<div dir="ltr"><br><div class="gmail_extra"><br><div class="gmail_quote">On Tue, Nov 8, 2016 at 1:36 PM, Nanley Chery <span dir="ltr"><<a href="mailto:nanleychery@gmail.com" target="_blank">nanleychery@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><span class="">On Sat, Oct 22, 2016 at 10:50:31AM -0700, Jason Ekstrand wrote:<br>
> This series does some fairly major surgery on color attachment surface<br>
> state allocation and fill-out in the Intel Vulkan driver. This is in<br>
> preparation for doing color compression, fast-clears, and HiZ-capable input<br>
> attachments. Naturally, as with everything else I've done in the last 2<br>
> months, it also involves some non-trivial blorp work.<br>
><br>
> Let's start off at the beginning... For a variety of reasons, we can't<br>
> really know 100% of the details of an attachment's surface state at any<br>
> other places than vkCmdBeginRenderPass and vkCmdNextSubpss. The same<br>
> applies for depth buffers if you consider 3DSTATE_DEPTH_BUFFER and friends<br>
> to be the depth and stencil buffer's "surface state". That's a fairly<br>
> strong statement, but there are a couple of reasons for this:<br>
><br>
> 1) In order for fast-clears to work, the surface state has to contain the<br>
> clear color. (This is it's own packet for HiZ but not for color.) We<br>
> don't know the clear value until BeginRenderPass. This means we can't<br>
> fully fill out the surface state in vkCmdCreateImageView.<br>
><br>
<br>
</span>We could alternatively merge the view's surface state packet into<br>
another that only contains the clear color(s) right?<br></blockquote><div><br></div><div>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.<br></div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
- Nanley<br>
<div><div class="h5"><br>
> 2) The Vulkan spec requires that you be able to call vkBeginCommandBuffer<br>
> on a secondary command buffer with USAGE_RENDER_PASS_CONTINUE_BIT set<br>
> but with a null framebuffer. In this case, the secondary is supposed<br>
> to inherit the framebuffer from the primary. (This is not something we<br>
> have properly implemented until now.) This means that anything that is<br>
> callable from a render-pass-continuing secondary command buffer has to<br>
> be able to operate without knowing any surface details that aren't part<br>
> of the VkRenderPass object. Basically, all you know is the Vulkan<br>
> format (not the isl format) and the sample count.<br>
><br>
> Between the two of those, about the only two entrypoints left at which we<br>
> actually know surface details are vkCmdBeginRenderPass and vkCmdNextSubpass<br>
> so we have to figure out how to do everything there. As it turns out, this<br>
> works out surprisingly well. The format and the sample count turn out to<br>
> be exactly the data we actually need in order to do all of our pipeline<br>
> programming. The only hard part is refactoring things so that it pulls the<br>
> data from the render pass instead of the framebuffer. There are a number<br>
> of places where we were grabbing the image view for an attachment because<br>
> we either wanted to shove something into blorp or because we wanted the<br>
> format and we were lazy.<br>
><br>
> The approach taken in this patch series is the following:<br>
><br>
> 1) Instead of allocating render target surface states in vkCreateImageView,<br>
> we allocate them as part of render pass setup in vkCmdBeginRenderPass.<br>
> All of the surface states we will ever need (including a null surface<br>
> state) are allocated up-front out of a single contiguous block.<br>
><br>
> 2) For secondary command buffers with USAGE_RENDER_PASS_CONTINUE_BIT set,<br>
> we allocate storage for all of the surface states but don't actually<br>
> fill them out. In the secondary command buffer, all binding tables<br>
> refer to these surface states rather than the ones in the primary.<br>
><br>
> 3) A blorp entrypoint is added that performs a clear operation without<br>
> touching the depth/stencil buffer state and with a color attachment<br>
> binding table explicitly provided by the caller. This means that even<br>
> our blorp clears are using the surface states allocated in<br>
> vkCmdBeginRenderPass. Unfortunately, this turned out to be more work<br>
> than expected because I had to add vertex shader support to blorp along<br>
