ralloc_free(mem_ctx);
}
+struct layer_offset_vs_key {
+ enum blorp_shader_type shader_type;
+ unsigned num_inputs;
+};
+
+/* In the case of doing attachment clears, we are using a surface state that
+ * is handed to us so we can't set (and don't even know) the base array layer.
+ * In order to do a layered clear in this scenario, we need some way of adding
+ * the base array layer to the instance id. Unfortunately, our hardware has
+ * no real concept of "base instance", so we have to do it manually in a
+ * vertex shader.
+ */
+static void
+blorp_params_get_layer_offset_vs(struct blorp_context *blorp,
+ struct blorp_params *params)
+{
+ struct layer_offset_vs_key blorp_key = {
+ .shader_type = BLORP_SHADER_TYPE_LAYER_OFFSET_VS,
+ };
+
+ if (params->wm_prog_data)
+ blorp_key.num_inputs = params->wm_prog_data->num_varying_inputs;
+
+ if (blorp->lookup_shader(blorp, &blorp_key, sizeof(blorp_key),
+ ¶ms->vs_prog_kernel, ¶ms->vs_prog_data))
+ return;
+
+ void *mem_ctx = ralloc_context(NULL);
+
+ nir_builder b;
+ nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_VERTEX, NULL);
+ b.shader->info->name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs");
+
+ const struct glsl_type *uvec4_type = glsl_vector_type(GLSL_TYPE_UINT, 4);
+
+ /* First we deal with the header which has instance and base instance */
+ nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in,
+ uvec4_type, "header");
+ a_header->data.location = VERT_ATTRIB_GENERIC0;
+
+ nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out,
+ glsl_int_type(), "layer_id");
+ v_layer->data.location = VARYING_SLOT_LAYER;
+
+ /* Compute the layer id */
+ nir_ssa_def *header = nir_load_var(&b, a_header);
+ nir_ssa_def *base_layer = nir_channel(&b, header, 0);
+ nir_ssa_def *instance = nir_channel(&b, header, 1);
+ nir_store_var(&b, v_layer, nir_iadd(&b, instance, base_layer), 0x1);
+
+ /* Then we copy the vertex from the next slot to VARYING_SLOT_POS */
+ nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in,
+ glsl_vec4_type(), "a_vertex");
+ a_vertex->data.location = VERT_ATTRIB_GENERIC1;
+
+ nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out,
+ glsl_vec4_type(), "v_pos");
+ v_pos->data.location = VARYING_SLOT_POS;
+
+ nir_copy_var(&b, v_pos, a_vertex);
+
+ /* Then we copy everything else */
+ for (unsigned i = 0; i < blorp_key.num_inputs; i++) {
+ nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in,
+ uvec4_type, "input");
+ a_in->data.location = VERT_ATTRIB_GENERIC2 + i;
+
+ nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out,
+ uvec4_type, "output");
+ v_out->data.location = VARYING_SLOT_VAR0 + i;
+
+ nir_copy_var(&b, v_out, a_in);
+ }
+
+ struct brw_vs_prog_data vs_prog_data;
+ memset(&vs_prog_data, 0, sizeof(vs_prog_data));
+
+ unsigned program_size;
+ const unsigned *program =
+ blorp_compile_vs(blorp, mem_ctx, b.shader, &vs_prog_data, &program_size);
+
+ blorp->upload_shader(blorp, &blorp_key, sizeof(blorp_key),
+ program, program_size,
+ &vs_prog_data.base.base, sizeof(vs_prog_data),
+ ¶ms->vs_prog_kernel, ¶ms->vs_prog_data);
+
+ ralloc_free(mem_ctx);
+}
+
/* The x0, y0, x1, and y1 parameters must already be populated with the render
* area of the framebuffer to be cleared.
*/
params.x1 = x1;
params.y1 = y1;
- memset(¶ms.wm_inputs, 0xff, 4*sizeof(float));
+ memset(¶ms.wm_inputs.clear_color, 0xff, 4*sizeof(float));
params.fast_clear_op = BLORP_FAST_CLEAR_OP_CLEAR;
get_fast_clear_rect(batch->blorp->isl_dev, surf->aux_surf,
format = ISL_FORMAT_R32_UINT;
}
- memcpy(¶ms.wm_inputs, clear_color.f32, sizeof(float) * 4);
+ memcpy(¶ms.wm_inputs.clear_color, clear_color.f32, sizeof(float) * 4);
bool use_simd16_replicated_data = true;
}
}
+/** Clear active color/depth/stencili attachments
+ *
+ * This function performs a clear operation on the currently bound
+ * color/depth/stencil attachments. It is assumed that any information passed
+ * in here is valid, consistent, and in-bounds relative to the currently
+ * attached depth/stencil. The binding_table_offset parameter is the 32-bit
+ * offset relative to surface state base address where pre-baked binding table
+ * that we are to use lives. If clear_color is false, binding_table_offset
+ * must point to a binding table with one entry which is a valid null surface
+ * that matches the currently bound depth and stencil.
+ */
+void
+blorp_clear_attachments(struct blorp_batch *batch,
+ uint32_t binding_table_offset,
+ enum isl_format depth_format,
+ uint32_t num_samples,
+ uint32_t start_layer, uint32_t num_layers,
+ uint32_t x0, uint32_t y0, uint32_t x1, uint32_t y1,
+ bool clear_color, union isl_color_value color_value,
+ bool clear_depth, float depth_value,
+ uint8_t stencil_mask, uint8_t stencil_value)
+{
+ struct blorp_params params;
+ blorp_params_init(¶ms);
+
+ assert(batch->flags & BLORP_BATCH_NO_EMIT_DEPTH_STENCIL);
+
+ params.x0 = x0;
+ params.y0 = y0;
+ params.x1 = x1;
+ params.y1 = y1;
+
+ params.use_pre_baked_binding_table = true;
+ params.pre_baked_binding_table_offset = binding_table_offset;
+
+ params.num_layers = num_layers;
+ params.num_samples = num_samples;
+
+ if (clear_color) {
+ params.dst.enabled = true;
+
+ memcpy(¶ms.wm_inputs.clear_color, color_value.f32, sizeof(float) * 4);
+
+ /* Unfortunately, without knowing whether or not our destination surface
+ * is tiled or not, we have to assume it may be linear. This means no
+ * SIMD16_REPDATA for us. :-(
+ */
+ blorp_params_get_clear_kernel(batch->blorp, ¶ms, false);
+ }
+
+ if (clear_depth) {
+ params.depth.enabled = true;
+
+ params.z = depth_value;
+ params.depth_format = isl_format_get_depth_format(depth_format, false);
+ }
+
+ if (stencil_mask) {
+ params.stencil.enabled = true;
+
+ params.stencil_mask = stencil_mask;
+ params.stencil_ref = stencil_value;
+ }
+
+ blorp_params_get_layer_offset_vs(batch->blorp, ¶ms);
+ params.vs_inputs.base_layer = start_layer;
+
+ batch->blorp->exec(batch, ¶ms);
+}
+
void
blorp_ccs_resolve(struct blorp_batch *batch,
struct blorp_surf *surf, enum isl_format format)