brw_draw.c revision 510c3bd7a1a8f6e350ca7b05ced1f0323098b2eb
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#include <stdlib.h> 29 30#include "main/glheader.h" 31#include "main/context.h" 32#include "main/state.h" 33#include "main/api_validate.h" 34#include "main/enums.h" 35 36#include "brw_draw.h" 37#include "brw_defines.h" 38#include "brw_context.h" 39#include "brw_state.h" 40#include "brw_fallback.h" 41 42#include "intel_batchbuffer.h" 43#include "intel_buffer_objects.h" 44 45#include "tnl/tnl.h" 46#include "vbo/vbo_context.h" 47#include "swrast/swrast.h" 48#include "swrast_setup/swrast_setup.h" 49 50#define FILE_DEBUG_FLAG DEBUG_BATCH 51 52static GLuint prim_to_hw_prim[GL_POLYGON+1] = { 53 _3DPRIM_POINTLIST, 54 _3DPRIM_LINELIST, 55 _3DPRIM_LINELOOP, 56 _3DPRIM_LINESTRIP, 57 _3DPRIM_TRILIST, 58 _3DPRIM_TRISTRIP, 59 _3DPRIM_TRIFAN, 60 _3DPRIM_QUADLIST, 61 _3DPRIM_QUADSTRIP, 62 _3DPRIM_POLYGON 63}; 64 65 66static const GLenum reduced_prim[GL_POLYGON+1] = { 67 GL_POINTS, 68 GL_LINES, 69 GL_LINES, 70 GL_LINES, 71 GL_TRIANGLES, 72 GL_TRIANGLES, 73 GL_TRIANGLES, 74 GL_TRIANGLES, 75 GL_TRIANGLES, 76 GL_TRIANGLES 77}; 78 79 80/* When the primitive changes, set a state bit and re-validate. Not 81 * the nicest and would rather deal with this by having all the 82 * programs be immune to the active primitive (ie. cope with all 83 * possibilities). That may not be realistic however. 84 */ 85static GLuint brw_set_prim(struct brw_context *brw, GLenum prim) 86{ 87 GLcontext *ctx = &brw->intel.ctx; 88 89 if (INTEL_DEBUG & DEBUG_PRIMS) 90 _mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim)); 91 92 /* Slight optimization to avoid the GS program when not needed: 93 */ 94 if (prim == GL_QUAD_STRIP && 95 ctx->Light.ShadeModel != GL_FLAT && 96 ctx->Polygon.FrontMode == GL_FILL && 97 ctx->Polygon.BackMode == GL_FILL) 98 prim = GL_TRIANGLE_STRIP; 99 100 if (prim != brw->primitive) { 101 brw->primitive = prim; 102 brw->state.dirty.brw |= BRW_NEW_PRIMITIVE; 103 104 if (reduced_prim[prim] != brw->intel.reduced_primitive) { 105 brw->intel.reduced_primitive = reduced_prim[prim]; 106 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE; 107 } 108 } 109 110 return prim_to_hw_prim[prim]; 111} 112 113 114static GLuint trim(GLenum prim, GLuint length) 115{ 116 if (prim == GL_QUAD_STRIP) 117 return length > 3 ? (length - length % 2) : 0; 118 else if (prim == GL_QUADS) 119 return length - length % 4; 120 else 121 return length; 122} 123 124 125static void brw_emit_prim(struct brw_context *brw, 126 const struct _mesa_prim *prim, 127 uint32_t hw_prim) 128{ 129 struct brw_3d_primitive prim_packet; 130 struct intel_context *intel = &brw->intel; 131 132 if (INTEL_DEBUG & DEBUG_PRIMS) 133 _mesa_printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode), 134 prim->start, prim->count); 135 136 prim_packet.header.opcode = CMD_3D_PRIM; 137 prim_packet.header.length = sizeof(prim_packet)/4 - 2; 138 prim_packet.header.pad = 0; 139 prim_packet.header.topology = hw_prim; 140 prim_packet.header.indexed = prim->indexed; 141 142 prim_packet.verts_per_instance = trim(prim->mode, prim->count); 143 prim_packet.start_vert_location = prim->start; 144 prim_packet.instance_count = 1; 145 prim_packet.start_instance_location = 0; 146 prim_packet.base_vert_location = 0; 147 148 /* Can't wrap here, since we rely on the validated state. */ 149 