vb[idx].BufferPitch = stride;
#if GEN_GEN >= 6
- vb[idx].VertexBufferMOCS = addr.mocs;
+ vb[idx].MOCS = addr.mocs;
#endif
#if GEN_GEN >= 7
blorp_emit_input_varying_data(batch, params, &addrs[1], &size);
blorp_fill_vertex_buffer_state(batch, vb, 1, addrs[1], size, 0);
+ blorp_vf_invalidate_for_vb_48b_transitions(batch, addrs, num_vbs);
+
const unsigned num_dwords = 1 + num_vbs * GENX(VERTEX_BUFFER_STATE_length);
uint32_t *dw = blorp_emitn(batch, GENX(3DSTATE_VERTEX_BUFFERS), num_dwords);
if (!dw)
return;
- blorp_vf_invalidate_for_vb_48b_transitions(batch, addrs, num_vbs);
-
for (unsigned i = 0; i < num_vbs; i++) {
GENX(VERTEX_BUFFER_STATE_pack)(batch, dw, &vb[i]);
dw += GENX(VERTEX_BUFFER_STATE_length);
ps.BindingTableEntryCount = 1;
}
+ /* Gen 11 workarounds table #2056 WABTPPrefetchDisable suggests to
+ * disable prefetching of binding tables on A0 and B0 steppings.
+ * TODO: Revisit this WA on C0 stepping.
+ */
+ if (GEN_GEN == 11)
+ ps.BindingTableEntryCount = 0;
+
if (prog_data) {
ps._8PixelDispatchEnable = prog_data->dispatch_8;
ps._16PixelDispatchEnable = prog_data->dispatch_16;
ps._32PixelDispatchEnable = prog_data->dispatch_32;
+ /* From the Sky Lake PRM 3DSTATE_PS::32 Pixel Dispatch Enable:
+ *
+ * "When NUM_MULTISAMPLES = 16 or FORCE_SAMPLE_COUNT = 16, SIMD32
+ * Dispatch must not be enabled for PER_PIXEL dispatch mode."
+ *
+ * Since 16x MSAA is first introduced on SKL, we don't need to apply
+ * the workaround on any older hardware.
+ */
+ if (GEN_GEN >= 9 && !prog_data->persample_dispatch &&
+ params->num_samples == 16) {
+ assert(ps._8PixelDispatchEnable || ps._16PixelDispatchEnable);
+ ps._32PixelDispatchEnable = false;
+ }
+
ps.DispatchGRFStartRegisterForConstantSetupData0 =
brw_wm_prog_data_dispatch_grf_start_reg(prog_data, ps, 0);
ps.DispatchGRFStartRegisterForConstantSetupData1 =
*/
blorp_emit_3dstate_multisample(batch, params);
+ /* From the BDW PRM Volume 7, Depth Buffer Clear:
+ *
+ * The clear value must be between the min and max depth values
+ * (inclusive) defined in the CC_VIEWPORT. If the depth buffer format is
+ * D32_FLOAT, then +/-DENORM values are also allowed.
+ *
+ * Set the bounds to match our hardware limits, [0.0, 1.0].
+ */
+ if (params->depth.enabled && params->hiz_op == ISL_AUX_OP_FAST_CLEAR) {
+ assert(params->depth.clear_color.f32[0] >= 0.0f);
+ assert(params->depth.clear_color.f32[0] <= 1.0f);
+ blorp_emit_cc_viewport(batch);
+ }
+
+ /* According to the SKL PRM formula for WM_INT::ThreadDispatchEnable, the
+ * 3DSTATE_WM::ForceThreadDispatchEnable field can force WM thread dispatch
+ * even when WM_HZ_OP is active. However, WM thread dispatch is normally
+ * disabled for HiZ ops and it appears that force-enabling it can lead to
+ * GPU hangs on at least Skylake. Since we don't know the current state of
+ * the 3DSTATE_WM packet, just emit a dummy one prior to 3DSTATE_WM_HZ_OP.
+ */
+ blorp_emit(batch, GENX(3DSTATE_WM), wm);
+
/* If we can't alter the depth stencil config and multiple layers are
* involved, the HiZ op will fail. This is because the op requires that a
* new config is emitted for each additional layer.