#include "main/macros.h"
#include "main/enums.h"
-#include "shader/program.h"
+#include "program/program.h"
#include "intel_batchbuffer.h"
#include "brw_defines.h"
#include "brw_context.h"
#include "brw_eu.h"
-#include "brw_util.h"
#include "brw_gs.h"
static void brw_gs_alloc_regs( struct brw_gs_compile *c,
i += c->nr_regs;
}
+ c->reg.temp = brw_vec8_grf(i, 0);
+
c->prog_data.urb_read_length = c->nr_regs;
c->prog_data.total_grf = i;
}
static void brw_gs_emit_vue(struct brw_gs_compile *c,
struct brw_reg vert,
- GLboolean last,
+ bool last,
GLuint header)
{
struct brw_compile *p = &c->func;
- GLboolean allocate = !last;
+ struct intel_context *intel = &c->func.brw->intel;
+ bool allocate = !last;
+ struct brw_reg temp;
+
+ if (intel->gen < 6)
+ temp = c->reg.R0;
+ else {
+ temp = c->reg.temp;
+ brw_MOV(p, retype(temp, BRW_REGISTER_TYPE_UD),
+ retype(c->reg.R0, BRW_REGISTER_TYPE_UD));
+ }
/* Overwrite PrimType and PrimStart in the message header, for
* each vertex in turn:
*/
- brw_MOV(p, get_element_ud(c->reg.R0, 2), brw_imm_ud(header));
+ brw_MOV(p, get_element_ud(temp, 2), brw_imm_ud(header));
/* Copy the vertex from vertn into m1..mN+1:
*/
* allocated each time.
*/
brw_urb_WRITE(p,
- allocate ? c->reg.R0 : retype(brw_null_reg(), BRW_REGISTER_TYPE_UD),
+ allocate ? temp : retype(brw_null_reg(), BRW_REGISTER_TYPE_UD),
0,
- c->reg.R0,
+ temp,
allocate,
1, /* used */
c->nr_regs + 1, /* msg length */
1, /* writes_complete */
0, /* urb offset */
BRW_URB_SWIZZLE_NONE);
+
+ if (intel->gen >= 6 && allocate)
+ brw_MOV(p, get_element_ud(c->reg.R0, 0), get_element_ud(temp, 0));
}
+static void brw_gs_ff_sync(struct brw_gs_compile *c, int num_prim)
+{
+ struct brw_compile *p = &c->func;
+ struct intel_context *intel = &c->func.brw->intel;
+
+ if (intel->gen < 6) {
+ brw_MOV(p, get_element_ud(c->reg.R0, 1), brw_imm_ud(num_prim));
+ brw_ff_sync(p,
+ c->reg.R0,
+ 0,
+ c->reg.R0,
+ 1, /* allocate */
+ 1, /* response length */
+ 0 /* eot */);
+ } else {
+ brw_MOV(p, retype(c->reg.temp, BRW_REGISTER_TYPE_UD),
+ retype(c->reg.R0, BRW_REGISTER_TYPE_UD));
+ brw_MOV(p, get_element_ud(c->reg.temp, 1), brw_imm_ud(num_prim));
+ brw_ff_sync(p,
+ c->reg.temp,
+ 0,
+ c->reg.temp,
+ 1, /* allocate */
+ 1, /* response length */
+ 0 /* eot */);
+ brw_MOV(p, get_element_ud(c->reg.R0, 0),
+ get_element_ud(c->reg.temp, 0));
+ }
+}
-void brw_gs_quads( struct brw_gs_compile *c )
+void brw_gs_quads( struct brw_gs_compile *c, struct brw_gs_prog_key *key )
{
+ struct intel_context *intel = &c->func.brw->intel;
+
brw_gs_alloc_regs(c, 4);
/* Use polygons for correct edgeflag behaviour. Note that vertex 3
* is the PV for quads, but vertex 0 for polygons:
*/
- brw_gs_emit_vue(c, c->reg.vertex[3], 0, ((_3DPRIM_POLYGON << 2) | R02_PRIM_START));
- brw_gs_emit_vue(c, c->reg.vertex[0], 0, (_3DPRIM_POLYGON << 2));
