/**************************************************************************
- *
- * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
+ *
+ * Copyright 2003 VMware, Inc.
* All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
- *
+ *
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
- * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
+ * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- *
+ *
**************************************************************************/
#include <sys/errno.h>
#include "swrast_setup/swrast_setup.h"
#include "drivers/common/meta.h"
+#include "brw_blorp.h"
#include "brw_draw.h"
#include "brw_defines.h"
#include "brw_context.h"
#include "brw_state.h"
#include "intel_batchbuffer.h"
+#include "intel_buffers.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
-#include "intel_regions.h"
+#include "intel_buffer_objects.h"
#define FILE_DEBUG_FLAG DEBUG_PRIMS
-static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
+const GLuint prim_to_hw_prim[GL_TRIANGLE_STRIP_ADJACENCY+1] = {
_3DPRIM_POINTLIST,
_3DPRIM_LINELIST,
_3DPRIM_LINELOOP,
_3DPRIM_TRIFAN,
_3DPRIM_QUADLIST,
_3DPRIM_QUADSTRIP,
- _3DPRIM_POLYGON
+ _3DPRIM_POLYGON,
+ _3DPRIM_LINELIST_ADJ,
+ _3DPRIM_LINESTRIP_ADJ,
+ _3DPRIM_TRILIST_ADJ,
+ _3DPRIM_TRISTRIP_ADJ,
};
-static const GLenum reduced_prim[GL_POLYGON+1] = {
+static const GLenum reduced_prim[GL_POLYGON+1] = {
GL_POINTS,
GL_LINES,
GL_LINES,
static void brw_set_prim(struct brw_context *brw,
const struct _mesa_prim *prim)
{
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
uint32_t hw_prim = prim_to_hw_prim[prim->mode];
DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
brw->primitive = hw_prim;
brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
- if (reduced_prim[prim->mode] != brw->intel.reduced_primitive) {
- brw->intel.reduced_primitive = reduced_prim[prim->mode];
+ if (reduced_prim[prim->mode] != brw->reduced_primitive) {
+ brw->reduced_primitive = reduced_prim[prim->mode];
brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
}
}
}
+/**
+ * The hardware is capable of removing dangling vertices on its own; however,
+ * prior to Gen6, we sometimes convert quads into trifans (and quad strips
+ * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
+ * This function manually trims dangling vertices from a draw call involving
+ * quads so that those dangling vertices won't get drawn when we convert to
+ * trifans/tristrips.
+ */
static GLuint trim(GLenum prim, GLuint length)
{
if (prim == GL_QUAD_STRIP)
return length > 3 ? (length - length % 2) : 0;
else if (prim == GL_QUADS)
return length - length % 4;
- else
+ else
return length;
}
const struct _mesa_prim *prim,
uint32_t hw_prim)
{
- struct intel_context *intel = &brw->intel;
int verts_per_instance;
int vertex_access_type;
int start_vertex_location;
int base_vertex_location;
+ int indirect_flag;
DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
prim->start, prim->count);
start_vertex_location = prim->start;
base_vertex_location = prim->basevertex;
if (prim->indexed) {
- vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
+ vertex_access_type = brw->gen >= 7 ?
+ GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM :
+ GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
start_vertex_location += brw->ib.start_vertex_offset;
base_vertex_location += brw->vb.start_vertex_bias;
} else {
- vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
+ vertex_access_type = brw->gen >= 7 ?
+ GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL :
+ GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
start_vertex_location += brw->vb.start_vertex_bias;
}
- verts_per_instance = trim(prim->mode, prim->count);
+ /* We only need to trim the primitive count on pre-Gen6. */
+ if (brw->gen < 6)
+ verts_per_instance = trim(prim->mode, prim->count);
+ else
+ verts_per_instance = prim->count;
/* If nothing to emit, just return. */
- if (verts_per_instance == 0)
+ if (verts_per_instance == 0 && !prim->is_indirect)
return;
/* If we're set to always flush, do it before and after the primitive emit.
* and missed flushes of the render cache as it heads to other parts of
* the besides the draw code.
