/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "anv_private.h"
#include "genxml/gen_macros.h"
#include "genxml/genX_pack.h"
#include "common/gen_l3_config.h"
#include "common/gen_sample_positions.h"
#include "vk_util.h"
#include "vk_format_info.h"
static uint32_t
vertex_element_comp_control(enum isl_format format, unsigned comp)
{
uint8_t bits;
switch (comp) {
case 0: bits = isl_format_layouts[format].channels.r.bits; break;
case 1: bits = isl_format_layouts[format].channels.g.bits; break;
case 2: bits = isl_format_layouts[format].channels.b.bits; break;
case 3: bits = isl_format_layouts[format].channels.a.bits; break;
default: unreachable("Invalid component");
}
/*
* Take in account hardware restrictions when dealing with 64-bit floats.
*
* From Broadwell spec, command reference structures, page 586:
* "When SourceElementFormat is set to one of the *64*_PASSTHRU formats,
* 64-bit components are stored * in the URB without any conversion. In
* this case, vertex elements must be written as 128 or 256 bits, with
* VFCOMP_STORE_0 being used to pad the output as required. E.g., if
* R64_PASSTHRU is used to copy a 64-bit Red component into the URB,
* Component 1 must be specified as VFCOMP_STORE_0 (with Components 2,3
* set to VFCOMP_NOSTORE) in order to output a 128-bit vertex element, or
* Components 1-3 must be specified as VFCOMP_STORE_0 in order to output
* a 256-bit vertex element. Likewise, use of R64G64B64_PASSTHRU requires
* Component 3 to be specified as VFCOMP_STORE_0 in order to output a
* 256-bit vertex element."
*/
if (bits) {
return VFCOMP_STORE_SRC;
} else if (comp >= 2 &&
!isl_format_layouts[format].channels.b.bits &&
isl_format_layouts[format].channels.r.type == ISL_RAW) {
/* When emitting 64-bit attributes, we need to write either 128 or 256
* bit chunks, using VFCOMP_NOSTORE when not writing the chunk, and
* VFCOMP_STORE_0 to pad the written chunk */
return VFCOMP_NOSTORE;
} else if (comp < 3 ||
isl_format_layouts[format].channels.r.type == ISL_RAW) {
/* Note we need to pad with value 0, not 1, due hardware restrictions
* (see comment above) */
return VFCOMP_STORE_0;
} else if (isl_format_layouts[format].channels.r.type == ISL_UINT ||
isl_format_layouts[format].channels.r.type == ISL_SINT) {
assert(comp == 3);
return VFCOMP_STORE_1_INT;
} else {
assert(comp == 3);
return VFCOMP_STORE_1_FP;
}
}
static void
emit_vertex_input(struct anv_pipeline *pipeline,
const VkPipelineVertexInputStateCreateInfo *info)
{
const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
/* Pull inputs_read out of the VS prog data */
const uint64_t inputs_read = vs_prog_data->inputs_read;
const uint64_t double_inputs_read = vs_prog_data->double_inputs_read;
assert((inputs_read & ((1 << VERT_ATTRIB_GENERIC0) - 1)) == 0);
const uint32_t elements = inputs_read >> VERT_ATTRIB_GENERIC0;
const uint32_t elements_double = double_inputs_read >> VERT_ATTRIB_GENERIC0;
const bool needs_svgs_elem = vs_prog_data->uses_vertexid ||
vs_prog_data->uses_instanceid ||
vs_prog_data->uses_basevertex ||
vs_prog_data->uses_baseinstance;
uint32_t elem_count = __builtin_popcount(elements) -
__builtin_popcount(elements_double) / 2;
const uint32_t total_elems =
elem_count + needs_svgs_elem + vs_prog_data->uses_drawid;
if (total_elems == 0)
return;
uint32_t *p;
const uint32_t num_dwords = 1 + total_elems * 2;
p = anv_batch_emitn(&pipeline->batch, num_dwords,
GENX(3DSTATE_VERTEX_ELEMENTS));
if (!p)
return;
memset(p + 1, 0, (num_dwords - 1) * 4);
for (uint32_t i = 0; i < info->vertexAttributeDescriptionCount; i++) {
const VkVertexInputAttributeDescription *desc =
&info->pVertexAttributeDescriptions[i];
enum isl_format format = anv_get_isl_format(&pipeline->device->info,
desc->format,
VK_IMAGE_ASPECT_COLOR_BIT,
VK_IMAGE_TILING_LINEAR);
assert(desc->binding < MAX_VBS);
if ((elements & (1 << desc->location)) == 0)
continue; /* Binding unused */
uint32_t slot =
__builtin_popcount(elements & ((1 << desc->location) - 1)) -
DIV_ROUND_UP(__builtin_popcount(elements_double &
((1 << desc->location) -1)), 2);
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = desc->binding,
.Valid = true,
.SourceElementFormat = (enum GENX(SURFACE_FORMAT)) format,
.EdgeFlagEnable = false,
.SourceElementOffset = desc->offset,
.Component0Control = vertex_element_comp_control(format, 0),
.Component1Control = vertex_element_comp_control(format, 1),
.Component2Control = vertex_element_comp_control(format, 2),
.Component3Control = vertex_element_comp_control(format, 3),
};
GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + slot * 2], &element);
#if GEN_GEN >= 8
/* On Broadwell and later, we have a separate VF_INSTANCING packet
* that controls instancing. On Haswell and prior, that's part of
* VERTEX_BUFFER_STATE which we emit later.
*/
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
vfi.InstancingEnable = pipeline->instancing_enable[desc->binding];
vfi.VertexElementIndex = slot;
/* Our implementation of VK_KHX_multiview uses instancing to draw
* the different views. If the client asks for instancing, we
* need to use the Instance Data Step Rate to ensure that we
* repeat the client's per-instance data once for each view.
*/
vfi.InstanceDataStepRate = anv_subpass_view_count(pipeline->subpass);
}
#endif
}
const uint32_t id_slot = elem_count;
if (needs_svgs_elem) {
/* From the Broadwell PRM for the 3D_Vertex_Component_Control enum:
* "Within a VERTEX_ELEMENT_STATE structure, if a Component
* Control field is set to something other than VFCOMP_STORE_SRC,
* no higher-numbered Component Control fields may be set to
* VFCOMP_STORE_SRC"
*
* This means, that if we have BaseInstance, we need BaseVertex as
* well. Just do all or nothing.
*/
uint32_t base_ctrl = (vs_prog_data->uses_basevertex ||
vs_prog_data->uses_baseinstance) ?
VFCOMP_STORE_SRC : VFCOMP_STORE_0;
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = ANV_SVGS_VB_INDEX,
.Valid = true,
.SourceElementFormat = (enum GENX(SURFACE_FORMAT)) ISL_FORMAT_R32G32_UINT,
.Component0Control = base_ctrl,
.Component1Control = base_ctrl,
#if GEN_GEN >= 8
.Component2Control = VFCOMP_STORE_0,
.Component3Control = VFCOMP_STORE_0,
#else
.Component2Control = VFCOMP_STORE_VID,
.Component3Control = VFCOMP_STORE_IID,
#endif
};
GENX(VERTEX_ELEMENT_STATE_pack)(NULL, &p[1 + id_slot * 2], &element);
}
#if GEN_GEN >= 8
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_SGVS), sgvs) {
sgvs.VertexIDEnable = vs_prog_data->uses_vertexid;
sgvs.VertexIDComponentNumber = 2;
sgvs.VertexIDElementOffset = id_slot;
sgvs.InstanceIDEnable = vs_prog_data->uses_instanceid;
sgvs.InstanceIDComponentNumber = 3;
sgvs.InstanceIDElementOffset = id_slot;
}
#endif
const uint32_t drawid_slot = elem_count + needs_svgs_elem;
if (vs_prog_data->uses_drawid) {
struct GENX(VERTEX_ELEMENT_STATE) element = {
.VertexBufferIndex = ANV_DRAWID_VB_INDEX,
.Valid = true,
.SourceElementFormat = (enum GENX(SURFACE_FORMAT)) ISL_FORMAT_R32_UINT,
.Component0Control = VFCOMP_STORE_SRC,
.Component1Control = VFCOMP_STORE_0,
.Component2Control = VFCOMP_STORE_0,
.Component3Control = VFCOMP_STORE_0,
};
GENX(VERTEX_ELEMENT_STATE_pack)(NULL,
&p[1 + drawid_slot * 2],
&element);
#if GEN_GEN >= 8
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_INSTANCING), vfi) {
vfi.VertexElementIndex = drawid_slot;
}
#endif
}
}
void
genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
const struct gen_l3_config *l3_config,
VkShaderStageFlags active_stages,
const unsigned entry_size[4])
{
const struct gen_device_info *devinfo = &device->info;
#if GEN_IS_HASWELL
const unsigned push_constant_kb = devinfo->gt == 3 ? 32 : 16;
#else
const unsigned push_constant_kb = GEN_GEN >= 8 ? 32 : 16;
#endif
const unsigned urb_size_kb = gen_get_l3_config_urb_size(devinfo, l3_config);
unsigned entries[4];
unsigned start[4];
gen_get_urb_config(devinfo,
1024 * push_constant_kb, 1024 * urb_size_kb,
active_stages &
VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
active_stages & VK_SHADER_STAGE_GEOMETRY_BIT,
entry_size, entries, start);
#if GEN_GEN == 7 && !GEN_IS_HASWELL
/* From the IVB PRM Vol. 2, Part 1, Section 3.2.1:
*
* "A PIPE_CONTROL with Post-Sync Operation set to 1h and a depth stall
* needs to be sent just prior to any 3DSTATE_VS, 3DSTATE_URB_VS,
* 3DSTATE_CONSTANT_VS, 3DSTATE_BINDING_TABLE_POINTER_VS,
* 3DSTATE_SAMPLER_STATE_POINTER_VS command. Only one PIPE_CONTROL
* needs to be sent before any combination of VS associated 3DSTATE."
