On Fri, Sep 09, 2016 at 07:11:16AM -0700, Jason Ekstrand wrote: > On Sep 8, 2016 11:13 PM, "Pohjolainen, Topi" > <[1]topi.pohjolai...@gmail.com> wrote: > > > > On Thu, Sep 08, 2016 at 08:49:56AM -0700, Jason Ekstrand wrote: > > > On Sep 7, 2016 9:30 PM, "Pohjolainen, Topi" > > > <[1][2]topi.pohjolai...@gmail.com> wrote: > > > > > > > > On Wed, Sep 07, 2016 at 03:25:30PM -0700, Jason Ekstrand > wrote: > > > > > On Sep 7, 2016 10:24 AM, "Topi Pohjolainen" > > > > > <[1][2][3]topi.pohjolai...@gmail.com> wrote: > > > > > > > > > > > > Once mcs buffer gets allocated without delay for > lossless > > > > > > compression (same as we do for msaa), one gets > regression in: > > > > > > > > > > > > GL45-CTS.texture_barrier_ARB.same-texel-rw > > > > > > > > > > > > Setting the auxiliary surface for both sampling engine > and > > > data > > > > > > port seems to fix this. I haven't found any hardware > > > documentation > > > > > > backing this though. > > > > > > > > > > > > v2 (Jason): Prepare also for the case where surface is > sampled > > > with > > > > > > non-compressible format forcing also > rendering > > > without > > > > > > compression. > > > > > > v3: Split asserts and decision making. > > > > > > > > > > > > Signed-off-by: Topi Pohjolainen > > > <[2][3][4]topi.pohjolai...@intel.com> > > > > > > --- > > > > > > src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 63 > > > > > +++++++++++++++++++++--- > > > > > > 1 file changed, 56 insertions(+), 7 deletions(-) > > > > > > > > > > > > diff --git > a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c > > > > > b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c > > > > > > index c1273c5..054c5c8 100644 > > > > > > --- a/src/mesa/drivers/dri/i965/brw_wm_surface_state.c > > > > > > +++ b/src/mesa/drivers/dri/i965/brw_wm_surface_state.c > > > > > > @@ -140,9 +140,7 @@ brw_emit_surface_state(struct > brw_context > > > *brw, > > > > > > struct isl_surf *aux_surf = NULL, aux_surf_s; > > > > > > uint64_t aux_offset = 0; > > > > > > enum isl_aux_usage aux_usage = ISL_AUX_USAGE_NONE; > > > > > > - if (mt->mcs_mt && > > > > > > - ((view.usage & > ISL_SURF_USAGE_RENDER_TARGET_BIT) || > > > > > > - mt->fast_clear_state != > > > INTEL_FAST_CLEAR_STATE_RESOLVED)) { > > > > > > + if (mt->mcs_mt && !(flags & > INTEL_AUX_BUFFER_DISABLED)) { > > > > > > intel_miptree_get_aux_isl_surf(brw, mt, > &aux_surf_s, > > > > > &aux_usage); > > > > > > aux_surf = &aux_surf_s; > > > > > > assert(mt->mcs_mt->offset == 0); > > > > > > @@ -425,6 +423,54 @@ swizzle_to_scs(GLenum swizzle, > bool > > > > > need_green_to_blue) > > > > > > return (need_green_to_blue && scs == HSW_SCS_GREEN) > ? > > > > > HSW_SCS_BLUE : scs; > > > > > > } > > > > > > > > > > > > +static unsigned > > > > > > +brw_find_matching_rb(const struct gl_framebuffer *fb, > > > > > > + const struct intel_mipmap_tree > *mt) > > > > > > +{ > > > > > > + for (unsigned i = 0; i < fb->_NumColorDrawBuffers; > i++) { > > > > > > + const struct intel_renderbuffer *irb = > > > > > > + intel_renderbuffer(fb->_ColorDrawBuffers[i]); > > > > > > + > > > > > > + if (irb->mt == mt) > > > > > > + return i; > > > > > > + } > > > > > > + > > > > > > + return fb->_NumColorDrawBuffers; > > > > > > +} > > > > > > + > > > > > > +static bool > > > > > > +brw_disable_aux_surface(const struct brw_context *brw, > > > > > > + const struct intel_mipmap_tree > *mt) > > > > > > +{ > > > > > > + /* Nothing to disable. */ > > > > > > + if (!mt->mcs_mt) > > > > > > + return false; > > > > > > + > > > > > > + /* There are special cases only for lossless > compression. > > > */ > > > > > > + if (!intel_miptree_is_lossless_compressed(brw, mt)) > > > > > > + return mt->fast_clear_state == > > > > > INTEL_FAST_CLEAR_STATE_RESOLVED; > > > > > > + > > > > > > + const struct gl_framebuffer *fb = > brw->ctx.DrawBuffer; > > > > > > + const unsigned rb_index = brw_find_matching_rb(fb, > mt); > > > > > > + > > > > > > + /* In