i965: Use force_compat_profile driconf option
[mesa.git] / src / mesa / drivers / dri / i965 / gen8_depth_state.c
index 8d36f6e5013a17dc031ca25ce7250554e9ac6052..1ea5884f8182be2b16bc3bbb239e3484e672360a 100644 (file)
 
 #include "intel_batchbuffer.h"
 #include "intel_mipmap_tree.h"
-#include "intel_regions.h"
 #include "intel_fbo.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"
+
+/**
+ * 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 bool
+pma_fix_enable(const struct brw_context *brw)
+{
+   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);
+
+   /* 3DSTATE_WM::Early Depth/Stencil Control != EDSC_PREPS (2). */
+   const bool edsc_not_preps = !wm_prog_data->early_fragment_tests;
+
+   /* 3DSTATE_PS_EXTRA::PixelShaderValid is always true. */
+   const bool pixel_shader_valid = true;
+
+   /* !(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;
+
+   /* _NEW_DEPTH:
+    * DEPTH_STENCIL_STATE::DepthTestEnable
+    */
+   const bool depth_test_enabled = depth_irb && ctx->Depth.Test;
+
+   /* _NEW_DEPTH:
+    * 3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable &&
+    * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE.
+    */
+   const bool depth_writes_enabled = brw_depth_writes_enabled(brw);
+
+   /* _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)));
+}
 
 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)
+gen8_write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits)
 {
-   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;
-
-   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;
-   }
-
-   if (fb->MaxNumLayers > 0 || !irb) {
-      min_array_element = 0;
-   } else if (irb->mt->num_samples > 1) {
-      /* Convert physical to logical layer. */
-      min_array_element = irb->mt_layer / irb->mt->num_samples;
-   } else {
-      min_array_element = irb->mt_layer;
-   }
-
-   lod = irb ? irb->mt_level - irb->mt->first_level : 0;
-
-   if (mt) {
-      width = mt->logical_width0;
-      height = mt->logical_height0;
-   }
-
-   /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
-   BEGIN_BATCH(8);
-   OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
-   OUT_BATCH((surftype << 29) |
-             ((ctx->Depth.Mask != 0) << 28) |
-             ((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) |
-             ((hiz ? 1 : 0) << 22) |
-             (depthbuffer_format << 18) |
-             (depth_mt ? depth_mt->region->pitch - 1 : 0));
-   if (depth_mt) {
-      OUT_RELOC64(depth_mt->region->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));
-   OUT_BATCH(0);
-   OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0);
-   ADVANCE_BATCH();
-
-   assert(!hiz); /* TODO: Implement 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();
-
-   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 | (2 * stencil_mt->region->pitch - 1));
-      OUT_RELOC64(stencil_mt->region->bo,
-                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
-                  brw->depthstencil.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();
+   /* 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;
+
+   brw->pma_stall_bits = pma_stall_bits;
+
+   /* 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.
+    */
+   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.
+    */
+   brw_emit_pipe_control_flush(brw,
+                               PIPE_CONTROL_DEPTH_STALL |
+                               PIPE_CONTROL_DEPTH_CACHE_FLUSH |
+                               render_cache_flush);
+
 }
+
+static void
+gen8_emit_pma_stall_workaround(struct brw_context *brw)
+{
+   const struct gen_device_info *devinfo = &brw->screen->devinfo;
+   uint32_t bits = 0;
+
+   if (devinfo->gen >= 9)
+      return;
+
+   if (pma_fix_enable(brw))
+      bits |= GEN8_HIZ_NP_PMA_FIX_ENABLE | GEN8_HIZ_NP_EARLY_Z_FAILS_DISABLE;
+
+   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
+};