* S3TC workaround that requires us to do reinterpretation. So assert
* that they're at least the same bpb and block size.
*/
- MAYBE_UNUSED const struct isl_format_layout *surf_fmtl =
+ ASSERTED const struct isl_format_layout *surf_fmtl =
isl_format_get_layout(info->surf->format);
- MAYBE_UNUSED const struct isl_format_layout *view_fmtl =
+ ASSERTED const struct isl_format_layout *view_fmtl =
isl_format_get_layout(info->surf->format);
assert(surf_fmtl->bpb == view_fmtl->bpb);
assert(surf_fmtl->bw == view_fmtl->bw);
assert(surf_fmtl->bh == view_fmtl->bh);
}
- s.SurfaceFormat = (enum GENX(SURFACE_FORMAT)) info->view->format;
+ s.SurfaceFormat = info->view->format;
#if GEN_GEN <= 5
s.ColorBufferComponentWriteDisables = info->write_disables;
/* For gen9 1-D textures, surface pitch is ignored */
s.SurfacePitch = 0;
} else {
- s.SurfacePitch = info->surf->row_pitch - 1;
+ s.SurfacePitch = info->surf->row_pitch_B - 1;
}
#if GEN_GEN >= 8
#endif
#if (GEN_GEN >= 8 || GEN_IS_HASWELL)
- if (info->view->usage & ISL_SURF_USAGE_RENDER_TARGET_BIT) {
- /* From the Sky Lake PRM Vol. 2d,
- * RENDER_SURFACE_STATE::Shader Channel Select Red
- *
- * "For Render Target, Red, Green and Blue Shader Channel Selects
- * MUST be such that only valid components can be swapped i.e. only
- * change the order of components in the pixel. Any other values for
- * these Shader Channel Select fields are not valid for Render
- * Targets. This also means that there MUST not be multiple shader
- * channels mapped to the same RT channel."
- */
- assert(info->view->swizzle.r == ISL_CHANNEL_SELECT_RED ||
- info->view->swizzle.r == ISL_CHANNEL_SELECT_GREEN ||
- info->view->swizzle.r == ISL_CHANNEL_SELECT_BLUE);
- assert(info->view->swizzle.g == ISL_CHANNEL_SELECT_RED ||
- info->view->swizzle.g == ISL_CHANNEL_SELECT_GREEN ||
- info->view->swizzle.g == ISL_CHANNEL_SELECT_BLUE);
- assert(info->view->swizzle.b == ISL_CHANNEL_SELECT_RED ||
- info->view->swizzle.b == ISL_CHANNEL_SELECT_GREEN ||
- info->view->swizzle.b == ISL_CHANNEL_SELECT_BLUE);
- assert(info->view->swizzle.r != info->view->swizzle.g);
- assert(info->view->swizzle.r != info->view->swizzle.b);
- assert(info->view->swizzle.g != info->view->swizzle.b);
-
- /* From the Sky Lake PRM Vol. 2d,
- * RENDER_SURFACE_STATE::Shader Channel Select Alpha
- *
- * "For Render Target, this field MUST be programmed to
- * value = SCS_ALPHA."
- */
- assert(info->view->swizzle.a == ISL_CHANNEL_SELECT_ALPHA);
- }
+ if (info->view->usage & ISL_SURF_USAGE_RENDER_TARGET_BIT)
+ assert(isl_swizzle_supports_rendering(dev->info, info->view->swizzle));
+
s.ShaderChannelSelectRed = (enum GENX(ShaderChannelSelect)) info->view->swizzle.r;
s.ShaderChannelSelectGreen = (enum GENX(ShaderChannelSelect)) info->view->swizzle.g;
s.ShaderChannelSelectBlue = (enum GENX(ShaderChannelSelect)) info->view->swizzle.b;
s.ShaderChannelSelectAlpha = (enum GENX(ShaderChannelSelect)) info->view->swizzle.a;
+#else
+ assert(isl_swizzle_is_identity(info->view->swizzle));
#endif
s.SurfaceBaseAddress = info->address;
struct isl_tile_info tile_info;
isl_surf_get_tile_info(info->aux_surf, &tile_info);
uint32_t pitch_in_tiles =
- info->aux_surf->row_pitch / tile_info.phys_extent_B.width;
+ info->aux_surf->row_pitch_B / tile_info.phys_extent_B.width;
s.AuxiliarySurfaceBaseAddress = info->aux_address;
s.AuxiliarySurfacePitch = pitch_in_tiles - 1;
#endif
if (info->aux_usage != ISL_AUX_USAGE_NONE) {
+ if (info->use_clear_address) {
+#if GEN_GEN >= 10
+ s.ClearValueAddressEnable = true;
+ s.ClearValueAddress = info->clear_address;
+#else
+ unreachable("Gen9 and earlier do not support indirect clear colors");
+#endif
+ }
+
+#if GEN_GEN == 11
+ /*
+ * From BXML > GT > Shared Functions > vol5c Shared Functions >
+ * [Structure] RENDER_SURFACE_STATE [BDW+] > ClearColorConversionEnable:
+ *
+ * Project: Gen11
+ *
+ * "Enables Pixel backend hw to convert clear values into native format
+ * and write back to clear address, so that display and sampler can use
+ * the converted value for resolving fast cleared RTs."
