panfrost: XMLify Bifrost preload
[mesa.git] / src / gallium / drivers / v3d / v3d_context.c
index 7e9bc3d22db01b5ef4f62774aa9838f2fe50bdb2..185bdc687b4c06310242166f46e8bdb3e8c88748 100644 (file)
 #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)
@@ -70,6 +72,15 @@ v3d_memory_barrier(struct pipe_context *pctx, unsigned int flags)
 {
         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);
@@ -105,6 +116,84 @@ v3d_invalidate_resource(struct pipe_context *pctx, struct pipe_resource *prsc)
                 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)
 {
@@ -123,6 +212,9 @@ 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);