mesa/src/gallium/drivers/iris/iris_draw.c
Kenneth Graunke dcfca0af7c iris: Set XY Clipping correctly.
I was setting it based off a pipe_rasterizer_state field that appears
to be entirely dead outside of the draw module respecting it.

I should be setting it when the primitive type reaching the SF is
neither points nor lines.  This is, unfortunately, rather dirty,
as we have to look at the rasterizer state, the geometry shader state,
the tessellation evaluation shader state, and the primitive type...
2019-04-29 10:53:23 -07:00

273 lines
10 KiB
C

/*
* Copyright © 2017 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 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 iris_draw.c
*
* The main driver hooks for drawing and launching compute shaders.
*/
#include <stdio.h>
#include <errno.h>
#include "pipe/p_defines.h"
#include "pipe/p_state.h"
#include "pipe/p_context.h"
#include "pipe/p_screen.h"
#include "util/u_inlines.h"
#include "util/u_transfer.h"
#include "util/u_upload_mgr.h"
#include "intel/compiler/brw_compiler.h"
#include "intel/compiler/brw_eu_defines.h"
#include "iris_context.h"
#include "iris_defines.h"
static bool
prim_is_points_or_lines(const struct pipe_draw_info *draw)
{
/* We don't need to worry about adjacency - it can only be used with
* geometry shaders, and we don't care about this info when GS is on.
*/
return draw->mode == PIPE_PRIM_POINTS ||
draw->mode == PIPE_PRIM_LINES ||
draw->mode == PIPE_PRIM_LINE_LOOP ||
draw->mode == PIPE_PRIM_LINE_STRIP;
}
/**
* Record the current primitive mode and restart information, flagging
* related packets as dirty if necessary.
*/
static void
iris_update_draw_info(struct iris_context *ice,
const struct pipe_draw_info *info)
{
if (ice->state.prim_mode != info->mode) {
ice->state.prim_mode = info->mode;
ice->state.dirty |= IRIS_DIRTY_VF_TOPOLOGY;
/* For XY Clip enables */
bool points_or_lines = prim_is_points_or_lines(info);
if (points_or_lines != ice->state.prim_is_points_or_lines) {
ice->state.prim_is_points_or_lines = points_or_lines;
ice->state.dirty |= IRIS_DIRTY_CLIP;
}
}
if (info->mode == PIPE_PRIM_PATCHES &&
ice->state.vertices_per_patch != info->vertices_per_patch) {
ice->state.vertices_per_patch = info->vertices_per_patch;
ice->state.dirty |= IRIS_DIRTY_VF_TOPOLOGY;
/* Flag constants dirty for gl_PatchVerticesIn if needed. */
const struct shader_info *tcs_info =
iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL);
if (tcs_info &&
tcs_info->system_values_read & (1ull << SYSTEM_VALUE_VERTICES_IN)) {
ice->state.dirty |= IRIS_DIRTY_CONSTANTS_TCS;
ice->state.shaders[MESA_SHADER_TESS_CTRL].cbuf0_needs_upload = true;
}
}
if (ice->state.primitive_restart != info->primitive_restart ||
ice->state.cut_index != info->restart_index) {
ice->state.dirty |= IRIS_DIRTY_VF;
ice->state.primitive_restart = info->primitive_restart;
ice->state.cut_index = info->restart_index;
}
if (info->indirect) {
pipe_resource_reference(&ice->draw.draw_params_res,
info->indirect->buffer);
ice->draw.draw_params_offset = info->indirect->offset +
(info->index_size ? 12 : 8);
ice->draw.params.firstvertex = 0;
ice->draw.params.baseinstance = 0;
ice->state.dirty |= IRIS_DIRTY_VERTEX_BUFFERS |
IRIS_DIRTY_VERTEX_ELEMENTS |
IRIS_DIRTY_VF_SGVS;
} else if (ice->draw.is_indirect ||
ice->draw.params.firstvertex !=
(info->index_size ? info->index_bias : info->start) ||
(ice->draw.params.baseinstance != info->start_instance)) {
pipe_resource_reference(&ice->draw.draw_params_res, NULL);
ice->draw.draw_params_offset = 0;
ice->draw.params.firstvertex =
info->index_size ? info->index_bias : info->start;
ice->draw.params.baseinstance = info->start_instance;
ice->state.dirty |= IRIS_DIRTY_VERTEX_BUFFERS |
IRIS_DIRTY_VERTEX_ELEMENTS |
IRIS_DIRTY_VF_SGVS;
}
ice->draw.is_indirect = info->indirect;
if (ice->draw.derived_params.drawid != info->drawid ||
ice->draw.derived_params.is_indexed_draw != (info->index_size ? ~0 : 0)) {
ice->draw.derived_params.drawid = info->drawid;
ice->draw.derived_params.is_indexed_draw = info->index_size ? ~0 : 0;
ice->state.dirty |= IRIS_DIRTY_VERTEX_BUFFERS |
IRIS_DIRTY_VERTEX_ELEMENTS |
IRIS_DIRTY_VF_SGVS;
}
}
/**
* The pipe->draw_vbo() driver hook. Performs a draw on the GPU.
*/
void
iris_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
