gen6_blorp_emit_batch_head(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct gl_context *ctx = &brw->intel.ctx;
- struct intel_context *intel = &brw->intel;
-
/* To ensure that the batch contains only the resolve, flush the batch
* before beginning and after finishing emitting the resolve packets.
- *
- * Ideally, we would not need to flush for the resolve op. But, I suspect
- * that it's unsafe for CMD_PIPELINE_SELECT to occur multiple times in
- * a single batch, and there is no safe way to ensure that other than by
- * fencing the resolve with flushes. Ideally, we would just detect if
- * a batch is in progress and do the right thing, but that would require
- * the ability to *safely* access brw_context::state::dirty::brw
- * outside of the brw_upload_state() codepath.
- */
- intel_flush(ctx);
-
- /* CMD_PIPELINE_SELECT
- *
- * Select the 3D pipeline, as opposed to the media pipeline.
*/
- {
- BEGIN_BATCH(1);
- OUT_BATCH(brw->CMD_PIPELINE_SELECT << 16);
- ADVANCE_BATCH();
- }
+ intel_batchbuffer_flush(brw);
}
gen6_blorp_emit_state_base_address(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
+ uint8_t mocs = brw->gen == 7 ? GEN7_MOCS_L3 : 0;
BEGIN_BATCH(10);
OUT_BATCH(CMD_STATE_BASE_ADDRESS << 16 | (10 - 2));
- OUT_BATCH(1); /* GeneralStateBaseAddressModifyEnable */
+ OUT_BATCH(mocs << 8 | /* GeneralStateMemoryObjectControlState */
+ mocs << 4 | /* StatelessDataPortAccessMemoryObjectControlState */
+ 1); /* GeneralStateBaseAddressModifyEnable */
+
/* SurfaceStateBaseAddress */
- OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_SAMPLER, 0, 1);
+ OUT_RELOC(brw->batch.bo, I915_GEM_DOMAIN_SAMPLER, 0, 1);
/* DynamicStateBaseAddress */
- OUT_RELOC(intel->batch.bo, (I915_GEM_DOMAIN_RENDER |
+ OUT_RELOC(brw->batch.bo, (I915_GEM_DOMAIN_RENDER |
I915_GEM_DOMAIN_INSTRUCTION), 0, 1);
OUT_BATCH(1); /* IndirectObjectBaseAddress */
if (params->use_wm_prog) {
gen6_blorp_emit_vertices(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
uint32_t vertex_offset;
/* Setup VBO for the rectangle primitive..
uint32_t dw0 = GEN6_VB0_ACCESS_VERTEXDATA |
(GEN6_BLORP_NUM_VUE_ELEMS * sizeof(float)) << BRW_VB0_PITCH_SHIFT;
- if (intel->gen >= 7)
+ if (brw->gen >= 7)
dw0 |= GEN7_VB0_ADDRESS_MODIFYENABLE;
+ if (brw->gen == 7)
+ dw0 |= GEN7_MOCS_L3 << 16;
+
BEGIN_BATCH(batch_length);
OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (batch_length - 2));
OUT_BATCH(dw0);
/* start address */
- OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_VERTEX, 0,
+ OUT_RELOC(brw->batch.bo, I915_GEM_DOMAIN_VERTEX, 0,
vertex_offset);
/* end address */
- OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_VERTEX, 0,
+ OUT_RELOC(brw->batch.bo, I915_GEM_DOMAIN_VERTEX, 0,
vertex_offset + GEN6_BLORP_VBO_SIZE - 1);
OUT_BATCH(0);
ADVANCE_BATCH();
gen6_blorp_emit_urb_config(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(3);
OUT_BATCH(_3DSTATE_URB << 16 | (3 - 2));
OUT_BATCH(brw->urb.max_vs_entries << GEN6_URB_VS_ENTRIES_SHIFT);
blend->blend1.post_blend_clamp_enable = 1;
blend->blend1.clamp_range = BRW_RENDERTARGET_CLAMPRANGE_FORMAT;
- blend->blend1.write_disable_r = false;
- blend->blend1.write_disable_g = false;
- blend->blend1.write_disable_b = false;
- blend->blend1.write_disable_a = false;
+ blend->blend1.write_disable_r = params->color_write_disable[0];
+ blend->blend1.write_disable_g = params->color_write_disable[1];
+ blend->blend1.write_disable_b = params->color_write_disable[2];
+ blend->blend1.write_disable_a = params->color_write_disable[3];
/* When blitting from an XRGB source to a ARGB destination, we need to
* interpret the missing channel as 1.0. Blending can do that for us:
* we simply use the RGB values from the fragment shader ("source RGB"),
* but smash the alpha channel to 1.
