/* * Copyright © 2012 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 (including the next * paragraph) 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. */ #include "main/bufferobj.h" #include "main/context.h" #include "main/enums.h" #include "main/macros.h" #include "brw_draw.h" #include "brw_defines.h" #include "brw_context.h" #include "brw_state.h" #include "intel_batchbuffer.h" #include "intel_buffer_objects.h" #ifndef NDEBUG static bool is_passthru_format(uint32_t format) { switch (format) { case BRW_SURFACEFORMAT_R64_PASSTHRU: case BRW_SURFACEFORMAT_R64G64_PASSTHRU: case BRW_SURFACEFORMAT_R64G64B64_PASSTHRU: case BRW_SURFACEFORMAT_R64G64B64A64_PASSTHRU: return true; default: return false; } } #endif static void gen8_emit_vertices(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; bool uses_edge_flag; brw_prepare_vertices(brw); brw_prepare_shader_draw_parameters(brw); uses_edge_flag = (ctx->Polygon.FrontMode != GL_FILL || ctx->Polygon.BackMode != GL_FILL); const struct brw_vs_prog_data *vs_prog_data = brw_vs_prog_data(brw->vs.base.prog_data); if (vs_prog_data->uses_vertexid || vs_prog_data->uses_instanceid) { unsigned vue = brw->vb.nr_enabled; /* The element for the edge flags must always be last, so we have to * insert the SGVS before it in that case. */ if (uses_edge_flag) { assert(vue > 0); vue--; } WARN_ONCE(vue >= 33, "Trying to insert VID/IID past 33rd vertex element, " "need to reorder the vertex attrbutes."); unsigned dw1 = 0; if (vs_prog_data->uses_vertexid) { dw1 |= GEN8_SGVS_ENABLE_VERTEX_ID | (2 << GEN8_SGVS_VERTEX_ID_COMPONENT_SHIFT) | /* .z channel */ (vue << GEN8_SGVS_VERTEX_ID_ELEMENT_OFFSET_SHIFT); } if (vs_prog_data->uses_instanceid) { dw1 |= GEN8_SGVS_ENABLE_INSTANCE_ID | (3 << GEN8_SGVS_INSTANCE_ID_COMPONENT_SHIFT) | /* .w channel */ (vue << GEN8_SGVS_INSTANCE_ID_ELEMENT_OFFSET_SHIFT); } BEGIN_BATCH(2); OUT_BATCH(_3DSTATE_VF_SGVS << 16 | (2 - 2)); OUT_BATCH(dw1); ADVANCE_BATCH(); BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_VF_INSTANCING << 16 | (3 - 2)); OUT_BATCH(vue | GEN8_VF_INSTANCING_ENABLE); OUT_BATCH(0); ADVANCE_BATCH(); } else { BEGIN_BATCH(2); OUT_BATCH(_3DSTATE_VF_SGVS << 16 | (2 - 2)); OUT_BATCH(0); ADVANCE_BATCH(); } /* Normally we don't need an element for the SGVS attribute because the * 3DSTATE_VF_SGVS instruction lets you store the generated attribute in an * element that is past the list in 3DSTATE_VERTEX_ELEMENTS. However if * we're using draw parameters then we need an element for the those * values. Additionally if there is an edge flag element then the SGVS * can't be inserted past that so we need a dummy element to ensure that * the edge flag is the last one. */ const bool needs_sgvs_element = (vs_prog_data->uses_basevertex || vs_prog_data->uses_baseinstance || ((vs_prog_data->uses_instanceid || vs_prog_data->uses_vertexid) && uses_edge_flag)); const unsigned nr_elements = brw->vb.nr_enabled + needs_sgvs_element + vs_prog_data->uses_drawid; /* If the VS doesn't read any inputs (calculating vertex position from * a state variable for some reason, for example), emit a single pad * VERTEX_ELEMENT struct and bail. * * The stale VB state stays in place, but they don't do anything unless * a VE loads from them. */ if (nr_elements == 0) { BEGIN_BATCH(3); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (3 - 2)); OUT_BATCH((0 << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT) | (0 << BRW_VE0_SRC_OFFSET_SHIFT)); OUT_BATCH((BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_1_FLT << BRW_VE1_COMPONENT_3_SHIFT)); ADVANCE_BATCH(); return; } /* Now emit 3DSTATE_VERTEX_BUFFERS and 3DSTATE_VERTEX_ELEMENTS packets. */ const bool uses_draw_params = vs_prog_data->uses_basevertex || vs_prog_data->uses_baseinstance; const unsigned nr_buffers = brw->vb.nr_buffers + uses_draw_params + vs_prog_data->uses_drawid; if (nr_buffers) { assert(nr_buffers <= 33); BEGIN_BATCH(1 + 4 * nr_buffers); OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (4 * nr_buffers - 1)); for (unsigned i = 0; i < brw->vb.nr_buffers; i++) { const struct brw_vertex_buffer *buffer = &brw->vb.buffers[i]; EMIT_VERTEX_BUFFER_STATE(brw, i, buffer->bo, buffer->offset, buffer->offset + buffer->size, buffer->stride, 0 /* unused */); } if (uses_draw_params) { EMIT_VERTEX_BUFFER_STATE(brw, brw->vb.nr_buffers, brw->draw.draw_params_bo, brw->draw.draw_params_offset, brw->draw.draw_params_bo->size, 0 /* stride */, 0 /* unused */); } if (vs_prog_data->uses_drawid) { EMIT_VERTEX_BUFFER_STATE(brw, brw->vb.nr_buffers + 1, brw->draw.draw_id_bo, brw->draw.draw_id_offset, brw->draw.draw_id_bo->size, 0 /* stride */, 0 /* unused */); } ADVANCE_BATCH(); } /* The hardware allows one more VERTEX_ELEMENTS than VERTEX_BUFFERS, * presumably for VertexID/InstanceID. */ assert(nr_elements <= 34); struct brw_vertex_element *gen6_edgeflag_input = NULL; BEGIN_BATCH(1 + nr_elements * 2); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (2 * nr_elements - 1)); for (unsigned i = 0; i < brw->vb.nr_enabled; i++) { struct brw_vertex_element *input = brw->vb.enabled[i]; uint32_t format = brw_get_vertex_surface_type(brw, input->glarray); uint32_t comp0 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp1 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp2 = BRW_VE1_COMPONENT_STORE_SRC; uint32_t comp3 = BRW_VE1_COMPONENT_STORE_SRC; /* From the BDW PRM, Volume 2d, page 588 (VERTEX_ELEMENT_STATE): * "Any SourceElementFormat of *64*_PASSTHRU cannot be used with an * element which has edge flag enabled." */ assert(!(is_passthru_format(format) && uses_edge_flag)); /* The gen4 driver expects edgeflag to come in as a float, and passes * that float on to the tests in the clipper. Mesa's current vertex * attribute value for EdgeFlag is stored as a float, which works out. * glEdgeFlagPointer, on the other hand, gives us an unnormalized * integer ubyte. Just rewrite that to convert to a float. */ if (input == &brw->vb.inputs[VERT_ATTRIB_EDGEFLAG]) { /* Gen6+ passes edgeflag as sideband along with the vertex, instead * of in the VUE. We have to upload it sideband as the last vertex * element according to the B-Spec. */ gen6_edgeflag_input = input; continue; } switch (input->glarray->Size) { case 0: comp0 = BRW_VE1_COMPONENT_STORE_0; case 1: comp1 = BRW_VE1_COMPONENT_STORE_0; case 2: comp2 = BRW_VE1_COMPONENT_STORE_0; case 3: if (input->glarray->Doubles) { comp3 = BRW_VE1_COMPONENT_STORE_0; } else if (input->glarray->Integer) { comp3 = BRW_VE1_COMPONENT_STORE_1_INT; } else { comp3 = BRW_VE1_COMPONENT_STORE_1_FLT; } break; } /* From the BDW PRM, Volume 2d, page 586 (VERTEX_ELEMENT_STATE): * * "When SourceElementFormat is set to one of the *64*_PASSTHRU * formats, 64-bit components are stored in the URB without any * conversion. In this case, vertex elements must be written as 128 * or 256 bits, with VFCOMP_STORE_0 being used to pad the output * as required. E.g., if R64_PASSTHRU is used to copy a 64-bit Red * component into the URB, Component 1 must be specified as * VFCOMP_STORE_0 (with Components 2,3 set to VFCOMP_NOSTORE) * in order to output a 128-bit vertex element, or Components 1-3 must * be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex * element. Likewise, use of R64G64B64_PASSTHRU requires Component 3 * to be specified as VFCOMP_STORE_0 in order to output a 256-bit vertex * element." */ if (input->glarray->Doubles && !input->is_dual_slot) { /* Store vertex elements which correspond to double and dvec2 vertex * shader inputs as 128-bit vertex elements, instead of 256-bits. */ comp2 = BRW_VE1_COMPONENT_NOSTORE; comp3 = BRW_VE1_COMPONENT_NOSTORE; } OUT_BATCH((input->buffer << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | (format << BRW_VE0_FORMAT_SHIFT) | (input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); OUT_BATCH((comp0 << BRW_VE1_COMPONENT_0_SHIFT) | (comp1 << BRW_VE1_COMPONENT_1_SHIFT) | (comp2 << BRW_VE1_COMPONENT_2_SHIFT) | (comp3 << BRW_VE1_COMPONENT_3_SHIFT)); } if (needs_sgvs_element) { if (vs_prog_data->uses_basevertex || vs_prog_data->uses_baseinstance) { OUT_BATCH(GEN6_VE0_VALID | brw->vb.nr_buffers << GEN6_VE0_INDEX_SHIFT | BRW_SURFACEFORMAT_R32G32_UINT << BRW_VE0_FORMAT_SHIFT); OUT_BATCH((BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_3_SHIFT)); } else { OUT_BATCH(GEN6_VE0_VALID); OUT_BATCH((BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_3_SHIFT)); } } if (vs_prog_data->uses_drawid) { OUT_BATCH(GEN6_VE0_VALID | ((brw->vb.nr_buffers + 1) << GEN6_VE0_INDEX_SHIFT) | (BRW_SURFACEFORMAT_R32_UINT << BRW_VE0_FORMAT_SHIFT)); OUT_BATCH((BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_3_SHIFT)); } if (gen6_edgeflag_input) { uint32_t format = brw_get_vertex_surface_type(brw, gen6_edgeflag_input->glarray); OUT_BATCH((gen6_edgeflag_input->buffer << GEN6_VE0_INDEX_SHIFT) | GEN6_VE0_VALID | GEN6_VE0_EDGE_FLAG_ENABLE | (format << BRW_VE0_FORMAT_SHIFT) | (gen6_edgeflag_input->offset << BRW_VE0_SRC_OFFSET_SHIFT)); OUT_BATCH((BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_1_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_2_SHIFT) | (BRW_VE1_COMPONENT_STORE_0 << BRW_VE1_COMPONENT_3_SHIFT)); } ADVANCE_BATCH(); for (unsigned i = 0, j = 0; i < brw->vb.nr_enabled; i++) { const struct brw_vertex_element *input = brw->vb.enabled[i]; const struct brw_vertex_buffer *buffer = &brw->vb.buffers[input->buffer]; unsigned element_index; /* The edge flag element is reordered to be the last one in the code * above so we need to compensate for that in the element indices used * below. */ if (input == gen6_edgeflag_input) element_index = nr_elements - 1; else element_index = j++; BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_VF_INSTANCING << 16 | (3 - 2)); OUT_BATCH(element_index | (buffer->step_rate ? GEN8_VF_INSTANCING_ENABLE : 0)); OUT_BATCH(buffer->step_rate); ADVANCE_BATCH(); } if (vs_prog_data->uses_drawid) { const unsigned element = brw->vb.nr_enabled + needs_sgvs_element; BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_VF_INSTANCING << 16 | (3 - 2)); OUT_BATCH(element); OUT_BATCH(0); ADVANCE_BATCH(); } } const struct brw_tracked_state gen8_vertices = { .dirty = { .mesa = _NEW_POLYGON, .brw = BRW_NEW_BATCH | BRW_NEW_BLORP | BRW_NEW_VERTICES | BRW_NEW_VS_PROG_DATA, }, .emit = gen8_emit_vertices, }; static void gen8_emit_index_buffer(struct brw_context *brw) { const struct _mesa_index_buffer *index_buffer = brw->ib.ib; uint32_t mocs_wb = brw->gen >= 9 ? SKL_MOCS_WB : BDW_MOCS_WB; if (index_buffer == NULL) return; BEGIN_BATCH(5); OUT_BATCH(CMD_INDEX_BUFFER << 16 | (5 - 2)); OUT_BATCH(brw_get_index_type(index_buffer->type) | mocs_wb); OUT_RELOC64(brw->ib.bo, I915_GEM_DOMAIN_VERTEX, 0, 0); OUT_BATCH(brw->ib.size); ADVANCE_BATCH(); } const struct brw_tracked_state gen8_index_buffer = { .dirty = { .mesa = 0, .brw = BRW_NEW_BATCH | BRW_NEW_BLORP | BRW_NEW_INDEX_BUFFER, }, .emit = gen8_emit_index_buffer, }; static void gen8_emit_vf_topology(struct brw_context *brw) { BEGIN_BATCH(2); OUT_BATCH(_3DSTATE_VF_TOPOLOGY << 16 | (2 - 2)); OUT_BATCH(brw->primitive); ADVANCE_BATCH(); } const struct brw_tracked_state gen8_vf_topology = { .dirty = { .mesa = 0, .brw = BRW_NEW_BLORP | BRW_NEW_PRIMITIVE, }, .emit = gen8_emit_vf_topology, };