#include <sys/errno.h>
+#include "main/blend.h"
#include "main/context.h"
#include "main/condrender.h"
#include "main/samplerobj.h"
struct brw_transform_feedback_object *xfb_obj,
unsigned stream)
{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
int verts_per_instance;
int vertex_access_type;
int indirect_flag;
int base_vertex_location = prim->basevertex;
if (prim->indexed) {
- vertex_access_type = brw->gen >= 7 ?
+ vertex_access_type = devinfo->gen >= 7 ?
GEN7_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM :
GEN4_3DPRIM_VERTEXBUFFER_ACCESS_RANDOM;
start_vertex_location += brw->ib.start_vertex_offset;
base_vertex_location += brw->vb.start_vertex_bias;
} else {
- vertex_access_type = brw->gen >= 7 ?
+ vertex_access_type = devinfo->gen >= 7 ?
GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL :
GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL;
start_vertex_location += brw->vb.start_vertex_bias;
}
/* We only need to trim the primitive count on pre-Gen6. */
- if (brw->gen < 6)
+ if (devinfo->gen < 6)
verts_per_instance = trim(prim->mode, prim->count);
else
verts_per_instance = prim->count;
brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT,
xfb_obj->prim_count_bo,
- I915_GEM_DOMAIN_VERTEX, 0,
stream * sizeof(uint32_t));
BEGIN_BATCH(9);
OUT_BATCH(MI_LOAD_REGISTER_IMM | (9 - 2));
indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT, bo,
- I915_GEM_DOMAIN_VERTEX, 0,
prim->indirect_offset + 0);
brw_load_register_mem(brw, GEN7_3DPRIM_INSTANCE_COUNT, bo,
- I915_GEM_DOMAIN_VERTEX, 0,
prim->indirect_offset + 4);
brw_load_register_mem(brw, GEN7_3DPRIM_START_VERTEX, bo,
- I915_GEM_DOMAIN_VERTEX, 0,
prim->indirect_offset + 8);
if (prim->indexed) {
brw_load_register_mem(brw, GEN7_3DPRIM_BASE_VERTEX, bo,
- I915_GEM_DOMAIN_VERTEX, 0,
prim->indirect_offset + 12);
brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
- I915_GEM_DOMAIN_VERTEX, 0,
prim->indirect_offset + 16);
} else {
brw_load_register_mem(brw, GEN7_3DPRIM_START_INSTANCE, bo,
- I915_GEM_DOMAIN_VERTEX, 0,
prim->indirect_offset + 12);
BEGIN_BATCH(3);
OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
indirect_flag = 0;
}
- BEGIN_BATCH(brw->gen >= 7 ? 7 : 6);
+ BEGIN_BATCH(devinfo->gen >= 7 ? 7 : 6);
- if (brw->gen >= 7) {
+ if (devinfo->gen >= 7) {
const int predicate_enable =
(brw->predicate.state == BRW_PREDICATE_STATE_USE_BIT)
? GEN7_3DPRIM_PREDICATE_ENABLE : 0;
brw_merge_inputs(struct brw_context *brw,
const struct gl_vertex_array *arrays[])
{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
const struct gl_context *ctx = &brw->ctx;
GLuint i;
brw->vb.inputs[i].glarray = arrays[i];
}
- if (brw->gen < 8 && !brw->is_haswell) {
+ if (devinfo->gen < 8 && !devinfo->is_haswell) {
uint64_t mask = ctx->VertexProgram._Current->info.inputs_read;
/* Prior to Haswell, the hardware can't natively support GL_FIXED or
* 2_10_10_10_REV vertex formats. Set appropriate workaround flags.
}
}
+/* Disable auxiliary buffers if a renderbuffer is also bound as a texture
+ * or shader image. This causes a self-dependency, where both rendering
+ * and sampling may concurrently read or write the CCS buffer, causing
+ * incorrect pixels.
+ */
static bool
-intel_disable_rb_aux_buffer(struct brw_context *brw, const struct brw_bo *bo)
+intel_disable_rb_aux_buffer(struct brw_context *brw,
+ struct intel_mipmap_tree *tex_mt,
+ unsigned min_level, unsigned num_levels,
+ const char *usage)
{
const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
bool found = false;
+ /* We only need to worry about color compression and fast clears. */
+ if (tex_mt->aux_usage != ISL_AUX_USAGE_CCS_D &&
+ tex_mt->aux_usage != ISL_AUX_USAGE_CCS_E)
+ return false;
+
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
const struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
- if (irb && irb->mt->bo == bo) {
+ if (irb && irb->mt->bo == tex_mt->bo &&
+ irb->mt_level >= min_level &&
+ irb->mt_level < min_level + num_levels) {
found = brw->draw_aux_buffer_disabled[i] = true;
}
}
+ if (found) {
+ perf_debug("Disabling CCS because a renderbuffer is also bound %s.\n",
+ usage);
+ }
+
return found;
}
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
-brw_predraw_resolve_inputs(struct brw_context *brw)
+brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering)
{
struct gl_context *ctx = &brw->ctx;
struct intel_texture_object *tex_obj;
enum isl_format view_format =
translate_tex_format(brw, tex_obj->_Format, sampler->sRGBDecode);
- bool aux_supported;
- intel_miptree_prepare_texture(brw, tex_obj->mt, view_format,
- &aux_supported);
-
- if (!aux_supported && brw->gen >= 9 &&
- intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
- perf_debug("Sampling renderbuffer with non-compressible format - "
- "turning off compression");
+ unsigned min_level, min_layer, num_levels, num_layers;
+ if (tex_obj->base.Immutable) {
+ min_level = tex_obj->base.MinLevel;
+ num_levels = MIN2(tex_obj->base.NumLevels, tex_obj->_MaxLevel + 1);
+ min_layer = tex_obj->base.MinLayer;
+ num_layers = tex_obj->base.Target != GL_TEXTURE_3D ?
+ tex_obj->base.NumLayers : INTEL_REMAINING_LAYERS;
+ } else {
+ min_level = tex_obj->base.BaseLevel;
+ num_levels = tex_obj->_MaxLevel - tex_obj->base.BaseLevel + 1;
+ min_layer = 0;
+ num_layers = INTEL_REMAINING_LAYERS;
}
- brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
+ const bool disable_aux = rendering &&
+ intel_disable_rb_aux_buffer(brw, tex_obj->mt, min_level, num_levels,
+ "for sampling");
+
+ intel_miptree_prepare_texture(brw, tex_obj->mt, view_format,
+ min_level, num_levels,
+ min_layer, num_layers,
+ disable_aux);
+
+ brw_cache_flush_for_read(brw, tex_obj->mt->bo);
if (tex_obj->base.StencilSampling ||
tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
tex_obj = intel_texture_object(u->TexObj);
if (tex_obj && tex_obj->mt) {
- intel_miptree_prepare_image(brw, tex_obj->mt);
+ intel_disable_rb_aux_buffer(brw, tex_obj->mt, 0, ~0,
+ "as a shader image");
- if (tex_obj->mt->aux_usage == ISL_AUX_USAGE_CCS_E &&
- intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
- perf_debug("Using renderbuffer as shader image - turning "
- "off lossless compression");
- }
+ intel_miptree_prepare_image(brw, tex_obj->mt);
- brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
+ brw_cache_flush_for_read(brw, tex_obj->mt->bo);
}
}
}
ctx->FragmentProgram._Current->info.outputs_read) {
const struct gl_framebuffer *fb = ctx->DrawBuffer;
+ /* This is only used for non-coherent framebuffer fetch, so we don't
+ * need to worry about CCS_E and can simply pass 'false' below.
