blob: 1f536bf55b00820d247d873b10409e53a9736be6 [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 <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 "brw_blorp.h"
#include "gen6_blorp.h"
/**
* \name Constants for BLORP VBO
* \{
*/
#define GEN6_BLORP_NUM_VERTICES 3
#define GEN6_BLORP_NUM_VUE_ELEMS 8
#define GEN6_BLORP_VBO_SIZE (GEN6_BLORP_NUM_VERTICES \
* GEN6_BLORP_NUM_VUE_ELEMS \
* sizeof(float))
/** \} */
/**
* 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.
*/
void
gen6_blorp_compute_tile_masks(const brw_blorp_params *params,
uint32_t *tile_mask_x, uint32_t *tile_mask_y)
{
uint32_t depth_mask_x, depth_mask_y, hiz_mask_x, hiz_mask_y;
intel_region_get_tile_masks(params->depth.mt->region,
&depth_mask_x, &depth_mask_y, false);
intel_region_get_tile_masks(params->depth.mt->hiz_mt->region,
&hiz_mask_x, &hiz_mask_y, false);
/* 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;
}
void
gen6_blorp_emit_batch_head(struct brw_context *brw,
const brw_blorp_params *params)
{
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();
}
}
/**
* 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
*/
void
gen6_blorp_emit_state_base_address(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
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 */
if (params->use_wm_prog) {
OUT_RELOC(brw->cache.bo, I915_GEM_DOMAIN_INSTRUCTION, 0,
1); /* Instruction base address: shader kernels */
} else {
OUT_BATCH(1); /* InstructionBaseAddress */
}
OUT_BATCH(1); /* GeneralStateUpperBound */
/* Dynamic state upper bound. Although the documentation says that
* programming it to zero will cause it to be ignored, that is a lie.
* If this isn't programmed to a real bound, the sampler border color
* pointer is rejected, causing border color to mysteriously fail.
*/
OUT_BATCH(0xfffff001);
OUT_BATCH(1); /* IndirectObjectUpperBound*/
OUT_BATCH(1); /* InstructionAccessUpperBound */
ADVANCE_BATCH();
}
void
gen6_blorp_emit_vertices(struct brw_context *brw,
const brw_blorp_params *params)
{
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".
*/
{
float *vertex_data;
const float vertices[GEN6_BLORP_VBO_SIZE] = {
/* v0 */ 0, 0, 0, 0, params->x0, params->y1, 0, 1,
/* v1 */ 0, 0, 0, 0, params->x1, params->y1, 0, 1,
/* v2 */ 0, 0, 0, 0, params->x0, params->y0, 0, 1,
};
vertex_data = (float *) brw_state_batch(brw, AUB_TRACE_VERTEX_BUFFER,
GEN6_BLORP_VBO_SIZE, 32,
&vertex_offset);
memcpy(vertex_data, vertices, GEN6_BLORP_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_BLORP_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_BLORP_VBO_SIZE - 1);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_VERTEX_ELEMENTS
*
* Fetch dwords 0 - 7 from each VUE. See the comments above where
* the 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();
}
}
/* 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.
*/
static void
gen6_blorp_emit_urb_config(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
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();
}
/* BLEND_STATE */
uint32_t
gen6_blorp_emit_blend_state(struct brw_context *brw,
const brw_blorp_params *params)
{
uint32_t cc_blend_state_offset;
struct gen6_blend_state *blend = (struct gen6_blend_state *)
brw_state_batch(brw, AUB_TRACE_BLEND_STATE,
sizeof(struct gen6_blend_state), 64,
&cc_blend_state_offset);
memset(blend, 0, sizeof(*blend));
blend->blend1.pre_blend_clamp_enable = 1;
blend->blend1.post_blend_clamp_enable = 1;
blend->blend1.clamp_range = BRW_RENDERTARGET_CLAMPRANGE_FORMAT;
blend->blend1.write_disable_r = false;
blend->blend1.write_disable_g = false;
blend->blend1.write_disable_b = false;
blend->blend1.write_disable_a = false;
return cc_blend_state_offset;
}
/* CC_STATE */
uint32_t
gen6_blorp_emit_cc_state(struct brw_context *brw,
const brw_blorp_params *params)
{
uint32_t cc_state_offset;
struct gen6_color_calc_state *cc = (struct gen6_color_calc_state *)
brw_state_batch(brw, AUB_TRACE_CC_STATE,
sizeof(gen6_color_calc_state), 64,
&cc_state_offset);
memset(cc, 0, sizeof(*cc));
return cc_state_offset;
}
/**
* \param out_offset is relative to
* CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress.
