#include "anv_private.h"
+#include "gen8_pack.h"
+#include "gen9_pack.h"
+
+#include "genX_pipeline_util.h"
+
static void
emit_vertex_input(struct anv_pipeline *pipeline,
- const VkPipelineVertexInputStateCreateInfo *info)
+ const VkPipelineVertexInputStateCreateInfo *info,
+ const struct anv_graphics_pipeline_create_info *extra)
{
- const uint32_t num_dwords = 1 + info->attributeCount * 2;
- uint32_t *p;
+ static_assert(ANV_GEN >= 8, "should be compiling this for gen < 8");
+
+ uint32_t elements;
+ if (extra && extra->disable_vs) {
+ /* If the VS is disabled, just assume the user knows what they're
+ * doing and apply the layout blindly. This can only come from
+ * meta, so this *should* be safe.
+ */
+ elements = 0;
+ for (uint32_t i = 0; i < info->vertexAttributeDescriptionCount; i++)
+ elements |= (1 << info->pVertexAttributeDescriptions[i].location);
+ } else {
+ /* Pull inputs_read out of the VS prog data */
+ uint64_t inputs_read = pipeline->vs_prog_data.inputs_read;
+ assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0);
+ elements = inputs_read >> VERT_ATTRIB_GENERIC0;
+ }
- if (info->attributeCount > 0) {
+ const uint32_t num_dwords = 1 + __builtin_popcount(elements) * 2;
+
+ uint32_t *p;
+ if (elements != 0) {
p = anv_batch_emitn(&pipeline->batch, num_dwords,
- GEN8_3DSTATE_VERTEX_ELEMENTS);
+ GENX(3DSTATE_VERTEX_ELEMENTS));
+ memset(p + 1, 0, (num_dwords - 1) * 4);
}
- for (uint32_t i = 0; i < info->attributeCount; i++) {
+ for (uint32_t i = 0; i < info->vertexAttributeDescriptionCount; i++) {
const VkVertexInputAttributeDescription *desc =
&info->pVertexAttributeDescriptions[i];
- const struct anv_format *format = anv_format_for_vk_format(desc->format);
+ enum isl_format format = anv_get_isl_format(desc->format,
+ VK_IMAGE_ASPECT_COLOR_BIT,
+ VK_IMAGE_TILING_LINEAR);
+
+ assert(desc->binding < 32);
- struct GEN8_VERTEX_ELEMENT_STATE element = {
+ if ((elements & (1 << desc->location)) == 0)
+ continue; /* Binding unused */
+
+ uint32_t slot = __builtin_popcount(elements & ((1 << desc->location) - 1));
+
+ struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = desc->binding,
.Valid = true,
- .SourceElementFormat = format->surface_format,
+ .SourceElementFormat = format,
.EdgeFlagEnable = false,
- .SourceElementOffset = desc->offsetInBytes,
- .Component0Control = VFCOMP_STORE_SRC,
- .Component1Control = format->num_channels >= 2 ? VFCOMP_STORE_SRC : VFCOMP_STORE_0,
- .Component2Control = format->num_channels >= 3 ? VFCOMP_STORE_SRC : VFCOMP_STORE_0,
- .Component3Control = format->num_channels >= 4 ? VFCOMP_STORE_SRC : VFCOMP_STORE_1_FP
+ .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),
};
- GEN8_VERTEX_ELEMENT_STATE_pack(NULL, &p[1 + i * 2], &element);
+ GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + slot * 2], &element);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VF_INSTANCING,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_INSTANCING),
.InstancingEnable = pipeline->instancing_enable[desc->binding],
- .VertexElementIndex = i,
+ .VertexElementIndex = slot,
/* Vulkan so far doesn't have an instance divisor, so
* this is always 1 (ignored if not instancing). */
.InstanceDataStepRate = 1);
}
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VF_SGVS,
+ const uint32_t id_slot = __builtin_popcount(elements);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_SGVS),
.VertexIDEnable = pipeline->vs_prog_data.uses_vertexid,
.VertexIDComponentNumber = 2,
- .VertexIDElementOffset = info->bindingCount,
+ .VertexIDElementOffset = id_slot,
.InstanceIDEnable = pipeline->vs_prog_data.uses_instanceid,
.InstanceIDComponentNumber = 3,
- .InstanceIDElementOffset = info->bindingCount);
+ .InstanceIDElementOffset = id_slot);
}
static void
const VkPipelineInputAssemblyStateCreateInfo *info,
