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|
/*
* 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 <assert.h>
#include "intel_batchbuffer.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
#include "brw_context.h"
#include "brw_defines.h"
#include "brw_state.h"
#include "gen6_hiz.h"
/**
* \name Constants for HiZ VBO
* \{
*
* \see brw_context::hiz::vertex_bo
*/
#define GEN6_HIZ_NUM_VERTICES 3
#define GEN6_HIZ_NUM_VUE_ELEMS 8
#define GEN6_HIZ_VBO_SIZE (GEN6_HIZ_NUM_VERTICES \
* GEN6_HIZ_NUM_VUE_ELEMS \
* sizeof(float))
/** \} */
void
gen6_hiz_emit_batch_head(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
struct intel_context *intel = &brw->intel;
/* To ensure that the batch contains only the resolve, flush the batch
* before beginning and after finishing emitting the resolve packets.
*
* Ideally, we would not need to flush for the resolve op. But, I suspect
* that it's unsafe for CMD_PIPELINE_SELECT to occur multiple times in
* a single batch, and there is no safe way to ensure that other than by
* fencing the resolve with flushes. Ideally, we would just detect if
* a batch is in progress and do the right thing, but that would require
* the ability to *safely* access brw_context::state::dirty::brw
* outside of the brw_upload_state() codepath.
*/
intel_flush(ctx);
/* CMD_PIPELINE_SELECT
*
* Select the 3D pipeline, as opposed to the media pipeline.
*/
{
BEGIN_BATCH(1);
OUT_BATCH(brw->CMD_PIPELINE_SELECT << 16);
ADVANCE_BATCH();
}
/* 3DSTATE_MULTISAMPLE */
{
int length = intel->gen == 7 ? 4 : 3;
BEGIN_BATCH(length);
OUT_BATCH(_3DSTATE_MULTISAMPLE << 16 | (length - 2));
OUT_BATCH(MS_PIXEL_LOCATION_CENTER |
MS_NUMSAMPLES_1);
OUT_BATCH(0);
if (length >= 4)
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_SAMPLE_MASK */
{
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_SAMPLE_MASK << 16 | (2 - 2));
OUT_BATCH(1);
ADVANCE_BATCH();
}
/* CMD_STATE_BASE_ADDRESS
*
* From the Sandy Bridge PRM, Volume 1, Part 1, Table STATE_BASE_ADDRESS:
* The following commands must be reissued following any change to the
* base addresses:
* 3DSTATE_CC_POINTERS
* 3DSTATE_BINDING_TABLE_POINTERS
* 3DSTATE_SAMPLER_STATE_POINTERS
* 3DSTATE_VIEWPORT_STATE_POINTERS
* MEDIA_STATE_POINTERS
*/
{
BEGIN_BATCH(10);
OUT_BATCH(CMD_STATE_BASE_ADDRESS << 16 | (10 - 2));
OUT_BATCH(1); /* GeneralStateBaseAddressModifyEnable */
/* SurfaceStateBaseAddress */
OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_SAMPLER, 0, 1);
/* DynamicStateBaseAddress */
OUT_RELOC(intel->batch.bo, (I915_GEM_DOMAIN_RENDER |
I915_GEM_DOMAIN_INSTRUCTION), 0, 1);
OUT_BATCH(1); /* IndirectObjectBaseAddress */
OUT_BATCH(1); /* InstructionBaseAddress */
OUT_BATCH(1); /* GeneralStateUpperBound */
OUT_BATCH(1); /* DynamicStateUpperBound */
OUT_BATCH(1); /* IndirectObjectUpperBound*/
OUT_BATCH(1); /* InstructionAccessUpperBound */
ADVANCE_BATCH();
}
}
void
gen6_hiz_emit_vertices(struct brw_context *brw,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int layer)
{
struct intel_context *intel = &brw->intel;
uint32_t vertex_offset;
/* Setup VBO for the rectangle primitive..
*
* A rectangle primitive (3DPRIM_RECTLIST) consists of only three
* vertices. The vertices reside in screen space with DirectX coordinates
* (that is, (0, 0) is the upper left corner).
