/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** \file gen6_sol.c * * Code to initialize the binding table entries used by transform feedback. */ #include "main/bufferobj.h" #include "main/macros.h" #include "brw_context.h" #include "intel_batchbuffer.h" #include "brw_defines.h" #include "brw_state.h" #include "main/transformfeedback.h" static void gen6_update_sol_surfaces(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; /* BRW_NEW_TRANSFORM_FEEDBACK */ struct gl_transform_feedback_object *xfb_obj = ctx->TransformFeedback.CurrentObject; const struct gl_shader_program *shaderprog; const struct gl_transform_feedback_info *linked_xfb_info; int i; if (brw->geometry_program) { /* BRW_NEW_GEOMETRY_PROGRAM */ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; } else { /* BRW_NEW_VERTEX_PROGRAM */ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; } linked_xfb_info = &shaderprog->LinkedTransformFeedback; for (i = 0; i < BRW_MAX_SOL_BINDINGS; ++i) { const int surf_index = SURF_INDEX_GEN6_SOL_BINDING(i); if (_mesa_is_xfb_active_and_unpaused(ctx) && i < linked_xfb_info->NumOutputs) { unsigned buffer = linked_xfb_info->Outputs[i].OutputBuffer; unsigned buffer_offset = xfb_obj->Offset[buffer] / 4 + linked_xfb_info->Outputs[i].DstOffset; if (brw->geometry_program) { brw_update_sol_surface( brw, xfb_obj->Buffers[buffer], &brw->gs.base.surf_offset[surf_index], linked_xfb_info->Outputs[i].NumComponents, linked_xfb_info->BufferStride[buffer], buffer_offset); } else { brw_update_sol_surface( brw, xfb_obj->Buffers[buffer], &brw->ff_gs.surf_offset[surf_index], linked_xfb_info->Outputs[i].NumComponents, linked_xfb_info->BufferStride[buffer], buffer_offset); } } else { if (!brw->geometry_program) brw->ff_gs.surf_offset[surf_index] = 0; else brw->gs.base.surf_offset[surf_index] = 0; } } brw->ctx.NewDriverState |= BRW_NEW_SURFACES; } const struct brw_tracked_state gen6_sol_surface = { .dirty = { .mesa = 0, .brw = BRW_NEW_BATCH | BRW_NEW_GEOMETRY_PROGRAM | BRW_NEW_VERTEX_PROGRAM | BRW_NEW_TRANSFORM_FEEDBACK, }, .emit = gen6_update_sol_surfaces, }; /** * Constructs the binding table for the WM surface state, which maps unit * numbers to surface state objects. */ static void brw_gs_upload_binding_table(struct brw_context *brw) { uint32_t *bind; struct gl_context *ctx = &brw->ctx; const struct gl_shader_program *shaderprog; bool need_binding_table = false; /* We have two scenarios here: * 1) We are using a geometry shader only to implement transform feedback * for a vertex shader (brw->geometry_program == NULL). In this case, we * only need surfaces for transform feedback in the GS stage. * 2) We have a user-provided geometry shader. In this case we may need * surfaces for transform feedback and/or other stuff, like textures, * in the GS stage. */ if (!brw->geometry_program) { /* BRW_NEW_VERTEX_PROGRAM */ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; if (shaderprog) { /* Skip making a binding table if we don't have anything to put in it */ const struct gl_transform_feedback_info *linked_xfb_info = &shaderprog->LinkedTransformFeedback; need_binding_table = linked_xfb_info->NumOutputs > 0; } if (!need_binding_table) { if (brw->ff_gs.bind_bo_offset != 0) { brw->ctx.NewDriverState |= BRW_NEW_GS_BINDING_TABLE; brw->ff_gs.bind_bo_offset = 0; } return; } /* Might want to calculate nr_surfaces first, to avoid taking up so much * space for the binding table. Anyway, in this case we know that we only * use BRW_MAX_SOL_BINDINGS surfaces at most. */ bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE, sizeof(uint32_t) * BRW_MAX_SOL_BINDINGS, 32, &brw->ff_gs.bind_bo_offset); /* BRW_NEW_SURFACES */ memcpy(bind, brw->ff_gs.surf_offset, BRW_MAX_SOL_BINDINGS * sizeof(uint32_t)); } else { /* BRW_NEW_GEOMETRY_PROGRAM */ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; if (shaderprog) { /* Skip making a binding table if we don't have anything to put in it */ struct brw_stage_prog_data *prog_data = brw->gs.base.prog_data; const struct gl_transform_feedback_info *linked_xfb_info = &shaderprog->LinkedTransformFeedback; need_binding_table = linked_xfb_info->NumOutputs > 0 || prog_data->binding_table.size_bytes > 0; } if (!need_binding_table) { if (brw->gs.base.bind_bo_offset != 0) { brw->gs.base.bind_bo_offset = 0; brw->ctx.NewDriverState |= BRW_NEW_GS_BINDING_TABLE; } return; } /* Might want to calculate nr_surfaces first, to avoid taking up so much * space for the binding table. */ bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE, sizeof(uint32_t) * BRW_MAX_SURFACES, 32, &brw->gs.base.bind_bo_offset); /* BRW_NEW_SURFACES */ memcpy(bind, brw->gs.base.surf_offset, BRW_MAX_SURFACES * sizeof(uint32_t)); } brw->ctx.NewDriverState |= BRW_NEW_GS_BINDING_TABLE; } const struct brw_tracked_state gen6_gs_binding_table = { .dirty = { .mesa = 0, .brw = BRW_NEW_BATCH | BRW_NEW_GEOMETRY_PROGRAM | BRW_NEW_VERTEX_PROGRAM | BRW_NEW_SURFACES, }, .emit = brw_gs_upload_binding_table, }; struct gl_transform_feedback_object * brw_new_transform_feedback(struct gl_context *ctx, GLuint name) { struct brw_context *brw = brw_context(ctx); struct brw_transform_feedback_object *brw_obj = CALLOC_STRUCT(brw_transform_feedback_object); if (!brw_obj) return NULL; _mesa_init_transform_feedback_object(&brw_obj->base, name); brw_obj->offset_bo = drm_intel_bo_alloc(brw->bufmgr, "transform feedback offsets", 16, 64); brw_obj->prim_count_bo = drm_intel_bo_alloc(brw->bufmgr, "xfb primitive counts", 4096, 64); return &brw_obj->base; } void brw_delete_transform_feedback(struct gl_context *ctx, struct gl_transform_feedback_object *obj) { struct brw_transform_feedback_object *brw_obj = (struct brw_transform_feedback_object *) obj; for (unsigned i = 0; i < ARRAY_SIZE(obj->Buffers); i++) { _mesa_reference_buffer_object(ctx, &obj->Buffers[i], NULL); } drm_intel_bo_unreference(brw_obj->offset_bo); drm_intel_bo_unreference(brw_obj->prim_count_bo); free(brw_obj); } void brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode, struct gl_transform_feedback_object *obj) { struct brw_context *brw = brw_context(ctx); const struct gl_shader_program *shaderprog; const struct gl_transform_feedback_info *linked_xfb_info; struct gl_transform_feedback_object *xfb_obj = ctx->TransformFeedback.CurrentObject; assert(brw->gen == 6); if (ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]) { /* BRW_NEW_GEOMETRY_PROGRAM */ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY]; } else { /* BRW_NEW_VERTEX_PROGRAM */ shaderprog = ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX]; } linked_xfb_info = &shaderprog->LinkedTransformFeedback; /* Compute the maximum number of vertices that we can write without * overflowing any of the buffers currently being used for feedback. */ unsigned max_index = _mesa_compute_max_transform_feedback_vertices(xfb_obj, linked_xfb_info); /* 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); /* starting index */ OUT_BATCH(max_index); ADVANCE_BATCH(); /* Initialize the rest of the unused streams to sane values. Otherwise, * they may indicate that there is no room to write data and prevent * anything from happening at all. */ for (int i = 1; i < 4; i++) { BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2)); OUT_BATCH(i << SVB_INDEX_SHIFT); OUT_BATCH(0); /* starting index */ OUT_BATCH(0xffffffff); ADVANCE_BATCH(); } } void brw_end_transform_feedback(struct gl_context *ctx, struct gl_transform_feedback_object *obj) { /* After EndTransformFeedback, it's likely that the client program will try * to draw using the contents of the transform feedback buffer as vertex * input. In order for this to work, we need to flush the data through at * least the GS stage of the pipeline, and flush out the render cache. For * simplicity, just do a full flush. */ struct brw_context *brw = brw_context(ctx); intel_batchbuffer_emit_mi_flush(brw); }