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/*
* 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/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;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
int i;
for (i = 0; i < BRW_MAX_SOL_BINDINGS; ++i) {
const int surf_index = SURF_INDEX_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;
brw_update_sol_surface(
brw, xfb_obj->Buffers[buffer], &brw->gs.surf_offset[surf_index],
linked_xfb_info->Outputs[i].NumComponents,
linked_xfb_info->BufferStride[buffer], buffer_offset);
} else {
brw->gs.surf_offset[surf_index] = 0;
}
}
brw->state.dirty.brw |= BRW_NEW_SURFACES;
}
const struct brw_tracked_state gen6_sol_surface = {
.dirty = {
.mesa = 0,
.brw = (BRW_NEW_BATCH |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_TRANSFORM_FEEDBACK),
.cache = 0
},
.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)
{
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->Shader.CurrentVertexProgram;
bool has_surfaces = false;
uint32_t *bind;
if (shaderprog) {
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
/* Currently we only ever upload surfaces for SOL. */
has_surfaces = linked_xfb_info->NumOutputs != 0;
}
/* Skip making a binding table if we don't have anything to put in it. */
if (!has_surfaces) {
if (brw->gs.bind_bo_offset != 0) {
brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
brw->gs.bind_bo_offset = 0;
}
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_GS_SURFACES,
32, &brw->gs.bind_bo_offset);
/* BRW_NEW_SURFACES */
memcpy(bind, brw->gs.surf_offset, BRW_MAX_GS_SURFACES * sizeof(uint32_t));
brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
}
const struct brw_tracked_state gen6_gs_binding_table = {
.dirty = {
.mesa = 0,
.brw = (BRW_NEW_BATCH |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_SURFACES),
.cache = 0
},
.emit = brw_gs_upload_binding_table,
};
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 *vs_prog =
ctx->Shader.CurrentVertexProgram;
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
assert(brw->gen == 6);
/* 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);
}
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