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Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_meta_fast_clear.c')
-rw-r--r--src/mesa/drivers/dri/i965/brw_meta_fast_clear.c704
1 files changed, 704 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_meta_fast_clear.c b/src/mesa/drivers/dri/i965/brw_meta_fast_clear.c
new file mode 100644
index 0000000..c6540f2
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_meta_fast_clear.c
@@ -0,0 +1,704 @@
+/*
+ * Copyright © 2014 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 "main/mtypes.h"
+#include "main/macros.h"
+#include "main/context.h"
+#include "main/objectlabel.h"
+#include "main/shaderapi.h"
+#include "main/arrayobj.h"
+#include "main/bufferobj.h"
+#include "main/buffers.h"
+#include "main/blend.h"
+#include "main/enable.h"
+#include "main/depth.h"
+#include "main/stencil.h"
+#include "main/varray.h"
+#include "main/uniforms.h"
+#include "main/fbobject.h"
+#include "main/texobj.h"
+
+#include "main/api_validate.h"
+#include "main/state.h"
+
+#include "vbo/vbo_context.h"
+
+#include "drivers/common/meta.h"
+
+#include "brw_defines.h"
+#include "brw_context.h"
+#include "brw_draw.h"
+#include "intel_fbo.h"
+#include "intel_batchbuffer.h"
+
+#include "brw_blorp.h"
+
+struct brw_fast_clear_state {
+ GLuint vao;
+ GLuint vbo;
+ GLuint shader_prog;
+ GLint color_location;
+};
+
+static bool
+brw_fast_clear_init(struct brw_context *brw)
+{
+ struct brw_fast_clear_state *clear;
+
+ if (brw->fast_clear_state) {
+ clear = brw->fast_clear_state;
+ _mesa_BindVertexArray(clear->vao);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo);
+ return true;
+ }
+
+ brw->fast_clear_state = clear = malloc(sizeof *clear);
+ if (clear == NULL)
+ return false;
+
+ memset(clear, 0, sizeof *clear);
+ _mesa_GenVertexArrays(1, &clear->vao);
+ _mesa_BindVertexArray(clear->vao);
+ _mesa_GenBuffers(1, &clear->vbo);
+ _mesa_BindBuffer(GL_ARRAY_BUFFER, clear->vbo);
+ _mesa_VertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, 0);
+ _mesa_EnableVertexAttribArray(0);
+
+ return true;
+}
+
+static void
+brw_bind_rep_write_shader(struct brw_context *brw, float *color)
+{
+ const char *vs_source =
+ "#extension GL_AMD_vertex_shader_layer : enable\n"
+ "#extension GL_ARB_draw_instanced : enable\n"
+ "attribute vec4 position;\n"
+ "uniform int layer;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Layer = gl_InstanceID;\n"
+ " gl_Position = position;\n"
+ "}\n";
+ const char *fs_source =
+ "uniform vec4 color;\n"
+ "void main()\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n";
+
+ GLuint vs, fs;
+ struct brw_fast_clear_state *clear = brw->fast_clear_state;
+ struct gl_context *ctx = &brw->ctx;
+
+ if (clear->shader_prog) {
+ _mesa_UseProgram(clear->shader_prog);
+ _mesa_Uniform4fv(clear->color_location, 1, color);
+ return;
+ }
+
+ vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
+ fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
+
+ clear->shader_prog = _mesa_CreateProgram();
+ _mesa_AttachShader(clear->shader_prog, fs);
+ _mesa_DeleteShader(fs);
+ _mesa_AttachShader(clear->shader_prog, vs);
+ _mesa_DeleteShader(vs);
+ _mesa_BindAttribLocation(clear->shader_prog, 0, "position");
+ _mesa_ObjectLabel(GL_PROGRAM, clear->shader_prog, -1, "meta clear");
+ _mesa_LinkProgram(clear->shader_prog);
+
+ clear->color_location =
+ _mesa_GetUniformLocation(clear->shader_prog, "color");
+
+ _mesa_UseProgram(clear->shader_prog);
+ _mesa_Uniform4fv(clear->color_location, 1, color);
+}
+
+void
+brw_meta_fast_clear_free(struct brw_context *brw)
+{
+ struct brw_fast_clear_state *clear = brw->fast_clear_state;
+ GET_CURRENT_CONTEXT(old_context);
+
+ if (clear == NULL)
+ return;
+
+ _mesa_make_current(&brw->ctx, NULL, NULL);
+
+ _mesa_DeleteVertexArrays(1, &clear->vao);
+ _mesa_DeleteBuffers(1, &clear->vbo);
+ _mesa_DeleteProgram(clear->shader_prog);
+ free(clear);
+
+ if (old_context)
+ _mesa_make_current(old_context, old_context->WinSysDrawBuffer, old_context->WinSysReadBuffer);
+ else
+ _mesa_make_current(NULL, NULL, NULL);
+}
+
+struct rect {
+ int x0, y0, x1, y1;
+};
+
+static void
+brw_draw_rectlist(struct gl_context *ctx, struct rect *rect, int num_instances)
+{
+ int start = 0, count = 3;
+ struct _mesa_prim prim;
+ float verts[6];
+
+ verts[0] = rect->x1;
+ verts[1] = rect->y1;
+ verts[2] = rect->x0;
+ verts[3] = rect->y1;
+ verts[4] = rect->x0;
+ verts[5] = rect->y0;
+
+ /* upload new vertex data */
+ _mesa_BufferData(GL_ARRAY_BUFFER_ARB, sizeof(verts), verts,
+ GL_DYNAMIC_DRAW_ARB);
+
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+
+ vbo_bind_arrays(ctx);
+
+ memset(&prim, 0, sizeof prim);
+ prim.begin = 1;
+ prim.end = 1;
+ prim.mode = BRW_PRIM_OFFSET + _3DPRIM_RECTLIST;
+ prim.num_instances = num_instances;
+ prim.start = start;
+ prim.count = count;
+
+ /* Make sure our internal prim value doesn't clash with a valid GL value. */
+ assert(!_mesa_is_valid_prim_mode(ctx, prim.mode));
+
+ brw_draw_prims(ctx, &prim, 1, NULL,
+ GL_TRUE, start, start + count - 1,
+ NULL, NULL);
+}
+
+static void
+get_fast_clear_rect(struct brw_context *brw, struct gl_framebuffer *fb,
+ struct intel_renderbuffer *irb, struct rect *rect)
+{
+ unsigned int x_align, y_align;
+ unsigned int x_scaledown, y_scaledown;
+
+ if (irb->mt->msaa_layout == INTEL_MSAA_LAYOUT_NONE) {
+ /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
+ * Target(s)", beneath the "Fast Color Clear" bullet (p327):
+ *
+ * Clear pass must have a clear rectangle that must follow
+ * alignment rules in terms of pixels and lines as shown in the
+ * table below. Further, the clear-rectangle height and width
+ * must be multiple of the following dimensions. If the height
+ * and width of the render target being cleared do not meet these
+ * requirements, an MCS buffer can be created such that it
+ * follows the requirement and covers the RT.
+ *
+ * The alignment size in the table that follows is related to the
+ * alignment size returned by intel_get_non_msrt_mcs_alignment(), but
+ * with X alignment multiplied by 16 and Y alignment multiplied by 32.
+ */
+ intel_get_non_msrt_mcs_alignment(brw, irb->mt, &x_align, &y_align);
+ x_align *= 16;
+ y_align *= 32;
+
+ /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
+ * Target(s)", beneath the "Fast Color Clear" bullet (p327):
+ *
+ * In order to optimize the performance MCS buffer (when bound to
+ * 1X RT) clear similarly to MCS buffer clear for MSRT case,
+ * clear rect is required to be scaled by the following factors
+ * in the horizontal and vertical directions:
+ *
+ * The X and Y scale down factors in the table that follows are each
+ * equal to half the alignment value computed above.
+ */
+ x_scaledown = x_align / 2;
+ y_scaledown = y_align / 2;
+
+ /* From BSpec: 3D-Media-GPGPU Engine > 3D Pipeline > Pixel > Pixel
+ * Backend > MCS Buffer for Render Target(s) [DevIVB+] > Table "Color
+ * Clear of Non-MultiSampled Render Target Restrictions":
+ *
+ * Clear rectangle must be aligned to two times the number of
+ * pixels in the table shown below due to 16x16 hashing across the
+ * slice.
+ */
+ x_align *= 2;
+ y_align *= 2;
+ } else {
+ /* From the Ivy Bridge PRM, Vol2 Part1 11.7 "MCS Buffer for Render
+ * Target(s)", beneath the "MSAA Compression" bullet (p326):
+ *
+ * Clear pass for this case requires that scaled down primitive
+ * is sent down with upper left co-ordinate to coincide with
+ * actual rectangle being cleared. For MSAA, clear rectangle’s
+ * height and width need to as show in the following table in
+ * terms of (width,height) of the RT.
