{
if (!prsc)
return;
- fd_batch_resource_used(batch, fd_resource(prsc), false);
+ fd_batch_resource_read(batch, fd_resource(prsc));
}
static void
{
if (!prsc)
return;
- fd_batch_resource_used(batch, fd_resource(prsc), true);
+ fd_batch_resource_write(batch, fd_resource(prsc));
}
static void
-fd_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+batch_draw_tracking(struct fd_batch *batch, const struct pipe_draw_info *info)
{
- struct fd_context *ctx = fd_context(pctx);
- struct fd_batch *batch = fd_context_batch(ctx);
+ struct fd_context *ctx = batch->ctx;
struct pipe_framebuffer_state *pfb = &batch->framebuffer;
- unsigned i, prims, buffers = 0, restore_buffers = 0;
-
- /* for debugging problems with indirect draw, it is convenient
- * to be able to emulate it, to determine if game is feeding us
- * bogus data:
- */
- if (info->indirect && (fd_mesa_debug & FD_DBG_NOINDR)) {
- util_draw_indirect(pctx, info);
- return;
- }
-
- if (!info->count_from_stream_output && !info->indirect &&
- !info->primitive_restart &&
- !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
- return;
-
- /* TODO: push down the region versions into the tiles */
- if (!fd_render_condition_check(pctx))
- return;
-
- /* emulate unsupported primitives: */
- if (!fd_supported_prim(ctx, info->mode)) {
- if (ctx->streamout.num_targets > 0)
- debug_error("stream-out with emulated prims");
- util_primconvert_save_rasterizer_state(ctx->primconvert, ctx->rasterizer);
- util_primconvert_draw_vbo(ctx->primconvert, info);
- return;
- }
-
- fd_fence_ref(&ctx->last_fence, NULL);
-
- /* Upload a user index buffer. */
- struct pipe_resource *indexbuf = NULL;
- unsigned index_offset = 0;
- struct pipe_draw_info new_info;
- if (info->index_size) {
- if (info->has_user_indices) {
- if (!util_upload_index_buffer(pctx, info, &indexbuf, &index_offset, 4))
- return;
- new_info = *info;
- new_info.index.resource = indexbuf;
- new_info.has_user_indices = false;
- info = &new_info;
- } else {
- indexbuf = info->index.resource;
- }
- }
-
- if (ctx->in_blit) {
- fd_batch_reset(batch);
- fd_context_all_dirty(ctx);
- }
-
- batch->blit = ctx->in_blit;
- batch->back_blit = ctx->in_shadow;
+ unsigned buffers = 0, restore_buffers = 0;
/* NOTE: needs to be before resource_written(batch->query_buf), otherwise
* query_buf may not be created yet.
* Figure out the buffers/features we need:
*/
- mtx_lock(&ctx->screen->lock);
+ fd_screen_lock(ctx->screen);
if (ctx->dirty & (FD_DIRTY_FRAMEBUFFER | FD_DIRTY_ZSA)) {
if (fd_depth_enabled(ctx)) {
if (fd_logicop_enabled(ctx))
batch->gmem_reason |= FD_GMEM_LOGICOP_ENABLED;
- for (i = 0; i < pfb->nr_cbufs; i++) {
+ for (unsigned i = 0; i < pfb->nr_cbufs; i++) {
struct pipe_resource *surf;
if (!pfb->cbufs[i])
resource_written(batch, pfb->cbufs[i]->texture);
}
- /* Mark SSBOs as being written.. we don't actually know which ones are
- * read vs written, so just assume the worst
- */
+ /* Mark SSBOs */
if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_SSBO) {
- foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].enabled_mask)
- resource_written(batch, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].sb[i].buffer);
+ const struct fd_shaderbuf_stateobj *so = &ctx->shaderbuf[PIPE_SHADER_FRAGMENT];
+
+ foreach_bit (i, so->enabled_mask & so->writable_mask)
+ resource_written(batch, so->sb[i].buffer);
+
+ foreach_bit (i, so->enabled_mask & ~so->writable_mask)
+ resource_read(batch, so->sb[i].buffer);
}
