brw_context.c revision 22d9a4824baf0bf89bb8e39025ad01fecb213888
1/*
2 Copyright 2003 VMware, Inc.
3 Copyright (C) Intel Corp.  2006.  All Rights Reserved.
4 Intel funded Tungsten Graphics to
5 develop this 3D driver.
6
7 Permission is hereby granted, free of charge, to any person obtaining
8 a copy of this software and associated documentation files (the
9 "Software"), to deal in the Software without restriction, including
10 without limitation the rights to use, copy, modify, merge, publish,
11 distribute, sublicense, and/or sell copies of the Software, and to
12 permit persons to whom the Software is furnished to do so, subject to
13 the following conditions:
14
15 The above copyright notice and this permission notice (including the
16 next paragraph) shall be included in all copies or substantial
17 portions of the Software.
18
19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
20 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
21 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
22 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
23 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
24 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
25 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
26
27 **********************************************************************/
28 /*
29  * Authors:
30  *   Keith Whitwell <keithw@vmware.com>
31  */
32
33
34#include "main/api_exec.h"
35#include "main/context.h"
36#include "main/fbobject.h"
37#include "main/extensions.h"
38#include "main/imports.h"
39#include "main/macros.h"
40#include "main/points.h"
41#include "main/version.h"
42#include "main/vtxfmt.h"
43#include "main/texobj.h"
44#include "main/framebuffer.h"
45
46#include "vbo/vbo_context.h"
47
48#include "drivers/common/driverfuncs.h"
49#include "drivers/common/meta.h"
50#include "utils.h"
51
52#include "brw_context.h"
53#include "brw_defines.h"
54#include "brw_blorp.h"
55#include "brw_compiler.h"
56#include "brw_draw.h"
57#include "brw_state.h"
58
59#include "intel_batchbuffer.h"
60#include "intel_buffer_objects.h"
61#include "intel_buffers.h"
62#include "intel_fbo.h"
63#include "intel_mipmap_tree.h"
64#include "intel_pixel.h"
65#include "intel_image.h"
66#include "intel_tex.h"
67#include "intel_tex_obj.h"
68
69#include "swrast_setup/swrast_setup.h"
70#include "tnl/tnl.h"
71#include "tnl/t_pipeline.h"
72#include "util/ralloc.h"
73#include "util/debug.h"
74#include "isl/isl.h"
75
76/***************************************
77 * Mesa's Driver Functions
78 ***************************************/
79
80const char *const brw_vendor_string = "Intel Open Source Technology Center";
81
82static const char *
83get_bsw_model(const struct intel_screen *intelScreen)
84{
85   switch (intelScreen->eu_total) {
86   case 16:
87      return "405";
88   case 12:
89      return "400";
90   default:
91      return "   ";
92   }
93}
94
95const char *
96brw_get_renderer_string(const struct intel_screen *intelScreen)
97{
98   const char *chipset;
99   static char buffer[128];
100   char *bsw = NULL;
101
102   switch (intelScreen->deviceID) {
103#undef CHIPSET
104#define CHIPSET(id, symbol, str) case id: chipset = str; break;
105#include "pci_ids/i965_pci_ids.h"
106   default:
107      chipset = "Unknown Intel Chipset";
108      break;
109   }
110
111   /* Braswell branding is funny, so we have to fix it up here */
112   if (intelScreen->deviceID == 0x22B1) {
113      bsw = strdup(chipset);
114      char *needle = strstr(bsw, "XXX");
115      if (needle) {
116         memcpy(needle, get_bsw_model(intelScreen), 3);
117         chipset = bsw;
118      }
119   }
120
121   (void) driGetRendererString(buffer, chipset, 0);
122   free(bsw);
123   return buffer;
124}
125
126static const GLubyte *
127intel_get_string(struct gl_context * ctx, GLenum name)
128{
129   const struct brw_context *const brw = brw_context(ctx);
130
131   switch (name) {
132   case GL_VENDOR:
133      return (GLubyte *) brw_vendor_string;
134
135   case GL_RENDERER:
136      return
137         (GLubyte *) brw_get_renderer_string(brw->intelScreen);
138
139   default:
140      return NULL;
141   }
142}
143
144static void
145intel_viewport(struct gl_context *ctx)
146{
147   struct brw_context *brw = brw_context(ctx);
148   __DRIcontext *driContext = brw->driContext;
149
150   if (_mesa_is_winsys_fbo(ctx->DrawBuffer)) {
151      if (driContext->driDrawablePriv)
152         dri2InvalidateDrawable(driContext->driDrawablePriv);
153      if (driContext->driReadablePriv)
154         dri2InvalidateDrawable(driContext->driReadablePriv);
155   }
156}
157
158static void
159intel_update_framebuffer(struct gl_context *ctx,
160                         struct gl_framebuffer *fb)
161{
162   struct brw_context *brw = brw_context(ctx);
163
164   /* Quantize the derived default number of samples
165    */
166   fb->DefaultGeometry._NumSamples =
167      intel_quantize_num_samples(brw->intelScreen,
168                                 fb->DefaultGeometry.NumSamples);
169}
170
171static bool
172intel_disable_rb_aux_buffer(struct brw_context *brw, const drm_intel_bo *bo)
173{
174   const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
175   bool found = false;
176
177   for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
178      const struct intel_renderbuffer *irb =
179         intel_renderbuffer(fb->_ColorDrawBuffers[i]);
180
181      if (irb && irb->mt->bo == bo) {
182         found = brw->draw_aux_buffer_disabled[i] = true;
183      }
184   }
185
186   return found;
187}
188
189/* On Gen9 color buffers may be compressed by the hardware (lossless
190 * compression). There are, however, format restrictions and care needs to be
191 * taken that the sampler engine is capable for re-interpreting a buffer with
192 * format different the buffer was originally written with.
193 *
194 * For example, SRGB formats are not compressible and the sampler engine isn't
195 * capable of treating RGBA_UNORM as SRGB_ALPHA. In such a case the underlying
196 * color buffer needs to be resolved so that the sampling surface can be
197 * sampled as non-compressed (i.e., without the auxiliary MCS buffer being
198 * set).
199 */
200static bool
201intel_texture_view_requires_resolve(struct brw_context *brw,
202                                    struct intel_texture_object *intel_tex)
203{
204   if (brw->gen < 9 ||
205       !intel_miptree_is_lossless_compressed(brw, intel_tex->mt))
206     return false;
207
208   const uint32_t brw_format = brw_format_for_mesa_format(intel_tex->_Format);
209
210   if (isl_format_supports_lossless_compression(brw->intelScreen->devinfo,
211                                                brw_format))
212      return false;
213
214   perf_debug("Incompatible sampling format (%s) for rbc (%s)\n",
215              _mesa_get_format_name(intel_tex->_Format),
216              _mesa_get_format_name(intel_tex->mt->format));
217
218   if (intel_disable_rb_aux_buffer(brw, intel_tex->mt->bo))
219      perf_debug("Sampling renderbuffer with non-compressible format - "
220                 "turning off compression");
221
222   return true;
223}
224
225static void
226intel_update_state(struct gl_context * ctx, GLuint new_state)
227{
228   struct brw_context *brw = brw_context(ctx);
229   struct intel_texture_object *tex_obj;
230   struct intel_renderbuffer *depth_irb;
231
232   if (ctx->swrast_context)
233      _swrast_InvalidateState(ctx, new_state);
234   _vbo_InvalidateState(ctx, new_state);
235
236   brw->NewGLState |= new_state;
237
238   _mesa_unlock_context_textures(ctx);
239
240   /* Resolve the depth buffer's HiZ buffer. */
241   depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
242   if (depth_irb)
243      intel_renderbuffer_resolve_hiz(brw, depth_irb);
244
245   memset(brw->draw_aux_buffer_disabled, 0,
246          sizeof(brw->draw_aux_buffer_disabled));
247
248   /* Resolve depth buffer and render cache of each enabled texture. */
249   int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
250   for (int i = 0; i <= maxEnabledUnit; i++) {
251      if (!ctx->Texture.Unit[i]._Current)
252	 continue;
253      tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
254      if (!tex_obj || !tex_obj->mt)
255	 continue;
256      intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
257      /* Sampling engine understands lossless compression and resolving
258       * those surfaces should be skipped for performance reasons.
