brw_draw.c revision 2e5a1a254ed81b1d3efa6064f48183eefac784d0
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/condrender.h"
32#include "main/samplerobj.h"
33#include "main/state.h"
34#include "main/enums.h"
35#include "tnl/tnl.h"
36#include "vbo/vbo_context.h"
37#include "swrast/swrast.h"
38#include "swrast_setup/swrast_setup.h"
39
40#include "brw_draw.h"
41#include "brw_defines.h"
42#include "brw_context.h"
43#include "brw_state.h"
44
45#include "intel_batchbuffer.h"
46
47#define FILE_DEBUG_FLAG DEBUG_PRIMS
48
49static GLuint prim_to_hw_prim[GL_POLYGON+1] = {
50   _3DPRIM_POINTLIST,
51   _3DPRIM_LINELIST,
52   _3DPRIM_LINELOOP,
53   _3DPRIM_LINESTRIP,
54   _3DPRIM_TRILIST,
55   _3DPRIM_TRISTRIP,
56   _3DPRIM_TRIFAN,
57   _3DPRIM_QUADLIST,
58   _3DPRIM_QUADSTRIP,
59   _3DPRIM_POLYGON
60};
61
62
63static const GLenum reduced_prim[GL_POLYGON+1] = {
64   GL_POINTS,
65   GL_LINES,
66   GL_LINES,
67   GL_LINES,
68   GL_TRIANGLES,
69   GL_TRIANGLES,
70   GL_TRIANGLES,
71   GL_TRIANGLES,
72   GL_TRIANGLES,
73   GL_TRIANGLES
74};
75
76
77/* When the primitive changes, set a state bit and re-validate.  Not
78 * the nicest and would rather deal with this by having all the
79 * programs be immune to the active primitive (ie. cope with all
80 * possibilities).  That may not be realistic however.
81 */
82static void brw_set_prim(struct brw_context *brw,
83                         const struct _mesa_prim *prim)
84{
85   struct gl_context *ctx = &brw->intel.ctx;
86   uint32_t hw_prim = prim_to_hw_prim[prim->mode];
87
88   DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
89
90   /* Slight optimization to avoid the GS program when not needed:
91    */
92   if (prim->mode == GL_QUAD_STRIP &&
93       ctx->Light.ShadeModel != GL_FLAT &&
94       ctx->Polygon.FrontMode == GL_FILL &&
95       ctx->Polygon.BackMode == GL_FILL)
96      hw_prim = _3DPRIM_TRISTRIP;
97
98   if (prim->mode == GL_QUADS && prim->count == 4 &&
99       ctx->Light.ShadeModel != GL_FLAT &&
100       ctx->Polygon.FrontMode == GL_FILL &&
101       ctx->Polygon.BackMode == GL_FILL) {
102      hw_prim = _3DPRIM_TRIFAN;
103   }
104
105   if (hw_prim != brw->primitive) {
106      brw->primitive = hw_prim;
107      brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
108
109      if (reduced_prim[prim->mode] != brw->intel.reduced_primitive) {
110	 brw->intel.reduced_primitive = reduced_prim[prim->mode];
111	 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
112      }
113   }
114}
115
116static void gen6_set_prim(struct brw_context *brw,
117                          const struct _mesa_prim *prim)
118{
119   uint32_t hw_prim = prim_to_hw_prim[prim->mode];
120
121   DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
122
123   if (hw_prim != brw->primitive) {
124      brw->primitive = hw_prim;
125      brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
126   }
127}
128
129
130static GLuint trim(GLenum prim, GLuint length)
131{
132   if (prim == GL_QUAD_STRIP)
133      return length > 3 ? (length - length % 2) : 0;
134   else if (prim == GL_QUADS)
135      return length - length % 4;
136   else
137      return length;
138}
139
140
141static void brw_emit_prim(struct brw_context *brw,
142			  const struct _mesa_prim *prim,
143			  uint32_t hw_prim)
144{
145   struct intel_context *intel = &brw->intel;
146   int verts_per_instance;
147   int vertex_access_type;
148   int start_vertex_location;
149   int base_vertex_location;
150
151   DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
152       prim->start, prim->count);
153
154   start_vertex_location = prim->start;
155   base_vertex_location = prim->basevertex;
156   if (prim->indexed) {
157      vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
158      start_vertex_location += brw->ib.start_vertex_offset;
159      base_vertex_location += brw->vb.start_vertex_bias;
160   } else {
161      vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
162      start_vertex_location += brw->vb.start_vertex_bias;
163   }
164
165   verts_per_instance = trim(prim->mode, prim->count);
166
167   /* If nothing to emit, just return. */
168   if (verts_per_instance == 0)
169      return;
170
171   /* If we're set to always flush, do it before and after the primitive emit.
172    * We want to catch both missed flushes that hurt instruction/state cache
173    * and missed flushes of the render cache as it heads to other parts of
174    * the besides the draw code.
