#include "genxml/gen_macros.h"
#include "genxml/genX_pack.h"
-#include "genX_pipeline_util.h"
+#include "common/gen_l3_config.h"
+#include "common/gen_sample_positions.h"
+#include "vk_util.h"
+#include "vk_format_info.h"
+
+static uint32_t
+vertex_element_comp_control(enum isl_format format, unsigned comp)
+{
+ uint8_t bits;
+ switch (comp) {
+ case 0: bits = isl_format_layouts[format].channels.r.bits; break;
+ case 1: bits = isl_format_layouts[format].channels.g.bits; break;
+ case 2: bits = isl_format_layouts[format].channels.b.bits; break;
+ case 3: bits = isl_format_layouts[format].channels.a.bits; break;
+ default: unreachable("Invalid component");
+ }
+
+ /*
+ * Take in account hardware restrictions when dealing with 64-bit floats.
+ *
+ * From Broadwell spec, command reference structures, page 586:
+ * "When SourceElementFormat is set to one of the *64*_PASSTHRU formats,
+ * 64-bit components are stored * in the URB without any conversion. In
+ * this case, vertex elements must be written as 128 or 256 bits, with
+ * VFCOMP_STORE_0 being used to pad the output as required. E.g., if
+ * R64_PASSTHRU is used to copy a 64-bit Red component into the URB,
+ * Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3
+ * set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or
+ * Components 1-3 must be specified as VFCOMP_STORE_0 in order to output
+ * a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires
+ * Component 3 to be specified as VFCOMP_STORE_0 in order to output a
+ * 256-bit vertex element."
+ */
+ if (bits) {
+ return VFCOMP_STORE_SRC;
+ } else if (comp >= 2 &&
+ !isl_format_layouts[format].channels.b.bits &&
+ isl_format_layouts[format].channels.r.type == ISL_RAW) {
+ /* When emitting 64-bit attributes, we need to write either 128 or 256
+ * bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and
+ * VFCOMP_STORE_0 to pad the written chunk */
+ return VFCOMP_NOSTORE;
+ } else if (comp < 3 ||
+ isl_format_layouts[format].channels.r.type == ISL_RAW) {
+ /* Note we need to pad with value 0, not 1, due hardware restrictions
+ * (see comment above) */
+ return VFCOMP_STORE_0;
+ } else if (isl_format_layouts[format].channels.r.type == ISL_UINT ||
+ isl_format_layouts[format].channels.r.type == ISL_SINT) {
+ assert(comp == 3);
+ return VFCOMP_STORE_1_INT;
+ } else {
+ assert(comp == 3);
+ return VFCOMP_STORE_1_FP;
+ }
+}
+
+static void
+emit_vertex_input(struct anv_pipeline *pipeline,
+ const VkPipelineVertexInputStateCreateInfo *info)
+{
+ const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
+
+ /* Pull inputs_read out of the VS prog data */
+ const uint64_t inputs_read = vs_prog_data->inputs_read;
+ const uint64_t double_inputs_read = vs_prog_data->double_inputs_read;
+ assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0);
+ const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0;
+ const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0;
+ const bool needs_svgs_elem = vs_prog_data->uses_vertexid ||
+ vs_prog_data->uses_instanceid ||
+ vs_prog_data->uses_firstvertex ||
+ vs_prog_data->uses_baseinstance;
+
+ uint32_t elem_count = __builtin_popcount(elements) -
+ __builtin_popcount(elements_double) / 2;
+
+ const uint32_t total_elems =
+ elem_count + needs_svgs_elem + vs_prog_data->uses_drawid;
+ if (total_elems == 0)
+ return;
+
+ uint32_t *p;
+
+ const uint32_t num_dwords = 1 + total_elems * 2;
+ p = anv_batch_emitn(&pipeline->batch, num_dwords,
+ GENX(3DSTATE_VERTEX_ELEMENTS));
+ if (!p)
+ return;
+ memset(p + 1, 0, (num_dwords - 1) * 4);
+
+ for (uint32_t i = 0; i < info->vertexAttributeDescriptionCount; i++) {
+ const VkVertexInputAttributeDescription *desc =
+ &info->pVertexAttributeDescriptions[i];
+ enum isl_format format = anv_get_isl_format(&pipeline->device->info,
+ desc->format,
+ VK_IMAGE_ASPECT_COLOR_BIT,
+ VK_IMAGE_TILING_LINEAR);
+
+ assert(desc->binding < MAX_VBS);
+
+ if ((elements & (1 << desc->location)) == 0)
+ continue; /* Binding unused */
+
+ uint32_t slot =
+ __builtin_popcount(elements & ((1 << desc->location) - 1)) -
+ DIV_ROUND_UP(__builtin_popcount(elements_double &
+ ((1 << desc->location) -1)), 2);
+
+ struct GENX(VERTEX_ELEMENT_STATE) element = {
+ .VertexBufferIndex = desc->binding,
+ .Valid = true,
+ .SourceElementFormat = format,
+ .EdgeFlagEnable = false,
+ .SourceElementOffset = desc->offset,
+ .Component0Control = vertex_element_comp_control(format, 0),
+ .Component1Control = vertex_element_comp_control(format, 1),
+ .Component2Control = vertex_element_comp_control(format, 2),
+ .Component3Control = vertex_element_comp_control(format, 3),
+ };
+ GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + slot * 2], &element);
+
+#if GEN_GEN >= 8
+ /* On Broadwell and later, we have a separate VF_INSTANCING packet
+ * that controls instancing. On Haswell and prior, that's part of
+ * VERTEX_BUFFER_STATE which we emit later.
+ */
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
+ vfi.InstancingEnable = pipeline->instancing_enable[desc->binding];
+ vfi.VertexElementIndex = slot;
+ /* Our implementation of VK_KHR_multiview uses instancing to draw
+ * the different views. If the client asks for instancing, we
+ * need to use the Instance Data Step Rate to ensure that we
+ * repeat the client's per-instance data once for each view.
+ */
+ vfi.InstanceDataStepRate = anv_subpass_view_count(pipeline->subpass);
+ }
+#endif
+ }
+
+ const uint32_t id_slot = elem_count;
+ if (needs_svgs_elem) {
+ /* From the Broadwell PRM for the 3D_Vertex_Component_Control enum:
+ * "Within a VERTEX_ELEMENT_STATE structure, if a Component
+ * Control field is set to something other than VFCOMP_STORE_SRC,
+ * no higher-numbered Component Control fields may be set to
+ * VFCOMP_STORE_SRC"
+ *
+ * This means, that if we have BaseInstance, we need BaseVertex as
+ * well. Just do all or nothing.
+ */
+ uint32_t base_ctrl = (vs_prog_data->uses_firstvertex ||
+ vs_prog_data->uses_baseinstance) ?
+ VFCOMP_STORE_SRC : VFCOMP_STORE_0;
+
+ struct GENX(VERTEX_ELEMENT_STATE) element = {
+ .VertexBufferIndex = ANV_SVGS_VB_INDEX,
+ .Valid = true,
+ .SourceElementFormat = ISL_FORMAT_R32G32_UINT,
+ .Component0Control = base_ctrl,
+ .Component1Control = base_ctrl,
+#if GEN_GEN >= 8
+ .Component2Control = VFCOMP_STORE_0,
+ .Component3Control = VFCOMP_STORE_0,
+#else
+ .Component2Control = VFCOMP_STORE_VID,
+ .Component3Control = VFCOMP_STORE_IID,
+#endif
+ };
+ GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + id_slot * 2], &element);
+ }
+
+#if GEN_GEN >= 8
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_SGVS), sgvs) {
+ sgvs.VertexIDEnable = vs_prog_data->uses_vertexid;
+ sgvs.VertexIDComponentNumber = 2;
+ sgvs.VertexIDElementOffset = id_slot;
+ sgvs.InstanceIDEnable = vs_prog_data->uses_instanceid;
+ sgvs.InstanceIDComponentNumber = 3;
+ sgvs.InstanceIDElementOffset = id_slot;
+ }
+#endif
+
+ const uint32_t drawid_slot = elem_count + needs_svgs_elem;
+ if (vs_prog_data->uses_drawid) {
+ struct GENX(VERTEX_ELEMENT_STATE) element = {
+ .VertexBufferIndex = ANV_DRAWID_VB_INDEX,
+ .Valid = true,
+ .SourceElementFormat = ISL_FORMAT_R32_UINT,
+ .Component0Control = VFCOMP_STORE_SRC,
+ .Component1Control = VFCOMP_STORE_0,
+ .Component2Control = VFCOMP_STORE_0,
+ .Component3Control = VFCOMP_STORE_0,
+ };
+ GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
+ &p[1 + drawid_slot * 2],
+ &element);
+
+#if GEN_GEN >= 8
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
+ vfi.VertexElementIndex = drawid_slot;
+ }
+#endif
+ }
+}
+
+void
+genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
+ const struct gen_l3_config *l3_config,
+ VkShaderStageFlags active_stages,
+ const unsigned entry_size[4])
+{
+ const struct gen_device_info *devinfo = &device->info;
+#if GEN_IS_HASWELL
+ const unsigned push_constant_kb = devinfo->gt == 3 ? 32 : 16;
+#else
+ const unsigned push_constant_kb = GEN_GEN >= 8 ? 32 : 16;
+#endif
+
+ const unsigned urb_size_kb = gen_get_l3_config_urb_size(devinfo, l3_config);
+
+ unsigned entries[4];
+ unsigned start[4];
+ gen_get_urb_config(devinfo,
+ 1024 * push_constant_kb, 1024 * urb_size_kb,
+ active_stages &
+ VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
+ active_stages & VK_SHADER_STAGE_GEOMETRY_BIT,
+ entry_size, entries, start);
+
+#if GEN_GEN == 7 && !GEN_IS_HASWELL
+ /* From the IVB PRM Vol. 2, Part 1, Section 3.2.1:
+ *
+ * "A PIPE_CONTROL with Post-Sync Operation set to 1h and a depth stall
+ * needs to be sent just prior to any 3DSTATE_VS, 3DSTATE_URB_VS,
+ * 3DSTATE_CONSTANT_VS, 3DSTATE_BINDING_TABLE_POINTER_VS,
+ * 3DSTATE_SAMPLER_STATE_POINTER_VS command. Only one PIPE_CONTROL
+ * needs to be sent before any combination of VS associated 3DSTATE."
