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/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include <assert.h>
#include <stdbool.h>
#include <string.h>
#include <unistd.h>
#include <fcntl.h>
#include "anv_private.h"
#include "gen8_pack.h"
#include "gen9_pack.h"
#include "genX_pipeline_util.h"
static void
emit_ia_state(struct anv_pipeline *pipeline,
const VkPipelineInputAssemblyStateCreateInfo *info,
const struct anv_graphics_pipeline_create_info *extra)
{
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_TOPOLOGY),
.PrimitiveTopologyType = pipeline->topology);
}
static void
emit_rs_state(struct anv_pipeline *pipeline,
const VkPipelineRasterizationStateCreateInfo *info,
const VkPipelineMultisampleStateCreateInfo *ms_info,
const struct anv_graphics_pipeline_create_info *extra)
{
uint32_t samples = 1;
if (ms_info)
samples = ms_info->rasterizationSamples;
struct GENX(3DSTATE_SF) sf = {
GENX(3DSTATE_SF_header),
.ViewportTransformEnable = !(extra && extra->disable_viewport),
.TriangleStripListProvokingVertexSelect = 0,
.LineStripListProvokingVertexSelect = 0,
.TriangleFanProvokingVertexSelect = 0,
.PointWidthSource = pipeline->writes_point_size ? Vertex : State,
.PointWidth = 1.0,
};
/* FINISHME: VkBool32 rasterizerDiscardEnable; */
GENX(3DSTATE_SF_pack)(NULL, pipeline->gen8.sf, &sf);
struct GENX(3DSTATE_RASTER) raster = {
GENX(3DSTATE_RASTER_header),
/* For details on 3DSTATE_RASTER multisample state, see the BSpec table
* "Multisample Modes State".
*/
.DXMultisampleRasterizationEnable = samples > 1,
.ForcedSampleCount = FSC_NUMRASTSAMPLES_0,
.ForceMultisampling = false,
.FrontWinding = vk_to_gen_front_face[info->frontFace],
.CullMode = vk_to_gen_cullmode[info->cullMode],
.FrontFaceFillMode = vk_to_gen_fillmode[info->polygonMode],
.BackFaceFillMode = vk_to_gen_fillmode[info->polygonMode],
.ScissorRectangleEnable = !(extra && extra->disable_scissor),
#if ANV_GEN == 8
.ViewportZClipTestEnable = true,
#else
/* GEN9+ splits ViewportZClipTestEnable into near and far enable bits */
.ViewportZFarClipTestEnable = true,
.ViewportZNearClipTestEnable = true,
#endif
};
GENX(3DSTATE_RASTER_pack)(NULL, pipeline->gen8.raster, &raster);
}
static void
emit_cb_state(struct anv_pipeline *pipeline,
const VkPipelineColorBlendStateCreateInfo *info,
const VkPipelineMultisampleStateCreateInfo *ms_info)
{
struct anv_device *device = pipeline->device;
uint32_t num_dwords = GENX(BLEND_STATE_length);
pipeline->blend_state =
anv_state_pool_alloc(&device->dynamic_state_pool, num_dwords * 4, 64);
struct GENX(BLEND_STATE) blend_state = {
.AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable,
.AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable,
};
for (uint32_t i = 0; i < info->attachmentCount; i++) {
const VkPipelineColorBlendAttachmentState *a = &info->pAttachments[i];
if (a->srcColorBlendFactor != a->srcAlphaBlendFactor ||
a->dstColorBlendFactor != a->dstAlphaBlendFactor ||
a->colorBlendOp != a->alphaBlendOp) {
blend_state.IndependentAlphaBlendEnable = true;
}
blend_state.Entry[i] = (struct GENX(BLEND_STATE_ENTRY)) {
.LogicOpEnable = info->logicOpEnable,
.LogicOpFunction = vk_to_gen_logic_op[info->logicOp],
.ColorBufferBlendEnable = a->blendEnable,
.PreBlendSourceOnlyClampEnable = false,
.ColorClampRange = COLORCLAMP_RTFORMAT,
.PreBlendColorClampEnable = true,
.PostBlendColorClampEnable = true,
.SourceBlendFactor = vk_to_gen_blend[a->srcColorBlendFactor],
.DestinationBlendFactor = vk_to_gen_blend[a->dstColorBlendFactor],
.ColorBlendFunction = vk_to_gen_blend_op[a->colorBlendOp],
.SourceAlphaBlendFactor = vk_to_gen_blend[a->srcAlphaBlendFactor],
.DestinationAlphaBlendFactor = vk_to_gen_blend[a->dstAlphaBlendFactor],
.AlphaBlendFunction = vk_to_gen_blend_op[a->alphaBlendOp],
.WriteDisableAlpha = !(a->colorWriteMask & VK_COLOR_COMPONENT_A_BIT),
.WriteDisableRed = !(a->colorWriteMask & VK_COLOR_COMPONENT_R_BIT),
.WriteDisableGreen = !(a->colorWriteMask & VK_COLOR_COMPONENT_G_BIT),
.WriteDisableBlue = !(a->colorWriteMask & VK_COLOR_COMPONENT_B_BIT),
};
/* Our hardware applies the blend factor prior to the blend function
* regardless of what function is used. Technically, this means the
* hardware can do MORE than GL or Vulkan specify. However, it also
* means that, for MIN and MAX, we have to stomp the blend factor to
* ONE to make it a no-op.
