#include <sys/errno.h>
+#include "main/blend.h"
#include "main/context.h"
#include "main/condrender.h"
#include "main/samplerobj.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
#include "drivers/common/meta.h"
+#include "util/bitscan.h"
#include "brw_blorp.h"
#include "brw_draw.h"
#include "brw_defines.h"
+#include "compiler/brw_eu_defines.h"
#include "brw_context.h"
#include "brw_state.h"
-#include "brw_vs.h"
#include "intel_batchbuffer.h"
#include "intel_buffers.h"
#define FILE_DEBUG_FLAG DEBUG_PRIMS
-static const GLuint prim_to_hw_prim[GL_TRIANGLE_STRIP_ADJACENCY+1] = {
- [GL_POINTS] =_3DPRIM_POINTLIST,
- [GL_LINES] = _3DPRIM_LINELIST,
- [GL_LINE_LOOP] = _3DPRIM_LINELOOP,
- [GL_LINE_STRIP] = _3DPRIM_LINESTRIP,
- [GL_TRIANGLES] = _3DPRIM_TRILIST,
- [GL_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
- [GL_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
- [GL_QUADS] = _3DPRIM_QUADLIST,
- [GL_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
- [GL_POLYGON] = _3DPRIM_POLYGON,
- [GL_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
- [GL_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
- [GL_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
- [GL_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
-};
-
static const GLenum reduced_prim[GL_POLYGON+1] = {
[GL_POINTS] = GL_POINTS,
[GL_POLYGON] = GL_TRIANGLES
};
-uint32_t
-get_hw_prim_for_gl_prim(int mode)
-{
- if (mode >= BRW_PRIM_OFFSET)
- return mode - BRW_PRIM_OFFSET;
- else {
- assert(mode < ARRAY_SIZE(prim_to_hw_prim));
- return prim_to_hw_prim[mode];
- }
-}
-
-
/* When the primitive changes, set a state bit and re-validate. Not
* the nicest and would rather deal with this by having all the
* programs be immune to the active primitive (ie. cope with all
brw->ctx.NewDriverState |= BRW_NEW_PRIMITIVE;
if (reduced_prim[prim->mode] != brw->reduced_primitive) {
- brw->reduced_primitive = reduced_prim[prim->mode];
- brw->ctx.NewDriverState |= BRW_NEW_REDUCED_PRIMITIVE;
+ brw->reduced_primitive = reduced_prim[prim->mode];
+ brw->ctx.NewDriverState |= BRW_NEW_REDUCED_PRIMITIVE;
}
}
}
static void
brw_emit_prim(struct brw_context *brw,
const struct _mesa_prim *prim,
- uint32_t hw_prim)
+ uint32_t hw_prim,
+ 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;
/* If nothing to emit, just return. */
- if (verts_per_instance == 0 && !prim->is_indirect)
+ if (verts_per_instance == 0 && !prim->is_indirect && !xfb_obj)
return;
/* If we're set to always flush, do it before and after the primitive emit.
brw_emit_mi_flush(brw);
/* If indirect, emit a bunch of loads from the indirect BO. */
- if (prim->is_indirect) {
+ if (xfb_obj) {
+ indirect_flag = GEN7_3DPRIM_INDIRECT_PARAMETER_ENABLE;
+
+ brw_load_register_mem(brw, GEN7_3DPRIM_VERTEX_COUNT,
+ xfb_obj->prim_count_bo,
+ stream * sizeof(uint32_t));
+ BEGIN_BATCH(9);
+ OUT_BATCH(MI_LOAD_REGISTER_IMM | (9 - 2));
+ OUT_BATCH(GEN7_3DPRIM_INSTANCE_COUNT);
+ OUT_BATCH(prim->num_instances);
+ OUT_BATCH(GEN7_3DPRIM_START_VERTEX);
+ OUT_BATCH(0);
+ OUT_BATCH(GEN7_3DPRIM_BASE_VERTEX);
+ OUT_BATCH(0);
+ OUT_BATCH(GEN7_3DPRIM_START_INSTANCE);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ } else if (prim->is_indirect) {
struct gl_buffer_object *indirect_buffer = brw->ctx.DrawIndirectBuffer;
- drm_intel_bo *bo = intel_bufferobj_buffer(brw,
+ struct brw_bo *bo = intel_bufferobj_buffer(brw,
intel_buffer_object(indirect_buffer),
- prim->indirect_offset, 5 * sizeof(GLuint));
+ prim->indirect_offset, 5 * sizeof(GLuint), false);
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;
static void
brw_merge_inputs(struct brw_context *brw,
- const struct gl_client_array *arrays[])
+ const struct gl_vertex_array *arrays[])
{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
const struct gl_context *ctx = &brw->ctx;
GLuint i;
for (i = 0; i < brw->vb.nr_buffers; i++) {
- drm_intel_bo_unreference(brw->vb.buffers[i].bo);
+ brw_bo_unreference(brw->vb.buffers[i].bo);
brw->vb.buffers[i].bo = NULL;
}
brw->vb.nr_buffers = 0;
brw->vb.inputs[i].glarray = arrays[i];
}
- if (brw->gen < 8 && !brw->is_haswell) {
- struct gl_program *vp = &ctx->VertexProgram._Current->Base;
+ 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.
