brw_context.c revision 9308f298300beaa757194a0db8ed50924754c011
1/* 2 Copyright (C) Intel Corp. 2006. All Rights Reserved. 3 Intel funded Tungsten Graphics (http://www.tungstengraphics.com) to 4 develop this 3D driver. 5 6 Permission is hereby granted, free of charge, to any person obtaining 7 a copy of this software and associated documentation files (the 8 "Software"), to deal in the Software without restriction, including 9 without limitation the rights to use, copy, modify, merge, publish, 10 distribute, sublicense, and/or sell copies of the Software, and to 11 permit persons to whom the Software is furnished to do so, subject to 12 the following conditions: 13 14 The above copyright notice and this permission notice (including the 15 next paragraph) shall be included in all copies or substantial 16 portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 19 EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 22 LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 23 OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 24 WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 26 **********************************************************************/ 27 /* 28 * Authors: 29 * Keith Whitwell <keith@tungstengraphics.com> 30 */ 31 32 33#include "main/imports.h" 34#include "main/macros.h" 35#include "main/simple_list.h" 36 37#include "vbo/vbo_context.h" 38 39#include "brw_context.h" 40#include "brw_defines.h" 41#include "brw_draw.h" 42#include "brw_state.h" 43 44#include "gen6_hiz.h" 45 46#include "intel_fbo.h" 47#include "intel_mipmap_tree.h" 48#include "intel_regions.h" 49#include "intel_span.h" 50#include "intel_tex.h" 51#include "intel_tex_obj.h" 52 53#include "tnl/t_pipeline.h" 54#include "glsl/ralloc.h" 55 56/*************************************** 57 * Mesa's Driver Functions 58 ***************************************/ 59 60/** 61 * \brief Prepare for entry into glBegin/glEnd block. 62 * 63 * Resolve buffers before entering a glBegin/glEnd block. This is 64 * necessary to prevent recursive calls to FLUSH_VERTICES. 65 * 66 * This resolves the depth buffer of each enabled depth texture and the HiZ 67 * buffer of the attached depth renderbuffer. 68 * 69 * Details 70 * ------- 71 * When vertices are queued during a glBegin/glEnd block, those vertices must 72 * be drawn before any rendering state changes. To ensure this, Mesa calls 73 * FLUSH_VERTICES as a prehook to such state changes. Therefore, 74 * FLUSH_VERTICES itself cannot change rendering state without falling into a 75 * recursive trap. 76 * 77 * This precludes meta-ops, namely buffer resolves, from occurring while any 78 * vertices are queued. To prevent that situation, we resolve some buffers on 79 * entering a glBegin/glEnd 80 * 81 * \see brwCleanupExecEnd() 82 */ 83static void brwPrepareExecBegin(struct gl_context *ctx) 84{ 85 struct brw_context *brw = brw_context(ctx); 86 struct intel_context *intel = &brw->intel; 87 struct intel_renderbuffer *draw_irb; 88 struct intel_texture_object *tex_obj; 89 90 if (!intel->has_hiz) { 91 /* The context uses no feature that requires buffer resolves. */ 92 return; 93 } 94 95 /* Resolve each enabled texture. */ 96 for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { 97 if (!ctx->Texture.Unit[i]._ReallyEnabled) 98 continue; 99 tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); 100 if (!tex_obj || !tex_obj->mt) 101 continue; 102 intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt); 103 } 104 105 /* Resolve the attached depth buffer. */ 106 draw_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); 107 if (draw_irb) { 108 intel_renderbuffer_resolve_hiz(intel, draw_irb); 109 } 110} 111 112static void brwInitDriverFunctions( struct dd_function_table *functions ) 113{ 114 intelInitDriverFunctions( functions ); 115 116 brwInitFragProgFuncs( functions ); 117 brw_init_queryobj_functions(functions); 118 119 functions->PrepareExecBegin = brwPrepareExecBegin; 120} 121 122bool 123brwCreateContext(int api, 124 const struct gl_config *mesaVis, 125 __DRIcontext *driContextPriv, 126 void *sharedContextPrivate) 127{ 128 struct dd_function_table functions; 129 struct brw_context *brw = rzalloc(NULL, struct brw_context); 130 struct intel_context *intel = &brw->intel; 131 struct gl_context *ctx = &intel->ctx; 132 unsigned i; 133 134 if (!brw) { 135 printf("%s: failed to alloc context\n", __FUNCTION__); 136 return false; 137 } 138 139 brwInitDriverFunctions( &functions ); 140 141 if (!intelInitContext( intel, api, mesaVis, driContextPriv, 142 sharedContextPrivate, &functions )) { 143 printf("%s: failed to init intel context\n", __FUNCTION__); 144 FREE(brw); 145 return false; 146 } 147 148 brwInitVtbl( brw ); 149 150 brw_init_surface_formats(brw); 151 152 /* Initialize swrast, tnl driver tables: */ 153 intelInitSpanFuncs(ctx); 154 155 TNL_CONTEXT(ctx)->Driver.RunPipeline = _tnl_run_pipeline; 156 157 ctx->Const.MaxDrawBuffers = BRW_MAX_DRAW_BUFFERS; 158 ctx->Const.MaxTextureImageUnits = BRW_MAX_TEX_UNIT; 159 ctx->Const.MaxTextureCoordUnits = 8; /* Mesa limit */ 160 ctx->Const.MaxTextureUnits = MIN2(ctx->Const.MaxTextureCoordUnits, 161 ctx->Const.MaxTextureImageUnits); 162 ctx->Const.MaxVertexTextureImageUnits = BRW_MAX_TEX_UNIT; 163 ctx->Const.MaxCombinedTextureImageUnits = 164 ctx->Const.MaxVertexTextureImageUnits + 165 ctx->Const.MaxTextureImageUnits; 166 167 ctx->Const.MaxTextureLevels = 14; /* 8192 */ 168 if (ctx->Const.MaxTextureLevels > MAX_TEXTURE_LEVELS) 169 ctx->Const.MaxTextureLevels = MAX_TEXTURE_LEVELS; 170 ctx->Const.Max3DTextureLevels = 9; 171 ctx->Const.MaxCubeTextureLevels = 12; 172 /* minimum maximum. Users are likely to run into memory problems 173 * even at this size, since 64 * 2048 * 2048 * 4 = 1GB and we can't 174 * address that much. 175 */ 176 ctx->Const.MaxArrayTextureLayers = 64; 177 ctx->Const.MaxTextureRectSize = (1<<12); 178 179 ctx->Const.MaxTextureMaxAnisotropy = 16.0; 180 181 /* Hardware only supports a limited number of transform feedback buffers. 182 * So we need to override the Mesa default (which is based only on software 183 * limits). 184 */ 185 ctx->Const.MaxTransformFeedbackSeparateAttribs = BRW_MAX_SOL_BUFFERS; 186 187 /* On Gen6, in the worst case, we use up one binding table entry per 188 * transform feedback component (see comments above the definition of 189 * BRW_MAX_SOL_BINDINGS, in brw_context.h), so we need to advertise a value 190 * for MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS equal to 191 * BRW_MAX_SOL_BINDINGS. 