i965: Put '_default_' in the name of functions that set default state.
[mesa.git] / src / mesa / drivers / dri / i965 / brw_draw.c
index bdb5b672899d556141c02d8118335735b9c43b5e..ac21656012a9991ca94e19955232b9baa7b619b3 100644 (file)
@@ -1,8 +1,8 @@
 /**************************************************************************
- * 
- * 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 "main/glheader.h"
 #include "main/context.h"
 #include "main/samplerobj.h"
 #include "main/state.h"
 #include "main/enums.h"
+#include "main/macros.h"
+#include "main/transformfeedback.h"
 #include "tnl/tnl.h"
 #include "vbo/vbo_context.h"
 #include "swrast/swrast.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_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,
@@ -56,11 +65,15 @@ static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
    _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,
@@ -79,50 +92,71 @@ static const GLenum reduced_prim[GL_POLYGON+1] = {
  * programs be immune to the active primitive (ie. cope with all
  * possibilities).  That may not be realistic however.
  */
-static GLuint brw_set_prim(struct brw_context *brw,
-                          const struct _mesa_prim *prim)
+static void brw_set_prim(struct brw_context *brw,
+                         const struct _mesa_prim *prim)
 {
-   struct gl_context *ctx = &brw->intel.ctx;
-   GLenum mode = prim->mode;
+   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));
 
    /* Slight optimization to avoid the GS program when not needed:
     */
-   if (mode == GL_QUAD_STRIP &&
+   if (prim->mode == GL_QUAD_STRIP &&
        ctx->Light.ShadeModel != GL_FLAT &&
        ctx->Polygon.FrontMode == GL_FILL &&
        ctx->Polygon.BackMode == GL_FILL)
-      mode = GL_TRIANGLE_STRIP;
+      hw_prim = _3DPRIM_TRISTRIP;
 
    if (prim->mode == GL_QUADS && prim->count == 4 &&
        ctx->Light.ShadeModel != GL_FLAT &&
        ctx->Polygon.FrontMode == GL_FILL &&
        ctx->Polygon.BackMode == GL_FILL) {
-      mode = GL_TRIANGLE_FAN;
+      hw_prim = _3DPRIM_TRIFAN;
    }
 
-   if (mode != brw->primitive) {
-      brw->primitive = mode;
+   if (hw_prim != brw->primitive) {
+      brw->primitive = hw_prim;
       brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
 
-      if (reduced_prim[mode] != brw->intel.reduced_primitive) {
-        brw->intel.reduced_primitive = reduced_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;
       }
    }
+}
+
+static void gen6_set_prim(struct brw_context *brw,
+                          const struct _mesa_prim *prim)
+{
+   uint32_t hw_prim;
+
+   DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
+
+   hw_prim = prim_to_hw_prim[prim->mode];
 
-   return prim_to_hw_prim[mode];
+   if (hw_prim != brw->primitive) {
+      brw->primitive = hw_prim;
+      brw->state.dirty.brw |= BRW_NEW_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;
 }
 
@@ -131,11 +165,11 @@ static void brw_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;
+   int indirect_flag;
 
    DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
        prim->start, prim->count);
@@ -143,18 +177,26 @@ static void brw_emit_prim(struct brw_context *brw,
    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.
@@ -162,79 +204,74 @@ static void brw_emit_prim(struct brw_context *brw,
     * 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(1); // instance count
-   OUT_BATCH(0); // start instance location
-   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(1); // instance count
-   OUT_BATCH(0); // start instance location
+   OUT_BATCH(prim->num_instances);
+   OUT_BATCH(prim->base_instance);
    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);
    }
 }
 
@@ -242,7 +279,6 @@ static void gen7_emit_prim(struct brw_context *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++) {
@@ -251,52 +287,148 @@ static void brw_merge_inputs( struct brw_context *brw,
    }
    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;
+   }
+}
+
+/*
+ * \brief Resolve buffers before drawing.
+ *
+ * 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->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(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);
+   }
+}
 
-      if (arrays[i]->StrideB != 0)
-        brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
-           ((i%16) * 2);
+/**
+ * \brief Call this after drawing to mark which buffers need resolving
+ *
+ * If the depth buffer was written to and if it has an accompanying HiZ
+ * buffer, then mark that it needs a depth resolve.
+ *
+ * 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 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 (brw_is_front_buffer_drawing(fb))
+      front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
+
+   if (front_irb)
+      front_irb->need_downsample = true;
+   if (back_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);
+   }
+
+   if (ctx->Extensions.ARB_stencil_texturing &&
+       stencil_irb && ctx->Stencil._WriteEnabled) {
+      brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo);
    }
 
-   /* 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;
+   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);
+   }
 }
 
 /* May fail if out of video memory for texture or vbo upload, or on
  * fallback conditions.
  */
-static GLboolean brw_try_draw_prims( struct gl_context *ctx,
+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);
-   GLboolean retval = GL_FALSE;
-   GLboolean warn = GL_FALSE;
+   bool retval = true;
    GLuint i;
+   bool fail_next = false;
 
    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(brw);
+
+   /* 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, 0);
+
+   /* Resolves must occur after updating renderbuffers, updating context state,
+    * and finalizing textures but before setting up any hardware state for
+    * this draw call.
+    */
+   brw_predraw_resolve_buffers(brw);
+
    /* Bind all inputs, derive varying and size information:
     */
    brw_merge_inputs( brw, arrays );
@@ -308,17 +440,7 @@ static GLboolean brw_try_draw_prims( struct gl_context *ctx,
    brw->vb.max_index = max_index;
    brw->state.dirty.brw |= BRW_NEW_VERTICES;
 
