/*
+ 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/points.h"
-#include "main/simple_list.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_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"
}
}
-static void brwInitDriverFunctions(struct intel_screen *screen,
- struct dd_function_table *functions)
+static const GLubyte *
+intelGetString(struct gl_context * ctx, GLenum name)
+{
+ const struct brw_context *const brw = brw_context(ctx);
+ const char *chipset;
+ static char buffer[128];
+
+ 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:
+ return NULL;
+ }
+}
+
+static void
+intel_viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
- intelInitDriverFunctions( functions );
+ 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);
+ }
+}
+
+static void
+intelInvalidateState(struct gl_context * ctx, GLuint new_state)
+{
+ struct brw_context *brw = brw_context(ctx);
+
+ if (ctx->swrast_context)
+ _swrast_InvalidateState(ctx, new_state);
+ _vbo_InvalidateState(ctx, new_state);
+
+ 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;
+ }
+ }
+}
+
+static void
+intel_glFlush(struct gl_context *ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
+
+ intel_batchbuffer_flush(brw);
+ intel_flush_front(ctx);
+ if (brw->is_front_buffer_rendering)
+ brw->need_throttle = true;
+}
+
+void
+intelFinish(struct gl_context * ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
+
+ 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 (screen->devinfo->gen >= 6)
+ if (brw->gen >= 6)
gen6_init_queryobj_functions(functions);
else
gen4_init_queryobj_functions(functions);
functions->QuerySamplesForFormat = brw_query_samples_for_format;
- if (screen->devinfo->gen >= 7) {
+ if (brw->gen >= 7) {
functions->BeginTransformFeedback = gen7_begin_transform_feedback;
functions->EndTransformFeedback = gen7_end_transform_feedback;
} else {
functions->EndTransformFeedback = brw_end_transform_feedback;
}
- if (screen->devinfo->gen >= 6)
+ if (brw->gen >= 6)
functions->GetSamplePosition = gen6_get_sample_position;
}
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 (brw->gen >= 6) {
ctx->Const.MaxVarying = 32;
brw->must_use_separate_stencil = screen->hw_must_use_separate_stencil;
brw->has_swizzling = screen->hw_has_swizzling;
- brwInitVtbl( brw );
+ 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;
+ }
- brwInitDriverFunctions(screen, &functions);
+ brw_init_driver_functions(brw, &functions);
struct gl_context *ctx = &brw->ctx;
return false;
}
- brw_process_driconf_options(brw);
+ /* 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);
+ }
- if (!intelInitContext( brw, api, major_version, minor_version,
- mesaVis, driContextPriv,
- sharedContextPrivate, &functions,
- dri_ctx_error)) {
- intelDestroyContext(driContextPriv);
- return false;
+ _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
brw_init_surface_formats(brw);
- /* Initialize swrast, tnl driver tables: */
- TNLcontext *tnl = TNL_CONTEXT(ctx);
- if (tnl)
- tnl->Driver.RunPipeline = _tnl_run_pipeline;
-
- ctx->DriverFlags.NewTransformFeedback = BRW_NEW_TRANSFORM_FEEDBACK;
- ctx->DriverFlags.NewRasterizerDiscard = BRW_NEW_RASTERIZER_DISCARD;
- ctx->DriverFlags.NewUniformBuffer = BRW_NEW_UNIFORM_BUFFER;
-
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_aa_line_parameters = true;
} else {
brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS;
brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
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;
brw->curbe.next_buf = calloc(1, 4096);
}
- brw->batch.need_workaround_flush = true;
-
ctx->VertexProgram._MaintainTnlProgram = true;
ctx->FragmentProgram._MaintainTexEnvProgram = true;
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;
+ }
+ }
+}
+
+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);
+}