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#include <assert.h>
#include <stdlib.h>
#include <sys/ioctl.h>
#include <stdio.h>
#include <string.h>
#include <assert.h>
#include <fcntl.h>
#include <inttypes.h>
#include <errno.h>
#include <sys/stat.h>
#include <sys/time.h>
#include <drm.h>
#include <i915_drm.h>
#include "drmtest.h"
#include "intel_bufops.h"
#include "intel_batchbuffer.h"
#include "intel_chipset.h"
#include "intel_io.h"
#include "rendercopy.h"
#include "gen8_render.h"
#include "intel_reg.h"
#include "igt_aux.h"
#define VERTEX_SIZE (3*4)
#if DEBUG_RENDERCPY
static void dump_batch(struct intel_bb *ibb)
{
intel_bb_dump(ibb, "/tmp/gen8-batchbuffers.dump", true);
}
#else
#define dump_batch(x) do { } while(0)
#endif
static struct {
uint32_t cc_state;
uint32_t blend_state;
} cc;
static struct {
uint32_t cc_state;
uint32_t sf_clip_state;
} viewport;
/* see lib/i915/shaders/ps/blit.g7a */
static const uint32_t ps_kernel[][4] = {
#if 1
{ 0x0080005a, 0x2f403ae8, 0x3a0000c0, 0x008d0040 },
{ 0x0080005a, 0x2f803ae8, 0x3a0000d0, 0x008d0040 },
{ 0x02800031, 0x2e203a48, 0x0e8d0f40, 0x08840001 },
{ 0x05800031, 0x20003a40, 0x0e8d0e20, 0x90031000 },
#else
/* Write all -1 */
{ 0x00600001, 0x2e000608, 0x00000000, 0x3f800000 },
{ 0x00600001, 0x2e200608, 0x00000000, 0x3f800000 },
{ 0x00600001, 0x2e400608, 0x00000000, 0x3f800000 },
{ 0x00600001, 0x2e600608, 0x00000000, 0x3f800000 },
{ 0x00600001, 0x2e800608, 0x00000000, 0x3f800000 },
{ 0x00600001, 0x2ea00608, 0x00000000, 0x3f800000 },
{ 0x00600001, 0x2ec00608, 0x00000000, 0x3f800000 },
{ 0x00600001, 0x2ee00608, 0x00000000, 0x3f800000 },
{ 0x05800031, 0x200022e0, 0x0e000e00, 0x90031000 },
#endif
};
/* Mostly copy+paste from gen6, except height, width, pitch moved */
static uint32_t
gen8_bind_buf(struct intel_bb *ibb,
const struct intel_buf *buf, int is_dst)
{
struct gen8_surface_state *ss;
uint32_t write_domain, read_domain;
uint64_t address;
igt_assert_lte(buf->surface[0].stride, 256*1024);
igt_assert_lte(intel_buf_width(buf), 16384);
igt_assert_lte(intel_buf_height(buf), 16384);
if (is_dst) {
write_domain = read_domain = I915_GEM_DOMAIN_RENDER;
} else {
write_domain = 0;
read_domain = I915_GEM_DOMAIN_SAMPLER;
}
ss = intel_bb_ptr_align(ibb, 64);
ss->ss0.surface_type = SURFACE_2D;
ss->ss0.surface_format = gen4_surface_format(buf->bpp, buf->depth);
ss->ss0.render_cache_read_write = 1;
ss->ss0.vertical_alignment = 1; /* align 4 */
ss->ss0.horizontal_alignment = 1; /* align 4 */
if (buf->tiling == I915_TILING_X)
ss->ss0.tiled_mode = 2;
else if (buf->tiling == I915_TILING_Y)
ss->ss0.tiled_mode = 3;
if (IS_CHERRYVIEW(ibb->devid))
ss->ss1.memory_object_control = CHV_MOCS_WB | CHV_MOCS_L3;
else
ss->ss1.memory_object_control = BDW_MOCS_PTE |
BDW_MOCS_TC_L3_PTE | BDW_MOCS_AGE(0);
address = intel_bb_offset_reloc_with_delta(ibb, buf->handle,
read_domain, write_domain,
buf->surface[0].offset,
intel_bb_offset(ibb) + 4 * 8,
buf->addr.offset);
ss->ss8.base_addr = (address + buf->surface[0].offset);
