bufmgr;
+
+ brw->gen = devinfo->gen;
+ brw->gt = devinfo->gt;
+ brw->is_g4x = devinfo->is_g4x;
+ brw->is_baytrail = devinfo->is_baytrail;
+ brw->is_haswell = devinfo->is_haswell;
+ 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->has_pln = devinfo->has_pln;
+ brw->has_compr4 = devinfo->has_compr4;
+ brw->has_surface_tile_offset = devinfo->has_surface_tile_offset;
+ brw->has_negative_rhw_bug = devinfo->has_negative_rhw_bug;
+ brw->needs_unlit_centroid_workaround =
+ devinfo->needs_unlit_centroid_workaround;
+
+ brw->must_use_separate_stencil = screen->hw_must_use_separate_stencil;
+ brw->has_swizzling = screen->hw_has_swizzling;
+
+ 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 {
+ gen4_init_vtable_surface_functions(brw);
+ gen4_init_vtable_sampler_functions(brw);
+ brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
+ }
+
+ brw_init_driver_functions(brw, &functions);
+
+ struct gl_context *ctx = &brw->ctx;
+
+ if (mesaVis == NULL) {
+ memset(&visual, 0, sizeof visual);
+ mesaVis = &visual;
+ }
+
+ if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
+ *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
+ printf("%s: failed to init mesa context\n", __FUNCTION__);
+ intelDestroyContext(driContextPriv);
+ return false;
+ }
+
+ /* Initialize the software rasterizer and helper modules.
+ *
+ * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
+ * software fallbacks (which we have to support on legacy GL to do weird
+ * glDrawPixels(), glBitmap(), and other functions).
+ */
+ if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
+ _swrast_CreateContext(ctx);
+ }
+
+ _vbo_CreateContext(ctx);
+ if (ctx->swrast_context) {
+ _tnl_CreateContext(ctx);
+ TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
+ _swsetup_CreateContext(ctx);
+
+ /* Configure swrast to match hardware characteristics: */
+ _swrast_allow_pixel_fog(ctx, false);
+ _swrast_allow_vertex_fog(ctx, true);
+ }
+
+ _mesa_meta_init(ctx);
+
+ brw_process_driconf_options(brw);
+ brw_process_intel_debug_variable(brw);
+ brw_initialize_context_constants(brw);
+
+ /* Reinitialize the context point state. It depends on ctx->Const values. */
+ _mesa_init_point(ctx);
+
+ intelInitExtensions(ctx);
+
+ intel_batchbuffer_init(brw);
+
+ intel_fbo_init(brw);
+
+ if (brw->gen >= 6) {
+ /* Create a new hardware context. Using a hardware context means that
+ * our GPU state will be saved/restored on context switch, allowing us
+ * to assume that the GPU is in the same state we left it in.
+ *
+ * This is required for transform feedback buffer offsets, query objects,
+ * and also allows us to reduce how much state we have to emit.
+ */
+ brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr);
+
+ if (!brw->hw_ctx) {
+ fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n");
+ intelDestroyContext(driContextPriv);
+ return false;
+ }
+ }
+
+ brw_init_surface_formats(brw);
+
+ if (brw->is_g4x || brw->gen >= 5) {
brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS;
brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;
- brw->has_surface_tile_offset = true;
- if (intel->gen < 6)
- brw->has_compr4 = true;
- brw->has_aa_line_parameters = true;
- brw->has_pln = true;
} else {
brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS;
brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
}
- /* WM maximum threads is number of EUs times number of threads per EU. */
- if (intel->gen >= 7) {
- if (intel->gt == 1) {
- brw->max_wm_threads = 48;
- brw->max_vs_threads = 36;
- brw->max_gs_threads = 36;
- brw->urb.size = 128;
- brw->urb.max_vs_entries = 512;
- brw->urb.max_gs_entries = 192;
- } else if (intel->gt == 2) {
- brw->max_wm_threads = 172;
- brw->max_vs_threads = 128;
- brw->max_gs_threads = 128;
- brw->urb.size = 256;
- brw->urb.max_vs_entries = 704;
- brw->urb.max_gs_entries = 320;
- } else {
- assert(!"Unknown gen7 device.");
- }
- } else if (intel->gen == 6) {
- if (intel->gt == 2) {
- brw->max_wm_threads = 80;
- brw->max_vs_threads = 60;
- brw->max_gs_threads = 60;
- brw->urb.size = 64; /* volume 5c.5 section 5.1 */
