* Code to initialize the binding table entries used by transform feedback.
*/
+#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 */
int i;
for (i = 0; i < BRW_MAX_SOL_BINDINGS; ++i) {
- const int surf_index = SURF_INDEX_SOL_BINDING(i);
- if (xfb_obj->Active && i < linked_xfb_info->NumOutputs) {
+ 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],
+ 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;
+ brw->ff_gs.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,
+ .mesa = 0,
.brw = (BRW_NEW_BATCH |
- BRW_NEW_VERTEX_PROGRAM),
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_TRANSFORM_FEEDBACK),
.cache = 0
},
.emit = gen6_update_sol_surfaces,
};
+/**
+ * Constructs the binding table for the WM surface state, which maps unit
+ * numbers to surface state objects.
+ */
+static void
+brw_gs_upload_binding_table(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->ctx;
+ /* BRW_NEW_VERTEX_PROGRAM */
+ const struct gl_shader_program *shaderprog =
+ ctx->Shader.CurrentVertexProgram;
+ bool has_surfaces = false;
+ uint32_t *bind;
+
+ if (shaderprog) {
+ const struct gl_transform_feedback_info *linked_xfb_info =
+ &shaderprog->LinkedTransformFeedback;
+ /* Currently we only ever upload surfaces for SOL. */
+ has_surfaces = linked_xfb_info->NumOutputs != 0;
+ }
+
+ /* Skip making a binding table if we don't have anything to put in it. */
+ if (!has_surfaces) {
+ 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.
+ */
+ bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
+ sizeof(uint32_t) * BRW_MAX_GEN6_GS_SURFACES,
+ 32, &brw->ff_gs.bind_bo_offset);
+
+ /* BRW_NEW_SURFACES */
+ memcpy(bind, brw->ff_gs.surf_offset, BRW_MAX_GEN6_GS_SURFACES * sizeof(uint32_t));
+
+ brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
+}
+
+const struct brw_tracked_state gen6_gs_binding_table = {
+ .dirty = {
+ .mesa = 0,
+ .brw = (BRW_NEW_BATCH |
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_SURFACES),
+ .cache = 0
+ },
+ .emit = brw_gs_upload_binding_table,
+};
+
+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;
+ struct gl_transform_feedback_object *xfb_obj =
+ ctx->TransformFeedback.CurrentObject;
+
+ assert(brw->gen == 6);
+
+ /* Compute the maximum number of vertices that we can write without
+ * overflowing any of the buffers currently being used for feedback.
+ */
+ unsigned max_index
+ = _mesa_compute_max_transform_feedback_vertices(xfb_obj,
+ linked_xfb_info);
+
+ /* 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 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.
+ */
+ 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
brw_end_transform_feedback(struct gl_context *ctx,
struct gl_transform_feedback_object *obj)
* 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);
}