Move compiler.h and imports.h/c from src/mesa/main into src/util
[mesa.git] / src / mesa / drivers / dri / i965 / brw_context.c
1 /*
2 Copyright 2003 VMware, Inc.
3 Copyright (C) Intel Corp. 2006. All Rights Reserved.
4 Intel funded Tungsten Graphics to
5 develop this 3D driver.
6
7 Permission is hereby granted, free of charge, to any person obtaining
8 a copy of this software and associated documentation files (the
9 "Software"), to deal in the Software without restriction, including
10 without limitation the rights to use, copy, modify, merge, publish,
11 distribute, sublicense, and/or sell copies of the Software, and to
12 permit persons to whom the Software is furnished to do so, subject to
13 the following conditions:
14
15 The above copyright notice and this permission notice (including the
16 next paragraph) shall be included in all copies or substantial
17 portions of the Software.
18
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
20 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
22 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
23 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
24 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
25 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26
27 **********************************************************************/
28 /*
29 * Authors:
30 * Keith Whitwell <keithw@vmware.com>
31 */
32
33
34 #include "compiler/nir/nir.h"
35 #include "main/api_exec.h"
36 #include "main/context.h"
37 #include "main/fbobject.h"
38 #include "main/extensions.h"
39 #include "main/glthread.h"
40 #include "util/imports.h"
41 #include "main/macros.h"
42 #include "main/points.h"
43 #include "main/version.h"
44 #include "main/vtxfmt.h"
45 #include "main/texobj.h"
46 #include "main/framebuffer.h"
47 #include "main/stencil.h"
48 #include "main/state.h"
49 #include "main/spirv_extensions.h"
50
51 #include "vbo/vbo.h"
52
53 #include "drivers/common/driverfuncs.h"
54 #include "drivers/common/meta.h"
55 #include "utils.h"
56
57 #include "brw_context.h"
58 #include "brw_defines.h"
59 #include "brw_blorp.h"
60 #include "brw_draw.h"
61 #include "brw_state.h"
62
63 #include "intel_batchbuffer.h"
64 #include "intel_buffer_objects.h"
65 #include "intel_buffers.h"
66 #include "intel_fbo.h"
67 #include "intel_mipmap_tree.h"
68 #include "intel_pixel.h"
69 #include "intel_image.h"
70 #include "intel_tex.h"
71 #include "intel_tex_obj.h"
72
73 #include "swrast_setup/swrast_setup.h"
74 #include "tnl/tnl.h"
75 #include "tnl/t_pipeline.h"
76 #include "util/ralloc.h"
77 #include "util/debug.h"
78 #include "util/disk_cache.h"
79 #include "isl/isl.h"
80
81 #include "common/gen_defines.h"
82
83 #include "compiler/spirv/nir_spirv.h"
84 /***************************************
85 * Mesa's Driver Functions
86 ***************************************/
87
88 const char *const brw_vendor_string = "Intel Open Source Technology Center";
89
90 static const char *
91 get_bsw_model(const struct intel_screen *screen)
92 {
93 switch (screen->eu_total) {
94 case 16:
95 return "405";
96 case 12:
97 return "400";
98 default:
99 return " ";
100 }
101 }
102
103 const char *
104 brw_get_renderer_string(const struct intel_screen *screen)
105 {
106 static char buf[128];
107 const char *name = gen_get_device_name(screen->deviceID);
108
109 if (!name)
110 name = "Intel Unknown";
111
112 snprintf(buf, sizeof(buf), "Mesa DRI %s", name);
113
114 /* Braswell branding is funny, so we have to fix it up here */
115 if (screen->deviceID == 0x22B1) {
116 char *needle = strstr(buf, "XXX");
117 if (needle)
118 memcpy(needle, get_bsw_model(screen), 3);
119 }
120
121 return buf;
122 }
123
124 static const GLubyte *
125 intel_get_string(struct gl_context * ctx, GLenum name)
126 {
127 const struct brw_context *const brw = brw_context(ctx);
128
129 switch (name) {
130 case GL_VENDOR:
131 return (GLubyte *) brw_vendor_string;
132
133 case GL_RENDERER:
134 return
135 (GLubyte *) brw_get_renderer_string(brw->screen);
136
137 default:
138 return NULL;
139 }
140 }
141
142 static void
143 brw_set_background_context(struct gl_context *ctx,
144 struct util_queue_monitoring *queue_info)
145 {
146 struct brw_context *brw = brw_context(ctx);
147 __DRIcontext *driContext = brw->driContext;
148 __DRIscreen *driScreen = driContext->driScreenPriv;
149 const __DRIbackgroundCallableExtension *backgroundCallable =
150 driScreen->dri2.backgroundCallable;
151
152 /* Note: Mesa will only call this function if we've called
153 * _mesa_enable_multithreading(). We only do that if the loader exposed
154 * the __DRI_BACKGROUND_CALLABLE extension. So we know that
155 * backgroundCallable is not NULL.
156 */
157 backgroundCallable->setBackgroundContext(driContext->loaderPrivate);
158 }
159
160 static void
161 intel_viewport(struct gl_context *ctx)
162 {
163 struct brw_context *brw = brw_context(ctx);
164 __DRIcontext *driContext = brw->driContext;
165
166 if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
167 if (driContext->driDrawablePriv)
168 dri2InvalidateDrawable(driContext->driDrawablePriv);
169 if (driContext->driReadablePriv)
170 dri2InvalidateDrawable(driContext->driReadablePriv);
171 }
172 }
173
174 static void
175 intel_update_framebuffer(struct gl_context *ctx,
176 struct gl_framebuffer *fb)
177 {
178 struct brw_context *brw = brw_context(ctx);
179
180 /* Quantize the derived default number of samples
181 */
182 fb->DefaultGeometry._NumSamples =
183 intel_quantize_num_samples(brw->screen,
184 fb->DefaultGeometry.NumSamples);
185 }
186
187 static void
188 intel_update_state(struct gl_context * ctx)
189 {
190 GLuint new_state = ctx->NewState;
191 struct brw_context *brw = brw_context(ctx);
192
193 if (ctx->swrast_context)
194 _swrast_InvalidateState(ctx, new_state);
195
196 brw->NewGLState |= new_state;
197
198 if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
199 _mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
200
201 if (new_state & (_NEW_STENCIL | _NEW_BUFFERS)) {
202 brw->stencil_enabled = _mesa_stencil_is_enabled(ctx);
203 brw->stencil_two_sided = _mesa_stencil_is_two_sided(ctx);
204 brw->stencil_write_enabled =
205 _mesa_stencil_is_write_enabled(ctx, brw->stencil_two_sided);
206 }
207
208 if (new_state & _NEW_POLYGON)
209 brw->polygon_front_bit = _mesa_polygon_get_front_bit(ctx);
210
211 if (new_state & _NEW_BUFFERS) {
212 intel_update_framebuffer(ctx, ctx->DrawBuffer);
213 if (ctx->DrawBuffer != ctx->ReadBuffer)
214 intel_update_framebuffer(ctx, ctx->ReadBuffer);
215 }
216 }
217
218 #define flushFront(screen) ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
219
220 static void
221 intel_flush_front(struct gl_context *ctx)
222 {
223 struct brw_context *brw = brw_context(ctx);
224 __DRIcontext *driContext = brw->driContext;
225 __DRIdrawable *driDrawable = driContext->driDrawablePriv;
226 __DRIscreen *const dri_screen = brw->screen->driScrnPriv;
227
228 if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
229 if (flushFront(dri_screen) && driDrawable &&
230 driDrawable->loaderPrivate) {
231
232 /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
233 *
234 * This potentially resolves both front and back buffer. It
235 * is unnecessary to resolve the back, but harms nothing except
236 * performance. And no one cares about front-buffer render
237 * performance.
238 */
239 intel_resolve_for_dri2_flush(brw, driDrawable);
240 intel_batchbuffer_flush(brw);
241
242 flushFront(dri_screen)(driDrawable, driDrawable->loaderPrivate);
243
244 /* We set the dirty bit in intel_prepare_render() if we're
245 * front buffer rendering once we get there.
246 */
247 brw->front_buffer_dirty = false;
248 }
249 }
250 }
251
252 static void
253 brw_display_shared_buffer(struct brw_context *brw)
254 {
255 __DRIcontext *dri_context = brw->driContext;
256 __DRIdrawable *dri_drawable = dri_context->driDrawablePriv;
257 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
258 int fence_fd = -1;
259
260 if (!brw->is_shared_buffer_bound)
261 return;
262
263 if (!brw->is_shared_buffer_dirty)
264 return;
265
266 if (brw->screen->has_exec_fence) {
267 /* This function is always called during a flush operation, so there is
268 * no need to flush again here. But we want to provide a fence_fd to the
269 * loader, and a redundant flush is the easiest way to acquire one.