259       */
260      const int flags = intel_texture_view_requires_resolve(brw, tex_obj) ?
261                           0 : INTEL_MIPTREE_IGNORE_CCS_E;
262      intel_miptree_resolve_color(brw, tex_obj->mt, flags);
263      brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
264
265      if (tex_obj->base.StencilSampling ||
266          tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
267         intel_update_r8stencil(brw, tex_obj->mt);
268      }
269   }
270
271   /* Resolve color for each active shader image. */
272   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
273      const struct gl_linked_shader *shader =
274         ctx->_Shader->CurrentProgram[i] ?
275            ctx->_Shader->CurrentProgram[i]->_LinkedShaders[i] : NULL;
276
277      if (unlikely(shader && shader->NumImages)) {
278         for (unsigned j = 0; j < shader->NumImages; j++) {
279            struct gl_image_unit *u = &ctx->ImageUnits[shader->ImageUnits[j]];
280            tex_obj = intel_texture_object(u->TexObj);
281
282            if (tex_obj && tex_obj->mt) {
283               /* Access to images is implemented using indirect messages
284                * against data port. Normal render target write understands
285                * lossless compression but unfortunately the typed/untyped
286                * read/write interface doesn't. Therefore the compressed
287                * surfaces need to be resolved prior to accessing them.
288                */
289               intel_miptree_resolve_color(brw, tex_obj->mt, 0);
290
291               if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
292                   intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
293                  perf_debug("Using renderbuffer as shader image - turning "
294                             "off lossless compression");
295               }
296
297               brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
298            }
299         }
300      }
301   }
302
303   /* Resolve color buffers for non-coherent framebufer fetch. */
304   if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
305       ctx->FragmentProgram._Current &&
306       ctx->FragmentProgram._Current->Base.OutputsRead) {
307      const struct gl_framebuffer *fb = ctx->DrawBuffer;
308
309      for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
310         const struct intel_renderbuffer *irb =
311            intel_renderbuffer(fb->_ColorDrawBuffers[i]);
312
313         if (irb &&
314             intel_miptree_resolve_color(brw, irb->mt,
315                                         INTEL_MIPTREE_IGNORE_CCS_E))
316            brw_render_cache_set_check_flush(brw, irb->mt->bo);
317      }
318   }
319
320   /* If FRAMEBUFFER_SRGB is used on Gen9+ then we need to resolve any of the
321    * single-sampled color renderbuffers because the CCS buffer isn't
322    * supported for SRGB formats. This only matters if FRAMEBUFFER_SRGB is
323    * enabled because otherwise the surface state will be programmed with the
324    * linear equivalent format anyway.
325    */
326   if (brw->gen >= 9 && ctx->Color.sRGBEnabled) {
327      struct gl_framebuffer *fb = ctx->DrawBuffer;
328      for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
329         struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[i];
330
331         if (rb == NULL)
332            continue;
333
334         struct intel_renderbuffer *irb = intel_renderbuffer(rb);
335         struct intel_mipmap_tree *mt = irb->mt;
336
337         if (mt == NULL ||
338             mt->num_samples > 1 ||
339             _mesa_get_srgb_format_linear(mt->format) == mt->format)
340               continue;
341
342         /* Lossless compression is not supported for SRGB formats, it
343          * should be impossible to get here with such surfaces.
344          */
345         assert(!intel_miptree_is_lossless_compressed(brw, mt));
346         intel_miptree_resolve_color(brw, mt, 0);
347         brw_render_cache_set_check_flush(brw, mt->bo);
348      }
349   }
350
351   _mesa_lock_context_textures(ctx);
352
353   if (new_state & _NEW_BUFFERS) {
354      intel_update_framebuffer(ctx, ctx->DrawBuffer);
355      if (ctx->DrawBuffer != ctx->ReadBuffer)
356         intel_update_framebuffer(ctx, ctx->ReadBuffer);
357   }
358}
359
360#define flushFront(screen)      ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
361
362static void
363intel_flush_front(struct gl_context *ctx)
364{
365   struct brw_context *brw = brw_context(ctx);
366   __DRIcontext *driContext = brw->driContext;
367   __DRIdrawable *driDrawable = driContext->driDrawablePriv;
368   __DRIscreen *const screen = brw->intelScreen->driScrnPriv;
369
370   if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
371      if (flushFront(screen) && driDrawable &&
372          driDrawable->loaderPrivate) {
373
374         /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
375          *
376          * This potentially resolves both front and back buffer. It
377          * is unnecessary to resolve the back, but harms nothing except
378          * performance. And no one cares about front-buffer render
379          * performance.
380          */
381         intel_resolve_for_dri2_flush(brw, driDrawable);
382         intel_batchbuffer_flush(brw);
383
384         flushFront(screen)(driDrawable, driDrawable->loaderPrivate);
385
386         /* We set the dirty bit in intel_prepare_render() if we're
387          * front buffer rendering once we get there.
388          */
389         brw->front_buffer_dirty = false;
390      }
391   }
392}
393
394static void
395intel_glFlush(struct gl_context *ctx)
396{
397   struct brw_context *brw = brw_context(ctx);
398
399   intel_batchbuffer_flush(brw);
400   intel_flush_front(ctx);
401
402   brw->need_flush_throttle = true;
403}
404
405static void
406intel_finish(struct gl_context * ctx)
407{
408   struct brw_context *brw = brw_context(ctx);
409
410   intel_glFlush(ctx);
411
412   if (brw->batch.last_bo)
413      drm_intel_bo_wait_rendering(brw->batch.last_bo);
414}
415
416static void
417brw_init_driver_functions(struct brw_context *brw,
418                          struct dd_function_table *functions)
419{
420   _mesa_init_driver_functions(functions);
421
422   /* GLX uses DRI2 invalidate events to handle window resizing.
423    * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
424    * which doesn't provide a mechanism for snooping the event queues.
425    *
426    * So EGL still relies on viewport hacks to handle window resizing.
427    * This should go away with DRI3000.
