#include "main/api_exec.h"
#include "main/context.h"
#include "main/fbobject.h"
+#include "main/extensions.h"
#include "main/imports.h"
#include "main/macros.h"
#include "main/points.h"
#include "main/version.h"
#include "main/vtxfmt.h"
+#include "main/texobj.h"
#include "vbo/vbo_context.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
#include "intel_pixel.h"
-#include "intel_regions.h"
+#include "intel_image.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"
+#include "util/ralloc.h"
+
+#include "glsl/nir/nir.h"
/***************************************
* Mesa's Driver Functions
(void) target;
switch (brw->gen) {
+ case 9:
+ case 8:
+ samples[0] = 8;
+ samples[1] = 4;
+ samples[2] = 2;
+ return 3;
+
case 7:
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_rendering)
- 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);
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;
- if (getenv("INTEL_COMPUTE_SHADER")) {
+ if (_mesa_extension_override_enables.ARB_compute_shader) {
ctx->Const.Program[MESA_SHADER_COMPUTE].MaxTextureImageUnits = BRW_MAX_TEX_UNIT;
ctx->Const.MaxUniformBufferBindings += 12;
} else {
ctx->Const.MaxTextureLevels = 14; /* 8192 */
if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS)
ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS;
- ctx->Const.Max3DTextureLevels = 9;
- ctx->Const.MaxCubeTextureLevels = 12;
+ ctx->Const.Max3DTextureLevels = 12; /* 2048 */
+ ctx->Const.MaxCubeTextureLevels = 14; /* 8192 */
+ ctx->Const.MaxTextureMbytes = 1536;
if (brw->gen >= 7)
ctx->Const.MaxArrayTextureLayers = 2048;
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 >= 9 || brw->is_cherryview) {
+ ctx->Const.MaxLineWidth = 40.0;
+ ctx->Const.MaxLineWidthAA = 40.0;
+ ctx->Const.LineWidthGranularity = 0.125;
+ } else 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;
+ }
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.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:
*
ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
}
+ static const nir_shader_compiler_options gen4_nir_options = {
+ .native_integers = true,
+ .lower_ffma = true,
+ };
+
+ static const nir_shader_compiler_options gen6_nir_options = {
+ .native_integers = true,
+ };
+
/* 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 = true;
-
- ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform =
+ ctx->Const.ShaderCompilerOptions[i].MaxIfDepth = brw->gen < 6 ? 16 : UINT_MAX;
+ ctx->Const.ShaderCompilerOptions[i].EmitCondCodes = true;
+ ctx->Const.ShaderCompilerOptions[i].EmitNoNoise = true;
+ ctx->Const.ShaderCompilerOptions[i].EmitNoMainReturn = true;
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectInput = true;
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectOutput =
(i == MESA_SHADER_FRAGMENT);
- ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp =
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectTemp =
(i == MESA_SHADER_FRAGMENT);
- ctx->ShaderCompilerOptions[i].LowerClipDistance = true;
+ ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectUniform = false;
+ ctx->Const.ShaderCompilerOptions[i].LowerClipDistance = true;
+ if (brw->gen >= 6)
+ ctx->Const.ShaderCompilerOptions[i].NirOptions = &gen6_nir_options;
+ else
+ ctx->Const.ShaderCompilerOptions[i].NirOptions = &gen4_nir_options;
}
- ctx->ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
- ctx->ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = true;
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_GEOMETRY].OptimizeForAOS = true;
+
+ if (brw->scalar_vs) {
+ /* If we're using the scalar backend for vertex shaders, we need to
+ * configure these accordingly.
+ */
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectOutput = true;
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].EmitNoIndirectTemp = true;
+ ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].OptimizeForAOS = false;
+ }
/* ARB_viewport_array */
if (brw->gen >= 7 && ctx->API == API_OPENGL_CORE) {
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);
}
/**
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");
+}
+
+/* drop when libdrm 2.4.61 is released */
+#ifndef I915_PARAM_REVISION
+#define I915_PARAM_REVISION 32
+#endif
+
+static int
+brw_get_revision(int fd)
+{
+ struct drm_i915_getparam gp;
+ int revision;
+ int ret;
+
+ memset(&gp, 0, sizeof(gp));
+ gp.param = I915_PARAM_REVISION;
+ gp.value = &revision;
+
+ ret = drmCommandWriteRead(fd, DRM_I915_GETPARAM, &gp, sizeof(gp));
+ if (ret)
+ revision = -1;
+
+ return revision;
}
GLboolean
struct intel_screen *screen = sPriv->driverPrivate;
const struct brw_device_info *devinfo = screen->devinfo;
struct dd_function_table functions;
- struct gl_config visual;
/* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
* provides us with context reset notifications.
