Merge remote-tracking branch 'public/master' into vulkan
[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 #include "brw_wm.h"
32 #include "main/framebuffer.h"
33
34 /**
35 * Helper function to emit depth related command packets.
36 */
37 static void
38 emit_depth_packets(struct brw_context *brw,
39 struct intel_mipmap_tree *depth_mt,
40 uint32_t depthbuffer_format,
41 uint32_t depth_surface_type,
42 bool depth_writable,
43 struct intel_mipmap_tree *stencil_mt,
44 bool stencil_writable,
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 uint32_t mocs_wb = brw->gen >= 9 ? SKL_MOCS_WB : BDW_MOCS_WB;
53
54 /* Skip repeated NULL depth/stencil emits (think 2D rendering). */
55 if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) {
56 assert(brw->hw_ctx);
57 return;
58 }
59
60 brw_emit_depth_stall_flushes(brw);
61
62 /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
63 BEGIN_BATCH(8);
64 OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
65 OUT_BATCH(depth_surface_type << 29 |
66 (depth_writable ? (1 << 28) : 0) |
67 (stencil_mt != NULL && stencil_writable) << 27 |
68 (hiz ? 1 : 0) << 22 |
69 depthbuffer_format << 18 |
70 (depth_mt ? depth_mt->pitch - 1 : 0));
71 if (depth_mt) {
72 OUT_RELOC64(depth_mt->bo,
73 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
74 } else {
75 OUT_BATCH(0);
76 OUT_BATCH(0);
77 }
78 OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
79 OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10) | mocs_wb);
80 OUT_BATCH(0);
81 OUT_BATCH(((depth - 1) << 21) | (depth_mt ? depth_mt->qpitch >> 2 : 0));
82 ADVANCE_BATCH();
83
84 if (!hiz) {
85 BEGIN_BATCH(5);
86 OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
87 OUT_BATCH(0);
88 OUT_BATCH(0);
89 OUT_BATCH(0);
90 OUT_BATCH(0);
91 ADVANCE_BATCH();
92 } else {
93 BEGIN_BATCH(5);
94 OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
95 OUT_BATCH((depth_mt->hiz_buf->pitch - 1) | mocs_wb << 25);
96 OUT_RELOC64(depth_mt->hiz_buf->bo,
97 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
98 OUT_BATCH(depth_mt->hiz_buf->qpitch >> 2);
99 ADVANCE_BATCH();
100 }
101
102 if (stencil_mt == NULL) {
103 BEGIN_BATCH(5);
104 OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
105 OUT_BATCH(0);
106 OUT_BATCH(0);
107 OUT_BATCH(0);
108 OUT_BATCH(0);
109 ADVANCE_BATCH();
110 } else {
111 BEGIN_BATCH(5);
112 OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
113 /* The stencil buffer has quirky pitch requirements. From the Graphics
114 * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
115 * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
116 * field "Surface Pitch":
117 *
118 * The pitch must be set to 2x the value computed based on width, as
119 * the stencil buffer is stored with two rows interleaved.
120 *
121 * (Note that it is not 100% clear whether this intended to apply to
122 * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
123 * imply that it doesn't), however the comment appears on a "DevIVB+"
124 * page (which would imply that it does). Experiments with the hardware
125 * indicate that it does.
126 */
127 OUT_BATCH(HSW_STENCIL_ENABLED | mocs_wb << 22 |
128 (2 * stencil_mt->pitch - 1));
129 OUT_RELOC64(stencil_mt->bo,
130 I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
131 OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
132 ADVANCE_BATCH();
133 }
134
135 BEGIN_BATCH(3);
136 OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
137 OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
138 OUT_BATCH(1);
139 ADVANCE_BATCH();
140
141 brw->no_depth_or_stencil = !depth_mt && !stencil_mt;
142 }
143
144 /* Awful vtable-compatible function; should be cleaned up in the future. */
145 void
146 gen8_emit_depth_stencil_hiz(struct brw_context *brw,
147 struct intel_mipmap_tree *depth_mt,
148 uint32_t depth_offset,
149 uint32_t depthbuffer_format,
150 uint32_t depth_surface_type,
151 struct intel_mipmap_tree *stencil_mt,
152 bool hiz, bool separate_stencil,
153 uint32_t width, uint32_t height,
154 uint32_t tile_x, uint32_t tile_y)
155 {
156 struct gl_context *ctx = &brw->ctx;
157 struct gl_framebuffer *fb = ctx->DrawBuffer;
158 uint32_t surftype;
159 unsigned int depth = 1;
160 unsigned int min_array_element;
161 GLenum gl_target = GL_TEXTURE_2D;
162 unsigned int lod;
163 const struct intel_mipmap_tree *mt = depth_mt ? depth_mt : stencil_mt;
164 const struct intel_renderbuffer *irb = NULL;
165 const struct gl_renderbuffer *rb = NULL;
166
167 irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
168 if (!irb)
169 irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
170 rb = (struct gl_renderbuffer *) irb;
171
172 if (rb) {
173 depth = MAX2(irb->layer_count, 1);
174 if (rb->TexImage)
175 gl_target = rb->TexImage->TexObject->Target;
176 }
177
178 switch (gl_target) {
179 case GL_TEXTURE_CUBE_MAP_ARRAY:
180 case GL_TEXTURE_CUBE_MAP:
181 /* The PRM claims that we should use BRW_SURFACE_CUBE for this
182 * situation, but experiments show that gl_Layer doesn't work when we do
183 * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
184 * equivalent.