428    */
429   if (!brw->driContext->driScreenPriv->dri2.useInvalidate)
430      functions->Viewport = intel_viewport;
431
432   functions->Flush = intel_glFlush;
433   functions->Finish = intel_finish;
434   functions->GetString = intel_get_string;
435   functions->UpdateState = intel_update_state;
436
437   intelInitTextureFuncs(functions);
438   intelInitTextureImageFuncs(functions);
439   intelInitTextureSubImageFuncs(functions);
440   intelInitTextureCopyImageFuncs(functions);
441   intelInitCopyImageFuncs(functions);
442   intelInitClearFuncs(functions);
443   intelInitBufferFuncs(functions);
444   intelInitPixelFuncs(functions);
445   intelInitBufferObjectFuncs(functions);
446   intel_init_syncobj_functions(functions);
447   brw_init_object_purgeable_functions(functions);
448
449   brwInitFragProgFuncs( functions );
450   brw_init_common_queryobj_functions(functions);
451   if (brw->gen >= 8 || brw->is_haswell)
452      hsw_init_queryobj_functions(functions);
453   else if (brw->gen >= 6)
454      gen6_init_queryobj_functions(functions);
455   else
456      gen4_init_queryobj_functions(functions);
457   brw_init_compute_functions(functions);
458   if (brw->gen >= 7)
459      brw_init_conditional_render_functions(functions);
460
461   functions->QueryInternalFormat = brw_query_internal_format;
462
463   functions->NewTransformFeedback = brw_new_transform_feedback;
464   functions->DeleteTransformFeedback = brw_delete_transform_feedback;
465   if (brw->intelScreen->has_mi_math_and_lrr) {
466      functions->BeginTransformFeedback = hsw_begin_transform_feedback;
467      functions->EndTransformFeedback = hsw_end_transform_feedback;
468      functions->PauseTransformFeedback = hsw_pause_transform_feedback;
469      functions->ResumeTransformFeedback = hsw_resume_transform_feedback;
470   } else if (brw->gen >= 7) {
471      functions->BeginTransformFeedback = gen7_begin_transform_feedback;
472      functions->EndTransformFeedback = gen7_end_transform_feedback;
473      functions->PauseTransformFeedback = gen7_pause_transform_feedback;
474      functions->ResumeTransformFeedback = gen7_resume_transform_feedback;
475      functions->GetTransformFeedbackVertexCount =
476         brw_get_transform_feedback_vertex_count;
477   } else {
478      functions->BeginTransformFeedback = brw_begin_transform_feedback;
479      functions->EndTransformFeedback = brw_end_transform_feedback;
480   }
481
482   if (brw->gen >= 6)
483      functions->GetSamplePosition = gen6_get_sample_position;
484}
485
486static void
487brw_initialize_context_constants(struct brw_context *brw)
488{
489   struct gl_context *ctx = &brw->ctx;
490   const struct brw_compiler *compiler = brw->intelScreen->compiler;
491
492   const bool stage_exists[MESA_SHADER_STAGES] = {
493      [MESA_SHADER_VERTEX] = true,
494      [MESA_SHADER_TESS_CTRL] = brw->gen >= 7,
495      [MESA_SHADER_TESS_EVAL] = brw->gen >= 7,
496      [MESA_SHADER_GEOMETRY] = brw->gen >= 6,
497      [MESA_SHADER_FRAGMENT] = true,
498      [MESA_SHADER_COMPUTE] =
499         (ctx->API == API_OPENGL_CORE &&
500          ctx->Const.MaxComputeWorkGroupSize[0] >= 1024) ||
501         (ctx->API == API_OPENGLES2 &&
502          ctx->Const.MaxComputeWorkGroupSize[0] >= 128) ||
503         _mesa_extension_override_enables.ARB_compute_shader,
504   };
505
506   unsigned num_stages = 0;
507   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
508      if (stage_exists[i])
509         num_stages++;
510   }
511
512   unsigned max_samplers =
513      brw->gen >= 8 || brw->is_haswell ? BRW_MAX_TEX_UNIT : 16;
514
515   ctx->Const.MaxDualSourceDrawBuffers = 1;
516   ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
517   ctx->Const.MaxCombinedShaderOutputResources =
518      MAX_IMAGE_UNITS + BRW_MAX_DRAW_BUFFERS;
519
520   ctx->Const.QueryCounterBits.Timestamp = 36;
521
522   ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
523   ctx->Const.MaxImageUnits = MAX_IMAGE_UNITS;
524   ctx->Const.MaxRenderbufferSize = 8192;
525   ctx->Const.MaxTextureLevels = MIN2(14 /* 8192 */, MAX_TEXTURE_LEVELS);
526
527   /* On Sandy Bridge and prior, the "Render Target View Extent" field of
528    * RENDER_SURFACE_STATE is only 9 bits so the largest 3-D texture we can do
529    * a layered render into has a depth of 512.  On Iron Lake and earlier, we
530    * don't support layered rendering and we use manual offsetting to render
531    * into the different layers so this doesn't matter.  On Sandy Bridge,
532    * however, we do support layered rendering so this is a problem.
533    */
534   ctx->Const.Max3DTextureLevels = brw->gen == 6 ? 10 /* 512 */ : 12; /* 2048 */
535
536   ctx->Const.MaxCubeTextureLevels = 14; /* 8192 */
537   ctx->Const.MaxArrayTextureLayers = brw->gen >= 7 ? 2048 : 512;
538   ctx->Const.MaxTextureMbytes = 1536;
539   ctx->Const.MaxTextureRectSize = 1 << 12;
540   ctx->Const.MaxTextureMaxAnisotropy = 16.0;
541   ctx->Const.StripTextureBorder = true;
542   if (brw->gen >= 7)
543      ctx->Const.MaxProgramTextureGatherComponents = 4;
544   else if (brw->gen == 6)
545      ctx->Const.MaxProgramTextureGatherComponents = 1;
546
547   ctx->Const.MaxUniformBlockSize = 65536;
548
549   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
550      struct gl_program_constants *prog = &ctx->Const.Program[i];
551
552      if (!stage_exists[i])
553         continue;
554
555      prog->MaxTextureImageUnits = max_samplers;
556
557      prog->MaxUniformBlocks = BRW_MAX_UBO;
558      prog->MaxCombinedUniformComponents =
559         prog->MaxUniformComponents +
560         ctx->Const.MaxUniformBlockSize / 4 * prog->MaxUniformBlocks;
561
562      prog->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
563      prog->MaxAtomicBuffers = BRW_MAX_ABO;
564      prog->MaxImageUniforms = compiler->scalar_stage[i] ? BRW_MAX_IMAGES : 0;
565      prog->MaxShaderStorageBlocks = BRW_MAX_SSBO;
566   }
567
568   ctx->Const.MaxTextureUnits =
569      MIN2(ctx->Const.MaxTextureCoordUnits,
570           ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
571
572   ctx->Const.MaxUniformBufferBindings = num_stages * BRW_MAX_UBO;
573   ctx->Const.MaxCombinedUniformBlocks = num_stages * BRW_MAX_UBO;
574   ctx->Const.MaxCombinedAtomicBuffers = num_stages * BRW_MAX_ABO;
575   ctx->Const.MaxCombinedShaderStorageBlocks = num_stages * BRW_MAX_SSBO;
576   ctx->Const.MaxShaderStorageBufferBindings = num_stages * BRW_MAX_SSBO;
577   ctx->Const.MaxCombinedTextureImageUnits = num_stages * max_samplers;
578   ctx->Const.MaxCombinedImageUniforms = num_stages * BRW_MAX_IMAGES;
579
580
581   /* Hardware only supports a limited number of transform feedback buffers.
582    * So we need to override the Mesa default (which is based only on software
583    * limits).
584    */
585   ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS;
586
587   /* On Gen6, in the worst case, we use up one binding table entry per
588    * transform feedback component (see comments above the definition of
589    * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
590    * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
591    * BRW_MAX_SOL_BINDINGS.
592    *
593    * In "separate components" mode, we need to divide this value by
594    * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
595    * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
596    */
597   ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS;
598   ctx->Const.MaxTransformFeedbackSeparateComponents =
599      BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
600
601   ctx->Const.AlwaysUseGetTransformFeedbackVertexCount =
602      !brw->intelScreen->has_mi_math_and_lrr;
603
604   int max_samples;
605   const int *msaa_modes = intel_supported_msaa_modes(brw->intelScreen);
606   const int clamp_max_samples =
607      driQueryOptioni(&brw->optionCache, "clamp_max_samples");
608
609   if (clamp_max_samples < 0) {
610      max_samples = msaa_modes[0];
611   } else {
612      /* Select the largest supported MSAA mode that does not exceed
613       * clamp_max_samples.
614       */
615      max_samples = 0;
616      for (int i = 0; msaa_modes[i] != 0; ++i) {
617         if (msaa_modes[i] <= clamp_max_samples) {
618            max_samples = msaa_modes[i];
619            break;
620         }
621      }
622   }
623
624   ctx->Const.MaxSamples = max_samples;
625   ctx->Const.MaxColorTextureSamples = max_samples;
626   ctx->Const.MaxDepthTextureSamples = max_samples;
627   ctx->Const.MaxIntegerSamples = max_samples;
628   ctx->Const.MaxImageSamples = 0;
629
630   /* gen6_set_sample_maps() sets SampleMap{2,4,8}x variables which are used
631    * to map indices of rectangular grid to sample numbers within a pixel.
632    * These variables are used by GL_EXT_framebuffer_multisample_blit_scaled
633    * extension implementation. For more details see the comment above
634    * gen6_set_sample_maps() definition.
635    */
636   gen6_set_sample_maps(ctx);
637
638   ctx->Const.MinLineWidth = 1.0;
639   ctx->Const.MinLineWidthAA = 1.0;
640   if (brw->gen >= 6) {
641      ctx->Const.MaxLineWidth = 7.375;
642      ctx->Const.MaxLineWidthAA = 7.375;
643      ctx->Const.LineWidthGranularity = 0.125;
644   } else {
645      ctx->Const.MaxLineWidth = 7.0;
646      ctx->Const.MaxLineWidthAA = 7.0;
647      ctx->Const.LineWidthGranularity = 0.5;
648   }
649
650   /* For non-antialiased lines, we have to round the line width to the
651    * nearest whole number. Make sure that we don't advertise a line
652    * width that, when rounded, will be beyond the actual hardware
653    * maximum.