192 * 193 * In "separate components" mode, we need to divide this value by 194 * BRW_MAX_SOL_BUFFERS, so that the total number of binding table entries 195 * used up by all buffers will not exceed BRW_MAX_SOL_BINDINGS. 196 */ 197 ctx->Const.MaxTransformFeedbackInterleavedComponents = BRW_MAX_SOL_BINDINGS; 198 ctx->Const.MaxTransformFeedbackSeparateComponents = 199 BRW_MAX_SOL_BINDINGS / BRW_MAX_SOL_BUFFERS; 200 201 /* if conformance mode is set, swrast can handle any size AA point */ 202 ctx->Const.MaxPointSizeAA = 255.0; 203 204 /* We want the GLSL compiler to emit code that uses condition codes */ 205 for (i = 0; i <= MESA_SHADER_FRAGMENT; i++) { 206 ctx->ShaderCompilerOptions[i].MaxIfDepth = intel->gen < 6 ? 16 : UINT_MAX; 207 ctx->ShaderCompilerOptions[i].EmitCondCodes = true; 208 ctx->ShaderCompilerOptions[i].EmitNVTempInitialization = true; 209 ctx->ShaderCompilerOptions[i].EmitNoNoise = true; 210 ctx->ShaderCompilerOptions[i].EmitNoMainReturn = true; 211 ctx->ShaderCompilerOptions[i].EmitNoIndirectInput = true; 212 ctx->ShaderCompilerOptions[i].EmitNoIndirectOutput = true; 213 214 ctx->ShaderCompilerOptions[i].EmitNoIndirectUniform = 215 (i == MESA_SHADER_FRAGMENT); 216 ctx->ShaderCompilerOptions[i].EmitNoIndirectTemp = 217 (i == MESA_SHADER_FRAGMENT); 218 ctx->ShaderCompilerOptions[i].LowerClipDistance = true; 219 } 220 221 ctx->Const.VertexProgram.MaxNativeInstructions = (16 * 1024); 222 ctx->Const.VertexProgram.MaxAluInstructions = 0; 223 ctx->Const.VertexProgram.MaxTexInstructions = 0; 224 ctx->Const.VertexProgram.MaxTexIndirections = 0; 225 ctx->Const.VertexProgram.MaxNativeAluInstructions = 0; 226 ctx->Const.VertexProgram.MaxNativeTexInstructions = 0; 227 ctx->Const.VertexProgram.MaxNativeTexIndirections = 0; 228 ctx->Const.VertexProgram.MaxNativeAttribs = 16; 229 ctx->Const.VertexProgram.MaxNativeTemps = 256; 230 ctx->Const.VertexProgram.MaxNativeAddressRegs = 1; 231 ctx->Const.VertexProgram.MaxNativeParameters = 1024; 232 ctx->Const.VertexProgram.MaxEnvParams = 233 MIN2(ctx->Const.VertexProgram.MaxNativeParameters, 234 ctx->Const.VertexProgram.MaxEnvParams); 235 236 ctx->Const.FragmentProgram.MaxNativeInstructions = (16 * 1024); 237 ctx->Const.FragmentProgram.MaxNativeAluInstructions = (16 * 1024); 238 ctx->Const.FragmentProgram.MaxNativeTexInstructions = (16 * 1024); 239 ctx->Const.FragmentProgram.MaxNativeTexIndirections = (16 * 1024); 240 ctx->Const.FragmentProgram.MaxNativeAttribs = 12; 241 ctx->Const.FragmentProgram.MaxNativeTemps = 256; 242 ctx->Const.FragmentProgram.MaxNativeAddressRegs = 0; 243 ctx->Const.FragmentProgram.MaxNativeParameters = 1024; 244 ctx->Const.FragmentProgram.MaxEnvParams = 245 MIN2(ctx->Const.FragmentProgram.MaxNativeParameters, 246 ctx->Const.FragmentProgram.MaxEnvParams); 247 248 /* Fragment shaders use real, 32-bit twos-complement integers for all 249 * integer types. 250 */ 251 ctx->Const.FragmentProgram.LowInt.RangeMin = 31; 252 ctx->Const.FragmentProgram.LowInt.RangeMax = 30; 253 ctx->Const.FragmentProgram.LowInt.Precision = 0; 254 ctx->Const.FragmentProgram.HighInt = ctx->Const.FragmentProgram.MediumInt 255 = ctx->Const.FragmentProgram.LowInt; 256 257 /* Gen6 converts quads to polygon in beginning of 3D pipeline, 258 but we're not sure how it's actually done for vertex order, 259 that affect provoking vertex decision. Always use last vertex 260 convention for quad primitive which works as expected