{
struct iris_context *ice = (struct iris_context *) ctx;
struct iris_screen *screen = (struct iris_screen*)ice->ctx.screen;
const struct gen_device_info *devinfo = &screen->devinfo;
struct iris_batch *batch = &ice->batches[IRIS_BATCH_RENDER];
if (ice->state.predicate == IRIS_PREDICATE_STATE_DONT_RENDER)
return;
/* We can't safely re-emit 3DSTATE_SO_BUFFERS because it may zero the
* write offsets, changing the behavior.
*/
if (unlikely(INTEL_DEBUG & DEBUG_REEMIT))
ice->state.dirty |= IRIS_ALL_DIRTY_FOR_RENDER & ~IRIS_DIRTY_SO_BUFFERS;
iris_batch_maybe_flush(batch, 1500);
iris_update_draw_info(ice, info);
if (devinfo->gen == 9)
gen9_toggle_preemption(ice, batch, info);
iris_update_compiled_shaders(ice);
if (ice->state.dirty & IRIS_DIRTY_RENDER_RESOLVES_AND_FLUSHES) {
bool draw_aux_buffer_disabled[BRW_MAX_DRAW_BUFFERS] = { };
for (gl_shader_stage stage = 0; stage < MESA_SHADER_COMPUTE; stage++) {
if (ice->shaders.prog[stage])
iris_predraw_resolve_inputs(ice, batch, draw_aux_buffer_disabled,
stage, true);
}
iris_predraw_resolve_framebuffer(ice, batch, draw_aux_buffer_disabled);
}
iris_binder_reserve_3d(ice);
ice->vtbl.update_surface_base_address(batch, &ice->state.binder);
ice->vtbl.upload_render_state(ice, batch, info);
iris_postdraw_update_resolve_tracking(ice, batch);
ice->state.dirty &= ~IRIS_ALL_DIRTY_FOR_RENDER;
}
static void
iris_update_grid_size_resource(struct iris_context *ice,
const struct pipe_grid_info *grid)
{
const struct iris_screen *screen = (void *) ice->ctx.screen;
const struct isl_device *isl_dev = &screen->isl_dev;
struct iris_state_ref *grid_ref = &ice->state.grid_size;
struct iris_state_ref *state_ref = &ice->state.grid_surf_state;
// XXX: if the shader doesn't actually care about the grid info,
// don't bother uploading the surface?
if (grid->indirect) {
pipe_resource_reference(&grid_ref->res, grid->indirect);
grid_ref->offset = grid->indirect_offset;
/* Zero out the grid size so that the next non-indirect grid launch will
* re-upload it properly.
*/
memset(ice->state.last_grid, 0, sizeof(ice->state.last_grid));
} else {
/* If the size is the same, we don't need to upload anything. */
if (memcmp(ice->state.last_grid, grid->grid, sizeof(grid->grid)) == 0)
return;
memcpy(ice->state.last_grid, grid->grid, sizeof(grid->grid));
u_upload_data(ice->state.dynamic_uploader, 0, sizeof(grid->grid), 4,
grid->grid, &grid_ref->offset, &grid_ref->res);
}
void *surf_map = NULL;
u_upload_alloc(ice->state.surface_uploader, 0, isl_dev->ss.size,
isl_dev->ss.align, &state_ref->offset, &state_ref->res,
&surf_map);
state_ref->offset +=
iris_bo_offset_from_base_address(iris_resource_bo(state_ref->res));
isl_buffer_fill_state(&screen->isl_dev, surf_map,
.address = grid_ref->offset +
iris_resource_bo(grid_ref->res)->gtt_offset,
.size_B = sizeof(grid->grid),
.format = ISL_FORMAT_RAW,
.stride_B = 1,
.mocs = 4); // XXX: MOCS
ice->state.dirty |= IRIS_DIRTY_BINDINGS_CS;
}
void
iris_launch_grid(struct pipe_context *ctx, const struct pipe_grid_info *grid)
{
struct iris_context *ice = (struct iris_context *) ctx;
struct iris_batch *batch = &ice->batches[IRIS_BATCH_COMPUTE];
if (ice->state.predicate == IRIS_PREDICATE_STATE_DONT_RENDER)
return;
if (unlikely(INTEL_DEBUG & DEBUG_REEMIT))
ice->state.dirty |= IRIS_ALL_DIRTY_FOR_COMPUTE;
/* We can't do resolves on the compute engine, so awkwardly, we have to
* do them on the render batch...
*/
if (ice->state.dirty & IRIS_DIRTY_COMPUTE_RESOLVES_AND_FLUSHES) {
iris_predraw_resolve_inputs(ice, &ice->batches[IRIS_BATCH_RENDER], NULL,
MESA_SHADER_COMPUTE, false);
}
iris_batch_maybe_flush(batch, 1500);
//if (dirty & IRIS_DIRTY_UNCOMPILED_CS)
iris_update_compiled_compute_shader(ice);
iris_update_grid_size_resource(ice, grid);
iris_binder_reserve_compute(ice);
ice->vtbl.update_surface_base_address(batch, &ice->state.binder);
if (ice->state.compute_predicate) {
ice->vtbl.load_register_mem64(batch, MI_PREDICATE_RESULT,
ice->state.compute_predicate, 0);
ice->state.compute_predicate = NULL;
}
ice->vtbl.upload_compute_state(ice, batch, grid);
ice->state.dirty &= ~IRIS_ALL_DIRTY_FOR_COMPUTE;
/* Note: since compute shaders can't access the framebuffer, there's
* no need to call iris_postdraw_update_resolve_tracking.
*/
}