270 */
271 if (intel_batchbuffer_flush_fence(brw, -1, &fence_fd))
272 return;
273 }
274
275 dri_screen->mutableRenderBuffer.loader
276 ->displaySharedBuffer(dri_drawable, fence_fd,
277 dri_drawable->loaderPrivate);
278 brw->is_shared_buffer_dirty = false;
279 }
280
281 static void
282 intel_glFlush(struct gl_context *ctx)
283 {
284 struct brw_context *brw = brw_context(ctx);
285
286 intel_batchbuffer_flush(brw);
287 intel_flush_front(ctx);
288 brw_display_shared_buffer(brw);
289 brw->need_flush_throttle = true;
290 }
291
292 static void
293 intel_glEnable(struct gl_context *ctx, GLenum cap, GLboolean state)
294 {
295 struct brw_context *brw = brw_context(ctx);
296
297 switch (cap) {
298 case GL_BLACKHOLE_RENDER_INTEL:
299 brw->frontend_noop = state;
300 intel_batchbuffer_flush(brw);
301 intel_batchbuffer_maybe_noop(brw);
302 /* Because we started previous batches with a potential
303 * MI_BATCH_BUFFER_END if NOOP was enabled, that means that anything
304 * that was ever emitted after that never made it to the HW. So when the
305 * blackhole state changes from NOOP->!NOOP reupload the entire state.
306 */
307 if (!brw->frontend_noop) {
308 brw->NewGLState = ~0u;
309 brw->ctx.NewDriverState = ~0ull;
310 }
311 break;
312 default:
313 break;
314 }
315 }
316
317 static void
318 intel_finish(struct gl_context * ctx)
319 {
320 struct brw_context *brw = brw_context(ctx);
321
322 intel_glFlush(ctx);
323
324 if (brw->batch.last_bo)
325 brw_bo_wait_rendering(brw->batch.last_bo);
326 }
327
328 static void
329 brw_init_driver_functions(struct brw_context *brw,
330 struct dd_function_table *functions)
331 {
332 const struct gen_device_info *devinfo = &brw->screen->devinfo;
333
334 _mesa_init_driver_functions(functions);
335
336 /* GLX uses DRI2 invalidate events to handle window resizing.
337 * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
338 * which doesn't provide a mechanism for snooping the event queues.
339 *
340 * So EGL still relies on viewport hacks to handle window resizing.
341 * This should go away with DRI3000.
342 */
343 if (!brw->driContext->driScreenPriv->dri2.useInvalidate)
344 functions->Viewport = intel_viewport;
345
346 functions->Enable = intel_glEnable;
347 functions->Flush = intel_glFlush;
348 functions->Finish = intel_finish;
349 functions->GetString = intel_get_string;
350 functions->UpdateState = intel_update_state;
351
352 brw_init_draw_functions(functions);
353 intelInitTextureFuncs(functions);
354 intelInitTextureImageFuncs(functions);
355 intelInitTextureCopyImageFuncs(functions);
356 intelInitCopyImageFuncs(functions);
357 intelInitClearFuncs(functions);
358 intelInitBufferFuncs(functions);
359 intelInitPixelFuncs(functions);
360 intelInitBufferObjectFuncs(functions);
361 brw_init_syncobj_functions(functions);
362 brw_init_object_purgeable_functions(functions);
363
364 brwInitFragProgFuncs( functions );
365 brw_init_common_queryobj_functions(functions);
366 if (devinfo->gen >= 8 || devinfo->is_haswell)
367 hsw_init_queryobj_functions(functions);
368 else if (devinfo->gen >= 6)
369 gen6_init_queryobj_functions(functions);
370 else
371 gen4_init_queryobj_functions(functions);
372 brw_init_compute_functions(functions);
373 brw_init_conditional_render_functions(functions);
374
375 functions->GenerateMipmap = brw_generate_mipmap;
376
377 functions->QueryInternalFormat = brw_query_internal_format;
378
379 functions->NewTransformFeedback = brw_new_transform_feedback;
380 functions->DeleteTransformFeedback = brw_delete_transform_feedback;
381 if (can_do_mi_math_and_lrr(brw->screen)) {
382 functions->BeginTransformFeedback = hsw_begin_transform_feedback;
383 functions->EndTransformFeedback = hsw_end_transform_feedback;
384 functions->PauseTransformFeedback = hsw_pause_transform_feedback;
385 functions->ResumeTransformFeedback = hsw_resume_transform_feedback;
386 } else if (devinfo->gen >= 7) {
387 functions->BeginTransformFeedback = gen7_begin_transform_feedback;
388 functions->EndTransformFeedback = gen7_end_transform_feedback;
389 functions->PauseTransformFeedback = gen7_pause_transform_feedback;
390 functions->ResumeTransformFeedback = gen7_resume_transform_feedback;
391 functions->GetTransformFeedbackVertexCount =
392 brw_get_transform_feedback_vertex_count;
393 } else {
394 functions->BeginTransformFeedback = brw_begin_transform_feedback;
395 functions->EndTransformFeedback = brw_end_transform_feedback;
396 functions->PauseTransformFeedback = brw_pause_transform_feedback;
397 functions->ResumeTransformFeedback = brw_resume_transform_feedback;
398 functions->GetTransformFeedbackVertexCount =
399 brw_get_transform_feedback_vertex_count;
400 }
401
402 if (devinfo->gen >= 6)
403 functions->GetSamplePosition = gen6_get_sample_position;
404
405 /* GL_ARB_get_program_binary */
406 brw_program_binary_init(brw->screen->deviceID);
407 functions->GetProgramBinaryDriverSHA1 = brw_get_program_binary_driver_sha1;
408 functions->ProgramBinarySerializeDriverBlob = brw_serialize_program_binary;
409 functions->ProgramBinaryDeserializeDriverBlob =
410 brw_deserialize_program_binary;
411
412 if (brw->screen->disk_cache) {
413 functions->ShaderCacheSerializeDriverBlob = brw_program_serialize_nir;
414 }
415
416 functions->SetBackgroundContext = brw_set_background_context;
417 }
418
419 static void
420 brw_initialize_spirv_supported_capabilities(struct brw_context *brw)
421 {
422 const struct gen_device_info *devinfo = &brw->screen->devinfo;
423 struct gl_context *ctx = &brw->ctx;
424
425 /* The following SPIR-V capabilities are only supported on gen7+. In theory
426 * you should enable the extension only on gen7+, but just in case let's
427 * assert it.
428 */
429 assert(devinfo->gen >= 7);
430
431 ctx->Const.SpirVCapabilities.atomic_storage = devinfo->gen >= 7;
432 ctx->Const.SpirVCapabilities.draw_parameters = true;
433 ctx->Const.SpirVCapabilities.float64 = devinfo->gen >= 8;
434 ctx->Const.SpirVCapabilities.geometry_streams = devinfo->gen >= 7;
435 ctx->Const.SpirVCapabilities.image_write_without_format = true;
436 ctx->Const.SpirVCapabilities.int64 = devinfo->gen >= 8;
437 ctx->Const.SpirVCapabilities.tessellation = true;
438 ctx->Const.SpirVCapabilities.transform_feedback = devinfo->gen >= 7;
439 ctx->Const.SpirVCapabilities.variable_pointers = true;
440 ctx->Const.SpirVCapabilities.integer_functions2 = devinfo->gen >= 8;
441 }
442
443 static void
444 brw_initialize_context_constants(struct brw_context *brw)
445 {
446 const struct gen_device_info *devinfo = &brw->screen->devinfo;
447 struct gl_context *ctx = &brw->ctx;
448 const struct brw_compiler *compiler = brw->screen->compiler;
449
450 const bool stage_exists[MESA_SHADER_STAGES] = {
451 [MESA_SHADER_VERTEX] = true,
452 [MESA_SHADER_TESS_CTRL] = devinfo->gen >= 7,
453 [MESA_SHADER_TESS_EVAL] = devinfo->gen >= 7,
454 [MESA_SHADER_GEOMETRY] = devinfo->gen >= 6,
455 [MESA_SHADER_FRAGMENT] = true,
456 [MESA_SHADER_COMPUTE] =
457 (_mesa_is_desktop_gl(ctx) &&
458 ctx->Const.MaxComputeWorkGroupSize[0] >= 1024) ||
459 (ctx->API == API_OPENGLES2 &&
460 ctx->Const.MaxComputeWorkGroupSize[0] >= 128),
461 };
462
463 unsigned num_stages = 0;
464 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
465 if (stage_exists[i])
466 num_stages++;
467 }
468
469 unsigned max_samplers =
470 devinfo->gen >= 8 || devinfo->is_haswell ? BRW_MAX_TEX_UNIT : 16;
471
472 ctx->Const.MaxDualSourceDrawBuffers = 1;
473 ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
474 ctx->Const.MaxCombinedShaderOutputResources =
475 MAX_IMAGE_UNITS + BRW_MAX_DRAW_BUFFERS;
476
477 /* The timestamp register we can read for glGetTimestamp() is
478 * sometimes only 32 bits, before scaling to nanoseconds (depending
479 * on kernel).
480 *
481 * Once scaled to nanoseconds the timestamp would roll over at a
482 * non-power-of-two, so an application couldn't use
483 * GL_QUERY_COUNTER_BITS to handle rollover correctly. Instead, we
484 * report 36 bits and truncate at that (rolling over 5 times as
485 * often as the HW counter), and when the 32-bit counter rolls
486 * over, it happens to also be at a rollover in the reported value
487 * from near (1<<36) to 0.
488 *
489 * The low 32 bits rolls over in ~343 seconds. Our 36-bit result
490 * rolls over every ~69 seconds.