const struct anv_graphics_pipeline_create_info *extra)
{
- struct GEN8_3DSTATE_VF vf = {
- GEN8_3DSTATE_VF_header,
- .IndexedDrawCutIndexEnable = pipeline->primitive_restart
- };
- GEN8_3DSTATE_VF_pack(NULL, pipeline->gen8.vf, &vf);
-
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VF_TOPOLOGY,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_TOPOLOGY),
.PrimitiveTopologyType = pipeline->topology);
}
static void
emit_rs_state(struct anv_pipeline *pipeline,
- const VkPipelineRasterStateCreateInfo *info,
+ const VkPipelineRasterizationStateCreateInfo *info,
const struct anv_graphics_pipeline_create_info *extra)
{
- static const uint32_t vk_to_gen_cullmode[] = {
- [VK_CULL_MODE_NONE] = CULLMODE_NONE,
- [VK_CULL_MODE_FRONT] = CULLMODE_FRONT,
- [VK_CULL_MODE_BACK] = CULLMODE_BACK,
- [VK_CULL_MODE_FRONT_AND_BACK] = CULLMODE_BOTH
- };
-
- static const uint32_t vk_to_gen_fillmode[] = {
- [VK_FILL_MODE_POINTS] = RASTER_POINT,
- [VK_FILL_MODE_WIREFRAME] = RASTER_WIREFRAME,
- [VK_FILL_MODE_SOLID] = RASTER_SOLID
- };
-
- static const uint32_t vk_to_gen_front_face[] = {
- [VK_FRONT_FACE_CCW] = CounterClockwise,
- [VK_FRONT_FACE_CW] = Clockwise
- };
-
- struct GEN8_3DSTATE_SF sf = {
- GEN8_3DSTATE_SF_header,
+ struct GENX(3DSTATE_SF) sf = {
+ GENX(3DSTATE_SF_header),
.ViewportTransformEnable = !(extra && extra->disable_viewport),
.TriangleStripListProvokingVertexSelect = 0,
.LineStripListProvokingVertexSelect = 0,
/* FINISHME: VkBool32 rasterizerDiscardEnable; */
- GEN8_3DSTATE_SF_pack(NULL, pipeline->gen8.sf, &sf);
+ GENX(3DSTATE_SF_pack)(NULL, pipeline->gen8.sf, &sf);
- struct GEN8_3DSTATE_RASTER raster = {
- GEN8_3DSTATE_RASTER_header,
+ struct GENX(3DSTATE_RASTER) raster = {
+ GENX(3DSTATE_RASTER_header),
.FrontWinding = vk_to_gen_front_face[info->frontFace],
.CullMode = vk_to_gen_cullmode[info->cullMode],
- .FrontFaceFillMode = vk_to_gen_fillmode[info->fillMode],
- .BackFaceFillMode = vk_to_gen_fillmode[info->fillMode],
+ .FrontFaceFillMode = vk_to_gen_fillmode[info->polygonMode],
+ .BackFaceFillMode = vk_to_gen_fillmode[info->polygonMode],
.ScissorRectangleEnable = !(extra && extra->disable_scissor),
- .ViewportZClipTestEnable = info->depthClipEnable
+#if ANV_GEN == 8
+ .ViewportZClipTestEnable = true,
+#else
+ /* GEN9+ splits ViewportZClipTestEnable into near and far enable bits */
+ .ViewportZFarClipTestEnable = true,
+ .ViewportZNearClipTestEnable = true,
+#endif
};
- GEN8_3DSTATE_RASTER_pack(NULL, pipeline->gen8.raster, &raster);
+ GENX(3DSTATE_RASTER_pack)(NULL, pipeline->gen8.raster, &raster);
}
static void
emit_cb_state(struct anv_pipeline *pipeline,
- const VkPipelineColorBlendStateCreateInfo *info)
+ const VkPipelineColorBlendStateCreateInfo *info,
+ const VkPipelineMultisampleStateCreateInfo *ms_info)
{
struct anv_device *device = pipeline->device;
- 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_NOOP] = LOGICOP_NOOP,
- [VK_LOGIC_OP_XOR] = LOGICOP_XOR,
- [VK_LOGIC_OP_OR] = LOGICOP_OR,
- [VK_LOGIC_OP_NOR] = LOGICOP_NOR,
- [VK_LOGIC_OP_EQUIV] = 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_ZERO] = BLENDFACTOR_ZERO,
- [VK_BLEND_ONE] = BLENDFACTOR_ONE,
- [VK_BLEND_SRC_COLOR] = BLENDFACTOR_SRC_COLOR,
- [VK_BLEND_ONE_MINUS_SRC_COLOR] = BLENDFACTOR_INV_SRC_COLOR,
- [VK_BLEND_DEST_COLOR] = BLENDFACTOR_DST_COLOR,
- [VK_BLEND_ONE_MINUS_DEST_COLOR] = BLENDFACTOR_INV_DST_COLOR,
- [VK_BLEND_SRC_ALPHA] = BLENDFACTOR_SRC_ALPHA,
- [VK_BLEND_ONE_MINUS_SRC_ALPHA] = BLENDFACTOR_INV_SRC_ALPHA,
- [VK_BLEND_DEST_ALPHA] = BLENDFACTOR_DST_ALPHA,
- [VK_BLEND_ONE_MINUS_DEST_ALPHA] = BLENDFACTOR_INV_DST_ALPHA,
- [VK_BLEND_CONSTANT_COLOR] = BLENDFACTOR_CONST_COLOR,
- [VK_BLEND_ONE_MINUS_CONSTANT_COLOR] = BLENDFACTOR_INV_CONST_COLOR,
- [VK_BLEND_CONSTANT_ALPHA] = BLENDFACTOR_CONST_ALPHA,
