From: Eric Anholt Date: Mon, 10 Oct 2011 23:55:54 +0000 (-0700) Subject: i965/gen7: Add support for transform feedback. X-Git-Tag: 062012170305~2603 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=c8223d8c8d267f6d5648e1d44886a0c05f9d79fc;p=profile%2Fivi%2Fmesa.git i965/gen7: Add support for transform feedback. Fixes almost all of the transform feedback piglit tests. Remaining are a few tests related to tesselation for quads/trifans/tristrips/polygons with flat shading. v2: Incorporate Paul's feedback (squash with previous, state flag note, static assert, update FINISHME) Reviewed-by: Kenneth Graunke (v1) Reviewed-by: Paul Berry --- diff --git a/src/mesa/drivers/dri/i965/gen7_sol_state.c b/src/mesa/drivers/dri/i965/gen7_sol_state.c index fcda08d..3b6fc8e 100644 --- a/src/mesa/drivers/dri/i965/gen7_sol_state.c +++ b/src/mesa/drivers/dri/i965/gen7_sol_state.c @@ -32,25 +32,219 @@ #include "brw_state.h" #include "brw_defines.h" #include "intel_batchbuffer.h" +#include "intel_buffer_objects.h" static void -upload_sol_state(struct brw_context *brw) +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 gl_buffer_object *bufferobj = xfb_obj->Buffers[i]; + drm_intel_bo *bo; + uint32_t start, end; + + 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_buffer_object(bufferobj)->buffer; + + start = xfb_obj->Offset[i]; + assert(start % 4 == 0); + end = ALIGN(start + xfb_obj->Size[i], 4); + assert(end <= bo->size); + + BEGIN_BATCH(4); + OUT_BATCH(_3DSTATE_SO_BUFFER << 16 | (4 - 2)); + OUT_BATCH((i << SO_BUFFER_INDEX_SHIFT) | + ((linked_xfb_info->BufferStride[i] * 4) << + SO_BUFFER_PITCH_SHIFT)); + 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; + + 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 |= ((1 << linked_xfb_info->Outputs[i].NumComponents) - 1) << + 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; + + 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; + } - /* Disable the SOL stage */ BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_STREAMOUT << 16 | (3 - 2)); - OUT_BATCH(0); - OUT_BATCH(0); + 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; + struct brw_vue_map vue_map; + + /* _NEW_TRANSFORM, CACHE_NEW_VS_PROG */ + brw_compute_vue_map(&vue_map, intel, ctx->Transform.ClipPlanesEnabled != 0, + brw->vs.prog_data->outputs_written); + + if (active) { + upload_3dstate_so_buffers(brw); + upload_3dstate_so_decl_list(brw, &vue_map); + } + + /* 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, &vue_map); +} + const struct brw_tracked_state gen7_sol_state = { .dirty = { - .mesa = 0, - .brw = BRW_NEW_BATCH, - .cache = 0, + .mesa = (_NEW_RASTERIZER_DISCARD | + _NEW_TRANSFORM_FEEDBACK | + _NEW_TRANSFORM), + .brw = (BRW_NEW_BATCH | + BRW_NEW_VERTEX_PROGRAM), + .cache = CACHE_NEW_VS_PROG, }, .emit = upload_sol_state, };