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25 * @file gen8_sol_state.c
27 * Controls the stream output logic (SOL) stage of the gen8 hardware, which is
28 * used to implement GL_EXT_transform_feedback.
31 #include "brw_context.h"
32 #include "brw_state.h"
33 #include "brw_defines.h"
34 #include "intel_batchbuffer.h"
35 #include "intel_buffer_objects.h"
36 #include "main/transformfeedback.h"
39 gen8_upload_3dstate_so_buffers(struct brw_context
*brw
)
41 struct gl_context
*ctx
= &brw
->ctx
;
42 /* BRW_NEW_TRANSFORM_FEEDBACK */
43 struct gl_transform_feedback_object
*xfb_obj
=
44 ctx
->TransformFeedback
.CurrentObject
;
45 struct brw_transform_feedback_object
*brw_obj
=
46 (struct brw_transform_feedback_object
*) xfb_obj
;
48 /* Set up the up to 4 output buffers. These are the ranges defined in the
49 * gl_transform_feedback_object.
51 for (int i
= 0; i
< 4; i
++) {
52 struct intel_buffer_object
*bufferobj
=
53 intel_buffer_object(xfb_obj
->Buffers
[i
]);
57 OUT_BATCH(_3DSTATE_SO_BUFFER
<< 16 | (8 - 2));
58 OUT_BATCH((i
<< SO_BUFFER_INDEX_SHIFT
));
69 uint32_t start
= xfb_obj
->Offset
[i
];
70 assert(start
% 4 == 0);
71 uint32_t end
= ALIGN(start
+ xfb_obj
->Size
[i
], 4);
73 intel_bufferobj_buffer(brw
, bufferobj
, start
, end
- start
);
74 assert(end
<= bo
->size
);
76 perf_debug("Missing MOCS setup for 3DSTATE_SO_BUFFER.");
79 OUT_BATCH(_3DSTATE_SO_BUFFER
<< 16 | (8 - 2));
80 OUT_BATCH(GEN8_SO_BUFFER_ENABLE
| (i
<< SO_BUFFER_INDEX_SHIFT
) |
81 GEN8_SO_BUFFER_OFFSET_WRITE_ENABLE
|
82 GEN8_SO_BUFFER_OFFSET_ADDRESS_ENABLE
|
84 OUT_RELOC64(bo
, I915_GEM_DOMAIN_RENDER
, I915_GEM_DOMAIN_RENDER
, start
);
85 OUT_BATCH(xfb_obj
->Size
[i
] / 4 - 1);
86 OUT_RELOC64(brw_obj
->offset_bo
,
87 I915_GEM_DOMAIN_INSTRUCTION
, I915_GEM_DOMAIN_INSTRUCTION
,
88 i
* sizeof(uint32_t));
89 if (brw_obj
->zero_offsets
)
90 OUT_BATCH(0); /* Zero out the offset and write that to offset_bo */
92 OUT_BATCH(0xFFFFFFFF); /* Use offset_bo as the "Stream Offset." */
95 brw_obj
->zero_offsets
= false;
99 gen8_upload_3dstate_streamout(struct brw_context
*brw
, bool active
,
100 struct brw_vue_map
*vue_map
)
102 struct gl_context
*ctx
= &brw
->ctx
;
104 /* BRW_NEW_TRANSFORM_FEEDBACK */
105 struct gl_transform_feedback_object
*xfb_obj
=
106 ctx
->TransformFeedback
.CurrentObject
;
107 const struct gl_transform_feedback_info
*linked_xfb_info
=
108 &xfb_obj
->shader_program
->LinkedTransformFeedback
;
109 uint32_t dw1
= 0, dw2
= 0, dw3
= 0, dw4
= 0;
112 int urb_entry_read_offset
= 0;
113 int urb_entry_read_length
= (vue_map
->num_slots
+ 1) / 2 -
114 urb_entry_read_offset
;
116 dw1
|= SO_FUNCTION_ENABLE
;
117 dw1
|= SO_STATISTICS_ENABLE
;
120 if (ctx
->Light
.ProvokingVertex
!= GL_FIRST_VERTEX_CONVENTION
)
121 dw1
|= SO_REORDER_TRAILING
;
123 /* We always read the whole vertex. This could be reduced at some
124 * point by reading less and offsetting the register index in the
127 dw2
|= urb_entry_read_offset
<< SO_STREAM_0_VERTEX_READ_OFFSET_SHIFT
;
128 dw2
|= (urb_entry_read_length
- 1) << SO_STREAM_0_VERTEX_READ_LENGTH_SHIFT
;
130 /* Set buffer pitches; 0 means unbound. */
131 if (xfb_obj
->Buffers
[0])
132 dw3
|= linked_xfb_info
->BufferStride
[0] * 4;
133 if (xfb_obj
->Buffers
[1])
134 dw3
|= (linked_xfb_info
->BufferStride
[1] * 4) << 16;
135 if (xfb_obj
->Buffers
[2])
136 dw4
|= linked_xfb_info
->BufferStride
[2] * 4;
137 if (xfb_obj
->Buffers
[3])
138 dw4
|= (linked_xfb_info
->BufferStride
[3] * 4) << 16;
142 OUT_BATCH(_3DSTATE_STREAMOUT
<< 16 | (5 - 2));
151 upload_sol_state(struct brw_context
*brw
)
153 struct gl_context
*ctx
= &brw
->ctx
;
154 /* BRW_NEW_TRANSFORM_FEEDBACK */
155 bool active
= _mesa_is_xfb_active_and_unpaused(ctx
);
158 gen8_upload_3dstate_so_buffers(brw
);
159 /* BRW_NEW_VUE_MAP_GEOM_OUT */
160 gen7_upload_3dstate_so_decl_list(brw
, &brw
->vue_map_geom_out
);
163 gen8_upload_3dstate_streamout(brw
, active
, &brw
->vue_map_geom_out
);
166 const struct brw_tracked_state gen8_sol_state
= {
169 .brw
= BRW_NEW_BATCH
|
170 BRW_NEW_RASTERIZER_DISCARD
|
171 BRW_NEW_TRANSFORM_FEEDBACK
|
172 BRW_NEW_VUE_MAP_GEOM_OUT
,
175 .emit
= upload_sol_state
,