- [VK_BLEND_ONE_MINUS_CONSTANT_ALPHA] = BLENDFACTOR_INV_CONST_ALPHA,
- [VK_BLEND_SRC_ALPHA_SATURATE] = BLENDFACTOR_SRC_ALPHA_SATURATE,
- [VK_BLEND_SRC1_COLOR] = BLENDFACTOR_SRC1_COLOR,
- [VK_BLEND_ONE_MINUS_SRC1_COLOR] = BLENDFACTOR_INV_SRC1_COLOR,
- [VK_BLEND_SRC1_ALPHA] = BLENDFACTOR_SRC1_ALPHA,
- [VK_BLEND_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,
- };
-
- uint32_t num_dwords = GEN8_BLEND_STATE_length;
+ uint32_t num_dwords = GENX(BLEND_STATE_length);
pipeline->blend_state =
anv_state_pool_alloc(&device->dynamic_state_pool, num_dwords * 4, 64);
- struct GEN8_BLEND_STATE blend_state = {
- .AlphaToCoverageEnable = info->alphaToCoverageEnable,
+ struct GENX(BLEND_STATE) blend_state = {
+ .AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable,
+ .AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable,
};
for (uint32_t i = 0; i < info->attachmentCount; i++) {
const VkPipelineColorBlendAttachmentState *a = &info->pAttachments[i];
- blend_state.Entry[i] = (struct GEN8_BLEND_STATE_ENTRY) {
+ if (a->srcColorBlendFactor != a->srcAlphaBlendFactor ||
+ a->dstColorBlendFactor != a->dstAlphaBlendFactor ||
+ a->colorBlendOp != a->alphaBlendOp) {
+ blend_state.IndependentAlphaBlendEnable = true;
+ }
+
+ blend_state.Entry[i] = (struct GENX(BLEND_STATE_ENTRY)) {
.LogicOpEnable = info->logicOpEnable,
.LogicOpFunction = vk_to_gen_logic_op[info->logicOp],
.ColorBufferBlendEnable = a->blendEnable,
.PreBlendSourceOnlyClampEnable = false,
- .PreBlendColorClampEnable = false,
- .PostBlendColorClampEnable = false,
- .SourceBlendFactor = vk_to_gen_blend[a->srcBlendColor],
- .DestinationBlendFactor = vk_to_gen_blend[a->destBlendColor],
- .ColorBlendFunction = vk_to_gen_blend_op[a->blendOpColor],
- .SourceAlphaBlendFactor = vk_to_gen_blend[a->srcBlendAlpha],
- .DestinationAlphaBlendFactor = vk_to_gen_blend[a->destBlendAlpha],
- .AlphaBlendFunction = vk_to_gen_blend_op[a->blendOpAlpha],
- .WriteDisableAlpha = !(a->channelWriteMask & VK_CHANNEL_A_BIT),
- .WriteDisableRed = !(a->channelWriteMask & VK_CHANNEL_R_BIT),
- .WriteDisableGreen = !(a->channelWriteMask & VK_CHANNEL_G_BIT),
- .WriteDisableBlue = !(a->channelWriteMask & VK_CHANNEL_B_BIT),
+ .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),
};
+
+ /* 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) {
+ blend_state.Entry[i].SourceBlendFactor = BLENDFACTOR_ONE;
+ blend_state.Entry[i].DestinationBlendFactor = BLENDFACTOR_ONE;
+ }
+ if (a->alphaBlendOp == VK_BLEND_OP_MIN ||
+ a->alphaBlendOp == VK_BLEND_OP_MAX) {
+ blend_state.Entry[i].SourceAlphaBlendFactor = BLENDFACTOR_ONE;
+ blend_state.Entry[i].DestinationAlphaBlendFactor = BLENDFACTOR_ONE;
+ }
}
- GEN8_BLEND_STATE_pack(NULL, pipeline->blend_state.map, &blend_state);
+ GENX(BLEND_STATE_pack)(NULL, pipeline->blend_state.map, &blend_state);
+ if (!device->info.has_llc)
+ anv_state_clflush(pipeline->blend_state);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_BLEND_STATE_POINTERS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_BLEND_STATE_POINTERS),
.BlendStatePointer = pipeline->blend_state.offset,
.BlendStatePointerValid = true);
}
-static const uint32_t vk_to_gen_compare_op[] = {
- [VK_COMPARE_OP_NEVER] = COMPAREFUNCTION_NEVER,
- [VK_COMPARE_OP_LESS] = COMPAREFUNCTION_LESS,
- [VK_COMPARE_OP_EQUAL] = COMPAREFUNCTION_EQUAL,
- [VK_COMPARE_OP_LESS_EQUAL] = COMPAREFUNCTION_LEQUAL,
- [VK_COMPARE_OP_GREATER] = COMPAREFUNCTION_GREATER,
- [VK_COMPARE_OP_NOT_EQUAL] = COMPAREFUNCTION_NOTEQUAL,
- [VK_COMPARE_OP_GREATER_EQUAL] = COMPAREFUNCTION_GEQUAL,
- [VK_COMPARE_OP_ALWAYS] = COMPAREFUNCTION_ALWAYS,
-};
-
-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_INC_CLAMP] = STENCILOP_INCRSAT,
- [VK_STENCIL_OP_DEC_CLAMP] = STENCILOP_DECRSAT,
- [VK_STENCIL_OP_INVERT] = STENCILOP_INVERT,
