[Mesa-dev] [PATCH 24/32] i965/blorp/gen6: Use genxml packing structs for state setup
Jason Ekstrand
jason at jlekstrand.net
Fri Aug 19 08:12:52 UTC 2016
On Thu, Aug 18, 2016 at 6:27 AM, Pohjolainen, Topi <
topi.pohjolainen at intel.com> wrote:
> On Thu, Aug 11, 2016 at 02:15:21PM -0700, Jason Ekstrand wrote:
> > ---
> > src/mesa/drivers/dri/i965/Makefile.am | 1 +
> > src/mesa/drivers/dri/i965/gen6_blorp.c | 685
> ++++++++++++---------------------
> > 2 files changed, 256 insertions(+), 430 deletions(-)
> >
> > diff --git a/src/mesa/drivers/dri/i965/Makefile.am
> b/src/mesa/drivers/dri/i965/Makefile.am
> > index 0a5222e..77ad1e8 100644
> > --- a/src/mesa/drivers/dri/i965/Makefile.am
> > +++ b/src/mesa/drivers/dri/i965/Makefile.am
> > @@ -36,6 +36,7 @@ AM_CFLAGS = \
> > -I$(top_srcdir)/src/compiler/nir \
> > -I$(top_srcdir)/src/intel \
> > -I$(top_builddir)/src/compiler/nir \
> > + -I$(top_builddir)/src/intel \
> > -I$(top_builddir)/src/mesa/drivers/dri/common \
> > $(DEFINES) \
> > $(VISIBILITY_CFLAGS) \
> > diff --git a/src/mesa/drivers/dri/i965/gen6_blorp.c
> b/src/mesa/drivers/dri/i965/gen6_blorp.c
> > index 78e9472..875fdc9 100644
> > --- a/src/mesa/drivers/dri/i965/gen6_blorp.c
> > +++ b/src/mesa/drivers/dri/i965/gen6_blorp.c
> > @@ -27,469 +27,245 @@
> > #include "intel_mipmap_tree.h"
> >
> > #include "brw_context.h"
> > -#include "brw_defines.h"
> > #include "brw_state.h"
> >
> > #include "blorp_priv.h"
> > -#include "vbo/vbo.h"
> > -#include "brw_draw.h"
> >
> > -/* 3DSTATE_URB
> > - *
> > - * Assign the entire URB to the VS. Even though the VS disabled, URB
> space
> > - * is still needed because the clipper loads the VUE's from the URB.
> From
> > - * the Sandybridge PRM, Volume 2, Part 1, Section 3DSTATE,
> > - * Dword 1.15:0 "VS Number of URB Entries":
> > - * This field is always used (even if VS Function Enable is
> DISABLED).
> > - *
> > - * The warning below appears in the PRM (Section 3DSTATE_URB), but we
> can
> > - * safely ignore it because this batch contains only one draw call.
> > - * Because of URB corruption caused by allocating a previous GS unit
> > - * URB entry to the VS unit, software is required to send a ???GS
> NULL
> > - * Fence??? (Send URB fence with VS URB size == 1 and GS URB size
> == 0)
> > - * plus a dummy DRAW call before any case where VS will be taking
> over
> > - * GS URB space.
> > - */
>
> In addition to changing the actual patch formatting you are dropping almost
> all the comments giving the rational for the actual values. For example,
> here.
> I at least found them quite valuable when I was learning blorp.
>
> Just a few similar comments and tiny nits. I tried to carefully compare the
> original logic side-by-side with the new and couldn't see anything dropped
> or
> added:
>
> Reviewed-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
>
> > -static void
> > -gen6_blorp_emit_urb_config(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > -{
> > - BEGIN_BATCH(3);
> > - OUT_BATCH(_3DSTATE_URB << 16 | (3 - 2));
> > - OUT_BATCH(brw->urb.max_vs_entries << GEN6_URB_VS_ENTRIES_SHIFT);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > -}
> > +#define GEN_VERSIONx10 60
> > +#include "genxml/gen_macros.h"
> >
> > -
> > -/* 3DSTATE_CC_STATE_POINTERS
> > - *
> > - * The pointer offsets are relative to
> > - * CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
> > - *
> > - * The HiZ op doesn't use BLEND_STATE or COLOR_CALC_STATE.
>
> And here.