*/
uint32_t
gen6_blorp_emit_depth_stencil_state(struct brw_context *brw,
const brw_blorp_params *params)
{
uint32_t depthstencil_offset;
struct gen6_depth_stencil_state *state;
state = (struct gen6_depth_stencil_state *)
brw_state_batch(brw, AUB_TRACE_DEPTH_STENCIL_STATE,
sizeof(*state), 64,
&depthstencil_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 (params->hiz_op == GEN6_HIZ_OP_DEPTH_RESOLVE) {
state->ds2.depth_test_enable = 1;
state->ds2.depth_test_func = COMPAREFUNC_NEVER;
}
return depthstencil_offset;
}
/* 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.
*/
static void
gen6_blorp_emit_cc_state_pointers(struct brw_context *brw,
const brw_blorp_params *params,
uint32_t cc_blend_state_offset,
uint32_t depthstencil_offset,
uint32_t cc_state_offset)
{
struct intel_context *intel = &brw->intel;
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2));
OUT_BATCH(cc_blend_state_offset | 1); /* BLEND_STATE offset */
OUT_BATCH(depthstencil_offset | 1); /* DEPTH_STENCIL_STATE offset */
OUT_BATCH(cc_state_offset | 1); /* COLOR_CALC_STATE offset */
ADVANCE_BATCH();
}
/* WM push constants */
uint32_t
gen6_blorp_emit_wm_constants(struct brw_context *brw,
const brw_blorp_params *params)
{
uint32_t wm_push_const_offset;
void *constants = brw_state_batch(brw, AUB_TRACE_WM_CONSTANTS,
sizeof(params->wm_push_consts),
32, &wm_push_const_offset);
memcpy(constants, &params->wm_push_consts,
sizeof(params->wm_push_consts));
return wm_push_const_offset;
}
/* SURFACE_STATE for renderbuffer or texture surface (see
* brw_update_renderbuffer_surface and brw_update_texture_surface)
*/
static uint32_t
gen6_blorp_emit_surface_state(struct brw_context *brw,
const brw_blorp_params *params,
const brw_blorp_surface_info *surface,
uint32_t read_domains, uint32_t write_domain)
{
uint32_t wm_surf_offset;
uint32_t width = surface->width;
uint32_t height = surface->height;
if (surface->num_samples > 1) {
/* Since gen6 uses INTEL_MSAA_LAYOUT_IMS, width and height are measured
* in samples. But SURFACE_STATE wants them in pixels, so we need to
* divide them each by 2.
*/
width /= 2;
height /= 2;
}
struct intel_region *region = surface->mt->region;
uint32_t tile_x, tile_y;
uint32_t *surf = (uint32_t *)
brw_state_batch(brw, AUB_TRACE_SURFACE_STATE, 6 * 4, 32,
&wm_surf_offset);
surf[0] = (BRW_SURFACE_2D << BRW_SURFACE_TYPE_SHIFT |
BRW_SURFACE_MIPMAPLAYOUT_BELOW << BRW_SURFACE_MIPLAYOUT_SHIFT |
BRW_SURFACE_CUBEFACE_ENABLES |
surface->brw_surfaceformat << BRW_SURFACE_FORMAT_SHIFT);
/* reloc */
surf[1] = (surface->compute_tile_offsets(&tile_x, &tile_y) +
region->bo->offset);
surf[2] = (0 << BRW_SURFACE_LOD_SHIFT |
(width - 1) << BRW_SURFACE_WIDTH_SHIFT |
(height - 1) << BRW_SURFACE_HEIGHT_SHIFT);
uint32_t tiling = surface->map_stencil_as_y_tiled
? BRW_SURFACE_TILED | BRW_SURFACE_TILED_Y
: brw_get_surface_tiling_bits(region->tiling);
uint32_t pitch_bytes = region->pitch * region->cpp;
if (surface->map_stencil_as_y_tiled)
pitch_bytes *= 2;
surf[3] = (tiling |
0 << BRW_SURFACE_DEPTH_SHIFT |
(pitch_bytes - 1) << BRW_SURFACE_PITCH_SHIFT);
surf[4] = brw_get_surface_num_multisamples(surface->num_samples);
/* Note that the low bits of these fields are missing, so
* there's the possibility of getting in trouble.
