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authorMark Mueller <MarkKMueller@gmail.com>2013-12-09 09:12:28 -0800
committerMark Mueller <MarkKMueller@gmail.com>2014-01-13 09:44:31 -0800
commitc52be03c9255991b6015902a73bb854e0a027628 (patch)
tree175b1912b6bedba433b442ba798408be5748525a
parent7e46c4102afacfeb54b6ca01ddfc6d296ac5c45d (diff)
Fix typo
-rw-r--r--src/mesa/drivers/dri/i965/brw_drawHold.c565
-rw-r--r--src/mesa/drivers/dri/i965/brw_surface_formats.c2
2 files changed, 566 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_drawHold.c b/src/mesa/drivers/dri/i965/brw_drawHold.c
new file mode 100644
index 0000000000..30f95293a3
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_drawHold.c
@@ -0,0 +1,565 @@
+/**************************************************************************
+ *
+ * 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 <sys/errno.h>
+
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/condrender.h"
+#include "main/samplerobj.h"
+#include "main/state.h"
+#include "main/enums.h"
+#include "main/macros.h"
+#include "main/transformfeedback.h"
+#include "tnl/tnl.h"
+#include "vbo/vbo_context.h"
+#include "swrast/swrast.h"
+#include "swrast_setup/swrast_setup.h"
+#include "drivers/common/meta.h"
+
+#include "brw_blorp.h"
+#include "brw_draw.h"
+#include "brw_defines.h"
+#include "brw_context.h"
+#include "brw_state.h"
+
+#include "intel_batchbuffer.h"
+#include "intel_fbo.h"
+#include "intel_mipmap_tree.h"
+#include "intel_regions.h"
+
+#define FILE_DEBUG_FLAG DEBUG_PRIMS
+
+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 void brw_set_prim(struct brw_context *brw,
+ const struct _mesa_prim *prim)
+{
+ struct gl_context *ctx = &brw->ctx;
+ uint32_t hw_prim = prim_to_hw_prim[prim->mode];
+
+ DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
+
+ /* Slight optimization to avoid the GS program when not needed:
+ */
+ if (prim->mode == GL_QUAD_STRIP &&
+ ctx->Light.ShadeModel != GL_FLAT &&
+ ctx->Polygon.FrontMode == GL_FILL &&
+ ctx->Polygon.BackMode == GL_FILL)
+ hw_prim = _3DPRIM_TRISTRIP;
+
+ if (prim->mode == GL_QUADS && prim->count == 4 &&
+ ctx->Light.ShadeModel != GL_FLAT &&
+ ctx->Polygon.FrontMode == GL_FILL &&
+ ctx->Polygon.BackMode == GL_FILL) {
+ hw_prim = _3DPRIM_TRIFAN;
+ }
+
+ if (hw_prim != brw->primitive) {
+ brw->primitive = hw_prim;
+ brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
+
+ if (reduced_prim[prim->mode] != brw->reduced_primitive) {
+ brw->reduced_primitive = reduced_prim[prim->mode];
+ brw->state.dirty.brw |= BRW_NEW_REDUCED_PRIMITIVE;
+ }
+ }
+}
+
+static void gen6_set_prim(struct brw_context *brw,
+ const struct _mesa_prim *prim)
+{
+ uint32_t hw_prim;
+
+ DBG("PRIM: %s\n", _mesa_lookup_enum_by_nr(prim->mode));
+
+ hw_prim = prim_to_hw_prim[prim->mode];
+
+ if (hw_prim != brw->primitive) {
+ brw->primitive = hw_prim;
+ brw->state.dirty.brw |= BRW_NEW_PRIMITIVE;
+ }
+}
+
+
+/**
+ * The hardware is capable of removing dangling vertices on its own; however,
+ * prior to Gen6, we sometimes convert quads into trifans (and quad strips
+ * into tristrips), since pre-Gen6 hardware requires a GS to render quads.
+ * This function manually trims dangling vertices from a draw call involving
+ * quads so that those dangling vertices won't get drawn when we convert to
+ * trifans/tristrips.
