#include "intel_fbo.h"
#include "brw_context.h"
+#include "brw_program.h"
#include "brw_defines.h"
#include "brw_state.h"
#include "brw_draw.h"
#include "brw_vs.h"
#include "brw_wm.h"
-#include "gen6_hiz.h"
+#include "gen6_blorp.h"
+#include "gen7_blorp.h"
#include "glsl/ralloc.h"
{
struct brw_context *brw = brw_context(&intel->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 );
- ralloc_free(brw->wm.compile_data);
dri_bo_release(&brw->curbe.curbe_bo);
dri_bo_release(&brw->vs.const_bo);
free(brw->curbe.last_buf);
free(brw->curbe.next_buf);
+
+ drm_intel_gem_context_destroy(intel->hw_ctx);
}
/**
- * Update the hardware state for drawing into a window or framebuffer object.
+ * Stub state update function for i915.
*
- * Called by glDrawBuffer, glBindFramebufferEXT, MakeCurrent, and other
- * places within the driver.
- *
- * Basically, this needs to be called any time the current framebuffer
- * changes, the renderbuffers change, or we need to draw into different
- * color buffers.
+ * In i915, hardware state updates for drawbuffer changes are driven by
+ * driver-internal calls to GL state update hooks. In i965, we recompute the
+ * apporpriate state at draw time as a result of _NEW_BUFFERS being set, so we
+ * don't need this hook.
*/
static void
brw_update_draw_buffer(struct intel_context *intel)
{
- struct gl_context *ctx = &intel->ctx;
- struct gl_framebuffer *fb = ctx->DrawBuffer;
-
- if (!fb) {
- /* this can happen during the initial context initialization */
- return;
- }
-
- /* Do this here, not core Mesa, since this function is called from
- * many places within the driver.
- */
- if (ctx->NewState & _NEW_BUFFERS) {
- /* this updates the DrawBuffer->_NumColorDrawBuffers fields, etc */
- _mesa_update_framebuffer(ctx);
- /* this updates the DrawBuffer's Width/Height if it's a FBO */
- _mesa_update_draw_buffer_bounds(ctx);
- }
-
- if (fb->_Status != GL_FRAMEBUFFER_COMPLETE_EXT) {
- /* this may occur when we're called by glBindFrameBuffer() during
- * the process of someone setting up renderbuffers, etc.
- */
- /*_mesa_debug(ctx, "DrawBuffer: incomplete user FBO\n");*/
- return;
- }
-
- /* Mesa's Stencil._Enabled field is updated when
- * _NEW_BUFFERS | _NEW_STENCIL, but i965 code assumes that the value
- * only changes with _NEW_STENCIL (which seems sensible). So flag it
- * here since this is the _NEW_BUFFERS path.
- */
- intel->NewGLState |= (_NEW_DEPTH | _NEW_STENCIL);
-
- /* The driver uses this in places that need to look up
- * renderbuffers' buffer objects.
- */
- intel->NewGLState |= _NEW_BUFFERS;
-
- /* update viewport/scissor since it depends on window size */
- intel->NewGLState |= _NEW_VIEWPORT | _NEW_SCISSOR;
-
- /* Update culling direction which changes depending on the
- * orientation of the buffer:
- */
- intel->NewGLState |= _NEW_POLYGON;
}
/**
* called from intel_batchbuffer_flush and children before sending a
* batchbuffer off.
+ *
+ * Note that ALL state emitted here must fit in the reserved space
+ * at the end of a batchbuffer. If you add more GPU state, increase
+ * the BATCH_RESERVED macro.
*/
static void brw_finish_batch(struct intel_context *intel)
{
{
struct brw_context *brw = brw_context(&intel->ctx);
- /* Mark all context state as needing to be re-emitted.
- * This is probably not as severe as on 915, since almost all of our state
- * is just in referenced buffers.
+ /* If the kernel supports hardware contexts, then most hardware state is
+ * preserved between batches; we only need to re-emit state that is required
+ * to be in every batch. Otherwise we need to re-emit all the state that
+ * would otherwise be stored in the context (which for all intents and
+ * purposes means everything).
*/
- brw->state.dirty.brw |= BRW_NEW_CONTEXT | BRW_NEW_BATCH;
+ if (intel->hw_ctx == NULL)
+ brw->state.dirty.brw |= BRW_NEW_CONTEXT;
+
+ brw->state.dirty.brw |= BRW_NEW_BATCH;
/* Assume that the last command before the start of our batch was a
* primitive, for safety.
brw->state_batch_count = 0;
- /* Gen7 needs to track what the real transform feedback vertex count was at
- * the start of the batch, since the kernel will be resetting the offset to
- * 0.
- */
- brw->sol.offset_0_batch_start = brw->sol.svbi_0_starting_index;
-
- brw->vb.nr_current_buffers = 0;
brw->ib.type = -1;
/* Mark that the current program cache BO has been used by the GPU.
* next batch.
*/
brw->cache.bo_used_by_gpu = true;
+
+ /* We need to periodically reap the shader time results, because rollover
+ * happens every few seconds. We also want to see results every once in a
+ * while, because many programs won't cleanly destroy our context, so the
+ * end-of-run printout may not happen.
+ */
+ if (INTEL_DEBUG & DEBUG_SHADER_TIME)
+ brw_collect_and_report_shader_time(brw);
}
static void brw_invalidate_state( struct intel_context *intel, GLuint new_state )
case MESA_FORMAT_Z32_FLOAT_X24S8:
case MESA_FORMAT_X8_Z24:
case MESA_FORMAT_S8_Z24:
+ case MESA_FORMAT_Z16:
return true;
default:
return false;
brw->intel.vtbl.destroy = brw_destroy_context;
brw->intel.vtbl.update_draw_buffer = brw_update_draw_buffer;
brw->intel.vtbl.debug_batch = brw_debug_batch;
+ brw->intel.vtbl.annotate_aub = brw_annotate_aub;
brw->intel.vtbl.render_target_supported = brw_render_target_supported;
brw->intel.vtbl.is_hiz_depth_format = brw_is_hiz_depth_format;
- if (brw->intel.has_hiz) {
- brw->intel.vtbl.resolve_depth_slice = gen6_resolve_depth_slice;
- brw->intel.vtbl.resolve_hiz_slice = gen6_resolve_hiz_slice;
- }
-
+ assert(brw->intel.gen >= 4);
if (brw->intel.gen >= 7) {
gen7_init_vtable_surface_functions(brw);
+ brw->intel.vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
} else if (brw->intel.gen >= 4) {
gen4_init_vtable_surface_functions(brw);
+ brw->intel.vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
}
}