* IN THE SOFTWARE.
*/
-#include "gen6_hiz.h"
-
#include <assert.h>
-#include "mesa/drivers/common/meta.h"
-
-#include "mesa/main/arrayobj.h"
-#include "mesa/main/bufferobj.h"
-#include "mesa/main/depth.h"
-#include "mesa/main/enable.h"
-#include "mesa/main/fbobject.h"
-#include "mesa/main/framebuffer.h"
-#include "mesa/main/get.h"
-#include "mesa/main/renderbuffer.h"
-#include "mesa/main/shaderapi.h"
-#include "mesa/main/varray.h"
-
+#include "intel_batchbuffer.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
-#include "intel_regions.h"
-#include "intel_tex.h"
#include "brw_context.h"
#include "brw_defines.h"
+#include "brw_state.h"
-static const uint32_t gen6_hiz_meta_save =
-
- /* Disable alpha, depth, and stencil test.
- *
- * See the following sections of the Sandy Bridge PRM, Volume 1, Part2:
- * - 7.5.3.1 Depth Buffer Clear
- * - 7.5.3.2 Depth Buffer Resolve
- * - 7.5.3.3 Hierarchical Depth Buffer Resolve
- */
- MESA_META_ALPHA_TEST |
- MESA_META_DEPTH_TEST |
- MESA_META_STENCIL_TEST |
-
- /* Disable viewport mapping.
- *
- * From page 11 of the Sandy Bridge PRM, Volume 2, Part 1, Section 1.3
- * 3D Primitives Overview:
- * RECTLIST:
- * Viewport Mapping must be DISABLED (as is typical with the use of
- * screen- space coordinates).
- *
- * We must also manually disable 3DSTATE_SF.Viewport_Transform_Enable.
- */
- MESA_META_VIEWPORT |
-
- /* Disable clipping.
- *
- * From page 11 of the Sandy Bridge PRM, Volume 2, Part 1, Section 1.3
- * 3D Primitives Overview:
- * Either the CLIP unit should be DISABLED, or the CLIP unit’s Clip
- * Mode should be set to a value other than CLIPMODE_NORMAL.
- */
- MESA_META_CLIP |
-
- /* Render a solid rectangle (set 3DSTATE_SF.FrontFace_Fill_Mode).
- *
- * From page 249 of the Sandy Bridge PRM, Volume 2, Part 1, Section
- * 6.4.1.1 3DSTATE_SF, FrontFace_Fill_Mode:
- * SOLID: Any triangle or rectangle object found to be front-facing
- * is rendered as a solid object. This setting is required when
- * (rendering rectangle (RECTLIST) objects.
- * Also see field BackFace_Fill_Mode.
- *
- * Note: MESA_META_RASTERIZAION also disables culling, but that is
- * irrelevant. See 3DSTATE_SF.Cull_Mode.
- */
- MESA_META_RASTERIZATION |
-
- /* Each HiZ operation uses a vertex shader and VAO. */
- MESA_META_SHADER |
- MESA_META_VERTEX |
-
- /* Disable scissoring.
- *
- * Scissoring is disabled for resolves because a resolve operation
- * should resolve the entire buffer. Scissoring is disabled for depth
- * clears because, if we are performing a partial depth clear, then we
- * specify the clear region with the RECTLIST vertices.
- */
- MESA_META_SCISSOR |
-
- MESA_META_SELECT_FEEDBACK;
+#include "gen6_hiz.h"
-static void
-gen6_hiz_get_framebuffer_enum(struct gl_context *ctx,
- GLenum *bind_enum,
- GLenum *get_enum)
-{
- if (ctx->Extensions.EXT_framebuffer_blit && ctx->API == API_OPENGL) {
- /* Different buffers may be bound to GL_DRAW_FRAMEBUFFER and
- * GL_READ_FRAMEBUFFER. Take care to not disrupt the read buffer.
- */
- *bind_enum = GL_DRAW_FRAMEBUFFER;
- *get_enum = GL_DRAW_FRAMEBUFFER_BINDING;
- } else {
- /* The enums GL_DRAW_FRAMEBUFFER and GL_READ_FRAMEBUFFER do not exist.
- * The bound framebuffer is both the read and draw buffer.
- */
- *bind_enum = GL_FRAMEBUFFER;
- *get_enum = GL_FRAMEBUFFER_BINDING;
- }
-}
+/**
+ * \name Constants for HiZ VBO
+ * \{
+ *
+ * \see brw_context::hiz::vertex_bo
+ */
+#define GEN6_HIZ_NUM_VERTICES 3
+#define GEN6_HIZ_NUM_VUE_ELEMS 8
+#define GEN6_HIZ_VBO_SIZE (GEN6_HIZ_NUM_VERTICES \
+ * GEN6_HIZ_NUM_VUE_ELEMS \
+ * sizeof(float))
+/** \} */
/**
- * Initialize static data needed for HiZ operations.
+ * \brief Initialize data needed for the HiZ op.
+ *
+ * This called when executing the first HiZ op.
+ * \see brw_context::hiz
*/
-static void
+void
gen6_hiz_init(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
+ struct intel_context *intel = &brw->intel;
struct brw_hiz_state *hiz = &brw->hiz;
- GLenum fb_bind_enum, fb_get_enum;
- if (hiz->fbo != 0)
- return;
+ hiz->vertex_bo = drm_intel_bo_alloc(intel->bufmgr, "bufferobj",
+ GEN6_HIZ_VBO_SIZE, /* size */
+ 64); /* alignment */
- gen6_hiz_get_framebuffer_enum(ctx, &fb_bind_enum, &fb_get_enum);
+ if (!hiz->vertex_bo)
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "failed to allocate internal VBO");
+}
- /* Create depthbuffer.
+void
+gen6_hiz_emit_batch_head(struct brw_context *brw)
+{
+ struct gl_context *ctx = &brw->intel.ctx;
+ struct intel_context *intel = &brw->intel;
+ struct brw_hiz_state *hiz = &brw->hiz;
+
+ /* To ensure that the batch contains only the resolve, flush the batch
+ * before beginning and after finishing emitting the resolve packets.
*
- * Until glRenderbufferStorage is called, the renderbuffer hash table
- * maps the renderbuffer name to a dummy renderbuffer. We need the
- * renderbuffer to be registered in the hash table so that framebuffer
- * validation succeeds, so we hackishly allocate storage then immediately
- * discard it.
+ * Ideally, we would not need to flush for the resolve op. But, I suspect
+ * that it's unsafe for CMD_PIPELINE_SELECT to occur multiple times in
+ * a single batch, and there is no safe way to ensure that other than by
+ * fencing the resolve with flushes. Ideally, we would just detect if
+ * a batch is in progress and do the right thing, but that would require
+ * the ability to *safely* access brw_context::state::dirty::brw
+ * outside of the brw_upload_state() codepath.
*/
- GLuint depth_rb_name;
- _mesa_GenRenderbuffersEXT(1, &depth_rb_name);
- _mesa_BindRenderbufferEXT(GL_RENDERBUFFER, depth_rb_name);
- _mesa_RenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 32, 32);
- _mesa_reference_renderbuffer(&hiz->depth_rb,
- _mesa_lookup_renderbuffer(ctx, depth_rb_name));
- intel_miptree_release(&((struct intel_renderbuffer*) hiz->depth_rb)->mt);
-
- /* Setup FBO. */
- _mesa_GenFramebuffersEXT(1, &hiz->fbo);
- _mesa_BindFramebufferEXT(fb_bind_enum, hiz->fbo);
- _mesa_FramebufferRenderbufferEXT(fb_bind_enum,
- GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER,
- hiz->depth_rb->Name);
-
- /* Compile vertex shader. */
- const char *vs_source =
- "attribute vec4 position;\n"
- "void main()\n"
- "{\n"
- " gl_Position = position;\n"
- "}\n";
- GLuint vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
- _mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
- _mesa_CompileShaderARB(vs);
-
- /* Compile fragment shader. */
- const char *fs_source = "void main() {}";
- GLuint fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
- _mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
- _mesa_CompileShaderARB(fs);
-
- /* Link and use program. */
- hiz->shader.program = _mesa_CreateProgramObjectARB();
- _mesa_AttachShader(hiz->shader.program, vs);
- _mesa_AttachShader(hiz->shader.program, fs);
- _mesa_LinkProgramARB(hiz->shader.program);
- _mesa_UseProgramObjectARB(hiz->shader.program);
-
- /* Create and bind VAO. */
- _mesa_GenVertexArrays(1, &hiz->vao);
- _mesa_BindVertexArray(hiz->vao);
-
- /* Setup VBO for 'position'. */
- hiz->shader.position_location =
- _mesa_GetAttribLocationARB(hiz->shader.program, "position");
- _mesa_GenBuffersARB(1, &hiz->shader.position_vbo);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, hiz->shader.position_vbo);
- _mesa_VertexAttribPointerARB(hiz->shader.position_location,
- 2, /*components*/
- GL_FLOAT,
- GL_FALSE, /*normalized?*/
- 0, /*stride*/
- NULL);
- _mesa_EnableVertexAttribArrayARB(hiz->shader.position_location);
-
- /* Cleanup. */
- _mesa_DeleteShader(vs);
- _mesa_DeleteShader(fs);
+ intel_flush(ctx);
+
+ /* CMD_PIPELINE_SELECT
+ *
+ * Select the 3D pipeline, as opposed to the media pipeline.
+ */
+ {
+ BEGIN_BATCH(1);
+ OUT_BATCH(brw->CMD_PIPELINE_SELECT << 16);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_MULTISAMPLE */
+ {
+ int length = intel->gen == 7 ? 4 : 3;
+
+ BEGIN_BATCH(length);
+ OUT_BATCH(_3DSTATE_MULTISAMPLE << 16 | (3 - 2));
+ OUT_BATCH(MS_PIXEL_LOCATION_CENTER |
+ MS_NUMSAMPLES_1);
+ OUT_BATCH(0);
+ if (length >= 4)
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+
+ }
+
+ /* 3DSTATE_SAMPLE_MASK */
+ {
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_SAMPLE_MASK << 16 | (2 - 2));
+ OUT_BATCH(1);
+ ADVANCE_BATCH();
+ }
+
+ /* CMD_STATE_BASE_ADDRESS
+ *
+ * From the Sandy Bridge PRM, Volume 1, Part 1, Table STATE_BASE_ADDRESS:
+ * The following commands must be reissued following any change to the
+ * base addresses:
+ * 3DSTATE_CC_POINTERS
+ * 3DSTATE_BINDING_TABLE_POINTERS
+ * 3DSTATE_SAMPLER_STATE_POINTERS
+ * 3DSTATE_VIEWPORT_STATE_POINTERS
+ * MEDIA_STATE_POINTERS
+ */
+ {
+ BEGIN_BATCH(10);
+ OUT_BATCH(CMD_STATE_BASE_ADDRESS << 16 | (10 - 2));
+ OUT_BATCH(1); /* GeneralStateBaseAddressModifyEnable */
+ /* SurfaceStateBaseAddress */
+ OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_SAMPLER, 0, 1);
+ /* DynamicStateBaseAddress */
+ OUT_RELOC(intel->batch.bo, (I915_GEM_DOMAIN_RENDER |
+ I915_GEM_DOMAIN_INSTRUCTION), 0, 1);
+ OUT_BATCH(1); /* IndirectObjectBaseAddress */
+ OUT_BATCH(1); /* InstructionBaseAddress */
+ OUT_BATCH(1); /* GeneralStateUpperBound */
+ OUT_BATCH(1); /* DynamicStateUpperBound */
+ OUT_BATCH(1); /* IndirectObjectUpperBound*/
+ OUT_BATCH(1); /* InstructionAccessUpperBound */
+ ADVANCE_BATCH();
+ }
}
-/**
- * Wrap \c brw->hiz.depth_rb around a miptree.