+ */
+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)
+{
+ int verts_per_instance;
+ int vertex_access_type;
+ int start_vertex_location;
+ int base_vertex_location;
+
+ DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
+ prim->start, prim->count);
+
+ start_vertex_location = prim->start;
+ base_vertex_location = prim->basevertex;
+ if (prim->indexed) {
+ vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
+ start_vertex_location += brw->ib.start_vertex_offset;
+ base_vertex_location += brw->vb.start_vertex_bias;
+ } else {
+ vertex_access_type = GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
+ start_vertex_location += brw->vb.start_vertex_bias;
+ }
+
+ /* We only need to trim the primitive count on pre-Gen6. */
+ if (brw->gen < 6)
+ verts_per_instance = trim(prim->mode, prim->count);
+ else
+ verts_per_instance = prim->count;
+
+ /* If nothing to emit, just return. */
+ if (verts_per_instance == 0)
+ return;
+
+ /* 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 (brw->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(brw);
+ }
+
+ BEGIN_BATCH(6);
+ OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
+ hw_prim << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
+ vertex_access_type);
+ OUT_BATCH(verts_per_instance);
+ OUT_BATCH(start_vertex_location);
+ OUT_BATCH(prim->num_instances);
+ OUT_BATCH(prim->base_instance);
+ OUT_BATCH(base_vertex_location);
+ ADVANCE_BATCH();
+
+ brw->batch.need_workaround_flush = true;
+
+ if (brw->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(brw);
+ }
+}
+
+static void gen7_emit_prim(struct brw_context *brw,
+ const struct _mesa_prim *prim,
+ uint32_t hw_prim)
+{
+ int verts_per_instance;
+ int vertex_access_type;
+ int start_vertex_location;
+ int base_vertex_location;
+
+ DBG("PRIM: %s %d %d\n", _mesa_lookup_enum_by_nr(prim->mode),
+ prim->start, prim->count);
+
+ start_vertex_location = prim->start;
+ base_vertex_location = prim->basevertex;
+ if (prim->indexed) {
+ vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
+ start_vertex_location += brw->ib.start_vertex_offset;
+ base_vertex_location += brw->vb.start_vertex_bias;
+ } else {
+ vertex_access_type = GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
+ start_vertex_location += brw->vb.start_vertex_bias;
+ }
+
+ verts_per_instance = prim->count;
+
+ /* If nothing to emit, just return. */
+ if (verts_per_instance == 0)
+ return;
+
+ /* 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 (brw->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(brw);
+ }
+
+ BEGIN_BATCH(7);
+ OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
+ OUT_BATCH(hw_prim | vertex_access_type);
+ OUT_BATCH(verts_per_instance);
+ OUT_BATCH(start_vertex_location);
+ OUT_BATCH(prim->num_instances);
+ OUT_BATCH(prim->base_instance);
+ OUT_BATCH(base_vertex_location);
+ ADVANCE_BATCH();
+
+ if (brw->always_flush_cache) {
+ intel_batchbuffer_emit_mi_flush(brw);
+ }
+}
+
+
+static void brw_merge_inputs( struct brw_context *brw,
+ const struct gl_client_array *arrays[])
+{
+ GLuint i;
+
+ for (i = 0; i < brw->vb.nr_buffers; i++) {
+ drm_intel_bo_unreference(brw->vb.buffers[i].bo);
+ brw->vb.buffers[i].bo = NULL;
+ }
+ brw->vb.nr_buffers = 0;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++) {
+ brw->vb.inputs[i].buffer = -1;
+ brw->vb.inputs[i].glarray = arrays[i];
+ brw->vb.inputs[i].attrib = (gl_vert_attrib) i;
+ }
+}
+
+/*
+ * \brief Resolve buffers before drawing.
+ *
+ * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
+ * enabled depth texture.
+ *
+ * (In the future, this will also perform MSAA resolves).
+ */
+static void
+brw_predraw_resolve_buffers(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct intel_renderbuffer *depth_irb;
+ struct intel_texture_object *tex_obj;
+
+ /* Resolve the depth buffer's HiZ buffer. */
+ depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
+ if (depth_irb)
+ intel_renderbuffer_resolve_hiz(brw, depth_irb);
+
+ /* Resolve depth buffer of each enabled depth texture, and color buffer of
+ * each fast-clear-enabled color texture.
