+++ /dev/null
-/*
- * Copyright © 2014 Intel Corporation
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice (including the next
- * paragraph) shall be included in all copies or substantial portions of the
- * Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- * IN THE SOFTWARE.
- */
-
-#include "main/mtypes.h"
-#include "main/macros.h"
-#include "main/context.h"
-#include "main/objectlabel.h"
-#include "main/shaderapi.h"
-#include "main/shaderobj.h"
-#include "main/arrayobj.h"
-#include "main/bufferobj.h"
-#include "main/buffers.h"
-#include "main/blend.h"
-#include "main/enable.h"
-#include "main/depth.h"
-#include "main/stencil.h"
-#include "main/varray.h"
-#include "main/uniforms.h"
-#include "main/fbobject.h"
-#include "main/framebuffer.h"
-#include "main/renderbuffer.h"
-#include "main/texobj.h"
-
-#include "main/api_validate.h"
-#include "main/state.h"
-
-#include "vbo/vbo_context.h"
-
-#include "drivers/common/meta.h"
-
-#include "brw_defines.h"
-#include "brw_context.h"
-#include "brw_draw.h"
-#include "brw_state.h"
-#include "intel_fbo.h"
-#include "intel_batchbuffer.h"
-
-#include "brw_blorp.h"
-#include "brw_meta_util.h"
-
-struct brw_fast_clear_state {
- struct gl_buffer_object *buf_obj;
- struct gl_vertex_array_object *array_obj;
- struct gl_shader_program *shader_prog;
- GLuint vao;
- GLint color_location;
-};
-
-static bool
-brw_fast_clear_init(struct brw_context *brw)
-{
- struct brw_fast_clear_state *clear;
- struct gl_context *ctx = &brw->ctx;
-
- if (brw->fast_clear_state) {
- clear = brw->fast_clear_state;
- _mesa_BindVertexArray(clear->vao);
- return true;
- }
-
- brw->fast_clear_state = clear = malloc(sizeof *clear);
- if (clear == NULL)
- return false;
-
- memset(clear, 0, sizeof *clear);
- _mesa_GenVertexArrays(1, &clear->vao);
- _mesa_BindVertexArray(clear->vao);
-
- clear->buf_obj = ctx->Driver.NewBufferObject(ctx, 0xDEADBEEF);
- if (clear->buf_obj == NULL)
- return false;
-
- clear->array_obj = _mesa_lookup_vao(ctx, clear->vao);
- assert(clear->array_obj != NULL);
-
- _mesa_update_array_format(ctx, clear->array_obj, VERT_ATTRIB_GENERIC(0),
- 2, GL_FLOAT, GL_RGBA, GL_FALSE, GL_FALSE, GL_FALSE,
- 0, true);
- _mesa_bind_vertex_buffer(ctx, clear->array_obj, VERT_ATTRIB_GENERIC(0),
- clear->buf_obj, 0, sizeof(float) * 2);
- _mesa_enable_vertex_array_attrib(ctx, clear->array_obj,
- VERT_ATTRIB_GENERIC(0));
-
- return true;
-}
-
-static void
-brw_bind_rep_write_shader(struct brw_context *brw, float *color)
-{
- const char *vs_source =
- "#extension GL_AMD_vertex_shader_layer : enable\n"
- "#extension GL_ARB_draw_instanced : enable\n"
- "#extension GL_ARB_explicit_attrib_location : enable\n"
- "layout(location = 0) in vec4 position;\n"
- "uniform int layer;\n"
- "void main()\n"
- "{\n"
- "#ifdef GL_AMD_vertex_shader_layer\n"
- " gl_Layer = gl_InstanceID;\n"
- "#endif\n"
- " gl_Position = position;\n"
- "}\n";
- const char *fs_source =
- "uniform vec4 color;\n"
- "void main()\n"
- "{\n"
- " gl_FragColor = color;\n"
- "}\n";
-
- struct brw_fast_clear_state *clear = brw->fast_clear_state;
- struct gl_context *ctx = &brw->ctx;
-
- if (clear->shader_prog) {
- _mesa_meta_use_program(ctx, clear->shader_prog);
- _mesa_Uniform4fv(clear->color_location, 1, color);
- return;
- }
-
- _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
- "meta repclear",
- &clear->shader_prog);
-
- clear->color_location =
- _mesa_program_resource_location(clear->shader_prog, GL_UNIFORM, "color");
-
- _mesa_meta_use_program(ctx, clear->shader_prog);
