/************************************************************************** * * Copyright 2003 Tungsten Graphics, Inc., Cedar Park, Texas. * Copyright 2009, 2012 Intel Corporation. * All Rights Reserved. * * 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, sub license, 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 NON-INFRINGEMENT. * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 "main/glheader.h" #include "main/mtypes.h" #include "main/condrender.h" #include "swrast/swrast.h" #include "drivers/common/meta.h" #include "intel_batchbuffer.h" #include "intel_context.h" #include "intel_blit.h" #include "intel_clear.h" #include "intel_fbo.h" #include "intel_mipmap_tree.h" #include "intel_regions.h" #include "brw_context.h" #define FILE_DEBUG_FLAG DEBUG_BLIT static const char *buffer_names[] = { [BUFFER_FRONT_LEFT] = "front", [BUFFER_BACK_LEFT] = "back", [BUFFER_FRONT_RIGHT] = "front right", [BUFFER_BACK_RIGHT] = "back right", [BUFFER_DEPTH] = "depth", [BUFFER_STENCIL] = "stencil", [BUFFER_ACCUM] = "accum", [BUFFER_AUX0] = "aux0", [BUFFER_COLOR0] = "color0", [BUFFER_COLOR1] = "color1", [BUFFER_COLOR2] = "color2", [BUFFER_COLOR3] = "color3", [BUFFER_COLOR4] = "color4", [BUFFER_COLOR5] = "color5", [BUFFER_COLOR6] = "color6", [BUFFER_COLOR7] = "color7", }; static void debug_mask(const char *name, GLbitfield mask) { GLuint i; if (unlikely(INTEL_DEBUG & DEBUG_BLIT)) { DBG("%s clear:", name); for (i = 0; i < BUFFER_COUNT; i++) { if (mask & (1 << i)) DBG(" %s", buffer_names[i]); } DBG("\n"); } } /** * Returns true if the scissor is a noop (cuts out nothing). */ static bool noop_scissor(struct gl_context *ctx, struct gl_framebuffer *fb) { return ctx->Scissor.X <= 0 && ctx->Scissor.Y <= 0 && ctx->Scissor.Width >= fb->Width && ctx->Scissor.Height >= fb->Height; } /** * Implements fast depth clears on gen6+. * * Fast clears basically work by setting a flag in each of the subspans * represented in the HiZ buffer that says "When you need the depth values for * this subspan, it's the hardware's current clear value." Then later rendering * can just use the static clear value instead of referencing memory. * * The tricky part of the implementation is that you have to have the clear * value that was used on the depth buffer in place for all further rendering, * at least until a resolve to the real depth buffer happens. */ static bool brw_fast_clear_depth(struct gl_context *ctx) { struct intel_context *intel = intel_context(ctx); struct gl_framebuffer *fb = ctx->DrawBuffer; struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH); struct intel_mipmap_tree *mt = depth_irb->mt; if (intel->gen < 6) return false; if (!intel_renderbuffer_has_hiz(depth_irb)) return false; /* We only handle full buffer clears -- otherwise you'd have to track whether * a previous clear had happened at a different clear value and resolve it * first. */ if (ctx->Scissor.Enabled && !noop_scissor(ctx, fb)) { perf_debug("Failed to fast clear depth due to scissor being enabled. " "Possible 5%% performance win if avoided.