- *
- * \see gen6_hiz_teardown_depth_buffer()
- */
-static void
-gen6_hiz_setup_depth_buffer(struct brw_context *brw,
- struct intel_mipmap_tree *mt,
- unsigned int level,
- unsigned int layer)
+void
+gen6_hiz_emit_vertices(struct brw_context *brw,
+ struct intel_mipmap_tree *mt,
+ unsigned int level,
+ unsigned int layer)
{
- struct gl_renderbuffer *rb = brw->hiz.depth_rb;
- struct intel_renderbuffer *irb = intel_renderbuffer(rb);
+ struct intel_context *intel = &brw->intel;
+ struct brw_hiz_state *hiz = &brw->hiz;
- rb->Format = mt->format;
- rb->_BaseFormat = _mesa_get_format_base_format(rb->Format);
- rb->InternalFormat = rb->_BaseFormat;
- rb->Width = mt->level[level].width;
- rb->Height = mt->level[level].height;
+ /* Setup VBO for the rectangle primitive..
+ *
+ * A rectangle primitive (3DPRIM_RECTLIST) consists of only three
+ * vertices. The vertices reside in screen space with DirectX coordinates
+ * (that is, (0, 0) is the upper left corner).
+ *
+ * v2 ------ implied
+ * | |
+ * | |
+ * v0 ----- v1
+ *
+ * Since the VS is disabled, the clipper loads each VUE directly from
+ * the URB. This is controlled by the 3DSTATE_VERTEX_BUFFERS and
+ * 3DSTATE_VERTEX_ELEMENTS packets below. The VUE contents are as follows:
+ * dw0: Reserved, MBZ.
+ * dw1: Render Target Array Index. The HiZ op does not use indexed
+ * vertices, so set the dword to 0.
+ * dw2: Viewport Index. The HiZ op disables viewport mapping and
+ * scissoring, so set the dword to 0.
+ * dw3: Point Width: The HiZ op does not emit the POINTLIST primitive, so
+ * set the dword to 0.
+ * dw4: Vertex Position X.
+ * dw5: Vertex Position Y.
+ * dw6: Vertex Position Z.
+ * dw7: Vertex Position W.
+ *
+ * For details, see the Sandybridge PRM, Volume 2, Part 1, Section 1.5.1
+ * "Vertex URB Entry (VUE) Formats".
+ */
+ {
+ const int width = mt->level[level].width;
+ const int height = mt->level[level].height;
- irb->mt_level = level;
- irb->mt_layer = layer;
+ const float vertices[GEN6_HIZ_VBO_SIZE] = {
+ /* v0 */ 0, 0, 0, 0, 0, height, 0, 1,
+ /* v1 */ 0, 0, 0, 0, width, height, 0, 1,
+ /* v2 */ 0, 0, 0, 0, 0, 0, 0, 1,
+ };
- intel_miptree_reference(&irb->mt, mt);
- intel_renderbuffer_set_draw_offset(irb);
+ drm_intel_bo_subdata(hiz->vertex_bo, 0, GEN6_HIZ_VBO_SIZE, vertices);
+ }
+
+ /* 3DSTATE_VERTEX_BUFFERS */
+ {
+ const int num_buffers = 1;
+ const int batch_length = 1 + 4 * num_buffers;
+
+ uint32_t dw0 = GEN6_VB0_ACCESS_VERTEXDATA |
+ (GEN6_HIZ_NUM_VUE_ELEMS * sizeof(float)) << BRW_VB0_PITCH_SHIFT;
+
+ if (intel->gen >= 7)
+ dw0 |= GEN7_VB0_ADDRESS_MODIFYENABLE;
+
+ BEGIN_BATCH(batch_length);
+ OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (batch_length - 2));
+ OUT_BATCH(dw0);
+ /* start address */
+ OUT_RELOC(hiz->vertex_bo, I915_GEM_DOMAIN_VERTEX, 0, 0);
+ /* end address */
+ OUT_RELOC(hiz->vertex_bo, I915_GEM_DOMAIN_VERTEX,
+ 0, hiz->vertex_bo->size - 1);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_VERTEX_ELEMENTS
+ *
+ * Fetch dwords 0 - 7 from each VUE. See the comments above where
+ * hiz->vertex_bo is filled with data.
+ */
+ {
+ const int num_elements = 2;
+ const int batch_length = 1 + 2 * num_elements;
+
+ BEGIN_BATCH(batch_length);
+ OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (batch_length - 2));
+ /* Element 0 */
+ OUT_BATCH(GEN6_VE0_VALID |
+ BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT |
+ 0 << BRW_VE0_SRC_OFFSET_SHIFT);
+ OUT_BATCH(BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT |
+ BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_1_SHIFT |
+ BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_2_SHIFT |
+ BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_3_SHIFT);
+ /* Element 1 */
+ OUT_BATCH(GEN6_VE0_VALID |
+ BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT |
+ 16 << BRW_VE0_SRC_OFFSET_SHIFT);
+ OUT_BATCH(BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT |
+ BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_1_SHIFT |
+ BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_2_SHIFT |
+ BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_3_SHIFT);
+ ADVANCE_BATCH();
+ }
}
/**
- * Release the region from \c brw->hiz.depth_rb.
+ * \brief Execute a HiZ op on a miptree slice.
+ *
+ * To execute the HiZ op, this function manually constructs and emits a batch
+ * to "draw" the HiZ op's rectangle primitive. The batchbuffer is flushed
+ * before constructing and after emitting the batch.