ss->ss9.base_addr_hi = (address + buf->surface[0].offset) >> 32;
ss->ss2.height = intel_buf_height(buf) - 1;
ss->ss2.width = intel_buf_width(buf) - 1;
ss->ss3.pitch = buf->surface[0].stride - 1;
ss->ss7.shader_chanel_select_r = 4;
ss->ss7.shader_chanel_select_g = 5;
ss->ss7.shader_chanel_select_b = 6;
ss->ss7.shader_chanel_select_a = 7;
return intel_bb_ptr_add_return_prev_offset(ibb, sizeof(*ss));
}
static uint32_t
gen8_bind_surfaces(struct intel_bb *ibb,
const struct intel_buf *src,
const struct intel_buf *dst)
{
uint32_t *binding_table, binding_table_offset;
binding_table = intel_bb_ptr_align(ibb, 32);
binding_table_offset = intel_bb_ptr_add_return_prev_offset(ibb, 8);
binding_table[0] = gen8_bind_buf(ibb, dst, 1);
binding_table[1] = gen8_bind_buf(ibb, src, 0);
return binding_table_offset;
}
/* Mostly copy+paste from gen6, except wrap modes moved */
static uint32_t
gen8_create_sampler(struct intel_bb *ibb)
{
struct gen8_sampler_state *ss;
ss = intel_bb_ptr_align(ibb, 64);
ss->ss0.min_filter = GEN4_MAPFILTER_NEAREST;
ss->ss0.mag_filter = GEN4_MAPFILTER_NEAREST;
ss->ss3.r_wrap_mode = GEN4_TEXCOORDMODE_CLAMP;
ss->ss3.s_wrap_mode = GEN4_TEXCOORDMODE_CLAMP;
ss->ss3.t_wrap_mode = GEN4_TEXCOORDMODE_CLAMP;
/* I've experimented with non-normalized coordinates and using the LD
* sampler fetch, but couldn't make it work. */
ss->ss3.non_normalized_coord = 0;
return intel_bb_ptr_add_return_prev_offset(ibb, sizeof(*ss));
}
static uint32_t
gen8_fill_ps(struct intel_bb *ibb,
const uint32_t kernel[][4],
size_t size)
{
return intel_bb_copy_data(ibb, kernel, size, 64);
}
/*
* gen7_fill_vertex_buffer_data populate vertex buffer with data.
*
* The vertex buffer consists of 3 vertices to construct a RECTLIST. The 4th
* vertex is implied (automatically derived by the HW). Each element has the
* destination offset, and the normalized texture offset (src). The rectangle
* itself will span the entire subsurface to be copied.
*
* see gen6_emit_vertex_elements
*/
static uint32_t
gen7_fill_vertex_buffer_data(struct intel_bb *ibb,
const struct intel_buf *src,
uint32_t src_x, uint32_t src_y,
uint32_t dst_x, uint32_t dst_y,
uint32_t width, uint32_t height)
{
uint32_t offset;
intel_bb_ptr_align(ibb, 8);
offset = intel_bb_offset(ibb);
emit_vertex_2s(ibb, dst_x + width, dst_y + height);
emit_vertex_normalized(ibb, src_x + width, intel_buf_width(src));
emit_vertex_normalized(ibb, src_y + height, intel_buf_height(src));
emit_vertex_2s(ibb, dst_x, dst_y + height);
emit_vertex_normalized(ibb, src_x, intel_buf_width(src));
emit_vertex_normalized(ibb, src_y + height, intel_buf_height(src));
emit_vertex_2s(ibb, dst_x, dst_y);
emit_vertex_normalized(ibb, src_x, intel_buf_width(src));
emit_vertex_normalized(ibb, src_y, intel_buf_height(src));
return offset;
}
/*
* gen6_emit_vertex_elements - The vertex elements describe the contents of the
* vertex buffer. We pack the vertex buffer in a semi weird way, conforming to
* what gen6_rendercopy did. The most straightforward would be to store
* everything as floats.
