brw_context.c revision 24be6306609179efddfb7e5cc6ec5d6a335c9b88
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 even lossless
287                * compressed surfaces need to be resolved prior to accessing
288                * them. Hence skip setting INTEL_MIPTREE_IGNORE_CCS_E.
289                */
290               intel_miptree_resolve_color(brw, tex_obj->mt, 0);
291
292               if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
293                   intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
294                  perf_debug("Using renderbuffer as shader image - turning "
295                             "off lossless compression");
296               }
297
298               brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
299            }
300         }
301      }
302   }
303
304   /* Resolve color buffers for non-coherent framebuffer fetch. */
305   if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
306       ctx->FragmentProgram._Current &&
307       ctx->FragmentProgram._Current->Base.OutputsRead) {
308      const struct gl_framebuffer *fb = ctx->DrawBuffer;
309
310      for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
311         const struct intel_renderbuffer *irb =
312            intel_renderbuffer(fb->_ColorDrawBuffers[i]);
313
314         if (irb &&
315             intel_miptree_resolve_color(brw, irb->mt,
316                                         INTEL_MIPTREE_IGNORE_CCS_E))
317            brw_render_cache_set_check_flush(brw, irb->mt->bo);
318      }
319   }
320
321   /* If FRAMEBUFFER_SRGB is used on Gen9+ then we need to resolve any of the
322    * single-sampled color renderbuffers because the CCS buffer isn't
323    * supported for SRGB formats. This only matters if FRAMEBUFFER_SRGB is
324    * enabled because otherwise the surface state will be programmed with the
325    * linear equivalent format anyway.
326    */
327   if (brw->gen >= 9 && ctx->Color.sRGBEnabled) {
328      struct gl_framebuffer *fb = ctx->DrawBuffer;
329      for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
330         struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[i];
331
332         if (rb == NULL)
333            continue;
334
335         struct intel_renderbuffer *irb = intel_renderbuffer(rb);
336         struct intel_mipmap_tree *mt = irb->mt;
337
338         if (mt == NULL ||
339             mt->num_samples > 1 ||
340             _mesa_get_srgb_format_linear(mt->format) == mt->format)
341               continue;
342
343         /* Lossless compression is not supported for SRGB formats, it
344          * should be impossible to get here with such surfaces.
345          */
346         assert(!intel_miptree_is_lossless_compressed(brw, mt));
347         intel_miptree_resolve_color(brw, mt, 0);
348         brw_render_cache_set_check_flush(brw, mt->bo);
349      }
350   }
351
352   _mesa_lock_context_textures(ctx);
353
354   if (new_state & _NEW_BUFFERS) {
355      intel_update_framebuffer(ctx, ctx->DrawBuffer);
356      if (ctx->DrawBuffer != ctx->ReadBuffer)
357         intel_update_framebuffer(ctx, ctx->ReadBuffer);
358   }
359}
360
361#define flushFront(screen)      ((screen)->image.loader ? (screen)->image.loader->flushFrontBuffer : (screen)->dri2.loader->flushFrontBuffer)
362
363static void
364intel_flush_front(struct gl_context *ctx)
365{
366   struct brw_context *brw = brw_context(ctx);
367   __DRIcontext *driContext = brw->driContext;
368   __DRIdrawable *driDrawable = driContext->driDrawablePriv;
369   __DRIscreen *const screen = brw->intelScreen->driScrnPriv;
370
371   if (brw->front_buffer_dirty && _mesa_is_winsys_fbo(ctx->DrawBuffer)) {
372      if (flushFront(screen) && driDrawable &&
373          driDrawable->loaderPrivate) {
374
375         /* Resolve before flushing FAKE_FRONT_LEFT to FRONT_LEFT.
376          *
377          * This potentially resolves both front and back buffer. It
378          * is unnecessary to resolve the back, but harms nothing except
379          * performance. And no one cares about front-buffer render
380          * performance.
381          */
382         intel_resolve_for_dri2_flush(brw, driDrawable);
383         intel_batchbuffer_flush(brw);
384
385         flushFront(screen)(driDrawable, driDrawable->loaderPrivate);
386
387         /* We set the dirty bit in intel_prepare_render() if we're
388          * front buffer rendering once we get there.
389          */
390         brw->front_buffer_dirty = false;
391      }
392   }
393}
394
395static void
396intel_glFlush(struct gl_context *ctx)
397{
398   struct brw_context *brw = brw_context(ctx);
399
400   intel_batchbuffer_flush(brw);
401   intel_flush_front(ctx);
402
403   brw->need_flush_throttle = true;
404}
405
406static void
407intel_finish(struct gl_context * ctx)
408{
409   struct brw_context *brw = brw_context(ctx);
410
411   intel_glFlush(ctx);
412
413   if (brw->batch.last_bo)
414      drm_intel_bo_wait_rendering(brw->batch.last_bo);
415}
416
417static void
418brw_init_driver_functions(struct brw_context *brw,
419                          struct dd_function_table *functions)
420{
421   _mesa_init_driver_functions(functions);
422
423   /* GLX uses DRI2 invalidate events to handle window resizing.
424    * Unfortunately, EGL does not - libEGL is written in XCB (not Xlib),
425    * which doesn't provide a mechanism for snooping the event queues.
426    *
427    * So EGL still relies on viewport hacks to handle window resizing.
428    * This should go away with DRI3000.
429    */
430   if (!brw->driContext->driScreenPriv->dri2.useInvalidate)
431      functions->Viewport = intel_viewport;
432
433   functions->Flush = intel_glFlush;
434   functions->Finish = intel_finish;
435   functions->GetString = intel_get_string;
436   functions->UpdateState = intel_update_state;
437
438   intelInitTextureFuncs(functions);
439   intelInitTextureImageFuncs(functions);
440   intelInitTextureSubImageFuncs(functions);
441   intelInitTextureCopyImageFuncs(functions);
442   intelInitCopyImageFuncs(functions);
443   intelInitClearFuncs(functions);
444   intelInitBufferFuncs(functions);
445   intelInitPixelFuncs(functions);
446   intelInitBufferObjectFuncs(functions);
447   intel_init_syncobj_functions(functions);
448   brw_init_object_purgeable_functions(functions);
449
450   brwInitFragProgFuncs( functions );
451   brw_init_common_queryobj_functions(functions);
452   if (brw->gen >= 8 || brw->is_haswell)
453      hsw_init_queryobj_functions(functions);
454   else if (brw->gen >= 6)
455      gen6_init_queryobj_functions(functions);
456   else
457      gen4_init_queryobj_functions(functions);
458   brw_init_compute_functions(functions);
459   if (brw->gen >= 7)
460      brw_init_conditional_render_functions(functions);
461
462   functions->QueryInternalFormat = brw_query_internal_format;
463
464   functions->NewTransformFeedback = brw_new_transform_feedback;
465   functions->DeleteTransformFeedback = brw_delete_transform_feedback;
466   if (brw->intelScreen->has_mi_math_and_lrr) {
467      functions->BeginTransformFeedback = hsw_begin_transform_feedback;
468      functions->EndTransformFeedback = hsw_end_transform_feedback;
469      functions->PauseTransformFeedback = hsw_pause_transform_feedback;
470      functions->ResumeTransformFeedback = hsw_resume_transform_feedback;
