i965: Move surface resolves back to draw/dispatch time

This is effectively a revert of 388f02729b
though much code has been added since.  Kristian initially moved it to
try and avoid locking problems with meta-based resolves.  Now that meta
is gone from the resolve path (for good this time, we hope), we can move
it back.  The problem with having it in intel_update_state was that the
UpdateState hook gets called by core mesa directly and all sorts of
things will cause a UpdateState to get called which may trigger resolves
at inopportune times.  In particular, it gets called by _mesa_Clear and,
if we have a HiZ buffer in the INVALID_AUX state, causes a HiZ resolve
right before the clear which is pointless.  By moving it back to
try_draw_prims time, we know it will only get called right before a draw
which is where we want it.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand 2017-06-24 15:14:50 -07:00
parent 95731b7ccc
commit 0673bbfd9b
4 changed files with 143 additions and 121 deletions

View File

@ -188,6 +188,8 @@ brw_dispatch_compute_common(struct gl_context *ctx)
brw_validate_textures(brw);
brw_predraw_resolve_inputs(brw);
const int sampler_state_size = 16; /* 16 bytes */
estimated_buffer_space_needed = 512; /* batchbuffer commands */
estimated_buffer_space_needed += (BRW_MAX_TEX_UNIT *

View File

@ -170,39 +170,17 @@ intel_update_framebuffer(struct gl_context *ctx,
fb->DefaultGeometry.NumSamples);
}
static bool
intel_disable_rb_aux_buffer(struct brw_context *brw, const struct brw_bo *bo)
{
const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
bool found = false;
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
const struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb && irb->mt->bo == bo) {
found = brw->draw_aux_buffer_disabled[i] = true;
}
}
return found;
}
static void
intel_update_state(struct gl_context * ctx)
{
GLuint new_state = ctx->NewState;
struct brw_context *brw = brw_context(ctx);
struct intel_texture_object *tex_obj;
struct intel_renderbuffer *depth_irb;
if (ctx->swrast_context)
_swrast_InvalidateState(ctx, new_state);
brw->NewGLState |= new_state;
_mesa_unlock_context_textures(ctx);
if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
_mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
@ -218,105 +196,6 @@ intel_update_state(struct gl_context * ctx)
intel_prepare_render(brw);
/* Resolve the depth buffer's HiZ buffer. */
depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
if (depth_irb && depth_irb->mt) {
intel_miptree_prepare_depth(brw, depth_irb->mt,
depth_irb->mt_level,
depth_irb->mt_layer,
depth_irb->layer_count);
}
memset(brw->draw_aux_buffer_disabled, 0,
sizeof(brw->draw_aux_buffer_disabled));
/* Resolve depth buffer and render cache of each enabled texture. */
int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
for (int i = 0; i <= maxEnabledUnit; i++) {
if (!ctx->Texture.Unit[i]._Current)
continue;
tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
if (!tex_obj || !tex_obj->mt)
continue;
/* We need inte_texture_object::_Format to be valid */
intel_finalize_mipmap_tree(brw, i);
bool aux_supported;
intel_miptree_prepare_texture(brw, tex_obj->mt, tex_obj->_Format,
&aux_supported);
if (!aux_supported && brw->gen >= 9 &&
intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
perf_debug("Sampling renderbuffer with non-compressible format - "
"turning off compression");
}
brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
if (tex_obj->base.StencilSampling ||
tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
intel_update_r8stencil(brw, tex_obj->mt);
}
}
/* Resolve color for each active shader image. */
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
const struct gl_program *prog = ctx->_Shader->CurrentProgram[i];
if (unlikely(prog && prog->info.num_images)) {
for (unsigned j = 0; j < prog->info.num_images; j++) {
struct gl_image_unit *u =
&ctx->ImageUnits[prog->sh.ImageUnits[j]];
tex_obj = intel_texture_object(u->TexObj);
if (tex_obj && tex_obj->mt) {
intel_miptree_prepare_image(brw, tex_obj->mt);
if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
perf_debug("Using renderbuffer as shader image - turning "
"off lossless compression");
}
brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
}
}
}
}
/* Resolve color buffers for non-coherent framebuffer fetch. */
if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
ctx->FragmentProgram._Current &&
ctx->FragmentProgram._Current->info.outputs_read) {
const struct gl_framebuffer *fb = ctx->DrawBuffer;
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
const struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb) {
intel_miptree_prepare_fb_fetch(brw, irb->mt, irb->mt_level,
irb->mt_layer, irb->layer_count);
}
}
}
struct gl_framebuffer *fb = ctx->DrawBuffer;
for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb == NULL || irb->mt == NULL)
continue;
intel_miptree_prepare_render(brw, irb->mt, irb->mt_level,
irb->mt_layer, irb->layer_count,
ctx->Color.sRGBEnabled);
}
_mesa_lock_context_textures(ctx);
if (new_state & _NEW_BUFFERS) {
intel_update_framebuffer(ctx, ctx->DrawBuffer);
if (ctx->DrawBuffer != ctx->ReadBuffer)

