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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 "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
#include "intel_fbo.h"
#include "intel_resolve_map.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"
/**
* Helper function to emit depth related command packets.
*/
static void
emit_depth_packets(struct brw_context *brw,
struct intel_mipmap_tree *depth_mt,
uint32_t depthbuffer_format,
uint32_t depth_surface_type,
bool depth_writable,
struct intel_mipmap_tree *stencil_mt,
bool stencil_writable,
uint32_t stencil_offset,
bool hiz,
uint32_t width,
uint32_t height,
uint32_t depth,
uint32_t lod,
uint32_t min_array_element)
{
/* Skip repeated NULL depth/stencil emits (think 2D rendering). */
if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) {
assert(brw->hw_ctx);
return;
}
intel_emit_depth_stall_flushes(brw);
/* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
BEGIN_BATCH(8);
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
OUT_BATCH(depth_surface_type << 29 |
(depth_writable ? (1 << 28) : 0) |
(stencil_mt != NULL && stencil_writable) << 27 |
(hiz ? 1 : 0) << 22 |
depthbuffer_format << 18 |
(depth_mt ? depth_mt->pitch - 1 : 0));
if (depth_mt) {
OUT_RELOC64(depth_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
} else {
OUT_BATCH(0);
OUT_BATCH(0);
}
OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10) | BDW_MOCS_WB);
OUT_BATCH(0);
OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0);
ADVANCE_BATCH();
if (!hiz) {
BEGIN_BATCH(5);
OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(5);
OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
OUT_BATCH((depth_mt->hiz_mt->pitch - 1) | BDW_MOCS_WB << 25);
OUT_RELOC64(depth_mt->hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
OUT_BATCH(depth_mt->hiz_mt->qpitch >> 2);
ADVANCE_BATCH();
}
if (stencil_mt == NULL) {
BEGIN_BATCH(5);
OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(5);
OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
/* The stencil buffer has quirky pitch requirements. From the Graphics
* BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
* > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
* field "Surface Pitch":
*
* The pitch must be set to 2x the value computed based on width, as
* the stencil buffer is stored with two rows interleaved.
*
* (Note that it is not 100% clear whether this intended to apply to
* Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
* imply that it doesn't), however the comment appears on a "DevIVB+"
* page (which would imply that it does). Experiments with the hardware
* indicate that it does.
*/
OUT_BATCH(HSW_STENCIL_ENABLED | BDW_MOCS_WB << 22 |
(2 * stencil_mt->pitch - 1));
OUT_RELOC64(stencil_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
stencil_offset);
OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
ADVANCE_BATCH();
}
BEGIN_BATCH(3);
OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
OUT_BATCH(1);
ADVANCE_BATCH();
brw->no_depth_or_stencil = !depth_mt && !stencil_mt;
}
/* Awful vtable-compatible function; should be cleaned up in the future. */
void
gen8_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)
{
struct gl_context *ctx = &brw->ctx;
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;
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(rb);
depth = MAX2(rb->Depth, 1);
/* 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->logical_width0;
height = mt->logical_height0;
}
emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
ctx->Depth.Mask != 0,
stencil_mt, ctx->Stencil._WriteEnabled,
brw->depthstencil.stencil_offset,
hiz, width, height, depth, lod, min_array_element);
}
/**
* Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
*
* See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
* of the hardware documentation for details.
*/
void
gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
unsigned int level, unsigned int layer, enum gen6_hiz_op op)
{
if (op == GEN6_HIZ_OP_NONE)
return;
assert(mt->first_level == 0);
assert(mt->logical_depth0 >= 1);
/* The basic algorithm is:
* - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
* 3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
* - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
* - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
* - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
* - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
*/
emit_depth_packets(brw, mt,
brw_depth_format(brw, mt->format),
BRW_SURFACE_2D,
true, /* depth writes */
NULL, false, 0, /* no stencil for now */
true, /* hiz */
mt->logical_width0,
mt->logical_height0,
mt->logical_depth0,
level,
layer); /* min_array_element */
unsigned rect_width = minify(mt->logical_width0, level);
unsigned rect_height = minify(mt->logical_height0, level);
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
OUT_BATCH(0);
OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
OUT_BATCH(0);
ADVANCE_BATCH();
/* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
* resolve or clear operation we want to perform.
*/
uint32_t dw1 = 0;
switch (op) {
case GEN6_HIZ_OP_DEPTH_RESOLVE:
dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
break;
case GEN6_HIZ_OP_HIZ_RESOLVE:
dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
break;
case GEN6_HIZ_OP_DEPTH_CLEAR:
dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
break;
case GEN6_HIZ_OP_NONE:
assert(!"Should not get here.");
}
if (mt->num_samples > 0)
dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);
BEGIN_BATCH(5);
OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
OUT_BATCH(dw1);
OUT_BATCH(0);
OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
ADVANCE_BATCH();
/* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
* Data", and no other bits set. This causes 3DSTATE_WM_HZ_OP's state to
* take effect, and spawns a rectangle primitive.
*/
brw_emit_pipe_control_write(brw,
PIPE_CONTROL_WRITE_IMMEDIATE,
brw->batch.workaround_bo, 0, 0, 0);
/* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
BEGIN_BATCH(5);
OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
/* Mark this buffer as needing a TC flush, as we've rendered to it. */
brw_render_cache_set_add_bo(brw, mt->bo);
/* We've clobbered all of the depth packets, and the drawing rectangle,
* so we need to ensure those packets are re-emitted before the next
* primitive.
*
* Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
*/
brw->state.dirty.mesa |= _NEW_DEPTH | _NEW_BUFFERS;
}
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