185 */
186 surftype = BRW_SURFACE_2D;
187 depth *= 6;
188 break;
189 case GL_TEXTURE_3D:
190 assert(mt);
191 depth = MAX2(mt->logical_depth0, 1);
192 surftype = translate_tex_target(gl_target);
193 break;
194 case GL_TEXTURE_1D_ARRAY:
195 case GL_TEXTURE_1D:
196 if (brw->gen >= 9) {
197 /* WaDisable1DDepthStencil. Skylake+ doesn't support 1D depth
198 * textures but it does allow pretending it's a 2D texture
199 * instead.
200 */
201 surftype = BRW_SURFACE_2D;
202 break;
203 }
204 /* fallthrough */
205 default:
206 surftype = translate_tex_target(gl_target);
207 break;
208 }
209
210 min_array_element = irb ? irb->mt_layer : 0;
211
212 lod = irb ? irb->mt_level - irb->mt->first_level : 0;
213
214 if (mt) {
215 width = mt->logical_width0;
216 height = mt->logical_height0;
217 }
218
219 emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
220 ctx->Depth.Mask != 0,
221 stencil_mt, ctx->Stencil._WriteEnabled,
222 hiz, width, height, depth, lod, min_array_element);
223 }
224
225 /**
226 * Should we set the PMA FIX ENABLE bit?
227 *
228 * To avoid unnecessary depth related stalls, we need to set this bit.
229 * However, there is a very complicated formula which governs when it
230 * is legal to do so. This function computes that.
231 *
232 * See the documenation for the CACHE_MODE_1 register, bit 11.
233 */
234 static bool
235 pma_fix_enable(const struct brw_context *brw)
236 {
237 const struct gl_context *ctx = &brw->ctx;
238 /* _NEW_BUFFERS */
239 struct intel_renderbuffer *depth_irb =
240 intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
241
242 /* 3DSTATE_WM::ForceThreadDispatch is never used. */
243 const bool wm_force_thread_dispatch = false;
244
245 /* 3DSTATE_RASTER::ForceSampleCount is never used. */
246 const bool raster_force_sample_count_nonzero = false;
247
248 /* _NEW_BUFFERS:
249 * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
250 * 3DSTATE_DEPTH_BUFFER::HIZ Enable
251 */
252 const bool hiz_enabled = depth_irb && intel_renderbuffer_has_hiz(depth_irb);
253
254 /* BRW_NEW_FS_PROG_DATA:
255 * 3DSTATE_WM::Early Depth/Stencil Control != EDSC_PREPS (2).
256 */
257 const bool edsc_not_preps = !brw->wm.prog_data->early_fragment_tests;
258
259 /* 3DSTATE_PS_EXTRA::PixelShaderValid is always true. */
260 const bool pixel_shader_valid = true;
261
262 /* !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
263 * 3DSTATE_WM_HZ_OP::DepthBufferResolve ||
264 * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
265 * 3DSTATE_WM_HZ_OP::StencilBufferClear)
266 *
267 * HiZ operations are done outside of the normal state upload, so they're
268 * definitely not happening now.
269 */
270 const bool in_hiz_op = false;
271
272 /* _NEW_DEPTH:
273 * DEPTH_STENCIL_STATE::DepthTestEnable
274 */
275 const bool depth_test_enabled = depth_irb && ctx->Depth.Test;
276
277 /* _NEW_DEPTH:
278 * 3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable &&
279 * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE.
