On Fri, Oct 28, 2016 at 12:11 PM, Pohjolainen, Topi < topi.pohjolai...@gmail.com> wrote:
> 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. > Done. > > +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. > Good catch! I've updated both to binding_table_offset and made the comment make sense in that context. > > + 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 >
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