/*
* 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 "intel_batchbuffer.h"
#include "glsl/glsl_parser_extras.h"
/**
* Creates a streamed BO containing the push constants for the VS or GS on
* gen6+.
*
* Push constants are constant values (such as GLSL uniforms) that are
* pre-loaded into a shader stage's register space at thread spawn time.
*
* Not all GLSL uniforms will be uploaded as push constants: The hardware has
* a limitation of 32 or 64 EU registers (256 or 512 floats) per stage to be
* uploaded as push constants, while GL 4.4 requires at least 1024 components
* to be usable for the VS. Plus, currently we always use pull constants
* instead of push constants when doing variable-index array access.
*
* See brw_curbe.c for the equivalent gen4/5 code.
*/
void
gen6_upload_push_constants(struct brw_context *brw,
const struct gl_program *prog,
const struct brw_stage_prog_data *prog_data,
struct brw_stage_state *stage_state,
enum aub_state_struct_type type)
{
struct gl_context *ctx = &brw->ctx;
if (prog_data->nr_params == 0) {
stage_state->push_const_size = 0;
} else {
/* Updates the ParamaterValues[i] pointers for all parameters of the
* basic type of PROGRAM_STATE_VAR.
*/
/* XXX: Should this happen somewhere before to get our state flag set? */
_mesa_load_state_parameters(ctx, prog->Parameters);
gl_constant_value *param;
int i;
param = brw_state_batch(brw, type,
prog_data->nr_params * sizeof(gl_constant_value),
32, &stage_state->push_const_offset);
STATIC_ASSERT(sizeof(gl_constant_value) == sizeof(float));
/* _NEW_PROGRAM_CONSTANTS
*
* Also _NEW_TRANSFORM -- we may reference clip planes other than as a
* side effect of dereferencing uniforms, so _NEW_PROGRAM_CONSTANTS
* wouldn't be set for them.
*/
for (i = 0; i < prog_data->nr_params; i++) {
param[i] = *prog_data->param[i];
}
if (0) {
_mesa_shader_stage_to_string(stage_state->stage));
for (i = 0; i < prog_data->nr_params; i++) {
if ((i & 7) == 0)
prog_data->dispatch_grf_start_reg + i / 8);
fprintf(stderr
, "%8f ", param
[i
].
f);
if ((i & 7) == 7)
}
if ((i & 7) != 0)
}
stage_state->push_const_size = ALIGN(prog_data->nr_params, 8) / 8;
/* We can only push 32 registers of constants at a time. */
/* From the SNB PRM (vol2, part 1, section 3.2.1.4: 3DSTATE_CONSTANT_VS:
*
* "The sum of all four read length fields (each incremented to
* represent the actual read length) must be less than or equal to
* 32"
*
* From the IVB PRM (vol2, part 1, section 3.2.1.3: 3DSTATE_CONSTANT_VS:
*
* "The sum of all four read length fields must be less than or
* equal to the size of 64"
*
* The other shader stages all match the VS's limits.
*/
assert(stage_state
->push_const_size
<= 32);
}
}
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_vertex_program *vp =
brw_vertex_program_const(brw->vertex_program);
/* BRW_NEW_VS_PROG_DATA */
const struct brw_stage_prog_data *prog_data = &brw->vs.prog_data->base.base;
gen6_upload_push_constants(brw, &vp->program.Base, 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_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 brw_stage_state *stage_state = &brw->vs.base;
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 (brw->vs.prog_data->base.base.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) |
((brw->vs.prog_data->base.base.binding_table.size_bytes / 4) <<
GEN6_VS_BINDING_TABLE_ENTRY_COUNT_SHIFT));
if (brw->vs.prog_data->base.base.total_scratch) {
OUT_RELOC(stage_state->scratch_bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
ffs(brw->vs.prog_data->base.base.total_scratch) - 11);
} else {
OUT_BATCH(0);
}
OUT_BATCH((brw->vs.prog_data->base.base.dispatch_grf_start_reg <<
GEN6_VS_DISPATCH_START_GRF_SHIFT) |
(brw->vs.prog_data->base.urb_read_length << GEN6_VS_URB_READ_LENGTH_SHIFT) |
(0 << GEN6_VS_URB_ENTRY_READ_OFFSET_SHIFT));
OUT_BATCH(((brw->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_CONTEXT |
BRW_NEW_PUSH_CONSTANT_ALLOCATION |
BRW_NEW_VERTEX_PROGRAM |
BRW_NEW_VS_PROG_DATA,
},
.emit = upload_vs_state,
};