}
static void
-gen8_update_texture_surface(struct gl_context *ctx,
- unsigned unit,
- uint32_t *surf_offset,
- bool for_gather)
+gen8_emit_texture_surface_state(struct brw_context *brw,
+ struct intel_mipmap_tree *mt,
+ GLenum target,
+ unsigned min_layer, unsigned max_layer,
+ unsigned min_level, unsigned max_level,
+ unsigned format,
+ unsigned swizzle,
+ uint32_t *surf_offset,
+ bool rw, bool for_gather)
{
- struct brw_context *brw = brw_context(ctx);
- struct gl_texture_object *tObj = ctx->Texture.Unit[unit]._Current;
- struct intel_texture_object *intelObj = intel_texture_object(tObj);
- struct intel_mipmap_tree *mt = intelObj->mt;
- struct gl_texture_image *firstImage = tObj->Image[0][tObj->BaseLevel];
- struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
+ const unsigned depth = max_layer - min_layer;
struct intel_mipmap_tree *aux_mt = NULL;
uint32_t aux_mode = 0;
- mesa_format format = intelObj->_Format;
uint32_t mocs_wb = brw->gen >= 9 ? SKL_MOCS_WB : BDW_MOCS_WB;
-
- if (tObj->Target == GL_TEXTURE_BUFFER) {
- brw_update_buffer_texture_surface(ctx, unit, surf_offset);
- return;
- }
-
- if (tObj->StencilSampling && firstImage->_BaseFormat == GL_DEPTH_STENCIL) {
- mt = mt->stencil_mt;
- format = MESA_FORMAT_S_UINT8;
- }
-
unsigned tiling_mode, pitch;
- if (format == MESA_FORMAT_S_UINT8) {
+
+ if (mt->format == MESA_FORMAT_S_UINT8) {
tiling_mode = GEN8_SURFACE_TILING_W;
pitch = 2 * mt->pitch;
} else {
aux_mode = GEN8_SURFACE_AUX_MODE_MCS;
}
- /* If this is a view with restricted NumLayers, then our effective depth
- * is not just the miptree depth.
- */
- uint32_t effective_depth =
- (tObj->Immutable && tObj->Target != GL_TEXTURE_3D) ? tObj->NumLayers
- : mt->logical_depth0;
-
- uint32_t tex_format = translate_tex_format(brw, format, sampler->sRGBDecode);
-
uint32_t *surf = allocate_surface_state(brw, surf_offset);
- surf[0] = translate_tex_target(tObj->Target) << BRW_SURFACE_TYPE_SHIFT |
- tex_format << BRW_SURFACE_FORMAT_SHIFT |
+ surf[0] = translate_tex_target(target) << BRW_SURFACE_TYPE_SHIFT |
+ format << BRW_SURFACE_FORMAT_SHIFT |
vertical_alignment(mt) |
horizontal_alignment(mt) |
tiling_mode;
- if (tObj->Target == GL_TEXTURE_CUBE_MAP ||
- tObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY) {
+ if (target == GL_TEXTURE_CUBE_MAP ||
+ target == GL_TEXTURE_CUBE_MAP_ARRAY) {
surf[0] |= BRW_SURFACE_CUBEFACE_ENABLES;
}
- if (_mesa_is_array_texture(tObj->Target) ||
- tObj->Target == GL_TEXTURE_CUBE_MAP)
+ if (_mesa_is_array_texture(target) || target == GL_TEXTURE_CUBE_MAP)
surf[0] |= GEN8_SURFACE_IS_ARRAY;
surf[1] = SET_FIELD(mocs_wb, GEN8_SURFACE_MOCS) | mt->qpitch >> 2;
surf[2] = SET_FIELD(mt->logical_width0 - 1, GEN7_SURFACE_WIDTH) |
SET_FIELD(mt->logical_height0 - 1, GEN7_SURFACE_HEIGHT);
- surf[3] = SET_FIELD(effective_depth - 1, BRW_SURFACE_DEPTH) | (pitch - 1);
+ surf[3] = SET_FIELD(depth - 1, BRW_SURFACE_DEPTH) | (pitch - 1);
surf[4] = gen7_surface_msaa_bits(mt->num_samples, mt->msaa_layout) |
- SET_FIELD(tObj->MinLayer, GEN7_SURFACE_MIN_ARRAY_ELEMENT) |
- SET_FIELD(effective_depth - 1,
- GEN7_SURFACE_RENDER_TARGET_VIEW_EXTENT);
+ SET_FIELD(min_layer, GEN7_SURFACE_MIN_ARRAY_ELEMENT) |
+ SET_FIELD(depth - 1, GEN7_SURFACE_RENDER_TARGET_VIEW_EXTENT);
- surf[5] = SET_FIELD(tObj->MinLevel + tObj->BaseLevel - mt->first_level,
- GEN7_SURFACE_MIN_LOD) |
- (intelObj->_MaxLevel - tObj->BaseLevel); /* mip count */
+ surf[5] = SET_FIELD(min_level - mt->first_level, GEN7_SURFACE_MIN_LOD) |
+ (max_level - min_level - 1); /* mip count */
if (aux_mt) {
surf[6] = SET_FIELD(mt->qpitch / 4, GEN8_SURFACE_AUX_QPITCH) |
surf[6] = 0;
}
- /* Handling GL_ALPHA as a surface format override breaks 1.30+ style
- * texturing functions that return a float, as our code generation always
- * selects the .x channel (which would always be 0).
