i965/Gen8: Set up layer constraints properly for depth buffers
[mesa.git] / src / mesa / drivers / dri / i965 / gen8_depth_state.c
1 /*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "intel_batchbuffer.h"
25 #include "intel_mipmap_tree.h"
26 #include "intel_fbo.h"
27 #include "intel_resolve_map.h"
28 #include "brw_context.h"
29 #include "brw_state.h"
30 #include "brw_defines.h"
31
32 /**
33 * Helper function to emit depth related command packets.
34 */
35 static void
36 emit_depth_packets(struct brw_context *brw,
37 struct intel_mipmap_tree *depth_mt,
38 uint32_t depthbuffer_format,
39 uint32_t depth_surface_type,
40 bool depth_writable,
41 struct intel_mipmap_tree *stencil_mt,
42 bool stencil_writable,
43 uint32_t stencil_offset,
44 bool hiz,
45 uint32_t width,
46 uint32_t height,
47 uint32_t depth,
48 uint32_t lod,
49 uint32_t min_array_element)
50 {
51 /* Skip repeated NULL depth/stencil emits (think 2D rendering). */
52 if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) {
53 assert(brw->hw_ctx);
54 return;
55 }
56
57 intel_emit_depth_stall_flushes(brw);
58
59 /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
60 BEGIN_BATCH(8);
61 OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
62 OUT_BATCH(depth_surface_type << 29 |
63 (depth_writable ? (1 << 28) : 0) |
64 (stencil_mt != NULL && stencil_writable) << 27 |
65 (hiz ? 1 : 0) << 22 |
66 depthbuffer_format << 18 |
67 (depth_mt ? depth_mt->pitch - 1 : 0));
68 if (depth_mt) {
69 OUT_RELOC64(depth_mt->bo,
70 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
71 } else {
72 OUT_BATCH(0);
73 OUT_BATCH(0);
74 }
75 OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
76 OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10) | BDW_MOCS_WB);
77 OUT_BATCH(0);
78 OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0);
79 ADVANCE_BATCH();
80
81 if (!hiz) {
82 BEGIN_BATCH(5);
83 OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
84 OUT_BATCH(0);
85 OUT_BATCH(0);
86 OUT_BATCH(0);
87 OUT_BATCH(0);
88 ADVANCE_BATCH();
89 } else {
90 BEGIN_BATCH(5);
91 OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
92 OUT_BATCH((depth_mt->hiz_mt->pitch - 1) | BDW_MOCS_WB << 25);
93 OUT_RELOC64(depth_mt->hiz_mt->bo,
94 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
95 OUT_BATCH(depth_mt->hiz_mt->qpitch >> 2);
96 ADVANCE_BATCH();
97 }
98
99 if (stencil_mt == NULL) {
100 BEGIN_BATCH(5);
101 OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
102 OUT_BATCH(0);
103 OUT_BATCH(0);
104 OUT_BATCH(0);
105 OUT_BATCH(0);
106 ADVANCE_BATCH();
107 } else {
108 BEGIN_BATCH(5);
109 OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
110 /* The stencil buffer has quirky pitch requirements. From the Graphics
111 * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
112 * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
113 * field "Surface Pitch":
114 *
115 * The pitch must be set to 2x the value computed based on width, as
116 * the stencil buffer is stored with two rows interleaved.
117 *
118 * (Note that it is not 100% clear whether this intended to apply to
119 * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
120 * imply that it doesn't), however the comment appears on a "DevIVB+"
121 * page (which would imply that it does). Experiments with the hardware
122 * indicate that it does.
123 */
124 OUT_BATCH(HSW_STENCIL_ENABLED | BDW_MOCS_WB << 22 |
125 (2 * stencil_mt->pitch - 1));
126 OUT_RELOC64(stencil_mt->bo,
127 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
128 stencil_offset);
129 OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
130 ADVANCE_BATCH();
131 }
132
133 BEGIN_BATCH(3);
134 OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
135 OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
136 OUT_BATCH(1);
137 ADVANCE_BATCH();
138
139 brw->no_depth_or_stencil = !depth_mt && !stencil_mt;
140 }
141
142 /* Awful vtable-compatible function; should be cleaned up in the future. */
143 void
144 gen8_emit_depth_stencil_hiz(struct brw_context *brw,
145 struct intel_mipmap_tree *depth_mt,
146 uint32_t depth_offset,
147 uint32_t depthbuffer_format,
148 uint32_t depth_surface_type,
149 struct intel_mipmap_tree *stencil_mt,
150 bool hiz, bool separate_stencil,
151 uint32_t width, uint32_t height,
152 uint32_t tile_x, uint32_t tile_y)
153 {
154 struct gl_context *ctx = &brw->ctx;
155 struct gl_framebuffer *fb = ctx->DrawBuffer;
156 uint32_t surftype;
157 unsigned int depth = 1;
158 unsigned int min_array_element;
159 GLenum gl_target = GL_TEXTURE_2D;
160 unsigned int lod;
161 const struct intel_mipmap_tree *mt = depth_mt ? depth_mt : stencil_mt;
162 const struct intel_renderbuffer *irb = NULL;
163 const struct gl_renderbuffer *rb = NULL;
164
165 irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
166 if (!irb)
167 irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
168 rb = (struct gl_renderbuffer *) irb;
169
170 if (rb) {
171 depth = MAX2(irb->layer_count, 1);
172 if (rb->TexImage)
173 gl_target = rb->TexImage->TexObject->Target;
174 }
175
176 switch (gl_target) {
177 case GL_TEXTURE_CUBE_MAP_ARRAY:
178 case GL_TEXTURE_CUBE_MAP:
179 /* The PRM claims that we should use BRW_SURFACE_CUBE for this
180 * situation, but experiments show that gl_Layer doesn't work when we do
181 * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
182 * equivalent.
