brw_draw.c revision 43873b53c4d15f10f0321c770b1b8bd537cc226d
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,
81			   const struct _mesa_prim *prim)
82{
83   GLcontext *ctx = &brw->intel.ctx;
84   GLenum mode = prim->mode;
85
86   if (INTEL_DEBUG & DEBUG_PRIMS)
87      printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
88
89   /* Slight optimization to avoid the GS program when not needed:
90    */
91   if (mode == GL_QUAD_STRIP &&
92       ctx->Light.ShadeModel != GL_FLAT &&
93       ctx->Polygon.FrontMode == GL_FILL &&
94       ctx->Polygon.BackMode == GL_FILL)
95      mode = GL_TRIANGLE_STRIP;
96
97   if (prim->mode == GL_QUADS && prim->count == 4 &&
98       ctx->Light.ShadeModel != GL_FLAT &&
99       ctx->Polygon.FrontMode == GL_FILL &&
100       ctx->Polygon.BackMode == GL_FILL) {
101      mode = GL_TRIANGLE_FAN;
102   }
103
104   if (mode != brw->primitive) {
105      brw->primitive = mode;
106      brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
107
108      if (reduced_prim[mode] != brw->intel.reduced_primitive) {
109	 brw->intel.reduced_primitive = reduced_prim[mode];
110	 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
111      }
112   }
113
114   return prim_to_hw_prim[mode];
115}
116
117
118static GLuint trim(GLenum prim, GLuint length)
119{
120   if (prim == GL_QUAD_STRIP)
121      return length > 3 ? (length - length % 2) : 0;
122   else if (prim == GL_QUADS)
123      return length - length % 4;
124   else
125      return length;
126}
127
128
129static void brw_emit_prim(struct brw_context *brw,
130			  const struct _mesa_prim *prim,
131			  uint32_t hw_prim)
132{
133   struct brw_3d_primitive prim_packet;
134   struct intel_context *intel = &brw->intel;
135
136   if (INTEL_DEBUG & DEBUG_PRIMS)
137      printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
138		   prim->start, prim->count);
139
140   prim_packet.header.opcode = CMD_3D_PRIM;
141   prim_packet.header.length = sizeof(prim_packet)/4 - 2;
142   prim_packet.header.pad = 0;
143   prim_packet.header.topology = hw_prim;
144   prim_packet.header.indexed = prim->indexed;
145
146   prim_packet.verts_per_instance = trim(prim->mode, prim->count);
147   prim_packet.start_vert_location = prim->start;
148   if (prim->indexed)
149      prim_packet.start_vert_location += brw->ib.start_vertex_offset;
150   prim_packet.instance_count = 1;
151   prim_packet.start_instance_location = 0;
152   prim_packet.base_vert_location = prim->basevertex;
153
154   /* If we're set to always flush, do it before and after the primitive emit.
155    * We want to catch both missed flushes that hurt instruction/state cache
156    * and missed flushes of the render cache as it heads to other parts of
157    * the besides the draw code.
158    */
159   if (intel->always_flush_cache) {
160      intel_batchbuffer_emit_mi_flush(intel->batch);
161   }
162   if (prim_packet.verts_per_instance) {
163      intel_batchbuffer_data( brw->intel.batch, &prim_packet,
164			      sizeof(prim_packet));
165   }
166   if (intel->always_flush_cache) {
167      intel_batchbuffer_emit_mi_flush(intel->batch);
168   }
169}
170
171static void brw_merge_inputs( struct brw_context *brw,
172		       const struct gl_client_array *arrays[])
173{
174   struct brw_vertex_info old = brw->vb.info;
175   GLuint i;
176
177   for (i = 0; i < VERT_ATTRIB_MAX; i++)
178      drm_intel_bo_unreference(brw->vb.inputs[i].bo);
179
180   memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
181   memset(&brw->vb.info, 0, sizeof(brw->vb.info));
182
183   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
184      brw->vb.inputs[i].glarray = arrays[i];
185      brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
186
187      if (arrays[i]->StrideB != 0)
188	 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
189	    ((i%16) * 2);
190   }
191
192   /* Raise statechanges if input sizes have changed. */
193   if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
194      brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
195}
196
197/* XXX: could split the primitive list to fallback only on the
198 * non-conformant primitives.
