X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fdri%2Fi965%2Fgen6_sol.c;h=7da927d6af2ada96c340824f413f97c2ee2682a9;hb=29eb8059fd7906d2595ea99bc65a27691b9fbe53;hp=0215a9b2c7f0be76dde3bd39adb54c7f0b41b691;hpb=b29381567a83b47ef92e6e4e8e7c402550f467cb;p=mesa.git diff --git a/src/mesa/drivers/dri/i965/gen6_sol.c b/src/mesa/drivers/dri/i965/gen6_sol.c index 0215a9b2c7f..7da927d6af2 100644 --- a/src/mesa/drivers/dri/i965/gen6_sol.c +++ b/src/mesa/drivers/dri/i965/gen6_sol.c @@ -26,6 +26,7 @@ * 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" @@ -36,44 +37,65 @@ static void gen6_update_sol_surfaces(struct brw_context *brw) { - struct gl_context *ctx = &brw->intel.ctx; + 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); + 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->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->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, }; @@ -85,73 +107,158 @@ const struct brw_tracked_state gen6_sol_surface = { static void brw_gs_upload_binding_table(struct brw_context *brw) { - struct gl_context *ctx = &brw->intel.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->gs.bind_bo_offset != 0) { - brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE; - brw->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_GS_SURFACES, - 32, &brw->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->gs.surf_offset, BRW_MAX_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 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); - struct intel_context *intel = &brw->intel; - 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(intel->gen == 6); + 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); /* Initialize the SVBI 0 register to zero and set the maximum index. */ @@ -187,6 +294,5 @@ brw_end_transform_feedback(struct gl_context *ctx, * 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); + brw_emit_mi_flush(brw); }