*/
- if (intel->always_flush_cache) {
- intel_batchbuffer_emit_mi_flush(intel);
+ if (brw->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(brw);
}
- BEGIN_BATCH(6);
- OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
- hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
- vertex_access_type);
- OUT_BATCH(verts_per_instance);
- OUT_BATCH(start_vertex_location);
- OUT_BATCH(prim->num_instances);
- OUT_BATCH(prim->base_instance);
- OUT_BATCH(base_vertex_location);
- ADVANCE_BATCH();
-
- intel->batch.need_workaround_flush = true;
-
- if (intel->always_flush_cache) {
- intel_batchbuffer_emit_mi_flush(intel);
+ /* If indirect, emit a bunch of loads from the indirect BO. */
+ if (prim->is_indirect) {
+ struct gl_buffer_object *indirect_buffer = brw->ctx.DrawIndirectBuffer;
+ drm_intel_bo *bo = intel_bufferobj_buffer(brw,
+ intel_buffer_object(indirect_buffer),
+ prim->indirect_offset, 5 * sizeof(GLuint));
+
+ indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
+
+ brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT, bo,
+ I915_GEM_DOMAIN_VERTEX, 0,
+ prim->indirect_offset + 0);
+ brw_load_register_mem(brw, GEN7_3DPRIM_INSTANCE_COUNT, bo,
+ I915_GEM_DOMAIN_VERTEX, 0,
+ prim->indirect_offset + 4);
+
+ brw_load_register_mem(brw, GEN7_3DPRIM_START_VERTEX, bo,
+ I915_GEM_DOMAIN_VERTEX, 0,
+ prim->indirect_offset + 8);
+ if (prim->indexed) {
+ brw_load_register_mem(brw, GEN7_3DPRIM_BASE_VERTEX, bo,
+ I915_GEM_DOMAIN_VERTEX, 0,
+ prim->indirect_offset + 12);
+ brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
+ I915_GEM_DOMAIN_VERTEX, 0,
+ prim->indirect_offset + 16);
+ } else {
+ brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
+ I915_GEM_DOMAIN_VERTEX, 0,
+ prim->indirect_offset + 12);
+ BEGIN_BATCH(3);
+ OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
+ OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
}
-}
-
-static void gen7_emit_prim(struct brw_context *brw,
- const struct _mesa_prim *prim,
- uint32_t hw_prim)
-{
- struct intel_context *intel = &brw->intel;
- int verts_per_instance;
- int vertex_access_type;
- int start_vertex_location;
- int base_vertex_location;
-
- DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
- prim->start, prim->count);
-
- start_vertex_location = prim->start;
- base_vertex_location = prim->basevertex;
- if (prim->indexed) {
- vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
- start_vertex_location += brw->ib.start_vertex_offset;
- base_vertex_location += brw->vb.start_vertex_bias;
- } else {
- vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
- start_vertex_location += brw->vb.start_vertex_bias;
+ else {
+ indirect_flag = 0;
}
- verts_per_instance = trim(prim->mode, prim->count);
- /* If nothing to emit, just return. */
- if (verts_per_instance == 0)
- return;
-
- /* If we're set to always flush, do it before and after the primitive emit.
- * We want to catch both missed flushes that hurt instruction/state cache
- * and missed flushes of the render cache as it heads to other parts of
- * the besides the draw code.
