| /************************************************************************** |
| * |
| * 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 <stdlib.h> |
| |
| #include "glheader.h" |
| #include "context.h" |
| #include "state.h" |
| #include "api_validate.h" |
| #include "enums.h" |
| |
| #include "brw_draw.h" |
| #include "brw_defines.h" |
| #include "brw_context.h" |
| #include "brw_state.h" |
| #include "brw_fallback.h" |
| |
| #include "intel_ioctl.h" |
| #include "intel_batchbuffer.h" |
| #include "intel_buffer_objects.h" |
| |
| #include "tnl/tnl.h" |
| #include "vbo/vbo_context.h" |
| #include "swrast/swrast.h" |
| #include "swrast_setup/swrast_setup.h" |
| |
| #define FILE_DEBUG_FLAG DEBUG_BATCH |
| |
| static GLuint 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, GLboolean *need_flush) |
| { |
| int ret; |
| 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 && |
| brw->attribs.Light->ShadeModel != GL_FLAT && |
| brw->attribs.Polygon->FrontMode == GL_FILL && |
| brw->attribs.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; |
| } |
| |
| ret = brw_validate_state(brw); |
| if (ret) |
| *need_flush = GL_TRUE; |
| } |
| |
| return 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 ) |
| |
| { |
| struct brw_3d_primitive prim_packet; |
| GLboolean need_flush = GL_FALSE; |
| |
| 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 = brw_set_prim(brw, prim->mode, &need_flush); |
| prim_packet.header.indexed = prim->indexed; |
| |
| prim_packet.verts_per_instance = trim(prim->mode, prim->count); |
| prim_packet.start_vert_location = prim->start; |
| prim_packet.instance_count = 1; |
| prim_packet.start_instance_location = 0; |
| prim_packet.base_vert_location = 0; |
| |
| if (prim_packet.verts_per_instance) { |
| intel_batchbuffer_data( brw->intel.batch, &prim_packet, |
| sizeof(prim_packet), LOOP_CLIPRECTS); |
| } |
| |
| assert(need_flush == GL_FALSE); |
| } |
| |
| static void brw_merge_inputs( struct brw_context *brw, |
| const struct gl_client_array *arrays[]) |
| { |
| struct brw_vertex_element *inputs = brw->vb.inputs; |
| struct brw_vertex_info old = brw->vb.info; |
| GLuint i; |
| |
| memset(inputs, 0, sizeof(*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]; |
| |
| /* XXX: metaops passes null arrays */ |
| if (arrays[i]) { |
| if (arrays[i]->StrideB != 0) |
| brw->vb.info.varying |= 1 << i; |
| |
| brw->vb.info.sizes[i/16] |= (inputs[i].glarray->Size - 1) << ((i%16) * 2); |
| } |
| } |
| |
| /* Raise statechanges if input sizes and varying have changed: |
| */ |
| if (memcmp(brw->vb.info.sizes, old.sizes, sizeof(old.sizes)) != 0) |
| brw->state.dirty.brw |= BRW_NEW_INPUT_DIMENSIONS; |
| |
| if (brw->vb.info.varying != old.varying) |
| brw->state.dirty.brw |= BRW_NEW_INPUT_VARYING; |
| } |
| |
| /* 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 ) |
| { |
| GLuint i; |
| |
| if (!brw->intel.strict_conformance) |
| return GL_FALSE; |
| |
| if (brw->attribs.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 (brw->attribs.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 (brw->attribs.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) |
| return GL_TRUE; |
| |
| if (prim[i].mode == GL_POLYGON && |
| (brw->attribs.Polygon->FrontMode == GL_LINE || |
| brw->attribs.Polygon->BackMode == GL_LINE)) |
| return GL_TRUE; |
| } |
| } |
| |
| |
| if (brw->attribs.Point->SmoothFlag) { |
| for (i = 0; i < nr_prims; i++) |
| if (prim[i].mode == GL_POINTS) |
| return GL_TRUE; |
| } |
| |