- _mesa_Uniform4fv(clear->color_location, 1, color);
-}
-
-void
-brw_meta_fast_clear_free(struct brw_context *brw)
-{
- struct brw_fast_clear_state *clear = brw->fast_clear_state;
- GET_CURRENT_CONTEXT(old_context);
-
- if (clear == NULL)
- return;
-
- _mesa_make_current(&brw->ctx, NULL, NULL);
-
- _mesa_DeleteVertexArrays(1, &clear->vao);
- _mesa_reference_buffer_object(&brw->ctx, &clear->buf_obj, NULL);
- _mesa_reference_shader_program(&brw->ctx, &clear->shader_prog, NULL);
- free(clear);
-
- if (old_context)
- _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
- else
- _mesa_make_current(NULL, NULL, NULL);
-}
-
-struct rect {
- unsigned x0, y0, x1, y1;
-};
-
-static void
-brw_draw_rectlist(struct brw_context *brw, struct rect *rect, int num_instances)
-{
- struct gl_context *ctx = &brw->ctx;
- struct brw_fast_clear_state *clear = brw->fast_clear_state;
- int start = 0, count = 3;
- struct _mesa_prim prim;
- float verts[6];
-
- verts[0] = rect->x1;
- verts[1] = rect->y1;
- verts[2] = rect->x0;
- verts[3] = rect->y1;
- verts[4] = rect->x0;
- verts[5] = rect->y0;
-
- /* upload new vertex data */
- _mesa_buffer_data(ctx, clear->buf_obj, GL_NONE, sizeof(verts), verts,
- GL_DYNAMIC_DRAW, __func__);
-
- if (ctx->NewState)
- _mesa_update_state(ctx);
-
- vbo_bind_arrays(ctx);
-
- memset(&prim, 0, sizeof prim);
- prim.begin = 1;
- prim.end = 1;
- prim.mode = BRW_PRIM_OFFSET + _3DPRIM_RECTLIST;
- prim.num_instances = num_instances;
- prim.start = start;
- prim.count = count;
-
- /* Make sure our internal prim value doesn't clash with a valid GL value. */
- assert(!_mesa_is_valid_prim_mode(ctx, prim.mode));
-
- brw_draw_prims(ctx, &prim, 1, NULL,
- GL_TRUE, start, start + count - 1,
- NULL, 0, NULL);
-}
-
-static const uint32_t fast_clear_color[4] = { ~0, ~0, ~0, ~0 };
-
-static void
-set_fast_clear_op(struct brw_context *brw, uint32_t op)
-{
- /* Set op and dirty BRW_NEW_FRAGMENT_PROGRAM to make sure we re-emit
- * 3DSTATE_PS.
- */
- brw->wm.fast_clear_op = op;
- brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
-}
-
-static void
-use_rectlist(struct brw_context *brw, bool enable)
-{
- /* Set custom state to let us use _3DPRIM_RECTLIST and the replicated
- * rendertarget write. When we enable reclist mode, we disable the
- * viewport transform, disable clipping, enable the rep16 write
- * optimization and disable simd8 dispatch in the PS.
- */
- brw->sf.viewport_transform_enable = !enable;
- brw->use_rep_send = enable;
- brw->no_simd8 = enable;
-
- /* Dirty state to make sure we reemit the state packages affected by the
- * custom state. We dirty BRW_NEW_FRAGMENT_PROGRAM to emit 3DSTATE_PS for
- * disabling simd8 dispatch, _NEW_LIGHT to emit 3DSTATE_SF for disabling
- * the viewport transform and 3DSTATE_CLIP to disable clipping for the
- * reclist primitive. This is a little messy - it would be nicer to
- * BRW_NEW_FAST_CLEAR flag or so, but we're out of brw state bits. Dirty
- * _NEW_BUFFERS to make sure we emit new SURFACE_STATE with the new fast
- * clear color value.
- */
- brw->NewGLState |= _NEW_LIGHT | _NEW_BUFFERS;
- brw->ctx.NewDriverState |= BRW_NEW_FRAGMENT_PROGRAM;
-}
-
-/**
- * Individually fast clear each color buffer attachment. On previous gens this
- * isn't required. The motivation for this comes from one line (which seems to
- * be specific to SKL+). The list item is in section titled _MCS Buffer for
- * Render Target(s)_
- *
- * "Since only one RT is bound with a clear pass, only one RT can be cleared
- * at a time. To clear multiple RTs, multiple clear passes are required."
