[Mesa-dev] [PATCH v2 33/82] i965: Upload Shader Storage Buffer Object surfaces
Jordan Justen
jordan.l.justen at intel.com
Fri Jul 10 15:09:43 PDT 2015
On 2015-06-03 00:01:23, Iago Toral Quiroga wrote:
> Since these are a special kind of UBOs we emit them together reusing the
> same infrastructure, however, we use a RAW surface so we can reuse
> existing untyped read/write/atomic messages which include a pixel mask
> header that we need to set to obtain correct behavior with helper
> invocations of the fragment shader.
> ---
> src/mesa/drivers/dri/i965/brw_context.h | 6 +++
> src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 62 +++++++++++++++++++-----
> 2 files changed, 56 insertions(+), 12 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_context.h b/src/mesa/drivers/dri/i965/brw_context.h
> index 01c4283..154d7ae 100644
> --- a/src/mesa/drivers/dri/i965/brw_context.h
> +++ b/src/mesa/drivers/dri/i965/brw_context.h
> @@ -1718,6 +1718,12 @@ void brw_create_constant_surface(struct brw_context *brw,
> uint32_t size,
> uint32_t *out_offset,
> bool dword_pitch);
> +void brw_create_buffer_surface(struct brw_context *brw,
> + drm_intel_bo *bo,
> + uint32_t offset,
> + uint32_t size,
> + uint32_t *out_offset,
> + bool dword_pitch);
> void brw_update_buffer_texture_surface(struct gl_context *ctx,
> unsigned unit,
> uint32_t *surf_offset);
> diff --git a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
> index 160dd2f..e9ccdd6 100644
> --- a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
> +++ b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c
> @@ -410,6 +410,29 @@ brw_create_constant_surface(struct brw_context *brw,
> }
>
> /**
> + * Create the buffer surface. Vertex/fragment shader buffer variables will be
Only vertex/fragment? How about 'Shader buffer variables' ...?
Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
> + * read from / write to this buffer with Data Port Read/Write
> + * instructions/messages.
> + */
> +void
> +brw_create_buffer_surface(struct brw_context *brw,
> + drm_intel_bo *bo,
> + uint32_t offset,
> + uint32_t size,
> + uint32_t *out_offset,
> + bool dword_pitch)
> +{
> + /* Use a raw surface so we can reuse existing untyped read/write/atomic
> + * messages. We need these specifically for the fragment shader since they
> + * include a pixel mask header that we need to ensure correct behavior
> + * with helper invocations, which cannot write to the buffer.
> + */
> + brw->vtbl.emit_buffer_surface_state(brw, out_offset, bo, offset,
> + BRW_SURFACEFORMAT_RAW,
> + size, 1, true);
> +}
> +
> +/**
> * Set up a binding table entry for use by stream output logic (transform
> * feedback).
> *
> @@ -897,24 +920,39 @@ brw_upload_ubo_surfaces(struct brw_context *brw,
> &stage_state->surf_offset[prog_data->binding_table.ubo_start];
>
> for (int i = 0; i < shader->NumUniformBlocks; i++) {
> - struct gl_uniform_buffer_binding *binding;
> struct intel_buffer_object *intel_bo;
>
> - binding = &ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
> - intel_bo = intel_buffer_object(binding->BufferObject);
> - drm_intel_bo *bo =
> - intel_bufferobj_buffer(brw, intel_bo,
> - binding->Offset,
> - binding->BufferObject->Size - binding->Offset);
> -
> /* Because behavior for referencing outside of the binding's size in the
> * glBindBufferRange case is undefined, we can just bind the whole buffer
> * glBindBufferBase wants and be a correct implementation.
> */
> - brw_create_constant_surface(brw, bo, binding->Offset,
> - bo->size - binding->Offset,
> - &surf_offsets[i],
> - dword_pitch);
> + if (!shader->UniformBlocks[i].IsShaderStorage) {
> + struct gl_uniform_buffer_binding *binding;
> + binding =
> + &ctx->UniformBufferBindings[shader->UniformBlocks[i].Binding];
> + intel_bo = intel_buffer_object(binding->BufferObject);
> + drm_intel_bo *bo =
> + intel_bufferobj_buffer(brw, intel_bo,
> + binding->Offset,
> + binding->BufferObject->Size - binding->Offset);
> + brw_create_constant_surface(brw, bo, binding->Offset,
> + bo->size - binding->Offset,
> + &surf_offsets[i],
> + dword_pitch);
> + } else {
> + struct gl_shader_storage_buffer_binding *binding;
> + binding =
> + &ctx->ShaderStorageBufferBindings[shader->UniformBlocks[i].Binding];
> + intel_bo = intel_buffer_object(binding->BufferObject);
> + drm_intel_bo *bo =
> + intel_bufferobj_buffer(brw, intel_bo,
> + binding->Offset,
> + binding->BufferObject->Size - binding->Offset);
> + brw_create_buffer_surface(brw, bo, binding->Offset,
> + bo->size - binding->Offset,
> + &surf_offsets[i],
> + dword_pitch);
> + }
> }
>
> if (shader->NumUniformBlocks)
> --
> 1.9.1
>
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