471   } else if (brw->gen >= 7) {
472      functions->BeginTransformFeedback = gen7_begin_transform_feedback;
473      functions->EndTransformFeedback = gen7_end_transform_feedback;
474      functions->PauseTransformFeedback = gen7_pause_transform_feedback;
475      functions->ResumeTransformFeedback = gen7_resume_transform_feedback;
476      functions->GetTransformFeedbackVertexCount =
477         brw_get_transform_feedback_vertex_count;
478   } else {
479      functions->BeginTransformFeedback = brw_begin_transform_feedback;
480      functions->EndTransformFeedback = brw_end_transform_feedback;
481   }
482
483   if (brw->gen >= 6)
484      functions->GetSamplePosition = gen6_get_sample_position;
485}
486
487static void
488brw_initialize_context_constants(struct brw_context *brw)
489{
490   struct gl_context *ctx = &brw->ctx;
491   const struct brw_compiler *compiler = brw->intelScreen->compiler;
492
493   const bool stage_exists[MESA_SHADER_STAGES] = {
494      [MESA_SHADER_VERTEX] = true,
495      [MESA_SHADER_TESS_CTRL] = brw->gen >= 7,
496      [MESA_SHADER_TESS_EVAL] = brw->gen >= 7,
497      [MESA_SHADER_GEOMETRY] = brw->gen >= 6,
498      [MESA_SHADER_FRAGMENT] = true,
499      [MESA_SHADER_COMPUTE] =
500         (ctx->API == API_OPENGL_CORE &&
501          ctx->Const.MaxComputeWorkGroupSize[0] >= 1024) ||
502         (ctx->API == API_OPENGLES2 &&
503          ctx->Const.MaxComputeWorkGroupSize[0] >= 128) ||
504         _mesa_extension_override_enables.ARB_compute_shader,
505   };
506
507   unsigned num_stages = 0;
508   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
509      if (stage_exists[i])
510         num_stages++;
511   }
512
513   unsigned max_samplers =
514      brw->gen >= 8 || brw->is_haswell ? BRW_MAX_TEX_UNIT : 16;
515
516   ctx->Const.MaxDualSourceDrawBuffers = 1;
517   ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS;
518   ctx->Const.MaxCombinedShaderOutputResources =
519      MAX_IMAGE_UNITS + BRW_MAX_DRAW_BUFFERS;
520
521   ctx->Const.QueryCounterBits.Timestamp = 36;
522
523   ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */
524   ctx->Const.MaxImageUnits = MAX_IMAGE_UNITS;
525   ctx->Const.MaxRenderbufferSize = 8192;
526   ctx->Const.MaxTextureLevels = MIN2(14 /* 8192 */, MAX_TEXTURE_LEVELS);
527   ctx->Const.Max3DTextureLevels = 12; /* 2048 */
528   ctx->Const.MaxCubeTextureLevels = 14; /* 8192 */
529   ctx->Const.MaxArrayTextureLayers = brw->gen >= 7 ? 2048 : 512;
530   ctx->Const.MaxTextureMbytes = 1536;
531   ctx->Const.MaxTextureRectSize = 1 << 12;
532   ctx->Const.MaxTextureMaxAnisotropy = 16.0;
533   ctx->Const.StripTextureBorder = true;
534   if (brw->gen >= 7)
535      ctx->Const.MaxProgramTextureGatherComponents = 4;
536   else if (brw->gen == 6)
537      ctx->Const.MaxProgramTextureGatherComponents = 1;
538
539   ctx->Const.MaxUniformBlockSize = 65536;
540
541   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
542      struct gl_program_constants *prog = &ctx->Const.Program[i];
543
544      if (!stage_exists[i])
545         continue;
546
547      prog->MaxTextureImageUnits = max_samplers;
548
549      prog->MaxUniformBlocks = BRW_MAX_UBO;
550      prog->MaxCombinedUniformComponents =
551         prog->MaxUniformComponents +
552         ctx->Const.MaxUniformBlockSize / 4 * prog->MaxUniformBlocks;
553
554      prog->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
555      prog->MaxAtomicBuffers = BRW_MAX_ABO;
556      prog->MaxImageUniforms = compiler->scalar_stage[i] ? BRW_MAX_IMAGES : 0;
557      prog->MaxShaderStorageBlocks = BRW_MAX_SSBO;
558   }
559
560   ctx->Const.MaxTextureUnits =
561      MIN2(ctx->Const.MaxTextureCoordUnits,
562           ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxTextureImageUnits);
563
564   ctx->Const.MaxUniformBufferBindings = num_stages * BRW_MAX_UBO;
565   ctx->Const.MaxCombinedUniformBlocks = num_stages * BRW_MAX_UBO;
566   ctx->Const.MaxCombinedAtomicBuffers = num_stages * BRW_MAX_ABO;
567   ctx->Const.MaxCombinedShaderStorageBlocks = num_stages * BRW_MAX_SSBO;
568   ctx->Const.MaxShaderStorageBufferBindings = num_stages * BRW_MAX_SSBO;
569   ctx->Const.MaxCombinedTextureImageUnits = num_stages * max_samplers;
570   ctx->Const.MaxCombinedImageUniforms = num_stages * BRW_MAX_IMAGES;
571
572
573   /* Hardware only supports a limited number of transform feedback buffers.
574    * So we need to override the Mesa default (which is based only on software
575    * limits).
576    */
577   ctx->Const.MaxTransformFeedbackBuffers = BRW_MAX_SOL_BUFFERS;
578
579   /* On Gen6, in the worst case, we use up one binding table entry per
580    * transform feedback component (see comments above the definition of
581    * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value
582    * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to
583    * BRW_MAX_SOL_BINDINGS.
584    *
585    * In "separate components" mode, we need to divide this value by
586    * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries
587    * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS.
588    */
589   ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS;
590   ctx->Const.MaxTransformFeedbackSeparateComponents =
591      BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS;
592
593   ctx->Const.AlwaysUseGetTransformFeedbackVertexCount =
594      !brw->intelScreen->has_mi_math_and_lrr;
595
596   int max_samples;
597   const int *msaa_modes = intel_supported_msaa_modes(brw->intelScreen);
598   const int clamp_max_samples =
599      driQueryOptioni(&brw->optionCache, "clamp_max_samples");
600
601   if (clamp_max_samples < 0) {
602      max_samples = msaa_modes[0];
603   } else {
604      /* Select the largest supported MSAA mode that does not exceed
605       * clamp_max_samples.
606       */
607      max_samples = 0;
608      for (int i = 0; msaa_modes[i] != 0; ++i) {
609         if (msaa_modes[i] <= clamp_max_samples) {
610            max_samples = msaa_modes[i];
611            break;
612         }
613      }
614   }
615
616   ctx->Const.MaxSamples = max_samples;
617   ctx->Const.MaxColorTextureSamples = max_samples;
618   ctx->Const.MaxDepthTextureSamples = max_samples;
619   ctx->Const.MaxIntegerSamples = max_samples;
620   ctx->Const.MaxImageSamples = 0;
621
622   /* gen6_set_sample_maps() sets SampleMap{2,4,8}x variables which are used
623    * to map indices of rectangular grid to sample numbers within a pixel.
624    * These variables are used by GL_EXT_framebuffer_multisample_blit_scaled
625    * extension implementation. For more details see the comment above
626    * gen6_set_sample_maps() definition.
627    */
628   gen6_set_sample_maps(ctx);
629
630   ctx->Const.MinLineWidth = 1.0;
631   ctx->Const.MinLineWidthAA = 1.0;
632   if (brw->gen >= 6) {
633      ctx->Const.MaxLineWidth = 7.375;
634      ctx->Const.MaxLineWidthAA = 7.375;
635      ctx->Const.LineWidthGranularity = 0.125;
636   } else {
637      ctx->Const.MaxLineWidth = 7.0;
638      ctx->Const.MaxLineWidthAA = 7.0;
639      ctx->Const.LineWidthGranularity = 0.5;
640   }
641
642   /* For non-antialiased lines, we have to round the line width to the
643    * nearest whole number. Make sure that we don't advertise a line
644    * width that, when rounded, will be beyond the actual hardware
645    * maximum.
