#include "main/glheader.h"
#include "main/context.h"
#include "main/extensions.h"
+#include "main/fbobject.h"
#include "main/framebuffer.h"
#include "main/imports.h"
#include "main/points.h"
#include "drivers/common/driverfuncs.h"
#include "drivers/common/meta.h"
-#include "i830_dri.h"
-
#include "intel_chipset.h"
#include "intel_buffers.h"
#include "intel_tex.h"
static const GLubyte *
-intelGetString(GLcontext * ctx, GLenum name)
+intelGetString(struct gl_context * ctx, GLenum name)
{
const struct intel_context *const intel = intel_context(ctx);
const char *chipset;
chipset = "Intel(R) G41";
break;
case PCI_CHIP_B43_G:
+ case PCI_CHIP_B43_G1:
chipset = "Intel(R) B43";
break;
case PCI_CHIP_ILD_G:
case PCI_CHIP_ILM_G:
chipset = "Intel(R) Ironlake Mobile";
break;
+ case PCI_CHIP_SANDYBRIDGE_GT1:
+ case PCI_CHIP_SANDYBRIDGE_GT2:
+ case PCI_CHIP_SANDYBRIDGE_GT2_PLUS:
+ chipset = "Intel(R) Sandybridge Desktop";
+ break;
+ case PCI_CHIP_SANDYBRIDGE_M_GT1:
+ case PCI_CHIP_SANDYBRIDGE_M_GT2:
+ case PCI_CHIP_SANDYBRIDGE_M_GT2_PLUS:
+ chipset = "Intel(R) Sandybridge Mobile";
+ break;
+ case PCI_CHIP_SANDYBRIDGE_S:
+ chipset = "Intel(R) Sandybridge Server";
+ break;
default:
chipset = "Unknown Intel Chipset";
break;
}
}
+static void
+intel_flush_front(struct gl_context *ctx)
+{
+ struct intel_context *intel = intel_context(ctx);
+ __DRIcontext *driContext = intel->driContext;
+ __DRIscreen *const screen = intel->intelScreen->driScrnPriv;
+
+ if ((ctx->DrawBuffer->Name == 0) && intel->front_buffer_dirty) {
+ if (screen->dri2.loader &&
+ (screen->dri2.loader->base.version >= 2)
+ && (screen->dri2.loader->flushFrontBuffer != NULL) &&
+ driContext->driDrawablePriv &&
+ driContext->driDrawablePriv->loaderPrivate) {
+ (*screen->dri2.loader->flushFrontBuffer)(driContext->driDrawablePriv,
+ driContext->driDrawablePriv->loaderPrivate);
+
+ /* We set the dirty bit in intel_prepare_render() if we're
+ * front buffer rendering once we get there.
+ */
+ intel->front_buffer_dirty = GL_FALSE;
+ }
+ }
+}
+
static unsigned
intel_bits_per_pixel(const struct intel_renderbuffer *rb)
{
* real front buffer contents will get copied to the new fake front
* buffer.