*
* see gen7_fill_vertex_buffer_data() for where the corresponding elements are
* packed.
*/
static void
gen6_emit_vertex_elements(struct intel_bb *ibb) {
/*
* The VUE layout
* dword 0-3: pad (0, 0, 0. 0)
* dword 4-7: position (x, y, 0, 1.0),
* dword 8-11: texture coordinate 0 (u0, v0, 0, 1.0)
*/
intel_bb_out(ibb, GEN4_3DSTATE_VERTEX_ELEMENTS | (3 * 2 + 1 - 2));
/* Element state 0. These are 4 dwords of 0 required for the VUE format.
* We don't really know or care what they do.
*/
intel_bb_out(ibb, 0 << GEN6_VE0_VERTEX_BUFFER_INDEX_SHIFT | GEN6_VE0_VALID |
SURFACEFORMAT_R32G32B32A32_FLOAT << VE0_FORMAT_SHIFT |
0 << VE0_OFFSET_SHIFT); /* we specify 0, but it's really does not exist */
intel_bb_out(ibb, GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_0_SHIFT |
GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_1_SHIFT |
GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_3_SHIFT);
/* Element state 1 - Our "destination" vertices. These are passed down
* through the pipeline, and eventually make it to the pixel shader as
* the offsets in the destination surface. It's packed as the 16
* signed/scaled because of gen6 rendercopy. I see no particular reason
* for doing this though.
*/
intel_bb_out(ibb, 0 << GEN6_VE0_VERTEX_BUFFER_INDEX_SHIFT | GEN6_VE0_VALID |
SURFACEFORMAT_R16G16_SSCALED << VE0_FORMAT_SHIFT |
0 << VE0_OFFSET_SHIFT); /* offsets vb in bytes */
intel_bb_out(ibb, GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
GEN4_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
/* Element state 2. Last but not least we store the U,V components as
* normalized floats. These will be used in the pixel shader to sample
* from the source buffer.
*/
intel_bb_out(ibb, 0 << GEN6_VE0_VERTEX_BUFFER_INDEX_SHIFT | GEN6_VE0_VALID |
SURFACEFORMAT_R32G32_FLOAT << VE0_FORMAT_SHIFT |
4 << VE0_OFFSET_SHIFT); /* offset vb in bytes */
intel_bb_out(ibb, GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_0_SHIFT |
GEN4_VFCOMPONENT_STORE_SRC << VE1_VFCOMPONENT_1_SHIFT |
GEN4_VFCOMPONENT_STORE_0 << VE1_VFCOMPONENT_2_SHIFT |
GEN4_VFCOMPONENT_STORE_1_FLT << VE1_VFCOMPONENT_3_SHIFT);
}
/*
* gen8_emit_vertex_buffer emit the vertex buffers command
*
* @batch
* @offset - bytw offset within the @batch where the vertex buffer starts.