brw->no_batch_wrap = GL_TRUE; 150 151 /* If we're set to always flush, do it before and after the primitive emit. 152 * We want to catch both missed flushes that hurt instruction/state cache 153 * and missed flushes of the render cache as it heads to other parts of 154 * the besides the draw code. 155 */ 156 if (intel->always_flush_cache) { 157 BEGIN_BATCH(1, IGNORE_CLIPRECTS); 158 OUT_BATCH(intel->vtbl.flush_cmd()); 159 ADVANCE_BATCH(); 160 } 161 if (prim_packet.verts_per_instance) { 162 intel_batchbuffer_data( brw->intel.batch, &prim_packet, 163 sizeof(prim_packet), LOOP_CLIPRECTS); 164 } 165 if (intel->always_flush_cache) { 166 BEGIN_BATCH(1, IGNORE_CLIPRECTS); 167 OUT_BATCH(intel->vtbl.flush_cmd()); 168 ADVANCE_BATCH(); 169 } 170 171 brw->no_batch_wrap = GL_FALSE; 172} 173 174static void brw_merge_inputs( struct brw_context *brw, 175 const struct gl_client_array *arrays[]) 176{ 177 struct brw_vertex_info old = brw->vb.info; 178 GLuint i; 179 180 for (i = 0; i < VERT_ATTRIB_MAX; i++) 181 dri_bo_unreference(brw->vb.inputs[i].bo); 182 183 memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs)); 184 memset(&brw->vb.info, 0, sizeof(brw->vb.info)); 185 186 for (i = 0; i < VERT_ATTRIB_MAX; i++) { 187 brw->vb.inputs[i].glarray = arrays[i]; 188 189 if (arrays[i]->StrideB != 0) 190 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) << 191 ((i%16) * 2); 192 } 193 194 /* Raise statechanges if input sizes have changed. */ 195 if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0) 196 brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS; 197} 198 199/* XXX: could split the primitive list to fallback only on the 200 * non-conformant primitives. 201 */ 202static GLboolean check_fallbacks( struct brw_context *brw, 203 const struct _mesa_prim *prim, 204 GLuint nr_prims ) 205{ 206 GLcontext *ctx = &brw->intel.ctx; 207 GLuint i; 208 209 /* If we don't require strict OpenGL conformance, never 210 * use fallbacks. If we're forcing fallbacks, always 211 * use fallfacks. 212 */ 213 if (brw->intel.conformance_mode == 0) 214 return GL_FALSE; 215 216 if (brw->intel.conformance_mode == 2) 217 return GL_TRUE; 218 219 if (ctx->Polygon.SmoothFlag) { 220 for (i = 0; i < nr_prims; i++) 221 if (reduced_prim[prim[i].mode] == GL_TRIANGLES) 222 return GL_TRUE; 223 } 224 225 /* BRW hardware will do AA lines, but they are non-conformant it 226 * seems. TBD whether we keep this fallback: 227 */ 228 if (ctx->Line.SmoothFlag) { 229 for (i = 0; i < nr_prims; i++) 230 if (reduced_prim[prim[i].mode] == GL_LINES) 231 return GL_TRUE; 232 } 233 234 /* Stipple -- these fallbacks could be resolved with a little 235 * bit of work? 236 */ 237 if (ctx->Line.StippleFlag) { 238 for (i = 0; i < nr_prims; i++) { 239 /* GS doesn't get enough information to know when to reset 240 * the stipple counter?!? 241 */ 242 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP) 243 return GL_TRUE; 244 245 if (prim[i].mode == GL_POLYGON && 246 (ctx->Polygon.FrontMode == GL_LINE || 247 ctx->Polygon.BackMode == GL_LINE)) 248 return GL_TRUE; 249 } 250 } 251 252 if (ctx->Point.SmoothFlag) { 253 for (i = 0; i < nr_prims; i++) 254 if (prim[i].mode == GL_POINTS) 255 return GL_TRUE; 256 } 257 258 /* BRW hardware doesn't handle GL_CLAMP texturing correctly; 259 * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP 260 * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and 261 * we want strict conformance, force the fallback. 