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authorFrancisco Jerez <[email protected]>2015-04-22 16:44:18 +0300
committerFrancisco Jerez <[email protected]>2015-08-11 15:07:39 +0300
commit1a37619763a99b78aa574aca0058eda86de7a0dc (patch)
treebf6ef43e44415456a007bde58cd251def8b19c19
parentfb19df7a626d02cb54614d4610af2d14720a2ef3 (diff)
i965/fs: Import image memory offset calculation code.
Define a function to calculate the memory address of the image location given by a vector of coordinates. This is required in cases where we need to fall back to untyped surface access, which take a raw memory offset and know nothing about surface coordinates, type conversion or memory tiling and swizzling. They are still useful because typed surface reads don't support any 64 or 128-bit formats on IVB, and they don't support any 128-bit formats on HSW and BDW. The tiling algorithm is implemented based on a number of parameters which are passed in as uniforms and determine whether the surface layout is X-tiled, Y-tiled or untiled. This allows binding surfaces of different tiling layouts to the pipeline without recompiling the program. v2: Drop VEC4 suport. v3: Rebase. v4: Add plenty of comments (Jason). Reviewed-by: Jason Ekstrand <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp169
1 files changed, 169 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp b/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp
index 5ee04dece88..a0bedf26bc9 100644
--- a/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp
+++ b/src/mesa/drivers/dri/i965/brw_fs_surface_builder.cpp
@@ -215,4 +215,173 @@ namespace {
return BRW_PREDICATE_NORMAL;
}
}
+
+ namespace image_coordinates {
+ /**
+ * Calculate the offset in memory of the texel given by \p coord.
+ *
+ * This is meant to be used with untyped surface messages to access a
+ * tiled surface, what involves taking into account the tiling and
+ * swizzling modes of the surface manually so it will hopefully not
+ * happen very often.
+ *
+ * The tiling algorithm implemented here matches either the X or Y
+ * tiling layouts supported by the hardware depending on the tiling
+ * coefficients passed to the program as uniforms. See Volume 1 Part 2
+ * Section 4.5 "Address Tiling Function" of the IVB PRM for an in-depth
+ * explanation of the hardware tiling format.
+ */
+ fs_reg
+ emit_address_calculation(const fs_builder &bld, const fs_reg &image,
+ const fs_reg &coord, unsigned dims)
+ {
+ const brw_device_info *devinfo = bld.shader->devinfo;
+ const fs_reg off = offset(image, bld, BRW_IMAGE_PARAM_OFFSET_OFFSET);
+ const fs_reg stride = offset(image, bld, BRW_IMAGE_PARAM_STRIDE_OFFSET);
+ const fs_reg tile = offset(image, bld, BRW_IMAGE_PARAM_TILING_OFFSET);
+ const fs_reg swz = offset(image, bld, BRW_IMAGE_PARAM_SWIZZLING_OFFSET);
+ const fs_reg addr = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
+ const fs_reg tmp = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
+ const fs_reg minor = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
+ const fs_reg major = bld.vgrf(BRW_REGISTER_TYPE_UD, 2);
+ const fs_reg dst = bld.vgrf(BRW_REGISTER_TYPE_UD);
+
+ /* Shift the coordinates by the fixed surface offset. It may be
+ * non-zero if the image is a single slice of a higher-dimensional
+ * surface, or if a non-zero mipmap level of the surface is bound to
+ * the pipeline. The offset needs to be applied here rather than at
+ * surface state set-up time because the desired slice-level may
+ * start mid-tile, so simply shifting the surface base address
+ * wouldn't give a well-formed tiled surface in the general case.
+ */
+ for (unsigned c = 0; c < 2; ++c)
+ bld.ADD(offset(addr, bld, c), offset(off, bld, c),
+ (c < dims ?
+ offset(retype(coord, BRW_REGISTER_TYPE_UD), bld, c) :
+ fs_reg(0)));
+
+ /* The layout of 3-D textures in memory is sort-of like a tiling
+ * format. At each miplevel, the slices are arranged in rows of
+ * 2^level slices per row. The slice row is stored in tmp.y and
+ * the slice within the row is stored in tmp.x.
+ *
+ * The layout of 2-D array textures and cubemaps is much simpler:
+ * Depending on whether the ARYSPC_LOD0 layout is in use it will be
+ * stored in memory as an array of slices, each one being a 2-D
+ * arrangement of miplevels, or as a 2D arrangement of miplevels,
+ * each one being an array of slices. In either case the separation
+ * between slices of the same LOD is equal to the qpitch value
+ * provided as stride.w.
+ *
+ * This code can be made to handle either 2D arrays and 3D textures
+ * by passing in the miplevel as tile.z for 3-D textures and 0 in
+ * tile.z for 2-D array textures.
+ *
+ * See Volume 1 Part 1 of the Gen7 PRM, sections 6.18.4.7 "Surface
+ * Arrays" and 6.18.6 "3D Surfaces" for a more extensive discussion
+ * of the hardware 3D texture and 2D array layouts.
