[Mesa-dev] [PATCH 12/27] i965/gen6: Calculate stencil offset on demand

Jason Ekstrand jason at jlekstrand.net
Sat Jan 21 19:15:30 UTC 2017


On Sat, Jan 21, 2017 at 11:12 AM, Pohjolainen, Topi <
topi.pohjolainen at gmail.com> wrote:

> On Sat, Jan 21, 2017 at 11:05:52AM -0800, Jason Ekstrand wrote:
> >    On Sat, Jan 21, 2017 at 1:19 AM, Pohjolainen, Topi
> >    <[1]topi.pohjolainen at gmail.com> wrote:
> >
> >      On Fri, Jan 20, 2017 at 04:35:23PM -0800, Jason Ekstrand wrote:
> >      >    On Mon, Jan 16, 2017 at 1:13 AM, Topi Pohjolainen
> >      >    <[1][2]topi.pohjolainen at gmail.com> wrote:
> >      >
> >      >      This is kept on purpose in i965. It can be moved to ISL if it
> >      >      is needed in vulkan.
> >      >      Pointers to miptrees are given solely for verification
> >      purposes.
> >      >      These will be dropped in following patches.
> >      >      Signed-off-by: Topi Pohjolainen
> >      <[2][3]topi.pohjolainen at intel.com>
> >
> >    >      ---
> >    >       src/mesa/drivers/dri/i965/brw_tex_layout.c    | 65
> >    >      +++++++++++++++++++++++++++
> >    >       src/mesa/drivers/dri/i965/gen6_depth_state.c  | 14 +++---
> >    >       src/mesa/drivers/dri/i965/intel_mipmap_tree.h |  5 +++
> >    >       3 files changed, 78 insertions(+), 6 deletions(-)
> >    >      diff --git a/src/mesa/drivers/dri/i965/brw_tex_layout.c
> >    >      b/src/mesa/drivers/dri/i965/brw_tex_layout.c
> >    >      index 768f8a8..80b341a 100644
> >    >      --- a/src/mesa/drivers/dri/i965/brw_tex_layout.c
> >    >      +++ b/src/mesa/drivers/dri/i965/brw_tex_layout.c
> >    >      @@ -288,6 +288,71 @@ gen9_miptree_layout_1d(struct
> >    intel_mipmap_tree
> >    >      *mt)
> >    >          }
> >    >       }
> >    >      +static unsigned
> >    >      +all_slices_at_each_lod_x_offset(unsigned w0, unsigned align,
> >    >      unsigned level)
> >    >      +{
> >    >      +   const unsigned w = level >= 2 ? minify(w0, 1) : 0;
> >    >      +   return ALIGN(w, align);
> >    >      +}
> >    >      +
> >    >      +static unsigned
> >    >      +all_slices_at_each_lod_y_offset(const struct isl_extent4d
> >    >      *phys_level0_sa,
> >    >      +                                enum isl_surf_dim dim,
> unsigned
> >    >      align,
> >    >      +                                unsigned level)
> >    >      +{
> >    >      +   unsigned y = 0;
> >    >      +
> >    >      +   /* Add vertical space taken by lower levels one by one.
> >    Levels
> >    >      one and two
> >    >      +    * are side-by-side just below level zero. Levels three and
> >    >      greater are
> >    >      +    * stacked one after another below level two.
> >    >      +    */
> >    >      +   for (unsigned i = 1; i <= level; ++i) {
> >    >      +      const unsigned d = dim == ISL_SURF_DIM_3D ?
> >    >      +                         minify(phys_level0_sa->depth, i - 1)
> :
> >    >      +                         phys_level0_sa->array_len;
> >    >      +
> >    >      +      /* Levels two and greater are stacked just below level
> >    zero.
> >    >      */
> >    >      +      if (i != 2) {
> >    >      +         const unsigned h = minify(phys_level0_sa->height, i -
> >    1);
> >    >      +         y += d * ALIGN(h, align);
> >    >      +      }
> >    >      +   }
> >    >      +
> >    >      +   return y;
> >    >      +}
> >    >      +
> >    >      +uint32_t
> >    >      +brw_stencil_all_slices_at_each_lod_offset(const struct
> isl_surf
> >    >      *surf,
> >    >      +                                          const struct
> >    >      intel_mipmap_tree *mt,
> >    >      +                                          unsigned level)
> >    >      +{
> >    >      +   assert(mt->array_layout == ALL_SLICES_AT_EACH_LOD);
> >    >      +
> >    >      +   const unsigned halign = 64;
> >    >      +   const unsigned valign = 64;
> >    >      +   const unsigned level_x = all_slices_at_each_lod_x_offset(
> >    >      +      surf->phys_level0_sa.width, halign, level);
> >    >      +   const unsigned level_y = all_slices_at_each_lod_y_offset(
> >    >      +      &surf->phys_level0_sa, surf->dim, valign, level);
> >    >      +
> >    >      +   assert(level_x == mt->level[level].level_x);
> >    >      +   assert(level_y == mt->level[level].level_y);
> >    >      +
> >    >      +   /* From Vol 2a, 11.5.6.2.1 3DSTATE_STENCIL_BUFFER, field
> >    >      "Surface Pitch":
> >    >      +    *    The pitch must be set to 2x the value computed based
> >    on
> >    >      width, as
> >    >      +    *    the stencil buffer is stored with two rows
> >    interleaved.
> >    >      +    *
> >    >      +    * While ISL surface stores the pitch expected by hardware,
> >    the
> >    >      offset
> >    >      +    * into individual slices needs to be calculated as if rows
> >    are
> >    >      +    * interleaved.
> >    >      +    */
> >    >      +   const unsigned two_rows_interleaved_pitch = surf->row_pitch
> >    / 2;
> >    >      +