646    */
647   assert(roundf(ctx->Const.MaxLineWidth) <= ctx->Const.MaxLineWidth);
648
649   ctx->Const.MinPointSize = 1.0;
650   ctx->Const.MinPointSizeAA = 1.0;
651   ctx->Const.MaxPointSize = 255.0;
652   ctx->Const.MaxPointSizeAA = 255.0;
653   ctx->Const.PointSizeGranularity = 1.0;
654
655   if (brw->gen >= 5 || brw->is_g4x)
656      ctx->Const.MaxClipPlanes = 8;
657
658   ctx->Const.LowerTessLevel = true;
659   ctx->Const.LowerTCSPatchVerticesIn = brw->gen >= 8;
660   ctx->Const.LowerTESPatchVerticesIn = true;
661   ctx->Const.PrimitiveRestartForPatches = true;
662
663   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeInstructions = 16 * 1024;
664   ctx->Const.Program[MESA_SHADER_VERTEX].MaxAluInstructions = 0;
665   ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexInstructions = 0;
666   ctx->Const.Program[MESA_SHADER_VERTEX].MaxTexIndirections = 0;
667   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAluInstructions = 0;
668   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexInstructions = 0;
669   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTexIndirections = 0;
670   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAttribs = 16;
671   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeTemps = 256;
672   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeAddressRegs = 1;
673   ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters = 1024;
674   ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams =
675      MIN2(ctx->Const.Program[MESA_SHADER_VERTEX].MaxNativeParameters,
676	   ctx->Const.Program[MESA_SHADER_VERTEX].MaxEnvParams);
677
678   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeInstructions = 1024;
679   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAluInstructions = 1024;
680   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexInstructions = 1024;
681   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTexIndirections = 1024;
682   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAttribs = 12;
683   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeTemps = 256;
684   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeAddressRegs = 0;
685   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters = 1024;
686   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams =
687      MIN2(ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxNativeParameters,
688	   ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxEnvParams);
689
690   /* Fragment shaders use real, 32-bit twos-complement integers for all
691    * integer types.
692    */
693   ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMin = 31;
694   ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.RangeMax = 30;
695   ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt.Precision = 0;
696   ctx->Const.Program[MESA_SHADER_FRAGMENT].HighInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
697   ctx->Const.Program[MESA_SHADER_FRAGMENT].MediumInt = ctx->Const.Program[MESA_SHADER_FRAGMENT].LowInt;
698
699   ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMin = 31;
700   ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.RangeMax = 30;
701   ctx->Const.Program[MESA_SHADER_VERTEX].LowInt.Precision = 0;
702   ctx->Const.Program[MESA_SHADER_VERTEX].HighInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
703   ctx->Const.Program[MESA_SHADER_VERTEX].MediumInt = ctx->Const.Program[MESA_SHADER_VERTEX].LowInt;
704
705   /* Gen6 converts quads to polygon in beginning of 3D pipeline,
706    * but we're not sure how it's actually done for vertex order,
707    * that affect provoking vertex decision. Always use last vertex
708    * convention for quad primitive which works as expected for now.
709    */
710   if (brw->gen >= 6)
711      ctx->Const.QuadsFollowProvokingVertexConvention = false;
712
713   ctx->Const.NativeIntegers = true;
714   ctx->Const.VertexID_is_zero_based = true;
715
716   /* Regarding the CMP instruction, the Ivybridge PRM says:
717    *
718    *   "For each enabled channel 0b or 1b is assigned to the appropriate flag
719    *    bit and 0/all zeros or all ones (e.g, byte 0xFF, word 0xFFFF, DWord
720    *    0xFFFFFFFF) is assigned to dst."
721    *
722    * but PRMs for earlier generations say
723    *
724    *   "In dword format, one GRF may store up to 8 results. When the register
725    *    is used later as a vector of Booleans, as only LSB at each channel
726    *    contains meaning [sic] data, software should make sure all higher bits
727    *    are masked out (e.g. by 'and-ing' an [sic] 0x01 constant)."
728    *
729    * We select the representation of a true boolean uniform to be ~0, and fix
730    * the results of Gen <= 5 CMP instruction's with -(result & 1).
731    */
732   ctx->Const.UniformBooleanTrue = ~0;
733
734   /* From the gen4 PRM, volume 4 page 127:
735    *
736    *     "For SURFTYPE_BUFFER non-rendertarget surfaces, this field specifies
737    *      the base address of the first element of the surface, computed in
738    *      software by adding the surface base address to the byte offset of
739    *      the element in the buffer."
740    *
741    * However, unaligned accesses are slower, so enforce buffer alignment.
742    */
743   ctx->Const.UniformBufferOffsetAlignment = 16;
744
745   /* ShaderStorageBufferOffsetAlignment should be a cacheline (64 bytes) so
746    * that we can safely have the CPU and GPU writing the same SSBO on
747    * non-cachecoherent systems (our Atom CPUs). With UBOs, the GPU never
748    * writes, so there's no problem. For an SSBO, the GPU and the CPU can
749    * be updating disjoint regions of the buffer simultaneously and that will
750    * break if the regions overlap the same cacheline.
751    */
752   ctx->Const.ShaderStorageBufferOffsetAlignment = 64;
753   ctx->Const.TextureBufferOffsetAlignment = 16;
754   ctx->Const.MaxTextureBufferSize = 128 * 1024 * 1024;
755
756   if (brw->gen >= 6) {
757      ctx->Const.MaxVarying = 32;
758      ctx->Const.Program[MESA_SHADER_VERTEX].MaxOutputComponents = 128;
759      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxInputComponents = 64;
760      ctx->Const.Program[MESA_SHADER_GEOMETRY].MaxOutputComponents = 128;
761      ctx->Const.Program[MESA_SHADER_FRAGMENT].MaxInputComponents = 128;
762      ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxInputComponents = 128;
763      ctx->Const.Program[MESA_SHADER_TESS_CTRL].MaxOutputComponents = 128;
764      ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxInputComponents = 128;
765      ctx->Const.Program[MESA_SHADER_TESS_EVAL].MaxOutputComponents = 128;
766   }
767
768   /* We want the GLSL compiler to emit code that uses condition codes */
769   for (int i = 0; i < MESA_SHADER_STAGES; i++) {
770      ctx->Const.ShaderCompilerOptions[i] =
771         brw->intelScreen->compiler->glsl_compiler_options[i];
772   }
773
774   if (brw->gen >= 7) {
775      ctx->Const.MaxViewportWidth = 32768;
776      ctx->Const.MaxViewportHeight = 32768;
777   }
778
779   /* ARB_viewport_array */
780   if (brw->gen >= 6 && ctx->API == API_OPENGL_CORE) {
781      ctx->Const.MaxViewports = GEN6_NUM_VIEWPORTS;
782      ctx->Const.ViewportSubpixelBits = 0;
783
784      /* Cast to float before negating because MaxViewportWidth is unsigned.
785       */
786      ctx->Const.ViewportBounds.Min = -(float)ctx->Const.MaxViewportWidth;
787      ctx->Const.ViewportBounds.Max = ctx->Const.MaxViewportWidth;
788   }
789
790   /* ARB_gpu_shader5 */
791   if (brw->gen >= 7)
792      ctx->Const.MaxVertexStreams = MIN2(4, MAX_VERTEX_STREAMS);
793
794   /* ARB_framebuffer_no_attachments */
795   ctx->Const.MaxFramebufferWidth = 16384;
796   ctx->Const.MaxFramebufferHeight = 16384;
797   ctx->Const.MaxFramebufferLayers = ctx->Const.MaxArrayTextureLayers;
798   ctx->Const.MaxFramebufferSamples = max_samples;
799
800   /* OES_primitive_bounding_box */
801   ctx->Const.NoPrimitiveBoundingBoxOutput = true;
802}
803
804static void
805brw_initialize_cs_context_constants(struct brw_context *brw)
806{
807   struct gl_context *ctx = &brw->ctx;
808   const struct intel_screen *screen = brw->intelScreen;
809   const struct gen_device_info *devinfo = screen->devinfo;
810
811   /* FINISHME: Do this for all platforms that the kernel supports */
812   if (brw->is_cherryview &&
813       screen->subslice_total > 0 && screen->eu_total > 0) {
814      /* Logical CS threads = EUs per subslice * 7 threads per EU */
815      brw->max_cs_threads = screen->eu_total / screen->subslice_total * 7;
816
817      /* Fuse configurations may give more threads than expected, never less. */
818      if (brw->max_cs_threads < devinfo->max_cs_threads)
819         brw->max_cs_threads = devinfo->max_cs_threads;
820   } else {
821      brw->max_cs_threads = devinfo->max_cs_threads;
822   }
823
824   /* Maximum number of scalar compute shader invocations that can be run in
825    * parallel in the same subslice assuming SIMD32 dispatch.