- */
- const bool alpha_depth = tObj->DepthMode == GL_ALPHA &&
- (firstImage->_BaseFormat == GL_DEPTH_COMPONENT ||
- firstImage->_BaseFormat == GL_DEPTH_STENCIL);
-
- surf[7] = mt->fast_clear_color_value;
-
- const int swizzle =
- unlikely(alpha_depth) ? SWIZZLE_XYZW : brw_get_texture_swizzle(ctx, tObj);
- surf[7] |=
+ surf[7] = mt->fast_clear_color_value |
SET_FIELD(swizzle_to_scs(GET_SWZ(swizzle, 0)), GEN7_SURFACE_SCS_R) |
SET_FIELD(swizzle_to_scs(GET_SWZ(swizzle, 1)), GEN7_SURFACE_SCS_G) |
SET_FIELD(swizzle_to_scs(GET_SWZ(swizzle, 2)), GEN7_SURFACE_SCS_B) |
*((uint64_t *) &surf[10]) = aux_mt->bo->offset64;
drm_intel_bo_emit_reloc(brw->batch.bo, *surf_offset + 10 * 4,
aux_mt->bo, 0,
- I915_GEM_DOMAIN_SAMPLER, 0);
+ I915_GEM_DOMAIN_SAMPLER,
+ (rw ? I915_GEM_DOMAIN_SAMPLER : 0));
} else {
surf[10] = 0;
surf[11] = 0;
*surf_offset + 8 * 4,
mt->bo,
mt->offset,
- I915_GEM_DOMAIN_SAMPLER, 0);
+ I915_GEM_DOMAIN_SAMPLER,
+ (rw ? I915_GEM_DOMAIN_SAMPLER : 0));
+}
+
+static void
+gen8_update_texture_surface(struct gl_context *ctx,
+ unsigned unit,
+ uint32_t *surf_offset,
+ bool for_gather)
+{
+ struct brw_context *brw = brw_context(ctx);
+ struct gl_texture_object *obj = ctx->Texture.Unit[unit]._Current;
+
+ if (obj->Target == GL_TEXTURE_BUFFER) {
+ brw_update_buffer_texture_surface(ctx, unit, surf_offset);
+
+ } else {
+ struct gl_texture_image *firstImage = obj->Image[0][obj->BaseLevel];
+ struct intel_texture_object *intel_obj = intel_texture_object(obj);
+ struct intel_mipmap_tree *mt = intel_obj->mt;
+ struct gl_sampler_object *sampler = _mesa_get_samplerobj(ctx, unit);
+ /* If this is a view with restricted NumLayers, then our effective depth
+ * is not just the miptree depth.
+ */
+ const unsigned depth = (obj->Immutable && obj->Target != GL_TEXTURE_3D ?
+ obj->NumLayers : mt->logical_depth0);
+
+ /* Handling GL_ALPHA as a surface format override breaks 1.30+ style
+ * texturing functions that return a float, as our code generation always
+ * selects the .x channel (which would always be 0).
+ */
+ const bool alpha_depth = obj->DepthMode == GL_ALPHA &&
+ (firstImage->_BaseFormat == GL_DEPTH_COMPONENT ||
+ firstImage->_BaseFormat == GL_DEPTH_STENCIL);
+ const unsigned swizzle = (unlikely(alpha_depth) ? SWIZZLE_XYZW :
+ brw_get_texture_swizzle(&brw->ctx, obj));
+
+ unsigned format = translate_tex_format(brw, intel_obj->_Format,
+ sampler->sRGBDecode);
+ if (obj->StencilSampling && firstImage->_BaseFormat == GL_DEPTH_STENCIL) {
+ mt = mt->stencil_mt;
+ format = BRW_SURFACEFORMAT_R8_UINT;
+ }
+
+ gen8_emit_texture_surface_state(brw, mt, obj->Target,
+ obj->MinLayer, obj->MinLayer + depth,
+ obj->MinLevel + obj->BaseLevel,
+ obj->MinLevel + intel_obj->_MaxLevel + 1,
+ format, swizzle, surf_offset,
+ false, for_gather);
+ }
}
/**
brw->vtbl.update_texture_surface = gen8_update_texture_surface;
brw->vtbl.update_renderbuffer_surface = gen8_update_renderbuffer_surface;
brw->vtbl.emit_null_surface_state = gen8_emit_null_surface_state;
+ brw->vtbl.emit_texture_surface_state = gen8_emit_texture_surface_state;
brw->vtbl.emit_buffer_surface_state = gen8_emit_buffer_surface_state;
}