| /************************************************************************** |
| * |
| * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. |
| * All Rights Reserved. |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the |
| * "Software"), to deal in the Software without restriction, including |
| * without limitation the rights to use, copy, modify, merge, publish, |
| * distribute, sub license, and/or sell copies of the Software, and to |
| * permit persons to whom the Software is furnished to do so, subject to |
| * the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the |
| * next paragraph) shall be included in all copies or substantial portions |
| * of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
| * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. |
| * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS BE LIABLE FOR |
| * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
| * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
| * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
| * |
| **************************************************************************/ |
| |
| |
| #include "main/glheader.h" |
| #include "main/context.h" |
| #include "main/state.h" |
| #include "main/enums.h" |
| #include "tnl/tnl.h" |
| #include "vbo/vbo_context.h" |
| #include "swrast/swrast.h" |
| #include "swrast_setup/swrast_setup.h" |
| |
| #include "brw_draw.h" |
| #include "brw_defines.h" |
| #include "brw_context.h" |
| #include "brw_state.h" |
| #include "brw_fallback.h" |
| |
| #include "intel_batchbuffer.h" |
| #include "intel_buffer_objects.h" |
| |
| #define FILE_DEBUG_FLAG DEBUG_BATCH |
| |
| static GLuint prim_to_hw_prim[GL_POLYGON+1] = { |
| _3DPRIM_POINTLIST, |
| _3DPRIM_LINELIST, |
| _3DPRIM_LINELOOP, |
| _3DPRIM_LINESTRIP, |
| _3DPRIM_TRILIST, |
| _3DPRIM_TRISTRIP, |
| _3DPRIM_TRIFAN, |
| _3DPRIM_QUADLIST, |
| _3DPRIM_QUADSTRIP, |
| _3DPRIM_POLYGON |
| }; |
| |
| |
| static const GLenum reduced_prim[GL_POLYGON+1] = { |
| GL_POINTS, |
| GL_LINES, |
| GL_LINES, |
| GL_LINES, |
| GL_TRIANGLES, |
| GL_TRIANGLES, |
| GL_TRIANGLES, |
| GL_TRIANGLES, |
| GL_TRIANGLES, |
| GL_TRIANGLES |
| }; |
| |
| |
| /* When the primitive changes, set a state bit and re-validate. Not |
| * the nicest and would rather deal with this by having all the |
| * programs be immune to the active primitive (ie. cope with all |
| * possibilities). That may not be realistic however. |
| */ |
| static GLuint brw_set_prim(struct brw_context *brw, GLenum prim) |
| { |
| GLcontext *ctx = &brw->intel.ctx; |
| |
| if (INTEL_DEBUG & DEBUG_PRIMS) |
| _mesa_printf("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim)); |
| |
| /* Slight optimization to avoid the GS program when not needed: |
| */ |
| if (prim == GL_QUAD_STRIP && |
| ctx->Light.ShadeModel != GL_FLAT && |
| ctx->Polygon.FrontMode == GL_FILL && |
| ctx->Polygon.BackMode == GL_FILL) |
| prim = GL_TRIANGLE_STRIP; |
| |
| if (prim != brw->primitive) { |
| brw->primitive = prim; |
| brw->state.dirty.brw |= BRW_NEW_PRIMITIVE; |
| |
| if (reduced_prim[prim] != brw->intel.reduced_primitive) { |
| brw->intel.reduced_primitive = reduced_prim[prim]; |
| brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE; |
| } |
| } |
| |
| return prim_to_hw_prim[prim]; |
| } |
| |
| |
| static GLuint trim(GLenum prim, GLuint length) |
| { |
| if (prim == GL_QUAD_STRIP) |
| return length > 3 ? (length - length % 2) : 0; |
| else if (prim == GL_QUADS) |
| return length - length % 4; |
| else |
| return length; |
| } |
| |
| |
| static void brw_emit_prim(struct brw_context *brw, |
| const struct _mesa_prim *prim, |
