brw_gs_upload_binding_table(struct brw_context *brw)
{
uint32_t *bind;
+ struct gl_context *ctx = &brw->ctx;
+ const struct gl_shader_program *shaderprog;
+ bool need_binding_table = false;
+
+ /* 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.
+ */
if (!brw->geometry_program) {
- 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;
-
+ 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;
- /* 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;
+ need_binding_table = linked_xfb_info->NumOutputs > 0;
+ }
+ if (!need_binding_table) {
+ 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.
- */
- if (brw->geometry_program) {
+ /* 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_GEN6_GS_SURFACES,
- 32, &brw->gs.base.bind_bo_offset);
+ sizeof(uint32_t) * BRW_MAX_SOL_BINDINGS,
+ 32, &brw->ff_gs.bind_bo_offset);
/* BRW_NEW_SURFACES */
- memcpy(bind, brw->gs.base.surf_offset, BRW_MAX_GEN6_GS_SURFACES * sizeof(uint32_t));
+ 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->state.dirty.brw |= 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_GEN6_GS_SURFACES,
- 32, &brw->ff_gs.bind_bo_offset);
+ sizeof(uint32_t) * BRW_MAX_SURFACES,
+ 32, &brw->gs.base.bind_bo_offset);
/* BRW_NEW_SURFACES */
- memcpy(bind, brw->ff_gs.surf_offset, BRW_MAX_GEN6_GS_SURFACES * sizeof(uint32_t));
+ memcpy(bind, brw->gs.base.surf_offset,
+ BRW_MAX_SURFACES * sizeof(uint32_t));
}
brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;