#include "util/u_memory.h"
#include "util/u_blitter.h"
#include "util/u_upload_mgr.h"
+#include "util/u_prim.h"
#include "indices/u_primconvert.h"
#include "pipe/p_screen.h"
#include "v3d_screen.h"
#include "v3d_context.h"
#include "v3d_resource.h"
+#include "broadcom/compiler/v3d_compiler.h"
void
v3d_flush(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
+ /* We only need to flush for SSBOs and images, because for everything
+ * else we flush the job automatically when we needed.
+ */
+ const unsigned int flush_flags = PIPE_BARRIER_SHADER_BUFFER |
+ PIPE_BARRIER_IMAGE;
+
+ if (!(flags & flush_flags))
+ return;
+
/* We only need to flush jobs writing to SSBOs/images. */
perf_debug("Flushing all jobs for glMemoryBarrier(), could do better");
v3d_flush(pctx);
job->store &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
}
+/**
+ * Flushes the current job to get up-to-date primive counts written to the
+ * primitive counts BO, then accumulates the transform feedback primitive count
+ * in the context and the corresponding vertex counts in the bound stream
+ * output targets.
+ */
+void
+v3d_update_primitive_counters(struct v3d_context *v3d)
+{
+ struct v3d_job *job = v3d_get_job_for_fbo(v3d);
+ if (job->draw_calls_queued == 0)
+ return;
+
+ /* In order to get up-to-date primitive counts we need to submit
+ * the job for execution so we get the counts written to memory.
+ * Notice that this will require a sync wait for the buffer write.
+ */
+ uint32_t prims_before = v3d->tf_prims_generated;
+ v3d_job_submit(v3d, job);
+ uint32_t prims_after = v3d->tf_prims_generated;
+ if (prims_before == prims_after)
+ return;
+
+ enum pipe_prim_type prim_type = u_base_prim_type(v3d->prim_mode);
+ uint32_t num_verts = u_vertices_for_prims(prim_type,
+ prims_after - prims_before);
+ for (int i = 0; i < v3d->streamout.num_targets; i++) {
+ struct v3d_stream_output_target *so =
+ v3d_stream_output_target(v3d->streamout.targets[i]);
+ so->recorded_vertex_count += num_verts;
+ }
+}
+
+bool
+v3d_line_smoothing_enabled(struct v3d_context *v3d)
+{
+ if (!v3d->rasterizer->base.line_smooth)
+ return false;
+
+ /* According to the OpenGL docs, line smoothing shouldn’t be applied
+ * when multisampling
+ */
+ if (v3d->job->msaa || v3d->rasterizer->base.multisample)
+ return false;
+
+ if (v3d->framebuffer.nr_cbufs <= 0)
+ return false;
+
+ struct pipe_surface *cbuf = v3d->framebuffer.cbufs[0];
+ if (!cbuf)
+ return false;
+
+ /* Modifying the alpha for pure integer formats probably
+ * doesn’t make sense because we don’t know how the application
+ * uses the alpha value.
+ */
+ if (util_format_is_pure_integer(cbuf->format))
+ return false;
+
+ return true;
+}
+
+float
+v3d_get_real_line_width(struct v3d_context *v3d)
+{
+ float width = v3d->rasterizer->base.line_width;
+
+ if (v3d_line_smoothing_enabled(v3d)) {
+ /* If line smoothing is enabled then we want to add some extra
+ * pixels to the width in order to have some semi-transparent
+ * edges.
+ */
+ width = floorf(M_SQRT2 * width) + 3;
+ }
+
+ return width;
+}
+
static void
v3d_context_destroy(struct pipe_context *pctx)
{
if (v3d->state_uploader)
u_upload_destroy(v3d->state_uploader);
+ if (v3d->prim_counts)
+ pipe_resource_reference(&v3d->prim_counts, NULL);
+
slab_destroy_child(&v3d->transfer_pool);
pipe_surface_reference(&v3d->framebuffer.cbufs[0], NULL);