*/
anv_batch_emit(batch, GEN7_PIPE_CONTROL, pc) {
pc.DepthStallEnable = true;
pc.PostSyncOperation = WriteImmediateData;
pc.Address = (struct anv_address) { &device->workaround_bo, 0 };
}
#endif
for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
urb._3DCommandSubOpcode += i;
urb.VSURBStartingAddress = start[i];
urb.VSURBEntryAllocationSize = entry_size[i] - 1;
urb.VSNumberofURBEntries = entries[i];
}
}
}
static void
emit_urb_setup(struct anv_pipeline *pipeline)
{
unsigned entry_size[4];
for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
const struct brw_vue_prog_data *prog_data =
!anv_pipeline_has_stage(pipeline, i) ? NULL :
(const struct brw_vue_prog_data *) pipeline->shaders[i]->prog_data;
entry_size[i] = prog_data ? prog_data->urb_entry_size : 1;
}
genX(emit_urb_setup)(pipeline->device, &pipeline->batch,
pipeline->urb.l3_config,
pipeline->active_stages, entry_size);
}
static void
emit_3dstate_sbe(struct anv_pipeline *pipeline)
{
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE), sbe);
#if GEN_GEN >= 8
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SBE_SWIZ), sbe);
#endif
return;
}
const struct brw_vue_map *fs_input_map =
&anv_pipeline_get_last_vue_prog_data(pipeline)->vue_map;
struct GENX(3DSTATE_SBE) sbe = {
GENX(3DSTATE_SBE_header),
.AttributeSwizzleEnable = true,
.PointSpriteTextureCoordinateOrigin = UPPERLEFT,
.NumberofSFOutputAttributes = wm_prog_data->num_varying_inputs,
.ConstantInterpolationEnable = wm_prog_data->flat_inputs,
};
#if GEN_GEN >= 9
for (unsigned i = 0; i < 32; i++)
sbe.AttributeActiveComponentFormat[i] = ACF_XYZW;
#endif
#if GEN_GEN >= 8
/* On Broadwell, they broke 3DSTATE_SBE into two packets */
struct GENX(3DSTATE_SBE_SWIZ) swiz = {
GENX(3DSTATE_SBE_SWIZ_header),
};
#else
# define swiz sbe
#endif
/* Skip the VUE header and position slots by default */
unsigned urb_entry_read_offset = 1;
int max_source_attr = 0;
for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
int input_index = wm_prog_data->urb_setup[attr];
if (input_index < 0)
continue;
/* gl_Layer is stored in the VUE header */
if (attr == VARYING_SLOT_LAYER) {
urb_entry_read_offset = 0;
continue;
}
if (attr == VARYING_SLOT_PNTC) {
sbe.PointSpriteTextureCoordinateEnable = 1 << input_index;
continue;
}
const int slot = fs_input_map->varying_to_slot[attr];
if (input_index >= 16)
continue;
if (slot == -1) {
/* This attribute does not exist in the VUE--that means that the
* vertex shader did not write to it. It could be that it's a
* regular varying read by the fragment shader but not written by
* the vertex shader or it's gl_PrimitiveID. In the first case the
* value is undefined, in the second it needs to be
* gl_PrimitiveID.
*/
swiz.Attribute[input_index].ConstantSource = PRIM_ID;
swiz.Attribute[input_index].ComponentOverrideX = true;
swiz.Attribute[input_index].ComponentOverrideY = true;
swiz.Attribute[input_index].ComponentOverrideZ = true;
swiz.Attribute[input_index].ComponentOverrideW = true;
} else {
/* We have to subtract two slots to accout for the URB entry output
* read offset in the VS and GS stages.
*/
const int source_attr = slot - 2 * urb_entry_read_offset;
assert(source_attr >= 0 && source_attr < 32);
max_source_attr = MAX2(max_source_attr, source_attr);
swiz.Attribute[input_index].SourceAttribute = source_attr;
}
}
sbe.VertexURBEntryReadOffset = urb_entry_read_offset;
sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2);
#if GEN_GEN >= 8
sbe.ForceVertexURBEntryReadOffset = true;
sbe.ForceVertexURBEntryReadLength = true;
#endif
uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch,
GENX(3DSTATE_SBE_length));
if (!dw)
return;
GENX(3DSTATE_SBE_pack)(&pipeline->batch, dw, &sbe);
#if GEN_GEN >= 8
dw = anv_batch_emit_dwords(&pipeline->batch, GENX(3DSTATE_SBE_SWIZ_length));
if (!dw)
return;
GENX(3DSTATE_SBE_SWIZ_pack)(&pipeline->batch, dw, &swiz);
#endif
}
static const uint32_t vk_to_gen_cullmode[] = {
[VK_CULL_MODE_NONE] = CULLMODE_NONE,
[VK_CULL_MODE_FRONT_BIT] = CULLMODE_FRONT,
[VK_CULL_MODE_BACK_BIT] = CULLMODE_BACK,
[VK_CULL_MODE_FRONT_AND_BACK] = CULLMODE_BOTH
};
static const uint32_t vk_to_gen_fillmode[] = {
[VK_POLYGON_MODE_FILL] = FILL_MODE_SOLID,
[VK_POLYGON_MODE_LINE] = FILL_MODE_WIREFRAME,
[VK_POLYGON_MODE_POINT] = FILL_MODE_POINT,
};
static const uint32_t vk_to_gen_front_face[] = {
[VK_FRONT_FACE_COUNTER_CLOCKWISE] = 1,
[VK_FRONT_FACE_CLOCKWISE] = 0
};
static void
emit_rs_state(struct anv_pipeline *pipeline,
const VkPipelineRasterizationStateCreateInfo *rs_info,
const VkPipelineMultisampleStateCreateInfo *ms_info,
const struct anv_render_pass *pass,
const struct anv_subpass *subpass)
{
struct GENX(3DSTATE_SF) sf = {
GENX(3DSTATE_SF_header),
};
sf.ViewportTransformEnable = true;
sf.StatisticsEnable = true;
sf.TriangleStripListProvokingVertexSelect = 0;
sf.LineStripListProvokingVertexSelect = 0;
sf.TriangleFanProvokingVertexSelect = 1;
const struct brw_vue_prog_data *last_vue_prog_data =
anv_pipeline_get_last_vue_prog_data(pipeline);
if (last_vue_prog_data->vue_map.slots_valid & VARYING_BIT_PSIZ) {
sf.PointWidthSource = Vertex;
} else {
sf.PointWidthSource = State;
sf.PointWidth = 1.0;
}
#if GEN_GEN >= 8
struct GENX(3DSTATE_RASTER) raster = {
GENX(3DSTATE_RASTER_header),
};
#else
# define raster sf
#endif
/* For details on 3DSTATE_RASTER multisample state, see the BSpec table
* "Multisample Modes State".
*/
#if GEN_GEN >= 8
raster.DXMultisampleRasterizationEnable = true;
/* NOTE: 3DSTATE_RASTER::ForcedSampleCount affects the BDW and SKL PMA fix
* computations. If we ever set this bit to a different value, they will
* need to be updated accordingly.
*/
raster.ForcedSampleCount = FSC_NUMRASTSAMPLES_0;
raster.ForceMultisampling = false;
#else
raster.MultisampleRasterizationMode =
(ms_info && ms_info->rasterizationSamples > 1) ?
MSRASTMODE_ON_PATTERN : MSRASTMODE_OFF_PIXEL;
#endif
raster.FrontWinding = vk_to_gen_front_face[rs_info->frontFace];
raster.CullMode = vk_to_gen_cullmode[rs_info->cullMode];
raster.FrontFaceFillMode = vk_to_gen_fillmode[rs_info->polygonMode];
raster.BackFaceFillMode = vk_to_gen_fillmode[rs_info->polygonMode];
raster.ScissorRectangleEnable = true;
#if GEN_GEN >= 9
/* GEN9+ splits ViewportZClipTestEnable into near and far enable bits */
raster.ViewportZFarClipTestEnable = !pipeline->depth_clamp_enable;
raster.ViewportZNearClipTestEnable = !pipeline->depth_clamp_enable;
#elif GEN_GEN >= 8
raster.ViewportZClipTestEnable = !pipeline->depth_clamp_enable;
#endif
raster.GlobalDepthOffsetEnableSolid = rs_info->depthBiasEnable;
raster.GlobalDepthOffsetEnableWireframe = rs_info->depthBiasEnable;
raster.GlobalDepthOffsetEnablePoint = rs_info->depthBiasEnable;
#if GEN_GEN == 7
/* Gen7 requires that we provide the depth format in 3DSTATE_SF so that it
* can get the depth offsets correct.