*/
if (a->colorBlendOp == VK_BLEND_OP_MIN ||
a->colorBlendOp == VK_BLEND_OP_MAX) {
blend_state.Entry[i].SourceBlendFactor = BLENDFACTOR_ONE;
blend_state.Entry[i].DestinationBlendFactor = BLENDFACTOR_ONE;
}
if (a->alphaBlendOp == VK_BLEND_OP_MIN ||
a->alphaBlendOp == VK_BLEND_OP_MAX) {
blend_state.Entry[i].SourceAlphaBlendFactor = BLENDFACTOR_ONE;
blend_state.Entry[i].DestinationAlphaBlendFactor = BLENDFACTOR_ONE;
}
}
for (uint32_t i = info->attachmentCount; i < 8; i++) {
blend_state.Entry[i].WriteDisableAlpha = true;
blend_state.Entry[i].WriteDisableRed = true;
blend_state.Entry[i].WriteDisableGreen = true;
blend_state.Entry[i].WriteDisableBlue = true;
}
GENX(BLEND_STATE_pack)(NULL, pipeline->blend_state.map, &blend_state);
if (!device->info.has_llc)
anv_state_clflush(pipeline->blend_state);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_BLEND_STATE_POINTERS),
.BlendStatePointer = pipeline->blend_state.offset,
.BlendStatePointerValid = true);
}
static void
emit_ds_state(struct anv_pipeline *pipeline,
const VkPipelineDepthStencilStateCreateInfo *info)
{
uint32_t *dw = ANV_GEN == 8 ?
pipeline->gen8.wm_depth_stencil : pipeline->gen9.wm_depth_stencil;
if (info == NULL) {
/* We're going to OR this together with the dynamic state. We need
* to make sure it's initialized to something useful.
*/
memset(pipeline->gen8.wm_depth_stencil, 0,
sizeof(pipeline->gen8.wm_depth_stencil));
memset(pipeline->gen9.wm_depth_stencil, 0,
sizeof(pipeline->gen9.wm_depth_stencil));
return;
}
/* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */
struct GENX(3DSTATE_WM_DEPTH_STENCIL) wm_depth_stencil = {
.DepthTestEnable = info->depthTestEnable,
.DepthBufferWriteEnable = info->depthWriteEnable,
.DepthTestFunction = vk_to_gen_compare_op[info->depthCompareOp],
.DoubleSidedStencilEnable = true,
.StencilTestEnable = info->stencilTestEnable,
.StencilFailOp = vk_to_gen_stencil_op[info->front.failOp],
.StencilPassDepthPassOp = vk_to_gen_stencil_op[info->front.passOp],
.StencilPassDepthFailOp = vk_to_gen_stencil_op[info->front.depthFailOp],
.StencilTestFunction = vk_to_gen_compare_op[info->front.compareOp],
.BackfaceStencilFailOp = vk_to_gen_stencil_op[info->back.failOp],
.BackfaceStencilPassDepthPassOp = vk_to_gen_stencil_op[info->back.passOp],
.BackfaceStencilPassDepthFailOp =vk_to_gen_stencil_op[info->back.depthFailOp],
.BackfaceStencilTestFunction = vk_to_gen_compare_op[info->back.compareOp],
};
GENX(3DSTATE_WM_DEPTH_STENCIL_pack)(NULL, dw, &wm_depth_stencil);
}
static void
emit_ms_state(struct anv_pipeline *pipeline,
const VkPipelineMultisampleStateCreateInfo *info)
{
uint32_t samples = 1;
uint32_t log2_samples = 0;
/* From the Vulkan 1.0 spec:
* If pSampleMask is NULL, it is treated as if the mask has all bits
* enabled, i.e. no coverage is removed from fragments.
