* Code to initialize the binding table entries used by transform feedback.
*/
+#include "main/bufferobj.h"
#include "main/macros.h"
#include "brw_context.h"
#include "intel_batchbuffer.h"
#include "brw_defines.h"
+#include "brw_state.h"
+#include "main/transformfeedback.h"
static void
gen6_update_sol_surfaces(struct brw_context *brw)
{
- struct gl_context *ctx = &brw->intel.ctx;
- /* _NEW_TRANSFORM_FEEDBACK */
+ struct gl_context *ctx = &brw->ctx;
+ /* BRW_NEW_TRANSFORM_FEEDBACK */
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
- /* BRW_NEW_VERTEX_PROGRAM */
- const struct gl_shader_program *shaderprog =
- ctx->Shader.CurrentVertexProgram;
- const struct gl_transform_feedback_info *linked_xfb_info =
- &shaderprog->LinkedTransformFeedback;
+ const struct gl_shader_program *shaderprog;
+ const struct gl_transform_feedback_info *linked_xfb_info;
int i;
+ if (brw->geometry_program) {
+ /* BRW_NEW_GEOMETRY_PROGRAM */
+ shaderprog =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+ } else {
+ /* BRW_NEW_VERTEX_PROGRAM */
+ shaderprog =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ }
+ linked_xfb_info = &shaderprog->LinkedTransformFeedback;
+
for (i = 0; i < BRW_MAX_SOL_BINDINGS; ++i) {
- const int surf_index = SURF_INDEX_SOL_BINDING(i);
- if (xfb_obj->Active && !xfb_obj->Paused &&
+ const int surf_index = SURF_INDEX_GEN6_SOL_BINDING(i);
+ if (_mesa_is_xfb_active_and_unpaused(ctx) &&
i < linked_xfb_info->NumOutputs) {
unsigned buffer = linked_xfb_info->Outputs[i].OutputBuffer;
unsigned buffer_offset =
xfb_obj->Offset[buffer] / 4 +
linked_xfb_info->Outputs[i].DstOffset;
- brw_update_sol_surface(
- brw, xfb_obj->Buffers[buffer], &brw->bind.surf_offset[surf_index],
- linked_xfb_info->Outputs[i].NumComponents,
- linked_xfb_info->BufferStride[buffer], buffer_offset);
+ if (brw->geometry_program) {
+ brw_update_sol_surface(
+ brw, xfb_obj->Buffers[buffer],
+ &brw->gs.base.surf_offset[surf_index],
+ linked_xfb_info->Outputs[i].NumComponents,
+ linked_xfb_info->BufferStride[buffer], buffer_offset);
+ } else {
+ brw_update_sol_surface(
+ brw, xfb_obj->Buffers[buffer],
+ &brw->ff_gs.surf_offset[surf_index],
+ linked_xfb_info->Outputs[i].NumComponents,
+ linked_xfb_info->BufferStride[buffer], buffer_offset);
+ }
} else {
- brw->bind.surf_offset[surf_index] = 0;
+ if (!brw->geometry_program)
+ brw->ff_gs.surf_offset[surf_index] = 0;
+ else
+ brw->gs.base.surf_offset[surf_index] = 0;
}
}
+
+ brw->state.dirty.brw |= BRW_NEW_SURFACES;
}
const struct brw_tracked_state gen6_sol_surface = {
.dirty = {
- .mesa = _NEW_TRANSFORM_FEEDBACK,
- .brw = (BRW_NEW_BATCH |
- BRW_NEW_VERTEX_PROGRAM),
- .cache = 0
+ .mesa = 0,
+ .brw = BRW_NEW_BATCH |
+ BRW_NEW_GEOMETRY_PROGRAM |
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_TRANSFORM_FEEDBACK,
},
.emit = gen6_update_sol_surfaces,
};
+/**
+ * Constructs the binding table for the WM surface state, which maps unit
+ * numbers to surface state objects.
