/*
* 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,
};