*/
assert(tile_x % 4 == 0);
assert(tile_y % 2 == 0);
surf[5] = ((tile_x / 4) << BRW_SURFACE_X_OFFSET_SHIFT |
(tile_y / 2) << BRW_SURFACE_Y_OFFSET_SHIFT |
(surface->mt->align_h == 4 ?
BRW_SURFACE_VERTICAL_ALIGN_ENABLE : 0));
/* Emit relocation to surface contents */
drm_intel_bo_emit_reloc(brw->intel.batch.bo,
wm_surf_offset + 4,
region->bo,
surf[1] - region->bo->offset,
read_domains, write_domain);
return wm_surf_offset;
}
/* BINDING_TABLE. See brw_wm_binding_table(). */
uint32_t
gen6_blorp_emit_binding_table(struct brw_context *brw,
const brw_blorp_params *params,
uint32_t wm_surf_offset_renderbuffer,
uint32_t wm_surf_offset_texture)
{
uint32_t wm_bind_bo_offset;
uint32_t *bind = (uint32_t *)
brw_state_batch(brw, AUB_TRACE_BINDING_TABLE,
sizeof(uint32_t) *
BRW_BLORP_NUM_BINDING_TABLE_ENTRIES,
32, /* alignment */
&wm_bind_bo_offset);
bind[BRW_BLORP_RENDERBUFFER_BINDING_TABLE_INDEX] =
wm_surf_offset_renderbuffer;
bind[BRW_BLORP_TEXTURE_BINDING_TABLE_INDEX] = wm_surf_offset_texture;
return wm_bind_bo_offset;
}
/**
* SAMPLER_STATE. See brw_update_sampler_state().
*/
static uint32_t
gen6_blorp_emit_sampler_state(struct brw_context *brw,
const brw_blorp_params *params)
{
uint32_t sampler_offset;
struct brw_sampler_state *sampler = (struct brw_sampler_state *)
brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE,
sizeof(struct brw_sampler_state),
32, &sampler_offset);
memset(sampler, 0, sizeof(*sampler));
sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR;
sampler->ss0.mip_filter = BRW_MIPFILTER_NONE;
sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR;
sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP;
sampler->ss0.min_mag_neq = 1;
/* Set LOD bias:
*/
sampler->ss0.lod_bias = 0;
sampler->ss0.lod_preclamp = 1; /* OpenGL mode */
sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */
/* Set BaseMipLevel, MaxLOD, MinLOD:
*
* XXX: I don't think that using firstLevel, lastLevel works,
* because we always setup the surface state as if firstLevel ==
* level zero. Probably have to subtract firstLevel from each of
* these:
*/
sampler->ss0.base_level = U_FIXED(0, 1);
sampler->ss1.max_lod = U_FIXED(0, 6);
sampler->ss1.min_lod = U_FIXED(0, 6);
sampler->ss3.non_normalized_coord = 1;
sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN |
BRW_ADDRESS_ROUNDING_ENABLE_V_MIN |
BRW_ADDRESS_ROUNDING_ENABLE_R_MIN;
sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG |
BRW_ADDRESS_ROUNDING_ENABLE_V_MAG |
BRW_ADDRESS_ROUNDING_ENABLE_R_MAG;
return sampler_offset;
}
/**
* 3DSTATE_SAMPLER_STATE_POINTERS. See upload_sampler_state_pointers().