*
* 3DSTATE_SAMPLE_MASK.SampleMask is 16 bits.
*/
uint32_t sample_mask = 0xffff;
if (info) {
samples = info->rasterizationSamples;
log2_samples = __builtin_ffs(samples) - 1;
}
if (info && info->pSampleMask)
sample_mask &= info->pSampleMask[0];
if (info && info->sampleShadingEnable)
anv_finishme("VkPipelineMultisampleStateCreateInfo::sampleShadingEnable");
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_MULTISAMPLE),
/* The PRM says that this bit is valid only for DX9:
*
* SW can choose to set this bit only for DX9 API. DX10/OGL API's
* should not have any effect by setting or not setting this bit.
*/
.PixelPositionOffsetEnable = false,
.PixelLocation = CENTER,
.NumberofMultisamples = log2_samples);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SAMPLE_MASK),
.SampleMask = sample_mask);
}
VkResult
genX(graphics_pipeline_create)(
VkDevice _device,
struct anv_pipeline_cache * cache,
const VkGraphicsPipelineCreateInfo* pCreateInfo,
const struct anv_graphics_pipeline_create_info *extra,
const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipeline)
{
ANV_FROM_HANDLE(anv_device, device, _device);
struct anv_pipeline *pipeline;
VkResult result;
uint32_t offset, length;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO);
pipeline = anv_alloc2(&device->alloc, pAllocator, sizeof(*pipeline), 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pipeline == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
result = anv_pipeline_init(pipeline, device, cache,
pCreateInfo, extra, pAllocator);
if (result != VK_SUCCESS) {
anv_free2(&device->alloc, pAllocator, pipeline);
return result;
}
assert(pCreateInfo->pVertexInputState);
emit_vertex_input(pipeline, pCreateInfo->pVertexInputState, extra);
assert(pCreateInfo->pInputAssemblyState);
emit_ia_state(pipeline, pCreateInfo->pInputAssemblyState, extra);
assert(pCreateInfo->pRasterizationState);
emit_rs_state(pipeline, pCreateInfo->pRasterizationState,
pCreateInfo->pMultisampleState, extra);
emit_ms_state(pipeline, pCreateInfo->pMultisampleState);
emit_ds_state(pipeline, pCreateInfo->pDepthStencilState);
emit_cb_state(pipeline, pCreateInfo->pColorBlendState,
pCreateInfo->pMultisampleState);
emit_urb_setup(pipeline);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_CLIP),
.ClipEnable = true,
.ViewportXYClipTestEnable = !(extra && extra->disable_viewport),
.MinimumPointWidth = 0.125,
.MaximumPointWidth = 255.875,
.MaximumVPIndex = pCreateInfo->pViewportState->viewportCount - 1);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_WM),
.StatisticsEnable = true,
.LineEndCapAntialiasingRegionWidth = _05pixels,
.LineAntialiasingRegionWidth = _10pixels,
.EarlyDepthStencilControl = NORMAL,
.ForceThreadDispatchEnable = NORMAL,
.PointRasterizationRule = RASTRULE_UPPER_RIGHT,
.BarycentricInterpolationMode =
pipeline->ps_ksp0 == NO_KERNEL ?
0 : pipeline->wm_prog_data.barycentric_interp_modes);
const struct brw_gs_prog_data *gs_prog_data = &pipeline->gs_prog_data;
offset = 1;
length = (gs_prog_data->base.vue_map.num_slots + 1) / 2 - offset;
if (pipeline->gs_kernel == NO_KERNEL)
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), .Enable = false);
else
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS),
.SingleProgramFlow = false,
.KernelStartPointer = pipeline->gs_kernel,
.VectorMaskEnable = false,
.SamplerCount = 0,
.BindingTableEntryCount = 0,
.ExpectedVertexCount = gs_prog_data->vertices_in,
.ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_GEOMETRY],
.PerThreadScratchSpace = scratch_space(&gs_prog_data->base.base),
.OutputVertexSize = gs_prog_data->output_vertex_size_hwords * 2 - 1,
.OutputTopology = gs_prog_data->output_topology,
.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length,
.IncludeVertexHandles = gs_prog_data->base.include_vue_handles,
.DispatchGRFStartRegisterForURBData =
gs_prog_data->base.base.dispatch_grf_start_reg,
.MaximumNumberofThreads = device->info.max_gs_threads / 2 - 1,
.ControlDataHeaderSize = gs_prog_data->control_data_header_size_hwords,
.DispatchMode = gs_prog_data->base.dispatch_mode,
.StatisticsEnable = true,
.IncludePrimitiveID = gs_prog_data->include_primitive_id,
.ReorderMode = TRAILING,
.Enable = true,
.ControlDataFormat = gs_prog_data->control_data_format,
.StaticOutput = gs_prog_data->static_vertex_count >= 0,
.StaticOutputVertexCount =
gs_prog_data->static_vertex_count >= 0 ?
