blob: cecf6b181ca69d7ad0ea2a137f0aec0e794b9669 [file] [log] [blame]
/*
* Copyright © 2017 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 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.
*/
/**
* @file iris_draw.c
*
* The main driver hooks for drawing and launching compute shaders.
*/
#include <stdio.h>
#include <errno.h>
#include "pipe/p_defines.h"
#include "pipe/p_state.h"
#include "pipe/p_context.h"
#include "pipe/p_screen.h"
#include "util/u_inlines.h"
#include "util/u_transfer.h"
#include "intel/compiler/brw_compiler.h"
#include "iris_context.h"
/**
* The pipe->draw_vbo() driver hook. Performs a draw on the GPU.
*/
void
iris_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info)
{
struct iris_context *ice = (struct iris_context *) ctx;
struct iris_batch *batch = &ice->render_batch;
if (unlikely(INTEL_DEBUG & DEBUG_REEMIT))
ice->state.dirty |= ~0ull;
iris_batch_maybe_flush(batch, 1500);
// XXX: actually do brw_cache_flush_for_*
// XXX: CS stall is really expensive
iris_emit_pipe_control_flush(batch,
PIPE_CONTROL_DEPTH_CACHE_FLUSH |
PIPE_CONTROL_RENDER_TARGET_FLUSH |
PIPE_CONTROL_CS_STALL);
iris_emit_pipe_control_flush(batch,
PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
PIPE_CONTROL_CONST_CACHE_INVALIDATE);
iris_cache_sets_clear(batch);
// XXX: ^^^
iris_update_compiled_shaders(ice);
if (iris_binder_is_empty(&batch->binder)) {
ice->state.dirty |= IRIS_DIRTY_BINDINGS_VS |
IRIS_DIRTY_BINDINGS_TCS |
IRIS_DIRTY_BINDINGS_TES |
IRIS_DIRTY_BINDINGS_GS |
IRIS_DIRTY_BINDINGS_FS;
}
// XXX: don't do this unless things are dirty...
iris_binder_reserve_3d(batch, ice);
ice->vtbl.upload_render_state(ice, batch, info);
ice->state.dirty = 0ull;
// XXX: don't flush always
//iris_batch_flush(batch);
}