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Generate valid (null) render state for each gen. Output it as a c source file with batch and relocations. v2: noinst and vs_start fixed for BDW GT3 (Damien Lespiau) Acked-by: Damien Lespiau <damien.lespiau@intel.com> Signed-off-by: Mika Kuoppala <mika.kuoppala@intel.com>
765 lines
19 KiB
C
765 lines
19 KiB
C
#include "intel_batchbuffer.h"
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#include <lib/gen8_render.h>
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#include <lib/intel_reg.h>
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#include <string.h>
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struct {
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uint32_t cc_state;
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uint32_t blend_state;
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} cc;
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struct {
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uint32_t cc_state;
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uint32_t sf_clip_state;
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} viewport;
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/* see shaders/ps/blit.g7a */
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static const uint32_t ps_kernel[][4] = {
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#if 1
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{ 0x0060005a, 0x21403ae8, 0x3a0000c0, 0x008d0040 },
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{ 0x0060005a, 0x21603ae8, 0x3a0000c0, 0x008d0080 },
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{ 0x0060005a, 0x21803ae8, 0x3a0000d0, 0x008d0040 },
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{ 0x0060005a, 0x21a03ae8, 0x3a0000d0, 0x008d0080 },
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{ 0x02800031, 0x2e0022e8, 0x0e000140, 0x08840001 },
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{ 0x05800031, 0x200022e0, 0x0e000e00, 0x90031000 },
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#else
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/* Write all -1 */
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{ 0x00600001, 0x2e000608, 0x00000000, 0x3f800000 },
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{ 0x00600001, 0x2e200608, 0x00000000, 0x3f800000 },
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{ 0x00600001, 0x2e400608, 0x00000000, 0x3f800000 },
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{ 0x00600001, 0x2e600608, 0x00000000, 0x3f800000 },
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{ 0x00600001, 0x2e800608, 0x00000000, 0x3f800000 },
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{ 0x00600001, 0x2ea00608, 0x00000000, 0x3f800000 },
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{ 0x00600001, 0x2ec00608, 0x00000000, 0x3f800000 },
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{ 0x00600001, 0x2ee00608, 0x00000000, 0x3f800000 },
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{ 0x05800031, 0x200022e0, 0x0e000e00, 0x90031000 },
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#endif
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};
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static uint32_t
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gen8_bind_buf_null(struct intel_batchbuffer *batch)
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{
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struct gen8_surface_state *ss;
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ss = intel_batch_state_alloc(batch, sizeof(*ss), 64);
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if (ss == NULL)
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return -1;
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memset(ss, 0, sizeof(*ss));
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return intel_batch_offset(batch, ss);
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}
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static uint32_t
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gen8_bind_surfaces(struct intel_batchbuffer *batch)
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{
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uint32_t *binding_table, offset;
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binding_table = intel_batch_state_alloc(batch, 8, 32);
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if (binding_table == NULL)
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return -1;
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offset = intel_batch_offset(batch, binding_table);
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binding_table[0] =
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gen8_bind_buf_null(batch);
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binding_table[1] =
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gen8_bind_buf_null(batch);
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return offset;
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}
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/* Mostly copy+paste from gen6, except wrap modes moved */
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static uint32_t
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gen8_create_sampler(struct intel_batchbuffer *batch) {
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struct gen8_sampler_state *ss;
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uint32_t offset;
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ss = intel_batch_state_alloc(batch, sizeof(*ss), 64);
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if (ss == NULL)
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return -1;
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offset = intel_batch_offset(batch, ss);
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ss->ss0.min_filter = GEN6_MAPFILTER_NEAREST;
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ss->ss0.mag_filter = GEN6_MAPFILTER_NEAREST;
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ss->ss3.r_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
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ss->ss3.s_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
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ss->ss3.t_wrap_mode = GEN6_TEXCOORDMODE_CLAMP;
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/* I've experimented with non-normalized coordinates and using the LD
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* sampler fetch, but couldn't make it work. */
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ss->ss3.non_normalized_coord = 0;
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return offset;
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}
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static uint32_t
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gen8_fill_ps(struct intel_batchbuffer *batch,
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const uint32_t kernel[][4],
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size_t size)
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{
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return intel_batch_state_copy(batch, kernel, size, 64);
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}
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/**
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* gen7_fill_vertex_buffer_data populate vertex buffer with data.
