[Mesa-dev] [PATCH 19/25] intel/blorp: Add a clear_attachments entrypoint

Jason Ekstrand jason at jlekstrand.net
Tue Nov 8 17:12:50 UTC 2016


On Fri, Oct 28, 2016 at 12:11 PM, Pohjolainen, Topi <
topi.pohjolainen at gmail.com> wrote:

> On Sat, Oct 22, 2016 at 10:50:50AM -0700, Jason Ekstrand wrote:
> > ---
> >  src/intel/blorp/blorp.h       |  11 +++
> >  src/intel/blorp/blorp_clear.c | 162 ++++++++++++++++++++++++++++++
> +++++++++++-
> >  src/intel/blorp/blorp_priv.h  |   1 +
> >  3 files changed, 172 insertions(+), 2 deletions(-)
> >
> > diff --git a/src/intel/blorp/blorp.h b/src/intel/blorp/blorp.h
> > index 0c64d13..8a761ce 100644
> > --- a/src/intel/blorp/blorp.h
> > +++ b/src/intel/blorp/blorp.h
> > @@ -156,6 +156,17 @@ blorp_clear_depth_stencil(struct blorp_batch
> *batch,
> >                            uint8_t stencil_mask, uint8_t stencil_value);
> >
> >  void
> > +blorp_clear_attachments(struct blorp_batch *batch,
> > +                        uint32_t color_surface_state,
> > +                        enum isl_format depth_format,
> > +                        uint32_t num_samples,
> > +                        uint32_t start_layer, uint32_t num_layers,
> > +                        uint32_t x0, uint32_t y0, uint32_t x1, uint32_t
> y1,
> > +                        bool clear_color, union isl_color_value
> color_value,
> > +                        bool clear_depth, float depth_value,
> > +                        uint8_t stencil_mask, uint8_t stencil_value);
> > +
> > +void
> >  blorp_ccs_resolve(struct blorp_batch *batch,
> >                    struct blorp_surf *surf, enum isl_format format);
> >
> > diff --git a/src/intel/blorp/blorp_clear.c
> b/src/intel/blorp/blorp_clear.c
> > index 3d752ac..2287f59 100644
> > --- a/src/intel/blorp/blorp_clear.c
> > +++ b/src/intel/blorp/blorp_clear.c
> > @@ -87,6 +87,94 @@ blorp_params_get_clear_kernel(struct blorp_context
> *blorp,
> >     ralloc_free(mem_ctx);
> >  }
> >
> > +struct layer_offset_vs_key {
> > +   enum blorp_shader_type shader_type;
> > +   unsigned num_inputs;
> > +};
> > +
>
> I'm assuming we need this because we are re-using the surface state from
> other pass and therefore cannot set the base layer in the surface state? If
> so it would be nice to have a comment here.
>

Done.