*/
- for (i = 0; i < VERT_ATTRIB_MAX; i++) {
- if (!(vp->InputsRead & BITFIELD64_BIT(i)))
- continue;
-
+ while (mask) {
uint8_t wa_flags = 0;
+ i = u_bit_scan64(&mask);
+
switch (brw->vb.inputs[i].glarray->Type) {
case GL_FIXED:
}
}
+/* 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,
+ 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 == 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;
+}
+
+/**
+ * \brief Resolve buffers before drawing.
+ *
+ * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
+ * enabled depth texture, and flush the render cache for any dirty textures.
+ */
+void
+brw_predraw_resolve_inputs(struct brw_context *brw, bool rendering)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct intel_texture_object *tex_obj;
+
+ memset(brw->draw_aux_buffer_disabled, 0,
+ sizeof(brw->draw_aux_buffer_disabled));
+
+ /* Resolve depth buffer and render cache of each enabled texture. */
+ int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
+ for (int i = 0; i <= maxEnabledUnit; i++) {
+ if (!ctx->Texture.Unit[i]._Current)
+ continue;
+ tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
+ if (!tex_obj || !tex_obj->mt)
+ continue;
+
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, i);
+ enum isl_format view_format =
+ translate_tex_format(brw, tex_obj->_Format, sampler->sRGBDecode);
+
+ 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;
+ }
+
+ 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) {
+ intel_update_r8stencil(brw, tex_obj->mt);
+ }
+ }
+
+ /* Resolve color for each active shader image. */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ const struct gl_program *prog = ctx->_Shader->CurrentProgram[i];
+
+ if (unlikely(prog && prog->info.num_images)) {
+ for (unsigned j = 0; j < prog->info.num_images; j++) {
+ struct gl_image_unit *u =
+ &ctx->ImageUnits[prog->sh.ImageUnits[j]];
+ tex_obj = intel_texture_object(u->TexObj);
+
+ if (tex_obj && tex_obj->mt) {
+ intel_disable_rb_aux_buffer(brw, tex_obj->mt, 0, ~0,
+ "as a shader image");
+
+ intel_miptree_prepare_image(brw, tex_obj->mt);
+
+ brw_cache_flush_for_read(brw, tex_obj->mt->bo);
+ }
+ }
+ }
+ }
+}
+
+static void
+brw_predraw_resolve_framebuffer(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct intel_renderbuffer *depth_irb;
+
+ /* Resolve the depth buffer's HiZ buffer. */
+ depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
+ if (depth_irb && depth_irb->mt) {
+ intel_miptree_prepare_depth(brw, depth_irb->mt,
+ depth_irb->mt_level,
+ depth_irb->mt_layer,
+ depth_irb->layer_count);
+ }
+
+ /* Resolve color buffers for non-coherent framebuffer fetch. */
+ if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
+ ctx->FragmentProgram._Current &&
+ 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_texture(brw, irb->mt, irb->mt->surf.format,
+ irb->mt_level, 1,
+ irb->mt_layer, irb->layer_count,
+ false);
+ }
+ }
+ }
+
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ struct intel_renderbuffer *irb =
+ intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ 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,
+ isl_format,
+ ctx->Color.BlendEnabled & (1 << i));
+ }
+}
+
/**
* \brief Call this after drawing to mark which buffers need resolving
*
front_irb->need_downsample = true;
if (back_irb)
back_irb->need_downsample = true;
- if (depth_irb && ctx->Depth.Mask) {
- intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
- brw_render_cache_set_add_bo(brw, depth_irb->mt->bo);
+ if (depth_irb) {
+ bool depth_written = brw_depth_writes_enabled(brw);
+ if (depth_att->Layered) {
+ intel_miptree_finish_depth(brw, depth_irb->mt,
+ depth_irb->mt_level,
+ depth_irb->mt_layer,
+ depth_irb->layer_count,
+ depth_written);
+ } else {
+ intel_miptree_finish_depth(brw, depth_irb->mt,
+ depth_irb->mt_level,
+ depth_irb->mt_layer, 1,
+ depth_written);
