We were only resolving the first.
v2:
- Do not require that the number of layers on dst and src are an
exact match, it is okay if the dst has more layers so long as
it has at least the same that we are going to resolve.
- Do not always resolve array_len layers, we should resolve
only from base_array_layer to array_len.
v3:
- v2 was assuming that array_len represented the total number of
layers in the image, but it represents the number of layers
starting at the base array ayer.
v4:
- The number of layers to resolve should be taken from the
framebuffer (Nanley).
Fixes new CTS tests for multisampled layered rendering:
dEQP-VK.renderpass.multisample_resolve.layers_*
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
For a bit there, we had a bug in i965 where it ignored the tiling of the
modifier and used the one from the BO instead. At one point, we though
this was best fixed by setting a tiling from Vulkan. However, we've
decided that i965 was just doing the wrong thing and have fixed it as of
5048572352.
The old assumptions also affected the solution we used for legacy
scanout in Vulkan. Instead of treating it specially, we just treated it
like a modifier like we do in GL. This commit goes back to making it
it's own thing so that it's clear in the driver when we're using
modifiers and when we're using legacy paths.
v2 (Jason Ekstrand):
- Rename legacy_scanout to needs_set_tiling
Reviewed-by: Daniel Stone <daniels@collabora.com>
It's true for depth HiZ clears because we only have HiZ on single-slice
images right now. However, for stencil-only clears there is no such
restriction.
Tested-by: Rafael Antognolli <rafael.antognolli@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This looks like it should be protected by the assume() about
nr_color_regions, but my compiler warns anyway.
Reviewed-by: Matt Turner <mattst88@gmail.com>
Instead of having aux usage and ANV_AUX_USAGE_DEFAULT to mean "give me
something reasonable" we now use anv_layout_to_aux_usage whenever a
layout is available. If a layout is available, we ignore the aux_usage
parameter. For the cases where we have an explicit aux usage such as
clears and aux ops, we have a new ANV_IMAGE_LAYOUT_EXPLICIT_AUX layout.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
If we don't have HiZ, then anv_layout_to_aux_usage will return NONE for
both layouts. If the two layouts are the same, they will get the aux
usage. In either case, the code below will give us ISL_AUX_OP_NONE and
we'll return without doing anything.
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
This is quite a bit cleaner because we now sync the clear values at the
same time as we do the fast clear. For loading the clear values into
the surface state, we now do it once when we handle the LOAD_OP_LOAD
instead of every subpass.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This requires us to ditch the VkAttachmentReference struct in favor of
an anv-specific struct. However, we can now easily identify from just
the subpass attachment what kind of an attachment it is. This will make
iteration over anv_subpass::attachments a little easier in some case.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This moves the decision out of begin_subpass and into BeginRenderPass
like the decision for color clears. We use a similar name for the
function for depth/stencil as for color even though no aux usage is
really getting computed.
v2 (Jason Ekstrand):
- Don't always disable HiZ clears by accident
- Use the initial layout to decide whether to do fast clears
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This is similar to blorp_gen8_hiz_clear_attachments except that it takes
actual images instead of trusting in the already set depth state.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This doesn't really change much now but it will give us more/better
control over clears in the future. The one interesting functional
change here is that we are now re-emitting 3DSTATE_DEPTH_BUFFERS and
friends for each clear. However, this only happens at begin_subpass
time so it shouldn't be substantially more expensive.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This is a bit less awkward than passing in the subpass because it means
we don't have to extract the subpass id from the subpass.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This seems slightly more correct because it means that the flushes
happen before any clears or resolves implied by the subpass transition.
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Previously, we just used all the channels regardless of the format.
This is less than ideal because some channels may have undefined values
and this should be ok from the client's perspective. Even though the
driver should do the correct thing regardless of what is in the
undefined value, it makes things less deterministic. In particular, the
driver may choose to fast-clear or not based on undefined values. This
level of nondeterminism is bad.
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
This fixes a pile of hangs caused by the recent shuffling of resolves
and transitions. The particularly problematic case is when you have at
least three attachments with load ops of CLEAR, LOAD, CLEAR. In this
case, we execute the first CLEAR followed by a MI memcpy to copy the
clear values over for the LOAD followed by a second CLEAR. The MI
commands cause the first CLEAR to hang which causes us to get stuck on
the 3DSTATE_MULTISAMPLE in the second CLEAR.
We also add guards for BLORP to fix the same issue. These shouldn't
actually do anything right now because the only use of indirect clears
in BLORP today is for resolves which are already guarded by a render
cache flush and CS stall. However, this will guard us against potential
issues in the future.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Acked-by: Nanley Chery <nanley.g.chery@intel.com>
The PIPE_CONTROL command description says:
"Whenever a Binding Table Index (BTI) used by a Render Taget Message
points to a different RENDER_SURFACE_STATE, SW must issue a Render
Target Cache Flush by enabling this bit. When render target flush
is set due to new association of BTI, PS Scoreboard Stall bit must
be set in this packet."
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Sampling from hiz is enabled in i965 for GEN9+ but this feature has
been removed from gen11. So, this new flag will be useful to turn
the feature on/off for different gen h/w. It will be used later
in a patch adding device info for gen11.
Suggested-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
SIMD4x2 dispatch mode has been removed in GEN11. We're not using
it anyways in Mesa. Adding few asserts to make it explicit.
Use GEN_GEN macro in place of devinfo->gen (Ken)
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
StateCacheInvalidation is required on all gen7+ platforms. We
don't need to update this check for every new gen h/w unless
this requirement is changed. So, dropping the check for latest
gen h/w.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>