*
- * \see gen6_hiz_setup_depth_buffer()
+ * This function alters no GL state.
+ *
+ * For an overview of HiZ ops, see the following sections of the Sandy Bridge
+ * PRM, Volume 1, Part 2:
+ * - 7.5.3.1 Depth Buffer Clear
+ * - 7.5.3.2 Depth Buffer Resolve
+ * - 7.5.3.3 Hierarchical Depth Buffer Resolve
*/
static void
-gen6_hiz_teardown_depth_buffer(struct gl_renderbuffer *rb)
-{
- struct intel_renderbuffer *irb = intel_renderbuffer(rb);
- intel_miptree_release(&irb->mt);
-}
-
-static void
-gen6_resolve_slice(struct intel_context *intel,
- struct intel_mipmap_tree *mt,
- unsigned int level,
- unsigned int layer,
- enum brw_hiz_op op)
+gen6_hiz_exec(struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ unsigned int level,
+ unsigned int layer,
+ enum gen6_hiz_op op)
{
struct gl_context *ctx = &intel->ctx;
struct brw_context *brw = brw_context(ctx);
struct brw_hiz_state *hiz = &brw->hiz;
- GLenum fb_bind_enum, fb_get_enum;
-
- /* Do not recurse. */
- assert(!brw->hiz.op);
+ assert(op != GEN6_HIZ_OP_DEPTH_CLEAR); /* Not implemented yet. */
assert(mt->hiz_mt != NULL);
- assert(level >= mt->first_level);
- assert(level <= mt->last_level);
- assert(layer < mt->level[level].depth);
-
- gen6_hiz_get_framebuffer_enum(ctx, &fb_bind_enum, &fb_get_enum);
-
- /* Save state. */
- GLint save_drawbuffer;
- GLint save_renderbuffer;
- _mesa_meta_begin(ctx, gen6_hiz_meta_save);
- _mesa_GetIntegerv(fb_get_enum, &save_drawbuffer);
- _mesa_GetIntegerv(GL_RENDERBUFFER_BINDING, &save_renderbuffer);
-
- /* Initialize context data for HiZ operations. */
- gen6_hiz_init(brw);
-
- /* Set depth state. */
- if (!ctx->Depth.Mask) {
- /* This sets 3DSTATE_WM.Depth_Buffer_Write_Enable. */
- _mesa_DepthMask(GL_TRUE);
+ intel_miptree_check_level_layer(mt, level, layer);
+
+ if (hiz->vertex_bo == NULL)
+ gen6_hiz_init(brw);
+
+ if (hiz->vertex_bo == NULL) {
+ /* Ouch. Give up. */
+ return;
}
- if (op == BRW_HIZ_OP_DEPTH_RESOLVE) {
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
- _mesa_DepthFunc(GL_NEVER);
+
+ gen6_hiz_emit_batch_head(brw);
+ gen6_hiz_emit_vertices(brw, mt, level, layer);
+
+ /* 3DSTATE_URB
+ *
+ * Assign the entire URB to the VS. Even though the VS disabled, URB space
+ * is still needed because the clipper loads the VUE's from the URB. From
+ * the Sandybridge PRM, Volume 2, Part 1, Section 3DSTATE,
+ * Dword 1.15:0 "VS Number of URB Entries":
+ * This field is always used (even if VS Function Enable is DISABLED).
+ *
+ * The warning below appears in the PRM (Section 3DSTATE_URB), but we can
+ * safely ignore it because this batch contains only one draw call.
+ * Because of URB corruption caused by allocating a previous GS unit
+ * URB entry to the VS unit, software is required to send a “GS NULL
+ * Fence” (Send URB fence with VS URB size == 1 and GS URB size == 0)
+ * plus a dummy DRAW call before any case where VS will be taking over
+ * GS URB space.
+ */
+ {
+ BEGIN_BATCH(3);
+ OUT_BATCH(_3DSTATE_URB << 16 | (3 - 2));
+ OUT_BATCH(brw->urb.max_vs_entries << GEN6_URB_VS_ENTRIES_SHIFT);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
}
- /* Setup FBO. */
- gen6_hiz_setup_depth_buffer(brw, mt, level, layer);
- _mesa_BindFramebufferEXT(fb_bind_enum, hiz->fbo);
+ /* 3DSTATE_CC_STATE_POINTERS
+ *
+ * The pointer offsets are relative to
+ * CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
+ *
+ * The HiZ op doesn't use BLEND_STATE or COLOR_CALC_STATE.
+ */
+ {
+ uint32_t depthstencil_offset;
+ gen6_hiz_emit_depth_stencil_state(brw, op, &depthstencil_offset);
+
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2));
+ OUT_BATCH(1); /* BLEND_STATE offset */
+ OUT_BATCH(depthstencil_offset | 1); /* DEPTH_STENCIL_STATE offset */
+ OUT_BATCH(1); /* COLOR_CALC_STATE offset */
+ ADVANCE_BATCH();
+ }
+ /* 3DSTATE_VS
+ *
+ * Disable vertex shader.
+ */
+ {
+ /* From the BSpec, Volume 2a, Part 3 "Vertex Shader", Section
+ * 3DSTATE_VS, Dword 5.0 "VS Function Enable":
+ * [DevSNB] A pipeline flush must be programmed prior to a 3DSTATE_VS
+ * command that causes the VS Function Enable to toggle. Pipeline
+ * flush can be executed by sending a PIPE_CONTROL command with CS
+ * stall bit set and a post sync operation.
+ */
+ intel_emit_post_sync_nonzero_flush(intel);
+
+ BEGIN_BATCH(6);
+ OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
- /* A rectangle primitive (3DPRIM_RECTLIST) consists of only three vertices.