> > +static void
> > +blorp_params_get_layer_offset_vs(struct blorp_context *blorp,
> > +                                 struct blorp_params *params)
> > +{
> > +   struct layer_offset_vs_key blorp_key = {
> > +      .shader_type = BLORP_SHADER_TYPE_LAYER_OFFSET_VS,
> > +   };
> > +
> > +   if (params->wm_prog_data)
> > +      blorp_key.num_inputs = params->wm_prog_data->num_varying_inputs;
> > +
> > +   if (blorp->lookup_shader(blorp, &blorp_key, sizeof(blorp_key),
> > +                            &params->vs_prog_kernel,
> &params->vs_prog_data))
> > +      return;
> > +
> > +   void *mem_ctx = ralloc_context(NULL);
> > +
> > +   nir_builder b;
> > +   nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_VERTEX,
> NULL);
> > +   b.shader->info.name = ralloc_strdup(b.shader,
> "BLORP-layer-offset-vs");
> > +
> > +   const struct glsl_type *uvec4_type = glsl_vector_type(GLSL_TYPE_UINT,
> 4);
> > +
> > +   /*
> > +    * First we deal with the header which has instance and base instance
> > +    */
>
> Fits as oneline comment.
>
> > +   nir_variable *a_header = nir_variable_create(b.shader,
> nir_var_shader_in,
> > +                                                uvec4_type, "header");
> > +   a_header->data.location = VERT_ATTRIB_GENERIC0;
> > +
> > +   nir_variable *v_layer = nir_variable_create(b.shader,
> nir_var_shader_out,
> > +                                               glsl_int_type(),
> "layer_id");
> > +   v_layer->data.location = VARYING_SLOT_LAYER;
> > +
> > +   /* Compute the layer id */
> > +   nir_ssa_def *header = nir_load_var(&b, a_header);
> > +   nir_ssa_def *base_layer = nir_channel(&b, header, 0);
> > +   nir_ssa_def *instance = nir_channel(&b, header, 1);
> > +   nir_store_var(&b, v_layer, nir_iadd(&b, instance, base_layer), 0x1);
> > +
> > +   /*
> > +    * Then we copy the vertex from the next slot to VARYING_SLOT_POS
> > +    */
>
> Same here.
>
> > +   nir_variable *a_vertex = nir_variable_create(b.shader,
> nir_var_shader_in,
> > +                                                glsl_vec4_type(),
> "a_vertex");
> > +   a_vertex->data.location = VERT_ATTRIB_GENERIC1;
> > +
> > +   nir_variable *v_pos = nir_variable_create(b.shader,
> nir_var_shader_out,
> > +                                             glsl_vec4_type(), "v_pos");
> > +   v_pos->data.location = VARYING_SLOT_POS;
> > +
> > +   nir_copy_var(&b, v_pos, a_vertex);
> > +
> > +   /*
> > +    * Then we copy everything else
> > +    */
>
> And here.
>
> > +   for (unsigned i = 0; i < blorp_key.num_inputs; i++) {
> > +      nir_variable *a_in = nir_variable_create(b.shader,
> nir_var_shader_in,
> > +                                               uvec4_type, "input");
> > +      a_in->data.location = VERT_ATTRIB_GENERIC2 + i;
> > +
> > +      nir_variable *v_out = nir_variable_create(b.shader,
> nir_var_shader_out,
> > +                                                uvec4_type, "output");
> > +      v_out->data.location = VARYING_SLOT_VAR0 + i;
> > +
> > +      nir_copy_var(&b, v_out, a_in);
> > +   }
> > +
> > +   struct brw_vs_prog_data vs_prog_data;
> > +   memset(&vs_prog_data, 0, sizeof(vs_prog_data));
> > +
> > +   unsigned program_size;
> > +   const unsigned *program =
> > +      blorp_compile_vs(blorp, mem_ctx, b.shader, &vs_prog_data,
> &program_size);
> > +
> > +   blorp->upload_shader(blorp, &blorp_key, sizeof(blorp_key),
> > +                        program, program_size,
> > +                        &vs_prog_data, sizeof(vs_prog_data),
> > +                        &params->vs_prog_kernel, &params->vs_prog_data);
> > +
> > +   ralloc_free(mem_ctx);
> > +}
> > +
> >  /* The x0, y0, x1, and y1 parameters must already be populated with the
> render
> >   * area of the framebuffer to be cleared.
> >   */
> > @@ -224,7 +312,7 @@ blorp_fast_clear(struct blorp_batch *batch,
> >     params.x1 = x1;
> >     params.y1 = y1;
> >
> > -   memset(&params.wm_inputs, 0xff, 4*sizeof(float));
> > +   memset(&params.wm_inputs.clear_color, 0xff, 4*sizeof(float));
> >     params.fast_clear_op = BLORP_FAST_CLEAR_OP_CLEAR;
> >
> >     get_fast_clear_rect(batch->blorp->isl_dev, surf->aux_surf,
> > @@ -262,7 +350,7 @@ blorp_clear(struct blorp_batch *batch,
> >        format = ISL_FORMAT_R32_UINT;
> >     }
> >
> > -   memcpy(&params.wm_inputs, clear_color.f32, sizeof(float) * 4);
> > +   memcpy(&params.wm_inputs.clear_color, clear_color.f32,
> sizeof(float) * 4);
> >
> >     bool use_simd16_replicated_data = true;
> >
> > @@ -381,6 +469,76 @@ blorp_clear_depth_stencil(struct blorp_batch
> *batch,
> >     }
> >  }
> >
> > +/** Clear active color/depth/stencili attachments
> > + *
> > + * This function performs a clear operation on the currently bound
> > + * color/depth/stencil attachments.  It is assumed that any information
> passed
> > + * in here is valid, consistent, and in-bounds relative to the currently
> > + * attached depth/stencil.  The color_surface_state parameter is the
> 32-bit
> > + * offset relative to surface state base address where the surface
> state for
> > + * the desired color attachment is.  If clear_color is false,
> > + * color_surface_state must point to a valid null surface that matches
> the
> > + * currently bound depth and stencil.
> > + */
> > +void
> > +blorp_clear_attachments(struct blorp_batch *batch,
> > +                        uint32_t binding_table_offset,
>
> Prototype has this named 'color_surface_state' same as the comment above.
>

