#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#include "intel_fbo.h"
+#include "intel_resolve_map.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"
+/**
+ * Helper function to emit depth related command packets.
+ */
+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)
+{
+ 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->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) | 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->region->pitch - 1) | BDW_MOCS_WB << 25);
+ OUT_RELOC64(depth_mt->hiz_mt->region->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->region->pitch - 1));
+ OUT_RELOC64(stencil_mt->region->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();
+}
+
+/* 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,
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);
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));
+ 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);
+}
+
+/**
+ * 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)
+{
+ if (op == GEN6_HIZ_OP_NONE)
+ return;
+
+ assert(mt->first_level == 0);
+ assert(mt->logical_depth0 >= 1);
+
+ /* 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.
+ */
+ 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);
- 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->region->pitch - 1);
- OUT_RELOC64(depth_mt->hiz_mt->region->bo,
- I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
- OUT_BATCH(depth_mt->hiz_mt->qpitch >> 2);
- ADVANCE_BATCH();
- }
+ /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
+ * resolve or clear operation we want to perform.
+ */
+ uint32_t dw1 = 0;
- 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();
+ 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.");
}
- 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);
+ 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);
+
+ /* 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();
+
+ /* 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;
}