#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
#include "intel_fbo.h"
-#include "intel_resolve_map.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"
+#include "compiler/brw_eu_defines.h"
+#include "brw_wm.h"
+#include "main/framebuffer.h"
/**
- * Helper function to emit depth related command packets.
+ * Should we set the PMA FIX ENABLE bit?
+ *
+ * To avoid unnecessary depth related stalls, we need to set this bit.
+ * However, there is a very complicated formula which governs when it
+ * is legal to do so. This function computes that.
+ *
+ * See the documenation for the CACHE_MODE_1 register, bit 11.
*/
-static void
-emit_depth_packets(struct brw_context *brw,
- struct intel_mipmap_tree *depth_mt,
- uint32_t depthbuffer_format,
- uint32_t depth_surface_type,
- bool depth_writable,
- struct intel_mipmap_tree *stencil_mt,
- bool stencil_writable,
- uint32_t stencil_offset,
- bool hiz,
- uint32_t width,
- uint32_t height,
- uint32_t depth,
- uint32_t lod,
- uint32_t min_array_element)
-{
- /* Skip repeated NULL depth/stencil emits (think 2D rendering). */
- if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) {
- assert(brw->hw_ctx);
- return;
- }
-
- intel_emit_depth_stall_flushes(brw);
-
- /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
- BEGIN_BATCH(8);
- OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
- OUT_BATCH(depth_surface_type << 29 |
- (depth_writable ? (1 << 28) : 0) |
- (stencil_mt != NULL && stencil_writable) << 27 |
- (hiz ? 1 : 0) << 22 |
- depthbuffer_format << 18 |
- (depth_mt ? depth_mt->pitch - 1 : 0));
- if (depth_mt) {
- OUT_RELOC64(depth_mt->bo,
- I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
- } else {
- OUT_BATCH(0);
- OUT_BATCH(0);
- }
- OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
- OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10) | BDW_MOCS_WB);
- OUT_BATCH(0);
- OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0);
- ADVANCE_BATCH();
-
- if (!hiz) {
- BEGIN_BATCH(5);
- OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
- OUT_BATCH(0);
- OUT_BATCH(0);
- OUT_BATCH(0);
- OUT_BATCH(0);
- ADVANCE_BATCH();
- } else {
- BEGIN_BATCH(5);
- OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
- OUT_BATCH((depth_mt->hiz_mt->pitch - 1) | BDW_MOCS_WB << 25);
- OUT_RELOC64(depth_mt->hiz_mt->bo,
- I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
- OUT_BATCH(depth_mt->hiz_mt->qpitch >> 2);
- ADVANCE_BATCH();
- }
-
- if (stencil_mt == NULL) {
- BEGIN_BATCH(5);
- OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
- OUT_BATCH(0);
- OUT_BATCH(0);
- OUT_BATCH(0);
- OUT_BATCH(0);
- ADVANCE_BATCH();
- } else {
- BEGIN_BATCH(5);
- OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
- /* The stencil buffer has quirky pitch requirements. From the Graphics
- * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
- * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
- * field "Surface Pitch":
- *
- * The pitch must be set to 2x the value computed based on width, as
- * the stencil buffer is stored with two rows interleaved.
- *
- * (Note that it is not 100% clear whether this intended to apply to
- * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
- * imply that it doesn't), however the comment appears on a "DevIVB+"
- * page (which would imply that it does). Experiments with the hardware
- * indicate that it does.
- */
- OUT_BATCH(HSW_STENCIL_ENABLED | BDW_MOCS_WB << 22 |
- (2 * stencil_mt->pitch - 1));
- OUT_RELOC64(stencil_mt->bo,
- I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- stencil_offset);
- OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
- ADVANCE_BATCH();
- }
-
- BEGIN_BATCH(3);
- OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
- OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
- OUT_BATCH(1);
- ADVANCE_BATCH();
-
- brw->no_depth_or_stencil = !depth_mt && !stencil_mt;
-}
-
-/* Awful vtable-compatible function; should be cleaned up in the future. */
-void
-gen8_emit_depth_stencil_hiz(struct brw_context *brw,
- struct intel_mipmap_tree *depth_mt,
- uint32_t depth_offset,
- uint32_t depthbuffer_format,
- uint32_t depth_surface_type,
- struct intel_mipmap_tree *stencil_mt,
- bool hiz, bool separate_stencil,
- uint32_t width, uint32_t height,
- uint32_t tile_x, uint32_t tile_y)
+static bool
+pma_fix_enable(const struct brw_context *brw)
{
- struct gl_context *ctx = &brw->ctx;
- struct gl_framebuffer *fb = ctx->DrawBuffer;
- uint32_t surftype;
- unsigned int depth = 1;
- unsigned int min_array_element;