*/
static void gen8_emit_vertex_buffer(struct intel_bb *ibb, uint32_t offset)
{
intel_bb_out(ibb, GEN4_3DSTATE_VERTEX_BUFFERS | (1 + (4 * 1) - 2));
intel_bb_out(ibb, 0 << GEN6_VB0_BUFFER_INDEX_SHIFT | /* VB 0th index */
GEN8_VB0_BUFFER_ADDR_MOD_EN | /* Address Modify Enable */
VERTEX_SIZE << VB0_BUFFER_PITCH_SHIFT);
intel_bb_emit_reloc(ibb, ibb->handle,
I915_GEM_DOMAIN_VERTEX, 0,
offset, ibb->batch_offset);
intel_bb_out(ibb, 3 * VERTEX_SIZE);
}
static uint32_t
gen6_create_cc_state(struct intel_bb *ibb)
{
struct gen6_color_calc_state *cc_state;
cc_state = intel_bb_ptr_align(ibb, 64);
return intel_bb_ptr_add_return_prev_offset(ibb, sizeof(*cc_state));
}
static uint32_t
gen8_create_blend_state(struct intel_bb *ibb)
{
struct gen8_blend_state *blend;
int i;
blend = intel_bb_ptr_align(ibb, 64);
for (i = 0; i < 16; i++) {
blend->bs[i].dest_blend_factor = GEN6_BLENDFACTOR_ZERO;
blend->bs[i].source_blend_factor = GEN6_BLENDFACTOR_ONE;
blend->bs[i].color_blend_func = GEN6_BLENDFUNCTION_ADD;
blend->bs[i].pre_blend_color_clamp = 1;
blend->bs[i].color_buffer_blend = 0;
}
return intel_bb_ptr_add_return_prev_offset(ibb, sizeof(*blend));
}
static uint32_t
gen6_create_cc_viewport(struct intel_bb *ibb)
{
struct gen4_cc_viewport *vp;
vp = intel_bb_ptr_align(ibb, 32);
/* XXX I don't understand this */
vp->min_depth = -1.e35;
vp->max_depth = 1.e35;
return intel_bb_ptr_add_return_prev_offset(ibb, sizeof(*vp));
}
static uint32_t
gen7_create_sf_clip_viewport(struct intel_bb *ibb)
{
/* XXX these are likely not needed */
struct gen7_sf_clip_viewport *scv_state;
scv_state = intel_bb_ptr_align(ibb, 64);
scv_state->guardband.xmin = 0;
scv_state->guardband.xmax = 1.0f;
scv_state->guardband.ymin = 0;
scv_state->guardband.ymax = 1.0f;
return intel_bb_ptr_add_return_prev_offset(ibb, sizeof(*scv_state));
}
static uint32_t
gen6_create_scissor_rect(struct intel_bb *ibb)
{
struct gen6_scissor_rect *scissor;
scissor = intel_bb_ptr_align(ibb, 64);
return intel_bb_ptr_add_return_prev_offset(ibb, sizeof(*scissor));
}
static void
gen8_emit_sip(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN4_STATE_SIP | (3 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
}
static void
gen7_emit_push_constants(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_VS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_PUSH_CONSTANT_ALLOC_HS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_PUSH_CONSTANT_ALLOC_DS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_PUSH_CONSTANT_ALLOC_GS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_PUSH_CONSTANT_ALLOC_PS);
intel_bb_out(ibb, 0);
}
static void
gen8_emit_state_base_address(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN4_STATE_BASE_ADDRESS | (16 - 2));
/* general */
intel_bb_out(ibb, 0 | BASE_ADDRESS_MODIFY);
intel_bb_out(ibb, 0);
/* stateless data port */
intel_bb_out(ibb, 0 | BASE_ADDRESS_MODIFY);
/* surface */
intel_bb_emit_reloc(ibb, ibb->handle,
I915_GEM_DOMAIN_SAMPLER, 0,
BASE_ADDRESS_MODIFY, ibb->batch_offset);
/* dynamic */
intel_bb_emit_reloc(ibb, ibb->handle,
I915_GEM_DOMAIN_RENDER | I915_GEM_DOMAIN_INSTRUCTION, 0,
BASE_ADDRESS_MODIFY, ibb->batch_offset);
/* indirect */
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
/* instruction */
intel_bb_emit_reloc(ibb, ibb->handle,
I915_GEM_DOMAIN_INSTRUCTION, 0,
BASE_ADDRESS_MODIFY, ibb->batch_offset);
/* general state buffer size */
intel_bb_out(ibb, 0xfffff000 | 1);
/* dynamic state buffer size */
intel_bb_out(ibb, 1 << 12 | 1);
/* indirect object buffer size */
intel_bb_out(ibb, 0xfffff000 | 1);
/* intruction buffer size */
intel_bb_out(ibb, 1 << 12 | 1);
}
static void
gen7_emit_urb(struct intel_bb *ibb) {
/* XXX: Min valid values from mesa */
const int vs_entries = 64;
const int vs_size = 2;
const int vs_start = 2;
intel_bb_out(ibb, GEN7_3DSTATE_URB_VS);
intel_bb_out(ibb, vs_entries | ((vs_size - 1) << 16) | (vs_start << 25));
intel_bb_out(ibb, GEN7_3DSTATE_URB_GS);
intel_bb_out(ibb, vs_start << 25);
intel_bb_out(ibb, GEN7_3DSTATE_URB_HS);
intel_bb_out(ibb, vs_start << 25);
intel_bb_out(ibb, GEN7_3DSTATE_URB_DS);
intel_bb_out(ibb, vs_start << 25);
}
static void
gen8_emit_cc(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN7_3DSTATE_BLEND_STATE_POINTERS);
intel_bb_out(ibb, cc.blend_state | 1);
intel_bb_out(ibb, GEN6_3DSTATE_CC_STATE_POINTERS);
intel_bb_out(ibb, cc.cc_state | 1);
}
static void
gen8_emit_multisample(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN8_3DSTATE_MULTISAMPLE);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN6_3DSTATE_SAMPLE_MASK);
intel_bb_out(ibb, 1);
}
static void
gen8_emit_vs(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN7_3DSTATE_BINDING_TABLE_POINTERS_VS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_SAMPLER_STATE_POINTERS_VS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN6_3DSTATE_CONSTANT_VS | (11 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN6_3DSTATE_VS | (9-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
}
static void
gen8_emit_hs(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN7_3DSTATE_CONSTANT_HS | (11 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_HS | (9-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_BINDING_TABLE_POINTERS_HS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_SAMPLER_STATE_POINTERS_HS);
intel_bb_out(ibb, 0);
}
static void
gen8_emit_gs(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN6_3DSTATE_CONSTANT_GS | (11 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN6_3DSTATE_GS | (10-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_BINDING_TABLE_POINTERS_GS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_SAMPLER_STATE_POINTERS_GS);
intel_bb_out(ibb, 0);
}
static void
gen8_emit_ds(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN7_3DSTATE_CONSTANT_DS | (11 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_DS | (9-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_BINDING_TABLE_POINTERS_DS);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_SAMPLER_STATE_POINTERS_DS);
intel_bb_out(ibb, 0);
}
static void
gen8_emit_wm_hz_op(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN8_3DSTATE_WM_HZ_OP | (5-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
}
static void
gen8_emit_null_state(struct intel_bb *ibb) {
gen8_emit_wm_hz_op(ibb);
gen8_emit_hs(ibb);
intel_bb_out(ibb, GEN7_3DSTATE_TE | (4-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
gen8_emit_gs(ibb);
gen8_emit_ds(ibb);
gen8_emit_vs(ibb);
}
static void
gen7_emit_clip(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN6_3DSTATE_CLIP | (4 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0); /* pass-through */
intel_bb_out(ibb, 0);
}
static void
gen8_emit_sf(struct intel_bb *ibb)
{
int i;
intel_bb_out(ibb, GEN7_3DSTATE_SBE | (4 - 2));
intel_bb_out(ibb, 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);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_SBE_SWIZ | (11 - 2));
for (i = 0; i < 8; i++)
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_RASTER | (5 - 2));
intel_bb_out(ibb, GEN8_RASTER_FRONT_WINDING_CCW | GEN8_RASTER_CULL_NONE);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN6_3DSTATE_SF | (4 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
}
static void
gen8_emit_ps(struct intel_bb *ibb, uint32_t kernel) {
const int max_threads = 63;
intel_bb_out(ibb, GEN6_3DSTATE_WM | (2 - 2));
intel_bb_out(ibb, /* 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) */
GEN8_3DSTATE_PS_PERSPECTIVE_PIXEL_BARYCENTRIC);
intel_bb_out(ibb, GEN6_3DSTATE_CONSTANT_PS | (11-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_PS | (12-2));
intel_bb_out(ibb, kernel);
intel_bb_out(ibb, 0); /* kernel hi */
intel_bb_out(ibb, 1 << GEN6_3DSTATE_WM_SAMPLER_COUNT_SHIFT |
2 << GEN6_3DSTATE_WM_BINDING_TABLE_ENTRY_COUNT_SHIFT);
intel_bb_out(ibb, 0); /* scratch space stuff */
intel_bb_out(ibb, 0); /* scratch hi */
intel_bb_out(ibb, (max_threads - 1) << GEN8_3DSTATE_PS_MAX_THREADS_SHIFT |
GEN6_3DSTATE_WM_16_DISPATCH_ENABLE);
intel_bb_out(ibb, 6 << GEN6_3DSTATE_WM_DISPATCH_START_GRF_0_SHIFT);
intel_bb_out(ibb, 0); // kernel 1
intel_bb_out(ibb, 0); /* kernel 1 hi */
intel_bb_out(ibb, 0); // kernel 2
intel_bb_out(ibb, 0); /* kernel 2 hi */
intel_bb_out(ibb, GEN8_3DSTATE_PS_BLEND | (2 - 2));
intel_bb_out(ibb, GEN8_PS_BLEND_HAS_WRITEABLE_RT);
intel_bb_out(ibb, GEN8_3DSTATE_PS_EXTRA | (2 - 2));
intel_bb_out(ibb, GEN8_PSX_PIXEL_SHADER_VALID | GEN8_PSX_ATTRIBUTE_ENABLE);
}
static void
gen8_emit_depth(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN8_3DSTATE_WM_DEPTH_STENCIL | (3 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN7_3DSTATE_DEPTH_BUFFER | (8-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_HIER_DEPTH_BUFFER | (5 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN8_3DSTATE_STENCIL_BUFFER | (5 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
}
static void
gen7_emit_clear(struct intel_bb *ibb) {
intel_bb_out(ibb, GEN7_3DSTATE_CLEAR_PARAMS | (3-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 1); // clear valid
}
static void
gen6_emit_drawing_rectangle(struct intel_bb *ibb, const struct intel_buf *dst)
{
intel_bb_out(ibb, GEN4_3DSTATE_DRAWING_RECTANGLE | (4 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, (intel_buf_height(dst) - 1) << 16 | (intel_buf_width(dst) - 1));
intel_bb_out(ibb, 0);
}
static void gen8_emit_vf_topology(struct intel_bb *ibb)
{
intel_bb_out(ibb, GEN8_3DSTATE_VF_TOPOLOGY);
intel_bb_out(ibb, _3DPRIM_RECTLIST);
}
/* Vertex elements MUST be defined before this according to spec */
static void gen8_emit_primitive(struct intel_bb *ibb, uint32_t offset)
{
intel_bb_out(ibb, GEN8_3DSTATE_VF_INSTANCING | (3 - 2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, GEN4_3DPRIMITIVE | (7-2));
intel_bb_out(ibb, 0); /* gen8+ ignore the topology type field */
intel_bb_out(ibb, 3); /* vertex count */
intel_bb_out(ibb, 0); /* We're specifying this instead with offset in GEN6_3DSTATE_VERTEX_BUFFERS */
intel_bb_out(ibb, 1); /* single instance */
intel_bb_out(ibb, 0); /* start instance location */
intel_bb_out(ibb, 0); /* index buffer offset, ignored */
}
/* The general rule is if it's named gen6 it is directly copied from
* gen6_render_copyfunc.
*
* This sets up most of the 3d pipeline, and most of that to NULL state. The
* docs aren't specific about exactly what must be set up NULL, but the general
* rule is we could be run at any time, and so the most state we set to NULL,
* the better our odds of success.
*
* +---------------+ <---- 4096
* | ^ |
* | | |
* | various |
* | state |
* | | |
* |_______|_______| <---- 2048 + ?
* | ^ |
* | | |
* | batch |
* | commands |
* | | |
* | | |
* +---------------+ <---- 0 + ?
*
* The batch commands point to state within tthe batch, so all state offsets should be
* 0 < offset < 4096. Both commands and state build upwards, and are constructed
* in that order. This means too many batch commands can delete state if not
* careful.
*
*/
#define BATCH_STATE_SPLIT 2048
void gen8_render_copyfunc(struct intel_bb *ibb,
struct intel_buf *src,
unsigned int src_x, unsigned int src_y,
unsigned int width, unsigned int height,
struct intel_buf *dst,
unsigned int dst_x, unsigned int dst_y)
{
uint32_t ps_sampler_state, ps_kernel_off, ps_binding_table;
uint32_t scissor_state;
uint32_t vertex_buffer;
igt_assert(src->bpp == dst->bpp);
intel_bb_flush_render(ibb);
intel_bb_add_intel_buf(ibb, dst, true);
intel_bb_add_intel_buf(ibb, src, false);
intel_bb_ptr_set(ibb, BATCH_STATE_SPLIT);
ps_binding_table = gen8_bind_surfaces(ibb, src, dst);
ps_sampler_state = gen8_create_sampler(ibb);
ps_kernel_off = gen8_fill_ps(ibb, ps_kernel, sizeof(ps_kernel));
vertex_buffer = gen7_fill_vertex_buffer_data(ibb,
src,
src_x, src_y,
dst_x, dst_y,
width, height);
cc.cc_state = gen6_create_cc_state(ibb);
cc.blend_state = gen8_create_blend_state(ibb);
viewport.cc_state = gen6_create_cc_viewport(ibb);
viewport.sf_clip_state = gen7_create_sf_clip_viewport(ibb);
scissor_state = gen6_create_scissor_rect(ibb);
/* TODO: theree is other state which isn't setup */
intel_bb_ptr_set(ibb, 0);
/* Start emitting the commands. The order roughly follows the mesa blorp
* order */
intel_bb_out(ibb, G4X_PIPELINE_SELECT | PIPELINE_SELECT_3D);
gen8_emit_sip(ibb);
gen7_emit_push_constants(ibb);
gen8_emit_state_base_address(ibb);
intel_bb_out(ibb, GEN7_3DSTATE_VIEWPORT_STATE_POINTERS_CC);
intel_bb_out(ibb, viewport.cc_state);
intel_bb_out(ibb, GEN8_3DSTATE_VIEWPORT_STATE_POINTERS_SF_CLIP);
intel_bb_out(ibb, viewport.sf_clip_state);
gen7_emit_urb(ibb);
gen8_emit_cc(ibb);
gen8_emit_multisample(ibb);
gen8_emit_null_state(ibb);
intel_bb_out(ibb, GEN7_3DSTATE_STREAMOUT | (5-2));
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
intel_bb_out(ibb, 0);
gen7_emit_clip(ibb);
gen8_emit_sf(ibb);
intel_bb_out(ibb, GEN7_3DSTATE_BINDING_TABLE_POINTERS_PS);
intel_bb_out(ibb, ps_binding_table);
intel_bb_out(ibb, GEN7_3DSTATE_SAMPLER_STATE_POINTERS_PS);
intel_bb_out(ibb, ps_sampler_state);
gen8_emit_ps(ibb, ps_kernel_off);
intel_bb_out(ibb, GEN8_3DSTATE_SCISSOR_STATE_POINTERS);
intel_bb_out(ibb, scissor_state);
gen8_emit_depth(ibb);
gen7_emit_clear(ibb);
gen6_emit_drawing_rectangle(ibb, dst);
gen8_emit_vertex_buffer(ibb, vertex_buffer);
gen6_emit_vertex_elements(ibb);
gen8_emit_vf_topology(ibb);
gen8_emit_primitive(ibb, vertex_buffer);
intel_bb_emit_bbe(ibb);
intel_bb_exec(ibb, intel_bb_offset(ibb),
I915_EXEC_DEFAULT | I915_EXEC_NO_RELOC, false);
dump_batch(ibb);
intel_bb_reset(ibb, false);
}
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