183 */
184 surftype = BRW_SURFACE_2D;
185 depth *= 6;
186 break;
187 case GL_TEXTURE_3D:
188 assert(rb);
189 depth = MAX2(rb->Depth, 1);
190 /* fallthrough */
191 default:
192 surftype = translate_tex_target(gl_target);
193 break;
194 }
195
196 min_array_element = irb ? irb->mt_layer : 0;
197
198 lod = irb ? irb->mt_level - irb->mt->first_level : 0;
199
200 if (mt) {
201 width = mt->logical_width0;
202 height = mt->logical_height0;
203 }
204
205 emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
206 ctx->Depth.Mask != 0,
207 stencil_mt, ctx->Stencil._WriteEnabled,
208 brw->depthstencil.stencil_offset,
209 hiz, width, height, depth, lod, min_array_element);
210 }
211
212 /**
213 * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
214 *
215 * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
216 * of the hardware documentation for details.
217 */
218 void
219 gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
220 unsigned int level, unsigned int layer, enum gen6_hiz_op op)
221 {
222 if (op == GEN6_HIZ_OP_NONE)
223 return;
224
225 assert(mt->first_level == 0);
226 assert(mt->logical_depth0 >= 1);
227
228 /* The basic algorithm is:
229 * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
230 * 3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
231 * - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
232 * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
233 * - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
234 * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
235 */
236 emit_depth_packets(brw, mt,
237 brw_depth_format(brw, mt->format),
238 BRW_SURFACE_2D,
239 true, /* depth writes */
240 NULL, false, 0, /* no stencil for now */
241 true, /* hiz */
242 mt->logical_width0,
243 mt->logical_height0,
244 mt->logical_depth0,
245 level,
246 layer); /* min_array_element */
247
248 unsigned rect_width = minify(mt->logical_width0, level);
249 unsigned rect_height = minify(mt->logical_height0, level);
250
251 BEGIN_BATCH(4);
252 OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
253 OUT_BATCH(0);
254 OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
255 OUT_BATCH(0);
256 ADVANCE_BATCH();
257
258 /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
259 * resolve or clear operation we want to perform.
260 */
261 uint32_t dw1 = 0;
262
263 switch (op) {
264 case GEN6_HIZ_OP_DEPTH_RESOLVE:
265 dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
266 break;
267 case GEN6_HIZ_OP_HIZ_RESOLVE:
268 dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
269 break;
270 case GEN6_HIZ_OP_DEPTH_CLEAR:
271 dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
272 break;
273 case GEN6_HIZ_OP_NONE:
274 assert(!"Should not get here.");
275 }
276
277 if (mt->num_samples > 0)
278 dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);
279
280 BEGIN_BATCH(5);
281 OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
282 OUT_BATCH(dw1);
283 OUT_BATCH(0);
284 OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
285 SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
286 OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
287 ADVANCE_BATCH();
288
289 /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
290 * Data", and no other bits set. This causes 3DSTATE_WM_HZ_OP's state to
291 * take effect, and spawns a rectangle primitive.
292 */
293 brw_emit_pipe_control_write(brw,
294 PIPE_CONTROL_WRITE_IMMEDIATE,
295 brw->batch.workaround_bo, 0, 0, 0);
296
297 /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
298 BEGIN_BATCH(5);
299 OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
300 OUT_BATCH(0);
301 OUT_BATCH(0);
302 OUT_BATCH(0);
303 OUT_BATCH(0);
304 ADVANCE_BATCH();
305
306 /* Mark this buffer as needing a TC flush, as we've rendered to it. */
307 brw_render_cache_set_add_bo(brw, mt->bo);
308
309 /* We've clobbered all of the depth packets, and the drawing rectangle,
310 * so we need to ensure those packets are re-emitted before the next
311 * primitive.
312 *
313 * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
314 */
315 brw->state.dirty.mesa |= _NEW_DEPTH | _NEW_BUFFERS;
316 }