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