- brw->urb.max_vs_entries = 256; /* volume 2a (see 3DSTATE_URB) */
- brw->urb.max_gs_entries = 256;
- } else {
- brw->max_wm_threads = 40;
- brw->max_vs_threads = 24;
- brw->max_gs_threads = 21; /* conservative; 24 if rendering disabled */
- brw->urb.size = 32; /* volume 5c.5 section 5.1 */
- brw->urb.max_vs_entries = 256; /* volume 2a (see 3DSTATE_URB) */
- brw->urb.max_gs_entries = 256;
- }
+ brw->max_vs_threads = devinfo->max_vs_threads;
+ brw->max_gs_threads = devinfo->max_gs_threads;
+ brw->max_wm_threads = devinfo->max_wm_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_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.gen6_gs_previously_active = false;
- } else if (intel->gen == 5) {
- brw->urb.size = 1024;
- brw->max_vs_threads = 72;
- brw->max_gs_threads = 32;
- brw->max_wm_threads = 12 * 6;
- } else if (intel->is_g4x) {
- brw->urb.size = 384;
- brw->max_vs_threads = 32;
- brw->max_gs_threads = 2;
- brw->max_wm_threads = 10 * 5;
- } else if (intel->gen < 6) {
- brw->urb.size = 256;
- brw->max_vs_threads = 16;
- brw->max_gs_threads = 2;
- brw->max_wm_threads = 8 * 4;
- brw->has_negative_rhw_bug = true;
- }
-
- if (intel->gen <= 7) {
- brw->needs_unlit_centroid_workaround = true;
- }
brw->prim_restart.in_progress = false;
brw->prim_restart.enable_cut_index = false;
- intel->hw_ctx = drm_intel_gem_context_create(intel->bufmgr);
brw_init_state( brw );
- brw->curbe.last_buf = calloc(1, 4096);
- brw->curbe.next_buf = calloc(1, 4096);
-
- brw->state.dirty.mesa = ~0;
- brw->state.dirty.brw = ~0;
-
- brw->emit_state_always = 0;
-
- intel->batch.need_workaround_flush = true;
+ if (brw->gen < 6) {
+ brw->curbe.last_buf = calloc(1, 4096);
+ brw->curbe.next_buf = calloc(1, 4096);
+ }
ctx->VertexProgram._MaintainTnlProgram = true;
ctx->FragmentProgram._MaintainTexEnvProgram = true;
brw_draw_init( brw );
- brw->precompile = driQueryOptionb(&intel->optionCache, "shader_precompile");
+ if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
+ /* Turn on some extra GL_ARB_debug_output generation. */
+ brw->perf_debug = true;
+ }
- ctx->Const.NativeIntegers = true;
- ctx->Const.UniformBooleanTrue = 1;
+ brw_fs_alloc_reg_sets(brw);
+ brw_vec4_alloc_reg_set(brw);
+
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ brw_init_shader_time(brw);
+
+ _mesa_compute_version(ctx);
+
+ _mesa_initialize_dispatch_tables(ctx);
+ _mesa_initialize_vbo_vtxfmt(ctx);
+
+ if (ctx->Extensions.AMD_performance_monitor) {
+ brw_init_performance_monitors(brw);
+ }
+
+ return true;
+}
+
+void
+intelDestroyContext(__DRIcontext * driContextPriv)
+{
+ struct brw_context *brw =
+ (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);
+ aub_dump_bmp(&brw->ctx);
+ }
+
+ _mesa_meta_free(&brw->ctx);
+
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
+ /* Force a report. */
+ brw->shader_time.report_time = 0;
+
+ brw_collect_and_report_shader_time(brw);
+ brw_destroy_shader_time(brw);
+ }
+
+ brw_destroy_state(brw);
+ brw_draw_destroy(brw);
+
+ drm_intel_bo_unreference(brw->curbe.curbe_bo);
+ drm_intel_bo_unreference(brw->vs.base.const_bo);
+ drm_intel_bo_unreference(brw->wm.base.const_bo);
+
+ free(brw->curbe.last_buf);
+ free(brw->curbe.next_buf);
+
+ drm_intel_gem_context_destroy(brw->hw_ctx);
+
+ if (ctx->swrast_context) {
+ _swsetup_DestroyContext(&brw->ctx);
+ _tnl_DestroyContext(&brw->ctx);
+ }
+ _vbo_DestroyContext(&brw->ctx);
+
+ if (ctx->swrast_context)
+ _swrast_DestroyContext(&brw->ctx);
+
+ intel_batchbuffer_free(brw);
+
+ drm_intel_bo_unreference(brw->first_post_swapbuffers_batch);
+ brw->first_post_swapbuffers_batch = NULL;
+
+ driDestroyOptionCache(&brw->optionCache);
+
+ /* free the Mesa context */
+ _mesa_free_context_data(&brw->ctx);
+
+ ralloc_free(brw);
+ driContextPriv->driverPrivate = NULL;
+}
+
+GLboolean
+intelUnbindContext(__DRIcontext * driContextPriv)
+{
+ /* Unset current context and dispath table */
+ _mesa_make_current(NULL, NULL, NULL);
+
+ return true;
+}
+
+/**
+ * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
+ * on window system framebuffers.
