v3d: Update prim_counts when prims generated query in flight without TF

In order to implement GL_PRIMITIVES_GENERATED, v3d allocates a small
resource and adds a command to the job to store the prim counts to it.
However it was only doing this when TF was enabled which meant that if
the query was used with a geometry shader but no TF then the query would
always be zero. This patch makes the driver keep track of how many
PRIMITIVES_GENERATED queries are in flight and then enable writing the
prim count if its more than zero.

Fix dEQP-GLES31.functional.geometry_shading.query.primitives_generated_*

v2: Update CI expectations and references to fixed tests in commit log.
v3: - Add comment that GL_PRIMITIVES_GENERATED query is included because
      OES_geometry_shader, but it is not part of OpenGL ES 3.1. (Iago)
    - Update Fixes to commit introducing geometry shaders. (Iago)

Fixes: a1b7c084 ("v3d: fix primitive queries for geometry shaders")
Signed-off-by: Neil Roberts <nroberts@igalia.com>
Signed-off-by: Jose Maria Casanova Crespo <jmcasanova@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13712>
(cherry picked from commit bdaf185889)
This commit is contained in:
Neil Roberts 2021-10-29 17:56:39 +02:00 committed by Eric Engestrom
parent a728b8a732
commit fdc6d4dc95
8 changed files with 44 additions and 19 deletions

View file

@ -1687,7 +1687,7 @@
"description": "v3d: Update prim_counts when prims generated query in flight without TF",
"nominated": true,
"nomination_type": 1,
"resolution": 0,
"resolution": 1,
"main_sha": null,
"because_sha": "a1b7c0844ddcbdc5ab773cbe2f6312f34111bdd9"
},

View file

@ -1,8 +1,3 @@
dEQP-GLES31.functional.geometry_shading.query.primitives_generated_amplification,Fail
dEQP-GLES31.functional.geometry_shading.query.primitives_generated_instanced,Fail
dEQP-GLES31.functional.geometry_shading.query.primitives_generated_no_amplification,Fail
dEQP-GLES31.functional.geometry_shading.query.primitives_generated_partial_primitives,Fail
glx@glx-make-current,Crash
glx@glx-multi-window-single-context,Fail
glx@glx-multithread-buffer,Fail

View file

@ -193,6 +193,20 @@ v3d_get_real_line_width(struct v3d_context *v3d)
return width;
}
void
v3d_ensure_prim_counts_allocated(struct v3d_context *ctx)
{
if (ctx->prim_counts)
return;
/* Init all 7 counters and 1 padding to 0 */
uint32_t zeroes[8] = { 0 };
u_upload_data(ctx->uploader,
0, sizeof(zeroes), 32, zeroes,
&ctx->prim_counts_offset,
&ctx->prim_counts);
}
void
v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
enum pipe_shader_type shader)

View file

@ -447,6 +447,8 @@ struct v3d_job {
*/
bool tf_enabled;
bool needs_primitives_generated;
/**
* Current EZ state for drawing. Updated at the start of draw after
* we've decided on the shader being rendered.
@ -574,6 +576,8 @@ struct v3d_context {
uint32_t tf_prims_generated;
uint32_t prims_generated;
uint32_t n_primitives_generated_queries_in_flight;
struct pipe_poly_stipple stipple;
struct pipe_clip_state clip;
struct pipe_viewport_state viewport;
@ -764,6 +768,8 @@ bool v3d_line_smoothing_enabled(struct v3d_context *v3d);
float v3d_get_real_line_width(struct v3d_context *v3d);
void v3d_ensure_prim_counts_allocated(struct v3d_context *ctx);
void v3d_flag_dirty_sampler_state(struct v3d_context *v3d,
enum pipe_shader_type shader);

View file

@ -482,6 +482,16 @@ v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
if (!job->needs_flush)
goto done;
/* The GL_PRIMITIVES_GENERATED query is included with
* OES_geometry_shader.
*/
job->needs_primitives_generated =
v3d->n_primitives_generated_queries_in_flight > 0 &&
v3d->prog.gs;
if (job->needs_primitives_generated)
v3d_ensure_prim_counts_allocated(v3d);
if (screen->devinfo.ver >= 41)
v3d41_emit_rcl(job);
else
@ -553,9 +563,11 @@ v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
}
/* If we are submitting a job in the middle of transform
* feedback we need to read the primitive counts and accumulate
* them, otherwise they will be reset at the start of the next
* draw when we emit the Tile Binning Mode Configuration packet.
* feedback or there is a primitives generated query with a
* geometry shader then we need to read the primitive counts
* and accumulate them, otherwise they will be reset at the
* start of the next draw when we emit the Tile Binning Mode
* Configuration packet.
*
* If the job doesn't have any TF draw calls, then we know
* the primitive count must be zero and we can skip stalling
@ -565,7 +577,9 @@ v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
* to us reading an obsolete (possibly non-zero) value from
* the GPU counters.
*/
if (v3d->streamout.num_targets && job->tf_draw_calls_queued > 0)
if (job->needs_primitives_generated ||
(v3d->streamout.num_targets &&
job->tf_draw_calls_queued > 0))
v3d_read_and_accumulate_primitive_counters(v3d);
}

View file

@ -69,6 +69,7 @@ v3d_begin_query_pipe(struct v3d_context *v3d, struct v3d_query *query)
if (v3d->prog.gs)
v3d_update_primitive_counters(v3d);
pquery->start = v3d->prims_generated;
v3d->n_primitives_generated_queries_in_flight++;
break;
case PIPE_QUERY_PRIMITIVES_EMITTED:
/* If we are inside transform feedback we need to update the
@ -109,6 +110,7 @@ v3d_end_query_pipe(struct v3d_context *v3d, struct v3d_query *query)
if (v3d->prog.gs)
v3d_update_primitive_counters(v3d);
pquery->end = v3d->prims_generated;
v3d->n_primitives_generated_queries_in_flight--;
break;
case PIPE_QUERY_PRIMITIVES_EMITTED:
/* If transform feedback has ended, then we have already

View file

@ -39,7 +39,7 @@ void v3dX(bcl_epilogue)(struct v3d_context *v3d, struct v3d_job *job)
#endif
cl_packet_length(FLUSH));
if (job->tf_enabled) {
if (job->tf_enabled || job->needs_primitives_generated) {
/* Write primitive counts to memory. */
assert(v3d->prim_counts);
struct v3d_resource *rsc =

View file

@ -1243,14 +1243,8 @@ v3d_set_stream_output_targets(struct pipe_context *pctx,
so->num_targets = num_targets;
/* Create primitive counters BO if needed */
if (num_targets > 0 && !ctx->prim_counts) {
/* Init all 7 counters and 1 padding to 0 */
uint32_t zeroes[8] = { 0 };
u_upload_data(ctx->uploader,
0, sizeof(zeroes), 32, zeroes,
&ctx->prim_counts_offset,
&ctx->prim_counts);
}
if (num_targets > 0)
v3d_ensure_prim_counts_allocated(ctx);
ctx->dirty |= V3D_DIRTY_STREAMOUT;
}