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* intel/isl: Add a formats_are_ccs_e_compatible helperJason Ekstrand2017-02-021-0/+6
| | | | | | Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]> Reviewed-by: Chad Versace <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* intel/blorp: Handle clearing of A4B4G4R4 on all platformsJason Ekstrand2017-01-311-0/+23
| | | | | | Tested-by: Mark Janes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Cc: "13.0 17.0" <[email protected]>
* intel/blorp/dbg: Name blit shaders for easy recognition in dumpsTopi Pohjolainen2017-01-271-0/+2
| | | | | | | | Blorp clears already have an equivalent. Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Topi Pohjolainen <[email protected]>
* intel/blorp/copy: Properly handle clear colors for CCS_E imagesJason Ekstrand2017-01-211-0/+82
| | | | | | | | | | | | | | In order to handle CCS_E, we stomp the image format to a UINT format and then do some bitcasting logic in the shader. This works fine since SKL render compression only considers the channel layout of the format and not the format itself. In order for this to work on images that have been fast-cleared, we need to also convert the clear color so that, when interpreted as UINT, it provides the same bit value as it would have in the original format. This fixes a bunch of OpenGL ES CTS tests for copy_image when we start using CCS more aggressively. Reviewed-by: Topi Pohjolainen <[email protected]> Cc: "17.0" <[email protected]>
* blorp: remove unnecessary struct declarationLionel Landwerlin2017-01-201-1/+0
| | | | | Signed-off-by: Lionel Landwerlin <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp_clear: Add gen8 HiZ clearing functionsNanley Chery2017-01-122-0/+93
| | | | | | | | | | | | | Add an entry point for the optimized gen8 BLORP HiZ sequence. commit c9eaf12de20ac4143fe79d42018bdbb5a391356f fixed a bug that was unknowingly worked around by forcing additional clear rectangle alignment restrictions not specified in the PRMs. Now that the bug is no longer present, omit the additional alignment restrictions. v2: Adjust code comment about padding Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Add the BDW+ optimized HZ_OP sequence to BLORPNanley Chery2017-01-121-0/+87
| | | | | | | | | | | We'll be switching to layout-transition based resolves which can occur outside of a render pass. Add this sequence to BLORP, as using BLORP will enable emitting depth stencil state outside of a render pass (among other benefits). The depth buffer extent is ignored to enable eventual usage in VkCmdClearAttachments(). Signed-off-by: Nanley Chery <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp_blit: Fix max blit size for gen6Jordan Justen2016-12-261-2/+3
| | | | | | | | Fixes ES3-CTS.gtf.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_stencil_blit Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Lionel Landwerlin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* intel/blorp_blit: Add split_blorp_blit_debug switchJordan Justen2016-12-071-3/+9
| | | | | | | | | Enabling this debug switch causes surface shrinking to happen by default, and lowers the surface size limit which causes blorp blits to be split. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp_blit: Enable splitting large blorp blitsJordan Justen2016-12-071-1/+40
| | | | | | | | | | | | | | | | Detect when the surface sizes are too large for a blorp blit. When it is too large, the blorp blit will be split into a smaller operation and attempted again. For gen7, this fixes the cts test: ES3-CTS.gtf.GL3Tests.framebuffer_blit.framebuffer_blit_functionality_multisampled_to_singlesampled_blit It will also enable us to increase our renderable size from 8k x 8k to 16k x 16k. Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp_blit: Move RGB=>R conversion to follow blit splittingJordan Justen2016-12-071-48/+65
| | | | | | | | | | | | | | In blorp_copy, when RGB surfaces are copied, we convert the destination surface to a Red only surface, but 3 times as wide. This introduces an implicit restriction of "mod 3" for the destination width. It is easier to handle the blorp split buffer offsetting with the original RGB surface, and do the RGB=>R after this. Suggested-by: Jason Ekstrand <[email protected]> Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp_blit: Adjust blorp surface parameters for split blitsJordan Justen2016-12-071-3/+94
| | | | | | | | | | | | If try_blorp_blit() previously returned that a blit was too large, shrink_surface_params() will be used to update the surface parameters for the smaller blit so the blit operation can proceed. v2: * Use double instead of float. (Jason) Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp_blit: Split blorp blits if they are too largeJordan Justen2016-12-071-6/+96
| | | | | | | | | | | | | | | | | | | | | We rename do_blorp_blit() to try_blorp_blit(), and add a return error if the surface size for the blit is too large. Now, do_blorp_blit() is rewritten to try to split the blit into smaller operations if try_blorp_blit() fails. Note: In this commit, try_blorp_blit() will always attempt to blit and never return an error, which matches the previous behavior. We will enable the size checking and splitting in a future commit. The motivation for this splitting is that in some cases when we flatten an image, it's dimensions grow, and this can then exceed the programmable hardware limits. An example is w-tiled+MSAA blits. v2: * Use double instead of float. (Jason) Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp_blit: Create structure for src & dst coordinatesJordan Justen2016-12-071-19/+56
| | | | | | | | | | | | | | This will be useful for splitting blits into smaller sizes. We also make the coordinates of type double rather than float. Since we will be splitting and scaling the coordinates, we might require extra precision in the calculations. v2: * Use double instead of float. (Jason) Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Fix rectangle size for level-not-zero resolvesTopi Pohjolainen2016-11-231-2/+2