262 * Right now, we only do this for 2D textures. 263 */ 264 { 265 int u; 266 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { 267 struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; 268 if (texUnit->Enabled) { 269 if (texUnit->Enabled & TEXTURE_1D_BIT) { 270 if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) { 271 return GL_TRUE; 272 } 273 } 274 if (texUnit->Enabled & TEXTURE_2D_BIT) { 275 if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP || 276 texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) { 277 return GL_TRUE; 278 } 279 } 280 if (texUnit->Enabled & TEXTURE_3D_BIT) { 281 if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP || 282 texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP || 283 texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) { 284 return GL_TRUE; 285 } 286 } 287 } 288 } 289 } 290 291 /* Nothing stopping us from the fast path now */ 292 return GL_FALSE; 293} 294 295/* May fail if out of video memory for texture or vbo upload, or on 296 * fallback conditions. 297 */ 298static GLboolean brw_try_draw_prims( GLcontext *ctx, 299 const struct gl_client_array *arrays[], 300 const struct _mesa_prim *prim, 301 GLuint nr_prims, 302 const struct _mesa_index_buffer *ib, 303 GLuint min_index, 304 GLuint max_index ) 305{ 306 struct intel_context *intel = intel_context(ctx); 307 struct brw_context *brw = brw_context(ctx); 308 GLboolean retval = GL_FALSE; 309 GLboolean warn = GL_FALSE; 310 GLboolean first_time = GL_TRUE; 311 GLuint i; 312 313 if (ctx->NewState) 314 _mesa_update_state( ctx ); 315 316 /* We have to validate the textures *before* checking for fallbacks; 317 * otherwise, the software fallback won't be able to rely on the 318 * texture state, the firstLevel and lastLevel fields won't be 319 * set in the intel texture object (they'll both be 0), and the 320 * software fallback will segfault if it attempts to access any 321 * texture level other than level 0. 322 */ 323 brw_validate_textures( brw ); 324 325 if (check_fallbacks(brw, prim, nr_prims)) 326 return GL_FALSE; 327 328 /* Bind all inputs, derive varying and size information: 329 */ 330 brw_merge_inputs( brw, arrays ); 331 332 brw->ib.ib = ib; 333 brw->state.dirty.brw |= BRW_NEW_INDICES; 334 335 brw->vb.min_index = min_index; 336 brw->vb.max_index = max_index; 337 brw->state.dirty.brw |= BRW_NEW_VERTICES; 338 339 /* Have to validate state quite late. Will rebuild tnl_program, 340 * which depends on varying information. 341 * 342 * Note this is where brw->vs->prog_data.inputs_read is calculated, 343 * so can't access it earlier. 344 */ 345 346 LOCK_HARDWARE(intel); 347 348 if (!intel->constant_cliprect && intel->driDrawable->numClipRects == 0) { 349 UNLOCK_HARDWARE(intel); 350 return GL_TRUE; 351 } 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 LOOP_CLIPRECTS); 365 366 hw_prim = brw_set_prim(brw, prim[i].mode); 367 368 if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) { 369 first_time = GL_FALSE; 370 371 brw_validate_state(brw); 372 373 /* Various fallback checks: */ 374 if (brw->intel.Fallback) 375 goto out; 376 377 /* Check that we can fit our state in with our existing batchbuffer, or 378 * flush otherwise. 