if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_IMAGE) {
- foreach_bit(i, ctx->shaderimg[PIPE_SHADER_FRAGMENT].enabled_mask) {
+ foreach_bit (i, ctx->shaderimg[PIPE_SHADER_FRAGMENT].enabled_mask) {
struct pipe_image_view *img =
&ctx->shaderimg[PIPE_SHADER_FRAGMENT].si[i];
if (img->access & PIPE_IMAGE_ACCESS_WRITE)
}
if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_CONST) {
- foreach_bit(i, ctx->constbuf[PIPE_SHADER_VERTEX].enabled_mask)
+ foreach_bit (i, ctx->constbuf[PIPE_SHADER_VERTEX].enabled_mask)
resource_read(batch, ctx->constbuf[PIPE_SHADER_VERTEX].cb[i].buffer);
}
if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_CONST) {
- foreach_bit(i, ctx->constbuf[PIPE_SHADER_FRAGMENT].enabled_mask)
+ foreach_bit (i, ctx->constbuf[PIPE_SHADER_FRAGMENT].enabled_mask)
resource_read(batch, ctx->constbuf[PIPE_SHADER_FRAGMENT].cb[i].buffer);
}
/* Mark VBOs as being read */
if (ctx->dirty & FD_DIRTY_VTXBUF) {
- foreach_bit(i, ctx->vtx.vertexbuf.enabled_mask) {
+ foreach_bit (i, ctx->vtx.vertexbuf.enabled_mask) {
assert(!ctx->vtx.vertexbuf.vb[i].is_user_buffer);
resource_read(batch, ctx->vtx.vertexbuf.vb[i].buffer.resource);
}
}
/* Mark index buffer as being read */
- resource_read(batch, indexbuf);
+ if (info->index_size)
+ resource_read(batch, info->index.resource);
/* Mark indirect draw buffer as being read */
if (info->indirect)
/* Mark textures as being read */
if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_TEX) {
- foreach_bit(i, ctx->tex[PIPE_SHADER_VERTEX].valid_textures)
+ foreach_bit (i, ctx->tex[PIPE_SHADER_VERTEX].valid_textures)
resource_read(batch, ctx->tex[PIPE_SHADER_VERTEX].textures[i]->texture);
}
if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_TEX) {
- foreach_bit(i, ctx->tex[PIPE_SHADER_FRAGMENT].valid_textures)
+ foreach_bit (i, ctx->tex[PIPE_SHADER_FRAGMENT].valid_textures)
resource_read(batch, ctx->tex[PIPE_SHADER_FRAGMENT].textures[i]->texture);
}
/* Mark streamout buffers as being written.. */
if (ctx->dirty & FD_DIRTY_STREAMOUT) {
- for (i = 0; i < ctx->streamout.num_targets; i++)
+ for (unsigned i = 0; i < ctx->streamout.num_targets; i++)
if (ctx->streamout.targets[i])
resource_written(batch, ctx->streamout.targets[i]->buffer);
}
list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node)
resource_written(batch, aq->prsc);
- mtx_unlock(&ctx->screen->lock);
+ fd_screen_unlock(ctx->screen);
+
+ /* any buffers that haven't been cleared yet, we need to restore: */
+ batch->restore |= restore_buffers & (FD_BUFFER_ALL & ~batch->invalidated);
+ /* and any buffers used, need to be resolved: */
+ batch->resolve |= buffers;
+}
+
+static void
+fd_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+{
+ struct fd_context *ctx = fd_context(pctx);
+
+ /* for debugging problems with indirect draw, it is convenient
+ * to be able to emulate it, to determine if game is feeding us
+ * bogus data:
+ */
+ if (info->indirect && (fd_mesa_debug & FD_DBG_NOINDR)) {
+ util_draw_indirect(pctx, info);
+ return;
+ }
+
+ if (!info->count_from_stream_output && !info->indirect &&
+ !info->primitive_restart &&
+ !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
+ return;
+
+ /* TODO: push down the region versions into the tiles */
+ if (!fd_render_condition_check(pctx))
+ return;
+
+ /* emulate unsupported primitives: */
+ if (!fd_supported_prim(ctx, info->mode)) {
+ if (ctx->streamout.num_targets > 0)
+ debug_error("stream-out with emulated prims");