+ */
+ anv_batch_emit(batch, GEN7_PIPE_CONTROL, pc) {
+ pc.DepthStallEnable = true;
+ pc.PostSyncOperation = WriteImmediateData;
+ pc.Address = (struct anv_address) { &device->workaround_bo, 0 };
+ }
+#endif
+
+ for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
+ anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
+ urb._3DCommandSubOpcode += i;
+ urb.VSURBStartingAddress = start[i];
+ urb.VSURBEntryAllocationSize = entry_size[i] - 1;
+ urb.VSNumberofURBEntries = entries[i];
+ }
+ }
+}
+
+static void
+emit_urb_setup(struct anv_pipeline *pipeline)
+{
+ unsigned entry_size[4];
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ const struct brw_vue_prog_data *prog_data =
+ !anv_pipeline_has_stage(pipeline, i) ? NULL :
+ (const struct brw_vue_prog_data *) pipeline->shaders[i]->prog_data;
+
+ entry_size[i] = prog_data ? prog_data->urb_entry_size : 1;
+ }
+
+ genX(emit_urb_setup)(pipeline->device, &pipeline->batch,
+ pipeline->urb.l3_config,
+ pipeline->active_stages, entry_size);
+}
+
+static void
+emit_3dstate_sbe(struct anv_pipeline *pipeline)
+{
+ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
+
+ if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE), sbe);
+#if GEN_GEN >= 8
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE_SWIZ), sbe);
+#endif
+ return;
+ }
+
+ const struct brw_vue_map *fs_input_map =
+ &anv_pipeline_get_last_vue_prog_data(pipeline)->vue_map;
+
+ struct GENX(3DSTATE_SBE) sbe = {
+ GENX(3DSTATE_SBE_header),
+ .AttributeSwizzleEnable = true,
+ .PointSpriteTextureCoordinateOrigin = UPPERLEFT,
+ .NumberofSFOutputAttributes = wm_prog_data->num_varying_inputs,
+ .ConstantInterpolationEnable = wm_prog_data->flat_inputs,
+ };
+
+#if GEN_GEN >= 9
+ for (unsigned i = 0; i < 32; i++)
+ sbe.AttributeActiveComponentFormat[i] = ACF_XYZW;
+#endif
+
+#if GEN_GEN >= 8
+ /* On Broadwell, they broke 3DSTATE_SBE into two packets */
+ struct GENX(3DSTATE_SBE_SWIZ) swiz = {
+ GENX(3DSTATE_SBE_SWIZ_header),
+ };
+#else
+# define swiz sbe
+#endif
+
+ /* Skip the VUE header and position slots by default */
+ unsigned urb_entry_read_offset = 1;
+ int max_source_attr = 0;
+ for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
+ int input_index = wm_prog_data->urb_setup[attr];
+
+ if (input_index < 0)
+ continue;
+
+ /* gl_Layer is stored in the VUE header */
+ if (attr == VARYING_SLOT_LAYER) {
+ urb_entry_read_offset = 0;
+ continue;
+ }
+
+ if (attr == VARYING_SLOT_PNTC) {
+ sbe.PointSpriteTextureCoordinateEnable = 1 << input_index;
+ continue;
+ }
+
+ const int slot = fs_input_map->varying_to_slot[attr];
+
+ if (input_index >= 16)
+ continue;
+
+ if (slot == -1) {
+ /* This attribute does not exist in the VUE--that means that the
+ * vertex shader did not write to it. It could be that it's a
+ * regular varying read by the fragment shader but not written by
+ * the vertex shader or it's gl_PrimitiveID. In the first case the
+ * value is undefined, in the second it needs to be
+ * gl_PrimitiveID.
+ */
+ swiz.Attribute[input_index].ConstantSource = PRIM_ID;
+ swiz.Attribute[input_index].ComponentOverrideX = true;
+ swiz.Attribute[input_index].ComponentOverrideY = true;
+ swiz.Attribute[input_index].ComponentOverrideZ = true;
+ swiz.Attribute[input_index].ComponentOverrideW = true;
+ } else {
+ /* We have to subtract two slots to accout for the URB entry output
+ * read offset in the VS and GS stages.
+ */
+ const int source_attr = slot - 2 * urb_entry_read_offset;
+ assert(source_attr >= 0 && source_attr < 32);
+ max_source_attr = MAX2(max_source_attr, source_attr);
+ swiz.Attribute[input_index].SourceAttribute = source_attr;
+ }
+ }
+
+ sbe.VertexURBEntryReadOffset = urb_entry_read_offset;
+ sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2);
+#if GEN_GEN >= 8
+ sbe.ForceVertexURBEntryReadOffset = true;
+ sbe.ForceVertexURBEntryReadLength = true;
+#endif
+
+ uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
+ GENX(3DSTATE_SBE_length));
+ if (!dw)
+ return;
+ GENX(3DSTATE_SBE_pack)(&pipeline->batch, dw, &sbe);
+
+#if GEN_GEN >= 8
+ dw = anv_batch_emit_dwords(&pipeline->batch, GENX(3DSTATE_SBE_SWIZ_length));
+ if (!dw)
+ return;
+ GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
+#endif
+}
+
+static const uint32_t vk_to_gen_cullmode[] = {
+ [VK_CULL_MODE_NONE] = CULLMODE_NONE,
+ [VK_CULL_MODE_FRONT_BIT] = CULLMODE_FRONT,
+ [VK_CULL_MODE_BACK_BIT] = CULLMODE_BACK,
+ [VK_CULL_MODE_FRONT_AND_BACK] = CULLMODE_BOTH
+};
+
+static const uint32_t vk_to_gen_fillmode[] = {
+ [VK_POLYGON_MODE_FILL] = FILL_MODE_SOLID,
+ [VK_POLYGON_MODE_LINE] = FILL_MODE_WIREFRAME,
+ [VK_POLYGON_MODE_POINT] = FILL_MODE_POINT,
+};
+
+static const uint32_t vk_to_gen_front_face[] = {
+ [VK_FRONT_FACE_COUNTER_CLOCKWISE] = 1,
+ [VK_FRONT_FACE_CLOCKWISE] = 0
+};
+
+static void
+emit_rs_state(struct anv_pipeline *pipeline,
+ const VkPipelineRasterizationStateCreateInfo *rs_info,
+ const VkPipelineMultisampleStateCreateInfo *ms_info,
+ const struct anv_render_pass *pass,
+ const struct anv_subpass *subpass)
+{
+ struct GENX(3DSTATE_SF) sf = {
+ GENX(3DSTATE_SF_header),
+ };
+
+ sf.ViewportTransformEnable = true;
+ sf.StatisticsEnable = true;
+ sf.TriangleStripListProvokingVertexSelect = 0;
+ sf.LineStripListProvokingVertexSelect = 0;
+ sf.TriangleFanProvokingVertexSelect = 1;
+
+ const struct brw_vue_prog_data *last_vue_prog_data =
+ anv_pipeline_get_last_vue_prog_data(pipeline);
+
+ if (last_vue_prog_data->vue_map.slots_valid & VARYING_BIT_PSIZ) {
+ sf.PointWidthSource = Vertex;
+ } else {
+ sf.PointWidthSource = State;
+ sf.PointWidth = 1.0;
+ }
+
+#if GEN_GEN >= 8
+ struct GENX(3DSTATE_RASTER) raster = {
+ GENX(3DSTATE_RASTER_header),
+ };
+#else
+# define raster sf
+#endif
+
+ /* For details on 3DSTATE_RASTER multisample state, see the BSpec table
+ * "Multisample Modes State".
+ */
+#if GEN_GEN >= 8
+ raster.DXMultisampleRasterizationEnable = true;
+ /* NOTE: 3DSTATE_RASTER::ForcedSampleCount affects the BDW and SKL PMA fix
+ * computations. If we ever set this bit to a different value, they will
+ * need to be updated accordingly.
+ */
+ raster.ForcedSampleCount = FSC_NUMRASTSAMPLES_0;
+ raster.ForceMultisampling = false;
+#else
+ raster.MultisampleRasterizationMode =
+ (ms_info && ms_info->rasterizationSamples > 1) ?
+ MSRASTMODE_ON_PATTERN : MSRASTMODE_OFF_PIXEL;
+#endif
+
+ raster.FrontWinding = vk_to_gen_front_face[rs_info->frontFace];
+ raster.CullMode = vk_to_gen_cullmode[rs_info->cullMode];
+ raster.FrontFaceFillMode = vk_to_gen_fillmode[rs_info->polygonMode];
+ raster.BackFaceFillMode = vk_to_gen_fillmode[rs_info->polygonMode];
+ raster.ScissorRectangleEnable = true;
+
+#if GEN_GEN >= 9
+ /* GEN9+ splits ViewportZClipTestEnable into near and far enable bits */
+ raster.ViewportZFarClipTestEnable = !pipeline->depth_clamp_enable;
+ raster.ViewportZNearClipTestEnable = !pipeline->depth_clamp_enable;
+#elif GEN_GEN >= 8
+ raster.ViewportZClipTestEnable = !pipeline->depth_clamp_enable;
+#endif
+
+ raster.GlobalDepthOffsetEnableSolid = rs_info->depthBiasEnable;
+ raster.GlobalDepthOffsetEnableWireframe = rs_info->depthBiasEnable;
+ raster.GlobalDepthOffsetEnablePoint = rs_info->depthBiasEnable;
+
+#if GEN_GEN == 7
+ /* Gen7 requires that we provide the depth format in 3DSTATE_SF so that it
+ * can get the depth offsets correct.