- [VK_STENCIL_OP_INC_WRAP] = STENCILOP_INCR,
- [VK_STENCIL_OP_DEC_WRAP] = STENCILOP_DECR,
-};
-
static void
emit_ds_state(struct anv_pipeline *pipeline,
const VkPipelineDepthStencilStateCreateInfo *info)
{
+ uint32_t *dw = ANV_GEN == 8 ?
+ pipeline->gen8.wm_depth_stencil : pipeline->gen9.wm_depth_stencil;
+
if (info == NULL) {
/* We're going to OR this together with the dynamic state. We need
* to make sure it's initialized to something useful.
*/
memset(pipeline->gen8.wm_depth_stencil, 0,
sizeof(pipeline->gen8.wm_depth_stencil));
+ memset(pipeline->gen9.wm_depth_stencil, 0,
+ sizeof(pipeline->gen9.wm_depth_stencil));
return;
}
- /* VkBool32 depthBoundsEnable; // optional (depth_bounds_test) */
+ /* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */
- struct GEN8_3DSTATE_WM_DEPTH_STENCIL wm_depth_stencil = {
+ struct GENX(3DSTATE_WM_DEPTH_STENCIL) wm_depth_stencil = {
.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.stencilFailOp],
- .StencilPassDepthPassOp = vk_to_gen_stencil_op[info->front.stencilPassOp],
- .StencilPassDepthFailOp = vk_to_gen_stencil_op[info->front.stencilDepthFailOp],
- .StencilTestFunction = vk_to_gen_compare_op[info->front.stencilCompareOp],
- .BackfaceStencilFailOp = vk_to_gen_stencil_op[info->back.stencilFailOp],
- .BackfaceStencilPassDepthPassOp = vk_to_gen_stencil_op[info->back.stencilPassOp],
- .BackfaceStencilPassDepthFailOp =vk_to_gen_stencil_op[info->back.stencilDepthFailOp],
- .BackfaceStencilTestFunction = vk_to_gen_compare_op[info->back.stencilCompareOp],
+ .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],
};
- GEN8_3DSTATE_WM_DEPTH_STENCIL_pack(NULL, pipeline->gen8.wm_depth_stencil, &wm_depth_stencil);
+ GENX(3DSTATE_WM_DEPTH_STENCIL_pack)(NULL, dw, &wm_depth_stencil);
}
VkResult
-gen8_graphics_pipeline_create(
+genX(graphics_pipeline_create)(
VkDevice _device,
+ struct anv_pipeline_cache * cache,
const VkGraphicsPipelineCreateInfo* pCreateInfo,
const struct anv_graphics_pipeline_create_info *extra,
+ const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipeline)
{
ANV_FROM_HANDLE(anv_device, device, _device);
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO);
- pipeline = anv_device_alloc(device, sizeof(*pipeline), 8,
- VK_SYSTEM_ALLOC_TYPE_API_OBJECT);
+ pipeline = anv_alloc2(&device->alloc, pAllocator, sizeof(*pipeline), 8,
+ VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pipeline == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
- result = anv_pipeline_init(pipeline, device, pCreateInfo, extra);
- if (result != VK_SUCCESS)
+ result = anv_pipeline_init(pipeline, device, cache,
+ pCreateInfo, extra, pAllocator);
+ if (result != VK_SUCCESS) {
+ anv_free2(&device->alloc, pAllocator, pipeline);
return result;
-
- /* FIXME: The compiler dead-codes FS inputs when we don't have a VS, so we
- * hard code this to num_attributes - 2. This is because the attributes
- * include VUE header and position, which aren't counted as varying
- * inputs. */
- if (pipeline->vs_simd8 == NO_KERNEL) {
- pipeline->wm_prog_data.num_varying_inputs =
- pCreateInfo->pVertexInputState->attributeCount - 2;
}
assert(pCreateInfo->pVertexInputState);
- emit_vertex_input(pipeline, pCreateInfo->pVertexInputState);
+ emit_vertex_input(pipeline, pCreateInfo->pVertexInputState, extra);
assert(pCreateInfo->pInputAssemblyState);
emit_ia_state(pipeline, pCreateInfo->pInputAssemblyState, extra);
- assert(pCreateInfo->pRasterState);
- emit_rs_state(pipeline, pCreateInfo->pRasterState, extra);
+ assert(pCreateInfo->pRasterizationState);
+ emit_rs_state(pipeline, pCreateInfo->pRasterizationState, extra);
emit_ds_state(pipeline, pCreateInfo->pDepthStencilState);
- emit_cb_state(pipeline, pCreateInfo->pColorBlendState);
+ emit_cb_state(pipeline, pCreateInfo->pColorBlendState,
