/* * Copyright © 2015 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include #include #include #include #include #include "anv_private.h" #include "genxml/gen_macros.h" #include "genxml/genX_pack.h" void genX(cmd_buffer_enable_pma_fix)(struct anv_cmd_buffer *cmd_buffer, bool enable) { if (cmd_buffer->state.pma_fix_enabled == enable) return; cmd_buffer->state.pma_fix_enabled = enable; /* According to the Broadwell PIPE_CONTROL documentation, software should * emit a PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set * prior to the LRI. If stencil buffer writes are enabled, then a Render * Cache Flush is also necessary. * * The Skylake docs say to use a depth stall rather than a command * streamer stall. However, the hardware seems to violently disagree. * A full command streamer stall seems to be needed in both cases. */ anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) { pc.DepthCacheFlushEnable = true; pc.CommandStreamerStallEnable = true; pc.RenderTargetCacheFlushEnable = true; #if GFX_VER >= 12 pc.TileCacheFlushEnable = true; /* Wa_1409600907: "PIPE_CONTROL with Depth Stall Enable bit must * be set with any PIPE_CONTROL with Depth Flush Enable bit set. */ pc.DepthStallEnable = true; #endif } #if GFX_VER == 9 uint32_t cache_mode; anv_pack_struct(&cache_mode, GENX(CACHE_MODE_0), .STCPMAOptimizationEnable = enable, .STCPMAOptimizationEnableMask = true); anv_batch_emit(&cmd_buffer->batch, GENX(MI_LOAD_REGISTER_IMM), lri) { lri.RegisterOffset = GENX(CACHE_MODE_0_num); lri.DataDWord = cache_mode; } #elif GFX_VER == 8 uint32_t cache_mode; anv_pack_struct(&cache_mode, GENX(CACHE_MODE_1), .NPPMAFixEnable = enable, .NPEarlyZFailsDisable = enable, .NPPMAFixEnableMask = true, .NPEarlyZFailsDisableMask = true); anv_batch_emit(&cmd_buffer->batch, GENX(MI_LOAD_REGISTER_IMM), lri) { lri.RegisterOffset = GENX(CACHE_MODE_1_num); lri.DataDWord = cache_mode; } #endif /* GFX_VER == 8 */ /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache * Flush bits is often necessary. We do it regardless because it's easier. * The render cache flush is also necessary if stencil writes are enabled. * * Again, the Skylake docs give a different set of flushes but the BDW * flushes seem to work just as well. */ anv_batch_emit(&cmd_buffer->batch, GENX(PIPE_CONTROL), pc) { pc.DepthStallEnable = true; pc.DepthCacheFlushEnable = true; pc.RenderTargetCacheFlushEnable = true; #if GFX_VER >= 12 pc.TileCacheFlushEnable = true; #endif } } UNUSED static bool want_depth_pma_fix(struct anv_cmd_buffer *cmd_buffer, const struct vk_depth_stencil_state *ds) { assert(GFX_VER == 8); /* From the Broadwell PRM Vol. 2c CACHE_MODE_1::NP_PMA_FIX_ENABLE: * * SW must set this bit in order to enable this fix when following * expression is TRUE. * * 3DSTATE_WM::ForceThreadDispatch != 1 && * !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) && * (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) && * (3DSTATE_DEPTH_BUFFER::HIZ Enable) && * !(3DSTATE_WM::EDSC_Mode == EDSC_PREPS) && * (3DSTATE_PS_EXTRA::PixelShaderValid) && * !(3DSTATE_WM_HZ_OP::DepthBufferClear || * 3DSTATE_WM_HZ_OP::DepthBufferResolve || * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable || * 3DSTATE_WM_HZ_OP::StencilBufferClear) && * (3DSTATE_WM_DEPTH_STENCIL::DepthTestEnable) && * (((3DSTATE_PS_EXTRA::PixelShaderKillsPixels || * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || * 3DSTATE_PS_BLEND::AlphaTestEnable || * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) && * 3DSTATE_WM::ForceKillPix != ForceOff && * ((3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable && * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE) || * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable && * 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE && * 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE))) || * (3DSTATE_PS_EXTRA:: Pixel Shader Computed Depth mode != PSCDEPTH_OFF)) */ /* These are always true: * 3DSTATE_WM::ForceThreadDispatch != 1 && * !