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* anv: Use blorp for doing MSAA resolvesJason Ekstrand2016-09-135-881/+121
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* anv: Use blorp for ClearColorImageJason Ekstrand2016-09-132-21/+56
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* anv: Delete meta_blit2dJason Ekstrand2016-09-134-1590/+0
| | | | | | | | Everything that we were once using the blit2d framework for is now done with blorp. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* anv/blorp: Add a gcd_pow2_u64 helper and use it for buffer alignmentsJason Ekstrand2016-09-131-24/+24
| | | | | | | | This is a lot cleaner and easier to read than the old piles of if statements. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* anv: Use blorp for CopyBuffer and UpdateBufferJason Ekstrand2016-09-133-181/+187
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* anv: Use blorp for CopyImageJason Ekstrand2016-09-132-158/+67
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* anv: Use blorp for CopyBufferToImageJason Ekstrand2016-09-132-125/+16
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* anv: Use blorp for CopyImageToBufferJason Ekstrand2016-09-132-16/+134
| | | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]> Reviewed-by: Nanley Chery <[email protected]>
* anv: Use blorp to implement VkBlitImageJason Ekstrand2016-09-135-750/+144
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* anv: Make image_get_surface_for_aspect_mask constJason Ekstrand2016-09-133-7/+8
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
* anv: Add initial blorp supportJason Ekstrand2016-09-137-0/+400
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/anv: Use #defines for all __gen_ helpersJason Ekstrand2016-09-131-5/+6
| | | | | | | 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]>
* anv: Generalize emit_urb_setupJason Ekstrand2016-09-132-20/+45
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* anv/pipeline: Roll compute_urb_partition into emit_urb_setupJason Ekstrand2016-09-133-156/+138
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Use #defines for all __gen_ helpersJason Ekstrand2016-09-131-5/+6
| | | | | | | 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]>
* intel/isl: Divide QPitch by 2 for 3-D stencil textures on SKL+Jason Ekstrand2016-09-131-1/+14
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* isl/state: Don't set QPitch for GEN4_3D surfacesJason Ekstrand2016-09-131-1/+16
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* intel/blorp: Rework alloc_binding_tableJason Ekstrand2016-09-131-5/+5
| | | | | | | | | | | | | 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]>
* anv/allocator: Use VG_NOACCESS_WRITE in anv_bo_pool_freeJason Ekstrand2016-09-131-2/+4
| | | | | | | | | | | | Previously, we were relying on the fact that VALGRIND_MEMPOOL_FREE came later on in the function to prevent "link->bo = bo" from causing an invalid write. However, in the case where the size requested by the user is very small (less than sizeof(struct anv_bo)), this isn't sufficient. Instead, we should call VALGRIND_MEMPOOL_FREE early and then use VG_NOACCESS_WRITE. We do, however, have to call VALGRIND_MEMPOOL_FREE after reading bo_in because it may be stored in the bo itself. Signed-off-by: Jason Ekstrand <[email protected]>
* intel/isl: Ignore base_array_layer and array_len for 3D storage surfacesJason Ekstrand2016-09-131-2/+6
| | | | | | | | | | | | | | The time we want to restrict the Z range of a 3-D surface is when rendering to it. For storage surfaces, we always want he full range. However, we still need to set MinimumArrayElement and RenderTargetViewExtent to sensible values so we'll just set them to the reasonable defaults we used before we started respecting the base_array_layer and array_len. This fixes a bunch of Vulkan CTS regressions caused by 48f195d7c6483ed. Signed-off-by: Jason Ekstrand <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=97790 Reviewed-by: Chad Versace <[email protected]>
* intel/isl: Add support for RGB formats in X and Y-tiled memoryJason Ekstrand2016-09-122-14/+55
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Normally, using a non-linear tiling format helps improve cache locality by ensuring that neighboring pixels are usually close-by in memory. For RGB formats, this still sort-of holds, but it can also lead to rather terrible memory access patterns where a single RGB pixel value crosses a tile boundary and gets split into two pieces in different 4K pages. It also makes for some rather awkward calculations because your tile size is no longer an even multiple of surface element size. For these reasons, we chose to simply never create tiled RGB images in the Vulkan driver. The GL driver, however, is not so kind so we need to support it somehow. I briefly toyed with a couple of different schemes but this is the best one I could come up with. The fundamental problem is that a tile no longer contains an integer number of surface elements. I briefly considered a couple other options but found them wanting: 1) Using floats for the logical tile size. This leads to potential rounding error problems. 2) When presented with a RGB format, just make the tile 3-times as wide. This isn't so nice because now our tiles are no longer power-of-two size. Also, it can force the row_pitch to be larger than needed which, while not strictly a problem for ISL, causes incompatibility problems with the way the GL driver chooses surface pitches. The chosen method requires that you pay attention and not just assume that your tile_info is in the units you think it is. However, it's nice because it provides a nice "these are the units" declaration in isl_tile_info itself. Previously, the tile_info wasn't usable as a stand-alone structure because you had to also know the format. It also forces figuring out how to deal with inconsistencies between tiling and format back to the caller which is good because the two different consumers of isl_tile_info really want to deal with it differently: Computation of the surface size wants the fewest number of horizontal tiles possible while get_intratile_offset is far more concerned with things aligning nicely. Signed-off-by: Jason Ekstrand <[email protected]> Acked-by: Chad Versace <[email protected]>