+ */
+ assert(brw->screen->devinfo.gen < 9);
+
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
const struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb) {
- intel_miptree_prepare_fb_fetch(brw, irb->mt, irb->mt_level,
- irb->mt_layer, irb->layer_count);
+ intel_miptree_prepare_texture(brw, irb->mt, irb->mt->surf.format,
+ irb->mt_level, 1,
+ irb->mt_layer, irb->layer_count,
+ false);
}
}
}
if (irb == NULL || irb->mt == NULL)
continue;
+ mesa_format mesa_format =
+ _mesa_get_render_format(ctx, intel_rb_format(irb));
+ enum isl_format isl_format = brw_isl_format_for_mesa_format(mesa_format);
+
intel_miptree_prepare_render(brw, irb->mt, irb->mt_level,
irb->mt_layer, irb->layer_count,
- ctx->Color.sRGBEnabled,
+ isl_format,
ctx->Color.BlendEnabled & (1 << i));
}
}
depth_written);
}
if (depth_written)
- brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
+ brw_depth_cache_add_bo(brw, depth_irb->mt->bo);
}
- if (ctx->Extensions.ARB_stencil_texturing &&
- stencil_irb && brw->stencil_write_enabled) {
- brw_render_cache_set_add_bo(brw, stencil_irb->mt->bo);
- }
+ if (stencil_irb && brw->stencil_write_enabled)
+ brw_depth_cache_add_bo(brw, stencil_irb->mt->bo);
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
struct intel_renderbuffer *irb =
if (!irb)
continue;
-
- brw_render_cache_set_add_bo(brw, irb->mt->bo);
+
+ mesa_format mesa_format =
+ _mesa_get_render_format(ctx, intel_rb_format(irb));
+ enum isl_format isl_format = brw_isl_format_for_mesa_format(mesa_format);
+
+ brw_render_cache_add_bo(brw, irb->mt->bo);
intel_miptree_finish_render(brw, irb->mt, irb->mt_level,
irb->mt_layer, irb->layer_count,
- ctx->Color.sRGBEnabled,
+ isl_format,
ctx->Color.BlendEnabled & (1 << i));
}
}
if (irb->align_wa_mt == NULL)
return;
- brw_render_cache_set_check_flush(brw, irb->align_wa_mt->bo);
+ brw_cache_flush_for_read(brw, irb->align_wa_mt->bo);
intel_miptree_copy_slice(brw, irb->align_wa_mt, 0, 0,
irb->mt,
}
}
-/* May fail if out of video memory for texture or vbo upload, or on
- * fallback conditions.
- */
static void
-brw_try_draw_prims(struct gl_context *ctx,
- const struct gl_vertex_array *arrays[],
- const struct _mesa_prim *prims,
- GLuint nr_prims,
- const struct _mesa_index_buffer *ib,
- bool index_bounds_valid,
- GLuint min_index,
- GLuint max_index,
- struct brw_transform_feedback_object *xfb_obj,
- unsigned stream,
- struct gl_buffer_object *indirect)
+brw_prepare_drawing(struct gl_context *ctx,
+ const struct gl_vertex_array *arrays[],
+ const struct _mesa_index_buffer *ib,
+ bool index_bounds_valid,
+ GLuint min_index,
+ GLuint max_index)
{
struct brw_context *brw = brw_context(ctx);
- GLuint i;
- bool fail_next = false;
if (ctx->NewState)
_mesa_update_state(ctx);
* and finalizing textures but before setting up any hardware state for
* this draw call.
*/
- brw_predraw_resolve_inputs(brw);
+ brw_predraw_resolve_inputs(brw, true);
brw_predraw_resolve_framebuffer(brw);
/* Bind all inputs, derive varying and size information:
brw->vb.min_index = min_index;
brw->vb.max_index = max_index;
brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+}
- for (i = 0; i < nr_prims; i++) {
- int estimated_max_prim_size;
- const int sampler_state_size = 16;
-
- estimated_max_prim_size = 512; /* batchbuffer commands */
- estimated_max_prim_size += BRW_MAX_TEX_UNIT *
- (sampler_state_size + sizeof(struct gen5_sampler_default_color));
- estimated_max_prim_size += 1024; /* gen6 VS push constants */
- estimated_max_prim_size += 1024; /* gen6 WM push constants */
- estimated_max_prim_size += 512; /* misc. pad */
-
- /* Flag BRW_NEW_DRAW_CALL on every draw. This allows us to have
- * atoms that happen on every draw call.