>
> > - */
> > -static void
> > -gen6_blorp_emit_cc_state_pointers(struct brw_context *brw,
> > - const struct brw_blorp_params *params,
> > - uint32_t cc_blend_state_offset,
> > - uint32_t depthstencil_offset,
> > - uint32_t cc_state_offset)
> > +static void *
> > +blorp_emit_dwords(struct brw_context *brw, unsigned n)
> > {
> > - BEGIN_BATCH(4);
> > - OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2));
> > - OUT_BATCH(cc_blend_state_offset | 1); /* BLEND_STATE offset */
> > - OUT_BATCH(depthstencil_offset | 1); /* DEPTH_STENCIL_STATE offset */
> > - OUT_BATCH(cc_state_offset | 1); /* COLOR_CALC_STATE offset */
> > - ADVANCE_BATCH();
> > + intel_batchbuffer_begin(brw, n, RENDER_RING);
> > + uint32_t *map = brw->batch.map_next;
> > + brw->batch.map_next += n;
> > + intel_batchbuffer_advance(brw);
> > + return map;
> > }
> >
> > +struct blorp_address {
> > + drm_intel_bo *buffer;
> > + uint32_t read_domains;
> > + uint32_t write_domain;
> > + uint32_t offset;
> > +};
> >
> > -/**
> > - * 3DSTATE_SAMPLER_STATE_POINTERS. See upload_sampler_state_pointers(
> ).
> > - */
> > -static void
> > -gen6_blorp_emit_sampler_state_pointers(struct brw_context *brw,
> > - uint32_t sampler_offset)
> > +static uint64_t
> > +blorp_emit_reloc(struct brw_context *brw, void *location,
> > + struct blorp_address address, uint32_t delta)
> > {
> > - BEGIN_BATCH(4);
> > - OUT_BATCH(_3DSTATE_SAMPLER_STATE_POINTERS << 16 |
> > - VS_SAMPLER_STATE_CHANGE |
> > - GS_SAMPLER_STATE_CHANGE |
> > - PS_SAMPLER_STATE_CHANGE |
> > - (4 - 2));
> > - OUT_BATCH(0); /* VS */
> > - OUT_BATCH(0); /* GS */
> > - OUT_BATCH(sampler_offset);
> > - ADVANCE_BATCH();
> > + uint32_t offset = (char *)location - (char *)brw->batch.map;
> > + if (brw->gen >= 8) {
> > + return intel_batchbuffer_reloc64(brw, address.buffer, offset,
> > + address.read_domains,
> > + address.write_domain,
> > + address.offset + delta);
> > + } else {
> > + return intel_batchbuffer_reloc(brw, address.buffer, offset,
> > + address.read_domains,
> > + address.write_domain,
> > + address.offset + delta);
> > + }
> > }
> >
> > +#define __gen_address_type struct blorp_address
> > +#define __gen_user_data struct brw_context
> >
> > -/* 3DSTATE_VS
> > - *
> > - * Disable vertex shader.
> > - */
> > -static void
> > -gen6_blorp_emit_vs_disable(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > +static uint64_t
> > +__gen_combine_address(struct brw_context *brw, void *location,
> > + struct blorp_address address, uint32_t delta)
> > {
> > - /* From the BSpec, 3D Pipeline > Geometry > Vertex Shader > State,
> > - * 3DSTATE_VS, Dword 5.0 "VS Function Enable":
> > - *
> > - * [DevSNB] A pipeline flush must be programmed prior to a
> > - * 3DSTATE_VS command that causes the VS Function Enable to
> > - * toggle. Pipeline flush can be executed by sending a PIPE_CONTROL
> > - * command with CS stall bit set and a post sync operation.
> > - *
> > - * We've already done one at the start of the BLORP operation.
> > - */
>
> I would keep this.
>
> > -
> > - BEGIN_BATCH(6);
> > - OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2));
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > + if (address.buffer == NULL) {
> > + return address.offset + delta;
> > + } else {
> > + return blorp_emit_reloc(brw, location, address, delta);
> > + }
> > }
> >
> > +#include "genxml/genX_pack.h"
> >
> > -/* 3DSTATE_GS
> > - *
> > - * Disable the geometry shader.
> > - */
> > -static void
> > -gen6_blorp_emit_gs_disable(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > -{
> > - BEGIN_BATCH(7);
> > - OUT_BATCH(_3DSTATE_GS << 16 | (7 - 2));
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > - brw->gs.enabled = false;
> > -}
> > +#define _blorp_cmd_length(cmd) cmd ## _length
> > +#define _blorp_cmd_header(cmd) cmd ## _header
> > +#define _blorp_cmd_pack(cmd) cmd ## _pack
> >
> > +#define blorp_emit(brw, cmd, name) \
> > + for (struct cmd name = { _blorp_cmd_header(cmd) }, \
> > + *_dst = blorp_emit_dwords(brw, _blorp_cmd_length(cmd)); \
> > + __builtin_expect(_dst != NULL, 1); \
> > + _blorp_cmd_pack(cmd)(brw, (void *)_dst, &name), \
> > + _dst = NULL)
> >
> > -/* 3DSTATE_SF
> > - *
> > - * Disable ViewportTransformEnable (dw2.1)
> > - *
> > - * From the SandyBridge PRM, Volume 2, Part 1, Section 1.3, "3D
> > - * Primitives Overview":
> > - * RECTLIST: Viewport Mapping must be DISABLED (as is typical with
> the
> > - * use of screen- space coordinates).
