/* * Copyright © 2009 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. * * Authors: * Eric Anholt <eric@anholt.net> * */ #include "brw_context.h" #include "brw_state.h" #include "brw_defines.h" #include "brw_util.h" #include "program/prog_parameter.h" #include "program/prog_statevars.h" #include "main/shaderapi.h" #include "intel_batchbuffer.h" static void gen6_upload_vs_push_constants(struct brw_context *brw) { struct brw_stage_state *stage_state = &brw->vs.base; /* _BRW_NEW_VERTEX_PROGRAM */ const struct brw_program *vp = brw_program_const(brw->vertex_program); /* BRW_NEW_VS_PROG_DATA */ const struct brw_stage_prog_data *prog_data = brw->vs.base.prog_data; _mesa_shader_write_subroutine_indices(&brw->ctx, MESA_SHADER_VERTEX); gen6_upload_push_constants(brw, &vp->program, prog_data, stage_state, AUB_TRACE_VS_CONSTANTS); if (brw->gen >= 7) { if (brw->gen == 7 && !brw->is_haswell && !brw->is_baytrail) gen7_emit_vs_workaround_flush(brw); gen7_upload_constant_state(brw, stage_state, true /* active */, _3DSTATE_CONSTANT_VS); } } const struct brw_tracked_state gen6_vs_push_constants = { .dirty = { .mesa = _NEW_PROGRAM_CONSTANTS | _NEW_TRANSFORM, .brw = BRW_NEW_BATCH | BRW_NEW_BLORP | BRW_NEW_PUSH_CONSTANT_ALLOCATION | BRW_NEW_VERTEX_PROGRAM | BRW_NEW_VS_PROG_DATA, }, .emit = gen6_upload_vs_push_constants, }; static void upload_vs_state(struct brw_context *brw) { const struct gen_device_info *devinfo = &brw->screen->devinfo; const struct brw_stage_state *stage_state = &brw->vs.base; const struct brw_stage_prog_data *prog_data = stage_state->prog_data; const struct brw_vue_prog_data *vue_prog_data = brw_vue_prog_data(stage_state->prog_data); uint32_t floating_point_mode = 0; /* From the BSpec, 3D Pipeline > Geometry > Vertex Shader > State, * 3DSTATE_VS, Dword 5.0 "VS Function Enable": * * [DevSNB] A pipeline flush must be programmed prior to a 3DSTATE_VS * command that causes the VS Function Enable to toggle. Pipeline * flush can be executed by sending a PIPE_CONTROL command with CS * stall bit set and a post sync operation. * * We've already done such a flush at the start of state upload, so we * don't need to do another one here. */ if (stage_state->push_const_size == 0) { /* Disable the push constant buffers. */ BEGIN_BATCH(5); OUT_BATCH(_3DSTATE_CONSTANT_VS << 16 | (5 - 2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } else { BEGIN_BATCH(5); OUT_BATCH(_3DSTATE_CONSTANT_VS << 16 | GEN6_CONSTANT_BUFFER_0_ENABLE | (5 - 2)); /* Pointer to the VS constant buffer. Covered by the set of * state flags from gen6_upload_vs_constants */ OUT_BATCH(stage_state->push_const_offset + stage_state->push_const_size - 1); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } if (prog_data->use_alt_mode) floating_point_mode = GEN6_VS_FLOATING_POINT_MODE_ALT; BEGIN_BATCH(6); OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2)); OUT_BATCH(stage_state->prog_offset); OUT_BATCH(floating_point_mode | ((ALIGN(stage_state->sampler_count, 4)/4) << GEN6_VS_SAMPLER_COUNT_SHIFT) | ((prog_data->binding_table.size_bytes / 4) << GEN6_VS_BINDING_TABLE_ENTRY_COUNT_SHIFT)); if (prog_data->total_scratch) { OUT_RELOC(stage_state->scratch_bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, ffs(stage_state->per_thread_scratch) - 11); } else { OUT_BATCH(0); } OUT_BATCH((prog_data->dispatch_grf_start_reg << GEN6_VS_DISPATCH_START_GRF_SHIFT) | (vue_prog_data->urb_read_length << GEN6_VS_URB_READ_LENGTH_SHIFT) | (0 << GEN6_VS_URB_ENTRY_READ_OFFSET_SHIFT)); OUT_BATCH(((devinfo->max_vs_threads - 1) << GEN6_VS_MAX_THREADS_SHIFT) | GEN6_VS_STATISTICS_ENABLE | GEN6_VS_ENABLE); ADVANCE_BATCH(); /* Based on my reading of the simulator, the VS constants don't get * pulled into the VS FF unit until an appropriate pipeline flush * happens, and instead the 3DSTATE_CONSTANT_VS packet just adds * references to them into a little FIFO. The flushes are common, * but don't reliably happen between this and a 3DPRIMITIVE, causing * the primitive to use the wrong constants. Then the FIFO * containing the constant setup gets added to again on the next * constants change, and eventually when a flush does happen the * unit is overwhelmed by constant changes and dies. * * To avoid this, send a PIPE_CONTROL down the line that will * update the unit immediately loading the constants. The flush * type bits here were those set by the STATE_BASE_ADDRESS whose * move in a82a43e8d99e1715dd11c9c091b5ab734079b6a6 triggered the * bug reports that led to this workaround, and may be more than * what is strictly required to avoid the issue. */ brw_emit_pipe_control_flush(brw, PIPE_CONTROL_DEPTH_STALL | PIPE_CONTROL_INSTRUCTION_INVALIDATE | PIPE_CONTROL_STATE_CACHE_INVALIDATE); } const struct brw_tracked_state gen6_vs_state = { .dirty = { .mesa = _NEW_PROGRAM_CONSTANTS | _NEW_TRANSFORM, .brw = BRW_NEW_BATCH | BRW_NEW_BLORP | BRW_NEW_CONTEXT | BRW_NEW_PUSH_CONSTANT_ALLOCATION | BRW_NEW_VERTEX_PROGRAM | BRW_NEW_VS_PROG_DATA, }, .emit = upload_vs_state, };