rendercopy/bdw: Fix the original implementation

For posterity, I've squashed these commits against Damien's request.

rendercopy/gen8: Fix the include guards

rendercopy/gen8: Update the 3DSTATE_MULTISAMPLE opcode

The opcode has changed in BDW.

rendercopy/gen8: Add the VF_TOPOLOGY state

The primitive type has moved out of the 3DPRIMITIVE to its own state,
VF_TOPOLOGY.

rendercopy/gen8: Fixup 3STATE_PS

Update the state to the latest BSpec, in particular the thread count was
using a wrong shift and we were missing kernel2 offset.

rendercopy/gen8: Update 3DSTATE_BASE_ADDRESS

This state has seen its fields moved around a bit, follow the BSpec.

rendercopy/gen8: Allocate 64 VUEs

The simulator screams at us if we try to allocate less than that.

rendercopy/gen8: Surface states have to be 64 bytes a aligned

rendercopy/gen8: Vertical/horizontal align 2 does not exist any more

So set them to 4. This should not matter with rendercopy (which is not
using compressed textures), but it makes the simulator moan.

rendercopy/gen8: Make sure the vertex buffer is 8 bytes aligned

rendercopy/gen8: Adjust 3DSTATE_VERTEX_BUFFERS for gen8

The address of the buffer is now on 48 bits. Also the size was computed
as offset + size where the field is really the size of the buffer
itself, not the end address.

rendercopy/gen8: Update the SF/SBE states for gen8

gen8 has a few changes around those states and a new ones RASTER and
SBE_SWIZ.

rendercopy/gen8: Add the PS_EXTRA and PS_BLEND states

rendercopy/gen8: Fix building with DEBUG_RENDERCOPY defined

The forward declaration was missing the final ';'. Let's move the whole
function at the top instead.

rendercopy/gen8: Update the PS and CONSTANT_PS states

rendercopy/gen8: Fix the red channel selection

Make it output red.

rendercopy/gen8: Update the write -1 shader

With the latest assembler changes from Haihao.

rendercopy/gen8: Remove blit.g8a

There is no diff between this file and blig.g7a. Remove it.

rendercopy/gen8: Fix the surface relocation offset

The surface base address is now at dwords 8/9 so the relocation has to
mirror the change.

rendercopy/gen8: Add the VF_INSTANCING state

Should work without, but doesn't hurt to add it.

rendercopy/gen8: Set the Attribule enable field in PS_EXTRA

When the SF is set up to output some attributes, the pixel shader also
have to be told there's attributes to care about.

rendercopy/gen8: Set the force bits to read URB offset/length

If we want to override the URB offset/length in the SBE state itself, we
need to set the force bits on (new in gen8)

Signed-off-by: Damien Lespiau <damien.lespiau@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Ben Widawsky <ben@bwidawsk.net>
This commit is contained in:
Damien Lespiau
2013-02-27 14:51:34 +00:00
committed by Ben Widawsky
parent 3f0714a860
commit 91e5897246
3 changed files with 140 additions and 146 deletions
-66
View File
@@ -1,66 +0,0 @@
/* Assemble with ".../intel-gen4asm/src/intel-gen4asm -g 7" */
/* Move pixels into g10-g13. The pixel shaader does not load what you want. It
* loads the input data for a plane function to calculate what you want. The
* following is boiler plate code to move our normalized texture coordinates
* (u,v) into g10-g13. It does this 4 subspans (16 pixels) at a time.
*
* This should do the same thing, but it doesn't work for some reason.
* pln(16) g10 g6<0,1,0>F g2<8,8,1>F { align1 };
* pln(16) g12 g6.16<1>F g2<8,8,1>F { align1 };
*/
/* U */
pln (8) g10<1>F g6.0<0,1,0>F g2.0<8,8,1>F { align1 }; /* pixel 0-7 */
pln (8) g11<1>F g6.0<0,1,0>F g4.0<8,8,1>F { align1 }; /* pixel 8-15 */
/* V */
pln (8) g12<1>F g6.16<0,1,0> g2.0<8,8,1>F { align1 }; /* pixel 0-7 */
pln (8) g13<1>F g6.16<0,1,0> g4.0<8,8,1>F { align1 }; /* pixel 8-15 */
/* Next the we want the sampler to fetch the src texture (ie. src buffer). This
* is done with a pretty simple send message. The output goes to g112, which is
* exactly what we're supposed to use in our final send message.
* In intel-gen4asm, we should end up parsed by the following rule:
* predicate SEND execsize dst sendleadreg sndopr directsrcoperand instoptions
*
* Send message descriptor:
* 28:25 = message len = 4 // our 4 registers have 16 pixels
* 24:20 = response len = 8 // Each pixel is RGBA32, so we need 8 registers
* 19:19 = header present = 0
* 18:17 = SIMD16 = 2
* 16:12 = TYPE = 0 (regular sample)
* 11:08 = Sampler index = ignored/0
* 7:0 = binding table index = src = 1
* 0x8840001
*
* Send message extra descriptor
* 5:5 = End of Thread = 0
* 3:0 = Target Function ID = SFID_SAMPLER (2)
* 0x2
*/
send(16) g112 g10 0x2 0x8840001 { align1 };
/* g112-g119 now contains the sample source input, and all we must do is write
* it out to the destination render target. This is done with the send message
* as well. The only extra bits are to terminate the pixel shader.
*
* Send message descriptor:
* 28:25 = message len = 8 // 16 pixels RGBA32
* 24:20 = response len = 0
* 19:19 = header present = 0
* 17:14 = message type = Render Target Write (12)
* 12:12 = Last Render Target Select = 1
* 10:08 = Message Type = SIMD16 (0)
* 07:00 = Binding Table Index = dest = 0
* 0x10031000
*
* Send message extra descriptor
* 5:5 = End of Thread = 1
* 3:0 = Target Function ID = SFID_DP_RC (5)
* 0x25
*/
send(16) null g112 0x25 0x10031000 { align1, EOT };
/* vim: set ft=c ts=4 sw=2 tw=80 et: */