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:
parent
95731b7ccc
commit
0673bbfd9b
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@ -188,6 +188,8 @@ brw_dispatch_compute_common(struct gl_context *ctx)
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brw_validate_textures(brw);
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brw_predraw_resolve_inputs(brw);
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const int sampler_state_size = 16; /* 16 bytes */
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estimated_buffer_space_needed = 512; /* batchbuffer commands */
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estimated_buffer_space_needed += (BRW_MAX_TEX_UNIT *
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@ -170,39 +170,17 @@ intel_update_framebuffer(struct gl_context *ctx,
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fb->DefaultGeometry.NumSamples);
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}
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static bool
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intel_disable_rb_aux_buffer(struct brw_context *brw, const struct brw_bo *bo)
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{
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const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
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bool found = false;
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for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
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const struct intel_renderbuffer *irb =
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intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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if (irb && irb->mt->bo == bo) {
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found = brw->draw_aux_buffer_disabled[i] = true;
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}
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}
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return found;
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}
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static void
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intel_update_state(struct gl_context * ctx)
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{
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GLuint new_state = ctx->NewState;
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struct brw_context *brw = brw_context(ctx);
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struct intel_texture_object *tex_obj;
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struct intel_renderbuffer *depth_irb;
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if (ctx->swrast_context)
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_swrast_InvalidateState(ctx, new_state);
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brw->NewGLState |= new_state;
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_mesa_unlock_context_textures(ctx);
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if (new_state & (_NEW_SCISSOR | _NEW_BUFFERS | _NEW_VIEWPORT))
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_mesa_update_draw_buffer_bounds(ctx, ctx->DrawBuffer);
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@ -218,105 +196,6 @@ intel_update_state(struct gl_context * ctx)
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intel_prepare_render(brw);
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/* Resolve the depth buffer's HiZ buffer. */
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depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
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if (depth_irb && depth_irb->mt) {
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intel_miptree_prepare_depth(brw, depth_irb->mt,
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depth_irb->mt_level,
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depth_irb->mt_layer,
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depth_irb->layer_count);
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}
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memset(brw->draw_aux_buffer_disabled, 0,
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sizeof(brw->draw_aux_buffer_disabled));
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/* Resolve depth buffer and render cache of each enabled texture. */
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int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
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for (int i = 0; i <= maxEnabledUnit; i++) {
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if (!ctx->Texture.Unit[i]._Current)
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continue;
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tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
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if (!tex_obj || !tex_obj->mt)
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continue;
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/* We need inte_texture_object::_Format to be valid */
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intel_finalize_mipmap_tree(brw, i);
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bool aux_supported;
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intel_miptree_prepare_texture(brw, tex_obj->mt, tex_obj->_Format,
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&aux_supported);
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if (!aux_supported && brw->gen >= 9 &&
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intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
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perf_debug("Sampling renderbuffer with non-compressible format - "
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"turning off compression");
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}
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brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
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if (tex_obj->base.StencilSampling ||
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tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
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intel_update_r8stencil(brw, tex_obj->mt);
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}
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}
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/* Resolve color for each active shader image. */
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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const struct gl_program *prog = ctx->_Shader->CurrentProgram[i];
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if (unlikely(prog && prog->info.num_images)) {
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for (unsigned j = 0; j < prog->info.num_images; j++) {
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struct gl_image_unit *u =
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&ctx->ImageUnits[prog->sh.ImageUnits[j]];
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tex_obj = intel_texture_object(u->TexObj);
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if (tex_obj && tex_obj->mt) {
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intel_miptree_prepare_image(brw, tex_obj->mt);
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if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
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intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
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perf_debug("Using renderbuffer as shader image - turning "
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"off lossless compression");
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}
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brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
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}
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}
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}
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}
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/* Resolve color buffers for non-coherent framebuffer fetch. */
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if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
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ctx->FragmentProgram._Current &&
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ctx->FragmentProgram._Current->info.outputs_read) {
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const struct gl_framebuffer *fb = ctx->DrawBuffer;
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for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
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const struct intel_renderbuffer *irb =
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intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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if (irb) {
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intel_miptree_prepare_fb_fetch(brw, irb->mt, irb->mt_level,
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irb->mt_layer, irb->layer_count);
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}
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}
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}
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
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struct intel_renderbuffer *irb =
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intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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if (irb == NULL || irb->mt == NULL)
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continue;
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intel_miptree_prepare_render(brw, irb->mt, irb->mt_level,
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irb->mt_layer, irb->layer_count,
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ctx->Color.sRGBEnabled);
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}
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_mesa_lock_context_textures(ctx);
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if (new_state & _NEW_BUFFERS) {
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intel_update_framebuffer(ctx, ctx->DrawBuffer);
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if (ctx->DrawBuffer != ctx->ReadBuffer)
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@ -1250,6 +1250,8 @@ void intel_update_renderbuffers(__DRIcontext *context,
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__DRIdrawable *drawable);
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void intel_prepare_render(struct brw_context *brw);
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void brw_predraw_resolve_inputs(struct brw_context *brw);
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void intel_resolve_for_dri2_flush(struct brw_context *brw,
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__DRIdrawable *drawable);
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@ -341,6 +341,138 @@ brw_merge_inputs(struct brw_context *brw,
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}
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}
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static bool
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intel_disable_rb_aux_buffer(struct brw_context *brw, const struct brw_bo *bo)
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{
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const struct gl_framebuffer *fb = brw->ctx.DrawBuffer;
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bool found = false;
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for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
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const struct intel_renderbuffer *irb =
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intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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if (irb && irb->mt->bo == bo) {
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found = brw->draw_aux_buffer_disabled[i] = true;
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}
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}
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return found;
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}
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/**
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* \brief Resolve buffers before drawing.