+ */
static void
-gen6_update_sol_indices(struct brw_context *brw)
+brw_gs_upload_binding_table(struct brw_context *brw)
{
- struct intel_context *intel = &brw->intel;
+ uint32_t *bind;
+ struct gl_context *ctx = &brw->ctx;
+ const struct gl_shader_program *shaderprog;
+ bool need_binding_table = false;
- BEGIN_BATCH(4);
- OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
- OUT_BATCH(brw->sol.svbi_0_starting_index); /* BRW_NEW_SOL_INDICES */
- OUT_BATCH(0);
- OUT_BATCH(brw->sol.svbi_0_max_index); /* BRW_NEW_SOL_INDICES */
- ADVANCE_BATCH();
+ /* We have two scenarios here:
+ * 1) We are using a geometry shader only to implement transform feedback
+ * for a vertex shader (brw->geometry_program == NULL). In this case, we
+ * only need surfaces for transform feedback in the GS stage.
+ * 2) We have a user-provided geometry shader. In this case we may need
+ * surfaces for transform feedback and/or other stuff, like textures,
+ * in the GS stage.
+ */
+
+ if (!brw->geometry_program) {
+ /* BRW_NEW_VERTEX_PROGRAM */
+ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ if (shaderprog) {
+ /* Skip making a binding table if we don't have anything to put in it */
+ const struct gl_transform_feedback_info *linked_xfb_info =
+ &shaderprog->LinkedTransformFeedback;
+ need_binding_table = linked_xfb_info->NumOutputs > 0;
+ }
+ if (!need_binding_table) {
+ if (brw->ff_gs.bind_bo_offset != 0) {
+ brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
+ brw->ff_gs.bind_bo_offset = 0;
+ }
+ return;
+ }
+
+ /* Might want to calculate nr_surfaces first, to avoid taking up so much
+ * space for the binding table. Anyway, in this case we know that we only
+ * use BRW_MAX_SOL_BINDINGS surfaces at most.
+ */
+ bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
+ sizeof(uint32_t) * BRW_MAX_SOL_BINDINGS,
+ 32, &brw->ff_gs.bind_bo_offset);
+
+ /* BRW_NEW_SURFACES */
+ memcpy(bind, brw->ff_gs.surf_offset,
+ BRW_MAX_SOL_BINDINGS * sizeof(uint32_t));
+ } else {
+ /* BRW_NEW_GEOMETRY_PROGRAM */
+ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+ if (shaderprog) {
+ /* Skip making a binding table if we don't have anything to put in it */
+ struct brw_stage_prog_data *prog_data = brw->gs.base.prog_data;
+ const struct gl_transform_feedback_info *linked_xfb_info =
+ &shaderprog->LinkedTransformFeedback;
+ need_binding_table = linked_xfb_info->NumOutputs > 0 ||
+ prog_data->binding_table.size_bytes > 0;
+ }
+ if (!need_binding_table) {
+ if (brw->gs.base.bind_bo_offset != 0) {
+ brw->gs.base.bind_bo_offset = 0;
+ brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
+ }
+ return;
+ }
+
+ /* Might want to calculate nr_surfaces first, to avoid taking up so much
+ * space for the binding table.
