[Mesa-dev] [PATCH 01/12] i965/fs: Define logical framebuffer write opcode.
Kenneth Graunke
kenneth at whitecape.org
Tue Jul 21 16:27:16 PDT 2015
On Thursday, July 16, 2015 06:41:16 PM Francisco Jerez wrote:
> The logical variant is largely equivalent to the original opcode but
> instead of taking a single payload source it expects the arguments
> that make up the payload separately as individual sources, like:
>
> fb_write_logical null, color0, color1, src0_alpha,
> src_depth, dst_depth, sample_mask, num_components
>
> This patch defines the opcode and usual instruction boilerplate,
> including a placeholder lowering function provided mostly as
> self-documentation of its source registers.
> ---
> src/mesa/drivers/dri/i965/brw_defines.h | 1 +
> src/mesa/drivers/dri/i965/brw_fs.cpp | 34 ++++++++++++++++++++++++++++++++
> src/mesa/drivers/dri/i965/brw_fs.h | 2 +-
> src/mesa/drivers/dri/i965/brw_shader.cpp | 2 ++
> 4 files changed, 38 insertions(+), 1 deletion(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_defines.h b/src/mesa/drivers/dri/i965/brw_defines.h
> index 5bf53e3..65685a9 100644
> --- a/src/mesa/drivers/dri/i965/brw_defines.h
> +++ b/src/mesa/drivers/dri/i965/brw_defines.h
> @@ -875,6 +875,7 @@ enum opcode {
> * instructions.
> */
> FS_OPCODE_FB_WRITE = 128,
I'd like to start including block comments above our virtual opcodes
describing their sources and semantics - it's a natural place to look
for that information.
For this, perhaps something like:
/**
* Framebuffer write.
*
* Source 0: [required] Color 0
* Source 1: [optional] Color 1 (for dual source blend messages)
* Source 2: [optional] Src0 Alpha
* Source 3: [optional] Source Depth (passthrough from the thread payload)
* Source 4: [optional] Destination Depth (gl_FragDepth)
* Source 5: [optional] Sample Mask (gl_SampleMask)
* Source 6: [required] Number of color components (as a UD immediate).
*/
Patches 1-10 are:
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
Patches 11-12 are:
Acked-by: Kenneth Graunke <kenneth at whitecape.org>
> + FS_OPCODE_FB_WRITE_LOGICAL,
> FS_OPCODE_BLORP_FB_WRITE,
> FS_OPCODE_REP_FB_WRITE,
> SHADER_OPCODE_RCP,
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