+ *
+ * Summary:
+ * Clear color conversion must be enabled if the clear color is stored
+ * indirectly and fast color clears are enabled.
+ */
+ if (info->use_clear_address) {
+ s.ClearColorConversionEnable = true;
+ }
+#endif
+
#if GEN_GEN >= 9
- s.RedClearColor = info->clear_color.u32[0];
- s.GreenClearColor = info->clear_color.u32[1];
- s.BlueClearColor = info->clear_color.u32[2];
- s.AlphaClearColor = info->clear_color.u32[3];
+ if (!info->use_clear_address) {
+ s.RedClearColor = info->clear_color.u32[0];
+ s.GreenClearColor = info->clear_color.u32[1];
+ s.BlueClearColor = info->clear_color.u32[2];
+ s.AlphaClearColor = info->clear_color.u32[3];
+ }
#elif GEN_GEN >= 7
/* Prior to Sky Lake, we only have one bit for the clear color which
* gives us 0 or 1 in whatever the surface's format happens to be.
isl_genX(buffer_fill_state_s)(void *state,
const struct isl_buffer_fill_state_info *restrict info)
{
- uint64_t buffer_size = info->size;
+ uint64_t buffer_size = info->size_B;
/* Uniform and Storage buffers need to have surface size not less that the
* aligned 32-bit size of the buffer. To calculate the array lenght on
* buffer_size = (surface_size & ~3) - (surface_size & 3)
*/
if (info->format == ISL_FORMAT_RAW ||
- info->stride < isl_format_get_layout(info->format)->bpb / 8) {
- assert(info->stride == 1);
+ info->stride_B < isl_format_get_layout(info->format)->bpb / 8) {
+ assert(info->stride_B == 1);
uint64_t aligned_size = isl_align(buffer_size, 4);
buffer_size = aligned_size + (aligned_size - buffer_size);
}
- uint32_t num_elements = buffer_size / info->stride;
+ uint32_t num_elements = buffer_size / info->stride_B;
if (GEN_GEN >= 7) {
/* From the IVB PRM, SURFACE_STATE::Height,
struct GENX(RENDER_SURFACE_STATE) s = { 0, };
s.SurfaceType = SURFTYPE_BUFFER;
- s.SurfaceFormat = (enum GENX(SURFACE_FORMAT)) info->format;
+ s.SurfaceFormat = info->format;
#if GEN_GEN >= 6
s.SurfaceVerticalAlignment = isl_to_gen_valign[4];
s.Depth = ((num_elements - 1) >> 20) & 0x7f;
#endif
- s.SurfacePitch = info->stride - 1;
+ s.SurfacePitch = info->stride_B - 1;
#if GEN_GEN >= 6
s.NumberofMultisamples = MULTISAMPLECOUNT_1;
#endif
#if (GEN_GEN >= 8 || GEN_IS_HASWELL)
- s.ShaderChannelSelectRed = SCS_RED;
- s.ShaderChannelSelectGreen = SCS_GREEN;
- s.ShaderChannelSelectBlue = SCS_BLUE;
- s.ShaderChannelSelectAlpha = SCS_ALPHA;
+ s.ShaderChannelSelectRed = (enum GENX(ShaderChannelSelect)) info->swizzle.r;
+ s.ShaderChannelSelectGreen = (enum GENX(ShaderChannelSelect)) info->swizzle.g;
+ s.ShaderChannelSelectBlue = (enum GENX(ShaderChannelSelect)) info->swizzle.b;
+ s.ShaderChannelSelectAlpha = (enum GENX(ShaderChannelSelect)) info->swizzle.a;
#endif
GENX(RENDER_SURFACE_STATE_pack)(NULL, state, &s);
{
struct GENX(RENDER_SURFACE_STATE) s = {
.SurfaceType = SURFTYPE_NULL,
- .SurfaceFormat = (enum GENX(SURFACE_FORMAT)) ISL_FORMAT_B8G8R8A8_UNORM,
+ .SurfaceFormat = ISL_FORMAT_B8G8R8A8_UNORM,
#if GEN_GEN >= 7
.SurfaceArray = size.depth > 0,
#endif