i965/gen6/gs: Setup SOL surfaces for user-provided geometry shaders

Update gen6_gs_binding_table and gen6_sol_surface to use user-provided
geometry program information when present. This is necessary to implement
transform feedback support.

Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Samuel Iglesias Gonsalvez 2014-07-18 11:16:14 +02:00 committed by Iago Toral Quiroga
parent fda4470944
commit 28a7da612b
1 changed files with 81 additions and 38 deletions

View File

@ -41,13 +41,21 @@ gen6_update_sol_surfaces(struct brw_context *brw)
/* BRW_NEW_TRANSFORM_FEEDBACK */
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
const struct gl_shader_program *shaderprog;
const struct gl_transform_feedback_info *linked_xfb_info;
int i;
if (brw->geometry_program) {
/* BRW_NEW_GEOMETRY_PROGRAM */
shaderprog =
ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
} else {
/* BRW_NEW_VERTEX_PROGRAM */
shaderprog =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
}
linked_xfb_info = &shaderprog->LinkedTransformFeedback;
for (i = 0; i < BRW_MAX_SOL_BINDINGS; ++i) {
const int surf_index = SURF_INDEX_GEN6_SOL_BINDING(i);
if (_mesa_is_xfb_active_and_unpaused(ctx) &&
@ -56,12 +64,24 @@ gen6_update_sol_surfaces(struct brw_context *brw)
unsigned buffer_offset =
xfb_obj->Offset[buffer] / 4 +
linked_xfb_info->Outputs[i].DstOffset;
brw_update_sol_surface(
brw, xfb_obj->Buffers[buffer], &brw->ff_gs.surf_offset[surf_index],
linked_xfb_info->Outputs[i].NumComponents,
linked_xfb_info->BufferStride[buffer], buffer_offset);
if (brw->geometry_program) {
brw_update_sol_surface(
brw, xfb_obj->Buffers[buffer],
&brw->gs.base.surf_offset[surf_index],
linked_xfb_info->Outputs[i].NumComponents,
linked_xfb_info->BufferStride[buffer], buffer_offset);
} else {
brw_update_sol_surface(
brw, xfb_obj->Buffers[buffer],
&brw->ff_gs.surf_offset[surf_index],
linked_xfb_info->Outputs[i].NumComponents,
linked_xfb_info->BufferStride[buffer], buffer_offset);
}
} else {
brw->ff_gs.surf_offset[surf_index] = 0;
if (!brw->geometry_program)
brw->ff_gs.surf_offset[surf_index] = 0;
else
brw->gs.base.surf_offset[surf_index] = 0;
}
}
@ -73,6 +93,7 @@ const struct brw_tracked_state gen6_sol_surface = {
.mesa = 0,
.brw = (BRW_NEW_BATCH |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_GEOMETRY_PROGRAM |
BRW_NEW_TRANSFORM_FEEDBACK),
.cache = 0
},
@ -86,38 +107,50 @@ const struct brw_tracked_state gen6_sol_surface = {
static void
brw_gs_upload_binding_table(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
bool has_surfaces = false;
uint32_t *bind;
if (shaderprog) {
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
/* Currently we only ever upload surfaces for SOL. */
has_surfaces = linked_xfb_info->NumOutputs != 0;
}
if (!brw->geometry_program) {
struct gl_context *ctx = &brw->ctx;
/* BRW_NEW_VERTEX_PROGRAM */
const struct gl_shader_program *shaderprog =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
bool has_surfaces = false;
/* Skip making a binding table if we don't have anything to put in it. */
if (!has_surfaces) {
if (brw->ff_gs.bind_bo_offset != 0) {
brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
brw->ff_gs.bind_bo_offset = 0;
if (shaderprog) {
const struct gl_transform_feedback_info *linked_xfb_info =
&shaderprog->LinkedTransformFeedback;
/* Currently we only ever upload surfaces for SOL. */
has_surfaces = linked_xfb_info->NumOutputs != 0;
/* Skip making a binding table if we don't have anything to put in it. */
if (!has_surfaces) {
if (brw->ff_gs.bind_bo_offset != 0) {
brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
brw->ff_gs.bind_bo_offset = 0;
}
return;
}
}
return;
}
/* Might want to calculate nr_surfaces first, to avoid taking up so much
* space for the binding table.
*/
bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
sizeof(uint32_t) * BRW_MAX_GEN6_GS_SURFACES,
32, &brw->ff_gs.bind_bo_offset);
if (brw->geometry_program) {
bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
sizeof(uint32_t) * BRW_MAX_GEN6_GS_SURFACES,
32, &brw->gs.base.bind_bo_offset);
/* BRW_NEW_SURFACES */
memcpy(bind, brw->ff_gs.surf_offset, BRW_MAX_GEN6_GS_SURFACES * sizeof(uint32_t));
/* BRW_NEW_SURFACES */
memcpy(bind, brw->gs.base.surf_offset, BRW_MAX_GEN6_GS_SURFACES * sizeof(uint32_t));
} else {
bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
sizeof(uint32_t) * BRW_MAX_GEN6_GS_SURFACES,
32, &brw->ff_gs.bind_bo_offset);
/* BRW_NEW_SURFACES */
memcpy(bind, brw->ff_gs.surf_offset, BRW_MAX_GEN6_GS_SURFACES * sizeof(uint32_t));
}
brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
}
@ -126,8 +159,9 @@ const struct brw_tracked_state gen6_gs_binding_table = {
.dirty = {
.mesa = 0,
.brw = (BRW_NEW_BATCH |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_SURFACES),
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_GEOMETRY_PROGRAM |
BRW_NEW_SURFACES),
.cache = 0
},
.emit = brw_gs_upload_binding_table,
@ -174,15 +208,24 @@ brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
struct gl_transform_feedback_object *obj)
{
struct brw_context *brw = brw_context(ctx);
const struct gl_shader_program *vs_prog =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
const struct gl_transform_feedback_info *linked_xfb_info =
&vs_prog->LinkedTransformFeedback;
const struct gl_shader_program *shaderprog;
const struct gl_transform_feedback_info *linked_xfb_info;
struct gl_transform_feedback_object *xfb_obj =
ctx->TransformFeedback.CurrentObject;
assert(brw->gen == 6);
if (brw->geometry_program) {
/* BRW_NEW_GEOMETRY_PROGRAM */
shaderprog =
ctx->_Shader->CurrentProgram[MESA_SHADER_GEOMETRY];
} else {
/* BRW_NEW_VERTEX_PROGRAM */
shaderprog =
ctx->_Shader->CurrentProgram[MESA_SHADER_VERTEX];
}
linked_xfb_info = &shaderprog->LinkedTransformFeedback;
/* Compute the maximum number of vertices that we can write without
* overflowing any of the buffers currently being used for feedback.
*/