> > - *
> > - * A solid rectangle must be rendered, so set FrontFaceFillMode
> (dw2.4:3)
> > - * and BackFaceFillMode (dw2.5:6) to SOLID(0).
> > - *
> > - * From the Sandy Bridge PRM, Volume 2, Part 1, Section
> > - * 6.4.1.1 3DSTATE_SF, Field FrontFaceFillMode:
> > - * SOLID: Any triangle or rectangle object found to be front-facing
> > - * is rendered as a solid object. This setting is required when
> > - * (rendering rectangle (RECTLIST) objects.
> > - */
>
> I would keep this.
>
> > static void
> > -gen6_blorp_emit_sf_config(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > +blorp_emit_sf_config(struct brw_context *brw,
> > + const struct brw_blorp_params *params)
> > {
> > - const unsigned num_varyings =
> > - params->wm_prog_data ? params->wm_prog_data->num_varying_inputs
> : 0;
> > - const unsigned urb_read_length =
> > - brw_blorp_get_urb_length(params->wm_prog_data);
> > -
> > - BEGIN_BATCH(20);
> > - OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
> > - OUT_BATCH(num_varyings << GEN6_SF_NUM_OUTPUTS_SHIFT |
> > - urb_read_length << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT |
> > - BRW_SF_URB_ENTRY_READ_OFFSET <<
> > - GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT);
> > - OUT_BATCH(0); /* dw2 */
> > - OUT_BATCH(params->dst.surf.samples > 1 ? GEN6_SF_MSRAST_ON_PATTERN
> : 0);
> > - for (int i = 0; i < 13; ++i)
> > - OUT_BATCH(0);
> > - OUT_BATCH(params->wm_prog_data ? params->wm_prog_data->flat_inputs
> : 0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > -}
> > + const struct brw_blorp_prog_data *prog_data = params->wm_prog_data;
> >
> > + blorp_emit(brw, GENX(3DSTATE_SF), sf) {
> > + sf.FrontFaceFillMode = FILL_MODE_SOLID;
> > + sf.BackFaceFillMode = FILL_MODE_SOLID;
> > +
> > + sf.MultisampleRasterizationMode = params->dst.surf.samples > 1 ?
> > + MSRASTMODE_ON_PATTERN : MSRASTMODE_OFF_PIXEL;
> > +
> > + sf.VertexURBEntryReadOffset = BRW_SF_URB_ENTRY_READ_OFFSET;
> > + if (prog_data) {
> > + sf.NumberofSFOutputAttributes = prog_data->num_varying_inputs;
> > + sf.VertexURBEntryReadLength = brw_blorp_get_urb_length(prog_
> data);
> > + sf.ConstantInterpolationEnable = prog_data->flat_inputs;
> > + } else {
> > + sf.NumberofSFOutputAttributes = 0;
>
> In almost all other cases you omit assigning values if they are zero.
> Should
> we drop this also for consistency?
>
Yes and no. In general, 0 is a good enough "default" value and you might
as well leave it alone. In this particular case, I set
NumberofSFOutputAttributes explicitly because its value is important. On
the other hand, the value of ConstantInterpolationEnable doesn't matter
because we're disabling the FS in this case.
> > + sf.VertexURBEntryReadLength = 1;
> > + }
> > + }
> > +}
> >
> > -/**
> > - * Enable or disable thread dispatch and set the HiZ op appropriately.
> > - */
> > static void
> > -gen6_blorp_emit_wm_config(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > +blorp_emit_wm_config(struct brw_context *brw,
> > + const struct brw_blorp_params *params)
> > {
> > const struct brw_blorp_prog_data *prog_data = params->wm_prog_data;
> > - uint32_t dw2, dw4, dw5, dw6, ksp0, ksp2;
> > -
> > - /* Even when thread dispatch is disabled, max threads (dw5.25:31)
> must be
> > - * nonzero to prevent the GPU from hanging. While the documentation
> doesn't
> > - * mention this explicitly, it notes that the valid range for the
> field is
> > - * [1,39] = [2,40] threads, which excludes zero.
> > - *
> > - * To be safe (and to minimize extraneous code) we go ahead and fully
> > - * configure the WM state whether or not there is a WM program.
> > - */
>
> I would keep this.