654    */
655   assert(roundf(ctx->Const.MaxLineWidth) <= ctx->Const.MaxLineWidth);
656
657   ctx->Const.MinPointSize = 1.0;
658   ctx->Const.MinPointSizeAA = 1.0;
659   ctx->Const.MaxPointSize = 255.0;
660   ctx->Const.MaxPointSizeAA = 255.0;
661   ctx->Const.PointSizeGranularity = 1.0;
662
663   if (brw->gen >= 5 || brw->is_g4x)
664      ctx->Const.MaxClipPlanes = 8;
665
666   ctx->Const.LowerTessLevel = true;
667   ctx->Const.LowerTCSPatchVerticesIn = brw->gen >= 8;
668   ctx->Const.LowerTESPatchVerticesIn = true;
669   ctx->Const.PrimitiveRestartForPatches = true;
670
671   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeInstructions = 16 * 1024;
672   ctx->Const.Program[MESA_SHADER_VERTEX].MaxAluInstructions = 0;
673   ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexInstructions = 0;
674   ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexIndirections = 0;
675   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAluInstructions = 0;
676   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexInstructions = 0;
677   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexIndirections = 0;
678   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAttribs = 16;
679   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTemps = 256;
680   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAddressRegs = 1;
681   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters = 1024;
682   ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams =
683      MIN2(ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters,
684	   ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams);
685
686   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = 1024;
687   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = 1024;
688   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = 1024;
689   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = 1024;
690   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 12;
691   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = 256;
692   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0;
693   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = 1024;
694   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
695      MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
696	   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
697
698   /* Fragment shaders use real, 32-bit twos-complement integers for all
699    * integer types.
700    */
701   ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMin = 31;
702   ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMax = 30;
703   ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.Precision = 0;
704   ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
705   ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
706
707   ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMin = 31;
708   ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMax = 30;
709   ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.Precision = 0;
710   ctx->Const.Program[MESA_SHADER_VERTEX].HighInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
711   ctx->Const.Program[MESA_SHADER_VERTEX].MediumInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
712
713   /* Gen6 converts quads to polygon in beginning of 3D pipeline,
714    * but we're not sure how it's actually done for vertex order,
715    * that affect provoking vertex decision. Always use last vertex
716    * convention for quad primitive which works as expected for now.
717    */
718   if (brw->gen >= 6)
719      ctx->Const.QuadsFollowProvokingVertexConvention = false;
720
721   ctx->Const.NativeIntegers = true;
722   ctx->Const.VertexID_is_zero_based = true;
723
724   /* Regarding the CMP instruction, the Ivybridge PRM says:
725    *
726    *   "For each enabled channel 0b or 1b is assigned to the appropriate flag
727    *    bit and 0/all zeros or all ones (e.g, byte 0xFF, word 0xFFFF, DWord
728    *    0xFFFFFFFF) is assigned to dst."
729    *
730    * but PRMs for earlier generations say
731    *
732    *   "In dword format, one GRF may store up to 8 results. When the register
733    *    is used later as a vector of Booleans, as only LSB at each channel
734    *    contains meaning [sic] data, software should make sure all higher bits
735    *    are masked out (e.g. by 'and-ing' an [sic] 0x01 constant)."
736    *
737    * We select the representation of a true boolean uniform to be ~0, and fix
738    * the results of Gen <= 5 CMP instruction's with -(result & 1).
739    */
740   ctx->Const.UniformBooleanTrue = ~0;
741
742   /* From the gen4 PRM, volume 4 page 127:
743    *
744    *     "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
745    *      the base address of the first element of the surface, computed in
746    *      software by adding the surface base address to the byte offset of
747    *      the element in the buffer."
748    *
749    * However, unaligned accesses are slower, so enforce buffer alignment.
750    */
751   ctx->Const.UniformBufferOffsetAlignment = 16;
752
753   /* ShaderStorageBufferOffsetAlignment should be a cacheline (64 bytes) so
754    * that we can safely have the CPU and GPU writing the same SSBO on
755    * non-cachecoherent systems (our Atom CPUs). With UBOs, the GPU never
756    * writes, so there's no problem. For an SSBO, the GPU and the CPU can
757    * be updating disjoint regions of the buffer simultaneously and that will
758    * break if the regions overlap the same cacheline.
759    */
760   ctx->Const.ShaderStorageBufferOffsetAlignment = 64;
761   ctx->Const.TextureBufferOffsetAlignment = 16;
762   ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024;
763
764   if (brw->gen >= 6) {
765      ctx->Const.MaxVarying = 32;
766      ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 128;
767      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents = 64;
768      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
769      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
770      ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents = 128;
771      ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents = 128;
772      ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents = 128;
773      ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents = 128;
774   }
775
776   /* We want the GLSL compiler to emit code that uses condition codes */
777   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
778      ctx->Const.ShaderCompilerOptions[i] =
779         brw->intelScreen->compiler->glsl_compiler_options[i];
780   }
781
782   if (brw->gen >= 7) {
783      ctx->Const.MaxViewportWidth = 32768;
784      ctx->Const.MaxViewportHeight = 32768;
785   }
786
787   /* ARB_viewport_array */
788   if (brw->gen >= 6 && ctx->API == API_OPENGL_CORE) {
789      ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
790      ctx->Const.ViewportSubpixelBits = 0;
791
792      /* Cast to float before negating because MaxViewportWidth is unsigned.
793       */
794      ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
795      ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
796   }
797
798   /* ARB_gpu_shader5 */
799   if (brw->gen >= 7)
800      ctx->Const.MaxVertexStreams = MIN2(4, MAX_VERTEX_STREAMS);
801
802   /* ARB_framebuffer_no_attachments */
803   ctx->Const.MaxFramebufferWidth = 16384;
804   ctx->Const.MaxFramebufferHeight = 16384;
805   ctx->Const.MaxFramebufferLayers = ctx->Const.MaxArrayTextureLayers;
806   ctx->Const.MaxFramebufferSamples = max_samples;
807
808   /* OES_primitive_bounding_box */
809   ctx->Const.NoPrimitiveBoundingBoxOutput = true;
810}
811
812static void
813brw_initialize_cs_context_constants(struct brw_context *brw)
814{
815   struct gl_context *ctx = &brw->ctx;
816   const struct intel_screen *screen = brw->intelScreen;
817   const struct gen_device_info *devinfo = screen->devinfo;
818
819   /* FINISHME: Do this for all platforms that the kernel supports */
820   if (brw->is_cherryview &&
821       screen->subslice_total > 0 && screen->eu_total > 0) {
822      /* Logical CS threads = EUs per subslice * 7 threads per EU */
823      brw->max_cs_threads = screen->eu_total / screen->subslice_total * 7;
824
825      /* Fuse configurations may give more threads than expected, never less. */
826      if (brw->max_cs_threads < devinfo->max_cs_threads)
827         brw->max_cs_threads = devinfo->max_cs_threads;
828   } else {
829      brw->max_cs_threads = devinfo->max_cs_threads;
830   }
831
832   /* Maximum number of scalar compute shader invocations that can be run in
833    * parallel in the same subslice assuming SIMD32 dispatch.
834    *
835    * We don't advertise more than 64 threads, because we are limited to 64 by
836    * our usage of thread_width_max in the gpgpu walker command. This only
837    * currently impacts Haswell, which otherwise might be able to advertise 70
838    * threads. With SIMD32 and 64 threads, Haswell still provides twice the
839    * required the number of invocation needed for ARB_compute_shader.
840    */
841   const unsigned max_threads = MIN2(64, brw->max_cs_threads);
842   const uint32_t max_invocations = 32 * max_threads;
843   ctx->Const.MaxComputeWorkGroupSize[0] = max_invocations;
844   ctx->Const.MaxComputeWorkGroupSize[1] = max_invocations;
845   ctx->Const.MaxComputeWorkGroupSize[2] = max_invocations;
846   ctx->Const.MaxComputeWorkGroupInvocations = max_invocations;
847   ctx->Const.MaxComputeSharedMemorySize = 64 * 1024;
848}
849
850/**
851 * Process driconf (drirc) options, setting appropriate context flags.