+ pCreateInfo->pMultisampleState);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VF_STATISTICS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_STATISTICS),
.StatisticsEnable = true);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_HS, .Enable = false);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_TE, .TEEnable = false);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_DS, .FunctionEnable = false);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_STREAMOUT, .SOFunctionEnable = false);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_HS), .Enable = false);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_TE), .TEEnable = false);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_DS), .FunctionEnable = false);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_STREAMOUT), .SOFunctionEnable = false);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_PUSH_CONSTANT_ALLOC_VS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_VS),
.ConstantBufferOffset = 0,
.ConstantBufferSize = 4);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_PUSH_CONSTANT_ALLOC_GS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_GS),
.ConstantBufferOffset = 4,
.ConstantBufferSize = 4);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_PUSH_CONSTANT_ALLOC_PS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PUSH_CONSTANT_ALLOC_PS),
.ConstantBufferOffset = 8,
.ConstantBufferSize = 4);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_WM_CHROMAKEY,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_WM_CHROMAKEY),
.ChromaKeyKillEnable = false);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_SBE_SWIZ);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_AA_LINE_PARAMETERS);
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_AA_LINE_PARAMETERS));
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_CLIP,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_CLIP),
.ClipEnable = true,
.ViewportXYClipTestEnable = !(extra && extra->disable_viewport),
.MinimumPointWidth = 0.125,
.MaximumPointWidth = 255.875);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_WM,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_WM),
.StatisticsEnable = true,
.LineEndCapAntialiasingRegionWidth = _05pixels,
.LineAntialiasingRegionWidth = _10pixels,
uint32_t log2_samples = __builtin_ffs(samples) - 1;
bool enable_sampling = samples > 1 ? true : false;
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_MULTISAMPLE,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_MULTISAMPLE),
.PixelPositionOffsetEnable = enable_sampling,
.PixelLocation = CENTER,
.NumberofMultisamples = log2_samples);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_SAMPLE_MASK,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SAMPLE_MASK),
.SampleMask = 0xffff);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_URB_VS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_VS),
.VSURBStartingAddress = pipeline->urb.vs_start,
.VSURBEntryAllocationSize = pipeline->urb.vs_size - 1,
.VSNumberofURBEntries = pipeline->urb.nr_vs_entries);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_URB_GS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_GS),
.GSURBStartingAddress = pipeline->urb.gs_start,
.GSURBEntryAllocationSize = pipeline->urb.gs_size - 1,
.GSNumberofURBEntries = pipeline->urb.nr_gs_entries);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_URB_HS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_HS),
.HSURBStartingAddress = pipeline->urb.vs_start,
.HSURBEntryAllocationSize = 0,
.HSNumberofURBEntries = 0);
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_URB_DS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_URB_DS),
.DSURBStartingAddress = pipeline->urb.vs_start,