*
* v2 ------ implied
* | |
* | |
* v0 ----- v1
*
* Since the VS is disabled, the clipper loads each VUE directly from
* the URB. This is controlled by the 3DSTATE_VERTEX_BUFFERS and
* 3DSTATE_VERTEX_ELEMENTS packets below. The VUE contents are as follows:
* dw0: Reserved, MBZ.
* dw1: Render Target Array Index. The HiZ op does not use indexed
* vertices, so set the dword to 0.
* dw2: Viewport Index. The HiZ op disables viewport mapping and
* scissoring, so set the dword to 0.
* dw3: Point Width: The HiZ op does not emit the POINTLIST primitive, so
* set the dword to 0.
* dw4: Vertex Position X.
* dw5: Vertex Position Y.
* dw6: Vertex Position Z.
* dw7: Vertex Position W.
*
* For details, see the Sandybridge PRM, Volume 2, Part 1, Section 1.5.1
* "Vertex URB Entry (VUE) Formats".
*/
{
const int width = mt->level[level].width;
const int height = mt->level[level].height;
float *vertex_data;
const float vertices[GEN6_HIZ_VBO_SIZE] = {
/* v0 */ 0, 0, 0, 0, 0, height, 0, 1,
/* v1 */ 0, 0, 0, 0, width, height, 0, 1,
/* v2 */ 0, 0, 0, 0, 0, 0, 0, 1,
};
vertex_data = brw_state_batch(brw, AUB_TRACE_NO_TYPE,
GEN6_HIZ_VBO_SIZE, 32, &vertex_offset);
memcpy(vertex_data, vertices, GEN6_HIZ_VBO_SIZE);
}
/* 3DSTATE_VERTEX_BUFFERS */
{
const int num_buffers = 1;
const int batch_length = 1 + 4 * num_buffers;
uint32_t dw0 = GEN6_VB0_ACCESS_VERTEXDATA |
(GEN6_HIZ_NUM_VUE_ELEMS * sizeof(float)) << BRW_VB0_PITCH_SHIFT;
if (intel->gen >= 7)
dw0 |= GEN7_VB0_ADDRESS_MODIFYENABLE;
BEGIN_BATCH(batch_length);
OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (batch_length - 2));
OUT_BATCH(dw0);
/* start address */
OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_VERTEX, 0,
vertex_offset);
/* end address */
OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_VERTEX, 0,
vertex_offset + GEN6_HIZ_VBO_SIZE - 1);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_VERTEX_ELEMENTS
*
* Fetch dwords 0 - 7 from each VUE. See the comments above where
* hiz->vertex_bo is filled with data.
*/
{
const int num_elements = 2;
const int batch_length = 1 + 2 * num_elements;
BEGIN_BATCH(batch_length);
OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (batch_length - 2));
/* Element 0 */
OUT_BATCH(GEN6_VE0_VALID |
BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT |
0 << BRW_VE0_SRC_OFFSET_SHIFT);
OUT_BATCH(BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT |
BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_1_SHIFT |
BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_2_SHIFT |
BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_3_SHIFT);
/* Element 1 */
OUT_BATCH(GEN6_VE0_VALID |
BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT |
16 << BRW_VE0_SRC_OFFSET_SHIFT);
OUT_BATCH(BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT |
BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_1_SHIFT |
BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_2_SHIFT |
BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_3_SHIFT);
ADVANCE_BATCH();
}
}
/**
* \brief Execute a HiZ op on a miptree slice.
*
* To execute the HiZ op, this function manually constructs and emits a batch
* to "draw" the HiZ op's rectangle primitive. The batchbuffer is flushed
* before constructing and after emitting the batch.
*
* This function alters no GL state.
