diff options
author | Eric Anholt <[email protected]> | 2014-12-12 15:17:53 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2016-04-12 19:10:51 -0700 |
commit | 3b63301d9fff43119359eaeb34f80426919f0b4a (patch) | |
tree | 7f2c2c20f96ee7054926d3ab84dccc6de6620ac8 /src/gallium/drivers | |
parent | 6d6525a377250865cc6baa2c9cd5c6c0b6cd3f9c (diff) |
vc4: Work around hardware limits on the number of verts in a single draw.
Fixes rendering failures in glmark2's refract and
bump:render-mode=high-poly demos, and partially in its terrain demo.
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r-- | src/gallium/drivers/vc4/vc4_draw.c | 110 |
1 files changed, 92 insertions, 18 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c index 9b0b540d3fc..68b85737628 100644 --- a/src/gallium/drivers/vc4/vc4_draw.c +++ b/src/gallium/drivers/vc4/vc4_draw.c @@ -32,12 +32,19 @@ #include "vc4_resource.h" static void -vc4_get_draw_cl_space(struct vc4_context *vc4) +vc4_get_draw_cl_space(struct vc4_context *vc4, int vert_count) { + /* The SW-5891 workaround may cause us to emit multiple shader recs + * and draw packets. + */ + int num_draws = DIV_ROUND_UP(vert_count, 65535) + 1; + /* Binner gets our packet state -- vc4_emit.c contents, * and the primitive itself. */ - cl_ensure_space(&vc4->bcl, 256); + cl_ensure_space(&vc4->bcl, + 256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE + + VC4_PACKET_GL_SHADER_STATE_SIZE) * num_draws); /* Nothing for rcl -- that's covered by vc4_context.c */ @@ -45,7 +52,8 @@ vc4_get_draw_cl_space(struct vc4_context *vc4) * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of * vattr stride). */ - cl_ensure_space(&vc4->shader_rec, 12 * sizeof(uint32_t) + 104 + 8 * 32); + cl_ensure_space(&vc4->shader_rec, + (12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws); /* Uniforms are covered by vc4_write_uniforms(). */ @@ -61,12 +69,12 @@ vc4_get_draw_cl_space(struct vc4_context *vc4) * Does the initial bining command list setup for drawing to a given FBO. */ static void -vc4_start_draw(struct vc4_context *vc4) +vc4_start_draw(struct vc4_context *vc4, int vert_count) { if (vc4->needs_flush) return; - vc4_get_draw_cl_space(vc4); + vc4_get_draw_cl_space(vc4, 0); struct vc4_cl_out *bcl = cl_start(&vc4->bcl); // Tile state data is 48 bytes per tile, I think it can be thrown away @@ -119,7 +127,8 @@ vc4_update_shadow_textures(struct pipe_context *pctx, } static void -vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info) +vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info, + uint32_t extra_index_bias) { /* VC4_DIRTY_VTXSTATE */ struct vc4_vertex_stateobj *vtx = vc4->vtx; @@ -170,7 +179,8 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *i /* not vc4->dirty tracked: vc4->last_index_bias */ uint32_t offset = (vb->buffer_offset + elem->src_offset + - vb->stride * info->index_bias); + vb->stride * (info->index_bias + + extra_index_bias)); uint32_t vb_size = rsc->bo->size - offset; uint32_t elem_size = util_format_get_blocksize(elem->src_format); @@ -219,8 +229,9 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *i &vc4->constbuf[PIPE_SHADER_VERTEX], &vc4->verttex); - vc4->last_index_bias = info->index_bias; + vc4->last_index_bias = info->index_bias + extra_index_bias; vc4->max_index = max_index; + vc4->shader_rec_count++; } /** @@ -275,14 +286,14 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) vc4_hw_2116_workaround(pctx); - vc4_get_draw_cl_space(vc4); + vc4_get_draw_cl_space(vc4, info->count); if (vc4->prim_mode != info->mode) { vc4->prim_mode = info->mode; vc4->dirty |= VC4_DIRTY_PRIM_MODE; } - vc4_start_draw(vc4); + vc4_start_draw(vc4, info->count); vc4_update_compiled_shaders(vc4, info->mode); vc4_emit_state(pctx); @@ -298,7 +309,7 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) vc4->prog.vs->uniform_dirty_bits | vc4->prog.fs->uniform_dirty_bits)) || vc4->last_index_bias != info->index_bias) { - vc4_emit_gl_shader_state(vc4, info); + vc4_emit_gl_shader_state(vc4, info, 0); } vc4->dirty = 0; @@ -342,10 +353,75 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) if (vc4->indexbuf.index_size == 4 || vc4->indexbuf.user_buffer) pipe_resource_reference(&prsc, NULL); } else { - cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE); - cl_u8(&bcl, info->mode); - cl_u32(&bcl, info->count); - cl_u32(&bcl, info->start); + uint32_t count = info->count; + uint32_t start = info->start; + uint32_t extra_index_bias = 0; + + while (count) { + uint32_t this_count = count; + uint32_t step = count; + static const uint32_t max_verts = 65535; + + /* GFXH-515 / SW-5891: The binner emits 16 bit indices + * for drawarrays, which means that if start + count > + * 64k it would truncate the top bits. Work around + * this by emitting a limited number of primitives at + * a time and reemitting the shader state pointing + * farther down the vertex attribute arrays. + * + * To do this properly for line loops or trifans, we'd + * need to make a new VB containing the first vertex + * plus whatever remainder. + */ + if (extra_index_bias) { + cl_end(&vc4->bcl, bcl); + vc4_emit_gl_shader_state(vc4, info, + extra_index_bias); + bcl = cl_start(&vc4->bcl); + } + + if (start + count > max_verts) { + switch (info->mode) { + case PIPE_PRIM_POINTS: + this_count = step = max_verts; + break; + case PIPE_PRIM_LINES: + this_count = step = max_verts - (max_verts % 2); + break; + case PIPE_PRIM_LINE_STRIP: + this_count = max_verts; + step = max_verts - 1; + break; + case PIPE_PRIM_LINE_LOOP: + this_count = max_verts; + step = max_verts - 1; + debug_warn_once("unhandled line loop " + "looping behavior with " + ">65535 verts\n"); + break; + case PIPE_PRIM_TRIANGLES: + this_count = step = max_verts - (max_verts % 3); + break; + case PIPE_PRIM_TRIANGLE_STRIP: + this_count = max_verts; + step = max_verts - 2; + break; + default: + debug_warn_once("unhandled primitive " + "max vert count, truncating\n"); + this_count = step = max_verts; + } + } + + cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE); + cl_u8(&bcl, info->mode); + cl_u32(&bcl, this_count); + cl_u32(&bcl, start); + + count -= step; + extra_index_bias += start + step; + start = 0; + } } cl_end(&vc4->bcl, bcl); @@ -356,8 +432,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) vc4->resolve |= PIPE_CLEAR_STENCIL; vc4->resolve |= PIPE_CLEAR_COLOR0; - vc4->shader_rec_count++; - if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH) vc4_flush(pctx); } @@ -410,7 +484,7 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers, vc4->cleared |= buffers; vc4->resolve |= buffers; - vc4_start_draw(vc4); + vc4_start_draw(vc4, 0); } static void |