826    *
827    * We don't advertise more than 64 threads, because we are limited to 64 by
828    * our usage of thread_width_max in the gpgpu walker command. This only
829    * currently impacts Haswell, which otherwise might be able to advertise 70
830    * threads. With SIMD32 and 64 threads, Haswell still provides twice the
831    * required the number of invocation needed for ARB_compute_shader.
832    */
833   const unsigned max_threads = MIN2(64, brw->max_cs_threads);
834   const uint32_t max_invocations = 32 * max_threads;
835   ctx->Const.MaxComputeWorkGroupSize[0] = max_invocations;
836   ctx->Const.MaxComputeWorkGroupSize[1] = max_invocations;
837   ctx->Const.MaxComputeWorkGroupSize[2] = max_invocations;
838   ctx->Const.MaxComputeWorkGroupInvocations = max_invocations;
839   ctx->Const.MaxComputeSharedMemorySize = 64 * 1024;
840}
841
842/**
843 * Process driconf (drirc) options, setting appropriate context flags.
844 *
845 * intelInitExtensions still pokes at optionCache directly, in order to
846 * avoid advertising various extensions.  No flags are set, so it makes
847 * sense to continue doing that there.
848 */
849static void
850brw_process_driconf_options(struct brw_context *brw)
851{
852   struct gl_context *ctx = &brw->ctx;
853
854   driOptionCache *options = &brw->optionCache;
855   driParseConfigFiles(options, &brw->intelScreen->optionCache,
856                       brw->driContext->driScreenPriv->myNum, "i965");
857
858   int bo_reuse_mode = driQueryOptioni(options, "bo_reuse");
859   switch (bo_reuse_mode) {
860   case DRI_CONF_BO_REUSE_DISABLED:
861      break;
862   case DRI_CONF_BO_REUSE_ALL:
863      intel_bufmgr_gem_enable_reuse(brw->bufmgr);
864      break;
865   }
866
867   if (!driQueryOptionb(options, "hiz")) {
868       brw->has_hiz = false;
869       /* On gen6, you can only do separate stencil with HIZ. */
870       if (brw->gen == 6)
871          brw->has_separate_stencil = false;
872   }
873
874   if (driQueryOptionb(options, "always_flush_batch")) {
875      fprintf(stderr, "flushing batchbuffer before/after each draw call\n");
876      brw->always_flush_batch = true;
877   }
878
879   if (driQueryOptionb(options, "always_flush_cache")) {
880      fprintf(stderr, "flushing GPU caches before/after each draw call\n");
881      brw->always_flush_cache = true;
882   }
883
884   if (driQueryOptionb(options, "disable_throttling")) {
885      fprintf(stderr, "disabling flush throttling\n");
886      brw->disable_throttling = true;
887   }
888
889   brw->precompile = driQueryOptionb(&brw->optionCache, "shader_precompile");
890
891   if (driQueryOptionb(&brw->optionCache, "precise_trig"))
892      brw->intelScreen->compiler->precise_trig = true;
893
894   ctx->Const.ForceGLSLExtensionsWarn =
895      driQueryOptionb(options, "force_glsl_extensions_warn");
896
897   ctx->Const.DisableGLSLLineContinuations =
898      driQueryOptionb(options, "disable_glsl_line_continuations");
899
900   ctx->Const.AllowGLSLExtensionDirectiveMidShader =
901      driQueryOptionb(options, "allow_glsl_extension_directive_midshader");
902
903   ctx->Const.GLSLZeroInit = driQueryOptionb(options, "glsl_zero_init");
904
905   brw->dual_color_blend_by_location =
906      driQueryOptionb(options, "dual_color_blend_by_location");
907}
908
909GLboolean
910brwCreateContext(gl_api api,
911	         const struct gl_config *mesaVis,
912		 __DRIcontext *driContextPriv,
913                 unsigned major_version,
914                 unsigned minor_version,
915                 uint32_t flags,
916                 bool notify_reset,
917                 unsigned *dri_ctx_error,
918	         void *sharedContextPrivate)
919{
920   __DRIscreen *sPriv = driContextPriv->driScreenPriv;
921   struct gl_context *shareCtx = (struct gl_context *) sharedContextPrivate;
922   struct intel_screen *screen = sPriv->driverPrivate;
923   const struct gen_device_info *devinfo = screen->devinfo;
924   struct dd_function_table functions;
925
926   /* Only allow the __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS flag if the kernel
927    * provides us with context reset notifications.
928    */
929   uint32_t allowed_flags = __DRI_CTX_FLAG_DEBUG
930      | __DRI_CTX_FLAG_FORWARD_COMPATIBLE;
931
932   if (screen->has_context_reset_notification)
933      allowed_flags |= __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS;
934
935   if (flags & ~allowed_flags) {
936      *dri_ctx_error = __DRI_CTX_ERROR_UNKNOWN_FLAG;
937      return false;
938   }
939
940   struct brw_context *brw = rzalloc(NULL, struct brw_context);
941   if (!brw) {
942      fprintf(stderr, "%s: failed to alloc context\n", __func__);
943      *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
944      return false;
945   }
946
947   driContextPriv->driverPrivate = brw;
948   brw->driContext = driContextPriv;
949   brw->intelScreen = screen;
950   brw->bufmgr = screen->bufmgr;
951
952   brw->gen = devinfo->gen;
953   brw->gt = devinfo->gt;
954   brw->is_g4x = devinfo->is_g4x;
955   brw->is_baytrail = devinfo->is_baytrail;
956   brw->is_haswell = devinfo->is_haswell;
957   brw->is_cherryview = devinfo->is_cherryview;
958   brw->is_broxton = devinfo->is_broxton;
959   brw->has_llc = devinfo->has_llc;
960   brw->has_hiz = devinfo->has_hiz_and_separate_stencil;
961   brw->has_separate_stencil = devinfo->has_hiz_and_separate_stencil;
962   brw->has_pln = devinfo->has_pln;
963   brw->has_compr4 = devinfo->has_compr4;
964   brw->has_surface_tile_offset = devinfo->has_surface_tile_offset;
965   brw->has_negative_rhw_bug = devinfo->has_negative_rhw_bug;
966   brw->needs_unlit_centroid_workaround =
967      devinfo->needs_unlit_centroid_workaround;
968
969   brw->must_use_separate_stencil = devinfo->must_use_separate_stencil;
970   brw->has_swizzling = screen->hw_has_swizzling;
971
972   isl_device_init(&brw->isl_dev, devinfo, screen->hw_has_swizzling);
973
974   brw->vs.base.stage = MESA_SHADER_VERTEX;
975   brw->tcs.base.stage = MESA_SHADER_TESS_CTRL;
976   brw->tes.base.stage = MESA_SHADER_TESS_EVAL;
977   brw->gs.base.stage = MESA_SHADER_GEOMETRY;
978   brw->wm.base.stage = MESA_SHADER_FRAGMENT;
979   if (brw->gen >= 8) {
980      gen8_init_vtable_surface_functions(brw);
981      brw->vtbl.emit_depth_stencil_hiz = gen8_emit_depth_stencil_hiz;
982   } else if (brw->gen >= 7) {
983      gen7_init_vtable_surface_functions(brw);
984      brw->vtbl.emit_depth_stencil_hiz = gen7_emit_depth_stencil_hiz;
985   } else if (brw->gen >= 6) {
986      gen6_init_vtable_surface_functions(brw);
987      brw->vtbl.emit_depth_stencil_hiz = gen6_emit_depth_stencil_hiz;
988   } else {
989      gen4_init_vtable_surface_functions(brw);
990      brw->vtbl.emit_depth_stencil_hiz = brw_emit_depth_stencil_hiz;
991   }
992
993   brw_init_driver_functions(brw, &functions);
994
995   if (notify_reset)
996      functions.GetGraphicsResetStatus = brw_get_graphics_reset_status;
997
998   struct gl_context *ctx = &brw->ctx;
999
1000   if (!_mesa_initialize_context(ctx, api, mesaVis, shareCtx, &functions)) {
1001      *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
1002      fprintf(stderr, "%s: failed to init mesa context\n", __func__);
1003      intelDestroyContext(driContextPriv);
1004      return false;
1005   }
1006
1007   driContextSetFlags(ctx, flags);
1008
1009   /* Initialize the software rasterizer and helper modules.
1010    *
1011    * As of GL 3.1 core, the gen4+ driver doesn't need the swrast context for
1012    * software fallbacks (which we have to support on legacy GL to do weird
1013    * glDrawPixels(), glBitmap(), and other functions).
1014    */
1015   if (api != API_OPENGL_CORE && api != API_OPENGLES2) {
1016      _swrast_CreateContext(ctx);
1017   }
1018
1019   _vbo_CreateContext(ctx);
1020   if (ctx->swrast_context) {
1021      _tnl_CreateContext(ctx);
1022      TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline;
1023      _swsetup_CreateContext(ctx);
1024
1025      /* Configure swrast to match hardware characteristics: */
1026      _swrast_allow_pixel_fog(ctx, false);
1027      _swrast_allow_vertex_fog(ctx, true);
1028   }
1029
1030   _mesa_meta_init(ctx);
1031
1032   brw_process_driconf_options(brw);
1033
1034   if (INTEL_DEBUG & DEBUG_PERF)
1035      brw->perf_debug = true;
1036
1037   brw_initialize_cs_context_constants(brw);
1038   brw_initialize_context_constants(brw);
1039
1040   ctx->Const.ResetStrategy = notify_reset
1041      ? GL_LOSE_CONTEXT_ON_RESET_ARB : GL_NO_RESET_NOTIFICATION_ARB;
1042
1043   /* Reinitialize the context point state.  It depends on ctx->Const values. */
1044   _mesa_init_point(ctx);
1045
1046   intel_fbo_init(brw);
1047
1048   intel_batchbuffer_init(brw);
1049
1050   if (brw->gen >= 6) {
1051      /* Create a new hardware context.  Using a hardware context means that
1052       * our GPU state will be saved/restored on context switch, allowing us
1053       * to assume that the GPU is in the same state we left it in.
1054       *
1055       * This is required for transform feedback buffer offsets, query objects,
1056       * and also allows us to reduce how much state we have to emit.
1057       */
1058      brw->hw_ctx = drm_intel_gem_context_create(brw->bufmgr);
1059
1060      if (!brw->hw_ctx) {
1061         fprintf(stderr, "Gen6+ requires Kernel 3.6 or later.\n");
1062         intelDestroyContext(driContextPriv);
1063         return false;
1064      }
1065   }
1066
1067   if (brw_init_pipe_control(brw, devinfo)) {
1068      *dri_ctx_error = __DRI_CTX_ERROR_NO_MEMORY;
1069      intelDestroyContext(driContextPriv);
1070      return false;
1071   }
1072
1073   brw_init_state(brw);
1074
1075   intelInitExtensions(ctx);
1076
1077   brw_init_surface_formats(brw);
1078
1079   if (brw->gen >= 6)
1080      brw_blorp_init(brw);
1081
1082   brw->max_vs_threads = devinfo->max_vs_threads;
1083   brw->max_hs_threads = devinfo->max_hs_threads;
1084   brw->max_ds_threads = devinfo->max_ds_threads;
1085   brw->max_gs_threads = devinfo->max_gs_threads;
1086   brw->max_wm_threads = devinfo->max_wm_threads;
1087   brw->urb.size = devinfo->urb.size;
1088   brw->urb.min_vs_entries = devinfo->urb.min_vs_entries;
1089   brw->urb.max_vs_entries = devinfo->urb.max_vs_entries;
1090   brw->urb.max_hs_entries = devinfo->urb.max_hs_entries;
1091   brw->urb.max_ds_entries = devinfo->urb.max_ds_entries;
1092   brw->urb.max_gs_entries = devinfo->urb.max_gs_entries;
1093
1094   if (brw->gen == 6)
1095      brw->urb.gs_present = false;
1096
1097   brw->prim_restart.in_progress = false;
1098   brw->prim_restart.enable_cut_index = false;
1099   brw->gs.enabled = false;
1100   brw->sf.viewport_transform_enable = true;
1101
1102   brw->predicate.state = BRW_PREDICATE_STATE_RENDER;
1103
1104   brw->max_gtt_map_object_size = screen->max_gtt_map_object_size;
1105
1106   brw->use_resource_streamer = screen->has_resource_streamer &&
1107      (env_var_as_boolean("INTEL_USE_HW_BT", false) ||
1108       env_var_as_boolean("INTEL_USE_GATHER", false));
1109
1110   ctx->VertexProgram._MaintainTnlProgram = true;
1111   ctx->FragmentProgram._MaintainTexEnvProgram = true;
1112
1113   brw_draw_init( brw );
1114
1115   if ((flags & __DRI_CTX_FLAG_DEBUG) != 0) {
1116      /* Turn on some extra GL_ARB_debug_output generation. */
1117      brw->perf_debug = true;
1118   }
1119
1120   if ((flags & __DRI_CTX_FLAG_ROBUST_BUFFER_ACCESS) != 0)
1121      ctx->Const.ContextFlags |= GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB;
1122
1123   if (INTEL_DEBUG & DEBUG_SHADER_TIME)
1124      brw_init_shader_time(brw);
1125
1126   _mesa_compute_version(ctx);
1127
1128   _mesa_initialize_dispatch_tables(ctx);
1129   _mesa_initialize_vbo_vtxfmt(ctx);
1130
1131   if (ctx->Extensions.AMD_performance_monitor) {
1132      brw_init_performance_monitors(brw);
1133   }
1134
1135   vbo_use_buffer_objects(ctx);
1136   vbo_always_unmap_buffers(ctx);
1137
1138   return true;
1139}
1140
1141void
1142intelDestroyContext(__DRIcontext * driContextPriv)
1143{
1144   struct brw_context *brw =
1145      (struct brw_context *) driContextPriv->driverPrivate;
1146   struct gl_context *ctx = &brw->ctx;
1147
1148   /* Dump a final BMP in case the application doesn't call SwapBuffers */
1149   if (INTEL_DEBUG & DEBUG_AUB) {
1150      intel_batchbuffer_flush(brw);
1151      aub_dump_bmp(&brw->ctx);
1152   }
1153
1154   _mesa_meta_free(&brw->ctx);
1155
1156   if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
1157      /* Force a report. */
1158      brw->shader_time.report_time = 0;
1159
1160      brw_collect_and_report_shader_time(brw);
1161      brw_destroy_shader_time(brw);
1162   }
1163
1164   if (brw->gen >= 6)
1165      blorp_finish(&brw->blorp);
1166
1167   brw_destroy_state(brw);
1168   brw_draw_destroy(brw);
1169
1170   drm_intel_bo_unreference(brw->curbe.curbe_bo);
1171   if (brw->vs.base.scratch_bo)
1172      drm_intel_bo_unreference(brw->vs.base.scratch_bo);
1173   if (brw->tcs.base.scratch_bo)
1174      drm_intel_bo_unreference(brw->tcs.base.scratch_bo);
1175   if (brw->tes.base.scratch_bo)
1176      drm_intel_bo_unreference(brw->tes.base.scratch_bo);
1177   if (brw->gs.base.scratch_bo)
1178      drm_intel_bo_unreference(brw->gs.base.scratch_bo);
1179   if (brw->wm.base.scratch_bo)
1180      drm_intel_bo_unreference(brw->wm.base.scratch_bo);
1181
1182   gen7_reset_hw_bt_pool_offsets(brw);
1183   drm_intel_bo_unreference(brw->hw_bt_pool.bo);
1184   brw->hw_bt_pool.bo = NULL;
1185
1186   drm_intel_gem_context_destroy(brw->hw_ctx);
1187
1188   if (ctx->swrast_context) {
1189      _swsetup_DestroyContext(&brw->ctx);
1190      _tnl_DestroyContext(&brw->ctx);
1191   }
1192   _vbo_DestroyContext(&brw->ctx);
1193
1194   if (ctx->swrast_context)
1195      _swrast_DestroyContext(&brw->ctx);
1196
1197   brw_fini_pipe_control(brw);
1198   intel_batchbuffer_free(brw);
1199
1200   drm_intel_bo_unreference(brw->throttle_batch[1]);
1201   drm_intel_bo_unreference(brw->throttle_batch[0]);
1202   brw->throttle_batch[1] = NULL;
1203   brw->throttle_batch[0] = NULL;
1204
1205   driDestroyOptionCache(&brw->optionCache);
1206
1207   /* free the Mesa context */
1208   _mesa_free_context_data(&brw->ctx);
1209
1210   ralloc_free(brw);
1211   driContextPriv->driverPrivate = NULL;
1212}
1213
1214GLboolean
1215intelUnbindContext(__DRIcontext * driContextPriv)
1216{
1217   /* Unset current context and dispath table */
1218   _mesa_make_current(NULL, NULL, NULL);
1219
1220   return true;
1221}
1222
1223/**
1224 * Fixes up the context for GLES23 with our default-to-sRGB-capable behavior
1225 * on window system framebuffers.
1226 *
1227 * Desktop GL is fairly reasonable in its handling of sRGB: You can ask if
1228 * your renderbuffer can do sRGB encode, and you can flip a switch that does
1229 * sRGB encode if the renderbuffer can handle it.  You can ask specifically
1230 * for a visual where you're guaranteed to be capable, but it turns out that
1231 * everyone just makes all their ARGB8888 visuals capable and doesn't offer
1232 * incapable ones, because there's no difference between the two in resources
1233 * used.  Applications thus get built that accidentally rely on the default
1234 * visual choice being sRGB, so we make ours sRGB capable.  Everything sounds
1235 * great...
1236 *
1237 * But for GLES2/3, they decided that it was silly to not turn on sRGB encode
1238 * for sRGB renderbuffers you made with the GL_EXT_texture_sRGB equivalent.
1239 * So they removed the enable knob and made it "if the renderbuffer is sRGB
1240 * capable, do sRGB encode".  Then, for your window system renderbuffers, you
1241 * can ask for sRGB visuals and get sRGB encode, or not ask for sRGB visuals
1242 * and get no sRGB encode (assuming that both kinds of visual are available).
1243 * Thus our choice to support sRGB by default on our visuals for desktop would
1244 * result in broken rendering of GLES apps that aren't expecting sRGB encode.
1245 *
1246 * Unfortunately, renderbuffer setup happens before a context is created.  So
1247 * in intel_screen.c we always set up sRGB, and here, if you're a GLES2/3
1248 * context (without an sRGB visual, though we don't have sRGB visuals exposed
1249 * yet), we go turn that back off before anyone finds out.
1250 */
1251static void
1252intel_gles3_srgb_workaround(struct brw_context *brw,
1253                            struct gl_framebuffer *fb)
1254{
1255   struct gl_context *ctx = &brw->ctx;
1256
1257   if (_mesa_is_desktop_gl(ctx) || !fb->Visual.sRGBCapable)
1258      return;
1259
1260   /* Some day when we support the sRGB capable bit on visuals available for
1261    * GLES, we'll need to respect that and not disable things here.
1262    */
1263   fb->Visual.sRGBCapable = false;
1264   for (int i = 0; i < BUFFER_COUNT; i++) {
1265      struct gl_renderbuffer *rb = fb->Attachment[i].Renderbuffer;
1266      if (rb)
1267         rb->Format = _mesa_get_srgb_format_linear(rb->Format);
1268   }
1269}
1270
1271GLboolean
1272intelMakeCurrent(__DRIcontext * driContextPriv,
1273                 __DRIdrawable * driDrawPriv,
1274                 __DRIdrawable * driReadPriv)
1275{
1276   struct brw_context *brw;
1277   GET_CURRENT_CONTEXT(curCtx);
1278
1279   if (driContextPriv)
1280      brw = (struct brw_context *) driContextPriv->driverPrivate;
1281   else
1282      brw = NULL;
1283
1284   /* According to the glXMakeCurrent() man page: "Pending commands to
1285    * the previous context, if any, are flushed before it is released."
1286    * But only flush if we're actually changing contexts.
1287    */
1288   if (brw_context(curCtx) && brw_context(curCtx) != brw) {
1289      _mesa_flush(curCtx);
1290   }
1291
1292   if (driContextPriv) {
1293      struct gl_context *ctx = &brw->ctx;
1294      struct gl_framebuffer *fb, *readFb;
1295
1296      if (driDrawPriv == NULL) {
1297         fb = _mesa_get_incomplete_framebuffer();
1298      } else {
1299         fb = driDrawPriv->driverPrivate;
1300         driContextPriv->dri2.draw_stamp = driDrawPriv->dri2.stamp - 1;
1301      }
1302
1303      if (driReadPriv == NULL) {
1304         readFb = _mesa_get_incomplete_framebuffer();
1305      } else {
1306         readFb = driReadPriv->driverPrivate;
1307         driContextPriv->dri2.read_stamp = driReadPriv->dri2.stamp - 1;
1308      }
1309
1310      /* The sRGB workaround changes the renderbuffer's format. We must change
1311       * the format before the renderbuffer's miptree get's allocated, otherwise
1312       * the formats of the renderbuffer and its miptree will differ.
1313       */
1314      intel_gles3_srgb_workaround(brw, fb);
1315      intel_gles3_srgb_workaround(brw, readFb);
1316
1317      /* If the context viewport hasn't been initialized, force a call out to
1318       * the loader to get buffers so we have a drawable size for the initial
1319       * viewport. */
1320      if (!brw->ctx.ViewportInitialized)
1321         intel_prepare_render(brw);
1322
1323      _mesa_make_current(ctx, fb, readFb);
1324   } else {
1325      _mesa_make_current(NULL, NULL, NULL);
1326   }
1327
1328   return true;
1329}
1330
1331void
1332intel_resolve_for_dri2_flush(struct brw_context *brw,
1333                             __DRIdrawable *drawable)
1334{
1335   if (brw->gen < 6) {
1336      /* MSAA and fast color clear are not supported, so don't waste time
1337       * checking whether a resolve is needed.
1338       */
1339      return;
1340   }
1341
1342   struct gl_framebuffer *fb = drawable->driverPrivate;
1343   struct intel_renderbuffer *rb;
1344
1345   /* Usually, only the back buffer will need to be downsampled. However,
1346    * the front buffer will also need it if the user has rendered into it.
1347    */
1348   static const gl_buffer_index buffers[2] = {
1349         BUFFER_BACK_LEFT,
1350         BUFFER_FRONT_LEFT,
1351   };
1352
1353   for (int i = 0; i < 2; ++i) {
1354      rb = intel_get_renderbuffer(fb, buffers[i]);
1355      if (rb == NULL || rb->mt == NULL)
1356         continue;
1357      if (rb->mt->num_samples <= 1)
1358         intel_miptree_resolve_color(brw, rb->mt, 0);
1359      else
1360         intel_renderbuffer_downsample(brw, rb);
1361   }
1362}
1363
1364static unsigned
1365intel_bits_per_pixel(const struct intel_renderbuffer *rb)
1366{
1367   return _mesa_get_format_bytes(intel_rb_format(rb)) * 8;
1368}
1369
1370static void
1371intel_query_dri2_buffers(struct brw_context *brw,
1372                         __DRIdrawable *drawable,
1373                         __DRIbuffer **buffers,
1374                         int *count);
1375
1376static void
1377intel_process_dri2_buffer(struct brw_context *brw,
1378                          __DRIdrawable *drawable,
1379                          __DRIbuffer *buffer,
1380                          struct intel_renderbuffer *rb,
1381                          const char *buffer_name);
1382
1383static void
1384intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable);
1385
1386static void
1387intel_update_dri2_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1388{
1389   struct gl_framebuffer *fb = drawable->driverPrivate;
1390   struct intel_renderbuffer *rb;
1391   __DRIbuffer *buffers = NULL;
1392   int i, count;
1393   const char *region_name;
1394
1395   /* Set this up front, so that in case our buffers get invalidated
1396    * while we're getting new buffers, we don't clobber the stamp and
1397    * thus ignore the invalidate. */
1398   drawable->lastStamp = drawable->dri2.stamp;
1399
1400   if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1401      fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1402
1403   intel_query_dri2_buffers(brw, drawable, &buffers, &count);
1404
1405   if (buffers == NULL)
1406      return;
1407
1408   for (i = 0; i < count; i++) {
1409       switch (buffers[i].attachment) {
1410       case __DRI_BUFFER_FRONT_LEFT:
1411           rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1412           region_name = "dri2 front buffer";
1413           break;
1414
1415       case __DRI_BUFFER_FAKE_FRONT_LEFT:
1416           rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1417           region_name = "dri2 fake front buffer";
1418           break;
1419
1420       case __DRI_BUFFER_BACK_LEFT:
1421           rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1422           region_name = "dri2 back buffer";
1423           break;
1424
1425       case __DRI_BUFFER_DEPTH:
1426       case __DRI_BUFFER_HIZ:
1427       case __DRI_BUFFER_DEPTH_STENCIL:
1428       case __DRI_BUFFER_STENCIL:
1429       case __DRI_BUFFER_ACCUM:
1430       default:
1431           fprintf(stderr,
1432                   "unhandled buffer attach event, attachment type %d\n",
1433                   buffers[i].attachment);
1434           return;
1435       }
1436
1437       intel_process_dri2_buffer(brw, drawable, &buffers[i], rb, region_name);
1438   }
1439
1440}
1441
1442void
1443intel_update_renderbuffers(__DRIcontext *context, __DRIdrawable *drawable)
1444{
1445   struct brw_context *brw = context->driverPrivate;
1446   __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1447
1448   /* Set this up front, so that in case our buffers get invalidated
1449    * while we're getting new buffers, we don't clobber the stamp and
1450    * thus ignore the invalidate. */
1451   drawable->lastStamp = drawable->dri2.stamp;
1452
1453   if (unlikely(INTEL_DEBUG & DEBUG_DRI))
1454      fprintf(stderr, "enter %s, drawable %p\n", __func__, drawable);
1455
1456   if (screen->image.loader)
1457      intel_update_image_buffers(brw, drawable);
1458   else
1459      intel_update_dri2_buffers(brw, drawable);
1460
1461   driUpdateFramebufferSize(&brw->ctx, drawable);
1462}
1463
1464/**
1465 * intel_prepare_render should be called anywhere that curent read/drawbuffer
1466 * state is required.
1467 */
1468void
1469intel_prepare_render(struct brw_context *brw)
1470{
1471   struct gl_context *ctx = &brw->ctx;
1472   __DRIcontext *driContext = brw->driContext;
1473   __DRIdrawable *drawable;
1474
1475   drawable = driContext->driDrawablePriv;
1476   if (drawable && drawable->dri2.stamp != driContext->dri2.draw_stamp) {
1477      if (drawable->lastStamp != drawable->dri2.stamp)
1478         intel_update_renderbuffers(driContext, drawable);
1479      driContext->dri2.draw_stamp = drawable->dri2.stamp;
1480   }
1481
1482   drawable = driContext->driReadablePriv;
1483   if (drawable && drawable->dri2.stamp != driContext->dri2.read_stamp) {
1484      if (drawable->lastStamp != drawable->dri2.stamp)
1485         intel_update_renderbuffers(driContext, drawable);
1486      driContext->dri2.read_stamp = drawable->dri2.stamp;
1487   }
1488
1489   /* If we're currently rendering to the front buffer, the rendering
1490    * that will happen next will probably dirty the front buffer.  So
1491    * mark it as dirty here.
1492    */
1493   if (_mesa_is_front_buffer_drawing(ctx->DrawBuffer))
1494      brw->front_buffer_dirty = true;
1495}
1496
1497/**
1498 * \brief Query DRI2 to obtain a DRIdrawable's buffers.
1499 *
1500 * To determine which DRI buffers to request, examine the renderbuffers
1501 * attached to the drawable's framebuffer. Then request the buffers with
1502 * DRI2GetBuffers() or DRI2GetBuffersWithFormat().
1503 *
1504 * This is called from intel_update_renderbuffers().
1505 *
1506 * \param drawable      Drawable whose buffers are queried.
1507 * \param buffers       [out] List of buffers returned by DRI2 query.
1508 * \param buffer_count  [out] Number of buffers returned.
1509 *
1510 * \see intel_update_renderbuffers()
1511 * \see DRI2GetBuffers()
1512 * \see DRI2GetBuffersWithFormat()
1513 */
1514static void
1515intel_query_dri2_buffers(struct brw_context *brw,
1516                         __DRIdrawable *drawable,
1517                         __DRIbuffer **buffers,
1518                         int *buffer_count)
1519{
1520   __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1521   struct gl_framebuffer *fb = drawable->driverPrivate;
1522   int i = 0;
1523   unsigned attachments[8];
1524
1525   struct intel_renderbuffer *front_rb;
1526   struct intel_renderbuffer *back_rb;
1527
1528   front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1529   back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1530
1531   memset(attachments, 0, sizeof(attachments));
1532   if ((_mesa_is_front_buffer_drawing(fb) ||
1533        _mesa_is_front_buffer_reading(fb) ||
1534        !back_rb) && front_rb) {
1535      /* If a fake front buffer is in use, then querying for
1536       * __DRI_BUFFER_FRONT_LEFT will cause the server to copy the image from
1537       * the real front buffer to the fake front buffer.  So before doing the
1538       * query, we need to make sure all the pending drawing has landed in the
1539       * real front buffer.
1540       */
1541      intel_batchbuffer_flush(brw);
1542      intel_flush_front(&brw->ctx);
1543
1544      attachments[i++] = __DRI_BUFFER_FRONT_LEFT;
1545      attachments[i++] = intel_bits_per_pixel(front_rb);
1546   } else if (front_rb && brw->front_buffer_dirty) {
1547      /* We have pending front buffer rendering, but we aren't querying for a
1548       * front buffer.  If the front buffer we have is a fake front buffer,
1549       * the X server is going to throw it away when it processes the query.
1550       * So before doing the query, make sure all the pending drawing has
1551       * landed in the real front buffer.