| | | | | | | | Needed to prevent gpu hangs when mip-mapped compression gets enabled. Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Properly handle color compression in blorp_copyJason Ekstrand2016-11-172-2/+179
| | | | | | | | | Previously, blorp copy operations were CCS-unaware so you had to perform resolves on the source and destination before performing the copy. This commit makes blorp_copy capable of handling CCS-compressed images without any resolves. Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Always use UINT formats on SKL+Jason Ekstrand2016-11-171-22/+44
| | | | | | | | | Many of these UINT formats aren't available prior to Sky Lake so we used UNORM formats. Using UINT formats is a bit nicer because it guarantees we don't run into rounding issues. Also, we will need it in the next commit for handling copies with CCS enabled. Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Take a fast_clear_op in ccs_resolveJason Ekstrand2016-11-173-14/+15
| | | | | | | | Eventually, we may want to just have a single blorp_ccs_op function that does both clears and resolves. For now we'll stick to just making the ccs_resolve function we have now a bit more configurable. Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add plumbing for color resolve slice detailsPohjolainen, Topi2016-11-172-3/+9
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Add a clear_attachments entrypointJason Ekstrand2016-11-163-2/+173
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add capability to use pre-baked binding tablesJason Ekstrand2016-11-162-20/+27
| | | | | | | | | When a pre-baked binding table is requested, no binding table is created, instead the binding table offset (relative to surface state base address) provided by the user is used verbatim. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add support for vertex shadersJason Ekstrand2016-11-163-6/+82
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Use an actual chunk of vertex buffer for the VUE headerJason Ekstrand2016-11-161-33/+34
| | | | | | | | | | | We're about to start passing other things in as a sort of "VS header" for vertex shaders and we need a place to put them. Since we want the instance id to be one of them, it makes sense to have one vec4 that's either VUE header or VS header. Always uploading some handy zeros makes the code a bit simpler. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* blorp/exec: Use uint32_t for copying varying dataJason Ekstrand2016-11-161-2/+2
| | | | | | | | Some things may not be floats and intel CPUs are known for mangling bits when a float type is used for copying integers. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Handle NIR clear inputs the same way as blit inputsJason Ekstrand2016-11-163-11/+17
| | | | | | | | By using offsetof() we can ensure that adding fiels to wm_inputs is always safe as long as we maintain alignment. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Remove NIR support for uniformsJason Ekstrand2016-11-161-23/+1
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add a shader type to make keys more uniqueJason Ekstrand2016-11-163-7/+18
| | | | | | | | | | Depending on how the driver using blorp implements its shader caching, there is a small chance of shader collisions due to identical keys between blit and clear programs. Adding a small shader type at the top of the key alleviates this problem. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Make the number of samples an explicit parameterJason Ekstrand2016-11-165-9/+19
| | | | | | | | | Previously, we always inferred it from params->dst which meant that references to params->dst were scattered all throughout the state upload code. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/isl: Add some basic info about RENDER_SURFACE_STATE to isl_deviceJason Ekstrand2016-11-161-24/+9
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/genxml: Make 3DSTATE_WM more consistent across gensJason Ekstrand2016-11-161-2/+2
| | | | | Reviewed-by: Kristian H. Kristensen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
* intel/genxml: Make some 3DSTATE_PS fields more consistentJason Ekstrand2016-11-161-4/+4
| | | | | Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Kristian H. Kristensen <[email protected]>
* intel/blorp: Use designated initializers in surf_convert_to_single_sliceJordan Justen2016-11-151-16/+13
| | | | | | Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Emit all the binding tablesJason Ekstrand2016-11-081-0/+5
| | | | | | | | | | | | | At least on Sky Lake, after emitting 3DSTATE_CONSTANT_*, you are required to re-emit the 3DSTATE_BINDING_TABLE_POINTERS packet for the corresponding stage. If you don't, double-buffering may fail and you may get the wrong constants. It turns out that you need to do this even if you have no push constants to speak of or else the next 3DSTATE_CONSTANT packet you emit for that stage may not work correctly. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]> Cc: "13.0" <[email protected]>
* intel/blorp: Pass a brw_stage_prog_data to upload_shaderJason Ekstrand2016-11-023-4/+5
| | | | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012 Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "13.0" <[email protected]>
* intel/blorp: Use wm_prog_data instead of hand-rolling our ownJason Ekstrand2016-11-025-66/+28
| | | | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98012 Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "13.0" <[email protected]>
* intel/blorp: remove stale commentTimothy Arceri2016-10-281-3/+0
| | | | Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Rework our usage of ralloc when compiling shadersJason Ekstrand2016-10-274-15/+14