*/
static void
gen6_blorp_emit_sampler_state_pointers(struct brw_context *brw,
const brw_blorp_params *params,
uint32_t sampler_offset)
{
struct intel_context *intel = &brw->intel;
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_SAMPLER_STATE_POINTERS << 16 |
VS_SAMPLER_STATE_CHANGE |
GS_SAMPLER_STATE_CHANGE |
PS_SAMPLER_STATE_CHANGE |
(4 - 2));
OUT_BATCH(0); /* VS */
OUT_BATCH(0); /* GS */
OUT_BATCH(sampler_offset);
ADVANCE_BATCH();
}
/* 3DSTATE_VS
*
* Disable vertex shader.
*/
void
gen6_blorp_emit_vs_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
if (intel->gen == 6) {
/* 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.
*/
void
gen6_blorp_emit_gs_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
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 BLORP 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.
*/
void
gen6_blorp_emit_clip_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
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.
*/
static void
gen6_blorp_emit_sf_config(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
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);
OUT_BATCH(0); /* dw2 */
OUT_BATCH(params->num_samples > 1 ? GEN6_SF_MSRAST_ON_PATTERN : 0);
for (int i = 0; i < 16; ++i)
OUT_BATCH(0);
ADVANCE_BATCH();
}
/**
* Enable or disable thread dispatch and set the HiZ op appropriately.
*/
static void
gen6_blorp_emit_wm_config(struct brw_context *brw,
const brw_blorp_params *params,
uint32_t prog_offset,
brw_blorp_prog_data *prog_data)
{
struct intel_context *intel = &brw->intel;
uint32_t dw2, dw4, dw5, dw6;
/* Even when 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".
*
* To be safe (and to minimize extraneous code) we go ahead and fully
* configure the WM state whether or not there is a WM program.
*/
dw2 = dw4 = dw5 = dw6 = 0;
switch (params->hiz_op) {
case GEN6_HIZ_OP_DEPTH_CLEAR:
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;
case GEN6_HIZ_OP_NONE:
break;
default:
assert(0);
break;
}
dw4 |= GEN6_WM_STATISTICS_ENABLE;
dw5 |= GEN6_WM_LINE_AA_WIDTH_1_0;
dw5 |= GEN6_WM_LINE_END_CAP_AA_WIDTH_0_5;
dw5 |= (brw->max_wm_threads - 1) << GEN6_WM_MAX_THREADS_SHIFT;
dw6 |= 0 << GEN6_WM_BARYCENTRIC_INTERPOLATION_MODE_SHIFT; /* No interp */
dw6 |= 0 << GEN6_WM_NUM_SF_OUTPUTS_SHIFT; /* No inputs from SF */
if (params->use_wm_prog) {
dw2 |= 1 << GEN6_WM_SAMPLER_COUNT_SHIFT; /* Up to 4 samplers */
dw4 |= prog_data->first_curbe_grf << GEN6_WM_DISPATCH_START_GRF_SHIFT_0;
dw5 |= GEN6_WM_16_DISPATCH_ENABLE;
dw5 |= GEN6_WM_KILL_ENABLE; /* TODO: temporarily smash on */
dw5 |= GEN6_WM_DISPATCH_ENABLE; /* We are rendering */
}
if (params->num_samples > 1) {
dw6 |= GEN6_WM_MSRAST_ON_PATTERN;
if (prog_data && prog_data->persample_msaa_dispatch)
dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE;
else
dw6 |= GEN6_WM_MSDISPMODE_PERPIXEL;
} else {
dw6 |= GEN6_WM_MSRAST_OFF_PIXEL;
dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE;
}
BEGIN_BATCH(9);
OUT_BATCH(_3DSTATE_WM << 16 | (9 - 2));
OUT_BATCH(params->use_wm_prog ? prog_offset : 0);
OUT_BATCH(dw2);
OUT_BATCH(0); /* No scratch needed */
OUT_BATCH(dw4);
OUT_BATCH(dw5);
OUT_BATCH(dw6);
OUT_BATCH(0); /* No other programs */
OUT_BATCH(0); /* No other programs */
ADVANCE_BATCH();
}
static void
gen6_blorp_emit_constant_ps(struct brw_context *brw,
const brw_blorp_params *params,
uint32_t wm_push_const_offset)
{
struct intel_context *intel = &brw->intel;
/* Make sure the push constants fill an exact integer number of
* registers.
