| /* |
| * 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" |
| |
| 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; |
| /* _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); |
| |
| /* Offset the starting offset by the current vertex index into the |
| * feedback buffer, offset register is always set to 0 at the start of the |
| * batchbuffer. |
| */ |
| 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, |
| 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; |
| /* _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 vert_result = linked_xfb_info->Outputs[i].OutputRegister; |
| unsigned component_mask = |
| (1 << linked_xfb_info->Outputs[i].NumComponents) - 1; |
| |
| /* gl_PointSize is stored in VERT_RESULT_PSIZ.w. */ |
| if (vert_result == VERT_RESULT_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->vert_result_to_slot[vert_result] << |
| 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, |
| struct brw_vue_map *vue_map) |
| { |
| struct intel_context *intel = &brw->intel; |
| struct gl_context *ctx = &intel->ctx; |
| /* _NEW_TRANSFORM_FEEDBACK */ |
| struct gl_transform_feedback_object *xfb_obj = |
| ctx->TransformFeedback.CurrentObject; |
| uint32_t dw1 = 0, dw2 = 0; |
| int i; |
| |
| /* _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; |
| /* _NEW_TRANSFORM_FEEDBACK */ |
| struct gl_transform_feedback_object *xfb_obj = |
| ctx->TransformFeedback.CurrentObject; |
| bool active = xfb_obj->Active && !xfb_obj->Paused; |
| |
| if (active) { |
| upload_3dstate_so_buffers(brw); |
| /* CACHE_NEW_VS_PROG */ |
| upload_3dstate_so_decl_list(brw, &brw->vs.prog_data->vue_map); |
| |
| 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->vs.prog_data->vue_map); |
| } |
| |
| const struct brw_tracked_state gen7_sol_state = { |
| .dirty = { |
| .mesa = (_NEW_RASTERIZER_DISCARD | |
| _NEW_LIGHT | |
| _NEW_TRANSFORM_FEEDBACK), |
| .brw = (BRW_NEW_BATCH | |
| BRW_NEW_VERTEX_PROGRAM), |
| .cache = CACHE_NEW_VS_PROG, |
| }, |
| .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); |
| } |