write_primitives_generated(struct brw_context *brw,
drm_intel_bo *query_bo, int stream, int idx)
{
- intel_batchbuffer_emit_mi_flush(brw);
+ brw_emit_mi_flush(brw);
- if (brw->gen >= 7) {
+ if (brw->gen >= 7 && stream > 0) {
brw_store_register_mem64(brw, query_bo,
GEN7_SO_PRIM_STORAGE_NEEDED(stream), idx);
} else {
write_xfb_primitives_written(struct brw_context *brw,
drm_intel_bo *bo, int stream, int idx)
{
- intel_batchbuffer_emit_mi_flush(brw);
+ brw_emit_mi_flush(brw);
if (brw->gen >= 7) {
brw_store_register_mem64(brw, bo, GEN7_SO_NUM_PRIMS_WRITTEN(stream), idx);
}
}
+static inline const int
+pipeline_target_to_index(int target)
+{
+ if (target == GL_GEOMETRY_SHADER_INVOCATIONS)
+ return MAX_PIPELINE_STATISTICS - 1;
+ else
+ return target - GL_VERTICES_SUBMITTED_ARB;
+}
+
+static void
+emit_pipeline_stat(struct brw_context *brw, drm_intel_bo *bo,
+ int stream, int target, int idx)
+{
+ /* One source of confusion is the tessellation shader statistics. The
+ * hardware has no statistics specific to the TE unit. Ideally we could have
+ * the HS primitives for TESS_CONTROL_SHADER_PATCHES_ARB, and the DS
+ * invocations as the register for TESS_CONTROL_SHADER_PATCHES_ARB.
+ * Unfortunately we don't have HS primitives, we only have HS invocations.
+ */
+
+ /* Everything except GEOMETRY_SHADER_INVOCATIONS can be kept in a simple
+ * lookup table
+ */
+ static const uint32_t target_to_register[] = {
+ IA_VERTICES_COUNT, /* VERTICES_SUBMITTED */
+ IA_PRIMITIVES_COUNT, /* PRIMITIVES_SUBMITTED */
+ VS_INVOCATION_COUNT, /* VERTEX_SHADER_INVOCATIONS */
+ 0, /* HS_INVOCATION_COUNT,*/ /* TESS_CONTROL_SHADER_PATCHES */
+ 0, /* DS_INVOCATION_COUNT,*/ /* TESS_EVALUATION_SHADER_INVOCATIONS */
+ GS_PRIMITIVES_COUNT, /* GEOMETRY_SHADER_PRIMITIVES_EMITTED */
+ PS_INVOCATION_COUNT, /* FRAGMENT_SHADER_INVOCATIONS */
+ CS_INVOCATION_COUNT, /* COMPUTE_SHADER_INVOCATIONS */
+ CL_INVOCATION_COUNT, /* CLIPPING_INPUT_PRIMITIVES */
+ CL_PRIMITIVES_COUNT, /* CLIPPING_OUTPUT_PRIMITIVES */
+ GS_INVOCATION_COUNT /* This one is special... */
+ };
+ STATIC_ASSERT(ARRAY_SIZE(target_to_register) == MAX_PIPELINE_STATISTICS);
+ uint32_t reg = target_to_register[pipeline_target_to_index(target)];
+ /* Gen6 GS code counts full primitives, that is, it won't count individual
+ * triangles in a triangle strip. Use CL_INVOCATION_COUNT for that.
+ */
+ if (brw->gen == 6 && target == GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB)
+ reg = CL_INVOCATION_COUNT;
+ assert(reg != 0);
+
+ /* Emit a flush to make sure various parts of the pipeline are complete and
+ * we get an accurate value
+ */
+ brw_emit_mi_flush(brw);
+
+ brw_store_register_mem64(brw, bo, reg, idx);
+}
+
+
/**
* Wait on the query object's BO and calculate the final result.
*/
if (query->bo == NULL)
return;
- /* If the application has requested the query result, but this batch is
- * still contributing to it, flush it now so the results will be present
- * when mapped.
- */
- if (drm_intel_bo_references(brw->batch.bo, query->bo))
- intel_batchbuffer_flush(brw);
-
- if (unlikely(brw->perf_debug)) {
- if (drm_intel_bo_busy(query->bo)) {
- perf_debug("Stalling on the GPU waiting for a query object.\n");
- }
- }
-
- drm_intel_bo_map(query->bo, false);
+ brw_bo_map(brw, query->bo, false, "query object");
uint64_t *results = query->bo->virtual;
switch (query->Base.Target) {
case GL_TIME_ELAPSED:
case GL_PRIMITIVES_GENERATED:
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
+ case GL_VERTICES_SUBMITTED_ARB:
+ case GL_PRIMITIVES_SUBMITTED_ARB:
+ case GL_VERTEX_SHADER_INVOCATIONS_ARB:
+ case GL_GEOMETRY_SHADER_INVOCATIONS:
+ case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB:
+ case GL_CLIPPING_INPUT_PRIMITIVES_ARB:
+ case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB:
+ case GL_COMPUTE_SHADER_INVOCATIONS_ARB:
query->Base.Result = results[1] - results[0];
break;
+ case GL_FRAGMENT_SHADER_INVOCATIONS_ARB:
+ query->Base.Result = (results[1] - results[0]);
+ /* Implement the "WaDividePSInvocationCountBy4:HSW,BDW" workaround:
+ * "Invocation counter is 4 times actual. WA: SW to divide HW reported
+ * PS Invocations value by 4."