852 *
853 * intelInitExtensions still pokes at optionCache directly, in order to
854 * avoid advertising various extensions.  No flags are set, so it makes
855 * sense to continue doing that there.
856 */
857static void
858brw_process_driconf_options(struct brw_context *brw)
859{
860   struct gl_context *ctx = &brw->ctx;
861
862   driOptionCache *options = &brw->optionCache;
863   driParseConfigFiles(options, &brw->intelScreen->optionCache,
864                       brw->driContext->driScreenPriv->myNum, "i965");
865
866   int bo_reuse_mode = driQueryOptioni(options, "bo_reuse");
867   switch (bo_reuse_mode) {
868   case DRI_CONF_BO_REUSE_DISABLED:
869      break;
870   case DRI_CONF_BO_REUSE_ALL:
871      intel_bufmgr_gem_enable_reuse(brw->bufmgr);
872      break;
873   }
874
875   if (!driQueryOptionb(options, "hiz")) {
876       brw->has_hiz = false;
877       /* On gen6, you can only do separate stencil with HIZ. */
878       if (brw->gen == 6)
879          brw->has_separate_stencil = false;
880   }
881
882   if (driQueryOptionb(options, "always_flush_batch")) {
883      fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
884      brw->always_flush_batch = true;
885   }
886
887   if (driQueryOptionb(options, "always_flush_cache")) {
888      fprintf(stderr, "flushing GPU caches before/after each draw call\n");
889      brw->always_flush_cache = true;
890   }
891
892   if (driQueryOptionb(options, "disable_throttling")) {
893      fprintf(stderr, "disabling flush throttling\n");
894      brw->disable_throttling = true;
895   }
896
897   brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
898
899   if (driQueryOptionb(&brw->optionCache, "precise_trig"))
900      brw->intelScreen->compiler->precise_trig = true;
901
902   ctx->Const.ForceGLSLExtensionsWarn =
903      driQueryOptionb(options, "force_glsl_extensions_warn");
904
905   ctx->Const.DisableGLSLLineContinuations =
906      driQueryOptionb(options, "disable_glsl_line_continuations");
907
908   ctx->Const.AllowGLSLExtensionDirectiveMidShader =
909      driQueryOptionb(options, "allow_glsl_extension_directive_midshader");
910
911   ctx->Const.GLSLZeroInit = driQueryOptionb(options, "glsl_zero_init");
912
913   brw->dual_color_blend_by_location =
914      driQueryOptionb(options, "dual_color_blend_by_location");
915}
916
917GLboolean
918brwCreateContext(gl_api api,
919	         const struct gl_config *mesaVis,
920		 __DRIcontext *driContextPriv,
921                 unsigned major_version,
922                 unsigned minor_version,
923                 uint32_t flags,
924                 bool notify_reset,
925                 unsigned *dri_ctx_error,
926	         void *sharedContextPrivate)
927{
928   __DRIscreen *sPriv = driContextPriv->driScreenPriv;
929   struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
930   struct intel_screen *screen = sPriv->driverPrivate;
931   const struct gen_device_info *devinfo = screen->devinfo;
932   struct dd_function_table functions;
933
934   /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
935    * provides us with context reset notifications.
936    */
937   uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG
938      | __DRI_CTX_FLAG_FORWARD_COMPATIBLE;
939
940   if (screen->has_context_reset_notification)
941      allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
942
943   if (flags & ~allowed_flags) {
944      *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
945      return false;
946   }
947
948   struct brw_context *brw = rzalloc(NULL, struct brw_context);
949   if (!brw) {
950      fprintf(stderr, "%s: failed to alloc context\n", __func__);
951      *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
952      return false;
953   }
954
955   driContextPriv->driverPrivate = brw;
956   brw->driContext = driContextPriv;
957   brw->intelScreen = screen;
958   brw->bufmgr = screen->bufmgr;
959
960   brw->gen = devinfo->gen;
961   brw->gt = devinfo->gt;
962   brw->is_g4x = devinfo->is_g4x;
963   brw->is_baytrail = devinfo->is_baytrail;
964   brw->is_haswell = devinfo->is_haswell;
965   brw->is_cherryview = devinfo->is_cherryview;
966   brw->is_broxton = devinfo->is_broxton;
967   brw->has_llc = devinfo->has_llc;
968   brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
969   brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
970   brw->has_pln = devinfo->has_pln;
971   brw->has_compr4 = devinfo->has_compr4;
972   brw->has_surface_tile_offset = devinfo->has_surface_tile_offset;
973   brw->has_negative_rhw_bug = devinfo->has_negative_rhw_bug;
974   brw->needs_unlit_centroid_workaround =
975      devinfo->needs_unlit_centroid_workaround;
976
977   brw->must_use_separate_stencil = devinfo->must_use_separate_stencil;
978   brw->has_swizzling = screen->hw_has_swizzling;
979
980   isl_device_init(&brw->isl_dev, devinfo, screen->hw_has_swizzling);
981
982   brw->vs.base.stage = MESA_SHADER_VERTEX;
983   brw->tcs.base.stage = MESA_SHADER_TESS_CTRL;
984   brw->tes.base.stage = MESA_SHADER_TESS_EVAL;
985   brw->gs.base.stage = MESA_SHADER_GEOMETRY;
986   brw->wm.base.stage = MESA_SHADER_FRAGMENT;
987   if (brw->gen >= 8) {
988      gen8_init_vtable_surface_functions(brw);
989      brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
990   } else if (brw->gen >= 7) {
991      gen7_init_vtable_surface_functions(brw);
992      brw->vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
993   } else if (brw->gen >= 6) {
994      gen6_init_vtable_surface_functions(brw);
995      brw->vtbl.emit_depth_stencil_hiz = gen6_emit_depth_stencil_hiz;
996   } else {
997      gen4_init_vtable_surface_functions(brw);
998      brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
999   }
1000
1001   brw_init_driver_functions(brw, &functions);
1002
1003   if (notify_reset)
1004      functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
1005
1006   struct gl_context *ctx = &brw->ctx;
1007
1008   if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
1009      *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
1010      fprintf(stderr, "%s: failed to init mesa context\n", __func__);
1011      intelDestroyContext(driContextPriv);
1012      return false;
1013   }
1014
1015   driContextSetFlags(ctx, flags);
1016
1017   /* Initialize the software rasterizer and helper modules.
1018    *
1019    * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
1020    * software fallbacks (which we have to support on legacy GL to do weird
1021    * glDrawPixels(), glBitmap(), and other functions).
1022    */
1023   if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
1024      _swrast_CreateContext(ctx);
1025   }
1026
1027   _vbo_CreateContext(ctx);
1028   if (ctx->swrast_context) {
1029      _tnl_CreateContext(ctx);
1030      TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
1031      _swsetup_CreateContext(ctx);
1032
1033      /* Configure swrast to match hardware characteristics: */
1034      _swrast_allow_pixel_fog(ctx, false);
1035      _swrast_allow_vertex_fog(ctx, true);
1036   }
1037
1038   _mesa_meta_init(ctx);
1039
1040   brw_process_driconf_options(brw);
1041
1042   if (INTEL_DEBUG & DEBUG_PERF)
1043      brw->perf_debug = true;
1044
1045   brw_initialize_cs_context_constants(brw);
1046   brw_initialize_context_constants(brw);
1047
1048   ctx->Const.ResetStrategy = notify_reset
1049      ? GL_LOSE_CONTEXT_ON_RESET_ARB : GL_NO_RESET_NOTIFICATION_ARB;
1050
1051   /* Reinitialize the context point state.  It depends on ctx->Const values. */
1052   _mesa_init_point(ctx);
1053
1054   intel_fbo_init(brw);
1055
1056   intel_batchbuffer_init(brw);
1057
1058   if (brw->gen >= 6) {
1059      /* Create a new hardware context.  Using a hardware context means that
1060       * our GPU state will be saved/restored on context switch, allowing us
1061       * to assume that the GPU is in the same state we left it in.
1062       *
1063       * This is required for transform feedback buffer offsets, query objects,
1064       * and also allows us to reduce how much state we have to emit.
