brw_draw.c revision 8d68a90e225d831a395ba788e425cb717eec1f9a
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_PRIMS
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   struct gl_context *ctx = &brw->intel.ctx;
84   GLenum mode = prim->mode;
85
86   DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
87
88   /* Slight optimization to avoid the GS program when not needed:
89    */
90   if (mode == GL_QUAD_STRIP &&
91       ctx->Light.ShadeModel != GL_FLAT &&
92       ctx->Polygon.FrontMode == GL_FILL &&
93       ctx->Polygon.BackMode == GL_FILL)
94      mode = GL_TRIANGLE_STRIP;
95
96   if (prim->mode == GL_QUADS && prim->count == 4 &&
97       ctx->Light.ShadeModel != GL_FLAT &&
98       ctx->Polygon.FrontMode == GL_FILL &&
99       ctx->Polygon.BackMode == GL_FILL) {
100      mode = GL_TRIANGLE_FAN;
101   }
102
103   if (mode != brw->primitive) {
104      brw->primitive = mode;
105      brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
106
107      if (reduced_prim[mode] != brw->intel.reduced_primitive) {
108	 brw->intel.reduced_primitive = reduced_prim[mode];
109	 brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
110      }
111   }
112
113   return prim_to_hw_prim[mode];
114}
115
116
117static GLuint trim(GLenum prim, GLuint length)
118{
119   if (prim == GL_QUAD_STRIP)
120      return length > 3 ? (length - length % 2) : 0;
121   else if (prim == GL_QUADS)
122      return length - length % 4;
123   else
124      return length;
125}
126
127
128static void brw_emit_prim(struct brw_context *brw,
129			  const struct _mesa_prim *prim,
130			  uint32_t hw_prim)
131{
132   struct brw_3d_primitive prim_packet;
133   struct intel_context *intel = &brw->intel;
134
135   DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
136       prim->start, prim->count);
137
138   prim_packet.header.opcode = CMD_3D_PRIM;
139   prim_packet.header.length = sizeof(prim_packet)/4 - 2;
140   prim_packet.header.pad = 0;
141   prim_packet.header.topology = hw_prim;
142   prim_packet.header.indexed = prim->indexed;
143
144   prim_packet.verts_per_instance = trim(prim->mode, prim->count);
145   prim_packet.start_vert_location = prim->start;
146   if (prim->indexed)
147      prim_packet.start_vert_location += brw->ib.start_vertex_offset;
148   prim_packet.instance_count = 1;
149   prim_packet.start_instance_location = 0;
150   prim_packet.base_vert_location = prim->basevertex;
151
152   /* If we're set to always flush, do it before and after the primitive emit.
153    * We want to catch both missed flushes that hurt instruction/state cache
154    * and missed flushes of the render cache as it heads to other parts of
155    * the besides the draw code.
156    */
157   if (intel->always_flush_cache) {
158      intel_batchbuffer_emit_mi_flush(intel);
159   }
160   if (prim_packet.verts_per_instance) {
161      intel_batchbuffer_data(&brw->intel, &prim_packet,
162			      sizeof(prim_packet), false);
163   }
164   if (intel->always_flush_cache) {
165      intel_batchbuffer_emit_mi_flush(intel);
166   }
167}
168
169static void brw_merge_inputs( struct brw_context *brw,
170		       const struct gl_client_array *arrays[])
171{
172   struct brw_vertex_info old = brw->vb.info;
173   GLuint i;
174
175   for (i = 0; i < VERT_ATTRIB_MAX; i++)
176      drm_intel_bo_unreference(brw->vb.inputs[i].bo);
177
178   memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs));
179   memset(&brw->vb.info, 0, sizeof(brw->vb.info));
180
181   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
182      brw->vb.inputs[i].glarray = arrays[i];
183      brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
184
185      if (arrays[i]->StrideB != 0)
186	 brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) <<
187	    ((i%16) * 2);
188   }
189
190   /* Raise statechanges if input sizes have changed. */
191   if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0)
192      brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS;
193}
194
195/* XXX: could split the primitive list to fallback only on the
196 * non-conformant primitives.
