X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fdri%2Fi965%2Fgen8_depth_state.c;h=27705d35df9798a27294aad02dda0fd6bfd8ca36;hb=843f6d187a2896386a6fb8c17daed378aefbdb91;hp=81447f8d0b569127037460e216b650ef56557aa9;hpb=4b35ab9bdb4e663f41ff5c9ae5bbcc650b6093f9;p=mesa.git diff --git a/src/mesa/drivers/dri/i965/gen8_depth_state.c b/src/mesa/drivers/dri/i965/gen8_depth_state.c index 81447f8d0b5..27705d35df9 100644 --- a/src/mesa/drivers/dri/i965/gen8_depth_state.c +++ b/src/mesa/drivers/dri/i965/gen8_depth_state.c @@ -24,11 +24,12 @@ #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. @@ -41,7 +42,6 @@ emit_depth_packets(struct brw_context *brw, bool depth_writable, struct intel_mipmap_tree *stencil_mt, bool stencil_writable, - uint32_t stencil_offset, bool hiz, uint32_t width, uint32_t height, @@ -49,7 +49,8 @@ emit_depth_packets(struct brw_context *brw, uint32_t lod, uint32_t min_array_element) { - uint32_t mocs_wb = brw->gen >= 9 ? SKL_MOCS_WB : BDW_MOCS_WB; + const struct gen_device_info *devinfo = &brw->screen->devinfo; + uint32_t mocs_wb = devinfo->gen >= 9 ? SKL_MOCS_WB : BDW_MOCS_WB; /* Skip repeated NULL depth/stencil emits (think 2D rendering). */ if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) { @@ -67,10 +68,9 @@ emit_depth_packets(struct brw_context *brw, (stencil_mt != NULL && stencil_writable) << 27 | (hiz ? 1 : 0) << 22 | depthbuffer_format << 18 | - (depth_mt ? depth_mt->pitch - 1 : 0)); + (depth_mt ? depth_mt->surf.row_pitch - 1 : 0)); if (depth_mt) { - OUT_RELOC64(depth_mt->bo, - I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); + OUT_RELOC64(depth_mt->bo, RELOC_WRITE, 0); } else { OUT_BATCH(0); OUT_BATCH(0); @@ -78,7 +78,8 @@ emit_depth_packets(struct brw_context *brw, OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod); OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10) | mocs_wb); OUT_BATCH(0); - OUT_BATCH(((depth - 1) << 21) | (depth_mt ? depth_mt->qpitch >> 2 : 0)); + OUT_BATCH(((depth - 1) << 21) | + (depth_mt ? depth_mt->surf.array_pitch_el_rows >> 2 : 0)); ADVANCE_BATCH(); if (!hiz) { @@ -90,11 +91,11 @@ emit_depth_packets(struct brw_context *brw, OUT_BATCH(0); ADVANCE_BATCH(); } else { + assert(depth_mt); BEGIN_BATCH(5); OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2)); OUT_BATCH((depth_mt->hiz_buf->pitch - 1) | mocs_wb << 25); - OUT_RELOC64(depth_mt->hiz_buf->bo, - I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); + OUT_RELOC64(depth_mt->hiz_buf->bo, RELOC_WRITE, 0); OUT_BATCH(depth_mt->hiz_buf->qpitch >> 2); ADVANCE_BATCH(); } @@ -110,32 +111,16 @@ emit_depth_packets(struct brw_context *brw, } 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 | 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); + (stencil_mt->surf.row_pitch - 1)); + OUT_RELOC64(stencil_mt->bo, RELOC_WRITE, 0); + OUT_BATCH(stencil_mt->surf.array_pitch_el_rows >> 2); 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(depth_mt ? depth_mt->fast_clear_color.u32[0] : 0); OUT_BATCH(1); ADVANCE_BATCH(); @@ -154,6 +139,7 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw, uint32_t width, uint32_t height, uint32_t tile_x, uint32_t tile_y) { + const struct gen_device_info *devinfo = &brw->screen->devinfo; struct gl_context *ctx = &brw->ctx; struct gl_framebuffer *fb = ctx->DrawBuffer; uint32_t surftype; @@ -189,12 +175,12 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw, break; case GL_TEXTURE_3D: assert(mt); - depth = MAX2(mt->logical_depth0, 1); + depth = mt->surf.logical_level0_px.depth; surftype = translate_tex_target(gl_target); break; case GL_TEXTURE_1D_ARRAY: case GL_TEXTURE_1D: - if (brw->gen >= 9) { + if (devinfo->gen >= 9) { /* WaDisable1DDepthStencil. Skylake+ doesn't support 1D depth * textures but it does allow pretending it's a 2D texture * instead. @@ -213,14 +199,13 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw, lod = irb ? irb->mt_level - irb->mt->first_level : 0; if (mt) { - width = mt->logical_width0; - height = mt->logical_height0; + width = mt->surf.logical_level0_px.width; + height = mt->surf.logical_level0_px.height; } emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype, - ctx->Depth.Mask != 0, - stencil_mt, ctx->Stencil._WriteEnabled, - brw->depthstencil.stencil_offset, + brw_depth_writes_enabled(brw), + stencil_mt, brw->stencil_write_enabled, hiz, width, height, depth, lod, min_array_element); } @@ -237,6 +222,9 @@ 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); @@ -253,10 +241,8 @@ pma_fix_enable(const struct brw_context *brw) */ const bool hiz_enabled = depth_irb && intel_renderbuffer_has_hiz(depth_irb); - /* 3DSTATE_WM::Early Depth/Stencil Control != EDSC_PREPS (2). - * We always leave this set to EDSC_NORMAL (0). - */ - const bool edsc_not_preps = true; + /* 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; @@ -280,34 +266,34 @@ pma_fix_enable(const struct brw_context *brw) * 3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable && * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE. */ - const bool depth_writes_enabled = ctx->Depth.Mask; + 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 = ctx->Stencil._WriteEnabled; + const bool stencil_writes_enabled = brw->stencil_write_enabled; - /* BRW_NEW_FS_PROG_DATA: - * 3DSTATE_PS_EXTRA::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF - */ + /* 3DSTATE_PS_EXTRA::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF */ const bool ps_computes_depth = - brw->wm.prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF; + 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 + /* 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 = - brw->wm.prog_data->uses_kill || - brw->wm.prog_data->uses_omask || - (ctx->Multisample._Enabled && ctx->Multisample.SampleAlphaToCoverage) || - ctx->Color.AlphaEnabled; + 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 && @@ -321,11 +307,9 @@ pma_fix_enable(const struct brw_context *brw) (kill_pixel && (depth_writes_enabled || stencil_writes_enabled))); } -static void -write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits) +void +gen8_write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits) { - struct gl_context *ctx = &brw->ctx; - /* If we haven't actually changed the value, bail now to avoid unnecessary * pipeline stalls and register writes. */ @@ -340,18 +324,16 @@ write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits) * Flush is also necessary. */ const uint32_t render_cache_flush = - ctx->Stencil._WriteEnabled ? PIPE_CONTROL_RENDER_TARGET_FLUSH : 0; + 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. */ - BEGIN_BATCH(3); - OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2)); - OUT_BATCH(GEN7_CACHE_MODE_1); - OUT_BATCH(GEN8_HIZ_PMA_MASK_BITS | pma_stall_bits); - ADVANCE_BATCH(); + 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. @@ -367,15 +349,16 @@ write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits) 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 (brw->gen >= 9) + if (devinfo->gen >= 9) return; if (pma_fix_enable(brw)) bits |= GEN8_HIZ_NP_PMA_FIX_ENABLE | GEN8_HIZ_NP_EARLY_Z_FAILS_DISABLE; - write_pma_stall_bits(brw, bits); + gen8_write_pma_stall_bits(brw, bits); } const struct brw_tracked_state gen8_pma_fix = { @@ -385,139 +368,8 @@ const struct brw_tracked_state gen8_pma_fix = { _NEW_DEPTH | _NEW_MULTISAMPLE | _NEW_STENCIL, - .brw = BRW_NEW_FS_PROG_DATA, + .brw = BRW_NEW_BLORP | + BRW_NEW_FS_PROG_DATA, }, .emit = gen8_emit_pma_stall_workaround }; - -/** - * 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; - - /* Disable the PMA stall fix since we're about to do a HiZ operation. */ - if (brw->gen == 8) - write_pma_stall_bits(brw, 0); - - assert(mt->first_level == 0); - assert(mt->logical_depth0 >= 1); - - /* If we're operating on LOD 0, align to 8x4 to meet the alignment - * requirements for most HiZ operations. Otherwise, use the actual size - * to allow the hardware to calculate the miplevel offsets correctly. - */ - uint32_t surface_width = ALIGN(mt->logical_width0, level == 0 ? 8 : 1); - uint32_t surface_height = ALIGN(mt->logical_height0, level == 0 ? 4 : 1); - - /* From the documentation for 3DSTATE_WM_HZ_OP: "3DSTATE_MULTISAMPLE packet - * must be used prior to this packet to change the Number of Multisamples. - * This packet must not be used to change Number of Multisamples in a - * rendering sequence." - */ - if (brw->num_samples != mt->num_samples) { - gen8_emit_3dstate_multisample(brw, mt->num_samples); - brw->NewGLState |= _NEW_MULTISAMPLE; - } - - /* 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 */ - surface_width, - surface_height, - mt->logical_depth0, - level, - layer); /* min_array_element */ - - /* Depth buffer clears and HiZ resolves must use an 8x4 aligned rectangle. - * Note that intel_miptree_level_enable_hiz disables HiZ for miplevels > 0 - * which aren't 8x4 aligned, so expanding the size is safe - it'll just - * draw into empty padding space. - */ - unsigned rect_width = ALIGN(minify(mt->logical_width0, level), 8); - unsigned rect_height = ALIGN(minify(mt->logical_height0, level), 4); - - 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. - */ - uint32_t dw1 = 0; - - 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: - unreachable("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); - - /* 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(); - - /* Mark this buffer as needing a TC flush, as we've rendered to it. */ - brw_render_cache_set_add_bo(brw, mt->bo); - - /* 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->NewGLState |= _NEW_DEPTH | _NEW_BUFFERS; -}