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26 * Code to initialize the binding table entries used by transform feedback.
29 #include "main/macros.h"
30 #include "brw_context.h"
31 #include "intel_batchbuffer.h"
32 #include "brw_defines.h"
33 #include "brw_state.h"
36 gen6_update_sol_surfaces(struct brw_context *brw)
38 struct gl_context *ctx = &brw->intel.ctx;
39 /* _NEW_TRANSFORM_FEEDBACK */
40 struct gl_transform_feedback_object *xfb_obj =
41 ctx->TransformFeedback.CurrentObject;
42 /* BRW_NEW_VERTEX_PROGRAM */
43 const struct gl_shader_program *shaderprog =
44 ctx->Shader.CurrentVertexProgram;
45 const struct gl_transform_feedback_info *linked_xfb_info =
46 &shaderprog->LinkedTransformFeedback;
49 for (i = 0; i < BRW_MAX_SOL_BINDINGS; ++i) {
50 const int surf_index = SURF_INDEX_SOL_BINDING(i);
51 if (xfb_obj->Active && !xfb_obj->Paused &&
52 i < linked_xfb_info->NumOutputs) {
53 unsigned buffer = linked_xfb_info->Outputs[i].OutputBuffer;
54 unsigned buffer_offset =
55 xfb_obj->Offset[buffer] / 4 +
56 linked_xfb_info->Outputs[i].DstOffset;
57 brw_update_sol_surface(
58 brw, xfb_obj->Buffers[buffer], &brw->gs.surf_offset[surf_index],
59 linked_xfb_info->Outputs[i].NumComponents,
60 linked_xfb_info->BufferStride[buffer], buffer_offset);
62 brw->gs.surf_offset[surf_index] = 0;
66 brw->state.dirty.brw |= BRW_NEW_SURFACES;
69 const struct brw_tracked_state gen6_sol_surface = {
71 .mesa = _NEW_TRANSFORM_FEEDBACK,
72 .brw = (BRW_NEW_BATCH |
73 BRW_NEW_VERTEX_PROGRAM),
76 .emit = gen6_update_sol_surfaces,
80 * Constructs the binding table for the WM surface state, which maps unit
81 * numbers to surface state objects.
84 brw_gs_upload_binding_table(struct brw_context *brw)
86 struct gl_context *ctx = &brw->intel.ctx;
87 /* BRW_NEW_VERTEX_PROGRAM */
88 const struct gl_shader_program *shaderprog =
89 ctx->Shader.CurrentVertexProgram;
90 const struct gl_transform_feedback_info *linked_xfb_info =
91 &shaderprog->LinkedTransformFeedback;
92 /* Currently we only ever upload surfaces for SOL. */
93 bool has_surfaces = linked_xfb_info->NumOutputs != 0;
97 /* CACHE_NEW_GS_PROG: Skip making a binding table if we don't use textures or
101 if (brw->gs.bind_bo_offset != 0) {
102 brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
103 brw->gs.bind_bo_offset = 0;
108 /* Might want to calculate nr_surfaces first, to avoid taking up so much
109 * space for the binding table.
111 bind = brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
112 sizeof(uint32_t) * BRW_MAX_SURFACES,
113 32, &brw->gs.bind_bo_offset);
115 /* BRW_NEW_SURFACES */
116 memcpy(bind, brw->gs.surf_offset, BRW_MAX_GS_SURFACES * sizeof(uint32_t));
118 brw->state.dirty.brw |= BRW_NEW_GS_BINDING_TABLE;
121 const struct brw_tracked_state gen6_gs_binding_table = {
124 .brw = (BRW_NEW_BATCH |
125 BRW_NEW_VERTEX_PROGRAM |
129 .emit = brw_gs_upload_binding_table,
133 gen6_update_sol_indices(struct brw_context *brw)
135 struct intel_context *intel = &brw->intel;
138 OUT_BATCH(_3DSTATE_GS_SVB_INDEX << 16 | (4 - 2));
140 OUT_BATCH(brw->sol.svbi_0_starting_index); /* BRW_NEW_SOL_INDICES */
141 OUT_BATCH(brw->sol.svbi_0_max_index); /* BRW_NEW_SOL_INDICES */
145 const struct brw_tracked_state gen6_sol_indices = {
148 .brw = (BRW_NEW_BATCH |
149 BRW_NEW_SOL_INDICES),
152 .emit = gen6_update_sol_indices,
156 brw_begin_transform_feedback(struct gl_context *ctx, GLenum mode,
157 struct gl_transform_feedback_object *obj)
159 struct brw_context *brw = brw_context(ctx);
160 const struct gl_shader_program *vs_prog =
161 ctx->Shader.CurrentVertexProgram;
162 const struct gl_transform_feedback_info *linked_xfb_info =
163 &vs_prog->LinkedTransformFeedback;
164 struct gl_transform_feedback_object *xfb_obj =
165 ctx->TransformFeedback.CurrentObject;
167 unsigned max_index = 0xffffffff;
169 /* Compute the maximum number of vertices that we can write without
170 * overflowing any of the buffers currently being used for feedback.
172 for (int i = 0; i < BRW_MAX_SOL_BUFFERS; ++i) {
173 unsigned stride = linked_xfb_info->BufferStride[i];
175 /* Skip any inactive buffers, which have a stride of 0. */
179 unsigned max_for_this_buffer = xfb_obj->Size[i] / (4 * stride);
180 max_index = MIN2(max_index, max_for_this_buffer);
183 /* Initialize the SVBI 0 register to zero and set the maximum index.
184 * These values will be sent to the hardware on the next draw.
186 brw->state.dirty.brw |= BRW_NEW_SOL_INDICES;
187 brw->sol.svbi_0_starting_index = 0;
188 brw->sol.svbi_0_max_index = max_index;
189 brw->sol.offset_0_batch_start = 0;
193 brw_end_transform_feedback(struct gl_context *ctx,
194 struct gl_transform_feedback_object *obj)
196 /* After EndTransformFeedback, it's likely that the client program will try
197 * to draw using the contents of the transform feedback buffer as vertex
198 * input. In order for this to work, we need to flush the data through at
199 * least the GS stage of the pipeline, and flush out the render cache. For
200 * simplicity, just do a full flush.
202 struct brw_context *brw = brw_context(ctx);
203 struct intel_context *intel = &brw->intel;
204 intel_batchbuffer_emit_mi_flush(intel);