>
> > -
> > - dw2 = dw4 = dw5 = dw6 = ksp0 = ksp2 = 0;
> > - switch (params->hiz_op) {
> > - case GEN6_HIZ_OP_DEPTH_CLEAR:
> > - dw4 |= GEN6_WM_DEPTH_CLEAR;
> > - break;
> > - case GEN6_HIZ_OP_DEPTH_RESOLVE:
> > - dw4 |= GEN6_WM_DEPTH_RESOLVE;
> > - break;
> > - case GEN6_HIZ_OP_HIZ_RESOLVE:
> > - dw4 |= GEN6_WM_HIERARCHICAL_DEPTH_RESOLVE;
> > - break;
> > - case GEN6_HIZ_OP_NONE:
> > - break;
> > - default:
> > - unreachable("not reached");
> > - }
> > - dw5 |= (brw->max_wm_threads - 1) << GEN6_WM_MAX_THREADS_SHIFT;
> > - dw6 |= 0 << GEN6_WM_BARYCENTRIC_INTERPOLATION_MODE_SHIFT; /* No
> interp */
> > - dw6 |= (params->wm_prog_data ? prog_data->num_varying_inputs : 0) <<
> > - GEN6_WM_NUM_SF_OUTPUTS_SHIFT;
> >
> > - if (params->wm_prog_data) {
> > - dw5 |= GEN6_WM_DISPATCH_ENABLE; /* We are rendering */
> > + blorp_emit(brw, GENX(3DSTATE_WM), wm) {
> > + wm.MaximumNumberofThreads = brw->max_wm_threads - 1;
> > +
> > + switch (params->hiz_op) {
> > + case GEN6_HIZ_OP_DEPTH_CLEAR:
> > + wm.DepthBufferClear = true;
> > + break;
> > + case GEN6_HIZ_OP_DEPTH_RESOLVE:
> > + wm.DepthBufferResolveEnable = true;
> > + break;
> > + case GEN6_HIZ_OP_HIZ_RESOLVE:
> > + wm.HierarchicalDepthBufferResolveEnable = true;
> > + break;
> > + case GEN6_HIZ_OP_NONE:
> > + break;
> > + default:
> > + unreachable("not reached");
> > + }
> >
> > - dw4 |= prog_data->first_curbe_grf_0 << GEN6_WM_DISPATCH_START_GRF_
> SHIFT_0;
> > - dw4 |= prog_data->first_curbe_grf_2 << GEN6_WM_DISPATCH_START_GRF_
> SHIFT_2;
> > + if (prog_data) {
> > + wm.ThreadDispatchEnable = true;
> >
> > - ksp0 = params->wm_prog_kernel;
> > - ksp2 = params->wm_prog_kernel + params->wm_prog_data->ksp_
> offset_2;
> > + wm.DispatchGRFStartRegisterforConstantSetupData0 =
> > + prog_data->first_curbe_grf_0;
> > + wm.DispatchGRFStartRegisterforConstantSetupData2 =
> > + prog_data->first_curbe_grf_2;
> >
> > - if (params->wm_prog_data->dispatch_8)
> > - dw5 |= GEN6_WM_8_DISPATCH_ENABLE;
> > - if (params->wm_prog_data->dispatch_16)
> > - dw5 |= GEN6_WM_16_DISPATCH_ENABLE;
> > - }
> > + wm.KernelStartPointer0 = params->wm_prog_kernel;
> > + wm.KernelStartPointer2 =
> > + params->wm_prog_kernel + prog_data->ksp_offset_2;
> >
> > - if (params->src.bo) {
> > - dw5 |= GEN6_WM_KILL_ENABLE; /* TODO: temporarily smash on */
> > - dw2 |= 1 << GEN6_WM_SAMPLER_COUNT_SHIFT; /* Up to 4 samplers */
> > - }
> > + wm._8PixelDispatchEnable = prog_data->dispatch_8;
> > + wm._16PixelDispatchEnable = prog_data->dispatch_16;
> >
> > - if (params->dst.surf.samples > 1) {
> > - dw6 |= GEN6_WM_MSRAST_ON_PATTERN;
> > - if (prog_data && prog_data->persample_msaa_dispatch)
> > - dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE;
> > - else
> > - dw6 |= GEN6_WM_MSDISPMODE_PERPIXEL;
> > - } else {
> > - dw6 |= GEN6_WM_MSRAST_OFF_PIXEL;
> > - dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE;
> > - }
> > -
> > - BEGIN_BATCH(9);
> > - OUT_BATCH(_3DSTATE_WM << 16 | (9 - 2));
> > - OUT_BATCH(ksp0);
> > - OUT_BATCH(dw2);
> > - OUT_BATCH(0); /* No scratch needed */
> > - OUT_BATCH(dw4);
> > - OUT_BATCH(dw5);
> > - OUT_BATCH(dw6);
> > - OUT_BATCH(0); /* kernel 1 pointer */
> > - OUT_BATCH(ksp2);
> > - ADVANCE_BATCH();
> > -}
> > + wm.NumberofSFOutputAttributes = prog_data->num_varying_inputs;
> > + }
> >
> > -static void
> > -gen6_blorp_emit_constant_disable(struct brw_context *brw, unsigned
> opcode)
> > -{
> > - /* Disable the push constant buffers. */
> > - BEGIN_BATCH(5);
> > - OUT_BATCH(opcode << 16 | (5 - 2));
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > -}
> > + if (params->src.bo) {
> > + wm.SamplerCount = 1; /* Up to 4 samplers */