- */
- brw->ctx.NewDriverState |= BRW_NEW_DRAW_CALL;
+static void
+brw_finish_drawing(struct gl_context *ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
- /* 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.
- */
- intel_batchbuffer_require_space(brw, estimated_max_prim_size, RENDER_RING);
- intel_batchbuffer_save_state(brw);
-
- if (brw->num_instances != prims[i].num_instances ||
- brw->basevertex != prims[i].basevertex ||
- brw->baseinstance != prims[i].base_instance) {
- brw->num_instances = prims[i].num_instances;
- brw->basevertex = prims[i].basevertex;
- brw->baseinstance = prims[i].base_instance;
- if (i > 0) { /* For i == 0 we just did this before the loop */
- brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
- brw_merge_inputs(brw, arrays);
- }
- }
+ if (brw->always_flush_batch)
+ intel_batchbuffer_flush(brw);
- /* Determine if we need to flag BRW_NEW_VERTICES for updating the
- * gl_BaseVertexARB or gl_BaseInstanceARB values. For indirect draw, we
- * always flag if the shader uses one of the values. For direct draws,
- * we only flag if the values change.
- */
- const int new_basevertex =
- prims[i].indexed ? prims[i].basevertex : prims[i].start;
- const int new_baseinstance = prims[i].base_instance;
- const struct brw_vs_prog_data *vs_prog_data =
- brw_vs_prog_data(brw->vs.base.prog_data);
- if (i > 0) {
- const bool uses_draw_parameters =
- vs_prog_data->uses_basevertex ||
- vs_prog_data->uses_baseinstance;
-
- if ((uses_draw_parameters && prims[i].is_indirect) ||
- (vs_prog_data->uses_basevertex &&
- brw->draw.params.gl_basevertex != new_basevertex) ||
- (vs_prog_data->uses_baseinstance &&
- brw->draw.params.gl_baseinstance != new_baseinstance))
- brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
- }
+ brw_program_cache_check_size(brw);
+ brw_postdraw_reconcile_align_wa_slices(brw);
+ brw_postdraw_set_buffers_need_resolve(brw);
- brw->draw.params.gl_basevertex = new_basevertex;
- brw->draw.params.gl_baseinstance = new_baseinstance;
- brw_bo_unreference(brw->draw.draw_params_bo);
-
- if (prims[i].is_indirect) {
- /* Point draw_params_bo at the indirect buffer. */
- brw->draw.draw_params_bo =
- intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
- brw_bo_reference(brw->draw.draw_params_bo);
- brw->draw.draw_params_offset =
- prims[i].indirect_offset + (prims[i].indexed ? 12 : 8);
- } else {
- /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
- * has to upload gl_BaseVertex and such if they're needed.
- */
- brw->draw.draw_params_bo = NULL;
- brw->draw.draw_params_offset = 0;
+ if (brw->draw.draw_params_count_bo) {
+ brw_bo_unreference(brw->draw.draw_params_count_bo);
+ brw->draw.draw_params_count_bo = NULL;
+ }
+}
+
+/* May fail if out of video memory for texture or vbo upload, or on
+ * fallback conditions.
+ */
+static void
+brw_draw_single_prim(struct gl_context *ctx,
+ const struct gl_vertex_array *arrays[],
+ const struct _mesa_prim *prim,
+ unsigned prim_id,
+ struct brw_transform_feedback_object *xfb_obj,
+ unsigned stream,
+ struct gl_buffer_object *indirect)
+{
+ struct brw_context *brw = brw_context(ctx);
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
+ bool fail_next = false;
+
+ /* Flag BRW_NEW_DRAW_CALL on every draw. This allows us to have
+ * atoms that happen on every draw call.
