i965: Drop pointless check for variable declarations in splitting.
[mesa.git] / src / mesa / drivers / dri / i965 / gen8_depth_state.c
index 2c64e5951ce3c55839cad64768c8d26cc30a6a7f..621951e34fafd8f6b1244a292142f377780f1fc1 100644 (file)
 #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,
@@ -51,8 +155,6 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw,
    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);
@@ -96,83 +198,112 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw,
       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;
 }