}
}
-/* May fail if out of video memory for texture or vbo upload, or on
- * fallback conditions.
- */
static void
-brw_try_draw_prims(struct gl_context *ctx,
- const struct gl_vertex_array *arrays[],
- const struct _mesa_prim *prims,
- GLuint nr_prims,
- const struct _mesa_index_buffer *ib,
- bool index_bounds_valid,
- GLuint min_index,
- GLuint max_index,
- struct brw_transform_feedback_object *xfb_obj,
- unsigned stream,
- struct gl_buffer_object *indirect)
+brw_prepare_drawing(struct gl_context *ctx,
+ const struct gl_vertex_array *arrays[],
+ const struct _mesa_index_buffer *ib,
+ bool index_bounds_valid,
+ GLuint min_index,
+ GLuint max_index)
{
struct brw_context *brw = brw_context(ctx);
- const struct gen_device_info *devinfo = &brw->screen->devinfo;
- GLuint i;
- bool fail_next = false;
if (ctx->NewState)
_mesa_update_state(ctx);
brw->vb.min_index = min_index;
brw->vb.max_index = max_index;
brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+}
- for (i = 0; i < nr_prims; i++) {
- /* Flag BRW_NEW_DRAW_CALL on every draw. This allows us to have
- * atoms that happen on every draw call.
- */
- brw->ctx.NewDriverState |= BRW_NEW_DRAW_CALL;
+static void
+brw_finish_drawing(struct gl_context *ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
- /* Flush the batch if the batch/state buffers are nearly full. We can
- * grow them if needed, but this is not free, so we'd like to avoid it.
- */
- intel_batchbuffer_require_space(brw, 1500, RENDER_RING);
- brw_require_statebuffer_space(brw, 2400);
- intel_batchbuffer_save_state(brw);
-
- if (brw->num_instances != prims[i].num_instances ||
- brw->basevertex != prims[i].basevertex ||
- brw->baseinstance != prims[i].base_instance) {
- brw->num_instances = prims[i].num_instances;
- brw->basevertex = prims[i].basevertex;
- brw->baseinstance = prims[i].base_instance;
- if (i > 0) { /* For i == 0 we just did this before the loop */
- brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
- brw_merge_inputs(brw, arrays);
- }
- }
+ if (brw->always_flush_batch)
+ intel_batchbuffer_flush(brw);
- /* Determine if we need to flag BRW_NEW_VERTICES for updating the
- * gl_BaseVertexARB or gl_BaseInstanceARB values. For indirect draw, we
- * always flag if the shader uses one of the values. For direct draws,
- * we only flag if the values change.
- */
- const int new_basevertex =
- prims[i].indexed ? prims[i].basevertex : prims[i].start;
- const int new_baseinstance = prims[i].base_instance;
- const struct brw_vs_prog_data *vs_prog_data =
- brw_vs_prog_data(brw->vs.base.prog_data);
- if (i > 0) {
- const bool uses_draw_parameters =
- vs_prog_data->uses_basevertex ||
- vs_prog_data->uses_baseinstance;
-
- if ((uses_draw_parameters && prims[i].is_indirect) ||
- (vs_prog_data->uses_basevertex &&
- brw->draw.params.gl_basevertex != new_basevertex) ||
- (vs_prog_data->uses_baseinstance &&
- brw->draw.params.gl_baseinstance != new_baseinstance))
- brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
- }
+ brw_program_cache_check_size(brw);
+ brw_postdraw_reconcile_align_wa_slices(brw);
+ brw_postdraw_set_buffers_need_resolve(brw);
+}
- brw->draw.params.gl_basevertex = new_basevertex;
- brw->draw.params.gl_baseinstance = new_baseinstance;
- brw_bo_unreference(brw->draw.draw_params_bo);
-
- if (prims[i].is_indirect) {
- /* Point draw_params_bo at the indirect buffer. */
- brw->draw.draw_params_bo =
- intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
- brw_bo_reference(brw->draw.draw_params_bo);
- brw->draw.draw_params_offset =
- prims[i].indirect_offset + (prims[i].indexed ? 12 : 8);
- } else {
- /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
- * has to upload gl_BaseVertex and such if they're needed.
