anv: prepare pipeline for delayed emission of color writes
Namely we want to be able to emit the following dynamically : * On Gfx 7/7.5 : 3DSTATE_VM, 3DSTATE_BLEND_STATE_POINTERS * On Gfx 8+ : 3DSTATE_VM, 3DSTATE_BLEND_STATE_POINTERS, 3DSTATE_PS_BLEND Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10206>
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82eb7c04e7
@@ -2239,6 +2239,7 @@ enum anv_cmd_dirty_bits {
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ANV_CMD_DIRTY_DYNAMIC_STENCIL_TEST_ENABLE = 1 << 22, /* VK_DYNAMIC_STATE_STENCIL_TEST_ENABLE_EXT */
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ANV_CMD_DIRTY_DYNAMIC_STENCIL_OP = 1 << 23, /* VK_DYNAMIC_STATE_STENCIL_OP_EXT */
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ANV_CMD_DIRTY_DYNAMIC_SAMPLE_LOCATIONS = 1 << 24, /* VK_DYNAMIC_STATE_SAMPLE_LOCATIONS_EXT */
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ANV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_STATE = 1 << 25, /* VK_DYNAMIC_STATE_COLOR_WRITE_ENABLE_EXT */
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};
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typedef uint32_t anv_cmd_dirty_mask_t;
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@@ -3369,6 +3370,7 @@ struct anv_graphics_pipeline {
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bool sample_shading_enable;
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bool kill_pixel;
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bool depth_bounds_test_enable;
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bool force_fragment_thread_dispatch;
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/* When primitive replication is used, subpass->view_mask will describe what
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* views to replicate.
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@@ -3389,12 +3391,17 @@ struct anv_graphics_pipeline {
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uint32_t depth_stencil_state[3];
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uint32_t clip[4];
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uint32_t xfb_bo_pitch[4];
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uint32_t wm[3];
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uint32_t blend_state[MAX_RTS * 2];
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} gfx7;
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struct {
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uint32_t sf[4];
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uint32_t raster[5];
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uint32_t wm_depth_stencil[3];
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uint32_t wm[2];
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uint32_t ps_blend[2];
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uint32_t blend_state[1 + MAX_RTS * 2];
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} gfx8;
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struct {
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@@ -1129,7 +1129,8 @@ is_dual_src_blend_factor(VkBlendFactor factor)
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static void
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emit_cb_state(struct anv_graphics_pipeline *pipeline,
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const VkPipelineColorBlendStateCreateInfo *info,
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const VkPipelineMultisampleStateCreateInfo *ms_info)
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const VkPipelineMultisampleStateCreateInfo *ms_info,
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uint32_t dynamic_states)
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{
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struct anv_device *device = pipeline->base.device;
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const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
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@@ -1150,11 +1151,21 @@ emit_cb_state(struct anv_graphics_pipeline *pipeline,
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const uint32_t num_dwords = GENX(BLEND_STATE_length) +
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GENX(BLEND_STATE_ENTRY_length) * surface_count;
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pipeline->blend_state =
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anv_state_pool_alloc(&device->dynamic_state_pool, num_dwords * 4, 64);
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uint32_t *blend_state_start, *state_pos;
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if (dynamic_states & ANV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_STATE) {
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const struct intel_device_info *devinfo = &pipeline->base.device->info;
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blend_state_start = devinfo->ver >= 8 ?
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pipeline->gfx8.blend_state : pipeline->gfx7.blend_state;
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pipeline->blend_state = ANV_STATE_NULL;
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} else {
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pipeline->blend_state =
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anv_state_pool_alloc(&device->dynamic_state_pool, num_dwords * 4, 64);
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blend_state_start = pipeline->blend_state.map;
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}
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state_pos = blend_state_start;
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bool has_writeable_rt = false;
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uint32_t *state_pos = pipeline->blend_state.map;
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state_pos += GENX(BLEND_STATE_length);
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#if GFX_VER >= 8
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struct GENX(BLEND_STATE_ENTRY) bs0 = { 0 };
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@@ -1285,29 +1296,38 @@ emit_cb_state(struct anv_graphics_pipeline *pipeline,
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}
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#if GFX_VER >= 8
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anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_PS_BLEND), blend) {
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blend.AlphaToCoverageEnable = blend_state.AlphaToCoverageEnable;
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blend.HasWriteableRT = has_writeable_rt;
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blend.ColorBufferBlendEnable = bs0.ColorBufferBlendEnable;
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blend.SourceAlphaBlendFactor = bs0.SourceAlphaBlendFactor;
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blend.DestinationAlphaBlendFactor = bs0.DestinationAlphaBlendFactor;
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blend.SourceBlendFactor = bs0.SourceBlendFactor;
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blend.DestinationBlendFactor = bs0.DestinationBlendFactor;
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blend.AlphaTestEnable = false;
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blend.IndependentAlphaBlendEnable =
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blend_state.IndependentAlphaBlendEnable;
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struct GENX(3DSTATE_PS_BLEND) blend = {
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GENX(3DSTATE_PS_BLEND_header),
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};
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blend.AlphaToCoverageEnable = blend_state.AlphaToCoverageEnable;
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blend.HasWriteableRT = has_writeable_rt;
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blend.ColorBufferBlendEnable = bs0.ColorBufferBlendEnable;
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blend.SourceAlphaBlendFactor = bs0.SourceAlphaBlendFactor;
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blend.DestinationAlphaBlendFactor = bs0.DestinationAlphaBlendFactor;
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blend.SourceBlendFactor = bs0.SourceBlendFactor;
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blend.DestinationBlendFactor = bs0.DestinationBlendFactor;
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blend.AlphaTestEnable = false;
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blend.IndependentAlphaBlendEnable = blend_state.IndependentAlphaBlendEnable;
