blob: 1d22448459f42e1429ba8c8edf8a2d937470052f [file] [log] [blame]
/*
* 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_regions.h"
#include "intel_fbo.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"
static void emit_depthbuffer(struct brw_context *brw)
{
struct intel_context *intel = &brw->intel;
struct gl_context *ctx = &intel->ctx;
struct gl_framebuffer *fb = ctx->DrawBuffer;
/* _NEW_BUFFERS */
struct intel_renderbuffer *drb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
struct intel_renderbuffer *srb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
struct intel_mipmap_tree *depth_mt = NULL,
*stencil_mt = NULL,
*hiz_mt = NULL;
/* Amount by which drawing should be offset in order to draw to the
* appropriate miplevel/zoffset/cubeface. We will extract these values
* from depth_irb or stencil_irb once we determine which is present.
*/
uint32_t draw_x = 0, draw_y = 0;
/* Masks used to determine how much of the draw_x and draw_y offsets should
* be performed using the fine adjustment of "depth coordinate offset X/Y"
* (dw5 of 3DSTATE_DEPTH_BUFFER). Any remaining coarse adjustment will be
* performed by changing the base addresses of the buffers.
*
* Since the HiZ, depth, and stencil buffers all use the same "depth
* coordinate offset X/Y" values, we need to make sure that the coarse
* adjustment will be possible to apply to all three buffers. Since coarse
* adjustment can only be applied in multiples of the tile size, we will OR
* together the tile masks of all the buffers to determine which offsets to
* perform as fine adjustments.
*/
uint32_t tile_mask_x = 0, tile_mask_y = 0;
if (drb)
depth_mt = drb->mt;
if (depth_mt) {
hiz_mt = depth_mt->hiz_mt;
intel_region_get_tile_masks(depth_mt->region,
&tile_mask_x, &tile_mask_y, false);
if (hiz_mt) {
uint32_t hiz_tile_mask_x, hiz_tile_mask_y;
intel_region_get_tile_masks(hiz_mt->region,
&hiz_tile_mask_x, &hiz_tile_mask_y,
false);
/* Each HiZ row represents 2 rows of pixels */
hiz_tile_mask_y = hiz_tile_mask_y << 1 | 1;
tile_mask_x |= hiz_tile_mask_x;
tile_mask_y |= hiz_tile_mask_y;
}
}
if (srb) {
stencil_mt = srb->mt;
if (stencil_mt->stencil_mt)
stencil_mt = stencil_mt->stencil_mt;
assert(stencil_mt->format == MESA_FORMAT_S8);
/* Stencil buffer uses 64x64 tiles. */
tile_mask_x |= 63;
tile_mask_y |= 63;
}
/* Gen7 doesn't support packed depth/stencil */
assert(stencil_mt == NULL || depth_mt != stencil_mt);
assert(!depth_mt || !_mesa_is_format_packed_depth_stencil(depth_mt->format));
intel_emit_depth_stall_flushes(intel);
if (depth_mt == NULL) {
uint32_t dw1 = BRW_DEPTHFORMAT_D32_FLOAT << 18;
uint32_t dw3 = 0;
uint32_t tile_x = 0, tile_y = 0;
if (stencil_mt == NULL) {
dw1 |= (BRW_SURFACE_NULL << 29);
} else {
/* _NEW_STENCIL: enable stencil buffer writes */
dw1 |= ((ctx->Stencil.WriteMask != 0) << 27);
draw_x = srb->draw_x;
draw_y = srb->draw_y;
tile_x = draw_x & tile_mask_x;
tile_y = 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;
/* 3DSTATE_STENCIL_BUFFER inherits surface type and dimensions. */
dw1 |= (BRW_SURFACE_2D << 29);
dw3 = ((srb->Base.Base.Width + tile_x - 1) << 4) |
((srb->Base.Base.Height + tile_y - 1) << 18);
}
BEGIN_BATCH(7);
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
OUT_BATCH(dw1);
OUT_BATCH(0);
OUT_BATCH(dw3);
OUT_BATCH(0);
OUT_BATCH(tile_x | (tile_y << 16));
OUT_BATCH(0);
ADVANCE_BATCH();
} else {
struct intel_region *region = depth_mt->region;
uint32_t tile_x, tile_y, offset;
draw_x = drb->draw_x;
draw_y = drb->draw_y;
tile_x = draw_x & tile_mask_x;
tile_y = 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;
offset = intel_region_get_aligned_offset(region,
draw_x & ~tile_mask_x,
draw_y & ~tile_mask_y,
false);
assert(region->tiling == I915_TILING_Y);
/* _NEW_DEPTH, _NEW_STENCIL */
BEGIN_BATCH(7);
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
OUT_BATCH(((region->pitch * region->cpp) - 1) |
(brw_depthbuffer_format(brw) << 18) |
((hiz_mt ? 1 : 0) << 22) | /* hiz enable */
((stencil_mt != NULL && ctx->Stencil.WriteMask != 0) << 27) |
((ctx->Depth.Mask != 0) << 28) |
(BRW_SURFACE_2D << 29));
OUT_RELOC(region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
offset);
OUT_BATCH((((drb->Base.Base.Width + tile_x) - 1) << 4) |
(((drb->Base.Base.Height + tile_y) - 1) << 18));
OUT_BATCH(0);
OUT_BATCH(tile_x | (tile_y << 16));
OUT_BATCH(0);
ADVANCE_BATCH();
}
if (hiz_mt == NULL) {
BEGIN_BATCH(3);
OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
} else {
uint32_t hiz_offset =
intel_region_get_aligned_offset(hiz_mt->region,
draw_x & ~tile_mask_x,
(draw_y & ~tile_mask_y) / 2,
false);
BEGIN_BATCH(3);
OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
OUT_BATCH(hiz_mt->region->pitch * hiz_mt->region->cpp - 1);
OUT_RELOC(hiz_mt->region->bo,
I915_GEM_DOMAIN_RENDER,
I915_GEM_DOMAIN_RENDER,
hiz_offset);
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 {
const int enabled = intel->is_haswell ? HSW_STENCIL_ENABLED : 0;
/* Note: We can't compute the stencil offset using
* intel_region_get_aligned_offset(), because the stencil region claims
* that the region is untiled; in fact it's W tiled.
*/
uint32_t stencil_offset =
(draw_y & ~tile_mask_y) * stencil_mt->region->pitch +
(draw_x & ~tile_mask_x) * 64;
BEGIN_BATCH(3);
OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (3 - 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(enabled |
(2 * stencil_mt->region->pitch * stencil_mt->region->cpp - 1));
OUT_RELOC(stencil_mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
stencil_offset);
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();
}
/**
* \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,
.cache = 0,
},
.emit = emit_depthbuffer,
};