From: Eric Anholt Date: Sun, 4 Nov 2012 22:45:05 +0000 (-0800) Subject: i965: When rebasing depth or stencil, update x/y before deciding the other. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=9ec6a54ba94264d4d6c6ddbced2144a882a23cfa;p=mesa.git i965: When rebasing depth or stencil, update x/y before deciding the other. Fixes a theoretical problem where we had an aligned depth buffer and a misaligned stencil buffer with a matching tile offset, so we would fail to rebase depth even after the needed tile offset changed due to the rebase of stencil. It should also fix double-rebase of a misaligned packed depth/stencil renderbuffer, which may have been a performance issue. Acked-by: Chad Versace --- diff --git a/src/mesa/drivers/dri/i965/brw_misc_state.c b/src/mesa/drivers/dri/i965/brw_misc_state.c index d4b4c758284..8e80d70b897 100644 --- a/src/mesa/drivers/dri/i965/brw_misc_state.c +++ b/src/mesa/drivers/dri/i965/brw_misc_state.c @@ -329,6 +329,7 @@ brw_workaround_depthstencil_alignment(struct brw_context *brw) struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL); struct intel_mipmap_tree *depth_mt = NULL; struct intel_mipmap_tree *stencil_mt = NULL; + uint32_t depth_tile_x = 0, depth_tile_y = 0; if (depth_irb) depth_mt = depth_irb->mt; @@ -340,8 +341,8 @@ brw_workaround_depthstencil_alignment(struct brw_context *brw) &tile_mask_x, &tile_mask_y); if (depth_irb) { - uint32_t depth_tile_x = depth_irb->draw_x & tile_mask_x; - uint32_t depth_tile_y = depth_irb->draw_y & tile_mask_y; + depth_tile_x = depth_irb->draw_x & tile_mask_x; + depth_tile_y = depth_irb->draw_y & tile_mask_y; /* The low 3 bits of x and y tile offset are ignored by the hardware. * Rebase if they're set, so that we can actually render to the buffer. @@ -355,16 +356,33 @@ brw_workaround_depthstencil_alignment(struct brw_context *brw) rebase_depth = true; } + if (rebase_depth) { + intel_renderbuffer_move_to_temp(intel, depth_irb); + /* In the case of stencil_irb being the same packed depth/stencil + * texture but not the same rb, make it point at our rebased mt, too. + */ + if (stencil_irb && + stencil_irb != depth_irb && + stencil_irb->mt == depth_mt) { + intel_miptree_reference(&stencil_irb->mt, depth_irb->mt); + intel_renderbuffer_set_draw_offset(stencil_irb); + } + + depth_tile_x = depth_irb->draw_x & tile_mask_x; + depth_tile_y = depth_irb->draw_y & tile_mask_y; + } + if (stencil_irb) { int stencil_tile_x = stencil_irb->draw_x & tile_mask_x; int stencil_tile_y = stencil_irb->draw_y & tile_mask_y; - /* If the two don't match up, then we need to move them to a - * temporary so that the x/y draw offsets will end up being 0. + /* If stencil doesn't match depth, then we'll need to rebase stencil + * as well. (if we hadn't decided to rebase stencil before, the + * post-stencil depth test will also rebase depth to try to match it + * up). */ if (depth_tile_x != stencil_tile_x || depth_tile_y != stencil_tile_y) { - rebase_depth = true; rebase_stencil = true; } } @@ -384,20 +402,25 @@ brw_workaround_depthstencil_alignment(struct brw_context *brw) } } - if (rebase_depth) { - intel_renderbuffer_move_to_temp(intel, depth_irb); - - if (stencil_irb && stencil_irb->mt == depth_mt) { - intel_miptree_reference(&stencil_irb->mt, depth_irb->mt); - intel_renderbuffer_set_draw_offset(stencil_irb); - } - } if (rebase_stencil) { intel_renderbuffer_move_to_temp(intel, stencil_irb); + uint32_t stencil_tile_x = stencil_irb->draw_x & tile_mask_x; + uint32_t stencil_tile_y = stencil_irb->draw_y & tile_mask_y; + if (depth_irb && depth_irb->mt == stencil_mt) { intel_miptree_reference(&depth_irb->mt, stencil_irb->mt); intel_renderbuffer_set_draw_offset(depth_irb); + } else if (depth_irb && !rebase_depth) { + if (depth_tile_x != stencil_tile_x || + depth_tile_y != stencil_tile_y) { + intel_renderbuffer_move_to_temp(intel, depth_irb); + + if (stencil_irb && stencil_irb->mt == depth_mt) { + intel_miptree_reference(&stencil_irb->mt, depth_irb->mt); + intel_renderbuffer_set_draw_offset(stencil_irb); + } + } } } }