- */
- brw->draw.draw_params_bo = NULL;
- brw->draw.draw_params_offset = 0;
+/* May fail if out of video memory for texture or vbo upload, or on
+ * fallback conditions.
+ */
+static void
+brw_draw_single_prim(struct gl_context *ctx,
+ const struct gl_vertex_array *arrays[],
+ const struct _mesa_prim *prim,
+ unsigned prim_id,
+ struct brw_transform_feedback_object *xfb_obj,
+ unsigned stream,
+ struct gl_buffer_object *indirect)
+{
+ struct brw_context *brw = brw_context(ctx);
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
+ bool fail_next = false;
+
+ /* Flag BRW_NEW_DRAW_CALL on every draw. This allows us to have
+ * atoms that happen on every draw call.
+ */
+ brw->ctx.NewDriverState |= BRW_NEW_DRAW_CALL;
+
+ /* Flush the batch if the batch/state buffers are nearly full. We can
+ * grow them if needed, but this is not free, so we'd like to avoid it.
+ */
+ intel_batchbuffer_require_space(brw, 1500, RENDER_RING);
+ brw_require_statebuffer_space(brw, 2400);
+ intel_batchbuffer_save_state(brw);
+
+ if (brw->num_instances != prim->num_instances ||
+ brw->basevertex != prim->basevertex ||
+ brw->baseinstance != prim->base_instance) {
+ brw->num_instances = prim->num_instances;
+ brw->basevertex = prim->basevertex;
+ brw->baseinstance = prim->base_instance;
+ if (prim_id > 0) { /* For i == 0 we just did this before the loop */
+ brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+ brw_merge_inputs(brw, arrays);
}
+ }
- /* gl_DrawID always needs its own vertex buffer since it's not part of
- * the indirect parameter buffer. If the program uses gl_DrawID we need
- * to flag BRW_NEW_VERTICES. For the first iteration, we don't have
- * valid vs_prog_data, but we always flag BRW_NEW_VERTICES before
- * the loop.
- */
- brw->draw.gl_drawid = prims[i].draw_id;
- brw_bo_unreference(brw->draw.draw_id_bo);
- brw->draw.draw_id_bo = NULL;
- if (i > 0 && vs_prog_data->uses_drawid)
+ /* Determine if we need to flag BRW_NEW_VERTICES for updating the
+ * gl_BaseVertexARB or gl_BaseInstanceARB values. For indirect draw, we
+ * always flag if the shader uses one of the values. For direct draws,
+ * we only flag if the values change.
+ */
+ const int new_basevertex =
+ prim->indexed ? prim->basevertex : prim->start;
+ const int new_baseinstance = prim->base_instance;
+ const struct brw_vs_prog_data *vs_prog_data =
+ brw_vs_prog_data(brw->vs.base.prog_data);
+ if (prim_id > 0) {
+ const bool uses_draw_parameters =
+ vs_prog_data->uses_basevertex ||
+ vs_prog_data->uses_baseinstance;
+
+ if ((uses_draw_parameters && prim->is_indirect) ||
+ (vs_prog_data->uses_basevertex &&
+ brw->draw.params.gl_basevertex != new_basevertex) ||
+ (vs_prog_data->uses_baseinstance &&
+ brw->draw.params.gl_baseinstance != new_baseinstance))
brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+ }
- if (devinfo->gen < 6)
- brw_set_prim(brw, &prims[i]);
- else
- gen6_set_prim(brw, &prims[i]);
+ brw->draw.params.gl_basevertex = new_basevertex;
+ brw->draw.params.gl_baseinstance = new_baseinstance;
+ brw_bo_unreference(brw->draw.draw_params_bo);
+
+ if (prim->is_indirect) {
+ /* Point draw_params_bo at the indirect buffer. */
+ brw->draw.draw_params_bo =
+ intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
+ brw_bo_reference(brw->draw.draw_params_bo);
+ brw->draw.draw_params_offset =
+ prim->indirect_offset + (prim->indexed ? 12 : 8);
+ } else {
+ /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
+ * has to upload gl_BaseVertex and such if they're needed.
