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