+ *
+ * Prior to Haswell, invocation count was counted by the WM, and it
+ * buggily counted invocations in units of subspans (2x2 unit). To get the
+ * correct value, the CS multiplied this by 4. With HSW the logic moved,
+ * and correctly emitted the number of pixel shader invocations, but,
+ * whomever forgot to undo the multiply by 4.
+ */
+ if (brw->gen == 8 || brw->is_haswell)
+ query->Base.Result /= 4;
+ break;
+
+ case GL_TESS_CONTROL_SHADER_PATCHES_ARB:
+ case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB:
default:
unreachable("Unrecognized query target in brw_queryobj_get_results()");
}
*/
drm_intel_bo_unreference(query->bo);
query->bo = NULL;
+
+ query->Base.Ready = true;
}
/**
write_xfb_primitives_written(brw, query->bo, query->Base.Stream, 0);
break;
+ case GL_VERTICES_SUBMITTED_ARB:
+ case GL_PRIMITIVES_SUBMITTED_ARB:
+ case GL_VERTEX_SHADER_INVOCATIONS_ARB:
+ case GL_GEOMETRY_SHADER_INVOCATIONS:
+ case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB:
+ case GL_FRAGMENT_SHADER_INVOCATIONS_ARB:
+ case GL_CLIPPING_INPUT_PRIMITIVES_ARB:
+ case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB:
+ case GL_COMPUTE_SHADER_INVOCATIONS_ARB:
+ emit_pipeline_stat(brw, query->bo, query->Base.Stream, query->Base.Target, 0);
+ break;
+
+ case GL_TESS_CONTROL_SHADER_PATCHES_ARB:
+ case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB:
default:
unreachable("Unrecognized query target in brw_begin_query()");
}
write_xfb_primitives_written(brw, query->bo, query->Base.Stream, 1);
break;
+ case GL_VERTICES_SUBMITTED_ARB:
+ case GL_PRIMITIVES_SUBMITTED_ARB:
+ case GL_VERTEX_SHADER_INVOCATIONS_ARB:
+ case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB:
+ case GL_FRAGMENT_SHADER_INVOCATIONS_ARB:
+ case GL_COMPUTE_SHADER_INVOCATIONS_ARB:
+ case GL_CLIPPING_INPUT_PRIMITIVES_ARB:
+ case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB:
+ case GL_GEOMETRY_SHADER_INVOCATIONS:
+ emit_pipeline_stat(brw, query->bo,
+ query->Base.Stream, query->Base.Target, 1);
+ break;
+
+ case GL_TESS_CONTROL_SHADER_PATCHES_ARB:
+ case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB:
default:
unreachable("Unrecognized query target in brw_end_query()");
}
+
+ /* The current batch contains the commands to handle EndQuery(),
+ * but they won't actually execute until it is flushed.
+ */
+ query->flushed = false;
+}
+
+/**
+ * Flush the batch if it still references the query object BO.
+ */
+static void
+flush_batch_if_needed(struct brw_context *brw, struct brw_query_object *query)
+{
+ /* If the batch doesn't reference the BO, it must have been flushed
+ * (for example, due to being full). Record that it's been flushed.
+ */
+ query->flushed = query->flushed ||
+ !drm_intel_bo_references(brw->batch.bo, query->bo);
+
+ if (!query->flushed)
+ intel_batchbuffer_flush(brw);
}
/**
*/
static void gen6_wait_query(struct gl_context *ctx, struct gl_query_object *q)
{
+ struct brw_context *brw = brw_context(ctx);
struct brw_query_object *query = (struct brw_query_object *)q;
+ /* If the application has requested the query result, but this batch is
+ * still contributing to it, flush it now to finish that work so the
+ * result will become available (eventually).
+ */
+ flush_batch_if_needed(brw, query);
+
gen6_queryobj_get_results(ctx, query);
- query->Base.Ready = true;
}
/**
struct brw_context *brw = brw_context(ctx);
struct brw_query_object *query = (struct brw_query_object *)q;
+ /* If query->bo is NULL, we've already gathered the results - this is a
+ * redundant CheckQuery call. Ignore it.
+ */
+ if (query->bo == NULL)
+ return;
+
/* From the GL_ARB_occlusion_query spec:
*
* "Instead of allowing for an infinite loop, performing a
* not ready yet on the first time it is queried. This ensures that
* the async query will return true in finite time.
*/
- if (query->bo && drm_intel_bo_references(brw->batch.bo, query->bo))
- intel_batchbuffer_flush(brw);
+ flush_batch_if_needed(brw, query);
- if (query->bo == NULL || !drm_intel_bo_busy(query->bo)) {
+ if (!drm_intel_bo_busy(query->bo)) {
gen6_queryobj_get_results(ctx, query);
- query->Base.Ready = true;
}
}