| uint32_t hw_prim) |
| { |
| struct brw_3d_primitive prim_packet; |
| struct intel_context *intel = &brw->intel; |
| |
| if (INTEL_DEBUG & DEBUG_PRIMS) |
| _mesa_printf("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode), |
| prim->start, prim->count); |
| |
| prim_packet.header.opcode = CMD_3D_PRIM; |
| prim_packet.header.length = sizeof(prim_packet)/4 - 2; |
| prim_packet.header.pad = 0; |
| prim_packet.header.topology = hw_prim; |
| prim_packet.header.indexed = prim->indexed; |
| |
| prim_packet.verts_per_instance = trim(prim->mode, prim->count); |
| prim_packet.start_vert_location = prim->start; |
| if (prim->indexed) |
| prim_packet.start_vert_location += brw->ib.start_vertex_offset; |
| prim_packet.instance_count = 1; |
| prim_packet.start_instance_location = 0; |
| prim_packet.base_vert_location = prim->basevertex; |
| |
| /* Can't wrap here, since we rely on the validated state. */ |
| intel->no_batch_wrap = GL_TRUE; |
| |
| /* If we're set to always flush, do it before and after the primitive emit. |
| * We want to catch both missed flushes that hurt instruction/state cache |
| * and missed flushes of the render cache as it heads to other parts of |
| * the besides the draw code. |
| */ |
| if (intel->always_flush_cache) { |
| intel_batchbuffer_emit_mi_flush(intel->batch); |
| } |
| if (prim_packet.verts_per_instance) { |
| intel_batchbuffer_data( brw->intel.batch, &prim_packet, |
| sizeof(prim_packet)); |
| } |
| if (intel->always_flush_cache) { |
| intel_batchbuffer_emit_mi_flush(intel->batch); |
| } |
| |
| intel->no_batch_wrap = GL_FALSE; |
| } |
| |
| static void brw_merge_inputs( struct brw_context *brw, |
| const struct gl_client_array *arrays[]) |
| { |
| struct brw_vertex_info old = brw->vb.info; |
| GLuint i; |
| |
| for (i = 0; i < VERT_ATTRIB_MAX; i++) |
| dri_bo_unreference(brw->vb.inputs[i].bo); |
| |
| memset(&brw->vb.inputs, 0, sizeof(brw->vb.inputs)); |
| memset(&brw->vb.info, 0, sizeof(brw->vb.info)); |
| |
| for (i = 0; i < VERT_ATTRIB_MAX; i++) { |
| brw->vb.inputs[i].glarray = arrays[i]; |
| brw->vb.inputs[i].attrib = (gl_vert_attrib) i; |
| |
| if (arrays[i]->StrideB != 0) |
| brw->vb.info.sizes[i/16] |= (brw->vb.inputs[i].glarray->Size - 1) << |
| ((i%16) * 2); |
| } |
| |
| /* Raise statechanges if input sizes have changed. */ |
| if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0) |
| brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS; |
| } |
| |
| /* XXX: could split the primitive list to fallback only on the |
| * non-conformant primitives. |
| */ |
| static GLboolean check_fallbacks( struct brw_context *brw, |
| const struct _mesa_prim *prim, |
| GLuint nr_prims ) |
| { |
| GLcontext *ctx = &brw->intel.ctx; |
| GLuint i; |
| |
| /* If we don't require strict OpenGL conformance, never |
| * use fallbacks. If we're forcing fallbacks, always |
| * use fallfacks. |
| */ |
| if (brw->intel.conformance_mode == 0) |
| return GL_FALSE; |
| |
| if (brw->intel.conformance_mode == 2) |
| return GL_TRUE; |
| |
| if (ctx->Polygon.SmoothFlag) { |
| for (i = 0; i < nr_prims; i++) |
| if (reduced_prim[prim[i].mode] == GL_TRIANGLES) |
| return GL_TRUE; |
| } |
| |
| /* BRW hardware will do AA lines, but they are non-conformant it |
| * seems. TBD whether we keep this fallback: |
| */ |
| if (ctx->Line.SmoothFlag) { |
| for (i = 0; i < nr_prims; i++) |
| if (reduced_prim[prim[i].mode] == GL_LINES) |
| return GL_TRUE; |
| } |
| |
| /* Stipple -- these fallbacks could be resolved with a little |
| * bit of work? |
| */ |
| if (ctx->Line.StippleFlag) { |
| for (i = 0; i < nr_prims; i++) { |