+ *
+ * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
+ * your renderbuffer can do sRGB encode, and you can flip a switch that does
+ * 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
+ * used. Applications thus get built that accidentally rely on the default
+ * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
+ * great...
+ *
+ * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
+ * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
+ * So they removed the enable knob and made it "if the renderbuffer is sRGB
+ * capable, do sRGB encode". Then, for your window system renderbuffers, you
+ * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
+ * and get no sRGB encode (assuming that both kinds of visual are available).
+ * Thus our choice to support sRGB by default on our visuals for desktop would
+ * result in broken rendering of GLES apps that aren't expecting sRGB encode.
+ *
+ * Unfortunately, renderbuffer setup happens before a context is created. So
+ * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
+ * context (without an sRGB visual, though we don't have sRGB visuals exposed
+ * yet), we go turn that back off before anyone finds out.
+ */
+static void
+intel_gles3_srgb_workaround(struct brw_context *brw,
+ struct gl_framebuffer *fb)
+{
+ struct gl_context *ctx = &brw->ctx;
+
+ if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
+ return;
+
+ /* Some day when we support the sRGB capable bit on visuals available for
+ * GLES, we'll need to respect that and not disable things here.
+ */
+ fb->Visual.sRGBCapable = false;
+ for (int i = 0; i < BUFFER_COUNT; i++) {
+ if (fb->Attachment[i].Renderbuffer &&
+ fb->Attachment[i].Renderbuffer->Format == MESA_FORMAT_SARGB8) {
+ fb->Attachment[i].Renderbuffer->Format = MESA_FORMAT_ARGB8888;
+ }
+ }
+}
- ctx->Const.ForceGLSLExtensionsWarn = driQueryOptionb(&intel->optionCache, "force_glsl_extensions_warn");
+GLboolean
+intelMakeCurrent(__DRIcontext * driContextPriv,
+ __DRIdrawable * driDrawPriv,
+ __DRIdrawable * driReadPriv)
+{
+ struct brw_context *brw;
+ GET_CURRENT_CONTEXT(curCtx);
+
+ if (driContextPriv)
+ brw = (struct brw_context *) driContextPriv->driverPrivate;
+ else
+ brw = NULL;
+
+ /* According to the glXMakeCurrent() man page: "Pending commands to
+ * the previous context, if any, are flushed before it is released."
+ * But only flush if we're actually changing contexts.
+ */
+ if (brw_context(curCtx) && brw_context(curCtx) != brw) {
+ _mesa_flush(curCtx);
+ }
+
+ if (driContextPriv) {
+ struct gl_context *ctx = &brw->ctx;
+ struct gl_framebuffer *fb, *readFb;
+
+ if (driDrawPriv == NULL && driReadPriv == 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;
+ driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
+ }
+
+ /* The sRGB workaround changes the renderbuffer's format. We must change
+ * the format before the renderbuffer's miptree get's allocated, otherwise
+ * the formats of the renderbuffer and its miptree will differ.
+ */
+ intel_gles3_srgb_workaround(brw, fb);
+ intel_gles3_srgb_workaround(brw, readFb);
+
+ intel_prepare_render(brw);
+ _mesa_make_current(ctx, fb, readFb);
+ } else {
+ _mesa_make_current(NULL, NULL, NULL);
+ }
return true;
}
+void
+intel_resolve_for_dri2_flush(struct brw_context *brw,
+ __DRIdrawable *drawable)
+{
+ if (brw->gen < 6) {
+ /* MSAA and fast color clear are not supported, so don't waste time
+ * checking whether a resolve is needed.
+ */
+ return;
+ }
+
+ struct gl_framebuffer *fb = drawable->driverPrivate;
+ struct intel_renderbuffer *rb;
+
+ /* Usually, only the back buffer will need to be downsampled. However,
+ * the front buffer will also need it if the user has rendered into it.