+ */
+ brw->ctx.NewDriverState |= BRW_NEW_DRAW_CALL;
+
+ /* Flush the batch if the batch/state buffers are nearly full. We can
+ * grow them if needed, but this is not free, so we'd like to avoid it.
+ */
+ intel_batchbuffer_require_space(brw, 1500, RENDER_RING);
+ brw_require_statebuffer_space(brw, 2400);
+ intel_batchbuffer_save_state(brw);
+
+ if (brw->num_instances != prim->num_instances ||
+ brw->basevertex != prim->basevertex ||
+ brw->baseinstance != prim->base_instance) {
+ brw->num_instances = prim->num_instances;
+ brw->basevertex = prim->basevertex;
+ brw->baseinstance = prim->base_instance;
+ if (prim_id > 0) { /* For i == 0 we just did this before the loop */
+ brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+ brw_merge_inputs(brw, arrays);
}
+ }
- /* gl_DrawID always needs its own vertex buffer since it's not part of
- * the indirect parameter buffer. If the program uses gl_DrawID we need
- * to flag BRW_NEW_VERTICES. For the first iteration, we don't have
- * valid vs_prog_data, but we always flag BRW_NEW_VERTICES before
- * the loop.
- */
- brw->draw.gl_drawid = prims[i].draw_id;
- brw_bo_unreference(brw->draw.draw_id_bo);
- brw->draw.draw_id_bo = NULL;
- if (i > 0 && vs_prog_data->uses_drawid)
+ /* Determine if we need to flag BRW_NEW_VERTICES for updating the
+ * gl_BaseVertexARB or gl_BaseInstanceARB values. For indirect draw, we
+ * always flag if the shader uses one of the values. For direct draws,
+ * we only flag if the values change.
+ */
+ const int new_basevertex =
+ prim->indexed ? prim->basevertex : prim->start;
+ const int new_baseinstance = prim->base_instance;
+ const struct brw_vs_prog_data *vs_prog_data =
+ brw_vs_prog_data(brw->vs.base.prog_data);
+ if (prim_id > 0) {
+ const bool uses_draw_parameters =
+ vs_prog_data->uses_basevertex ||
+ vs_prog_data->uses_baseinstance;
+
+ if ((uses_draw_parameters && prim->is_indirect) ||
+ (vs_prog_data->uses_basevertex &&
+ brw->draw.params.gl_basevertex != new_basevertex) ||
+ (vs_prog_data->uses_baseinstance &&
+ brw->draw.params.gl_baseinstance != new_baseinstance))
brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+ }
+
+ brw->draw.params.gl_basevertex = new_basevertex;
+ brw->draw.params.gl_baseinstance = new_baseinstance;
+ brw_bo_unreference(brw->draw.draw_params_bo);
+
+ if (prim->is_indirect) {
+ /* Point draw_params_bo at the indirect buffer. */
+ brw->draw.draw_params_bo =
+ intel_buffer_object(ctx->DrawIndirectBuffer)->buffer;
+ brw_bo_reference(brw->draw.draw_params_bo);
+ brw->draw.draw_params_offset =
+ prim->indirect_offset + (prim->indexed ? 12 : 8);
+ } else {
+ /* Set draw_params_bo to NULL so brw_prepare_vertices knows it
+ * has to upload gl_BaseVertex and such if they're needed.
+ */
+ brw->draw.draw_params_bo = NULL;
+ brw->draw.draw_params_offset = 0;
+ }
- if (brw->gen < 6)
- brw_set_prim(brw, &prims[i]);
- else
- gen6_set_prim(brw, &prims[i]);
+ /* gl_DrawID always needs its own vertex buffer since it's not part of
+ * the indirect parameter buffer. If the program uses gl_DrawID we need
+ * to flag BRW_NEW_VERTICES. For the first iteration, we don't have
+ * valid vs_prog_data, but we always flag BRW_NEW_VERTICES before
+ * the loop.