+ */
+ if (dims > 2) {
+ /* Decompose z into a major (tmp.y) and a minor (tmp.x)
+ * index.
+ */
+ bld.BFE(offset(tmp, bld, 0), offset(tile, bld, 2), fs_reg(0),
+ offset(retype(coord, BRW_REGISTER_TYPE_UD), bld, 2));
+ bld.SHR(offset(tmp, bld, 1),
+ offset(retype(coord, BRW_REGISTER_TYPE_UD), bld, 2),
+ offset(tile, bld, 2));
+
+ /* Take into account the horizontal (tmp.x) and vertical (tmp.y)
+ * slice offset.
+ */
+ for (unsigned c = 0; c < 2; ++c) {
+ bld.MUL(offset(tmp, bld, c),
+ offset(stride, bld, 2 + c), offset(tmp, bld, c));
+ bld.ADD(offset(addr, bld, c),
+ offset(addr, bld, c), offset(tmp, bld, c));
+ }
+ }
+
+ if (dims > 1) {
+ /* Calculate the major/minor x and y indices. In order to
+ * accommodate both X and Y tiling, the Y-major tiling format is
+ * treated as being a bunch of narrow X-tiles placed next to each
+ * other. This means that the tile width for Y-tiling is actually
+ * the width of one sub-column of the Y-major tile where each 4K
+ * tile has 8 512B sub-columns.
+ *
+ * The major Y value is the row of tiles in which the pixel lives.
+ * The major X value is the tile sub-column in which the pixel
+ * lives; for X tiling, this is the same as the tile column, for Y
+ * tiling, each tile has 8 sub-columns. The minor X and Y indices
+ * are the position within the sub-column.
+ */
+ for (unsigned c = 0; c < 2; ++c) {
+ /* Calculate the minor x and y indices. */
+ bld.BFE(offset(minor, bld, c), offset(tile, bld, c),
+ fs_reg(0), offset(addr, bld, c));
+
+ /* Calculate the major x and y indices. */
+ bld.SHR(offset(major, bld, c),
+ offset(addr, bld, c), offset(tile, bld, c));
+ }
+
+ /* Calculate the texel index from the start of the tile row and
+ * the vertical coordinate of the row.
+ * Equivalent to:
+ * tmp.x = (major.x << tile.y << tile.x) +
+ * (minor.y << tile.x) + minor.x
+ * tmp.y = major.y << tile.y
+ */
+ bld.SHL(tmp, major, offset(tile, bld, 1));
+ bld.ADD(tmp, tmp, offset(minor, bld, 1));
+ bld.SHL(tmp, tmp, offset(tile, bld, 0));
+ bld.ADD(tmp, tmp, minor);
+ bld.SHL(offset(tmp, bld, 1),
+ offset(major, bld, 1), offset(tile, bld, 1));
+
+ /* Add it to the start of the tile row. */
+ bld.MUL(offset(tmp, bld, 1),
+ offset(tmp, bld, 1), offset(stride, bld, 1));
+ bld.ADD(tmp, tmp, offset(tmp, bld, 1));
+
+ /* Multiply by the Bpp value. */
+ bld.MUL(dst, tmp, stride);
+
+ if (devinfo->gen < 8 && !devinfo->is_baytrail) {
+ /* Take into account the two dynamically specified shifts.
+ * Both need are used to implement swizzling of X-tiled
+ * surfaces. For Y-tiled surfaces only one bit needs to be
+ * XOR-ed with bit 6 of the memory address, so a swz value of
+ * 0xff (actually interpreted as 31 by the hardware) will be
+ * provided to cause the relevant bit of tmp.y to be zero and
+ * turn the first XOR into the identity. For linear surfaces
+ * or platforms lacking address swizzling both shifts will be
+ * 0xff causing the relevant bits of both tmp.x and .y to be
+ * zero, what effectively disables swizzling.
+ */
+ for (unsigned c = 0; c < 2; ++c)
+ bld.SHR(offset(tmp, bld, c), dst, offset(swz, bld, c));
+
+ /* XOR tmp.x and tmp.y with bit 6 of the memory address. */
+ bld.XOR(tmp, tmp, offset(tmp, bld, 1));
+ bld.AND(tmp, tmp, fs_reg(1 << 6));
+ bld.XOR(dst, dst, tmp);
+ }
+
+ } else {
+ /* Multiply by the Bpp/stride value. Note that the addr.y may be
+ * non-zero even if the image is one-dimensional because a
+ * vertical offset may have been applied above to select a
+ * non-zero slice or level of a higher-dimensional texture.
+ */
+ bld.MUL(offset(addr, bld, 1),
+ offset(addr, bld, 1), offset(stride, bld, 1));
+ bld.ADD(addr, addr, offset(addr, bld, 1));
+ bld.MUL(dst, addr, stride);
+ }
+
+ return dst;
+ }
+ }
}