* instructions.
*/
FS_OPCODE_FB_WRITE = 128,
+
+ /**
+ * Same as FS_OPCODE_FB_WRITE but expects its arguments separately as
+ * individual sources instead of as a single payload blob:
+ *
+ * Source 0: [required] Color 0.
+ * Source 1: [optional] Color 1 (for dual source blend messages).
+ * Source 2: [optional] Src0 Alpha.
+ * Source 3: [optional] Source Depth (passthrough from the thread payload).
+ * Source 4: [optional] Destination Depth (gl_FragDepth).
+ * Source 5: [optional] Sample Mask (gl_SampleMask).
+ * Source 6: [required] Number of color components (as a UD immediate).
+ */
+ FS_OPCODE_FB_WRITE_LOGICAL,
+
FS_OPCODE_BLORP_FB_WRITE,
FS_OPCODE_REP_FB_WRITE,
SHADER_OPCODE_RCP,
#define _3DSTATE_BINDING_TABLE_POINTERS_GS 0x7829 /* GEN7+ */
#define _3DSTATE_BINDING_TABLE_POINTERS_PS 0x782A /* GEN7+ */
+#define _3DSTATE_BINDING_TABLE_POOL_ALLOC 0x7919 /* GEN7.5+ */
+#define BRW_HW_BINDING_TABLE_ENABLE (1 << 11)
+#define GEN7_HW_BT_POOL_MOCS_SHIFT 7
+#define GEN7_HW_BT_POOL_MOCS_MASK INTEL_MASK(10, 7)
+#define GEN8_HW_BT_POOL_MOCS_SHIFT 0
+#define GEN8_HW_BT_POOL_MOCS_MASK INTEL_MASK(6, 0)
+/* Only required in HSW */
+#define HSW_BT_POOL_ALLOC_MUST_BE_ONE (3 << 5)
+
+#define _3DSTATE_BINDING_TABLE_EDIT_VS 0x7843 /* GEN7.5 */
+#define _3DSTATE_BINDING_TABLE_EDIT_GS 0x7844 /* GEN7.5 */
+#define _3DSTATE_BINDING_TABLE_EDIT_HS 0x7845 /* GEN7.5 */
+#define _3DSTATE_BINDING_TABLE_EDIT_DS 0x7846 /* GEN7.5 */
+#define _3DSTATE_BINDING_TABLE_EDIT_PS 0x7847 /* GEN7.5 */
+#define BRW_BINDING_TABLE_INDEX_SHIFT 16
+#define BRW_BINDING_TABLE_INDEX_MASK INTEL_MASK(23, 16)
+
+#define BRW_BINDING_TABLE_EDIT_TARGET_ALL 3
+#define BRW_BINDING_TABLE_EDIT_TARGET_CORE1 2
+#define BRW_BINDING_TABLE_EDIT_TARGET_CORE0 1
+/* In HSW, when editing binding table entries to surface state offsets,
+ * the surface state offset is a 16-bit value aligned to 32 bytes. But
+ * Surface State Pointer in dword 2 is [15:0]. Right shift surf_offset
+ * by 5 bits so it won't disturb bit 16 (which is used as the binding
+ * table index entry), otherwise it would hang the GPU.
+ */
+#define HSW_SURFACE_STATE_EDIT(value) (value >> 5)
+/* Same as Haswell, but surface state offsets now aligned to 64 bytes.*/
+#define GEN8_SURFACE_STATE_EDIT(value) (value >> 6)
+
#define _3DSTATE_SAMPLER_STATE_POINTERS 0x7802 /* GEN6+ */
# define PS_SAMPLER_STATE_CHANGE (1 << 12)
# define GS_SAMPLER_STATE_CHANGE (1 << 9)
# define GEN8_PSX_SHADER_DISABLES_ALPHA_TO_COVERAGE (1 << 7)
# define GEN8_PSX_SHADER_IS_PER_SAMPLE (1 << 6)
# define GEN8_PSX_SHADER_COMPUTES_STENCIL (1 << 5)
+# define GEN9_PSX_SHADER_PULLS_BARY (1 << 3)
# define GEN8_PSX_SHADER_HAS_UAV (1 << 2)
# define GEN8_PSX_SHADER_USES_INPUT_COVERAGE_MASK (1 << 1)
#define BDW_MOCS_WT 0x58
#define BDW_MOCS_PTE 0x18
-/* Skylake: MOCS is now an index into an array of 64 different configurable
- * cache settings. We still use only either write-back or write-through; and
- * rely on the documented default values.
+/* Skylake: MOCS is now an index into an array of 62 different caching
+ * configurations programmed by the kernel.
*/
-#define SKL_MOCS_WB 9
-#define SKL_MOCS_WT 5
+/* TC=LLC/eLLC, LeCC=WB, LRUM=3, L3CC=WB */
+#define SKL_MOCS_WB (2 << 1)
+/* TC=LLC/eLLC, LeCC=PTE, LRUM=3, L3CC=WB */
+#define SKL_MOCS_PTE (1 << 1)
#define MEDIA_VFE_STATE 0x7000
/* GEN7 DW2, GEN8+ DW3 */
# define MEDIA_VFE_STATE_CURBE_ALLOC_MASK INTEL_MASK(15, 0)
#define MEDIA_INTERFACE_DESCRIPTOR_LOAD 0x7002
+/* GEN7 DW5, GEN8+ DW6 */
+# define MEDIA_GPGPU_THREAD_COUNT_SHIFT 0
+# define MEDIA_GPGPU_THREAD_COUNT_MASK INTEL_MASK(7, 0)
+# define GEN8_MEDIA_GPGPU_THREAD_COUNT_SHIFT 0
+# define GEN8_MEDIA_GPGPU_THREAD_COUNT_MASK INTEL_MASK(9, 0)
#define MEDIA_STATE_FLUSH 0x7004
#define GPGPU_WALKER 0x7105
/* GEN8+ DW2 */