*/
assert(sizeof(brw_blorp_wm_push_constants) % 32 == 0);
/* There must be at least one register worth of push constant data. */
assert(BRW_BLORP_NUM_PUSH_CONST_REGS > 0);
/* Enable push constant buffer 0. */
BEGIN_BATCH(5);
OUT_BATCH(_3DSTATE_CONSTANT_PS << 16 |
GEN6_CONSTANT_BUFFER_0_ENABLE |
(5 - 2));
OUT_BATCH(wm_push_const_offset + (BRW_BLORP_NUM_PUSH_CONST_REGS - 1));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
ADVANCE_BATCH();
}
/**
* 3DSTATE_BINDING_TABLE_POINTERS
*/
static void
gen6_blorp_emit_binding_table_pointers(struct brw_context *brw,
const brw_blorp_params *params,
uint32_t wm_bind_bo_offset)
{
struct intel_context *intel = &brw->intel;
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_BINDING_TABLE_POINTERS << 16 |
GEN6_BINDING_TABLE_MODIFY_PS |
(4 - 2));
OUT_BATCH(0); /* vs -- ignored */
OUT_BATCH(0); /* gs -- ignored */
OUT_BATCH(wm_bind_bo_offset); /* wm/ps */
ADVANCE_BATCH();
}
static void
gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
uint32_t draw_x = params->depth.x_offset;
uint32_t draw_y = params->depth.y_offset;
uint32_t tile_mask_x, tile_mask_y;
gen6_blorp_compute_tile_masks(params, &tile_mask_x, &tile_mask_y);
/* 3DSTATE_DEPTH_BUFFER */
{
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(params->depth.mt->region,
draw_x & ~tile_mask_x,
draw_y & ~tile_mask_y, false);
/* 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;
intel_emit_post_sync_nonzero_flush(intel);
intel_emit_depth_stall_flushes(intel);
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
uint32_t pitch_bytes =
params->depth.mt->region->pitch * params->depth.mt->region->cpp;
OUT_BATCH((pitch_bytes - 1) |
params->depth_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(params->depth.mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
offset);
OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
(params->depth.width + tile_x - 1) << 6 |
(params->depth.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 = params->depth.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, false);
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();
}
}
static void
gen6_blorp_emit_depth_disable(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
BEGIN_BATCH(7);
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
OUT_BATCH((BRW_DEPTHFORMAT_D32_FLOAT << 18) |
(BRW_SURFACE_NULL << 29));
OUT_BATCH(0);
OUT_BATCH(0);
OUT_BATCH(0);
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.
*/
static void
gen6_blorp_emit_clear_params(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
BEGIN_BATCH(2);
OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 |
GEN5_DEPTH_CLEAR_VALID |
(2 - 2));
OUT_BATCH(params->depth.mt ? params->depth.mt->depth_clear_value : 0);
ADVANCE_BATCH();
}
/* 3DSTATE_DRAWING_RECTANGLE */
void
gen6_blorp_emit_drawing_rectangle(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
OUT_BATCH(0);
OUT_BATCH(((params->x1 - 1) & 0xffff) |
((params->y1 - 1) << 16));
OUT_BATCH(0);
ADVANCE_BATCH();
}
/* 3DSTATE_VIEWPORT_STATE_POINTERS */
void
gen6_blorp_emit_viewport_state(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
struct brw_cc_viewport *ccv;
uint32_t cc_vp_offset;
ccv = (struct brw_cc_viewport *)brw_state_batch(brw, AUB_TRACE_CC_VP_STATE,
sizeof(*ccv), 32,
&cc_vp_offset);
ccv->min_depth = 0.0;
ccv->max_depth = 1.0;
BEGIN_BATCH(4);
OUT_BATCH(_3DSTATE_VIEWPORT_STATE_POINTERS << 16 | (4 - 2) |
GEN6_CC_VIEWPORT_MODIFY);
OUT_BATCH(0); /* clip VP */
OUT_BATCH(0); /* SF VP */
OUT_BATCH(cc_vp_offset);
ADVANCE_BATCH();
}
/* 3DPRIMITIVE */
static void
gen6_blorp_emit_primitive(struct brw_context *brw,
const brw_blorp_params *params)
{
struct intel_context *intel = &brw->intel;
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();
}
/**
* \brief Execute a blit or render pass operation.
