[Mesa-dev] [PATCH 00/25] anv: A major rework of color attachment surface states
Jason Ekstrand
jason at jlekstrand.net
Tue Nov 8 21:52:15 UTC 2016
On Tue, Nov 8, 2016 at 1:36 PM, Nanley Chery <nanleychery at gmail.com> wrote:
> On Sat, Oct 22, 2016 at 10:50:31AM -0700, Jason Ekstrand wrote:
> > This series does some fairly major surgery on color attachment surface
> > state allocation and fill-out in the Intel Vulkan driver. This is in
> > preparation for doing color compression, fast-clears, and HiZ-capable
> input
> > attachments. Naturally, as with everything else I've done in the last 2
> > months, it also involves some non-trivial blorp work.
> >
> > Let's start off at the beginning... For a variety of reasons, we can't
> > really know 100% of the details of an attachment's surface state at any
> > other places than vkCmdBeginRenderPass and vkCmdNextSubpss. The same
> > applies for depth buffers if you consider 3DSTATE_DEPTH_BUFFER and
> friends
> > to be the depth and stencil buffer's "surface state". That's a fairly
> > strong statement, but there are a couple of reasons for this:
> >
> > 1) In order for fast-clears to work, the surface state has to contain
> the
> > clear color. (This is it's own packet for HiZ but not for color.)
> We
> > don't know the clear value until BeginRenderPass. This means we
> can't
> > fully fill out the surface state in vkCmdCreateImageView.
> >
>
> We could alternatively merge the view's surface state packet into
> another that only contains the clear color(s) right?
>
Potentially, yes. However that adds a good bit of complication because we
now have to emit render target surfaces on-the-fly because you may be
building two different batches simultaneously that use the same VkImageView
as a render target with two different clear colors. It also doesn't solve
the null framebuffer problem.
> - Nanley
>
> > 2) The Vulkan spec requires that you be able to call
> vkBeginCommandBuffer
> > on a secondary command buffer with USAGE_RENDER_PASS_CONTINUE_BIT set
> > but with a null framebuffer. In this case, the secondary is supposed
> > to inherit the framebuffer from the primary. (This is not something
> we
> > have properly implemented until now.) This means that anything that
> is
> > callable from a render-pass-continuing secondary command buffer has
> to
> > be able to operate without knowing any surface details that aren't
> part
> > of the VkRenderPass object. Basically, all you know is the Vulkan
> > format (not the isl format) and the sample count.
> >
> > Between the two of those, about the only two entrypoints left at which we
> > actually know surface details are vkCmdBeginRenderPass and
> vkCmdNextSubpass
> > so we have to figure out how to do everything there. As it turns out,
> this
> > works out surprisingly well. The format and the sample count turn out to
> > be exactly the data we actually need in order to do all of our pipeline
> > programming. The only hard part is refactoring things so that it pulls
> the
> > data from the render pass instead of the framebuffer. There are a number
> > of places where we were grabbing the image view for an attachment because
> > we either wanted to shove something into blorp or because we wanted the
> > format and we were lazy.
> >
> > The approach taken in this patch series is the following:
> >
> > 1) Instead of allocating render target surface states in
> vkCreateImageView,
> > we allocate them as part of render pass setup in
> vkCmdBeginRenderPass.
> > All of the surface states we will ever need (including a null surface
> > state) are allocated up-front out of a single contiguous block.
> >
> > 2) For secondary command buffers with USAGE_RENDER_PASS_CONTINUE_BIT
> set,
> > we allocate storage for all of the surface states but don't actually
> > fill them out. In the secondary command buffer, all binding tables
> > refer to these surface states rather than the ones in the primary.
> >
> > 3) A blorp entrypoint is added that performs a clear operation without
> > touching the depth/stencil buffer state and with a color attachment
> > binding table explicitly provided by the caller. This means that
> even
> > our blorp clears are using the surface states allocated in
> > vkCmdBeginRenderPass. Unfortunately, this turned out to be more work
> > than expected because I had to add vertex shader support to blorp
> along
> > the way.
> >
> > 4) Here's the tricky bit. When vkCmdExecuteCommands is called during a
> > render pass, we use transform feedback (yeah, crazy) to copy the
> block
> > of surface states from the primary into the secondary right before
> > executing the secondary.