> > + wm.PixelShaderKillPixel = true; /* TODO: temporarily smash on
> */
> > + }
> >
> > -/**
> > - * 3DSTATE_BINDING_TABLE_POINTERS
> > - */
> > -static void
> > -gen6_blorp_emit_binding_table_pointers(struct brw_context *brw,
> > - uint32_t wm_bind_bo_offset)
> > -{
> > - BEGIN_BATCH(4);
> > - OUT_BATCH(_3DSTATE_BINDING_TABLE_POINTERS << 16 |
> > - GEN6_BINDING_TABLE_MODIFY_PS |
> > - (4 - 2));
> > - OUT_BATCH(0); /* vs -- ignored */
> > - OUT_BATCH(0); /* gs -- ignored */
> > - OUT_BATCH(wm_bind_bo_offset); /* wm/ps */
> > - ADVANCE_BATCH();
> > + if (params->dst.surf.samples > 1) {
> > + wm.MultisampleRasterizationMode = MSRASTMODE_ON_PATTERN;
> > + wm.MultisampleDispatchMode =
> > + (prog_data && prog_data->persample_msaa_dispatch) ?
> > + MSDISPMODE_PERSAMPLE : MSDISPMODE_PERPIXEL;
> > + } else {
> > + wm.MultisampleRasterizationMode = MSRASTMODE_OFF_PIXEL;
> > + wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
> > + }
> > + }
> > }
> >
> >
> > static void
> > -gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
> > - const struct brw_blorp_params
> *params)
> > +blorp_emit_depth_stencil_config(struct brw_context *brw,
> > + const struct brw_blorp_params *params)
> > {
> > - uint32_t surftype;
> > -
> > - switch (params->depth.surf.dim) {
> > - case ISL_SURF_DIM_1D:
> > - surftype = BRW_SURFACE_1D;
> > - break;
> > - case ISL_SURF_DIM_2D:
> > - surftype = BRW_SURFACE_2D;
> > - break;
> > - case ISL_SURF_DIM_3D:
> > - surftype = BRW_SURFACE_3D;
> > - break;
> > - }
> > + brw_emit_depth_stall_flushes(brw);
> >
> > - /* 3DSTATE_DEPTH_BUFFER */
> > - {
> > - brw_emit_depth_stall_flushes(brw);
> > + blorp_emit(brw, GENX(3DSTATE_DEPTH_BUFFER), db) {
> > + switch (params->depth.surf.dim) {
> > + case ISL_SURF_DIM_1D:
> > + db.SurfaceType = SURFTYPE_1D;
> > + break;
> > + case ISL_SURF_DIM_2D:
> > + db.SurfaceType = SURFTYPE_2D;
> > + break;
> > + case ISL_SURF_DIM_3D:
> > + db.SurfaceType = SURFTYPE_3D;
> > + break;
> > + }
> >
> > - unsigned depth = MAX2(params->depth.surf.logical_level0_px.depth,
> > - params->depth.surf.logical_
> level0_px.array_len);
> > -
> > - BEGIN_BATCH(7);
> > - /* 3DSTATE_DEPTH_BUFFER dw0 */
> > - OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
> > -
> > - /* 3DSTATE_DEPTH_BUFFER dw1 */
> > - OUT_BATCH((params->depth.surf.row_pitch - 1) |
> > - params->depth_format << 18 |
> > - 1 << 21 | /* separate stencil enable */
> > - 1 << 22 | /* hiz enable */
> > - BRW_TILEWALK_YMAJOR << 26 |
> > - 1 << 27 | /* y-tiled */
> > - surftype << 29);
> > -
> > - /* 3DSTATE_DEPTH_BUFFER dw2 */
> > - OUT_RELOC(params->depth.bo,
> > - I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
> > - params->depth.offset);
> > -
> > - /* 3DSTATE_DEPTH_BUFFER dw3 */
> > - OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
> > - (params->depth.surf.logical_level0_px.width - 1) << 6 |
> > - (params->depth.surf.logical_level0_px.height - 1) <<
> 19 |
> > - params->depth.view.base_level << 2);
> > -
> > - /* 3DSTATE_DEPTH_BUFFER dw4 */
> > - OUT_BATCH((depth - 1) << 21 |
> > - params->depth.view.base_array_layer << 10 |
> > - (depth - 1) << 1);
> > -
> > - /* 3DSTATE_DEPTH_BUFFER dw5 */
> > - OUT_BATCH(0);
> > -
> > - /* 3DSTATE_DEPTH_BUFFER dw6 */
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > - }
> > + db.SurfaceFormat = params->depth_format;
> >
> > - /* 3DSTATE_HIER_DEPTH_BUFFER */
> > - {
> > - BEGIN_BATCH(3);
> > - OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
> > - OUT_BATCH(params->depth.aux_surf.row_pitch - 1);
> > - OUT_RELOC(params->depth.aux_bo,
> > - I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