+ }
+ if (depth_written)
+ brw_depth_cache_add_bo(brw, depth_irb->mt->bo);
}
- if (ctx->Extensions.ARB_stencil_texturing &&
- stencil_irb && ctx->Stencil._WriteEnabled) {
- 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 =
+ intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ if (!irb)
+ 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);
+
+ 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,
+ isl_format,
+ ctx->Color.BlendEnabled & (1 << i));
}
+}
+
+static void
+intel_renderbuffer_move_temp_back(struct brw_context *brw,
+ struct intel_renderbuffer *irb)
+{
+ if (irb->align_wa_mt == NULL)
+ return;
+
+ brw_cache_flush_for_read(brw, irb->align_wa_mt->bo);
+
+ intel_miptree_copy_slice(brw, irb->align_wa_mt, 0, 0,
+ irb->mt,
+ irb->Base.Base.TexImage->Level, irb->mt_layer);
+
+ intel_miptree_reference(&irb->align_wa_mt, NULL);
+
+ /* Finally restore the x,y to correspond to full miptree. */
+ intel_renderbuffer_set_draw_offset(irb);
+
+ /* Make sure render surface state gets re-emitted with updated miptree. */
+ brw->NewGLState |= _NEW_BUFFERS;
+}
+
+static void
+brw_postdraw_reconcile_align_wa_slices(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+
+ struct intel_renderbuffer *depth_irb =
+ intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct intel_renderbuffer *stencil_irb =
+ intel_get_renderbuffer(fb, BUFFER_STENCIL);
+
+ if (depth_irb && depth_irb->align_wa_mt)
+ intel_renderbuffer_move_temp_back(brw, depth_irb);
+
+ if (stencil_irb && stencil_irb->align_wa_mt)
+ intel_renderbuffer_move_temp_back(brw, stencil_irb);
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
- if (irb)
- brw_render_cache_set_add_bo(brw, irb->mt->bo);
+ if (!irb || irb->align_wa_mt == NULL)
+ continue;
+
+ intel_renderbuffer_move_temp_back(brw, irb);
}
}
-/* 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_client_array *arrays[],
- const struct _mesa_prim *prims,
- GLuint nr_prims,
- const struct _mesa_index_buffer *ib,
- GLuint min_index,
- GLuint max_index,
- 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);
+ /* We have to validate the textures *before* checking for fallbacks;
+ * otherwise, the software fallback won't be able to rely on the
+ * texture state, the firstLevel and lastLevel fields won't be
+ * set in the intel texture object (they'll both be 0), and the
+ * software fallback will segfault if it attempts to access any
+ * texture level other than level 0.
+ */
+ brw_validate_textures(brw);
+
/* Find the highest sampler unit used by each shader program. A bit-count
* won't work since ARB programs use the texture unit number as the sampler
* index.
*/
brw->wm.base.sampler_count =
- _mesa_fls(ctx->FragmentProgram._Current->Base.SamplersUsed);
+ util_last_bit(ctx->FragmentProgram._Current->SamplersUsed);
brw->gs.base.sampler_count = ctx->GeometryProgram._Current ?
- _mesa_fls(ctx->GeometryProgram._Current->Base.SamplersUsed) : 0;
+ util_last_bit(ctx->GeometryProgram._Current->SamplersUsed) : 0;
brw->tes.base.sampler_count = ctx->TessEvalProgram._Current ?
- _mesa_fls(ctx->TessEvalProgram._Current->Base.SamplersUsed) : 0;
+ util_last_bit(ctx->TessEvalProgram._Current->SamplersUsed) : 0;
brw->tcs.base.sampler_count = ctx->TessCtrlProgram._Current ?
- _mesa_fls(ctx->TessCtrlProgram._Current->Base.SamplersUsed) : 0;
+ util_last_bit(ctx->TessCtrlProgram._Current->SamplersUsed) : 0;
brw->vs.base.sampler_count =
- _mesa_fls(ctx->VertexProgram._Current->Base.SamplersUsed);
-
- /* We have to validate the textures *before* checking for fallbacks;
- * otherwise, the software fallback won't be able to rely on the
- * texture state, the firstLevel and lastLevel fields won't be
- * set in the intel texture object (they'll both be 0), and the
- * software fallback will segfault if it attempts to access any
- * texture level other than level 0.