*/
if (subpass->depth_stencil_attachment.attachment < pass->attachment_count) {
VkFormat vk_format =
pass->attachments[subpass->depth_stencil_attachment.attachment].format;
assert(vk_format_is_depth_or_stencil(vk_format));
if (vk_format_aspects(vk_format) & VK_IMAGE_ASPECT_DEPTH_BIT) {
enum isl_format isl_format =
anv_get_isl_format(&pipeline->device->info, vk_format,
VK_IMAGE_ASPECT_DEPTH_BIT,
VK_IMAGE_TILING_OPTIMAL);
sf.DepthBufferSurfaceFormat =
isl_format_get_depth_format(isl_format, false);
}
}
#endif
#if GEN_GEN >= 8
GENX(3DSTATE_SF_pack)(NULL, pipeline->gen8.sf, &sf);
GENX(3DSTATE_RASTER_pack)(NULL, pipeline->gen8.raster, &raster);
#else
# undef raster
GENX(3DSTATE_SF_pack)(NULL, &pipeline->gen7.sf, &sf);
#endif
}
static void
emit_ms_state(struct anv_pipeline *pipeline,
const VkPipelineMultisampleStateCreateInfo *info)
{
uint32_t samples = 1;
uint32_t log2_samples = 0;
/* From the Vulkan 1.0 spec:
* If pSampleMask is NULL, it is treated as if the mask has all bits
* enabled, i.e. no coverage is removed from fragments.
*
* 3DSTATE_SAMPLE_MASK.SampleMask is 16 bits.
*/
#if GEN_GEN >= 8
uint32_t sample_mask = 0xffff;
#else
uint32_t sample_mask = 0xff;
#endif
if (info) {
samples = info->rasterizationSamples;
log2_samples = __builtin_ffs(samples) - 1;
}
if (info && info->pSampleMask)
sample_mask &= info->pSampleMask[0];
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_MULTISAMPLE), ms) {
ms.NumberofMultisamples = log2_samples;
ms.PixelLocation = CENTER;
#if GEN_GEN >= 8
/* The PRM says that this bit is valid only for DX9:
*
* SW can choose to set this bit only for DX9 API. DX10/OGL API's
* should not have any effect by setting or not setting this bit.
*/
ms.PixelPositionOffsetEnable = false;
#else
switch (samples) {
case 1:
GEN_SAMPLE_POS_1X(ms.Sample);
break;
case 2:
GEN_SAMPLE_POS_2X(ms.Sample);
break;
case 4:
GEN_SAMPLE_POS_4X(ms.Sample);
break;
case 8:
GEN_SAMPLE_POS_8X(ms.Sample);
break;
default:
break;
}
#endif
}
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_SAMPLE_MASK), sm) {
sm.SampleMask = sample_mask;
}
}
static const uint32_t vk_to_gen_logic_op[] = {
[VK_LOGIC_OP_COPY] = LOGICOP_COPY,
[VK_LOGIC_OP_CLEAR] = LOGICOP_CLEAR,
[VK_LOGIC_OP_AND] = LOGICOP_AND,
[VK_LOGIC_OP_AND_REVERSE] = LOGICOP_AND_REVERSE,
[VK_LOGIC_OP_AND_INVERTED] = LOGICOP_AND_INVERTED,
[VK_LOGIC_OP_NO_OP] = LOGICOP_NOOP,
[VK_LOGIC_OP_XOR] = LOGICOP_XOR,
[VK_LOGIC_OP_OR] = LOGICOP_OR,
[VK_LOGIC_OP_NOR] = LOGICOP_NOR,
[VK_LOGIC_OP_EQUIVALENT] = LOGICOP_EQUIV,
[VK_LOGIC_OP_INVERT] = LOGICOP_INVERT,
[VK_LOGIC_OP_OR_REVERSE] = LOGICOP_OR_REVERSE,
[VK_LOGIC_OP_COPY_INVERTED] = LOGICOP_COPY_INVERTED,
[VK_LOGIC_OP_OR_INVERTED] = LOGICOP_OR_INVERTED,
[VK_LOGIC_OP_NAND] = LOGICOP_NAND,
[VK_LOGIC_OP_SET] = LOGICOP_SET,
};
static const uint32_t vk_to_gen_blend[] = {
[VK_BLEND_FACTOR_ZERO] = BLENDFACTOR_ZERO,
[VK_BLEND_FACTOR_ONE] = BLENDFACTOR_ONE,
[VK_BLEND_FACTOR_SRC_COLOR] = BLENDFACTOR_SRC_COLOR,
[VK_BLEND_FACTOR_ONE_MINUS_SRC_COLOR] = BLENDFACTOR_INV_SRC_COLOR,
[VK_BLEND_FACTOR_DST_COLOR] = BLENDFACTOR_DST_COLOR,
[VK_BLEND_FACTOR_ONE_MINUS_DST_COLOR] = BLENDFACTOR_INV_DST_COLOR,
[VK_BLEND_FACTOR_SRC_ALPHA] = BLENDFACTOR_SRC_ALPHA,
[VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA] = BLENDFACTOR_INV_SRC_ALPHA,
[VK_BLEND_FACTOR_DST_ALPHA] = BLENDFACTOR_DST_ALPHA,
[VK_BLEND_FACTOR_ONE_MINUS_DST_ALPHA] = BLENDFACTOR_INV_DST_ALPHA,
[VK_BLEND_FACTOR_CONSTANT_COLOR] = BLENDFACTOR_CONST_COLOR,
[VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR]= BLENDFACTOR_INV_CONST_COLOR,
[VK_BLEND_FACTOR_CONSTANT_ALPHA] = BLENDFACTOR_CONST_ALPHA,
[VK_BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA]= BLENDFACTOR_INV_CONST_ALPHA,
[VK_BLEND_FACTOR_SRC_ALPHA_SATURATE] = BLENDFACTOR_SRC_ALPHA_SATURATE,
[VK_BLEND_FACTOR_SRC1_COLOR] = BLENDFACTOR_SRC1_COLOR,
[VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR] = BLENDFACTOR_INV_SRC1_COLOR,
[VK_BLEND_FACTOR_SRC1_ALPHA] = BLENDFACTOR_SRC1_ALPHA,
[VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA] = BLENDFACTOR_INV_SRC1_ALPHA,
};
static const uint32_t vk_to_gen_blend_op[] = {
[VK_BLEND_OP_ADD] = BLENDFUNCTION_ADD,
[VK_BLEND_OP_SUBTRACT] = BLENDFUNCTION_SUBTRACT,
[VK_BLEND_OP_REVERSE_SUBTRACT] = BLENDFUNCTION_REVERSE_SUBTRACT,
[VK_BLEND_OP_MIN] = BLENDFUNCTION_MIN,
[VK_BLEND_OP_MAX] = BLENDFUNCTION_MAX,
};
static const uint32_t vk_to_gen_compare_op[] = {
[VK_COMPARE_OP_NEVER] = PREFILTEROPNEVER,
[VK_COMPARE_OP_LESS] = PREFILTEROPLESS,
[VK_COMPARE_OP_EQUAL] = PREFILTEROPEQUAL,
[VK_COMPARE_OP_LESS_OR_EQUAL] = PREFILTEROPLEQUAL,
[VK_COMPARE_OP_GREATER] = PREFILTEROPGREATER,
[VK_COMPARE_OP_NOT_EQUAL] = PREFILTEROPNOTEQUAL,
[VK_COMPARE_OP_GREATER_OR_EQUAL] = PREFILTEROPGEQUAL,
[VK_COMPARE_OP_ALWAYS] = PREFILTEROPALWAYS,
};
static const uint32_t vk_to_gen_stencil_op[] = {
[VK_STENCIL_OP_KEEP] = STENCILOP_KEEP,
[VK_STENCIL_OP_ZERO] = STENCILOP_ZERO,
[VK_STENCIL_OP_REPLACE] = STENCILOP_REPLACE,
[VK_STENCIL_OP_INCREMENT_AND_CLAMP] = STENCILOP_INCRSAT,
[VK_STENCIL_OP_DECREMENT_AND_CLAMP] = STENCILOP_DECRSAT,
[VK_STENCIL_OP_INVERT] = STENCILOP_INVERT,
[VK_STENCIL_OP_INCREMENT_AND_WRAP] = STENCILOP_INCR,
[VK_STENCIL_OP_DECREMENT_AND_WRAP] = STENCILOP_DECR,
};
/* This function sanitizes the VkStencilOpState by looking at the compare ops
* and trying to determine whether or not a given stencil op can ever actually
* occur. Stencil ops which can never occur are set to VK_STENCIL_OP_KEEP.
* This function returns true if, after sanitation, any of the stencil ops are
* set to something other than VK_STENCIL_OP_KEEP.
*/
static bool
sanitize_stencil_face(VkStencilOpState *face,
VkCompareOp depthCompareOp)
{
/* If compareOp is ALWAYS then the stencil test will never fail and failOp
* will never happen. Set failOp to KEEP in this case.
*/
if (face->compareOp == VK_COMPARE_OP_ALWAYS)
face->failOp = VK_STENCIL_OP_KEEP;
/* If compareOp is NEVER or depthCompareOp is NEVER then one of the depth
* or stencil tests will fail and passOp will never happen.
*/
if (face->compareOp == VK_COMPARE_OP_NEVER ||
depthCompareOp == VK_COMPARE_OP_NEVER)
face->passOp = VK_STENCIL_OP_KEEP;
/* If compareOp is NEVER or depthCompareOp is ALWAYS then either the
* stencil test will fail or the depth test will pass. In either case,
* depthFailOp will never happen.