+ *
+ * MSAA Width of Clear Rect Height of Clear Rect
+ * 4X Ceil(1/8*width) Ceil(1/2*height)
+ * 8X Ceil(1/2*width) Ceil(1/2*height)
+ *
+ * The text "with upper left co-ordinate to coincide with actual
+ * rectangle being cleared" is a little confusing--it seems to imply
+ * that to clear a rectangle from (x,y) to (x+w,y+h), one needs to
+ * feed the pipeline using the rectangle (x,y) to
+ * (x+Ceil(w/N),y+Ceil(h/2)), where N is either 2 or 8 depending on
+ * the number of samples. Experiments indicate that this is not
+ * quite correct; actually, what the hardware appears to do is to
+ * align whatever rectangle is sent down the pipeline to the nearest
+ * multiple of 2x2 blocks, and then scale it up by a factor of N
+ * horizontally and 2 vertically. So the resulting alignment is 4
+ * vertically and either 4 or 16 horizontally, and the scaledown
+ * factor is 2 vertically and either 2 or 8 horizontally.
+ */
+ switch (irb->mt->num_samples) {
+ case 4:
+ x_scaledown = 8;
+ break;
+ case 8:
+ x_scaledown = 2;
+ break;
+ default:
+ assert(!"Unexpected sample count for fast clear");
+ break;
+ }
+ y_scaledown = 2;
+ x_align = x_scaledown * 2;
+ y_align = y_scaledown * 2;
+ }
+
+ rect->x0 = fb->_Xmin;
+ rect->x1 = fb->_Xmax;
+ if (fb->Name != 0) {
+ rect->y0 = fb->_Ymin;
+ rect->y1 = fb->_Ymax;
+ } else {
+ rect->y0 = fb->Height - fb->_Ymax;
+ rect->y1 = fb->Height - fb->_Ymin;
+ }
+
+ rect->x0 = ROUND_DOWN_TO(rect->x0, x_align) / x_scaledown;
+ rect->y0 = ROUND_DOWN_TO(rect->y0, y_align) / y_scaledown;
+ rect->x1 = ALIGN(rect->x1, x_align) / x_scaledown;
+ rect->y1 = ALIGN(rect->y1, y_align) / y_scaledown;
+}
+
+static void
+get_buffer_rect(struct brw_context *brw, struct gl_framebuffer *fb,
+ struct intel_renderbuffer *irb, struct rect *rect)
+{
+ rect->x0 = fb->_Xmin;
+ rect->x1 = fb->_Xmax;
+ if (fb->Name != 0) {
+ rect->y0 = fb->_Ymin;
+ rect->y1 = fb->_Ymax;
+ } else {
+ rect->y0 = fb->Height - fb->_Ymax;
+ rect->y1 = fb->Height - fb->_Ymin;
+ }
+}
+
+/**
+ * Determine if fast color clear supports the given clear color.
+ *
+ * Fast color clear can only clear to color values of 1.0 or 0.0. At the
+ * moment we only support floating point, unorm, and snorm buffers.
+ */
+static bool
+is_color_fast_clear_compatible(struct brw_context *brw,
+ mesa_format format,
+ const union gl_color_union *color)
+{
+ if (_mesa_is_format_integer_color(format))
+ return false;
+
+ for (int i = 0; i < 4; i++) {
+ if (color->f[i] != 0.0 && color->f[i] != 1.0 &&
+ _mesa_format_has_color_component(format, i)) {
+ return false;
+ }
+ }
+ return true;
+}
+
+/**
+ * Convert the given color to a bitfield suitable for ORing into DWORD 7 of
+ * SURFACE_STATE.
+ */
+static uint32_t
+compute_fast_clear_color_bits(const union gl_color_union *color)
+{
+ uint32_t bits = 0;
+ for (int i = 0; i < 4; i++) {
+ /* Testing for non-0 works for integer and float colors */
+ if (color->f[i] != 0.0)
+ bits |= 1 << (GEN7_SURFACE_CLEAR_COLOR_SHIFT + (3 - i));
+ }
+ return bits;
+}
+
+static const uint32_t fast_clear_color[4] = { ~0, ~0, ~0, ~0 };
+
+static void
+set_fast_clear_op(struct brw_context *brw, uint32_t op)
+{
+ /* Set op and dirty BRW_NEW_FRAGMENT_PROGRAM to make sure we re-emit
+ * 3DSTATE_PS.