- *
- * The code follows the same idea as the resolve code which creates a fake FBO
- * to avoid interfering with too much of the GL state.
- */
-static void
-fast_clear_attachments(struct brw_context *brw,
- struct gl_framebuffer *fb,
- uint32_t fast_clear_buffers,
- struct rect fast_clear_rect)
-{
- struct gl_context *ctx = &brw->ctx;
- const bool srgb_enabled = ctx->Color.sRGBEnabled;
-
- assert(brw->gen >= 9);
-
- /* Make sure the GL_FRAMEBUFFER_SRGB is disabled during fast clear so that
- * the surface state will always be uploaded with a linear buffer. SRGB
- * buffers are not supported on Gen9 because they are not marked as
- * losslessly compressible. This shouldn't matter for the fast clear
- * because the color is not written to the framebuffer yet so the hardware
- * doesn't need to do any SRGB conversion.
- */
- if (srgb_enabled)
- _mesa_set_framebuffer_srgb(ctx, GL_FALSE);
-
- brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
-
- /* SKL+ also has a resolve mode for compressed render targets and thus more
- * bits to let us select the type of resolve. For fast clear resolves, it
- * turns out we can use the same value as pre-SKL though.
- */
- set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE);
-
- while (fast_clear_buffers) {
- int index = ffs(fast_clear_buffers) - 1;
-
- fast_clear_buffers &= ~(1 << index);
-
- _mesa_meta_drawbuffers_from_bitfield(1 << index);
-
- brw_draw_rectlist(brw, &fast_clear_rect, MAX2(1, fb->MaxNumLayers));
-
- /* Now set the mcs we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll
- * resolve them eventually.
- */
- struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[0];
- struct intel_renderbuffer *irb = intel_renderbuffer(rb);
- irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_CLEAR;
- }
-
- set_fast_clear_op(brw, 0);
-
- if (srgb_enabled)
- _mesa_set_framebuffer_srgb(ctx, GL_TRUE);
-}
-
-bool
-brw_meta_fast_clear(struct brw_context *brw, struct gl_framebuffer *fb,
- GLbitfield buffers, bool partial_clear)
-{
- struct gl_context *ctx = &brw->ctx;
- enum { FAST_CLEAR, REP_CLEAR, PLAIN_CLEAR } clear_type;
- GLbitfield plain_clear_buffers, meta_save, rep_clear_buffers, fast_clear_buffers;
- struct rect fast_clear_rect, clear_rect;
- int layers;
-
- fast_clear_buffers = rep_clear_buffers = plain_clear_buffers = 0;
-
- /* First we loop through the color draw buffers and determine which ones
- * can be fast cleared, which ones can use the replicated write and which
- * ones have to fall back to regular color clear.
- */
- for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
- struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
- struct intel_renderbuffer *irb = intel_renderbuffer(rb);
- int index = fb->_ColorDrawBufferIndexes[buf];
-
- /* Only clear the buffers present in the provided mask */
- if (((1 << index) & buffers) == 0)
- continue;
-
- /* If this is an ES2 context or GL_ARB_ES2_compatibility is supported,
- * the framebuffer can be complete with some attachments missing. In
- * this case the _ColorDrawBuffers pointer will be NULL.
- */
- if (rb == NULL)
- continue;
-
- clear_type = FAST_CLEAR;
-
- /* We don't have fast clear until gen7. */
- if (brw->gen < 7)
- clear_type = REP_CLEAR;
-
- if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_NO_MCS)
- clear_type = REP_CLEAR;
-
- /* We can't do scissored fast clears because of the restrictions on the
- * fast clear rectangle size.
- */
- if (partial_clear)
- clear_type = REP_CLEAR;
-
- /* Fast clear is only supported for colors where all components are
- * either 0 or 1.
- */
- if (!brw_is_color_fast_clear_compatible(brw, irb->mt,
- &ctx->Color.ClearColor))
- clear_type = REP_CLEAR;
-
- /* From the SNB PRM (Vol4_Part1):
- *
- * "Replicated data (Message Type = 111) is only supported when
- * accessing tiled memory. Using this Message Type to access
- * linear (untiled) memory is UNDEFINED."
- */
- if (irb->mt->tiling == I915_TILING_NONE) {
- perf_debug("Falling back to plain clear because %dx%d buffer is untiled\n",
- irb->mt->logical_width0, irb->mt->logical_height0);
- clear_type = PLAIN_CLEAR;
- }
-
- /* Constant color writes ignore everything in blend and color calculator
- * state. This is not documented.
- */
- GLubyte *color_mask = ctx->Color.ColorMask[buf];
- for (int i = 0; i < 4; i++) {
- if (_mesa_format_has_color_component(irb->mt->format, i) &&
- !(i == 3 && irb->Base.Base._BaseFormat == GL_RGB) &&
- !color_mask[i]) {
- perf_debug("Falling back to plain clear on %dx%d buffer because of color mask\n",
- irb->mt->logical_width0, irb->mt->logical_height0);
- clear_type = PLAIN_CLEAR;
- }
- }
-
- /* Allocate the MCS for non MSRT surfaces now if we're doing a fast
- * clear and we don't have the MCS yet. On failure, fall back to
- * replicated clear.
- */
- if (clear_type == FAST_CLEAR && irb->mt->mcs_mt == NULL)
- if (!intel_miptree_alloc_non_msrt_mcs(brw, irb->mt))
- clear_type = REP_CLEAR;
-
- switch (clear_type) {
- case FAST_CLEAR:
- brw_meta_set_fast_clear_color(brw, irb->mt, &ctx->Color.ClearColor);
- irb->need_downsample = true;
-
- /* If the buffer is already in INTEL_FAST_CLEAR_STATE_CLEAR, the
- * clear is redundant and can be skipped. Only skip after we've
- * updated the fast clear color above though.
- */
- if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_CLEAR)
- continue;
-
- /* Set fast_clear_state to RESOLVED so we don't try resolve them when
- * we draw, in case the mt is also bound as a texture.
- */
- irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
- irb->need_downsample = true;
- fast_clear_buffers |= 1 << index;
- brw_get_fast_clear_rect(brw, fb, irb->mt,
- &fast_clear_rect.x0, &fast_clear_rect.y0,
- &fast_clear_rect.x1, &fast_clear_rect.y1);
- break;
-
- case REP_CLEAR:
- rep_clear_buffers |= 1 << index;
- brw_meta_get_buffer_rect(fb,
- &clear_rect.x0, &clear_rect.y0,
- &clear_rect.x1, &clear_rect.y1);
- break;
-
- case PLAIN_CLEAR:
- plain_clear_buffers |= 1 << index;
- brw_meta_get_buffer_rect(fb,
- &clear_rect.x0, &clear_rect.y0,
- &clear_rect.x1, &clear_rect.y1);
- continue;
- }
- }
-
- assert((fast_clear_buffers & rep_clear_buffers) == 0);
-
- if (!(fast_clear_buffers | rep_clear_buffers)) {
- if (plain_clear_buffers)
- /* If we only have plain clears, skip the meta save/restore. */
- goto out;
- else
- /* Nothing left to do. This happens when we hit the redundant fast
- * clear case above and nothing else.
- */
- return true;
- }
-
- meta_save =
- MESA_META_ALPHA_TEST |
- MESA_META_BLEND |
- MESA_META_DEPTH_TEST |
- MESA_META_RASTERIZATION |
- MESA_META_SHADER |
- MESA_META_STENCIL_TEST |
- MESA_META_VERTEX |
- MESA_META_VIEWPORT |
- MESA_META_CLIP |
- MESA_META_CLAMP_FRAGMENT_COLOR |
- MESA_META_MULTISAMPLE |
- MESA_META_OCCLUSION_QUERY |
- MESA_META_DRAW_BUFFERS;
-
- _mesa_meta_begin(ctx, meta_save);
-
- if (!brw_fast_clear_init(brw)) {
- /* This is going to be hard to recover from, most likely out of memory.
- * Bail and let meta try and (probably) fail for us.