*/
if (face->compareOp == VK_COMPARE_OP_NEVER ||
depthCompareOp == VK_COMPARE_OP_ALWAYS)
face->depthFailOp = VK_STENCIL_OP_KEEP;
return face->failOp != VK_STENCIL_OP_KEEP ||
face->depthFailOp != VK_STENCIL_OP_KEEP ||
face->passOp != VK_STENCIL_OP_KEEP;
}
/* Intel hardware is fairly sensitive to whether or not depth/stencil writes
* are enabled. In the presence of discards, it's fairly easy to get into the
* non-promoted case which means a fairly big performance hit. From the Iron
* Lake PRM, Vol 2, pt. 1, section 8.4.3.2, "Early Depth Test Cases":
*
* "Non-promoted depth (N) is active whenever the depth test can be done
* early but it cannot determine whether or not to write source depth to
* the depth buffer, therefore the depth write must be performed post pixel
* shader. This includes cases where the pixel shader can kill pixels,
* including via sampler chroma key, as well as cases where the alpha test
* function is enabled, which kills pixels based on a programmable alpha
* test. In this case, even if the depth test fails, the pixel cannot be
* killed if a stencil write is indicated. Whether or not the stencil write
* happens depends on whether or not the pixel is killed later. In these
* cases if stencil test fails and stencil writes are off, the pixels can
* also be killed early. If stencil writes are enabled, the pixels must be
* treated as Computed depth (described above)."
*
* The same thing as mentioned in the stencil case can happen in the depth
* case as well if it thinks it writes depth but, thanks to the depth test
* being GL_EQUAL, the write doesn't actually matter. A little extra work
* up-front to try and disable depth and stencil writes can make a big
* difference.
*
* Unfortunately, the way depth and stencil testing is specified, there are
* many case where, regardless of depth/stencil writes being enabled, nothing
* actually gets written due to some other bit of state being set. This
* function attempts to "sanitize" the depth stencil state and disable writes
* and sometimes even testing whenever possible.
*/
static void
sanitize_ds_state(VkPipelineDepthStencilStateCreateInfo *state,
bool *stencilWriteEnable,
VkImageAspectFlags ds_aspects)
{
*stencilWriteEnable = state->stencilTestEnable;
/* If the depth test is disabled, we won't be writing anything. */
if (!state->depthTestEnable)
state->depthWriteEnable = false;
/* The Vulkan spec requires that if either depth or stencil is not present,
* the pipeline is to act as if the test silently passes.
*/
if (!(ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) {
state->depthWriteEnable = false;
state->depthCompareOp = VK_COMPARE_OP_ALWAYS;
}
if (!(ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) {
*stencilWriteEnable = false;
state->front.compareOp = VK_COMPARE_OP_ALWAYS;
state->back.compareOp = VK_COMPARE_OP_ALWAYS;
}
/* If the stencil test is enabled and always fails, then we will never get
* to the depth test so we can just disable the depth test entirely.
*/
if (state->stencilTestEnable &&
state->front.compareOp == VK_COMPARE_OP_NEVER &&
state->back.compareOp == VK_COMPARE_OP_NEVER) {
state->depthTestEnable = false;
state->depthWriteEnable = false;
}
/* If depthCompareOp is EQUAL then the value we would be writing to the
* depth buffer is the same as the value that's already there so there's no
* point in writing it.
*/
if (state->depthCompareOp == VK_COMPARE_OP_EQUAL)
state->depthWriteEnable = false;
/* If the stencil ops are such that we don't actually ever modify the
* stencil buffer, we should disable writes.
*/
if (!sanitize_stencil_face(&state->front, state->depthCompareOp) &&
!sanitize_stencil_face(&state->back, state->depthCompareOp))
*stencilWriteEnable = false;
/* If the depth test always passes and we never write out depth, that's the
* same as if the depth test is disabled entirely.
*/
if (state->depthCompareOp == VK_COMPARE_OP_ALWAYS &&
!state->depthWriteEnable)
state->depthTestEnable = false;
/* If the stencil test always passes and we never write out stencil, that's
* the same as if the stencil test is disabled entirely.
*/
if (state->front.compareOp == VK_COMPARE_OP_ALWAYS &&
state->back.compareOp == VK_COMPARE_OP_ALWAYS &&
!*stencilWriteEnable)
state->stencilTestEnable = false;
}
static void
emit_ds_state(struct anv_pipeline *pipeline,
const VkPipelineDepthStencilStateCreateInfo *pCreateInfo,
const struct anv_render_pass *pass,
const struct anv_subpass *subpass)
{
#if GEN_GEN == 7
# define depth_stencil_dw pipeline->gen7.depth_stencil_state
#elif GEN_GEN == 8
# define depth_stencil_dw pipeline->gen8.wm_depth_stencil
#else
# define depth_stencil_dw pipeline->gen9.wm_depth_stencil
#endif
if (pCreateInfo == NULL) {
/* We're going to OR this together with the dynamic state. We need
* to make sure it's initialized to something useful.
*/
pipeline->writes_stencil = false;
pipeline->stencil_test_enable = false;
pipeline->writes_depth = false;
pipeline->depth_test_enable = false;
memset(depth_stencil_dw, 0, sizeof(depth_stencil_dw));
return;
}
VkImageAspectFlags ds_aspects = 0;
if (subpass->depth_stencil_attachment.attachment != VK_ATTACHMENT_UNUSED) {
VkFormat depth_stencil_format =
pass->attachments[subpass->depth_stencil_attachment.attachment].format;
ds_aspects = vk_format_aspects(depth_stencil_format);
}
VkPipelineDepthStencilStateCreateInfo info = *pCreateInfo;
sanitize_ds_state(&info, &pipeline->writes_stencil, ds_aspects);
pipeline->stencil_test_enable = info.stencilTestEnable;
pipeline->writes_depth = info.depthWriteEnable;
pipeline->depth_test_enable = info.depthTestEnable;
/* VkBool32 depthBoundsTestEnable; // optional (depth_bounds_test) */
#if GEN_GEN <= 7
struct GENX(DEPTH_STENCIL_STATE) depth_stencil = {
#else
struct GENX(3DSTATE_WM_DEPTH_STENCIL) depth_stencil = {
#endif
.DepthTestEnable = info.depthTestEnable,
.DepthBufferWriteEnable = info.depthWriteEnable,
.DepthTestFunction = vk_to_gen_compare_op[info.depthCompareOp],
.DoubleSidedStencilEnable = true,
.StencilTestEnable = info.stencilTestEnable,
.StencilFailOp = vk_to_gen_stencil_op[info.front.failOp],
.StencilPassDepthPassOp = vk_to_gen_stencil_op[info.front.passOp],
.StencilPassDepthFailOp = vk_to_gen_stencil_op[info.front.depthFailOp],
.StencilTestFunction = vk_to_gen_compare_op[info.front.compareOp],
.BackfaceStencilFailOp = vk_to_gen_stencil_op[info.back.failOp],
.BackfaceStencilPassDepthPassOp = vk_to_gen_stencil_op[info.back.passOp],
.BackfaceStencilPassDepthFailOp =vk_to_gen_stencil_op[info.back.depthFailOp],
.BackfaceStencilTestFunction = vk_to_gen_compare_op[info.back.compareOp],
};
#if GEN_GEN <= 7
GENX(DEPTH_STENCIL_STATE_pack)(NULL, depth_stencil_dw, &depth_stencil);
#else
GENX(3DSTATE_WM_DEPTH_STENCIL_pack)(NULL, depth_stencil_dw, &depth_stencil);
#endif
}
static void
emit_cb_state(struct anv_pipeline *pipeline,
const VkPipelineColorBlendStateCreateInfo *info,
const VkPipelineMultisampleStateCreateInfo *ms_info)
{
struct anv_device *device = pipeline->device;
struct GENX(BLEND_STATE) blend_state = {
#if GEN_GEN >= 8
.AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable,
.AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable,
#endif
};
uint32_t surface_count = 0;
struct anv_pipeline_bind_map *map;
if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
map = &pipeline->shaders[MESA_SHADER_FRAGMENT]->bind_map;
surface_count = map->surface_count;
}
const uint32_t num_dwords = GENX(BLEND_STATE_length) +
GENX(BLEND_STATE_ENTRY_length) * surface_count;
pipeline->blend_state =
anv_state_pool_alloc(&device->dynamic_state_pool, num_dwords * 4, 64);
bool has_writeable_rt = false;
uint32_t *state_pos = pipeline->blend_state.map;
state_pos += GENX(BLEND_STATE_length);
#if GEN_GEN >= 8
struct GENX(BLEND_STATE_ENTRY) bs0 = { 0 };
#endif
for (unsigned i = 0; i < surface_count; i++) {
struct anv_pipeline_binding *binding = &map->surface_to_descriptor[i];
/* All color attachments are at the beginning of the binding table */
if (binding->set != ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
break;
/* We can have at most 8 attachments */
assert(i < 8);
if (info == NULL || binding->index >= info->attachmentCount) {
/* Default everything to disabled */
struct GENX(BLEND_STATE_ENTRY) entry = {
.WriteDisableAlpha = true,
.WriteDisableRed = true,
.WriteDisableGreen = true,
.WriteDisableBlue = true,
};
GENX(BLEND_STATE_ENTRY_pack)(NULL, state_pos, &entry);
state_pos += GENX(BLEND_STATE_ENTRY_length);
continue;
}
assert(binding->binding == 0);
const VkPipelineColorBlendAttachmentState *a =
&info->pAttachments[binding->index];
struct GENX(BLEND_STATE_ENTRY) entry = {
#if GEN_GEN < 8
.AlphaToCoverageEnable = ms_info && ms_info->alphaToCoverageEnable,
.AlphaToOneEnable = ms_info && ms_info->alphaToOneEnable,
#endif
.LogicOpEnable = info->logicOpEnable,
.LogicOpFunction = vk_to_gen_logic_op[info->logicOp],
.ColorBufferBlendEnable = a->blendEnable,
.ColorClampRange = COLORCLAMP_RTFORMAT,
.PreBlendColorClampEnable = true,
.PostBlendColorClampEnable = true,
.SourceBlendFactor = vk_to_gen_blend[a->srcColorBlendFactor],
.DestinationBlendFactor = vk_to_gen_blend[a->dstColorBlendFactor],
.ColorBlendFunction = vk_to_gen_blend_op[a->colorBlendOp],
.SourceAlphaBlendFactor = vk_to_gen_blend[a->srcAlphaBlendFactor],
.DestinationAlphaBlendFactor = vk_to_gen_blend[a->dstAlphaBlendFactor],
.AlphaBlendFunction = vk_to_gen_blend_op[a->alphaBlendOp],
.WriteDisableAlpha = !(a->colorWriteMask & VK_COLOR_COMPONENT_A_BIT),
.WriteDisableRed = !(a->colorWriteMask & VK_COLOR_COMPONENT_R_BIT),
.WriteDisableGreen = !(a->colorWriteMask & VK_COLOR_COMPONENT_G_BIT),
.WriteDisableBlue = !(a->colorWriteMask & VK_COLOR_COMPONENT_B_BIT),
};
if (a->srcColorBlendFactor != a->srcAlphaBlendFactor ||
a->dstColorBlendFactor != a->dstAlphaBlendFactor ||
a->colorBlendOp != a->alphaBlendOp) {
#if GEN_GEN >= 8
blend_state.IndependentAlphaBlendEnable = true;
#else
entry.IndependentAlphaBlendEnable = true;
#endif
}
if (a->colorWriteMask != 0)
has_writeable_rt = true;
/* Our hardware applies the blend factor prior to the blend function
* regardless of what function is used. Technically, this means the
* hardware can do MORE than GL or Vulkan specify. However, it also
* means that, for MIN and MAX, we have to stomp the blend factor to
* ONE to make it a no-op.
*/
if (a->colorBlendOp == VK_BLEND_OP_MIN ||
a->colorBlendOp == VK_BLEND_OP_MAX) {
entry.SourceBlendFactor = BLENDFACTOR_ONE;
entry.DestinationBlendFactor = BLENDFACTOR_ONE;
}
if (a->alphaBlendOp == VK_BLEND_OP_MIN ||
a->alphaBlendOp == VK_BLEND_OP_MAX) {
entry.SourceAlphaBlendFactor = BLENDFACTOR_ONE;
entry.DestinationAlphaBlendFactor = BLENDFACTOR_ONE;
}
GENX(BLEND_STATE_ENTRY_pack)(NULL, state_pos, &entry);
state_pos += GENX(BLEND_STATE_ENTRY_length);
#if GEN_GEN >= 8
if (i == 0)
bs0 = entry;
#endif
}
#if GEN_GEN >= 8
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_BLEND), blend) {
blend.AlphaToCoverageEnable = blend_state.AlphaToCoverageEnable;
blend.HasWriteableRT = has_writeable_rt;
blend.ColorBufferBlendEnable = bs0.ColorBufferBlendEnable;
blend.SourceAlphaBlendFactor = bs0.SourceAlphaBlendFactor;
blend.DestinationAlphaBlendFactor = bs0.DestinationAlphaBlendFactor;
blend.SourceBlendFactor = bs0.SourceBlendFactor;
blend.DestinationBlendFactor = bs0.DestinationBlendFactor;
blend.AlphaTestEnable = false;
blend.IndependentAlphaBlendEnable =
blend_state.IndependentAlphaBlendEnable;
}
#else
(void)has_writeable_rt;
#endif
GENX(BLEND_STATE_pack)(NULL, pipeline->blend_state.map, &blend_state);
anv_state_flush(device, pipeline->blend_state);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_BLEND_STATE_POINTERS), bsp) {
bsp.BlendStatePointer = pipeline->blend_state.offset;
#if GEN_GEN >= 8
bsp.BlendStatePointerValid = true;
#endif
}
}
static void
emit_3dstate_clip(struct anv_pipeline *pipeline,
const VkPipelineViewportStateCreateInfo *vp_info,
const VkPipelineRasterizationStateCreateInfo *rs_info)
{
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
(void) wm_prog_data;
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_CLIP), clip) {
clip.ClipEnable = true;
clip.StatisticsEnable = true;
clip.EarlyCullEnable = true;
clip.APIMode = APIMODE_D3D,
clip.ViewportXYClipTestEnable = true;
clip.ClipMode = CLIPMODE_NORMAL;
clip.TriangleStripListProvokingVertexSelect = 0;
clip.LineStripListProvokingVertexSelect = 0;
clip.TriangleFanProvokingVertexSelect = 1;
clip.MinimumPointWidth = 0.125;
clip.MaximumPointWidth = 255.875;
const struct brw_vue_prog_data *last =
anv_pipeline_get_last_vue_prog_data(pipeline);
/* From the Vulkan 1.0.45 spec:
*
* "If the last active vertex processing stage shader entry point's
* interface does not include a variable decorated with
* ViewportIndex, then the first viewport is used."
*/
if (vp_info && (last->vue_map.slots_valid & VARYING_BIT_VIEWPORT)) {
clip.MaximumVPIndex = vp_info->viewportCount - 1;
} else {
clip.MaximumVPIndex = 0;
}
/* From the Vulkan 1.0.45 spec:
*
* "If the last active vertex processing stage shader entry point's
* interface does not include a variable decorated with Layer, then
* the first layer is used."
*/
clip.ForceZeroRTAIndexEnable =
!(last->vue_map.slots_valid & VARYING_BIT_LAYER);
#if GEN_GEN == 7
clip.FrontWinding = vk_to_gen_front_face[rs_info->frontFace];
clip.CullMode = vk_to_gen_cullmode[rs_info->cullMode];
clip.ViewportZClipTestEnable = !pipeline->depth_clamp_enable;
if (last) {
clip.UserClipDistanceClipTestEnableBitmask = last->clip_distance_mask;
clip.UserClipDistanceCullTestEnableBitmask = last->cull_distance_mask;
}
#else
clip.NonPerspectiveBarycentricEnable = wm_prog_data ?
(wm_prog_data->barycentric_interp_modes &
BRW_BARYCENTRIC_NONPERSPECTIVE_BITS) != 0 : 0;
#endif
}
}
static void
emit_3dstate_streamout(struct anv_pipeline *pipeline,
const VkPipelineRasterizationStateCreateInfo *rs_info)
{
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_STREAMOUT), so) {
so.RenderingDisable = rs_info->rasterizerDiscardEnable;
}
}
static uint32_t
get_sampler_count(const struct anv_shader_bin *bin)
{
uint32_t count_by_4 = DIV_ROUND_UP(bin->bind_map.sampler_count, 4);
/* We can potentially have way more than 32 samplers and that's ok.
* However, the 3DSTATE_XS packets only have 3 bits to specify how
* many to pre-fetch and all values above 4 are marked reserved.
