1 /* 2 * Copyright 2013 Intel Corporation 3 * 4 * Permission is hereby granted, free of charge, to any person obtaining a 5 * copy of this software and associated documentation files (the "Software"), 6 * to deal in the Software without restriction, including without limitation 7 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 8 * and/or sell copies of the Software, and to permit persons to whom the 9 * Software is furnished to do so, subject to the following conditions: 10 * 11 * The above copyright notice and this permission notice (including the next 12 * paragraph) shall be included in all copies or substantial portions of the 13 * Software. 14 * 15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21 * IN THE SOFTWARE. 22 */ 23 24 #include "util/ralloc.h" 25 26 #include "main/macros.h" /* Needed for MAX3 and MAX2 for format_rgb9e5 */ 27 #include "util/format_rgb9e5.h" 28 29 #include "blorp_priv.h" 30 #include "brw_defines.h" 31 32 #include "compiler/nir/nir_builder.h" 33 34 #define FILE_DEBUG_FLAG DEBUG_BLORP 35 36 struct brw_blorp_const_color_prog_key 37 { 38 enum blorp_shader_type shader_type; /* Must be BLORP_SHADER_TYPE_CLEAR */ 39 bool use_simd16_replicated_data; 40 bool pad[3]; 41 }; 42 43 static void 44 blorp_params_get_clear_kernel(struct blorp_context *blorp, 45 struct blorp_params *params, 46 bool use_replicated_data) 47 { 48 const struct brw_blorp_const_color_prog_key blorp_key = { 49 .shader_type = BLORP_SHADER_TYPE_CLEAR, 50 .use_simd16_replicated_data = use_replicated_data, 51 }; 52 53 if (blorp->lookup_shader(blorp, &blorp_key, sizeof(blorp_key), 54 ¶ms->wm_prog_kernel, ¶ms->wm_prog_data)) 55 return; 56 57 void *mem_ctx = ralloc_context(NULL); 58 59 nir_builder b; 60 nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_FRAGMENT, NULL); 61 b.shader->info->name = ralloc_strdup(b.shader, "BLORP-clear"); 62 63 nir_variable *v_color = 64 BLORP_CREATE_NIR_INPUT(b.shader, clear_color, glsl_vec4_type()); 65 66 nir_variable *frag_color = nir_variable_create(b.shader, nir_var_shader_out, 67 glsl_vec4_type(), 68 "gl_FragColor"); 69 frag_color->data.location = FRAG_RESULT_COLOR; 70 71 nir_copy_var(&b, frag_color, v_color); 72 73 struct brw_wm_prog_key wm_key; 74 brw_blorp_init_wm_prog_key(&wm_key); 75 76 struct brw_wm_prog_data prog_data; 77 unsigned program_size; 78 const unsigned *program = 79 blorp_compile_fs(blorp, mem_ctx, b.shader, &wm_key, use_replicated_data, 80 &prog_data, &program_size); 81 82 blorp->upload_shader(blorp, &blorp_key, sizeof(blorp_key), 83 program, program_size, 84 &prog_data.base, sizeof(prog_data), 85 ¶ms->wm_prog_kernel, ¶ms->wm_prog_data); 86 87 ralloc_free(mem_ctx); 88 } 89 90 struct layer_offset_vs_key { 91 enum blorp_shader_type shader_type; 92 unsigned num_inputs; 93 }; 94 95 /* In the case of doing attachment clears, we are using a surface state that 96 * is handed to us so we can't set (and don't even know) the base array layer. 97 * In order to do a layered clear in this scenario, we need some way of adding 98 * the base array layer to the instance id. Unfortunately, our hardware has 99 * no real concept of "base instance", so we have to do it manually in a 100 * vertex shader. 