- * The vertices reside in screen space with DirectX coordinates (this is,
- * (0, 0) is the upper left corner).
+ /* 3DSTATE_GS
*
- * v2 ------ implied
- * | |
- * | |
- * v0 ----- v1
+ * Disable the geometry shader.
*/
- const int width = hiz->depth_rb->Width;
- const int height = hiz->depth_rb->Height;
- const GLfloat positions[] = {
- 0, height,
- width, height,
- 0, 0,
- };
-
- /* Setup program and vertex attributes. */
- _mesa_UseProgramObjectARB(hiz->shader.program);
- _mesa_BindVertexArray(hiz->vao);
- _mesa_BindBufferARB(GL_ARRAY_BUFFER, hiz->shader.position_vbo);
- _mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(positions), positions,
- GL_DYNAMIC_DRAW_ARB);
-
- /* Execute the HiZ operation. */
- brw->hiz.op = op;
- brw->state.dirty.brw |= BRW_NEW_HIZ;
- _mesa_DrawArrays(GL_TRIANGLES, 0, 3);
- brw->state.dirty.brw |= BRW_NEW_HIZ;
- brw->hiz.op = BRW_HIZ_OP_NONE;
-
- /* Restore state.
+ {
+ BEGIN_BATCH(7);
+ OUT_BATCH(_3DSTATE_GS << 16 | (7 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_CLIP
+ *
+ * Disable the clipper.
*
- * The order in which state is restored is significant. The draw buffer
- * used for the HiZ op has no stencil buffer, and glStencilFunc() clamps
- * the stencil reference value to the range allowed by the draw buffer's
- * number of stencil bits. So, the draw buffer binding must be restored
- * before the stencil state, or else the stencil ref will be clamped to 0.
+ * The HiZ op emits a rectangle primitive, which requires clipping to
+ * be disabled. From page 10 of the Sandy Bridge PRM Volume 2 Part 1
+ * Section 1.3 "3D Primitives Overview":
+ * RECTLIST:
+ * Either the CLIP unit should be DISABLED, or the CLIP unit's Clip
+ * Mode should be set to a value other than CLIPMODE_NORMAL.
+ *
+ * Also disable perspective divide. This doesn't change the clipper's
+ * output, but does spare a few electrons.
*/
- gen6_hiz_teardown_depth_buffer(hiz->depth_rb);
- _mesa_BindRenderbufferEXT(GL_RENDERBUFFER, save_renderbuffer);
- _mesa_BindFramebufferEXT(fb_bind_enum, save_drawbuffer);
- _mesa_meta_end(ctx);
+ {
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(GEN6_CLIP_PERSPECTIVE_DIVIDE_DISABLE);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_SF
+ *
+ * Disable ViewportTransformEnable (dw2.1)
+ *
+ * From the SandyBridge PRM, Volume 2, Part 1, Section 1.3, "3D
+ * Primitives Overview":
+ * RECTLIST: Viewport Mapping must be DISABLED (as is typical with the
+ * use of screen- space coordinates).
+ *
+ * A solid rectangle must be rendered, so set FrontFaceFillMode (dw2.4:3)
+ * and BackFaceFillMode (dw2.5:6) to SOLID(0).
+ *
+ * From the Sandy Bridge PRM, Volume 2, Part 1, Section
+ * 6.4.1.1 3DSTATE_SF, Field FrontFaceFillMode:
+ * SOLID: Any triangle or rectangle object found to be front-facing
+ * is rendered as a solid object. This setting is required when
+ * (rendering rectangle (RECTLIST) objects.
+ */
+ {
+ BEGIN_BATCH(20);
+ OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
+ OUT_BATCH((1 - 1) << GEN6_SF_NUM_OUTPUTS_SHIFT | /* only position */
+ 1 << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT |
+ 0 << GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT);
+ for (int i = 0; i < 18; ++i)
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_WM
+ *
+ * Disable thread dispatch (dw5.19) and enable the HiZ op.
+ *
+ * Even though thread dispatch is disabled, max threads (dw5.25:31) must be
+ * nonzero to prevent the GPU from hanging. See the valid ranges in the
+ * BSpec, Volume 2a.11 Windower, Section 3DSTATE_WM, Dword 5.25:31
+ * "Maximum Number Of Threads".
