| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
|
|
|
|
|
| |
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]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
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]>
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
While we're here, we also make depth without HiZ work.
v2:
- Use the correct surface type for 1-D on SKL+
- Set QPitch on BDW+
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
| |
We want to be able to start doing slow depth clears with blorp. This
allows us to adjust the depth we're clearing to.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
| |
Avoid the discouraged use of pragma once and a missing guard for
blorp_genX_exec.h.
Signed-off-by: Emil Velikov <[email protected]>
Reviewed-by: Chad Versace <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
Use the vertex positions described in the PRMs. This has no effect on
rendering but quiets the simulator warnings seen when the vertices
appear out of order.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Ben Widawsky <[email protected]>
|
|
|
|
|
|
|
| |
V2: Move the check from copy_buffer_to_image() to blorp_copy(). (Nanley)
Signed-off-by: Anuj Phogat <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
|
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The Vulkan driver sets 3DSTATE_DRAWING_RECTANGLE once to MAX_INT x MAX_INT
at the GPU initialization time and never sets it again. The GL driver sets
it every time the framebuffer changes. Originally, blorp set it to the
size of the drawing area but meant we had to set it back in the Vulkan
driver. Instead, we can easily just do that in the GL driver's blorp_exec
implementation and not set it in blorp core.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Previously, we relied on a driver hook for 3DSTATE_MULTISAMPLE. However,
now that Vulkan and GL use the same sample positions, we can set up
3DSTATE_MULTISAMPLE directly in blorp and delete the driver hook.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Anuj Phogat <[email protected]>
|
|
|
|
|
|
|
| |
This allows us to #undef them later if we don't want them to persist
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The original blorp_alloc_binding_table helper was supposed to return the
binding table offset and map along with the surface state maps. This isn't
quite what we want, however. What we really want is the binding table
offsets, surface state offsets, and surface state maps. In the GL driver,
the binding table map *is* an array of surface state offsets. However, in
Vulkan, this isn't quite true as the entries in the binding table are
surface state offsets combined with another binding table block offset.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When Ivy Bridge introduced array multisampling, someone made the decision
to do lots of stuff throughout the driver in terms of physical array layers
rather than logical array layers. In ISL, we use logical array layers most
of the time and it really makes no sense to use physical array layers in
the blorp API. Every time someone passes physical array layers into blorp
for an array multisampled surface, they're always divisible by the number
of samples and we divide right away.
Eventually, I'd like to rework most of the GL driver internals to use
logical array layers but that's going to be a big project and will probably
happen as part of the ISL conversion. For now, we'll do the conversion in
brw_blorp and let blorp just use the logical layers.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
| |
The result of this calculation goes into an fma() in the shader and we
would like it to be as precise as possible. The division in particular
was a source of imprecision whenever dst1 - dst0 was not a power of two.
This prevents regressions in some of the new Vulkan CTS tests for blitting
using a filtering of NEAREST.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
|
| |
While we're here, we also re-arrange the parameters to better match the
parameter order of blorp_blit.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While it can be useful, the field has substantial limtations. In
particular, the bittom 2 or 3 bits is missing so your offset always has to
be a multiple of 4 or 8. While surface alignments usually work out to make
this ok, when you start trying to fake compressed surfaces as uncompressed
(which we will want to do) this falls apart. The easiest solution is to
simply align all offsets to a tile boundary and munge the regions we're
copying to account for the intratile offset.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
The convert_to_single_slice operation is *mostly* idempotent. The only
non-repeatable thing it does is that, when it sets the intratile offset
fields, it just overwrites them instead of doing a += operation. This is
supposed to be ok because we have an early return at the top that should
make it bail of the surface is already a single slice. Unfortunately, the
if condition has been broken ever since it was first added in 96fa98c18.
This commit fixes the condition and adds an assert to ensure we don't stomp
any non-zero intratile offsets.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
If we use the view format, it may be an uncompressed view of a compressed
image which throws things off. Since we're computing offsets of images, we
want the actual surface offset anyway.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
| |
We're going to use it for more than just stencil textures
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This should be more compact than the enum isl_channel_select[4] that we
were using before. It's also very convenient because we already had such a
structure in the Vulkan driver we just needed to pull it over.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
|
|
|
|
|
|
|
| |
This provides a nice little place to share notes on what still needs to be
done and/or would be nice to have in BLORP.
Signed-off-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
| |
This will indicate target layer (Render Target Array Index) needed
for layered clears.
v2: Use 3DSTATE_VF_SGVS for gen8+
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
| |
Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Generated by:
sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.c
sed -i -e 's/brw_device_info/gen_device_info/g' src/intel/**/*.h
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.c
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.cpp
sed -i -e 's/brw_device_info/gen_device_info/g' **/i965/*.h
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
| |
The first thing to go in this new library is brw_device_info.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Jordan Justen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
Topi asked to have the prefix removed because there's nothing gen7 about
it. However, now that everything is in a single file, there is no good
reason to have it split out into a helper function anyway. Let's just put
the contents in emit_urb_config and call it a day.
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
|
|
|
|
|
|
|
| |
This allows us to use the actual render format as opposed to the texture
format. I don't know that the hardware actually cares in the case of fast
clears, but it certainly seems more correct.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|
|
At this point, blorp is completely driver agnostic and can be safely moved
into its own folder. Soon, we hope to start using it for doing blits in
the Vulkan driver.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
|