uint32_t num_samples,
uint32_t x0, uint32_t y0,
uint32_t x1, uint32_t y1);
+void
+blorp_hiz_clear_depth_stencil(struct blorp_batch *batch,
+ const struct blorp_surf *depth,
+ const struct blorp_surf *stencil,
+ uint32_t level,
+ uint32_t start_layer, uint32_t num_layers,
+ uint32_t x0, uint32_t y0,
+ uint32_t x1, uint32_t y1,
+ bool clear_depth, float depth_value,
+ bool clear_stencil, uint8_t stencil_value);
+
void
blorp_gen8_hiz_clear_attachments(struct blorp_batch *batch,
return true;
}
+void
+blorp_hiz_clear_depth_stencil(struct blorp_batch *batch,
+ const struct blorp_surf *depth,
+ const struct blorp_surf *stencil,
+ uint32_t level,
+ uint32_t start_layer, uint32_t num_layers,
+ uint32_t x0, uint32_t y0,
+ uint32_t x1, uint32_t y1,
+ bool clear_depth, float depth_value,
+ bool clear_stencil, uint8_t stencil_value)
+{
+ struct blorp_params params;
+ blorp_params_init(¶ms);
+
+ /* This requires WM_HZ_OP which only exists on gen8+ */
+ assert(ISL_DEV_GEN(batch->blorp->isl_dev) >= 8);
+
+ params.hiz_op = ISL_AUX_OP_FAST_CLEAR;
+ params.num_layers = 1;
+
+ params.x0 = x0;
+ params.y0 = y0;
+ params.x1 = x1;
+ params.y1 = y1;
+
+ for (uint32_t l = 0; l < num_layers; l++) {
+ const uint32_t layer = start_layer + l;
+ if (clear_stencil) {
+ brw_blorp_surface_info_init(batch->blorp, ¶ms.stencil, stencil,
+ level, layer,
+ ISL_FORMAT_UNSUPPORTED, true);
+ params.stencil_mask = 0xff;
+ params.stencil_ref = stencil_value;
+ params.num_samples = params.stencil.surf.samples;
+ }
+
+ if (clear_depth) {
+ /* If we're clearing depth, we must have HiZ */
+ assert(depth && depth->aux_usage == ISL_AUX_USAGE_HIZ);
+
+ brw_blorp_surface_info_init(batch->blorp, ¶ms.depth, depth,
+ level, layer,
+ ISL_FORMAT_UNSUPPORTED, true);
+ params.depth.clear_color.f32[0] = depth_value;
+ params.depth_format =
+ isl_format_get_depth_format(depth->surf->format, false);
+ params.num_samples = params.depth.surf.samples;
+ }
+
+ batch->blorp->exec(batch, ¶ms);
+ }
+}
+
/* Given a depth stencil attachment, this function performs a fast depth clear
* on a depth portion and a regular clear on the stencil portion. When
* performing a fast depth clear on the depth portion, the HiZ buffer is simply