+ */
+ {
+ uint32_t dw4 = 0;
+
+ switch (op) {
+ case GEN6_HIZ_OP_DEPTH_CLEAR:
+ assert(!"not implemented");
+ dw4 |= GEN6_WM_DEPTH_CLEAR;
+ break;
+ case GEN6_HIZ_OP_DEPTH_RESOLVE:
+ dw4 |= GEN6_WM_DEPTH_RESOLVE;
+ break;
+ case GEN6_HIZ_OP_HIZ_RESOLVE:
+ dw4 |= GEN6_WM_HIERARCHICAL_DEPTH_RESOLVE;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ BEGIN_BATCH(9);
+ OUT_BATCH(_3DSTATE_WM << 16 | (9 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(dw4);
+ OUT_BATCH((brw->max_wm_threads - 1) << GEN6_WM_MAX_THREADS_SHIFT);
+ OUT_BATCH((1 - 1) << GEN6_WM_NUM_SF_OUTPUTS_SHIFT); /* only position */
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_DEPTH_BUFFER */
+ {
+ uint32_t width = mt->level[level].width;
+ uint32_t height = mt->level[level].height;
+
+ uint32_t tile_x;
+ uint32_t tile_y;
+ uint32_t offset;
+ {
+ /* Construct a dummy renderbuffer just to extract tile offsets. */
+ struct intel_renderbuffer rb;
+ rb.mt = mt;
+ rb.mt_level = level;
+ rb.mt_layer = layer;
+ intel_renderbuffer_set_draw_offset(&rb);
+ offset = intel_renderbuffer_tile_offsets(&rb, &tile_x, &tile_y);
+ }
+
+ uint32_t format;
+ switch (mt->format) {
+ case MESA_FORMAT_Z16: format = BRW_DEPTHFORMAT_D16_UNORM; break;
+ case MESA_FORMAT_Z32_FLOAT: format = BRW_DEPTHFORMAT_D32_FLOAT; break;
+ case MESA_FORMAT_X8_Z24: format = BRW_DEPTHFORMAT_D24_UNORM_X8_UINT; break;
+ default: assert(0); break;
+ }
+
+ intel_emit_post_sync_nonzero_flush(intel);
+ intel_emit_depth_stall_flushes(intel);
+
+ BEGIN_BATCH(7);
+ OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+ OUT_BATCH(((mt->region->pitch * mt->region->cpp) - 1) |
+ format << 18 |
+ 1 << 21 | /* separate stencil enable */
+ 1 << 22 | /* hiz enable */
+ BRW_TILEWALK_YMAJOR << 26 |
+ 1 << 27 | /* y-tiled */
+ BRW_SURFACE_2D << 29);
+ OUT_RELOC(mt->region->bo,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
+ offset);
+ OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
+ (width + tile_x - 1) << 6 |
+ (height + tile_y - 1) << 19);
+ OUT_BATCH(0);
+ OUT_BATCH(tile_x |
+ tile_y << 16);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_HIER_DEPTH_BUFFER */
+ {
+ struct intel_region *hiz_region = mt->hiz_mt->region;
+
+ BEGIN_BATCH(3);
+ OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
+ OUT_BATCH(hiz_region->pitch * hiz_region->cpp - 1);
+ OUT_RELOC(hiz_region->bo,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
+ 0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_STENCIL_BUFFER */
+ {
+ BEGIN_BATCH(3);
+ OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_CLEAR_PARAMS
+ *
+ * From the Sandybridge PRM, Volume 2, Part 1, Section 3DSTATE_CLEAR_PARAMS:
+ * [DevSNB] 3DSTATE_CLEAR_PARAMS packet must follow the DEPTH_BUFFER_STATE
+ * packet when HiZ is enabled and the DEPTH_BUFFER_STATE changes.
+ */
+ {
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 | (2 - 2));
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_DRAWING_RECTANGLE */
+ {
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(((mt->level[level].width - 1) & 0xffff) |
+ ((mt->level[level].height - 1) << 16));
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DPRIMITIVE */
+ {
+ BEGIN_BATCH(6);
+ OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
+ _3DPRIM_RECTLIST << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
+ GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL);
+ OUT_BATCH(3); /* vertex count per instance */
+ OUT_BATCH(0);
+ OUT_BATCH(1); /* instance count */
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* See comments above at first invocation of intel_flush() in
+ * gen6_hiz_emit_batch_head().
+ */
+ intel_flush(ctx);
+
+ /* Be safe. */
+ brw->state.dirty.brw = ~0;
+ brw->state.dirty.cache = ~0;
}
+/**
+ * \param out_offset is relative to
+ * CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
+ */
+void
+gen6_hiz_emit_depth_stencil_state(struct brw_context *brw,
+ enum gen6_hiz_op op,
+ uint32_t *out_offset)
+{
+ struct gen6_depth_stencil_state *state;
+ state = brw_state_batch(brw, AUB_TRACE_DEPTH_STENCIL_STATE,
+ sizeof(*state), 64,
+ out_offset);
+ memset(state, 0, sizeof(*state));
+
+ /* See the following sections of the Sandy Bridge PRM, Volume 1, Part2:
+ * - 7.5.3.1 Depth Buffer Clear
+ * - 7.5.3.2 Depth Buffer Resolve
+ * - 7.5.3.3 Hierarchical Depth Buffer Resolve
+ */
+ state->ds2.depth_write_enable = 1;
+ if (op == GEN6_HIZ_OP_DEPTH_RESOLVE) {
+ state->ds2.depth_test_enable = 1;
+ state->ds2.depth_test_func = COMPAREFUNC_NEVER;
+ }
+}
+
+/** \see intel_context::vtbl::resolve_hiz_slice */
void
gen6_resolve_hiz_slice(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
- gen6_resolve_slice(intel, mt, level, layer, BRW_HIZ_OP_HIZ_RESOLVE);
+ gen6_hiz_exec(intel, mt, level, layer, GEN6_HIZ_OP_HIZ_RESOLVE);
}
-
+/** \see intel_context::vtbl::resolve_depth_slice */
void
gen6_resolve_depth_slice(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
- gen6_resolve_slice(intel, mt, level, layer, BRW_HIZ_OP_DEPTH_RESOLVE);
+ gen6_hiz_exec(intel, mt, level, layer, GEN6_HIZ_OP_DEPTH_RESOLVE);
}
--- /dev/null
+/*
+ * Copyright © 2011 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include <assert.h>
+
+#include "intel_batchbuffer.h"
+#include "intel_fbo.h"
+#include "intel_mipmap_tree.h"
+
+#include "brw_context.h"
+#include "brw_defines.h"
+#include "brw_state.h"
+
+#include "gen6_hiz.h"
+#include "gen7_hiz.h"
+
+/**
+ * \copydoc gen6_hiz_exec()
+ */
+static void
+gen7_hiz_exec(struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ unsigned int level,
+ unsigned int layer,
+ enum gen6_hiz_op op)
+{
+ struct gl_context *ctx = &intel->ctx;
+ struct brw_context *brw = brw_context(ctx);
+ struct brw_hiz_state *hiz = &brw->hiz;
+
+ assert(op != GEN6_HIZ_OP_DEPTH_CLEAR); /* Not implemented yet. */
+ assert(mt->hiz_mt != NULL);
+ intel_miptree_check_level_layer(mt, level, layer);
+
+ if (hiz->vertex_bo == NULL)
+ gen6_hiz_init(brw);
+
+ if (hiz->vertex_bo == NULL) {
+ /* Ouch. Give up. */
+ return;
+ }
+
+ uint32_t depth_format;
+ switch (mt->format) {
+ case MESA_FORMAT_Z16: depth_format = BRW_DEPTHFORMAT_D16_UNORM; break;
+ case MESA_FORMAT_Z32_FLOAT: depth_format = BRW_DEPTHFORMAT_D32_FLOAT; break;
+ case MESA_FORMAT_X8_Z24: depth_format = BRW_DEPTHFORMAT_D24_UNORM_X8_UINT; break;
+ default: assert(0); break;
+ }
+
+ gen6_hiz_emit_batch_head(brw);
+ gen6_hiz_emit_vertices(brw, mt, level, layer);
+
+ /* 3DSTATE_URB_VS
+ * 3DSTATE_URB_HS
+ * 3DSTATE_URB_DS
+ * 3DSTATE_URB_GS
+ *
+ * If the 3DSTATE_URB_VS is emitted, than the others must be also. From the
+ * BSpec, Volume 2a "3D Pipeline Overview", Section 1.7.1 3DSTATE_URB_VS:
+ * 3DSTATE_URB_HS, 3DSTATE_URB_DS, and 3DSTATE_URB_GS must also be
+ * programmed in order for the programming of this state to be
+ * valid.