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) */ /* We only enable the PMA fix if we know for certain that HiZ is enabled. * If we don't know whether HiZ is enabled or not, we disable the PMA fix * and there is no harm. * * (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) && * 3DSTATE_DEPTH_BUFFER::HIZ Enable */ if (!cmd_buffer->state.hiz_enabled) return false; /* 3DSTATE_PS_EXTRA::PixelShaderValid */ struct anv_graphics_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) return false; /* !(3DSTATE_WM::EDSC_Mode == EDSC_PREPS) */ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); if (wm_prog_data->early_fragment_tests) return false; /* We never use anv_pipeline for HiZ ops so this is trivially true: * !(3DSTATE_WM_HZ_OP::DepthBufferClear || * 3DSTATE_WM_HZ_OP::DepthBufferResolve || * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable || * 3DSTATE_WM_HZ_OP::StencilBufferClear) */ /* 3DSTATE_WM_DEPTH_STENCIL::DepthTestEnable */ if (!ds->depth.test_enable) return false; /* (((3DSTATE_PS_EXTRA::PixelShaderKillsPixels || * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || * 3DSTATE_PS_BLEND::AlphaTestEnable || * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) && * 3DSTATE_WM::ForceKillPix != ForceOff && * ((3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable && * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE) || * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable && * 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE && * 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE))) || * (3DSTATE_PS_EXTRA:: Pixel Shader Computed Depth mode != PSCDEPTH_OFF)) */ return (pipeline->kill_pixel && (ds->depth.write_enable || ds->stencil.write_enable)) || wm_prog_data->computed_depth_mode != PSCDEPTH_OFF; } UNUSED static bool want_stencil_pma_fix(struct anv_cmd_buffer *cmd_buffer, const struct vk_depth_stencil_state *ds) { if (GFX_VER > 9) return false; assert(GFX_VER == 9); /* From the Skylake PRM Vol. 2c CACHE_MODE_1::STC PMA Optimization Enable: * * Clearing this bit will force the STC cache to wait for pending * retirement of pixels at the HZ-read stage and do the STC-test for * Non-promoted, R-computed and Computed depth modes instead of * postponing the STC-test to RCPFE. * * STC_TEST_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable * * STC_WRITE_EN = 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable && * 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE) * * COMP_STC_EN = STC_TEST_EN && * 3DSTATE_PS_EXTRA::PixelShaderComputesStencil * * SW parses the pipeline states to generate the following logical * signal indicating if PMA FIX can be enabled. * * STC_PMA_OPT = * 3DSTATE_WM::ForceThreadDispatch != 1 && * !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) && * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL && * 3DSTATE_DEPTH_BUFFER::HIZ Enable && * !(3DSTATE_WM::EDSC_Mode == 2) && * 3DSTATE_PS_EXTRA::PixelShaderValid && * !(3DSTATE_WM_HZ_OP::DepthBufferClear || * 3DSTATE_WM_HZ_OP::DepthBufferResolve || * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable || * 3DSTATE_WM_HZ_OP::StencilBufferClear) && * (COMP_STC_EN || STC_WRITE_EN) && * ((3DSTATE_PS_EXTRA::PixelShaderKillsPixels || * 3DSTATE_WM::ForceKillPix == ON || * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || * 3DSTATE_PS_BLEND::AlphaTestEnable || * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) || * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF)) */ /* These are always true: * 3DSTATE_WM::ForceThreadDispatch != 1 && * !