379 */ 380 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos, 381 brw->state.validated_bo_count)) { 382 static GLboolean warned; 383 intel_batchbuffer_flush(intel->batch); 384 385 /* Validate the state after we flushed the batch (which would have 386 * changed the set of dirty state). If we still fail to 387 * check_aperture, warn of what's happening, but attempt to continue 388 * on since it may succeed anyway, and the user would probably rather 389 * see a failure and a warning than a fallback. 390 */ 391 brw_validate_state(brw); 392 if (!warned && 393 dri_bufmgr_check_aperture_space(brw->state.validated_bos, 394 brw->state.validated_bo_count)) { 395 warn = GL_TRUE; 396 warned = GL_TRUE; 397 } 398 } 399 400 brw_upload_state(brw); 401 } 402 403 brw_emit_prim(brw, &prim[i], hw_prim); 404 405 retval = GL_TRUE; 406 } 407 408 if (intel->always_flush_batch) 409 intel_batchbuffer_flush(intel->batch); 410 out: 411 UNLOCK_HARDWARE(intel); 412 413 brw_state_cache_check_size(brw); 414 415 if (warn) 416 fprintf(stderr, "i965: Single primitive emit potentially exceeded " 417 "available aperture space\n"); 418 419 if (!retval) 420 DBG("%s failed\n", __FUNCTION__); 421 422 return retval; 423} 424 425static GLboolean brw_need_rebase( GLcontext *ctx, 426 const struct gl_client_array *arrays[], 427 const struct _mesa_index_buffer *ib, 428 GLuint min_index ) 429{ 430 if (min_index == 0) 431 return GL_FALSE; 432 433 if (ib) { 434 if (!vbo_all_varyings_in_vbos(arrays)) 435 return GL_TRUE; 436 else 437 return GL_FALSE; 438 } 439 else { 440 /* Hmm. This isn't quite what I wanted. BRW can actually 441 * handle the mixed case well enough that we shouldn't need to 442 * rebase. However, it's probably not very common, nor hugely 443 * expensive to do it this way: 444 */ 445 if (!vbo_all_varyings_in_vbos(arrays)) 446 return GL_TRUE; 447 else 448 return GL_FALSE; 449 } 450} 451 452 453void brw_draw_prims( GLcontext *ctx, 454 const struct gl_client_array *arrays[], 455 const struct _mesa_prim *prim, 456 GLuint nr_prims, 457 const struct _mesa_index_buffer *ib, 458 GLuint min_index, 459 GLuint max_index ) 460{ 461 GLboolean retval; 462 463 /* Decide if we want to rebase. If so we end up recursing once 464 * only into this function. 465 */ 466 if (brw_need_rebase( ctx, arrays, ib, min_index )) { 467 vbo_rebase_prims( ctx, arrays, 468 prim, nr_prims, 469 ib, min_index, max_index, 470 brw_draw_prims ); 471 472 return; 473 } 474 475 /* Make a first attempt at drawing: 476 */ 477 retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); 478 479 /* Otherwise, we really are out of memory. Pass the drawing 480 * command to the software tnl module and which will in turn call 481 * swrast to do the drawing. 482 */ 483 if (!retval) { 484 _swsetup_Wakeup(ctx); 485 _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); 486 } 487 488} 489 490void brw_draw_init( struct brw_context *brw ) 491{ 492 GLcontext *ctx = &brw->intel.ctx; 493 struct vbo_context *vbo = vbo_context(ctx); 494 495 /* Register our drawing function: 496 */ 497 vbo->draw_prims = brw_draw_prims; 498} 499 500void brw_draw_destroy( struct brw_context *brw ) 501{ 502 int i; 503 504 if (brw->vb.upload.bo != NULL) { 505 dri_bo_unreference(brw->vb.upload.bo); 506 brw->vb.upload.bo = NULL; 507 } 508 509 for (i = 0; i < VERT_ATTRIB_MAX; i++) { 510 dri_bo_unreference(brw->vb.inputs[i].bo); 511 brw->vb.inputs[i].bo = NULL; 512 } 513 514 dri_bo_unreference(brw->ib.bo); 515 brw->ib.bo = NULL; 516} 517