-   /* Have to validate state quite late.  Will rebuild tnl_program,
-    * which depends on varying information.  
-    * 
-    * Note this is where brw->vs->prog_data.inputs_read is calculated,
-    * so can't access it earlier.
-    */
-
-   intel_prepare_render(intel);
-
    for (i = 0; i < nr_prims; i++) {
-      uint32_t hw_prim;
       int estimated_max_prim_size;
 
       estimated_max_prim_size = 512; /* batchbuffer commands */
@@ -333,122 +455,136 @@ static GLboolean brw_try_draw_prims( struct gl_context *ctx,
        * 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_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->gen < 6)
+        brw_set_prim(brw, &prims[i]);
+      else
+        gen6_set_prim(brw, &prims[i]);
 
-      hw_prim = brw_set_prim(brw, &prim[i]);
+retry:
+      /* Note that before the loop, brw->state.dirty.brw 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->state.dirty.brw.
+       */
       if (brw->state.dirty.brw) {
-        brw_validate_state(brw);
-
-        /* Various fallback checks:  */
-        if (brw->intel.Fallback)
-           goto out;
-
-        /* Check that we can fit our state in with our existing batchbuffer, or
-         * flush otherwise.
-         */
-        if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
-                                            brw->state.validated_bo_count)) {
-           static GLboolean warned;
-           intel_batchbuffer_flush(intel);
-
-           /* Validate the state after we flushed the batch (which would have
-            * changed the set of dirty state).  If we still fail to
-            * check_aperture, warn of what's happening, but attempt to continue
-            * on since it may succeed anyway, and the user would probably rather
-            * see a failure and a warning than a fallback.
-            */
-           brw_validate_state(brw);
-           if (!warned &&
-               dri_bufmgr_check_aperture_space(brw->state.validated_bos,
-                                               brw->state.validated_bo_count)) {
-              warn = GL_TRUE;
-              warned = GL_TRUE;
-           }
-        }
-
-        intel->no_batch_wrap = GL_TRUE;
+        brw->no_batch_wrap = true;
         brw_upload_state(brw);
       }
 
-      if (intel->gen >= 7)
-        gen7_emit_prim(brw, &prim[i], hw_prim);
-      else
-        brw_emit_prim(brw, &prim[i], hw_prim);
+      brw_emit_prim(brw, &prims[i], brw->primitive);
 
-      intel->no_batch_wrap = GL_FALSE;
+      brw->no_batch_wrap = false;
 
-      retval = GL_TRUE;
-   }
+      if (dri_bufmgr_check_aperture_space(&brw->batch.bo, 1)) {
+        if (!fail_next) {
+           intel_batchbuffer_reset_to_saved(brw);
+           intel_batchbuffer_flush(brw);
+           fail_next = true;
+           goto retry;
+        } else {
+           if (intel_batchbuffer_flush(brw) == -ENOSPC) {
+              static bool warned = false;
 
-   if (intel->always_flush_batch)
-      intel_batchbuffer_flush(intel);
- out:
+              if (!warned) {
+                 fprintf(stderr, "i965: Single primitive emit exceeded"
+                         "available aperture space\n");
+                 warned = true;
+              }
 
-   brw_state_cache_check_size(brw);
+              retval = false;
+           }
+        }
+      }
 
-   if (warn)
-      fprintf(stderr, "i965: Single primitive emit potentially 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->state.dirty.brw)
+         brw_clear_dirty_bits(brw);
+   }
 
-   if (!retval)
-      DBG("%s failed\n", __FUNCTION__);
+   if (brw->always_flush_batch)
+      intel_batchbuffer_flush(brw);
+
+   brw_state_cache_check_size(brw);
+   brw_postdraw_set_buffers_need_resolve(brw);
 
    return retval;
 }
 
 void brw_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,
                     GLboolean index_bounds_valid,
                     GLuint min_index,
-                    GLuint max_index )
+                    GLuint max_index,
+                    struct gl_transform_feedback_object *unused_tfb_object,
+                    struct gl_buffer_object *indirect )
 {
-   GLboolean retval;
+   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;
 
-   if (!vbo_all_varyings_in_vbos(arrays)) {
-      if (!index_bounds_valid)
-        vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
-
-      /* Decide if we want to rebase.  If so we end up recursing once
-       * only into this function.
-       */
-      if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
-        vbo_rebase_prims(ctx, arrays,
-                         prim, nr_prims,
-                         ib, min_index, max_index,
-                         brw_draw_prims );
-        return;
-      }
+   /* Handle primitive restart if needed */
+   if (brw_handle_primitive_restart(ctx, prims, nr_prims, ib, indirect)) {
+      /* The draw was handled, so we can exit now */
+      return;
    }
 
-   /* Make a first attempt at drawing:
+   /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
+    * won't support all the extensions we support.
     */
-   retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
+   if (ctx->RenderMode != GL_RENDER) {
+      perf_debug("%s render mode not supported in hardware\n",
+                 _mesa_lookup_enum_by_nr(ctx->RenderMode));
+      _swsetup_Wakeup(ctx);
+      _tnl_wakeup(ctx);
+      _tnl_draw_prims(ctx, prims, nr_prims, ib,
+                      index_bounds_valid, min_index, max_index, NULL, NULL);
+      return;
+   }
 
-   /* Otherwise, we really are out of memory.  Pass the drawing
-    * command to the software tnl module and which will in turn call
-    * swrast to do the drawing.
+   /* 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 (!retval) {
-       _swsetup_Wakeup(ctx);
-       _tnl_wakeup(ctx);
-      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
+   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, 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;