280 */
281 const bool depth_writes_enabled = ctx->Depth.Mask;
282
283 /* _NEW_STENCIL:
284 * !DEPTH_STENCIL_STATE::Stencil Buffer Write Enable ||
285 * !3DSTATE_DEPTH_BUFFER::Stencil Buffer Enable ||
286 * !3DSTATE_STENCIL_BUFFER::Stencil Buffer Enable
287 */
288 const bool stencil_writes_enabled = ctx->Stencil._WriteEnabled;
289
290 /* BRW_NEW_FS_PROG_DATA:
291 * 3DSTATE_PS_EXTRA::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF
292 */
293 const bool ps_computes_depth =
294 brw->wm.prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF;
295
296 /* BRW_NEW_FS_PROG_DATA: 3DSTATE_PS_EXTRA::PixelShaderKillsPixels
297 * BRW_NEW_FS_PROG_DATA: 3DSTATE_PS_EXTRA::oMask Present to RenderTarget
298 * _NEW_MULTISAMPLE: 3DSTATE_PS_BLEND::AlphaToCoverageEnable
299 * _NEW_COLOR: 3DSTATE_PS_BLEND::AlphaTestEnable
300 *
301 * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false.
302 * 3DSTATE_WM::ForceKillPix != ForceOff is always true.
303 */
304 const bool kill_pixel =
305 brw->wm.prog_data->uses_kill ||
306 brw->wm.prog_data->uses_omask ||
307 (_mesa_is_multisample_enabled(ctx) && ctx->Multisample.SampleAlphaToCoverage) ||
308 ctx->Color.AlphaEnabled;
309
310 /* The big formula in CACHE_MODE_1::NP PMA FIX ENABLE. */
311 return !wm_force_thread_dispatch &&
312 !raster_force_sample_count_nonzero &&
313 hiz_enabled &&
314 edsc_not_preps &&
315 pixel_shader_valid &&
316 !in_hiz_op &&
317 depth_test_enabled &&
318 (ps_computes_depth ||
319 (kill_pixel && (depth_writes_enabled || stencil_writes_enabled)));
320 }
321
322 static void
323 write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits)
324 {
325 struct gl_context *ctx = &brw->ctx;
326
327 /* If we haven't actually changed the value, bail now to avoid unnecessary
328 * pipeline stalls and register writes.
329 */
330 if (brw->pma_stall_bits == pma_stall_bits)
331 return;
332
333 brw->pma_stall_bits = pma_stall_bits;
334
335 /* According to the PIPE_CONTROL documentation, software should emit a
336 * PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set prior
337 * to the LRI. If stencil buffer writes are enabled, then a Render Cache
338 * Flush is also necessary.
339 */
340 const uint32_t render_cache_flush =
341 ctx->Stencil._WriteEnabled ? PIPE_CONTROL_RENDER_TARGET_FLUSH : 0;
342 brw_emit_pipe_control_flush(brw,
343 PIPE_CONTROL_CS_STALL |
344 PIPE_CONTROL_DEPTH_CACHE_FLUSH |
345 render_cache_flush);
346
347 /* CACHE_MODE_1 is a non-privileged register. */
348 BEGIN_BATCH(3);
349 OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
350 OUT_BATCH(GEN7_CACHE_MODE_1);
351 OUT_BATCH(GEN8_HIZ_PMA_MASK_BITS | pma_stall_bits);
352 ADVANCE_BATCH();
353
354 /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache
355 * Flush bits is often necessary. We do it regardless because it's easier.
356 * The render cache flush is also necessary if stencil writes are enabled.
357 */
358 brw_emit_pipe_control_flush(brw,
359 PIPE_CONTROL_DEPTH_STALL |
360 PIPE_CONTROL_DEPTH_CACHE_FLUSH |
361 render_cache_flush);
362
363 }
364
365 static void
366 gen8_emit_pma_stall_workaround(struct brw_context *brw)
367 {
368 uint32_t bits = 0;
369
370 if (brw->gen >= 9)
371 return;
372
373 if (pma_fix_enable(brw))
374 bits |= GEN8_HIZ_NP_PMA_FIX_ENABLE | GEN8_HIZ_NP_EARLY_Z_FAILS_DISABLE;
375
376 write_pma_stall_bits(brw, bits);
377 }
378
379 const struct brw_tracked_state gen8_pma_fix = {
380 .dirty = {
381 .mesa = _NEW_BUFFERS |
382 _NEW_COLOR |
383 _NEW_DEPTH |
384 _NEW_MULTISAMPLE |
385 _NEW_STENCIL,
386 .brw = BRW_NEW_FS_PROG_DATA,
387 },
388 .emit = gen8_emit_pma_stall_workaround
389 };
390
391 /**
392 * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
393 *
394 * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
395 * of the hardware documentation for details.