(3DSTATE_RASTER::ForceSampleCount != NUMRASTSAMPLES_0) */ /* We only enable the PMA fix if we know for certain that HiZ is enabled. * If we don't know whether HiZ is enabled or not, we disable the PMA fix * and there is no harm. * * (3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL) && * 3DSTATE_DEPTH_BUFFER::HIZ Enable */ if (!cmd_buffer->state.hiz_enabled) return false; /* We can't possibly know if HiZ is enabled without the depth attachment */ ASSERTED const struct anv_image_view *d_iview = cmd_buffer->state.gfx.depth_att.iview; assert(d_iview && d_iview->image->planes[0].aux_usage == ISL_AUX_USAGE_HIZ); /* 3DSTATE_PS_EXTRA::PixelShaderValid */ struct anv_graphics_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; if (!anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT)) return false; /* !(3DSTATE_WM::EDSC_Mode == 2) */ const struct brw_wm_prog_data *wm_prog_data = get_wm_prog_data(pipeline); if (wm_prog_data->early_fragment_tests) return false; /* We never use anv_pipeline for HiZ ops so this is trivially true: * !(3DSTATE_WM_HZ_OP::DepthBufferClear || * 3DSTATE_WM_HZ_OP::DepthBufferResolve || * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable || * 3DSTATE_WM_HZ_OP::StencilBufferClear) */ /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && * 3DSTATE_WM_DEPTH_STENCIL::StencilTestEnable */ const bool stc_test_en = ds->stencil.test_enable; /* 3DSTATE_STENCIL_BUFFER::STENCIL_BUFFER_ENABLE && * (3DSTATE_WM_DEPTH_STENCIL::Stencil Buffer Write Enable && * 3DSTATE_DEPTH_BUFFER::STENCIL_WRITE_ENABLE) */ const bool stc_write_en = ds->stencil.write_enable; /* STC_TEST_EN && 3DSTATE_PS_EXTRA::PixelShaderComputesStencil */ const bool comp_stc_en = stc_test_en && wm_prog_data->computed_stencil; /* COMP_STC_EN || STC_WRITE_EN */ if (!(comp_stc_en || stc_write_en)) return false; /* (3DSTATE_PS_EXTRA::PixelShaderKillsPixels || * 3DSTATE_WM::ForceKillPix == ON || * 3DSTATE_PS_EXTRA::oMask Present to RenderTarget || * 3DSTATE_PS_BLEND::AlphaToCoverageEnable || * 3DSTATE_PS_BLEND::AlphaTestEnable || * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable) || * (3DSTATE_PS_EXTRA::Pixel Shader Computed Depth mode != PSCDEPTH_OFF) */ return pipeline->kill_pixel || wm_prog_data->computed_depth_mode != PSCDEPTH_OFF; } void genX(cmd_buffer_flush_dynamic_state)(struct anv_cmd_buffer *cmd_buffer) { struct anv_graphics_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; const struct vk_dynamic_graphics_state *dyn = &cmd_buffer->vk.dynamic_graphics_state; #if GFX_VER >= 11 if (cmd_buffer->device->vk.enabled_extensions.KHR_fragment_shading_rate && BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_FSR)) genX(emit_shading_rate)(&cmd_buffer->batch, pipeline, &dyn->fsr); #endif /* GFX_VER >= 11 */ if ((cmd_buffer->state.gfx.dirty & ANV_CMD_DIRTY_PIPELINE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_RS_LINE_WIDTH)) { uint32_t sf_dw[GENX(3DSTATE_SF_length)]; struct GENX(3DSTATE_SF) sf = { GENX(3DSTATE_SF_header), }; #if GFX_VER == 8 if (cmd_buffer->device->info.platform == INTEL_PLATFORM_CHV) { sf.CHVLineWidth = dyn->rs.line.width; } else { sf.LineWidth = dyn->rs.line.width; } #else sf.LineWidth = dyn->rs.line.width, #endif GENX(3DSTATE_SF_pack)(NULL, sf_dw, &sf); anv_batch_emit_merge(&cmd_buffer->batch, sf_dw, pipeline->gfx8.sf); } if ((cmd_buffer->state.gfx.dirty & ANV_CMD_DIRTY_PIPELINE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_IA_PRIMITIVE_TOPOLOGY) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_RS_CULL_MODE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_RS_FRONT_FACE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_RS_DEPTH_BIAS_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_RS_DEPTH_BIAS_FACTORS)) { /* Take dynamic primitive topology in to account with * 3DSTATE_RASTER::APIMode * 3DSTATE_RASTER::DXMultisampleRasterizationEnable * 3DSTATE_RASTER::AntialiasingEnable */ uint32_t api_mode = 0; bool msaa_raster_enable = false; VkPolygonMode dynamic_raster_mode = genX(raster_polygon_mode)(cmd_buffer->state.gfx.pipeline, dyn->ia.primitive_topology); genX(rasterization_mode)(dynamic_raster_mode, pipeline->line_mode, dyn->rs.line.width, &api_mode, &msaa_raster_enable); bool aa_enable = anv_rasterization_aa_mode(dynamic_raster_mode, pipeline->line_mode); uint32_t raster_dw[GENX(3DSTATE_RASTER_length)]; struct GENX(3DSTATE_RASTER) raster = { GENX(3DSTATE_RASTER_header), .APIMode = api_mode, .DXMultisampleRasterizationEnable = msaa_raster_enable, .AntialiasingEnable = aa_enable, .CullMode = genX(vk_to_intel_cullmode)[dyn->rs.cull_mode], .FrontWinding = genX(vk_to_intel_front_face)[dyn->rs.front_face], .GlobalDepthOffsetEnableSolid = dyn->rs.depth_bias.enable, .GlobalDepthOffsetEnableWireframe = dyn->rs.depth_bias.enable, .GlobalDepthOffsetEnablePoint = dyn->rs.depth_bias.enable, .GlobalDepthOffsetConstant = dyn->rs.depth_bias.constant, .GlobalDepthOffsetScale = dyn->rs.depth_bias.slope, .GlobalDepthOffsetClamp = dyn->rs.depth_bias.clamp, }; GENX(3DSTATE_RASTER_pack)(NULL, raster_dw, &raster); anv_batch_emit_merge(&cmd_buffer->batch, raster_dw, pipeline->gfx8.raster); } /* Stencil reference values moved from COLOR_CALC_STATE in gfx8 to * 3DSTATE_WM_DEPTH_STENCIL in gfx9. That means the dirty bits gets split * across different state packets for gfx8 and gfx9. We handle that by * using a big old #if switch here. */ #if GFX_VER == 8 if (BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_REFERENCE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_CB_BLEND_CONSTANTS)) { struct anv_state cc_state = anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, GENX(COLOR_CALC_STATE_length) * 4, 64); struct GENX(COLOR_CALC_STATE) cc = { .BlendConstantColorRed = dyn->cb.blend_constants[0], .BlendConstantColorGreen = dyn->cb.blend_constants[1], .BlendConstantColorBlue = dyn->cb.blend_constants[2], .BlendConstantColorAlpha = dyn->cb.blend_constants[3], .StencilReferenceValue = dyn->ds.stencil.front.reference & 0xff, .BackfaceStencilReferenceValue = dyn->ds.stencil.back.reference & 0xff, }; GENX(COLOR_CALC_STATE_pack)(NULL, cc_state.map, &cc); anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_CC_STATE_POINTERS), ccp) { ccp.ColorCalcStatePointer = cc_state.offset; ccp.ColorCalcStatePointerValid = true; } } if ((cmd_buffer->state.gfx.dirty & (ANV_CMD_DIRTY_PIPELINE | ANV_CMD_DIRTY_RENDER_TARGETS)) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_TEST_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_WRITE_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_COMPARE_OP) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_TEST_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_OP) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_COMPARE_MASK) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_WRITE_MASK)) { VkImageAspectFlags ds_aspects = 0; if (cmd_buffer->state.gfx.depth_att.vk_format != VK_FORMAT_UNDEFINED) ds_aspects |= VK_IMAGE_ASPECT_DEPTH_BIT; if (cmd_buffer->state.gfx.stencil_att.vk_format != VK_FORMAT_UNDEFINED) ds_aspects |= VK_IMAGE_ASPECT_STENCIL_BIT; struct vk_depth_stencil_state opt_ds = dyn->ds; vk_optimize_depth_stencil_state(&opt_ds, ds_aspects, true); anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_WM_DEPTH_STENCIL), ds) { ds.DoubleSidedStencilEnable = true; ds.StencilTestMask = opt_ds.stencil.front.compare_mask & 0xff; ds.StencilWriteMask = opt_ds.stencil.front.write_mask & 0xff; ds.BackfaceStencilTestMask = opt_ds.stencil.back.compare_mask & 0xff; ds.BackfaceStencilWriteMask = opt_ds.stencil.back.write_mask & 0xff; ds.DepthTestEnable = opt_ds.depth.test_enable; ds.DepthBufferWriteEnable = opt_ds.depth.write_enable; ds.DepthTestFunction = genX(vk_to_intel_compare_op)[opt_ds.depth.compare_op]; ds.StencilTestEnable = opt_ds.stencil.test_enable; ds.StencilBufferWriteEnable = opt_ds.stencil.write_enable; ds.StencilFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.front.op.fail]; ds.StencilPassDepthPassOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.front.op.pass]; ds.StencilPassDepthFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.front.op.depth_fail]; ds.StencilTestFunction = genX(vk_to_intel_compare_op)[opt_ds.stencil.front.op.compare]; ds.BackfaceStencilFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.back.op.fail]; ds.BackfaceStencilPassDepthPassOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.back.op.pass]; ds.BackfaceStencilPassDepthFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.back.op.depth_fail]; ds.BackfaceStencilTestFunction = genX(vk_to_intel_compare_op)[opt_ds.stencil.back.op.compare]; } const bool pma = want_depth_pma_fix(cmd_buffer, &opt_ds); genX(cmd_buffer_enable_pma_fix)(cmd_buffer, pma); } #else if (BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_CB_BLEND_CONSTANTS)) { struct anv_state cc_state = anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, GENX(COLOR_CALC_STATE_length) * 4, 64); struct GENX(COLOR_CALC_STATE) cc = { .BlendConstantColorRed = dyn->cb.blend_constants[0], .BlendConstantColorGreen = dyn->cb.blend_constants[1], .BlendConstantColorBlue = dyn->cb.blend_constants[2], .BlendConstantColorAlpha = dyn->cb.blend_constants[3], }; GENX(COLOR_CALC_STATE_pack)(NULL, cc_state.map, &cc); anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_CC_STATE_POINTERS), ccp) { ccp.ColorCalcStatePointer = cc_state.offset; ccp.ColorCalcStatePointerValid = true; } } if ((cmd_buffer->state.gfx.dirty & (ANV_CMD_DIRTY_PIPELINE | ANV_CMD_DIRTY_RENDER_TARGETS)) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_TEST_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_WRITE_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_COMPARE_OP) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_TEST_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_OP) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_COMPARE_MASK) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_WRITE_MASK) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_REFERENCE)) { VkImageAspectFlags ds_aspects = 0; if (cmd_buffer->state.gfx.depth_att.vk_format != VK_FORMAT_UNDEFINED) ds_aspects |= VK_IMAGE_ASPECT_DEPTH_BIT; if (cmd_buffer->state.gfx.stencil_att.vk_format != VK_FORMAT_UNDEFINED) ds_aspects |= VK_IMAGE_ASPECT_STENCIL_BIT; struct vk_depth_stencil_state opt_ds = dyn->ds; vk_optimize_depth_stencil_state(&opt_ds, ds_aspects, true); anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_WM_DEPTH_STENCIL), ds) { ds.DoubleSidedStencilEnable = true; ds.StencilTestMask = opt_ds.stencil.front.compare_mask & 0xff; ds.StencilWriteMask = opt_ds.stencil.front.write_mask & 0xff; ds.BackfaceStencilTestMask = opt_ds.stencil.back.compare_mask & 0xff; ds.BackfaceStencilWriteMask = opt_ds.stencil.back.write_mask & 0xff; ds.StencilReferenceValue = opt_ds.stencil.front.reference & 0xff; ds.BackfaceStencilReferenceValue = opt_ds.stencil.back.reference & 0xff; ds.DepthTestEnable = opt_ds.depth.test_enable; ds.DepthBufferWriteEnable = opt_ds.depth.write_enable; ds.DepthTestFunction = genX(vk_to_intel_compare_op)[opt_ds.depth.compare_op]; ds.StencilTestEnable = opt_ds.stencil.test_enable; ds.StencilBufferWriteEnable = opt_ds.stencil.write_enable; ds.StencilFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.front.op.fail]; ds.StencilPassDepthPassOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.front.op.pass]; ds.StencilPassDepthFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.front.op.depth_fail]; ds.StencilTestFunction = genX(vk_to_intel_compare_op)[opt_ds.stencil.front.op.compare]; ds.BackfaceStencilFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.back.op.fail]; ds.BackfaceStencilPassDepthPassOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.back.op.pass]; ds.BackfaceStencilPassDepthFailOp = genX(vk_to_intel_stencil_op)[opt_ds.stencil.back.op.depth_fail]; ds.BackfaceStencilTestFunction = genX(vk_to_intel_compare_op)[opt_ds.stencil.back.op.compare]; } const bool pma = want_stencil_pma_fix(cmd_buffer, &opt_ds); genX(cmd_buffer_enable_pma_fix)(cmd_buffer, pma); } #endif #if GFX_VER >= 12 if (BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_BOUNDS_TEST_ENABLE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_BOUNDS_TEST_BOUNDS)) { anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BOUNDS), db) { db.DepthBoundsTestEnable = dyn->ds.depth.bounds_test.enable; db.DepthBoundsTestMinValue = dyn->ds.depth.bounds_test.min; db.DepthBoundsTestMaxValue = dyn->ds.depth.bounds_test.max; } } #endif if (BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_RS_LINE_STIPPLE)) { anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_LINE_STIPPLE), ls) { ls.LineStipplePattern = dyn->rs.line.stipple.pattern; ls.LineStippleInverseRepeatCount = 1.0f / MAX2(1, dyn->rs.line.stipple.factor); ls.LineStippleRepeatCount = dyn->rs.line.stipple.factor; } } if ((cmd_buffer->state.gfx.dirty & (ANV_CMD_DIRTY_PIPELINE | ANV_CMD_DIRTY_INDEX_BUFFER)) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_IA_PRIMITIVE_RESTART_ENABLE)) { anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_VF), vf) { #if GFX_VERx10 >= 125 vf.GeometryDistributionEnable = true; #endif vf.IndexedDrawCutIndexEnable = dyn->ia.primitive_restart_enable; vf.CutIndex = cmd_buffer->state.gfx.restart_index; } } if (cmd_buffer->state.gfx.dirty & ANV_CMD_DIRTY_INDEX_BUFFER) { struct anv_buffer *buffer = cmd_buffer->state.gfx.index_buffer; uint32_t offset = cmd_buffer->state.gfx.index_offset; anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_INDEX_BUFFER), ib) { ib.IndexFormat = cmd_buffer->state.gfx.index_type; ib.MOCS = anv_mocs(cmd_buffer->device, buffer->address.bo, ISL_SURF_USAGE_INDEX_BUFFER_BIT); #if GFX_VER >= 12 ib.L3BypassDisable = true; #endif ib.BufferStartingAddress = anv_address_add(buffer->address, offset); ib.BufferSize = vk_buffer_range(&buffer->vk, offset, VK_WHOLE_SIZE); } } #if GFX_VERx10 >= 125 if ((cmd_buffer->state.gfx.dirty & ANV_CMD_DIRTY_PIPELINE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_IA_PRIMITIVE_RESTART_ENABLE)) { anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_VFG), vfg) { /* If 3DSTATE_TE: TE Enable == 1 then RR_STRICT else RR_FREE*/ vfg.DistributionMode = anv_pipeline_has_stage(pipeline, MESA_SHADER_TESS_EVAL) ? RR_STRICT : RR_FREE; vfg.DistributionGranularity = BatchLevelGranularity; /* Wa_14014890652 */ if (intel_device_info_is_dg2(&cmd_buffer->device->info)) vfg.GranularityThresholdDisable = 1; vfg.ListCutIndexEnable = dyn->ia.primitive_restart_enable; /* 192 vertices for TRILIST_ADJ */ vfg.ListNBatchSizeScale = 0; /* Batch size of 384 vertices */ vfg.List3BatchSizeScale = 2; /* Batch