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if (dynamic_states & ANV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_STATE) {
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GENX(3DSTATE_PS_BLEND_pack)(NULL, pipeline->gfx8.ps_blend, &blend);
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} else {
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anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_PS_BLEND), _blend)
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_blend = blend;
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}
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#else
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(void)has_writeable_rt;
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#endif
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GENX(BLEND_STATE_pack)(NULL, pipeline->blend_state.map, &blend_state);
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GENX(BLEND_STATE_pack)(NULL, blend_state_start, &blend_state);
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anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_BLEND_STATE_POINTERS), bsp) {
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bsp.BlendStatePointer = pipeline->blend_state.offset;
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if (!(dynamic_states & ANV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_STATE)) {
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anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_BLEND_STATE_POINTERS), bsp) {
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bsp.BlendStatePointer = pipeline->blend_state.offset;
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#if GFX_VER >= 8
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bsp.BlendStatePointerValid = true;
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bsp.BlendStatePointerValid = true;
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#endif
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}
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}
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}
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@@ -1906,87 +1926,110 @@ emit_3dstate_wm(struct anv_graphics_pipeline *pipeline, struct anv_subpass *subp
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const VkPipelineRasterizationStateCreateInfo *raster,
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const VkPipelineColorBlendStateCreateInfo *blend,
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const VkPipelineMultisampleStateCreateInfo *multisample,
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const VkPipelineRasterizationLineStateCreateInfoEXT *line)
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const VkPipelineRasterizationLineStateCreateInfoEXT *line,
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const uint32_t dynamic_states)
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{
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const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
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anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_WM), wm) {
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wm.StatisticsEnable = true;
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wm.LineEndCapAntialiasingRegionWidth = _05pixels;
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wm.LineAntialiasingRegionWidth = _10pixels;
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wm.PointRasterizationRule = RASTRULE_UPPER_RIGHT;
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struct GENX(3DSTATE_WM) wm = {
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GENX(3DSTATE_WM_header),
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};
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wm.StatisticsEnable = true;
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wm.LineEndCapAntialiasingRegionWidth = _05pixels;
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wm.LineAntialiasingRegionWidth = _10pixels;
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wm.PointRasterizationRule = RASTRULE_UPPER_RIGHT;
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if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
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if (wm_prog_data->early_fragment_tests) {
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if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
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if (wm_prog_data->early_fragment_tests) {
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wm.EarlyDepthStencilControl = EDSC_PREPS;
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} else if (wm_prog_data->has_side_effects) {
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wm.EarlyDepthStencilControl = EDSC_PSEXEC;
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} else {
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wm.EarlyDepthStencilControl = EDSC_NORMAL;
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}
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} else if (wm_prog_data->has_side_effects) {
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wm.EarlyDepthStencilControl = EDSC_PSEXEC;
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} else {
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wm.EarlyDepthStencilControl = EDSC_NORMAL;
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}
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#if GFX_VER >= 8
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/* Gfx8 hardware tries to compute ThreadDispatchEnable for us but
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* doesn't take into account KillPixels when no depth or stencil
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* writes are enabled. In order for occlusion queries to work
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* correctly with no attachments, we need to force-enable PS thread
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* dispatch.
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*
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* The BDW docs are pretty clear that that this bit isn't validated
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* and probably shouldn't be used in production:
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*
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* "This must always be set to Normal. This field should not be
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* tested for functional validation."
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*
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* Unfortunately, however, the other mechanism we have for doing this
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* is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW.
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* Given two bad options, we choose the one which works.
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*/
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if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
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!has_color_buffer_write_enabled(pipeline, blend))
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wm.ForceThreadDispatchEnable = ForceON;
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/* Gen8 hardware tries to compute ThreadDispatchEnable for us but
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* doesn't take into account KillPixels when no depth or stencil
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* writes are enabled. In order for occlusion queries to work
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* correctly with no attachments, we need to force-enable PS thread
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* dispatch.
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*
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* The BDW docs are pretty clear that that this bit isn't validated
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* and probably shouldn't be used in production:
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*
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* "This must always be set to Normal. This field should not be
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* tested for functional validation."
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*
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* Unfortunately, however, the other mechanism we have for doing this
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* is 3DSTATE_PS_EXTRA::PixelShaderHasUAV which causes hangs on BDW.
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* Given two bad options, we choose the one which works.
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*/
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pipeline->force_fragment_thread_dispatch =
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wm_prog_data->has_side_effects ||
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wm_prog_data->uses_kill;
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if (pipeline->force_fragment_thread_dispatch ||
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!has_color_buffer_write_enabled(pipeline, blend)) {
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/* Only set this value in non dynamic mode. */
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wm.ForceThreadDispatchEnable =
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!(dynamic_states & ANV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_STATE) ? ForceON : 0;
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}
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#endif
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wm.BarycentricInterpolationMode =
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wm_prog_data->barycentric_interp_modes;
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wm.BarycentricInterpolationMode =
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wm_prog_data->barycentric_interp_modes;
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#if GFX_VER < 8
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wm.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
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wm.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
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wm.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
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wm.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask;
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wm.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
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wm.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
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wm.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
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wm.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask;
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/* If the subpass has a depth or stencil self-dependency, then we
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* need to force the hardware to do the depth/stencil write *after*
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* fragment shader execution. Otherwise, the writes may hit memory
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* before we get around to fetching from the input attachment and we
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* may get the depth or stencil value from the current draw rather
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* than the previous one.
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*/
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wm.PixelShaderKillsPixel = subpass->has_ds_self_dep ||
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wm_prog_data->uses_kill;
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/* If the subpass has a depth or stencil self-dependency, then we
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* need to force the hardware to do the depth/stencil write *after*
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* fragment shader execution. Otherwise, the writes may hit memory
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* before we get around to fetching from the input attachment and we
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* may get the depth or stencil value from the current draw rather
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* than the previous one.
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*/
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wm.PixelShaderKillsPixel = subpass->has_ds_self_dep ||
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wm_prog_data->uses_kill;
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if (wm.PixelShaderComputedDepthMode != PSCDEPTH_OFF ||
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wm_prog_data->has_side_effects ||
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wm.PixelShaderKillsPixel ||
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has_color_buffer_write_enabled(pipeline, blend))
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wm.ThreadDispatchEnable = true;
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pipeline->force_fragment_thread_dispatch =
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wm.PixelShaderComputedDepthMode != PSCDEPTH_OFF ||
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wm_prog_data->has_side_effects ||
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wm.PixelShaderKillsPixel;
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if (multisample && multisample->rasterizationSamples > 1) {
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if (wm_prog_data->persample_dispatch) {
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wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
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} else {
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wm.MultisampleDispatchMode = MSDISPMODE_PERPIXEL;
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}
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} else {
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if (pipeline->force_fragment_thread_dispatch ||
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has_color_buffer_write_enabled(pipeline, blend)) {
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/* Only set this value in non dynamic mode. */
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wm.ThreadDispatchEnable = !(dynamic_states & ANV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_STATE);
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}
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if (multisample && multisample->rasterizationSamples > 1) {
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if (wm_prog_data->persample_dispatch) {
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wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
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} else {
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wm.MultisampleDispatchMode = MSDISPMODE_PERPIXEL;
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}
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wm.MultisampleRasterizationMode =
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gfx7_ms_rast_mode(pipeline, ia, raster, multisample);
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} else {
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wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
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}
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wm.MultisampleRasterizationMode =
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gfx7_ms_rast_mode(pipeline, ia, raster, multisample);
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#endif
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wm.LineStippleEnable = line && line->stippledLineEnable;
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}
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wm.LineStippleEnable = line && line->stippledLineEnable;
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}
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if (dynamic_states & ANV_CMD_DIRTY_DYNAMIC_COLOR_BLEND_STATE) {
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const struct intel_device_info *devinfo = &pipeline->base.device->info;
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uint32_t *dws = devinfo->ver >= 8 ? pipeline->gfx8.wm : pipeline->gfx7.wm;
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GENX(3DSTATE_WM_pack)(NULL, dws, &wm);
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} else {
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anv_batch_emit(&pipeline->base.batch, GENX(3DSTATE_WM), _wm)
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_wm = wm;
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}
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}
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@@ -2307,7 +2350,7 @@ genX(graphics_pipeline_create)(
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urb_deref_block_size);
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emit_ms_state(pipeline, ms_info, dynamic_states);
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emit_ds_state(pipeline, ds_info, dynamic_states, pass, subpass);
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emit_cb_state(pipeline, cb_info, ms_info);
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emit_cb_state(pipeline, cb_info, ms_info, dynamic_states);
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compute_kill_pixel(pipeline, ms_info, subpass);
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emit_3dstate_clip(pipeline,
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@@ -2347,7 +2390,7 @@ genX(graphics_pipeline_create)(
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emit_3dstate_wm(pipeline, subpass,
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pCreateInfo->pInputAssemblyState,
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pCreateInfo->pRasterizationState,
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cb_info, ms_info, line_info);
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cb_info, ms_info, line_info, dynamic_states);
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emit_3dstate_ps(pipeline, cb_info, ms_info);
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#if GFX_VER >= 8
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emit_3dstate_ps_extra(pipeline, subpass,
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