View File

@ -1250,6 +1250,8 @@ void intel_update_renderbuffers(__DRIcontext *context,
__DRIdrawable *drawable);
void intel_prepare_render(struct brw_context *brw);
void brw_predraw_resolve_inputs(struct brw_context *brw);
void intel_resolve_for_dri2_flush(struct brw_context *brw,
__DRIdrawable *drawable);

View File

@ -341,6 +341,138 @@ brw_merge_inputs(struct brw_context *brw,
}
}
static bool
intel_disable_rb_aux_buffer(struct brw_context *brw, const struct brw_bo *bo)
{
const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
bool found = false;
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
const struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb && irb->mt->bo == bo) {
found = brw->draw_aux_buffer_disabled[i] = true;
}
}
return found;
}
/**
* \brief Resolve buffers before drawing.
*
* Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
brw_predraw_resolve_inputs(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
struct intel_texture_object *tex_obj;
memset(brw->draw_aux_buffer_disabled, 0,
sizeof(brw->draw_aux_buffer_disabled));
/* Resolve depth buffer and render cache of each enabled texture. */
int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
for (int i = 0; i <= maxEnabledUnit; i++) {
if (!ctx->Texture.Unit[i]._Current)
continue;
tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
if (!tex_obj || !tex_obj->mt)
continue;
bool aux_supported;
intel_miptree_prepare_texture(brw, tex_obj->mt, tex_obj->_Format,
&aux_supported);
if (!aux_supported && brw->gen >= 9 &&
intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
perf_debug("Sampling renderbuffer with non-compressible format - "
"turning off compression");
}
brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
if (tex_obj->base.StencilSampling ||
tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
intel_update_r8stencil(brw, tex_obj->mt);
}
}
/* Resolve color for each active shader image. */
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
const struct gl_program *prog = ctx->_Shader->CurrentProgram[i];
if (unlikely(prog && prog->info.num_images)) {
for (unsigned j = 0; j < prog->info.num_images; j++) {
struct gl_image_unit *u =
&ctx->ImageUnits[prog->sh.ImageUnits[j]];
tex_obj = intel_texture_object(u->TexObj);
if (tex_obj && tex_obj->mt) {
intel_miptree_prepare_image(brw, tex_obj->mt);
if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
perf_debug("Using renderbuffer as shader image - turning "
"off lossless compression");
}
brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
}
}
}
}
}
static void
brw_predraw_resolve_framebuffer(struct brw_context *brw)
{
struct gl_context *ctx = &brw->ctx;
struct intel_renderbuffer *depth_irb;
/* Resolve the depth buffer's HiZ buffer. */
depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
if (depth_irb && depth_irb->mt) {
intel_miptree_prepare_depth(brw, depth_irb->mt,
depth_irb->mt_level,
depth_irb->mt_layer,
depth_irb->layer_count);
}
/* Resolve color buffers for non-coherent framebuffer fetch. */
if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
ctx->FragmentProgram._Current &&
ctx->FragmentProgram._Current->info.outputs_read) {
const struct gl_framebuffer *fb = ctx->DrawBuffer;
for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
const struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb) {
intel_miptree_prepare_fb_fetch(brw, irb->mt, irb->mt_level,
irb->mt_layer, irb->layer_count);
}
}
}
struct gl_framebuffer *fb = ctx->DrawBuffer;
for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
struct intel_renderbuffer *irb =
intel_renderbuffer(fb->_ColorDrawBuffers[i]);
if (irb == NULL || irb->mt == NULL)
continue;
intel_miptree_prepare_render(brw, irb->mt, irb->mt_level,
irb->mt_layer, irb->layer_count,
ctx->Color.sRGBEnabled);
}
}
/**
* \brief Call this after drawing to mark which buffers need resolving
*
@ -513,6 +645,13 @@ brw_try_draw_prims(struct gl_context *ctx,
*/
brw_workaround_depthstencil_alignment(brw, 0);
/* Resolves must occur after updating renderbuffers, updating context state,
* and finalizing textures but before setting up any hardware state for
* this draw call.
*/
brw_predraw_resolve_inputs(brw);
brw_predraw_resolve_framebuffer(brw);
/* Bind all inputs, derive varying and size information:
*/
brw_merge_inputs(brw, arrays);