396 */
397 void
398 gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
399 unsigned int level, unsigned int layer, enum gen6_hiz_op op)
400 {
401 if (op == GEN6_HIZ_OP_NONE)
402 return;
403
404 /* Disable the PMA stall fix since we're about to do a HiZ operation. */
405 if (brw->gen == 8)
406 write_pma_stall_bits(brw, 0);
407
408 assert(mt->first_level == 0);
409 assert(mt->logical_depth0 >= 1);
410
411 /* If we're operating on LOD 0, align to 8x4 to meet the alignment
412 * requirements for most HiZ operations. Otherwise, use the actual size
413 * to allow the hardware to calculate the miplevel offsets correctly.
414 */
415 uint32_t surface_width = ALIGN(mt->logical_width0, level == 0 ? 8 : 1);
416 uint32_t surface_height = ALIGN(mt->logical_height0, level == 0 ? 4 : 1);
417
418 /* From the documentation for 3DSTATE_WM_HZ_OP: "3DSTATE_MULTISAMPLE packet
419 * must be used prior to this packet to change the Number of Multisamples.
420 * This packet must not be used to change Number of Multisamples in a
421 * rendering sequence."
422 */
423 if (brw->num_samples != mt->num_samples) {
424 gen8_emit_3dstate_multisample(brw, mt->num_samples);
425 brw->NewGLState |= _NEW_MULTISAMPLE;
426 }
427
428 /* The basic algorithm is:
429 * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
430 * 3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
431 * - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
432 * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
433 * - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
434 * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
435 */
436 emit_depth_packets(brw, mt,
437 brw_depth_format(brw, mt->format),
438 BRW_SURFACE_2D,
439 true, /* depth writes */
440 NULL, false, /* no stencil for now */
441 true, /* hiz */
442 surface_width,
443 surface_height,
444 mt->logical_depth0,
445 level,
446 layer); /* min_array_element */
447
448 /* Depth buffer clears and HiZ resolves must use an 8x4 aligned rectangle.
449 * Note that intel_miptree_level_enable_hiz disables HiZ for miplevels > 0
450 * which aren't 8x4 aligned, so expanding the size is safe - it'll just
451 * draw into empty padding space.
452 */
453 unsigned rect_width = ALIGN(minify(mt->logical_width0, level), 8);
454 unsigned rect_height = ALIGN(minify(mt->logical_height0, level), 4);
455
456 BEGIN_BATCH(4);
457 OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
458 OUT_BATCH(0);
459 OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
460 OUT_BATCH(0);
461 ADVANCE_BATCH();
462
463 /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
464 * resolve or clear operation we want to perform.
465 */
466 uint32_t dw1 = 0;
467
468 switch (op) {
469 case GEN6_HIZ_OP_DEPTH_RESOLVE:
470 dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
471 break;
472 case GEN6_HIZ_OP_HIZ_RESOLVE:
473 dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
474 break;
475 case GEN6_HIZ_OP_DEPTH_CLEAR:
476 dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
477 break;
478 case GEN6_HIZ_OP_NONE:
479 unreachable("Should not get here.");
480 }
481
482 if (mt->num_samples > 0)
483 dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);
484
485 BEGIN_BATCH(5);
486 OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
487 OUT_BATCH(dw1);
488 OUT_BATCH(0);
489 OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
490 SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
491 OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
492 ADVANCE_BATCH();
493
494 /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
495 * Data", and no other bits set. This causes 3DSTATE_WM_HZ_OP's state to
496 * take effect, and spawns a rectangle primitive.
497 */
498 brw_emit_pipe_control_write(brw,
499 PIPE_CONTROL_WRITE_IMMEDIATE,
500 brw->workaround_bo, 0, 0, 0);
501
502 /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
503 BEGIN_BATCH(5);
504 OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
505 OUT_BATCH(0);
506 OUT_BATCH(0);
507 OUT_BATCH(0);
508 OUT_BATCH(0);
509 ADVANCE_BATCH();
510
511 /* Mark this buffer as needing a TC flush, as we've rendered to it. */
512 brw_render_cache_set_add_bo(brw, mt->bo);
513
514 /* We've clobbered all of the depth packets, and the drawing rectangle,
515 * so we need to ensure those packets are re-emitted before the next
516 * primitive.
517 *
518 * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
519 */
520 brw->NewGLState |= _NEW_DEPTH | _NEW_BUFFERS;
521 }