gs_prog_data->static_vertex_count : 0,
/* FIXME: mesa sets this based on ctx->Transform.ClipPlanesEnabled:
* UserClipDistanceClipTestEnableBitmask_3DSTATE_GS(v)
* UserClipDistanceCullTestEnableBitmask(v)
*/
.VertexURBEntryOutputReadOffset = offset,
.VertexURBEntryOutputLength = length);
const struct brw_vue_prog_data *vue_prog_data = &pipeline->vs_prog_data.base;
/* Skip the VUE header and position slots */
offset = 1;
length = (vue_prog_data->vue_map.num_slots + 1) / 2 - offset;
uint32_t vs_start = pipeline->vs_simd8 != NO_KERNEL ? pipeline->vs_simd8 :
pipeline->vs_vec4;
if (vs_start == NO_KERNEL || (extra && extra->disable_vs))
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS),
.FunctionEnable = false,
/* Even if VS is disabled, SBE still gets the amount of
* vertex data to read from this field. */
.VertexURBEntryOutputReadOffset = offset,
.VertexURBEntryOutputLength = length);
else
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS),
.KernelStartPointer = vs_start,
.SingleVertexDispatch = false,
.VectorMaskEnable = false,
.SamplerCount = 0,
.BindingTableEntryCount =
vue_prog_data->base.binding_table.size_bytes / 4,
.ThreadDispatchPriority = false,
.FloatingPointMode = IEEE754,
.IllegalOpcodeExceptionEnable = false,
.AccessesUAV = false,
.SoftwareExceptionEnable = false,
.ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_VERTEX],
.PerThreadScratchSpace = scratch_space(&vue_prog_data->base),
.DispatchGRFStartRegisterForURBData =
vue_prog_data->base.dispatch_grf_start_reg,
.VertexURBEntryReadLength = vue_prog_data->urb_read_length,
.VertexURBEntryReadOffset = 0,
.MaximumNumberofThreads = device->info.max_vs_threads - 1,
.StatisticsEnable = false,
.SIMD8DispatchEnable = pipeline->vs_simd8 != NO_KERNEL,
.VertexCacheDisable = false,
.FunctionEnable = true,
.VertexURBEntryOutputReadOffset = offset,
.VertexURBEntryOutputLength = length,
.UserClipDistanceClipTestEnableBitmask = 0,
.UserClipDistanceCullTestEnableBitmask = 0);
const struct brw_wm_prog_data *wm_prog_data = &pipeline->wm_prog_data;
const int num_thread_bias = ANV_GEN == 8 ? 2 : 1;
if (pipeline->ps_ksp0 == NO_KERNEL) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS));
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA),
.PixelShaderValid = false);
} else {
/* TODO: We should clean this up. Among other things, this is mostly
* shared with other gens.
*/
const struct brw_vue_map *fs_input_map;
if (pipeline->gs_kernel == NO_KERNEL)
fs_input_map = &vue_prog_data->vue_map;
else
fs_input_map = &gs_prog_data->base.vue_map;
struct GENX(3DSTATE_SBE_SWIZ) swiz = {
GENX(3DSTATE_SBE_SWIZ_header),
};
int max_source_attr = 0;
for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
int input_index = wm_prog_data->urb_setup[attr];
if (input_index < 0)
continue;
int source_attr = fs_input_map->varying_to_slot[attr];
max_source_attr = MAX2(max_source_attr, source_attr);
if (input_index >= 16)
continue;
if (source_attr == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
* regular varying read by the fragment shader but not written by
* the vertex shader or it's gl_PrimitiveID. In the first case the
* value is undefined, in the second it needs to be
* gl_PrimitiveID.