.DSURBEntryAllocationSize = 0,
.DSNumberofURBEntries = 0);
offset = 1;
length = (gs_prog_data->base.vue_map.num_slots + 1) / 2 - offset;
- if (pipeline->gs_vec4 == NO_KERNEL)
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_GS, .Enable = false);
+ if (pipeline->gs_kernel == NO_KERNEL)
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), .Enable = false);
else
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_GS,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS),
.SingleProgramFlow = false,
- .KernelStartPointer = pipeline->gs_vec4,
- .VectorMaskEnable = Vmask,
+ .KernelStartPointer = pipeline->gs_kernel,
+ .VectorMaskEnable = Dmask,
.SamplerCount = 0,
.BindingTableEntryCount = 0,
.ExpectedVertexCount = pipeline->gs_vertex_count,
- .ScratchSpaceBasePointer = pipeline->scratch_start[VK_SHADER_STAGE_GEOMETRY],
+ .ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_GEOMETRY],
.PerThreadScratchSpace = ffs(gs_prog_data->base.base.total_scratch / 2048),
.OutputVertexSize = gs_prog_data->output_vertex_size_hwords * 2 - 1,
.OutputTopology = gs_prog_data->output_topology,
.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length,
+ .IncludeVertexHandles = gs_prog_data->base.include_vue_handles,
.DispatchGRFStartRegisterForURBData =
gs_prog_data->base.base.dispatch_grf_start_reg,
- .MaximumNumberofThreads = device->info.max_gs_threads,
+ .MaximumNumberofThreads = device->info.max_gs_threads / 2 - 1,
.ControlDataHeaderSize = gs_prog_data->control_data_header_size_hwords,
- //pipeline->gs_prog_data.dispatch_mode |
+ .DispatchMode = gs_prog_data->base.dispatch_mode,
.StatisticsEnable = true,
.IncludePrimitiveID = gs_prog_data->include_primitive_id,
.ReorderMode = TRAILING,
.ControlDataFormat = gs_prog_data->control_data_format,
+ .StaticOutput = gs_prog_data->static_vertex_count >= 0,
+ .StaticOutputVertexCount =
+ gs_prog_data->static_vertex_count >= 0 ?
+ gs_prog_data->static_vertex_count : 0,
+
/* FIXME: mesa sets this based on ctx->Transform.ClipPlanesEnabled:
* UserClipDistanceClipTestEnableBitmask_3DSTATE_GS(v)
* UserClipDistanceCullTestEnableBitmask(v)
offset = 1;
length = (vue_prog_data->vue_map.num_slots + 1) / 2 - offset;
- if (pipeline->vs_simd8 == NO_KERNEL || (extra && extra->disable_vs))
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VS,
+ uint32_t vs_start = pipeline->vs_simd8 != NO_KERNEL ? pipeline->vs_simd8 :
+ pipeline->vs_vec4;
+
+ if (vs_start == NO_KERNEL || (extra && extra->disable_vs))
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS),
.FunctionEnable = false,
/* Even if VS is disabled, SBE still gets the amount of
* vertex data to read from this field. */
.VertexURBEntryOutputReadOffset = offset,
.VertexURBEntryOutputLength = length);
else
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_VS,
- .KernelStartPointer = pipeline->vs_simd8,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS),
+ .KernelStartPointer = vs_start,
.SingleVertexDispatch = Multiple,
.VectorMaskEnable = Dmask,
.SamplerCount = 0,
.AccessesUAV = false,
.SoftwareExceptionEnable = false,
- .ScratchSpaceBasePointer = pipeline->scratch_start[VK_SHADER_STAGE_VERTEX],
+ .ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_VERTEX],
.PerThreadScratchSpace = ffs(vue_prog_data->base.total_scratch / 2048),
.DispatchGRFStartRegisterForURBData =
.MaximumNumberofThreads = device->info.max_vs_threads - 1,
.StatisticsEnable = false,
- .SIMD8DispatchEnable = true,
+ .SIMD8DispatchEnable = pipeline->vs_simd8 != NO_KERNEL,
.VertexCacheDisable = false,
.FunctionEnable = true,
const struct brw_wm_prog_data *wm_prog_data = &pipeline->wm_prog_data;
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_SBE,
+ /* TODO: We should clean this up. Among other things, this is mostly
+ * shared with other gens.
