Commit 3b63301d authored by Eric Anholt's avatar Eric Anholt

vc4: Work around hardware limits on the number of verts in a single draw.

Fixes rendering failures in glmark2's refract and
bump:render-mode=high-poly demos, and partially in its terrain demo.
parent 6d6525a3
......@@ -32,12 +32,19 @@
#include "vc4_resource.h"
static void
vc4_get_draw_cl_space(struct vc4_context *vc4)
vc4_get_draw_cl_space(struct vc4_context *vc4, int vert_count)
{
/* The SW-5891 workaround may cause us to emit multiple shader recs
* and draw packets.
*/
int num_draws = DIV_ROUND_UP(vert_count, 65535) + 1;
/* Binner gets our packet state -- vc4_emit.c contents,
* and the primitive itself.
*/
cl_ensure_space(&vc4->bcl, 256);
cl_ensure_space(&vc4->bcl,
256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE +
VC4_PACKET_GL_SHADER_STATE_SIZE) * num_draws);
/* Nothing for rcl -- that's covered by vc4_context.c */
......@@ -45,7 +52,8 @@ vc4_get_draw_cl_space(struct vc4_context *vc4)
* sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
* vattr stride).
*/
cl_ensure_space(&vc4->shader_rec, 12 * sizeof(uint32_t) + 104 + 8 * 32);
cl_ensure_space(&vc4->shader_rec,
(12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws);
/* Uniforms are covered by vc4_write_uniforms(). */
......@@ -61,12 +69,12 @@ vc4_get_draw_cl_space(struct vc4_context *vc4)
* Does the initial bining command list setup for drawing to a given FBO.
*/
static void
vc4_start_draw(struct vc4_context *vc4)
vc4_start_draw(struct vc4_context *vc4, int vert_count)
{
if (vc4->needs_flush)
return;
vc4_get_draw_cl_space(vc4);
vc4_get_draw_cl_space(vc4, 0);
struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
// Tile state data is 48 bytes per tile, I think it can be thrown away
......@@ -119,7 +127,8 @@ vc4_update_shadow_textures(struct pipe_context *pctx,
}
static void
vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info)
vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info,
uint32_t extra_index_bias)
{
/* VC4_DIRTY_VTXSTATE */
struct vc4_vertex_stateobj *vtx = vc4->vtx;
......@@ -170,7 +179,8 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *i
/* not vc4->dirty tracked: vc4->last_index_bias */
uint32_t offset = (vb->buffer_offset +
elem->src_offset +
vb->stride * info->index_bias);
vb->stride * (info->index_bias +
extra_index_bias));
uint32_t vb_size = rsc->bo->size - offset;
uint32_t elem_size =
util_format_get_blocksize(elem->src_format);
......@@ -219,8 +229,9 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *i
&vc4->constbuf[PIPE_SHADER_VERTEX],
&vc4->verttex);
vc4->last_index_bias = info->index_bias;
vc4->last_index_bias = info->index_bias + extra_index_bias;
vc4->max_index = max_index;
vc4->shader_rec_count++;
}
/**
......@@ -275,14 +286,14 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
vc4_hw_2116_workaround(pctx);
vc4_get_draw_cl_space(vc4);
vc4_get_draw_cl_space(vc4, info->count);
if (vc4->prim_mode != info->mode) {
vc4->prim_mode = info->mode;
vc4->dirty |= VC4_DIRTY_PRIM_MODE;
}
vc4_start_draw(vc4);
vc4_start_draw(vc4, info->count);
vc4_update_compiled_shaders(vc4, info->mode);
vc4_emit_state(pctx);
......@@ -298,7 +309,7 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
vc4->prog.vs->uniform_dirty_bits |
vc4->prog.fs->uniform_dirty_bits)) ||
vc4->last_index_bias != info->index_bias) {
vc4_emit_gl_shader_state(vc4, info);
vc4_emit_gl_shader_state(vc4, info, 0);
}
vc4->dirty = 0;
......@@ -342,10 +353,75 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
if (vc4->indexbuf.index_size == 4 || vc4->indexbuf.user_buffer)
pipe_resource_reference(&prsc, NULL);
} else {
cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
cl_u8(&bcl, info->mode);
cl_u32(&bcl, info->count);
cl_u32(&bcl, info->start);
uint32_t count = info->count;
uint32_t start = info->start;
uint32_t extra_index_bias = 0;
while (count) {
uint32_t this_count = count;
uint32_t step = count;
static const uint32_t max_verts = 65535;
/* GFXH-515 / SW-5891: The binner emits 16 bit indices
* for drawarrays, which means that if start + count >
* 64k it would truncate the top bits. Work around
* this by emitting a limited number of primitives at
* a time and reemitting the shader state pointing
* farther down the vertex attribute arrays.
*
* To do this properly for line loops or trifans, we'd
* need to make a new VB containing the first vertex
* plus whatever remainder.
*/
if (extra_index_bias) {
cl_end(&vc4->bcl, bcl);
vc4_emit_gl_shader_state(vc4, info,
extra_index_bias);
bcl = cl_start(&vc4->bcl);
}
if (start + count > max_verts) {
switch (info->mode) {
case PIPE_PRIM_POINTS:
this_count = step = max_verts;
break;
case PIPE_PRIM_LINES:
this_count = step = max_verts - (max_verts % 2);
break;
case PIPE_PRIM_LINE_STRIP:
this_count = max_verts;
step = max_verts - 1;
break;
case PIPE_PRIM_LINE_LOOP:
this_count = max_verts;
step = max_verts - 1;
debug_warn_once("unhandled line loop "
"looping behavior with "
">65535 verts\n");
break;
case PIPE_PRIM_TRIANGLES:
this_count = step = max_verts - (max_verts % 3);
break;
case PIPE_PRIM_TRIANGLE_STRIP:
this_count = max_verts;
step = max_verts - 2;
break;
default:
debug_warn_once("unhandled primitive "
"max vert count, truncating\n");
this_count = step = max_verts;
}
}
cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
cl_u8(&bcl, info->mode);
cl_u32(&bcl, this_count);
cl_u32(&bcl, start);
count -= step;
extra_index_bias += start + step;
start = 0;
}
}
cl_end(&vc4->bcl, bcl);
......@@ -356,8 +432,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
vc4->resolve |= PIPE_CLEAR_STENCIL;
vc4->resolve |= PIPE_CLEAR_COLOR0;
vc4->shader_rec_count++;
if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
vc4_flush(pctx);
}
......@@ -410,7 +484,7 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
vc4->cleared |= buffers;
vc4->resolve |= buffers;
vc4_start_draw(vc4);
vc4_start_draw(vc4, 0);
}
static void
......
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