491 */
492 ctx->Const.QueryCounterBits.Timestamp = 36;
493
494 ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
495 ctx->Const.MaxImageUnits = MAX_IMAGE_UNITS;
496 if (devinfo->gen >= 7) {
497 ctx->Const.MaxRenderbufferSize = 16384;
498 ctx->Const.MaxTextureSize = 16384;
499 ctx->Const.MaxCubeTextureLevels = 15; /* 16384 */
500 } else {
501 ctx->Const.MaxRenderbufferSize = 8192;
502 ctx->Const.MaxTextureSize = 8192;
503 ctx->Const.MaxCubeTextureLevels = 14; /* 8192 */
504 }
505 ctx->Const.Max3DTextureLevels = 12; /* 2048 */
506 ctx->Const.MaxArrayTextureLayers = devinfo->gen >= 7 ? 2048 : 512;
507 ctx->Const.MaxTextureMbytes = 1536;
508 ctx->Const.MaxTextureRectSize = devinfo->gen >= 7 ? 16384 : 8192;
509 ctx->Const.MaxTextureMaxAnisotropy = 16.0;
510 ctx->Const.MaxTextureLodBias = 15.0;
511 ctx->Const.StripTextureBorder = true;
512 if (devinfo->gen >= 7) {
513 ctx->Const.MaxProgramTextureGatherComponents = 4;
514 ctx->Const.MinProgramTextureGatherOffset = -32;
515 ctx->Const.MaxProgramTextureGatherOffset = 31;
516 } else if (devinfo->gen == 6) {
517 ctx->Const.MaxProgramTextureGatherComponents = 1;
518 ctx->Const.MinProgramTextureGatherOffset = -8;
519 ctx->Const.MaxProgramTextureGatherOffset = 7;
520 }
521
522 ctx->Const.MaxUniformBlockSize = 65536;
523
524 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
525 struct gl_program_constants *prog = &ctx->Const.Program[i];
526
527 if (!stage_exists[i])
528 continue;
529
530 prog->MaxTextureImageUnits = max_samplers;
531
532 prog->MaxUniformBlocks = BRW_MAX_UBO;
533 prog->MaxCombinedUniformComponents =
534 prog->MaxUniformComponents +
535 ctx->Const.MaxUniformBlockSize / 4 * prog->MaxUniformBlocks;
536
537 prog->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
538 prog->MaxAtomicBuffers = BRW_MAX_ABO;
539 prog->MaxImageUniforms = compiler->scalar_stage[i] ? BRW_MAX_IMAGES : 0;
540 prog->MaxShaderStorageBlocks = BRW_MAX_SSBO;
541 }
542
543 ctx->Const.MaxTextureUnits =
544 MIN2(ctx->Const.MaxTextureCoordUnits,
545 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
546
547 ctx->Const.MaxUniformBufferBindings = num_stages * BRW_MAX_UBO;
548 ctx->Const.MaxCombinedUniformBlocks = num_stages * BRW_MAX_UBO;
549 ctx->Const.MaxCombinedAtomicBuffers = num_stages * BRW_MAX_ABO;
550 ctx->Const.MaxCombinedShaderStorageBlocks = num_stages * BRW_MAX_SSBO;
551 ctx->Const.MaxShaderStorageBufferBindings = num_stages * BRW_MAX_SSBO;
552 ctx->Const.MaxCombinedTextureImageUnits = num_stages * max_samplers;
553 ctx->Const.MaxCombinedImageUniforms = num_stages * BRW_MAX_IMAGES;
554
555
556 /* Hardware only supports a limited number of transform feedback buffers.
557 * So we need to override the Mesa default (which is based only on software
558 * limits).
559 */
560 ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS;
561
562 /* On Gen6, in the worst case, we use up one binding table entry per
563 * transform feedback component (see comments above the definition of
564 * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
565 * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
566 * BRW_MAX_SOL_BINDINGS.
567 *
568 * In "separate components" mode, we need to divide this value by
569 * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
570 * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
571 */
572 ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS;
573 ctx->Const.MaxTransformFeedbackSeparateComponents =
574 BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
575
576 ctx->Const.AlwaysUseGetTransformFeedbackVertexCount =
577 !can_do_mi_math_and_lrr(brw->screen);
578
579 int max_samples;
580 const int *msaa_modes = intel_supported_msaa_modes(brw->screen);
581 const int clamp_max_samples =
582 driQueryOptioni(&brw->optionCache, "clamp_max_samples");
583
584 if (clamp_max_samples < 0) {
585 max_samples = msaa_modes[0];
586 } else {
587 /* Select the largest supported MSAA mode that does not exceed
588 * clamp_max_samples.
589 */
590 max_samples = 0;
591 for (int i = 0; msaa_modes[i] != 0; ++i) {
592 if (msaa_modes[i] <= clamp_max_samples) {
593 max_samples = msaa_modes[i];
594 break;
595 }
596 }
597 }
598
599 ctx->Const.MaxSamples = max_samples;
600 ctx->Const.MaxColorTextureSamples = max_samples;
601 ctx->Const.MaxDepthTextureSamples = max_samples;
602 ctx->Const.MaxIntegerSamples = max_samples;
603 ctx->Const.MaxImageSamples = 0;
604
605 /* gen6_set_sample_maps() sets SampleMap{2,4,8}x variables which are used
606 * to map indices of rectangular grid to sample numbers within a pixel.
607 * These variables are used by GL_EXT_framebuffer_multisample_blit_scaled
608 * extension implementation. For more details see the comment above
609 * gen6_set_sample_maps() definition.
610 */
611 gen6_set_sample_maps(ctx);
612
613 ctx->Const.MinLineWidth = 1.0;
614 ctx->Const.MinLineWidthAA = 1.0;
615 if (devinfo->gen >= 6) {
616 ctx->Const.MaxLineWidth = 7.375;
617 ctx->Const.MaxLineWidthAA = 7.375;
618 ctx->Const.LineWidthGranularity = 0.125;
619 } else {
620 ctx->Const.MaxLineWidth = 7.0;
621 ctx->Const.MaxLineWidthAA = 7.0;
622 ctx->Const.LineWidthGranularity = 0.5;
623 }
624
625 /* For non-antialiased lines, we have to round the line width to the
626 * nearest whole number. Make sure that we don't advertise a line
627 * width that, when rounded, will be beyond the actual hardware
628 * maximum.
629 */
630 assert(roundf(ctx->Const.MaxLineWidth) <= ctx->Const.MaxLineWidth);
631
632 ctx->Const.MinPointSize = 1.0;
633 ctx->Const.MinPointSizeAA = 1.0;
634 ctx->Const.MaxPointSize = 255.0;
635 ctx->Const.MaxPointSizeAA = 255.0;
636 ctx->Const.PointSizeGranularity = 1.0;
637
638 if (devinfo->gen >= 5 || devinfo->is_g4x)
639 ctx->Const.MaxClipPlanes = 8;
640
641 ctx->Const.GLSLFragCoordIsSysVal = true;
642 ctx->Const.GLSLFrontFacingIsSysVal = true;
643 ctx->Const.GLSLTessLevelsAsInputs = true;
644 ctx->Const.PrimitiveRestartForPatches = true;
645
646 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeInstructions = 16 * 1024;
647 ctx->Const.Program[MESA_SHADER_VERTEX].MaxAluInstructions = 0;
648 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexInstructions = 0;
649 ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexIndirections = 0;
650 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAluInstructions = 0;
651 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexInstructions = 0;
652 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexIndirections = 0;
653 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAttribs = 16;
654 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTemps = 256;
655 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAddressRegs = 1;
656 ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters = 1024;
657 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams =
658 MIN2(ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters,
659 ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams);
660
661 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = 1024;
662 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = 1024;
663 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = 1024;
664 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = 1024;
665 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 12;
666 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = 256;
667 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0;
668 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = 1024;
669 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
670 MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
671 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
672
673 /* Fragment shaders use real, 32-bit twos-complement integers for all
674 * integer types.
675 */
676 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMin = 31;
677 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMax = 30;
678 ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.Precision = 0;
679 ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
680 ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
681
682 ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMin = 31;
683 ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMax = 30;
684 ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.Precision = 0;
685 ctx->Const.Program[MESA_SHADER_VERTEX].HighInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
686 ctx->Const.Program[MESA_SHADER_VERTEX].MediumInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
687
688 /* Gen6 converts quads to polygon in beginning of 3D pipeline,
689 * but we're not sure how it's actually done for vertex order,
690 * that affect provoking vertex decision. Always use last vertex
691 * convention for quad primitive which works as expected for now.
692 */
693 if (devinfo->gen >= 6)
694 ctx->Const.QuadsFollowProvokingVertexConvention = false;
695
696 ctx->Const.NativeIntegers = true;
697
698 /* Regarding the CMP instruction, the Ivybridge PRM says:
699 *
700 * "For each enabled channel 0b or 1b is assigned to the appropriate flag
701 * bit and 0/all zeros or all ones (e.g, byte 0xFF, word 0xFFFF, DWord
702 * 0xFFFFFFFF) is assigned to dst."