*/
return MIN2(count_by_4, 4);
}
static uint32_t
get_binding_table_entry_count(const struct anv_shader_bin *bin)
{
return DIV_ROUND_UP(bin->bind_map.surface_count, 32);
}
static struct anv_address
get_scratch_address(struct anv_pipeline *pipeline,
gl_shader_stage stage,
const struct anv_shader_bin *bin)
{
return (struct anv_address) {
.bo = anv_scratch_pool_alloc(pipeline->device,
&pipeline->device->scratch_pool,
stage, bin->prog_data->total_scratch),
.offset = 0,
};
}
static uint32_t
get_scratch_space(const struct anv_shader_bin *bin)
{
return ffs(bin->prog_data->total_scratch / 2048);
}
static void
emit_3dstate_vs(struct anv_pipeline *pipeline)
{
const struct gen_device_info *devinfo = &pipeline->device->info;
const struct brw_vs_prog_data *vs_prog_data = get_vs_prog_data(pipeline);
const struct anv_shader_bin *vs_bin =
pipeline->shaders[MESA_SHADER_VERTEX];
assert(anv_pipeline_has_stage(pipeline, MESA_SHADER_VERTEX));
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VS), vs) {
vs.Enable = true;
vs.StatisticsEnable = true;
vs.KernelStartPointer = vs_bin->kernel.offset;
#if GEN_GEN >= 8
vs.SIMD8DispatchEnable =
vs_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8;
#endif
assert(!vs_prog_data->base.base.use_alt_mode);
vs.SingleVertexDispatch = false;
vs.VectorMaskEnable = false;
vs.SamplerCount = get_sampler_count(vs_bin);
vs.BindingTableEntryCount = get_binding_table_entry_count(vs_bin);
vs.FloatingPointMode = IEEE754;
vs.IllegalOpcodeExceptionEnable = false;
vs.SoftwareExceptionEnable = false;
vs.MaximumNumberofThreads = devinfo->max_vs_threads - 1;
vs.VertexCacheDisable = false;
vs.VertexURBEntryReadLength = vs_prog_data->base.urb_read_length;
vs.VertexURBEntryReadOffset = 0;
vs.DispatchGRFStartRegisterForURBData =
vs_prog_data->base.base.dispatch_grf_start_reg;
#if GEN_GEN >= 8
vs.UserClipDistanceClipTestEnableBitmask =
vs_prog_data->base.clip_distance_mask;
vs.UserClipDistanceCullTestEnableBitmask =
vs_prog_data->base.cull_distance_mask;
#endif
vs.PerThreadScratchSpace = get_scratch_space(vs_bin);
vs.ScratchSpaceBasePointer =
get_scratch_address(pipeline, MESA_SHADER_VERTEX, vs_bin);
}
}
static void
emit_3dstate_hs_te_ds(struct anv_pipeline *pipeline,
const VkPipelineTessellationStateCreateInfo *tess_info)
{
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_HS), hs);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_TE), te);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_DS), ds);
return;
}
const struct gen_device_info *devinfo = &pipeline->device->info;
const struct anv_shader_bin *tcs_bin =
pipeline->shaders[MESA_SHADER_TESS_CTRL];
const struct anv_shader_bin *tes_bin =
pipeline->shaders[MESA_SHADER_TESS_EVAL];
const struct brw_tcs_prog_data *tcs_prog_data = get_tcs_prog_data(pipeline);
const struct brw_tes_prog_data *tes_prog_data = get_tes_prog_data(pipeline);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_HS), hs) {
hs.Enable = true;
hs.StatisticsEnable = true;
hs.KernelStartPointer = tcs_bin->kernel.offset;
hs.SamplerCount = get_sampler_count(tcs_bin);
hs.BindingTableEntryCount = get_binding_table_entry_count(tcs_bin);
hs.MaximumNumberofThreads = devinfo->max_tcs_threads - 1;
hs.IncludeVertexHandles = true;
hs.InstanceCount = tcs_prog_data->instances - 1;
hs.VertexURBEntryReadLength = 0;
hs.VertexURBEntryReadOffset = 0;
hs.DispatchGRFStartRegisterForURBData =
tcs_prog_data->base.base.dispatch_grf_start_reg;
hs.PerThreadScratchSpace = get_scratch_space(tcs_bin);
hs.ScratchSpaceBasePointer =
get_scratch_address(pipeline, MESA_SHADER_TESS_CTRL, tcs_bin);
}
const VkPipelineTessellationDomainOriginStateCreateInfoKHR *domain_origin_state =
tess_info ? vk_find_struct_const(tess_info, PIPELINE_TESSELLATION_DOMAIN_ORIGIN_STATE_CREATE_INFO_KHR) : NULL;
VkTessellationDomainOriginKHR uv_origin =
domain_origin_state ? domain_origin_state->domainOrigin :
VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT_KHR;
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_TE), te) {
te.Partitioning = tes_prog_data->partitioning;
if (uv_origin == VK_TESSELLATION_DOMAIN_ORIGIN_LOWER_LEFT_KHR) {
te.OutputTopology = tes_prog_data->output_topology;
} else {
/* When the origin is upper-left, we have to flip the winding order */
if (tes_prog_data->output_topology == OUTPUT_TRI_CCW) {
te.OutputTopology = OUTPUT_TRI_CW;
} else if (tes_prog_data->output_topology == OUTPUT_TRI_CW) {
te.OutputTopology = OUTPUT_TRI_CCW;
} else {
te.OutputTopology = tes_prog_data->output_topology;
}
}
te.TEDomain = tes_prog_data->domain;
te.TEEnable = true;
te.MaximumTessellationFactorOdd = 63.0;
te.MaximumTessellationFactorNotOdd = 64.0;
}
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_DS), ds) {
ds.Enable = true;
ds.StatisticsEnable = true;
ds.KernelStartPointer = tes_bin->kernel.offset;
ds.SamplerCount = get_sampler_count(tes_bin);
ds.BindingTableEntryCount = get_binding_table_entry_count(tes_bin);
ds.MaximumNumberofThreads = devinfo->max_tes_threads - 1;
ds.ComputeWCoordinateEnable =
tes_prog_data->domain == BRW_TESS_DOMAIN_TRI;
ds.PatchURBEntryReadLength = tes_prog_data->base.urb_read_length;
ds.PatchURBEntryReadOffset = 0;
ds.DispatchGRFStartRegisterForURBData =
tes_prog_data->base.base.dispatch_grf_start_reg;
#if GEN_GEN >= 8
ds.DispatchMode =
tes_prog_data->base.dispatch_mode == DISPATCH_MODE_SIMD8 ?
DISPATCH_MODE_SIMD8_SINGLE_PATCH :
DISPATCH_MODE_SIMD4X2;
ds.UserClipDistanceClipTestEnableBitmask =
tes_prog_data->base.clip_distance_mask;
ds.UserClipDistanceCullTestEnableBitmask =
tes_prog_data->base.cull_distance_mask;
#endif
ds.PerThreadScratchSpace = get_scratch_space(tes_bin);
ds.ScratchSpaceBasePointer =
get_scratch_address(pipeline, MESA_SHADER_TESS_EVAL, tes_bin);
}
}
static void
emit_3dstate_gs(struct anv_pipeline *pipeline)
{
const struct gen_device_info *devinfo = &pipeline->device->info;
const struct anv_shader_bin *gs_bin =
pipeline->shaders[MESA_SHADER_GEOMETRY];
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_GEOMETRY)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs);
return;
}
const struct brw_gs_prog_data *gs_prog_data = get_gs_prog_data(pipeline);
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_GS), gs) {
gs.Enable = true;
gs.StatisticsEnable = true;
gs.KernelStartPointer = gs_bin->kernel.offset;
gs.DispatchMode = gs_prog_data->base.dispatch_mode;
gs.SingleProgramFlow = false;
gs.VectorMaskEnable = false;
gs.SamplerCount = get_sampler_count(gs_bin);
gs.BindingTableEntryCount = get_binding_table_entry_count(gs_bin);
gs.IncludeVertexHandles = gs_prog_data->base.include_vue_handles;
gs.IncludePrimitiveID = gs_prog_data->include_primitive_id;
if (GEN_GEN == 8) {
/* Broadwell is weird. It needs us to divide by 2. */
gs.MaximumNumberofThreads = devinfo->max_gs_threads / 2 - 1;
} else {
gs.MaximumNumberofThreads = devinfo->max_gs_threads - 1;
}
gs.OutputVertexSize = gs_prog_data->output_vertex_size_hwords * 2 - 1;
gs.OutputTopology = gs_prog_data->output_topology;
gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length;
gs.ControlDataFormat = gs_prog_data->control_data_format;
gs.ControlDataHeaderSize = gs_prog_data->control_data_header_size_hwords;
gs.InstanceControl = MAX2(gs_prog_data->invocations, 1) - 1;
gs.ReorderMode = TRAILING;
#if GEN_GEN >= 8
gs.ExpectedVertexCount = gs_prog_data->vertices_in;
gs.StaticOutput = gs_prog_data->static_vertex_count >= 0;
gs.StaticOutputVertexCount = gs_prog_data->static_vertex_count >= 0 ?
gs_prog_data->static_vertex_count : 0;
#endif
gs.VertexURBEntryReadOffset = 0;
gs.VertexURBEntryReadLength = gs_prog_data->base.urb_read_length;
gs.DispatchGRFStartRegisterForURBData =
gs_prog_data->base.base.dispatch_grf_start_reg;
#if GEN_GEN >= 8
gs.UserClipDistanceClipTestEnableBitmask =
gs_prog_data->base.clip_distance_mask;
gs.UserClipDistanceCullTestEnableBitmask =
gs_prog_data->base.cull_distance_mask;
#endif
gs.PerThreadScratchSpace = get_scratch_space(gs_bin);
gs.ScratchSpaceBasePointer =
get_scratch_address(pipeline, MESA_SHADER_GEOMETRY, gs_bin);
}
}
static bool
has_color_buffer_write_enabled(const struct anv_pipeline *pipeline,
const VkPipelineColorBlendStateCreateInfo *blend)
{
const struct anv_shader_bin *shader_bin =
pipeline->shaders[MESA_SHADER_FRAGMENT];
if (!shader_bin)
return false;
const struct anv_pipeline_bind_map *bind_map = &shader_bin->bind_map;
for (int i = 0; i < bind_map->surface_count; i++) {
struct anv_pipeline_binding *binding = &bind_map->surface_to_descriptor[i];
if (binding->set != ANV_DESCRIPTOR_SET_COLOR_ATTACHMENTS)
continue;
if (binding->index == UINT32_MAX)
continue;
if (blend->pAttachments[binding->index].colorWriteMask != 0)
return true;
}
return false;
}
static void
emit_3dstate_wm(struct anv_pipeline *pipeline, struct anv_subpass *subpass,
const VkPipelineColorBlendStateCreateInfo *blend,
const VkPipelineMultisampleStateCreateInfo *multisample)
{
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
MAYBE_UNUSED uint32_t samples =
multisample ? multisample->rasterizationSamples : 1;
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_WM), wm) {
wm.StatisticsEnable = true;
wm.LineEndCapAntialiasingRegionWidth = _05pixels;
wm.LineAntialiasingRegionWidth = _10pixels;
wm.PointRasterizationRule = RASTRULE_UPPER_RIGHT;
if (anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
if (wm_prog_data->early_fragment_tests) {
wm.EarlyDepthStencilControl = EDSC_PREPS;
} else if (wm_prog_data->has_side_effects) {
wm.EarlyDepthStencilControl = EDSC_PSEXEC;
} else {
wm.EarlyDepthStencilControl = EDSC_NORMAL;
}
wm.BarycentricInterpolationMode =
wm_prog_data->barycentric_interp_modes;
#if GEN_GEN < 8
wm.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
wm.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
wm.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
wm.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask;
/* If the subpass has a depth or stencil self-dependency, then we
* need to force the hardware to do the depth/stencil write *after*
* fragment shader execution. Otherwise, the writes may hit memory
* before we get around to fetching from the input attachment and we
* may get the depth or stencil value from the current draw rather
* than the previous one.
