#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
+};