i965: For color clears, only disable writes to components that exist.
[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_regions.h"
27 #include "intel_fbo.h"
28 #include "intel_resolve_map.h"
29 #include "brw_context.h"
30 #include "brw_state.h"
31 #include "brw_defines.h"
32
33 /**
34 * Helper function to emit depth related command packets.
35 */
36 static void
37 emit_depth_packets(struct brw_context *brw,
38 struct intel_mipmap_tree *depth_mt,
39 uint32_t depthbuffer_format,
40 uint32_t depth_surface_type,
41 bool depth_writable,
42 struct intel_mipmap_tree *stencil_mt,
43 bool stencil_writable,
44 uint32_t stencil_offset,
45 bool hiz,
46 uint32_t width,
47 uint32_t height,
48 uint32_t depth,
49 uint32_t lod,
50 uint32_t min_array_element)
51 {
52 intel_emit_depth_stall_flushes(brw);
53
54 /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
55 BEGIN_BATCH(8);
56 OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
57 OUT_BATCH(depth_surface_type << 29 |
58 (depth_writable ? (1 << 28) : 0) |
59 (stencil_mt != NULL && stencil_writable) << 27 |
60 (hiz ? 1 : 0) << 22 |
61 depthbuffer_format << 18 |
62 (depth_mt ? depth_mt->region->pitch - 1 : 0));
63 if (depth_mt) {
64 OUT_RELOC64(depth_mt->region->bo,
65 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
66 } else {
67 OUT_BATCH(0);
68 OUT_BATCH(0);
69 }
70 OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
71 OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10));
72 OUT_BATCH(0);
73 OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0);
74 ADVANCE_BATCH();
75
76 if (!hiz) {
77 BEGIN_BATCH(5);
78 OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
79 OUT_BATCH(0);
80 OUT_BATCH(0);
81 OUT_BATCH(0);
82 OUT_BATCH(0);
83 ADVANCE_BATCH();
84 } else {
85 BEGIN_BATCH(5);
86 OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
87 OUT_BATCH(depth_mt->hiz_mt->region->pitch - 1);
88 OUT_RELOC64(depth_mt->hiz_mt->region->bo,
89 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
90 OUT_BATCH(depth_mt->hiz_mt->qpitch >> 2);
91 ADVANCE_BATCH();
92 }
93
94 if (stencil_mt == NULL) {
95 BEGIN_BATCH(5);
96 OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
97 OUT_BATCH(0);
98 OUT_BATCH(0);
99 OUT_BATCH(0);
100 OUT_BATCH(0);
101 ADVANCE_BATCH();
102 } else {
103 BEGIN_BATCH(5);
104 OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
105 /* The stencil buffer has quirky pitch requirements. From the Graphics
106 * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
107 * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
108 * field "Surface Pitch":
109 *
110 * The pitch must be set to 2x the value computed based on width, as
111 * the stencil buffer is stored with two rows interleaved.
112 *
113 * (Note that it is not 100% clear whether this intended to apply to
114 * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
115 * imply that it doesn't), however the comment appears on a "DevIVB+"
116 * page (which would imply that it does). Experiments with the hardware
117 * indicate that it does.
118 */
119 OUT_BATCH(HSW_STENCIL_ENABLED | (2 * stencil_mt->region->pitch - 1));
120 OUT_RELOC64(stencil_mt->region->bo,
121 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
122 stencil_offset);
123 OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
124 ADVANCE_BATCH();
125 }
126
127 BEGIN_BATCH(3);
128 OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
129 OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
130 OUT_BATCH(1);
131 ADVANCE_BATCH();
132 }
133
134 /* Awful vtable-compatible function; should be cleaned up in the future. */
135 void
136 gen8_emit_depth_stencil_hiz(struct brw_context *brw,
137 struct intel_mipmap_tree *depth_mt,
138 uint32_t depth_offset,
139 uint32_t depthbuffer_format,
140 uint32_t depth_surface_type,
141 struct intel_mipmap_tree *stencil_mt,
142 bool hiz, bool separate_stencil,
143 uint32_t width, uint32_t height,
144 uint32_t tile_x, uint32_t tile_y)
145 {
146 struct gl_context *ctx = &brw->ctx;
147 struct gl_framebuffer *fb = ctx->DrawBuffer;
148 uint32_t surftype;
149 unsigned int depth = 1;
150 unsigned int min_array_element;
151 GLenum gl_target = GL_TEXTURE_2D;
152 unsigned int lod;
153 const struct intel_mipmap_tree *mt = depth_mt ? depth_mt : stencil_mt;
154 const struct intel_renderbuffer *irb = NULL;
155 const struct gl_renderbuffer *rb = NULL;
156
157 irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
158 if (!irb)
159 irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
160 rb = (struct gl_renderbuffer *) irb;
161
162 if (rb) {
163 depth = MAX2(rb->Depth, 1);
164 if (rb->TexImage)
165 gl_target = rb->TexImage->TexObject->Target;
166 }
167
168 switch (gl_target) {
169 case GL_TEXTURE_CUBE_MAP_ARRAY:
170 case GL_TEXTURE_CUBE_MAP:
171 /* The PRM claims that we should use BRW_SURFACE_CUBE for this
172 * situation, but experiments show that gl_Layer doesn't work when we do
173 * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
174 * equivalent.
175 */
176 surftype = BRW_SURFACE_2D;
177 depth *= 6;
178 break;
179 default:
180 surftype = translate_tex_target(gl_target);
181 break;
182 }
183
184 if (fb->MaxNumLayers > 0 || !irb) {
185 min_array_element = 0;
186 } else if (irb->mt->num_samples > 1) {
187 /* Convert physical to logical layer. */
188 min_array_element = irb->mt_layer / irb->mt->num_samples;
189 } else {
190 min_array_element = irb->mt_layer;
191 }
192
193 lod = irb ? irb->mt_level - irb->mt->first_level : 0;
194
195 if (mt) {
196 width = mt->logical_width0;
197 height = mt->logical_height0;
198 }
199
200 emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
201 ctx->Depth.Mask != 0,
202 stencil_mt, ctx->Stencil._WriteEnabled,
203 brw->depthstencil.stencil_offset,
204 hiz, width, height, depth, lod, min_array_element);
205 }
206
207 /**
208 * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
209 *
210 * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
211 * of the hardware documentation for details.
212 */
213 void
214 gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
215 unsigned int level, unsigned int layer, enum gen6_hiz_op op)
216 {
217 if (op == GEN6_HIZ_OP_NONE)
218 return;
219
220 assert(mt->first_level == 0);
221 assert(mt->logical_depth0 >= 1);
222
223 /* The basic algorithm is:
224 * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
225 * 3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
226 * - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
227 * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
228 * - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
229 * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
230 */
231 emit_depth_packets(brw, mt,
232 brw_depth_format(brw, mt->format),
233 BRW_SURFACE_2D,
234 true, /* depth writes */
235 NULL, false, 0, /* no stencil for now */
236 true, /* hiz */
237 mt->logical_width0,
238 mt->logical_height0,
239 mt->logical_depth0,
240 level,
241 layer); /* min_array_element */
242
243 unsigned rect_width = minify(mt->logical_width0, level);
244 unsigned rect_height = minify(mt->logical_height0, level);
245
246 BEGIN_BATCH(4);
247 OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
248 OUT_BATCH(0);
249 OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
250 OUT_BATCH(0);
251 ADVANCE_BATCH();
252
253 /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
254 * resolve or clear operation we want to perform.
255 */
256 uint32_t dw1 = 0;
257
258 switch (op) {
259 case GEN6_HIZ_OP_DEPTH_RESOLVE:
260 dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
261 break;
262 case GEN6_HIZ_OP_HIZ_RESOLVE:
263 dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
264 break;
265 case GEN6_HIZ_OP_DEPTH_CLEAR:
266 dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
267 break;
268 case GEN6_HIZ_OP_NONE:
269 assert(!"Should not get here.");
270 }
271
272 if (mt->num_samples > 0)
273 dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);
274
275 BEGIN_BATCH(5);
276 OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
277 OUT_BATCH(dw1);
278 OUT_BATCH(0);
279 OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
280 SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
281 OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
282 ADVANCE_BATCH();
283
284 /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
285 * Data", and no other bits set. This causes 3DSTATE_WM_HZ_OP's state to
286 * take effect, and spawns a rectangle primitive.
287 */
288 brw_emit_pipe_control_write(brw,
289 PIPE_CONTROL_WRITE_IMMEDIATE,
290 brw->batch.workaround_bo, 0, 0, 0);
291
292 /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
293 BEGIN_BATCH(5);
294 OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
295 OUT_BATCH(0);
296 OUT_BATCH(0);
297 OUT_BATCH(0);
298 OUT_BATCH(0);
299 ADVANCE_BATCH();
300
301 /* We've clobbered all of the depth packets, and the drawing rectangle,
302 * so we need to ensure those packets are re-emitted before the next
303 * primitive.
304 *
305 * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
306 */
307 brw->state.dirty.mesa |= _NEW_DEPTH | _NEW_BUFFERS;
308 }