brw_draw.c revision 298be2b028263b2c343a707662c6fbfa18293cb2
1/**************************************************************************
2 *
3 * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas.
4 * All Rights Reserved.
5 *
6 * Permission is hereby granted, free of charge, to any person obtaining a
7 * copy of this software and associated documentation files (the
8 * "Software"), to deal in the Software without restriction, including
9 * without limitation the rights to use, copy, modify, merge, publish,
10 * distribute, sub license, and/or sell copies of the Software, and to
11 * permit persons to whom the Software is furnished to do so, subject to
12 * the following conditions:
13 *
14 * The above copyright notice and this permission notice (including the
15 * next paragraph) shall be included in all copies or substantial portions
16 * of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
21 * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR
22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
25 *
26 **************************************************************************/
27
28
29#include "main/glheader.h"
30#include "main/context.h"
31#include "main/state.h"
32#include "main/enums.h"
33#include "tnl/tnl.h"
34#include "vbo/vbo_context.h"
35#include "swrast/swrast.h"
36#include "swrast_setup/swrast_setup.h"
37
38#include "brw_draw.h"
39#include "brw_defines.h"
40#include "brw_context.h"
41#include "brw_state.h"
42
43#include "intel_batchbuffer.h"
44
45#define FILE_DEBUG_FLAG DEBUG_BATCH
46
47static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
48   _3DPRIM_POINTLIST,
49   _3DPRIM_LINELIST,
50   _3DPRIM_LINELOOP,
51   _3DPRIM_LINESTRIP,
52   _3DPRIM_TRILIST,
53   _3DPRIM_TRISTRIP,
54   _3DPRIM_TRIFAN,
55   _3DPRIM_QUADLIST,
56   _3DPRIM_QUADSTRIP,
57   _3DPRIM_POLYGON
58};
59
60
61static const GLenum reduced_prim[GL_POLYGON+1] = {
62   GL_POINTS,
63   GL_LINES,
64   GL_LINES,
65   GL_LINES,
66   GL_TRIANGLES,
67   GL_TRIANGLES,
68   GL_TRIANGLES,
69   GL_TRIANGLES,
70   GL_TRIANGLES,
71   GL_TRIANGLES
72};
73
74
75/* When the primitive changes, set a state bit and re-validate.  Not
76 * the nicest and would rather deal with this by having all the
77 * programs be immune to the active primitive (ie. cope with all
78 * possibilities).  That may not be realistic however.
79 */
80static GLuint brw_set_prim(struct brw_context *brw, GLenum prim)
81{
82   GLcontext *ctx = &brw->intel.ctx;
83
84   if (INTEL_DEBUG & DEBUG_PRIMS)
85      printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim));
86
87   /* Slight optimization to avoid the GS program when not needed:
88    */
89   if (prim == GL_QUAD_STRIP &&
90       ctx->Light.ShadeModel != GL_FLAT &&
91       ctx->Polygon.FrontMode == GL_FILL &&
92       ctx->Polygon.BackMode == GL_FILL)
93      prim = GL_TRIANGLE_STRIP;
94
95   if (prim != brw->primitive) {
96      brw->primitive = prim;
97      brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
98
99      if (reduced_prim[prim] != brw->intel.reduced_primitive) {
100	 brw->intel.reduced_primitive = reduced_prim[prim];
101	 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
102      }
103   }
104
105   return prim_to_hw_prim[prim];
106}
107
108
109static GLuint trim(GLenum prim, GLuint length)
110{
111   if (prim == GL_QUAD_STRIP)
112      return length > 3 ? (length - length % 2) : 0;
113   else if (prim == GL_QUADS)
114      return length - length % 4;
115   else
116      return length;
117}
118
119
120static void brw_emit_prim(struct brw_context *brw,
121			  const struct _mesa_prim *prim,
122			  uint32_t hw_prim)
123{
124   struct brw_3d_primitive prim_packet;
125   struct intel_context *intel = &brw->intel;
126
127   if (INTEL_DEBUG & DEBUG_PRIMS)
128      printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
129		   prim->start, prim->count);
130
131   prim_packet.header.opcode = CMD_3D_PRIM;
132   prim_packet.header.length = sizeof(prim_packet)/4 - 2;
133   prim_packet.header.pad = 0;
134   prim_packet.header.topology = hw_prim;
135   prim_packet.header.indexed = prim->indexed;
136
137   prim_packet.verts_per_instance = trim(prim->mode, prim->count);
138   prim_packet.start_vert_location = prim->start;
139   if (prim->indexed)
140      prim_packet.start_vert_location += brw->ib.start_vertex_offset;
141   prim_packet.instance_count = 1;
142   prim_packet.start_instance_location = 0;
143   prim_packet.base_vert_location = prim->basevertex;
144
145   /* Can't wrap here, since we rely on the validated state. */
146   intel->no_batch_wrap = GL_TRUE;
147
148   /* If we're set to always flush, do it before and after the primitive emit.
149    * We want to catch both missed flushes that hurt instruction/state cache
150    * and missed flushes of the render cache as it heads to other parts of
151    * the besides the draw code.