703 *
704 * but PRMs for earlier generations say
705 *
706 * "In dword format, one GRF may store up to 8 results. When the register
707 * is used later as a vector of Booleans, as only LSB at each channel
708 * contains meaning [sic] data, software should make sure all higher bits
709 * are masked out (e.g. by 'and-ing' an [sic] 0x01 constant)."
710 *
711 * We select the representation of a true boolean uniform to be ~0, and fix
712 * the results of Gen <= 5 CMP instruction's with -(result & 1).
713 */
714 ctx->Const.UniformBooleanTrue = ~0;
715
716 /* From the gen4 PRM, volume 4 page 127:
717 *
718 * "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
719 * the base address of the first element of the surface, computed in
720 * software by adding the surface base address to the byte offset of
721 * the element in the buffer."
722 *
723 * However, unaligned accesses are slower, so enforce buffer alignment.
724 *
725 * In order to push UBO data, 3DSTATE_CONSTANT_XS imposes an additional
726 * restriction: the start of the buffer needs to be 32B aligned.
727 */
728 ctx->Const.UniformBufferOffsetAlignment = 32;
729
730 /* ShaderStorageBufferOffsetAlignment should be a cacheline (64 bytes) so
731 * that we can safely have the CPU and GPU writing the same SSBO on
732 * non-cachecoherent systems (our Atom CPUs). With UBOs, the GPU never
733 * writes, so there's no problem. For an SSBO, the GPU and the CPU can
734 * be updating disjoint regions of the buffer simultaneously and that will
735 * break if the regions overlap the same cacheline.
736 */
737 ctx->Const.ShaderStorageBufferOffsetAlignment = 64;
738 ctx->Const.TextureBufferOffsetAlignment = 16;
739 ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024;
740
741 if (devinfo->gen >= 6) {
742 ctx->Const.MaxVarying = 32;
743 ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 128;
744 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents =
745 compiler->scalar_stage[MESA_SHADER_GEOMETRY] ? 128 : 64;
746 ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
747 ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
748 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents = 128;
749 ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents = 128;
750 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents = 128;
751 ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents = 128;
752 }
753
754 /* We want the GLSL compiler to emit code that uses condition codes */
755 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
756 ctx->Const.ShaderCompilerOptions[i] =
757 brw->screen->compiler->glsl_compiler_options[i];
758 }
759
760 if (devinfo->gen >= 7) {
761 ctx->Const.MaxViewportWidth = 32768;
762 ctx->Const.MaxViewportHeight = 32768;
763 }
764
765 /* ARB_viewport_array, OES_viewport_array */
766 if (devinfo->gen >= 6) {
767 ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
768 ctx->Const.ViewportSubpixelBits = 8;
769
770 /* Cast to float before negating because MaxViewportWidth is unsigned.
771 */
772 ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
773 ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
774 }
775
776 /* ARB_gpu_shader5 */
777 if (devinfo->gen >= 7)
778 ctx->Const.MaxVertexStreams = MIN2(4, MAX_VERTEX_STREAMS);
779
780 /* ARB_framebuffer_no_attachments */
781 ctx->Const.MaxFramebufferWidth = 16384;
782 ctx->Const.MaxFramebufferHeight = 16384;
783 ctx->Const.MaxFramebufferLayers = ctx->Const.MaxArrayTextureLayers;
784 ctx->Const.MaxFramebufferSamples = max_samples;
785
786 /* OES_primitive_bounding_box */
787 ctx->Const.NoPrimitiveBoundingBoxOutput = true;
788
789 /* TODO: We should be able to use STD430 packing by default on all hardware
790 * but some piglit tests [1] currently fail on SNB when this is enabled.
791 * The problem is the messages we're using for doing uniform pulls
792 * in the vec4 back-end on SNB is the OWORD block load instruction, which
793 * takes its offset in units of OWORDS (16 bytes). On IVB+, we use the
794 * sampler which doesn't have these restrictions.
795 *
796 * In the scalar back-end, we use the sampler for dynamic uniform loads and
797 * pull an entire cache line at a time for constant offset loads both of
798 * which support almost any alignment.
799 *
800 * [1] glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test
801 */
802 if (devinfo->gen >= 7)
803 ctx->Const.UseSTD430AsDefaultPacking = true;
804
805 if (!(ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT))
806 ctx->Const.AllowMappedBuffersDuringExecution = true;
807
808 /* GL_ARB_get_program_binary */
809 ctx->Const.NumProgramBinaryFormats = 1;
810 }
811
812 static void
813 brw_initialize_cs_context_constants(struct brw_context *brw)
814 {
815 struct gl_context *ctx = &brw->ctx;
816 const struct intel_screen *screen = brw->screen;
817 struct gen_device_info *devinfo = &brw->screen->devinfo;
818
819 /* FINISHME: Do this for all platforms that the kernel supports */
820 if (devinfo->is_cherryview &&
821 screen->subslice_total > 0 && screen->eu_total > 0) {
822 /* Logical CS threads = EUs per subslice * 7 threads per EU */
823 uint32_t max_cs_threads = screen->eu_total / screen->subslice_total * 7;
824
825 /* Fuse configurations may give more threads than expected, never less. */
826 if (max_cs_threads > devinfo->max_cs_threads)
827 devinfo->max_cs_threads = max_cs_threads;
828 }
829
830 /* Maximum number of scalar compute shader invocations that can be run in
831 * parallel in the same subslice assuming SIMD32 dispatch.
832 *
833 * We don't advertise more than 64 threads, because we are limited to 64 by
834 * our usage of thread_width_max in the gpgpu walker command. This only
835 * currently impacts Haswell, which otherwise might be able to advertise 70
836 * threads. With SIMD32 and 64 threads, Haswell still provides twice the
837 * required the number of invocation needed for ARB_compute_shader.
838 */
839 const unsigned max_threads = MIN2(64, devinfo->max_cs_threads);
840 const uint32_t max_invocations = 32 * max_threads;
841 ctx->Const.MaxComputeWorkGroupSize[0] = max_invocations;
842 ctx->Const.MaxComputeWorkGroupSize[1] = max_invocations;
843 ctx->Const.MaxComputeWorkGroupSize[2] = max_invocations;
844 ctx->Const.MaxComputeWorkGroupInvocations = max_invocations;
845 ctx->Const.MaxComputeSharedMemorySize = 64 * 1024;
846 }
847
848 /**
849 * Process driconf (drirc) options, setting appropriate context flags.
850 *
851 * intelInitExtensions still pokes at optionCache directly, in order to
852 * avoid advertising various extensions. No flags are set, so it makes
853 * sense to continue doing that there.
854 */
855 static void
856 brw_process_driconf_options(struct brw_context *brw)
857 {
858 const struct gen_device_info *devinfo = &brw->screen->devinfo;
859 struct gl_context *ctx = &brw->ctx;
860
861 driOptionCache *options = &brw->optionCache;
862 driParseConfigFiles(options, &brw->screen->optionCache,
863 brw->driContext->driScreenPriv->myNum,
864 "i965", NULL, NULL, 0);
865
866 if (INTEL_DEBUG & DEBUG_NO_HIZ) {
867 brw->has_hiz = false;
868 /* On gen6, you can only do separate stencil with HIZ. */
869 if (devinfo->gen == 6)
870 brw->has_separate_stencil = false;
871 }
872
873 if (driQueryOptionb(options, "mesa_no_error"))
874 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR;
875
876 if (driQueryOptionb(options, "always_flush_batch")) {
877 fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
878 brw->always_flush_batch = true;
879 }
880
881 if (driQueryOptionb(options, "always_flush_cache")) {
882 fprintf(stderr, "flushing GPU caches before/after each draw call\n");
883 brw->always_flush_cache = true;
884 }
885
886 if (driQueryOptionb(options, "disable_throttling")) {
887 fprintf(stderr, "disabling flush throttling\n");
888 brw->disable_throttling = true;
889 }
890
891 brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
892
893 if (driQueryOptionb(&brw->optionCache, "precise_trig"))
894 brw->screen->compiler->precise_trig = true;
895
896 ctx->Const.ForceGLSLExtensionsWarn =
897 driQueryOptionb(options, "force_glsl_extensions_warn");
898
899 ctx->Const.ForceGLSLVersion =
900 driQueryOptioni(options, "force_glsl_version");
901
902 ctx->Const.DisableGLSLLineContinuations =
903 driQueryOptionb(options, "disable_glsl_line_continuations");
904
905 ctx->Const.AllowGLSLExtensionDirectiveMidShader =
906 driQueryOptionb(options, "allow_glsl_extension_directive_midshader");
907
908 ctx->Const.AllowGLSLBuiltinVariableRedeclaration =
909 driQueryOptionb(options, "allow_glsl_builtin_variable_redeclaration");
910
911 ctx->Const.AllowHigherCompatVersion =
912 driQueryOptionb(options, "allow_higher_compat_version");
913
914 ctx->Const.ForceGLSLAbsSqrt =
915 driQueryOptionb(options, "force_glsl_abs_sqrt");
916
917 ctx->Const.GLSLZeroInit = driQueryOptionb(options, "glsl_zero_init");
918
919 brw->dual_color_blend_by_location =
920 driQueryOptionb(options, "dual_color_blend_by_location");
921
922 ctx->Const.AllowGLSLCrossStageInterpolationMismatch =
923 driQueryOptionb(options, "allow_glsl_cross_stage_interpolation_mismatch");
924
925 ctx->Const.dri_config_options_sha1 = ralloc_array(brw, unsigned char, 20);
926 driComputeOptionsSha1(&brw->screen->optionCache,
927 ctx->Const.dri_config_options_sha1);
928 }
929
930 GLboolean
931 brwCreateContext(gl_api api,
932 const struct gl_config *mesaVis,
933 __DRIcontext *driContextPriv,
934 const struct __DriverContextConfig *ctx_config,
935 unsigned *dri_ctx_error,
936 void *sharedContextPrivate)
937 {
938 struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
939 struct intel_screen *screen = driContextPriv->driScreenPriv->driverPrivate;
940 const struct gen_device_info *devinfo = &screen->devinfo;
941 struct dd_function_table functions;
942
943 /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
944 * provides us with context reset notifications.
