1 /* 2 * Copyright 2011 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24 /** 25 * @file gen7_sol_state.c 26 * 27 * Controls the stream output logic (SOL) stage of the gen7 hardware, which is 28 * used to implement GL_EXT_transform_feedback. 29 */ 30 31 #include "brw_context.h" 32 #include "brw_state.h" 33 #include "brw_defines.h" 34 #include "intel_batchbuffer.h" 35 #include "intel_buffer_objects.h" 36 37 static void 38 upload_3dstate_so_buffers(struct brw_context *brw) 39 { 40 struct intel_context *intel = &brw->intel; 41 struct gl_context *ctx = &intel->ctx; 42 /* BRW_NEW_VERTEX_PROGRAM */ 43 const struct gl_shader_program *vs_prog = 44 ctx->Shader.CurrentVertexProgram; 45 const struct gl_transform_feedback_info *linked_xfb_info = 46 &vs_prog->LinkedTransformFeedback; 47 /* _NEW_TRANSFORM_FEEDBACK */ 48 struct gl_transform_feedback_object *xfb_obj = 49 ctx->TransformFeedback.CurrentObject; 50 int i; 51 52 /* Set up the up to 4 output buffers. These are the ranges defined in the 53 * gl_transform_feedback_object. 54 */ 55 for (i = 0; i < 4; i++) { 56 struct intel_buffer_object *bufferobj = 57 intel_buffer_object(xfb_obj->Buffers[i]); 58 drm_intel_bo *bo; 59 uint32_t start, end; 60 uint32_t stride; 61 62 if (!xfb_obj->Buffers[i]) { 63 /* The pitch of 0 in this command indicates that the buffer is 64 * unbound and won't be written to. 65 */ 66 BEGIN_BATCH(4); 67 OUT_BATCH(_3DSTATE_SO_BUFFER << 16 | (4 - 2)); 68 OUT_BATCH((i << SO_BUFFER_INDEX_SHIFT)); 69 OUT_BATCH(0); 70 OUT_BATCH(0); 71 ADVANCE_BATCH(); 72 73 continue; 74 } 75 76 bo = intel_bufferobj_buffer(intel, bufferobj, INTEL_WRITE_PART); 77 stride = linked_xfb_info->BufferStride[i] * 4; 78 79 start = xfb_obj->Offset[i]; 80 assert(start % 4 == 0); 81 end = ALIGN(start + xfb_obj->Size[i], 4); 82 assert(end <= bo->size); 83 84 /* Offset the starting offset by the current vertex index into the 85 * feedback buffer, offset register is always set to 0 at the start of the 86 * batchbuffer. 87 */ 88 start += brw->sol.offset_0_batch_start * stride; 89 assert(start <= end); 90 91 BEGIN_BATCH(4); 92 OUT_BATCH(_3DSTATE_SO_BUFFER << 16 | (4 - 2)); 93 OUT_BATCH((i << SO_BUFFER_INDEX_SHIFT) | stride); 94 OUT_RELOC(bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, start); 95 OUT_RELOC(bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, end); 96 ADVANCE_BATCH(); 97 } 98 } 99 100 /** 101 * Outputs the 3DSTATE_SO_DECL_LIST command. 102 * 103 * The data output is a series of 64-bit entries containing a SO_DECL per 104 * stream. We only have one stream of rendering coming out of the GS unit, so 105 * we only emit stream 0 (low 16 bits) SO_DECLs. 