- brw_gs_emit_vue(c, c->reg.vertex[1], 0, (_3DPRIM_POLYGON << 2));
- brw_gs_emit_vue(c, c->reg.vertex[2], 1, ((_3DPRIM_POLYGON << 2) | R02_PRIM_END));
+ if (intel->needs_ff_sync)
+ brw_gs_ff_sync(c, 1);
+ if (key->pv_first) {
+ brw_gs_emit_vue(c, c->reg.vertex[0], 0, ((_3DPRIM_POLYGON << 2) | R02_PRIM_START));
+ brw_gs_emit_vue(c, c->reg.vertex[1], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[2], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[3], 1, ((_3DPRIM_POLYGON << 2) | R02_PRIM_END));
+ }
+ else {
+ brw_gs_emit_vue(c, c->reg.vertex[3], 0, ((_3DPRIM_POLYGON << 2) | R02_PRIM_START));
+ brw_gs_emit_vue(c, c->reg.vertex[0], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[1], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[2], 1, ((_3DPRIM_POLYGON << 2) | R02_PRIM_END));
+ }
}
-void brw_gs_quad_strip( struct brw_gs_compile *c )
+void brw_gs_quad_strip( struct brw_gs_compile *c, struct brw_gs_prog_key *key )
{
+ struct intel_context *intel = &c->func.brw->intel;
+
brw_gs_alloc_regs(c, 4);
- brw_gs_emit_vue(c, c->reg.vertex[2], 0, ((_3DPRIM_POLYGON << 2) | R02_PRIM_START));
- brw_gs_emit_vue(c, c->reg.vertex[3], 0, (_3DPRIM_POLYGON << 2));
- brw_gs_emit_vue(c, c->reg.vertex[0], 0, (_3DPRIM_POLYGON << 2));
- brw_gs_emit_vue(c, c->reg.vertex[1], 1, ((_3DPRIM_POLYGON << 2) | R02_PRIM_END));
-}
-
-void brw_gs_tris( struct brw_gs_compile *c )
-{
- brw_gs_alloc_regs(c, 3);
- brw_gs_emit_vue(c, c->reg.vertex[0], 0, ((_3DPRIM_TRILIST << 2) | R02_PRIM_START));
- brw_gs_emit_vue(c, c->reg.vertex[1], 0, (_3DPRIM_TRILIST << 2));
- brw_gs_emit_vue(c, c->reg.vertex[2], 1, ((_3DPRIM_TRILIST << 2) | R02_PRIM_END));
+ if (intel->needs_ff_sync)
+ brw_gs_ff_sync(c, 1);
+ if (key->pv_first) {
+ brw_gs_emit_vue(c, c->reg.vertex[0], 0, ((_3DPRIM_POLYGON << 2) | R02_PRIM_START));
+ brw_gs_emit_vue(c, c->reg.vertex[1], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[2], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[3], 1, ((_3DPRIM_POLYGON << 2) | R02_PRIM_END));
+ }
+ else {
+ brw_gs_emit_vue(c, c->reg.vertex[2], 0, ((_3DPRIM_POLYGON << 2) | R02_PRIM_START));
+ brw_gs_emit_vue(c, c->reg.vertex[3], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[0], 0, (_3DPRIM_POLYGON << 2));
+ brw_gs_emit_vue(c, c->reg.vertex[1], 1, ((_3DPRIM_POLYGON << 2) | R02_PRIM_END));
+ }
}
void brw_gs_lines( struct brw_gs_compile *c )
{
+ struct intel_context *intel = &c->func.brw->intel;
+
brw_gs_alloc_regs(c, 2);
+
+ if (intel->needs_ff_sync)
+ brw_gs_ff_sync(c, 1);
brw_gs_emit_vue(c, c->reg.vertex[0], 0, ((_3DPRIM_LINESTRIP << 2) | R02_PRIM_START));
brw_gs_emit_vue(c, c->reg.vertex[1], 1, ((_3DPRIM_LINESTRIP << 2) | R02_PRIM_END));
}
-
-void brw_gs_points( struct brw_gs_compile *c )
-{
- brw_gs_alloc_regs(c, 1);
- brw_gs_emit_vue(c, c->reg.vertex[0], 1, ((_3DPRIM_POINTLIST << 2) | R02_PRIM_START | R02_PRIM_END));
-}
-
-
-
-
-
-
-
-