*
* For an overview of HiZ ops, see the following sections of the Sandy Bridge
* PRM, Volume 1, Part 2:
* - 7.5.3.1 Depth Buffer Clear
* - 7.5.3.2 Depth Buffer Resolve
* - 7.5.3.3 Hierarchical Depth Buffer Resolve
*/
static void
gen6_hiz_exec(struct intel_context *intel,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int layer,
enum gen6_hiz_op op)
{
struct gl_context *ctx = &intel->ctx;
struct brw_context *brw = brw_context(ctx);
uint32_t draw_x, draw_y;
uint32_t tile_mask_x, tile_mask_y;
assert(op != GEN6_HIZ_OP_DEPTH_CLEAR); /* Not implemented yet. */
assert(mt->hiz_mt != NULL);
intel_miptree_check_level_layer(mt, level, layer);
{
/* Construct a dummy renderbuffer just to extract tile offsets. */
struct intel_renderbuffer rb;
rb.mt = mt;
rb.mt_level = level;
rb.mt_layer = layer;
intel_renderbuffer_set_draw_offset(&rb);
draw_x = rb.draw_x;
draw_y = rb.draw_y;
}
/* Compute masks to determine how much of draw_x and draw_y should be
* performed using the fine adjustment of "depth coordinate offset X/Y"
* (dw5 of 3DSTATE_DEPTH_BUFFER). See the emit_depthbuffer() function for
* details.
*/
{
uint32_t depth_mask_x, depth_mask_y, hiz_mask_x, hiz_mask_y;
intel_region_get_tile_masks(mt->region, &depth_mask_x, &depth_mask_y);
intel_region_get_tile_masks(mt->hiz_mt->region,
&hiz_mask_x, &hiz_mask_y);
/* Each HiZ row represents 2 rows of pixels */
hiz_mask_y = hiz_mask_y << 1 | 1;
tile_mask_x = depth_mask_x | hiz_mask_x;
tile_mask_y = depth_mask_y | hiz_mask_y;
}
gen6_hiz_emit_batch_head(brw);
gen6_hiz_emit_vertices(brw, mt, level, layer);
/* 3DSTATE_URB
*
* Assign the entire URB to the VS. Even though the VS disabled, URB space
* is still needed because the clipper loads the VUE's from the URB. From
* the Sandybridge PRM, Volume 2, Part 1, Section 3DSTATE,
* Dword 1.15:0 "VS Number of URB Entries":
* This field is always used (even if VS Function Enable is DISABLED).
*
* The warning below appears in the PRM (Section 3DSTATE_URB), but we can
* safely ignore it because this batch contains only one draw call.
* Because of URB corruption caused by allocating a previous GS unit
* URB entry to the VS unit, software is required to send a “GS NULL
* Fence” (Send URB fence with VS URB size == 1 and GS URB size == 0)
* plus a dummy DRAW call before any case where VS will be taking over
* GS URB space.
*/
{
BEGIN_BATCH(3);
OUT_BATCH(_3DSTATE_URB << 16 | (3 - 2));
OUT_BATCH(brw->urb.max_vs_entries << GEN6_URB_VS_ENTRIES_SHIFT);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_CC_STATE_POINTERS
*
* The pointer offsets are relative to
* CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
*
* The HiZ op doesn't use BLEND_STATE or COLOR_CALC_STATE.
*/
{
uint32_t depthstencil_offset;
gen6_hiz_emit_depth_stencil_state(brw, op, &depthstencil_offset);
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2));
OUT_BATCH(1); /* BLEND_STATE offset */
OUT_BATCH(depthstencil_offset | 1); /* DEPTH_STENCIL_STATE offset */
OUT_BATCH(1); /* COLOR_CALC_STATE offset */
ADVANCE_BATCH();
}
/* 3DSTATE_VS
*
* Disable vertex shader.
*/
{
/* From the BSpec, Volume 2a, Part 3 "Vertex Shader", Section
* 3DSTATE_VS, Dword 5.0 "VS Function Enable":
* [DevSNB] A pipeline flush must be programmed prior to a 3DSTATE_VS
* command that causes the VS Function Enable to toggle. Pipeline
* flush can be executed by sending a PIPE_CONTROL command with CS
* stall bit set and a post sync operation.
