/* Reinitialize the context point state. It depends on ctx->Const values. */
_mesa_init_point(ctx);
+ intel_fbo_init(brw);
+
intel_batchbuffer_init(brw);
if (brw->gen >= 6) {
intelInitExtensions(ctx);
- intel_fbo_init(brw);
-
brw_init_surface_formats(brw);
if (brw->is_g4x || brw->gen >= 5) {
drm_intel_context *hw_ctx;
+ /**
+ * Set of drm_intel_bo * that have been rendered to within this batchbuffer
+ * and would need flushing before being used from another cache domain that
+ * isn't coherent with it (i.e. the sampler).
+ */
+ struct set *render_cache;
+
/**
* Number of resets observed in the system at context creation.
*
/*
* \brief Resolve buffers before drawing.
*
- * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each
- * enabled depth texture.
+ * Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
+ * enabled depth texture, and flush the render cache for any dirty textures.
*
* (In the future, this will also perform MSAA resolves).
*/
if (depth_irb)
intel_renderbuffer_resolve_hiz(brw, depth_irb);
- /* Resolve depth buffer of each enabled depth texture, and color buffer of
- * each fast-clear-enabled color texture.
- */
+ /* Resolve depth buffer and render cache of each enabled texture. */
for (int i = 0; i < ctx->Const.MaxCombinedTextureImageUnits; i++) {
if (!ctx->Texture.Unit[i]._ReallyEnabled)
continue;
continue;
intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt);
intel_miptree_resolve_color(brw, tex_obj->mt);
+ brw_render_cache_set_check_flush(brw, tex_obj->mt->region->bo);
}
}
*
* If the color buffer is a multisample window system buffer, then
* mark that it needs a downsample.
+ *
+ * Also mark any render targets which will be textured as needing a render
+ * cache flush.
*/
static void brw_postdraw_set_buffers_need_resolve(struct brw_context *brw)
{
struct intel_renderbuffer *front_irb = NULL;
struct intel_renderbuffer *back_irb = intel_get_renderbuffer(fb, BUFFER_BACK_LEFT);
struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];
if (brw->is_front_buffer_rendering)
front_irb->need_downsample = true;
if (back_irb)
back_irb->need_downsample = true;
- if (depth_irb && ctx->Depth.Mask)
+ if (depth_irb && ctx->Depth.Mask) {
intel_renderbuffer_att_set_needs_depth_resolve(depth_att);
+ brw_render_cache_set_add_bo(brw, depth_irb->mt->region->bo);
+ }
+
+ if (ctx->Extensions.ARB_stencil_texturing &&
+ stencil_irb && ctx->Stencil._WriteEnabled) {
+ brw_render_cache_set_add_bo(brw, stencil_irb->mt->region->bo);
+ }
+
+ for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
+ struct intel_renderbuffer *irb =
+ intel_renderbuffer(fb->_ColorDrawBuffers[i]);
+
+ if (irb)
+ brw_render_cache_set_add_bo(brw, irb->mt->region->bo);
+ }
}
/* May fail if out of video memory for texture or vbo upload, or on
height = stencil_irb->Base.Base.Height;
}
+ if (depth_mt)
+ brw_render_cache_set_check_flush(brw, depth_mt->region->bo);
+ if (stencil_mt)
+ brw_render_cache_set_check_flush(brw, stencil_mt->region->bo);
+
brw->vtbl.emit_depth_stencil_hiz(brw, depth_mt, depth_offset,
depthbuffer_format, depth_surface_type,
stencil_mt, hiz, separate_stencil,
#include "intel_reg.h"
#include "intel_bufmgr.h"
#include "intel_buffers.h"
+#include "intel_fbo.h"
#include "brw_context.h"
static void
brw->batch.last_bo = brw->batch.bo;
intel_batchbuffer_clear_cache(brw);
+ brw_render_cache_set_clear(brw);
brw->batch.bo = drm_intel_bo_alloc(brw->bufmgr, "batchbuffer",
BATCH_SZ, 4096);
}
brw_emit_pipe_control_flush(brw, flags);
}
+
+ brw_render_cache_set_clear(brw);
}
void
#include "main/context.h"
#include "main/teximage.h"
#include "main/image.h"
+#include "main/hash_table.h"
+#include "main/set.h"
#include "swrast/swrast.h"
#include "drivers/common/meta.h"
}
-/**
- * Called by Mesa when rendering to a texture is done.
