/* 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->CurrentProgram[MESA_SHADER_VERTEX];
- 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) &&
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->Buffers[buffer].Stride, 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->Buffers[buffer].Stride, 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_BLORP |
+ BRW_NEW_GEOMETRY_PROGRAM |
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_TRANSFORM_FEEDBACK,
},
.emit = gen6_update_sol_surfaces,
};
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->CurrentProgram[MESA_SHADER_VERTEX];
- 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_BINDING_TABLE_POINTERS;
+ 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_BINDING_TABLE_POINTERS;
+ }
+ 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_BINDING_TABLE_POINTERS;
}
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_BLORP |
+ BRW_NEW_GEOMETRY_PROGRAM |
+ BRW_NEW_VERTEX_PROGRAM |
+ BRW_NEW_SURFACES,
},
.emit = brw_gs_upload_binding_table,
};
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);
}
struct gl_transform_feedback_object *obj)
{
struct brw_context *brw = brw_context(ctx);
- const struct gl_shader_program *vs_prog =
- ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
- 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.
*/
unsigned max_index
- = _mesa_compute_max_transform_feedback_vertices(xfb_obj,
+ = _mesa_compute_max_transform_feedback_vertices(ctx, 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));
* simplicity, just do a full flush.
*/
struct brw_context *brw = brw_context(ctx);
- intel_batchbuffer_emit_mi_flush(brw);
+ brw_emit_mi_flush(brw);
}