101 */ 102 static void 103 blorp_params_get_layer_offset_vs(struct blorp_context *blorp, 104 struct blorp_params *params) 105 { 106 struct layer_offset_vs_key blorp_key = { 107 .shader_type = BLORP_SHADER_TYPE_LAYER_OFFSET_VS, 108 }; 109 110 if (params->wm_prog_data) 111 blorp_key.num_inputs = params->wm_prog_data->num_varying_inputs; 112 113 if (blorp->lookup_shader(blorp, &blorp_key, sizeof(blorp_key), 114 ¶ms->vs_prog_kernel, ¶ms->vs_prog_data)) 115 return; 116 117 void *mem_ctx = ralloc_context(NULL); 118 119 nir_builder b; 120 nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_VERTEX, NULL); 121 b.shader->info->name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs"); 122 123 const struct glsl_type *uvec4_type = glsl_vector_type(GLSL_TYPE_UINT, 4); 124 125 /* First we deal with the header which has instance and base instance */ 126 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, 127 uvec4_type, "header"); 128 a_header->data.location = VERT_ATTRIB_GENERIC0; 129 130 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, 131 glsl_int_type(), "layer_id"); 132 v_layer->data.location = VARYING_SLOT_LAYER; 133 134 /* Compute the layer id */ 135 nir_ssa_def *header = nir_load_var(&b, a_header); 136 nir_ssa_def *base_layer = nir_channel(&b, header, 0); 137 nir_ssa_def *instance = nir_channel(&b, header, 1); 138 nir_store_var(&b, v_layer, nir_iadd(&b, instance, base_layer), 0x1); 139 140 /* Then we copy the vertex from the next slot to VARYING_SLOT_POS */ 141 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, 142 glsl_vec4_type(), "a_vertex"); 143 a_vertex->data.location = VERT_ATTRIB_GENERIC1; 144 145 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, 146 glsl_vec4_type(), "v_pos"); 147 v_pos->data.location = VARYING_SLOT_POS; 148 149 nir_copy_var(&b, v_pos, a_vertex); 150 151 /* Then we copy everything else */ 152 for (unsigned i = 0; i < blorp_key.num_inputs; i++) { 153 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, 154 uvec4_type, "input"); 155 a_in->data.location = VERT_ATTRIB_GENERIC2 + i; 156 157 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, 158 uvec4_type, "output"); 159 v_out->data.location = VARYING_SLOT_VAR0 + i; 160 161 nir_copy_var(&b, v_out, a_in); 162 } 163 164 struct brw_vs_prog_data vs_prog_data; 165 memset(&vs_prog_data, 0, sizeof(vs_prog_data)); 166 167 unsigned program_size; 168 const unsigned *program = 169 blorp_compile_vs(blorp, mem_ctx, b.shader, &vs_prog_data, &program_size); 170 171 blorp->upload_shader(blorp, &blorp_key, sizeof(blorp_key), 172 program, program_size, 173 &vs_prog_data.base.base, sizeof(vs_prog_data), 174 ¶ms->vs_prog_kernel, ¶ms->vs_prog_data); 175 176 ralloc_free(mem_ctx); 177 } 178 179 /* The x0, y0, x1, and y1 parameters must already be populated with the render 180 * area of the framebuffer to be cleared. 181 */ 182 static void 183 get_fast_clear_rect(const struct isl_device *dev, 184 const struct isl_surf *aux_surf, 185 unsigned *x0, unsigned *y0, 186 unsigned *x1, unsigned *y1) 187 { 188 unsigned int x_align, y_align; 189 unsigned int x_scaledown, y_scaledown; 190 191 /* Only single sampled surfaces need to (and actually can) be resolved. */ 192 if (aux_surf->usage == ISL_SURF_USAGE_CCS_BIT) { 193 /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render 194 * Target(s)", beneath the "Fast Color Clear" bullet (p327): 195 * 196 * Clear pass must have a clear rectangle that must follow 197 * alignment rules in terms of pixels and lines as shown in the 198 * table below. Further, the clear-rectangle height and width 199 * must be multiple of the following dimensions. If the height 200 * and width of the render target being cleared do not meet these 201 * requirements, an MCS buffer can be created such that it 202 * follows the requirement and covers the RT. 203 * 204 * The alignment size in the table that follows is related to the 205 * alignment size that is baked into the CCS surface format but with X 206 * alignment multiplied by 16 and Y alignment multiplied by 32. 207 */ 208 x_align = isl_format_get_layout(aux_surf->format)->bw; 209 y_align = isl_format_get_layout(aux_surf->format)->bh; 210 211 x_align *= 16; 212 213 /* SKL+ line alignment requirement for Y-tiled are half those of the prior 214 * generations. 215 */ 216 if (dev->info->gen >= 9) 217 y_align *= 16; 218 else 219 y_align *= 32; 220 221 /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render 222 * Target(s)", beneath the "Fast Color Clear" bullet (p327): 223 * 224 * In order to optimize the performance MCS buffer (when bound to 225 * 1X RT) clear similarly to MCS buffer clear for MSRT case, 226 * clear rect is required to be scaled by the following factors 227 * in the horizontal and vertical directions: 228 * 229 * The X and Y scale down factors in the table that follows are each 230 * equal to half the alignment value computed above. 231 */ 232 x_scaledown = x_align / 2; 233 y_scaledown = y_align / 2; 234 235 /* From BSpec: 3D-Media-GPGPU Engine > 3D Pipeline > Pixel > Pixel 236 * Backend > MCS Buffer for Render Target(s) [DevIVB+] > Table "Color 237 * Clear of Non-MultiSampled Render Target Restrictions": 238 * 239 * Clear rectangle must be aligned to two times the number of 240 * pixels in the table shown below due to 16x16 hashing across the 241 * slice. 242 */ 243 x_align *= 2; 244 y_align *= 2; 245 } else { 246 assert(aux_surf->usage == ISL_SURF_USAGE_MCS_BIT); 247 248 /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render 249 * Target(s)", beneath the "MSAA Compression" bullet (p326): 250 * 251 * Clear pass for this case requires that scaled down primitive 252 * is sent down with upper left co-ordinate to coincide with 253 * actual rectangle being cleared. For MSAA, clear rectangles 254 * height and width need to as show in the following table in 255 * terms of (width,height) of the RT. 256 * 257 * MSAA Width of Clear Rect Height of Clear Rect 258 * 2X Ceil(1/8*width) Ceil(1/2*height) 259 * 4X Ceil(1/8*width) Ceil(1/2*height) 260 * 8X Ceil(1/2*width) Ceil(1/2*height) 261 * 16X width Ceil(1/2*height) 262 * 263 * The text "with upper left co-ordinate to coincide with actual 264 * rectangle being cleared" is a little confusing--it seems to imply 265 * that to clear a rectangle from (x,y) to (x+w,y+h), one needs to 266 * feed the pipeline using the rectangle (x,y) to 267 * (x+Ceil(w/N),y+Ceil(h/2)), where N is either 2 or 8 depending on 268 * the number of samples. Experiments indicate that this is not 269 * quite correct; actually, what the hardware appears to do is to 270 * align whatever rectangle is sent down the pipeline to the nearest 271 * multiple of 2x2 blocks, and then scale it up by a factor of N 272 * horizontally and 2 vertically. So the resulting alignment is 4 273 * vertically and either 4 or 16 horizontally, and the scaledown 274 * factor is 2 vertically and either 2 or 8 horizontally. 275 */ 276 switch (aux_surf->format) { 277 case ISL_FORMAT_MCS_2X: 278 case ISL_FORMAT_MCS_4X: 279 x_scaledown = 8; 280 break; 281 case ISL_FORMAT_MCS_8X: 282 x_scaledown = 2; 283 break; 284 case ISL_FORMAT_MCS_16X: 285 x_scaledown = 1; 286 break; 287 default: 288 unreachable("Unexpected MCS format for fast clear"); 289 } 290 y_scaledown = 2; 291 x_align = x_scaledown * 2; 292 y_align = y_scaledown * 2; 293 } 294 295 *x0 = ROUND_DOWN_TO(*x0, x_align) / x_scaledown; 296 *y0 = ROUND_DOWN_TO(*y0, y_align) / y_scaledown; 297 *x1 = ALIGN(*x1, x_align) / x_scaledown; 298 *y1 = ALIGN(*y1, y_align) / y_scaledown; 299 } 300 301 void 302 blorp_fast_clear(struct blorp_batch *batch, 303 const struct blorp_surf *surf, enum isl_format format, 304 uint32_t level, uint32_t start_layer, uint32_t num_layers, 305 uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1) 306 { 307 struct blorp_params params; 308 blorp_params_init(¶ms); 309 params.num_layers = num_layers; 310 311 params.x0 = x0; 312 params.y0 = y0; 313 params.x1 = x1; 314 params.y1 = y1; 315 316 memset(¶ms.wm_inputs.clear_color, 0xff, 4*sizeof(float)); 317 params.fast_clear_op = BLORP_FAST_CLEAR_OP_CLEAR; 318 319 get_fast_clear_rect(batch->blorp->isl_dev, surf->aux_surf, 320 ¶ms.x0, ¶ms.y0, ¶ms.x1, ¶ms.y1); 321 322 blorp_params_get_clear_kernel(batch->blorp, ¶ms, true); 323 324 brw_blorp_surface_info_init(batch->blorp, ¶ms.dst, surf, level, 325 start_layer, format, true); 326 params.num_samples = params.dst.surf.samples; 327 328 batch->blorp->exec(batch, ¶ms); 329 } 330 331 static union isl_color_value 332 swizzle_color_value(union isl_color_value src, struct isl_swizzle swizzle) 333 { 334 union isl_color_value dst = { .u32 = { 0, } }; 335 336 /* We assign colors in ABGR order so that the first one will be taken in 337 * RGBA precedence order. According to the PRM docs for shader channel 338 * select, this matches Haswell hardware behavior. 339 */ 340 if ((unsigned)(swizzle.a - ISL_CHANNEL_SELECT_RED) < 4) 341 dst.u32[swizzle.a - ISL_CHANNEL_SELECT_RED] = src.u32[3]; 342 if ((unsigned)(swizzle.b - ISL_CHANNEL_SELECT_RED) < 4) 343 dst.u32[swizzle.b - ISL_CHANNEL_SELECT_RED] = src.u32[2]; 344 if ((unsigned)(swizzle.g - ISL_CHANNEL_SELECT_RED) < 4) 345 dst.u32[swizzle.g - ISL_CHANNEL_SELECT_RED] = src.u32[1]; 346 if ((unsigned)(swizzle.r - ISL_CHANNEL_SELECT_RED) < 4) 347 dst.u32[swizzle.r - ISL_CHANNEL_SELECT_RED] = src.u32[0]; 348 349 return dst; 350 } 351 352 void 353 blorp_clear(struct blorp_batch *batch, 354 const struct blorp_surf *surf, 355 enum isl_format format, struct isl_swizzle swizzle, 356 uint32_t level, uint32_t start_layer, uint32_t num_layers, 357 uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1, 358 union isl_color_value clear_color, 359 const bool color_write_disable[4]) 360 { 361 struct blorp_params params; 362 blorp_params_init(¶ms); 363 364 params.x0 = x0; 365 params.y0 = y0; 366 params.x1 = x1; 367 params.y1 = y1; 368 369 /* Manually apply the clear destination swizzle. This way swizzled clears 370 * will work for swizzles which we can't normally use for rendering and it 371 * also ensures that they work on pre-Haswell hardware which can't swizlle 372 * at all. 373 */ 374 clear_color = swizzle_color_value(clear_color, swizzle); 375 swizzle = ISL_SWIZZLE_IDENTITY; 376 377 if (format == ISL_FORMAT_R9G9B9E5_SHAREDEXP) { 378 clear_color.u32[0] = float3_to_rgb9e5(clear_color.f32); 379 format = ISL_FORMAT_R32_UINT; 380 } else if (format == ISL_FORMAT_A4B4G4R4_UNORM) { 381 /* Broadwell and earlier cannot render to this format so we need to work 382 * around it by swapping the colors around and using B4G4R4A4 instead. 383 */ 384 const struct isl_swizzle ARGB = ISL_SWIZZLE(ALPHA, RED, GREEN, BLUE); 385 clear_color = swizzle_color_value(clear_color, ARGB); 386 format = ISL_FORMAT_B4G4R4A4_UNORM; 387 } 388 389 memcpy(¶ms.wm_inputs.clear_color, clear_color.f32, sizeof(float) * 4); 390 391 bool use_simd16_replicated_data = true; 392 393 /* From the SNB PRM (Vol4_Part1): 394 * 395 * "Replicated data (Message Type = 111) is only supported when 396 * accessing tiled memory. Using this Message Type to access linear 397 * (untiled) memory is UNDEFINED." 398 */ 399 if (surf->surf->tiling == ISL_TILING_LINEAR) 400 use_simd16_replicated_data = false; 401 402 /* Constant color writes ignore everyting in blend and color calculator 403 * state. This is not documented. 404 */ 405 if (color_write_disable) { 406 for (unsigned i = 0; i < 4; i++) { 407 params.color_write_disable[i] = color_write_disable[i]; 408 if (color_write_disable[i]) 409 use_simd16_replicated_data = false; 410 } 411 } 412 413 blorp_params_get_clear_kernel(batch->blorp, ¶ms, 414 use_simd16_replicated_data); 415 416 while (num_layers > 0) { 417 brw_blorp_surface_info_init(batch->blorp, ¶ms.dst, surf, level, 418 start_layer, format, true); 419 params.dst.view.swizzle = swizzle; 420 421 params.num_samples = params.dst.surf.samples; 422 423 /* We may be restricted on the number of layers we can bind at any one 424 * time. In particular, Sandy Bridge has a maximum number of layers of 425 * 512 but a maximum 3D texture size is much larger. 426 */ 427 params.num_layers = MIN2(params.dst.view.array_len, num_layers); 428 batch->blorp->exec(batch, ¶ms); 429 430 start_layer += params.num_layers; 431 num_layers -= params.num_layers; 432 } 433 } 434 435 void 436 blorp_clear_depth_stencil(struct blorp_batch *batch, 437 const struct blorp_surf *depth, 438 const struct blorp_surf *stencil, 439 uint32_t level, uint32_t start_layer, 440 uint32_t num_layers, 441 uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1, 442 bool clear_depth, float depth_value, 443 uint8_t stencil_mask, uint8_t stencil_value) 444 { 445 struct blorp_params params; 446 blorp_params_init(¶ms); 447 448 params.x0 = x0; 449 params.y0 = y0; 450 params.x1 = x1; 451 params.y1 = y1; 452 453 while (num_layers > 0) { 454 params.num_layers = num_layers; 455 456 if (stencil_mask) { 457 brw_blorp_surface_info_init(batch->blorp, ¶ms.stencil, stencil, 458 level, start_layer, 459 ISL_FORMAT_UNSUPPORTED, true); 460 params.stencil_mask = stencil_mask; 461 params.stencil_ref = stencil_value; 462 463 params.dst.surf.samples = params.stencil.surf.samples; 464 params.dst.surf.logical_level0_px = 465 params.stencil.surf.logical_level0_px; 466 params.dst.view = params.depth.view; 467 468 params.num_samples = params.stencil.surf.samples; 469 470 /* We may be restricted on the number of layers we can bind at any 471 * one time. In particular, Sandy Bridge has a maximum number of 472 * layers of 512 but a maximum 3D texture size is much larger. 473 */ 474 if (params.stencil.view.array_len < params.num_layers) 475 params.num_layers = params.stencil.view.array_len; 476 } 477 478 if (clear_depth) { 479 brw_blorp_surface_info_init(batch->blorp, ¶ms.depth, depth, 480 level, start_layer, 481 ISL_FORMAT_UNSUPPORTED, true); 482 params.z = depth_value; 483 params.depth_format = 484 isl_format_get_depth_format(depth->surf->format, false); 485 486 params.dst.surf.samples = params.depth.surf.samples; 487 params.dst.surf.logical_level0_px = 488 params.depth.surf.logical_level0_px; 489 params.dst.view = params.depth.view; 490 491 params.num_samples = params.depth.surf.samples; 492 493 /* We may be restricted on the number of layers we can bind at any 494 * one time. In particular, Sandy Bridge has a maximum number of 495 * layers of 512 but a maximum 3D texture size is much larger. 496 */ 497 if (params.depth.view.array_len < params.num_layers) 498 params.num_layers = params.depth.view.array_len; 499 } 500 501 batch->blorp->exec(batch, ¶ms); 502 503 start_layer += params.num_layers; 504 num_layers -= params.num_layers; 505 } 506 } 507 508 bool 509 blorp_can_hiz_clear_depth(uint8_t gen, enum isl_format format, 510 uint32_t num_samples, 511 uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1) 512 { 513 /* This function currently doesn't support any gen prior to gen8 */ 514 assert(gen >= 8); 515 516 if (gen == 8 && format == ISL_FORMAT_R16_UNORM) { 517 /* Apply the D16 alignment restrictions. On BDW, HiZ has an 8x4 sample 518 * block with the following property: as the number of samples increases, 519 * the number of pixels representable by this block decreases by a factor 520 * of the sample dimensions. Sample dimensions scale following the MSAA 521 * interleaved pattern. 522 * 523 * Sample|Sample|Pixel 524 * Count |Dim |Dim 525 * =================== 526 * 1 | 1x1 | 8x4 527 * 2 | 2x1 | 4x4 528 * 4 | 2x2 | 4x2 529 * 8 | 4x2 | 2x2 530 * 16 | 4x4 | 2x1 531 * 532 * Table: Pixel Dimensions in a HiZ Sample Block Pre-SKL 533 */ 534 const struct isl_extent2d sa_block_dim = 535 isl_get_interleaved_msaa_px_size_sa(num_samples); 536 const uint8_t align_px_w = 8 / sa_block_dim.w; 537 const uint8_t align_px_h = 4 / sa_block_dim.h; 538 539 /* Fast depth clears clear an entire sample block at a time. As a result, 540 * the rectangle must be aligned to the dimensions of the encompassing 541 * pixel block for a successful operation. 542 * 543 * Fast clears can still work if the upper-left corner is aligned and the 544 * bottom-rigtht corner touches the edge of a depth buffer whose extent 545 * is unaligned. This is because each miplevel in the depth buffer is 546 * padded by the Pixel Dim (similar to a standard compressed texture). 547 * In this case, the clear rectangle could be padded by to match the full 548 * depth buffer extent but to support multiple clearing techniques, we 549 * chose to be unaware of the depth buffer's extent and thus don't handle 550 * this case. 551 */ 552 if (x0 % align_px_w || y0 % align_px_h || 553 x1 % align_px_w || y1 % align_px_h) 554 return false; 555 } 556 return true; 557 } 558 559 /* Given a depth stencil attachment, this function performs a fast depth clear 560 * on a depth portion and a regular clear on the stencil portion. When 561 * performing a fast depth clear on the depth portion, the HiZ buffer is simply 562 * tagged as cleared so the depth clear value is not actually needed. 563 */ 564 void 565 blorp_gen8_hiz_clear_attachments(struct blorp_batch *batch, 566 uint32_t num_samples, 567 uint32_t x0, uint32_t y0, 568 uint32_t x1, uint32_t y1, 569 bool clear_depth, bool clear_stencil, 570 uint8_t stencil_value) 571 { 572 assert(batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL); 573 574 struct blorp_params params; 575 blorp_params_init(¶ms); 576 params.num_layers = 1; 577 params.hiz_op = BLORP_HIZ_OP_DEPTH_CLEAR; 578 params.x0 = x0; 579 params.y0 = y0; 580 params.x1 = x1; 581 params.y1 = y1; 582 params.num_samples = num_samples; 583 params.depth.enabled = clear_depth; 584 params.stencil.enabled = clear_stencil; 585 params.stencil_ref = stencil_value; 586 batch->blorp->exec(batch, ¶ms); 587 } 588 589 /** Clear active color/depth/stencili attachments 590 * 591 * This function performs a clear operation on the currently bound 592 * color/depth/stencil attachments. It is assumed that any information passed 593 * in here is valid, consistent, and in-bounds relative to the currently 594 * attached depth/stencil. The binding_table_offset parameter is the 32-bit 595 * offset relative to surface state base address where pre-baked binding table 596 * that we are to use lives. If clear_color is false, binding_table_offset 597 * must point to a binding table with one entry which is a valid null surface 598 * that matches the currently bound depth and stencil. 599 */ 600 void 601 blorp_clear_attachments(struct blorp_batch *batch, 602 uint32_t binding_table_offset, 603 enum isl_format depth_format, 604 uint32_t num_samples, 605 uint32_t start_layer, uint32_t num_layers, 606 uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1, 607 bool clear_color, union isl_color_value color_value, 608 bool clear_depth, float depth_value, 609 uint8_t stencil_mask, uint8_t stencil_value) 610 { 611 struct blorp_params params; 612 blorp_params_init(¶ms); 613 614 assert(batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL); 615 616 