+ */
+ if (subpass->depth_stencil_attachment.attachment < pass->attachment_count) {
+ VkFormat vk_format =
+ pass->attachments[subpass->depth_stencil_attachment.attachment].format;
+ assert(vk_format_is_depth_or_stencil(vk_format));
+ if (vk_format_aspects(vk_format) & VK_IMAGE_ASPECT_DEPTH_BIT) {
+ enum isl_format isl_format =
+ anv_get_isl_format(&pipeline->device->info, vk_format,
+ VK_IMAGE_ASPECT_DEPTH_BIT,
+ VK_IMAGE_TILING_OPTIMAL);
+ sf.DepthBufferSurfaceFormat =
+ isl_format_get_depth_format(isl_format, false);
+ }
+ }
+#endif
+
+#if GEN_GEN >= 8
+ GENX(3DSTATE_SF_pack)(NULL, pipeline->gen8.sf, &sf);
+ GENX(3DSTATE_RASTER_pack)(NULL, pipeline->gen8.raster, &raster);
+#else
+# undef raster
+ GENX(3DSTATE_SF_pack)(NULL, &pipeline->gen7.sf, &sf);
+#endif
+}
+
+static void
+emit_ms_state(struct anv_pipeline *pipeline,
+ const VkPipelineMultisampleStateCreateInfo *info)
+{
+ uint32_t samples = 1;
+ uint32_t log2_samples = 0;
+
+ /* From the Vulkan 1.0 spec:
+ * If pSampleMask is NULL, it is treated as if the mask has all bits
+ * enabled, i.e. no coverage is removed from fragments.
+ *
+ * 3DSTATE_SAMPLE_MASK.SampleMask is 16 bits.
+ */
+#if GEN_GEN >= 8
+ uint32_t sample_mask = 0xffff;
+#else
+ uint32_t sample_mask = 0xff;
+#endif
+
+ if (info) {
+ samples = info->rasterizationSamples;
+ log2_samples = __builtin_ffs(samples) - 1;
+ }
+
+ if (info && info->pSampleMask)
+ sample_mask &= info->pSampleMask[0];
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_MULTISAMPLE), ms) {
+ ms.NumberofMultisamples = log2_samples;
+
+ ms.PixelLocation = CENTER;
+#if GEN_GEN >= 8
+ /* The PRM says that this bit is valid only for DX9:
+ *
+ * SW can choose to set this bit only for DX9 API. DX10/OGL API's
+ * should not have any effect by setting or not setting this bit.
+ */
+ ms.PixelPositionOffsetEnable = false;
+#else
+
+ switch (samples) {
+ case 1:
+ GEN_SAMPLE_POS_1X(ms.Sample);
+ break;
+ case 2:
+ GEN_SAMPLE_POS_2X(ms.Sample);
+ break;
+ case 4:
+ GEN_SAMPLE_POS_4X(ms.Sample);
+ break;
+ case 8:
+ GEN_SAMPLE_POS_8X(ms.Sample);
+ break;
+ default:
+ break;
+ }
+#endif
+ }
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SAMPLE_MASK), sm) {
+ sm.SampleMask = sample_mask;
+ }
+}
+
+static const uint32_t vk_to_gen_logic_op[] = {
+ [VK_LOGIC_OP_COPY] = LOGICOP_COPY,
+ [VK_LOGIC_OP_CLEAR] = LOGICOP_CLEAR,
+ [VK_LOGIC_OP_AND] = LOGICOP_AND,
+ [VK_LOGIC_OP_AND_REVERSE] = LOGICOP_AND_REVERSE,
+ [VK_LOGIC_OP_AND_INVERTED] = LOGICOP_AND_INVERTED,
+ [VK_LOGIC_OP_NO_OP] = LOGICOP_NOOP,
+ [VK_LOGIC_OP_XOR] = LOGICOP_XOR,
+ [VK_LOGIC_OP_OR] = LOGICOP_OR,
+ [VK_LOGIC_OP_NOR] = LOGICOP_NOR,
+ [VK_LOGIC_OP_EQUIVALENT] = LOGICOP_EQUIV,
+ [VK_LOGIC_OP_INVERT] = LOGICOP_INVERT,
+ [VK_LOGIC_OP_OR_REVERSE] = LOGICOP_OR_REVERSE,
+ [VK_LOGIC_OP_COPY_INVERTED] = LOGICOP_COPY_INVERTED,
+ [VK_LOGIC_OP_OR_INVERTED] = LOGICOP_OR_INVERTED,
+ [VK_LOGIC_OP_NAND] = LOGICOP_NAND,
+ [VK_LOGIC_OP_SET] = LOGICOP_SET,
+};
+
+static const uint32_t vk_to_gen_blend[] = {
+ [VK_BLEND_FACTOR_ZERO] = BLENDFACTOR_ZERO,
+ [VK_BLEND_FACTOR_ONE] = BLENDFACTOR_ONE,
+ [VK_BLEND_FACTOR_SRC_COLOR] = BLENDFACTOR_SRC_COLOR,
+ [VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR] = BLENDFACTOR_INV_SRC_COLOR,
+ [VK_BLEND_FACTOR_DST_COLOR] = BLENDFACTOR_DST_COLOR,
+ [VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR] = BLENDFACTOR_INV_DST_COLOR,
+ [VK_BLEND_FACTOR_SRC_ALPHA] = BLENDFACTOR_SRC_ALPHA,
+ [VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA] = BLENDFACTOR_INV_SRC_ALPHA,
+ [VK_BLEND_FACTOR_DST_ALPHA] = BLENDFACTOR_DST_ALPHA,
+ [VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA] = BLENDFACTOR_INV_DST_ALPHA,
+ [VK_BLEND_FACTOR_CONSTANT_COLOR] = BLENDFACTOR_CONST_COLOR,
+ [VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR]= BLENDFACTOR_INV_CONST_COLOR,
+ [VK_BLEND_FACTOR_CONSTANT_ALPHA] = BLENDFACTOR_CONST_ALPHA,
+ [VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA]= BLENDFACTOR_INV_CONST_ALPHA,
+ [VK_BLEND_FACTOR_SRC_ALPHA_SATURATE] = BLENDFACTOR_SRC_ALPHA_SATURATE,
+ [VK_BLEND_FACTOR_SRC1_COLOR] = BLENDFACTOR_SRC1_COLOR,
+ [VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR] = BLENDFACTOR_INV_SRC1_COLOR,
+ [VK_BLEND_FACTOR_SRC1_ALPHA] = BLENDFACTOR_SRC1_ALPHA,
+ [VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA] = BLENDFACTOR_INV_SRC1_ALPHA,
+};
+
+static const uint32_t vk_to_gen_blend_op[] = {
+ [VK_BLEND_OP_ADD] = BLENDFUNCTION_ADD,
+ [VK_BLEND_OP_SUBTRACT] = BLENDFUNCTION_SUBTRACT,
+ [VK_BLEND_OP_REVERSE_SUBTRACT] = BLENDFUNCTION_REVERSE_SUBTRACT,
+ [VK_BLEND_OP_MIN] = BLENDFUNCTION_MIN,
+ [VK_BLEND_OP_MAX] = BLENDFUNCTION_MAX,
+};
+
+static const uint32_t vk_to_gen_compare_op[] = {
+ [VK_COMPARE_OP_NEVER] = PREFILTEROPNEVER,
+ [VK_COMPARE_OP_LESS] = PREFILTEROPLESS,
+ [VK_COMPARE_OP_EQUAL] = PREFILTEROPEQUAL,
+ [VK_COMPARE_OP_LESS_OR_EQUAL] = PREFILTEROPLEQUAL,
+ [VK_COMPARE_OP_GREATER] = PREFILTEROPGREATER,
+ [VK_COMPARE_OP_NOT_EQUAL] = PREFILTEROPNOTEQUAL,
+ [VK_COMPARE_OP_GREATER_OR_EQUAL] = PREFILTEROPGEQUAL,
+ [VK_COMPARE_OP_ALWAYS] = PREFILTEROPALWAYS,
+};
+
+static const uint32_t vk_to_gen_stencil_op[] = {
+ [VK_STENCIL_OP_KEEP] = STENCILOP_KEEP,
+ [VK_STENCIL_OP_ZERO] = STENCILOP_ZERO,
+ [VK_STENCIL_OP_REPLACE] = STENCILOP_REPLACE,
+ [VK_STENCIL_OP_INCREMENT_AND_CLAMP] = STENCILOP_INCRSAT,
+ [VK_STENCIL_OP_DECREMENT_AND_CLAMP] = STENCILOP_DECRSAT,
+ [VK_STENCIL_OP_INVERT] = STENCILOP_INVERT,
+ [VK_STENCIL_OP_INCREMENT_AND_WRAP] = STENCILOP_INCR,
+ [VK_STENCIL_OP_DECREMENT_AND_WRAP] = STENCILOP_DECR,
+};
+
+/* This function sanitizes the VkStencilOpState by looking at the compare ops
+ * and trying to determine whether or not a given stencil op can ever actually
+ * occur. Stencil ops which can never occur are set to VK_STENCIL_OP_KEEP.
+ * This function returns true if, after sanitation, any of the stencil ops are
+ * set to something other than VK_STENCIL_OP_KEEP.
+ */
+static bool
+sanitize_stencil_face(VkStencilOpState *face,
+ VkCompareOp depthCompareOp)
+{
+ /* If compareOp is ALWAYS then the stencil test will never fail and failOp
+ * will never happen. Set failOp to KEEP in this case.