+ */
+ {
+ /* The minimum valid value is 32. See 3DSTATE_URB_VS,
+ * Dword 1.15:0 "VS Number of URB Entries".
+ */
+ int num_vs_entries = 32;
+
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_URB_VS << 16 | (2 - 2));
+ OUT_BATCH(1 << GEN7_URB_ENTRY_SIZE_SHIFT |
+ 0 << GEN7_URB_STARTING_ADDRESS_SHIFT |
+ num_vs_entries);
+ ADVANCE_BATCH();
+
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_URB_GS << 16 | (2 - 2));
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_URB_HS << 16 | (2 - 2));
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_URB_DS << 16 | (2 - 2));
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_DEPTH_STENCIL_STATE_POINTERS
+ *
+ * The offset is relative to CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
+ */
+ {
+ uint32_t depthstencil_offset;
+ gen6_hiz_emit_depth_stencil_state(brw, op, &depthstencil_offset);
+
+ BEGIN_BATCH(2);
+ OUT_BATCH(_3DSTATE_DEPTH_STENCIL_STATE_POINTERS << 16 | (2 - 2));
+ OUT_BATCH(depthstencil_offset | 1);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_VS
+ *
+ * Disable vertex shader.
+ */
+ {
+ BEGIN_BATCH(6);
+ OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_HS
+ *
+ * Disable the hull shader.
+ */
+ {
+ BEGIN_BATCH(7);
+ OUT_BATCH(_3DSTATE_HS << 16 | (7 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_TE
+ *
+ * Disable the tesselation engine.
+ */
+ {
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_TE << 16 | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_DS
+ *
+ * Disable the domain shader.
+ */
+ {
+ BEGIN_BATCH(6);
+ OUT_BATCH(_3DSTATE_DS << 16 | (6));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_GS
+ *
+ * Disable the geometry shader.
+ */
+ {
+ BEGIN_BATCH(7);
+ OUT_BATCH(_3DSTATE_GS << 16 | (7 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_STREAMOUT
+ *
+ * Disable streamout.
+ */
+ {
+ BEGIN_BATCH(3);
+ OUT_BATCH(_3DSTATE_STREAMOUT << 16 | (3 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_CLIP
+ *
+ * Disable the clipper.
+ *
+ * The HiZ op emits a rectangle primitive, which requires clipping to
+ * be disabled. From page 10 of the Sandy Bridge PRM Volume 2 Part 1
+ * Section 1.3 "3D Primitives Overview":
+ * RECTLIST:
+ * Either the CLIP unit should be DISABLED, or the CLIP unit's Clip
+ * Mode should be set to a value other than CLIPMODE_NORMAL.
+ *
+ * Also disable perspective divide. This doesn't change the clipper's
+ * output, but does spare a few electrons.
+ */
+ {
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(GEN6_CLIP_PERSPECTIVE_DIVIDE_DISABLE);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_SF
+ *
+ * Disable ViewportTransformEnable (dw1.1)
+ *
+ * From the SandyBridge PRM, Volume 2, Part 1, Section 1.3, "3D
+ * Primitives Overview":
+ * RECTLIST: Viewport Mapping must be DISABLED (as is typical with the
+ * use of screen- space coordinates).
+ *
+ * A solid rectangle must be rendered, so set FrontFaceFillMode (dw1.6:5)
+ * and BackFaceFillMode (dw1.4:3) to SOLID(0).
+ *
+ * From the Sandy Bridge PRM, Volume 2, Part 1, Section
+ * 6.4.1.1 3DSTATE_SF, Field FrontFaceFillMode:
+ * SOLID: Any triangle or rectangle object found to be front-facing
+ * is rendered as a solid object. This setting is required when
+ * (rendering rectangle (RECTLIST) objects.
+ */
+ {
+ BEGIN_BATCH(7);
+ OUT_BATCH(_3DSTATE_SF << 16 | (7 - 2));
+ OUT_BATCH(depth_format << GEN7_SF_DEPTH_BUFFER_SURFACE_FORMAT_SHIFT);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_SBE */
+ {
+ BEGIN_BATCH(14);
+ OUT_BATCH(_3DSTATE_SBE << 16 | (14 - 2));
+ OUT_BATCH((1 - 1) << GEN7_SBE_NUM_OUTPUTS_SHIFT | /* only position */
+ 1 << GEN7_SBE_URB_ENTRY_READ_LENGTH_SHIFT |
+ 0 << GEN7_SBE_URB_ENTRY_READ_OFFSET_SHIFT);
+ for (int i = 0; i < 12; ++i)
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_WM
+ *
+ * Disable PS thread dispatch (dw1.29) and enable the HiZ op.