| /* GS doesn't get enough information to know when to reset |
| * the stipple counter?!? |
| */ |
| if (prim[i].mode == GL_LINE_LOOP || prim[i].mode == GL_LINE_STRIP) |
| return GL_TRUE; |
| |
| if (prim[i].mode == GL_POLYGON && |
| (ctx->Polygon.FrontMode == GL_LINE || |
| ctx->Polygon.BackMode == GL_LINE)) |
| return GL_TRUE; |
| } |
| } |
| |
| if (ctx->Point.SmoothFlag) { |
| for (i = 0; i < nr_prims; i++) |
| if (prim[i].mode == GL_POINTS) |
| return GL_TRUE; |
| } |
| |
| /* BRW hardware doesn't handle GL_CLAMP texturing correctly; |
| * brw_wm_sampler_state:translate_wrap_mode() treats GL_CLAMP |
| * as GL_CLAMP_TO_EDGE instead. If we're using GL_CLAMP, and |
| * we want strict conformance, force the fallback. |
| * Right now, we only do this for 2D textures. |
| */ |
| { |
| int u; |
| for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { |
| struct gl_texture_unit *texUnit = &ctx->Texture.Unit[u]; |
| if (texUnit->Enabled) { |
| if (texUnit->Enabled & TEXTURE_1D_BIT) { |
| if (texUnit->CurrentTex[TEXTURE_1D_INDEX]->WrapS == GL_CLAMP) { |
| return GL_TRUE; |
| } |
| } |
| if (texUnit->Enabled & TEXTURE_2D_BIT) { |
| if (texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapS == GL_CLAMP || |
| texUnit->CurrentTex[TEXTURE_2D_INDEX]->WrapT == GL_CLAMP) { |
| return GL_TRUE; |
| } |
| } |
| if (texUnit->Enabled & TEXTURE_3D_BIT) { |
| if (texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapS == GL_CLAMP || |
| texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapT == GL_CLAMP || |
| texUnit->CurrentTex[TEXTURE_3D_INDEX]->WrapR == GL_CLAMP) { |
| return GL_TRUE; |
| } |
| } |
| } |
| } |
| } |
| |
| /* Nothing stopping us from the fast path now */ |
| return GL_FALSE; |
| } |
| |
| /* May fail if out of video memory for texture or vbo upload, or on |
| * fallback conditions. |
| */ |
| static GLboolean brw_try_draw_prims( GLcontext *ctx, |
| const struct gl_client_array *arrays[], |
| const struct _mesa_prim *prim, |
| GLuint nr_prims, |
| const struct _mesa_index_buffer *ib, |
| GLuint min_index, |
| GLuint max_index ) |
| { |
| struct intel_context *intel = intel_context(ctx); |
| struct brw_context *brw = brw_context(ctx); |
| GLboolean retval = GL_FALSE; |
| GLboolean warn = GL_FALSE; |
| GLboolean first_time = GL_TRUE; |
| GLuint i; |
| |
| if (ctx->NewState) |
| _mesa_update_state( ctx ); |
| |
| /* We have to validate the textures *before* checking for fallbacks; |
| * otherwise, the software fallback won't be able to rely on the |
| * texture state, the firstLevel and lastLevel fields won't be |
| * set in the intel texture object (they'll both be 0), and the |
| * software fallback will segfault if it attempts to access any |
| * texture level other than level 0. |
| */ |
| brw_validate_textures( brw ); |
| |
| if (check_fallbacks(brw, prim, nr_prims)) |
| return GL_FALSE; |
| |
| /* Bind all inputs, derive varying and size information: |
| */ |
| brw_merge_inputs( brw, arrays ); |
| |
| brw->ib.ib = ib; |
| brw->state.dirty.brw |= BRW_NEW_INDICES; |
| |
| brw->vb.min_index = min_index; |
| brw->vb.max_index = max_index; |
| brw->state.dirty.brw |= BRW_NEW_VERTICES; |
| |
| /* Have to validate state quite late. Will rebuild tnl_program, |
| * which depends on varying information. |
| * |
| * Note this is where brw->vs->prog_data.inputs_read is calculated, |
| * so can't access it earlier. |
| */ |
| |
| for (i = 0; i < nr_prims; i++) { |
| uint32_t hw_prim; |
| |
| /* Flush the batch if it's approaching full, so that we don't wrap while |
| * we've got validated state that needs to be in the same batch as the |