+ */
+ brw->wm.fast_clear_op = op;
+ brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
+}
+
+static void
+use_rectlist(struct brw_context *brw, bool enable)
+{
+ /* Set custom state to let us use _3DPRIM_RECTLIST and the replicated
+ * rendertarget write. When we enable reclist mode, we disable the
+ * viewport transform, disable clipping, enable the rep16 write
+ * optimization and disable simd8 dispatch in the PS.
+ */
+ brw->sf.viewport_transform_enable = !enable;
+ brw->use_rep_send = enable;
+ brw->no_simd8 = enable;
+
+ /* Dirty state to make sure we reemit the state packages affected by the
+ * custom state. We dirty BRW_NEW_FRAGMENT_PROGRAM to emit 3DSTATE_PS for
+ * disabling simd8 dispatch, _NEW_LIGHT to emit 3DSTATE_SF for disabling
+ * the viewport transform and 3DSTATE_CLIP to disable clipping for the
+ * reclist primitive. This is a little messy - it would be nicer to
+ * BRW_NEW_FAST_CLEAR flag or so, but we're out of brw state bits. Dirty
+ * _NEW_BUFFERS to make sure we emit new SURFACE_STATE with the new fast
+ * clear color value.
+ */
+ brw->state.dirty.mesa |= _NEW_LIGHT | _NEW_BUFFERS;
+ brw->state.dirty.brw |= BRW_NEW_FRAGMENT_PROGRAM;
+}
+
+bool
+brw_meta_fast_clear(struct brw_context *brw, struct gl_framebuffer *fb,
+ GLbitfield buffers, bool partial_clear)
+{
+ struct gl_context *ctx = &brw->ctx;
+ mesa_format format;
+ enum { FAST_CLEAR, REP_CLEAR, PLAIN_CLEAR } clear_type;
+ GLbitfield plain_clear_buffers, meta_save, rep_clear_buffers, fast_clear_buffers;
+ struct rect fast_clear_rect, clear_rect;
+ int layers;
+
+ fast_clear_buffers = rep_clear_buffers = plain_clear_buffers = 0;
+
+ /* First we loop through the color draw buffers and determine which ones
+ * can be fast cleared, which ones can use the replicated write and which
+ * ones have to fall back to regular color clear.
+ */
+ for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
+ struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
+ struct intel_renderbuffer *irb = intel_renderbuffer(rb);
+ int index = fb->_ColorDrawBufferIndexes[buf];
+
+ /* Only clear the buffers present in the provided mask */
+ if (((1 << index) & buffers) == 0)
+ continue;
+
+ /* If this is an ES2 context or GL_ARB_ES2_compatibility is supported,
+ * the framebuffer can be complete with some attachments missing. In
+ * this case the _ColorDrawBuffers pointer will be NULL.
+ */
+ if (rb == NULL)
+ continue;
+
+ clear_type = FAST_CLEAR;
+
+ /* We don't have fast clear until gen7. */
+ if (brw->gen < 7)
+ clear_type = REP_CLEAR;
+
+ if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_NO_MCS)
+ clear_type = REP_CLEAR;
+
+ /* We can't do scissored fast clears because of the restrictions on the
+ * fast clear rectangle size.
+ */
+ if (partial_clear)
+ clear_type = REP_CLEAR;
+
+ /* Fast clear is only supported for colors where all components are
+ * either 0 or 1.
+ */
+ format = _mesa_get_render_format(ctx, irb->mt->format);
+ if (!is_color_fast_clear_compatible(brw, format, &ctx->Color.ClearColor))
+ clear_type = REP_CLEAR;
+
+ /* From the SNB PRM (Vol4_Part1):
+ *
+ * "Replicated data (Message Type = 111) is only supported when
+ * accessing tiled memory. Using this Message Type to access
+ * linear (untiled) memory is UNDEFINED."
+ */
+ if (irb->mt->tiling == I915_TILING_NONE) {
+ perf_debug("falling back to plain clear because buffers are untiled\n");
+ clear_type = PLAIN_CLEAR;
+ }
+
+ /* Constant color writes ignore everything in blend and color calculator
+ * state. This is not documented.