*
* To execute the operation, this function manually constructs and emits a
* batch to draw a rectangle primitive. The batchbuffer is flushed before
* constructing and after emitting the batch.
*
* This function alters no GL state.
*/
void
gen6_blorp_exec(struct intel_context *intel,
const brw_blorp_params *params)
{
struct gl_context *ctx = &intel->ctx;
struct brw_context *brw = brw_context(ctx);
brw_blorp_prog_data *prog_data = NULL;
uint32_t cc_blend_state_offset = 0;
uint32_t cc_state_offset = 0;
uint32_t depthstencil_offset;
uint32_t wm_push_const_offset = 0;
uint32_t wm_bind_bo_offset = 0;
uint32_t prog_offset = params->get_wm_prog(brw, &prog_data);
gen6_blorp_emit_batch_head(brw, params);
gen6_emit_3dstate_multisample(brw, params->num_samples);
gen6_emit_3dstate_sample_mask(brw, params->num_samples, 1.0, false);
gen6_blorp_emit_state_base_address(brw, params);
gen6_blorp_emit_vertices(brw, params);
gen6_blorp_emit_urb_config(brw, params);
if (params->use_wm_prog) {
cc_blend_state_offset = gen6_blorp_emit_blend_state(brw, params);
cc_state_offset = gen6_blorp_emit_cc_state(brw, params);
}
depthstencil_offset = gen6_blorp_emit_depth_stencil_state(brw, params);
gen6_blorp_emit_cc_state_pointers(brw, params, cc_blend_state_offset,
depthstencil_offset, cc_state_offset);
if (params->use_wm_prog) {
uint32_t wm_surf_offset_renderbuffer;
uint32_t wm_surf_offset_texture;
uint32_t sampler_offset;
wm_push_const_offset = gen6_blorp_emit_wm_constants(brw, params);
wm_surf_offset_renderbuffer =
gen6_blorp_emit_surface_state(brw, params, &params->dst,
I915_GEM_DOMAIN_RENDER,
I915_GEM_DOMAIN_RENDER);
wm_surf_offset_texture =
gen6_blorp_emit_surface_state(brw, params, &params->src,
I915_GEM_DOMAIN_SAMPLER, 0);
wm_bind_bo_offset =
gen6_blorp_emit_binding_table(brw, params,
wm_surf_offset_renderbuffer,
wm_surf_offset_texture);
sampler_offset = gen6_blorp_emit_sampler_state(brw, params);
gen6_blorp_emit_sampler_state_pointers(brw, params, sampler_offset);
}
gen6_blorp_emit_vs_disable(brw, params);
gen6_blorp_emit_gs_disable(brw, params);
gen6_blorp_emit_clip_disable(brw, params);
gen6_blorp_emit_sf_config(brw, params);
if (params->use_wm_prog)
gen6_blorp_emit_constant_ps(brw, params, wm_push_const_offset);
gen6_blorp_emit_wm_config(brw, params, prog_offset, prog_data);
if (params->use_wm_prog)
gen6_blorp_emit_binding_table_pointers(brw, params, wm_bind_bo_offset);
gen6_blorp_emit_viewport_state(brw, params);
if (params->depth.mt)
gen6_blorp_emit_depth_stencil_config(brw, params);
else
gen6_blorp_emit_depth_disable(brw, params);
gen6_blorp_emit_clear_params(brw, params);
gen6_blorp_emit_drawing_rectangle(brw, params);
gen6_blorp_emit_primitive(brw, params);
/* See comments above at first invocation of intel_flush() in
* gen6_blorp_emit_batch_head().
*/
intel_flush(ctx);
/* Be safe. */
brw->state.dirty.brw = ~0;
brw->state.dirty.cache = ~0;
}