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*
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* The vertex buffer consists of 3 vertices to construct a RECTLIST. The 4th
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* vertex is implied (automatically derived by the HW). Each element has the
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* destination offset, and the normalized texture offset (src). The rectangle
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* itself will span the entire subsurface to be copied.
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*
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* see gen6_emit_vertex_elements
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*/
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static uint32_t
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gen7_fill_vertex_buffer_data(struct intel_batchbuffer *batch)
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{
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uint16_t *start;
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start = intel_batch_state_alloc(batch, 2 * sizeof(*start), 8);
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start[0] = 0;
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start[1] = 0;
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return intel_batch_offset(batch, start);
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}
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/**
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* gen6_emit_vertex_elements - The vertex elements describe the contents of the
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* vertex buffer. We pack the vertex buffer in a semi weird way, conforming to
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* what gen6_rendercopy did. The most straightforward would be to store
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* everything as floats.
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*
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* see gen7_fill_vertex_buffer_data() for where the corresponding elements are
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* packed.
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*/
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static void
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gen6_emit_vertex_elements(struct intel_batchbuffer *batch) {
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/*
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* The VUE layout
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* dword 0-3: pad (0, 0, 0. 0)
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* dword 4-7: position (x, y, 0, 1.0),
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* dword 8-11: texture coordinate 0 (u0, v0, 0, 1.0)
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*/
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OUT_BATCH(GEN6_3DSTATE_VERTEX_ELEMENTS | (3 * 2 + 1 - 2));
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/* Element state 0. These are 4 dwords of 0 required for the VUE format.
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* We don't really know or care what they do.
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*/
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OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
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GEN6_SURFACEFORMAT_R32G32B32A32_FLOAT << VE0_FORMAT_SHIFT |
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0 << VE0_OFFSET_SHIFT); /* we specify 0, but it's really does not exist */
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OUT_BATCH(GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_0_SHIFT |
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GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_1_SHIFT |
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GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
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GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_3_SHIFT);
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/* Element state 1 - Our "destination" vertices. These are passed down
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* through the pipeline, and eventually make it to the pixel shader as
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* the offsets in the destination surface. It's packed as the 16
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* signed/scaled because of gen6 rendercopy. I see no particular reason
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* for doing this though.
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*/
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OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
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GEN6_SURFACEFORMAT_R16G16_SSCALED << VE0_FORMAT_SHIFT |
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0 << VE0_OFFSET_SHIFT); /* offsets vb in bytes */
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OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
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GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
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GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
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GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
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/* Element state 2. Last but not least we store the U,V components as
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* normalized floats. These will be used in the pixel shader to sample
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* from the source buffer.
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*/
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OUT_BATCH(0 << VE0_VERTEX_BUFFER_INDEX_SHIFT | VE0_VALID |
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GEN6_SURFACEFORMAT_R32G32_FLOAT << VE0_FORMAT_SHIFT |
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4 << VE0_OFFSET_SHIFT); /* offset vb in bytes */
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OUT_BATCH(GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
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GEN6_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
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GEN6_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
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GEN6_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
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}
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/**
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* gen7_emit_vertex_buffer emit the vertex buffers command
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*
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* @batch
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* @offset - bytw offset within the @batch where the vertex buffer starts.