945 */
946 uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG |
947 __DRI_CTX_FLAG_FORWARD_COMPATIBLE |
948 __DRI_CTX_FLAG_NO_ERROR;
949
950 if (screen->has_context_reset_notification)
951 allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
952
953 if (ctx_config->flags & ~allowed_flags) {
954 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
955 return false;
956 }
957
958 if (ctx_config->attribute_mask &
959 ~(__DRIVER_CONTEXT_ATTRIB_RESET_STRATEGY |
960 __DRIVER_CONTEXT_ATTRIB_PRIORITY)) {
961 *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_ATTRIBUTE;
962 return false;
963 }
964
965 bool notify_reset =
966 ((ctx_config->attribute_mask & __DRIVER_CONTEXT_ATTRIB_RESET_STRATEGY) &&
967 ctx_config->reset_strategy != __DRI_CTX_RESET_NO_NOTIFICATION);
968
969 struct brw_context *brw = rzalloc(NULL, struct brw_context);
970 if (!brw) {
971 fprintf(stderr, "%s: failed to alloc context\n", __func__);
972 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
973 return false;
974 }
975 brw->perf_ctx = gen_perf_new_context(brw);
976
977 driContextPriv->driverPrivate = brw;
978 brw->driContext = driContextPriv;
979 brw->screen = screen;
980 brw->bufmgr = screen->bufmgr;
981
982 brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
983 brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
984
985 brw->has_swizzling = screen->hw_has_swizzling;
986
987 brw->isl_dev = screen->isl_dev;
988
989 brw->vs.base.stage = MESA_SHADER_VERTEX;
990 brw->tcs.base.stage = MESA_SHADER_TESS_CTRL;
991 brw->tes.base.stage = MESA_SHADER_TESS_EVAL;
992 brw->gs.base.stage = MESA_SHADER_GEOMETRY;
993 brw->wm.base.stage = MESA_SHADER_FRAGMENT;
994 brw->cs.base.stage = MESA_SHADER_COMPUTE;
995
996 brw_init_driver_functions(brw, &functions);
997
998 if (notify_reset)
999 functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
1000
1001 brw_process_driconf_options(brw);
1002
1003 if (api == API_OPENGL_CORE &&
1004 driQueryOptionb(&screen->optionCache, "force_compat_profile")) {
1005 api = API_OPENGL_COMPAT;
1006 }
1007
1008 struct gl_context *ctx = &brw->ctx;
1009
1010 if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
1011 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
1012 fprintf(stderr, "%s: failed to init mesa context\n", __func__);
1013 intelDestroyContext(driContextPriv);
1014 return false;
1015 }
1016
1017 driContextSetFlags(ctx, ctx_config->flags);
1018
1019 /* Initialize the software rasterizer and helper modules.
1020 *
1021 * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
1022 * software fallbacks (which we have to support on legacy GL to do weird
1023 * glDrawPixels(), glBitmap(), and other functions).
1024 */
1025 if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
1026 _swrast_CreateContext(ctx);
1027 }
1028
1029 _vbo_CreateContext(ctx, true);
1030 if (ctx->swrast_context) {
1031 _tnl_CreateContext(ctx);
1032 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
1033 _swsetup_CreateContext(ctx);
1034
1035 /* Configure swrast to match hardware characteristics: */
1036 _swrast_allow_pixel_fog(ctx, false);
1037 _swrast_allow_vertex_fog(ctx, true);
1038 }
1039
1040 _mesa_meta_init(ctx);
1041
1042 if (INTEL_DEBUG & DEBUG_PERF)
1043 brw->perf_debug = true;
1044
1045 brw_initialize_cs_context_constants(brw);
1046 brw_initialize_context_constants(brw);
1047
1048 ctx->Const.ResetStrategy = notify_reset
1049 ? GL_LOSE_CONTEXT_ON_RESET_ARB : GL_NO_RESET_NOTIFICATION_ARB;
1050
1051 /* Reinitialize the context point state. It depends on ctx->Const values. */
1052 _mesa_init_point(ctx);
1053
1054 intel_fbo_init(brw);
1055
1056 intel_batchbuffer_init(brw);
1057
1058 /* Create a new hardware context. Using a hardware context means that
1059 * our GPU state will be saved/restored on context switch, allowing us
1060 * to assume that the GPU is in the same state we left it in.
1061 *
1062 * This is required for transform feedback buffer offsets, query objects,
1063 * and also allows us to reduce how much state we have to emit.
1064 */
1065 brw->hw_ctx = brw_create_hw_context(brw->bufmgr);
1066 if (!brw->hw_ctx && devinfo->gen >= 6) {
1067 fprintf(stderr, "Failed to create hardware context.\n");
1068 intelDestroyContext(driContextPriv);
1069 return false;
1070 }
1071
1072 if (brw->hw_ctx) {
1073 int hw_priority = GEN_CONTEXT_MEDIUM_PRIORITY;
1074 if (ctx_config->attribute_mask & __DRIVER_CONTEXT_ATTRIB_PRIORITY) {
1075 switch (ctx_config->priority) {
1076 case __DRI_CTX_PRIORITY_LOW:
1077 hw_priority = GEN_CONTEXT_LOW_PRIORITY;
1078 break;
1079 case __DRI_CTX_PRIORITY_HIGH:
1080 hw_priority = GEN_CONTEXT_HIGH_PRIORITY;
1081 break;
1082 }
1083 }
1084 if (hw_priority != I915_CONTEXT_DEFAULT_PRIORITY &&
1085 brw_hw_context_set_priority(brw->bufmgr, brw->hw_ctx, hw_priority)) {
1086 fprintf(stderr,
1087 "Failed to set priority [%d:%d] for hardware context.\n",
1088 ctx_config->priority, hw_priority);
1089 intelDestroyContext(driContextPriv);
1090 return false;
1091 }
1092 }
1093
1094 if (brw_init_pipe_control(brw, devinfo)) {
1095 *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
1096 intelDestroyContext(driContextPriv);
1097 return false;
1098 }
1099
1100 brw_upload_init(&brw->upload, brw->bufmgr, 65536);
1101
1102 brw_init_state(brw);
1103
1104 intelInitExtensions(ctx);
1105
1106 brw_init_surface_formats(brw);
1107
1108 brw_blorp_init(brw);
1109
1110 brw->urb.size = devinfo->urb.size;
1111
1112 if (devinfo->gen == 6)
1113 brw->urb.gs_present = false;
1114
1115 brw->prim_restart.in_progress = false;
1116 brw->prim_restart.enable_cut_index = false;
1117 brw->gs.enabled = false;
1118 brw->clip.viewport_count = 1;
1119
1120 brw->predicate.state = BRW_PREDICATE_STATE_RENDER;
1121
1122 brw->max_gtt_map_object_size = screen->max_gtt_map_object_size;
1123
1124 ctx->VertexProgram._MaintainTnlProgram = true;
1125 ctx->FragmentProgram._MaintainTexEnvProgram = true;
1126
1127 brw_draw_init( brw );
1128
1129 if ((ctx_config->flags & __DRI_CTX_FLAG_DEBUG) != 0) {
1130 /* Turn on some extra GL_ARB_debug_output generation. */
1131 brw->perf_debug = true;
1132 }
1133
1134 if ((ctx_config->flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0) {
1135 ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
1136 ctx->Const.RobustAccess = GL_TRUE;
1137 }
1138
1139 if (INTEL_DEBUG & DEBUG_SHADER_TIME)
1140 brw_init_shader_time(brw);
1141
1142 _mesa_override_extensions(ctx);
1143 _mesa_compute_version(ctx);
1144
1145 /* GL_ARB_gl_spirv */
1146 if (ctx->Extensions.ARB_gl_spirv) {
1147 brw_initialize_spirv_supported_capabilities(brw);
1148
1149 if (ctx->Extensions.ARB_spirv_extensions) {
1150 /* GL_ARB_spirv_extensions */
1151 ctx->Const.SpirVExtensions = MALLOC_STRUCT(spirv_supported_extensions);
1152 _mesa_fill_supported_spirv_extensions(ctx->Const.SpirVExtensions,
1153 &ctx->Const.SpirVCapabilities);
1154 }
1155 }
1156
1157 _mesa_initialize_dispatch_tables(ctx);
1158 _mesa_initialize_vbo_vtxfmt(ctx);
1159
1160 if (ctx->Extensions.INTEL_performance_query)
1161 brw_init_performance_queries(brw);
1162
1163 brw->ctx.Cache = brw->screen->disk_cache;
1164
1165 if (driContextPriv->driScreenPriv->dri2.backgroundCallable &&
1166 driQueryOptionb(&screen->optionCache, "mesa_glthread")) {
1167 /* Loader supports multithreading, and so do we. */
1168 _mesa_glthread_init(ctx);
1169 }
1170
1171 return true;
1172 }
1173
1174 void
1175 intelDestroyContext(__DRIcontext * driContextPriv)
1176 {
1177 struct brw_context *brw =
1178 (struct brw_context *) driContextPriv->driverPrivate;
1179 struct gl_context *ctx = &brw->ctx;
1180
1181 GET_CURRENT_CONTEXT(curctx);
1182
1183 if (curctx == NULL) {
1184 /* No current context, but we need one to release
1185 * renderbuffer surface when we release framebuffer.
