BRW_STATE_PROGRAM_CACHE,
BRW_STATE_STATE_BASE_ADDRESS,
BRW_STATE_HIZ,
+ BRW_STATE_SOL_INDICES,
};
#define BRW_NEW_URB_FENCE (1 << BRW_STATE_URB_FENCE)
#define BRW_NEW_PROGRAM_CACHE (1 << BRW_STATE_PROGRAM_CACHE)
#define BRW_NEW_STATE_BASE_ADDRESS (1 << BRW_STATE_STATE_BASE_ADDRESS)
#define BRW_NEW_HIZ (1 << BRW_STATE_HIZ)
+#define BRW_NEW_SOL_INDICES (1 << BRW_STATE_SOL_INDICES)
struct brw_state_flags {
/** State update flags signalled by mesa internals */
struct gl_renderbuffer *depth_rb;
} hiz;
+ struct brw_sol_state {
+ uint32_t svbi_0_starting_index;
+ uint32_t svbi_0_max_index;
+ } sol;
+
uint32_t render_target_format[MESA_FORMAT_COUNT];
bool format_supported_as_render_target[MESA_FORMAT_COUNT];
};
#include "main/samplerobj.h"
#include "main/state.h"
#include "main/enums.h"
+#include "main/macros.h"
#include "tnl/tnl.h"
#include "vbo/vbo_context.h"
#include "swrast/swrast.h"
#include "swrast_setup/swrast_setup.h"
+#include "drivers/common/meta.h"
#include "brw_draw.h"
#include "brw_defines.h"
}
}
+/**
+ * Update internal counters based on the the drawing operation described in
+ * prim.
+ */
+static void
+brw_update_primitive_count(struct brw_context *brw,
+ const struct _mesa_prim *prim)
+{
+ uint32_t count = count_tessellated_primitives(prim);
+ if (brw->intel.ctx.TransformFeedback.CurrentObject->Active) {
+ /* Update brw->sol.svbi_0_max_index to reflect the amount by which the
+ * hardware is going to increment SVBI 0 when this drawing operation
+ * occurs. This is necessary because the kernel does not (yet) save and
+ * restore GPU registers when context switching, so we'll need to be
+ * able to reload SVBI 0 with the correct value in case we have to start
+ * a new batch buffer.
+ */
+ unsigned svbi_postincrement_value =
+ brw->gs.prog_data->svbi_postincrement_value;
+ uint32_t space_avail =
+ (brw->sol.svbi_0_max_index - brw->sol.svbi_0_starting_index)
+ / svbi_postincrement_value;
+ uint32_t primitives_written = MIN2 (space_avail, count);
+ brw->sol.svbi_0_starting_index +=
+ svbi_postincrement_value * primitives_written;
+ }
+}
+
/* May fail if out of video memory for texture or vbo upload, or on
* fallback conditions.
*/
}
}
}
+
+ if (!_mesa_meta_in_progress(ctx))
+ brw_update_primitive_count(brw, &prim[i]);
}
if (intel->always_flush_batch)
extern const struct brw_tracked_state gen6_renderbuffer_surfaces;
extern const struct brw_tracked_state gen6_sampler_state;
extern const struct brw_tracked_state gen6_scissor_state;
+extern const struct brw_tracked_state gen6_sol_indices;
extern const struct brw_tracked_state gen6_sol_surface;
extern const struct brw_tracked_state gen6_sf_state;
extern const struct brw_tracked_state gen6_sf_vp;
&brw_drawing_rect,
+ &gen6_sol_indices,
&brw_indices,
&brw_index_buffer,
&brw_vertices,
.emit = gen6_update_sol_surfaces,
};
+static void
+gen6_update_sol_indices(struct brw_context *brw)
+{
+ struct intel_context *intel = &brw->intel;
+
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
+ OUT_BATCH(brw->sol.svbi_0_starting_index); /* BRW_NEW_SOL_INDICES */
+ OUT_BATCH(0);
+ OUT_BATCH(brw->sol.svbi_0_max_index); /* BRW_NEW_SOL_INDICES */
+ ADVANCE_BATCH();
+}
+
+const struct brw_tracked_state gen6_sol_indices = {
+ .dirty = {
+ .mesa = 0,
+ .brw = (BRW_NEW_BATCH |
+ BRW_NEW_SOL_INDICES),
+ .cache = 0
+ },
+ .emit = gen6_update_sol_indices,
+};
+
void
brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
struct gl_transform_feedback_object *obj)
{
- struct intel_context *intel = intel_context(ctx);
+ struct brw_context *brw = brw_context(ctx);
const struct gl_shader_program *vs_prog =
ctx->Shader.CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
max_index = MIN2(max_index, max_for_this_buffer);
}
- /* Initialize the SVBI 0 register to zero and set the maximum index. */
- BEGIN_BATCH(4);
- OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
- OUT_BATCH(0); /* SVBI 0 */
- OUT_BATCH(0);
- OUT_BATCH(max_index);
- ADVANCE_BATCH();
+ /* Initialize the SVBI 0 register to zero and set the maximum index.
+ * These values will be sent to the hardware on the next draw.
+ */
+ brw->state.dirty.brw |= BRW_NEW_SOL_INDICES;
+ brw->sol.svbi_0_starting_index = 0;
+ brw->sol.svbi_0_max_index = max_index;
}
void