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authorJason Ekstrand <[email protected]>2016-11-28 15:44:13 -0800
committerJason Ekstrand <[email protected]>2016-11-28 20:17:16 -0800
commitd4ef87c1bb4290293148cbd6cb782764df38f8f4 (patch)
tree490f2088e41d350be63624d0f144d89a841a4e2c /src/intel/vulkan
parente6847f24f032b094b5a40012968ca79a5fdc67b4 (diff)
anv/cmd_buffer: Set the correct surface type for depth/stencil
Reviewed-by: Nanley Chery <[email protected]>
Diffstat (limited to 'src/intel/vulkan')
-rw-r--r--src/intel/vulkan/genX_cmd_buffer.c55
1 files changed, 53 insertions, 2 deletions
diff --git a/src/intel/vulkan/genX_cmd_buffer.c b/src/intel/vulkan/genX_cmd_buffer.c
index a965cd633c9..e9a1ef9dfac 100644
--- a/src/intel/vulkan/genX_cmd_buffer.c
+++ b/src/intel/vulkan/genX_cmd_buffer.c
@@ -2033,6 +2033,51 @@ genX(cmd_buffer_emit_gen7_depth_flush)(struct anv_cmd_buffer *cmd_buffer)
}
}
+static uint32_t
+depth_stencil_surface_type(enum isl_surf_dim dim)
+{
+ switch (dim) {
+ case ISL_SURF_DIM_1D:
+ if (GEN_GEN >= 9) {
+ /* From the Sky Lake PRM, 3DSTATAE_DEPTH_BUFFER::SurfaceType
+ *
+ * Programming Notes:
+ * The Surface Type of the depth buffer must be the same as the
+ * Surface Type of the render target(s) (defined in
+ * SURFACE_STATE), unless either the depth buffer or render
+ * targets are SURFTYPE_NULL (see exception below for SKL). 1D
+ * surface type not allowed for depth surface and stencil surface.
+ *
+ * Workaround:
+ * If depth/stencil is enabled with 1D render target,
+ * depth/stencil surface type needs to be set to 2D surface type
+ * and height set to 1. Depth will use (legacy) TileY and stencil
+ * will use TileW. For this case only, the Surface Type of the
+ * depth buffer can be 2D while the Surface Type of the render
+ * target(s) are 1D, representing an exception to a programming
+ * note above.
+ */
+ return SURFTYPE_2D;
+ } else {
+ return SURFTYPE_1D;
+ }
+ case ISL_SURF_DIM_2D:
+ return SURFTYPE_2D;
+ case ISL_SURF_DIM_3D:
+ if (GEN_GEN >= 9) {
+ /* The Sky Lake docs list the value for 3D as "Reserved". However,
+ * they have the exact same layout as 2D arrays on gen9+, so we can
+ * just use 2D here.
+ */
+ return SURFTYPE_2D;
+ } else {
+ return SURFTYPE_3D;
+ }
+ default:
+ unreachable("Invalid surface dimension");
+ }
+}
+
static void
cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer)
{
@@ -2054,7 +2099,8 @@ cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer)
/* Emit 3DSTATE_DEPTH_BUFFER */
if (has_depth) {
anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), db) {
- db.SurfaceType = SURFTYPE_2D;
+ db.SurfaceType =
+ depth_stencil_surface_type(image->depth_surface.isl.dim);
db.DepthWriteEnable = true;
db.StencilWriteEnable = has_stencil;
@@ -2106,7 +2152,12 @@ cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer)
* be combined with a stencil buffer so we use D32_FLOAT instead.
*/
anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), db) {
- db.SurfaceType = SURFTYPE_2D;
+ if (has_stencil) {
+ db.SurfaceType = SURFTYPE_2D;
+ depth_stencil_surface_type(image->stencil_surface.isl.dim);
+ } else {
+ db.SurfaceType = SURFTYPE_2D;
+ }
db.SurfaceFormat = D32_FLOAT;
db.Width = fb->width - 1;
db.Height = fb->height - 1;