{
struct v3d_context *v3d = v3d_context(pctx);
- /* XXX perf: If we're reading from the output of TF in this job, we
- * should instead be using the wait for transform feedback
- * functionality.
- */
-
/* Flush writes to textures we're sampling. */
for (int i = 0; i < v3d->tex[s].num_textures; i++) {
struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
v3d_update_shadow_texture(pctx, &view->base);
- v3d_flush_jobs_writing_resource(v3d, view->texture);
+ v3d_flush_jobs_writing_resource(v3d, view->texture,
+ V3D_FLUSH_DEFAULT);
}
/* Flush writes to UBOs. */
foreach_bit(i, v3d->constbuf[s].enabled_mask) {
struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
- if (cb->buffer)
- v3d_flush_jobs_writing_resource(v3d, cb->buffer);
+ if (cb->buffer) {
+ v3d_flush_jobs_writing_resource(v3d, cb->buffer,
+ V3D_FLUSH_DEFAULT);
+ }
}
- /* Flush writes to our image views */
+ /* Flush reads/writes to our SSBOs */
+ foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+ struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+ if (sb->buffer) {
+ v3d_flush_jobs_reading_resource(v3d, sb->buffer,
+ V3D_FLUSH_NOT_CURRENT_JOB);
+ }
+ }
+
+ /* Flush reads/writes to our image views */
foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
- v3d_flush_jobs_writing_resource(v3d, view->base.resource);
+ v3d_flush_jobs_reading_resource(v3d, view->base.resource,
+ V3D_FLUSH_NOT_CURRENT_JOB);
}
/* Flush writes to our vertex buffers (i.e. from transform feedback) */
foreach_bit(i, v3d->vertexbuf.enabled_mask) {
struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
- v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource);
+ v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
+ V3D_FLUSH_DEFAULT);
}
}
}
const struct pipe_stream_output_target *target =
so->targets[i];
- v3d_flush_jobs_reading_resource(v3d, target->buffer);
+ v3d_flush_jobs_reading_resource(v3d, target->buffer,
+ V3D_FLUSH_DEFAULT);
+ }
+ }
+}
+
+/**
+ * Checks if the state for the current draw reads a particular resource in
+ * in the given shader stage.
+ */
+static bool
+v3d_state_reads_resource(struct v3d_context *v3d,
+ struct pipe_resource *prsc,
+ enum pipe_shader_type s)
+{
+ struct v3d_resource *rsc = v3d_resource(prsc);
+
+ /* Vertex buffers */
+ if (s == PIPE_SHADER_VERTEX) {
+ foreach_bit(i, v3d->vertexbuf.enabled_mask) {
+ struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
+ if (!vb->buffer.resource)
+ continue;
+
+ struct v3d_resource *vb_rsc =
+ v3d_resource(vb->buffer.resource);
+ if (rsc->bo == vb_rsc->bo)
+ return true;
+ }
+ }
+
+ /* Constant buffers */
+ foreach_bit(i, v3d->constbuf[s].enabled_mask) {
+ struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
+ if (!cb->buffer)
+ continue;
+
+ struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
+ if (rsc->bo == cb_rsc->bo)
+ return true;
+ }
+
+ /* Shader storage buffers */
+ foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+ struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+ if (!sb->buffer)
+ continue;
+
+ struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
+ if (rsc->bo == sb_rsc->bo)
+ return true;
+ }
+
+ /* Textures */
+ for (int i = 0; i < v3d->tex[s].num_textures; i++) {
+ struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
+ if (!pview)
+ continue;
+
+ struct v3d_sampler_view *view = v3d_sampler_view(pview);
+ struct v3d_resource *v_rsc = v3d_resource(view->texture);
+ if (rsc->bo == v_rsc->bo)
+ return true;
+ }
+
+ return false;
+}
+
+static void
+v3d_emit_wait_for_tf(struct v3d_job *job)
+{
+ /* XXX: we might be able to skip this in some cases, for now we
+ * always emit it.
+ */
+ cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
+
+ cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
+ /* XXX: Wait for all outstanding writes... maybe we can do
+ * better in some cases.
+ */
+ wait.block_count = 255;
+ }
+
+ /* We have just flushed all our outstanding TF work in this job so make
+ * sure we don't emit TF flushes again for any of it again.
+ */
+ _mesa_set_clear(job->tf_write_prscs, NULL);
+}
+
+static void
+v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
+{
+ if (!job->tf_enabled)
+ return;
+
+ set_foreach(job->tf_write_prscs, entry) {
+ struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
+ for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
+ /* Fragment shaders can only start executing after all
+ * binning (and thus TF) is complete.
+ *
+ * XXX: For VS/GS/TES, if the binning shader does not
+ * read the resource then we could also avoid emitting
+ * the wait.
