if (format == MESA_FORMAT_S8)
return 8;
- /* The depth alignment requirements in the table above are for rendering to
- * depth miplevels using the LOD control fields. We don't use LOD control
- * fields, and instead use page offsets plus intra-tile x/y offsets, which
- * require that the low 3 bits are zero. To reduce the number of x/y
- * offset workaround blits we do, align the X to 8, which depth texturing
- * can handle (sadly, it can't handle 8 in the Y direction).
- */
- if (brw->gen >= 7 &&
- _mesa_get_format_base_format(format) == GL_DEPTH_COMPONENT)
+ if (brw->gen >= 7 && format == MESA_FORMAT_Z16)
return 8;
return 4;
gen7_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;
uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
uint32_t surfwidth, surfheight;
uint32_t surftype;
GLenum gl_target = params->depth.mt->target;
unsigned int lod;
- brw_get_depthstencil_tile_masks(params->depth.mt,
- params->depth.level,
- params->depth.layer,
- NULL,
- &tile_mask_x, &tile_mask_y);
switch (gl_target) {
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_CUBE_MAP:
/* 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_region_get_aligned_offset(params->depth.mt->region,
- 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_depth_stall_flushes(brw);
BEGIN_BATCH(7);
params->depth_format << 18 |
1 << 22 | /* hiz enable */
1 << 28 | /* depth write */
- BRW_SURFACE_2D << 29);
+ surftype << 29);
OUT_RELOC(params->depth.mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- offset);
- OUT_BATCH((params->depth.width + tile_x - 1) << 4 |
- (params->depth.height + tile_y - 1) << 18);
- OUT_BATCH(mocs);
- OUT_BATCH(tile_x |
- tile_y << 16);
+ 0);
+ OUT_BATCH((surfwidth - 1) << 4 |
+ (surfheight - 1) << 18 |
+ lod);
+ OUT_BATCH(((depth - 1) << 21) |
+ (min_array_element << 10) |
+ mocs);
OUT_BATCH(0);
+ OUT_BATCH((depth - 1) << 21);
ADVANCE_BATCH();
}
/* 3DSTATE_HIER_DEPTH_BUFFER */
{
struct intel_region *hiz_region = params->depth.mt->hiz_mt->region;
- uint32_t hiz_offset =
- intel_region_get_aligned_offset(hiz_region,
- draw_x & ~tile_mask_x,
- (draw_y & ~tile_mask_y) / 2, false);
BEGIN_BATCH(3);
OUT_BATCH((GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
(hiz_region->pitch - 1));
OUT_RELOC(hiz_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- hiz_offset);
+ 0);
ADVANCE_BATCH();
}
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;
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+ if (mt) {
+ width = mt->physical_width0;
+ height = mt->physical_height0;
+ }
+
/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
BEGIN_BATCH(7);
+ /* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+
+ /* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((depth_mt ? depth_mt->region->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((hiz ? 1 : 0) << 22) |
((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) |
((ctx->Depth.Mask != 0) << 28) |
- (depth_surface_type << 29));
+ (surftype << 29));
+ /* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
OUT_RELOC(depth_mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- depth_offset);
+ 0);
} else {
OUT_BATCH(0);
}
- OUT_BATCH(((width + tile_x - 1) << 4) |
- ((height + tile_y - 1) << 18));
- OUT_BATCH(mocs);
- OUT_BATCH(tile_x | (tile_y << 16));
+ /* 3DSTATE_DEPTH_BUFFER dw3 */
+ OUT_BATCH(((width - 1) << 4) |
+ ((height - 1) << 18) |
+ lod);
+
+ /* 3DSTATE_DEPTH_BUFFER dw4 */
+ OUT_BATCH(((depth - 1) << 21) |
+ (min_array_element << 10) |
+ mocs);
+
+ /* 3DSTATE_DEPTH_BUFFER dw5 */
OUT_BATCH(0);
+
+ /* 3DSTATE_DEPTH_BUFFER dw6 */
+ OUT_BATCH((depth - 1) << 21);
ADVANCE_BATCH();
if (!hiz) {
OUT_RELOC(hiz_mt->region->bo,
I915_GEM_DOMAIN_RENDER,
I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.hiz_offset);
+ 0);
ADVANCE_BATCH();
}
(2 * stencil_mt->region->pitch - 1));
OUT_RELOC(stencil_mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.stencil_offset);
+ 0);
ADVANCE_BATCH();
}