* intel/isl: Allow valign2 for texture-only Y-tiled surfaces on gen7Jason Ekstrand2016-09-121-1/+2
| | | | | | | | | | The restriction that Y-tiled surfaces must have valign == 4 only aplies to render targets but we were applying it universally. This causes problems if ISL_FORMAT_R32G32B32_FLOAT is used because it requires valign == 2; this should be okay because you can't render to that format. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Chad Versace <[email protected]>
* intel/blorp: Work in terms of logical array layersJason Ekstrand2016-09-121-12/+2
| | | | | | | | | | | | | | | | | | 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]>
* intel/blorp: Increase the presision of coordinate transform calculationsJason Ekstrand2016-09-121-3/+3
| | | | | | | | | | | | 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]>
* intel/blorp: Add a swizzle parameter to blorp_clearJason Ekstrand2016-09-122-2/+5
| | | | | | | | 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]>
* intel/blorp: Make color_write_disable const and optionalJason Ekstrand2016-09-122-6/+8
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add support for clearing R9G9B9E5 surfacesJason Ekstrand2016-09-121-0/+8
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add support for RGB destinations in copiesJason Ekstrand2016-09-122-0/+69
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Add an entrypoint for doing bit-for-bit copiesJason Ekstrand2016-09-122-0/+143
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Pull the guts of blorp_blit into a helperJason Ekstrand2016-09-121-130/+147
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Stop using the X/YOffset field of RENDER_SURFACE_STATEJason Ekstrand2016-09-123-9/+89
| | | | | | | | | | | | | 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]>
* intel/blorp: Use fake_interleaved_msaa in retile_w_to_yJason Ekstrand2016-09-121-3/+1
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Use isl_get_interleaved_msaa_px_size_saJason Ekstrand2016-09-121-28/+6
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/isl: Add a helper for getting the size of an interleaved pixelJason Ekstrand2016-09-122-5/+20
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Handle 3D surfaces in convert_to_single_sliceJason Ekstrand2016-09-121-5/+11
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/isl: Fix an assert in get_intratile_offset_saJason Ekstrand2016-09-121-1/+1
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Fix the early return condition in convert_to_single_sliceJason Ekstrand2016-09-121-1/+6
| | | | | | | | | | | | | | 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]>
* intel/blorp: Use the surface format for computing offsetsJason Ekstrand2016-09-121-1/+1
| | | | | | | | | 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]>
* intel/blorp: Don't assume R8_UINT in convert_to_single_sliceJason Ekstrand2016-09-121-1/+1
| | | | | | | 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]>
* intel/blorp: Take a destination swizzle in blorp_blitJason Ekstrand2016-09-122-2/+3
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/blorp: Take an isl_swizzle instead of a SWIZZLEJason Ekstrand2016-09-122-28/+3
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
* intel/isl: Add an isl_swizzle structure and use it for isl_view swizzlesJason Ekstrand2016-09-127-41/+40
| | | | | | | | | 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]>
* intel/blorp: Handle the 512 layers restriction on Sandy BridgeJason Ekstrand2016-09-122-4/+19
| | | | | Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* intel/isl: Treat 3-D textures as 2-D arrays for renderingJason Ekstrand2016-09-122-4/+13
| | | | | | | | | | In particular, this means that isl_view::base_array_layer and isl_view::array_len get applied to 3-D textures but only when rendering. We were already applying isl_view::base_array_layer for rendering into 3-D textures so this isn't a huge deviation. Signed-off-by: Jason Ekstrand <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* aubinator: Simplify gen_disasm_create()'s devinfo handlingSirisha Gandikota2016-09-121-7/+1
| | | | | | | | | | Copy the whole devinfo structure instead of just few fields (Ken) Earlier, copied only couple of fields which added more code. So, simplify code by copying the whole structure. Signed-off-by: Sirisha Gandikota <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* aubinator: Fix compiler warningSirisha Gandikota2016-09-121-1/+1
| | | | | | | Add 'const' qualifier to gen_field_iterator::p pointer (Ken) Signed-off-by: Sirisha Gandikota <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
* intel/blorp: Add a TODO fileJason Ekstrand2016-09-121-0/+16
| | | | | | | 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]>
* aubinator: rework print_help()Emil Velikov2016-09-121-12/+5
| | | | | | | | | | | | | | | | Rather than using platform specific methods to retrieve the program name pass it explicitly. The function is called directly from main(). Similarly - basename comes in two versions POSIX (can modify string, always pass a copy) and GNU (never modifies the string). Just printout the complete program name, esp. since the program is not meant to be installed. Thus using $basename is unlikely to work, not to mention it is misleading. Reported-by: Timothy Arceri <[email protected]> Signed-off-by: Emil Velikov <[email protected]> Reviewed-by: Jonathan Gray <[email protected]>
* intel/blorp: Add plumbing for setting color clear layer countTopi Pohjolainen2016-09-122-10/+12
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
* intel/blorp: Allow multiple layersTopi Pohjolainen2016-09-121-3/+6
| | | | | Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>