[Mesa-dev] [PATCH 2/6] swr/rast: Add support for read-only render targets
Tim Rowley
timothy.o.rowley at intel.com
Wed Jul 12 15:38:27 UTC 2017
Core will ensure hot tiles are loaded for read and write render targets,
and will skip all output merger for read-only render targets.
---
src/gallium/drivers/swr/rasterizer/core/api.cpp | 11 ++++++++---
src/gallium/drivers/swr/rasterizer/core/state.h | 3 ++-
2 files changed, 10 insertions(+), 4 deletions(-)
diff --git a/src/gallium/drivers/swr/rasterizer/core/api.cpp b/src/gallium/drivers/swr/rasterizer/core/api.cpp
index 4905890..855d133 100644
--- a/src/gallium/drivers/swr/rasterizer/core/api.cpp
+++ b/src/gallium/drivers/swr/rasterizer/core/api.cpp
@@ -957,13 +957,14 @@ void SetupPipeline(DRAW_CONTEXT *pDC)
(pState->state.depthStencilState.stencilTestEnable ||
pState->state.depthStencilState.stencilWriteEnable)) ? true : false;
- pState->state.colorHottileEnable = pState->state.psState.renderTargetMask;
+
+ uint32_t hotTileEnable = pState->state.psState.renderTargetMask;
// Disable hottile for surfaces with no writes
if (psState.pfnPixelShader != nullptr)
{
DWORD rt;
- uint32_t rtMask = pState->state.colorHottileEnable;
+ uint32_t rtMask = pState->state.psState.renderTargetMask;
while (_BitScanForward(&rt, rtMask))
{
rtMask &= ~(1 << rt);
@@ -973,10 +974,14 @@ void SetupPipeline(DRAW_CONTEXT *pDC)
pState->state.blendState.renderTarget[rt].writeDisableGreen &&
pState->state.blendState.renderTarget[rt].writeDisableBlue)
{
- pState->state.colorHottileEnable &= ~(1 << rt);
+ hotTileEnable &= ~(1 << rt);
}
}
}
+
+ pState->state.colorHottileEnable = hotTileEnable;
+
+
// Setup depth quantization function
if (pState->state.depthHottileEnable)
{
diff --git a/src/gallium/drivers/swr/rasterizer/core/state.h b/src/gallium/drivers/swr/rasterizer/core/state.h
index d9e9280..7af3f82 100644
--- a/src/gallium/drivers/swr/rasterizer/core/state.h
+++ b/src/gallium/drivers/swr/rasterizer/core/state.h
@@ -1139,11 +1139,12 @@ struct SWR_PS_STATE
uint32_t writesODepth : 1; // pixel shader writes to depth
uint32_t usesSourceDepth : 1; // pixel shader reads depth
uint32_t shadingRate : 2; // shading per pixel / sample / coarse pixel
- uint32_t renderTargetMask : 8; // number of render target outputs in use (0-8)
uint32_t posOffset : 2; // type of offset (none, sample, centroid) to add to pixel position
uint32_t barycentricsMask : 3; // which type(s) of barycentric coords does the PS interpolate attributes with
uint32_t usesUAV : 1; // pixel shader accesses UAV
uint32_t forceEarlyZ : 1; // force execution of early depth/stencil test
+
+ uint8_t renderTargetMask; // Mask of render targets written
};
// depth bounds state
--
2.7.4
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