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 <kenneth@whitecape.org> (v1)
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Eric Anholt 2011-10-10 16:55:54 -07:00
parent 8f0baace98
commit c8223d8c8d

View file

@ -32,25 +32,219 @@
#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 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;
}
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;
struct brw_vue_map vue_map;
/* Disable the SOL stage */
BEGIN_BATCH(3);
OUT_BATCH(_3DSTATE_STREAMOUT << 16 | (3 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
/* _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,
};