On Sat, Oct 22, 2016 at 10:50:31AM -0700, Jason Ekstrand wrote: > This series does some fairly major surgery on color attachment surface > state allocation and fill-out in the Intel Vulkan driver. This is in > preparation for doing color compression, fast-clears, and HiZ-capable input > attachments. Naturally, as with everything else I've done in the last 2 > months, it also involves some non-trivial blorp work. > > Let's start off at the beginning... For a variety of reasons, we can't > really know 100% of the details of an attachment's surface state at any > other places than vkCmdBeginRenderPass and vkCmdNextSubpss. The same > applies for depth buffers if you consider 3DSTATE_DEPTH_BUFFER and friends > to be the depth and stencil buffer's "surface state". That's a fairly > strong statement, but there are a couple of reasons for this: > > 1) In order for fast-clears to work, the surface state has to contain the > clear color. (This is it's own packet for HiZ but not for color.) We > don't know the clear value until BeginRenderPass. This means we can't > fully fill out the surface state in vkCmdCreateImageView. > > 2) The Vulkan spec requires that you be able to call vkBeginCommandBuffer > on a secondary command buffer with USAGE_RENDER_PASS_CONTINUE_BIT set > but with a null framebuffer. In this case, the secondary is supposed > to inherit the framebuffer from the primary. (This is not something we > have properly implemented until now.) This means that anything that is > callable from a render-pass-continuing secondary command buffer has to > be able to operate without knowing any surface details that aren't part > of the VkRenderPass object. Basically, all you know is the Vulkan > format (not the isl format) and the sample count. > > Between the two of those, about the only two entrypoints left at which we > actually know surface details are vkCmdBeginRenderPass and vkCmdNextSubpass > so we have to figure out how to do everything there. As it turns out, this > works out surprisingly well. The format and the sample count turn out to > be exactly the data we actually need in order to do all of our pipeline > programming. The only hard part is refactoring things so that it pulls the > data from the render pass instead of the framebuffer. There are a number > of places where we were grabbing the image view for an attachment because > we either wanted to shove something into blorp or because we wanted the > format and we were lazy. > > The approach taken in this patch series is the following: > > 1) Instead of allocating render target surface states in vkCreateImageView, > we allocate them as part of render pass setup in vkCmdBeginRenderPass. > All of the surface states we will ever need (including a null surface > state) are allocated up-front out of a single contiguous block. > > 2) For secondary command buffers with USAGE_RENDER_PASS_CONTINUE_BIT set, > we allocate storage for all of the surface states but don't actually > fill them out. In the secondary command buffer, all binding tables > refer to these surface states rather than the ones in the primary. > > 3) A blorp entrypoint is added that performs a clear operation without > touching the depth/stencil buffer state and with a color attachment > binding table explicitly provided by the caller. This means that even > our blorp clears are using the surface states allocated in > vkCmdBeginRenderPass. Unfortunately, this turned out to be more work > than expected because I had to add vertex shader support to blorp along > the way. > > 4) Here's the tricky bit. When vkCmdExecuteCommands is called during a > render pass, we use transform feedback (yeah, crazy) to copy the block > of surface states from the primary into the secondary right before > executing the secondary.
Could we perform a CPU memcpy at this stage? - Nanley > > It's kind of a crazy scheme but I like the end result quite a bit. > > Cc: Kristian Høgsberg Kristensen <k...@bitplanet.net> > Cc: Chad Versace <chadvers...@chromium.org> > Cc: Nanley Chery <nanley.g.ch...@intel.com> > Cc: Topi Pohjolainen <topi.pohjolai...@intel.com> > > Jason Ekstrand (25): > intel/isl: Add some basic info about RENDER_SURFACE_STATE to > isl_device > intel/genxml: Add SO_WRITE_OFFSET registers for gen7-9 > anv: Add a helper for doing buffer copies with nothing but VF and SOL. > anv/cmd_buffer: Use the surface state alloc helper in > null_surface_state > anv/cmd_buffer: Expose add_surface_state_reloc as an inline helper > anv: Rework the way render target surfaces are allocated > anv/cmd_buffer: Stop relying on the framebuffer for 3DSTATE_SF on gen7 > intel/genxml: Make some VS/GS fields consistent across gens > intel/blorp: Make the number of samples an explicit parameter > intel/blorp: Add a shader type to make keys more unique > intel/blorp: Remove NIR support for uniforms > intel/blorp: Rename compile_nir_shader to compile_fs > intel/blorp: Rework our usage of ralloc when compiling shaders > intel/blorp: Handle NIR clear inputs the same way as blit inputs > blorp/exec: Use uint32_t for copying varying data > intel/blorp: Use an actual chunk of vertex buffer for the VUE header > intel/blorp: Add support for vertex shaders > intel/blorp: Add capability to use pre-baked binding tables > intel/blorp: Add a clear_attachments entrypoint > anv: Bring back anv_cmd_buffer_emit_state_base_address > anv/blorp: Break the guts of alloc_binding_table into a shared helper > anv/blorp: Use the new clear_attachments entrypoint for attachment > clears > anv: Set framebuffer to NULL in secondary command buffers > Allocate a null state whenever there is depth/stencil > anv/blorp: Handle VK_ATTACHMENT_UNUSED in CmdClearAttachments > > src/intel/blorp/blorp.c | 74 ++++---- > src/intel/blorp/blorp.h | 11 ++ > src/intel/blorp/blorp_blit.c | 34 ++-- > src/intel/blorp/blorp_clear.c | 189 +++++++++++++++++-- > src/intel/blorp/blorp_genX_exec.h | 196 ++++++++++--------- > src/intel/blorp/blorp_priv.h | 52 ++++- > src/intel/genxml/gen6.xml | 6 +- > src/intel/genxml/gen7.xml | 22 ++- > src/intel/genxml/gen75.xml | 22 ++- > src/intel/genxml/gen8.xml | 16 ++ > src/intel/genxml/gen9.xml | 16 ++ > src/intel/isl/isl.c | 19 ++ > src/intel/isl/isl.h | 11 ++ > src/intel/vulkan/Makefile.sources | 4 + > src/intel/vulkan/anv_batch_chain.c | 4 +- > src/intel/vulkan/anv_blorp.c | 125 +++++++++---- > src/intel/vulkan/anv_cmd_buffer.c | 74 ++------ > src/intel/vulkan/anv_genX.h | 5 + > src/intel/vulkan/anv_image.c | 22 --- > src/intel/vulkan/anv_private.h | 42 ++++- > src/intel/vulkan/gen7_cmd_buffer.c | 43 +++-- > src/intel/vulkan/gen7_pipeline.c | 6 +- > src/intel/vulkan/genX_blorp_exec.c | 18 +- > src/intel/vulkan/genX_cmd_buffer.c | 229 > +++++++++++++++++------ > src/intel/vulkan/genX_gpu_memcpy.c | 223 ++++++++++++++++++++++ > src/mesa/drivers/dri/i965/brw_wm_surface_state.c | 56 +++--- > 26 files changed, 1105 insertions(+), 414 deletions(-) > create mode 100644 src/intel/vulkan/genX_gpu_memcpy.c > > -- > 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