175    */
176   if (intel->always_flush_cache) {
177      intel_batchbuffer_emit_mi_flush(intel);
178   }
179
180   BEGIN_BATCH(6);
181   OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
182	     hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
183	     vertex_access_type);
184   OUT_BATCH(verts_per_instance);
185   OUT_BATCH(start_vertex_location);
186   OUT_BATCH(1); // instance count
187   OUT_BATCH(0); // start instance location
188   OUT_BATCH(base_vertex_location);
189   ADVANCE_BATCH();
190
191   intel->batch.need_workaround_flush = true;
192
193   if (intel->always_flush_cache) {
194      intel_batchbuffer_emit_mi_flush(intel);
195   }
196}
197
198static void gen7_emit_prim(struct brw_context *brw,
199			   const struct _mesa_prim *prim,
200			   uint32_t hw_prim)
201{
202   struct intel_context *intel = &brw->intel;
203   int verts_per_instance;
204   int vertex_access_type;
205   int start_vertex_location;
206   int base_vertex_location;
207
208   DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
209       prim->start, prim->count);
210
211   start_vertex_location = prim->start;
212   base_vertex_location = prim->basevertex;
213   if (prim->indexed) {
214      vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
215      start_vertex_location += brw->ib.start_vertex_offset;
216      base_vertex_location += brw->vb.start_vertex_bias;
217   } else {
218      vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
219      start_vertex_location += brw->vb.start_vertex_bias;
220   }
221
222   verts_per_instance = trim(prim->mode, prim->count);
223
224   /* If nothing to emit, just return. */
225   if (verts_per_instance == 0)
226      return;
227
228   /* If we're set to always flush, do it before and after the primitive emit.
229    * We want to catch both missed flushes that hurt instruction/state cache
230    * and missed flushes of the render cache as it heads to other parts of
231    * the besides the draw code.
232    */
233   if (intel->always_flush_cache) {
234      intel_batchbuffer_emit_mi_flush(intel);
235   }
236
237   BEGIN_BATCH(7);
238   OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
239   OUT_BATCH(hw_prim | vertex_access_type);
240   OUT_BATCH(verts_per_instance);
241   OUT_BATCH(start_vertex_location);
242   OUT_BATCH(1); // instance count
243   OUT_BATCH(0); // start instance location
244   OUT_BATCH(base_vertex_location);
245   ADVANCE_BATCH();
246
247   if (intel->always_flush_cache) {
248      intel_batchbuffer_emit_mi_flush(intel);
249   }
250}
251
252
253static void brw_merge_inputs( struct brw_context *brw,
254		       const struct gl_client_array *arrays[])
255{
256   struct brw_vertex_info old = brw->vb.info;
257   GLuint i;
258
259   for (i = 0; i < brw->vb.nr_buffers; i++) {
260      drm_intel_bo_unreference(brw->vb.buffers[i].bo);
261      brw->vb.buffers[i].bo = NULL;
262   }
263   brw->vb.nr_buffers = 0;
264
265   memset(&brw->vb.info, 0, sizeof(brw->vb.info));
266
267   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
268      brw->vb.inputs[i].buffer = -1;
269      brw->vb.inputs[i].glarray = arrays[i];
270      brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
271
272      if (arrays[i]->StrideB != 0)
273	 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
274	    ((i%16) * 2);
275   }
276
277   /* Raise statechanges if input sizes have changed. */
278   if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
279      brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
280}
281
282/* May fail if out of video memory for texture or vbo upload, or on
283 * fallback conditions.
284 */
285static bool brw_try_draw_prims( struct gl_context *ctx,
286				     const struct gl_client_array *arrays[],
287				     const struct _mesa_prim *prim,
288				     GLuint nr_prims,
289				     const struct _mesa_index_buffer *ib,
290				     GLuint min_index,
291				     GLuint max_index )
292{
293   struct intel_context *intel = intel_context(ctx);
294   struct brw_context *brw = brw_context(ctx);
295   bool retval = false;
296   bool warn = false;
297   GLuint i;
298
299   if (ctx->NewState)
300      _mesa_update_state( ctx );
301
302   /* We have to validate the textures *before* checking for fallbacks;
303    * otherwise, the software fallback won't be able to rely on the
304    * texture state, the firstLevel and lastLevel fields won't be
305    * set in the intel texture object (they'll both be 0), and the
306    * software fallback will segfault if it attempts to access any
307    * texture level other than level 0.
308    */
309   brw_validate_textures( brw );
310
311   /* Bind all inputs, derive varying and size information:
312    */
313   brw_merge_inputs( brw, arrays );
314
315   brw->ib.ib = ib;
316   brw->state.dirty.brw |= BRW_NEW_INDICES;
317
318   brw->vb.min_index = min_index;
319   brw->vb.max_index = max_index;
320   brw->state.dirty.brw |= BRW_NEW_VERTICES;
321
322   /* Have to validate state quite late.  Will rebuild tnl_program,
323    * which depends on varying information.
324    *
325    * Note this is where brw->vs->prog_data.inputs_read is calculated,
326    * so can't access it earlier.