practise it looks that setting the same > lossless > > > compressed > > > > > surface > > > > > > + * to be sampled without auxiliary surface and to > be > > > written with > > > > > auxiliary > > > > > > + * surface confuses the hardware. Therefore sampler > engine > > > must > > > > > be provided > > > > > > + * with auxiliary buffer regardless of the fast > clear > > > state if > > > > > the same > > > > > > + * surface is also going to be written during the > same > > > rendering > > > > > pass with > > > > > > + * auxiliary buffer enabled. > > > > > > + */ > > > > > > + if (rb_index < fb->_NumColorDrawBuffers) { > > > > > > + if (brw->draw_aux_buffer_disabled[rb_index]) { > > > > > > + assert(mt->fast_clear_state == > > > > > INTEL_FAST_CLEAR_STATE_RESOLVED); > > > > > > + } > > > > > > + > > > > > > + return brw->draw_aux_buffer_disabled[rb_index]; > > > > > > > > > > Can we use "mt->fast_clear_state == > > > INTEL_FAST_CLEAR_STATE_RESOLVED" > > > > > here as well? For render targets we want to look at > > > > > aux_buffer_disabled but for textures (which is the only > case > > > that uses > > > > > this function), fast_clear_state should be sufficient. > > > > > > > > Like the comment says, we can't skip setting aux buffer for > sampling > > > in case > > > > the same surface is written as render target with aux enabled. > > > Hardware > > > > doesn't seem to like this. This is specifically for that > purpose > > > checking > > > > the flag. > > > > > > Let me see if I understand this correctly: this handles the case > where > > > the miptree is bound as both a render target and a texture and > there is > > > nothing about the texture view scenario causing it to skip > compression > > > and, for some reason, the surface starts of the draw call fully > > > resolved. If *any* drawing has been done without a resolve, we > would > > > be in the UNRESOLVED state and this wouldn't be needed. That's > > > terribly specific but also a valid use case. > > > > > > We could potentially handle this by setting the render target > surfaces > > > to UNRESOLVED a bit earlier in the pipeline setup code. I > believe we > > > flag things as unresolved rather late; in particular, after > we've done > > > our texture state setup. The other option is to do exactly what > you did > > > and add a comment. That's probably the best option. With a > good > > > comment added, > > > > So, above there is already: > > > > * In practise it looks that setting the same lossless compressed > surface > > * to be sampled without auxiliary surface and to be written with > auxiliary > > * surface confuses the hardware. Therefore sampler engine must be > provided > > * with auxiliary buffer regardless of the fast clear state if the > same > > * surface is also going to be written during the same rendering > pass with > > * auxiliary buffer enabled. > > > > What would you add? > > Hmmm... I think my reservations about that convent are because it > sounds like a workaround. How about this: > > If we are drawing into this with compression enabled, then we must also > enable compression when texturing from it regardless of > fast_clear_state. If we don't then, after the first draw call with > this setup, there will be data in the CCS which won't get picked up by > subsequent texturing operations as required by ARB_texture_barrier. > Since we don't want to re-emit the binding table or do a resolve > operation every draw call, the easiest thing to do is just enable > compression on the texturing side. This is completely safe to do > since, if compressed texturing weren't allowed, we would have disabled > compression of render targets in whatever_that_function_is_called().
This sounds really good, I'll make the change. > > > > > > > Reviewed-by: Jason Ekstrand <[4][5]ja...@jlekstrand.net> Thanks! _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev