Merge remote-tracking branch 'mesa-public/master' into vulkan
[mesa.git] / src / mesa / drivers / dri / i965 / brw_meta_fast_clear.c
1 /*
2 * Copyright © 2014 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 "main/mtypes.h"
25 #include "main/macros.h"
26 #include "main/context.h"
27 #include "main/objectlabel.h"
28 #include "main/shaderapi.h"
29 #include "main/arrayobj.h"
30 #include "main/bufferobj.h"
31 #include "main/buffers.h"
32 #include "main/blend.h"
33 #include "main/enable.h"
34 #include "main/depth.h"
35 #include "main/stencil.h"
36 #include "main/varray.h"
37 #include "main/uniforms.h"
38 #include "main/fbobject.h"
39 #include "main/texobj.h"
40
41 #include "main/api_validate.h"
42 #include "main/state.h"
43
44 #include "vbo/vbo_context.h"
45
46 #include "drivers/common/meta.h"
47
48 #include "brw_defines.h"
49 #include "brw_context.h"
50 #include "brw_draw.h"
51 #include "intel_fbo.h"
52 #include "intel_batchbuffer.h"
53
54 #include "brw_blorp.h"
55
56 struct brw_fast_clear_state {
57 GLuint vao;
58 GLuint vbo;
59 GLuint shader_prog;
60 GLint color_location;
61 };
62
63 static bool
64 brw_fast_clear_init(struct brw_context *brw)
65 {
66 struct brw_fast_clear_state *clear;
67
68 if (brw->fast_clear_state) {
69 clear = brw->fast_clear_state;
70 _mesa_BindVertexArray(clear->vao);
71 _mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo);
72 return true;
73 }
74
75 brw->fast_clear_state = clear = malloc(sizeof *clear);
76 if (clear == NULL)
77 return false;
78
79 memset(clear, 0, sizeof *clear);
80 _mesa_GenVertexArrays(1, &clear->vao);
81 _mesa_BindVertexArray(clear->vao);
82 _mesa_GenBuffers(1, &clear->vbo);
83 _mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo);
84 _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
85 _mesa_EnableVertexAttribArray(0);
86
87 return true;
88 }
89
90 static void
91 brw_bind_rep_write_shader(struct brw_context *brw, float *color)
92 {
93 const char *vs_source =
94 "#extension GL_AMD_vertex_shader_layer : enable\n"
95 "#extension GL_ARB_draw_instanced : enable\n"
96 "attribute vec4 position;\n"
97 "uniform int layer;\n"
98 "void main()\n"
99 "{\n"
100 "#ifdef GL_AMD_vertex_shader_layer\n"
101 " gl_Layer = gl_InstanceID;\n"
102 "#endif\n"
103 " gl_Position = position;\n"
104 "}\n";
105 const char *fs_source =
106 "uniform vec4 color;\n"
107 "void main()\n"
108 "{\n"
109 " gl_FragColor = color;\n"
110 "}\n";
111
112 GLuint vs, fs;
113 struct brw_fast_clear_state *clear = brw->fast_clear_state;
114 struct gl_context *ctx = &brw->ctx;
115
116 if (clear->shader_prog) {
117 _mesa_UseProgram(clear->shader_prog);
118 _mesa_Uniform4fv(clear->color_location, 1, color);
119 return;
120 }
121
122 vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
123 fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
124
125 clear->shader_prog = _mesa_CreateProgram();
126 _mesa_AttachShader(clear->shader_prog, fs);
127 _mesa_DeleteShader(fs);
128 _mesa_AttachShader(clear->shader_prog, vs);
129 _mesa_DeleteShader(vs);
130 _mesa_BindAttribLocation(clear->shader_prog, 0, "position");
131 _mesa_ObjectLabel(GL_PROGRAM, clear->shader_prog, -1, "meta repclear");
132 _mesa_LinkProgram(clear->shader_prog);
133
134 clear->color_location =
135 _mesa_GetUniformLocation(clear->shader_prog, "color");
136
137 _mesa_UseProgram(clear->shader_prog);
138 _mesa_Uniform4fv(clear->color_location, 1, color);
139 }
140
141 void
142 brw_meta_fast_clear_free(struct brw_context *brw)
143 {
144 struct brw_fast_clear_state *clear = brw->fast_clear_state;
145 GET_CURRENT_CONTEXT(old_context);
146
147 if (clear == NULL)
148 return;
149
150 _mesa_make_current(&brw->ctx, NULL, NULL);
151
152 _mesa_DeleteVertexArrays(1, &clear->vao);
153 _mesa_DeleteBuffers(1, &clear->vbo);
154 _mesa_DeleteProgram(clear->shader_prog);
155 free(clear);
156
157 if (old_context)
158 _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
159 else
160 _mesa_make_current(NULL, NULL, NULL);
161 }
162
163 struct rect {
164 int x0, y0, x1, y1;
165 };
166
167 static void
168 brw_draw_rectlist(struct gl_context *ctx, struct rect *rect, int num_instances)
169 {
170 int start = 0, count = 3;
171 struct _mesa_prim prim;
172 float verts[6];
173
174 verts[0] = rect->x1;
175 verts[1] = rect->y1;
176 verts[2] = rect->x0;
177 verts[3] = rect->y1;
178 verts[4] = rect->x0;
179 verts[5] = rect->y0;
180
181 /* upload new vertex data */
182 _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
183 GL_DYNAMIC_DRAW_ARB);
184
185 if (ctx->NewState)
186 _mesa_update_state(ctx);
187
188 vbo_bind_arrays(ctx);
189
190 memset(&prim, 0, sizeof prim);
191 prim.begin = 1;
192 prim.end = 1;
193 prim.mode = BRW_PRIM_OFFSET + _3DPRIM_RECTLIST;
194 prim.num_instances = num_instances;
195 prim.start = start;
196 prim.count = count;
197
198 /* Make sure our internal prim value doesn't clash with a valid GL value. */
199 assert(!_mesa_is_valid_prim_mode(ctx, prim.mode));
200
201 brw_draw_prims(ctx, &prim, 1, NULL,
202 GL_TRUE, start, start + count - 1,
203 NULL, 0, NULL);
204 }
205
206 static void
207 get_fast_clear_rect(struct brw_context *brw, struct gl_framebuffer *fb,
208 struct intel_renderbuffer *irb, struct rect *rect)
209 {
210 unsigned int x_align, y_align;
211 unsigned int x_scaledown, y_scaledown;
212
213 if (irb->mt->msaa_layout == INTEL_MSAA_LAYOUT_NONE) {
214 /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
215 * Target(s)", beneath the "Fast Color Clear" bullet (p327):
216 *
217 * Clear pass must have a clear rectangle that must follow
218 * alignment rules in terms of pixels and lines as shown in the
219 * table below. Further, the clear-rectangle height and width
220 * must be multiple of the following dimensions. If the height
221 * and width of the render target being cleared do not meet these
222 * requirements, an MCS buffer can be created such that it
223 * follows the requirement and covers the RT.
224 *
225 * The alignment size in the table that follows is related to the
226 * alignment size returned by intel_get_non_msrt_mcs_alignment(), but
227 * with X alignment multiplied by 16 and Y alignment multiplied by 32.
228 */
229 intel_get_non_msrt_mcs_alignment(brw, irb->mt, &x_align, &y_align);
230 x_align *= 16;
231 y_align *= 32;
232
233 /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
234 * Target(s)", beneath the "Fast Color Clear" bullet (p327):
235 *
236 * In order to optimize the performance MCS buffer (when bound to
237 * 1X RT) clear similarly to MCS buffer clear for MSRT case,
238 * clear rect is required to be scaled by the following factors
239 * in the horizontal and vertical directions:
240 *
241 * The X and Y scale down factors in the table that follows are each
242 * equal to half the alignment value computed above.
243 */
244 x_scaledown = x_align / 2;
245 y_scaledown = y_align / 2;
246
247 /* From BSpec: 3D-Media-GPGPU Engine > 3D Pipeline > Pixel > Pixel
248 * Backend > MCS Buffer for Render Target(s) [DevIVB+] > Table "Color
249 * Clear of Non-MultiSampled Render Target Restrictions":
250 *
251 * Clear rectangle must be aligned to two times the number of
252 * pixels in the table shown below due to 16x16 hashing across the
253 * slice.
254 */
255 x_align *= 2;
256 y_align *= 2;
257 } else {
258 /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
259 * Target(s)", beneath the "MSAA Compression" bullet (p326):
260 *
261 * Clear pass for this case requires that scaled down primitive
262 * is sent down with upper left co-ordinate to coincide with
263 * actual rectangle being cleared. For MSAA, clear rectangle’s
264 * height and width need to as show in the following table in
265 * terms of (width,height) of the RT.
266 *
267 * MSAA Width of Clear Rect Height of Clear Rect
268 * 4X Ceil(1/8*width) Ceil(1/2*height)
269 * 8X Ceil(1/2*width) Ceil(1/2*height)
270 *
271 * The text "with upper left co-ordinate to coincide with actual
272 * rectangle being cleared" is a little confusing--it seems to imply
273 * that to clear a rectangle from (x,y) to (x+w,y+h), one needs to
274 * feed the pipeline using the rectangle (x,y) to
275 * (x+Ceil(w/N),y+Ceil(h/2)), where N is either 2 or 8 depending on
276 * the number of samples. Experiments indicate that this is not
277 * quite correct; actually, what the hardware appears to do is to
278 * align whatever rectangle is sent down the pipeline to the nearest
279 * multiple of 2x2 blocks, and then scale it up by a factor of N
280 * horizontally and 2 vertically. So the resulting alignment is 4
281 * vertically and either 4 or 16 horizontally, and the scaledown
282 * factor is 2 vertically and either 2 or 8 horizontally.
283 */
284 switch (irb->mt->num_samples) {
285 case 2:
286 case 4:
287 x_scaledown = 8;
288 break;
289 case 8:
290 x_scaledown = 2;
291 break;
292 default:
293 unreachable("Unexpected sample count for fast clear");
294 }
295 y_scaledown = 2;
296 x_align = x_scaledown * 2;
297 y_align = y_scaledown * 2;
298 }
299
300 rect->x0 = fb->_Xmin;
301 rect->x1 = fb->_Xmax;
302 if (fb->Name != 0) {
303 rect->y0 = fb->_Ymin;
304 rect->y1 = fb->_Ymax;
305 } else {
306 rect->y0 = fb->Height - fb->_Ymax;
307 rect->y1 = fb->Height - fb->_Ymin;
308 }
309
310 rect->x0 = ROUND_DOWN_TO(rect->x0, x_align) / x_scaledown;
311 rect->y0 = ROUND_DOWN_TO(rect->y0, y_align) / y_scaledown;
312 rect->x1 = ALIGN(rect->x1, x_align) / x_scaledown;
313 rect->y1 = ALIGN(rect->y1, y_align) / y_scaledown;
314 }
315
316 static void
317 get_buffer_rect(struct brw_context *brw, struct gl_framebuffer *fb,
318 struct intel_renderbuffer *irb, struct rect *rect)
319 {
320 rect->x0 = fb->_Xmin;
321 rect->x1 = fb->_Xmax;
322 if (fb->Name != 0) {
323 rect->y0 = fb->_Ymin;
324 rect->y1 = fb->_Ymax;
325 } else {
326 rect->y0 = fb->Height - fb->_Ymax;
327 rect->y1 = fb->Height - fb->_Ymin;
328 }
329 }
330
331 /**
332 * Determine if fast color clear supports the given clear color.
333 *
334 * Fast color clear can only clear to color values of 1.0 or 0.0. At the
335 * moment we only support floating point, unorm, and snorm buffers.
336 */
337 static bool
338 is_color_fast_clear_compatible(struct brw_context *brw,
339 mesa_format format,
340 const union gl_color_union *color)
341 {
342 if (_mesa_is_format_integer_color(format)) {
343 if (brw->gen >= 8) {
344 perf_debug("Integer fast clear not enabled for (%s)",
345 _mesa_get_format_name(format));
346 }
347 return false;
348 }
349
350 for (int i = 0; i < 4; i++) {
351 if (color->f[i] != 0.0f && color->f[i] != 1.0f &&
352 _mesa_format_has_color_component(format, i)) {
353 return false;
354 }
355 }
356 return true;
357 }
358
359 /**
360 * Convert the given color to a bitfield suitable for ORing into DWORD 7 of
361 * SURFACE_STATE.
362 */
363 static uint32_t
364 compute_fast_clear_color_bits(const union gl_color_union *color)
365 {
366 uint32_t bits = 0;
367 for (int i = 0; i < 4; i++) {
368 /* Testing for non-0 works for integer and float colors */
369 if (color->f[i] != 0.0f)
370 bits |= 1 << (GEN7_SURFACE_CLEAR_COLOR_SHIFT + (3 - i));
371 }
372 return bits;
373 }
374
375 static const uint32_t fast_clear_color[4] = { ~0, ~0, ~0, ~0 };
376
377 static void
378 set_fast_clear_op(struct brw_context *brw, uint32_t op)
379 {
380 /* Set op and dirty BRW_NEW_FRAGMENT_PROGRAM to make sure we re-emit
381 * 3DSTATE_PS.
382 */
383 brw->wm.fast_clear_op = op;
384 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
385 }
386
387 static void
388 use_rectlist(struct brw_context *brw, bool enable)
389 {
390 /* Set custom state to let us use _3DPRIM_RECTLIST and the replicated
391 * rendertarget write. When we enable reclist mode, we disable the
392 * viewport transform, disable clipping, enable the rep16 write
393 * optimization and disable simd8 dispatch in the PS.
394 */
395 brw->sf.viewport_transform_enable = !enable;
396 brw->use_rep_send = enable;
397 brw->no_simd8 = enable;
398
399 /* Dirty state to make sure we reemit the state packages affected by the
400 * custom state. We dirty BRW_NEW_FRAGMENT_PROGRAM to emit 3DSTATE_PS for
401 * disabling simd8 dispatch, _NEW_LIGHT to emit 3DSTATE_SF for disabling
402 * the viewport transform and 3DSTATE_CLIP to disable clipping for the
403 * reclist primitive. This is a little messy - it would be nicer to
404 * BRW_NEW_FAST_CLEAR flag or so, but we're out of brw state bits. Dirty
405 * _NEW_BUFFERS to make sure we emit new SURFACE_STATE with the new fast
406 * clear color value.
407 */
408 brw->NewGLState |= _NEW_LIGHT | _NEW_BUFFERS;
409 brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
410 }
411
412 bool
413 brw_meta_fast_clear(struct brw_context *brw, struct gl_framebuffer *fb,
414 GLbitfield buffers, bool partial_clear)
415 {
416 struct gl_context *ctx = &brw->ctx;
417 mesa_format format;
418 enum { FAST_CLEAR, REP_CLEAR, PLAIN_CLEAR } clear_type;
419 GLbitfield plain_clear_buffers, meta_save, rep_clear_buffers, fast_clear_buffers;
420 struct rect fast_clear_rect, clear_rect;
421 int layers;
422
423 fast_clear_buffers = rep_clear_buffers = plain_clear_buffers = 0;
424
425 /* First we loop through the color draw buffers and determine which ones
426 * can be fast cleared, which ones can use the replicated write and which
427 * ones have to fall back to regular color clear.
428 */
429 for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
430 struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
431 struct intel_renderbuffer *irb = intel_renderbuffer(rb);
432 int index = fb->_ColorDrawBufferIndexes[buf];
433
434 /* Only clear the buffers present in the provided mask */
435 if (((1 << index) & buffers) == 0)
436 continue;
437
438 /* If this is an ES2 context or GL_ARB_ES2_compatibility is supported,
439 * the framebuffer can be complete with some attachments missing. In
440 * this case the _ColorDrawBuffers pointer will be NULL.
441 */
442 if (rb == NULL)
443 continue;
444
445 clear_type = FAST_CLEAR;
446
447 /* We don't have fast clear until gen7. */
448 if (brw->gen < 7)
449 clear_type = REP_CLEAR;
450
451 if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_NO_MCS)
452 clear_type = REP_CLEAR;
453
454 /* We can't do scissored fast clears because of the restrictions on the
455 * fast clear rectangle size.
456 */
457 if (partial_clear)
458 clear_type = REP_CLEAR;
459
460 /* Fast clear is only supported for colors where all components are
461 * either 0 or 1.
462 */
463 format = _mesa_get_render_format(ctx, irb->mt->format);
464 if (!is_color_fast_clear_compatible(brw, format, &ctx->Color.ClearColor))
465 clear_type = REP_CLEAR;
466
467 /* From the SNB PRM (Vol4_Part1):
468 *
469 * "Replicated data (Message Type = 111) is only supported when
470 * accessing tiled memory. Using this Message Type to access
471 * linear (untiled) memory is UNDEFINED."
472 */
473 if (irb->mt->tiling == I915_TILING_NONE) {
474 perf_debug("Falling back to plain clear because %dx%d buffer is untiled\n",
475 irb->mt->logical_width0, irb->mt->logical_height0);
476 clear_type = PLAIN_CLEAR;
477 }
478
479 /* Constant color writes ignore everything in blend and color calculator
480 * state. This is not documented.
481 */
482 GLubyte *color_mask = ctx->Color.ColorMask[buf];
483 for (int i = 0; i < 4; i++) {
484 if (_mesa_format_has_color_component(irb->mt->format, i) &&
485 !color_mask[i]) {
486 perf_debug("Falling back to plain clear on %dx%d buffer because of color mask\n",
487 irb->mt->logical_width0, irb->mt->logical_height0);
488 clear_type = PLAIN_CLEAR;
489 }
490 }
491
492 /* Allocate the MCS for non MSRT surfaces now if we're doing a fast
493 * clear and we don't have the MCS yet. On failure, fall back to
494 * replicated clear.
495 */
496 if (clear_type == FAST_CLEAR && irb->mt->mcs_mt == NULL)
497 if (!intel_miptree_alloc_non_msrt_mcs(brw, irb->mt))
498 clear_type = REP_CLEAR;
499
500 switch (clear_type) {
501 case FAST_CLEAR:
502 irb->mt->fast_clear_color_value =
503 compute_fast_clear_color_bits(&ctx->Color.ClearColor);
504 irb->need_downsample = true;
505
506 /* If the buffer is already in INTEL_FAST_CLEAR_STATE_CLEAR, the
507 * clear is redundant and can be skipped. Only skip after we've
508 * updated the fast clear color above though.
509 */
510 if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_CLEAR)
511 continue;
512
513 /* Set fast_clear_state to RESOLVED so we don't try resolve them when
514 * we draw, in case the mt is also bound as a texture.
515 */
516 irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
517 irb->need_downsample = true;
518 fast_clear_buffers |= 1 << index;
519 get_fast_clear_rect(brw, fb, irb, &fast_clear_rect);
520 break;
521
522 case REP_CLEAR:
523 rep_clear_buffers |= 1 << index;
524 get_buffer_rect(brw, fb, irb, &clear_rect);
525 break;
526
527 case PLAIN_CLEAR:
528 plain_clear_buffers |= 1 << index;
529 get_buffer_rect(brw, fb, irb, &clear_rect);
530 continue;
531 }
532 }
533
534 if (!(fast_clear_buffers | rep_clear_buffers)) {
535 if (plain_clear_buffers)
536 /* If we only have plain clears, skip the meta save/restore. */
537 goto out;
538 else
539 /* Nothing left to do. This happens when we hit the redundant fast
540 * clear case above and nothing else.
541 */
542 return true;
543 }
544
545 meta_save =
546 MESA_META_ALPHA_TEST |
547 MESA_META_BLEND |
548 MESA_META_DEPTH_TEST |
549 MESA_META_RASTERIZATION |
550 MESA_META_SHADER |
551 MESA_META_STENCIL_TEST |
552 MESA_META_VERTEX |
553 MESA_META_VIEWPORT |
554 MESA_META_CLIP |
555 MESA_META_CLAMP_FRAGMENT_COLOR |
556 MESA_META_MULTISAMPLE |
557 MESA_META_OCCLUSION_QUERY |
558 MESA_META_DRAW_BUFFERS;
559
560 _mesa_meta_begin(ctx, meta_save);
561
562 if (!brw_fast_clear_init(brw)) {
563 /* This is going to be hard to recover from, most likely out of memory.
564 * Bail and let meta try and (probably) fail for us.
565 */
566 plain_clear_buffers = buffers;
567 goto bail_to_meta;
568 }
569
570 /* Clears never have the color clamped. */
571 if (ctx->Extensions.ARB_color_buffer_float)
572 _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
573
574 _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
575 _mesa_DepthMask(GL_FALSE);
576 _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
577
578 use_rectlist(brw, true);
579
580 layers = MAX2(1, fb->MaxNumLayers);
581 if (fast_clear_buffers) {
582 _mesa_meta_drawbuffers_from_bitfield(fast_clear_buffers);
583 brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
584 set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE);
585 brw_draw_rectlist(ctx, &fast_clear_rect, layers);
586 set_fast_clear_op(brw, 0);
587 }
588
589 if (rep_clear_buffers) {
590 _mesa_meta_drawbuffers_from_bitfield(rep_clear_buffers);
591 brw_bind_rep_write_shader(brw, ctx->Color.ClearColor.f);
592 brw_draw_rectlist(ctx, &clear_rect, layers);
593 }
594
595 /* Now set the mts we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll
596 * resolve them eventually.
597 */
598 for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
599 struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
600 struct intel_renderbuffer *irb = intel_renderbuffer(rb);
601 int index = fb->_ColorDrawBufferIndexes[buf];
602
603 if ((1 << index) & fast_clear_buffers)
604 irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_CLEAR;
605 }
606
607 bail_to_meta:
608 /* Dirty _NEW_BUFFERS so we reemit SURFACE_STATE which sets the fast clear
609 * color before resolve and sets irb->mt->fast_clear_state to UNRESOLVED if
610 * we render to it.
611 */
612 brw->NewGLState |= _NEW_BUFFERS;
613
614
615 /* Set the custom state back to normal and dirty the same bits as above */
616 use_rectlist(brw, false);
617
618 _mesa_meta_end(ctx);
619
620 /* From BSpec: Render Target Fast Clear:
621 *
622 * After Render target fast clear, pipe-control with color cache
623 * write-flush must be issued before sending any DRAW commands on that
624 * render target.
625 */
626 brw_emit_mi_flush(brw);
627
628 /* If we had to fall back to plain clear for any buffers, clear those now
629 * by calling into meta.
630 */
631 out:
632 if (plain_clear_buffers)
633 _mesa_meta_glsl_Clear(&brw->ctx, plain_clear_buffers);
634
635 return true;
636 }
637
638 static void
639 get_resolve_rect(struct brw_context *brw,
640 struct intel_mipmap_tree *mt, struct rect *rect)
641 {
642 unsigned x_align, y_align;
643 unsigned x_scaledown, y_scaledown;
644
645 /* From the Ivy Bridge PRM, Vol2 Part1 11.9 "Render Target Resolve":
646 *
647 * A rectangle primitive must be scaled down by the following factors
648 * with respect to render target being resolved.
649 *
650 * The scaledown factors in the table that follows are related to the
651 * alignment size returned by intel_get_non_msrt_mcs_alignment() by a
652 * multiplier. For IVB and HSW, we divide by two, for BDW we multiply
653 * by 8 and 16 and 8 and 8 for SKL.
654 */
655
656 intel_get_non_msrt_mcs_alignment(brw, mt, &x_align, &y_align);
657 if (brw->gen >= 9) {
658 x_scaledown = x_align * 8;
659 y_scaledown = y_align * 8;
660 } else if (brw->gen >= 8) {
661 x_scaledown = x_align * 8;
662 y_scaledown = y_align * 16;
663 } else {
664 x_scaledown = x_align / 2;
665 y_scaledown = y_align / 2;
666 }
667 rect->x0 = rect->y0 = 0;
668 rect->x1 = ALIGN(mt->logical_width0, x_scaledown) / x_scaledown;
669 rect->y1 = ALIGN(mt->logical_height0, y_scaledown) / y_scaledown;
670 }
671
672 void
673 brw_meta_resolve_color(struct brw_context *brw,
674 struct intel_mipmap_tree *mt)
675 {
676 struct gl_context *ctx = &brw->ctx;
677 GLuint fbo, rbo;
678 struct rect rect;
679
680 brw_emit_mi_flush(brw);
681
682 _mesa_meta_begin(ctx, MESA_META_ALL);
683
684 _mesa_GenFramebuffers(1, &fbo);
685 rbo = brw_get_rb_for_slice(brw, mt, 0, 0, false);
686
687 _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
688 _mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
689 GL_COLOR_ATTACHMENT0,
690 GL_RENDERBUFFER, rbo);
691 _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
692
693 brw_fast_clear_init(brw);
694
695 use_rectlist(brw, true);
696
697 brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
698
699 set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_RESOLVE_ENABLE);
700
701 mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
702 get_resolve_rect(brw, mt, &rect);
703
704 brw_draw_rectlist(ctx, &rect, 1);
705
706 set_fast_clear_op(brw, 0);
707 use_rectlist(brw, false);
708
709 _mesa_DeleteRenderbuffers(1, &rbo);
710 _mesa_DeleteFramebuffers(1, &fbo);
711
712 _mesa_meta_end(ctx);
713
714 /* We're typically called from intel_update_state() and we're supposed to
715 * return with the state all updated to what it was before
716 * brw_meta_resolve_color() was called. The meta rendering will have
717 * messed up the state and we need to call _mesa_update_state() again to
718 * get back to where we were supposed to be when resolve was called.
719 */
720 if (ctx->NewState)
721 _mesa_update_state(ctx);
722 }