199 */
200static GLboolean check_fallbacks( struct brw_context *brw,
201				  const struct _mesa_prim *prim,
202				  GLuint nr_prims )
203{
204   GLcontext *ctx = &brw->intel.ctx;
205   GLuint i;
206
207   /* XXX FIXME */
208   if (brw->intel.gen >= 6) {
209       for (i = 0; i < nr_prims; i++)
210	   if (prim[i].mode == GL_LINE_LOOP)
211	       return GL_TRUE;
212   }
213
214   /* If we don't require strict OpenGL conformance, never
215    * use fallbacks.  If we're forcing fallbacks, always
216    * use fallfacks.
217    */
218   if (brw->intel.conformance_mode == 0)
219      return GL_FALSE;
220
221   if (brw->intel.conformance_mode == 2)
222      return GL_TRUE;
223
224   if (ctx->Polygon.SmoothFlag) {
225      for (i = 0; i < nr_prims; i++)
226	 if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
227	    return GL_TRUE;
228   }
229
230   /* BRW hardware will do AA lines, but they are non-conformant it
231    * seems.  TBD whether we keep this fallback:
232    */
233   if (ctx->Line.SmoothFlag) {
234      for (i = 0; i < nr_prims; i++)
235	 if (reduced_prim[prim[i].mode] == GL_LINES)
236	    return GL_TRUE;
237   }
238
239   /* Stipple -- these fallbacks could be resolved with a little
240    * bit of work?
241    */
242   if (ctx->Line.StippleFlag) {
243      for (i = 0; i < nr_prims; i++) {
244	 /* GS doesn't get enough information to know when to reset
245	  * the stipple counter?!?
246	  */
247	 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
248	    return GL_TRUE;
249
250	 if (prim[i].mode == GL_POLYGON &&
251	     (ctx->Polygon.FrontMode == GL_LINE ||
252	      ctx->Polygon.BackMode == GL_LINE))
253	    return GL_TRUE;
254      }
255   }
256
257   if (ctx->Point.SmoothFlag) {
258      for (i = 0; i < nr_prims; i++)
259	 if (prim[i].mode == GL_POINTS)
260	    return GL_TRUE;
261   }
262
263   /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
264    * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
265    * as GL_CLAMP_TO_EDGE instead.  If we're using GL_CLAMP, and
266    * we want strict conformance, force the fallback.
267    * Right now, we only do this for 2D textures.
268    */
269   {
270      int u;
271      for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
272         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
273         if (texUnit->Enabled) {
274            if (texUnit->Enabled & TEXTURE_1D_BIT) {
275               if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
276                   return GL_TRUE;
277               }
278            }
279            if (texUnit->Enabled & TEXTURE_2D_BIT) {
280               if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
281                   texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
282                   return GL_TRUE;
283               }
284            }
285            if (texUnit->Enabled & TEXTURE_3D_BIT) {
286               if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
287                   texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
288                   texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
289                   return GL_TRUE;
290               }
291            }
292         }
293      }
294   }
295
296   /* Nothing stopping us from the fast path now */
297   return GL_FALSE;
298}
299
300/* May fail if out of video memory for texture or vbo upload, or on
301 * fallback conditions.
302 */
303static GLboolean brw_try_draw_prims( GLcontext *ctx,
304				     const struct gl_client_array *arrays[],
305				     const struct _mesa_prim *prim,
306				     GLuint nr_prims,
307				     const struct _mesa_index_buffer *ib,
308				     GLuint min_index,
309				     GLuint max_index )
310{
311   struct intel_context *intel = intel_context(ctx);
312   struct brw_context *brw = brw_context(ctx);
313   GLboolean retval = GL_FALSE;
314   GLboolean warn = GL_FALSE;
315   GLboolean first_time = GL_TRUE;
316   GLuint i;
317
318   if (ctx->NewState)
319      _mesa_update_state( ctx );
320
321   /* We have to validate the textures *before* checking for fallbacks;
322    * otherwise, the software fallback won't be able to rely on the
323    * texture state, the firstLevel and lastLevel fields won't be
324    * set in the intel texture object (they'll both be 0), and the
325    * software fallback will segfault if it attempts to access any
326    * texture level other than level 0.
327    */
328   brw_validate_textures( brw );
329
330   if (check_fallbacks(brw, prim, nr_prims))
331      return GL_FALSE;
332
333   /* Bind all inputs, derive varying and size information:
334    */
335   brw_merge_inputs( brw, arrays );
336
337   brw->ib.ib = ib;
338   brw->state.dirty.brw |= BRW_NEW_INDICES;
339
340   brw->vb.min_index = min_index;
341   brw->vb.max_index = max_index;
342   brw->state.dirty.brw |= BRW_NEW_VERTICES;
343
344   /* Have to validate state quite late.  Will rebuild tnl_program,
345    * which depends on varying information.