+ */
+ GLubyte *color_mask = ctx->Color.ColorMask[buf];
+ for (int i = 0; i < 4; i++) {
+ if (_mesa_format_has_color_component(irb->mt->format, i) &&
+ !color_mask[i]) {
+ perf_debug("falling back to plain clear because of color mask\n");
+ clear_type = PLAIN_CLEAR;
+ }
+ }
+
+ /* Allocate the MCS for non MSRT surfaces now if we're doing a fast
+ * clear and we don't have the MCS yet. On failure, fall back to
+ * replicated clear.
+ */
+ if (clear_type == FAST_CLEAR && irb->mt->mcs_mt == NULL)
+ if (!intel_miptree_alloc_non_msrt_mcs(brw, irb->mt))
+ clear_type = REP_CLEAR;
+
+ switch (clear_type) {
+ case FAST_CLEAR:
+ irb->mt->fast_clear_color_value =
+ compute_fast_clear_color_bits(&ctx->Color.ClearColor);
+ irb->need_downsample = true;
+
+ /* If the buffer is already in INTEL_FAST_CLEAR_STATE_CLEAR, the
+ * clear is redundant and can be skipped. Only skip after we've
+ * updated the fast clear color above though.
+ */
+ if (irb->mt->fast_clear_state == INTEL_FAST_CLEAR_STATE_CLEAR)
+ continue;
+
+ /* Set fast_clear_state to RESOLVED so we don't try resolve them when
+ * we draw, in case the mt is also bound as a texture.
+ */
+ irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
+ irb->need_downsample = true;
+ fast_clear_buffers |= 1 << index;
+ get_fast_clear_rect(brw, fb, irb, &fast_clear_rect);
+ break;
+
+ case REP_CLEAR:
+ rep_clear_buffers |= 1 << index;
+ get_buffer_rect(brw, fb, irb, &clear_rect);
+ break;
+
+ case PLAIN_CLEAR:
+ plain_clear_buffers |= 1 << index;
+ get_buffer_rect(brw, fb, irb, &clear_rect);
+ continue;
+ }
+ }
+
+ if (!(fast_clear_buffers | rep_clear_buffers)) {
+ if (plain_clear_buffers)
+ /* If we only have plain clears, skip the meta save/restore. */
+ goto out;
+ else
+ /* Nothing left to do. This happens when we hit the redundant fast
+ * clear case above and nothing else.
+ */
+ return true;
+ }
+
+ meta_save =
+ MESA_META_ALPHA_TEST |
+ MESA_META_BLEND |
+ MESA_META_DEPTH_TEST |
+ MESA_META_RASTERIZATION |
+ MESA_META_SHADER |
+ MESA_META_STENCIL_TEST |
+ MESA_META_VERTEX |
+ MESA_META_VIEWPORT |
+ MESA_META_CLIP |
+ MESA_META_CLAMP_FRAGMENT_COLOR |
+ MESA_META_MULTISAMPLE |
+ MESA_META_OCCLUSION_QUERY |
+ MESA_META_DRAW_BUFFERS;
+
+ _mesa_meta_begin(ctx, meta_save);
+
+ if (!brw_fast_clear_init(brw)) {
+ /* This is going to be hard to recover from, most likely out of memory.
+ * Bail and let meta try and (probably) fail for us.
+ */
+ plain_clear_buffers = buffers;
+ goto bail_to_meta;
+ }
+
+ /* Clears never have the color clamped. */
+ if (ctx->Extensions.ARB_color_buffer_float)
+ _mesa_ClampColor(GL_CLAMP_FRAGMENT_COLOR, GL_FALSE);
+
+ _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
+ _mesa_DepthMask(GL_FALSE);
+ _mesa_set_enable(ctx, GL_STENCIL_TEST, GL_FALSE);
+
+ use_rectlist(brw, true);
+
+ layers = MAX2(1, fb->MaxNumLayers);
+ if (fast_clear_buffers) {
+ _mesa_meta_drawbuffers_from_bitfield(fast_clear_buffers);
+ brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
+ set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_FAST_CLEAR_ENABLE);
+ brw_draw_rectlist(ctx, &fast_clear_rect, layers);
+ set_fast_clear_op(brw, 0);
+ }
+
+ if (rep_clear_buffers) {
+ _mesa_meta_drawbuffers_from_bitfield(rep_clear_buffers);
+ brw_bind_rep_write_shader(brw, ctx->Color.ClearColor.f);
+ brw_draw_rectlist(ctx, &clear_rect, layers);
+ }
+
+ /* Now set the mts we cleared to INTEL_FAST_CLEAR_STATE_CLEAR so we'll
+ * resolve them eventually.
