On Sat, Oct 22, 2016 at 10:50:50AM -0700, Jason Ekstrand wrote: > --- > src/intel/blorp/blorp.h | 11 +++ > src/intel/blorp/blorp_clear.c | 162 > +++++++++++++++++++++++++++++++++++++++++- > src/intel/blorp/blorp_priv.h | 1 + > 3 files changed, 172 insertions(+), 2 deletions(-) > > diff --git a/src/intel/blorp/blorp.h b/src/intel/blorp/blorp.h > index 0c64d13..8a761ce 100644 > --- a/src/intel/blorp/blorp.h > +++ b/src/intel/blorp/blorp.h > @@ -156,6 +156,17 @@ blorp_clear_depth_stencil(struct blorp_batch *batch, > uint8_t stencil_mask, uint8_t stencil_value); > > void > +blorp_clear_attachments(struct blorp_batch *batch, > + uint32_t color_surface_state, > + enum isl_format depth_format, > + uint32_t num_samples, > + uint32_t start_layer, uint32_t num_layers, > + uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1, > + bool clear_color, union isl_color_value color_value, > + bool clear_depth, float depth_value, > + uint8_t stencil_mask, uint8_t stencil_value); > + > +void > blorp_ccs_resolve(struct blorp_batch *batch, > struct blorp_surf *surf, enum isl_format format); > > diff --git a/src/intel/blorp/blorp_clear.c b/src/intel/blorp/blorp_clear.c > index 3d752ac..2287f59 100644 > --- a/src/intel/blorp/blorp_clear.c > +++ b/src/intel/blorp/blorp_clear.c > @@ -87,6 +87,94 @@ blorp_params_get_clear_kernel(struct blorp_context *blorp, > ralloc_free(mem_ctx); > } > > +struct layer_offset_vs_key { > + enum blorp_shader_type shader_type; > + unsigned num_inputs; > +}; > +
I'm assuming we need this because we are re-using the surface state from other pass and therefore cannot set the base layer in the surface state? If so it would be nice to have a comment here. > +static void > +blorp_params_get_layer_offset_vs(struct blorp_context *blorp, > + struct blorp_params *params) > +{ > + struct layer_offset_vs_key blorp_key = { > + .shader_type = BLORP_SHADER_TYPE_LAYER_OFFSET_VS, > + }; > + > + if (params->wm_prog_data) > + blorp_key.num_inputs = params->wm_prog_data->num_varying_inputs; > + > + if (blorp->lookup_shader(blorp, &blorp_key, sizeof(blorp_key), > + ¶ms->vs_prog_kernel, ¶ms->vs_prog_data)) > + return; > + > + void *mem_ctx = ralloc_context(NULL); > + > + nir_builder b; > + nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_VERTEX, NULL); > + b.shader->info.name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs"); > + > + const struct glsl_type *uvec4_type = glsl_vector_type(GLSL_TYPE_UINT, 4); > + > + /* > + * First we deal with the header which has instance and base instance > + */ Fits as oneline comment. > + nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, > + uvec4_type, "header"); > + a_header->data.location = VERT_ATTRIB_GENERIC0; > + > + nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, > + glsl_int_type(), "layer_id"); > + v_layer->data.location = VARYING_SLOT_LAYER; > + > + /* Compute the layer id */ > + nir_ssa_def *header = nir_load_var(&b, a_header); > + nir_ssa_def *base_layer = nir_channel(&b, header, 0); > + nir_ssa_def *instance = nir_channel(&b, header, 1); > + nir_store_var(&b, v_layer, nir_iadd(&b, instance, base_layer), 0x1); > + > + /* > + * Then we copy the vertex from the next slot to VARYING_SLOT_POS > + */ Same here. > + nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, > + glsl_vec4_type(), > "a_vertex"); > + a_vertex->data.location = VERT_ATTRIB_GENERIC1; > + > + nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, > + glsl_vec4_type(), "v_pos"); > + v_pos->data.location = VARYING_SLOT_POS; > + > + nir_copy_var(&b, v_pos, a_vertex); > + > + /* > + * Then we copy everything else > + */ And here. > + for (unsigned i = 0; i < blorp_key.num_inputs; i++) { > + nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, > + uvec4_type, "input"); > + a_in->data.location = VERT_ATTRIB_GENERIC2 + i; > + > + nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, > + uvec4_type, "output"); > + v_out->data.location = VARYING_SLOT_VAR0 + i; > + > + nir_copy_var(&b, v_out, a_in); > + } > + > + struct brw_vs_prog_data vs_prog_data; > + memset(&vs_prog_data, 0, sizeof(vs_prog_data)); > + > + unsigned program_size; > + const unsigned *program = > + blorp_compile_vs(blorp, mem_ctx, b.shader, &vs_prog_data, > &program_size); > + > + blorp->upload_shader(blorp, &blorp_key, sizeof(blorp_key), > + program, program_size, > + &vs_prog_data, sizeof(vs_prog_data), > + ¶ms->vs_prog_kernel, ¶ms->vs_prog_data); > + > + ralloc_free(mem_ctx); > +} > + > /* The x0, y0, x1, and y1 parameters must already be populated with the > render > * area of the framebuffer to be cleared. > */ > @@ -224,7 +312,7 @@ blorp_fast_clear(struct blorp_batch *batch, > params.x1 = x1; > params.y1 = y1; > > - memset(¶ms.wm_inputs, 0xff, 4*sizeof(float)); > + memset(¶ms.wm_inputs.clear_color, 0xff, 4*sizeof(float)); > params.fast_clear_op = BLORP_FAST_CLEAR_OP_CLEAR; > > get_fast_clear_rect(batch->blorp->isl_dev, surf->aux_surf, > @@ -262,7 +350,7 @@ blorp_clear(struct blorp_batch *batch, > format = ISL_FORMAT_R32_UINT; > } > > - memcpy(¶ms.wm_inputs, clear_color.f32, sizeof(float) * 4); > + memcpy(¶ms.wm_inputs.clear_color, clear_color.f32, sizeof(float) * 4); > > bool use_simd16_replicated_data = true; > > @@ -381,6 +469,76 @@ blorp_clear_depth_stencil(struct blorp_batch *batch, > } > } > > +/** Clear active color/depth/stencili attachments > + * > + * This function performs a clear operation on the currently bound > + * color/depth/stencil attachments. It is assumed that any information > passed > + * in here is valid, consistent, and in-bounds relative to the currently > + * attached depth/stencil. The color_surface_state parameter is the 32-bit > + * offset relative to surface state base address where the surface state for > + * the desired color attachment is. If clear_color is false, > + * color_surface_state must point to a valid null surface that matches the > + * currently bound depth and stencil. > + */ > +void > +blorp_clear_attachments(struct blorp_batch *batch, > + uint32_t binding_table_offset, Prototype has this named 'color_surface_state' same as the comment above. > + enum isl_format depth_format, > + uint32_t num_samples, > + uint32_t start_layer, uint32_t num_layers, > + uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1, > + bool clear_color, union isl_color_value color_value, > + bool clear_depth, float depth_value, > + uint8_t stencil_mask, uint8_t stencil_value) > +{ > + struct blorp_params params; > + blorp_params_init(¶ms); > + > + assert(batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL); > + > + params.x0 = x0; > + params.y0 = y0; > + params.x1 = x1; > + params.y1 = y1; > + > + params.use_pre_baked_binding_table = true; > + params.pre_baked_binding_table_offset = binding_table_offset; > + > + params.num_layers = num_layers; > + params.num_samples = num_samples; > + > + if (clear_color) { > + params.dst.enabled = true; > + > + memcpy(¶ms.wm_inputs.clear_color, color_value.f32, sizeof(float) * > 4); > + > + /* Unfortunately, without knowing whether or not our destination > surface > + * is tiled or not, we have to assume it may be linear. This means no > + * SIMD16_REPDATA for us. :-( > + */ > + blorp_params_get_clear_kernel(batch->blorp, ¶ms, false); > + } > + > + if (clear_depth) { > + params.depth.enabled = true; > + > + params.z = depth_value; > + params.depth_format = isl_format_get_depth_format(depth_format, false); > + } > + > + if (stencil_mask) { > + params.stencil.enabled = true; > + > + params.stencil_mask = stencil_mask; > + params.stencil_ref = stencil_value; > + } > + > + blorp_params_get_layer_offset_vs(batch->blorp, ¶ms); > + params.vs_inputs.base_layer = start_layer; > + > + batch->blorp->exec(batch, ¶ms); > +} > + > void > blorp_ccs_resolve(struct blorp_batch *batch, > struct blorp_surf *surf, enum isl_format format) > diff --git a/src/intel/blorp/blorp_priv.h b/src/intel/blorp/blorp_priv.h > index 31e7aae..300bd9d 100644 > --- a/src/intel/blorp/blorp_priv.h > +++ b/src/intel/blorp/blorp_priv.h > @@ -232,6 +232,7 @@ void blorp_params_init(struct blorp_params *params); > enum blorp_shader_type { > BLORP_SHADER_TYPE_BLIT, > BLORP_SHADER_TYPE_CLEAR, > + BLORP_SHADER_TYPE_LAYER_OFFSET_VS, > }; > > struct brw_blorp_blit_prog_key > -- > 2.5.0.400.gff86faf > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev