We are already testing this if appropriate in
intel_validate_framebuffer (FBO completeness), so no need to avoid
attaching the texture to the renderbuffer here.
This causes MESA_FORMAT_R11_G11_B10_FLOAT to now be renderable as a texture
attachment on i965.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We don't want to go writing GetRow/PutRow for every format required by
GL 3.0, when it's very hard to get those functions called, and in
every case we want to make swrast do direct mapping through
MapRenderbuffer anyway.
This causes MESA_FORMAT_R11_G11_B10_FLOAT to be considered complete on gen6.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This moves any chipset-dependent logic we want for render target
format choices to init time as well. There is still logic left at
state update for SRGB handling, where format choices change based on
GL state.
The brw_render_target_supported() function should now return correct
results, instead of relying on the limited results from
intel_span_supports_format() to avoid lying about FBO completeness.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This will be used to drive chosing formats and determining framebuffer
completeness, instead of the bunch of ad-hoc checks we have had until
now.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Ian Romanick <ian.d.romanick@intel.com>
The formats.c code's "datatype" value is "what does this value mean",
i.e. unorm or snorm or float, and is the return value from the
GL_TEXTURE_RED_TYPE class of queries. The depth formats were marked
as GL_UNSIGNED_INT, which is what we use for integer, and not what we
should be returning from the glGetTexLevelParameter.
In texstore, we were inappropriately using it as an argument to
_mesa_unpack_depth_span() that was expecting a value like
GL_UNSIGNED_INT or GL_UNSIGNED_SHORT. Just hardcode
_mesa_unpack_depth_span()'s arguments for now, though it looks like
the consumers of that interface would be happier with using
MESA_FORMAT.
Reviewed-by: Brian Paul <brianp@vmware.com>
The GL_TEXTURE_WHATEVER_SIZE entrypoints were checking if the
specified base type of the texture allowed that channel to be present
before reporting the size of the channel, so that GL_RGB didn't end up
with an alpha size if the hardware driver had to store it that way.
The GL_TEXTURE_WHATEVER_TYPE entrypoints weren't checking it, so you
would end up with strange responses from the GL involving 0-bit
floating-point alpha components in GL_RGB32F, even though it says
GL_NONE as expected for other 0-sized channels.
Make _TYPE check _BaseFormat the same as _SIZE, which results in
fixing most of the GL_RGB* testcases of gl-3.0-required-sized-formats
pass on i965.
v2: Add a default case with a warning (suggestion by Brian Paul)
Reviewed-by: Brian Paul <brianp@vmware.com> (v1)
The motivation behind this is to add some self-documentation in the code
about how each CAP can be used.
The idea is:
- enum pipe_cap is only valid in get_param
- enum pipe_capf is only valid in get_paramf
Which CAPs are floating-point have been determined based on how everybody
except svga implemented the functions. svga have been modified to match all
the other drivers.
Besides that, the floating-point CAPs are now prefixed with PIPE_CAPF_.
Regresses one Piglit test: bugs/fdo10370.
I'm not enabling HiZ for gen7 yet because it causes a mysterious
performance regression.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
For depthstencil renderbuffers, we were using separate stencil only if the
hardware required it. Since the performance gains from HiZ is so high, we
should always use separate stencil if the hardware supports it.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
I implemented functions for horizontal/vertical alignment units separately
because I find it easier to read that way...especially with all the
corner-cases.
[chad] Corrected the vertical alignment calculation by checking for
depthstencil formats.
v2:
- Fix typos in intel_horizontal_texture_alignment_unit():
s/height/width/ and s/VALIGN/HALIGN.
- Remove special case for compressed formats in
intel_get_texture_alignment unit(). Compressed formats are already
handled in the halign and valign functions.
- Replace check ``_mesa_is_depth_format(...) ||
_mesa_is_depthstencil_format(...)`` with explcitit checks against
GL_DEPTH_COMPONENT and GL_DEPTH_STENCIL.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This allows us to replace all the calls to
intel_get_texture_alignment_unit() with a single call at miptree creation.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
When a depth texture is first attached to framebuffer, allocate a HiZ
miptree for it.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
After brw_try_draw_prims() emits a batch, mark that the depth buffer needs
a depth resolve if the buffer was written to and if it has an accompanying
HiZ buffer.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Resolve all buffers that will be mapped by intelSpanRenderStart. This
comprises resolving the depth buffer of each enabled texture and of the
read and draw buffers.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Factor the mapping loops from intelSpanRenderStart() into
intel_span_map_buffers(). This in preparation for the next commit,
which resolves the buffers before mapping.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Before emitting primitives in brw_try_draw_prims(), resolve the depth
buffer's HiZ buffer and resolve the depth buffer of each enabled depth
texture.
v2: [anholt] The driver no longer validates drm bo's, so update a comment
to reflect that.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
To do so, we must resolve all buffers on entering a glBegin/glEnd block.
For the detailed explanation, see the Doxygen comments in this patch.
v2:
- Fix typo: s/enusure/ensure/.
- In brwPrepareExecBegin(), do the same resolves as done by
brw_predraw_resolve_buffers().
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
A lot of the state manipulation is handled by the meta-op state setup.
However, some batches need manual intervention.
v2:
Do not special-case the 3DSTATE_DEPTH_STENCIL.Depth_Test_Enable bit
for HiZ in gen6_upload_depth_stencil(). The HiZ meta-op sets
ctx->Depth.Test, just read the value from that.
v3:
Add a new dirty flag, BRW_STATE_HIZ, for brw_tracked_state. Flag it
immediately before and after executing the HiZ operation in
gen6_resolve_slice(). Add the flag to the the dirty bits for the
following state packets:
gen6_clip_state
gen6_depth_stencil_state
gen6_sf_state
gen6_wm_state
v4:
- Add BRW_NEW_STATE_HIZ to the dirty bit table in brw_state_upload.c.
This is needed for INTEL_DEBUG=state.
- Align brw dirty bit for gen6_depth_stencil_state.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Some state batches also need to be manipulated. That's done in the next
commit.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
brw_context::hiz contains state needed to perform HiZ meta-ops and
indicates if a HiZ operation is currently in progress.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Add the following functions:
intel_renderbuffer_resolve_hiz
intel_renderbuffer_resolve_depth
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Add functions that
- set a miptree slice as needing a resolve
- resolve a single slice of a miptree
- resolve all slices of a miptree
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This is a map of miptree slices to needed resolves, implemented as
a linked list. A future commit will embed such a list in
intel_mipmap_tree.
If you think I'm crazy to put a list in a miptree, read the Doxygen in
this patch for intel_resolve_map.
v2: [anholt] Move Doxygen from functin prototypes to definitions.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Now that intel_renderbuffer::region has been replaced with a miptree, the
HiZ functions region parameter must be replaced with a miptree parameter.
Change the return type from bool to void.
Rename the 'depth' parameter to 'layer', because it will correspond to
irb->mt_layer.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Remove the following functions:
i830_hiz_resolve_noop
i915_hiz_resolve_noop
brw_hiz_resolve_noop
My original strategy for how intel->vtbl.resolve_*buffer was used has
substantially changed. The above functions are no longer called in the
current strategy.
Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This is required to correctly implement HiZ for mipmapped and
multi-layered textures.
v2: Accomodate refcount fixes in intel_process_dri2_buffer_*() that were
introduced in v2 of commit
intel: Replace intel_renderbuffer::region with a miptree [v2]
Reviewed-by: Eric Anholt <eric@anholt>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>