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authorJordan Justen <[email protected]>2013-07-09 15:36:32 -0700
committerJordan Justen <[email protected]>2014-08-15 20:11:41 -0700
commit56cdb55e38ca352a0d521d7aa69b46ffbd855192 (patch)
tree0faa1b033b16d702644e082a978e6ffa87314db2 /src/mesa
parent3da13aef012a7edd6d2b07452865812f072d4b01 (diff)
i965/gen6 depth surface: program 3DSTATE_DEPTH_BUFFER to top of surface
(bf25ee2 for gen6) Previously we would always find the 2D sub-surface of interest, and then program the surface to this location. Now we always program the 3DSTATE_DEPTH_BUFFER at the start of the surface. To select the lod/slice, we utilize the lod & minimum array element fields. We also must disable brw_workaround_depthstencil_alignment for gen >= 6. Now the hardware will handle alignment when rendering to additional slices/LODs. v3: * Set depth_mt bo RELOC offset to 0, as was done in bf25ee2 Signed-off-by: Jordan Justen <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56127 Reviewed-by: Topi Pohjolainen <[email protected]> Acked-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/drivers/dri/i965/brw_misc_state.c4
-rw-r--r--src/mesa/drivers/dri/i965/gen6_blorp.cpp71
-rw-r--r--src/mesa/drivers/dri/i965/gen6_depth_state.c35
3 files changed, 51 insertions, 59 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_misc_state.c b/src/mesa/drivers/dri/i965/brw_misc_state.c
index 76e22bd5ac9..e3980fc3408 100644
--- a/src/mesa/drivers/dri/i965/brw_misc_state.c
+++ b/src/mesa/drivers/dri/i965/brw_misc_state.c
@@ -261,10 +261,10 @@ brw_workaround_depthstencil_alignment(struct brw_context *brw,
if (stencil_irb)
brw->depthstencil.stencil_mt = get_stencil_miptree(stencil_irb);
- /* Gen7+ doesn't require the workarounds, since we always program the
+ /* Gen6+ doesn't require the workarounds, since we always program the
* surface state at the start of the whole surface.
*/
- if (brw->gen >= 7)
+ if (brw->gen >= 6)
return;
/* Check if depth buffer is in depth/stencil format. If so, then it's only
diff --git a/src/mesa/drivers/dri/i965/gen6_blorp.cpp b/src/mesa/drivers/dri/i965/gen6_blorp.cpp
index b422dc995c6..05b1e9c95b9 100644
--- a/src/mesa/drivers/dri/i965/gen6_blorp.cpp
+++ b/src/mesa/drivers/dri/i965/gen6_blorp.cpp
@@ -776,10 +776,6 @@ static void
gen6_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;
uint32_t surfwidth, surfheight;
uint32_t surftype;
unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
@@ -802,12 +798,6 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
break;
}
- brw_get_depthstencil_tile_masks(params->depth.mt,
- params->depth.level,
- params->depth.layer,
- NULL,
- &tile_mask_x, &tile_mask_y);
-
const unsigned min_array_element = params->depth.layer;
lod = params->depth.level - params->depth.mt->first_level;
@@ -826,55 +816,42 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
/* 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_miptree_get_aligned_offset(params->depth.mt,
- 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_post_sync_nonzero_flush(brw);
intel_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
+ /* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+
+ /* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((params->depth.mt->pitch - 1) |
params->depth_format << 18 |
1 << 21 | /* separate stencil enable */
1 << 22 | /* hiz enable */
BRW_TILEWALK_YMAJOR << 26 |
1 << 27 | /* y-tiled */
- BRW_SURFACE_2D << 29);
+ surftype << 29);
+
+ /* 3DSTATE_DEPTH_BUFFER dw2 */
OUT_RELOC(params->depth.mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- offset);
+ 0);
+
+ /* 3DSTATE_DEPTH_BUFFER dw3 */
OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
- (params->depth.width + tile_x - 1) << 6 |
- (params->depth.height + tile_y - 1) << 19);
+ (surfwidth - 1) << 6 |
+ (surfheight - 1) << 19 |
+ lod << 2);
+
+ /* 3DSTATE_DEPTH_BUFFER dw4 */
+ OUT_BATCH((depth - 1) << 21 |
+ min_array_element << 10 |
+ (depth - 1) << 1);
+
+ /* 3DSTATE_DEPTH_BUFFER dw5 */
OUT_BATCH(0);
- OUT_BATCH(tile_x |
- tile_y << 16);
+
+ /* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH(0);
ADVANCE_BATCH();
}
@@ -882,17 +859,13 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
/* 3DSTATE_HIER_DEPTH_BUFFER */
{
struct intel_mipmap_tree *hiz_mt = params->depth.mt->hiz_mt;
- uint32_t hiz_offset =
- intel_miptree_get_aligned_offset(hiz_mt,
- draw_x & ~tile_mask_x,
- (draw_y & ~tile_mask_y) / 2, false);
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- hiz_offset);
+ 0);
ADVANCE_BATCH();
}
diff --git a/src/mesa/drivers/dri/i965/gen6_depth_state.c b/src/mesa/drivers/dri/i965/gen6_depth_state.c
index ec910f2bfe1..7ce10b7a5ff 100644
--- a/src/mesa/drivers/dri/i965/gen6_depth_state.c
+++ b/src/mesa/drivers/dri/i965/gen6_depth_state.c
@@ -50,6 +50,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
unsigned int depth = 1;
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;
@@ -102,8 +103,16 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+ if (mt) {
+ width = mt->logical_width0;
+ height = mt->logical_height0;
+ }
+
BEGIN_BATCH(7);
+ /* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+
+ /* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
@@ -111,22 +120,32 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
(BRW_TILEWALK_YMAJOR << 26) |
((depth_mt ? depth_mt->tiling != I915_TILING_NONE : 1)
<< 27) |
- (depth_surface_type << 29));
+ (surftype << 29));
+ /* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
OUT_RELOC(depth_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- depth_offset);
+ 0);
} else {
OUT_BATCH(0);
}
- OUT_BATCH(((width + tile_x - 1) << 6) |
- ((height + tile_y - 1) << 19));
- OUT_BATCH(0);
+ /* 3DSTATE_DEPTH_BUFFER dw3 */
+ OUT_BATCH(((width - 1) << 6) |
+ ((height - 1) << 19) |
+ lod << 2);
+
+ /* 3DSTATE_DEPTH_BUFFER dw4 */
+ OUT_BATCH((depth - 1) << 21 |
+ min_array_element << 10 |
+ (depth - 1) << 1);
- OUT_BATCH(tile_x | (tile_y << 16));
+ /* 3DSTATE_DEPTH_BUFFER dw5 */
+ OUT_BATCH(0);
+ assert(tile_x == 0 && tile_y == 0);
+ /* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH(0);
ADVANCE_BATCH();
@@ -148,7 +167,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.hiz_offset);
+ 0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);
@@ -170,7 +189,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
OUT_BATCH(2 * stencil_mt->pitch - 1);
OUT_RELOC(stencil_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.stencil_offset);
+ 0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);