diff options
Diffstat (limited to 'src/intel/vulkan/genX_pipeline.c')
-rw-r--r-- | src/intel/vulkan/genX_pipeline.c | 46 |
1 files changed, 40 insertions, 6 deletions
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c index 9ff84cd2921..c3feb115bb2 100644 --- a/src/intel/vulkan/genX_pipeline.c +++ b/src/intel/vulkan/genX_pipeline.c @@ -42,9 +42,35 @@ vertex_element_comp_control(enum isl_format format, unsigned comp) default: unreachable("Invalid component"); } + /* + * Take in account hardware restrictions when dealing with 64-bit floats. + * + * From Broadwell spec, command reference structures, page 586: + * "When SourceElementFormat is set to one of the *64*_PASSTHRU formats, + * 64-bit components are stored * in the URB without any conversion. In + * this case, vertex elements must be written as 128 or 256 bits, with + * VFCOMP_STORE_0 being used to pad the output as required. E.g., if + * R64_PASSTHRU is used to copy a 64-bit Red component into the URB, + * Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3 + * set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or + * Components 1-3 must be specified as VFCOMP_STORE_0 in order to output + * a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires + * Component 3 to be specified as VFCOMP_STORE_0 in order to output a + * 256-bit vertex element." + */ if (bits) { return VFCOMP_STORE_SRC; - } else if (comp < 3) { + } else if (comp >= 2 && + !isl_format_layouts[format].channels.b.bits && + isl_format_layouts[format].channels.r.type == ISL_RAW) { + /* When emitting 64-bit attributes, we need to write either 128 or 256 + * bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and + * VFCOMP_STORE_0 to pad the written chunk */ + return VFCOMP_NOSTORE; + } else if (comp < 3 || + isl_format_layouts[format].channels.r.type == ISL_RAW) { + /* Note we need to pad with value 0, not 1, due hardware restrictions + * (see comment above) */ return VFCOMP_STORE_0; } else if (isl_format_layouts[format].channels.r.type == ISL_UINT || isl_format_layouts[format].channels.r.type == ISL_SINT) { @@ -64,8 +90,10 @@ emit_vertex_input(struct anv_pipeline *pipeline, /* Pull inputs_read out of the VS prog data */ const uint64_t inputs_read = vs_prog_data->inputs_read; + const uint64_t double_inputs_read = vs_prog_data->double_inputs_read; assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0); const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0; + const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0; #if GEN_GEN >= 8 /* On BDW+, we only need to allocate space for base ids. Setting up @@ -83,13 +111,16 @@ emit_vertex_input(struct anv_pipeline *pipeline, vs_prog_data->uses_baseinstance; #endif - uint32_t elem_count = __builtin_popcount(elements) + needs_svgs_elem; - if (elem_count == 0) + uint32_t elem_count = __builtin_popcount(elements) - + __builtin_popcount(elements_double) / 2; + + uint32_t total_elems = elem_count + needs_svgs_elem; + if (total_elems == 0) return; uint32_t *p; - const uint32_t num_dwords = 1 + elem_count * 2; + const uint32_t num_dwords = 1 + total_elems * 2; p = anv_batch_emitn(&pipeline->batch, num_dwords, GENX(3DSTATE_VERTEX_ELEMENTS)); memset(p + 1, 0, (num_dwords - 1) * 4); @@ -107,7 +138,10 @@ emit_vertex_input(struct anv_pipeline *pipeline, if ((elements & (1 << desc->location)) == 0) continue; /* Binding unused */ - uint32_t slot = __builtin_popcount(elements & ((1 << desc->location) - 1)); + uint32_t slot = + __builtin_popcount(elements & ((1 << desc->location) - 1)) - + DIV_ROUND_UP(__builtin_popcount(elements_double & + ((1 << desc->location) -1)), 2); struct GENX(VERTEX_ELEMENT_STATE) element = { .VertexBufferIndex = desc->binding, @@ -137,7 +171,7 @@ emit_vertex_input(struct anv_pipeline *pipeline, #endif } - const uint32_t id_slot = __builtin_popcount(elements); + const uint32_t id_slot = elem_count; if (needs_svgs_elem) { /* From the Broadwell PRM for the 3D_Vertex_Component_Control enum: * "Within a VERTEX_ELEMENT_STATE structure, if a Component |