197 */
198static GLboolean check_fallbacks( struct brw_context *brw,
199				  const struct _mesa_prim *prim,
200				  GLuint nr_prims )
201{
202   struct gl_context *ctx = &brw->intel.ctx;
203   GLuint i;
204
205   /* If we don't require strict OpenGL conformance, never
206    * use fallbacks.  If we're forcing fallbacks, always
207    * use fallfacks.
208    */
209   if (brw->intel.conformance_mode == 0)
210      return GL_FALSE;
211
212   if (brw->intel.conformance_mode == 2)
213      return GL_TRUE;
214
215   if (ctx->Polygon.SmoothFlag) {
216      for (i = 0; i < nr_prims; i++)
217	 if (reduced_prim[prim[i].mode] == GL_TRIANGLES)
218	    return GL_TRUE;
219   }
220
221   /* BRW hardware will do AA lines, but they are non-conformant it
222    * seems.  TBD whether we keep this fallback:
223    */
224   if (ctx->Line.SmoothFlag) {
225      for (i = 0; i < nr_prims; i++)
226	 if (reduced_prim[prim[i].mode] == GL_LINES)
227	    return GL_TRUE;
228   }
229
230   /* Stipple -- these fallbacks could be resolved with a little
231    * bit of work?
232    */
233   if (ctx->Line.StippleFlag) {
234      for (i = 0; i < nr_prims; i++) {
235	 /* GS doesn't get enough information to know when to reset
236	  * the stipple counter?!?
237	  */
238	 if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP)
239	    return GL_TRUE;
240
241	 if (prim[i].mode == GL_POLYGON &&
242	     (ctx->Polygon.FrontMode == GL_LINE ||
243	      ctx->Polygon.BackMode == GL_LINE))
244	    return GL_TRUE;
245      }
246   }
247
248   if (ctx->Point.SmoothFlag) {
249      for (i = 0; i < nr_prims; i++)
250	 if (prim[i].mode == GL_POINTS)
251	    return GL_TRUE;
252   }
253
254   /* BRW hardware doesn't handle GL_CLAMP texturing correctly;
255    * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP
256    * as GL_CLAMP_TO_EDGE instead.  If we're using GL_CLAMP, and
257    * we want strict conformance, force the fallback.
258    * Right now, we only do this for 2D textures.
259    */
260   {
261      int u;
262      for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) {
263         struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u];
264         if (texUnit->Enabled) {
265            if (texUnit->Enabled & TEXTURE_1D_BIT) {
266               if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) {
267                   return GL_TRUE;
268               }
269            }
270            if (texUnit->Enabled & TEXTURE_2D_BIT) {
271               if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP ||
272                   texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) {
273                   return GL_TRUE;
274               }
275            }
276            if (texUnit->Enabled & TEXTURE_3D_BIT) {
277               if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP ||
278                   texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP ||
279                   texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) {
280                   return GL_TRUE;
281               }
282            }
283         }
284      }
285   }
286
287   /* Nothing stopping us from the fast path now */
288   return GL_FALSE;
289}
290
291/* May fail if out of video memory for texture or vbo upload, or on
292 * fallback conditions.
293 */
294static GLboolean brw_try_draw_prims( struct gl_context *ctx,
295				     const struct gl_client_array *arrays[],
296				     const struct _mesa_prim *prim,
297				     GLuint nr_prims,
298				     const struct _mesa_index_buffer *ib,
299				     GLuint min_index,
300				     GLuint max_index )
301{
302   struct intel_context *intel = intel_context(ctx);
303   struct brw_context *brw = brw_context(ctx);
304   GLboolean retval = GL_FALSE;
305   GLboolean warn = GL_FALSE;
306   GLuint i;
307
308   if (ctx->NewState)
309      _mesa_update_state( ctx );
310
311   /* We have to validate the textures *before* checking for fallbacks;
312    * otherwise, the software fallback won't be able to rely on the
313    * texture state, the firstLevel and lastLevel fields won't be
314    * set in the intel texture object (they'll both be 0), and the
315    * software fallback will segfault if it attempts to access any
316    * texture level other than level 0.
