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);
+ 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:
+ assert(!"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();
+
+ /* 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;
+}