> > - params->depth.aux_offset);
> > - ADVANCE_BATCH();
> > - }
> > + db.TiledSurface = true;
> > + db.TileWalk = TILEWALK_YMAJOR;
> > + db.MIPMapLayoutMode = MIPLAYOUT_BELOW;
> >
> > - /* 3DSTATE_STENCIL_BUFFER */
> > - {
> > - BEGIN_BATCH(3);
> > - OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > - }
> > -}
> > + db.HierarchicalDepthBufferEnable = true;
> > + db.SeparateStencilBufferEnable = true;
> >
> > + db.Width = params->depth.surf.logical_level0_px.width - 1;
> > + db.Height = params->depth.surf.logical_level0_px.height - 1;
> > + db.RenderTargetViewExtent = db.Depth =
> > + MAX2(params->depth.surf.logical_level0_px.depth,
> > + params->depth.surf.logical_level0_px.array_len) - 1;
> >
> > -static void
> > -gen6_blorp_emit_depth_disable(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > -{
> > - brw_emit_depth_stall_flushes(brw);
> > + db.LOD = params->depth.view.base_level;
> > + db.MinimumArrayElement = params->depth.view.base_array_layer;
> >
> > - BEGIN_BATCH(7);
> > - OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
> > - OUT_BATCH((BRW_DEPTHFORMAT_D32_FLOAT << 18) |
> > - (BRW_SURFACE_NULL << 29));
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > -
> > - BEGIN_BATCH(3);
> > - OUT_BATCH(_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > -
> > - BEGIN_BATCH(3);
> > - OUT_BATCH(_3DSTATE_STENCIL_BUFFER << 16 | (3 - 2));
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > -}
> > + db.SurfacePitch = params->depth.surf.row_pitch - 1;
> > + db.SurfaceBaseAddress = (struct blorp_address) {
> > + .buffer = params->depth.bo,
> > + .read_domains = I915_GEM_DOMAIN_RENDER,
> > + .write_domain = I915_GEM_DOMAIN_RENDER,
> > + .offset = params->depth.offset,
> > + };
> > + }
> >
> > + blorp_emit(brw, GENX(3DSTATE_HIER_DEPTH_BUFFER), hiz) {
> > + hiz.SurfacePitch = params->depth.aux_surf.row_pitch - 1;
> > + hiz.SurfaceBaseAddress = (struct blorp_address) {
> > + .buffer = params->depth.aux_bo,
> > + .read_domains = I915_GEM_DOMAIN_RENDER,
> > + .write_domain = I915_GEM_DOMAIN_RENDER,
> > + .offset = params->depth.aux_offset,
> > + };
> > + }
> >
> > -/* 3DSTATE_CLEAR_PARAMS
> > - *
> > - * From the Sandybridge PRM, Volume 2, Part 1, Section
> 3DSTATE_CLEAR_PARAMS:
> > - * [DevSNB] 3DSTATE_CLEAR_PARAMS packet must follow the
> DEPTH_BUFFER_STATE
> > - * packet when HiZ is enabled and the DEPTH_BUFFER_STATE changes.
> > - */
>
> I would keep this.
>
> > -static void
> > -gen6_blorp_emit_clear_params(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > -{
> > - BEGIN_BATCH(2);
> > - OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 |
> > - GEN5_DEPTH_CLEAR_VALID |
> > - (2 - 2));
> > - OUT_BATCH(params->depth.clear_color.u32[0]);
> > - ADVANCE_BATCH();
> > + blorp_emit(brw, GENX(3DSTATE_STENCIL_BUFFER), sb);
> > }
> >
> > +
> > /* 3DSTATE_VIEWPORT_STATE_POINTERS */
> > static void
> > -gen6_blorp_emit_viewport_state(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > +blorp_emit_viewport_state(struct brw_context *brw,
> > + const struct brw_blorp_params *params)
> > {
> > - struct brw_cc_viewport *ccv;
> > uint32_t cc_vp_offset;
> >
> > - ccv = (struct brw_cc_viewport *)brw_state_batch(brw,
> AUB_TRACE_CC_VP_STATE,
> > - sizeof(*ccv), 32,
> > - &cc_vp_offset);
> > + void *state = brw_state_batch(brw, AUB_TRACE_CC_VP_STATE,
> > + GENX(CC_VIEWPORT_length) * 4, 32,
> > + &cc_vp_offset);
> >
> > - ccv->min_depth = 0.0;
> > - ccv->max_depth = 1.0;
> > + GENX(CC_VIEWPORT_pack)(brw, state,
> > + &(struct GENX(CC_VIEWPORT)) {
> > + .MinimumDepth = 0.0,
>
> Perhaps drop also and rely on initialised zero?