106 */ 107 static void 108 upload_3dstate_so_decl_list(struct brw_context *brw, 109 struct brw_vue_map *vue_map) 110 { 111 struct intel_context *intel = &brw->intel; 112 struct gl_context *ctx = &intel->ctx; 113 /* BRW_NEW_VERTEX_PROGRAM */ 114 const struct gl_shader_program *vs_prog = 115 ctx->Shader.CurrentVertexProgram; 116 /* _NEW_TRANSFORM_FEEDBACK */ 117 const struct gl_transform_feedback_info *linked_xfb_info = 118 &vs_prog->LinkedTransformFeedback; 119 int i; 120 uint16_t so_decl[128]; 121 int buffer_mask = 0; 122 int next_offset[4] = {0, 0, 0, 0}; 123 124 STATIC_ASSERT(ARRAY_SIZE(so_decl) >= MAX_PROGRAM_OUTPUTS); 125 126 /* Construct the list of SO_DECLs to be emitted. The formatting of the 127 * command is feels strange -- each dword pair contains a SO_DECL per stream. 128 */ 129 for (i = 0; i < linked_xfb_info->NumOutputs; i++) { 130 int buffer = linked_xfb_info->Outputs[i].OutputBuffer; 131 uint16_t decl = 0; 132 int vert_result = linked_xfb_info->Outputs[i].OutputRegister; 133 unsigned component_mask = 134 (1 << linked_xfb_info->Outputs[i].NumComponents) - 1; 135 136 /* gl_PointSize is stored in VERT_RESULT_PSIZ.w. */ 137 if (vert_result == VERT_RESULT_PSIZ) { 138 assert(linked_xfb_info->Outputs[i].NumComponents == 1); 139 component_mask <<= 3; 140 } else { 141 component_mask <<= linked_xfb_info->Outputs[i].ComponentOffset; 142 } 143 144 buffer_mask |= 1 << buffer; 145 146 decl |= buffer << SO_DECL_OUTPUT_BUFFER_SLOT_SHIFT; 147 decl |= vue_map->vert_result_to_slot[vert_result] << 148 SO_DECL_REGISTER_INDEX_SHIFT; 149 decl |= component_mask << SO_DECL_COMPONENT_MASK_SHIFT; 150 151 /* This assert should be true until GL_ARB_transform_feedback_instanced 152 * is added and we start using the hole flag. 153 */ 154 assert(linked_xfb_info->Outputs[i].DstOffset == next_offset[buffer]); 155 156 next_offset[buffer] += linked_xfb_info->Outputs[i].NumComponents; 157 158 so_decl[i] = decl; 159 } 160 161 BEGIN_BATCH(linked_xfb_info->NumOutputs * 2 + 3); 162 OUT_BATCH(_3DSTATE_SO_DECL_LIST << 16 | 163 (linked_xfb_info->NumOutputs * 2 + 1)); 164 165 OUT_BATCH((buffer_mask << SO_STREAM_TO_BUFFER_SELECTS_0_SHIFT) | 166 (0 << SO_STREAM_TO_BUFFER_SELECTS_1_SHIFT) | 167 (0 << SO_STREAM_TO_BUFFER_SELECTS_2_SHIFT) | 168 (0 << SO_STREAM_TO_BUFFER_SELECTS_3_SHIFT)); 169 170 OUT_BATCH((linked_xfb_info->NumOutputs << SO_NUM_ENTRIES_0_SHIFT) | 171 (0 << SO_NUM_ENTRIES_1_SHIFT) | 172 (0 << SO_NUM_ENTRIES_2_SHIFT) | 173 (0 << SO_NUM_ENTRIES_3_SHIFT)); 174 175 for (i = 0; i < linked_xfb_info->NumOutputs; i++) { 176 OUT_BATCH(so_decl[i]); 177 OUT_BATCH(0); 178 } 179 180 ADVANCE_BATCH(); 181 } 182 183 static void 184 upload_3dstate_streamout(struct brw_context *brw, bool active, 185 struct brw_vue_map *vue_map) 186 { 187 struct intel_context *intel = &brw->intel; 188 struct gl_context *ctx = &intel->ctx; 189 /* _NEW_TRANSFORM_FEEDBACK */ 190 struct gl_transform_feedback_object *xfb_obj = 191 ctx->TransformFeedback.CurrentObject; 