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authorJason Ekstrand <[email protected]>2016-06-23 17:06:37 -0700
committerJason Ekstrand <[email protected]>2016-08-17 14:46:22 -0700
commit27a58615d3c35aefd7d94457ca175facb309073c (patch)
tree8657ce6e48114c1c3144c9771ada43f729da6f5a /src
parent3c25caa318b70e603a11441d5459a0b55fbca0a2 (diff)
i965/blorp: Refactor interleaved multisample destination handling
We put all of the code for fake IMS together. This requires moving a bit of the program key setup code further down so that it gets the right values out of the final surface. Reviewed-by: Topi Pohjolainen <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/mesa/drivers/dri/i965/brw_blorp_blit.cpp71
1 files changed, 34 insertions, 37 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
index e0550f3cc78..3a1a51f4965 100644
--- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
+++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
@@ -1677,28 +1677,6 @@ brw_blorp_blit_miptrees(struct brw_context *brw,
unreachable("Unrecognized blorp format");
}
- if (brw->gen > 6) {
- /* Gen7's rendering hardware only supports the IMS layout for depth and
- * stencil render targets. Blorp always maps its destination surface as
- * a color render target (even if it's actually a depth or stencil
- * buffer). So if the destination is IMS, we'll have to map it as a
- * single-sampled texture and interleave the samples ourselves.
- */
- if (dst_mt->msaa_layout == INTEL_MSAA_LAYOUT_IMS) {
- params.dst.surf.samples = 1;
- params.dst.surf.msaa_layout = ISL_MSAA_LAYOUT_NONE;
- }
- }
-
- if (params.src.surf.samples > 0 && params.dst.surf.samples > 1) {
- /* We are blitting from a multisample buffer to a multisample buffer, so
- * we must preserve samples within a pixel. This means we have to
- * arrange for the WM program to run once per sample rather than once
- * per pixel.
- */
- wm_prog_key.persample_msaa_dispatch = true;
- }
-
/* Scaled blitting or not. */
wm_prog_key.blit_scaled =
((dst_x1 - dst_x0) == (src_x1 - src_x0) &&
@@ -1738,20 +1716,8 @@ brw_blorp_blit_miptrees(struct brw_context *brw,
wm_prog_key.src_samples = src_mt->num_samples;
wm_prog_key.dst_samples = dst_mt->num_samples;
- /* tex_samples and rt_samples are the sample counts that are set up in
- * SURFACE_STATE.
- */
- wm_prog_key.tex_samples = params.src.surf.samples;
- wm_prog_key.rt_samples = params.dst.surf.samples;
-
wm_prog_key.tex_aux_usage = params.src.aux_usage;
- /* tex_layout and rt_layout indicate the MSAA layout the GPU pipeline will
- * use to access the source and destination surfaces.
- */
- wm_prog_key.tex_layout = params.src.surf.msaa_layout;
- wm_prog_key.rt_layout = params.dst.surf.msaa_layout;
-
/* src_layout and dst_layout indicate the true MSAA layout used by src and
* dst.
*/
@@ -1788,7 +1754,7 @@ brw_blorp_blit_miptrees(struct brw_context *brw,
params.wm_inputs.src_z = 0;
}
- if (params.dst.surf.samples <= 1 && dst_mt->num_samples > 1) {
+ if (brw->gen > 6 && dst_mt->msaa_layout == INTEL_MSAA_LAYOUT_IMS) {
/* We must expand the rectangle we send through the rendering pipeline,
* to account for the fact that we are mapping the destination region as
* single-sampled when it is in fact multisampled. We must also align
@@ -1801,8 +1767,8 @@ brw_blorp_blit_miptrees(struct brw_context *brw,
* If it's UMS, then we have no choice but to set up the rendering
* pipeline as multisampled.
*/
- assert(dst_mt->msaa_layout == INTEL_MSAA_LAYOUT_IMS);
- switch (dst_mt->num_samples) {
+ assert(params.dst.surf.msaa_layout = ISL_MSAA_LAYOUT_INTERLEAVED);
+ switch (params.dst.surf.samples) {
case 2:
params.x0 = ROUND_DOWN_TO(params.x0 * 2, 4);
params.y0 = ROUND_DOWN_TO(params.y0, 4);
@@ -1830,6 +1796,16 @@ brw_blorp_blit_miptrees(struct brw_context *brw,
default:
unreachable("Unrecognized sample count in brw_blorp_blit_params ctor");
}
+
+ /* Gen7's rendering hardware only supports the IMS layout for depth and
+ * stencil render targets. Blorp always maps its destination surface as
+ * a color render target (even if it's actually a depth or stencil
+ * buffer). So if the destination is IMS, we'll have to map it as a
+ * single-sampled texture and interleave the samples ourselves.
+ */
+ params.dst.surf.samples = 1;
+ params.dst.surf.msaa_layout = ISL_MSAA_LAYOUT_NONE;
+
wm_prog_key.use_kill = true;
}
@@ -1931,6 +1907,27 @@ brw_blorp_blit_miptrees(struct brw_context *brw,
params.src.y_offset /= 2;
}
+ /* tex_samples and rt_samples are the sample counts that are set up in
+ * SURFACE_STATE.
+ */
+ wm_prog_key.tex_samples = params.src.surf.samples;
+ wm_prog_key.rt_samples = params.dst.surf.samples;
+
+ /* tex_layout and rt_layout indicate the MSAA layout the GPU pipeline will
+ * use to access the source and destination surfaces.
+ */
+ wm_prog_key.tex_layout = params.src.surf.msaa_layout;
+ wm_prog_key.rt_layout = params.dst.surf.msaa_layout;
+
+ if (params.src.surf.samples > 0 && params.dst.surf.samples > 1) {
+ /* We are blitting from a multisample buffer to a multisample buffer, so
+ * we must preserve samples within a pixel. This means we have to
+ * arrange for the WM program to run once per sample rather than once
+ * per pixel.
+ */
+ wm_prog_key.persample_msaa_dispatch = true;
+ }
+
brw_blorp_get_blit_kernel(brw, &params, &wm_prog_key);
params.src.swizzle = src_swizzle;