| Commit message (Collapse) | Author | Age | Files | Lines |
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The HZ sequence modifies less state than the blorp path and requires
less CPU time to generate the necessary packets.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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Move the assignment to a less surprising location.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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This behavior differs from what's described in the PRMs and was
observed by analyzing CTS test results.
Signed-off-by: Nanley Chery <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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There's still a tiny bit of work to do for storage images but it's
otherwise pretty much done at this point.
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This commit extends our support of color compression to surfaces without
the VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT set. These images will never have
an image view created with a different format then the one set at image
creation time so it's safe to always use compression. We still bail if the
image is used as a storage image because that sometimes ends up using a
different format.
Reviewed-by: Topi Pohjolainen <[email protected]>
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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]>
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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]>
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Initially, the field is set to ISL_AUX_USAGE_NONE so this commit shouldn't
bring any functional changes. Setting this field to something else will
cause all sampled and storage image views to be created with AUX and blorp
will start trying to respect it so set with care.
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This commit adds basic support for color compression. For the moment,
color compression is only enabled within a render pass and a full resolve
is done before the render pass finishes. All texturing operations still
happen with CCS disabled.
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Otherwise, we'll try to clear it the first time it's used as a draw so if
you do some multisampled rendering, resolve to an attachment, and then draw
on top of the single-sampled attachment, we might accidentally clear it.
Cc: "13.0" <[email protected]>
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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]>
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Signed-off-by: Topi Pohjolainen <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
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The CCS calculations in ISL are already correct for 1-D and 3-D CCS
surfaces since they have exactly the same layout as 2-D array surfaces (at
least on Sky Lake). The only problem was that we weren't passing in the
right dimensionality and we weren't passing in the depth.
Reviewed-by: Topi Pohjolainen <[email protected]>
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There are some invariants such as number of samples on which we should
assert. However, most other things should silently return false since
they're much easier for isl_surf_get_ccs to check than the caller. We also
update the checking to be a bit more complete.
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Topi Pohjolainen <[email protected]>
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Auxiliary surfaces have to be created manually anyway so force-disabling it
does nothing whatsoever at the moment.
Reviewed-by: Topi Pohjolainen <[email protected]>
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Cc: "13.0" <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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This fixes a bunch of new CTS tests which look for exactly this. Even in
the cases where we just call vk_free to free a CPU data structure, we still
handle NULL explicitly. This way we're less likely to forget to handle
NULL later should we actually do something less trivial.
Cc: "13.0" <[email protected]>
Reviewed-by: Dave Airlie <[email protected]>
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We're not really saving much by just putting the offset in there.
Reviewed-by: Iago Toral Quiroga <[email protected]>
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When Kristian reworked descriptor set allocation, somehow he forgot to
actually store the offset in the free list. Somehow, this completely
missed CTS testing until now... This fixes all 2744 of the new
'dEQP-VK.texture.filtering.* tests in the latest CTS.
Cc: "12.0 13.0" <[email protected]>
Reviewed-by: Iago Toral Quiroga <[email protected]>
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From the Vulkan 1.0.29 spec for vkCmdClearAttachments:
"If the subpass’s depth/stencil attachment is VK_ATTACHMENT_UNUSED,
then the clear has no effect."
and
"If colorAttachment is VK_ATTACHMENT_UNUSED then the clear has no
effect."
I have no idea why it's spec'd this way; it seems very anti-Vulkan to me,
but that's what it says and it's really not much work to support.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Nothing that is allowed to be called within a secondary now relies on the
framebuffer.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Nanley Chery <[email protected]>
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This allows us to re-use the surface states emitted from the Vulkan driver
instead of blorp creating its own.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This reverts most of commit 52904ba85c7e1e3092601e3497bfbc246b00b84a.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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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]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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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]>
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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]>
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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]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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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]>
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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]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This commit moves the allocation and filling out of surface state from
CreateImageView time to BeginRenderPass time. Instead of allocating the
render target surface state as part of the image view, we allocate it in
the command buffer state at the same time that we set up clears. For
secondary command buffers, we allocate memory for the surface states in
BeginCommandBuffer but don't fill them out; instead, we use our new
SOL-based memcpy function to copy the surface states from the primary
command buffer. This allows us to handle secondary command buffers without
the user specifying the framebuffer ahead-of-time.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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This method of doing copies has the advantage of touching very little of
the GPU state. While it does disable all the shader stages, it doesn't
have to blow away binding tables, viewports, scissors, or any other bits of
dynamic state other than VBO 32 which is already reserved. All of the
state that it does touch is contained within a pipeline anyway so that's
the only thing that has to be dirtied.
Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Signed-off-by: Jason Ekstrand <[email protected]>
Reviewed-by: Topi Pohjolainen <[email protected]>
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Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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There are a few dynamic bits, namely binding table and sampler addresses,
but most of it is static and really belongs in the pipeline. It certainly
doesn't belong in flush_compute_descriptor_set. We'll use the same state
merging trick we use for gen7 DEPTH_STENCIL.
Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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Reviewed-by: Kristian H. Kristensen <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
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