+ util_primconvert_save_rasterizer_state(ctx->primconvert, ctx->rasterizer);
+ util_primconvert_draw_vbo(ctx->primconvert, info);
+ return;
+ }
+
+ /* Upload a user index buffer. */
+ struct pipe_resource *indexbuf = NULL;
+ unsigned index_offset = 0;
+ struct pipe_draw_info new_info;
+ if (info->index_size) {
+ if (info->has_user_indices) {
+ if (!util_upload_index_buffer(pctx, info, &indexbuf, &index_offset, 4))
+ return;
+ new_info = *info;
+ new_info.index.resource = indexbuf;
+ new_info.has_user_indices = false;
+ info = &new_info;
+ } else {
+ indexbuf = info->index.resource;
+ }
+ }
+
+ struct fd_batch *batch = NULL;
+ fd_batch_reference(&batch, fd_context_batch(ctx));
+ if (ctx->in_discard_blit) {
+ fd_batch_reset(batch);
+ fd_context_all_dirty(ctx);
+ }
+
+ batch_draw_tracking(batch, info);
+
+ if (unlikely(ctx->batch != batch)) {
+ /* The current batch was flushed in batch_draw_tracking()
+ * so start anew. We know this won't happen a second time
+ * since we are dealing with a fresh batch:
+ */
+ fd_batch_reference(&batch, fd_context_batch(ctx));
+ batch_draw_tracking(batch, info);
+ assert(ctx->batch == batch);
+ }
+
+ batch->blit = ctx->in_discard_blit;
+ batch->back_blit = ctx->in_shadow;
batch->num_draws++;
/* Counting prims in sw doesn't work for GS and tesselation. For older
* gens we don't have those stages and don't have the hw counters enabled,
* so keep the count accurate for non-patch geometry.
*/
+ unsigned prims;
if (info->mode != PIPE_PRIM_PATCHES)
prims = u_reduced_prims_for_vertices(info->mode, info->count);
else
ctx->stats.prims_emitted += prims;
ctx->stats.prims_generated += prims;
- /* any buffers that haven't been cleared yet, we need to restore: */
- batch->restore |= restore_buffers & (FD_BUFFER_ALL & ~batch->invalidated);
- /* and any buffers used, need to be resolved: */
- batch->resolve |= buffers;
+ /* Clearing last_fence must come after the batch dependency tracking
+ * (resource_read()/resource_written()), as that can trigger a flush,
+ * re-populating last_fence
+ */
+ fd_fence_ref(&ctx->last_fence, NULL);
- DBG("%p: %x %ux%u num_draws=%u (%s/%s)", batch, buffers,
+ struct pipe_framebuffer_state *pfb = &batch->framebuffer;
+ DBG("%p: %ux%u num_draws=%u (%s/%s)", batch,
pfb->width, pfb->height, batch->num_draws,
util_format_short_name(pipe_surface_format(pfb->cbufs[0])),
util_format_short_name(pipe_surface_format(pfb->zsbuf)));
batch->num_vertices += info->count * info->instance_count;
- for (i = 0; i < ctx->streamout.num_targets; i++)
+ for (unsigned i = 0; i < ctx->streamout.num_targets; i++)
ctx->streamout.offsets[i] += info->count;
if (fd_mesa_debug & FD_DBG_DDRAW)
fd_context_all_dirty(ctx);
fd_batch_check_size(batch);
+ fd_batch_reference(&batch, NULL);
if (info == &new_info)
pipe_resource_reference(&indexbuf, NULL);
}
static void
-fd_clear(struct pipe_context *pctx, unsigned buffers,
- const union pipe_color_union *color, double depth, unsigned stencil)
+batch_clear_tracking(struct fd_batch *batch, unsigned buffers)
{
- struct fd_context *ctx = fd_context(pctx);
- struct fd_batch *batch = fd_context_batch(ctx);
+ struct fd_context *ctx = batch->ctx;
struct pipe_framebuffer_state *pfb = &batch->framebuffer;
unsigned cleared_buffers;
- int i;
-
- /* TODO: push down the region versions into the tiles */
- if (!fd_render_condition_check(pctx))
- return;
-
- fd_fence_ref(&ctx->last_fence, NULL);
-
- if (ctx->in_blit) {
- fd_batch_reset(batch);
- fd_context_all_dirty(ctx);