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*/
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static void gen7_emit_vertex_buffer(struct intel_batchbuffer *batch,
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uint32_t offset) {
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OUT_BATCH(GEN6_3DSTATE_VERTEX_BUFFERS | (1 + (4 * 1) - 2));
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OUT_BATCH(0 << VB0_BUFFER_INDEX_SHIFT | /* VB 0th index */
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GEN7_VB0_BUFFER_ADDR_MOD_EN | /* Address Modify Enable */
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VB0_NULL_VERTEX_BUFFER |
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0 << VB0_BUFFER_PITCH_SHIFT);
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OUT_RELOC(batch, I915_GEM_DOMAIN_VERTEX, 0, offset);
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OUT_BATCH(0);
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OUT_BATCH(0);
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}
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static uint32_t
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gen6_create_cc_state(struct intel_batchbuffer *batch)
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{
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struct gen6_color_calc_state *cc_state;
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uint32_t offset;
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cc_state = intel_batch_state_alloc(batch, sizeof(*cc_state), 64);
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if (cc_state == NULL)
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return -1;
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offset = intel_batch_offset(batch, cc_state);
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return offset;
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}
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static uint32_t
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gen8_create_blend_state(struct intel_batchbuffer *batch)
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{
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struct gen8_blend_state *blend;
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int i;
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uint32_t offset;
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blend = intel_batch_state_alloc(batch, sizeof(*blend), 64);
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if (blend == NULL)
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return -1;
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offset = intel_batch_offset(batch, blend);
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for (i = 0; i < 16; i++) {
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blend->bs[i].dest_blend_factor = GEN6_BLENDFACTOR_ZERO;
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blend->bs[i].source_blend_factor = GEN6_BLENDFACTOR_ONE;
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blend->bs[i].color_blend_func = GEN6_BLENDFUNCTION_ADD;
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blend->bs[i].pre_blend_color_clamp = 1;
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blend->bs[i].color_buffer_blend = 0;
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}
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return offset;
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}
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static uint32_t
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gen6_create_cc_viewport(struct intel_batchbuffer *batch)
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{
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struct gen6_cc_viewport *vp;
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uint32_t offset;
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vp = intel_batch_state_alloc(batch, sizeof(*vp), 32);
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if (vp == NULL)
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return -1;
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offset = intel_batch_offset(batch, vp);
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/* XXX I don't understand this */
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vp->min_depth = -1.e35;
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vp->max_depth = 1.e35;
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return offset;
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}
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static uint32_t
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gen7_create_sf_clip_viewport(struct intel_batchbuffer *batch) {
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/* XXX these are likely not needed */
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struct gen7_sf_clip_viewport *scv_state;
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uint32_t offset;
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scv_state = intel_batch_state_alloc(batch, sizeof(*scv_state), 64);
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if (scv_state == NULL)
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return -1;