+ */
+ for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) {
+ if (!ctx->Texture.Unit[i]._ReallyEnabled)
+ continue;
+ tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
+ if (!tex_obj || !tex_obj->mt)
+ continue;
+ intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
+ intel_miptree_resolve_color(brw, tex_obj->mt);
+ }
+}
+
+/**
+ * \brief Call this after drawing to mark which buffers need resolving
+ *
+ * If the depth buffer was written to and if it has an accompanying HiZ
+ * buffer, then mark that it needs a depth resolve.
+ *
+ * If the color buffer is a multisample window system buffer, then
+ * mark that it needs a downsample.
+ */
+static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+
+ struct intel_renderbuffer *front_irb = NULL;
+ struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
+ struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
+
+ if (brw->is_front_buffer_rendering)
+ front_irb = intel_get_renderbuffer(fb, BUFFER_FRONT_LEFT);
+
+ if (front_irb)
+ intel_renderbuffer_set_needs_downsample(front_irb);
+ if (back_irb)
+ intel_renderbuffer_set_needs_downsample(back_irb);
+ if (depth_irb && ctx->Depth.Mask)
+ intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
+}
+
+/* May fail if out of video memory for texture or vbo upload, or on
+ * fallback conditions.
+ */
+static bool brw_try_draw_prims( struct gl_context *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 brw_context *brw = brw_context(ctx);
+ bool retval = true;
+ GLuint i;
+ bool fail_next = false;
+ const int estimated_max_prim_size =
+ 512 + /* batchbuffer commands */
+ ((BRW_MAX_TEX_UNIT * (sizeof(struct brw_sampler_state) + sizeof(struct gen5_sampler_default_color)))) +
+ 1024 + /* gen6 VS push constants */
+ 1024 + /* gen6 WM push constants */
+ 512; /* misc. pad */
+
+
+ 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 );
+
+ intel_prepare_render(brw);
+
+ /* This workaround has to happen outside of brw_upload_state() because it
+ * may flush the batchbuffer for a blit, affecting the state flags.
+ */
+ brw_workaround_depthstencil_alignment(brw, 0);
+
+ /* Resolves must occur after updating renderbuffers, updating context state,
+ * and finalizing textures but before setting up any hardware state for
+ * this draw call.
+ */
+ brw_predraw_resolve_buffers(brw);
+
+ /* 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;
+
+ for (i = 0; i < nr_prims; i++) {
+
+ /* 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.
+ */
+ intel_batchbuffer_require_space(brw, estimated_max_prim_size, false);
+ intel_batchbuffer_save_state(brw);
+
+ if (brw->num_instances != prim->num_instances) {
+ brw->num_instances = prim->num_instances;
+ brw->state.dirty.brw |= BRW_NEW_VERTICES;
+ }
+ if (brw->basevertex != prim->basevertex) {
+ brw->basevertex = prim->basevertex;
+ brw->state.dirty.brw |= BRW_NEW_VERTICES;
+ }
+ if (brw->gen < 6)
+ brw_set_prim(brw, &prim[i]);
+ else
+ gen6_set_prim(brw, &prim[i]);
+
+retry:
+ /* Note that before the loop, brw->state.dirty.brw was set to != 0, and
+ * that the state updated in the loop outside of this block is that in
+ * *_set_prim or intel_batchbuffer_flush(), which only impacts
+ * brw->state.dirty.brw.