+ */
+ if (face->compareOp == VK_COMPARE_OP_ALWAYS)
+ face->failOp = VK_STENCIL_OP_KEEP;
+
+ /* If compareOp is NEVER or depthCompareOp is NEVER then one of the depth
+ * or stencil tests will fail and passOp will never happen.
+ */
+ if (face->compareOp == VK_COMPARE_OP_NEVER ||
+ depthCompareOp == VK_COMPARE_OP_NEVER)
+ face->passOp = VK_STENCIL_OP_KEEP;
+
+ /* If compareOp is NEVER or depthCompareOp is ALWAYS then either the
+ * stencil test will fail or the depth test will pass. In either case,
+ * depthFailOp will never happen.
+ */
+ if (face->compareOp == VK_COMPARE_OP_NEVER ||
+ depthCompareOp == VK_COMPARE_OP_ALWAYS)
+ face->depthFailOp = VK_STENCIL_OP_KEEP;
+
+ return face->failOp != VK_STENCIL_OP_KEEP ||
+ face->depthFailOp != VK_STENCIL_OP_KEEP ||
+ face->passOp != VK_STENCIL_OP_KEEP;
+}
+
+/* Intel hardware is fairly sensitive to whether or not depth/stencil writes
+ * are enabled. In the presence of discards, it's fairly easy to get into the
+ * non-promoted case which means a fairly big performance hit. From the Iron
+ * Lake PRM, Vol 2, pt. 1, section 8.4.3.2, "Early Depth Test Cases":
+ *
+ * "Non-promoted depth (N) is active whenever the depth test can be done
+ * early but it cannot determine whether or not to write source depth to
+ * the depth buffer, therefore the depth write must be performed post pixel
+ * shader. This includes cases where the pixel shader can kill pixels,
+ * including via sampler chroma key, as well as cases where the alpha test
+ * function is enabled, which kills pixels based on a programmable alpha
+ * test. In this case, even if the depth test fails, the pixel cannot be
+ * killed if a stencil write is indicated. Whether or not the stencil write
+ * happens depends on whether or not the pixel is killed later. In these
+ * cases if stencil test fails and stencil writes are off, the pixels can
+ * also be killed early. If stencil writes are enabled, the pixels must be
+ * treated as Computed depth (described above)."
+ *
+ * The same thing as mentioned in the stencil case can happen in the depth
+ * case as well if it thinks it writes depth but, thanks to the depth test
+ * being GL_EQUAL, the write doesn't actually matter. A little extra work
+ * up-front to try and disable depth and stencil writes can make a big
+ * difference.
+ *
+ * Unfortunately, the way depth and stencil testing is specified, there are
+ * many case where, regardless of depth/stencil writes being enabled, nothing
+ * actually gets written due to some other bit of state being set. This
+ * function attempts to "sanitize" the depth stencil state and disable writes
+ * and sometimes even testing whenever possible.
+ */
+static void
+sanitize_ds_state(VkPipelineDepthStencilStateCreateInfo *state,
+ bool *stencilWriteEnable,
+ VkImageAspectFlags ds_aspects)
+{
+ *stencilWriteEnable = state->stencilTestEnable;
+
+ /* If the depth test is disabled, we won't be writing anything. */
+ if (!state->depthTestEnable)
+ state->depthWriteEnable = false;
+
+ /* The Vulkan spec requires that if either depth or stencil is not present,
+ * the pipeline is to act as if the test silently passes.
+ */
+ if (!(ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) {
+ state->depthWriteEnable = false;
+ state->depthCompareOp = VK_COMPARE_OP_ALWAYS;
+ }
+
+ if (!(ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) {
+ *stencilWriteEnable = false;
+ state->front.compareOp = VK_COMPARE_OP_ALWAYS;
+ state->back.compareOp = VK_COMPARE_OP_ALWAYS;
+ }
+
+ /* If the stencil test is enabled and always fails, then we will never get
+ * to the depth test so we can just disable the depth test entirely.
+ */
+ if (state->stencilTestEnable &&
+ state->front.compareOp == VK_COMPARE_OP_NEVER &&
+ state->back.compareOp == VK_COMPARE_OP_NEVER) {
+ state->depthTestEnable = false;
+ state->depthWriteEnable = false;
+ }
+
+ /* If depthCompareOp is EQUAL then the value we would be writing to the
+ * depth buffer is the same as the value that's already there so there's no
+ * point in writing it.
+ */
+ if (state->depthCompareOp == VK_COMPARE_OP_EQUAL)
+ state->depthWriteEnable = false;
+
+ /* If the stencil ops are such that we don't actually ever modify the
+ * stencil buffer, we should disable writes.
+ */
+ if (!sanitize_stencil_face(&state->front, state->depthCompareOp) &&
+ !sanitize_stencil_face(&state->back, state->depthCompareOp))
+ *stencilWriteEnable = false;
+
+ /* If the depth test always passes and we never write out depth, that's the
+ * same as if the depth test is disabled entirely.
+ */
+ if (state->depthCompareOp == VK_COMPARE_OP_ALWAYS &&
+ !state->depthWriteEnable)
+ state->depthTestEnable = false;
+
+ /* If the stencil test always passes and we never write out stencil, that's
+ * the same as if the stencil test is disabled entirely.
+ */
+ if (state->front.compareOp == VK_COMPARE_OP_ALWAYS &&
+ state->back.compareOp == VK_COMPARE_OP_ALWAYS &&
+ !*stencilWriteEnable)
+ state->stencilTestEnable = false;
+}
+
+static void
+emit_ds_state(struct anv_pipeline *pipeline,
+ const VkPipelineDepthStencilStateCreateInfo *pCreateInfo,
+ const struct anv_render_pass *pass,
+ const struct anv_subpass *subpass)
+{
+#if GEN_GEN == 7
+# define depth_stencil_dw pipeline->gen7.depth_stencil_state
+#elif GEN_GEN == 8
+# define depth_stencil_dw pipeline->gen8.wm_depth_stencil
+#else
+# define depth_stencil_dw pipeline->gen9.wm_depth_stencil
+#endif
+
+ if (pCreateInfo == NULL) {
+ /* We're going to OR this together with the dynamic state. We need
+ * to make sure it's initialized to something useful.
+ */
+ pipeline->writes_stencil = false;
+ pipeline->stencil_test_enable = false;
+ pipeline->writes_depth = false;
+ pipeline->depth_test_enable = false;
+ memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));
+ return;
+ }
+
+ VkImageAspectFlags ds_aspects = 0;
+ if (subpass->depth_stencil_attachment.attachment != VK_ATTACHMENT_UNUSED) {
+ VkFormat depth_stencil_format =
+ pass->attachments[subpass->depth_stencil_attachment.attachment].format;
+ ds_aspects = vk_format_aspects(depth_stencil_format);
+ }
+
+ VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
+ sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);
+ pipeline->stencil_test_enable = info.stencilTestEnable;
+ pipeline->writes_depth = info.depthWriteEnable;
+ pipeline->depth_test_enable = info.depthTestEnable;
+
+ /* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */
+
+#if GEN_GEN <= 7
+ struct GENX(DEPTH_STENCIL_STATE) depth_stencil = {
+#else
+ struct GENX(3DSTATE_WM_DEPTH_STENCIL) depth_stencil = {
+#endif
+ .DepthTestEnable = info.depthTestEnable,
+ .DepthBufferWriteEnable = info.depthWriteEnable,
+ .DepthTestFunction = vk_to_gen_compare_op[info.depthCompareOp],
+ .DoubleSidedStencilEnable = true,
+
+ .StencilTestEnable = info.stencilTestEnable,
+ .StencilFailOp = vk_to_gen_stencil_op[info.front.failOp],
+ .StencilPassDepthPassOp = vk_to_gen_stencil_op[info.front.passOp],
+ .StencilPassDepthFailOp = vk_to_gen_stencil_op[info.front.depthFailOp],
+ .StencilTestFunction = vk_to_gen_compare_op[info.front.compareOp],
+ .BackfaceStencilFailOp = vk_to_gen_stencil_op[info.back.failOp],
+ .BackfaceStencilPassDepthPassOp = vk_to_gen_stencil_op[info.back.passOp],
+ .BackfaceStencilPassDepthFailOp =vk_to_gen_stencil_op[info.back.depthFailOp],
+ .BackfaceStencilTestFunction = vk_to_gen_compare_op[info.back.compareOp],
+ };
+
+#if GEN_GEN <= 7
+ GENX(DEPTH_STENCIL_STATE_pack)(NULL, depth_stencil_dw, &depth_stencil);
+#else
+ GENX(3DSTATE_WM_DEPTH_STENCIL_pack)(NULL, depth_stencil_dw, &depth_stencil);
+#endif
+}
+
+static void
+emit_cb_state(struct anv_pipeline *pipeline,
+ const VkPipelineColorBlendStateCreateInfo *info,
+ const VkPipelineMultisampleStateCreateInfo *ms_info)
