--- /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 "intel_batchbuffer.h"
+#include "intel_mipmap_tree.h"
+#include "intel_regions.h"
+#include "intel_fbo.h"
+#include "brw_context.h"
+#include "brw_state.h"
+#include "brw_defines.h"
+
+void
+gen8_emit_depth_stencil_hiz(struct brw_context *brw,
+ struct intel_mipmap_tree *depth_mt,
+ uint32_t depth_offset,
+ uint32_t depthbuffer_format,
+ uint32_t depth_surface_type,
+ struct intel_mipmap_tree *stencil_mt,
+ bool hiz, bool separate_stencil,
+ uint32_t width, uint32_t height,
+ uint32_t tile_x, uint32_t tile_y)
+{
+ struct gl_context *ctx = &brw->ctx;
+ struct gl_framebuffer *fb = ctx->DrawBuffer;
+ uint32_t surftype;
+ unsigned int depth = 1;
+ unsigned int min_array_element;
+ 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;
+
+ intel_emit_depth_stall_flushes(brw);
+
+ irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
+ if (!irb)
+ irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
+ rb = (struct gl_renderbuffer *) irb;
+
+ if (rb) {
+ depth = MAX2(rb->Depth, 1);
+ if (rb->TexImage)
+ gl_target = rb->TexImage->TexObject->Target;
+ }
+
+ switch (gl_target) {
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
+ case GL_TEXTURE_CUBE_MAP:
+ /* The PRM claims that we should use BRW_SURFACE_CUBE for this
+ * situation, but experiments show that gl_Layer doesn't work when we do
+ * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
+ * equivalent.
+ */
+ surftype = BRW_SURFACE_2D;
+ depth *= 6;
+ break;
+ default:
+ surftype = translate_tex_target(gl_target);
+ break;
+ }
+
+ if (fb->MaxNumLayers > 0 || !irb) {
+ min_array_element = 0;
+ } else if (irb->mt->num_samples > 1) {
+ /* Convert physical to logical layer. */
+ min_array_element = irb->mt_layer / irb->mt->num_samples;
+ } else {
+ min_array_element = irb->mt_layer;
+ }
+
+ lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+
+ if (mt) {
+ width = mt->logical_width0;
+ height = mt->logical_height0;
+ }
+
+ /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
+ BEGIN_BATCH(8);
+ OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
+ OUT_BATCH((surftype << 29) |
+ ((ctx->Depth.Mask != 0) << 28) |
+ ((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) |
+ ((hiz ? 1 : 0) << 22) |
+ (depthbuffer_format << 18) |
+ (depth_mt ? depth_mt->region->pitch - 1 : 0));
+ if (depth_mt) {
+ OUT_RELOC64(depth_mt->region->bo,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
+ 0);
+ } else {
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ }
+ OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
+ OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10));
+ OUT_BATCH(0);
+ OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0);
+ ADVANCE_BATCH();
+
+ assert(!hiz); /* TODO: Implement HiZ. */
+ BEGIN_BATCH(5);
+ OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+
+ if (stencil_mt == NULL) {
+ BEGIN_BATCH(5);
+ OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ OUT_BATCH(0);
+ ADVANCE_BATCH();
+ } 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 | (2 * stencil_mt->region->pitch - 1));
+ OUT_RELOC64(stencil_mt->region->bo,
+ I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
+ brw->depthstencil.stencil_offset);
+ OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
+ 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(1);
+ ADVANCE_BATCH();
+}