1186 * So temporarily bind the context.
1187 */
1188 _mesa_make_current(ctx, NULL, NULL);
1189 }
1190
1191 _mesa_glthread_destroy(&brw->ctx);
1192
1193 _mesa_meta_free(&brw->ctx);
1194
1195 if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
1196 /* Force a report. */
1197 brw->shader_time.report_time = 0;
1198
1199 brw_collect_and_report_shader_time(brw);
1200 brw_destroy_shader_time(brw);
1201 }
1202
1203 blorp_finish(&brw->blorp);
1204
1205 brw_destroy_state(brw);
1206 brw_draw_destroy(brw);
1207
1208 brw_bo_unreference(brw->curbe.curbe_bo);
1209
1210 brw_bo_unreference(brw->vs.base.scratch_bo);
1211 brw_bo_unreference(brw->tcs.base.scratch_bo);
1212 brw_bo_unreference(brw->tes.base.scratch_bo);
1213 brw_bo_unreference(brw->gs.base.scratch_bo);
1214 brw_bo_unreference(brw->wm.base.scratch_bo);
1215
1216 brw_bo_unreference(brw->vs.base.push_const_bo);
1217 brw_bo_unreference(brw->tcs.base.push_const_bo);
1218 brw_bo_unreference(brw->tes.base.push_const_bo);
1219 brw_bo_unreference(brw->gs.base.push_const_bo);
1220 brw_bo_unreference(brw->wm.base.push_const_bo);
1221
1222 brw_destroy_hw_context(brw->bufmgr, brw->hw_ctx);
1223
1224 if (ctx->swrast_context) {
1225 _swsetup_DestroyContext(&brw->ctx);
1226 _tnl_DestroyContext(&brw->ctx);
1227 }
1228 _vbo_DestroyContext(&brw->ctx);
1229
1230 if (ctx->swrast_context)
1231 _swrast_DestroyContext(&brw->ctx);
1232
1233 brw_fini_pipe_control(brw);
1234 intel_batchbuffer_free(&brw->batch);
1235
1236 brw_bo_unreference(brw->throttle_batch[1]);
1237 brw_bo_unreference(brw->throttle_batch[0]);
1238 brw->throttle_batch[1] = NULL;
1239 brw->throttle_batch[0] = NULL;
1240
1241 driDestroyOptionCache(&brw->optionCache);
1242
1243 /* free the Mesa context */
1244 _mesa_free_context_data(&brw->ctx);
1245
1246 ralloc_free(brw);
1247 driContextPriv->driverPrivate = NULL;
1248 }
1249
1250 GLboolean
1251 intelUnbindContext(__DRIcontext * driContextPriv)
1252 {
1253 struct gl_context *ctx = driContextPriv->driverPrivate;
1254 _mesa_glthread_finish(ctx);
1255
1256 /* Unset current context and dispath table */
1257 _mesa_make_current(NULL, NULL, NULL);
1258
1259 return true;
1260 }
1261
1262 /**
1263 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
1264 * on window system framebuffers.
1265 *
1266 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
1267 * your renderbuffer can do sRGB encode, and you can flip a switch that does
1268 * sRGB encode if the renderbuffer can handle it. You can ask specifically
1269 * for a visual where you're guaranteed to be capable, but it turns out that
1270 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
1271 * incapable ones, because there's no difference between the two in resources
1272 * used. Applications thus get built that accidentally rely on the default
1273 * visual choice being sRGB, so we make ours sRGB capable. Everything sounds
1274 * great...
1275 *
1276 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
1277 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
1278 * So they removed the enable knob and made it "if the renderbuffer is sRGB
1279 * capable, do sRGB encode". Then, for your window system renderbuffers, you
1280 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
1281 * and get no sRGB encode (assuming that both kinds of visual are available).
1282 * Thus our choice to support sRGB by default on our visuals for desktop would
1283 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
1284 *
1285 * Unfortunately, renderbuffer setup happens before a context is created. So
1286 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
1287 * context (without an sRGB visual), we go turn that back off before anyone
1288 * finds out.
1289 */
1290 static void
1291 intel_gles3_srgb_workaround(struct brw_context *brw,
1292 struct gl_framebuffer *fb)
1293 {
1294 struct gl_context *ctx = &brw->ctx;
1295
1296 if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
1297 return;
1298
1299 for (int i = 0; i < BUFFER_COUNT; i++) {
1300 struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
1301
1302 /* Check if sRGB was specifically asked for. */
1303 struct intel_renderbuffer *irb = intel_get_renderbuffer(fb, i);
1304 if (irb && irb->need_srgb)
1305 return;
1306
1307 if (rb)
1308 rb->Format = _mesa_get_srgb_format_linear(rb->Format);
1309 }
1310 /* Disable sRGB from framebuffers that are not compatible. */
1311 fb->Visual.sRGBCapable = false;
1312 }
1313
1314 GLboolean
1315 intelMakeCurrent(__DRIcontext * driContextPriv,
1316 __DRIdrawable * driDrawPriv,
1317 __DRIdrawable * driReadPriv)
1318 {
1319 struct brw_context *brw;
1320
1321 if (driContextPriv)
1322 brw = (struct brw_context *) driContextPriv->driverPrivate;
1323 else
1324 brw = NULL;
1325
1326 if (driContextPriv) {
1327 struct gl_context *ctx = &brw->ctx;
1328 struct gl_framebuffer *fb, *readFb;
1329
1330 if (driDrawPriv == NULL) {
1331 fb = _mesa_get_incomplete_framebuffer();
1332 } else {
1333 fb = driDrawPriv->driverPrivate;
1334 driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
1335 }
1336
1337 if (driReadPriv == NULL) {
1338 readFb = _mesa_get_incomplete_framebuffer();
1339 } else {
1340 readFb = driReadPriv->driverPrivate;
1341 driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
1342 }
1343
1344 /* The sRGB workaround changes the renderbuffer's format. We must change
1345 * the format before the renderbuffer's miptree get's allocated, otherwise
1346 * the formats of the renderbuffer and its miptree will differ.
1347 */
1348 intel_gles3_srgb_workaround(brw, fb);
1349 intel_gles3_srgb_workaround(brw, readFb);
1350
1351 /* If the context viewport hasn't been initialized, force a call out to
1352 * the loader to get buffers so we have a drawable size for the initial
1353 * viewport. */
1354 if (!brw->ctx.ViewportInitialized)
1355 intel_prepare_render(brw);
1356
1357 _mesa_make_current(ctx, fb, readFb);
1358 } else {
1359 GET_CURRENT_CONTEXT(ctx);
1360 _mesa_glthread_finish(ctx);
1361 _mesa_make_current(NULL, NULL, NULL);
1362 }
1363
1364 return true;
1365 }
1366
1367 void
1368 intel_resolve_for_dri2_flush(struct brw_context *brw,
1369 __DRIdrawable *drawable)
1370 {
1371 const struct gen_device_info *devinfo = &brw->screen->devinfo;
1372
1373 if (devinfo->gen < 6) {
1374 /* MSAA and fast color clear are not supported, so don't waste time
1375 * checking whether a resolve is needed.
1376 */
1377 return;
1378 }
1379
1380 struct gl_framebuffer *fb = drawable->driverPrivate;
1381 struct intel_renderbuffer *rb;
1382
1383 /* Usually, only the back buffer will need to be downsampled. However,
1384 * the front buffer will also need it if the user has rendered into it.
1385 */
1386 static const gl_buffer_index buffers[2] = {
1387 BUFFER_BACK_LEFT,
1388 BUFFER_FRONT_LEFT,
1389 };
1390
1391 for (int i = 0; i < 2; ++i) {
1392 rb = intel_get_renderbuffer(fb, buffers[i]);
1393 if (rb == NULL || rb->mt == NULL)
1394 continue;
1395 if (rb->mt->surf.samples == 1) {
1396 assert(rb->mt_layer == 0 && rb->mt_level == 0 &&
1397 rb->layer_count == 1);
1398 intel_miptree_prepare_external(brw, rb->mt);
1399 } else {
1400 intel_renderbuffer_downsample(brw, rb);
1401
1402 /* Call prepare_external on the single-sample miptree to do any
1403 * needed resolves prior to handing it off to the window system.