*/
wm.PixelShaderKillsPixel = subpass->has_ds_self_dep ||
wm_prog_data->uses_kill;
if (wm.PixelShaderComputedDepthMode != PSCDEPTH_OFF ||
wm_prog_data->has_side_effects ||
wm.PixelShaderKillsPixel ||
has_color_buffer_write_enabled(pipeline, blend))
wm.ThreadDispatchEnable = true;
if (samples > 1) {
wm.MultisampleRasterizationMode = MSRASTMODE_ON_PATTERN;
if (wm_prog_data->persample_dispatch) {
wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
} else {
wm.MultisampleDispatchMode = MSDISPMODE_PERPIXEL;
}
} else {
wm.MultisampleRasterizationMode = MSRASTMODE_OFF_PIXEL;
wm.MultisampleDispatchMode = MSDISPMODE_PERSAMPLE;
}
#endif
}
}
}
UNUSED static bool
is_dual_src_blend_factor(VkBlendFactor factor)
{
return factor == VK_BLEND_FACTOR_SRC1_COLOR ||
factor == VK_BLEND_FACTOR_ONE_MINUS_SRC1_COLOR ||
factor == VK_BLEND_FACTOR_SRC1_ALPHA ||
factor == VK_BLEND_FACTOR_ONE_MINUS_SRC1_ALPHA;
}
static void
emit_3dstate_ps(struct anv_pipeline *pipeline,
const VkPipelineColorBlendStateCreateInfo *blend)
{
MAYBE_UNUSED const struct gen_device_info *devinfo = &pipeline->device->info;
const struct anv_shader_bin *fs_bin =
pipeline->shaders[MESA_SHADER_FRAGMENT];
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
#if GEN_GEN == 7
/* Even if no fragments are ever dispatched, gen7 hardware hangs if
* we don't at least set the maximum number of threads.
*/
ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
#endif
}
return;
}
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
#if GEN_GEN < 8
/* The hardware wedges if you have this bit set but don't turn on any dual
* source blend factors.
*/
bool dual_src_blend = false;
if (wm_prog_data->dual_src_blend && blend) {
for (uint32_t i = 0; i < blend->attachmentCount; i++) {
const VkPipelineColorBlendAttachmentState *bstate =
&blend->pAttachments[i];
if (bstate->blendEnable &&
(is_dual_src_blend_factor(bstate->srcColorBlendFactor) ||
is_dual_src_blend_factor(bstate->dstColorBlendFactor) ||
is_dual_src_blend_factor(bstate->srcAlphaBlendFactor) ||
is_dual_src_blend_factor(bstate->dstAlphaBlendFactor))) {
dual_src_blend = true;
break;
}
}
}
#endif
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS), ps) {
ps.KernelStartPointer0 = fs_bin->kernel.offset;
ps.KernelStartPointer1 = 0;
ps.KernelStartPointer2 = fs_bin->kernel.offset +
wm_prog_data->prog_offset_2;
ps._8PixelDispatchEnable = wm_prog_data->dispatch_8;
ps._16PixelDispatchEnable = wm_prog_data->dispatch_16;
ps._32PixelDispatchEnable = false;
ps.SingleProgramFlow = false;
ps.VectorMaskEnable = true;
ps.SamplerCount = get_sampler_count(fs_bin);
ps.BindingTableEntryCount = get_binding_table_entry_count(fs_bin);
ps.PushConstantEnable = wm_prog_data->base.nr_params > 0 ||
wm_prog_data->base.ubo_ranges[0].length;
ps.PositionXYOffsetSelect = wm_prog_data->uses_pos_offset ?
POSOFFSET_SAMPLE: POSOFFSET_NONE;
#if GEN_GEN < 8
ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
ps.DualSourceBlendEnable = dual_src_blend;
#endif
#if GEN_IS_HASWELL
/* Haswell requires the sample mask to be set in this packet as well
* as in 3DSTATE_SAMPLE_MASK; the values should match.
*/
ps.SampleMask = 0xff;
#endif
#if GEN_GEN >= 9
ps.MaximumNumberofThreadsPerPSD = 64 - 1;
#elif GEN_GEN >= 8
ps.MaximumNumberofThreadsPerPSD = 64 - 2;
#else
ps.MaximumNumberofThreads = devinfo->max_wm_threads - 1;
#endif
ps.DispatchGRFStartRegisterForConstantSetupData0 =
wm_prog_data->base.dispatch_grf_start_reg;
ps.DispatchGRFStartRegisterForConstantSetupData1 = 0;
ps.DispatchGRFStartRegisterForConstantSetupData2 =
wm_prog_data->dispatch_grf_start_reg_2;
ps.PerThreadScratchSpace = get_scratch_space(fs_bin);
ps.ScratchSpaceBasePointer =
get_scratch_address(pipeline, MESA_SHADER_FRAGMENT, fs_bin);
}
}
#if GEN_GEN >= 8
static void
emit_3dstate_ps_extra(struct anv_pipeline *pipeline,
struct anv_subpass *subpass,
const VkPipelineColorBlendStateCreateInfo *blend)
{
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps);
return;
}
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_PS_EXTRA), ps) {
ps.PixelShaderValid = true;
ps.AttributeEnable = wm_prog_data->num_varying_inputs > 0;
ps.oMaskPresenttoRenderTarget = wm_prog_data->uses_omask;
ps.PixelShaderIsPerSample = wm_prog_data->persample_dispatch;
ps.PixelShaderComputedDepthMode = wm_prog_data->computed_depth_mode;
ps.PixelShaderUsesSourceDepth = wm_prog_data->uses_src_depth;
ps.PixelShaderUsesSourceW = wm_prog_data->uses_src_w;
/* If the subpass has a depth or stencil self-dependency, then we need
* to force the hardware to do the depth/stencil write *after* fragment
* shader execution. Otherwise, the writes may hit memory before we get
* around to fetching from the input attachment and we may get the depth
* or stencil value from the current draw rather than the previous one.
*/
ps.PixelShaderKillsPixel = subpass->has_ds_self_dep ||
wm_prog_data->uses_kill;
/* The stricter cross-primitive coherency guarantees that the hardware
* gives us with the "Accesses UAV" bit set for at least one shader stage
* and the "UAV coherency required" bit set on the 3DPRIMITIVE command are
* redundant within the current image, atomic counter and SSBO GL APIs,
* which all have very loose ordering and coherency requirements and
* generally rely on the application to insert explicit barriers when a
* shader invocation is expected to see the memory writes performed by the
* invocations of some previous primitive. Regardless of the value of
* "UAV coherency required", the "Accesses UAV" bits will implicitly cause
* an in most cases useless DC flush when the lowermost stage with the bit
* set finishes execution.
*
* It would be nice to disable it, but in some cases we can't because on
* Gen8+ it also has an influence on rasterization via the PS UAV-only
* signal (which could be set independently from the coherency mechanism
* in the 3DSTATE_WM command on Gen7), and because in some cases it will
* determine whether the hardware skips execution of the fragment shader
* or not via the ThreadDispatchEnable signal. However if we know that
* GEN8_PS_BLEND_HAS_WRITEABLE_RT is going to be set and
* GEN8_PSX_PIXEL_SHADER_NO_RT_WRITE is not set it shouldn't make any
* difference so we may just disable it here.
*
* Gen8 hardware tries to compute ThreadDispatchEnable for us but doesn't
* take into account KillPixels when no depth or stencil writes are
* enabled. In order for occlusion queries to work correctly with no
* attachments, we need to force-enable here.
*/
if ((wm_prog_data->has_side_effects || wm_prog_data->uses_kill) &&
!has_color_buffer_write_enabled(pipeline, blend))
ps.PixelShaderHasUAV = true;
#if GEN_GEN >= 9
ps.PixelShaderPullsBary = wm_prog_data->pulls_bary;
ps.InputCoverageMaskState = wm_prog_data->uses_sample_mask ?
ICMS_INNER_CONSERVATIVE : ICMS_NONE;
#else
ps.PixelShaderUsesInputCoverageMask = wm_prog_data->uses_sample_mask;
#endif
}
}
static void
emit_3dstate_vf_topology(struct anv_pipeline *pipeline)
{
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_TOPOLOGY), vft) {
vft.PrimitiveTopologyType = pipeline->topology;
}
}
#endif
static void
emit_3dstate_vf_statistics(struct anv_pipeline *pipeline)
{
anv_batch_emit(&pipeline->batch, GENX(3DSTATE_VF_STATISTICS), vfs) {
vfs.StatisticsEnable = true;
}
}
static void
compute_kill_pixel(struct anv_pipeline *pipeline,
const VkPipelineMultisampleStateCreateInfo *ms_info,
const struct anv_subpass *subpass)
{
if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) {
pipeline->kill_pixel = false;
return;
}
const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline);
/* This computes the KillPixel portion of the computation for whether or
* not we want to enable the PMA fix on gen8 or gen9. It's given by this
* chunk of the giant formula:
*
* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels ||
* 3DSTATE_PS_EXTRA::oMask Present to RenderTarget ||
* 3DSTATE_PS_BLEND::AlphaToCoverageEnable ||
* 3DSTATE_PS_BLEND::AlphaTestEnable ||
* 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable)
*
* 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false and so is
* 3DSTATE_PS_BLEND::AlphaTestEnable since Vulkan doesn't have a concept
* of an alpha test.
