i965/nir/vec4: Implement single-element "mov" operations
[mesa.git] / src / mesa / drivers / dri / i965 / gen6_sol.c
index cbc95f4b51a0a029541a66366a9a910c2a7f1b2b..3899ce9451f604b968df27203ef4597b86cda81c 100644 (file)
@@ -41,13 +41,21 @@ gen6_update_sol_surfaces(struct brw_context *brw)
    /* 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_GEN6_SOL_BINDING(i);
       if (_mesa_is_xfb_active_and_unpaused(ctx) &&
@@ -56,25 +64,37 @@ gen6_update_sol_surfaces(struct brw_context *brw)
          unsigned buffer_offset =
             xfb_obj->Offset[buffer] / 4 +
             linked_xfb_info->Outputs[i].DstOffset;
-         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);
+         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->ff_gs.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;
+   brw->ctx.NewDriverState |= BRW_NEW_SURFACES;
 }
 
 const struct brw_tracked_state gen6_sol_surface = {
    .dirty = {
       .mesa = 0,
-      .brw = (BRW_NEW_BATCH |
-              BRW_NEW_VERTEX_PROGRAM |
-              BRW_NEW_TRANSFORM_FEEDBACK),
-      .cache = 0
+      .brw = BRW_NEW_BATCH |
+             BRW_NEW_GEOMETRY_PROGRAM |
+             BRW_NEW_VERTEX_PROGRAM |
+             BRW_NEW_TRANSFORM_FEEDBACK,
    },
    .emit = gen6_update_sol_surfaces,
 };
@@ -86,49 +106,89 @@ const struct brw_tracked_state gen6_sol_surface = {
 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;
+   struct gl_context *ctx = &brw->ctx;
+   const struct gl_shader_program *shaderprog;
+   bool need_binding_table = false;
 
-   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;
-   }
+   /* 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.
+    */
 
-   /* 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;
+   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->ctx.NewDriverState |= BRW_NEW_GS_BINDING_TABLE;
+            brw->ff_gs.bind_bo_offset = 0;
+         }
+         return;
       }
-      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);
+      /* 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_GEN6_GS_SURFACES * sizeof(uint32_t));
+      /* 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->ctx.NewDriverState |= 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;
+   brw->ctx.NewDriverState |= 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
+      .brw = BRW_NEW_BATCH |
+             BRW_NEW_GEOMETRY_PROGRAM |
+             BRW_NEW_VERTEX_PROGRAM |
+             BRW_NEW_SURFACES,
    },
    .emit = brw_gs_upload_binding_table,
 };
@@ -146,6 +206,8 @@ brw_new_transform_feedback(struct gl_context *ctx, GLuint 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;
 }
@@ -157,11 +219,12 @@ brw_delete_transform_feedback(struct gl_context *ctx,
    struct brw_transform_feedback_object *brw_obj =
       (struct brw_transform_feedback_object *) obj;
 
-   for (unsigned i = 0; i < Elements(obj->Buffers); i++) {
+   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);
 }
@@ -171,15 +234,24 @@ 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;
 
    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.
     */
@@ -187,9 +259,6 @@ brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
       = _mesa_compute_max_transform_feedback_vertices(xfb_obj,
                                                       linked_xfb_info);
 
-   /* 3DSTATE_GS_SVB_INDEX is non-pipelined. */
-   intel_emit_post_sync_nonzero_flush(brw);
-
    /* Initialize the SVBI 0 register to zero and set the maximum index. */
    BEGIN_BATCH(4);
    OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
@@ -223,5 +292,5 @@ brw_end_transform_feedback(struct gl_context *ctx,
     * simplicity, just do a full flush.
     */
    struct brw_context *brw = brw_context(ctx);
-   intel_batchbuffer_emit_mi_flush(brw);
+   brw_emit_mi_flush(brw);
 }