+ */
+ bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
+ sizeof(uint32_t) * BRW_MAX_SURFACES,
+ 32, &brw->gs.base.bind_bo_offset);
+
+ /* BRW_NEW_SURFACES */
+ memcpy(bind, brw->gs.base.surf_offset,
+ BRW_MAX_SURFACES * sizeof(uint32_t));
+ }
+
+ brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
}
-const struct brw_tracked_state gen6_sol_indices = {
+const struct brw_tracked_state gen6_gs_binding_table = {
.dirty = {
.mesa = 0,
- .brw = (BRW_NEW_BATCH |
- BRW_NEW_SOL_INDICES),
- .cache = 0
+ .brw = BRW_NEW_BATCH |
+ BRW_NEW_GEOMETRY_PROGRAM |
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_SURFACES,
},
- .emit = gen6_update_sol_indices,
+ .emit = brw_gs_upload_binding_table,
};
+struct gl_transform_feedback_object *
+brw_new_transform_feedback(struct gl_context *ctx, GLuint name)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct brw_transform_feedback_object *brw_obj =
+ CALLOC_STRUCT(brw_transform_feedback_object);
+ if (!brw_obj)
+ return NULL;
+
+ _mesa_init_transform_feedback_object(&brw_obj->base, name);
+
+ brw_obj->offset_bo =
+ drm_intel_bo_alloc(brw->bufmgr, "transform feedback offsets", 16, 64);
+ brw_obj->prim_count_bo =
+ drm_intel_bo_alloc(brw->bufmgr, "xfb primitive counts", 4096, 64);
+
+ return &brw_obj->base;
+}
+
+void
+brw_delete_transform_feedback(struct gl_context *ctx,
+ struct gl_transform_feedback_object *obj)
+{
+ struct brw_transform_feedback_object *brw_obj =
+ (struct brw_transform_feedback_object *) obj;
+
+ for (unsigned i = 0; i < ARRAY_SIZE(obj->Buffers); i++) {
+ _mesa_reference_buffer_object(ctx, &obj->Buffers[i], NULL);
+ }
+
+ drm_intel_bo_unreference(brw_obj->offset_bo);
+ drm_intel_bo_unreference(brw_obj->prim_count_bo);
+
+ free(brw_obj);
+}
+
void
brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
struct gl_transform_feedback_object *obj)
{
struct brw_context *brw = brw_context(ctx);
- const struct gl_shader_program *vs_prog =
- ctx->Shader.CurrentVertexProgram;
- const struct gl_transform_feedback_info *linked_xfb_info =
- &vs_prog->LinkedTransformFeedback;
+ const struct gl_shader_program *shaderprog;
+ const struct gl_transform_feedback_info *linked_xfb_info;
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
- unsigned max_index = 0xffffffff;
+ assert(brw->gen == 6);
+
+ if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) {
+ /* BRW_NEW_GEOMETRY_PROGRAM */
+ shaderprog =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
+ } else {
+ /* BRW_NEW_VERTEX_PROGRAM */
+ shaderprog =
+ ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
+ }
+ linked_xfb_info = &shaderprog->LinkedTransformFeedback;
/* Compute the maximum number of vertices that we can write without
* overflowing any of the buffers currently being used for feedback.
*/
- for (int i = 0; i < BRW_MAX_SOL_BUFFERS; ++i) {
- unsigned stride = linked_xfb_info->BufferStride[i];
-
- /* Skip any inactive buffers, which have a stride of 0. */
- if (stride == 0)
- continue;
+ unsigned max_index
+ = _mesa_compute_max_transform_feedback_vertices(xfb_obj,
+ linked_xfb_info);
- unsigned max_for_this_buffer = xfb_obj->Size[i] / (4 * stride);
- max_index = MIN2(max_index, max_for_this_buffer);
- }
+ /* Initialize the SVBI 0 register to zero and set the maximum index. */
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
+ OUT_BATCH(0); /* SVBI 0 */
+ OUT_BATCH(0); /* starting index */
+ OUT_BATCH(max_index);
+ ADVANCE_BATCH();
- /* Initialize the SVBI 0 register to zero and set the maximum index.
- * These values will be sent to the hardware on the next draw.
+ /* Initialize the rest of the unused streams to sane values. Otherwise,
+ * they may indicate that there is no room to write data and prevent
+ * anything from happening at all.
*/
- brw->state.dirty.brw |= BRW_NEW_SOL_INDICES;
- brw->sol.svbi_0_starting_index = 0;
- brw->sol.svbi_0_max_index = max_index;
+ for (int i = 1; i < 4; i++) {
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
+ OUT_BATCH(i << SVB_INDEX_SHIFT);
+ OUT_BATCH(0); /* starting index */
+ OUT_BATCH(0xffffffff);
+ ADVANCE_BATCH();
+ }
}
void
* simplicity, just do a full flush.
*/
struct brw_context *brw = brw_context(ctx);
- struct intel_context *intel = &brw->intel;
- intel_batchbuffer_emit_mi_flush(intel);
+ intel_batchbuffer_emit_mi_flush(brw);
}