- */
- if (intel->always_flush_cache) {
- intel_batchbuffer_emit_mi_flush(intel);
+ if (brw->gen >= 7) {
+ BEGIN_BATCH(7);
+ OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2) | indirect_flag);
+ OUT_BATCH(hw_prim | vertex_access_type);
+ } else {
+ BEGIN_BATCH(6);
+ OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
+ hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
+ vertex_access_type);
}
-
- BEGIN_BATCH(7);
- OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
- OUT_BATCH(hw_prim | vertex_access_type);
OUT_BATCH(verts_per_instance);
OUT_BATCH(start_vertex_location);
OUT_BATCH(prim->num_instances);
OUT_BATCH(base_vertex_location);
ADVANCE_BATCH();
- if (intel->always_flush_cache) {
- intel_batchbuffer_emit_mi_flush(intel);
+ /* Only used on Sandybridge; harmless to set elsewhere. */
+ brw->batch.need_workaround_flush = true;
+
+ if (brw->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(brw);
}
}
static void brw_merge_inputs( struct brw_context *brw,
const struct gl_client_array *arrays[])
{
- struct brw_vertex_info old = brw->vb.info;
GLuint i;
for (i = 0; i < brw->vb.nr_buffers; i++) {
}
brw->vb.nr_buffers = 0;
- memset(&brw->vb.info, 0, sizeof(brw->vb.info));
-
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
brw->vb.inputs[i].buffer = -1;
brw->vb.inputs[i].glarray = arrays[i];
- brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
-
- if (arrays[i]->StrideB != 0)
- brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
- ((i%16) * 2);
}
-
- /* Raise statechanges if input sizes have changed. */
- if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
- brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
}
/*
* \brief Resolve buffers before drawing.
*
- * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
- * enabled depth texture.
+ * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
+ * enabled depth texture, and flush the render cache for any dirty textures.
*
* (In the future, this will also perform MSAA resolves).
*/
static void
brw_predraw_resolve_buffers(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->intel.ctx;
- struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &brw->ctx;
struct intel_renderbuffer *depth_irb;
struct intel_texture_object *tex_obj;
/* Resolve the depth buffer's HiZ buffer. */
depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
if (depth_irb)
- intel_renderbuffer_resolve_hiz(intel, depth_irb);
+ intel_renderbuffer_resolve_hiz(brw, depth_irb);
- /* Resolve depth buffer of each enabled depth texture. */
- for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
- if (!ctx->Texture.Unit[i]._ReallyEnabled)
+ /* 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(intel, tex_obj->mt);
+ 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);
}
}
*
* If the color buffer is a multisample window system buffer, then
* mark that it needs a downsample.
+ *
+ * Also mark any render targets which will be textured as needing a render
+ * cache flush.
*/
static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
{
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
struct intel_renderbuffer *front_irb = NULL;
struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+ struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
- if (intel->is_front_buffer_rendering)
+ if (brw_is_front_buffer_drawing(fb))
front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
if (front_irb)
- intel_renderbuffer_set_needs_downsample(front_irb);
+ front_irb->need_downsample = true;
if (back_irb)
- intel_renderbuffer_set_needs_downsample(back_irb);
- if (depth_irb && ctx->Depth.Mask)
- intel_renderbuffer_set_needs_depth_resolve(depth_irb);
-}
+ back_irb->need_downsample = true;
+ if (depth_irb && ctx->Depth.Mask) {
+ intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
+ brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
+ }
-static int
-verts_per_prim(GLenum mode)
-{
- switch (mode) {
- case GL_POINTS:
- return 1;
- case GL_LINE_STRIP:
- case GL_LINE_LOOP:
- case GL_LINES:
- return 2;
- case GL_TRIANGLE_STRIP:
- case GL_TRIANGLE_FAN:
- case GL_POLYGON:
- case GL_TRIANGLES:
- case GL_QUADS:
- case GL_QUAD_STRIP:
- return 3;
- default:
- _mesa_problem(NULL,
- "unknown prim type in transform feedback primitive count");
- return 0;
+ if (ctx->Extensions.ARB_stencil_texturing &&
+ stencil_irb && ctx->Stencil._WriteEnabled) {
+ brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo);
}
-}
-/**
- * Update internal counters based on the the drawing operation described in
- * prim.
- */
-static void
-brw_update_primitive_count(struct brw_context *brw,
- const struct _mesa_prim *prim)
-{
- uint32_t count
- = vbo_count_tessellated_primitives(prim->mode, prim->count,
- prim->num_instances);
- brw->sol.primitives_generated += count;
- if (_mesa_is_xfb_active_and_unpaused(&brw->intel.ctx)) {
- /* Update brw->sol.svbi_0_max_index to reflect the amount by which the
- * hardware is going to increment SVBI 0 when this drawing operation
- * occurs. This is necessary because the kernel does not (yet) save and
- * restore GPU registers when context switching, so we'll need to be
- * able to reload SVBI 0 with the correct value in case we have to start
- * a new batch buffer.