192 uint32_t dw1 = 0, dw2 = 0; 193 int i; 194 195 /* _NEW_RASTERIZER_DISCARD */ 196 if (ctx->RasterDiscard) 197 dw1 |= SO_RENDERING_DISABLE; 198 199 if (active) { 200 int urb_entry_read_offset = 0; 201 int urb_entry_read_length = (vue_map->num_slots + 1) / 2 - 202 urb_entry_read_offset; 203 204 dw1 |= SO_FUNCTION_ENABLE; 205 dw1 |= SO_STATISTICS_ENABLE; 206 207 /* _NEW_LIGHT */ 208 if (ctx->Light.ProvokingVertex != GL_FIRST_VERTEX_CONVENTION) 209 dw1 |= SO_REORDER_TRAILING; 210 211 for (i = 0; i < 4; i++) { 212 if (xfb_obj->Buffers[i]) { 213 dw1 |= SO_BUFFER_ENABLE(i); 214 } 215 } 216 217 /* We always read the whole vertex. This could be reduced at some 218 * point by reading less and offsetting the register index in the 219 * SO_DECLs. 220 */ 221 dw2 |= urb_entry_read_offset << SO_STREAM_0_VERTEX_READ_OFFSET_SHIFT; 222 dw2 |= (urb_entry_read_length - 1) << 223 SO_STREAM_0_VERTEX_READ_LENGTH_SHIFT; 224 } 225 226 BEGIN_BATCH(3); 227 OUT_BATCH(_3DSTATE_STREAMOUT << 16 | (3 - 2)); 228 OUT_BATCH(dw1); 229 OUT_BATCH(dw2); 230 ADVANCE_BATCH(); 231 } 232 233 static void 234 upload_sol_state(struct brw_context *brw) 235 { 236 struct intel_context *intel = &brw->intel; 237 struct gl_context *ctx = &intel->ctx; 238 /* _NEW_TRANSFORM_FEEDBACK */ 239 struct gl_transform_feedback_object *xfb_obj = 240 ctx->TransformFeedback.CurrentObject; 241 bool active = xfb_obj->Active && !xfb_obj->Paused; 242 243 if (active) { 244 upload_3dstate_so_buffers(brw); 245 /* CACHE_NEW_VS_PROG */ 246 upload_3dstate_so_decl_list(brw, &brw->vs.prog_data->vue_map); 247 248 intel->batch.needs_sol_reset = true; 249 } 250 251 /* Finally, set up the SOL stage. This command must always follow updates to 252 * the nonpipelined SOL state (3DSTATE_SO_BUFFER, 3DSTATE_SO_DECL_LIST) or 253 * MMIO register updates (current performed by the kernel at each batch 254 * emit). 255 */ 256 upload_3dstate_streamout(brw, active, &brw->vs.prog_data->vue_map); 257 } 258 259 const struct brw_tracked_state gen7_sol_state = { 260 .dirty = { 261 .mesa = (_NEW_RASTERIZER_DISCARD | 262 _NEW_LIGHT | 263 _NEW_TRANSFORM_FEEDBACK), 264 .brw = (BRW_NEW_BATCH | 265 BRW_NEW_VERTEX_PROGRAM), 266 .cache = CACHE_NEW_VS_PROG, 267 }, 268 .emit = upload_sol_state, 269 }; 270 271 void 272 gen7_end_transform_feedback(struct gl_context *ctx, 273 struct gl_transform_feedback_object *obj) 274 { 275 /* Because we have to rely on the kernel to reset our SO write offsets, and 276 * we only get to do it once per batchbuffer, flush the batch after feedback 277 * so another transform feedback can get the write offset reset it needs. 278 * 279 * This also covers any cache flushing required. 280 */ 281 struct brw_context *brw = brw_context(ctx); 282 struct intel_context *intel = &brw->intel; 283 284 intel_batchbuffer_flush(intel); 285 } 286