*/
- if (_mesa_get_format_bits(params->dst.mt->format, GL_ALPHA_BITS) > 0 &&
+ if (params->src.mt &&
+ _mesa_get_format_bits(params->dst.mt->format, GL_ALPHA_BITS) > 0 &&
_mesa_get_format_bits(params->src.mt->format, GL_ALPHA_BITS) == 0) {
blend->blend0.blend_enable = 1;
blend->blend0.ia_blend_enable = 1;
state->ds2.depth_write_enable = 1;
if (params->hiz_op == GEN6_HIZ_OP_DEPTH_RESOLVE) {
state->ds2.depth_test_enable = 1;
- state->ds2.depth_test_func = COMPAREFUNC_NEVER;
+ state->ds2.depth_test_func = BRW_COMPAREFUNCTION_NEVER;
}
return depthstencil_offset;
uint32_t depthstencil_offset,
uint32_t cc_state_offset)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2));
OUT_BATCH(cc_blend_state_offset | 1); /* BLEND_STATE offset */
BRW_SURFACE_VERTICAL_ALIGN_ENABLE : 0));
/* Emit relocation to surface contents */
- drm_intel_bo_emit_reloc(brw->intel.batch.bo,
+ drm_intel_bo_emit_reloc(brw->batch.bo,
wm_surf_offset + 4,
region->bo,
surf[1] - region->bo->offset,
const brw_blorp_params *params,
uint32_t sampler_offset)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_SAMPLER_STATE_POINTERS << 16 |
VS_SAMPLER_STATE_CHANGE |
gen6_blorp_emit_vs_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
- if (intel->gen == 6) {
- /* From the BSpec, Volume 2a, Part 3 "Vertex Shader", Section
+ if (brw->gen == 6) {
+ /* From the BSpec, 3D Pipeline > Geometry > Vertex Shader > State,
* 3DSTATE_VS, Dword 5.0 "VS Function Enable":
*
* [DevSNB] A pipeline flush must be programmed prior to a
* toggle. Pipeline flush can be executed by sending a PIPE_CONTROL
* command with CS stall bit set and a post sync operation.
*/
- intel_emit_post_sync_nonzero_flush(intel);
+ intel_emit_post_sync_nonzero_flush(brw);
}
+ /* Disable the push constant buffers. */
+ BEGIN_BATCH(5);
+ OUT_BATCH(_3DSTATE_CONSTANT_VS << 16 | (5 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+
BEGIN_BATCH(6);
OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2));
OUT_BATCH(0);
gen6_blorp_emit_gs_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
+ /* Disable all the constant buffers. */
+ BEGIN_BATCH(5);
+ OUT_BATCH(_3DSTATE_CONSTANT_GS << 16 | (5 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_GS << 16 | (7 - 2));
gen6_blorp_emit_clip_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2));
OUT_BATCH(0);
gen6_blorp_emit_sf_config(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(20);
OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
OUT_BATCH((1 - 1) << GEN6_SF_NUM_OUTPUTS_SHIFT | /* only position */
uint32_t prog_offset,
brw_blorp_prog_data *prog_data)
{
- struct intel_context *intel = &brw->intel;
uint32_t dw2, dw4, dw5, dw6;
/* Even when thread dispatch is disabled, max threads (dw5.25:31) must be
- * nonzero to prevent the GPU from hanging. See the valid ranges in the
- * BSpec, Volume 2a.11 Windower, Section 3DSTATE_WM, Dword 5.25:31
- * "Maximum Number Of Threads".
+ * nonzero to prevent the GPU from hanging. While the documentation doesn't
+ * mention this explicitly, it notes that the valid range for the field is
+ * [1,39] = [2,40] threads, which excludes zero.
*
* To be safe (and to minimize extraneous code) we go ahead and fully
* configure the WM state whether or not there is a WM program.
assert(0);
break;
}
- dw4 |= GEN6_WM_STATISTICS_ENABLE;
dw5 |= GEN6_WM_LINE_AA_WIDTH_1_0;
dw5 |= GEN6_WM_LINE_END_CAP_AA_WIDTH_0_5;
dw5 |= (brw->max_wm_threads - 1) << GEN6_WM_MAX_THREADS_SHIFT;
const brw_blorp_params *params,
uint32_t wm_push_const_offset)
{
- struct intel_context *intel = &brw->intel;
-
/* Make sure the push constants fill an exact integer number of
* registers.
