gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
const brw_blorp_params *params)
{
- struct gl_context *ctx = &brw->ctx;
- uint32_t draw_x = params->depth.x_offset;
- uint32_t draw_y = params->depth.y_offset;
- uint32_t tile_mask_x, tile_mask_y;
uint32_t surfwidth, surfheight;
uint32_t surftype;
unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
break;
}
- brw_get_depthstencil_tile_masks(params->depth.mt,
- params->depth.level,
- params->depth.layer,
- NULL,
- &tile_mask_x, &tile_mask_y);
-
const unsigned min_array_element = params->depth.layer;
lod = params->depth.level - params->depth.mt->first_level;
/* 3DSTATE_DEPTH_BUFFER */
{
- uint32_t tile_x = draw_x & tile_mask_x;
- uint32_t tile_y = draw_y & tile_mask_y;
- uint32_t offset =
- intel_miptree_get_aligned_offset(params->depth.mt,
- draw_x & ~tile_mask_x,
- draw_y & ~tile_mask_y, false);
-
- /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
- * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
- * Coordinate Offset X/Y":
- *
- * "The 3 LSBs of both offsets must be zero to ensure correct
- * alignment"
- *
- * We have no guarantee that tile_x and tile_y are correctly aligned,
- * since they are determined by the mipmap layout, which is only aligned
- * to multiples of 4.
- *
- * So, to avoid hanging the GPU, just smash the low order 3 bits of
- * tile_x and tile_y to 0. This is a temporary workaround until we come
- * up with a better solution.
- */
- WARN_ONCE((tile_x & 7) || (tile_y & 7),
- "Depth/stencil buffer needs alignment to 8-pixel boundaries.\n"
- "Truncating offset, bad rendering may occur.\n");
- tile_x &= ~7;
- tile_y &= ~7;
-
intel_emit_post_sync_nonzero_flush(brw);
intel_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
+ /* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+
+ /* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((params->depth.mt->pitch - 1) |
params->depth_format << 18 |
1 << 21 | /* separate stencil enable */
1 << 22 | /* hiz enable */
BRW_TILEWALK_YMAJOR << 26 |
1 << 27 | /* y-tiled */
- BRW_SURFACE_2D << 29);
+ surftype << 29);
+
+ /* 3DSTATE_DEPTH_BUFFER dw2 */
OUT_RELOC(params->depth.mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- offset);
+ 0);
+
+ /* 3DSTATE_DEPTH_BUFFER dw3 */
OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
- (params->depth.width + tile_x - 1) << 6 |
- (params->depth.height + tile_y - 1) << 19);
+ (surfwidth - 1) << 6 |
+ (surfheight - 1) << 19 |
+ lod << 2);
+
+ /* 3DSTATE_DEPTH_BUFFER dw4 */
+ OUT_BATCH((depth - 1) << 21 |
+ min_array_element << 10 |
+ (depth - 1) << 1);
+
+ /* 3DSTATE_DEPTH_BUFFER dw5 */
OUT_BATCH(0);
- OUT_BATCH(tile_x |
- tile_y << 16);
+
+ /* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_HIER_DEPTH_BUFFER */
{
struct intel_mipmap_tree *hiz_mt = params->depth.mt->hiz_mt;
- uint32_t hiz_offset =
- intel_miptree_get_aligned_offset(hiz_mt,
- draw_x & ~tile_mask_x,
- (draw_y & ~tile_mask_y) / 2, false);
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- hiz_offset);
+ 0);
ADVANCE_BATCH();
}
unsigned int depth = 1;
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;
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+ if (mt) {
+ width = mt->logical_width0;
+ height = mt->logical_height0;
+ }
+
BEGIN_BATCH(7);
+ /* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+
+ /* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
(BRW_TILEWALK_YMAJOR << 26) |
((depth_mt ? depth_mt->tiling != I915_TILING_NONE : 1)
<< 27) |
- (depth_surface_type << 29));
+ (surftype << 29));
+ /* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
OUT_RELOC(depth_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- depth_offset);
+ 0);
} else {
OUT_BATCH(0);
}
- OUT_BATCH(((width + tile_x - 1) << 6) |
- ((height + tile_y - 1) << 19));
- OUT_BATCH(0);
+ /* 3DSTATE_DEPTH_BUFFER dw3 */
+ OUT_BATCH(((width - 1) << 6) |
+ ((height - 1) << 19) |
+ lod << 2);
+
+ /* 3DSTATE_DEPTH_BUFFER dw4 */
+ OUT_BATCH((depth - 1) << 21 |
+ min_array_element << 10 |
+ (depth - 1) << 1);
- OUT_BATCH(tile_x | (tile_y << 16));
+ /* 3DSTATE_DEPTH_BUFFER dw5 */
+ OUT_BATCH(0);
+ assert(tile_x == 0 && tile_y == 0);
+ /* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH(0);
ADVANCE_BATCH();
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.hiz_offset);
+ 0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);
OUT_BATCH(2 * stencil_mt->pitch - 1);
OUT_RELOC(stencil_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.stencil_offset);
+ 0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);