i965/blorp: Reduce alignment restrictions for stencil blits.

Previously, we aligned all stencil blit operations to multiples of the
size of a tile, since stencil buffers use W-tiling, and blorp has to
approximate this by configuring the 3D pipeline for Y-tiling and
swizzling coordinates.

However, this was unnecessarily conservative; it turns out that the
differences between W-tiling and Y-tiling are confined to 32-byte
sub-tiles within the 4k tiling pattern; the layout of these 32-byte
sub-tiles within the larger 4k tile is the same (8 sub-tiles across by
16 sub-tiles down, in column-major order).  Therefore we only need to
align stencil blit operations to multiples of the sub-tile size.

Note: although the performance improvement of this change is probably
quite small, the fact that W-tiling and Y-tiling formats only differ
within 32-byte sub-tiles will be essential in a future patch to ensure
that stencil blits work correctly between parts of the miptree other
than level/layer 0.  Making this change provides handy documentation
(and validation) of this fact.

NOTE: This is a candidate for stable release branches.

Acked-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Paul Berry
2012-08-29 14:26:48 -07:00
parent 1a75063d5f
commit 5fd67fac14

View File

@@ -1779,16 +1779,27 @@ brw_blorp_blit_params::brw_blorp_blit_params(struct brw_context *brw,
if (dst.map_stencil_as_y_tiled) {
/* We must modify the rectangle we send through the rendering pipeline
* (and the size of the destination surface), to account for the fact
* that we are mapping it as Y-tiled when it is in fact W-tiled. Y
* tiles have dimensions 128x32 whereas W tiles have dimensions 64x64.
* We must also align it to a multiple of the tile size, because the
* differences between W and Y tiling formats will mean that pixels are
* scrambled within the tile.
* that we are mapping it as Y-tiled when it is in fact W-tiled.
*
* Both Y tiling and W tiling can be understood as organizations of
* 32-byte sub-tiles; within each 32-byte sub-tile, the layout of pixels
* is different, but the layout of the 32-byte sub-tiles within the 4k
* tile is the same (8 sub-tiles across by 16 sub-tiles down, in
* column-major order). In Y tiling, the sub-tiles are 16 bytes wide
* and 2 rows high; in W tiling, they are 8 bytes wide and 4 rows high.
*
* Therefore, to account for the layout differences within the 32-byte
* sub-tiles, we must expand the rectangle so the X coordinates of its
* edges are multiples of 8 (the W sub-tile width), and its Y
* coordinates of its edges are multiples of 4 (the W sub-tile height).
* Then we need to scale the X and Y coordinates of the rectangle to
* account for the differences in aspect ratio between the Y and W
* sub-tiles.
*
* TODO: what if this makes the coordinates (or the texture size) too
* large?
*/
const unsigned x_align = 64, y_align = 64;
const unsigned x_align = 8, y_align = 4;
x0 = ROUND_DOWN_TO(x0, x_align) * 2;
y0 = ROUND_DOWN_TO(y0, y_align) / 2;
x1 = ALIGN(x1, x_align) * 2;