> the way.<br>
><br>
> 4) Here's the tricky bit. When vkCmdExecuteCommands is called during a<br>
> render pass, we use transform feedback (yeah, crazy) to copy the block<br>
> of surface states from the primary into the secondary right before<br>
> executing the secondary.<br>
><br>
> It's kind of a crazy scheme but I like the end result quite a bit.<br>
><br>
> Cc: Kristian Høgsberg Kristensen <<a href="mailto:krh@bitplanet.net">krh@bitplanet.net</a>><br>
> Cc: Chad Versace <<a href="mailto:chadversary@chromium.org">chadversary@chromium.org</a>><br>
> Cc: Nanley Chery <<a href="mailto:nanley.g.chery@intel.com">nanley.g.chery@intel.com</a>><br>
> Cc: Topi Pohjolainen <<a href="mailto:topi.pohjolainen@intel.com">topi.pohjolainen@intel.com</a>><br>
><br>
> Jason Ekstrand (25):<br>
> intel/isl: Add some basic info about RENDER_SURFACE_STATE to<br>
> isl_device<br>
> intel/genxml: Add SO_WRITE_OFFSET registers for gen7-9<br>
> anv: Add a helper for doing buffer copies with nothing but VF and SOL.<br>
> anv/cmd_buffer: Use the surface state alloc helper in<br>
> null_surface_state<br>
> anv/cmd_buffer: Expose add_surface_state_reloc as an inline helper<br>
> anv: Rework the way render target surfaces are allocated<br>
> anv/cmd_buffer: Stop relying on the framebuffer for 3DSTATE_SF on gen7<br>
> intel/genxml: Make some VS/GS fields consistent across gens<br>
> intel/blorp: Make the number of samples an explicit parameter<br>
> intel/blorp: Add a shader type to make keys more unique<br>
> intel/blorp: Remove NIR support for uniforms<br>
> intel/blorp: Rename compile_nir_shader to compile_fs<br>
> intel/blorp: Rework our usage of ralloc when compiling shaders<br>
> intel/blorp: Handle NIR clear inputs the same way as blit inputs<br>
> blorp/exec: Use uint32_t for copying varying data<br>
> intel/blorp: Use an actual chunk of vertex buffer for the VUE header<br>
> intel/blorp: Add support for vertex shaders<br>
> intel/blorp: Add capability to use pre-baked binding tables<br>
> intel/blorp: Add a clear_attachments entrypoint<br>
> anv: Bring back anv_cmd_buffer_emit_state_<wbr>base_address<br>
> anv/blorp: Break the guts of alloc_binding_table into a shared helper<br>
> anv/blorp: Use the new clear_attachments entrypoint for attachment<br>
> clears<br>
> anv: Set framebuffer to NULL in secondary command buffers<br>
> Allocate a null state whenever there is depth/stencil<br>
> anv/blorp: Handle VK_ATTACHMENT_UNUSED in CmdClearAttachments<br>
><br>
> src/intel/blorp/blorp.c | 74 ++++----<br>
> src/intel/blorp/blorp.h | 11 ++<br>
> src/intel/blorp/blorp_blit.c | 34 ++--<br>
> src/intel/blorp/blorp_clear.c | 189 +++++++++++++++++--<br>
> src/intel/blorp/blorp_genX_<wbr>exec.h | 196 ++++++++++---------<br>
> src/intel/blorp/blorp_priv.h | 52 ++++-<br>
> src/intel/genxml/gen6.xml | 6 +-<br>
> src/intel/genxml/gen7.xml | 22 ++-<br>
> src/intel/genxml/gen75.xml | 22 ++-<br>
> src/intel/genxml/gen8.xml | 16 ++<br>
> src/intel/genxml/gen9.xml | 16 ++<br>
> src/intel/isl/isl.c | 19 ++<br>
> src/intel/isl/isl.h | 11 ++<br>
> src/intel/vulkan/Makefile.<wbr>sources | 4 +<br>
> src/intel/vulkan/anv_batch_<wbr>chain.c | 4 +-<br>
> src/intel/vulkan/anv_blorp.c | 125 +++++++++----<br>
> src/intel/vulkan/anv_cmd_<wbr>buffer.c | 74 ++------<br>
> src/intel/vulkan/anv_genX.h | 5 +<br>
> src/intel/vulkan/anv_image.c | 22 ---<br>
> src/intel/vulkan/anv_private.h | 42 ++++-<br>
> src/intel/vulkan/gen7_cmd_<wbr>buffer.c | 43 +++--<br>
> src/intel/vulkan/gen7_<wbr>pipeline.c | 6 +-<br>
> src/intel/vulkan/genX_blorp_<wbr>exec.c | 18 +-<br>
> src/intel/vulkan/genX_cmd_<wbr>buffer.c | 229 +++++++++++++++++------<br>
> src/intel/vulkan/genX_gpu_<wbr>memcpy.c | 223 ++++++++++++++++++++++<br>
> src/mesa/drivers/dri/i965/brw_<wbr>wm_surface_state.c | 56 +++---<br>
> 26 files changed, 1105 insertions(+), 414 deletions(-)<br>
> create mode 100644 src/intel/vulkan/genX_gpu_<wbr>memcpy.c<br>
><br>
> --<br>
> 2.5.0.400.gff86faf<br>
><br>
</div></div>> ______________________________<wbr>_________________<br>
> mesa-dev mailing list<br>
> <a href="mailto:mesa-dev@lists.freedesktop.org">mesa-dev@lists.freedesktop.org</a><br>
> <a href="https://lists.freedesktop.org/mailman/listinfo/mesa-dev" rel="noreferrer" target="_blank">https://lists.freedesktop.org/<wbr>mailman/listinfo/mesa-dev</a><br>
</blockquote></div><br></div></div>