#include "brw_state.h"
#include "brw_defines.h"
+#include "main/mtypes.h"
#include "main/fbobject.h"
#include "main/glformats.h"
uint32_t width, uint32_t height,
uint32_t tile_x, uint32_t tile_y)
{
+ struct gl_context *ctx = &brw->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ uint32_t surftype;
+ unsigned int depth = 1;
+ GLenum gl_target = GL_TEXTURE_2D;
+ unsigned int lod;
+ const struct intel_mipmap_tree *mt = depth_mt ? depth_mt : stencil_mt;
+ const struct intel_renderbuffer *irb = NULL;
+ const struct gl_renderbuffer *rb = NULL;
+
/* Enable the hiz bit if we're doing separate stencil, because it and the
* separate stencil bit must have the same value. From Section 2.11.5.6.1.1
* 3DSTATE_DEPTH_BUFFER, Bit 1.21 "Separate Stencil Enable":
/* 3DSTATE_DEPTH_BUFFER, 3DSTATE_STENCIL_BUFFER are both
* non-pipelined state that will need the PIPE_CONTROL workaround.
*/
- if (brw->gen == 6) {
- intel_emit_post_sync_nonzero_flush(brw);
- intel_emit_depth_stall_flushes(brw);
+ intel_emit_post_sync_nonzero_flush(brw);
+ intel_emit_depth_stall_flushes(brw);
+
+ irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ if (!irb)
+ irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+ rb = (struct gl_renderbuffer*) irb;
+
+ if (rb) {
+ depth = MAX2(rb->Depth, 1);
+ if (rb->TexImage)
+ gl_target = rb->TexImage->TexObject->Target;
+ }
+
+ switch (gl_target) {
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_CUBE_MAP:
+ /* The PRM claims that we should use BRW_SURFACE_CUBE for this
+ * situation, but experiments show that gl_Layer doesn't work when we do
+ * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
+ * equivalent.
+ */
+ surftype = BRW_SURFACE_2D;
+ depth *= 6;
+ break;
+ default:
+ surftype = translate_tex_target(gl_target);
+ break;
+ }
+
+ const unsigned min_array_element = irb ? irb->mt_layer : 0;
+
+ lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+
+ if (mt) {
+ width = mt->logical_width0;
+ height = mt->logical_height0;
}
- unsigned int len;
- if (brw->gen >= 6)
- len = 7;
- else if (brw->is_g4x || brw->gen == 5)
- len = 6;
- else
- len = 5;
+ BEGIN_BATCH(7);
+ /* 3DSTATE_DEPTH_BUFFER dw0 */
+ OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
- BEGIN_BATCH(len);
- OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));
+ /* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
(BRW_TILEWALK_YMAJOR << 26) |
((depth_mt ? depth_mt->tiling != I915_TILING_NONE : 1)
<< 27) |
- (depth_surface_type << 29));
+ (surftype << 29));
+ /* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
OUT_RELOC(depth_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- depth_offset);
+ 0);
} else {
OUT_BATCH(0);
}
- OUT_BATCH(((width + tile_x - 1) << 6) |
- ((height + tile_y - 1) << 19));
- OUT_BATCH(0);
+ /* 3DSTATE_DEPTH_BUFFER dw3 */
+ OUT_BATCH(((width - 1) << 6) |
+ ((height - 1) << 19) |
+ lod << 2);
- if (brw->is_g4x || brw->gen >= 5)
- OUT_BATCH(tile_x | (tile_y << 16));
- else
- assert(tile_x == 0 && tile_y == 0);
+ /* 3DSTATE_DEPTH_BUFFER dw4 */
+ OUT_BATCH((depth - 1) << 21 |
+ min_array_element << 10 |
+ (depth - 1) << 1);
- if (brw->gen >= 6)
- OUT_BATCH(0);
+ /* 3DSTATE_DEPTH_BUFFER dw5 */
+ OUT_BATCH(0);
+ assert(tile_x == 0 && tile_y == 0);
+
+ /* 3DSTATE_DEPTH_BUFFER dw6 */
+ OUT_BATCH(0);
ADVANCE_BATCH();
/* Emit hiz buffer. */
if (hiz) {
struct intel_mipmap_tree *hiz_mt = depth_mt->hiz_mt;
+ uint32_t offset = 0;
+
+ if (hiz_mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
+ offset = intel_miptree_get_aligned_offset(
+ hiz_mt,
+ hiz_mt->level[lod].level_x,
+ hiz_mt->level[lod].level_y,
+ false);
+ }
+
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.hiz_offset);
+ offset);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);
/* Emit stencil buffer. */
if (separate_stencil) {
+ uint32_t offset = 0;
+
+ if (stencil_mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
+ if (stencil_mt->format == MESA_FORMAT_S_UINT8) {
+ /* Note: we can't compute the stencil offset using
+ * intel_region_get_aligned_offset(), because stencil_region
+ * claims that the region is untiled even though it's W tiled.
+ */
+ offset =
+ stencil_mt->level[lod].level_y * stencil_mt->pitch +
+ stencil_mt->level[lod].level_x * 64;
+ } else {
+ offset = intel_miptree_get_aligned_offset(
+ stencil_mt,
+ stencil_mt->level[lod].level_x,
+ stencil_mt->level[lod].level_y,
+ false);
+ }
+ }
+
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
/* The stencil buffer has quirky pitch requirements. From Vol 2a,
OUT_BATCH(2 * stencil_mt->pitch - 1);
OUT_RELOC(stencil_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.stencil_offset);
+ offset);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);
* 3DSTATE_CLEAR_PARAMS packet must follow the DEPTH_BUFFER_STATE packet
* when HiZ is enabled and the DEPTH_BUFFER_STATE changes.
*/
- if (brw->gen >= 6 || hiz) {
- if (brw->gen == 6)
- intel_emit_post_sync_nonzero_flush(brw);
-
- BEGIN_BATCH(2);
- OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 |
- GEN5_DEPTH_CLEAR_VALID |
- (2 - 2));
- OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
- ADVANCE_BATCH();
- }
+ intel_emit_post_sync_nonzero_flush(brw);
+
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 |
+ GEN5_DEPTH_CLEAR_VALID |
+ (2 - 2));
+ OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
+ ADVANCE_BATCH();
}