- */
-static void
-intel_finish_render_texture(struct gl_context * ctx, struct gl_renderbuffer *rb)
-{
- struct brw_context *brw = brw_context(ctx);
-
- DBG("Finish render %s texture\n", _mesa_get_format_name(rb->Format));
-
- /* Since we've (probably) rendered to the texture and will (likely) use
- * it in the texture domain later on in this batchbuffer, flush the
- * batch. Once again, we wish for a domain tracker in libdrm to cover
- * usage inside of a batchbuffer like GEM does in the kernel.
- */
- intel_batchbuffer_emit_mi_flush(brw);
-}
-
#define fbo_incomplete(fb, ...) do { \
static GLuint msg_id = 0; \
if (unlikely(ctx->Const.ContextFlags & GL_CONTEXT_FLAG_DEBUG_BIT)) { \
intel_miptree_release(&new_mt);
}
+void
+brw_render_cache_set_clear(struct brw_context *brw)
+{
+ struct set_entry *entry;
+
+ set_foreach(brw->render_cache, entry) {
+ _mesa_set_remove(brw->render_cache, entry);
+ }
+}
+
+void
+brw_render_cache_set_add_bo(struct brw_context *brw, drm_intel_bo *bo)
+{
+ _mesa_set_add(brw->render_cache, _mesa_hash_pointer(bo), bo);
+}
+
+/**
+ * Emits an appropriate flush for a BO if it has been rendered to within the
+ * same batchbuffer as a read that's about to be emitted.
+ *
+ * The GPU has separate, incoherent caches for the render cache and the
+ * sampler cache, along with other caches. Usually data in the different
+ * caches don't interact (e.g. we don't render to our driver-generated
+ * immediate constant data), but for render-to-texture in FBOs we definitely
+ * do. When a batchbuffer is flushed, the kernel will ensure that everything
+ * necessary is flushed before another use of that BO, but for reuse from
+ * different caches within a batchbuffer, it's all our responsibility.
+ */
+void
+brw_render_cache_set_check_flush(struct brw_context *brw, drm_intel_bo *bo)
+{
+ if (!_mesa_set_search(brw->render_cache, _mesa_hash_pointer(bo), bo))
+ return;
+
+ intel_batchbuffer_emit_mi_flush(brw);
+}
+
/**
* Do one-time context initializations related to GL_EXT_framebuffer_object.
* Hook in device driver functions.
dd->MapRenderbuffer = intel_map_renderbuffer;
dd->UnmapRenderbuffer = intel_unmap_renderbuffer;
dd->RenderTexture = intel_render_texture;
- dd->FinishRenderTexture = intel_finish_render_texture;
dd->ValidateFramebuffer = intel_validate_framebuffer;
dd->BlitFramebuffer = intel_blit_framebuffer;
dd->EGLImageTargetRenderbufferStorage =
intel_image_target_renderbuffer_storage;
+
+ brw->render_cache = _mesa_set_create(brw, _mesa_key_pointer_equal);
}
intel_renderbuffer_upsample(struct brw_context *brw,
struct intel_renderbuffer *irb);
+void brw_render_cache_set_clear(struct brw_context *brw);
+void brw_render_cache_set_add_bo(struct brw_context *brw, drm_intel_bo *bo);
+void brw_render_cache_set_check_flush(struct brw_context *brw, drm_intel_bo *bo);
+
unsigned
intel_quantize_num_samples(struct intel_screen *intel, unsigned num_samples);