152    */
153   if (intel->always_flush_cache) {
154      intel_batchbuffer_emit_mi_flush(intel->batch);
155   }
156   if (prim_packet.verts_per_instance) {
157      intel_batchbuffer_data( brw->intel.batch, &prim_packet,
158			      sizeof(prim_packet));
159   }
160   if (intel->always_flush_cache) {
161      intel_batchbuffer_emit_mi_flush(intel->batch);
162   }
163
164   intel->no_batch_wrap = GL_FALSE;
165}
166
167static void brw_merge_inputs( struct brw_context *brw,
168		       const struct gl_client_array *arrays[])
169{
170   struct brw_vertex_info old = brw->vb.info;
171   GLuint i;
172
173   for (i = 0; i < VERT_ATTRIB_MAX; i++)
174      dri_bo_unreference(brw->vb.inputs[i].bo);
175
176   memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
177   memset(&brw->vb.info, 0, sizeof(brw->vb.info));
178
179   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
180      brw->vb.inputs[i].glarray = arrays[i];
181      brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
182
183      if (arrays[i]->StrideB != 0)
184	 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
185	    ((i%16) * 2);
186   }
187
188   /* Raise statechanges if input sizes have changed. */
189   if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
190      brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
191}
192
193/* XXX: could split the primitive list to fallback only on the
194 * non-conformant primitives.
195 */
196static GLboolean check_fallbacks( struct brw_context *brw,
197				  const struct _mesa_prim *prim,
198				  GLuint nr_prims )
199{
200   GLcontext *ctx = &brw->intel.ctx;
201   GLuint i;
202
203   /* If we don't require strict OpenGL conformance, never
204    * use fallbacks.  If we're forcing fallbacks, always
205    * use fallfacks.
206    */
207   if (brw->intel.conformance_mode == 0)
208      return GL_FALSE;
209
210   if (brw->intel.conformance_mode == 2)
211      return GL_TRUE;
212
213   if (ctx->Polygon.SmoothFlag) {
214      for (i = 0; i < nr_prims; i++)
215	 if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
216	    return GL_TRUE;
217   }
218
219   /* BRW hardware will do AA lines, but they are non-conformant it
220    * seems.  TBD whether we keep this fallback:
221    */
222   if (ctx->Line.SmoothFlag) {
223      for (i = 0; i < nr_prims; i++)
224	 if (reduced_prim[prim[i].mode] == GL_LINES)
225	    return GL_TRUE;
226   }
227
228   /* Stipple -- these fallbacks could be resolved with a little
229    * bit of work?
230    */
231   if (ctx->Line.StippleFlag) {
232      for (i = 0; i < nr_prims; i++) {
233	 /* GS doesn't get enough information to know when to reset
234	  * the stipple counter?!?
235	  */
236	 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
237	    return GL_TRUE;
238
239	 if (prim[i].mode == GL_POLYGON &&
240	     (ctx->Polygon.FrontMode == GL_LINE ||
241	      ctx->Polygon.BackMode == GL_LINE))
242	    return GL_TRUE;
243      }
244   }
245
246   if (ctx->Point.SmoothFlag) {
247      for (i = 0; i < nr_prims; i++)
248	 if (prim[i].mode == GL_POINTS)
249	    return GL_TRUE;
250   }
251
252   /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
253    * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
254    * as GL_CLAMP_TO_EDGE instead.  If we're using GL_CLAMP, and
255    * we want strict conformance, force the fallback.
256    * Right now, we only do this for 2D textures.
257    */
258   {
259      int u;
260      for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
261         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
262         if (texUnit->Enabled) {
263            if (texUnit->Enabled & TEXTURE_1D_BIT) {
264               if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
265                   return GL_TRUE;
266               }
267            }
268            if (texUnit->Enabled & TEXTURE_2D_BIT) {
269               if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
270                   texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
271                   return GL_TRUE;
272               }
273            }
274            if (texUnit->Enabled & TEXTURE_3D_BIT) {
275               if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
276                   texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
277                   texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
278                   return GL_TRUE;
279               }
280            }
281         }
282      }
283   }
284
285   /* Nothing stopping us from the fast path now */
286   return GL_FALSE;
287}
288
289/* May fail if out of video memory for texture or vbo upload, or on
290 * fallback conditions.
291 */
292static GLboolean brw_try_draw_prims( GLcontext *ctx,
293				     const struct gl_client_array *arrays[],
294				     const struct _mesa_prim *prim,
295				     GLuint nr_prims,
296				     const struct _mesa_index_buffer *ib,
297				     GLuint min_index,
298				     GLuint max_index )
299{
300   struct intel_context *intel = intel_context(ctx);
301   struct brw_context *brw = brw_context(ctx);
302   GLboolean retval = GL_FALSE;
303   GLboolean warn = GL_FALSE;
304   GLboolean first_time = GL_TRUE;
305   GLuint i;
306
307   if (ctx->NewState)
308      _mesa_update_state( ctx );
309
310   /* We have to validate the textures *before* checking for fallbacks;
311    * otherwise, the software fallback won't be able to rely on the
312    * texture state, the firstLevel and lastLevel fields won't be
313    * set in the intel texture object (they'll both be 0), and the
314    * software fallback will segfault if it attempts to access any
315    * texture level other than level 0.