+ */
+ brw->draw.draw_params_bo = NULL;
+ brw->draw.draw_params_offset = 0;
+ }
-retry:
+ /* gl_DrawID always needs its own vertex buffer since it's not part of
+ * the indirect parameter buffer. If the program uses gl_DrawID we need
+ * to flag BRW_NEW_VERTICES. For the first iteration, we don't have
+ * valid vs_prog_data, but we always flag BRW_NEW_VERTICES before
+ * the loop.
+ */
+ brw->draw.gl_drawid = prim->draw_id;
+ brw_bo_unreference(brw->draw.draw_id_bo);
+ brw->draw.draw_id_bo = NULL;
+ if (prim_id > 0 && vs_prog_data->uses_drawid)
+ brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
- /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
- * that the state updated in the loop outside of this block is that in
- * *_set_prim or intel_batchbuffer_flush(), which only impacts
- * brw->ctx.NewDriverState.
- */
- if (brw->ctx.NewDriverState) {
- brw->no_batch_wrap = true;
- brw_upload_render_state(brw);
- }
+ if (devinfo->gen < 6)
+ brw_set_prim(brw, prim);
+ else
+ gen6_set_prim(brw, prim);
- brw_emit_prim(brw, &prims[i], brw->primitive, xfb_obj, stream);
-
- brw->no_batch_wrap = false;
-
- if (!brw_batch_has_aperture_space(brw, 0)) {
- if (!fail_next) {
- intel_batchbuffer_reset_to_saved(brw);
- intel_batchbuffer_flush(brw);
- fail_next = true;
- goto retry;
- } else {
- int ret = intel_batchbuffer_flush(brw);
- WARN_ONCE(ret == -ENOSPC,
- "i965: Single primitive emit exceeded "
- "available aperture space\n");
- }
- }
+retry:
- /* Now that we know we haven't run out of aperture space, we can safely
- * reset the dirty bits.
- */
- if (brw->ctx.NewDriverState)
- brw_render_state_finished(brw);
+ /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
+ * that the state updated in the loop outside of this block is that in
+ * *_set_prim or intel_batchbuffer_flush(), which only impacts
+ * brw->ctx.NewDriverState.
+ */
+ if (brw->ctx.NewDriverState) {
+ brw->no_batch_wrap = true;
+ brw_upload_render_state(brw);
}
- if (brw->always_flush_batch)
- intel_batchbuffer_flush(brw);
+ brw_emit_prim(brw, prim, brw->primitive, xfb_obj, stream);
- brw_program_cache_check_size(brw);
- brw_postdraw_reconcile_align_wa_slices(brw);
- brw_postdraw_set_buffers_need_resolve(brw);
+ brw->no_batch_wrap = false;
+
+ if (!brw_batch_has_aperture_space(brw, 0)) {
+ if (!fail_next) {
+ intel_batchbuffer_reset_to_saved(brw);
+ intel_batchbuffer_flush(brw);
+ fail_next = true;
+ goto retry;
+ } else {
+ int ret = intel_batchbuffer_flush(brw);
+ WARN_ONCE(ret == -ENOSPC,
+ "i965: Single primitive emit exceeded "
+ "available aperture space\n");
+ }
+ }
+
+ /* Now that we know we haven't run out of aperture space, we can safely
+ * reset the dirty bits.
+ */
+ if (brw->ctx.NewDriverState)
+ brw_render_state_finished(brw);
return;
}
unsigned stream,
struct gl_buffer_object *indirect)
{
+ unsigned i;
struct brw_context *brw = brw_context(ctx);
const struct gl_vertex_array **arrays = ctx->Array._DrawArrays;
struct brw_transform_feedback_object *xfb_obj =
index_bounds_valid = true;
}
+ brw_prepare_drawing(ctx, arrays, ib, index_bounds_valid, min_index,
+ max_index);
/* Try drawing with the hardware, but don't do anything else if we can't
* manage it. swrast doesn't support our featureset, so we can't fall back
* to it.
*/
- brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, index_bounds_valid,
- min_index, max_index, xfb_obj, stream, indirect);
+ for (i = 0; i < nr_prims; i++) {
+ brw_draw_single_prim(ctx, arrays, &prims[i], i, xfb_obj, stream,
+ indirect);
+ }
+
+ brw_finish_drawing(ctx);
}
void