anv_cmd_buffer_clear_attachments() skipped the clear renderpass if no
color attachments needed to be cleared, even if a depth attachment
needed to be cleared.
In anv_depth_stencil_view, replace the members
bo
depth_offset
depth_stride
depth_format
depth_qpitch
stencil_offset
stencil_stride
stencil_qpitch
with the single member
const struct anv_image *image
The removed members duplicated data in anv_image::depth_surface and
anv_image::stencil_surface.
The format of the view itself and of the view's image may differ.
Moreover, if the view's format has no depth aspect but the image's
format does, we must not program the depth buffer. Ditto for stencil.
gen8_graphics_pipeline_create had a bunch of stuff in it that's already set
up by anv_pipeline_init. The duplication was causing double-initialization
of a state stream and made valgrind very angry.
This field in surface state is a bool, WriteOnlyCache is an enum from
GEN8.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
You wouldn't think the TileWalk mode matters when TiledSurface is
false. However, it has to be TILEWALK_XMAJOR. Make it so.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
With all the previous commits in place, we can now drop in support for
multiple platforms. First up is gen7 (Ivybridge).
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
This is a more logical place for it, between geometry front end state
and pixel backend state.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
This commit moves all occurances of gen8 specific state into a gen8
substruct. This clearly identifies the state as gen8 specific and
prepares for adding gen7 state structs. In the process we also rename
the field names to exactly match the command or state packet name,
without the 3DSTATE prefix, eg:
3DSTATE_VF -> gen8.vf
3DSTATE_WM_DEPTH_STENCIL -> gen8.wm_depth_stencil
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
The clear pipeline didn't have a vertex shader and relied on the clear
shader being hardcoded by the compiler to accept one attribute. This
necessitated a few special cases in the 3DSTATE_VS setup. Instead,
always provide a vertex shader, even if we disable VS dispatch.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Many of of these fields aren't used for buffer surfaces, so leave them
out for brevity.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
This adds VALIGN_2 and VALIGN_4 defines for IVB and HSW
RENDER_SURFACE_STATE.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
I'd prefer to move anv_CreateAttachmentView() as well, but it's a little
too much generic code to just duplicate for each gen. For now, we'll
add a anv_color_attachment_view_init() to dispatch to the gen specific
implementation, which we then call from anv_CreateAttachmentView().
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
We'll probably want to move some code back into a shared init function,
but this gets one GEN8 surface state initialization out of anv_image.c.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
We need this for generating surface state on the fly for dynamic buffer
views.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
We're going to have to do this differently for earlier gens, so lets do
it in place only.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
Since the extra dword in MI_BATCH_BUFFER_START added in gen8 is at the
end of the struct, we can emit the gen8 packet on all gens as long as we
set the instruction length correctly.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
We used to use a manual GEN8_MI_BATCH_BUFFER_START_pack() call, but this
refactors the code to use anv_batch_emit();
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
We'll organize gen specific code in three files per gen: pipeline,
cmd_buffer and state, eg:
gen8_cmd_buffer.c
gen8_pipeline.c
gen8_state.c
where gen8_cmd_buffer.c holds all vkCmd* entry points, gne8_pipeline.c
all gen specific code related to pipeline building and remaining state
code (sampler, surface state, dynamic state) in gen8_state.c.
Signed-off-by: Kristian Høgsberg Kristensen <kristian.h.kristensen@intel.com>
During vkCreateRenderPass, count the number of clear ops and store them
in new members of anv_render_pass:
uint32_t num_color_clear_attachments
bool has_depth_clear_attachment
bool has_stencil_clear_attachment
Cacheing these 8 bytes (including padding) reduces the number of times
that anv_cmd_buffer_clear_attachments needs to loop over the pass's
attachments.