316    */
317   brw_validate_textures( brw );
318
319   if (check_fallbacks(brw, prim, nr_prims))
320      return GL_FALSE;
321
322   /* Bind all inputs, derive varying and size information:
323    */
324   brw_merge_inputs( brw, arrays );
325
326   brw->ib.ib = ib;
327   brw->state.dirty.brw |= BRW_NEW_INDICES;
328
329   brw->vb.min_index = min_index;
330   brw->vb.max_index = max_index;
331   brw->state.dirty.brw |= BRW_NEW_VERTICES;
332
333   /* Have to validate state quite late.  Will rebuild tnl_program,
334    * which depends on varying information.
335    *
336    * Note this is where brw->vs->prog_data.inputs_read is calculated,
337    * so can't access it earlier.
338    */
339
340   intel_prepare_render(intel);
341
342   for (i = 0; i < nr_prims; i++) {
343      uint32_t hw_prim;
344
345      /* Flush the batch if it's approaching full, so that we don't wrap while
346       * we've got validated state that needs to be in the same batch as the
347       * primitives.  This fraction is just a guess (minimal full state plus
348       * a primitive is around 512 bytes), and would be better if we had
349       * an upper bound of how much we might emit in a single
350       * brw_try_draw_prims().
351       */
352      intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4);
353
354      hw_prim = brw_set_prim(brw, prim[i].mode);
355
356      if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) {
357	 first_time = GL_FALSE;
358
359	 brw_validate_state(brw);
360
361	 /* Various fallback checks:  */
362	 if (brw->intel.Fallback)
363	    goto out;
364
365	 /* Check that we can fit our state in with our existing batchbuffer, or
366	  * flush otherwise.
367	  */
368	 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
369					     brw->state.validated_bo_count)) {
370	    static GLboolean warned;
371	    intel_batchbuffer_flush(intel->batch);
372
373	    /* Validate the state after we flushed the batch (which would have
374	     * changed the set of dirty state).  If we still fail to
375	     * check_aperture, warn of what's happening, but attempt to continue
376	     * on since it may succeed anyway, and the user would probably rather
377	     * see a failure and a warning than a fallback.
378	     */
379	    brw_validate_state(brw);
380	    if (!warned &&
381		dri_bufmgr_check_aperture_space(brw->state.validated_bos,
382						brw->state.validated_bo_count)) {
383	       warn = GL_TRUE;
384	       warned = GL_TRUE;
385	    }
386	 }
387
388	 brw_upload_state(brw);
389      }
390
391      brw_emit_prim(brw, &prim[i], hw_prim);
392
393      retval = GL_TRUE;
394   }
395
396   if (intel->always_flush_batch)
397      intel_batchbuffer_flush(intel->batch);
398 out:
399
400   brw_state_cache_check_size(brw);
401
402   if (warn)
403      fprintf(stderr, "i965: Single primitive emit potentially exceeded "
404	      "available aperture space\n");
405
406   if (!retval)
407      DBG("%s failed\n", __FUNCTION__);
408
409   return retval;
410}
411
412void brw_draw_prims( GLcontext *ctx,
413		     const struct gl_client_array *arrays[],
414		     const struct _mesa_prim *prim,
415		     GLuint nr_prims,
416		     const struct _mesa_index_buffer *ib,
417		     GLboolean index_bounds_valid,
418		     GLuint min_index,
419		     GLuint max_index )
420{
421   GLboolean retval;
422
423   if (!vbo_all_varyings_in_vbos(arrays)) {
424      if (!index_bounds_valid)
425	 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
426
427      /* Decide if we want to rebase.  If so we end up recursing once
428       * only into this function.
429       */
430      if (min_index != 0) {
431	 vbo_rebase_prims(ctx, arrays,
432			  prim, nr_prims,
433			  ib, min_index, max_index,
434			  brw_draw_prims );
435	 return;
436      }
437   }
438
439   /* Make a first attempt at drawing:
440    */
441   retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
442
443   /* Otherwise, we really are out of memory.  Pass the drawing
444    * command to the software tnl module and which will in turn call
445    * swrast to do the drawing.
446    */
447   if (!retval) {
448       _swsetup_Wakeup(ctx);
449      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
450   }
451
452}
453
454void brw_draw_init( struct brw_context *brw )
455{
456   GLcontext *ctx = &brw->intel.ctx;
457   struct vbo_context *vbo = vbo_context(ctx);
458
459   /* Register our drawing function:
460    */
461   vbo->draw_prims = brw_draw_prims;
462}
463
464void brw_draw_destroy( struct brw_context *brw )
465{
466   int i;
467
468   if (brw->vb.upload.bo != NULL) {
469      dri_bo_unreference(brw->vb.upload.bo);
470      brw->vb.upload.bo = NULL;
471   }
472
473   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
474      dri_bo_unreference(brw->vb.inputs[i].bo);
475      brw->vb.inputs[i].bo = NULL;
476   }
477
478   dri_bo_unreference(brw->ib.bo);
479   brw->ib.bo = NULL;
480}
481