/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * 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 * without limitation the rights to use, copy, modify, merge, publish, * 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 * 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 "main/glheader.h" #include "main/context.h" #include "main/state.h" #include "main/enums.h" #include "tnl/tnl.h" #include "vbo/vbo_context.h" #include "swrast/swrast.h" #include "swrast_setup/swrast_setup.h" #include "brw_draw.h" #include "brw_defines.h" #include "brw_context.h" #include "brw_state.h" #include "intel_batchbuffer.h" #define FILE_DEBUG_FLAG DEBUG_PRIMS static GLuint prim_to_hw_prim[GL_POLYGON+1] = { _3DPRIM_POINTLIST, _3DPRIM_LINELIST, _3DPRIM_LINELOOP, _3DPRIM_LINESTRIP, _3DPRIM_TRILIST, _3DPRIM_TRISTRIP, _3DPRIM_TRIFAN, _3DPRIM_QUADLIST, _3DPRIM_QUADSTRIP, _3DPRIM_POLYGON }; static const GLenum reduced_prim[GL_POLYGON+1] = { GL_POINTS, GL_LINES, GL_LINES, GL_LINES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES, GL_TRIANGLES }; /* When the primitive changes, set a state bit and re-validate. Not * the nicest and would rather deal with this by having all the * 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) { struct gl_context *ctx = &brw->intel.ctx; GLenum mode = 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 && ctx->Light.ShadeModel != GL_FLAT && ctx->Polygon.FrontMode == GL_FILL && ctx->Polygon.BackMode == GL_FILL) mode = GL_TRIANGLE_STRIP; 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; } if (mode != brw->primitive) { brw->primitive = mode; brw->state.dirty.brw |= BRW_NEW_PRIMITIVE; if (reduced_prim[mode] != brw->intel.reduced_primitive) { brw->intel.reduced_primitive = reduced_prim[mode]; brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE; } } return prim_to_hw_prim[mode]; } 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 return length; } static void brw_emit_prim(struct brw_context *brw, const struct _mesa_prim *prim, uint32_t hw_prim) { struct brw_3d_primitive prim_packet; struct intel_context *intel = &brw->intel; DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode), prim->start, prim->count); prim_packet.header.opcode = CMD_3D_PRIM; prim_packet.header.length = sizeof(prim_packet)/4 - 2; prim_packet.header.pad = 0; prim_packet.header.topology = hw_prim; prim_packet.header.indexed = prim->indexed; prim_packet.verts_per_instance = trim(prim->mode, prim->count); prim_packet.start_vert_location = prim->start; if (prim->indexed) prim_packet.start_vert_location += brw->ib.start_vertex_offset; else prim_packet.start_vert_location += brw->vb.start_vertex_bias; prim_packet.instance_count = 1; prim_packet.start_instance_location = 0; prim_packet.base_vert_location = prim->basevertex; if (prim->indexed) prim_packet.base_vert_location += brw->vb.start_vertex_bias; /* 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 (prim_packet.verts_per_instance) { intel_batchbuffer_data(&brw->intel, &prim_packet, sizeof(prim_packet), false); } if (intel->always_flush_cache) { intel_batchbuffer_emit_mi_flush(intel); } } 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++) { drm_intel_bo_unreference(brw->vb.buffers[i].bo); brw->vb.buffers[i].bo = NULL; } brw->vb.nr_buffers = 0; memset(&brw->vb.info, 0, sizeof(brw->vb.info)); for (i = 0; i < VERT_ATTRIB_MAX; i++) { brw->vb.inputs[i].buffer = -1; brw->vb.inputs[i].glarray = arrays[i]; brw->vb.inputs[i].attrib = (gl_vert_attrib) i; if (arrays[i]->StrideB != 0) brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) << ((i%16) * 2); } /* Raise statechanges if input sizes have changed. */ if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0) brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS; } /* XXX: could split the primitive list to fallback only on the * non-conformant primitives. */ static GLboolean check_fallbacks( struct brw_context *brw, const struct _mesa_prim *prim, GLuint nr_prims ) { struct gl_context *ctx = &brw->intel.ctx; GLuint i; /* If we don't require strict OpenGL conformance, never * use fallbacks. If we're forcing fallbacks, always * use fallfacks. */ if (brw->intel.conformance_mode == 0) return GL_FALSE; if (brw->intel.conformance_mode == 2) return GL_TRUE; if (ctx->Polygon.SmoothFlag) { for (i = 0; i < nr_prims; i++) if (reduced_prim[prim[i].mode] == GL_TRIANGLES) return GL_TRUE; } /* BRW hardware will do AA lines, but they are non-conformant it * seems. TBD whether we keep this fallback: */ if (ctx->Line.SmoothFlag) { for (i = 0; i < nr_prims; i++) if (reduced_prim[prim[i].mode] == GL_LINES) return GL_TRUE; } /* Stipple -- these fallbacks could be resolved with a little * bit of work? */ if (ctx->Line.StippleFlag) { for (i = 0; i < nr_prims; i++) { /* GS doesn't get enough information to know when to reset * the stipple counter?!? */ if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP) return GL_TRUE; if (prim[i].mode == GL_POLYGON && (ctx->Polygon.FrontMode == GL_LINE || ctx->Polygon.BackMode == GL_LINE)) return GL_TRUE; } } if (ctx->Point.SmoothFlag) { for (i = 0; i < nr_prims; i++) if (prim[i].mode == GL_POINTS) return GL_TRUE; } /* BRW hardware doesn't handle GL_CLAMP texturing correctly; * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and * we want strict conformance, force the fallback. * Right now, we only do this for 2D textures. */ { int u; for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; if (texUnit->Enabled) { if (texUnit->Enabled & TEXTURE_1D_BIT) { if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) { return GL_TRUE; } } if (texUnit->Enabled & TEXTURE_2D_BIT) { if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP || texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) { return GL_TRUE; } } if (texUnit->Enabled & TEXTURE_3D_BIT) { if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP || texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP || texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) { return GL_TRUE; } } } } } /* Nothing stopping us from the fast path now */ return GL_FALSE; } /* 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, const struct gl_client_array *arrays[], const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLuint min_index, GLuint max_index ) { struct intel_context *intel = intel_context(ctx); struct brw_context *brw = brw_context(ctx); GLboolean retval = GL_FALSE; GLboolean warn = GL_FALSE; GLuint i; if (ctx->NewState) _mesa_update_state( ctx ); /* 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 * software fallback will segfault if it attempts to access any * texture level other than level 0. */ brw_validate_textures( brw ); if (check_fallbacks(brw, prim, nr_prims)) return GL_FALSE; /* Bind all inputs, derive varying and size information: */ brw_merge_inputs( brw, arrays ); brw->ib.ib = ib; brw->state.dirty.brw |= BRW_NEW_INDICES; brw->vb.min_index = min_index; 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; /* Flush the batch if it's approaching full, so that we don't wrap while * we've got validated state that needs to be in the same batch as the * primitives. This fraction is just a guess (minimal full state plus * a primitive is around 512 bytes), and would be better if we had * an upper bound of how much we might emit in a single * brw_try_draw_prims(). */ intel_batchbuffer_require_space(intel, 1024, false); hw_prim = brw_set_prim(brw, &prim[i]); 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_upload_state(brw); } brw_emit_prim(brw, &prim[i], hw_prim); intel->no_batch_wrap = GL_FALSE; retval = GL_TRUE; } if (intel->always_flush_batch) intel_batchbuffer_flush(intel); out: brw_state_cache_check_size(brw); if (warn) fprintf(stderr, "i965: Single primitive emit potentially exceeded " "available aperture space\n"); if (!retval) DBG("%s failed\n", __FUNCTION__); return retval; } void brw_draw_prims( struct gl_context *ctx, const struct gl_client_array *arrays[], const struct _mesa_prim *prim, GLuint nr_prims, const struct _mesa_index_buffer *ib, GLboolean index_bounds_valid, GLuint min_index, GLuint max_index ) { GLboolean retval; 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; } } /* Make a first attempt at drawing: */ retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); /* 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 (!retval) { _swsetup_Wakeup(ctx); _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); } } void brw_draw_init( struct brw_context *brw ) { struct gl_context *ctx = &brw->intel.ctx; struct vbo_context *vbo = vbo_context(ctx); int i; /* Register our drawing function: */ vbo->draw_prims = brw_draw_prims; for (i = 0; i < VERT_ATTRIB_MAX; i++) brw->vb.inputs[i].buffer = -1; brw->vb.nr_buffers = 0; brw->vb.nr_enabled = 0; } void brw_draw_destroy( struct brw_context *brw ) { int i; for (i = 0; i < brw->vb.nr_buffers; i++) { drm_intel_bo_unreference(brw->vb.buffers[i].bo); brw->vb.buffers[i].bo = NULL; } brw->vb.nr_buffers = 0; for (i = 0; i < brw->vb.nr_enabled; i++) { brw->vb.enabled[i]->buffer = -1; } brw->vb.nr_enabled = 0; drm_intel_bo_unreference(brw->ib.bo); brw->ib.bo = NULL; }