size of 128 vertices */ vfg.List2BatchSizeScale = 1; /* Batch size of 128 vertices */ vfg.List1BatchSizeScale = 2; /* Batch size of 256 vertices for STRIP topologies */ vfg.StripBatchSizeScale = 3; /* 192 control points for PATCHLIST_3 */ vfg.PatchBatchSizeScale = 1; /* 192 control points for PATCHLIST_3 */ vfg.PatchBatchSizeMultiplier = 31; } } #endif if (pipeline->base.device->vk.enabled_extensions.EXT_sample_locations && BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_MS_SAMPLE_LOCATIONS)) genX(emit_sample_pattern)(&cmd_buffer->batch, dyn->ms.sample_locations); if ((cmd_buffer->state.gfx.dirty & ANV_CMD_DIRTY_PIPELINE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_CB_COLOR_WRITE_ENABLES)) { /* 3DSTATE_WM in the hope we can avoid spawning fragment shaders * threads. */ uint32_t wm_dwords[GENX(3DSTATE_WM_length)]; struct GENX(3DSTATE_WM) wm = { GENX(3DSTATE_WM_header), .ForceThreadDispatchEnable = anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT) && (pipeline->force_fragment_thread_dispatch || anv_cmd_buffer_all_color_write_masked(cmd_buffer)) ? ForceON : 0, }; GENX(3DSTATE_WM_pack)(NULL, wm_dwords, &wm); anv_batch_emit_merge(&cmd_buffer->batch, wm_dwords, pipeline->gfx8.wm); } if ((cmd_buffer->state.gfx.dirty & ANV_CMD_DIRTY_PIPELINE) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_CB_LOGIC_OP) || BITSET_TEST(dyn->dirty, MESA_VK_DYNAMIC_CB_COLOR_WRITE_ENABLES)) { const uint8_t color_writes = dyn->cb.color_write_enables; const struct anv_cmd_graphics_state *state = &cmd_buffer->state.gfx; bool has_writeable_rt = anv_pipeline_has_stage(pipeline, MESA_SHADER_FRAGMENT) && (color_writes & ((1u << state->color_att_count) - 1)) != 0; /* 3DSTATE_PS_BLEND to be consistent with the rest of the * BLEND_STATE_ENTRY. */ uint32_t ps_blend_dwords[GENX(3DSTATE_PS_BLEND_length)]; struct GENX(3DSTATE_PS_BLEND) ps_blend = { GENX(3DSTATE_PS_BLEND_header), .HasWriteableRT = has_writeable_rt, }; GENX(3DSTATE_PS_BLEND_pack)(NULL, ps_blend_dwords, &ps_blend); anv_batch_emit_merge(&cmd_buffer->batch, ps_blend_dwords, pipeline->gfx8.ps_blend); uint32_t blend_dws[GENX(BLEND_STATE_length) + MAX_RTS * GENX(BLEND_STATE_ENTRY_length)]; uint32_t *dws = blend_dws; memset(blend_dws, 0, sizeof(blend_dws)); /* Skip this part */ dws += GENX(BLEND_STATE_length); for (uint32_t i = 0; i < MAX_RTS; i++) { /* Disable anything above the current number of color attachments. */ bool write_disabled = i >= cmd_buffer->state.gfx.color_att_count || (color_writes & BITFIELD_BIT(i)) == 0; struct GENX(BLEND_STATE_ENTRY) entry = { .WriteDisableAlpha = write_disabled || (pipeline->color_comp_writes[i] & VK_COLOR_COMPONENT_A_BIT) == 0, .WriteDisableRed = write_disabled || (pipeline->color_comp_writes[i] & VK_COLOR_COMPONENT_R_BIT) == 0, .WriteDisableGreen = write_disabled || (pipeline->color_comp_writes[i] & VK_COLOR_COMPONENT_G_BIT) == 0, .WriteDisableBlue = write_disabled || (pipeline->color_comp_writes[i] & VK_COLOR_COMPONENT_B_BIT) == 0, .LogicOpFunction = genX(vk_to_intel_logic_op)[dyn->cb.logic_op], }; GENX(BLEND_STATE_ENTRY_pack)(NULL, dws, &entry); dws += GENX(BLEND_STATE_ENTRY_length); } uint32_t num_dwords = GENX(BLEND_STATE_length) + GENX(BLEND_STATE_ENTRY_length) * MAX_RTS; struct anv_state blend_states = anv_cmd_buffer_merge_dynamic(cmd_buffer, blend_dws, pipeline->gfx8.blend_state, num_dwords, 64); anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_BLEND_STATE_POINTERS), bsp) { bsp.BlendStatePointer = blend_states.offset; bsp.BlendStatePointerValid = true; } } /* When we're done, there is no more dirty gfx state. */ vk_dynamic_graphics_state_clear_dirty(&cmd_buffer->vk.dynamic_graphics_state); cmd_buffer->state.gfx.dirty = 0; }