1065       */
1066      brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr);
1067
1068      if (!brw->hw_ctx) {
1069         fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n");
1070         intelDestroyContext(driContextPriv);
1071         return false;
1072      }
1073   }
1074
1075   if (brw_init_pipe_control(brw, devinfo)) {
1076      *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
1077      intelDestroyContext(driContextPriv);
1078      return false;
1079   }
1080
1081   brw_init_state(brw);
1082
1083   intelInitExtensions(ctx);
1084
1085   brw_init_surface_formats(brw);
1086
1087   if (brw->gen >= 6)
1088      brw_blorp_init(brw);
1089
1090   brw->max_vs_threads = devinfo->max_vs_threads;
1091   brw->max_hs_threads = devinfo->max_hs_threads;
1092   brw->max_ds_threads = devinfo->max_ds_threads;
1093   brw->max_gs_threads = devinfo->max_gs_threads;
1094   brw->max_wm_threads = devinfo->max_wm_threads;
1095   brw->urb.size = devinfo->urb.size;
1096   brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
1097   brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
1098   brw->urb.max_hs_entries = devinfo->urb.max_hs_entries;
1099   brw->urb.max_ds_entries = devinfo->urb.max_ds_entries;
1100   brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
1101
1102   if (brw->gen == 6)
1103      brw->urb.gs_present = false;
1104
1105   brw->prim_restart.in_progress = false;
1106   brw->prim_restart.enable_cut_index = false;
1107   brw->gs.enabled = false;
1108   brw->sf.viewport_transform_enable = true;
1109
1110   brw->predicate.state = BRW_PREDICATE_STATE_RENDER;
1111
1112   brw->max_gtt_map_object_size = screen->max_gtt_map_object_size;
1113
1114   brw->use_resource_streamer = screen->has_resource_streamer &&
1115      (env_var_as_boolean("INTEL_USE_HW_BT", false) ||
1116       env_var_as_boolean("INTEL_USE_GATHER", false));
1117
1118   ctx->VertexProgram._MaintainTnlProgram = true;
1119   ctx->FragmentProgram._MaintainTexEnvProgram = true;
1120
1121   brw_draw_init( brw );
1122
1123   if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
1124      /* Turn on some extra GL_ARB_debug_output generation. */
1125      brw->perf_debug = true;
1126   }
1127
1128   if ((flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0)
1129      ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
1130
1131   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
1132      brw_init_shader_time(brw);
1133
1134   _mesa_compute_version(ctx);
1135
1136   _mesa_initialize_dispatch_tables(ctx);
1137   _mesa_initialize_vbo_vtxfmt(ctx);
1138
1139   if (ctx->Extensions.AMD_performance_monitor) {
1140      brw_init_performance_monitors(brw);
1141   }
1142
1143   vbo_use_buffer_objects(ctx);
1144   vbo_always_unmap_buffers(ctx);
1145
1146   return true;
1147}
1148
1149void
1150intelDestroyContext(__DRIcontext * driContextPriv)
1151{
1152   struct brw_context *brw =
1153      (struct brw_context *) driContextPriv->driverPrivate;
1154   struct gl_context *ctx = &brw->ctx;
1155
1156   /* Dump a final BMP in case the application doesn't call SwapBuffers */
1157   if (INTEL_DEBUG & DEBUG_AUB) {
1158      intel_batchbuffer_flush(brw);
1159      aub_dump_bmp(&brw->ctx);
1160   }
1161
1162   _mesa_meta_free(&brw->ctx);
1163
1164   if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
1165      /* Force a report. */
1166      brw->shader_time.report_time = 0;
1167
1168      brw_collect_and_report_shader_time(brw);
1169      brw_destroy_shader_time(brw);
1170   }
1171
1172   if (brw->gen >= 6)
1173      blorp_finish(&brw->blorp);
1174
1175   brw_destroy_state(brw);
1176   brw_draw_destroy(brw);
1177
1178   drm_intel_bo_unreference(brw->curbe.curbe_bo);
1179   if (brw->vs.base.scratch_bo)
1180      drm_intel_bo_unreference(brw->vs.base.scratch_bo);
1181   if (brw->tcs.base.scratch_bo)
1182      drm_intel_bo_unreference(brw->tcs.base.scratch_bo);
1183   if (brw->tes.base.scratch_bo)
1184      drm_intel_bo_unreference(brw->tes.base.scratch_bo);
1185   if (brw->gs.base.scratch_bo)
1186      drm_intel_bo_unreference(brw->gs.base.scratch_bo);
1187   if (brw->wm.base.scratch_bo)
1188      drm_intel_bo_unreference(brw->wm.base.scratch_bo);
1189
1190   gen7_reset_hw_bt_pool_offsets(brw);
1191   drm_intel_bo_unreference(brw->hw_bt_pool.bo);
1192   brw->hw_bt_pool.bo = NULL;
1193
1194   drm_intel_gem_context_destroy(brw->hw_ctx);
1195
1196   if (ctx->swrast_context) {
1197      _swsetup_DestroyContext(&brw->ctx);
1198      _tnl_DestroyContext(&brw->ctx);
1199   }
1200   _vbo_DestroyContext(&brw->ctx);
1201
1202   if (ctx->swrast_context)
1203      _swrast_DestroyContext(&brw->ctx);
1204
1205   brw_fini_pipe_control(brw);
1206   intel_batchbuffer_free(brw);
1207
1208   drm_intel_bo_unreference(brw->throttle_batch[1]);
1209   drm_intel_bo_unreference(brw->throttle_batch[0]);
1210   brw->throttle_batch[1] = NULL;
1211   brw->throttle_batch[0] = NULL;
1212
1213   driDestroyOptionCache(&brw->optionCache);
1214
1215   /* free the Mesa context */
1216   _mesa_free_context_data(&brw->ctx);
1217
1218   ralloc_free(brw);
1219   driContextPriv->driverPrivate = NULL;
1220}
1221
1222GLboolean
1223intelUnbindContext(__DRIcontext * driContextPriv)
1224{
1225   /* Unset current context and dispath table */
1226   _mesa_make_current(NULL, NULL, NULL);
1227
1228   return true;
1229}
1230
1231/**
1232 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
1233 * on window system framebuffers.
1234 *
1235 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
1236 * your renderbuffer can do sRGB encode, and you can flip a switch that does
1237 * sRGB encode if the renderbuffer can handle it.  You can ask specifically
1238 * for a visual where you're guaranteed to be capable, but it turns out that
1239 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
1240 * incapable ones, because there's no difference between the two in resources
1241 * used.  Applications thus get built that accidentally rely on the default
1242 * visual choice being sRGB, so we make ours sRGB capable.  Everything sounds
1243 * great...
1244 *
1245 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
1246 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
1247 * So they removed the enable knob and made it "if the renderbuffer is sRGB
1248 * capable, do sRGB encode".  Then, for your window system renderbuffers, you
1249 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
1250 * and get no sRGB encode (assuming that both kinds of visual are available).
1251 * Thus our choice to support sRGB by default on our visuals for desktop would
1252 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
1253 *
1254 * Unfortunately, renderbuffer setup happens before a context is created.  So
1255 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
1256 * context (without an sRGB visual, though we don't have sRGB visuals exposed
1257 * yet), we go turn that back off before anyone finds out.
1258 */
1259static void
1260intel_gles3_srgb_workaround(struct brw_context *brw,
1261                            struct gl_framebuffer *fb)
1262{
1263   struct gl_context *ctx = &brw->ctx;
1264
1265   if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
1266      return;
1267
1268   /* Some day when we support the sRGB capable bit on visuals available for
1269    * GLES, we'll need to respect that and not disable things here.
1270    */
1271   fb->Visual.sRGBCapable = false;
1272   for (int i = 0; i < BUFFER_COUNT; i++) {
1273      struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
1274      if (rb)
1275         rb->Format = _mesa_get_srgb_format_linear(rb->Format);
1276   }
1277}
1278
1279GLboolean
1280intelMakeCurrent(__DRIcontext * driContextPriv,
1281                 __DRIdrawable * driDrawPriv,
1282                 __DRIdrawable * driReadPriv)
1283{
1284   struct brw_context *brw;
1285   GET_CURRENT_CONTEXT(curCtx);
1286
1287   if (driContextPriv)
1288      brw = (struct brw_context *) driContextPriv->driverPrivate;
1289   else
1290      brw = NULL;
1291
1292   /* According to the glXMakeCurrent() man page: "Pending commands to
1293    * the previous context, if any, are flushed before it is released."