\n"); return false; } /* The rendered area has to be 8x4 samples, not resolved pixels, so we look * at the miptree slice dimensions instead of renderbuffer size. */ if (mt->level[depth_irb->mt_level].width % 8 != 0 || mt->level[depth_irb->mt_level].height % 4 != 0) { perf_debug("Failed to fast clear depth due to width/height %d,%d not " "being aligned to 8,4. Possible 5%% performance win if " "avoided\n", mt->level[depth_irb->mt_level].width, mt->level[depth_irb->mt_level].height); return false; } uint32_t depth_clear_value; switch (mt->format) { case MESA_FORMAT_Z32_FLOAT_X24S8: case MESA_FORMAT_S8_Z24: /* From the Sandy Bridge PRM, volume 2 part 1, page 314: * * "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be * enabled (the legacy method of clearing must be performed): * * - If the depth buffer format is D32_FLOAT_S8X24_UINT or * D24_UNORM_S8_UINT. */ return false; case MESA_FORMAT_Z32_FLOAT: depth_clear_value = float_as_int(ctx->Depth.Clear); break; case MESA_FORMAT_Z16: /* From the Sandy Bridge PRM, volume 2 part 1, page 314: * * "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be * enabled (the legacy method of clearing must be performed): * * - DevSNB{W/A}]: When depth buffer format is D16_UNORM and the * width of the map (LOD0) is not multiple of 16, fast clear * optimization must be disabled. */ if (intel->gen == 6 && (mt->level[depth_irb->mt_level].width % 16) != 0) return false; /* FALLTHROUGH */ default: depth_clear_value = fb->_DepthMax * ctx->Depth.Clear; break; } /* If we're clearing to a new clear value, then we need to resolve any clear * flags out of the HiZ buffer into the real depth buffer. */ if (mt->depth_clear_value != depth_clear_value) { intel_miptree_all_slices_resolve_depth(intel, mt); mt->depth_clear_value = depth_clear_value; } /* From the Sandy Bridge PRM, volume 2 part 1, page 313: * * "If other rendering operations have preceded this clear, a * PIPE_CONTROL with write cache flush enabled and Z-inhibit disabled * must be issued before the rectangle primitive used for the depth * buffer clear operation. */ intel_batchbuffer_emit_mi_flush(intel); intel_hiz_exec(intel, mt, depth_irb->mt_level, depth_irb->mt_layer, GEN6_HIZ_OP_DEPTH_CLEAR); if (intel->gen == 6) { /* From the Sandy Bridge PRM, volume 2 part 1, page 314: * * "DevSNB, DevSNB-B{W/A}]: Depth buffer clear pass must be followed * by a PIPE_CONTROL command with DEPTH_STALL bit set and Then * followed by Depth FLUSH' */ intel_batchbuffer_emit_mi_flush(intel); } /* Now, the HiZ buffer contains data that needs to be resolved to the depth * buffer. */ intel_renderbuffer_set_needs_depth_resolve(depth_irb); return true; } /** * Called by ctx->Driver.Clear. */ static void brw_clear(struct gl_context *ctx, GLbitfield mask) { struct brw_context *brw = brw_context(ctx); struct intel_context *intel = &brw->intel; struct gl_framebuffer *fb = ctx->DrawBuffer; bool partial_clear = ctx->Scissor.Enabled && !noop_scissor(ctx, fb); if (!_mesa_check_conditional_render(ctx)) return; if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) { intel->front_buffer_dirty = true; } intel_prepare_render(intel); brw_workaround_depthstencil_alignment(brw, partial_clear ? 0 : mask); if (mask & BUFFER_BIT_DEPTH) { if (brw_fast_clear_depth(ctx)) { DBG("fast clear: depth\n"); mask &= ~BUFFER_BIT_DEPTH; } } GLbitfield tri_mask = mask & (BUFFER_BITS_COLOR | BUFFER_BIT_STENCIL | BUFFER_BIT_DEPTH); if (tri_mask) { debug_mask("tri", tri_mask); mask &= ~tri_mask; if (ctx->API == API_OPENGLES) { _mesa_meta_Clear(&intel->ctx, tri_mask); } else { _mesa_meta_glsl_Clear(&intel->ctx, tri_mask); } } /* Any strange buffers get passed off to swrast */ if (mask) { debug_mask("swrast", mask); _swrast_Clear(ctx, mask); } } void intelInitClearFuncs(struct dd_function_table *functions) { functions->Clear = brw_clear; }