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/**************************************************************************
*
* 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 <stdlib.h>
#include "glheader.h"
#include "context.h"
#include "state.h"
#include "api_validate.h"
#include "enums.h"
#include "brw_draw.h"
#include "brw_defines.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_fallback.h"
#include "intel_ioctl.h"
#include "intel_batchbuffer.h"
#include "intel_buffer_objects.h"
#include "tnl/tnl.h"
#include "vbo/vbo_context.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#define FILE_DEBUG_FLAG DEBUG_BATCH
static GLuint 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, GLenum prim)
{
if (INTEL_DEBUG & DEBUG_PRIMS)
_mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim));
/* Slight optimization to avoid the GS program when not needed:
*/
if (prim == GL_QUAD_STRIP &&
brw->attribs.Light->ShadeModel != GL_FLAT &&
brw->attribs.Polygon->FrontMode == GL_FILL &&
brw->attribs.Polygon->BackMode == GL_FILL)
prim = GL_TRIANGLE_STRIP;
if (prim != brw->primitive) {
brw->primitive = prim;
brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
if (reduced_prim[prim] != brw->intel.reduced_primitive) {
brw->intel.reduced_primitive = reduced_prim[prim];
brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
}
brw_validate_state(brw);
}
return hw_prim[prim];
}
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_cliprect( struct brw_context *brw,
const drm_clip_rect_t *rect )
{
struct brw_drawrect bdr;
bdr.header.opcode = CMD_DRAW_RECT;
bdr.header.length = sizeof(bdr)/4 - 2;
bdr.xmin = rect->x1;
bdr.xmax = rect->x2 - 1;
bdr.ymin = rect->y1;
bdr.ymax = rect->y2 - 1;
bdr.xorg = brw->intel.drawX;
bdr.yorg = brw->intel.drawY;
intel_batchbuffer_data( brw->intel.batch, &bdr, sizeof(bdr),
INTEL_BATCH_NO_CLIPRECTS);
}
static void brw_emit_prim( struct brw_context *brw,
const struct _mesa_prim *prim )
{
struct brw_3d_primitive prim_packet;
if (INTEL_DEBUG & DEBUG_PRIMS)
_mesa_printf("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 = brw_set_prim(brw, prim->mode);
prim_packet.header.indexed = prim->indexed;
prim_packet.verts_per_instance = trim(prim->mode, prim->count);
prim_packet.start_vert_location = prim->start;
prim_packet.instance_count = 1;
prim_packet.start_instance_location = 0;
prim_packet.base_vert_location = 0;
if (prim_packet.verts_per_instance) {
intel_batchbuffer_data( brw->intel.batch, &prim_packet, sizeof(prim_packet),
INTEL_BATCH_NO_CLIPRECTS);
}
}
static void brw_merge_inputs( struct brw_context *brw,
const struct gl_client_array *arrays[])
{
struct brw_vertex_element *inputs = brw->vb.inputs;
struct brw_vertex_info old = brw->vb.info;
GLuint i;
memset(inputs, 0, sizeof(*inputs));
memset(&brw->vb.info, 0, sizeof(brw->vb.info));
for (i = 0; i < VERT_ATTRIB_MAX; i++) {
brw->vb.inputs[i].glarray = arrays[i];
/* XXX: metaops passes null arrays */
if (arrays[i]) {
if (arrays[i]->StrideB != 0)
brw->vb.info.varying |= 1 << i;
brw->vb.info.sizes[i/16] |= (inputs[i].glarray->Size - 1) << ((i%16) * 2);
}
}
/* Raise statechanges if input sizes and varying have changed:
*/
if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
if (brw->vb.info.varying != old.varying)
brw->state.dirty.brw |= BRW_NEW_INPUT_VARYING;
}
/* 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 )
{
GLuint i;
if (!brw->intel.strict_conformance)
return GL_FALSE;
if (brw->attribs.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 (brw->attribs.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 (brw->attribs.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)
return GL_TRUE;
if (prim[i].mode == GL_POLYGON &&
(brw->attribs.Polygon->FrontMode == GL_LINE ||
brw->attribs.Polygon->BackMode == GL_LINE))
return GL_TRUE;
}
}
if (brw->attribs.Point->SmoothFlag) {
for (i = 0; i < nr_prims; i++)
if (prim[i].mode == GL_POINTS)
return GL_TRUE;
}
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( GLcontext *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;
GLuint i, j;
if (ctx->NewState)
_mesa_update_state( ctx );
/* Bind all inputs, derive varying and size information:
*/
brw_merge_inputs( brw, arrays );
/* 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.
*/
LOCK_HARDWARE(intel);
if (brw->intel.numClipRects == 0) {
assert(intel->batch->ptr == intel->batch->map + intel->batch->offset);
UNLOCK_HARDWARE(intel);
return GL_TRUE;
}
{
/* Set the first primitive early, ahead of validate_state:
*/
brw_set_prim(brw, prim[0].mode);
/* XXX: Need to separate validate and upload of state.