+ */
+ const struct brw_vue_map *fs_input_map;
+ if (pipeline->gs_kernel == NO_KERNEL)
+ fs_input_map = &vue_prog_data->vue_map;
+ else
+ fs_input_map = &gs_prog_data->base.vue_map;
+
+ struct GENX(3DSTATE_SBE_SWIZ) swiz = {
+ GENX(3DSTATE_SBE_SWIZ_header),
+ };
+
+ 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;
+
+ int source_attr = fs_input_map->varying_to_slot[attr];
+ max_source_attr = MAX2(max_source_attr, source_attr);
+
+ if (input_index >= 16)
+ continue;
+
+ if (source_attr == -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.
+ */
+ swiz.Attribute[input_index].SourceAttribute = source_attr - 2;
+ }
+ }
+
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE),
+ .AttributeSwizzleEnable = true,
.ForceVertexURBEntryReadLength = false,
.ForceVertexURBEntryReadOffset = false,
+ .VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2),
.PointSpriteTextureCoordinateOrigin = UPPERLEFT,
.NumberofSFOutputAttributes =
- wm_prog_data->num_varying_inputs);
-
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_PS,
+ wm_prog_data->num_varying_inputs,
+
+#if ANV_GEN >= 9
+ .Attribute0ActiveComponentFormat = ACF_XYZW,
+ .Attribute1ActiveComponentFormat = ACF_XYZW,
+ .Attribute2ActiveComponentFormat = ACF_XYZW,
+ .Attribute3ActiveComponentFormat = ACF_XYZW,
+ .Attribute4ActiveComponentFormat = ACF_XYZW,
+ .Attribute5ActiveComponentFormat = ACF_XYZW,
+ .Attribute6ActiveComponentFormat = ACF_XYZW,
+ .Attribute7ActiveComponentFormat = ACF_XYZW,
+ .Attribute8ActiveComponentFormat = ACF_XYZW,
+ .Attribute9ActiveComponentFormat = ACF_XYZW,
+ .Attribute10ActiveComponentFormat = ACF_XYZW,
+ .Attribute11ActiveComponentFormat = ACF_XYZW,
+ .Attribute12ActiveComponentFormat = ACF_XYZW,
+ .Attribute13ActiveComponentFormat = ACF_XYZW,
+ .Attribute14ActiveComponentFormat = ACF_XYZW,
+ .Attribute15ActiveComponentFormat = ACF_XYZW,
+ /* wow, much field, very attribute */
+ .Attribute16ActiveComponentFormat = ACF_XYZW,
+ .Attribute17ActiveComponentFormat = ACF_XYZW,
+ .Attribute18ActiveComponentFormat = ACF_XYZW,
+ .Attribute19ActiveComponentFormat = ACF_XYZW,
+ .Attribute20ActiveComponentFormat = ACF_XYZW,
+ .Attribute21ActiveComponentFormat = ACF_XYZW,
+ .Attribute22ActiveComponentFormat = ACF_XYZW,
+ .Attribute23ActiveComponentFormat = ACF_XYZW,
+ .Attribute24ActiveComponentFormat = ACF_XYZW,
+ .Attribute25ActiveComponentFormat = ACF_XYZW,
+ .Attribute26ActiveComponentFormat = ACF_XYZW,
+ .Attribute27ActiveComponentFormat = ACF_XYZW,
+ .Attribute28ActiveComponentFormat = ACF_XYZW,
+ .Attribute29ActiveComponentFormat = ACF_XYZW,
+ .Attribute28ActiveComponentFormat = ACF_XYZW,
+ .Attribute29ActiveComponentFormat = ACF_XYZW,
+ .Attribute30ActiveComponentFormat = ACF_XYZW,
+#endif
+ );
+
+ uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
+ GENX(3DSTATE_SBE_SWIZ_length));
+ GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
+
+ const int num_thread_bias = ANV_GEN == 8 ? 2 : 1;
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS),
.KernelStartPointer0 = pipeline->ps_ksp0,
.SingleProgramFlow = false,
.VectorMaskEnable = true,
.SamplerCount = 1,
- .ScratchSpaceBasePointer = pipeline->scratch_start[VK_SHADER_STAGE_FRAGMENT],
+ .ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_FRAGMENT],
.PerThreadScratchSpace = ffs(wm_prog_data->base.total_scratch / 2048),
- .MaximumNumberofThreadsPerPSD = 64 - 2,
+ .MaximumNumberofThreadsPerPSD = 64 - num_thread_bias,
.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
POSOFFSET_SAMPLE: POSOFFSET_NONE,
.PushConstantEnable = wm_prog_data->base.nr_params > 0,