+ */
+ static const gl_buffer_index buffers[2] = {
+ BUFFER_BACK_LEFT,
+ BUFFER_FRONT_LEFT,
+ };
+
+ for (int i = 0; i < 2; ++i) {
+ rb = intel_get_renderbuffer(fb, buffers[i]);
+ if (rb == NULL || rb->mt == NULL)
+ continue;
+ if (rb->mt->num_samples <= 1)
+ intel_miptree_resolve_color(brw, rb->mt);
+ else
+ intel_miptree_downsample(brw, rb->mt);
+ }
+}
+
+static unsigned
+intel_bits_per_pixel(const struct intel_renderbuffer *rb)
+{
+ return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
+}
+
+static void
+intel_query_dri2_buffers(struct brw_context *brw,
+ __DRIdrawable *drawable,
+ __DRIbuffer **buffers,
+ int *count);
+
+static void
+intel_process_dri2_buffer(struct brw_context *brw,
+ __DRIdrawable *drawable,
+ __DRIbuffer *buffer,
+ struct intel_renderbuffer *rb,
+ const char *buffer_name);
+
+void
+intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
+{
+ struct gl_framebuffer *fb = drawable->driverPrivate;
+ struct intel_renderbuffer *rb;
+ struct brw_context *brw = context->driverPrivate;
+ __DRIbuffer *buffers = NULL;
+ int i, count;
+ const char *region_name;
+
+ /* 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
+ * thus ignore the invalidate. */
+ drawable->lastStamp = drawable->dri2.stamp;
+
+ if (unlikely(INTEL_DEBUG & DEBUG_DRI))
+ fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
+
+ intel_query_dri2_buffers(brw, drawable, &buffers, &count);
+
+ if (buffers == NULL)
+ return;
+
+ for (i = 0; i < count; i++) {
+ switch (buffers[i].attachment) {
+ case __DRI_BUFFER_FRONT_LEFT:
+ rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
+ region_name = "dri2 front buffer";
+ break;
+
+ case __DRI_BUFFER_FAKE_FRONT_LEFT:
+ rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
+ region_name = "dri2 fake front buffer";
+ break;
+
+ case __DRI_BUFFER_BACK_LEFT:
+ rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
+ region_name = "dri2 back buffer";
+ break;
+
+ case __DRI_BUFFER_DEPTH:
+ case __DRI_BUFFER_HIZ:
+ case __DRI_BUFFER_DEPTH_STENCIL:
+ case __DRI_BUFFER_STENCIL:
+ case __DRI_BUFFER_ACCUM:
+ default:
+ fprintf(stderr,
+ "unhandled buffer attach event, attachment type %d\n",
+ buffers[i].attachment);
+ return;
+ }
+
+ intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
+ }
+
+ driUpdateFramebufferSize(&brw->ctx, drawable);
+}
+
+/**
+ * intel_prepare_render should be called anywhere that curent read/drawbuffer
+ * state is required.
+ */
+void
+intel_prepare_render(struct brw_context *brw)
+{
+ __DRIcontext *driContext = brw->driContext;
+ __DRIdrawable *drawable;
+
+ drawable = driContext->driDrawablePriv;
+ if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
+ if (drawable->lastStamp != drawable->dri2.stamp)
+ intel_update_renderbuffers(driContext, drawable);
+ driContext->dri2.draw_stamp = drawable->dri2.stamp;
+ }
+
+ drawable = driContext->driReadablePriv;
+ if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
+ if (drawable->lastStamp != drawable->dri2.stamp)
+ intel_update_renderbuffers(driContext, drawable);
+ driContext->dri2.read_stamp = drawable->dri2.stamp;
+ }
+
+ /* If we're currently rendering to the front buffer, the rendering
+ * that will happen next will probably dirty the front buffer. So
+ * mark it as dirty here.
+ */
+ if (brw->is_front_buffer_rendering)
+ 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;
+ }
+}
+
+/**
+ * \brief Query DRI2 to obtain a DRIdrawable's buffers.
+ *
+ * To determine which DRI buffers to request, examine the renderbuffers
+ * attached to the drawable's framebuffer. Then request the buffers with
+ * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
+ *
+ * This is called from intel_update_renderbuffers().
+ *
+ * \param drawable Drawable whose buffers are queried.
+ * \param buffers [out] List of buffers returned by DRI2 query.
+ * \param buffer_count [out] Number of buffers returned.
