nv50: fake enough resume support pre-nva0 to pass gles3 requirements

GLES3 supports pause/resume of xfb. However since there's no geometry
shader support in ES3, it's a lot easier to figure out the offsets to
use. This makes it work for the dEQP tests at least.

Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Karol Herbst <kherbst@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8346>
This commit is contained in:
Ilia Mirkin 2021-01-06 00:48:23 -05:00
parent e0a2af3325
commit c0171c4626
4 changed files with 33 additions and 6 deletions

View File

@ -161,6 +161,11 @@ struct nv50_context {
uint8_t num_so_targets;
uint8_t so_targets_dirty;
struct pipe_stream_output_target *so_target[4];
/* keeps track of how much of an SO is used. normally this doesn't work in
* the presence of GS, but this only needs to work for ES 3.0 which doesn't
* have GS or any other oddities. only used pre-NVA0.
*/
uint32_t so_used[4];
struct pipe_framebuffer_state framebuffer;
struct pipe_blend_color blend_colour;

View File

@ -696,11 +696,17 @@ nv50_stream_output_validate(struct nv50_context *nv50)
const unsigned n = nv50->screen->base.class_3d >= NVA0_3D_CLASS ? 4 : 3;
if (n == 4 && !targ->clean)
nv84_hw_query_fifo_wait(push, nv50_query(targ->pq));
uint32_t so_used = 0;
if (!targ->clean) {
if (n == 4)
nv84_hw_query_fifo_wait(push, nv50_query(targ->pq));
else
so_used = nv50->so_used[i];
}
BEGIN_NV04(push, NV50_3D(STRMOUT_ADDRESS_HIGH(i)), n);
PUSH_DATAh(push, buf->address + targ->pipe.buffer_offset);
PUSH_DATA (push, buf->address + targ->pipe.buffer_offset);
PUSH_DATAh(push, buf->address + targ->pipe.buffer_offset + so_used);
PUSH_DATA (push, buf->address + targ->pipe.buffer_offset + so_used);
PUSH_DATA (push, so->num_attribs[i]);
if (n == 4) {
PUSH_DATA(push, targ->pipe.buffer_size);
@ -714,9 +720,10 @@ nv50_stream_output_validate(struct nv50_context *nv50)
targ->clean = false;
}
} else {
const unsigned limit = targ->pipe.buffer_size /
const unsigned limit = (targ->pipe.buffer_size - so_used) /
(so->stride[i] * nv50->state.prim_size);
prims = MIN2(prims, limit);
targ->clean = false;
}
targ->stride = so->stride[i];
BCTX_REFN(nv50->bufctx_3d, 3D_SO, buf, WR);

View File

@ -1207,8 +1207,10 @@ nv50_set_stream_output_targets(struct pipe_context *pipe,
serialize = false;
}
if (targets[i] && !append)
if (targets[i] && !append) {
nv50_so_target(targets[i])->clean = true;
nv50->so_used[i] = 0;
}
pipe_so_target_reference(&nv50->so_target[i], targets[i]);
}

View File

@ -23,6 +23,7 @@
#include "pipe/p_context.h"
#include "pipe/p_state.h"
#include "util/u_inlines.h"
#include "util/u_prim.h"
#include "util/format/u_format.h"
#include "translate/translate.h"
@ -845,6 +846,18 @@ nv50_draw_vbo(struct pipe_context *pipe, const struct pipe_draw_info *info,
PUSH_DATA (push, 0x00010000 * !!nv50->state.mul_zero_wins);
}
/* Make starting/pausing streamout work pre-NVA0 enough for ES3.0. This
* means counting vertices in a vertex shader when it has so outputs.
*/
if (nv50->screen->base.class_3d < NVA0_3D_CLASS &&
nv50->vertprog->pipe.stream_output.num_outputs) {
for (int i = 0; i < nv50->num_so_targets; i++) {
nv50->so_used[i] += info->instance_count *
u_stream_outputs_for_vertices(info->mode, draws[0].count) *
nv50->vertprog->pipe.stream_output.stride[i] * 4;
}
}
if (nv50->vbo_fifo) {
nv50_push_vbo(nv50, info, indirect, &draws[0]);
goto cleanup;