- */
- plain_clear_buffers = buffers;
- goto bail_to_meta;
- }
-
- /* Clears never have the color clamped. */
- if (ctx->Extensions.ARB_color_buffer_float)
- _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
-
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
- _mesa_DepthMask(GL_FALSE);
- _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
-
- use_rectlist(brw, true);
-
- layers = MAX2(1, fb->MaxNumLayers);
-
- if (brw->gen >= 9 && fast_clear_buffers) {
- fast_clear_attachments(brw, fb, fast_clear_buffers, fast_clear_rect);
- } else if (fast_clear_buffers) {
- _mesa_meta_drawbuffers_from_bitfield(fast_clear_buffers);
- brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
- set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE);
- brw_draw_rectlist(brw, &fast_clear_rect, layers);
- set_fast_clear_op(brw, 0);
-
- /* Now set the mcs we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll
- * resolve them eventually.
- */
- for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
- struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
- struct intel_renderbuffer *irb = intel_renderbuffer(rb);
- int index = fb->_ColorDrawBufferIndexes[buf];
-
- if ((1 << index) & fast_clear_buffers)
- irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_CLEAR;
- }
- }
-
- if (rep_clear_buffers) {
- _mesa_meta_drawbuffers_from_bitfield(rep_clear_buffers);
- brw_bind_rep_write_shader(brw, ctx->Color.ClearColor.f);
- brw_draw_rectlist(brw, &clear_rect, layers);
- }
-
- bail_to_meta:
- /* Dirty _NEW_BUFFERS so we reemit SURFACE_STATE which sets the fast clear
- * color before resolve and sets irb->mt->fast_clear_state to UNRESOLVED if
- * we render to it.
- */
- brw->NewGLState |= _NEW_BUFFERS;
-
-
- /* Set the custom state back to normal and dirty the same bits as above */
- use_rectlist(brw, false);
-
- _mesa_meta_end(ctx);
-
- /* From BSpec: Render Target Fast Clear:
- *
- * After Render target fast clear, pipe-control with color cache
- * write-flush must be issued before sending any DRAW commands on that
- * render target.
- */
- brw_emit_mi_flush(brw);
-
- /* If we had to fall back to plain clear for any buffers, clear those now
- * by calling into meta.
- */
- out:
- if (plain_clear_buffers)
- _mesa_meta_glsl_Clear(&brw->ctx, plain_clear_buffers);
-
- return true;
-}
-
-void
-brw_meta_resolve_color(struct brw_context *brw,
- struct intel_mipmap_tree *mt)
-{
- struct gl_context *ctx = &brw->ctx;
- struct gl_framebuffer *drawFb;
- struct gl_renderbuffer *rb;
- struct rect rect;
-
- brw_emit_mi_flush(brw);
-
- drawFb = ctx->Driver.NewFramebuffer(ctx, 0xDEADBEEF);
- if (drawFb == NULL) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "in %s", __func__);
- return;
- }
-
- _mesa_meta_begin(ctx, MESA_META_ALL);
-
- rb = brw_get_rb_for_slice(brw, mt, 0, 0, false);
-
- _mesa_bind_framebuffers(ctx, drawFb, ctx->ReadBuffer);
- _mesa_framebuffer_renderbuffer(ctx, ctx->DrawBuffer, GL_COLOR_ATTACHMENT0,
- rb);
- _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
-
- brw_fast_clear_init(brw);
-
- use_rectlist(brw, true);
-
- brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
-
- /* SKL+ also has a resolve mode for compressed render targets and thus more
- * bits to let us select the type of resolve. For fast clear resolves, it
- * turns out we can use the same value as pre-SKL though.
- */
- if (intel_miptree_is_lossless_compressed(brw, mt))
- set_fast_clear_op(brw, GEN9_PS_RENDER_TARGET_RESOLVE_FULL);
- else
- set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_RESOLVE_ENABLE);
-
- mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
- brw_get_resolve_rect(brw, mt, &rect.x0, &rect.y0, &rect.x1, &rect.y1);
-
- brw_draw_rectlist(brw, &rect, 1);
-
- set_fast_clear_op(brw, 0);
- use_rectlist(brw, false);
-
- _mesa_reference_renderbuffer(&rb, NULL);
- _mesa_reference_framebuffer(&drawFb, NULL);
-
- _mesa_meta_end(ctx);
-
- /* We're typically called from intel_update_state() and we're supposed to
- * return with the state all updated to what it was before
- * brw_meta_resolve_color() was called. The meta rendering will have
- * messed up the state and we need to call _mesa_update_state() again to
- * get back to where we were supposed to be when resolve was called.
- */
- if (ctx->NewState)
- _mesa_update_state(ctx);
-}