1404 * This is needed in the case that rb->singlesample_mt is Y-tiled
1405 * with CCS_E enabled but without I915_FORMAT_MOD_Y_TILED_CCS_E. In
1406 * this case, the MSAA resolve above will write compressed data into
1407 * rb->singlesample_mt.
1408 *
1409 * TODO: Some day, if we decide to care about the tiny performance
1410 * hit we're taking by doing the MSAA resolve and then a CCS resolve,
1411 * we could detect this case and just allocate the single-sampled
1412 * miptree without aux. However, that would be a lot of plumbing and
1413 * this is a rather exotic case so it's not really worth it.
1414 */
1415 intel_miptree_prepare_external(brw, rb->singlesample_mt);
1416 }
1417 }
1418 }
1419
1420 static unsigned
1421 intel_bits_per_pixel(const struct intel_renderbuffer *rb)
1422 {
1423 return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
1424 }
1425
1426 static void
1427 intel_query_dri2_buffers(struct brw_context *brw,
1428 __DRIdrawable *drawable,
1429 __DRIbuffer **buffers,
1430 int *count);
1431
1432 static void
1433 intel_process_dri2_buffer(struct brw_context *brw,
1434 __DRIdrawable *drawable,
1435 __DRIbuffer *buffer,
1436 struct intel_renderbuffer *rb,
1437 const char *buffer_name);
1438
1439 static void
1440 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1441
1442 static void
1443 intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1444 {
1445 struct gl_framebuffer *fb = drawable->driverPrivate;
1446 struct intel_renderbuffer *rb;
1447 __DRIbuffer *buffers = NULL;
1448 int count;
1449 const char *region_name;
1450
1451 /* Set this up front, so that in case our buffers get invalidated
1452 * while we're getting new buffers, we don't clobber the stamp and
1453 * thus ignore the invalidate. */
1454 drawable->lastStamp = drawable->dri2.stamp;
1455
1456 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1457 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1458
1459 intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1460
1461 if (buffers == NULL)
1462 return;
1463
1464 for (int i = 0; i < count; i++) {
1465 switch (buffers[i].attachment) {
1466 case __DRI_BUFFER_FRONT_LEFT:
1467 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1468 region_name = "dri2 front buffer";
1469 break;
1470
1471 case __DRI_BUFFER_FAKE_FRONT_LEFT:
1472 rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1473 region_name = "dri2 fake front buffer";
1474 break;
1475
1476 case __DRI_BUFFER_BACK_LEFT:
1477 rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1478 region_name = "dri2 back buffer";
1479 break;
1480
1481 case __DRI_BUFFER_DEPTH:
1482 case __DRI_BUFFER_HIZ:
1483 case __DRI_BUFFER_DEPTH_STENCIL:
1484 case __DRI_BUFFER_STENCIL:
1485 case __DRI_BUFFER_ACCUM:
1486 default:
1487 fprintf(stderr,
1488 "unhandled buffer attach event, attachment type %d\n",
1489 buffers[i].attachment);
1490 return;
1491 }
1492
1493 intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1494 }
1495
1496 }
1497
1498 void
1499 intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1500 {
1501 struct brw_context *brw = context->driverPrivate;
1502 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
1503
1504 /* Set this up front, so that in case our buffers get invalidated
1505 * while we're getting new buffers, we don't clobber the stamp and
1506 * thus ignore the invalidate. */
1507 drawable->lastStamp = drawable->dri2.stamp;
1508
1509 if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1510 fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1511
1512 if (dri_screen->image.loader)
1513 intel_update_image_buffers(brw, drawable);
1514 else
1515 intel_update_dri2_buffers(brw, drawable);
1516
1517 driUpdateFramebufferSize(&brw->ctx, drawable);
1518 }
1519
1520 /**
1521 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1522 * state is required.
1523 */
1524 void
1525 intel_prepare_render(struct brw_context *brw)
1526 {
1527 struct gl_context *ctx = &brw->ctx;
1528 __DRIcontext *driContext = brw->driContext;
1529 __DRIdrawable *drawable;
1530
1531 drawable = driContext->driDrawablePriv;
1532 if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1533 if (drawable->lastStamp != drawable->dri2.stamp)
1534 intel_update_renderbuffers(driContext, drawable);
1535 driContext->dri2.draw_stamp = drawable->dri2.stamp;
1536 }
1537
1538 drawable = driContext->driReadablePriv;
1539 if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1540 if (drawable->lastStamp != drawable->dri2.stamp)
1541 intel_update_renderbuffers(driContext, drawable);
1542 driContext->dri2.read_stamp = drawable->dri2.stamp;
1543 }
1544
1545 /* If we're currently rendering to the front buffer, the rendering
1546 * that will happen next will probably dirty the front buffer. So
1547 * mark it as dirty here.
1548 */
1549 if (_mesa_is_front_buffer_drawing(ctx->DrawBuffer) &&
1550 ctx->DrawBuffer != _mesa_get_incomplete_framebuffer()) {
1551 brw->front_buffer_dirty = true;
1552 }
1553
1554 if (brw->is_shared_buffer_bound) {
1555 /* Subsequent rendering will probably dirty the shared buffer. */
1556 brw->is_shared_buffer_dirty = true;
1557 }
1558 }
1559
1560 /**
1561 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1562 *
1563 * To determine which DRI buffers to request, examine the renderbuffers
1564 * attached to the drawable's framebuffer. Then request the buffers with
1565 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1566 *
1567 * This is called from intel_update_renderbuffers().
1568 *
1569 * \param drawable Drawable whose buffers are queried.
1570 * \param buffers [out] List of buffers returned by DRI2 query.
1571 * \param buffer_count [out] Number of buffers returned.
1572 *
1573 * \see intel_update_renderbuffers()
1574 * \see DRI2GetBuffers()
1575 * \see DRI2GetBuffersWithFormat()
1576 */
1577 static void
1578 intel_query_dri2_buffers(struct brw_context *brw,
1579 __DRIdrawable *drawable,
1580 __DRIbuffer **buffers,
1581 int *buffer_count)
1582 {
1583 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
1584 struct gl_framebuffer *fb = drawable->driverPrivate;
1585 int i = 0;
1586 unsigned attachments[8];
1587
1588 struct intel_renderbuffer *front_rb;
1589 struct intel_renderbuffer *back_rb;
1590
1591 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1592 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1593
1594 memset(attachments, 0, sizeof(attachments));
1595 if ((_mesa_is_front_buffer_drawing(fb) ||
1596 _mesa_is_front_buffer_reading(fb) ||
1597 !back_rb) && front_rb) {
1598 /* If a fake front buffer is in use, then querying for
1599 * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1600 * the real front buffer to the fake front buffer. So before doing the
1601 * query, we need to make sure all the pending drawing has landed in the
1602 * real front buffer.
1603 */
1604 intel_batchbuffer_flush(brw);
1605 intel_flush_front(&brw->ctx);
1606
1607 attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1608 attachments[i++] = intel_bits_per_pixel(front_rb);
1609 } else if (front_rb && brw->front_buffer_dirty) {
1610 /* We have pending front buffer rendering, but we aren't querying for a
1611 * front buffer. If the front buffer we have is a fake front buffer,
1612 * the X server is going to throw it away when it processes the query.
1613 * So before doing the query, make sure all the pending drawing has
1614 * landed in the real front buffer.
1615 */
1616 intel_batchbuffer_flush(brw);
1617 intel_flush_front(&brw->ctx);
1618 }
1619
1620 if (back_rb) {
1621 attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1622 attachments[i++] = intel_bits_per_pixel(back_rb);
1623 }
1624
1625 assert(i <= ARRAY_SIZE(attachments));
1626
1627 *buffers =
1628 dri_screen->dri2.loader->getBuffersWithFormat(drawable,
1629 &drawable->w,
1630 &drawable->h,
1631 attachments, i / 2,
1632 buffer_count,
1633 drawable->loaderPrivate);
1634 }
1635
1636 /**
1637 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1638 *
1639 * This is called from intel_update_renderbuffers().
1640 *
1641 * \par Note:
1642 * DRI buffers whose attachment point is DRI2BufferStencil or
1643 * DRI2BufferDepthStencil are handled as special cases.
1644 *
1645 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1646 * that is passed to brw_bo_gem_create_from_name().
1647 *
1648 * \see intel_update_renderbuffers()
1649 */
1650 static void
1651 intel_process_dri2_buffer(struct brw_context *brw,
1652 __DRIdrawable *drawable,
1653 __DRIbuffer *buffer,
1654 struct intel_renderbuffer *rb,
1655 const char *buffer_name)
1656 {
1657 struct gl_framebuffer *fb = drawable->driverPrivate;
1658 struct brw_bo *bo;
1659
1660 if (!rb)
1661 return;
1662
1663 unsigned num_samples = rb->Base.Base.NumSamples;
1664
1665 /* We try to avoid closing and reopening the same BO name, because the first
1666 * use of a mapping of the buffer involves a bunch of page faulting which is
1667 * moderately expensive.