+ */
+ brw->draw.gl_drawid = prim->draw_id;
+ brw_bo_unreference(brw->draw.draw_id_bo);
+ brw->draw.draw_id_bo = NULL;
+ if (prim_id > 0 && vs_prog_data->uses_drawid)
+ brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
+
+ if (devinfo->gen < 6)
+ brw_set_prim(brw, prim);
+ else
+ gen6_set_prim(brw, prim);
retry:
- /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
- * that the state updated in the loop outside of this block is that in
- * *_set_prim or intel_batchbuffer_flush(), which only impacts
- * brw->ctx.NewDriverState.
- */
- if (brw->ctx.NewDriverState) {
- brw->no_batch_wrap = true;
- brw_upload_render_state(brw);
- }
+ /* Note that before the loop, brw->ctx.NewDriverState was set to != 0, and
+ * that the state updated in the loop outside of this block is that in
+ * *_set_prim or intel_batchbuffer_flush(), which only impacts
+ * brw->ctx.NewDriverState.
+ */
+ if (brw->ctx.NewDriverState) {
+ brw->batch.no_wrap = true;
+ brw_upload_render_state(brw);
+ }
- brw_emit_prim(brw, &prims[i], brw->primitive, xfb_obj, stream);
+ brw_emit_prim(brw, prim, brw->primitive, xfb_obj, stream);
- brw->no_batch_wrap = false;
+ brw->batch.no_wrap = false;
- if (!brw_batch_has_aperture_space(brw, 0)) {
- if (!fail_next) {
- intel_batchbuffer_reset_to_saved(brw);
- intel_batchbuffer_flush(brw);
- fail_next = true;
- goto retry;
- } else {
- int ret = intel_batchbuffer_flush(brw);
- WARN_ONCE(ret == -ENOSPC,
- "i965: Single primitive emit exceeded "
- "available aperture space\n");
- }
+ if (!brw_batch_has_aperture_space(brw, 0)) {
+ if (!fail_next) {
+ intel_batchbuffer_reset_to_saved(brw);
+ intel_batchbuffer_flush(brw);
+ fail_next = true;
+ goto retry;
+ } else {
+ int ret = intel_batchbuffer_flush(brw);
+ WARN_ONCE(ret == -ENOSPC,
+ "i965: Single primitive emit exceeded "
+ "available aperture space\n");
}
-
- /* Now that we know we haven't run out of aperture space, we can safely
- * reset the dirty bits.
- */
- if (brw->ctx.NewDriverState)
- brw_render_state_finished(brw);
}
- if (brw->always_flush_batch)
- intel_batchbuffer_flush(brw);
-
- brw_program_cache_check_size(brw);
- brw_postdraw_reconcile_align_wa_slices(brw);
- brw_postdraw_set_buffers_need_resolve(brw);
+ /* Now that we know we haven't run out of aperture space, we can safely
+ * reset the dirty bits.
+ */
+ if (brw->ctx.NewDriverState)
+ brw_render_state_finished(brw);
return;
}
unsigned stream,
struct gl_buffer_object *indirect)
{
+ unsigned i;
struct brw_context *brw = brw_context(ctx);
const struct gl_vertex_array **arrays = ctx->Array._DrawArrays;
+ int predicate_state = brw->predicate.state;
struct brw_transform_feedback_object *xfb_obj =
(struct brw_transform_feedback_object *) gl_xfb_obj;
index_bounds_valid = true;
}
+ brw_prepare_drawing(ctx, arrays, ib, index_bounds_valid, min_index,
+ max_index);
/* Try drawing with the hardware, but don't do anything else if we can't
* manage it. swrast doesn't support our featureset, so we can't fall back
* to it.