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*
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* Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
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* enabled depth texture, and flush the render cache for any dirty textures.
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*/
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void
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brw_predraw_resolve_inputs(struct brw_context *brw)
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{
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struct gl_context *ctx = &brw->ctx;
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struct intel_texture_object *tex_obj;
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memset(brw->draw_aux_buffer_disabled, 0,
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sizeof(brw->draw_aux_buffer_disabled));
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/* Resolve depth buffer and render cache of each enabled texture. */
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int maxEnabledUnit = ctx->Texture._MaxEnabledTexImageUnit;
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for (int i = 0; i <= maxEnabledUnit; i++) {
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if (!ctx->Texture.Unit[i]._Current)
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continue;
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tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current);
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if (!tex_obj || !tex_obj->mt)
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continue;
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bool aux_supported;
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intel_miptree_prepare_texture(brw, tex_obj->mt, tex_obj->_Format,
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&aux_supported);
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if (!aux_supported && brw->gen >= 9 &&
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intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
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perf_debug("Sampling renderbuffer with non-compressible format - "
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"turning off compression");
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}
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brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
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if (tex_obj->base.StencilSampling ||
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tex_obj->mt->format == MESA_FORMAT_S_UINT8) {
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intel_update_r8stencil(brw, tex_obj->mt);
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}
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}
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/* Resolve color for each active shader image. */
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for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
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const struct gl_program *prog = ctx->_Shader->CurrentProgram[i];
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if (unlikely(prog && prog->info.num_images)) {
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for (unsigned j = 0; j < prog->info.num_images; j++) {
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struct gl_image_unit *u =
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&ctx->ImageUnits[prog->sh.ImageUnits[j]];
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tex_obj = intel_texture_object(u->TexObj);
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if (tex_obj && tex_obj->mt) {
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intel_miptree_prepare_image(brw, tex_obj->mt);
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if (intel_miptree_is_lossless_compressed(brw, tex_obj->mt) &&
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intel_disable_rb_aux_buffer(brw, tex_obj->mt->bo)) {
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perf_debug("Using renderbuffer as shader image - turning "
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"off lossless compression");
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}
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brw_render_cache_set_check_flush(brw, tex_obj->mt->bo);
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}
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}
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}
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}
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}
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static void
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brw_predraw_resolve_framebuffer(struct brw_context *brw)
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{
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struct gl_context *ctx = &brw->ctx;
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struct intel_renderbuffer *depth_irb;
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/* Resolve the depth buffer's HiZ buffer. */
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depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
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if (depth_irb && depth_irb->mt) {
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intel_miptree_prepare_depth(brw, depth_irb->mt,
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depth_irb->mt_level,
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depth_irb->mt_layer,
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depth_irb->layer_count);
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}
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/* Resolve color buffers for non-coherent framebuffer fetch. */
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if (!ctx->Extensions.MESA_shader_framebuffer_fetch &&
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ctx->FragmentProgram._Current &&
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ctx->FragmentProgram._Current->info.outputs_read) {
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const struct gl_framebuffer *fb = ctx->DrawBuffer;
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for (unsigned i = 0; i < fb->_NumColorDrawBuffers; i++) {
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const struct intel_renderbuffer *irb =
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intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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if (irb) {
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intel_miptree_prepare_fb_fetch(brw, irb->mt, irb->mt_level,
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irb->mt_layer, irb->layer_count);
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}
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}
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}
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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for (int i = 0; i < fb->_NumColorDrawBuffers; i++) {
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struct intel_renderbuffer *irb =
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intel_renderbuffer(fb->_ColorDrawBuffers[i]);
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if (irb == NULL || irb->mt == NULL)
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continue;
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intel_miptree_prepare_render(brw, irb->mt, irb->mt_level,
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irb->mt_layer, irb->layer_count,
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ctx->Color.sRGBEnabled);
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}
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}
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/**
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* \brief Call this after drawing to mark which buffers need resolving
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*
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@ -513,6 +645,13 @@ brw_try_draw_prims(struct gl_context *ctx,
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*/
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brw_workaround_depthstencil_alignment(brw, 0);
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/* Resolves must occur after updating renderbuffers, updating context state,
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* and finalizing textures but before setting up any hardware state for
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* this draw call.
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*/
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brw_predraw_resolve_inputs(brw);
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brw_predraw_resolve_framebuffer(brw);
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/* Bind all inputs, derive varying and size information:
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*/
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brw_merge_inputs(brw, arrays);
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