*/
- if (intel->is_front_buffer_rendering)
- intel_flush(&intel->ctx, GL_FALSE);
+ if (intel->is_front_buffer_rendering) {
+ intel_flush(&intel->ctx);
+ intel_flush_front(&intel->ctx);
+ }
/* Set this up front, so that in case our buffers get invalidated
* while we're getting new buffers, we don't clobber the stamp and
* thus ignore the invalidate. */
drawable->lastStamp = drawable->dri2.stamp;
- if (INTEL_DEBUG & DEBUG_DRI)
+ if (unlikely(INTEL_DEBUG & DEBUG_DRI))
fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
screen = intel->intelScreen->driScrnPriv;
case __DRI_BUFFER_ACCUM:
default:
fprintf(stderr,
- "unhandled buffer attach event, attacment type %d\n",
+ "unhandled buffer attach event, attachment type %d\n",
buffers[i].attachment);
return;
}
if (rb->region && rb->region->name == buffers[i].name)
continue;
- if (INTEL_DEBUG & DEBUG_DRI)
+ if (unlikely(INTEL_DEBUG & DEBUG_DRI))
fprintf(stderr,
"attaching buffer %d, at %d, cpp %d, pitch %d\n",
buffers[i].name, buffers[i].attachment,
buffers[i].cpp, buffers[i].pitch);
if (buffers[i].attachment == __DRI_BUFFER_STENCIL && depth_region) {
- if (INTEL_DEBUG & DEBUG_DRI)
+ if (unlikely(INTEL_DEBUG & DEBUG_DRI))
fprintf(stderr, "(reusing depth buffer as stencil)\n");
intel_region_reference(®ion, depth_region);
}
else
- region = intel_region_alloc_for_handle(intel, buffers[i].cpp,
+ region = intel_region_alloc_for_handle(intel->intelScreen,
+ buffers[i].cpp,
drawable->w,
drawable->h,
buffers[i].pitch / buffers[i].cpp,
if (buffers[i].attachment == __DRI_BUFFER_DEPTH)
depth_region = region;
- intel_renderbuffer_set_region(rb, region);
+ intel_renderbuffer_set_region(intel, rb, region);
intel_region_release(®ion);
if (buffers[i].attachment == __DRI_BUFFER_DEPTH_STENCIL) {
continue;
intel_region_reference(&stencil_region, region);
- intel_renderbuffer_set_region(rb, stencil_region);
+ intel_renderbuffer_set_region(intel, rb, stencil_region);
intel_region_release(&stencil_region);
}
}
driUpdateFramebufferSize(&intel->ctx, drawable);
}
+/**
+ * intel_prepare_render should be called anywhere that curent read/drawbuffer
+ * state is required.
+ */
void
intel_prepare_render(struct intel_context *intel)
{
__DRIdrawable *drawable;
drawable = driContext->driDrawablePriv;
- if (drawable->dri2.stamp != driContext->dri2.draw_stamp) {
+ if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
if (drawable->lastStamp != drawable->dri2.stamp)
intel_update_renderbuffers(driContext, drawable);
intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer);
}
drawable = driContext->driReadablePriv;
- if (drawable->dri2.stamp != driContext->dri2.read_stamp) {
+ if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
if (drawable->lastStamp != drawable->dri2.stamp)
intel_update_renderbuffers(driContext, drawable);
driContext->dri2.read_stamp = drawable->dri2.stamp;
}
+
+ /* If we're currently rendering to the front buffer, the rendering
+ * that will happen next will probably dirty the front buffer. So
+ * mark it as dirty here.
+ */
+ if (intel->is_front_buffer_rendering)
+ intel->front_buffer_dirty = GL_TRUE;
+
+ /* Wait for the swapbuffers before the one we just emitted, so we
+ * don't get too many swaps outstanding for apps that are GPU-heavy
+ * but not CPU-heavy.
+ *
+ * We're using intelDRI2Flush (called from the loader before
+ * swapbuffer) and glFlush (for front buffer rendering) as the
+ * indicator that a frame is done and then throttle when we get
+ * here as we prepare to render the next frame. At this point for
+ * round trips for swap/copy and getting new buffers are done and
+ * we'll spend less time waiting on the GPU.
+ *
+ * Unfortunately, we don't have a handle to the batch containing
+ * the swap, and getting our hands on that doesn't seem worth it,
+ * so we just us the first batch we emitted after the last swap.