+ */
+ {
+ uint32_t dw1 = 0;
+
+ switch (op) {
+ case GEN6_HIZ_OP_DEPTH_CLEAR:
+ assert(!"not implemented");
+ dw1 |= GEN7_WM_DEPTH_CLEAR;
+ break;
+ case GEN6_HIZ_OP_DEPTH_RESOLVE:
+ dw1 |= GEN7_WM_DEPTH_RESOLVE;
+ break;
+ case GEN6_HIZ_OP_HIZ_RESOLVE:
+ dw1 |= GEN7_WM_HIERARCHICAL_DEPTH_RESOLVE;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+
+ BEGIN_BATCH(3);
+ OUT_BATCH(_3DSTATE_WM << 16 | (3 - 2));
+ OUT_BATCH(dw1);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_PS
+ *
+ * Pixel shader dispatch is disabled above in 3DSTATE_WM, dw1.29. Despite
+ * that, thread dispatch info must still be specified.
+ * - Maximum Number of Threads (dw4.24:31) must be nonzero, as the BSpec
+ * states that the valid range for this field is [0x3, 0x2f].
+ * - A dispatch mode must be given; that is, at least one of the
+ * "N Pixel Dispatch Enable" (N=8,16,32) fields must be set. This was
+ * discovered through simulator error messages.
+ */
+ {
+ BEGIN_BATCH(8);
+ OUT_BATCH(_3DSTATE_PS << 16 | (8 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH((brw->max_wm_threads - 1) << GEN7_PS_MAX_THREADS_SHIFT);
+ OUT_BATCH(GEN7_PS_32_DISPATCH_ENABLE);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_DEPTH_BUFFER */
+ {
+ uint32_t width = mt->level[level].width;
+ uint32_t height = mt->level[level].height;
+
+ uint32_t tile_x;
+ uint32_t tile_y;
+ uint32_t offset;
+ {
+ /* Construct a dummy renderbuffer just to extract tile offsets. */
+ struct intel_renderbuffer rb;
+ rb.mt = mt;
+ rb.mt_level = level;
+ rb.mt_layer = layer;
+ intel_renderbuffer_set_draw_offset(&rb);
+ offset = intel_renderbuffer_tile_offsets(&rb, &tile_x, &tile_y);
+ }
+
+ intel_emit_depth_stall_flushes(intel);
+
+ BEGIN_BATCH(7);
+ OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+ OUT_BATCH(((mt->region->pitch * mt->region->cpp) - 1) |
+ depth_format << 18 |
+ 1 << 22 | /* hiz enable */
+ 1 << 28 | /* depth write */
+ BRW_SURFACE_2D << 29);
+ OUT_RELOC(mt->region->bo,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
+ offset);
+ OUT_BATCH((width + tile_x - 1) << 4 |
+ (height + tile_y - 1) << 18);
+ OUT_BATCH(0);
+ OUT_BATCH(tile_x |
+ tile_y << 16);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_HIER_DEPTH_BUFFER */
+ {
+ struct intel_region *hiz_region = mt->hiz_mt->region;
+
+ BEGIN_BATCH(3);
+ OUT_BATCH((GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
+ OUT_BATCH(hiz_region->pitch * hiz_region->cpp - 1);
+ OUT_RELOC(hiz_region->bo,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
+ 0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_STENCIL_BUFFER */
+ {
+ BEGIN_BATCH(3);
+ OUT_BATCH((GEN7_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_CLEAR_PARAMS
+ *
+ * From the BSpec, Volume 2a.11 Windower, Section 1.5.6.3.2
+ * 3DSTATE_CLEAR_PARAMS:
+ * [DevIVB] 3DSTATE_CLEAR_PARAMS must always be programmed in the along
+ * with the other Depth/Stencil state commands(i.e. 3DSTATE_DEPTH_BUFFER,
+ * 3DSTATE_STENCIL_BUFFER, or 3DSTATE_HIER_DEPTH_BUFFER).
+ */
+ {
+ BEGIN_BATCH(3);
+ OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DSTATE_DRAWING_RECTANGLE */
+ {
+ BEGIN_BATCH(4);
+ OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(((mt->level[level].width - 1) & 0xffff) |
+ ((mt->level[level].height - 1) << 16));
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* 3DPRIMITIVE */
+ {
+ BEGIN_BATCH(7);
+ OUT_BATCH(CMD_3D_PRIM << 16 | (7 - 2));
+ OUT_BATCH(GEN7_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL |
+ _3DPRIM_RECTLIST);
+ OUT_BATCH(3); /* vertex count per instance */
+ OUT_BATCH(0);
+ OUT_BATCH(1); /* instance count */
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ }
+
+ /* See comments above at first invocation of intel_flush() in
+ * gen6_hiz_emit_batch_head().
+ */
+ intel_flush(ctx);
+
+ /* Be safe. */
+ brw->state.dirty.brw = ~0;
+ brw->state.dirty.cache = ~0;
+}
+
+/** \copydoc gen6_resolve_hiz_slice() */
+void
+gen7_resolve_hiz_slice(struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ uint32_t level,
+ uint32_t layer)
+{
+ gen7_hiz_exec(intel, mt, level, layer, GEN6_HIZ_OP_HIZ_RESOLVE);
+}
+
+/** \copydoc gen6_resolve_depth_slice() */
+void
+gen7_resolve_depth_slice(struct intel_context *intel,
+ struct intel_mipmap_tree *mt,
+ uint32_t level,
+ uint32_t layer)
+{
+ gen7_hiz_exec(intel, mt, level, layer, GEN6_HIZ_OP_DEPTH_RESOLVE);
+}