for now. */ 261 if (intel->gen >= 6) 262 ctx->Const.QuadsFollowProvokingVertexConvention = false; 263 264 if (intel->is_g4x || intel->gen >= 5) { 265 brw->CMD_VF_STATISTICS = GM45_3DSTATE_VF_STATISTICS; 266 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_GM45; 267 brw->has_surface_tile_offset = true; 268 if (intel->gen < 6) 269 brw->has_compr4 = true; 270 brw->has_aa_line_parameters = true; 271 brw->has_pln = true; 272 } else { 273 brw->CMD_VF_STATISTICS = GEN4_3DSTATE_VF_STATISTICS; 274 brw->CMD_PIPELINE_SELECT = CMD_PIPELINE_SELECT_965; 275 } 276 277 /* WM maximum threads is number of EUs times number of threads per EU. */ 278 if (intel->gen >= 7) { 279 if (intel->gt == 1) { 280 brw->max_wm_threads = 86; 281 brw->max_vs_threads = 36; 282 brw->max_gs_threads = 36; 283 brw->urb.size = 128; 284 brw->urb.max_vs_entries = 512; 285 brw->urb.max_gs_entries = 192; 286 } else if (intel->gt == 2) { 287 brw->max_wm_threads = 86; 288 brw->max_vs_threads = 128; 289 brw->max_gs_threads = 128; 290 brw->urb.size = 256; 291 brw->urb.max_vs_entries = 704; 292 brw->urb.max_gs_entries = 320; 293 } else { 294 assert(!"Unknown gen7 device."); 295 } 296 } else if (intel->gen == 6) { 297 if (intel->gt == 2) { 298 /* This could possibly be 80, but is supposed to require 299 * disabling of WIZ hashing (bit 6 of GT_MODE, 0x20d0) and a 300 * GPU reset to change. 301 */ 302 brw->max_wm_threads = 40; 303 brw->max_vs_threads = 60; 304 brw->max_gs_threads = 60; 305 brw->urb.size = 64; /* volume 5c.5 section 5.1 */ 306 brw->urb.max_vs_entries = 256; /* volume 2a (see 3DSTATE_URB) */ 307 brw->urb.max_gs_entries = 256; 308 } else { 309 brw->max_wm_threads = 40; 310 brw->max_vs_threads = 24; 311 brw->max_gs_threads = 21; /* conservative; 24 if rendering disabled */ 312 brw->urb.size = 32; /* volume 5c.5 section 5.1 */ 313 brw->urb.max_vs_entries = 128; /* volume 2a (see 3DSTATE_URB) */ 314 brw->urb.max_gs_entries = 256; 315 } 316 brw->urb.gen6_gs_previously_active = false; 317 } else if (intel->gen == 5) { 318 brw->urb.size = 1024; 319 brw->max_vs_threads = 72; 320 brw->max_gs_threads = 32; 321 brw->max_wm_threads = 12 * 6; 322 } else if (intel->is_g4x) { 323 brw->urb.size = 384; 324 brw->max_vs_threads = 32; 325 brw->max_gs_threads = 2; 326 brw->max_wm_threads = 10 * 5; 327 } else if (intel->gen < 6) { 328 brw->urb.size = 256; 329 brw->max_vs_threads = 16; 330 brw->max_gs_threads = 2; 331 brw->max_wm_threads = 8 * 4; 332 brw->has_negative_rhw_bug = true; 333 } 334 335 brw_init_state( brw ); 336 337 brw->curbe.last_buf = calloc(1, 4096); 338 brw->curbe.next_buf = calloc(1, 4096); 339 340 brw->state.dirty.mesa = ~0; 341 brw->state.dirty.brw = ~0; 342 343 brw->emit_state_always = 0; 344 345 intel->batch.need_workaround_flush = true; 346 347 ctx->VertexProgram._MaintainTnlProgram = true; 348 ctx->FragmentProgram._MaintainTexEnvProgram = true; 349 350 brw_draw_init( brw ); 351 352 brw->new_vs_backend = (getenv("INTEL_OLD_VS") == NULL); 353 brw->precompile = driQueryOptionb(&intel->optionCache, "shader_precompile"); 354 355 /* If we're using the new shader backend, we require integer uniforms 356 * stored as actual integers. 357 */ 358 if (brw->new_vs_backend) { 359 ctx->Const.NativeIntegers = true; 360 ctx->Const.UniformBooleanTrue = 1; 361 } 362 363 return true; 364} 365 366