- */
- unsigned verts = verts_per_prim(prim->mode);
- uint32_t space_avail =
- (brw->sol.svbi_0_max_index - brw->sol.svbi_0_starting_index) / verts;
- uint32_t primitives_written = MIN2 (space_avail, count);
- brw->sol.svbi_0_starting_index += verts * primitives_written;
-
- /* And update the TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN query. */
- brw->sol.primitives_written += primitives_written;
+ for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ struct intel_renderbuffer *irb =
+ intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ if (irb)
+ brw_render_cache_set_add_bo(brw, irb->mt->bo);
}
}
*/
static bool brw_try_draw_prims( struct gl_context *ctx,
const struct gl_client_array *arrays[],
- const struct _mesa_prim *prim,
+ const struct _mesa_prim *prims,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLuint min_index,
- GLuint max_index )
+ GLuint max_index,
+ struct gl_buffer_object *indirect)
{
- struct intel_context *intel = intel_context(ctx);
struct brw_context *brw = brw_context(ctx);
bool retval = true;
GLuint i;
if (ctx->NewState)
_mesa_update_state( ctx );
+ /* Find the highest sampler unit used by each shader program. A bit-count
+ * won't work since ARB programs use the texture unit number as the sampler
+ * index.
+ */
+ brw->wm.base.sampler_count =
+ _mesa_fls(ctx->FragmentProgram._Current->Base.SamplersUsed);
+ brw->gs.base.sampler_count = ctx->GeometryProgram._Current ?
+ _mesa_fls(ctx->GeometryProgram._Current->Base.SamplersUsed) : 0;
+ brw->vs.base.sampler_count =
+ _mesa_fls(ctx->VertexProgram._Current->Base.SamplersUsed);
+
/* We have to validate the textures *before* checking for fallbacks;
* otherwise, the software fallback won't be able to rely on the
* texture state, the firstLevel and lastLevel fields won't be
- * set in the intel texture object (they'll both be 0), and the
+ * set in the intel texture object (they'll both be 0), and the
* software fallback will segfault if it attempts to access any
* texture level other than level 0.
*/
brw_validate_textures( brw );
- intel_prepare_render(intel);
+ intel_prepare_render(brw);
- /* This workaround has to happen outside of brw_state_upload() because it
+ /* This workaround has to happen outside of brw_upload_state() because it
* may flush the batchbuffer for a blit, affecting the state flags.
*/
- brw_workaround_depthstencil_alignment(brw);
+ brw_workaround_depthstencil_alignment(brw, 0);
/* Resolves must occur after updating renderbuffers, updating context state,
* and finalizing textures but before setting up any hardware state for
* we've got validated state that needs to be in the same batch as the
* primitives.
*/
- intel_batchbuffer_require_space(intel, estimated_max_prim_size, false);
- intel_batchbuffer_save_state(intel);
-
- if (brw->num_instances != prim->num_instances) {
- brw->num_instances = prim->num_instances;
- brw->state.dirty.brw |= BRW_NEW_VERTICES;
+ intel_batchbuffer_require_space(brw, estimated_max_prim_size, RENDER_RING);
+ intel_batchbuffer_save_state(brw);
+
+ if (brw->num_instances != prims[i].num_instances ||
+ brw->basevertex != prims[i].basevertex) {
+ brw->num_instances = prims[i].num_instances;
+ brw->basevertex = prims[i].basevertex;
+ if (i > 0) { /* For i == 0 we just did this before the loop */
+ brw->state.dirty.brw |= BRW_NEW_VERTICES;
+ brw_merge_inputs(brw, arrays);
+ }
}
- if (brw->basevertex != prim->basevertex) {
- brw->basevertex = prim->basevertex;
- brw->state.dirty.brw |= BRW_NEW_VERTICES;
- }
- if (intel->gen < 6)
- brw_set_prim(brw, &prim[i]);
+ if (brw->gen < 6)
+ brw_set_prim(brw, &prims[i]);
else
- gen6_set_prim(brw, &prim[i]);
+ gen6_set_prim(brw, &prims[i]);
retry:
/* Note that before the loop, brw->state.dirty.brw was set to != 0, and
* brw->state.dirty.brw.