- }
/* pctx->clear() is only for full-surface clears, so scissor is
* equivalent to having GL_SCISSOR_TEST disabled:
batch->resolve |= buffers;
batch->needs_flush = true;
- mtx_lock(&ctx->screen->lock);
+ fd_screen_lock(ctx->screen);
if (buffers & PIPE_CLEAR_COLOR)
- for (i = 0; i < pfb->nr_cbufs; i++)
+ for (unsigned i = 0; i < pfb->nr_cbufs; i++)
if (buffers & (PIPE_CLEAR_COLOR0 << i))
resource_written(batch, pfb->cbufs[i]->texture);
list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node)
resource_written(batch, aq->prsc);
- mtx_unlock(&ctx->screen->lock);
+ fd_screen_unlock(ctx->screen);
+}
+static void
+fd_clear(struct pipe_context *pctx, unsigned buffers,
+ const struct pipe_scissor_state *scissor_state,
+ const union pipe_color_union *color, double depth,
+ unsigned stencil)
+{
+ struct fd_context *ctx = fd_context(pctx);
+
+ /* TODO: push down the region versions into the tiles */
+ if (!fd_render_condition_check(pctx))
+ return;
+
+ struct fd_batch *batch = NULL;
+ fd_batch_reference(&batch, fd_context_batch(ctx));
+
+ if (ctx->in_discard_blit) {
+ fd_batch_reset(batch);
+ fd_context_all_dirty(ctx);
+ }
+
+ batch_clear_tracking(batch, buffers);
+
+ if (unlikely(ctx->batch != batch)) {
+ /* The current batch was flushed in batch_clear_tracking()
+ * so start anew. We know this won't happen a second time
+ * since we are dealing with a fresh batch:
+ */
+ fd_batch_reference(&batch, fd_context_batch(ctx));
+ batch_clear_tracking(batch, buffers);
+ assert(ctx->batch == batch);
+ }
+
+ /* Clearing last_fence must come after the batch dependency tracking
+ * (resource_read()/resource_written()), as that can trigger a flush,
+ * re-populating last_fence
+ */
+ fd_fence_ref(&ctx->last_fence, NULL);
+
+ struct pipe_framebuffer_state *pfb = &batch->framebuffer;
DBG("%p: %x %ux%u depth=%f, stencil=%u (%s/%s)", batch, buffers,
pfb->width, pfb->height, depth, stencil,
util_format_short_name(pipe_surface_format(pfb->cbufs[0])),
}
fd_batch_check_size(batch);
+ fd_batch_reference(&batch, NULL);
}
static void
fd_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
{
struct fd_context *ctx = fd_context(pctx);
+ const struct fd_shaderbuf_stateobj *so = &ctx->shaderbuf[PIPE_SHADER_COMPUTE];
struct fd_batch *batch, *save_batch = NULL;
- unsigned i;
batch = fd_bc_alloc_batch(&ctx->screen->batch_cache, ctx, true);
fd_batch_reference(&save_batch, ctx->batch);
fd_batch_reference(&ctx->batch, batch);
fd_context_all_dirty(ctx);
- mtx_lock(&ctx->screen->lock);
+ fd_screen_lock(ctx->screen);
- /* Mark SSBOs as being written.. we don't actually know which ones are
- * read vs written, so just assume the worst
- */
- foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_COMPUTE].enabled_mask)
- resource_written(batch, ctx->shaderbuf[PIPE_SHADER_COMPUTE].sb[i].buffer);
+ /* Mark SSBOs */
+ foreach_bit (i, so->enabled_mask & so->writable_mask)
+ resource_written(batch, so->sb[i].buffer);
+
+ foreach_bit (i, so->enabled_mask & ~so->writable_mask)
+ resource_read(batch, so->sb[i].buffer);
foreach_bit(i, ctx->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
struct pipe_image_view *img =
if (info->indirect)
resource_read(batch, info->indirect);
- mtx_unlock(&ctx->screen->lock);
+ fd_screen_unlock(ctx->screen);
batch->needs_flush = true;
ctx->launch_grid(ctx, info);
- fd_batch_flush(batch, false);
+ fd_batch_flush(batch);
fd_batch_reference(&ctx->batch, save_batch);
fd_context_all_dirty(ctx);