.KernelStartPointer2 = pipeline->ps_ksp2);
bool per_sample_ps = false;
- anv_batch_emit(&pipeline->batch, GEN8_3DSTATE_PS_EXTRA,
+ anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA),
.PixelShaderValid = true,
.PixelShaderKillsPixel = wm_prog_data->uses_kill,
.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode,
.AttributeEnable = wm_prog_data->num_varying_inputs > 0,
.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask,
- .PixelShaderIsPerSample = per_sample_ps);
+ .PixelShaderIsPerSample = per_sample_ps,
+#if ANV_GEN >= 9
+ .PixelShaderPullsBary = wm_prog_data->pulls_bary,
+ .InputCoverageMaskState = ICMS_NONE
+#endif
+ );
*pPipeline = anv_pipeline_to_handle(pipeline);
return VK_SUCCESS;
}
-VkResult gen8_compute_pipeline_create(
+VkResult genX(compute_pipeline_create)(
VkDevice _device,
+ struct anv_pipeline_cache * cache,
const VkComputePipelineCreateInfo* pCreateInfo,
+ const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipeline)
{
ANV_FROM_HANDLE(anv_device, device, _device);
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO);
- pipeline = anv_device_alloc(device, sizeof(*pipeline), 8,
- VK_SYSTEM_ALLOC_TYPE_API_OBJECT);
+ pipeline = anv_alloc2(&device->alloc, pAllocator, sizeof(*pipeline), 8,
+ VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pipeline == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
pipeline->device = device;
pipeline->layout = anv_pipeline_layout_from_handle(pCreateInfo->layout);
- result = anv_reloc_list_init(&pipeline->batch_relocs, device);
+ pipeline->blend_state.map = NULL;
+
+ result = anv_reloc_list_init(&pipeline->batch_relocs,
+ pAllocator ? pAllocator : &device->alloc);
if (result != VK_SUCCESS) {
- anv_device_free(device, pipeline);
+ anv_free2(&device->alloc, pAllocator, pipeline);
return result;
}
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;
- anv_state_stream_init(&pipeline->program_stream,
- &device->instruction_block_pool);
+ /* When we free the pipeline, we detect stages based on the NULL status
+ * of various prog_data pointers. Make them NULL by default.
+ */
+ memset(pipeline->prog_data, 0, sizeof(pipeline->prog_data));
+ memset(pipeline->scratch_start, 0, sizeof(pipeline->scratch_start));
- memset(pipeline->shaders, 0, sizeof(pipeline->shaders));
+ pipeline->vs_simd8 = NO_KERNEL;
+ pipeline->vs_vec4 = NO_KERNEL;
+ pipeline->gs_kernel = NO_KERNEL;
- pipeline->shaders[VK_SHADER_STAGE_COMPUTE] =
- anv_shader_from_handle(pCreateInfo->cs.shader);
+ pipeline->active_stages = 0;
+ pipeline->total_scratch = 0;
- pipeline->use_repclear = false;
+ assert(pCreateInfo->stage.stage == VK_SHADER_STAGE_COMPUTE_BIT);
+ ANV_FROM_HANDLE(anv_shader_module, module, pCreateInfo->stage.module);
+ anv_pipeline_compile_cs(pipeline, cache, pCreateInfo, module,
+ pCreateInfo->stage.pName);
- anv_compiler_run(device->compiler, pipeline);
+ pipeline->use_repclear = false;
const struct brw_cs_prog_data *cs_prog_data = &pipeline->cs_prog_data;
- anv_batch_emit(&pipeline->batch, GEN8_MEDIA_VFE_STATE,
- .ScratchSpaceBasePointer = pipeline->scratch_start[VK_SHADER_STAGE_FRAGMENT],
+ anv_batch_emit(&pipeline->batch, GENX(MEDIA_VFE_STATE),
+ .ScratchSpaceBasePointer = pipeline->scratch_start[MESA_SHADER_COMPUTE],
.PerThreadScratchSpace = ffs(cs_prog_data->base.total_scratch / 2048),
.ScratchSpaceBasePointerHigh = 0,
.StackSize = 0,
.MaximumNumberofThreads = device->info.max_cs_threads - 1,
.NumberofURBEntries = 2,
.ResetGatewayTimer = true,
+#if ANV_GEN == 8
.BypassGatewayControl = true,
+#endif
.URBEntryAllocationSize = 2,
.CURBEAllocationSize = 0);