1294    * But only flush if we're actually changing contexts.
1295    */
1296   if (brw_context(curCtx) && brw_context(curCtx) != brw) {
1297      _mesa_flush(curCtx);
1298   }
1299
1300   if (driContextPriv) {
1301      struct gl_context *ctx = &brw->ctx;
1302      struct gl_framebuffer *fb, *readFb;
1303
1304      if (driDrawPriv == NULL) {
1305         fb = _mesa_get_incomplete_framebuffer();
1306      } else {
1307         fb = driDrawPriv->driverPrivate;
1308         driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
1309      }
1310
1311      if (driReadPriv == NULL) {
1312         readFb = _mesa_get_incomplete_framebuffer();
1313      } else {
1314         readFb = driReadPriv->driverPrivate;
1315         driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
1316      }
1317
1318      /* The sRGB workaround changes the renderbuffer's format. We must change
1319       * the format before the renderbuffer's miptree get's allocated, otherwise
1320       * the formats of the renderbuffer and its miptree will differ.
1321       */
1322      intel_gles3_srgb_workaround(brw, fb);
1323      intel_gles3_srgb_workaround(brw, readFb);
1324
1325      /* If the context viewport hasn't been initialized, force a call out to
1326       * the loader to get buffers so we have a drawable size for the initial
1327       * viewport. */
1328      if (!brw->ctx.ViewportInitialized)
1329         intel_prepare_render(brw);
1330
1331      _mesa_make_current(ctx, fb, readFb);
1332   } else {
1333      _mesa_make_current(NULL, NULL, NULL);
1334   }
1335
1336   return true;
1337}
1338
1339void
1340intel_resolve_for_dri2_flush(struct brw_context *brw,
1341                             __DRIdrawable *drawable)
1342{
1343   if (brw->gen < 6) {
1344      /* MSAA and fast color clear are not supported, so don't waste time
1345       * checking whether a resolve is needed.
1346       */
1347      return;
1348   }
1349
1350   struct gl_framebuffer *fb = drawable->driverPrivate;
1351   struct intel_renderbuffer *rb;
1352
1353   /* Usually, only the back buffer will need to be downsampled. However,
1354    * the front buffer will also need it if the user has rendered into it.
1355    */
1356   static const gl_buffer_index buffers[2] = {
1357         BUFFER_BACK_LEFT,
1358         BUFFER_FRONT_LEFT,
1359   };
1360
1361   for (int i = 0; i < 2; ++i) {
1362      rb = intel_get_renderbuffer(fb, buffers[i]);
1363      if (rb == NULL || rb->mt == NULL)
1364         continue;
1365      if (rb->mt->num_samples <= 1)
1366         intel_miptree_resolve_color(brw, rb->mt, 0);
1367      else
1368         intel_renderbuffer_downsample(brw, rb);
1369   }
1370}
1371
1372static unsigned
1373intel_bits_per_pixel(const struct intel_renderbuffer *rb)
1374{
1375   return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
1376}
1377
1378static void
1379intel_query_dri2_buffers(struct brw_context *brw,
1380                         __DRIdrawable *drawable,
1381                         __DRIbuffer **buffers,
1382                         int *count);
1383
1384static void
1385intel_process_dri2_buffer(struct brw_context *brw,
1386                          __DRIdrawable *drawable,
1387                          __DRIbuffer *buffer,
1388                          struct intel_renderbuffer *rb,
1389                          const char *buffer_name);
1390
1391static void
1392intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1393
1394static void
1395intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1396{
1397   struct gl_framebuffer *fb = drawable->driverPrivate;
1398   struct intel_renderbuffer *rb;
1399   __DRIbuffer *buffers = NULL;
1400   int i, count;
1401   const char *region_name;
1402
1403   /* Set this up front, so that in case our buffers get invalidated
1404    * while we're getting new buffers, we don't clobber the stamp and
1405    * thus ignore the invalidate. */
1406   drawable->lastStamp = drawable->dri2.stamp;
1407
1408   if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1409      fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1410
1411   intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1412
1413   if (buffers == NULL)
1414      return;
1415
1416   for (i = 0; i < count; i++) {
1417       switch (buffers[i].attachment) {
1418       case __DRI_BUFFER_FRONT_LEFT:
1419           rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1420           region_name = "dri2 front buffer";
1421           break;
1422
1423       case __DRI_BUFFER_FAKE_FRONT_LEFT:
1424           rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1425           region_name = "dri2 fake front buffer";
1426           break;
1427
1428       case __DRI_BUFFER_BACK_LEFT:
1429           rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1430           region_name = "dri2 back buffer";
1431           break;
1432
1433       case __DRI_BUFFER_DEPTH:
1434       case __DRI_BUFFER_HIZ:
1435       case __DRI_BUFFER_DEPTH_STENCIL:
1436       case __DRI_BUFFER_STENCIL:
1437       case __DRI_BUFFER_ACCUM:
1438       default:
1439           fprintf(stderr,
1440                   "unhandled buffer attach event, attachment type %d\n",
1441                   buffers[i].attachment);
1442           return;
1443       }
1444
1445       intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1446   }
1447
1448}
1449
1450void
1451intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1452{
1453   struct brw_context *brw = context->driverPrivate;
1454   __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1455
1456   /* Set this up front, so that in case our buffers get invalidated
1457    * while we're getting new buffers, we don't clobber the stamp and
1458    * thus ignore the invalidate. */
1459   drawable->lastStamp = drawable->dri2.stamp;
1460
1461   if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1462      fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1463
1464   if (screen->image.loader)
1465      intel_update_image_buffers(brw, drawable);
1466   else
1467      intel_update_dri2_buffers(brw, drawable);
1468
1469   driUpdateFramebufferSize(&brw->ctx, drawable);
1470}
1471
1472/**
1473 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1474 * state is required.
1475 */
1476void
1477intel_prepare_render(struct brw_context *brw)
1478{
1479   struct gl_context *ctx = &brw->ctx;
1480   __DRIcontext *driContext = brw->driContext;
1481   __DRIdrawable *drawable;
1482
1483   drawable = driContext->driDrawablePriv;
1484   if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1485      if (drawable->lastStamp != drawable->dri2.stamp)
1486         intel_update_renderbuffers(driContext, drawable);
1487      driContext->dri2.draw_stamp = drawable->dri2.stamp;
1488   }
1489
1490   drawable = driContext->driReadablePriv;
1491   if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1492      if (drawable->lastStamp != drawable->dri2.stamp)
1493         intel_update_renderbuffers(driContext, drawable);
1494      driContext->dri2.read_stamp = drawable->dri2.stamp;
1495   }
1496
1497   /* If we're currently rendering to the front buffer, the rendering
1498    * that will happen next will probably dirty the front buffer.  So
1499    * mark it as dirty here.
1500    */
1501   if (_mesa_is_front_buffer_drawing(ctx->DrawBuffer))
1502      brw->front_buffer_dirty = true;
1503}
1504
1505/**
1506 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1507 *
1508 * To determine which DRI buffers to request, examine the renderbuffers
1509 * attached to the drawable's framebuffer. Then request the buffers with
1510 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1511 *
1512 * This is called from intel_update_renderbuffers().
1513 *
1514 * \param drawable      Drawable whose buffers are queried.
1515 * \param buffers       [out] List of buffers returned by DRI2 query.
1516 * \param buffer_count  [out] Number of buffers returned.