| * primitives. This fraction is just a guess (minimal full state plus |
| * a primitive is around 512 bytes), and would be better if we had |
| * an upper bound of how much we might emit in a single |
| * brw_try_draw_prims(). |
| */ |
| intel_batchbuffer_require_space(intel->batch, intel->batch->size / 4); |
| |
| hw_prim = brw_set_prim(brw, prim[i].mode); |
| |
| if (first_time || (brw->state.dirty.brw & BRW_NEW_PRIMITIVE)) { |
| first_time = GL_FALSE; |
| |
| brw_validate_state(brw); |
| |
| /* Various fallback checks: */ |
| if (brw->intel.Fallback) |
| goto out; |
| |
| /* Check that we can fit our state in with our existing batchbuffer, or |
| * flush otherwise. |
| */ |
| if (dri_bufmgr_check_aperture_space(brw->state.validated_bos, |
| brw->state.validated_bo_count)) { |
| static GLboolean warned; |
| intel_batchbuffer_flush(intel->batch); |
| |
| /* Validate the state after we flushed the batch (which would have |
| * changed the set of dirty state). If we still fail to |
| * check_aperture, warn of what's happening, but attempt to continue |
| * on since it may succeed anyway, and the user would probably rather |
| * see a failure and a warning than a fallback. |
| */ |
| brw_validate_state(brw); |
| if (!warned && |
| dri_bufmgr_check_aperture_space(brw->state.validated_bos, |
| brw->state.validated_bo_count)) { |
| warn = GL_TRUE; |
| warned = GL_TRUE; |
| } |
| } |
| |
| brw_upload_state(brw); |
| } |
| |
| brw_emit_prim(brw, &prim[i], hw_prim); |
| |
| retval = GL_TRUE; |
| } |
| |
| if (intel->always_flush_batch) |
| intel_batchbuffer_flush(intel->batch); |
| out: |
| |
| brw_state_cache_check_size(brw); |
| |
| if (warn) |
| fprintf(stderr, "i965: Single primitive emit potentially exceeded " |
| "available aperture space\n"); |
| |
| if (!retval) |
| DBG("%s failed\n", __FUNCTION__); |
| |
| return retval; |
| } |
| |
| void brw_draw_prims( GLcontext *ctx, |
| const struct gl_client_array *arrays[], |
| const struct _mesa_prim *prim, |
| GLuint nr_prims, |
| const struct _mesa_index_buffer *ib, |
| GLboolean index_bounds_valid, |
| GLuint min_index, |
| GLuint max_index ) |
| { |
| GLboolean retval; |
| |
| if (!vbo_all_varyings_in_vbos(arrays)) { |
| if (!index_bounds_valid) |
| vbo_get_minmax_index(ctx, prim, ib, &min_index, &max_index); |
| |
| /* Decide if we want to rebase. If so we end up recursing once |
| * only into this function. |
| */ |
| if (min_index != 0) { |
| vbo_rebase_prims(ctx, arrays, |
| prim, nr_prims, |
| ib, min_index, max_index, |
| brw_draw_prims ); |
| return; |
| } |
| } |
| |
| /* Make a first attempt at drawing: |
| */ |
| retval = brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); |
| |
| /* Otherwise, we really are out of memory. Pass the drawing |
| * command to the software tnl module and which will in turn call |
| * swrast to do the drawing. |
| */ |
| if (!retval) { |
| _swsetup_Wakeup(ctx); |
| _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index); |
| } |
| |
| } |
| |
| void brw_draw_init( struct brw_context *brw ) |
| { |
| GLcontext *ctx = &brw->intel.ctx; |
| struct vbo_context *vbo = vbo_context(ctx); |
| |
| /* Register our drawing function: |
| */ |
| vbo->draw_prims = brw_draw_prims; |
| } |
| |
| void brw_draw_destroy( struct brw_context *brw ) |
| { |
| int i; |
| |
| if (brw->vb.upload.bo != NULL) { |
| dri_bo_unreference(brw->vb.upload.bo); |
| brw->vb.upload.bo = NULL; |
| } |
| |
| for (i = 0; i < VERT_ATTRIB_MAX; i++) { |
| dri_bo_unreference(brw->vb.inputs[i].bo); |
| brw->vb.inputs[i].bo = NULL; |
| } |
| |
| dri_bo_unreference(brw->ib.bo); |
| brw->ib.bo = NULL; |
| } |