+ */
+ if (intel->need_throttle && intel->first_post_swapbuffers_batch) {
+ drm_intel_bo_wait_rendering(intel->first_post_swapbuffers_batch);
+ drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
+ intel->first_post_swapbuffers_batch = NULL;
+ intel->need_throttle = GL_FALSE;
+ }
}
-void
-intel_viewport(GLcontext *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
+static void
+intel_viewport(struct gl_context *ctx, GLint x, GLint y, GLsizei w, GLsizei h)
{
struct intel_context *intel = intel_context(ctx);
__DRIcontext *driContext = intel->driContext;
- if (!intel->using_dri2_swapbuffers &&
- !intel->meta.internal_viewport_call && ctx->DrawBuffer->Name == 0) {
+ if (intel->saved_viewport)
+ intel->saved_viewport(ctx, x, y, w, h);
+
+ if (!intel->meta.internal_viewport_call && ctx->DrawBuffer->Name == 0) {
dri2InvalidateDrawable(driContext->driDrawablePriv);
dri2InvalidateDrawable(driContext->driReadablePriv);
}
{ "buf", DEBUG_BUFMGR},
{ "reg", DEBUG_REGION},
{ "fbo", DEBUG_FBO},
- { "lock", DEBUG_LOCK},
+ { "gs", DEBUG_GS},
{ "sync", DEBUG_SYNC},
{ "prim", DEBUG_PRIMS },
{ "vert", DEBUG_VERTS },
{ "dri", DEBUG_DRI },
- { "dma", DEBUG_DMA },
+ { "sf", DEBUG_SF },
{ "san", DEBUG_SANITY },
{ "sleep", DEBUG_SLEEP },
{ "stats", DEBUG_STATS },
{ "glsl_force", DEBUG_GLSL_FORCE },
{ "urb", DEBUG_URB },
{ "vs", DEBUG_VS },
+ { "clip", DEBUG_CLIP },
{ NULL, 0 }
};
static void
-intelInvalidateState(GLcontext * ctx, GLuint new_state)
+intelInvalidateState(struct gl_context * ctx, GLuint new_state)
{
struct intel_context *intel = intel_context(ctx);
}
void
-intel_flush(GLcontext *ctx, GLboolean needs_mi_flush)
+intel_flush(struct gl_context *ctx)
{
struct intel_context *intel = intel_context(ctx);
- __DRIcontext *driContext = intel->driContext;
if (intel->Fallback)
_swrast_flush(ctx);
if (intel->batch->map != intel->batch->ptr)
intel_batchbuffer_flush(intel->batch);
-
- if ((ctx->DrawBuffer->Name == 0) && intel->front_buffer_dirty) {
- __DRIscreen *const screen = intel->intelScreen->driScrnPriv;
-
- if (screen->dri2.loader &&
- (screen->dri2.loader->base.version >= 2)
- && (screen->dri2.loader->flushFrontBuffer != NULL) &&
- driContext->driDrawablePriv &&
- driContext->driDrawablePriv->loaderPrivate) {
- (*screen->dri2.loader->flushFrontBuffer)(driContext->driDrawablePriv,
- driContext->driDrawablePriv->loaderPrivate);
-
- /* Only clear the dirty bit if front-buffer rendering is no longer
- * enabled. This is done so that the dirty bit can only be set in
- * glDrawBuffer. Otherwise the dirty bit would have to be set at
- * each of N places that do rendering. This has worse performances,
- * but it is much easier to get correct.
- */
- if (!intel->is_front_buffer_rendering) {
- intel->front_buffer_dirty = GL_FALSE;
- }
- }
- }
-}
-
-void
-intelFlush(GLcontext * ctx)
-{
- intel_flush(ctx, GL_FALSE);
}
static void
-intel_glFlush(GLcontext *ctx)
+intel_glFlush(struct gl_context *ctx)
{
struct intel_context *intel = intel_context(ctx);
- intel_flush(ctx, GL_TRUE);
-
- /* We're using glFlush as an indicator that a frame is done, which is
- * what DRI2 does before calling SwapBuffers (and means we should catch
- * people doing front-buffer rendering, as well)..
- *
- * Wait for the swapbuffers before the one we just emitted, so we don't
- * get too many swaps outstanding for apps that are GPU-heavy but not
- * CPU-heavy.
