i965/blorp: Instruct vertex fetcher to provide prim instance id

This will indicate target layer (Render Target Array Index) needed
for layered clears.

v2: Use 3DSTATE_VF_SGVS for gen8+

Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Topi Pohjolainen
2016-08-26 17:37:44 +03:00
parent 39712b2a14
commit e597821ef2
+22 -4
View File
@@ -293,8 +293,10 @@ blorp_emit_vertex_elements(struct blorp_batch *batch,
* the URB. This is controlled by the 3DSTATE_VERTEX_BUFFERS and
* 3DSTATE_VERTEX_ELEMENTS packets below. The VUE contents are as follows:
* dw0: Reserved, MBZ.
* dw1: Render Target Array Index. The HiZ op does not use indexed
* vertices, so set the dword to 0.
* dw1: Render Target Array Index. Below vertex fetcher gets programmed
* to assign this with primitive instance identifier which will be
* used for layered clears. All other renders have only one instance
* and therefore the value will be effectively zero.
* dw2: Viewport Index. The HiZ op disables viewport mapping and
* scissoring, so set the dword to 0.
* dw3: Point Width: The HiZ op does not emit the POINTLIST primitive,
@@ -313,7 +315,7 @@ blorp_emit_vertex_elements(struct blorp_batch *batch,
* "Vertex URB Entry (VUE) Formats".
*
* Only vertex position X and Y are going to be variable, Z is fixed to
* zero and W to one. Header words dw0-3 are all zero. There is no need to
* zero and W to one. Header words dw0,2,3 are zero. There is no need to
* include the fixed values in the vertex buffer. Vertex fetcher can be
* instructed to fill vertex elements with constant values of one and zero
* instead of reading them from the buffer.
@@ -327,7 +329,16 @@ blorp_emit_vertex_elements(struct blorp_batch *batch,
ve[0].SourceElementFormat = ISL_FORMAT_R32G32B32A32_FLOAT;
ve[0].SourceElementOffset = 0;
ve[0].Component0Control = VFCOMP_STORE_0;
/* From Gen8 onwards hardware is no more instructed to overwrite components
* using an element specifier. Instead one has separate 3DSTATE_VF_SGVS
* (System Generated Value Setup) state packet for it.
*/
#if GEN_GEN >= 8
ve[0].Component1Control = VFCOMP_STORE_0;
#else
ve[0].Component1Control = VFCOMP_STORE_IID;
#endif
ve[0].Component2Control = VFCOMP_STORE_0;
ve[0].Component3Control = VFCOMP_STORE_0;
@@ -361,7 +372,14 @@ blorp_emit_vertex_elements(struct blorp_batch *batch,
}
#if GEN_GEN >= 8
blorp_emit(batch, GENX(3DSTATE_VF_SGVS), sgvs);
/* Overwrite Render Target Array Index (2nd dword) in the VUE header with
* primitive instance identifier. This is used for layered clears.
*/
blorp_emit(batch, GENX(3DSTATE_VF_SGVS), sgvs) {
sgvs.InstanceIDEnable = true;
sgvs.InstanceIDComponentNumber = COMP_1;
sgvs.InstanceIDElementOffset = 0;
}
for (unsigned i = 0; i < num_elements; i++) {
blorp_emit(batch, GENX(3DSTATE_VF_INSTANCING), vf) {