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offset = intel_batch_offset(batch, scv_state);
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scv_state->guardband.xmin = 0;
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scv_state->guardband.xmax = 1.0f;
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scv_state->guardband.ymin = 0;
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scv_state->guardband.ymax = 1.0f;
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return offset;
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}
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static uint32_t
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gen6_create_scissor_rect(struct intel_batchbuffer *batch)
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{
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struct gen6_scissor_rect *scissor;
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uint32_t offset;
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scissor = intel_batch_state_alloc(batch, sizeof(*scissor), 64);
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if (scissor == NULL)
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return -1;
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offset = intel_batch_offset(batch, scissor);
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return offset;
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}
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static void
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gen8_emit_sip(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN6_STATE_SIP | (3 - 2));
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OUT_BATCH(0);
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OUT_BATCH(0);
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}
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static void
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gen7_emit_push_constants(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_VS);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_HS);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_DS);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_GS);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_PS);
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OUT_BATCH(0);
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}
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static void
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gen8_emit_state_base_address(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN6_STATE_BASE_ADDRESS | (16 - 2));
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/* general */
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OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
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OUT_BATCH(0);
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/* stateless data port */
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OUT_BATCH(0 | BASE_ADDRESS_MODIFY);
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/* surface */
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OUT_RELOC(batch, I915_GEM_DOMAIN_SAMPLER, 0, BASE_ADDRESS_MODIFY);
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OUT_BATCH(0);
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/* dynamic */
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OUT_RELOC(batch, I915_GEM_DOMAIN_RENDER | I915_GEM_DOMAIN_INSTRUCTION,
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0, BASE_ADDRESS_MODIFY);
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OUT_BATCH(0);
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/* indirect */
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OUT_BATCH(0);
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OUT_BATCH(0);
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/* instruction */
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OUT_RELOC(batch, I915_GEM_DOMAIN_INSTRUCTION, 0, BASE_ADDRESS_MODIFY);
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OUT_BATCH(0);
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/* general state buffer size */
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OUT_BATCH(0xfffff000 | 1);
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/* dynamic state buffer size */
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OUT_BATCH(1 << 12 | 1);
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/* indirect object buffer size */
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OUT_BATCH(0xfffff000 | 1);
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/* intruction buffer size */
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OUT_BATCH(1 << 12 | 1);
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}
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static void
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gen7_emit_urb(struct intel_batchbuffer *batch) {
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/* XXX: Min valid values from mesa */
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const int vs_entries = 64;
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const int vs_size = 2;
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const int vs_start = 4;
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OUT_BATCH(GEN7_3DSTATE_URB_VS);
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OUT_BATCH(vs_entries | ((vs_size - 1) << 16) | (vs_start << 25));
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OUT_BATCH(GEN7_3DSTATE_URB_GS);
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OUT_BATCH(vs_start << 25);
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OUT_BATCH(GEN7_3DSTATE_URB_HS);
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OUT_BATCH(vs_start << 25);
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OUT_BATCH(GEN7_3DSTATE_URB_DS);
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OUT_BATCH(vs_start << 25);
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}
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static void
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gen8_emit_cc(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN7_3DSTATE_BLEND_STATE_POINTERS);
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OUT_BATCH(cc.blend_state | 1);
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OUT_BATCH(GEN6_3DSTATE_CC_STATE_POINTERS);
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OUT_BATCH(cc.cc_state | 1);
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}
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static void
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gen8_emit_multisample(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN8_3DSTATE_MULTISAMPLE);
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OUT_BATCH(0);
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OUT_BATCH(GEN6_3DSTATE_SAMPLE_MASK);
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OUT_BATCH(1);
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}
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static void
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gen8_emit_vs(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_VS);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_VS);
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OUT_BATCH(0);
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OUT_BATCH(GEN6_3DSTATE_CONSTANT_VS | (11 - 2));
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(GEN6_3DSTATE_VS | (9-2));
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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}
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static void
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gen8_emit_hs(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN7_3DSTATE_CONSTANT_HS | (11 - 2));
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_HS | (9-2));
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_HS);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_HS);
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OUT_BATCH(0);
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}
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static void
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gen8_emit_gs(struct intel_batchbuffer *batch) {
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OUT_BATCH(GEN7_3DSTATE_CONSTANT_GS | (11 - 2));
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(0);
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OUT_BATCH(GEN7_3DSTATE_GS | (10-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_GS);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_GS);
|
|
OUT_BATCH(0);
|
|
}
|
|
|
|
static void
|
|
gen8_emit_ds(struct intel_batchbuffer *batch) {
|
|
OUT_BATCH(GEN7_3DSTATE_CONSTANT_DS | (11 - 2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_DS | (9-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_DS);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_DS);
|
|
OUT_BATCH(0);
|
|
}
|
|
|
|
static void
|
|
gen8_emit_wm_hz_op(struct intel_batchbuffer *batch) {
|
|
OUT_BATCH(GEN8_3DSTATE_WM_HZ_OP | (5-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
}
|
|
|
|
static void
|
|
gen8_emit_null_state(struct intel_batchbuffer *batch) {
|
|
gen8_emit_wm_hz_op(batch);
|
|
gen8_emit_hs(batch);
|
|
OUT_BATCH(GEN7_3DSTATE_TE | (4-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
gen8_emit_gs(batch);
|
|
gen8_emit_ds(batch);
|
|
gen8_emit_vs(batch);
|
|
}
|
|
|
|
static void
|
|
gen7_emit_clip(struct intel_batchbuffer *batch) {
|
|
OUT_BATCH(GEN6_3DSTATE_CLIP | (4 - 2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0); /* pass-through */
|
|
OUT_BATCH(0);
|
|
}
|
|
|
|
static void
|
|
gen8_emit_sf(struct intel_batchbuffer *batch)
|
|
{
|
|
int i;
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_SBE | (4 - 2));
|
|
OUT_BATCH(1 << GEN7_SBE_NUM_OUTPUTS_SHIFT |
|
|
GEN8_SBE_FORCE_URB_ENTRY_READ_LENGTH |
|
|
GEN8_SBE_FORCE_URB_ENTRY_READ_OFFSET |
|
|
1 << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT |
|
|
1 << GEN8_SBE_URB_ENTRY_READ_OFFSET_SHIFT);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN8_3DSTATE_SBE_SWIZ | (11 - 2));
|
|
for (i = 0; i < 8; i++)
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN8_3DSTATE_RASTER | (5 - 2));
|
|
OUT_BATCH(GEN8_RASTER_FRONT_WINDING_CCW | GEN8_RASTER_CULL_NONE);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN6_3DSTATE_SF | (4 - 2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