327    */
328
329   intel_prepare_render(intel);
330
331   for (i = 0; i < nr_prims; i++) {
332      int estimated_max_prim_size;
333
334      estimated_max_prim_size = 512; /* batchbuffer commands */
335      estimated_max_prim_size += (BRW_MAX_TEX_UNIT *
336				  (sizeof(struct brw_sampler_state) +
337				   sizeof(struct gen5_sampler_default_color)));
338      estimated_max_prim_size += 1024; /* gen6 VS push constants */
339      estimated_max_prim_size += 1024; /* gen6 WM push constants */
340      estimated_max_prim_size += 512; /* misc. pad */
341
342      /* Flush the batch if it's approaching full, so that we don't wrap while
343       * we've got validated state that needs to be in the same batch as the
344       * primitives.
345       */
346      intel_batchbuffer_require_space(intel, estimated_max_prim_size, false);
347
348      if (intel->gen < 6)
349	 brw_set_prim(brw, &prim[i]);
350      else
351	 gen6_set_prim(brw, &prim[i]);
352
353      if (brw->state.dirty.brw) {
354	 brw_validate_state(brw);
355
356	 /* Various fallback checks:  */
357	 if (brw->intel.Fallback)
358	    goto out;
359
360	 /* Check that we can fit our state in with our existing batchbuffer, or
361	  * flush otherwise.
362	  */
363	 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
364					     brw->state.validated_bo_count)) {
365	    static bool warned;
366	    intel_batchbuffer_flush(intel);
367
368	    /* Validate the state after we flushed the batch (which would have
369	     * changed the set of dirty state).  If we still fail to
370	     * check_aperture, warn of what's happening, but attempt to continue
371	     * on since it may succeed anyway, and the user would probably rather
372	     * see a failure and a warning than a fallback.
373	     */
374	    brw_validate_state(brw);
375	    if (!warned &&
376		dri_bufmgr_check_aperture_space(brw->state.validated_bos,
377						brw->state.validated_bo_count)) {
378	       warn = true;
379	       warned = true;
380	    }
381	 }
382
383	 intel->no_batch_wrap = true;
384	 brw_upload_state(brw);
385      }
386
387      if (intel->gen >= 7)
388	 gen7_emit_prim(brw, &prim[i], brw->primitive);
389      else
390	 brw_emit_prim(brw, &prim[i], brw->primitive);
391
392      intel->no_batch_wrap = false;
393
394      retval = true;
395   }
396
397   if (intel->always_flush_batch)
398      intel_batchbuffer_flush(intel);
399 out:
400
401   brw_state_cache_check_size(brw);
402
403   if (warn)
404      fprintf(stderr, "i965: Single primitive emit potentially exceeded "
405	      "available aperture space\n");
406
407   if (!retval)
408      DBG("%s failed\n", __FUNCTION__);
409
410   return retval;
411}
412
413void brw_draw_prims( struct gl_context *ctx,
414		     const struct gl_client_array *arrays[],
415		     const struct _mesa_prim *prim,
416		     GLuint nr_prims,
417		     const struct _mesa_index_buffer *ib,
418		     GLboolean index_bounds_valid,
419		     GLuint min_index,
420		     GLuint max_index )
421{
422   bool retval;
423
424   if (!_mesa_check_conditional_render(ctx))
425      return;
426
427   if (!vbo_all_varyings_in_vbos(arrays)) {
428      if (!index_bounds_valid)
429	 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
430
431      /* Decide if we want to rebase.  If so we end up recursing once
432       * only into this function.
433       */
434      if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
435	 vbo_rebase_prims(ctx, arrays,
436			  prim, nr_prims,
437			  ib, min_index, max_index,
438			  brw_draw_prims );
439	 return;
440      }
441   }
442
443   /* Make a first attempt at drawing:
444    */
445   retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
446
447   /* Otherwise, we really are out of memory.  Pass the drawing
448    * command to the software tnl module and which will in turn call
449    * swrast to do the drawing.
450    */
451   if (!retval) {
452       _swsetup_Wakeup(ctx);
453       _tnl_wakeup(ctx);
454      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
455   }
456
457}
458
459void brw_draw_init( struct brw_context *brw )
460{
461   struct gl_context *ctx = &brw->intel.ctx;
462   struct vbo_context *vbo = vbo_context(ctx);
463   int i;
464
465   /* Register our drawing function:
466    */
467   vbo->draw_prims = brw_draw_prims;
468
469   for (i = 0; i < VERT_ATTRIB_MAX; i++)
470      brw->vb.inputs[i].buffer = -1;
471   brw->vb.nr_buffers = 0;
472   brw->vb.nr_enabled = 0;
473}
474
475void brw_draw_destroy( struct brw_context *brw )
476{
477   int i;
478
479   for (i = 0; i < brw->vb.nr_buffers; i++) {
480      drm_intel_bo_unreference(brw->vb.buffers[i].bo);
481      brw->vb.buffers[i].bo = NULL;
482   }
483   brw->vb.nr_buffers = 0;
484
485   for (i = 0; i < brw->vb.nr_enabled; i++) {
486      brw->vb.enabled[i]->buffer = -1;
487   }
488   brw->vb.nr_enabled = 0;
489
490   drm_intel_bo_unreference(brw->ib.bo);
491   brw->ib.bo = NULL;
492}
493