+{
+ struct anv_device *device = pipeline->device;
+
+
+ struct GENX(BLEND_STATE) blend_state = {
+#if GEN_GEN >= 8
+ .AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable,
+ .AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable,
+#endif
+ };
+
+ uint32_t surface_count = 0;
+ struct anv_pipeline_bind_map *map;
+ if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
+ map = &pipeline->shaders[MESA_SHADER_FRAGMENT]->bind_map;
+ surface_count = map->surface_count;
+ }
+
+ const uint32_t num_dwords = GENX(BLEND_STATE_length) +
+ GENX(BLEND_STATE_ENTRY_length) * surface_count;
+ pipeline->blend_state =
+ anv_state_pool_alloc(&device->dynamic_state_pool, num_dwords * 4, 64);
+
+ bool has_writeable_rt = false;
+ uint32_t *state_pos = pipeline->blend_state.map;
+ state_pos += GENX(BLEND_STATE_length);
+#if GEN_GEN >= 8
+ struct GENX(BLEND_STATE_ENTRY) bs0 = { 0 };
+#endif
+ for (unsigned i = 0; i < surface_count; i++) {
+ struct anv_pipeline_binding *binding = &map->surface_to_descriptor[i];
+
+ /* All color attachments are at the beginning of the binding table */
+ if (binding->set != ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
+ break;
+
+ /* We can have at most 8 attachments */
+ assert(i < 8);
+
+ if (info == NULL || binding->index >= info->attachmentCount) {
+ /* Default everything to disabled */
+ struct GENX(BLEND_STATE_ENTRY) entry = {
+ .WriteDisableAlpha = true,
+ .WriteDisableRed = true,
+ .WriteDisableGreen = true,
+ .WriteDisableBlue = true,
+ };
+ GENX(BLEND_STATE_ENTRY_pack)(NULL, state_pos, &entry);
+ state_pos += GENX(BLEND_STATE_ENTRY_length);
+ continue;
+ }
+
+ assert(binding->binding == 0);
+ const VkPipelineColorBlendAttachmentState *a =
+ &info->pAttachments[binding->index];
+
+ struct GENX(BLEND_STATE_ENTRY) entry = {
+#if GEN_GEN < 8
+ .AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable,
+ .AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable,
+#endif
+ .LogicOpEnable = info->logicOpEnable,
+ .LogicOpFunction = vk_to_gen_logic_op[info->logicOp],
+ .ColorBufferBlendEnable = a->blendEnable,
+ .ColorClampRange = COLORCLAMP_RTFORMAT,
+ .PreBlendColorClampEnable = true,
+ .PostBlendColorClampEnable = true,
+ .SourceBlendFactor = vk_to_gen_blend[a->srcColorBlendFactor],
+ .DestinationBlendFactor = vk_to_gen_blend[a->dstColorBlendFactor],
+ .ColorBlendFunction = vk_to_gen_blend_op[a->colorBlendOp],
+ .SourceAlphaBlendFactor = vk_to_gen_blend[a->srcAlphaBlendFactor],
+ .DestinationAlphaBlendFactor = vk_to_gen_blend[a->dstAlphaBlendFactor],
+ .AlphaBlendFunction = vk_to_gen_blend_op[a->alphaBlendOp],
+ .WriteDisableAlpha = !(a->colorWriteMask & VK_COLOR_COMPONENT_A_BIT),
+ .WriteDisableRed = !(a->colorWriteMask & VK_COLOR_COMPONENT_R_BIT),
+ .WriteDisableGreen = !(a->colorWriteMask & VK_COLOR_COMPONENT_G_BIT),
+ .WriteDisableBlue = !(a->colorWriteMask & VK_COLOR_COMPONENT_B_BIT),
+ };
+
+ if (a->srcColorBlendFactor != a->srcAlphaBlendFactor ||
+ a->dstColorBlendFactor != a->dstAlphaBlendFactor ||
+ a->colorBlendOp != a->alphaBlendOp) {
+#if GEN_GEN >= 8
+ blend_state.IndependentAlphaBlendEnable = true;
+#else
+ entry.IndependentAlphaBlendEnable = true;
+#endif
+ }
+
+ if (a->colorWriteMask != 0)
+ has_writeable_rt = true;
+
+ /* Our hardware applies the blend factor prior to the blend function
+ * regardless of what function is used. Technically, this means the
+ * hardware can do MORE than GL or Vulkan specify. However, it also
+ * means that, for MIN and MAX, we have to stomp the blend factor to
+ * ONE to make it a no-op.
+ */
+ if (a->colorBlendOp == VK_BLEND_OP_MIN ||
+ a->colorBlendOp == VK_BLEND_OP_MAX) {
+ entry.SourceBlendFactor = BLENDFACTOR_ONE;
+ entry.DestinationBlendFactor = BLENDFACTOR_ONE;
+ }
+ if (a->alphaBlendOp == VK_BLEND_OP_MIN ||
+ a->alphaBlendOp == VK_BLEND_OP_MAX) {
+ entry.SourceAlphaBlendFactor = BLENDFACTOR_ONE;
+ entry.DestinationAlphaBlendFactor = BLENDFACTOR_ONE;
+ }
+ GENX(BLEND_STATE_ENTRY_pack)(NULL, state_pos, &entry);
+ state_pos += GENX(BLEND_STATE_ENTRY_length);
+#if GEN_GEN >= 8
+ if (i == 0)
+ bs0 = entry;
+#endif
+ }
+
+#if GEN_GEN >= 8
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_BLEND), blend) {
+ blend.AlphaToCoverageEnable = blend_state.AlphaToCoverageEnable;
+ blend.HasWriteableRT = has_writeable_rt;
+ blend.ColorBufferBlendEnable = bs0.ColorBufferBlendEnable;
+ blend.SourceAlphaBlendFactor = bs0.SourceAlphaBlendFactor;
+ blend.DestinationAlphaBlendFactor = bs0.DestinationAlphaBlendFactor;
+ blend.SourceBlendFactor = bs0.SourceBlendFactor;
+ blend.DestinationBlendFactor = bs0.DestinationBlendFactor;
+ blend.AlphaTestEnable = false;
+ blend.IndependentAlphaBlendEnable =
+ blend_state.IndependentAlphaBlendEnable;
+ }
+#else
+ (void)has_writeable_rt;
+#endif
+
+ GENX(BLEND_STATE_pack)(NULL, pipeline->blend_state.map, &blend_state);
+ anv_state_flush(device, pipeline->blend_state);
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_BLEND_STATE_POINTERS), bsp) {
+ bsp.BlendStatePointer = pipeline->blend_state.offset;
+#if GEN_GEN >= 8
+ bsp.BlendStatePointerValid = true;
+#endif
+ }
+}
+
+static void
+emit_3dstate_clip(struct anv_pipeline *pipeline,
+ const VkPipelineViewportStateCreateInfo *vp_info,
+ const VkPipelineRasterizationStateCreateInfo *rs_info)
+{
+ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
+ (void) wm_prog_data;
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_CLIP), clip) {
+ clip.ClipEnable = true;
+ clip.StatisticsEnable = true;
+ clip.EarlyCullEnable = true;
+ clip.APIMode = APIMODE_D3D,
+ clip.ViewportXYClipTestEnable = true;
+
+ clip.ClipMode = CLIPMODE_NORMAL;
+
+ clip.TriangleStripListProvokingVertexSelect = 0;
+ clip.LineStripListProvokingVertexSelect = 0;
+ clip.TriangleFanProvokingVertexSelect = 1;
+
+ clip.MinimumPointWidth = 0.125;
+ clip.MaximumPointWidth = 255.875;
+
+ const struct brw_vue_prog_data *last =
+ anv_pipeline_get_last_vue_prog_data(pipeline);
+
+ /* From the Vulkan 1.0.45 spec:
+ *
+ * "If the last active vertex processing stage shader entry point's
+ * interface does not include a variable decorated with
+ * ViewportIndex, then the first viewport is used."
+ */
+ if (vp_info && (last->vue_map.slots_valid & VARYING_BIT_VIEWPORT)) {
+ clip.MaximumVPIndex = vp_info->viewportCount - 1;
+ } else {
+ clip.MaximumVPIndex = 0;
+ }
+
+ /* From the Vulkan 1.0.45 spec:
+ *
+ * "If the last active vertex processing stage shader entry point's
+ * interface does not include a variable decorated with Layer, then
+ * the first layer is used."
+ */
+ clip.ForceZeroRTAIndexEnable =
+ !(last->vue_map.slots_valid & VARYING_BIT_LAYER);
+
+#if GEN_GEN == 7
+ clip.FrontWinding = vk_to_gen_front_face[rs_info->frontFace];
+ clip.CullMode = vk_to_gen_cullmode[rs_info->cullMode];
+ clip.ViewportZClipTestEnable = !pipeline->depth_clamp_enable;
+ if (last) {
+ clip.UserClipDistanceClipTestEnableBitmask = last->clip_distance_mask;
+ clip.UserClipDistanceCullTestEnableBitmask = last->cull_distance_mask;
+ }
+#else
+ clip.NonPerspectiveBarycentricEnable = wm_prog_data ?
+ (wm_prog_data->barycentric_interp_modes &
+ BRW_BARYCENTRIC_NONPERSPECTIVE_BITS) != 0 : 0;
+#endif
+ }
+}
+
+static void
+emit_3dstate_streamout(struct anv_pipeline *pipeline,
+ const VkPipelineRasterizationStateCreateInfo *rs_info)
+{
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_STREAMOUT), so) {
+ so.RenderingDisable = rs_info->rasterizerDiscardEnable;
+ }
+}
+
+static uint32_t
+get_sampler_count(const struct anv_shader_bin *bin)
+{
+ uint32_t count_by_4 = DIV_ROUND_UP(bin->bind_map.sampler_count, 4);
+
+ /* We can potentially have way more than 32 samplers and that's ok.
+ * However, the 3DSTATE_XS packets only have 3 bits to specify how
+ * many to pre-fetch and all values above 4 are marked reserved.