+ */
+ if (brw->state.dirty.brw) {
+ brw->no_batch_wrap = true;
+ brw_upload_state(brw);
+ }
+
+ if (brw->gen >= 7)
+ gen7_emit_prim(brw, &prim[i], brw->primitive);
+ else
+ brw_emit_prim(brw, &prim[i], brw->primitive);
+
+ brw->no_batch_wrap = false;
+
+ if (dri_bufmgr_check_aperture_space(&brw->batch.bo, 1)) {
+ if (!fail_next) {
+ intel_batchbuffer_reset_to_saved(brw);
+ intel_batchbuffer_flush(brw);
+ fail_next = true;
+ goto retry;
+ } else {
+ if (intel_batchbuffer_flush(brw) == -ENOSPC) {
+ static bool warned = false;
+
+ if (!warned) {
+ fprintf(stderr, "i965: Single primitive emit exceeded"
+ "available aperture space\n");
+ warned = true;
+ }
+
+ retval = false;
+ }
+ }
+ }
+ }
+
+ if (brw->always_flush_batch)
+ intel_batchbuffer_flush(brw);
+
+ brw_state_cache_check_size(brw);
+ brw_postdraw_set_buffers_need_resolve(brw);
+
+ return retval;
+}
+
+void brw_draw_prims( struct gl_context *ctx,
+ const struct _mesa_prim *prim,
+ GLuint nr_prims,
+ const struct _mesa_index_buffer *ib,
+ GLboolean index_bounds_valid,
+ GLuint min_index,
+ GLuint max_index,
+ struct gl_transform_feedback_object *tfb_vertcount )
+{
+ struct brw_context *brw = brw_context(ctx);
+ const struct gl_client_array **arrays = ctx->Array._DrawArrays;
+
+ if (!_mesa_check_conditional_render(ctx))
+ return;
+
+ /* Handle primitive restart if needed */
+ if (brw_handle_primitive_restart(ctx, prim, nr_prims, ib)) {
+ /* The draw was handled, so we can exit now */
+ return;
+ }
+
+ /* If we're going to have to upload any of the user's vertex arrays, then
+ * get the minimum and maximum of their index buffer so we know what range
+ * to upload.
+ */
+ if (!vbo_all_varyings_in_vbos(arrays) && !index_bounds_valid)
+ vbo_get_minmax_indices(ctx, prim, ib, &min_index, &max_index, nr_prims);
+
+ /* Do GL_SELECT and GL_FEEDBACK rendering using swrast, even though it
+ * won't support all the extensions we support.
+ */
+ if (ctx->RenderMode != GL_RENDER) {
+ perf_debug("%s render mode not supported in hardware\n",
+ _mesa_lookup_enum_by_nr(ctx->RenderMode));
+ _swsetup_Wakeup(ctx);
+ _tnl_wakeup(ctx);
+ _tnl_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
+ return;
+ }
+
+ /* Try drawing with the hardware, but don't do anything else if we can't
+ * manage it. swrast doesn't support our featureset, so we can't fall back
+ * to it.
+ */
+ brw_try_draw_prims(ctx, arrays, prim, nr_prims, ib, min_index, max_index);
+}
+
+void brw_draw_init( struct brw_context *brw )
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct vbo_context *vbo = vbo_context(ctx);
+ int i;
+
+ /* Register our drawing function:
+ */
+ vbo->draw_prims = brw_draw_prims;
+
+ for (i = 0; i < VERT_ATTRIB_MAX; i++)
+ brw->vb.inputs[i].buffer = -1;
+ brw->vb.nr_buffers = 0;
+ brw->vb.nr_enabled = 0;
+}
+
+void brw_draw_destroy( struct brw_context *brw )
+{
+ int i;
+
+ for (i = 0; i < brw->vb.nr_buffers; i++) {
+ drm_intel_bo_unreference(brw->vb.buffers[i].bo);
+ brw->vb.buffers[i].bo = NULL;
+ }
+ brw->vb.nr_buffers = 0;
+
+ for (i = 0; i < brw->vb.nr_enabled; i++) {
+ brw->vb.enabled[i]->buffer = -1;
+ }
+ brw->vb.nr_enabled = 0;
+
+ drm_intel_bo_unreference(brw->ib.bo);
+ brw->ib.bo = NULL;
+}
diff --git a/src/mesa/drivers/dri/i965/brw_surface_formats.c b/src/mesa/drivers/dri/i965/brw_surface_formats.c
index 933c4e7a4a..089e304e7b 100644
--- a/src/mesa/drivers/dri/i965/brw_surface_formats.c
+++ b/src/mesa/drivers/dri/i965/brw_surface_formats.c
@@ -480,7 +480,7 @@ brw_format_for_mesa_format(gl_format mesa_format, blorp_process_format *process_
* increased depth stalls from a cacheline-based heuristic for detecting
* depth stalls.
*
- * However, desktop GL 3.0+ require that you get exactly 16 bits when
+ * However, desktop GL 3.0+ requires that you get exactly 16 bits when
* asking for DEPTH_COMPONENT16, so we have to respect that, thus the
* desktop_gl_sel flag.
*/