}
}
+static inline const int
+pipeline_target_to_index(int target)
+{
+ if (target == GL_GEOMETRY_SHADER_INVOCATIONS)
+ return MAX_PIPELINE_STATISTICS - 1;
+ else
+ return target - GL_VERTICES_SUBMITTED_ARB;
+}
+
+static void
+emit_pipeline_stat(struct brw_context *brw, drm_intel_bo *bo,
+ int stream, int target, int idx)
+{
+ /* One source of confusion is the tessellation shader statistics. The
+ * hardware has no statistics specific to the TE unit. Ideally we could have
+ * the HS primitives for TESS_CONTROL_SHADER_PATCHES_ARB, and the DS
+ * invocations as the register for TESS_CONTROL_SHADER_PATCHES_ARB.
+ * Unfortunately we don't have HS primitives, we only have HS invocations.
+ */
+
+ /* Everything except GEOMETRY_SHADER_INVOCATIONS can be kept in a simple
+ * lookup table
+ */
+ static const uint32_t target_to_register[] = {
+ IA_VERTICES_COUNT, /* VERTICES_SUBMITTED */
+ IA_PRIMITIVES_COUNT, /* PRIMITIVES_SUBMITTED */
+ VS_INVOCATION_COUNT, /* VERTEX_SHADER_INVOCATIONS */
+ 0, /* HS_INVOCATION_COUNT,*/ /* TESS_CONTROL_SHADER_PATCHES */
+ 0, /* DS_INVOCATION_COUNT,*/ /* TESS_EVALUATION_SHADER_INVOCATIONS */
+ GS_PRIMITIVES_COUNT, /* GEOMETRY_SHADER_PRIMITIVES_EMITTED */
+ PS_INVOCATION_COUNT, /* FRAGMENT_SHADER_INVOCATIONS */
+ CS_INVOCATION_COUNT, /* COMPUTE_SHADER_INVOCATIONS */
+ CL_INVOCATION_COUNT, /* CLIPPING_INPUT_PRIMITIVES */
+ CL_PRIMITIVES_COUNT, /* CLIPPING_OUTPUT_PRIMITIVES */
+ GS_INVOCATION_COUNT /* This one is special... */
+ };
+ STATIC_ASSERT(ARRAY_SIZE(target_to_register) == MAX_PIPELINE_STATISTICS);
+ uint32_t reg = target_to_register[pipeline_target_to_index(target)];
+ assert(reg != 0);
+
+ /* Emit a flush to make sure various parts of the pipeline are complete and
+ * we get an accurate value
+ */
+ intel_batchbuffer_emit_mi_flush(brw);
+
+ brw_store_register_mem64(brw, bo, reg, idx);
+}
+
+
/**
* Wait on the query object's BO and calculate the final result.
*/
case GL_PRIMITIVES_GENERATED:
case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN:
+ case GL_VERTICES_SUBMITTED_ARB:
+ case GL_PRIMITIVES_SUBMITTED_ARB:
+ case GL_VERTEX_SHADER_INVOCATIONS_ARB:
+ case GL_GEOMETRY_SHADER_INVOCATIONS:
+ case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB:
+ case GL_CLIPPING_INPUT_PRIMITIVES_ARB:
+ case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB:
+ case GL_COMPUTE_SHADER_INVOCATIONS_ARB:
query->Base.Result = results[1] - results[0];
break;
+ case GL_FRAGMENT_SHADER_INVOCATIONS_ARB:
+ query->Base.Result = (results[1] - results[0]);
+ /* Implement the "WaDividePSInvocationCountBy4:HSW,BDW" workaround:
+ * "Invocation counter is 4 times actual. WA: SW to divide HW reported
+ * PS Invocations value by 4."
+ *
+ * Prior to Haswell, invocation count was counted by the WM, and it
+ * buggily counted invocations in units of subspans (2x2 unit). To get the
+ * correct value, the CS multiplied this by 4. With HSW the logic moved,
+ * and correctly emitted the number of pixel shader invocations, but,
+ * whomever forgot to undo the multiply by 4.
+ */
+ if (brw->gen >= 8 || brw->is_haswell)
+ query->Base.Result /= 4;
+ break;
+
+ case GL_TESS_CONTROL_SHADER_PATCHES_ARB:
+ case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB:
default:
unreachable("Unrecognized query target in brw_queryobj_get_results()");
}
write_xfb_primitives_written(brw, query->bo, query->Base.Stream, 0);
break;
+ case GL_VERTICES_SUBMITTED_ARB:
+ case GL_PRIMITIVES_SUBMITTED_ARB:
+ case GL_VERTEX_SHADER_INVOCATIONS_ARB:
+ case GL_GEOMETRY_SHADER_INVOCATIONS:
+ case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB:
+ case GL_FRAGMENT_SHADER_INVOCATIONS_ARB:
+ case GL_CLIPPING_INPUT_PRIMITIVES_ARB:
+ case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB:
+ case GL_COMPUTE_SHADER_INVOCATIONS_ARB:
+ emit_pipeline_stat(brw, query->bo, query->Base.Stream, query->Base.Target, 0);
+ break;
+
+ case GL_TESS_CONTROL_SHADER_PATCHES_ARB:
+ case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB:
default:
unreachable("Unrecognized query target in brw_begin_query()");
}
write_xfb_primitives_written(brw, query->bo, query->Base.Stream, 1);
break;
+ case GL_VERTICES_SUBMITTED_ARB:
+ case GL_PRIMITIVES_SUBMITTED_ARB:
+ case GL_VERTEX_SHADER_INVOCATIONS_ARB:
+ case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB:
+ case GL_FRAGMENT_SHADER_INVOCATIONS_ARB:
+ case GL_COMPUTE_SHADER_INVOCATIONS_ARB:
+ case GL_CLIPPING_INPUT_PRIMITIVES_ARB:
+ case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB:
+ case GL_GEOMETRY_SHADER_INVOCATIONS:
+ emit_pipeline_stat(brw, query->bo,
+ query->Base.Stream, query->Base.Target, 1);
+ break;
+
+ case GL_TESS_CONTROL_SHADER_PATCHES_ARB:
+ case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB:
default:
unreachable("Unrecognized query target in brw_end_query()");
}