> >    >      +   assert(two_rows_interleaved_pitch == mt->pitch);
> >    >      +
> >    >      +   return level_y * two_rows_interleaved_pitch + level_x * 64;
> >    >      +}
> >    >
> >    >    There's really no good place in this series to make this comment
> >    but I
> >    >    think this is as good as I'm going to get...
> >    >    I can't quite tell what your long-term plan is for gen6 stencil
> >    and
> >    >    HiZ.  Eventually, I'd like to kill the ALL_SLICES_AT_EACH_LOD
> >    stuff.
> >    >    The only reason why Jordan and the Igalia people did that in the
> >    first
> >    >    place was so that they could re-use existing surface calculation
> >    code.
> >    >    Really, the requirement is that gen6 doesn't support multiple
> >    miplevels
> >    >    with HiZ and Stencil even though it does support arrays.  The
> >    point of
> >    >    the ALL_SLICES_AT_EACH_LOD layout is to, instead of making it an
> >    array
> >    >    of miptrees, it lays it out into a bunch of single-LOD arrays.
> >    The
> >    >    fact that they happen to be layed out like a miptree is
> >    immaterial.
> >    >    When Nanley and I were talking about this in the office, he had a
> >    very
> >    >    good suggestion.  What he suggested was to just have an array of
> >    >    isl_surf's, one for each miplevel and lay the single-LOD arrays
> >    out
> >    >    linearly in memory.  To compute the size of the gen6 stencil or
> >    HiZ
> >    >    buffer you would do something like this;
> >    >    uint32_t size = 0;
> >    >    for (level = 0; level < num_levels; level++) {
> >    >       isl_surf_init(&mt->gen6_per_level[level].surf,
> >    >                  .width = minify(width, level),
> >    >                  .height = minify(height, level),
> >    >                  .depth = 1,
> >    >                  .levels = 1,
> >    >                  .array_len = array_len,
> >    >                  .format = ISL_FORMAT_HIZ,
> >    >                  ...);
> >    >       mt->gen6_per_level[level].offset = size;
> >    >       size += mt->gen6_per_level[level].surf.size;
> >    >    }
> >    >    Then in the gen6 hiz and stencil setup code, you would just
> offset
> >    it
> >    >    by mt->gen6_per_level[level].offset and be done with it.
> There's
> >    no
> >    >    real reason why we need to keep all this ALL_SLICES_AT_EACH_LOD
> >    >    calculation stuff indefinitely.  We just need some way of putting
> >    all
> >    >    of the per-LOD images in the same BO.  (Technically, they don't
> >    even
> >    >    need to go in the same BO but it's kind of nice to do it that
> >    way.)
> >    >    Thoughts?
> >
> >      This might be becoming a matter of taste debate. I'm probably
> >      thinking too
> >      much from "what does the hw setup need"-point of view. I'm thinking
> >      that
> >      as the hw really only wants offset and row pitch why do we need to
> >      maintain
> >      all the extra information. This is afterall something that can be
> >      calculated
> >      relatively straight forward if needs be. And the need is not clear -
> >      as hw
> >      setup don't need it, what is it for? Accessing individual slices
> >      using cpu
> >      is also just about the offset and shifting the base level
> >      dimensions.
> >      Also continuing with matter of taste. I'm not a big fan of storing
> >      information
> >      in tables if it is used infrequently and rather cheap to produce
> >      on-demand.
> >      (I'm seeing the array of isl_surf instances as a pre-computed lookup
> >      table).
> >
> >    Honestly, I'm not married to the idea of storing all of the isl_surf's
> >    for each slice.  We can store them or not.  It was mostly about laying
> >    things out sequentially in memory rather than trying to place all of
> >    these single-LOD arrays in some sort of 2-D mipmap layout.  Among
> other
> >    things, doing so wastes space compared to just storing the different
> >    LODs sequentially.  Also, it makes for a bunch of painful calculations
> >    that we're doing for really no good reason.  The calculation for the
> >    offset could be just a sum of the sizes of the previous miplevels.
>
> I do like the idea of laying them out sequentially - like you said, current
> layout doesn't serve anything, it just makes the calculations unnecessaryly
> complex.
>
> I can work on that change, but initially to me it seems safer on top of
> what I
> have here. I'll look into it some more.
>

That's perfectly reasonable.  Let's just keep going and, now that we have
all the helpers, making that change won't be hard.  I just wanted to make
sure we were on the same page before I started diving into detailed review
of gen6 miptree layout calculation code. :-)

One other note:  This would me we would have a different pitch per LOD.
That's a bit annoying but probably not nearly as annoying as carying around
a bunch of 2D layout code we don't need.
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