1668 */
1669 struct intel_mipmap_tree *last_mt;
1670 if (num_samples == 0)
1671 last_mt = rb->mt;
1672 else
1673 last_mt = rb->singlesample_mt;
1674
1675 uint32_t old_name = 0;
1676 if (last_mt) {
1677 /* The bo already has a name because the miptree was created by a
1678 * previous call to intel_process_dri2_buffer(). If a bo already has a
1679 * name, then brw_bo_flink() is a low-cost getter. It does not
1680 * create a new name.
1681 */
1682 brw_bo_flink(last_mt->bo, &old_name);
1683 }
1684
1685 if (old_name == buffer->name)
1686 return;
1687
1688 if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1689 fprintf(stderr,
1690 "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1691 buffer->name, buffer->attachment,
1692 buffer->cpp, buffer->pitch);
1693 }
1694
1695 bo = brw_bo_gem_create_from_name(brw->bufmgr, buffer_name,
1696 buffer->name);
1697 if (!bo) {
1698 fprintf(stderr,
1699 "Failed to open BO for returned DRI2 buffer "
1700 "(%dx%d, %s, named %d).\n"
1701 "This is likely a bug in the X Server that will lead to a "
1702 "crash soon.\n",
1703 drawable->w, drawable->h, buffer_name, buffer->name);
1704 return;
1705 }
1706
1707 uint32_t tiling, swizzle;
1708 brw_bo_get_tiling(bo, &tiling, &swizzle);
1709
1710 struct intel_mipmap_tree *mt =
1711 intel_miptree_create_for_bo(brw,
1712 bo,
1713 intel_rb_format(rb),
1714 0,
1715 drawable->w,
1716 drawable->h,
1717 1,
1718 buffer->pitch,
1719 isl_tiling_from_i915_tiling(tiling),
1720 MIPTREE_CREATE_DEFAULT);
1721 if (!mt) {
1722 brw_bo_unreference(bo);
1723 return;
1724 }
1725
1726 /* We got this BO from X11. We cana't assume that we have coherent texture
1727 * access because X may suddenly decide to use it for scan-out which would
1728 * destroy coherency.
1729 */
1730 bo->cache_coherent = false;
1731
1732 if (!intel_update_winsys_renderbuffer_miptree(brw, rb, mt,
1733 drawable->w, drawable->h,
1734 buffer->pitch)) {
1735 brw_bo_unreference(bo);
1736 intel_miptree_release(&mt);
1737 return;
1738 }
1739
1740 if (_mesa_is_front_buffer_drawing(fb) &&
1741 (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1742 buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1743 rb->Base.Base.NumSamples > 1) {
1744 intel_renderbuffer_upsample(brw, rb);
1745 }
1746
1747 assert(rb->mt);
1748
1749 brw_bo_unreference(bo);
1750 }
1751
1752 /**
1753 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1754 *
1755 * To determine which DRI buffers to request, examine the renderbuffers
1756 * attached to the drawable's framebuffer. Then request the buffers from
1757 * the image loader
1758 *
1759 * This is called from intel_update_renderbuffers().
1760 *
1761 * \param drawable Drawable whose buffers are queried.
1762 * \param buffers [out] List of buffers returned by DRI2 query.
1763 * \param buffer_count [out] Number of buffers returned.
1764 *
1765 * \see intel_update_renderbuffers()
1766 */
1767
1768 static void
1769 intel_update_image_buffer(struct brw_context *intel,
1770 __DRIdrawable *drawable,
1771 struct intel_renderbuffer *rb,
1772 __DRIimage *buffer,
1773 enum __DRIimageBufferMask buffer_type)
1774 {
1775 struct gl_framebuffer *fb = drawable->driverPrivate;
1776
1777 if (!rb || !buffer->bo)
1778 return;
1779
1780 unsigned num_samples = rb->Base.Base.NumSamples;
1781
1782 /* Check and see if we're already bound to the right
1783 * buffer object
1784 */
1785 struct intel_mipmap_tree *last_mt;
1786 if (num_samples == 0)
1787 last_mt = rb->mt;
1788 else
1789 last_mt = rb->singlesample_mt;
1790
1791 if (last_mt && last_mt->bo == buffer->bo) {
1792 if (buffer_type == __DRI_IMAGE_BUFFER_SHARED) {
1793 intel_miptree_make_shareable(intel, last_mt);
1794 }
1795 return;
1796 }
1797
1798 /* Only allow internal compression if samples == 0. For multisampled
1799 * window system buffers, the only thing the single-sampled buffer is used
1800 * for is as a resolve target. If we do any compression beyond what is
1801 * supported by the window system, we will just have to resolve so it's
1802 * probably better to just not bother.
1803 */
1804 const bool allow_internal_aux = (num_samples == 0);
1805
1806 struct intel_mipmap_tree *mt =
1807 intel_miptree_create_for_dri_image(intel, buffer, GL_TEXTURE_2D,
1808 intel_rb_format(rb),
1809 allow_internal_aux);
1810 if (!mt)
1811 return;
1812
1813 if (!intel_update_winsys_renderbuffer_miptree(intel, rb, mt,
1814 buffer->width, buffer->height,
1815 buffer->pitch)) {
1816 intel_miptree_release(&mt);
1817 return;
1818 }
1819
1820 if (_mesa_is_front_buffer_drawing(fb) &&
1821 buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1822 rb->Base.Base.NumSamples > 1) {
1823 intel_renderbuffer_upsample(intel, rb);
1824 }
1825
1826 if (buffer_type == __DRI_IMAGE_BUFFER_SHARED) {
1827 /* The compositor and the application may access this image
1828 * concurrently. The display hardware may even scanout the image while
1829 * the GPU is rendering to it. Aux surfaces cause difficulty with
1830 * concurrent access, so permanently disable aux for this miptree.
1831 *
1832 * Perhaps we could improve overall application performance by
1833 * re-enabling the aux surface when EGL_RENDER_BUFFER transitions to
1834 * EGL_BACK_BUFFER, then disabling it again when EGL_RENDER_BUFFER
1835 * returns to EGL_SINGLE_BUFFER. I expect the wins and losses with this
1836 * approach to be highly dependent on the application's GL usage.
1837 *
1838 * I [chadv] expect clever disabling/reenabling to be counterproductive
1839 * in the use cases I care about: applications that render nearly
1840 * realtime handwriting to the surface while possibly undergiong
1841 * simultaneously scanout as a display plane. The app requires low
1842 * render latency. Even though the app spends most of its time in
1843 * shared-buffer mode, it also frequently transitions between
1844 * shared-buffer (EGL_SINGLE_BUFFER) and double-buffer (EGL_BACK_BUFFER)
1845 * mode. Visual sutter during the transitions should be avoided.
1846 *
1847 * In this case, I [chadv] believe reducing the GPU workload at
1848 * shared-buffer/double-buffer transitions would offer a smoother app
1849 * experience than any savings due to aux compression. But I've
1850 * collected no data to prove my theory.
1851 */
1852 intel_miptree_make_shareable(intel, mt);
1853 }
1854 }
1855
1856 static void
1857 intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1858 {
1859 struct gl_framebuffer *fb = drawable->driverPrivate;
1860 __DRIscreen *dri_screen = brw->screen->driScrnPriv;
1861 struct intel_renderbuffer *front_rb;
1862 struct intel_renderbuffer *back_rb;
1863 struct __DRIimageList images;
1864 mesa_format format;
1865 uint32_t buffer_mask = 0;
1866 int ret;
1867
1868 front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1869 back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1870
1871 if (back_rb)
1872 format = intel_rb_format(back_rb);
1873 else if (front_rb)
1874 format = intel_rb_format(front_rb);
1875 else
1876 return;
1877
1878 if (front_rb && (_mesa_is_front_buffer_drawing(fb) ||
1879 _mesa_is_front_buffer_reading(fb) || !back_rb)) {
1880 buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1881 }
1882
1883 if (back_rb)
1884 buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1885
1886 ret = dri_screen->image.loader->getBuffers(drawable,
1887 driGLFormatToImageFormat(format),
1888 &drawable->dri2.stamp,
1889 drawable->loaderPrivate,
1890 buffer_mask,
1891 &images);
1892 if (!ret)
1893 return;
1894
1895 if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1896 drawable->w = images.front->width;
1897 drawable->h = images.front->height;
1898 intel_update_image_buffer(brw,
1899 drawable,
1900 front_rb,
1901 images.front,
1902 __DRI_IMAGE_BUFFER_FRONT);
1903 }
1904
1905 if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1906 drawable->w = images.back->width;
1907 drawable->h = images.back->height;
1908 intel_update_image_buffer(brw,
1909 drawable,
1910 back_rb,
1911 images.back,
1912 __DRI_IMAGE_BUFFER_BACK);
1913 }
1914
1915 if (images.image_mask & __DRI_IMAGE_BUFFER_SHARED) {
1916 assert(images.image_mask == __DRI_IMAGE_BUFFER_SHARED);
1917 drawable->w = images.back->width;
1918 drawable->h = images.back->height;
1919 intel_update_image_buffer(brw,
1920 drawable,
1921 back_rb,
1922 images.back,
1923 __DRI_IMAGE_BUFFER_SHARED);
1924 brw->is_shared_buffer_bound = true;
1925 } else {
1926 brw->is_shared_buffer_bound = false;
1927 brw->is_shared_buffer_dirty = false;
1928 }
1929 }