1517 *
1518 * \see intel_update_renderbuffers()
1519 * \see DRI2GetBuffers()
1520 * \see DRI2GetBuffersWithFormat()
1521 */
1522static void
1523intel_query_dri2_buffers(struct brw_context *brw,
1524                         __DRIdrawable *drawable,
1525                         __DRIbuffer **buffers,
1526                         int *buffer_count)
1527{
1528   __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1529   struct gl_framebuffer *fb = drawable->driverPrivate;
1530   int i = 0;
1531   unsigned attachments[8];
1532
1533   struct intel_renderbuffer *front_rb;
1534   struct intel_renderbuffer *back_rb;
1535
1536   front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1537   back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1538
1539   memset(attachments, 0, sizeof(attachments));
1540   if ((_mesa_is_front_buffer_drawing(fb) ||
1541        _mesa_is_front_buffer_reading(fb) ||
1542        !back_rb) && front_rb) {
1543      /* If a fake front buffer is in use, then querying for
1544       * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1545       * the real front buffer to the fake front buffer.  So before doing the
1546       * query, we need to make sure all the pending drawing has landed in the
1547       * real front buffer.
1548       */
1549      intel_batchbuffer_flush(brw);
1550      intel_flush_front(&brw->ctx);
1551
1552      attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1553      attachments[i++] = intel_bits_per_pixel(front_rb);
1554   } else if (front_rb && brw->front_buffer_dirty) {
1555      /* We have pending front buffer rendering, but we aren't querying for a
1556       * front buffer.  If the front buffer we have is a fake front buffer,
1557       * the X server is going to throw it away when it processes the query.
1558       * So before doing the query, make sure all the pending drawing has
1559       * landed in the real front buffer.
1560       */
1561      intel_batchbuffer_flush(brw);
1562      intel_flush_front(&brw->ctx);
1563   }
1564
1565   if (back_rb) {
1566      attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1567      attachments[i++] = intel_bits_per_pixel(back_rb);
1568   }
1569
1570   assert(i <= ARRAY_SIZE(attachments));
1571
1572   *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
1573                                                        &drawable->w,
1574                                                        &drawable->h,
1575                                                        attachments, i / 2,
1576                                                        buffer_count,
1577                                                        drawable->loaderPrivate);
1578}
1579
1580/**
1581 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1582 *
1583 * This is called from intel_update_renderbuffers().
1584 *
1585 * \par Note:
1586 *    DRI buffers whose attachment point is DRI2BufferStencil or
1587 *    DRI2BufferDepthStencil are handled as special cases.
1588 *
1589 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1590 *        that is passed to drm_intel_bo_gem_create_from_name().
1591 *
1592 * \see intel_update_renderbuffers()
1593 */
1594static void
1595intel_process_dri2_buffer(struct brw_context *brw,
1596                          __DRIdrawable *drawable,
1597                          __DRIbuffer *buffer,
1598                          struct intel_renderbuffer *rb,
1599                          const char *buffer_name)
1600{
1601   struct gl_framebuffer *fb = drawable->driverPrivate;
1602   drm_intel_bo *bo;
1603
1604   if (!rb)
1605      return;
1606
1607   unsigned num_samples = rb->Base.Base.NumSamples;
1608
1609   /* We try to avoid closing and reopening the same BO name, because the first
1610    * use of a mapping of the buffer involves a bunch of page faulting which is
1611    * moderately expensive.
1612    */
1613   struct intel_mipmap_tree *last_mt;
1614   if (num_samples == 0)
1615      last_mt = rb->mt;
1616   else
1617      last_mt = rb->singlesample_mt;
1618
1619   uint32_t old_name = 0;
1620   if (last_mt) {
1621       /* The bo already has a name because the miptree was created by a
1622	* previous call to intel_process_dri2_buffer(). If a bo already has a
1623	* name, then drm_intel_bo_flink() is a low-cost getter.  It does not
1624	* create a new name.
1625	*/
1626      drm_intel_bo_flink(last_mt->bo, &old_name);
1627   }
1628
1629   if (old_name == buffer->name)
1630      return;
1631
1632   if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1633      fprintf(stderr,
1634              "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1635              buffer->name, buffer->attachment,
1636              buffer->cpp, buffer->pitch);
1637   }
1638
1639   bo = drm_intel_bo_gem_create_from_name(brw->bufmgr, buffer_name,
1640                                          buffer->name);
1641   if (!bo) {
1642      fprintf(stderr,
1643              "Failed to open BO for returned DRI2 buffer "
1644              "(%dx%d, %s, named %d).\n"
1645              "This is likely a bug in the X Server that will lead to a "
1646              "crash soon.\n",
1647              drawable->w, drawable->h, buffer_name, buffer->name);
1648      return;
1649   }
1650
1651   intel_update_winsys_renderbuffer_miptree(brw, rb, bo,
1652                                            drawable->w, drawable->h,
1653                                            buffer->pitch);
1654
1655   if (_mesa_is_front_buffer_drawing(fb) &&
1656       (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1657        buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1658       rb->Base.Base.NumSamples > 1) {
1659      intel_renderbuffer_upsample(brw, rb);
1660   }
1661
1662   assert(rb->mt);
1663
1664   drm_intel_bo_unreference(bo);
1665}
1666
1667/**
1668 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1669 *
1670 * To determine which DRI buffers to request, examine the renderbuffers
1671 * attached to the drawable's framebuffer. Then request the buffers from
1672 * the image loader
1673 *
1674 * This is called from intel_update_renderbuffers().
1675 *
1676 * \param drawable      Drawable whose buffers are queried.
1677 * \param buffers       [out] List of buffers returned by DRI2 query.
1678 * \param buffer_count  [out] Number of buffers returned.
1679 *
1680 * \see intel_update_renderbuffers()
1681 */
1682
1683static void
1684intel_update_image_buffer(struct brw_context *intel,
1685                          __DRIdrawable *drawable,
1686                          struct intel_renderbuffer *rb,
1687                          __DRIimage *buffer,
1688                          enum __DRIimageBufferMask buffer_type)
1689{
1690   struct gl_framebuffer *fb = drawable->driverPrivate;
1691
1692   if (!rb || !buffer->bo)
1693      return;
1694
1695   unsigned num_samples = rb->Base.Base.NumSamples;
1696
1697   /* Check and see if we're already bound to the right
1698    * buffer object
1699    */
1700   struct intel_mipmap_tree *last_mt;
1701   if (num_samples == 0)
1702      last_mt = rb->mt;
1703   else
1704      last_mt = rb->singlesample_mt;
1705
1706   if (last_mt && last_mt->bo == buffer->bo)
1707      return;
1708
1709   intel_update_winsys_renderbuffer_miptree(intel, rb, buffer->bo,
1710                                            buffer->width, buffer->height,
1711                                            buffer->pitch);
1712
1713   if (_mesa_is_front_buffer_drawing(fb) &&
1714       buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1715       rb->Base.Base.NumSamples > 1) {
1716      intel_renderbuffer_upsample(intel, rb);
1717   }
1718}
1719
1720static void
1721intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1722{
1723   struct gl_framebuffer *fb = drawable->driverPrivate;
1724   __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1725   struct intel_renderbuffer *front_rb;
1726   struct intel_renderbuffer *back_rb;
1727   struct __DRIimageList images;
1728   unsigned int format;
1729   uint32_t buffer_mask = 0;
1730   int ret;
1731
1732   front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1733   back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1734
1735   if (back_rb)
1736      format = intel_rb_format(back_rb);
1737   else if (front_rb)
1738      format = intel_rb_format(front_rb);
1739   else
1740      return;
1741
1742   if (front_rb && (_mesa_is_front_buffer_drawing(fb) ||
1743                    _mesa_is_front_buffer_reading(fb) || !back_rb)) {
1744      buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1745   }
1746
1747   if (back_rb)
1748      buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1749
1750   ret = screen->image.loader->getBuffers(drawable,
1751                                          driGLFormatToImageFormat(format),
1752                                          &drawable->dri2.stamp,
1753                                          drawable->loaderPrivate,
1754                                          buffer_mask,
1755                                          &images);
1756   if (!ret)
1757      return;
1758
1759   if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1760      drawable->w = images.front->width;
1761      drawable->h = images.front->height;
1762      intel_update_image_buffer(brw,
1763                                drawable,
1764                                front_rb,
1765                                images.front,
1766                                __DRI_IMAGE_BUFFER_FRONT);
1767   }
1768   if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1769      drawable->w = images.back->width;
1770      drawable->h = images.back->height;
1771      intel_update_image_buffer(brw,
1772                                drawable,
1773                                back_rb,
1774                                images.back,
1775                                __DRI_IMAGE_BUFFER_BACK);
1776   }
1777}
1778