- */
- brw_validate_textures(brw);
+ util_last_bit(ctx->VertexProgram._Current->SamplersUsed);
intel_prepare_render(brw);
*/
brw_workaround_depthstencil_alignment(brw, 0);
+ /* Resolves must occur after updating renderbuffers, updating context state,
+ * and finalizing textures but before setting up any hardware state for
+ * this draw call.
+ */
+ brw_predraw_resolve_inputs(brw, true);
+ brw_predraw_resolve_framebuffer(brw);
+
/* Bind all inputs, derive varying and size information:
*/
brw_merge_inputs(brw, arrays);
brw->ib.ib = ib;
brw->ctx.NewDriverState |= BRW_NEW_INDICES;
+ brw->vb.index_bounds_valid = index_bounds_valid;
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 */
-
- /* 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->num_instances = prims[i].num_instances;
- brw->basevertex = prims[i].basevertex;
- if (i > 0) { /* For i == 0 we just did this before the loop */
- brw->ctx.NewDriverState |= BRW_NEW_VERTICES;
- brw_merge_inputs(brw, arrays);
- }
- }
+static void
+brw_finish_drawing(struct gl_context *ctx)
+{
+ struct brw_context *brw = brw_context(ctx);
- brw->draw.params.gl_basevertex =
- prims[i].indexed ? prims[i].basevertex : prims[i].start;
- brw->draw.params.gl_baseinstance = prims[i].base_instance;
- drm_intel_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;
- drm_intel_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->always_flush_batch)
+ intel_batchbuffer_flush(brw);
- if (brw->gen < 6)
- brw_set_prim(brw, &prims[i]);
- else
- gen6_set_prim(brw, &prims[i]);
+ brw_program_cache_check_size(brw);
+ brw_postdraw_reconcile_align_wa_slices(brw);
+ brw_postdraw_set_buffers_need_resolve(brw);
-retry:
+ if (brw->draw.draw_params_count_bo) {
+ brw_bo_unreference(brw->draw.draw_params_count_bo);
+ brw->draw.draw_params_count_bo = NULL;
+ }
+}
- /* 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);
- }
+/* 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;
- brw_emit_prim(brw, &prims[i], brw->primitive);
-
- brw->no_batch_wrap = false;
-
- if (dri_bufmgr_check_aperture_space(&brw->batch.bo, 1)) {
- 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");
- }
+ /* 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);
}
+ }
- /* Now that we know we haven't run out of aperture space, we can safely
- * reset the dirty bits.
+ /* 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.
*/
- if (brw->ctx.NewDriverState)
- brw_render_state_finished(brw);
+ brw->draw.draw_params_bo = NULL;
+ brw->draw.draw_params_offset = 0;
}
- if (brw->always_flush_batch)
- intel_batchbuffer_flush(brw);
+ /* 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);
- brw_state_cache_check_size(brw);
- brw_postdraw_set_buffers_need_resolve(brw);
+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->batch.no_wrap = true;
+ brw_upload_render_state(brw);
+ }
+
+ brw_emit_prim(brw, prim, brw->primitive, xfb_obj, stream);
+
+ 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");
+ }
+ }
+
+ /* 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;
}
GLboolean index_bounds_valid,
GLuint min_index,
GLuint max_index,
- struct gl_transform_feedback_object *unused_tfb_object,
+ struct gl_transform_feedback_object *gl_xfb_obj,
unsigned stream,
struct gl_buffer_object *indirect)
{
+ unsigned i;
struct brw_context *brw = brw_context(ctx);
- const struct gl_client_array **arrays = ctx->Array._DrawArrays;
-
- assert(unused_tfb_object == NULL);
+ 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;
if (!brw_check_conditional_render(brw))
return;
perf_debug("Scanning index buffer to compute index buffer bounds. "
"Use glDrawRangeElements() to avoid this.\n");
vbo_get_minmax_indices(ctx, prims, ib, &min_index, &max_index, nr_prims);
+ 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, min_index, max_index,
- 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;
unsigned i;
for (i = 0; i < brw->vb.nr_buffers; i++) {
- drm_intel_bo_unreference(brw->vb.buffers[i].bo);
+ brw_bo_unreference(brw->vb.buffers[i].bo);
brw->vb.buffers[i].bo = NULL;
}
brw->vb.nr_buffers = 0;
}
brw->vb.nr_enabled = 0;
- drm_intel_bo_unreference(brw->ib.bo);
+ brw_bo_unreference(brw->ib.bo);
brw->ib.bo = NULL;
}