*/
brw_validate_state( brw );
/* Various fallback checks:
*/
if (brw->intel.Fallback)
goto out;
if (check_fallbacks( brw, prim, nr_prims ))
goto out;
/* Upload index, vertex data:
*/
if (ib)
brw_upload_indices( brw, ib );
if (!brw_upload_vertices( brw, min_index, max_index)) {
goto out;
}
/* For single cliprect, state is already emitted:
*/
if (brw->intel.numClipRects == 1) {
for (i = 0; i < nr_prims; i++) {
brw_emit_prim(brw, &prim[i]);
}
}
else {
/* Otherwise, explicitly do the cliprects at this point:
*/
GLuint nprims = 0;
for (j = 0; j < brw->intel.numClipRects; j++) {
brw_emit_cliprect(brw, &brw->intel.pClipRects[j]);
/* Emit prims to batchbuffer:
*/
for (i = 0; i < nr_prims; i++) {
brw_emit_prim(brw, &prim[i]);
if (++nprims == VBO_MAX_PRIM) {
intel_batchbuffer_flush(brw->intel.batch);
nprims = 0;
}
}
}
}
intel->need_flush = GL_TRUE;
retval = GL_TRUE;
}
out:
/* Currently have to do this to synchronize with the map/unmap of
* the vertex buffer in brw_exec_api.c. Not sure if there is any
* way around this, as not every flush is due to a buffer filling
* up.
*/
if (!intel_batchbuffer_flush( brw->intel.batch )) {
DBG("%s intel_batchbuffer_flush failed\n", __FUNCTION__);
retval = GL_FALSE;
}
if (retval && intel->thrashing) {
bmSetFence(intel);
}
/* Free any old data so it doesn't clog up texture memory - we
* won't be referencing it again.
*/
while (brw->vb.upload.wrap != brw->vb.upload.buf) {
ctx->Driver.BufferData(ctx,
GL_ARRAY_BUFFER_ARB,
BRW_UPLOAD_INIT_SIZE,
NULL,
GL_DYNAMIC_DRAW_ARB,
brw->vb.upload.vbo[brw->vb.upload.wrap]);
brw->vb.upload.wrap++;
brw->vb.upload.wrap %= BRW_NR_UPLOAD_BUFS;
}
UNLOCK_HARDWARE(intel);
if (!retval)
DBG("%s failed\n", __FUNCTION__);
return retval;
}
static GLboolean brw_need_rebase( GLcontext *ctx,
const struct gl_client_array *arrays[],
const struct _mesa_index_buffer *ib,
GLuint min_index )
{
if (min_index == 0)
return GL_FALSE;
if (ib) {
if (!vbo_all_varyings_in_vbos(arrays))
return GL_TRUE;
else
return GL_FALSE;
}
else {
/* Hmm. This isn't quite what I wanted. BRW can actually
* handle the mixed case well enough that we shouldn't need to
* rebase. However, it's probably not very common, nor hugely
* expensive to do it this way:
*/
if (!vbo_all_varyings_in_vbos(arrays))
return GL_TRUE;
else
return GL_FALSE;
}
}
void brw_draw_prims( GLcontext *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);
GLboolean retval;
/* Decide if we want to rebase. If so we end up recursing once
* only into this function.
*/
if (brw_need_rebase( ctx, arrays, ib, min_index )) {
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);
/* This looks like out-of-memory but potentially we have
* situation where there is enough memory but it has become
* fragmented. Clear out all heaps and start from scratch by
* faking a contended lock event: (done elsewhere)
*/
if (!retval && !intel->Fallback && bmError(intel)) {
DBG("retrying\n");
/* Then try a second time only to upload textures and draw the
* primitives:
*/
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);
}
}
static void brw_invalidate_vbo_cb( struct intel_context *intel, void *ptr )
{
/* nothing to do, we don't rely on the contents being preserved */
}
void brw_draw_init( struct brw_context *brw )
{
GLcontext *ctx = &brw->intel.ctx;
struct vbo_context *vbo = vbo_context(ctx);
GLuint i;
/* Register our drawing function:
*/
vbo->draw_prims = brw_draw_prims;
brw->vb.upload.size = BRW_UPLOAD_INIT_SIZE;
for (i = 0; i < BRW_NR_UPLOAD_BUFS; i++) {
brw->vb.upload.vbo[i] = ctx->Driver.NewBufferObject(ctx, 1, GL_ARRAY_BUFFER_ARB);
/* NOTE: These are set to no-backing-store.
*/
bmBufferSetInvalidateCB(&brw->intel,
intel_bufferobj_buffer(intel_buffer_object(brw->vb.upload.vbo[i])),
brw_invalidate_vbo_cb,
&brw->intel,
GL_TRUE);
}
ctx->Driver.BufferData( ctx,
GL_ARRAY_BUFFER_ARB,
BRW_UPLOAD_INIT_SIZE,
NULL,
GL_DYNAMIC_DRAW_ARB,
brw->vb.upload.vbo[0] );
}
void brw_draw_destroy( struct brw_context *brw )
{
GLcontext *ctx = &brw->intel.ctx;
GLuint i;
for (i = 0; i < BRW_NR_UPLOAD_BUFS; i++)
ctx->Driver.DeleteBuffer(ctx, brw->vb.upload.vbo[i]);
}
|