+ *
+ * \see intel_update_renderbuffers()
+ * \see DRI2GetBuffers()
+ * \see DRI2GetBuffersWithFormat()
+ */
+static void
+intel_query_dri2_buffers(struct brw_context *brw,
+ __DRIdrawable *drawable,
+ __DRIbuffer **buffers,
+ int *buffer_count)
+{
+ __DRIscreen *screen = brw->intelScreen->driScrnPriv;
+ struct gl_framebuffer *fb = drawable->driverPrivate;
+ int i = 0;
+ unsigned attachments[8];
+
+ struct intel_renderbuffer *front_rb;
+ struct intel_renderbuffer *back_rb;
+
+ front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
+ back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
+
+ memset(attachments, 0, sizeof(attachments));
+ if ((brw->is_front_buffer_rendering ||
+ brw->is_front_buffer_reading ||
+ !back_rb) && front_rb) {
+ /* If a fake front buffer is in use, then querying for
+ * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
+ * the real front buffer to the fake front buffer. So before doing the
+ * query, we need to make sure all the pending drawing has landed in the
+ * real front buffer.
+ */
+ intel_batchbuffer_flush(brw);
+ intel_flush_front(&brw->ctx);
+
+ attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
+ attachments[i++] = intel_bits_per_pixel(front_rb);
+ } else if (front_rb && brw->front_buffer_dirty) {
+ /* We have pending front buffer rendering, but we aren't querying for a
+ * front buffer. If the front buffer we have is a fake front buffer,
+ * the X server is going to throw it away when it processes the query.
+ * So before doing the query, make sure all the pending drawing has
+ * landed in the real front buffer.
+ */
+ intel_batchbuffer_flush(brw);
+ intel_flush_front(&brw->ctx);
+ }
+
+ if (back_rb) {
+ attachments[i++] = __DRI_BUFFER_BACK_LEFT;
+ attachments[i++] = intel_bits_per_pixel(back_rb);
+ }
+
+ assert(i <= ARRAY_SIZE(attachments));
+
+ *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
+ &drawable->w,
+ &drawable->h,
+ attachments, i / 2,
+ buffer_count,
+ drawable->loaderPrivate);
+}
+
+/**
+ * \brief Assign a DRI buffer's DRM region to a renderbuffer.
+ *
+ * This is called from intel_update_renderbuffers().
+ *
+ * \par Note:
+ * DRI buffers whose attachment point is DRI2BufferStencil or
+ * DRI2BufferDepthStencil are handled as special cases.
+ *
+ * \param buffer_name is a human readable name, such as "dri2 front buffer",
+ * that is passed to intel_region_alloc_for_handle().
+ *
+ * \see intel_update_renderbuffers()
+ * \see intel_region_alloc_for_handle()
+ */
+static void
+intel_process_dri2_buffer(struct brw_context *brw,
+ __DRIdrawable *drawable,
+ __DRIbuffer *buffer,
+ struct intel_renderbuffer *rb,
+ const char *buffer_name)
+{
+ struct intel_region *region = NULL;
+
+ if (!rb)
+ return;
+
+ unsigned num_samples = rb->Base.Base.NumSamples;
+
+ /* We try to avoid closing and reopening the same BO name, because the first
+ * use of a mapping of the buffer involves a bunch of page faulting which is
+ * moderately expensive.
+ */
+ if (num_samples == 0) {
+ if (rb->mt &&
+ rb->mt->region &&
+ rb->mt->region->name == buffer->name)
+ return;
+ } else {
+ if (rb->mt &&
+ rb->mt->singlesample_mt &&
+ rb->mt->singlesample_mt->region &&
+ rb->mt->singlesample_mt->region->name == buffer->name)
+ return;
+ }
+
+ if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
+ fprintf(stderr,
+ "attaching buffer %d, at %d, cpp %d, pitch %d\n",
+ buffer->name, buffer->attachment,
+ buffer->cpp, buffer->pitch);
+ }
+
+ intel_miptree_release(&rb->mt);
+ region = intel_region_alloc_for_handle(brw->intelScreen,
+ buffer->cpp,
+ drawable->w,
+ drawable->h,
+ buffer->pitch,
+ buffer->name,
+ buffer_name);
+ if (!region)
+ return;
+
+ rb->mt = intel_miptree_create_for_dri2_buffer(brw,
+ buffer->attachment,
+ intel_rb_format(rb),
+ num_samples,
+ region);
+ intel_region_release(®ion);
+}