/* * 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 gen7_sol_state.c * * Controls the stream output logic (SOL) stage of the gen7 hardware, which is * used to implement GL_EXT_transform_feedback. */ #include "brw_context.h" #include "brw_state.h" #include "brw_defines.h" #include "intel_batchbuffer.h" #include "intel_buffer_objects.h" #include "main/transformfeedback.h" static void upload_3dstate_so_buffers(struct brw_context *brw) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &intel->ctx; /* BRW_NEW_VERTEX_PROGRAM */ const struct gl_shader_program *vs_prog = ctx->Shader.CurrentVertexProgram; const struct gl_transform_feedback_info *linked_xfb_info = &vs_prog->LinkedTransformFeedback; /* BRW_NEW_TRANSFORM_FEEDBACK */ struct gl_transform_feedback_object *xfb_obj = ctx->TransformFeedback.CurrentObject; int i; /* Set up the up to 4 output buffers. These are the ranges defined in the * gl_transform_feedback_object. */ for (i = 0; i < 4; i++) { struct intel_buffer_object *bufferobj = intel_buffer_object(xfb_obj->Buffers[i]); drm_intel_bo *bo; uint32_t start, end; uint32_t stride; if (!xfb_obj->Buffers[i]) { /* The pitch of 0 in this command indicates that the buffer is * unbound and won't be written to. */ BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_SO_BUFFER << 16 | (4 - 2)); OUT_BATCH((i << SO_BUFFER_INDEX_SHIFT)); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); continue; } bo = intel_bufferobj_buffer(intel, bufferobj, INTEL_WRITE_PART); stride = linked_xfb_info->BufferStride[i] * 4; start = xfb_obj->Offset[i]; assert(start % 4 == 0); end = ALIGN(start + xfb_obj->Size[i], 4); assert(end <= bo->size); /* If we don't have hardware contexts, then we reset our offsets at the * start of every batch, so we track the number of vertices written in * software and increment our pointers by that many. */ if (!intel->hw_ctx) { start += brw->sol.offset_0_batch_start * stride; assert(start <= end); } BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_SO_BUFFER << 16 | (4 - 2)); OUT_BATCH((i << SO_BUFFER_INDEX_SHIFT) | stride); OUT_RELOC(bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, start); OUT_RELOC(bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, end); ADVANCE_BATCH(); } } /** * Outputs the 3DSTATE_SO_DECL_LIST command. * * The data output is a series of 64-bit entries containing a SO_DECL per * stream. We only have one stream of rendering coming out of the GS unit, so * we only emit stream 0 (low 16 bits) SO_DECLs. */ static void upload_3dstate_so_decl_list(struct brw_context *brw, const struct brw_vue_map *vue_map) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &intel->ctx; /* BRW_NEW_VERTEX_PROGRAM */ const struct gl_shader_program *vs_prog = ctx->Shader.CurrentVertexProgram; /* BRW_NEW_TRANSFORM_FEEDBACK */ const struct gl_transform_feedback_info *linked_xfb_info = &vs_prog->LinkedTransformFeedback; int i; uint16_t so_decl[128]; int buffer_mask = 0; int next_offset[4] = {0, 0, 0, 0}; STATIC_ASSERT(ARRAY_SIZE(so_decl) >= MAX_PROGRAM_OUTPUTS); /* Construct the list of SO_DECLs to be emitted. The formatting of the * command is feels strange -- each dword pair contains a SO_DECL per stream. */ for (i = 0; i < linked_xfb_info->NumOutputs; i++) { int buffer = linked_xfb_info->Outputs[i].OutputBuffer; uint16_t decl = 0; int varying = linked_xfb_info->Outputs[i].OutputRegister; unsigned component_mask = (1 << linked_xfb_info->Outputs[i].NumComponents) - 1; /* gl_PointSize is stored in VARYING_SLOT_PSIZ.w. */ if (varying == VARYING_SLOT_PSIZ) { assert(linked_xfb_info->Outputs[i].NumComponents == 1); component_mask <<= 3; } else { component_mask <<= linked_xfb_info->Outputs[i].ComponentOffset; } buffer_mask |= 1 << buffer; decl |= buffer << SO_DECL_OUTPUT_BUFFER_SLOT_SHIFT; decl |= vue_map->varying_to_slot[varying] << SO_DECL_REGISTER_INDEX_SHIFT; decl |= component_mask << SO_DECL_COMPONENT_MASK_SHIFT; /* This assert should be true until GL_ARB_transform_feedback_instanced * is added and we start using the hole flag. */ assert(linked_xfb_info->Outputs[i].DstOffset == next_offset[buffer]); next_offset[buffer] += linked_xfb_info->Outputs[i].NumComponents; so_decl[i] = decl; } BEGIN_BATCH(linked_xfb_info->NumOutputs * 2 + 3); OUT_BATCH(_3DSTATE_SO_DECL_LIST << 16 | (linked_xfb_info->NumOutputs * 2 + 1)); OUT_BATCH((buffer_mask << SO_STREAM_TO_BUFFER_SELECTS_0_SHIFT) | (0 << SO_STREAM_TO_BUFFER_SELECTS_1_SHIFT) | (0 << SO_STREAM_TO_BUFFER_SELECTS_2_SHIFT) | (0 << SO_STREAM_TO_BUFFER_SELECTS_3_SHIFT)); OUT_BATCH((linked_xfb_info->NumOutputs << SO_NUM_ENTRIES_0_SHIFT) | (0 << SO_NUM_ENTRIES_1_SHIFT) | (0 << SO_NUM_ENTRIES_2_SHIFT) | (0 << SO_NUM_ENTRIES_3_SHIFT)); for (i = 0; i < linked_xfb_info->NumOutputs; i++) { OUT_BATCH(so_decl[i]); OUT_BATCH(0); } ADVANCE_BATCH(); } static void upload_3dstate_streamout(struct brw_context *brw, bool active, const struct brw_vue_map *vue_map) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &intel->ctx; /* BRW_NEW_TRANSFORM_FEEDBACK */ struct gl_transform_feedback_object *xfb_obj = ctx->TransformFeedback.CurrentObject; uint32_t dw1 = 0, dw2 = 0; int i; /* BRW_NEW_RASTERIZER_DISCARD */ if (ctx->RasterDiscard) dw1 |= SO_RENDERING_DISABLE; if (active) { int urb_entry_read_offset = 0; int urb_entry_read_length = (vue_map->num_slots + 1) / 2 - urb_entry_read_offset; dw1 |= SO_FUNCTION_ENABLE; dw1 |= SO_STATISTICS_ENABLE; /* _NEW_LIGHT */ if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) dw1 |= SO_REORDER_TRAILING; for (i = 0; i < 4; i++) { if (xfb_obj->Buffers[i]) { dw1 |= SO_BUFFER_ENABLE(i); } } /* We always read the whole vertex. This could be reduced at some * point by reading less and offsetting the register index in the * SO_DECLs. */ dw2 |= urb_entry_read_offset << SO_STREAM_0_VERTEX_READ_OFFSET_SHIFT; dw2 |= (urb_entry_read_length - 1) << SO_STREAM_0_VERTEX_READ_LENGTH_SHIFT; } BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_STREAMOUT << 16 | (3 - 2)); OUT_BATCH(dw1); OUT_BATCH(dw2); ADVANCE_BATCH(); } static void upload_sol_state(struct brw_context *brw) { struct intel_context *intel = &brw->intel; struct gl_context *ctx = &intel->ctx; /* BRW_NEW_TRANSFORM_FEEDBACK */ bool active = _mesa_is_xfb_active_and_unpaused(ctx); if (active) { upload_3dstate_so_buffers(brw); /* BRW_NEW_VUE_MAP_GEOM_OUT */ upload_3dstate_so_decl_list(brw, &brw->vue_map_geom_out); /* If we don't have hardware contexts, then some other client may have * changed the SO write offsets, and we need to rewrite them. */ if (!intel->hw_ctx) intel->batch.needs_sol_reset = true; } /* Finally, set up the SOL stage. This command must always follow updates to * the nonpipelined SOL state (3DSTATE_SO_BUFFER, 3DSTATE_SO_DECL_LIST) or * MMIO register updates (current performed by the kernel at each batch * emit). */ upload_3dstate_streamout(brw, active, &brw->vue_map_geom_out); } const struct brw_tracked_state gen7_sol_state = { .dirty = { .mesa = (_NEW_LIGHT), .brw = (BRW_NEW_BATCH | BRW_NEW_VERTEX_PROGRAM | BRW_NEW_VUE_MAP_GEOM_OUT | BRW_NEW_TRANSFORM_FEEDBACK | BRW_NEW_RASTERIZER_DISCARD) }, .emit = upload_sol_state, }; void gen7_end_transform_feedback(struct gl_context *ctx, struct gl_transform_feedback_object *obj) { /* Because we have to rely on the kernel to reset our SO write offsets, and * we only get to do it once per batchbuffer, flush the batch after feedback * so another transform feedback can get the write offset reset it needs. * * This also covers any cache flushing required. */ struct brw_context *brw = brw_context(ctx); struct intel_context *intel = &brw->intel; intel_batchbuffer_flush(intel); }