params.x0 = x0; 617 params.y0 = y0; 618 params.x1 = x1; 619 params.y1 = y1; 620 621 params.use_pre_baked_binding_table = true; 622 params.pre_baked_binding_table_offset = binding_table_offset; 623 624 params.num_layers = num_layers; 625 params.num_samples = num_samples; 626 627 if (clear_color) { 628 params.dst.enabled = true; 629 630 memcpy(¶ms.wm_inputs.clear_color, color_value.f32, sizeof(float) * 4); 631 632 /* Unfortunately, without knowing whether or not our destination surface 633 * is tiled or not, we have to assume it may be linear. This means no 634 * SIMD16_REPDATA for us. :-( 635 */ 636 blorp_params_get_clear_kernel(batch->blorp, ¶ms, false); 637 } 638 639 if (clear_depth) { 640 params.depth.enabled = true; 641 642 params.z = depth_value; 643 params.depth_format = isl_format_get_depth_format(depth_format, false); 644 } 645 646 if (stencil_mask) { 647 params.stencil.enabled = true; 648 649 params.stencil_mask = stencil_mask; 650 params.stencil_ref = stencil_value; 651 } 652 653 blorp_params_get_layer_offset_vs(batch->blorp, ¶ms); 654 params.vs_inputs.base_layer = start_layer; 655 656 batch->blorp->exec(batch, ¶ms); 657 } 658 659 void 660 blorp_ccs_resolve(struct blorp_batch *batch, 661 struct blorp_surf *surf, uint32_t level, uint32_t layer, 662 enum isl_format format, 663 enum blorp_fast_clear_op resolve_op) 664 { 665 struct blorp_params params; 666 blorp_params_init(¶ms); 667 668 /* Layered and mipmapped fast clear is only available from Gen8 onwards. */ 669 assert(ISL_DEV_GEN(batch->blorp->isl_dev) >= 8 || 670 (level == 0 && layer == 0)); 671 672 brw_blorp_surface_info_init(batch->blorp, ¶ms.dst, surf, 673 level, layer, format, true); 674 675 /* From the Ivy Bridge PRM, Vol2 Part1 11.9 "Render Target Resolve": 676 * 677 * A rectangle primitive must be scaled down by the following factors 678 * with respect to render target being resolved. 679 * 680 * The scaledown factors in the table that follows are related to the block 681 * size of the CCS format. For IVB and HSW, we divide by two, for BDW we 682 * multiply by 8 and 16. On Sky Lake, we multiply by 8. 683 */ 684 const struct isl_format_layout *aux_fmtl = 685 isl_format_get_layout(params.dst.aux_surf.format); 686 assert(aux_fmtl->txc == ISL_TXC_CCS); 687 688 unsigned x_scaledown, y_scaledown; 689 if (ISL_DEV_GEN(batch->blorp->isl_dev) >= 9) { 690 x_scaledown = aux_fmtl->bw * 8; 691 y_scaledown = aux_fmtl->bh * 8; 692 } else if (ISL_DEV_GEN(batch->blorp->isl_dev) >= 8) { 693 x_scaledown = aux_fmtl->bw * 8; 694 y_scaledown = aux_fmtl->bh * 16; 695 } else { 696 x_scaledown = aux_fmtl->bw / 2; 697 y_scaledown = aux_fmtl->bh / 2; 698 } 699 params.x0 = params.y0 = 0; 700 params.x1 = minify(params.dst.aux_surf.logical_level0_px.width, level); 701 params.y1 = minify(params.dst.aux_surf.logical_level0_px.height, level); 702 params.x1 = ALIGN(params.x1, x_scaledown) / x_scaledown; 703 params.y1 = ALIGN(params.y1, y_scaledown) / y_scaledown; 704 705 if (batch->blorp->isl_dev->info->gen >= 9) { 706 assert(resolve_op == BLORP_FAST_CLEAR_OP_RESOLVE_FULL || 707 resolve_op == BLORP_FAST_CLEAR_OP_RESOLVE_PARTIAL); 708 } else { 709 /* Broadwell and earlier do not have a partial resolve */ 710 assert(resolve_op == BLORP_FAST_CLEAR_OP_RESOLVE_FULL); 711 } 712 params.fast_clear_op = resolve_op; 713 714 /* Note: there is no need to initialize push constants because it doesn't 715 * matter what data gets dispatched to the render target. However, we must 716 * ensure that the fragment shader delivers the data using the "replicated 717 * color" message. 718 */ 719 720 blorp_params_get_clear_kernel(batch->blorp, ¶ms, true); 721 722 batch->blorp->exec(batch, ¶ms); 723 } 724