Пример #1
0
vec vec_xor(avec a, avec b)
{
    vec ret;
    for (int i=0; i<4; ++i)
        ret.a[i] = int_as_float(float_as_int(a.a[i]) ^ float_as_int(b.a[i]));
    return ret;
}
Пример #2
0
vec vec_and_not(avec a, avec b)
{
    vec ret;
    for (int i=0; i<4; ++i)
        ret.a[i] = int_as_float(~float_as_int(a.a[i]) & float_as_int(b.a[i]));
    return ret;
}
Пример #3
0
/**
 * Implements fast depth clears on gen6+.
 *
 * Fast clears basically work by setting a flag in each of the subspans
 * represented in the HiZ buffer that says "When you need the depth values for
 * this subspan, it's the hardware's current clear value."  Then later rendering
 * can just use the static clear value instead of referencing memory.
 *
 * The tricky part of the implementation is that you have to have the clear
 * value that was used on the depth buffer in place for all further rendering,
 * at least until a resolve to the real depth buffer happens.
 */
static bool
brw_fast_clear_depth(struct gl_context *ctx)
{
   struct intel_context *intel = intel_context(ctx);
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   struct intel_renderbuffer *depth_irb =
      intel_get_renderbuffer(fb, BUFFER_DEPTH);
   struct intel_mipmap_tree *mt = depth_irb->mt;

   if (intel->gen < 6)
      return false;

   if (!mt->hiz_mt)
      return false;

   /* We only handle full buffer clears -- otherwise you'd have to track whether
    * a previous clear had happened at a different clear value and resolve it
    * first.
    */
   if (ctx->Scissor.Enabled && !noop_scissor(ctx, fb)) {
      perf_debug("Failed to fast clear depth due to scissor being enabled.  "
                 "Possible 5%% performance win if avoided.\n");
      return false;
   }

   /* The rendered area has to be 8x4 samples, not resolved pixels, so we look
    * at the miptree slice dimensions instead of renderbuffer size.
    */
   if (mt->level[depth_irb->mt_level].width % 8 != 0 ||
       mt->level[depth_irb->mt_level].height % 4 != 0) {
      perf_debug("Failed to fast clear depth due to width/height %d,%d not "
                 "being aligned to 8,4.  Possible 5%% performance win if "
                 "avoided\n",
                 mt->level[depth_irb->mt_level].width,
                 mt->level[depth_irb->mt_level].height);
      return false;
   }

   uint32_t depth_clear_value;
   switch (mt->format) {
   case MESA_FORMAT_Z32_FLOAT_X24S8:
   case MESA_FORMAT_S8_Z24:
      /* From the Sandy Bridge PRM, volume 2 part 1, page 314:
       *
       *     "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be
       *      enabled (the legacy method of clearing must be performed):
       *
       *      - If the depth buffer format is D32_FLOAT_S8X24_UINT or
       *        D24_UNORM_S8_UINT.
       */
      return false;

   case MESA_FORMAT_Z32_FLOAT:
      depth_clear_value = float_as_int(ctx->Depth.Clear);
      break;

   case MESA_FORMAT_Z16:
      /* From the Sandy Bridge PRM, volume 2 part 1, page 314:
       *
       *     "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be
       *      enabled (the legacy method of clearing must be performed):
       *
       *      - DevSNB{W/A}]: When depth buffer format is D16_UNORM and the
       *        width of the map (LOD0) is not multiple of 16, fast clear
       *        optimization must be disabled.
       */
      if (intel->gen == 6 && (mt->level[depth_irb->mt_level].width % 16) != 0)
	 return false;
      /* FALLTHROUGH */

   default:
      depth_clear_value = fb->_DepthMax * ctx->Depth.Clear;
      break;
   }

   /* If we're clearing to a new clear value, then we need to resolve any clear
    * flags out of the HiZ buffer into the real depth buffer.
    */
   if (mt->depth_clear_value != depth_clear_value) {
      intel_miptree_all_slices_resolve_depth(intel, mt);
      mt->depth_clear_value = depth_clear_value;
   }

   /* From the Sandy Bridge PRM, volume 2 part 1, page 313:
    *
    *     "If other rendering operations have preceded this clear, a
    *      PIPE_CONTROL with write cache flush enabled and Z-inhibit disabled
    *      must be issued before the rectangle primitive used for the depth
    *      buffer clear operation.
    */
   intel_batchbuffer_emit_mi_flush(intel);

   intel_hiz_exec(intel, mt, depth_irb->mt_level, depth_irb->mt_layer,
		  GEN6_HIZ_OP_DEPTH_CLEAR);

   if (intel->gen == 6) {
      /* From the Sandy Bridge PRM, volume 2 part 1, page 314:
       *
       *     "DevSNB, DevSNB-B{W/A}]: Depth buffer clear pass must be followed
       *      by a PIPE_CONTROL command with DEPTH_STALL bit set and Then
       *      followed by Depth FLUSH'
      */
      intel_batchbuffer_emit_mi_flush(intel);
   }

   /* Now, the HiZ buffer contains data that needs to be resolved to the depth
    * buffer.
    */
   intel_renderbuffer_set_needs_depth_resolve(depth_irb);

   return true;
}
Пример #4
0
/**
 * Implements fast depth clears on gen6+.
 *
 * Fast clears basically work by setting a flag in each of the subspans
 * represented in the HiZ buffer that says "When you need the depth values for
 * this subspan, it's the hardware's current clear value."  Then later rendering
 * can just use the static clear value instead of referencing memory.
 *
 * The tricky part of the implementation is that you have to have the clear
 * value that was used on the depth buffer in place for all further rendering,
 * at least until a resolve to the real depth buffer happens.
 */
static bool
brw_fast_clear_depth(struct gl_context *ctx)
{
   struct brw_context *brw = brw_context(ctx);
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   struct intel_renderbuffer *depth_irb =
      intel_get_renderbuffer(fb, BUFFER_DEPTH);
   struct intel_mipmap_tree *mt = depth_irb->mt;
   struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH];

   if (brw->gen < 6)
      return false;

   if (!intel_renderbuffer_has_hiz(depth_irb))
      return false;

   /* We only handle full buffer clears -- otherwise you'd have to track whether
    * a previous clear had happened at a different clear value and resolve it
    * first.
    */
   if ((ctx->Scissor.EnableFlags & 1) && !noop_scissor(ctx, fb)) {
      perf_debug("Failed to fast clear %dx%d depth because of scissors.  "
                 "Possible 5%% performance win if avoided.\n",
                 mt->logical_width0, mt->logical_height0);
      return false;
   }

   uint32_t depth_clear_value;
   switch (mt->format) {
   case MESA_FORMAT_Z32_FLOAT_S8X24_UINT:
   case MESA_FORMAT_Z24_UNORM_S8_UINT:
      /* From the Sandy Bridge PRM, volume 2 part 1, page 314:
       *
       *     "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be
       *      enabled (the legacy method of clearing must be performed):
       *
       *      - If the depth buffer format is D32_FLOAT_S8X24_UINT or
       *        D24_UNORM_S8_UINT.
       */
      return false;

   case MESA_FORMAT_Z_FLOAT32:
      depth_clear_value = float_as_int(ctx->Depth.Clear);
      break;

   case MESA_FORMAT_Z_UNORM16:
      /* From the Sandy Bridge PRM, volume 2 part 1, page 314:
       *
       *     "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be
       *      enabled (the legacy method of clearing must be performed):
       *
       *      - DevSNB{W/A}]: When depth buffer format is D16_UNORM and the
       *        width of the map (LOD0) is not multiple of 16, fast clear
       *        optimization must be disabled.
       */
      if (brw->gen == 6 &&
          (minify(mt->physical_width0,
                  depth_irb->mt_level - mt->first_level) % 16) != 0)
	 return false;
      /* FALLTHROUGH */

   default:
      if (brw->gen >= 8)
         depth_clear_value = float_as_int(ctx->Depth.Clear);
      else
         depth_clear_value = fb->_DepthMax * ctx->Depth.Clear;
      break;
   }

   /* If we're clearing to a new clear value, then we need to resolve any clear
    * flags out of the HiZ buffer into the real depth buffer.
    */
   if (mt->depth_clear_value != depth_clear_value) {
      intel_miptree_all_slices_resolve_depth(brw, mt);
      mt->depth_clear_value = depth_clear_value;
   }

   /* From the Sandy Bridge PRM, volume 2 part 1, page 313:
    *
    *     "If other rendering operations have preceded this clear, a
    *      PIPE_CONTROL with write cache flush enabled and Z-inhibit disabled
    *      must be issued before the rectangle primitive used for the depth
    *      buffer clear operation.
    */
   brw_emit_mi_flush(brw);

   if (fb->MaxNumLayers > 0) {
      for (unsigned layer = 0; layer < depth_irb->layer_count; layer++) {
         intel_hiz_exec(brw, mt, depth_irb->mt_level,
                        depth_irb->mt_layer + layer,
                        GEN6_HIZ_OP_DEPTH_CLEAR);
      }
   } else {
      intel_hiz_exec(brw, mt, depth_irb->mt_level, depth_irb->mt_layer,
                     GEN6_HIZ_OP_DEPTH_CLEAR);
   }

   if (brw->gen == 6) {
      /* From the Sandy Bridge PRM, volume 2 part 1, page 314:
       *
       *     "DevSNB, DevSNB-B{W/A}]: Depth buffer clear pass must be followed
       *      by a PIPE_CONTROL command with DEPTH_STALL bit set and Then
       *      followed by Depth FLUSH'
      */
      brw_emit_mi_flush(brw);
   }

   /* Now, the HiZ buffer contains data that needs to be resolved to the depth
    * buffer.
    */
   intel_renderbuffer_att_set_needs_depth_resolve(depth_att);

   return true;
}