#include "brw_state.h"
#include "brw_defines.h"
#include "intel_batchbuffer.h"
+#include "intel_buffer_objects.h"
static void
-upload_sol_state(struct brw_context *brw)
+upload_3dstate_so_buffers(struct brw_context *brw)
+{
+ struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &intel->ctx;
+ /* BRW_NEW_VERTEX_PROGRAM */
+ const struct gl_shader_program *vs_prog =
+ ctx->Shader.CurrentVertexProgram;
+ const struct gl_transform_feedback_info *linked_xfb_info =
+ &vs_prog->LinkedTransformFeedback;
+ /* _NEW_TRANSFORM_FEEDBACK */
+ struct gl_transform_feedback_object *xfb_obj =
+ ctx->TransformFeedback.CurrentObject;
+ int i;
+
+ /* Set up the up to 4 output buffers. These are the ranges defined in the
+ * gl_transform_feedback_object.
+ */
+ for (i = 0; i < 4; i++) {
+ struct gl_buffer_object *bufferobj = xfb_obj->Buffers[i];
+ drm_intel_bo *bo;
+ uint32_t start, end;
+
+ if (!xfb_obj->Buffers[i]) {
+ /* The pitch of 0 in this command indicates that the buffer is
+ * unbound and won't be written to.
+ */
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_SO_BUFFER << 16 | (4 - 2));
+ OUT_BATCH((i << SO_BUFFER_INDEX_SHIFT));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+
+ continue;
+ }
+
+ bo = intel_buffer_object(bufferobj)->buffer;
+
+ start = xfb_obj->Offset[i];
+ assert(start % 4 == 0);
+ end = ALIGN(start + xfb_obj->Size[i], 4);
+ assert(end <= bo->size);
+
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_SO_BUFFER << 16 | (4 - 2));
+ OUT_BATCH((i << SO_BUFFER_INDEX_SHIFT) |
+ ((linked_xfb_info->BufferStride[i] * 4) <<
+ SO_BUFFER_PITCH_SHIFT));
+ OUT_RELOC(bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, start);
+ OUT_RELOC(bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, end);
+ ADVANCE_BATCH();
+ }
+}
+
+/**
+ * Outputs the 3DSTATE_SO_DECL_LIST command.
+ *
+ * The data output is a series of 64-bit entries containing a SO_DECL per
+ * stream. We only have one stream of rendering coming out of the GS unit, so
+ * we only emit stream 0 (low 16 bits) SO_DECLs.
+ */
+static void
+upload_3dstate_so_decl_list(struct brw_context *brw,
+ struct brw_vue_map *vue_map)
{
struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &intel->ctx;
+ /* BRW_NEW_VERTEX_PROGRAM */
+ const struct gl_shader_program *vs_prog =
+ ctx->Shader.CurrentVertexProgram;
+ /* _NEW_TRANSFORM_FEEDBACK */
+ const struct gl_transform_feedback_info *linked_xfb_info =
+ &vs_prog->LinkedTransformFeedback;
+ int i;
+ uint16_t so_decl[128];
+ int buffer_mask = 0;
+ int next_offset[4] = {0, 0, 0, 0};
+
+ STATIC_ASSERT(ARRAY_SIZE(so_decl) >= MAX_PROGRAM_OUTPUTS);
+
+ /* Construct the list of SO_DECLs to be emitted. The formatting of the
+ * command is feels strange -- each dword pair contains a SO_DECL per stream.
+ */
+ for (i = 0; i < linked_xfb_info->NumOutputs; i++) {
+ int buffer = linked_xfb_info->Outputs[i].OutputBuffer;
+ uint16_t decl = 0;
+ int vert_result = linked_xfb_info->Outputs[i].OutputRegister;
+
+ buffer_mask |= 1 << buffer;
+
+ decl |= buffer << SO_DECL_OUTPUT_BUFFER_SLOT_SHIFT;
+ decl |= vue_map->vert_result_to_slot[vert_result] <<
+ SO_DECL_REGISTER_INDEX_SHIFT;
+ decl |= ((1 << linked_xfb_info->Outputs[i].NumComponents) - 1) <<
+ SO_DECL_COMPONENT_MASK_SHIFT;
+
+ /* This assert should be true until GL_ARB_transform_feedback_instanced
+ * is added and we start using the hole flag.
