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anv: Delete anv's HiZ op emit function
This is no longer used. Signed-off-by: Nanley Chery <nanley.g.chery@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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462a4c9648
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3 changed files with 0 additions and 233 deletions
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@ -61,9 +61,6 @@ genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
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VkShaderStageFlags active_stages,
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const unsigned entry_size[4]);
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void genX(cmd_buffer_emit_hz_op)(struct anv_cmd_buffer *cmd_buffer,
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enum blorp_hiz_op op);
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void genX(cmd_buffer_gpu_memcpy)(struct anv_cmd_buffer *cmd_buffer,
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struct anv_bo *dst, uint32_t dst_offset,
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struct anv_bo *src, uint32_t src_offset,
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@ -256,13 +256,6 @@ genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer)
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cmd_buffer->state.dirty = 0;
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}
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void
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genX(cmd_buffer_emit_hz_op)(struct anv_cmd_buffer *cmd_buffer,
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enum blorp_hiz_op op)
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{
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anv_finishme("Implement Gen7 HZ ops");
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}
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void genX(CmdSetEvent)(
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VkCommandBuffer commandBuffer,
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VkEvent event,
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@ -322,229 +322,6 @@ void genX(CmdBindIndexBuffer)(
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cmd_buffer->state.dirty |= ANV_CMD_DIRTY_INDEX_BUFFER;
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}
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/**
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* Emit the HZ_OP packet in the sequence specified by the BDW PRM section
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* entitled: "Optimized Depth Buffer Clear and/or Stencil Buffer Clear."
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*
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* \todo Enable Stencil Buffer-only clears
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*/
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void
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genX(cmd_buffer_emit_hz_op)(struct anv_cmd_buffer *cmd_buffer,
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enum blorp_hiz_op op)
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{
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struct anv_cmd_state *cmd_state = &cmd_buffer->state;
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const struct anv_image_view *iview =
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anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
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if (iview == NULL || iview->image->aux_usage != ISL_AUX_USAGE_HIZ)
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return;
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const uint32_t ds = cmd_state->subpass->depth_stencil_attachment;
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/* Section 7.4. of the Vulkan 1.0.27 spec states:
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*
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* "The render area must be contained within the framebuffer dimensions."
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*
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* Therefore, the only way the extent of the render area can match that of
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* the image view is if the render area offset equals (0, 0).
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*/
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const bool full_surface_op =
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cmd_state->render_area.extent.width == iview->extent.width &&
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cmd_state->render_area.extent.height == iview->extent.height;
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if (full_surface_op)
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assert(cmd_state->render_area.offset.x == 0 &&
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cmd_state->render_area.offset.y == 0);
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bool depth_clear;
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bool stencil_clear;
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/* This variable corresponds to the Pixel Dim column in the table below */
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struct isl_extent2d px_dim;
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const uint32_t subpass_idx = cmd_state->subpass - cmd_state->pass->subpasses;
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/* Validate that we can perform the HZ operation and that it's necessary. */
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switch (op) {
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case BLORP_HIZ_OP_DEPTH_CLEAR:
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stencil_clear = VK_IMAGE_ASPECT_STENCIL_BIT &
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cmd_state->attachments[ds].pending_clear_aspects;
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depth_clear = VK_IMAGE_ASPECT_DEPTH_BIT &
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cmd_state->attachments[ds].pending_clear_aspects;
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/* Apply alignment restrictions. Despite the BDW PRM mentioning this is
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* only needed for a depth buffer surface type of D16_UNORM, testing
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* showed it to be necessary for other depth formats as well
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* (e.g., D32_FLOAT).
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*/
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#if GEN_GEN == 8
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/* Pre-SKL, HiZ has an 8x4 sample block. As the number of samples
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* increases, the number of pixels representable by this block
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* decreases by a factor of the sample dimensions. Sample dimensions
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* scale following the MSAA interleaved pattern.
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*
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* Sample|Sample|Pixel
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* Count |Dim |Dim
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* ===================
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* 1 | 1x1 | 8x4
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* 2 | 2x1 | 4x4
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* 4 | 2x2 | 4x2
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* 8 | 4x2 | 2x2
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* 16 | 4x4 | 2x1
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*
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* Table: Pixel Dimensions in a HiZ Sample Block Pre-SKL
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*/
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/* This variable corresponds to the Sample Dim column in the table
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* above.
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*/
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const struct isl_extent2d sa_dim =
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isl_get_interleaved_msaa_px_size_sa(iview->image->samples);
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px_dim.w = 8 / sa_dim.w;
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px_dim.h = 4 / sa_dim.h;
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#elif GEN_GEN >= 9
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/* SKL+, the sample block becomes a "pixel block" so the expected
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* pixel dimension is a constant 8x4 px for all sample counts.
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*/
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px_dim = (struct isl_extent2d) { .w = 8, .h = 4};
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#endif
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if (depth_clear && !full_surface_op) {
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/* Fast depth clears clear an entire sample block at a time. As a
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* result, the rectangle must be aligned to the pixel dimensions of
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* a sample block for a successful operation.
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*
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* Fast clears can still work if the offset is aligned and the render
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* area offset + extent touches the edge of a depth buffer whose extent
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* is unaligned. This is because each physical HiZ miplevel is padded
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* by the px_dim. In this case, the size of the clear rectangle will be
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* padded later on in this function.
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*/
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if (cmd_state->render_area.offset.x % px_dim.w ||
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cmd_state->render_area.offset.y % px_dim.h)
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depth_clear = false;
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if (cmd_state->render_area.offset.x +
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cmd_state->render_area.extent.width != iview->extent.width &&
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cmd_state->render_area.extent.width % px_dim.w)
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depth_clear = false;
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if (cmd_state->render_area.offset.y +
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cmd_state->render_area.extent.height != iview->extent.height &&
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cmd_state->render_area.extent.height % px_dim.h)
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depth_clear = false;
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}
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if (!depth_clear) {
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if (stencil_clear) {
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/* Stencil has no alignment requirements */
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px_dim = (struct isl_extent2d) { .w = 1, .h = 1};
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} else {
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/* Nothing to clear */
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return;
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}
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}
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break;
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case BLORP_HIZ_OP_DEPTH_RESOLVE:
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if (cmd_buffer->state.pass->attachments[ds].store_op !=
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VK_ATTACHMENT_STORE_OP_STORE &&
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subpass_idx == cmd_state->pass->subpass_count - 1)
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return;
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break;
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case BLORP_HIZ_OP_HIZ_RESOLVE:
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/* If the render area covers the entire surface *and* load_op is either
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* CLEAR or DONT_CARE then the previous contents of the depth buffer
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* will be entirely discarded. In this case, we can skip the HiZ
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* resolve.
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*
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* If the render area is not the full surface, we need to do
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* the resolve because otherwise data outside the render area may get
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* garbled by the resolve at the end of the render pass.
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*/
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if (full_surface_op &&
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cmd_buffer->state.pass->attachments[ds].load_op !=
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VK_ATTACHMENT_LOAD_OP_LOAD && subpass_idx == 0)
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return;
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break;
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case BLORP_HIZ_OP_NONE:
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unreachable("Invalid HiZ OP");
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break;
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}
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_WM_HZ_OP), hzp) {
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switch (op) {
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case BLORP_HIZ_OP_DEPTH_CLEAR:
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hzp.StencilBufferClearEnable = stencil_clear;
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hzp.DepthBufferClearEnable = depth_clear;
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hzp.FullSurfaceDepthandStencilClear = full_surface_op;
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hzp.StencilClearValue =
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cmd_state->attachments[ds].clear_value.depthStencil.stencil & 0xff;
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break;
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case BLORP_HIZ_OP_DEPTH_RESOLVE:
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hzp.DepthBufferResolveEnable = true;
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break;
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case BLORP_HIZ_OP_HIZ_RESOLVE:
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hzp.HierarchicalDepthBufferResolveEnable = true;
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break;
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case BLORP_HIZ_OP_NONE:
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unreachable("Invalid HiZ OP");
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break;
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}
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if (op != BLORP_HIZ_OP_DEPTH_CLEAR) {
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/* The Optimized HiZ resolve rectangle must be the size of the full RT
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* and aligned to 8x4. The non-optimized Depth resolve rectangle must
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* be the size of the full RT. The same alignment is assumed to be
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* required.
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*/
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hzp.ClearRectangleXMin = 0;
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hzp.ClearRectangleYMin = 0;
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hzp.ClearRectangleXMax = align_u32(iview->extent.width, 8);
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hzp.ClearRectangleYMax = align_u32(iview->extent.height, 4);
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} else {
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/* Contrary to the HW docs both fields are inclusive */
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hzp.ClearRectangleXMin = cmd_state->render_area.offset.x;
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hzp.ClearRectangleYMin = cmd_state->render_area.offset.y;
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/* Contrary to the HW docs both fields are exclusive */
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hzp.ClearRectangleXMax = cmd_state->render_area.offset.x +
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align_u32(cmd_state->render_area.extent.width, px_dim.width);
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hzp.ClearRectangleYMax = cmd_state->render_area.offset.y +
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align_u32(cmd_state->render_area.extent.height, px_dim.height);
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}
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/* Due to a hardware issue, this bit MBZ */
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hzp.ScissorRectangleEnable = false;
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hzp.NumberofMultisamples = ffs(iview->image->samples) - 1;
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hzp.SampleMask = 0xFFFF;
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}
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anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
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pc.PostSyncOperation = WriteImmediateData;
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pc.Address =
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(struct anv_address){ &cmd_buffer->device->workaround_bo, 0 };
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}
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_WM_HZ_OP), hzp);
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/* Perform clear specific flushing and state updates */
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if (op == BLORP_HIZ_OP_DEPTH_CLEAR) {
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if (depth_clear && !full_surface_op) {
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anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) {
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pc.DepthStallEnable = true;
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pc.DepthCacheFlushEnable = true;
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}
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}
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/* Remove cleared aspects from the pending mask */
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if (stencil_clear) {
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cmd_state->attachments[ds].pending_clear_aspects &=
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~VK_IMAGE_ASPECT_STENCIL_BIT;
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}
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if (depth_clear) {
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cmd_state->attachments[ds].pending_clear_aspects &=
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~VK_IMAGE_ASPECT_DEPTH_BIT;
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}
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}
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}
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/* Set of stage bits for which are pipelined, i.e. they get queued by the
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* command streamer for later execution.
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*/
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