- *
- * Unfortunately, we don't have a handle to the batch containing the swap,
- * and getting our hands on that doesn't seem worth it, so we just us the
- * first batch we emitted after the last swap.
- */
- if (!intel->using_dri2_swapbuffers &&
- intel->first_post_swapbuffers_batch != NULL) {
- drm_intel_bo_wait_rendering(intel->first_post_swapbuffers_batch);
- drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
- intel->first_post_swapbuffers_batch = NULL;
- }
+ intel_flush(ctx);
+ intel_flush_front(ctx);
+ intel->need_throttle = GL_TRUE;
}
void
-intelFinish(GLcontext * ctx)
+intelFinish(struct gl_context * ctx)
{
struct gl_framebuffer *fb = ctx->DrawBuffer;
int i;
- intelFlush(ctx);
+ intel_flush(ctx);
+ intel_flush_front(ctx);
for (i = 0; i < fb->_NumColorDrawBuffers; i++) {
struct intel_renderbuffer *irb;
irb = intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb && irb->region)
- dri_bo_wait_rendering(irb->region->buffer);
+ drm_intel_bo_wait_rendering(irb->region->buffer);
}
if (fb->_DepthBuffer) {
/* XXX: Wait on buffer idle */
GLboolean
intelInitContext(struct intel_context *intel,
- const __GLcontextModes * mesaVis,
+ int api,
+ const struct gl_config * mesaVis,
__DRIcontext * driContextPriv,
void *sharedContextPrivate,
struct dd_function_table *functions)
{
- GLcontext *ctx = &intel->ctx;
- GLcontext *shareCtx = (GLcontext *) sharedContextPrivate;
+ struct gl_context *ctx = &intel->ctx;
+ struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
__DRIscreen *sPriv = driContextPriv->driScreenPriv;
struct intel_screen *intelScreen = sPriv->private;
int bo_reuse_mode;
+ struct gl_config visual;
/* we can't do anything without a connection to the device */
if (intelScreen->bufmgr == NULL)
return GL_FALSE;
- if (!_mesa_initialize_context(&intel->ctx, mesaVis, shareCtx,
- functions, (void *) intel)) {
+ /* Can't rely on invalidate events, fall back to glViewport hack */
+ if (!driContextPriv->driScreenPriv->dri2.useInvalidate) {
+ intel->saved_viewport = functions->Viewport;
+ functions->Viewport = intel_viewport;
+ }
+
+ if (mesaVis == NULL) {
+ memset(&visual, 0, sizeof visual);
+ mesaVis = &visual;
+ }
+
+ if (!_mesa_initialize_context_for_api(&intel->ctx, api, mesaVis, shareCtx,
+ functions, (void *) intel)) {
printf("%s: failed to init mesa context\n", __FUNCTION__);
return GL_FALSE;
}
intel->driContext = driContextPriv;
intel->driFd = sPriv->fd;
+ intel->has_xrgb_textures = GL_TRUE;
if (IS_GEN6(intel->intelScreen->deviceID)) {
intel->gen = 6;
intel->needs_ff_sync = GL_TRUE;
}
} else {
intel->gen = 2;
+ if (intel->intelScreen->deviceID == PCI_CHIP_I830_M ||
+ intel->intelScreen->deviceID == PCI_CHIP_845_G) {
+ intel->has_xrgb_textures = GL_FALSE;
+ }
}
driParseConfigFiles(&intel->optionCache, &intelScreen->optionCache,
ctx->Const.MaxPointSizeAA = 3.0;
ctx->Const.PointSizeGranularity = 1.0;
+ ctx->Const.MaxSamples = 1.0;
+
/* reinitialize the context point state.