*/
swiz.Attribute[input_index].ConstantSource = PRIM_ID;
swiz.Attribute[input_index].ComponentOverrideX = true;
swiz.Attribute[input_index].ComponentOverrideY = true;
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
}
}
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),
.AttributeSwizzleEnable = true,
.ForceVertexURBEntryReadLength = false,
.ForceVertexURBEntryReadOffset = false,
.VertexURBEntryReadLength =
DIV_ROUND_UP(max_source_attr + 1, 2),
.PointSpriteTextureCoordinateOrigin = UPPERLEFT,
.NumberofSFOutputAttributes =
wm_prog_data->num_varying_inputs,
#if ANV_GEN >= 9
.Attribute0ActiveComponentFormat = ACF_XYZW,
.Attribute1ActiveComponentFormat = ACF_XYZW,
.Attribute2ActiveComponentFormat = ACF_XYZW,
.Attribute3ActiveComponentFormat = ACF_XYZW,
.Attribute4ActiveComponentFormat = ACF_XYZW,
.Attribute5ActiveComponentFormat = ACF_XYZW,
.Attribute6ActiveComponentFormat = ACF_XYZW,
.Attribute7ActiveComponentFormat = ACF_XYZW,
.Attribute8ActiveComponentFormat = ACF_XYZW,
.Attribute9ActiveComponentFormat = ACF_XYZW,
.Attribute10ActiveComponentFormat = ACF_XYZW,
.Attribute11ActiveComponentFormat = ACF_XYZW,
.Attribute12ActiveComponentFormat = ACF_XYZW,
.Attribute13ActiveComponentFormat = ACF_XYZW,
.Attribute14ActiveComponentFormat = ACF_XYZW,
.Attribute15ActiveComponentFormat = ACF_XYZW,
/* wow, much field, very attribute */
.Attribute16ActiveComponentFormat = ACF_XYZW,
.Attribute17ActiveComponentFormat = ACF_XYZW,
.Attribute18ActiveComponentFormat = ACF_XYZW,
.Attribute19ActiveComponentFormat = ACF_XYZW,
.Attribute20ActiveComponentFormat = ACF_XYZW,
.Attribute21ActiveComponentFormat = ACF_XYZW,
.Attribute22ActiveComponentFormat = ACF_XYZW,
.Attribute23ActiveComponentFormat = ACF_XYZW,
.Attribute24ActiveComponentFormat = ACF_XYZW,
.Attribute25ActiveComponentFormat = ACF_XYZW,
.Attribute26ActiveComponentFormat = ACF_XYZW,
.Attribute27ActiveComponentFormat = ACF_XYZW,
.Attribute28ActiveComponentFormat = ACF_XYZW,
.Attribute29ActiveComponentFormat = ACF_XYZW,
.Attribute28ActiveComponentFormat = ACF_XYZW,
.Attribute29ActiveComponentFormat = ACF_XYZW,
.Attribute30ActiveComponentFormat = ACF_XYZW,
#endif
);
uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
GENX(3DSTATE_SBE_SWIZ_length));
GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS),
.KernelStartPointer0 = pipeline->ps_ksp0,
.SingleProgramFlow = false,
.VectorMaskEnable = true,
.SamplerCount = 1,
.ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_FRAGMENT],
.PerThreadScratchSpace = scratch_space(&wm_prog_data->base),
.MaximumNumberofThreadsPerPSD = 64 - num_thread_bias,
.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
POSOFFSET_SAMPLE: POSOFFSET_NONE,
.PushConstantEnable = wm_prog_data->base.nr_params > 0,
._8PixelDispatchEnable = pipeline->ps_simd8 != NO_KERNEL,
._16PixelDispatchEnable = pipeline->ps_simd16 != NO_KERNEL,
._32PixelDispatchEnable = false,
.DispatchGRFStartRegisterForConstantSetupData0 = pipeline->ps_grf_start0,
.DispatchGRFStartRegisterForConstantSetupData1 = 0,
.DispatchGRFStartRegisterForConstantSetupData2 = pipeline->ps_grf_start2,
.KernelStartPointer1 = 0,
.KernelStartPointer2 = pipeline->ps_ksp2);
bool per_sample_ps = pCreateInfo->pMultisampleState &&
pCreateInfo->pMultisampleState->sampleShadingEnable;
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA),
.PixelShaderValid = true,
.PixelShaderKillsPixel = wm_prog_data->uses_kill,
.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode,
.AttributeEnable = wm_prog_data->num_varying_inputs > 0,
.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask,
.PixelShaderIsPerSample = per_sample_ps,
.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth,
.PixelShaderUsesSourceW = wm_prog_data->uses_src_w,
#if ANV_GEN >= 9
.PixelShaderPullsBary = wm_prog_data->pulls_bary,
.InputCoverageMaskState = wm_prog_data->uses_sample_mask ?
ICMS_INNER_CONSERVATIVE : ICMS_NONE,
#else
.PixelShaderUsesInputCoverageMask =
wm_prog_data->uses_sample_mask,
#endif
);
}
*pPipeline = anv_pipeline_to_handle(pipeline);
return VK_SUCCESS;
}
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