static void copy_miptrees(struct brw_context *brw, struct intel_mipmap_tree *src_mt, int src_x, int src_y, int src_z, unsigned src_level, struct intel_mipmap_tree *dst_mt, int dst_x, int dst_y, int dst_z, unsigned dst_level, int src_width, int src_height) { unsigned bw, bh; if (brw->gen >= 6) { brw_blorp_copy_miptrees(brw, src_mt, src_level, src_z, dst_mt, dst_level, dst_z, src_x, src_y, dst_x, dst_y, src_width, src_height); return; } /* We are now going to try and copy the texture using the blitter. If * that fails, we will fall back mapping the texture and using memcpy. * In either case, we need to do a full resolve. */ intel_miptree_all_slices_resolve_hiz(brw, src_mt); intel_miptree_all_slices_resolve_depth(brw, src_mt); intel_miptree_resolve_color(brw, src_mt, 0); intel_miptree_all_slices_resolve_hiz(brw, dst_mt); intel_miptree_all_slices_resolve_depth(brw, dst_mt); intel_miptree_resolve_color(brw, dst_mt, 0); _mesa_get_format_block_size(src_mt->format, &bw, &bh); /* It's legal to have a WxH that's smaller than a compressed block. This * happens for example when you are using a higher level LOD. For this case, * we still want to copy the entire block, or else the decompression will be * incorrect. */ if (src_width < bw) src_width = ALIGN_NPOT(src_width, bw); if (src_height < bh) src_height = ALIGN_NPOT(src_height, bh); if (copy_image_with_blitter(brw, src_mt, src_level, src_x, src_y, src_z, dst_mt, dst_level, dst_x, dst_y, dst_z, src_width, src_height)) return; /* This is a worst-case scenario software fallback that maps the two * textures and does a memcpy between them. */ copy_image_with_memcpy(brw, src_mt, src_level, src_x, src_y, src_z, dst_mt, dst_level, dst_x, dst_y, dst_z, src_width, src_height); }
/* * \brief Resolve buffers before drawing. * * Resolve the depth buffer's HiZ buffer and resolve the depth buffer of each * enabled depth texture. * * (In the future, this will also perform MSAA resolves). */ static void brw_predraw_resolve_buffers(struct brw_context *brw) { struct gl_context *ctx = &brw->ctx; struct intel_renderbuffer *depth_irb; struct intel_texture_object *tex_obj; /* Resolve the depth buffer's HiZ buffer. */ depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); if (depth_irb) intel_renderbuffer_resolve_hiz(brw, depth_irb); /* Resolve depth buffer of each enabled depth texture, and color buffer of * each fast-clear-enabled color texture. */ for (int i = 0; i < BRW_MAX_TEX_UNIT; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); if (!tex_obj || !tex_obj->mt) continue; intel_miptree_all_slices_resolve_depth(brw, tex_obj->mt); intel_miptree_resolve_color(brw, tex_obj->mt); } }
/** * \brief Prepare for entry into glBegin/glEnd block. * * Resolve buffers before entering a glBegin/glEnd block. This is * necessary to prevent recursive calls to FLUSH_VERTICES. * * This resolves the depth buffer of each enabled depth texture and the HiZ * buffer of the attached depth renderbuffer. * * Details * ------- * When vertices are queued during a glBegin/glEnd block, those vertices must * be drawn before any rendering state changes. To ensure this, Mesa calls * FLUSH_VERTICES as a prehook to such state changes. Therefore, * FLUSH_VERTICES itself cannot change rendering state without falling into a * recursive trap. * * This precludes meta-ops, namely buffer resolves, from occurring while any * vertices are queued. To prevent that situation, we resolve some buffers on * entering a glBegin/glEnd * * \see brwCleanupExecEnd() */ static void brwPrepareExecBegin(struct gl_context *ctx) { struct brw_context *brw = brw_context(ctx); struct intel_context *intel = &brw->intel; struct intel_renderbuffer *draw_irb; struct intel_texture_object *tex_obj; if (!intel->has_hiz) { /* The context uses no feature that requires buffer resolves. */ return; } /* Resolve each enabled texture. */ for (int i = 0; i < ctx->Const.MaxTextureImageUnits; i++) { if (!ctx->Texture.Unit[i]._ReallyEnabled) continue; tex_obj = intel_texture_object(ctx->Texture.Unit[i]._Current); if (!tex_obj || !tex_obj->mt) continue; intel_miptree_all_slices_resolve_depth(intel, tex_obj->mt); } /* Resolve the attached depth buffer. */ draw_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); if (draw_irb) { intel_renderbuffer_resolve_hiz(intel, draw_irb); } }
/** * 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; }
static void intel_copy_image_sub_data(struct gl_context *ctx, struct gl_texture_image *src_image, int src_x, int src_y, int src_z, struct gl_texture_image *dst_image, int dst_x, int dst_y, int dst_z, int src_width, int src_height) { struct brw_context *brw = brw_context(ctx); struct intel_texture_image *intel_src_image = intel_texture_image(src_image); struct intel_texture_image *intel_dst_image = intel_texture_image(dst_image); if (_mesa_meta_CopyImageSubData_uncompressed(ctx, src_image, src_x, src_y, src_z, dst_image, dst_x, dst_y, dst_z, src_width, src_height)) { return; } if (intel_src_image->mt->num_samples > 0 || intel_dst_image->mt->num_samples > 0) { _mesa_problem(ctx, "Failed to copy multisampled texture with meta path\n"); return; } /* Cube maps actually have different images per face */ if (src_image->TexObject->Target == GL_TEXTURE_CUBE_MAP) src_z = src_image->Face; if (dst_image->TexObject->Target == GL_TEXTURE_CUBE_MAP) dst_z = dst_image->Face; /* We are now going to try and copy the texture using the blitter. If * that fails, we will fall back mapping the texture and using memcpy. * In either case, we need to do a full resolve. */ intel_miptree_all_slices_resolve_hiz(brw, intel_src_image->mt); intel_miptree_all_slices_resolve_depth(brw, intel_src_image->mt); intel_miptree_resolve_color(brw, intel_src_image->mt); intel_miptree_all_slices_resolve_hiz(brw, intel_dst_image->mt); intel_miptree_all_slices_resolve_depth(brw, intel_dst_image->mt); intel_miptree_resolve_color(brw, intel_dst_image->mt); unsigned src_level = src_image->Level + src_image->TexObject->MinLevel; unsigned dst_level = dst_image->Level + dst_image->TexObject->MinLevel; if (copy_image_with_blitter(brw, intel_src_image->mt, src_level, src_x, src_y, src_z, intel_dst_image->mt, dst_level, dst_x, dst_y, dst_z, src_width, src_height)) return; /* This is a worst-case scenario software fallback that maps the two * textures and does a memcpy between them. */ copy_image_with_memcpy(brw, intel_src_image->mt, src_level, src_x, src_y, src_z, intel_dst_image->mt, dst_level, dst_x, dst_y, dst_z, src_width, src_height); }
/** * 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; }