>
Again, this value matters so I don't want to depend too heavily on
automatic zeroing.
I put the comments back in.
--Jason
> > + .MaximumDepth = 1.0,
> > + });
> >
> > - BEGIN_BATCH(4);
> > - OUT_BATCH(_3DSTATE_VIEWPORT_STATE_POINTERS << 16 | (4 - 2) |
> > - GEN6_CC_VIEWPORT_MODIFY);
> > - OUT_BATCH(0); /* clip VP */
> > - OUT_BATCH(0); /* SF VP */
> > - OUT_BATCH(cc_vp_offset);
> > - ADVANCE_BATCH();
> > + blorp_emit(brw, GENX(3DSTATE_VIEWPORT_STATE_POINTERS), vsp) {
> > + vsp.CCViewportStateChange = true;
> > + vsp.PointertoCC_VIEWPORT = cc_vp_offset;
> > + }
> > }
> >
> >
> > -/* 3DPRIMITIVE */
> > -static void
> > -gen6_blorp_emit_primitive(struct brw_context *brw,
> > - const struct brw_blorp_params *params)
> > -{
> > - BEGIN_BATCH(6);
> > - OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
> > - _3DPRIM_RECTLIST << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
> > - GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL);
> > - OUT_BATCH(3); /* vertex count per instance */
> > - OUT_BATCH(0);
> > - OUT_BATCH(params->num_layers); /* instance count */
> > - OUT_BATCH(0);
> > - OUT_BATCH(0);
> > - ADVANCE_BATCH();
> > -}
> > -
> > /**
> > * \brief Execute a blit or render pass operation.
> > *
> > @@ -514,18 +290,29 @@ gen6_blorp_exec(struct brw_context *brw,
> > brw_upload_state_base_address(brw);
> >
> > gen6_blorp_emit_vertices(brw, params);
> > - gen6_blorp_emit_urb_config(brw, params);
> > +
> > + blorp_emit(brw, GENX(3DSTATE_URB), urb) {
> > + urb.VSNumberofURBEntries = brw->urb.max_vs_entries;
> > + }
> > +
> > if (params->wm_prog_data) {
> > cc_blend_state_offset = gen6_blorp_emit_blend_state(brw, params);
> > cc_state_offset = gen6_blorp_emit_cc_state(brw);
> > }
> > depthstencil_offset = gen6_blorp_emit_depth_stencil_state(brw,
> params);
> > - gen6_blorp_emit_cc_state_pointers(brw, params,
> cc_blend_state_offset,
> > - depthstencil_offset,
> cc_state_offset);
> >
> > - gen6_blorp_emit_constant_disable(brw, _3DSTATE_CONSTANT_VS);
> > - gen6_blorp_emit_constant_disable(brw, _3DSTATE_CONSTANT_GS);
> > - gen6_blorp_emit_constant_disable(brw, _3DSTATE_CONSTANT_PS);
> > + blorp_emit(brw, GENX(3DSTATE_CC_STATE_POINTERS), cc) {
> > + cc.BLEND_STATEChange = true;
> > + cc.COLOR_CALC_STATEChange = true;
> > + cc.DEPTH_STENCIL_STATEChange = true;
> > + cc.PointertoBLEND_STATE = cc_blend_state_offset;
> > + cc.PointertoCOLOR_CALC_STATE = cc_state_offset;
> > + cc.PointertoDEPTH_STENCIL_STATE = depthstencil_offset;
> > + }
> > +
> > + blorp_emit(brw, GENX(3DSTATE_CONSTANT_VS), vs);
> > + blorp_emit(brw, GENX(3DSTATE_CONSTANT_GS), gs);
> > + blorp_emit(brw, GENX(3DSTATE_CONSTANT_PS), ps);
> >
> > if (params->wm_prog_data) {
> > uint32_t wm_surf_offset_renderbuffer;
> > @@ -544,32 +331,70 @@ gen6_blorp_exec(struct brw_context *brw,
> > gen6_blorp_emit_binding_table(brw,
> > wm_surf_offset_renderbuffer,
> > wm_surf_offset_texture);
> > - gen6_blorp_emit_binding_table_pointers(brw, wm_bind_bo_offset);
> > +
> > + blorp_emit(brw, GENX(3DSTATE_BINDING_TABLE_POINTERS), bt) {
> > + bt.PSBindingTableChange = true;
> > + bt.PointertoPSBindingTable = wm_bind_bo_offset;
> > + }
> > }
> >
> > if (params->src.bo) {
> > const uint32_t sampler_offset =
> > - gen6_blorp_emit_sampler_state(brw, BRW_MAPFILTER_LINEAR, 0,
> true);
> > - gen6_blorp_emit_sampler_state_pointers(brw, sampler_offset);
> > + gen6_blorp_emit_sampler_state(brw, MAPFILTER_LINEAR, 0, true);
> > +
> > + blorp_emit(brw, GENX(3DSTATE_SAMPLER_STATE_POINTERS), ssp) {
> > + ssp.VSSamplerStateChange = true;
> > + ssp.GSSamplerStateChange = true;
> > + ssp.PSSamplerStateChange = true;
> > + ssp.PointertoPSSamplerState = sampler_offset;
> > + }
> > }
> >
> > gen6_emit_3dstate_multisample(brw, params->dst.surf.samples);
> > - gen6_emit_3dstate_sample_mask(brw,
> > - params->dst.surf.samples > 1 ?
