v3d: delay offset/counter values with primitive restart

Some values like the transform feedback offset or the number of output
vertices in VS can be obtained knowing how many vertices and primitive
type are used in the drawcall.

But when the primitive restart is enabled, doing this is quite more
complex, as we should parse the vertex buffer to know where is the
restart values, and so on.

In this case, delay this computation after the drawcall is executed, by
querying the GPU to know these values.

Similarly, this delay is also applied to compute the transform feedback
buffer offsets when there is a geometry shader, as we don't know
beforehand how many vertices it is going to output.

This fixes `spec@!opengl 3.1@primitive-restart-xfb flush` and
`spec@!opengl 3.1@primitive-restart-xfb generated`.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/22716>
This commit is contained in:
Juan A. Suarez Romero
2023-04-26 16:17:27 +02:00
committed by Marge Bot
parent b4c4d28263
commit 975a2c17a4
4 changed files with 28 additions and 9 deletions
-2
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@@ -98,8 +98,6 @@ spec@!opengl 2.0@gl-2.0-edgeflag-immediate,Fail
spec@!opengl 2.1@pbo,Fail
spec@!opengl 2.1@pbo@test_polygon_stip,Fail
spec@!opengl 2.1@polygon-stipple-fs,Fail
spec@!opengl 3.1@primitive-restart-xfb flush,Fail
spec@!opengl 3.1@primitive-restart-xfb generated,Fail
spec@arb_color_buffer_float@gl_rgba32f-render,Fail
spec@arb_color_buffer_float@gl_rgba32f-render-fog,Fail
spec@arb_color_buffer_float@gl_rgba32f-render-sanity,Fail
+1
View File
@@ -600,6 +600,7 @@ struct v3d_context {
uint32_t tf_prims_generated;
uint32_t prims_generated;
bool prim_restart;
uint32_t n_primitives_generated_queries_in_flight;
+15 -3
View File
@@ -35,6 +35,7 @@
#include "util/hash_table.h"
#include "util/ralloc.h"
#include "util/set.h"
#include "util/u_prim.h"
#include "broadcom/clif/clif_dump.h"
void
@@ -466,11 +467,22 @@ v3d_read_and_accumulate_primitive_counters(struct v3d_context *v3d)
if (v3d_bo_wait(rsc->bo, PIPE_TIMEOUT_INFINITE, "prim-counts")) {
uint32_t *map = v3d_bo_map(rsc->bo) + v3d->prim_counts_offset;
v3d->tf_prims_generated += map[V3D_PRIM_COUNTS_TF_WRITTEN];
/* When we only have a vertex shader we determine the primitive
* count in the CPU so don't update it here again.
/* When we only have a vertex shader with no primitive
* restart, we determine the primitive count in the CPU so
* don't update it here again.
*/
if (v3d->prog.gs)
if (v3d->prog.gs || v3d->prim_restart) {
v3d->prims_generated += map[V3D_PRIM_COUNTS_WRITTEN];
uint8_t prim_mode =
v3d->prog.gs ? v3d->prog.gs->prog_data.gs->out_prim_type
: v3d->prim_mode;
uint32_t vertices_written =
map[V3D_PRIM_COUNTS_TF_WRITTEN] * u_vertices_per_prim(prim_mode);
for (int i = 0; i < v3d->streamout.num_targets; i++) {
v3d_stream_output_target(v3d->streamout.targets[i])->offset +=
vertices_written;
}
}
}
}
+12 -4
View File
@@ -1131,7 +1131,9 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
#endif
if (!v3d->prog.gs)
v3d->prim_restart = info->primitive_restart;
if (!v3d->prog.gs && !v3d->prim_restart)
v3d_update_primitives_generated_counter(v3d, info, &draws[0]);
uint32_t hw_prim_type = v3d_hw_prim_type(info->mode);
@@ -1258,10 +1260,16 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
/* Increment the TF offsets by how many verts we wrote. XXX: This
* needs some clamping to the buffer size.
*
* If primitive restart is enabled or we have a geometry shader, we
* update it later, when we can query the device to know how many
* vertices were written.
*/
for (int i = 0; i < v3d->streamout.num_targets; i++)
v3d_stream_output_target(v3d->streamout.targets[i])->offset +=
u_stream_outputs_for_vertices(info->mode, draws[0].count);
if (!v3d->prog.gs && !v3d->prim_restart) {
for (int i = 0; i < v3d->streamout.num_targets; i++)
v3d_stream_output_target(v3d->streamout.targets[i])->offset +=
u_stream_outputs_for_vertices(info->mode, draws[0].count);
}
if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) {
struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);