- * It depend on constants in __GLcontextRec::Const
+ * It depend on constants in __struct gl_contextRec::Const
*/
_mesa_init_point(ctx);
meta_init_metaops(ctx, &intel->meta);
- ctx->Const.MaxColorAttachments = 4; /* XXX FBO: review this */
if (intel->gen >= 4) {
if (MAX_WIDTH > 8192)
ctx->Const.MaxRenderbufferSize = 8192;
intel->RenderIndex = ~0;
- intelInitExtensions(ctx);
+ switch (ctx->API) {
+ case API_OPENGL:
+ intelInitExtensions(ctx);
+ break;
+ case API_OPENGLES:
+ break;
+ case API_OPENGLES2:
+ intelInitExtensionsES2(ctx);
+ break;
+ }
INTEL_DEBUG = driParseDebugString(getenv("INTEL_DEBUG"), debug_control);
if (INTEL_DEBUG & DEBUG_BUFMGR)
dri_bufmgr_set_debug(intel->bufmgr, GL_TRUE);
+ /* XXX force SIMD8 kernel for Sandybridge before we fixed
+ SIMD16 interpolation. */
+ if (intel->gen == 6)
+ INTEL_DEBUG |= DEBUG_GLSL_FORCE;
+
intel->batch = intel_batchbuffer_alloc(intel);
intel_fbo_init(intel);
assert(intel); /* should never be null */
if (intel) {
- GLboolean release_texture_heaps;
-
INTEL_FIREVERTICES(intel);
_mesa_meta_free(&intel->ctx);
intel->vtbl.destroy(intel);
- release_texture_heaps = (intel->ctx.Shared->RefCount == 1);
_swsetup_DestroyContext(&intel->ctx);
_tnl_DestroyContext(&intel->ctx);
_vbo_DestroyContext(&intel->ctx);
free(intel->prim.vb);
intel->prim.vb = NULL;
- dri_bo_unreference(intel->prim.vb_bo);
+ drm_intel_bo_unreference(intel->prim.vb_bo);
intel->prim.vb_bo = NULL;
- dri_bo_unreference(intel->first_post_swapbuffers_batch);
+ drm_intel_bo_unreference(intel->first_post_swapbuffers_batch);
intel->first_post_swapbuffers_batch = NULL;
- if (release_texture_heaps) {
- /* Nothing is currently done here to free texture heaps;
- * but we're not using the texture heap utilities, so I
- * rather think we shouldn't. I've taken a look, and can't
- * find any private texture data hanging around anywhere, but
- * I'm not yet certain there isn't any at all...
- */
- /* if (INTEL_DEBUG & DEBUG_TEXTURE)
- fprintf(stderr, "do something to free texture heaps\n");
- */
- }
-
driDestroyOptionCache(&intel->optionCache);
/* free the Mesa context */
GLboolean
intelUnbindContext(__DRIcontext * driContextPriv)
{
+ /* Unset current context and dispath table */
+ _mesa_make_current(NULL, NULL, NULL);
+
return GL_TRUE;
}
}
if (driContextPriv) {
- struct gl_framebuffer *fb = driDrawPriv->driverPrivate;
- struct gl_framebuffer *readFb = driReadPriv->driverPrivate;
+ struct gl_framebuffer *fb, *readFb;
+
+ if (driDrawPriv == NULL && driReadPriv == NULL) {
+ fb = _mesa_get_incomplete_framebuffer();
+ readFb = _mesa_get_incomplete_framebuffer();
+ } else {
+ fb = driDrawPriv->driverPrivate;
+ readFb = driReadPriv->driverPrivate;
+ driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
+ driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
+ }
- driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
- driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
intel_prepare_render(intel);
_mesa_make_current(&intel->ctx, fb, readFb);
+
+ /* We do this in intel_prepare_render() too, but intel->ctx.DrawBuffer
+ * is NULL at that point. We can't call _mesa_makecurrent()
+ * first, since we need the buffer size for the initial
+ * viewport. So just call intel_draw_buffer() again here. */
+ intel_draw_buffer(&intel->ctx, intel->ctx.DrawBuffer);
}
else {
_mesa_make_current(NULL, NULL, NULL);