}
|
|
|
|
static void
|
|
gen8_emit_ps(struct intel_batchbuffer *batch, uint32_t kernel) {
|
|
const int max_threads = 63;
|
|
|
|
OUT_BATCH(GEN6_3DSTATE_WM | (2 - 2));
|
|
OUT_BATCH(/* XXX: I don't understand the BARYCENTRIC stuff, but it
|
|
* appears we need it to put our setup data in the place we
|
|
* expect (g6, see below) */
|
|
GEN7_3DSTATE_PS_PERSPECTIVE_PIXEL_BARYCENTRIC);
|
|
|
|
OUT_BATCH(GEN6_3DSTATE_CONSTANT_PS | (11-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_PS | (12-2));
|
|
OUT_BATCH(kernel);
|
|
OUT_BATCH(0); /* kernel hi */
|
|
OUT_BATCH(1 << GEN6_3DSTATE_WM_SAMPLER_COUNT_SHITF |
|
|
2 << GEN6_3DSTATE_WM_BINDING_TABLE_ENTRY_COUNT_SHIFT);
|
|
OUT_BATCH(0); /* scratch space stuff */
|
|
OUT_BATCH(0); /* scratch hi */
|
|
OUT_BATCH((max_threads - 1) << GEN8_3DSTATE_PS_MAX_THREADS_SHIFT |
|
|
GEN6_3DSTATE_WM_16_DISPATCH_ENABLE);
|
|
OUT_BATCH(6 << GEN6_3DSTATE_WM_DISPATCH_START_GRF_0_SHIFT);
|
|
OUT_BATCH(0); // kernel 1
|
|
OUT_BATCH(0); /* kernel 1 hi */
|
|
OUT_BATCH(0); // kernel 2
|
|
OUT_BATCH(0); /* kernel 2 hi */
|
|
|
|
OUT_BATCH(GEN8_3DSTATE_PS_BLEND | (2 - 2));
|
|
OUT_BATCH(GEN8_PS_BLEND_HAS_WRITEABLE_RT);
|
|
|
|
OUT_BATCH(GEN8_3DSTATE_PS_EXTRA | (2 - 2));
|
|
OUT_BATCH(GEN8_PSX_PIXEL_SHADER_VALID | GEN8_PSX_ATTRIBUTE_ENABLE);
|
|
}
|
|
|
|
static void
|
|
gen8_emit_depth(struct intel_batchbuffer *batch) {
|
|
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER | (8-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER | (5 - 2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER | (5 - 2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
}
|
|
|
|
static void
|
|
gen7_emit_clear(struct intel_batchbuffer *batch) {
|
|
OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS | (3-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(1); // clear valid
|
|
}
|
|
|
|
static void
|
|
gen6_emit_drawing_rectangle(struct intel_batchbuffer *batch)
|
|
{
|
|
OUT_BATCH(GEN6_3DSTATE_DRAWING_RECTANGLE | (4 - 2));
|
|
OUT_BATCH(0xffffffff);
|
|
OUT_BATCH(0 | 0);
|
|
OUT_BATCH(0);
|
|
}
|
|
|
|
static void gen8_emit_vf_topology(struct intel_batchbuffer *batch)
|
|
{
|
|
OUT_BATCH(GEN8_3DSTATE_VF_TOPOLOGY);
|
|
OUT_BATCH(_3DPRIM_RECTLIST);
|
|
}
|
|
|
|
/* Vertex elements MUST be defined before this according to spec */
|
|
static void gen8_emit_primitive(struct intel_batchbuffer *batch, uint32_t offset)
|
|
{
|
|
OUT_BATCH(GEN8_3DSTATE_VF_INSTANCING | (3 - 2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
OUT_BATCH(GEN6_3DPRIMITIVE | (7-2));
|
|
OUT_BATCH(0); /* gen8+ ignore the topology type field */
|
|
OUT_BATCH(3); /* vertex count */
|
|
OUT_BATCH(0); /* We're specifying this instead with offset in GEN6_3DSTATE_VERTEX_BUFFERS */
|
|
OUT_BATCH(1); /* single instance */
|
|
OUT_BATCH(0); /* start instance location */
|
|
OUT_BATCH(0); /* index buffer offset, ignored */
|
|
}
|
|
|
|
int gen8_setup_null_render_state(struct intel_batchbuffer *batch)
|
|
{
|
|
uint32_t ps_sampler_state, ps_kernel_off, ps_binding_table;
|
|
uint32_t scissor_state;
|
|
uint32_t vertex_buffer;
|
|
uint32_t batch_end;
|
|
int ret;
|
|
|
|
ps_binding_table = gen8_bind_surfaces(batch);
|
|
ps_sampler_state = gen8_create_sampler(batch);
|
|
ps_kernel_off = gen8_fill_ps(batch, ps_kernel, sizeof(ps_kernel));
|
|
vertex_buffer = gen7_fill_vertex_buffer_data(batch);
|
|
cc.cc_state = gen6_create_cc_state(batch);
|
|
cc.blend_state = gen8_create_blend_state(batch);
|
|
viewport.cc_state = gen6_create_cc_viewport(batch);
|
|
viewport.sf_clip_state = gen7_create_sf_clip_viewport(batch);
|
|
scissor_state = gen6_create_scissor_rect(batch);
|
|
/* TODO: theree is other state which isn't setup */
|
|
|
|
/* Start emitting the commands. The order roughly follows the mesa blorp
|
|
* order */
|
|
OUT_BATCH(GEN6_PIPELINE_SELECT | PIPELINE_SELECT_3D);
|
|
|
|
gen8_emit_sip(batch);
|
|
|
|
gen7_emit_push_constants(batch);
|
|
|
|
gen8_emit_state_base_address(batch);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_CC);
|
|
OUT_BATCH(viewport.cc_state);
|
|
OUT_BATCH(GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP);
|
|
OUT_BATCH(viewport.sf_clip_state);
|
|
|
|
gen7_emit_urb(batch);
|
|
|
|
gen8_emit_cc(batch);
|
|
|
|
gen8_emit_multisample(batch);
|
|
|
|
gen8_emit_null_state(batch);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_STREAMOUT | (5-2));
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
OUT_BATCH(0);
|
|
|
|
gen7_emit_clip(batch);
|
|
|
|
gen8_emit_sf(batch);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_BINDING_TABLE_POINTERS_PS);
|
|
OUT_BATCH(ps_binding_table);
|
|
|
|
OUT_BATCH(GEN7_3DSTATE_SAMPLER_STATE_POINTERS_PS);
|
|
OUT_BATCH(ps_sampler_state);
|
|
|
|
gen8_emit_ps(batch, ps_kernel_off);
|
|
|
|
OUT_BATCH(GEN6_3DSTATE_SCISSOR_STATE_POINTERS);
|
|
OUT_BATCH(scissor_state);
|
|
|
|
gen8_emit_depth(batch);
|
|
|
|
gen7_emit_clear(batch);
|
|
|
|
gen6_emit_drawing_rectangle(batch);
|
|
|
|
gen7_emit_vertex_buffer(batch, vertex_buffer);
|
|
gen6_emit_vertex_elements(batch);
|
|
|
|
gen8_emit_vf_topology(batch);
|
|
gen8_emit_primitive(batch, vertex_buffer);
|
|
|
|
OUT_BATCH(MI_BATCH_BUFFER_END);
|
|
|
|
ret = intel_batch_error(batch);
|
|
if (ret == 0)
|
|
ret = intel_batch_total_used(batch);
|
|
|
|
return ret;
|
|
}
|