Good catch!  I've updated both to binding_table_offset and made the comment
make sense in that context.


> > +                        enum isl_format depth_format,
> > +                        uint32_t num_samples,
> > +                        uint32_t start_layer, uint32_t num_layers,
> > +                        uint32_t x0, uint32_t y0, uint32_t x1, uint32_t
> y1,
> > +                        bool clear_color, union isl_color_value
> color_value,
> > +                        bool clear_depth, float depth_value,
> > +                        uint8_t stencil_mask, uint8_t stencil_value)
> > +{
> > +   struct blorp_params params;
> > +   blorp_params_init(&params);
> > +
> > +   assert(batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL);
> > +
> > +   params.x0 = x0;
> > +   params.y0 = y0;
> > +   params.x1 = x1;
> > +   params.y1 = y1;
> > +
> > +   params.use_pre_baked_binding_table = true;
> > +   params.pre_baked_binding_table_offset = binding_table_offset;
> > +
> > +   params.num_layers = num_layers;
> > +   params.num_samples = num_samples;
> > +
> > +   if (clear_color) {
> > +      params.dst.enabled = true;
> > +
> > +      memcpy(&params.wm_inputs.clear_color, color_value.f32,
> sizeof(float) * 4);
> > +
> > +      /* Unfortunately, without knowing whether or not our destination
> surface
> > +       * is tiled or not, we have to assume it may be linear.  This
> means no
> > +       * SIMD16_REPDATA for us. :-(
> > +       */
> > +      blorp_params_get_clear_kernel(batch->blorp, &params, false);
> > +   }
> > +
> > +   if (clear_depth) {
> > +      params.depth.enabled = true;
> > +
> > +      params.z = depth_value;
> > +      params.depth_format = isl_format_get_depth_format(depth_format,
> false);
> > +   }
> > +
> > +   if (stencil_mask) {
> > +      params.stencil.enabled = true;
> > +
> > +      params.stencil_mask = stencil_mask;
> > +      params.stencil_ref = stencil_value;
> > +   }
> > +
> > +   blorp_params_get_layer_offset_vs(batch->blorp, &params);
> > +   params.vs_inputs.base_layer = start_layer;
> > +
> > +   batch->blorp->exec(batch, &params);
> > +}
> > +
> >  void
> >  blorp_ccs_resolve(struct blorp_batch *batch,
> >                    struct blorp_surf *surf, enum isl_format format)
> > diff --git a/src/intel/blorp/blorp_priv.h b/src/intel/blorp/blorp_priv.h
> > index 31e7aae..300bd9d 100644
> > --- a/src/intel/blorp/blorp_priv.h
> > +++ b/src/intel/blorp/blorp_priv.h
> > @@ -232,6 +232,7 @@ void blorp_params_init(struct blorp_params *params);
> >  enum blorp_shader_type {
> >     BLORP_SHADER_TYPE_BLIT,
> >     BLORP_SHADER_TYPE_CLEAR,
> > +   BLORP_SHADER_TYPE_LAYER_OFFSET_VS,
> >  };
> >
> >  struct brw_blorp_blit_prog_key
> > --
> > 2.5.0.400.gff86faf
> >
> > _______________________________________________
> > mesa-dev mailing list
> > mesa-dev at lists.freedesktop.org
> > https://lists.freedesktop.org/mailman/listinfo/mesa-dev
>
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