struct brw_context *brw = rzalloc(NULL, struct brw_context);
if (!brw) {
- printf("%s: failed to alloc context\n", __FUNCTION__);
+ fprintf(stderr, "%s: failed to alloc context\n", __FUNCTION__);
*dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
return false;
}
brw->is_g4x = devinfo->is_g4x;
brw->is_baytrail = devinfo->is_baytrail;
brw->is_haswell = devinfo->is_haswell;
+ brw->is_cherryview = devinfo->is_cherryview;
brw->has_llc = devinfo->has_llc;
- brw->has_hiz = devinfo->has_hiz_and_separate_stencil && brw->gen < 8;
+ 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_negative_rhw_bug = devinfo->has_negative_rhw_bug;
brw->needs_unlit_centroid_workaround =
devinfo->needs_unlit_centroid_workaround;
+ brw->revision = brw_get_revision(sPriv->fd);
brw->must_use_separate_stencil = screen->hw_must_use_separate_stencil;
brw->has_swizzling = screen->hw_has_swizzling;
+ brw->vs.base.stage = MESA_SHADER_VERTEX;
+ brw->gs.base.stage = MESA_SHADER_GEOMETRY;
+ 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;
}
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__);
+ fprintf(stderr, "%s: failed to init mesa context\n", __FUNCTION__);
intelDestroyContext(driContextPriv);
return false;
}
brw_process_driconf_options(brw);
brw_process_intel_debug_variable(brw);
+
+ if (brw->gen >= 8 && !(INTEL_DEBUG & DEBUG_VEC4VS))
+ brw->scalar_vs = true;
+
brw_initialize_context_constants(brw);
ctx->Const.ResetStrategy = notify_reset
/* Reinitialize the context point state. It depends on ctx->Const values. */
_mesa_init_point(ctx);
- intel_batchbuffer_init(brw);
-
- brw_init_state(brw);
-
- intelInitExtensions(ctx);
-
intel_fbo_init(brw);
+ intel_batchbuffer_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);
+ brw_init_state(brw);
- if (brw->is_g4x || brw->gen >= 5) {
- brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS;
- brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45;
- } else {
- brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS;
- brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965;
- }
+ 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->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
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;
-
- if (brw->gen < 6) {
- brw->curbe.last_buf = calloc(1, 4096);
- brw->curbe.next_buf = calloc(1, 4096);
- }
+ brw->sf.viewport_transform_enable = true;
ctx->VertexProgram._MaintainTnlProgram = true;
ctx->FragmentProgram._MaintainTexEnvProgram = true;
if ((flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0)
ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
- brw_fs_alloc_reg_sets(brw);
- brw_vec4_alloc_reg_set(brw);
-
if (INTEL_DEBUG & DEBUG_SHADER_TIME)
brw_init_shader_time(brw);
brw_init_performance_monitors(brw);
}
+ vbo_use_buffer_objects(ctx);
+ vbo_always_unmap_buffers(ctx);
+
return true;
}
}
_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);
- 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);
+ 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);
drm_intel_gem_context_destroy(brw->hw_ctx);
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);
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 (rb->mt->num_samples <= 1)
intel_miptree_resolve_color(brw, rb->mt);
else
- intel_miptree_downsample(brw, rb->mt);
+ intel_renderbuffer_downsample(brw, rb);
}
}
void
intel_prepare_render(struct brw_context *brw)
{
+ struct gl_context *ctx = &brw->ctx;
__DRIcontext *driContext = brw->driContext;
__DRIdrawable *drawable;
* that will happen next will probably dirty the front buffer. So
* mark it as dirty here.
*/
- if (brw->is_front_buffer_rendering)
+ 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;
- }
}
/**
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 ||
+ if ((brw_is_front_buffer_drawing(fb) ||
+ brw_is_front_buffer_reading(fb) ||
!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
* 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().
+ * that is passed to drm_intel_bo_gem_create_from_name().