*/
intel_emit_post_sync_nonzero_flush(intel);
BEGIN_BATCH(6);
OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_GS
*
* Disable the geometry shader.
*/
{
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_GS << 16 | (7 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_CLIP
*
* Disable the clipper.
*
* The HiZ op emits a rectangle primitive, which requires clipping to
* be disabled. From page 10 of the Sandy Bridge PRM Volume 2 Part 1
* Section 1.3 "3D Primitives Overview":
* RECTLIST:
* Either the CLIP unit should be DISABLED, or the CLIP unit's Clip
* Mode should be set to a value other than CLIPMODE_NORMAL.
*
* Also disable perspective divide. This doesn't change the clipper's
* output, but does spare a few electrons.
*/
{
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2));
OUT_BATCH(0);
OUT_BATCH(GEN6_CLIP_PERSPECTIVE_DIVIDE_DISABLE);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_SF
*
* Disable ViewportTransformEnable (dw2.1)
*
* From the SandyBridge PRM, Volume 2, Part 1, Section 1.3, "3D
* Primitives Overview":
* RECTLIST: Viewport Mapping must be DISABLED (as is typical with the
* use of screen- space coordinates).
*
* A solid rectangle must be rendered, so set FrontFaceFillMode (dw2.4:3)
* and BackFaceFillMode (dw2.5:6) to SOLID(0).
*
* From the Sandy Bridge PRM, Volume 2, Part 1, Section
* 6.4.1.1 3DSTATE_SF, Field FrontFaceFillMode:
* SOLID: Any triangle or rectangle object found to be front-facing
* is rendered as a solid object. This setting is required when
* (rendering rectangle (RECTLIST) objects.
*/
{
BEGIN_BATCH(20);
OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2));
OUT_BATCH((1 - 1) << GEN6_SF_NUM_OUTPUTS_SHIFT | /* only position */
1 << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT |
0 << GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT);
for (int i = 0; i < 18; ++i)
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_WM
*
* Disable thread dispatch (dw5.19) and enable the HiZ op.
*
* Even though thread dispatch is disabled, max threads (dw5.25:31) must be
* nonzero to prevent the GPU from hanging. See the valid ranges in the
* BSpec, Volume 2a.11 Windower, Section 3DSTATE_WM, Dword 5.25:31
* "Maximum Number Of Threads".
*/
{
uint32_t dw4 = 0;
switch (op) {
case GEN6_HIZ_OP_DEPTH_CLEAR:
assert(!"not implemented");
dw4 |= GEN6_WM_DEPTH_CLEAR;
break;
case GEN6_HIZ_OP_DEPTH_RESOLVE:
dw4 |= GEN6_WM_DEPTH_RESOLVE;
break;
case GEN6_HIZ_OP_HIZ_RESOLVE:
dw4 |= GEN6_WM_HIERARCHICAL_DEPTH_RESOLVE;
break;
default:
assert(0);
break;
}
BEGIN_BATCH(9);
OUT_BATCH(_3DSTATE_WM << 16 | (9 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(dw4);
OUT_BATCH((brw->max_wm_threads - 1) << GEN6_WM_MAX_THREADS_SHIFT);
OUT_BATCH((1 - 1) << GEN6_WM_NUM_SF_OUTPUTS_SHIFT); /* only position */
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_DEPTH_BUFFER */
{
uint32_t width = mt->level[level].width;
uint32_t height = mt->level[level].height;
uint32_t tile_x = draw_x & tile_mask_x;
uint32_t tile_y = draw_y & tile_mask_y;
uint32_t offset = intel_region_get_aligned_offset(mt->region,
draw_x & ~tile_mask_x,
draw_y & ~tile_mask_y);
/* 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.