*/
- brw_try_draw_prims(ctx, arrays, prims, nr_prims, ib, index_bounds_valid,
- min_index, max_index, xfb_obj, stream, indirect);
+
+ for (i = 0; i < nr_prims; i++) {
+ /* Implementation of ARB_indirect_parameters via predicates */
+ if (brw->draw.draw_params_count_bo) {
+ brw_emit_pipe_control_flush(brw, PIPE_CONTROL_FLUSH_ENABLE);
+
+ /* Upload the current draw count from the draw parameters buffer to
+ * MI_PREDICATE_SRC0.
+ */
+ brw_load_register_mem(brw, MI_PREDICATE_SRC0,
+ brw->draw.draw_params_count_bo,
+ brw->draw.draw_params_count_offset);
+ /* Zero the top 32-bits of MI_PREDICATE_SRC0 */
+ brw_load_register_imm32(brw, MI_PREDICATE_SRC0 + 4, 0);
+ /* Upload the id of the current primitive to MI_PREDICATE_SRC1. */
+ brw_load_register_imm64(brw, MI_PREDICATE_SRC1, prims[i].draw_id);
+
+ BEGIN_BATCH(1);
+ if (i == 0 && brw->predicate.state != BRW_PREDICATE_STATE_USE_BIT) {
+ OUT_BATCH(GEN7_MI_PREDICATE | MI_PREDICATE_LOADOP_LOADINV |
+ MI_PREDICATE_COMBINEOP_SET |
+ MI_PREDICATE_COMPAREOP_SRCS_EQUAL);
+ } else {
+ OUT_BATCH(GEN7_MI_PREDICATE |
+ MI_PREDICATE_LOADOP_LOAD | MI_PREDICATE_COMBINEOP_XOR |
+ MI_PREDICATE_COMPAREOP_SRCS_EQUAL);
+ }
+ ADVANCE_BATCH();
+
+ brw->predicate.state = BRW_PREDICATE_STATE_USE_BIT;
+ }
+
+ brw_draw_single_prim(ctx, arrays, &prims[i], i, xfb_obj, stream,
+ indirect);
+ }
+
+ brw_finish_drawing(ctx);
+ brw->predicate.state = predicate_state;
+}
+
+void
+brw_draw_indirect_prims(struct gl_context *ctx,
+ GLuint mode,
+ struct gl_buffer_object *indirect_data,
+ GLsizeiptr indirect_offset,
+ unsigned draw_count,
+ unsigned stride,
+ struct gl_buffer_object *indirect_params,
+ GLsizeiptr indirect_params_offset,
+ const struct _mesa_index_buffer *ib)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct _mesa_prim *prim;
+ GLsizei i;
+
+ prim = calloc(draw_count, sizeof(*prim));
+ if (prim == NULL) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "gl%sDraw%sIndirect%s",
+ (draw_count > 1) ? "Multi" : "",
+ ib ? "Elements" : "Arrays",
+ indirect_params ? "CountARB" : "");
+ return;
+ }
+
+ prim[0].begin = 1;
+ prim[draw_count - 1].end = 1;
+ for (i = 0; i < draw_count; ++i, indirect_offset += stride) {
+ prim[i].mode = mode;
+ prim[i].indexed = ib != NULL;
+ prim[i].indirect_offset = indirect_offset;
+ prim[i].is_indirect = 1;
+ prim[i].draw_id = i;
+ }
+
+ if (indirect_params) {
+ brw->draw.draw_params_count_bo =
+ intel_buffer_object(indirect_params)->buffer;
+ brw_bo_reference(brw->draw.draw_params_count_bo);
+ brw->draw.draw_params_count_offset = indirect_params_offset;
+ }
+
+ brw_draw_prims(ctx, prim, draw_count,
+ ib, false, 0, ~0,
+ NULL, 0,
+ indirect_data);
+
+ free(prim);
}
void
/* Register our drawing function:
*/
vbo->draw_prims = brw_draw_prims;
+ vbo->draw_indirect_prims = brw_draw_indirect_prims;
for (int i = 0; i < VERT_ATTRIB_MAX; i++)
brw->vb.inputs[i].buffer = -1;