+ */
+ assert(linked_xfb_info->Outputs[i].DstOffset == next_offset[buffer]);
+
+ next_offset[buffer] += linked_xfb_info->Outputs[i].NumComponents;
+
+ so_decl[i] = decl;
+ }
+
+ BEGIN_BATCH(linked_xfb_info->NumOutputs * 2 + 3);
+ OUT_BATCH(_3DSTATE_SO_DECL_LIST << 16 |
+ (linked_xfb_info->NumOutputs * 2 + 1));
+
+ OUT_BATCH((buffer_mask << SO_STREAM_TO_BUFFER_SELECTS_0_SHIFT) |
+ (0 << SO_STREAM_TO_BUFFER_SELECTS_1_SHIFT) |
+ (0 << SO_STREAM_TO_BUFFER_SELECTS_2_SHIFT) |
+ (0 << SO_STREAM_TO_BUFFER_SELECTS_3_SHIFT));
+
+ OUT_BATCH((linked_xfb_info->NumOutputs << SO_NUM_ENTRIES_0_SHIFT) |
+ (0 << SO_NUM_ENTRIES_1_SHIFT) |
+ (0 << SO_NUM_ENTRIES_2_SHIFT) |
+ (0 << SO_NUM_ENTRIES_3_SHIFT));
+
+ for (i = 0; i < linked_xfb_info->NumOutputs; i++) {
+ OUT_BATCH(so_decl[i]);
+ OUT_BATCH(0);
+ }
+
+ ADVANCE_BATCH();
+}
+
+static void
+upload_3dstate_streamout(struct brw_context *brw, bool active,
+ struct brw_vue_map *vue_map)
+{
+ struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &intel->ctx;
+ /* _NEW_TRANSFORM_FEEDBACK */
+ struct gl_transform_feedback_object *xfb_obj =
+ ctx->TransformFeedback.CurrentObject;
+ uint32_t dw1 = 0, dw2 = 0;
+ int i;
+
+ /* _NEW_RASTERIZER_DISCARD */
+ if (ctx->RasterDiscard)
+ dw1 |= SO_RENDERING_DISABLE;
+
+ if (active) {
+ int urb_entry_read_offset = 0;
+ int urb_entry_read_length = (vue_map->num_slots + 1) / 2 -
+ urb_entry_read_offset;
+
+ dw1 |= SO_FUNCTION_ENABLE;
+ dw1 |= SO_STATISTICS_ENABLE;
+
+ for (i = 0; i < 4; i++) {
+ if (xfb_obj->Buffers[i]) {
+ dw1 |= SO_BUFFER_ENABLE(i);
+ }
+ }
+
+ /* We always read the whole vertex. This could be reduced at some
+ * point by reading less and offsetting the register index in the
+ * SO_DECLs.
+ */
+ dw2 |= urb_entry_read_offset << SO_STREAM_0_VERTEX_READ_OFFSET_SHIFT;
+ dw2 |= (urb_entry_read_length - 1) <<
+ SO_STREAM_0_VERTEX_READ_LENGTH_SHIFT;
+ }
- /* Disable the SOL stage */
BEGIN_BATCH(3);
OUT_BATCH(_3DSTATE_STREAMOUT << 16 | (3 - 2));
- OUT_BATCH(0);
- OUT_BATCH(0);
+ OUT_BATCH(dw1);
+ OUT_BATCH(dw2);
ADVANCE_BATCH();
}
+static void
+upload_sol_state(struct brw_context *brw)
+{
+ struct intel_context *intel = &brw->intel;
+ struct gl_context *ctx = &intel->ctx;
+ /* _NEW_TRANSFORM_FEEDBACK */
+ struct gl_transform_feedback_object *xfb_obj =
+ ctx->TransformFeedback.CurrentObject;
+ bool active = xfb_obj->Active && !xfb_obj->Paused;
+ struct brw_vue_map vue_map;
+
+ /* _NEW_TRANSFORM, CACHE_NEW_VS_PROG */
+ brw_compute_vue_map(&vue_map, intel, ctx->Transform.ClipPlanesEnabled != 0,
+ brw->vs.prog_data->outputs_written);
+
+ if (active) {
+ upload_3dstate_so_buffers(brw);
+ upload_3dstate_so_decl_list(brw, &vue_map);
+ }
+
+ /* Finally, set up the SOL stage. This command must always follow updates to
+ * the nonpipelined SOL state (3DSTATE_SO_BUFFER, 3DSTATE_SO_DECL_LIST) or
+ * MMIO register updates (current performed by the kernel at each batch
+ * emit).
+ */
+ upload_3dstate_streamout(brw, active, &vue_map);
+}
+
const struct brw_tracked_state gen7_sol_state = {
.dirty = {
- .mesa = 0,
- .brw = BRW_NEW_BATCH,
- .cache = 0,
+ .mesa = (_NEW_RASTERIZER_DISCARD |
+ _NEW_TRANSFORM_FEEDBACK |
+ _NEW_TRANSFORM),
+ .brw = (BRW_NEW_BATCH |
+ BRW_NEW_VERTEX_PROGRAM),
+ .cache = CACHE_NEW_VS_PROG,
},
.emit = upload_sol_state,
};