- 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;
-
- irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
- if (!irb)
- irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
- rb = (struct gl_renderbuffer *) irb;
+ const struct gl_context *ctx = &brw->ctx;
+ /* BRW_NEW_FS_PROG_DATA */
+ const struct brw_wm_prog_data *wm_prog_data =
+ brw_wm_prog_data(brw->wm.base.prog_data);
+ /* _NEW_BUFFERS */
+ struct intel_renderbuffer *depth_irb =
+ intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
+
+ /* 3DSTATE_WM::ForceThreadDispatch is never used. */
+ const bool wm_force_thread_dispatch = false;
+
+ /* 3DSTATE_RASTER::ForceSampleCount is never used. */
+ const bool raster_force_sample_count_nonzero = false;
+
+ /* _NEW_BUFFERS:
+ * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
+ * 3DSTATE_DEPTH_BUFFER::HIZ Enable
+ */
+ const bool hiz_enabled = depth_irb && intel_renderbuffer_has_hiz(depth_irb);
- if (rb) {
- depth = MAX2(irb->layer_count, 1);
- if (rb->TexImage)
- gl_target = rb->TexImage->TexObject->Target;
- }
+ /* 3DSTATE_WM::Early Depth/Stencil Control != EDSC_PREPS (2). */
+ const bool edsc_not_preps = !wm_prog_data->early_fragment_tests;
- 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;
- case GL_TEXTURE_3D:
- assert(rb);
- depth = MAX2(rb->Depth, 1);
- /* fallthrough */
- default:
- surftype = translate_tex_target(gl_target);
- break;
- }
+ /* 3DSTATE_PS_EXTRA::PixelShaderValid is always true. */
+ const bool pixel_shader_valid = true;
- min_array_element = irb ? irb->mt_layer : 0;
+ /* !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
+ * 3DSTATE_WM_HZ_OP::DepthBufferResolve ||
+ * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
+ * 3DSTATE_WM_HZ_OP::StencilBufferClear)
+ *
+ * HiZ operations are done outside of the normal state upload, so they're
+ * definitely not happening now.
+ */
+ const bool in_hiz_op = false;
- lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+ /* _NEW_DEPTH:
+ * DEPTH_STENCIL_STATE::DepthTestEnable
+ */
+ const bool depth_test_enabled = depth_irb && ctx->Depth.Test;
- if (mt) {
- width = mt->logical_width0;
- height = mt->logical_height0;
- }
+ /* _NEW_DEPTH:
+ * 3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable &&
+ * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE.
+ */
+ const bool depth_writes_enabled = brw_depth_writes_enabled(brw);
- emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
- ctx->Depth.Mask != 0,
- stencil_mt, ctx->Stencil._WriteEnabled,
- brw->depthstencil.stencil_offset,
- hiz, width, height, depth, lod, min_array_element);
+ /* _NEW_STENCIL:
+ * !DEPTH_STENCIL_STATE::Stencil Buffer Write Enable ||
+ * !3DSTATE_DEPTH_BUFFER::Stencil Buffer Enable ||
+ * !3DSTATE_STENCIL_BUFFER::Stencil Buffer Enable
+ */
+ const bool stencil_writes_enabled = brw->stencil_write_enabled;
+
+ /* 3DSTATE_PS_EXTRA::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF */
+ const bool ps_computes_depth =
+ wm_prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF;
+
+ /* BRW_NEW_FS_PROG_DATA: 3DSTATE_PS_EXTRA::PixelShaderKillsPixels
+ * BRW_NEW_FS_PROG_DATA: 3DSTATE_PS_EXTRA::oMask Present to RenderTarget
+ * _NEW_MULTISAMPLE: 3DSTATE_PS_BLEND::AlphaToCoverageEnable
+ * _NEW_COLOR: 3DSTATE_PS_BLEND::AlphaTestEnable
+ * _NEW_BUFFERS: 3DSTATE_PS_BLEND::AlphaTestEnable
+ * 3DSTATE_PS_BLEND::AlphaToCoverageEnable
+ *
+ * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false.
+ * 3DSTATE_WM::ForceKillPix != ForceOff is always true.
+ */
+ const bool kill_pixel =
+ wm_prog_data->uses_kill ||
+ wm_prog_data->uses_omask ||
+ _mesa_is_alpha_test_enabled(ctx) ||
+ _mesa_is_alpha_to_coverage_enabled(ctx);
+
+ /* The big formula in CACHE_MODE_1::NP PMA FIX ENABLE. */
+ return !wm_force_thread_dispatch &&
+ !raster_force_sample_count_nonzero &&
+ hiz_enabled &&
+ edsc_not_preps &&
+ pixel_shader_valid &&
+ !in_hiz_op &&
+ depth_test_enabled &&
+ (ps_computes_depth ||
+ (kill_pixel && (depth_writes_enabled || stencil_writes_enabled)));
}
-/**
- * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
- *
- * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
- * of the hardware documentation for details.
- */
void
-gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
- unsigned int level, unsigned int layer, enum gen6_hiz_op op)
+gen8_write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits)
{
- if (op == GEN6_HIZ_OP_NONE)
+ /* If we haven't actually changed the value, bail now to avoid unnecessary
+ * pipeline stalls and register writes.