*/
if (brw->state.dirty.brw) {
- intel->no_batch_wrap = true;
+ brw->no_batch_wrap = true;
brw_upload_state(brw);
}
- if (intel->gen >= 7)
- gen7_emit_prim(brw, &prim[i], brw->primitive);
- else
- brw_emit_prim(brw, &prim[i], brw->primitive);
+ brw_emit_prim(brw, &prims[i], brw->primitive);
- intel->no_batch_wrap = false;
+ brw->no_batch_wrap = false;
- if (dri_bufmgr_check_aperture_space(&intel->batch.bo, 1)) {
+ if (dri_bufmgr_check_aperture_space(&brw->batch.bo, 1)) {
if (!fail_next) {
- intel_batchbuffer_reset_to_saved(intel);
- intel_batchbuffer_flush(intel);
+ intel_batchbuffer_reset_to_saved(brw);
+ intel_batchbuffer_flush(brw);
fail_next = true;
goto retry;
} else {
- if (intel_batchbuffer_flush(intel) == -ENOSPC) {
+ if (intel_batchbuffer_flush(brw) == -ENOSPC) {
static bool warned = false;
if (!warned) {
}
}
- if (!_mesa_meta_in_progress(ctx))
- brw_update_primitive_count(brw, &prim[i]);
+ /* Now that we know we haven't run out of aperture space, we can safely
+ * reset the dirty bits.
+ */
+ if (brw->state.dirty.brw)
+ brw_clear_dirty_bits(brw);
}
- if (intel->always_flush_batch)
- intel_batchbuffer_flush(intel);
+ if (brw->always_flush_batch)
+ intel_batchbuffer_flush(brw);
brw_state_cache_check_size(brw);
brw_postdraw_set_buffers_need_resolve(brw);
}
void brw_draw_prims( struct gl_context *ctx,
- const struct _mesa_prim *prim,
+ const struct _mesa_prim *prims,
GLuint nr_prims,
const struct _mesa_index_buffer *ib,
GLboolean index_bounds_valid,
GLuint min_index,
GLuint max_index,
- struct gl_transform_feedback_object *tfb_vertcount )
+ struct gl_transform_feedback_object *unused_tfb_object,
+ struct gl_buffer_object *indirect )
{
+ struct brw_context *brw = brw_context(ctx);
const struct gl_client_array **arrays = ctx->Array._DrawArrays;
+ assert(unused_tfb_object == NULL);
+
if (!_mesa_check_conditional_render(ctx))
return;
/* Handle primitive restart if needed */
- if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
+ if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
/* The draw was handled, so we can exit now */
return;
}
- /* If we're going to have to upload any of the user's vertex arrays, then
- * get the minimum and maximum of their index buffer so we know what range
- * to upload.
- */
- if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid)
- vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
-
/* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
* won't support all the extensions we support.
*/
_mesa_lookup_enum_by_nr(ctx->RenderMode));
_swsetup_Wakeup(ctx);
_tnl_wakeup(ctx);
- _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
+ _tnl_draw_prims(ctx, prims, nr_prims, ib,
+ index_bounds_valid, min_index, max_index, NULL, NULL);
return;
}
+ /* If we're going to have to upload any of the user's vertex arrays, then
+ * get the minimum and maximum of their index buffer so we know what range
+ * to upload.
+ */
+ if (!index_bounds_valid && !vbo_all_varyings_in_vbos(arrays)) {
+ perf_debug("Scanning index buffer to compute index buffer bounds. "
+ "Use glDrawRangeElements() to avoid this.\n");
+ vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
+ }
+
/* 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, prim, nr_prims, ib, min_index, max_index);
+ brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, min_index, max_index, indirect);
}
void brw_draw_init( struct brw_context *brw )
{
- struct gl_context *ctx = &brw->intel.ctx;
+ struct gl_context *ctx = &brw->ctx;
struct vbo_context *vbo = vbo_context(ctx);
int i;
- /* Register our drawing function:
+ /* Register our drawing function:
*/
vbo->draw_prims = brw_draw_prims;