| 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; |
| GLuint i; |
| GLuint ib_offset; |
| dri_bo *ib_bo; |
| GLboolean force_flush = GL_FALSE; |
| int ret; |
| |
| if (ctx->NewState) |
| _mesa_update_state( ctx ); |
| |
| brw_validate_textures( brw ); |
| |
| /* Bind all inputs, derive varying and size information: |
| */ |
| brw_merge_inputs( brw, arrays ); |
| |
| /* 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. |
| */ |
| |
| LOCK_HARDWARE(intel); |
| |
| if (brw->intel.numClipRects == 0) { |
| UNLOCK_HARDWARE(intel); |
| return GL_TRUE; |
| } |
| |
| { |
| /* 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(). |
| */ |
| flush: |
| if (force_flush) |
| brw->no_batch_wrap = GL_FALSE; |
| |
| if (intel->batch->ptr - intel->batch->map > intel->batch->size * 3 / 4 |
| /* brw_emit_prim may change the cliprect_mode to LOOP_CLIPRECTS */ |
| || intel->batch->cliprect_mode != LOOP_CLIPRECTS || (force_flush == GL_TRUE)) |
| intel_batchbuffer_flush(intel->batch); |
| |
| force_flush = GL_FALSE; |
| brw->no_batch_wrap = GL_TRUE; |
| |
| /* Set the first primitive early, ahead of validate_state: |
| */ |
| brw_set_prim(brw, prim[0].mode, &force_flush); |
| |
| /* XXX: Need to separate validate and upload of state. |
| */ |
| ret = brw_validate_state( brw ); |
| if (ret) { |
| force_flush = GL_TRUE; |
| goto flush; |
| } |
| |
| /* Various fallback checks: |
| */ |
| if (brw->intel.Fallback) |
| goto out; |
| |
| if (check_fallbacks( brw, prim, nr_prims )) |
| goto out; |
| |
| /* need to account for index buffer and vertex buffer */ |
| if (ib) { |
| ret = brw_prepare_indices( brw, ib , &ib_bo, &ib_offset); |
| if (ret) { |
| force_flush = GL_TRUE; |
| goto flush; |
| } |
| } |
| |
| ret = brw_prepare_vertices( brw, min_index, max_index); |
| if (ret < 0) |
| goto out; |
| |
| if (ret > 0) { |
| force_flush = GL_TRUE; |
| goto flush; |
| } |
| |
| /* Upload index, vertex data: |
| */ |
| if (ib) |
| brw_emit_indices( brw, ib, ib_bo, ib_offset); |
| |
| brw_emit_vertices( brw, min_index, max_index); |
| |
| for (i = 0; i < nr_prims; i++) { |
| brw_emit_prim(brw, &prim[i]); |
| } |
| |
| retval = GL_TRUE; |
| } |
| |
| out: |
| |
| brw->no_batch_wrap = GL_FALSE; |
| |
| UNLOCK_HARDWARE(intel); |
| |
| if (!retval) |
| DBG("%s failed\n", __FUNCTION__); |
| |
| return retval; |
| } |
| |
| static GLboolean brw_need_rebase( GLcontext *ctx, |
| const struct gl_client_array *arrays[], |
| const struct _mesa_index_buffer *ib, |
| GLuint min_index ) |
| { |
| if (min_index == 0) |
| return GL_FALSE; |
| |
| if (ib) { |
| if (!vbo_all_varyings_in_vbos(arrays)) |
| return GL_TRUE; |
| else |
| return GL_FALSE; |
| } |
| else { |
| /* Hmm. This isn't quite what I wanted. BRW can actually |
| * handle the mixed case well enough that we shouldn't need to |
| * rebase. However, it's probably not very common, nor hugely |
| * expensive to do it this way: |
| */ |
| if (!vbo_all_varyings_in_vbos(arrays)) |
| return GL_TRUE; |
| else |
| return GL_FALSE; |
| } |
| } |
| |
| |
| 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, |
| GLuint min_index, |
| GLuint max_index ) |
| { |
| GLboolean retval; |
| |
| /* Decide if we want to rebase. If so we end up recursing once |
| * only into this function. |
| */ |
| if (brw_need_rebase( ctx, arrays, ib, min_index )) { |
| 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 ) |
| { |
| if (brw->vb.upload.bo != NULL) { |
| dri_bo_unreference(brw->vb.upload.bo); |
| brw->vb.upload.bo = NULL; |
| } |
| } |