346    *
347    * Note this is where brw->vs->prog_data.inputs_read is calculated,
348    * so can't access it earlier.
349    */
350
351   intel_prepare_render(intel);
352
353   for (i = 0; i < nr_prims; i++) {
354      uint32_t hw_prim;
355
356      /* Flush the batch if it's approaching full, so that we don't wrap while
357       * we've got validated state that needs to be in the same batch as the
358       * primitives.  This fraction is just a guess (minimal full state plus
359       * a primitive is around 512 bytes), and would be better if we had
360       * an upper bound of how much we might emit in a single
361       * brw_try_draw_prims().
362       */
363      intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4);
364
365      hw_prim = brw_set_prim(brw, &prim[i]);
366
367      if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) {
368	 first_time = GL_FALSE;
369
370	 brw_validate_state(brw);
371
372	 /* Various fallback checks:  */
373	 if (brw->intel.Fallback)
374	    goto out;
375
376	 /* Check that we can fit our state in with our existing batchbuffer, or
377	  * flush otherwise.
378	  */
379	 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
380					     brw->state.validated_bo_count)) {
381	    static GLboolean warned;
382	    intel_batchbuffer_flush(intel->batch);
383
384	    /* Validate the state after we flushed the batch (which would have
385	     * changed the set of dirty state).  If we still fail to
386	     * check_aperture, warn of what's happening, but attempt to continue
387	     * on since it may succeed anyway, and the user would probably rather
388	     * see a failure and a warning than a fallback.
389	     */
390	    brw_validate_state(brw);
391	    if (!warned &&
392		dri_bufmgr_check_aperture_space(brw->state.validated_bos,
393						brw->state.validated_bo_count)) {
394	       warn = GL_TRUE;
395	       warned = GL_TRUE;
396	    }
397	 }
398
399	 intel->no_batch_wrap = GL_TRUE;
400	 brw_upload_state(brw);
401      }
402
403      brw_emit_prim(brw, &prim[i], hw_prim);
404
405      intel->no_batch_wrap = GL_FALSE;
406
407      retval = GL_TRUE;
408   }
409
410   if (intel->always_flush_batch)
411      intel_batchbuffer_flush(intel->batch);
412 out:
413
414   brw_state_cache_check_size(brw);
415
416   if (warn)
417      fprintf(stderr, "i965: Single primitive emit potentially exceeded "
418	      "available aperture space\n");
419
420   if (!retval)
421      DBG("%s failed\n", __FUNCTION__);
422
423   return retval;
424}
425
426void brw_draw_prims( GLcontext *ctx,
427		     const struct gl_client_array *arrays[],
428		     const struct _mesa_prim *prim,
429		     GLuint nr_prims,
430		     const struct _mesa_index_buffer *ib,
431		     GLboolean index_bounds_valid,
432		     GLuint min_index,
433		     GLuint max_index )
434{
435   GLboolean retval;
436
437   if (!vbo_all_varyings_in_vbos(arrays)) {
438      if (!index_bounds_valid)
439	 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
440
441      /* Decide if we want to rebase.  If so we end up recursing once
442       * only into this function.
443       */
444      if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
445	 vbo_rebase_prims(ctx, arrays,
446			  prim, nr_prims,
447			  ib, min_index, max_index,
448			  brw_draw_prims );
449	 return;
450      }
451   }
452
453   /* Make a first attempt at drawing:
454    */
455   retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
456
457   /* Otherwise, we really are out of memory.  Pass the drawing
458    * command to the software tnl module and which will in turn call
459    * swrast to do the drawing.
460    */
461   if (!retval) {
462       _swsetup_Wakeup(ctx);
463      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
464   }
465
466}
467
468void brw_draw_init( struct brw_context *brw )
469{
470   GLcontext *ctx = &brw->intel.ctx;
471   struct vbo_context *vbo = vbo_context(ctx);
472
473   /* Register our drawing function:
474    */
475   vbo->draw_prims = brw_draw_prims;
476}
477
478void brw_draw_destroy( struct brw_context *brw )
479{
480   int i;
481
482   if (brw->vb.upload.bo != NULL) {
483      drm_intel_bo_unreference(brw->vb.upload.bo);
484      brw->vb.upload.bo = NULL;
485   }
486
487   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
488      drm_intel_bo_unreference(brw->vb.inputs[i].bo);
489      brw->vb.inputs[i].bo = NULL;
490   }
491
492   drm_intel_bo_unreference(brw->ib.bo);
493   brw->ib.bo = NULL;
494}
495