At one point, we were doing this correctly. It must have gotten lost in
one of the many rebases.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The only reason why we need layer or level is that we need the z-offset for
3-D surfaces. Let's just have the one field for that.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The data comes in via ISL in a format that's almost directly usable by the
hardware so we can avoid some of the conversion headache.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Now that the generic blorp path uses base level/layer, there's no need to
make gen8 special.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Since the dawn of time, blorp has used offsets directly to get at different
mip levels and array slices of surfaces. This isn't really necessary since
we can just use the base level/layer provided in the surface state. While
it may have simplified blorp's original design, we haven't been using the
blorp path for surface state on gen8 thanks to render compression and
there's really no good need for it most of the time. This commit restricts
such surface munging to the cases of fake W-tiling and fake interleaved
multisampling.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The layer field is in terms of physical layers which isn't quite what the
sampler will want for 2-D MS array textures.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Multisample array surfaces on IVB don't support the minimum array element
surface attribute so it needs to come through the sampler message. We may
as well just pass it through everything.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
At the moment, the minify operation does nothing because
params.depth.view.base_level is always zero. However, as soon as we start
using actual base miplevels and array slices, we are going to need the
minification. Also, we only need to align the surface dimensions in the
case where we are operating on miplevel 0. Previously, it didn't matter
because it aligned on miplevel 0 and, for all other miplevels, the miptree
code guaranteed that the level was already aligned.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The sampling hardware can handle them ok. It just looks at the tiling to
determine whether it's the new gen9 1-D layout or the old one. The render
hardware isn't so smart.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
In all three cases, we start with width and height taken from
isl_surf::phys_slice0_extent_sa which is already in samples. There is no
need to do the conversion and doing so gives us an incorrect value.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
The helper does a full transformation on the surface to turn it into a new
2-D single-layer single-level surface representing the original layer and
level in memory.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
For the moment, we still call the old miptree function; we just assert that
the two are equal.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The function takes a logical array layer but was assuming it was a physical
array layer. While we'er here, we also make it not assert-fail on gen9 3-D
surfaces.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Eventually, this will be the actual view that gets passed into isl to
create the surface state. For now, we just use it for the format and the
swizzle.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Previously we multiplied full x/y offsets, resolved tile aligned buffer
offset and intra tile offset based on that. Now we let ISL to take into
account the msaa setting and we only multiply the resolved intra tile
offsets.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
We put all of the code for fake IMS together. This requires moving a bit
of the program key setup code further down so that it gets the right values
out of the final surface.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Now that we're carrying around the isl_surf, we can just modify it
directly instead of passing an extra bit around.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The alignment we use doesn't matter (see the comment) but it should at
least be an alignment we can represent with the enums.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
It's only used to stomp the tiling to Y and it's only used by blorp so
there's no reason why blorp can't do it itself.
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
It's been in elements for a while but, for whatever reason, the parameter
names in the header file never got updated.
Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
The lrint() and lrintf() functions are pretty slow and make some
texture transfers very inefficient. This patch makes a better effort
at using those intrisics for 32-bit gcc and MSVC.
Note, this patch doesn't address the use of SSE4.1 with MSVC.
v2: get rid of the ROUND_WITH_SSE symbol, per Matt.
Reviewed-by: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
The function was always returning false because of this typo.
Retested with piglit. There's some sRGB-related blit failures, but
that seems unrelated.
Reviewed-by: Charmaine Lee <charmainel@vmware.com>
Reviewed-by: Neha Bhende <bhenden@vmware.com>
No change except to the copyright symbol. The next patch will generate
this file with Python, and Unicode + Python = pure rage.
v2: Massive rebase... I guess a lot can change in a year.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
This is required by OpenGL. Our hardware supports this.
Example: Bind RGBA32F with offset = 4 bytes.
Acked-by: Ilia Mirkin <imirkin@alum.mit.edu>
Acked-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
just FYI, the kernel receives priority/4
Acked-by: Edward O'Callaghan <funfunctor@folklore1984.net>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>