+ */
+ if (brw->pma_stall_bits == pma_stall_bits)
return;
- assert(mt->first_level == 0);
- assert(mt->logical_depth0 >= 1);
+ brw->pma_stall_bits = pma_stall_bits;
- /* The basic algorithm is:
- * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
- * 3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
- * - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
- * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
- * - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
- * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
+ /* According to the PIPE_CONTROL documentation, software should emit a
+ * PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set prior
+ * to the LRI. If stencil buffer writes are enabled, then a Render Cache
+ * Flush is also necessary.
*/
- emit_depth_packets(brw, mt,
- brw_depth_format(brw, mt->format),
- BRW_SURFACE_2D,
- true, /* depth writes */
- NULL, false, 0, /* no stencil for now */
- true, /* hiz */
- mt->logical_width0,
- mt->logical_height0,
- mt->logical_depth0,
- level,
- layer); /* min_array_element */
-
- unsigned rect_width = minify(mt->logical_width0, level);
- unsigned rect_height = minify(mt->logical_height0, level);
-
- BEGIN_BATCH(4);
- OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
- OUT_BATCH(0);
- OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
- OUT_BATCH(0);
- ADVANCE_BATCH();
-
- /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
- * resolve or clear operation we want to perform.
+ const uint32_t render_cache_flush =
+ brw->stencil_write_enabled ? PIPE_CONTROL_RENDER_TARGET_FLUSH : 0;
+ brw_emit_pipe_control_flush(brw,
+ PIPE_CONTROL_CS_STALL |
+ PIPE_CONTROL_DEPTH_CACHE_FLUSH |
+ render_cache_flush);
+
+ /* CACHE_MODE_1 is a non-privileged register. */
+ brw_load_register_imm32(brw, GEN7_CACHE_MODE_1,
+ GEN8_HIZ_PMA_MASK_BITS |
+ pma_stall_bits );
+
+ /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache
+ * Flush bits is often necessary. We do it regardless because it's easier.
+ * The render cache flush is also necessary if stencil writes are enabled.
*/
- uint32_t dw1 = 0;
+ brw_emit_pipe_control_flush(brw,
+ PIPE_CONTROL_DEPTH_STALL |
+ PIPE_CONTROL_DEPTH_CACHE_FLUSH |
+ render_cache_flush);
- switch (op) {
- case GEN6_HIZ_OP_DEPTH_RESOLVE:
- dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
- break;
- case GEN6_HIZ_OP_HIZ_RESOLVE:
- dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
- break;
- case GEN6_HIZ_OP_DEPTH_CLEAR:
- dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
- break;
- case GEN6_HIZ_OP_NONE:
- assert(!"Should not get here.");
- }
-
- if (mt->num_samples > 0)
- dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);
-
- BEGIN_BATCH(5);
- OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
- OUT_BATCH(dw1);
- OUT_BATCH(0);
- OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
- SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
- OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
- ADVANCE_BATCH();
+}
- /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
- * Data", and no other bits set. This causes 3DSTATE_WM_HZ_OP's state to
- * take effect, and spawns a rectangle primitive.
- */
- brw_emit_pipe_control_write(brw,
- PIPE_CONTROL_WRITE_IMMEDIATE,
- brw->batch.workaround_bo, 0, 0, 0);
+static void
+gen8_emit_pma_stall_workaround(struct brw_context *brw)
+{
+ const struct gen_device_info *devinfo = &brw->screen->devinfo;
+ uint32_t bits = 0;
- /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
- BEGIN_BATCH(5);
- OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
- OUT_BATCH(0);
- OUT_BATCH(0);
- OUT_BATCH(0);
- OUT_BATCH(0);
- ADVANCE_BATCH();
+ if (devinfo->gen >= 9)
+ return;
- /* Mark this buffer as needing a TC flush, as we've rendered to it. */
- brw_render_cache_set_add_bo(brw, mt->bo);
+ if (pma_fix_enable(brw))
+ bits |= GEN8_HIZ_NP_PMA_FIX_ENABLE | GEN8_HIZ_NP_EARLY_Z_FAILS_DISABLE;
- /* We've clobbered all of the depth packets, and the drawing rectangle,
- * so we need to ensure those packets are re-emitted before the next
- * primitive.
- *
- * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
- */
- brw->state.dirty.mesa |= _NEW_DEPTH | _NEW_BUFFERS;
+ gen8_write_pma_stall_bits(brw, bits);
}
+
+const struct brw_tracked_state gen8_pma_fix = {
+ .dirty = {
+ .mesa = _NEW_BUFFERS |
+ _NEW_COLOR |
+ _NEW_DEPTH |
+ _NEW_MULTISAMPLE |
+ _NEW_STENCIL,
+ .brw = BRW_NEW_BLORP |
+ BRW_NEW_FS_PROG_DATA,
+ },
+ .emit = gen8_emit_pma_stall_workaround
+};