i965: Use blorp for all clears

We used to use a meta path on gen8 but we haven't since c7cf17ae75.  We
might as well delete the meta path since blorp works on all gens.

Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand 2016-05-12 14:07:51 -07:00
parent 1cfb4bc890
commit 09e041d61d
5 changed files with 0 additions and 634 deletions

View File

@ -136,7 +136,6 @@ i965_FILES = \
brw_link.cpp \
brw_lower_texture_gradients.cpp \
brw_lower_unnormalized_offset.cpp \
brw_meta_fast_clear.c \
brw_meta_util.c \
brw_meta_util.h \
brw_misc_state.c \

View File

@ -248,14 +248,6 @@ brw_clear(struct gl_context *ctx, GLbitfield mask)
}
}
/* Clear color buffers with fast clear or at least rep16 writes. */
if (brw->gen >= 6 && (mask & BUFFER_BITS_COLOR)) {
if (brw_meta_fast_clear(brw, fb, mask, partial_clear)) {
debug_mask("blorp color", mask & BUFFER_BITS_COLOR);
mask &= ~BUFFER_BITS_COLOR;
}
}
GLbitfield tri_mask = mask & (BUFFER_BITS_COLOR |
BUFFER_BIT_STENCIL |
BUFFER_BIT_DEPTH);

View File

@ -1055,7 +1055,6 @@ intelDestroyContext(__DRIcontext * driContextPriv)
}
_mesa_meta_free(&brw->ctx);
brw_meta_fast_clear_free(brw);
if (INTEL_DEBUG & DEBUG_SHADER_TIME) {
/* Force a report. */

View File

@ -1372,17 +1372,9 @@ GLboolean brwCreateContext(gl_api api,
/*======================================================================
* brw_misc_state.c
*/
bool brw_meta_fast_clear(struct brw_context *brw,
struct gl_framebuffer *fb,
GLbitfield mask,
bool partial_clear);
void
brw_meta_resolve_color(struct brw_context *brw,
struct intel_mipmap_tree *mt);
void
brw_meta_fast_clear_free(struct brw_context *brw);
/*======================================================================
* brw_misc_state.c

View File

@ -1,616 +0,0 @@
/*
* 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);
}