i965/skl: Update 3DSTATE_SBE for Skylake.

This commands has seen the addition of 2 dwords that allow to specify
which channels of which attributes need to be forwarded to the fragment
shader.

v2: Rebase forward a year (done by Ken).

Signed-off-by: Damien Lespiau <damien.lespiau@intel.com>
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
This commit is contained in:
Damien Lespiau 2013-02-27 15:05:25 +00:00 committed by Kenneth Graunke
parent 2b7f73af9c
commit 48157b904a
2 changed files with 34 additions and 2 deletions

View file

@ -1904,6 +1904,12 @@ enum brw_message_target {
/* DW12: attr 0-7 wrap shortest enables */
/* DW13: attr 8-16 wrap shortest enables */
/* DW4-5: Attribute active components (gen9) */
#define GEN9_SBE_ACTIVE_COMPONENT_NONE 0
#define GEN9_SBE_ACTIVE_COMPONENT_XY 1
#define GEN9_SBE_ACTIVE_COMPONENT_XYZ 2
#define GEN9_SBE_ACTIVE_COMPONENT_XYZW 3
#define _3DSTATE_SBE_SWIZ 0x7851 /* GEN8+ */
#define _3DSTATE_RASTER 0x7850 /* GEN8+ */

View file

@ -39,10 +39,13 @@ upload_sbe(struct brw_context *brw)
uint32_t urb_entry_read_length;
uint32_t point_sprite_enables;
uint32_t flat_enables;
int sbe_cmd_length;
uint32_t dw1 =
GEN7_SBE_SWIZZLE_ENABLE |
num_outputs << GEN7_SBE_NUM_OUTPUTS_SHIFT;
uint32_t dw4 = 0;
uint32_t dw5 = 0;
/* _NEW_BUFFERS */
bool render_to_fbo = _mesa_is_user_fbo(ctx->DrawBuffer);
@ -79,11 +82,34 @@ upload_sbe(struct brw_context *brw)
GEN8_SBE_FORCE_URB_ENTRY_READ_LENGTH |
GEN8_SBE_FORCE_URB_ENTRY_READ_OFFSET;
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_SBE << 16 | (4 - 2));
if (brw->gen == 8) {
sbe_cmd_length = 4;
} else {
sbe_cmd_length = 6;
/* prepare the active component dwords */
int input_index = 0;
for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) {
if (!(brw->fragment_program->Base.InputsRead & BITFIELD64_BIT(attr)))
continue;
if (input_index < 16)
dw4 |= (GEN9_SBE_ACTIVE_COMPONENT_XYZW << (input_index << 1));
else
dw5 |= (GEN9_SBE_ACTIVE_COMPONENT_XYZW << (input_index << 1));
++input_index;
}
}
BEGIN_BATCH(sbe_cmd_length);
OUT_BATCH(_3DSTATE_SBE << 16 | (sbe_cmd_length - 2));
OUT_BATCH(dw1);
OUT_BATCH(point_sprite_enables);
OUT_BATCH(flat_enables);
if (sbe_cmd_length >= 6) {
OUT_BATCH(dw4);
OUT_BATCH(dw5);
}
ADVANCE_BATCH();
BEGIN_BATCH(11);