+ */
+ if (s == PIPE_SHADER_FRAGMENT)
+ continue;
+
+ if (v3d_state_reads_resource(v3d, prsc, s)) {
+ v3d_emit_wait_for_tf(job);
+ return;
+ }
}
}
}
v3d_write_uniforms(v3d, v3d->prog.cs,
PIPE_SHADER_VERTEX);
+ /* Update the cache dirty flag based on the shader progs data */
+ job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
+ job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
+ job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
+
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
uint32_t shader_rec_offset =
v3d->prog.fs->prog_data.fs->uses_center_w;
#if V3D_VERSION >= 40
+ shader.do_scoreboard_wait_on_first_thread_switch =
+ v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
shader.disable_implicit_point_line_varyings =
!v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
#endif
v3d_bo_unreference(&cs_uniforms.bo);
v3d_bo_unreference(&vs_uniforms.bo);
v3d_bo_unreference(&fs_uniforms.bo);
-
- job->shader_rec_count++;
}
/**
- * Computes the various transform feedback statistics, since they can't be
- * recorded by CL packets.
+ * Updates the number of primitvies generated from the number of vertices
+ * to draw. We do this here instead of using PRIMITIVE_COUNTS_FEEDBACK because
+ * using the GPU packet for this might require sync waits and this is trivial
+ * to handle in the CPU instead.
*/
static void
-v3d_tf_statistics_record(struct v3d_context *v3d,
- const struct pipe_draw_info *info,
- bool prim_tf)
+v3d_update_primitives_generated_counter(struct v3d_context *v3d,
+ const struct pipe_draw_info *info)
{
if (!v3d->active_queries)
return;
uint32_t prims = u_prims_for_vertices(info->mode, info->count);
v3d->prims_generated += prims;
-
- if (prim_tf) {
- /* XXX: Only count if we didn't overflow. */
- v3d->tf_prims_generated += prims;
- }
}
static void
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
v3d_predraw_check_stage_inputs(pctx, s);
- if (info->indirect)
- v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer);
+ if (info->indirect) {
+ v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer,
+ V3D_FLUSH_DEFAULT);
+ }
v3d_predraw_check_outputs(pctx);
+ /* If transform feedback is active and we are switching primitive type
+ * we need to submit the job before drawing and update the vertex count
+ * written to TF based on the primitive type since we will need to
+ * know the exact vertex count if the application decides to call
+ * glDrawTransformFeedback() later.
+ */
+ if (v3d->streamout.num_targets > 0 &&
+ u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
+ v3d_tf_update_counters(v3d);
+ }
+
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
/* If vertex texturing depends on the output of rendering, we need to
job->submit.in_sync_bcl = v3d->out_sync;
}
- /* Mark SSBOs as being written. We don't actually know which ones are
- * read vs written, so just assume the worst
+ /* Mark SSBOs and images as being written. We don't actually know
+ * which ones are read vs written, so just assume the worst.
*/
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
foreach_bit(i, v3d->ssbo[s].enabled_mask) {
v3d_update_compiled_shaders(v3d, info->mode);
v3d_update_job_ez(v3d, job);
+ /* If this job was writing to transform feedback buffers before this
+ * draw and we are reading from them here, then we need to wait for TF
+ * to complete before we emit this draw.
+ *
+ * Notice this check needs to happen before we emit state for the
+ * current draw call, where we update job->tf_enabled, so we can ensure
+ * that we only check TF writes for prior draws.
+ */
+ v3d_emit_wait_for_tf_if_needed(v3d, job);
+
#if V3D_VERSION >= 41
v3d41_emit_state(pctx);
#else
prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
#endif
- v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
+ v3d_update_primitives_generated_counter(v3d, info);
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
}
}
- job->draw_calls_queued++;
-
if (info->has_user_indices)
pipe_resource_reference(&prsc, NULL);
} else {
info->indirect->offset);
}
} else if (info->instance_count > 1) {
+ struct pipe_stream_output_target *so =
+ info->count_from_stream_output;
+ uint32_t vert_count = so ?
+ v3d_stream_output_target_get_vertex_count(so) :
+ info->count;
cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
prim.mode = info->mode | prim_tf_enable;
prim.index_of_first_vertex = info->start;
prim.number_of_instances = info->instance_count;
- prim.instance_length = info->count;
+ prim.instance_length = vert_count;
}
} else {
+ struct pipe_stream_output_target *so =
+ info->count_from_stream_output;
+ uint32_t vert_count = so ?
+ v3d_stream_output_target_get_vertex_count(so) :
+ info->count;
cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
prim.mode = info->mode | prim_tf_enable;
- prim.length = info->count;
+ prim.length = vert_count;
prim.index_of_first_vertex = info->start;
}
}
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
job->draw_calls_queued++;
+ if (v3d->streamout.num_targets)
+ job->tf_draw_calls_queued++;
/* Increment the TF offsets by how many verts we wrote. XXX: This
* needs some clamping to the buffer size.
v3d->framebuffer.width,
v3d->framebuffer.height,
util_framebuffer_get_num_layers(&v3d->framebuffer),
- buffers, color, depth, stencil);
+ buffers, color, depth, stencil,
+ util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
}
/**