*
* \see intel_update_renderbuffers()
- * \see intel_region_alloc_for_handle()
*/
static void
intel_process_dri2_buffer(struct brw_context *brw,
struct intel_renderbuffer *rb,
const char *buffer_name)
{
- struct intel_region *region = NULL;
+ struct gl_framebuffer *fb = drawable->driverPrivate;
+ drm_intel_bo *bo;
if (!rb)
return;
* 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;
+ struct intel_mipmap_tree *last_mt;
+ if (num_samples == 0)
+ last_mt = rb->mt;
+ else
+ last_mt = rb->singlesample_mt;
+
+ uint32_t old_name = 0;
+ if (last_mt) {
+ /* The bo already has a name because the miptree was created by a
+ * previous call to intel_process_dri2_buffer(). If a bo already has a
+ * name, then drm_intel_bo_flink() is a low-cost getter. It does not
+ * create a new name.
+ */
+ drm_intel_bo_flink(last_mt->bo, &old_name);
}
+ if (old_name == buffer->name)
+ return;
+
if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
fprintf(stderr,
"attaching buffer %d, at %d, cpp %d, pitch %d\n",
}
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) {
+ bo = drm_intel_bo_gem_create_from_name(brw->bufmgr, buffer_name,
+ buffer->name);
+ if (!bo) {
fprintf(stderr,
- "Failed to make region for returned DRI2 buffer "
- "(%dx%d, named %d).\n"
+ "Failed to open BO for returned DRI2 buffer "
+ "(%dx%d, %s, named %d).\n"
"This is likely a bug in the X Server that will lead to a "
"crash soon.\n",
- drawable->w, drawable->h, buffer->name);
+ drawable->w, drawable->h, buffer_name, buffer->name);
return;
}
- intel_update_winsys_renderbuffer_miptree(brw, rb, region);
+ intel_update_winsys_renderbuffer_miptree(brw, rb, bo,
+ drawable->w, drawable->h,
+ buffer->pitch);
- if (brw->is_front_buffer_rendering &&
+ if (brw_is_front_buffer_drawing(fb) &&
(buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
rb->Base.Base.NumSamples > 1) {
- intel_miptree_upsample(brw, rb->mt);
+ intel_renderbuffer_upsample(brw, rb);
}
assert(rb->mt);
- intel_region_release(®ion);
+ drm_intel_bo_unreference(bo);
}
/**
__DRIimage *buffer,
enum __DRIimageBufferMask buffer_type)
{
- struct intel_region *region = buffer->region;
+ struct gl_framebuffer *fb = drawable->driverPrivate;
- if (!rb || !region)
+ if (!rb || !buffer->bo)
return;
unsigned num_samples = rb->Base.Base.NumSamples;
/* Check and see if we're already bound to the right
* buffer object
*/
- if (num_samples == 0) {
- if (rb->mt &&
- rb->mt->region &&
- rb->mt->region->bo == region->bo)
- return;
- } else {
- if (rb->mt &&
- rb->mt->singlesample_mt &&
- rb->mt->singlesample_mt->region &&
- rb->mt->singlesample_mt->region->bo == region->bo)
- return;
- }
+ struct intel_mipmap_tree *last_mt;
+ if (num_samples == 0)
+ last_mt = rb->mt;
+ else
+ last_mt = rb->singlesample_mt;
- intel_update_winsys_renderbuffer_miptree(intel, rb, region);
+ if (last_mt && last_mt->bo == buffer->bo)
+ return;
- if (intel->is_front_buffer_rendering &&
+ intel_update_winsys_renderbuffer_miptree(intel, rb, buffer->bo,
+ buffer->width, buffer->height,
+ buffer->pitch);
+
+ if (brw_is_front_buffer_drawing(fb) &&
buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
rb->Base.Base.NumSamples > 1) {
- intel_miptree_upsample(intel, rb->mt);
+ intel_renderbuffer_upsample(intel, rb);
}
}
else
return;
- if ((brw->is_front_buffer_rendering || brw->is_front_buffer_reading || !back_rb) && front_rb)
+ if (front_rb && (brw_is_front_buffer_drawing(fb) ||
+ brw_is_front_buffer_reading(fb) || !back_rb)) {
buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
+ }
if (back_rb)
buffer_mask |= __DRI_IMAGE_BUFFER_BACK;