317    */
318   brw_validate_textures( brw );
319
320   if (check_fallbacks(brw, prim, nr_prims))
321      return GL_FALSE;
322
323   /* Bind all inputs, derive varying and size information:
324    */
325   brw_merge_inputs( brw, arrays );
326
327   brw->ib.ib = ib;
328   brw->state.dirty.brw |= BRW_NEW_INDICES;
329
330   brw->vb.min_index = min_index;
331   brw->vb.max_index = max_index;
332   brw->state.dirty.brw |= BRW_NEW_VERTICES;
333
334   /* Have to validate state quite late.  Will rebuild tnl_program,
335    * which depends on varying information.
336    *
337    * Note this is where brw->vs->prog_data.inputs_read is calculated,
338    * so can't access it earlier.
339    */
340
341   intel_prepare_render(intel);
342
343   for (i = 0; i < nr_prims; i++) {
344      uint32_t hw_prim;
345
346      /* Flush the batch if it's approaching full, so that we don't wrap while
347       * we've got validated state that needs to be in the same batch as the
348       * primitives.  This fraction is just a guess (minimal full state plus
349       * a primitive is around 512 bytes), and would be better if we had
350       * an upper bound of how much we might emit in a single
351       * brw_try_draw_prims().
352       */
353      intel_batchbuffer_require_space(intel, 1024, false);
354
355      hw_prim = brw_set_prim(brw, &prim[i]);
356      if (brw->state.dirty.brw) {
357	 brw_validate_state(brw);
358
359	 /* Various fallback checks:  */
360	 if (brw->intel.Fallback)
361	    goto out;
362
363	 /* Check that we can fit our state in with our existing batchbuffer, or
364	  * flush otherwise.
365	  */
366	 if (dri_bufmgr_check_aperture_space(brw->state.validated_bos,
367					     brw->state.validated_bo_count)) {
368	    static GLboolean warned;
369	    intel_batchbuffer_flush(intel);
370
371	    /* Validate the state after we flushed the batch (which would have
372	     * changed the set of dirty state).  If we still fail to
373	     * check_aperture, warn of what's happening, but attempt to continue
374	     * on since it may succeed anyway, and the user would probably rather
375	     * see a failure and a warning than a fallback.
376	     */
377	    brw_validate_state(brw);
378	    if (!warned &&
379		dri_bufmgr_check_aperture_space(brw->state.validated_bos,
380						brw->state.validated_bo_count)) {
381	       warn = GL_TRUE;
382	       warned = GL_TRUE;
383	    }
384	 }
385
386	 intel->no_batch_wrap = GL_TRUE;
387	 brw_upload_state(brw);
388      }
389
390      brw_emit_prim(brw, &prim[i], hw_prim);
391
392      intel->no_batch_wrap = GL_FALSE;
393
394      retval = GL_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   GLboolean retval;
423
424   if (!vbo_all_varyings_in_vbos(arrays)) {
425      if (!index_bounds_valid)
426	 vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index);
427
428      /* Decide if we want to rebase.  If so we end up recursing once
429       * only into this function.
430       */
431      if (min_index != 0 && !vbo_any_varyings_in_vbos(arrays)) {
432	 vbo_rebase_prims(ctx, arrays,
433			  prim, nr_prims,
434			  ib, min_index, max_index,
435			  brw_draw_prims );
436	 return;
437      }
438   }
439
440   /* Make a first attempt at drawing:
441    */
442   retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
443
444   /* Otherwise, we really are out of memory.  Pass the drawing
445    * command to the software tnl module and which will in turn call
446    * swrast to do the drawing.
447    */
448   if (!retval) {
449       _swsetup_Wakeup(ctx);
450      _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
451   }
452
453}
454
455void brw_draw_init( struct brw_context *brw )
456{
457   struct gl_context *ctx = &brw->intel.ctx;
458   struct vbo_context *vbo = vbo_context(ctx);
459
460   /* Register our drawing function:
461    */
462   vbo->draw_prims = brw_draw_prims;
463}
464
465void brw_draw_destroy( struct brw_context *brw )
466{
467   int i;
468
469   for (i = 0; i < VERT_ATTRIB_MAX; i++) {
470      drm_intel_bo_unreference(brw->vb.inputs[i].bo);
471      brw->vb.inputs[i].bo = NULL;
472   }
473
474   drm_intel_bo_unreference(brw->ib.bo);
475   brw->ib.bo = NULL;
476}
477