+ */
+ return MIN2(count_by_4, 4);
+}
+
+static uint32_t
+get_binding_table_entry_count(const struct anv_shader_bin *bin)
+{
+ return DIV_ROUND_UP(bin->bind_map.surface_count, 32);
+}
+
+static struct anv_address
+get_scratch_address(struct anv_pipeline *pipeline,
+ gl_shader_stage stage,
+ const struct anv_shader_bin *bin)
+{
+ return (struct anv_address) {
+ .bo = anv_scratch_pool_alloc(pipeline->device,
+ &pipeline->device->scratch_pool,
+ stage, bin->prog_data->total_scratch),
+ .offset = 0,
+ };
+}
+
+static uint32_t
+get_scratch_space(const struct anv_shader_bin *bin)
+{
+ return ffs(bin->prog_data->total_scratch / 2048);
+}
+
+static void
+emit_3dstate_vs(struct anv_pipeline *pipeline)
+{
+ const struct gen_device_info *devinfo = &pipeline->device->info;
+ const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
+ const struct anv_shader_bin *vs_bin =
+ pipeline->shaders[MESA_SHADER_VERTEX];
+
+ assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
+ vs.Enable = true;
+ vs.StatisticsEnable = true;
+ vs.KernelStartPointer = vs_bin->kernel.offset;
+#if GEN_GEN >= 8
+ vs.SIMD8DispatchEnable =
+ vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
+#endif
+
+ assert(!vs_prog_data->base.base.use_alt_mode);
+#if GEN_GEN < 11
+ vs.SingleVertexDispatch = false;
+#endif
+ vs.VectorMaskEnable = false;
+ vs.SamplerCount = get_sampler_count(vs_bin);
+ vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
+ vs.FloatingPointMode = IEEE754;
+ vs.IllegalOpcodeExceptionEnable = false;
+ vs.SoftwareExceptionEnable = false;
+ vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
+ vs.VertexCacheDisable = false;
+
+ vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
+ vs.VertexURBEntryReadOffset = 0;
+ vs.DispatchGRFStartRegisterForURBData =
+ vs_prog_data->base.base.dispatch_grf_start_reg;
+
+#if GEN_GEN >= 8
+ vs.UserClipDistanceClipTestEnableBitmask =
+ vs_prog_data->base.clip_distance_mask;
+ vs.UserClipDistanceCullTestEnableBitmask =
+ vs_prog_data->base.cull_distance_mask;
+#endif
+
+ vs.PerThreadScratchSpace = get_scratch_space(vs_bin);
+ vs.ScratchSpaceBasePointer =
+ get_scratch_address(pipeline, MESA_SHADER_VERTEX, vs_bin);
+ }
+}
+
+static void
+emit_3dstate_hs_te_ds(struct anv_pipeline *pipeline,
+ const VkPipelineTessellationStateCreateInfo *tess_info)
+{
+ if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) {
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_HS), hs);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_TE), te);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_DS), ds);
+ return;
+ }
+
+ const struct gen_device_info *devinfo = &pipeline->device->info;
+ const struct anv_shader_bin *tcs_bin =
+ pipeline->shaders[MESA_SHADER_TESS_CTRL];
+ const struct anv_shader_bin *tes_bin =
+ pipeline->shaders[MESA_SHADER_TESS_EVAL];
+
+ const struct brw_tcs_prog_data *tcs_prog_data = get_tcs_prog_data(pipeline);
+ const struct brw_tes_prog_data *tes_prog_data = get_tes_prog_data(pipeline);
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_HS), hs) {
+ hs.Enable = true;
+ hs.StatisticsEnable = true;
+ hs.KernelStartPointer = tcs_bin->kernel.offset;
+
+ hs.SamplerCount = get_sampler_count(tcs_bin);
+ hs.BindingTableEntryCount = get_binding_table_entry_count(tcs_bin);
+ hs.MaximumNumberofThreads = devinfo->max_tcs_threads - 1;
+ hs.IncludeVertexHandles = true;
+ hs.InstanceCount = tcs_prog_data->instances - 1;
+
+ hs.VertexURBEntryReadLength = 0;
+ hs.VertexURBEntryReadOffset = 0;
+ hs.DispatchGRFStartRegisterForURBData =
+ tcs_prog_data->base.base.dispatch_grf_start_reg;
+
+ hs.PerThreadScratchSpace = get_scratch_space(tcs_bin);
+ hs.ScratchSpaceBasePointer =
+ get_scratch_address(pipeline, MESA_SHADER_TESS_CTRL, tcs_bin);
+ }
+
+ const VkPipelineTessellationDomainOriginStateCreateInfoKHR *domain_origin_state =
+ tess_info ? vk_find_struct_const(tess_info, PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO_KHR) : NULL;
+
+ VkTessellationDomainOriginKHR uv_origin =
+ domain_origin_state ? domain_origin_state->domainOrigin :
+ VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT_KHR;
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_TE), te) {
+ te.Partitioning = tes_prog_data->partitioning;
+
+ if (uv_origin == VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT_KHR) {
+ te.OutputTopology = tes_prog_data->output_topology;
+ } else {
+ /* When the origin is upper-left, we have to flip the winding order */
+ if (tes_prog_data->output_topology == OUTPUT_TRI_CCW) {
+ te.OutputTopology = OUTPUT_TRI_CW;
+ } else if (tes_prog_data->output_topology == OUTPUT_TRI_CW) {
+ te.OutputTopology = OUTPUT_TRI_CCW;
+ } else {
+ te.OutputTopology = tes_prog_data->output_topology;
+ }
+ }
+
+ te.TEDomain = tes_prog_data->domain;
+ te.TEEnable = true;
+ te.MaximumTessellationFactorOdd = 63.0;
+ te.MaximumTessellationFactorNotOdd = 64.0;
+ }
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_DS), ds) {
+ ds.Enable = true;
+ ds.StatisticsEnable = true;
+ ds.KernelStartPointer = tes_bin->kernel.offset;
+
+ ds.SamplerCount = get_sampler_count(tes_bin);
+ ds.BindingTableEntryCount = get_binding_table_entry_count(tes_bin);
+ ds.MaximumNumberofThreads = devinfo->max_tes_threads - 1;
+
+ ds.ComputeWCoordinateEnable =
+ tes_prog_data->domain == BRW_TESS_DOMAIN_TRI;
+
+ ds.PatchURBEntryReadLength = tes_prog_data->base.urb_read_length;
+ ds.PatchURBEntryReadOffset = 0;
+ ds.DispatchGRFStartRegisterForURBData =
+ tes_prog_data->base.base.dispatch_grf_start_reg;
+
+#if GEN_GEN >= 8
+#if GEN_GEN < 11
+ ds.DispatchMode =
+ tes_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8 ?
+ DISPATCH_MODE_SIMD8_SINGLE_PATCH :
+ DISPATCH_MODE_SIMD4X2;
+#else
+ assert(tes_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8);
+ ds.DispatchMode = DISPATCH_MODE_SIMD8_SINGLE_PATCH;
+#endif
+
+ ds.UserClipDistanceClipTestEnableBitmask =
+ tes_prog_data->base.clip_distance_mask;
+ ds.UserClipDistanceCullTestEnableBitmask =
+ tes_prog_data->base.cull_distance_mask;
+#endif
+
+ ds.PerThreadScratchSpace = get_scratch_space(tes_bin);
+ ds.ScratchSpaceBasePointer =
+ get_scratch_address(pipeline, MESA_SHADER_TESS_EVAL, tes_bin);
+ }
+}
+
+static void
+emit_3dstate_gs(struct anv_pipeline *pipeline)
+{
+ const struct gen_device_info *devinfo = &pipeline->device->info;
+ const struct anv_shader_bin *gs_bin =
+ pipeline->shaders[MESA_SHADER_GEOMETRY];
+
+ if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY)) {
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs);
+ return;
+ }
+
+ const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs) {
+ gs.Enable = true;
+ gs.StatisticsEnable = true;
+ gs.KernelStartPointer = gs_bin->kernel.offset;
+ gs.DispatchMode = gs_prog_data->base.dispatch_mode;
+
+ gs.SingleProgramFlow = false;
+ gs.VectorMaskEnable = false;
+ gs.SamplerCount = get_sampler_count(gs_bin);
+ gs.BindingTableEntryCount = get_binding_table_entry_count(gs_bin);
+ gs.IncludeVertexHandles = gs_prog_data->base.include_vue_handles;
+ gs.IncludePrimitiveID = gs_prog_data->include_primitive_id;
+
+ if (GEN_GEN == 8) {
+ /* Broadwell is weird. It needs us to divide by 2. */
+ gs.MaximumNumberofThreads = devinfo->max_gs_threads / 2 - 1;
+ } else {
+ gs.MaximumNumberofThreads = devinfo->max_gs_threads - 1;
+ }
+
+ gs.OutputVertexSize = gs_prog_data->output_vertex_size_hwords * 2 - 1;
+ gs.OutputTopology = gs_prog_data->output_topology;
+ gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length;
+ gs.ControlDataFormat = gs_prog_data->control_data_format;
+ gs.ControlDataHeaderSize = gs_prog_data->control_data_header_size_hwords;
+ gs.InstanceControl = MAX2(gs_prog_data->invocations, 1) - 1;
+ gs.ReorderMode = TRAILING;
+
+#if GEN_GEN >= 8
+ gs.ExpectedVertexCount = gs_prog_data->vertices_in;
+ gs.StaticOutput = gs_prog_data->static_vertex_count >= 0;
+ gs.StaticOutputVertexCount = gs_prog_data->static_vertex_count >= 0 ?