1552       */
1553      intel_batchbuffer_flush(brw);
1554      intel_flush_front(&brw->ctx);
1555   }
1556
1557   if (back_rb) {
1558      attachments[i++] = __DRI_BUFFER_BACK_LEFT;
1559      attachments[i++] = intel_bits_per_pixel(back_rb);
1560   }
1561
1562   assert(i <= ARRAY_SIZE(attachments));
1563
1564   *buffers = screen->dri2.loader->getBuffersWithFormat(drawable,
1565                                                        &drawable->w,
1566                                                        &drawable->h,
1567                                                        attachments, i / 2,
1568                                                        buffer_count,
1569                                                        drawable->loaderPrivate);
1570}
1571
1572/**
1573 * \brief Assign a DRI buffer's DRM region to a renderbuffer.
1574 *
1575 * This is called from intel_update_renderbuffers().
1576 *
1577 * \par Note:
1578 *    DRI buffers whose attachment point is DRI2BufferStencil or
1579 *    DRI2BufferDepthStencil are handled as special cases.
1580 *
1581 * \param buffer_name is a human readable name, such as "dri2 front buffer",
1582 *        that is passed to drm_intel_bo_gem_create_from_name().
1583 *
1584 * \see intel_update_renderbuffers()
1585 */
1586static void
1587intel_process_dri2_buffer(struct brw_context *brw,
1588                          __DRIdrawable *drawable,
1589                          __DRIbuffer *buffer,
1590                          struct intel_renderbuffer *rb,
1591                          const char *buffer_name)
1592{
1593   struct gl_framebuffer *fb = drawable->driverPrivate;
1594   drm_intel_bo *bo;
1595
1596   if (!rb)
1597      return;
1598
1599   unsigned num_samples = rb->Base.Base.NumSamples;
1600
1601   /* We try to avoid closing and reopening the same BO name, because the first
1602    * use of a mapping of the buffer involves a bunch of page faulting which is
1603    * moderately expensive.
1604    */
1605   struct intel_mipmap_tree *last_mt;
1606   if (num_samples == 0)
1607      last_mt = rb->mt;
1608   else
1609      last_mt = rb->singlesample_mt;
1610
1611   uint32_t old_name = 0;
1612   if (last_mt) {
1613       /* The bo already has a name because the miptree was created by a
1614	* previous call to intel_process_dri2_buffer(). If a bo already has a
1615	* name, then drm_intel_bo_flink() is a low-cost getter.  It does not
1616	* create a new name.
1617	*/
1618      drm_intel_bo_flink(last_mt->bo, &old_name);
1619   }
1620
1621   if (old_name == buffer->name)
1622      return;
1623
1624   if (unlikely(INTEL_DEBUG & DEBUG_DRI)) {
1625      fprintf(stderr,
1626              "attaching buffer %d, at %d, cpp %d, pitch %d\n",
1627              buffer->name, buffer->attachment,
1628              buffer->cpp, buffer->pitch);
1629   }
1630
1631   bo = drm_intel_bo_gem_create_from_name(brw->bufmgr, buffer_name,
1632                                          buffer->name);
1633   if (!bo) {
1634      fprintf(stderr,
1635              "Failed to open BO for returned DRI2 buffer "
1636              "(%dx%d, %s, named %d).\n"
1637              "This is likely a bug in the X Server that will lead to a "
1638              "crash soon.\n",
1639              drawable->w, drawable->h, buffer_name, buffer->name);
1640      return;
1641   }
1642
1643   intel_update_winsys_renderbuffer_miptree(brw, rb, bo,
1644                                            drawable->w, drawable->h,
1645                                            buffer->pitch);
1646
1647   if (_mesa_is_front_buffer_drawing(fb) &&
1648       (buffer->attachment == __DRI_BUFFER_FRONT_LEFT ||
1649        buffer->attachment == __DRI_BUFFER_FAKE_FRONT_LEFT) &&
1650       rb->Base.Base.NumSamples > 1) {
1651      intel_renderbuffer_upsample(brw, rb);
1652   }
1653
1654   assert(rb->mt);
1655
1656   drm_intel_bo_unreference(bo);
1657}
1658
1659/**
1660 * \brief Query DRI image loader to obtain a DRIdrawable's buffers.
1661 *
1662 * To determine which DRI buffers to request, examine the renderbuffers
1663 * attached to the drawable's framebuffer. Then request the buffers from
1664 * the image loader
1665 *
1666 * This is called from intel_update_renderbuffers().
1667 *
1668 * \param drawable      Drawable whose buffers are queried.
1669 * \param buffers       [out] List of buffers returned by DRI2 query.
1670 * \param buffer_count  [out] Number of buffers returned.
1671 *
1672 * \see intel_update_renderbuffers()
1673 */
1674
1675static void
1676intel_update_image_buffer(struct brw_context *intel,
1677                          __DRIdrawable *drawable,
1678                          struct intel_renderbuffer *rb,
1679                          __DRIimage *buffer,
1680                          enum __DRIimageBufferMask buffer_type)
1681{
1682   struct gl_framebuffer *fb = drawable->driverPrivate;
1683
1684   if (!rb || !buffer->bo)
1685      return;
1686
1687   unsigned num_samples = rb->Base.Base.NumSamples;
1688
1689   /* Check and see if we're already bound to the right
1690    * buffer object
1691    */
1692   struct intel_mipmap_tree *last_mt;
1693   if (num_samples == 0)
1694      last_mt = rb->mt;
1695   else
1696      last_mt = rb->singlesample_mt;
1697
1698   if (last_mt && last_mt->bo == buffer->bo)
1699      return;
1700
1701   intel_update_winsys_renderbuffer_miptree(intel, rb, buffer->bo,
1702                                            buffer->width, buffer->height,
1703                                            buffer->pitch);
1704
1705   if (_mesa_is_front_buffer_drawing(fb) &&
1706       buffer_type == __DRI_IMAGE_BUFFER_FRONT &&
1707       rb->Base.Base.NumSamples > 1) {
1708      intel_renderbuffer_upsample(intel, rb);
1709   }
1710}
1711
1712static void
1713intel_update_image_buffers(struct brw_context *brw, __DRIdrawable *drawable)
1714{
1715   struct gl_framebuffer *fb = drawable->driverPrivate;
1716   __DRIscreen *screen = brw->intelScreen->driScrnPriv;
1717   struct intel_renderbuffer *front_rb;
1718   struct intel_renderbuffer *back_rb;
1719   struct __DRIimageList images;
1720   unsigned int format;
1721   uint32_t buffer_mask = 0;
1722   int ret;
1723
1724   front_rb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
1725   back_rb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
1726
1727   if (back_rb)
1728      format = intel_rb_format(back_rb);
1729   else if (front_rb)
1730      format = intel_rb_format(front_rb);
1731   else
1732      return;
1733
1734   if (front_rb && (_mesa_is_front_buffer_drawing(fb) ||
1735                    _mesa_is_front_buffer_reading(fb) || !back_rb)) {
1736      buffer_mask |= __DRI_IMAGE_BUFFER_FRONT;
1737   }
1738
1739   if (back_rb)
1740      buffer_mask |= __DRI_IMAGE_BUFFER_BACK;
1741
1742   ret = screen->image.loader->getBuffers(drawable,
1743                                          driGLFormatToImageFormat(format),
1744                                          &drawable->dri2.stamp,
1745                                          drawable->loaderPrivate,
1746                                          buffer_mask,
1747                                          &images);
1748   if (!ret)
1749      return;
1750
1751   if (images.image_mask & __DRI_IMAGE_BUFFER_FRONT) {
1752      drawable->w = images.front->width;
1753      drawable->h = images.front->height;
1754      intel_update_image_buffer(brw,
1755                                drawable,
1756                                front_rb,
1757                                images.front,
1758                                __DRI_IMAGE_BUFFER_FRONT);
1759   }
1760   if (images.image_mask & __DRI_IMAGE_BUFFER_BACK) {
1761      drawable->w = images.back->width;
1762      drawable->h = images.back->height;
1763      intel_update_image_buffer(brw,
1764                                drawable,
1765                                back_rb,
1766                                images.back,
1767                                __DRI_IMAGE_BUFFER_BACK);
1768   }
1769}
1770