> > - (1 << params->dst.surf.samples) - 1 :
> 1);
> > -
> > - gen6_blorp_emit_vs_disable(brw, params);
> > - gen6_blorp_emit_gs_disable(brw, params);
> > - gen6_blorp_emit_clip_disable(brw);
> > - gen6_blorp_emit_sf_config(brw, params);
> > - gen6_blorp_emit_wm_config(brw, params);
> > - gen6_blorp_emit_viewport_state(brw, params);
> > -
> > - if (params->depth.bo)
> > - gen6_blorp_emit_depth_stencil_config(brw, params);
> > - else
> > - gen6_blorp_emit_depth_disable(brw, params);
> > - gen6_blorp_emit_clear_params(brw, params);
> > - gen6_blorp_emit_drawing_rectangle(brw, params);
> > - gen6_blorp_emit_primitive(brw, params);
> > +
> > + blorp_emit(brw, GENX(3DSTATE_SAMPLE_MASK), mask) {
> > + mask.SampleMask = (1 << params->dst.surf.samples) - 1;
> > + }
> > +
> > + blorp_emit(brw, GENX(3DSTATE_VS), vs);
> > + blorp_emit(brw, GENX(3DSTATE_GS), gs);
> > +
> > + blorp_emit(brw, GENX(3DSTATE_CLIP), clip) {
> > + clip.PerspectiveDivideDisable = true;
> > + }
> > +
> > + blorp_emit_sf_config(brw, params);
> > + blorp_emit_wm_config(brw, params);
> > +
> > + blorp_emit_viewport_state(brw, params);
> > +
> > + if (params->depth.bo) {
> > + blorp_emit_depth_stencil_config(brw, params);
> > + } else {
> > + brw_emit_depth_stall_flushes(brw);
> > +
> > + blorp_emit(brw, GENX(3DSTATE_DEPTH_BUFFER), db) {
> > + db.SurfaceType = SURFTYPE_NULL;
> > + db.SurfaceFormat = D32_FLOAT;
> > + }
> > + blorp_emit(brw, GENX(3DSTATE_HIER_DEPTH_BUFFER), hiz);
> > + blorp_emit(brw, GENX(3DSTATE_STENCIL_BUFFER), sb);
> > + }
> > +
> > + blorp_emit(brw, GENX(3DSTATE_CLEAR_PARAMS), clear) {
> > + clear.DepthClearValueValid = true;
> > + clear.DepthClearValue = params->depth.clear_color.u32[0];
> > + }
> > +
> > + blorp_emit(brw, GENX(3DSTATE_DRAWING_RECTANGLE), rect) {
> > + rect.ClippedDrawingRectangleXMax = MAX2(params->x1, params->x0)
> - 1;
> > + rect.ClippedDrawingRectangleYMax = MAX2(params->y1, params->y0)
> - 1;
> > + }
> > +
> > + blorp_emit(brw, GENX(3DPRIMITIVE), prim) {
> > + prim.VertexAccessType = SEQUENTIAL;
> > + prim.PrimitiveTopologyType = _3DPRIM_RECTLIST;
> > + prim.VertexCountPerInstance = 3;
> > + prim.InstanceCount = params->num_layers;
> > + }
> > }
> > --
> > 2.5.0.400.gff86faf
> >
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev at lists.freedesktop.org
> > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/mesa-dev/attachments/20160819/a784a443/attachment-0001.html>
More information about the mesa-dev
mailing list