*/
struct intel_region *region = surface->mt->region;
uint32_t tile_x, tile_y;
+ const uint8_t mocs = GEN7_MOCS_L3;
uint32_t tiling = surface->map_stencil_as_y_tiled
? I915_TILING_Y : region->tiling;
assert(tile_x % 4 == 0);
assert(tile_y % 2 == 0);
surf[5] = SET_FIELD(tile_x / 4, BRW_SURFACE_X_OFFSET) |
- SET_FIELD(tile_y / 2, BRW_SURFACE_Y_OFFSET);
+ SET_FIELD(tile_y / 2, BRW_SURFACE_Y_OFFSET) |
+ SET_FIELD(mocs, GEN7_SURFACE_MOCS);
surf[2] = SET_FIELD(width - 1, GEN7_SURFACE_WIDTH) |
SET_FIELD(height - 1, GEN7_SURFACE_HEIGHT);
*
* Pixel shader dispatch is disabled above in 3DSTATE_WM, dw1.29. Despite
* that, thread dispatch info must still be specified.
- * - Maximum Number of Threads (dw4.24:31) must be nonzero, as the BSpec
- * states that the valid range for this field is [0x3, 0x2f].
+ * - Maximum Number of Threads (dw4.24:31) must be nonzero, as the
+ * valid range for this field is [0x3, 0x2f].
* - A dispatch mode must be given; that is, at least one of the
* "N Pixel Dispatch Enable" (N=8,16,32) fields must be set. This was
* discovered through simulator error messages.
const brw_blorp_params *params,
uint32_t wm_push_const_offset)
{
+ const uint8_t mocs = GEN7_MOCS_L3;
+
/* Make sure the push constants fill an exact integer number of
* registers.
*/
(7 - 2));
OUT_BATCH(BRW_BLORP_NUM_PUSH_CONST_REGS);
OUT_BATCH(0);
- OUT_BATCH(wm_push_const_offset);
+ OUT_BATCH(wm_push_const_offset | mocs);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct gl_context *ctx = &brw->ctx;
- uint32_t draw_x = params->depth.x_offset;
- uint32_t draw_y = params->depth.y_offset;
- uint32_t tile_mask_x, tile_mask_y;
+ const uint8_t mocs = GEN7_MOCS_L3;
+ uint32_t surfwidth, surfheight;
+ uint32_t surftype;
+ unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
+ unsigned int min_array_element;
+ GLenum gl_target = params->depth.mt->target;
+ unsigned int lod;
+
+ 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;
+ }
- brw_get_depthstencil_tile_masks(params->depth.mt,
- params->depth.level,
- params->depth.layer,
- NULL,
- &tile_mask_x, &tile_mask_y);
+ min_array_element = params->depth.layer;
+ if (params->depth.mt->num_samples > 1) {
+ /* Convert physical layer to logical layer. */
+ min_array_element /= params->depth.mt->num_samples;
+ }
- /* 3DSTATE_DEPTH_BUFFER */
- {
- uint32_t tile_x = draw_x & tile_mask_x;
- uint32_t tile_y = draw_y & tile_mask_y;
- uint32_t offset =
- intel_region_get_aligned_offset(params->depth.mt->region,
- draw_x & ~tile_mask_x,
- draw_y & ~tile_mask_y, false);
-
- /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
- * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
- * Coordinate Offset X/Y":
- *
- * "The 3 LSBs of both offsets must be zero to ensure correct
- * alignment"
- *
- * We have no guarantee that tile_x and tile_y are correctly aligned,
- * since they are determined by the mipmap layout, which is only aligned
- * to multiples of 4.
- *
- * So, to avoid hanging the GPU, just smash the low order 3 bits of
- * tile_x and tile_y to 0. This is a temporary workaround until we come
- * up with a better solution.
+ lod = params->depth.level - params->depth.mt->first_level;
+
+ if (params->hiz_op != GEN6_HIZ_OP_NONE && lod == 0) {
+ /* HIZ ops for lod 0 may set the width & height a little
+ * larger to allow the fast depth clear to fit the hardware
+ * alignment requirements. (8x4)
*/
- WARN_ONCE((tile_x & 7) || (tile_y & 7),
- "Depth/stencil buffer needs alignment to 8-pixel boundaries.\n"
- "Truncating offset, bad rendering may occur.\n");
- tile_x &= ~7;
- tile_y &= ~7;
+ surfwidth = params->depth.width;
+ surfheight = params->depth.height;
+ } else {
+ surfwidth = params->depth.mt->physical_width0;
+ surfheight = params->depth.mt->physical_height0;
+ }
+ /* 3DSTATE_DEPTH_BUFFER */
+ {
intel_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
params->depth_format << 18 |
1 << 22 | /* hiz enable */
1 << 28 | /* depth write */
- BRW_SURFACE_2D << 29);
+ surftype << 29);
OUT_RELOC(params->depth.mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- offset);
- OUT_BATCH((params->depth.width + tile_x - 1) << 4 |
- (params->depth.height + tile_y - 1) << 18);
- OUT_BATCH(0);
- OUT_BATCH(tile_x |
- tile_y << 16);
+ 0);
+ OUT_BATCH((surfwidth - 1) << 4 |
+ (surfheight - 1) << 18 |
+ lod);
+ OUT_BATCH(((depth - 1) << 21) |
+ (min_array_element << 10) |
+ mocs);
OUT_BATCH(0);
+ OUT_BATCH((depth - 1) << 21);
ADVANCE_BATCH();
}
/* 3DSTATE_HIER_DEPTH_BUFFER */
{
struct intel_region *hiz_region = params->depth.mt->hiz_mt->region;
- uint32_t hiz_offset =
- intel_region_get_aligned_offset(hiz_region,
- draw_x & ~tile_mask_x,
- (draw_y & ~tile_mask_y) / 2, false);
BEGIN_BATCH(3);
OUT_BATCH((GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
- OUT_BATCH(hiz_region->pitch - 1);
+ OUT_BATCH((mocs << 25) |
+ (hiz_region->pitch - 1));
OUT_RELOC(hiz_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- hiz_offset);
+ 0);
ADVANCE_BATCH();
}
gen7_blorp_emit_depth_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
+ intel_emit_depth_stall_flushes(brw);
+
BEGIN_BATCH(7);
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
OUT_BATCH(BRW_DEPTHFORMAT_D32_FLOAT << 18 | (BRW_SURFACE_NULL << 29));
/* 3DSTATE_CLEAR_PARAMS
*
- * From the BSpec, Volume 2a.11 Windower, Section 1.5.6.3.2
+ * From the Ivybridge PRM, Volume 2 Part 1, Section 11.5.5.4
* 3DSTATE_CLEAR_PARAMS:
- * [DevIVB] 3DSTATE_CLEAR_PARAMS must always be programmed in the along
+ * 3DSTATE_CLEAR_PARAMS must always be programmed in the along
* with the other Depth/Stencil state commands(i.e. 3DSTATE_DEPTH_BUFFER,
* 3DSTATE_STENCIL_BUFFER, or 3DSTATE_HIER_DEPTH_BUFFER).
*/