| | | | | | | | | | | | | | | | Previously, we were creating the shader with a NULL ralloc context and then trusting in blorp_compile_fs to clean it up. The only problem was that blorp_compile_fs didn't clean up its context properly so we were leaking. When I went to fix that, I realized that it couldn't because it has to return the shader binary which is allocated off of that context and used by the caller. The solution is to make blorp_compile_fs take a ralloc context, allocate the nir_shaders directly off that context, and clean it all up in whatever function creates the shader and calls blorp_compile_fs. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Cc: "12.0, 13.0" <[email protected]>
* intel/blorp: Rename compile_nir_shader to compile_fsJason Ekstrand2016-10-274-14/+14
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Fix a couple asserts around image copy rectanglesJason Ekstrand2016-10-271-2/+6
| | | | | | | | | | | | | | | | | With dealing with rectangles in compressed images, you can have a width or height that isn't a multiple of the corresponding compression block dimension but only if that edge of your rectangle is on the edge of the image. When we call convert_to_single_slice, it creates an 2-D image and a set of tile offsets into that image. When detecting the right-edge and bottom-edge cases, we weren't including the tile offsets so the assert would misfire. This caused crashes in a few UE4 demos Signed-off-by: Jason Ekstrand <[email protected]> Reported-by: "Eero Tamminen" <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=98431 Cc: "13.0" <[email protected]> Tested-by: "Eero Tamminen" <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
* i965: rewrite brw_setup_vue_interpolation()Timothy Arceri2016-10-261-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Here brw_setup_vue_interpolation() is rewritten not to use the InterpQualifier array in gl_fragment_program which will allow us to remove it. This change also makes the code which is only used by gen4/5 more self contained as it now has its own gen5_fragment_program struct rather than storing the map in brw_context. This means the interpolation map will only get processed once and will get stored in the in memory cache rather than being processed everytime the fs changes. Also by calling this from the fs compile code rather than from the upload code and using the interpolation assigned there we can get rid of the BRW_NEW_INTERPOLATION_MAP flag. It might not seem ideal to add a gen5_fragment_program struct however by the end of this series we will have gotten rid of all the brw_{shader_stage}_program structs and replaced them with a generic brw_program struct so there will only be two program structs which is better than what we have now. V2: Don't remove BRW_NEW_INTERPOLATION_MAP from dirty_bit_map until the following patch to fix build error. V3 - Suggestions by Jason: - name struct gen4_fragment_program rather than gen5_fragment_program - don't use enum with memset() - create interp mode set helper and simplify logic to call it - add assert when calling function to show prog will never be NULL for gen4/5 i.e. no Vulkan Reviewed-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* nir/i965/anv/radv/gallium: make shader info a pointerTimothy Arceri2016-10-262-2/+2
| | | | | | | | | | When restoring something from shader cache we won't have and don't want to create a nir_shader this change detaches the two. There are other advantages such as being able to reuse the shader info populated by GLSL IR. Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Add a flag to make blorp not re-emit dept/stencil buffersJason Ekstrand2016-10-143-3/+17
| | | | | | | | | | | In Vulkan, we want to be able to use blorp to perform clears inside of a render pass. If blorp stomps the depth/stencil buffers packets then we'll have to re-emit them. This gets tricky when secondary command buffers get involved. Instead, we'll simply guarantee that the depth and stencil buffers we pass to blorp (if any) match those already set in the hardware. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add an entrypoint for clearing depth and stencilJason Ekstrand2016-10-142-0/+79
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Emit a NULL render target for depth/stencil-only operationsJason Ekstrand2016-10-141-5/+44
| | | | | | | | | | This never mattered before because the only time we used blorp depth/stencil only was to do HiZ operations on gen6-7. It may have worked in that case (and maybe it didn't) but slow depth clears actually do depth rendering so they need a valid render target. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Allow for running without a PS on gen8+Jason Ekstrand2016-10-141-18/+24
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add an "enabled" bit to surface_infoJason Ekstrand2016-10-143-15/+19
| | | | | | | | This gives a slightly smarter way to check whether or not a particular surface exists than looking at the address. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Emit more complete DEPTH_STENCIL stateJason Ekstrand2016-10-142-11/+47
| | | | | | | | | | This should now set the pipeline up properly for doing depth and/or stencil clears by plumbing through depth/stencil test values. We are now also emitting color calculator state for blorp operations without an actual shader because that is where the stencil reference value goes pre-SKL. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Unify the DEPTH_STENCIL emit code across gensJason Ekstrand2016-10-141-12/+15
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Simplify depth/stencil configJason Ekstrand2016-10-141-15/+5
| | | | | | | | | The newly reworked depth/stencil config code can properly handle having depth, stencil, both, or neither. We no longer need to predicate it on having depth or stencil. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Set QPitch for depth and HiZ on gen8+Jason Ekstrand2016-10-141-0/+9
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