+ */
+ for (unsigned buf = 0; buf < fb->_NumColorDrawBuffers; buf++) {
+ struct gl_renderbuffer *rb = fb->_ColorDrawBuffers[buf];
+ struct intel_renderbuffer *irb = intel_renderbuffer(rb);
+ int index = fb->_ColorDrawBufferIndexes[buf];
+
+ if ((1 << index) & fast_clear_buffers)
+ irb->mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_CLEAR;
+ }
+
+ bail_to_meta:
+ /* Dirty _NEW_BUFFERS so we reemit SURFACE_STATE which sets the fast clear
+ * color before resolve and sets irb->mt->fast_clear_state to UNRESOLVED if
+ * we render to it.
+ */
+ brw->state.dirty.mesa |= _NEW_BUFFERS;
+
+
+ /* Set the custom state back to normal and dirty the same bits as above */
+ use_rectlist(brw, false);
+
+ _mesa_meta_end(ctx);
+
+ /* From BSpec: Render Target Fast Clear:
+ *
+ * After Render target fast clear, pipe-control with color cache
+ * write-flush must be issued before sending any DRAW commands on that
+ * render target.
+ */
+ intel_batchbuffer_emit_mi_flush(brw);
+
+ /* If we had to fall back to plain clear for any buffers, clear those now
+ * by calling into meta.
+ */
+ out:
+ if (plain_clear_buffers)
+ _mesa_meta_glsl_Clear(&brw->ctx, plain_clear_buffers);
+
+ return true;
+}
+
+static void
+get_resolve_rect(struct brw_context *brw,
+ struct intel_mipmap_tree *mt, struct rect *rect)
+{
+ unsigned x_align, y_align;
+ unsigned x_scaledown, y_scaledown;
+
+ /* From the Ivy Bridge PRM, Vol2 Part1 11.9 "Render Target Resolve":
+ *
+ * A rectangle primitive must be scaled down by the following factors
+ * with respect to render target being resolved.
+ *
+ * The scaledown factors in the table that follows are related to the
+ * alignment size returned by intel_get_non_msrt_mcs_alignment(), but with
+ * X and Y alignment each divided by 2.
+ */
+
+ intel_get_non_msrt_mcs_alignment(brw, mt, &x_align, &y_align);
+ x_scaledown = x_align / 2;
+ y_scaledown = y_align / 2;
+ rect->x0 = rect->y0 = 0;
+ rect->x1 = ALIGN(mt->logical_width0, x_scaledown) / x_scaledown;
+ rect->y1 = ALIGN(mt->logical_height0, y_scaledown) / y_scaledown;
+}
+
+void
+brw_meta_resolve_color(struct brw_context *brw,
+ struct intel_mipmap_tree *mt)
+{
+ struct gl_context *ctx = &brw->ctx;
+ GLuint fbo, rbo;
+ struct rect rect;
+
+ _mesa_meta_begin(ctx, MESA_META_ALL);
+
+ _mesa_GenFramebuffers(1, &fbo);
+ rbo = brw_get_rb_for_slice(brw, mt, 0, 0, false);
+
+ _mesa_BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
+ _mesa_FramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, rbo);
+ _mesa_DrawBuffer(GL_COLOR_ATTACHMENT0);
+
+ brw_fast_clear_init(brw);
+
+ use_rectlist(brw, true);
+
+ brw_bind_rep_write_shader(brw, (float *) fast_clear_color);
+
+ set_fast_clear_op(brw, GEN7_PS_RENDER_TARGET_RESOLVE_ENABLE);
+
+ mt->fast_clear_state = INTEL_FAST_CLEAR_STATE_RESOLVED;
+ get_resolve_rect(brw, mt, &rect);
+
+ brw_draw_rectlist(ctx, &rect, 1);
+
+ set_fast_clear_op(brw, 0);
+ use_rectlist(brw, false);
+
+ _mesa_DeleteRenderbuffers(1, &rbo);
+ _mesa_DeleteFramebuffers(1, &fbo);
+
+ _mesa_meta_end(ctx);
+
+ intel_batchbuffer_emit_mi_flush(brw);
+
+ /* We're typically called from intel_update_state() and we're supposed to
+ * return with the state all updated to what it was before
+ * brw_meta_resolve_color() was called. The meta rendering will have
+ * messed up the state and we need to call _mesa_update_state() again to
+ * get back to where we were supposed to be when resolve was called.
+ */
+ if (ctx->NewState)
+ _mesa_update_state(ctx);
+}