> >
> > It's kind of a crazy scheme but I like the end result quite a bit.
> >
> > Cc: Kristian Høgsberg Kristensen <krh at bitplanet.net>
> > Cc: Chad Versace <chadversary at chromium.org>
> > Cc: Nanley Chery <nanley.g.chery at intel.com>
> > Cc: Topi Pohjolainen <topi.pohjolainen at intel.com>
> >
> > Jason Ekstrand (25):
> > intel/isl: Add some basic info about RENDER_SURFACE_STATE to
> > isl_device
> > intel/genxml: Add SO_WRITE_OFFSET registers for gen7-9
> > anv: Add a helper for doing buffer copies with nothing but VF and SOL.
> > anv/cmd_buffer: Use the surface state alloc helper in
> > null_surface_state
> > anv/cmd_buffer: Expose add_surface_state_reloc as an inline helper
> > anv: Rework the way render target surfaces are allocated
> > anv/cmd_buffer: Stop relying on the framebuffer for 3DSTATE_SF on gen7
> > intel/genxml: Make some VS/GS fields consistent across gens
> > intel/blorp: Make the number of samples an explicit parameter
> > intel/blorp: Add a shader type to make keys more unique
> > intel/blorp: Remove NIR support for uniforms
> > intel/blorp: Rename compile_nir_shader to compile_fs
> > intel/blorp: Rework our usage of ralloc when compiling shaders
> > intel/blorp: Handle NIR clear inputs the same way as blit inputs
> > blorp/exec: Use uint32_t for copying varying data
> > intel/blorp: Use an actual chunk of vertex buffer for the VUE header
> > intel/blorp: Add support for vertex shaders
> > intel/blorp: Add capability to use pre-baked binding tables
> > intel/blorp: Add a clear_attachments entrypoint
> > anv: Bring back anv_cmd_buffer_emit_state_base_address
> > anv/blorp: Break the guts of alloc_binding_table into a shared helper
> > anv/blorp: Use the new clear_attachments entrypoint for attachment
> > clears
> > anv: Set framebuffer to NULL in secondary command buffers
> > Allocate a null state whenever there is depth/stencil
> > anv/blorp: Handle VK_ATTACHMENT_UNUSED in CmdClearAttachments
> >
> > src/intel/blorp/blorp.c | 74 ++++----
> > src/intel/blorp/blorp.h | 11 ++
> > src/intel/blorp/blorp_blit.c | 34 ++--
> > src/intel/blorp/blorp_clear.c | 189
> +++++++++++++++++--
> > src/intel/blorp/blorp_genX_exec.h | 196
> ++++++++++---------
> > src/intel/blorp/blorp_priv.h | 52 ++++-
> > src/intel/genxml/gen6.xml | 6 +-
> > src/intel/genxml/gen7.xml | 22 ++-
> > src/intel/genxml/gen75.xml | 22 ++-
> > src/intel/genxml/gen8.xml | 16 ++
> > src/intel/genxml/gen9.xml | 16 ++
> > src/intel/isl/isl.c | 19 ++
> > src/intel/isl/isl.h | 11 ++
> > src/intel/vulkan/Makefile.sources | 4 +
> > src/intel/vulkan/anv_batch_chain.c | 4 +-
> > src/intel/vulkan/anv_blorp.c | 125 +++++++++----
> > src/intel/vulkan/anv_cmd_buffer.c | 74 ++------
> > src/intel/vulkan/anv_genX.h | 5 +
> > src/intel/vulkan/anv_image.c | 22 ---
> > src/intel/vulkan/anv_private.h | 42 ++++-
> > src/intel/vulkan/gen7_cmd_buffer.c | 43 +++--
> > src/intel/vulkan/gen7_pipeline.c | 6 +-
> > src/intel/vulkan/genX_blorp_exec.c | 18 +-
> > src/intel/vulkan/genX_cmd_buffer.c | 229
> +++++++++++++++++------
> > src/intel/vulkan/genX_gpu_memcpy.c | 223
> ++++++++++++++++++++++
> > src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 56 +++---
> > 26 files changed, 1105 insertions(+), 414 deletions(-)
> > create mode 100644 src/intel/vulkan/genX_gpu_memcpy.c
> >
> > --
> > 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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