+ gs_prog_data->static_vertex_count : 0;
+#endif
+
+ gs.VertexURBEntryReadOffset = 0;
+ gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length;
+ gs.DispatchGRFStartRegisterForURBData =
+ gs_prog_data->base.base.dispatch_grf_start_reg;
+
+#if GEN_GEN >= 8
+ gs.UserClipDistanceClipTestEnableBitmask =
+ gs_prog_data->base.clip_distance_mask;
+ gs.UserClipDistanceCullTestEnableBitmask =
+ gs_prog_data->base.cull_distance_mask;
+#endif
+
+ gs.PerThreadScratchSpace = get_scratch_space(gs_bin);
+ gs.ScratchSpaceBasePointer =
+ get_scratch_address(pipeline, MESA_SHADER_GEOMETRY, gs_bin);
+ }
+}
+
+static bool
+has_color_buffer_write_enabled(const struct anv_pipeline *pipeline,
+ const VkPipelineColorBlendStateCreateInfo *blend)
+{
+ const struct anv_shader_bin *shader_bin =
+ pipeline->shaders[MESA_SHADER_FRAGMENT];
+ if (!shader_bin)
+ return false;
+
+ const struct anv_pipeline_bind_map *bind_map = &shader_bin->bind_map;
+ for (int i = 0; i < bind_map->surface_count; i++) {
+ struct anv_pipeline_binding *binding = &bind_map->surface_to_descriptor[i];
+
+ if (binding->set != ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
+ continue;
+
+ if (binding->index == UINT32_MAX)
+ continue;
+
+ if (blend && blend->pAttachments[binding->index].colorWriteMask != 0)
+ return true;
+ }
+
+ return false;
+}
+
+static void
+emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
+ const VkPipelineColorBlendStateCreateInfo *blend,
+ const VkPipelineMultisampleStateCreateInfo *multisample)
+{
+ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
+
+ MAYBE_UNUSED uint32_t samples =
+ multisample ? multisample->rasterizationSamples : 1;
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_WM), wm) {
+ wm.StatisticsEnable = true;
+ wm.LineEndCapAntialiasingRegionWidth = _05pixels;
+ wm.LineAntialiasingRegionWidth = _10pixels;
+ wm.PointRasterizationRule = RASTRULE_UPPER_RIGHT;
+
+ if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
+ if (wm_prog_data->early_fragment_tests) {
+ wm.EarlyDepthStencilControl = EDSC_PREPS;
+ } else if (wm_prog_data->has_side_effects) {
+ wm.EarlyDepthStencilControl = EDSC_PSEXEC;
+ } else {
+ wm.EarlyDepthStencilControl = EDSC_NORMAL;
+ }
+
+ wm.BarycentricInterpolationMode =
+ wm_prog_data->barycentric_interp_modes;
+
+#if GEN_GEN < 8
+ wm.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
+ wm.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
+ wm.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
+ wm.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask;
+
+ /* If the subpass has a depth or stencil self-dependency, then we
+ * need to force the hardware to do the depth/stencil write *after*
+ * fragment shader execution. Otherwise, the writes may hit memory
+ * before we get around to fetching from the input attachment and we
+ * may get the depth or stencil value from the current draw rather
+ * than the previous one.
+ */
+ wm.PixelShaderKillsPixel = subpass->has_ds_self_dep ||
+ wm_prog_data->uses_kill;
+
+ if (wm.PixelShaderComputedDepthMode != PSCDEPTH_OFF ||
+ wm_prog_data->has_side_effects ||
+ wm.PixelShaderKillsPixel ||
+ has_color_buffer_write_enabled(pipeline, blend))
+ wm.ThreadDispatchEnable = true;
+
+ if (samples > 1) {
+ wm.MultisampleRasterizationMode = MSRASTMODE_ON_PATTERN;
+ if (wm_prog_data->persample_dispatch) {
+ wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
+ } else {
+ wm.MultisampleDispatchMode = MSDISPMODE_PERPIXEL;
+ }
+ } else {
+ wm.MultisampleRasterizationMode = MSRASTMODE_OFF_PIXEL;
+ wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
+ }
+#endif
+ }
+ }
+}
+
+UNUSED static bool
+is_dual_src_blend_factor(VkBlendFactor factor)
+{
+ return factor == VK_BLEND_FACTOR_SRC1_COLOR ||
+ factor == VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR ||
+ factor == VK_BLEND_FACTOR_SRC1_ALPHA ||
+ factor == VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA;
+}
+
+static void
+emit_3dstate_ps(struct anv_pipeline *pipeline,
+ const VkPipelineColorBlendStateCreateInfo *blend)
+{
+ MAYBE_UNUSED const struct gen_device_info *devinfo = &pipeline->device->info;
+ const struct anv_shader_bin *fs_bin =
+ pipeline->shaders[MESA_SHADER_FRAGMENT];
+
+ if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
+#if GEN_GEN == 7
+ /* Even if no fragments are ever dispatched, gen7 hardware hangs if
+ * we don't at least set the maximum number of threads.
+ */
+ ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
+#endif
+ }
+ return;
+ }
+
+ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
+
+#if GEN_GEN < 8
+ /* The hardware wedges if you have this bit set but don't turn on any dual
+ * source blend factors.
+ */
+ bool dual_src_blend = false;
+ if (wm_prog_data->dual_src_blend && blend) {
+ for (uint32_t i = 0; i < blend->attachmentCount; i++) {
+ const VkPipelineColorBlendAttachmentState *bstate =
+ &blend->pAttachments[i];
+
+ if (bstate->blendEnable &&
+ (is_dual_src_blend_factor(bstate->srcColorBlendFactor) ||
+ is_dual_src_blend_factor(bstate->dstColorBlendFactor) ||
+ is_dual_src_blend_factor(bstate->srcAlphaBlendFactor) ||
+ is_dual_src_blend_factor(bstate->dstAlphaBlendFactor))) {
+ dual_src_blend = true;
+ break;
+ }
+ }
+ }
+#endif
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
+ ps._8PixelDispatchEnable = wm_prog_data->dispatch_8;
+ ps._16PixelDispatchEnable = wm_prog_data->dispatch_16;
+ ps._32PixelDispatchEnable = wm_prog_data->dispatch_32;
+
+ ps.KernelStartPointer0 = fs_bin->kernel.offset +
+ brw_wm_prog_data_prog_offset(wm_prog_data, ps, 0);
+ ps.KernelStartPointer1 = fs_bin->kernel.offset +
+ brw_wm_prog_data_prog_offset(wm_prog_data, ps, 1);
+ ps.KernelStartPointer2 = fs_bin->kernel.offset +
+ brw_wm_prog_data_prog_offset(wm_prog_data, ps, 2);
+
+ ps.SingleProgramFlow = false;
+ ps.VectorMaskEnable = true;
+ ps.SamplerCount = get_sampler_count(fs_bin);
+ ps.BindingTableEntryCount = get_binding_table_entry_count(fs_bin);
+ ps.PushConstantEnable = wm_prog_data->base.nr_params > 0 ||
+ wm_prog_data->base.ubo_ranges[0].length;
+ ps.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
+ POSOFFSET_SAMPLE: POSOFFSET_NONE;
+#if GEN_GEN < 8
+ ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
+ ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
+ ps.DualSourceBlendEnable = dual_src_blend;
+#endif
+
+#if GEN_IS_HASWELL
+ /* Haswell requires the sample mask to be set in this packet as well
+ * as in 3DSTATE_SAMPLE_MASK; the values should match.
+ */
+ ps.SampleMask = 0xff;
+#endif
+
+#if GEN_GEN >= 9
+ ps.MaximumNumberofThreadsPerPSD = 64 - 1;
+#elif GEN_GEN >= 8
+ ps.MaximumNumberofThreadsPerPSD = 64 - 2;
+#else
+ ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
+#endif
+
+ ps.DispatchGRFStartRegisterForConstantSetupData0 =
+ brw_wm_prog_data_dispatch_grf_start_reg(wm_prog_data, ps, 0);
+ ps.DispatchGRFStartRegisterForConstantSetupData1 =
+ brw_wm_prog_data_dispatch_grf_start_reg(wm_prog_data, ps, 1);
+ ps.DispatchGRFStartRegisterForConstantSetupData2 =
+ brw_wm_prog_data_dispatch_grf_start_reg(wm_prog_data, ps, 2);
+
+ ps.PerThreadScratchSpace = get_scratch_space(fs_bin);
+ ps.ScratchSpaceBasePointer =
+ get_scratch_address(pipeline, MESA_SHADER_FRAGMENT, fs_bin);
+ }
+}
+
+#if GEN_GEN >= 8
+static void
+emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
+ struct anv_subpass *subpass,
+ const VkPipelineColorBlendStateCreateInfo *blend)
+{
+ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
+
+ if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps);
+ return;
+ }
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps) {
+ ps.PixelShaderValid = true;
+ ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
+ ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
+ ps.PixelShaderIsPerSample = wm_prog_data->persample_dispatch;
+ ps.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
+ ps.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
+ ps.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
+
+ /* If the subpass has a depth or stencil self-dependency, then we need
+ * to force the hardware to do the depth/stencil write *after* fragment
+ * shader execution. Otherwise, the writes may hit memory before we get
+ * around to fetching from the input attachment and we may get the depth
+ * or stencil value from the current draw rather than the previous one.
+ */
+ ps.PixelShaderKillsPixel = subpass->has_ds_self_dep ||
+ wm_prog_data->uses_kill;
+
+ /* The stricter cross-primitive coherency guarantees that the hardware
+ * gives us with the "Accesses UAV" bit set for at least one shader stage
+ * and the "UAV coherency required" bit set on the 3DPRIMITIVE command are
+ * redundant within the current image, atomic counter and SSBO GL APIs,
+ * which all have very loose ordering and coherency requirements and
+ * generally rely on the application to insert explicit barriers when a
+ * shader invocation is expected to see the memory writes performed by the
+ * invocations of some previous primitive. Regardless of the value of
+ * "UAV coherency required", the "Accesses UAV" bits will implicitly cause
+ * an in most cases useless DC flush when the lowermost stage with the bit
+ * set finishes execution.
+ *
+ * It would be nice to disable it, but in some cases we can't because on
+ * Gen8+ it also has an influence on rasterization via the PS UAV-only
+ * signal (which could be set independently from the coherency mechanism
+ * in the 3DSTATE_WM command on Gen7), and because in some cases it will
+ * determine whether the hardware skips execution of the fragment shader
+ * or not via the ThreadDispatchEnable signal. However if we know that
+ * GEN8_PS_BLEND_HAS_WRITEABLE_RT is going to be set and
+ * GEN8_PSX_PIXEL_SHADER_NO_RT_WRITE is not set it shouldn't make any
+ * difference so we may just disable it here.
