/* * Copyright © 2011 Intel Corporation * * 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, sublicense, * 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 NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS 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/mtypes.h" #include "intel_batchbuffer.h" #include "intel_mipmap_tree.h" #include "intel_fbo.h" #include "brw_context.h" #include "brw_state.h" #include "brw_defines.h" void gen7_emit_depth_stencil_hiz(struct brw_context *brw, struct intel_mipmap_tree *depth_mt, uint32_t depth_offset, uint32_t depthbuffer_format, uint32_t depth_surface_type, struct intel_mipmap_tree *stencil_mt, bool hiz, bool separate_stencil, uint32_t width, uint32_t height, uint32_t tile_x, uint32_t tile_y) { const struct gen_device_info *devinfo = &brw->screen->devinfo; struct gl_context *ctx = &brw->ctx; const uint8_t mocs = GEN7_MOCS_L3; struct gl_framebuffer *fb = ctx->DrawBuffer; uint32_t surftype; unsigned int depth = 1; 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; /* Skip repeated NULL depth/stencil emits (think 2D rendering). */ if (!mt && brw->no_depth_or_stencil) { assert(brw->hw_ctx); return; } brw_emit_depth_stall_flushes(brw); irb = intel_get_renderbuffer(fb, BUFFER_DEPTH); if (!irb) irb = intel_get_renderbuffer(fb, BUFFER_STENCIL); rb = (struct gl_renderbuffer*) irb; if (rb) { depth = MAX2(irb->layer_count, 1); if (rb->TexImage) gl_target = rb->TexImage->TexObject->Target; } switch (gl_target) { case GL_TEXTURE_CUBE_MAP_ARRAY: case GL_TEXTURE_CUBE_MAP: /* The PRM claims that we should use BRW_SURFACE_CUBE for this * situation, but experiments show that gl_Layer doesn't work when we do * this. So we use BRW_SURFACE_2D, since for rendering purposes this is * equivalent. */ surftype = BRW_SURFACE_2D; depth *= 6; break; case GL_TEXTURE_3D: assert(mt); depth = mt->surf.logical_level0_px.depth; /* fallthrough */ default: surftype = translate_tex_target(gl_target); break; } min_array_element = irb ? irb->mt_layer : 0; lod = irb ? irb->mt_level - irb->mt->first_level : 0; if (mt) { width = mt->surf.logical_level0_px.width; height = mt->surf.logical_level0_px.height; } /* _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->surf.row_pitch - 1 : 0) | (depthbuffer_format << 18) | ((hiz ? 1 : 0) << 22) | ((stencil_mt != NULL && brw->stencil_write_enabled) << 27) | (brw_depth_writes_enabled(brw) << 28) | (surftype << 29)); /* 3DSTATE_DEPTH_BUFFER dw2 */ if (depth_mt) { OUT_RELOC(depth_mt->bo, RELOC_WRITE, 0); } else { OUT_BATCH(0); } /* 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) { BEGIN_BATCH(3); OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2)); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } else { assert(depth_mt); BEGIN_BATCH(3); OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2)); OUT_BATCH((mocs << 25) | (depth_mt->hiz_buf->pitch - 1)); OUT_RELOC(depth_mt->hiz_buf->bo, RELOC_WRITE, 0); ADVANCE_BATCH(); } if (stencil_mt == NULL) { BEGIN_BATCH(3); OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (3 - 2)); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } else { stencil_mt->r8stencil_needs_update = true; const int enabled = devinfo->is_haswell ? HSW_STENCIL_ENABLED : 0; BEGIN_BATCH(3); OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (3 - 2)); OUT_BATCH(enabled | mocs << 25 | (stencil_mt->surf.row_pitch - 1)); OUT_RELOC(stencil_mt->bo, RELOC_WRITE, 0); ADVANCE_BATCH(); } BEGIN_BATCH(3); OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2)); if (depth_mt) { OUT_BATCH(brw_convert_depth_value(depth_mt->format, depth_mt->fast_clear_color.f32[0])); } else { OUT_BATCH(0); } OUT_BATCH(1); ADVANCE_BATCH(); brw->no_depth_or_stencil = !mt; } /** * \see brw_context.state.depth_region */ const struct brw_tracked_state gen7_depthbuffer = { .dirty = { .mesa = _NEW_BUFFERS | _NEW_DEPTH | _NEW_STENCIL, .brw = BRW_NEW_BATCH | BRW_NEW_BLORP, }, .emit = brw_emit_depthbuffer, };