*/
tile_x &= ~7;
tile_y &= ~7;
uint32_t format;
switch (mt->format) {
case MESA_FORMAT_Z16: format = BRW_DEPTHFORMAT_D16_UNORM; break;
case MESA_FORMAT_Z32_FLOAT: format = BRW_DEPTHFORMAT_D32_FLOAT; break;
case MESA_FORMAT_X8_Z24: format = BRW_DEPTHFORMAT_D24_UNORM_X8_UINT; break;
default: assert(0); break;
}
intel_emit_post_sync_nonzero_flush(intel);
intel_emit_depth_stall_flushes(intel);
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
OUT_BATCH(((mt->region->pitch * mt->region->cpp) - 1) |
format << 18 |
1 << 21 | /* separate stencil enable */
1 << 22 | /* hiz enable */
BRW_TILEWALK_YMAJOR << 26 |
1 << 27 | /* y-tiled */
BRW_SURFACE_2D << 29);
OUT_RELOC(mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
offset);
OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
(width + tile_x - 1) << 6 |
(height + tile_y - 1) << 19);
OUT_BATCH(0);
OUT_BATCH(tile_x |
tile_y << 16);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_HIER_DEPTH_BUFFER */
{
struct intel_region *hiz_region = mt->hiz_mt->region;
uint32_t hiz_offset =
intel_region_get_aligned_offset(hiz_region,
draw_x & ~tile_mask_x,
(draw_y & ~tile_mask_y) / 2);
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
OUT_BATCH(hiz_region->pitch * hiz_region->cpp - 1);
OUT_RELOC(hiz_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
hiz_offset);
ADVANCE_BATCH();
}
/* 3DSTATE_STENCIL_BUFFER */
{
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_CLEAR_PARAMS
*
* From the Sandybridge PRM, Volume 2, Part 1, Section 3DSTATE_CLEAR_PARAMS:
* [DevSNB] 3DSTATE_CLEAR_PARAMS packet must follow the DEPTH_BUFFER_STATE
* packet when HiZ is enabled and the DEPTH_BUFFER_STATE changes.
*/
{
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 | (2 - 2));
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_DRAWING_RECTANGLE */
{
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
OUT_BATCH(0);
OUT_BATCH(((mt->level[level].width - 1) & 0xffff) |
((mt->level[level].height - 1) << 16));
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DPRIMITIVE */
{
BEGIN_BATCH(6);
OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) |
_3DPRIM_RECTLIST << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT |
GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL);
OUT_BATCH(3); /* vertex count per instance */
OUT_BATCH(0);
OUT_BATCH(1); /* instance count */
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* See comments above at first invocation of intel_flush() in
* gen6_hiz_emit_batch_head().
*/
intel_flush(ctx);
/* Be safe. */
brw->state.dirty.brw = ~0;
brw->state.dirty.cache = ~0;
}
/**
* \param out_offset is relative to
* CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
*/
void
gen6_hiz_emit_depth_stencil_state(struct brw_context *brw,
enum gen6_hiz_op op,
uint32_t *out_offset)
{
struct gen6_depth_stencil_state *state;
state = brw_state_batch(brw, AUB_TRACE_DEPTH_STENCIL_STATE,
sizeof(*state), 64,
out_offset);
memset(state, 0, sizeof(*state));
/* See the following sections of the Sandy Bridge PRM, Volume 1, Part2:
* - 7.5.3.1 Depth Buffer Clear
* - 7.5.3.2 Depth Buffer Resolve
* - 7.5.3.3 Hierarchical Depth Buffer Resolve
*/
state->ds2.depth_write_enable = 1;
if (op == GEN6_HIZ_OP_DEPTH_RESOLVE) {
state->ds2.depth_test_enable = 1;
state->ds2.depth_test_func = COMPAREFUNC_NEVER;
}
}
/** \see intel_context::vtbl::resolve_hiz_slice */
void
gen6_resolve_hiz_slice(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
gen6_hiz_exec(intel, mt, level, layer, GEN6_HIZ_OP_HIZ_RESOLVE);
}
/** \see intel_context::vtbl::resolve_depth_slice */
void
gen6_resolve_depth_slice(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
gen6_hiz_exec(intel, mt, level, layer, GEN6_HIZ_OP_DEPTH_RESOLVE);
}
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