+ *
+ * Gen8 hardware tries to compute ThreadDispatchEnable for us but doesn't
+ * take into account KillPixels when no depth or stencil writes are
+ * enabled. In order for occlusion queries to work correctly with no
+ * attachments, we need to force-enable here.
+ */
+ if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
+ !has_color_buffer_write_enabled(pipeline, blend))
+ ps.PixelShaderHasUAV = true;
+
+#if GEN_GEN >= 9
+ ps.PixelShaderComputesStencil = wm_prog_data->computed_stencil;
+ ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;
+ ps.InputCoverageMaskState = wm_prog_data->uses_sample_mask ?
+ ICMS_INNER_CONSERVATIVE : ICMS_NONE;
+#else
+ ps.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask;
+#endif
+ }
+}
+
+static void
+emit_3dstate_vf_topology(struct anv_pipeline *pipeline)
+{
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_TOPOLOGY), vft) {
+ vft.PrimitiveTopologyType = pipeline->topology;
+ }
+}
+#endif
+
+static void
+emit_3dstate_vf_statistics(struct anv_pipeline *pipeline)
+{
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_STATISTICS), vfs) {
+ vfs.StatisticsEnable = true;
+ }
+}
+
+static void
+compute_kill_pixel(struct anv_pipeline *pipeline,
+ const VkPipelineMultisampleStateCreateInfo *ms_info,
+ const struct anv_subpass *subpass)
+{
+ if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
+ pipeline->kill_pixel = false;
+ return;
+ }
+
+ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
+
+ /* This computes the KillPixel portion of the computation for whether or
+ * not we want to enable the PMA fix on gen8 or gen9. It's given by this
+ * chunk of the giant formula:
+ *
+ * (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
+ * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
+ * 3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
+ * 3DSTATE_PS_BLEND::AlphaTestEnable ||
+ * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable)
+ *
+ * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false and so is
+ * 3DSTATE_PS_BLEND::AlphaTestEnable since Vulkan doesn't have a concept
+ * of an alpha test.
+ */
+ pipeline->kill_pixel =
+ subpass->has_ds_self_dep || wm_prog_data->uses_kill ||
+ wm_prog_data->uses_omask ||
+ (ms_info && ms_info->alphaToCoverageEnable);
+}
static VkResult
genX(graphics_pipeline_create)(
emit_ds_state(pipeline, pCreateInfo->pDepthStencilState, pass, subpass);
emit_cb_state(pipeline, pCreateInfo->pColorBlendState,
pCreateInfo->pMultisampleState);
+ compute_kill_pixel(pipeline, pCreateInfo->pMultisampleState, subpass);
emit_urb_setup(pipeline);
* whole fixed function pipeline" means to emit a PIPE_CONTROL with the "CS
* Stall" bit set.
*/
- if (!brw->is_haswell && !brw->is_baytrail)
+ if (!device->info.is_haswell && !device->info.is_baytrail)
gen7_emit_vs_workaround_flush(brw);
#endif
emit_3dstate_vs(pipeline);
+ emit_3dstate_hs_te_ds(pipeline, pCreateInfo->pTessellationState);
emit_3dstate_gs(pipeline);
emit_3dstate_sbe(pipeline);
- emit_3dstate_wm(pipeline, pCreateInfo->pMultisampleState);
- emit_3dstate_ps(pipeline);
+ emit_3dstate_wm(pipeline, subpass, pCreateInfo->pColorBlendState,
+ pCreateInfo->pMultisampleState);
+ emit_3dstate_ps(pipeline, pCreateInfo->pColorBlendState);
#if GEN_GEN >= 8
- emit_3dstate_ps_extra(pipeline);
+ emit_3dstate_ps_extra(pipeline, subpass, pCreateInfo->pColorBlendState);
emit_3dstate_vf_topology(pipeline);
#endif
+ emit_3dstate_vf_statistics(pipeline);
*pPipeline = anv_pipeline_to_handle(pipeline);
- return VK_SUCCESS;
+ return pipeline->batch.status;
}
static VkResult
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
pipeline->device = device;
- pipeline->layout = anv_pipeline_layout_from_handle(pCreateInfo->layout);
pipeline->blend_state.map = NULL;
pipeline->batch.next = pipeline->batch.start = pipeline->batch_data;
pipeline->batch.end = pipeline->batch.start + sizeof(pipeline->batch_data);
pipeline->batch.relocs = &pipeline->batch_relocs;
+ pipeline->batch.status = VK_SUCCESS;
/* When we free the pipeline, we detect stages based on the NULL status
* of various prog_data pointers. Make them NULL by default.
pipeline->needs_data_cache = false;
assert(pCreateInfo->stage.stage == VK_SHADER_STAGE_COMPUTE_BIT);
+ pipeline->active_stages |= VK_SHADER_STAGE_COMPUTE_BIT;
ANV_FROM_HANDLE(anv_shader_module, module, pCreateInfo->stage.module);
result = anv_pipeline_compile_cs(pipeline, cache, pCreateInfo, module,
pCreateInfo->stage.pName,
const uint32_t subslices = MAX2(physical_device->subslice_total, 1);
+ const struct anv_shader_bin *cs_bin =
+ pipeline->shaders[MESA_SHADER_COMPUTE];
+
anv_batch_emit(&pipeline->batch, GENX(MEDIA_VFE_STATE), vfe) {
- vfe.ScratchSpaceBasePointer = (struct anv_address) {
- .bo = anv_scratch_pool_alloc(device, &device->scratch_pool,
- MESA_SHADER_COMPUTE,
- cs_prog_data->base.total_scratch),
- .offset = 0,
- };
- vfe.PerThreadScratchSpace = ffs(cs_prog_data->base.total_scratch / 2048);
#if GEN_GEN > 7
vfe.StackSize = 0;
#else
vfe.MaximumNumberofThreads =
devinfo->max_cs_threads * subslices - 1;
vfe.NumberofURBEntries = GEN_GEN <= 7 ? 0 : 2;
+#if GEN_GEN < 11
vfe.ResetGatewayTimer = true;
+#endif
#if GEN_GEN <= 8
vfe.BypassGatewayControl = true;
#endif
vfe.URBEntryAllocationSize = GEN_GEN <= 7 ? 0 : 2;
vfe.CURBEAllocationSize = vfe_curbe_allocation;
+
+ vfe.PerThreadScratchSpace = get_scratch_space(cs_bin);
+ vfe.ScratchSpaceBasePointer =
+ get_scratch_address(pipeline, MESA_SHADER_COMPUTE, cs_bin);
}
+ struct GENX(INTERFACE_DESCRIPTOR_DATA) desc = {
+ .KernelStartPointer = cs_bin->kernel.offset,
+
+ .SamplerCount = get_sampler_count(cs_bin),
+ .BindingTableEntryCount = get_binding_table_entry_count(cs_bin),
+ .BarrierEnable = cs_prog_data->uses_barrier,
+ .SharedLocalMemorySize =
+ encode_slm_size(GEN_GEN, cs_prog_data->base.total_shared),
+
+#if !GEN_IS_HASWELL
+ .ConstantURBEntryReadOffset = 0,
+#endif
+ .ConstantURBEntryReadLength = cs_prog_data->push.per_thread.regs,
+#if GEN_GEN >= 8 || GEN_IS_HASWELL
+ .CrossThreadConstantDataReadLength =
+ cs_prog_data->push.cross_thread.regs,
+#endif
+
+ .NumberofThreadsinGPGPUThreadGroup = cs_prog_data->threads,
+ };
+ GENX(INTERFACE_DESCRIPTOR_DATA_pack)(NULL,
+ pipeline->interface_descriptor_data,
+ &desc);
+
*pPipeline = anv_pipeline_to_handle(pipeline);
- return VK_SUCCESS;
+ return pipeline->batch.status;
}
VkResult genX(CreateGraphicsPipelines)(
VkResult result = VK_SUCCESS;
- unsigned i = 0;
- for (; i < count; i++) {
+ unsigned i;
+ for (i = 0; i < count; i++) {
result = genX(graphics_pipeline_create)(_device,
pipeline_cache,
&pCreateInfos[i],
pAllocator, &pPipelines[i]);
- if (result != VK_SUCCESS) {
- for (unsigned j = 0; j < i; j++) {
- anv_DestroyPipeline(_device, pPipelines[j], pAllocator);
- }
- return result;
- }
+ /* Bail out on the first error as it is not obvious what error should be
+ * report upon 2 different failures. */
+ if (result != VK_SUCCESS)
+ break;
}
- return VK_SUCCESS;
+ for (; i < count; i++)
+ pPipelines[i] = VK_NULL_HANDLE;
+
+ return result;
}
VkResult genX(CreateComputePipelines)(
VkResult result = VK_SUCCESS;
- unsigned i = 0;
- for (; i < count; i++) {
+ unsigned i;
+ for (i = 0; i < count; i++) {
result = compute_pipeline_create(_device, pipeline_cache,
&pCreateInfos[i],
pAllocator, &pPipelines[i]);
- if (result != VK_SUCCESS) {
- for (unsigned j = 0; j < i; j++) {
- anv_DestroyPipeline(_device, pPipelines[j], pAllocator);
- }
- return result;
- }
+ /* Bail out on the first error as it is not obvious what error should be
+ * report upon 2 different failures. */
+ if (result != VK_SUCCESS)
+ break;
}
- return VK_SUCCESS;
+ for (; i < count; i++)
+ pPipelines[i] = VK_NULL_HANDLE;
+
+ return result;
}