*/
ADVANCE_BATCH();
}
+static void
+gen6_blorp_emit_constant_ps_disable(struct brw_context *brw,
+ const brw_blorp_params *params)
+{
+ /* Disable the push constant buffers. */
+ BEGIN_BATCH(5);
+ OUT_BATCH(_3DSTATE_CONSTANT_PS << 16 | (5 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+}
/**
* 3DSTATE_BINDING_TABLE_POINTERS
const brw_blorp_params *params,
uint32_t wm_bind_bo_offset)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_BINDING_TABLE_POINTERS << 16 |
GEN6_BINDING_TABLE_MODIFY_PS |
gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
- struct gl_context *ctx = &intel->ctx;
+ struct gl_context *ctx = &brw->ctx;
uint32_t draw_x = params->depth.x_offset;
uint32_t draw_y = params->depth.y_offset;
uint32_t tile_mask_x, tile_mask_y;
- brw_get_depthstencil_tile_masks(params->depth.mt, NULL,
+ brw_get_depthstencil_tile_masks(params->depth.mt,
+ params->depth.level,
+ params->depth.layer,
+ NULL,
&tile_mask_x, &tile_mask_y);
/* 3DSTATE_DEPTH_BUFFER */
tile_x &= ~7;
tile_y &= ~7;
- intel_emit_post_sync_nonzero_flush(intel);
- intel_emit_depth_stall_flushes(intel);
+ intel_emit_post_sync_nonzero_flush(brw);
+ intel_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
gen6_blorp_emit_depth_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
+ intel_emit_post_sync_nonzero_flush(brw);
+ intel_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
gen6_blorp_emit_clear_params(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 |
GEN5_DEPTH_CLEAR_VALID |
gen6_blorp_emit_drawing_rectangle(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
OUT_BATCH(0);
gen6_blorp_emit_viewport_state(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
struct brw_cc_viewport *ccv;
uint32_t cc_vp_offset;
gen6_blorp_emit_primitive(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct intel_context *intel = &brw->intel;
-
BEGIN_BATCH(6);
OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
_3DPRIM_RECTLIST << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
* This function alters no GL state.
*/
void
-gen6_blorp_exec(struct intel_context *intel,
+gen6_blorp_exec(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct gl_context *ctx = &intel->ctx;
- struct brw_context *brw = brw_context(ctx);
brw_blorp_prog_data *prog_data = NULL;
uint32_t cc_blend_state_offset = 0;
uint32_t cc_state_offset = 0;
depthstencil_offset, cc_state_offset);
if (params->use_wm_prog) {
uint32_t wm_surf_offset_renderbuffer;
- uint32_t wm_surf_offset_texture;
+ uint32_t wm_surf_offset_texture = 0;
uint32_t sampler_offset;
wm_push_const_offset = gen6_blorp_emit_wm_constants(brw, params);
+ intel_miptree_used_for_rendering(params->dst.mt);
wm_surf_offset_renderbuffer =
gen6_blorp_emit_surface_state(brw, params, ¶ms->dst,
I915_GEM_DOMAIN_RENDER,
I915_GEM_DOMAIN_RENDER);
- wm_surf_offset_texture =
- gen6_blorp_emit_surface_state(brw, params, ¶ms->src,
- I915_GEM_DOMAIN_SAMPLER, 0);
+ if (params->src.mt) {
+ wm_surf_offset_texture =
+ gen6_blorp_emit_surface_state(brw, params, ¶ms->src,
+ I915_GEM_DOMAIN_SAMPLER, 0);
+ }
wm_bind_bo_offset =
gen6_blorp_emit_binding_table(brw, params,
wm_surf_offset_renderbuffer,
gen6_blorp_emit_sf_config(brw, params);
if (params->use_wm_prog)
gen6_blorp_emit_constant_ps(brw, params, wm_push_const_offset);
+ else
+ gen6_blorp_emit_constant_ps_disable(brw, params);
gen6_blorp_emit_wm_config(brw, params, prog_offset, prog_data);
if (params->use_wm_prog)
gen6_blorp_emit_binding_table_pointers(brw, params, wm_bind_bo_offset);
gen6_blorp_emit_clear_params(brw, params);
gen6_blorp_emit_drawing_rectangle(brw, params);
gen6_blorp_emit_primitive(brw, params);
-
- /* See comments above at first invocation of intel_flush() in
- * gen6_blorp_emit_batch_head().
- */
- intel_flush(ctx);
-
- /* Be safe. */
- brw->state.dirty.brw = ~0;
- brw->state.dirty.cache = ~0;
}