*/
pipeline->kill_pixel =
subpass->has_ds_self_dep || wm_prog_data->uses_kill ||
wm_prog_data->uses_omask ||
(ms_info && ms_info->alphaToCoverageEnable);
}
static VkResult
genX(graphics_pipeline_create)(
VkDevice _device,
struct anv_pipeline_cache * cache,
const VkGraphicsPipelineCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipeline)
{
ANV_FROM_HANDLE(anv_device, device, _device);
ANV_FROM_HANDLE(anv_render_pass, pass, pCreateInfo->renderPass);
struct anv_subpass *subpass = &pass->subpasses[pCreateInfo->subpass];
struct anv_pipeline *pipeline;
VkResult result;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO);
pipeline = vk_alloc2(&device->alloc, pAllocator, sizeof(*pipeline), 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pipeline == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
result = anv_pipeline_init(pipeline, device, cache,
pCreateInfo, pAllocator);
if (result != VK_SUCCESS) {
vk_free2(&device->alloc, pAllocator, pipeline);
return result;
}
assert(pCreateInfo->pVertexInputState);
emit_vertex_input(pipeline, pCreateInfo->pVertexInputState);
assert(pCreateInfo->pRasterizationState);
emit_rs_state(pipeline, pCreateInfo->pRasterizationState,
pCreateInfo->pMultisampleState, pass, subpass);
emit_ms_state(pipeline, pCreateInfo->pMultisampleState);
emit_ds_state(pipeline, pCreateInfo->pDepthStencilState, pass, subpass);
emit_cb_state(pipeline, pCreateInfo->pColorBlendState,
pCreateInfo->pMultisampleState);
compute_kill_pixel(pipeline, pCreateInfo->pMultisampleState, subpass);
emit_urb_setup(pipeline);
emit_3dstate_clip(pipeline, pCreateInfo->pViewportState,
pCreateInfo->pRasterizationState);
emit_3dstate_streamout(pipeline, pCreateInfo->pRasterizationState);
#if 0
/* From gen7_vs_state.c */
/**
* From Graphics BSpec: 3D-Media-GPGPU Engine > 3D Pipeline Stages >
* Geometry > Geometry Shader > State:
*
* "Note: Because of corruption in IVB:GT2, software needs to flush the
* whole fixed function pipeline when the GS enable changes value in
* the 3DSTATE_GS."
*
* The hardware architects have clarified that in this context "flush the
* whole fixed function pipeline" means to emit a PIPE_CONTROL with the "CS
* Stall" bit set.
*/
if (!device->info.is_haswell && !device->info.is_baytrail)
gen7_emit_vs_workaround_flush(brw);
#endif
emit_3dstate_vs(pipeline);
emit_3dstate_hs_te_ds(pipeline, pCreateInfo->pTessellationState);
emit_3dstate_gs(pipeline);
emit_3dstate_sbe(pipeline);
emit_3dstate_wm(pipeline, subpass, pCreateInfo->pColorBlendState,
pCreateInfo->pMultisampleState);
emit_3dstate_ps(pipeline, pCreateInfo->pColorBlendState);
#if GEN_GEN >= 8
emit_3dstate_ps_extra(pipeline, subpass, pCreateInfo->pColorBlendState);
emit_3dstate_vf_topology(pipeline);
#endif
emit_3dstate_vf_statistics(pipeline);
*pPipeline = anv_pipeline_to_handle(pipeline);
return pipeline->batch.status;
}
static VkResult
compute_pipeline_create(
VkDevice _device,
struct anv_pipeline_cache * cache,
const VkComputePipelineCreateInfo* pCreateInfo,
const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipeline)
{
ANV_FROM_HANDLE(anv_device, device, _device);
const struct anv_physical_device *physical_device =
&device->instance->physicalDevice;
const struct gen_device_info *devinfo = &physical_device->info;
struct anv_pipeline *pipeline;
VkResult result;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO);
pipeline = vk_alloc2(&device->alloc, pAllocator, sizeof(*pipeline), 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pipeline == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
pipeline->device = device;
pipeline->layout = anv_pipeline_layout_from_handle(pCreateInfo->layout);
pipeline->blend_state.map = NULL;
result = anv_reloc_list_init(&pipeline->batch_relocs,
pAllocator ? pAllocator : &device->alloc);
if (result != VK_SUCCESS) {
vk_free2(&device->alloc, pAllocator, pipeline);
return result;
}
pipeline->batch.next = pipeline->batch.start = pipeline->batch_data;
pipeline->batch.end = pipeline->batch.start + sizeof(pipeline->batch_data);
pipeline->batch.relocs = &pipeline->batch_relocs;
pipeline->batch.status = VK_SUCCESS;
/* When we free the pipeline, we detect stages based on the NULL status
* of various prog_data pointers. Make them NULL by default.
*/
memset(pipeline->shaders, 0, sizeof(pipeline->shaders));
pipeline->active_stages = 0;
pipeline->needs_data_cache = false;
assert(pCreateInfo->stage.stage == VK_SHADER_STAGE_COMPUTE_BIT);
ANV_FROM_HANDLE(anv_shader_module, module, pCreateInfo->stage.module);
result = anv_pipeline_compile_cs(pipeline, cache, pCreateInfo, module,
pCreateInfo->stage.pName,
pCreateInfo->stage.pSpecializationInfo);
if (result != VK_SUCCESS) {
vk_free2(&device->alloc, pAllocator, pipeline);
return result;
}
const struct brw_cs_prog_data *cs_prog_data = get_cs_prog_data(pipeline);
anv_pipeline_setup_l3_config(pipeline, cs_prog_data->base.total_shared > 0);
uint32_t group_size = cs_prog_data->local_size[0] *
cs_prog_data->local_size[1] * cs_prog_data->local_size[2];
uint32_t remainder = group_size & (cs_prog_data->simd_size - 1);
if (remainder > 0)
pipeline->cs_right_mask = ~0u >> (32 - remainder);
else
pipeline->cs_right_mask = ~0u >> (32 - cs_prog_data->simd_size);
const uint32_t vfe_curbe_allocation =
ALIGN(cs_prog_data->push.per_thread.regs * cs_prog_data->threads +
cs_prog_data->push.cross_thread.regs, 2);
const uint32_t subslices = MAX2(physical_device->subslice_total, 1);
const struct anv_shader_bin *cs_bin =
pipeline->shaders[MESA_SHADER_COMPUTE];
anv_batch_emit(&pipeline->batch, GENX(MEDIA_VFE_STATE), vfe) {
#if GEN_GEN > 7
vfe.StackSize = 0;
#else
vfe.GPGPUMode = true;
#endif
vfe.MaximumNumberofThreads =
devinfo->max_cs_threads * subslices - 1;
vfe.NumberofURBEntries = GEN_GEN <= 7 ? 0 : 2;
vfe.ResetGatewayTimer = true;
#if GEN_GEN <= 8
vfe.BypassGatewayControl = true;
#endif
vfe.URBEntryAllocationSize = GEN_GEN <= 7 ? 0 : 2;
vfe.CURBEAllocationSize = vfe_curbe_allocation;
vfe.PerThreadScratchSpace = get_scratch_space(cs_bin);
vfe.ScratchSpaceBasePointer =
get_scratch_address(pipeline, MESA_SHADER_COMPUTE, cs_bin);
}
struct GENX(INTERFACE_DESCRIPTOR_DATA) desc = {
.KernelStartPointer = cs_bin->kernel.offset,
.SamplerCount = get_sampler_count(cs_bin),
.BindingTableEntryCount = get_binding_table_entry_count(cs_bin),
.BarrierEnable = cs_prog_data->uses_barrier,
.SharedLocalMemorySize =
encode_slm_size(GEN_GEN, cs_prog_data->base.total_shared),
#if !GEN_IS_HASWELL
.ConstantURBEntryReadOffset = 0,
#endif
.ConstantURBEntryReadLength = cs_prog_data->push.per_thread.regs,
#if GEN_GEN >= 8 || GEN_IS_HASWELL
.CrossThreadConstantDataReadLength =
cs_prog_data->push.cross_thread.regs,
#endif
.NumberofThreadsinGPGPUThreadGroup = cs_prog_data->threads,
};
GENX(INTERFACE_DESCRIPTOR_DATA_pack)(NULL,
pipeline->interface_descriptor_data,
&desc);
*pPipeline = anv_pipeline_to_handle(pipeline);
return pipeline->batch.status;
}
VkResult genX(CreateGraphicsPipelines)(
VkDevice _device,
VkPipelineCache pipelineCache,
uint32_t count,
const VkGraphicsPipelineCreateInfo* pCreateInfos,
const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipelines)
{
ANV_FROM_HANDLE(anv_pipeline_cache, pipeline_cache, pipelineCache);
VkResult result = VK_SUCCESS;
unsigned i;
for (i = 0; i < count; i++) {
result = genX(graphics_pipeline_create)(_device,
pipeline_cache,
&pCreateInfos[i],
pAllocator, &pPipelines[i]);
/* Bail out on the first error as it is not obvious what error should be
* report upon 2 different failures. */
if (result != VK_SUCCESS)
break;
}
for (; i < count; i++)
pPipelines[i] = VK_NULL_HANDLE;
return result;
}
VkResult genX(CreateComputePipelines)(
VkDevice _device,
VkPipelineCache pipelineCache,
uint32_t count,
const VkComputePipelineCreateInfo* pCreateInfos,
const VkAllocationCallbacks* pAllocator,
VkPipeline* pPipelines)
{
ANV_FROM_HANDLE(anv_pipeline_cache, pipeline_cache, pipelineCache);
VkResult result = VK_SUCCESS;
unsigned i;
for (i = 0; i < count; i++) {
result = compute_pipeline_create(_device, pipeline_cache,
&pCreateInfos[i],
pAllocator, &pPipelines[i]);
/* Bail out on the first error as it is not obvious what error should be
* report upon 2 different failures. */
if (result != VK_SUCCESS)
break;
}
for (; i < count; i++)
pPipelines[i] = VK_NULL_HANDLE;
return result;
}