summaryrefslogtreecommitdiffstats
path: root/src/mesa/drivers/dri/i965/gen6_depth_state.c
diff options
context:
space:
mode:
authorJordan Justen <jordan.l.justen@intel.com>2013-07-09 15:36:32 -0700
committerJordan Justen <jordan.l.justen@intel.com>2014-08-15 20:11:41 -0700
commit56cdb55e38ca352a0d521d7aa69b46ffbd855192 (patch)
tree0faa1b033b16d702644e082a978e6ffa87314db2 /src/mesa/drivers/dri/i965/gen6_depth_state.c
parent3da13aef012a7edd6d2b07452865812f072d4b01 (diff)
downloadexternal_mesa3d-56cdb55e38ca352a0d521d7aa69b46ffbd855192.zip
external_mesa3d-56cdb55e38ca352a0d521d7aa69b46ffbd855192.tar.gz
external_mesa3d-56cdb55e38ca352a0d521d7aa69b46ffbd855192.tar.bz2
i965/gen6 depth surface: program 3DSTATE_DEPTH_BUFFER to top of surface
(bf25ee2 for gen6) Previously we would always find the 2D sub-surface of interest, and then program the surface to this location. Now we always program the 3DSTATE_DEPTH_BUFFER at the start of the surface. To select the lod/slice, we utilize the lod & minimum array element fields. We also must disable brw_workaround_depthstencil_alignment for gen >= 6. Now the hardware will handle alignment when rendering to additional slices/LODs. v3: * Set depth_mt bo RELOC offset to 0, as was done in bf25ee2 Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56127 Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/mesa/drivers/dri/i965/gen6_depth_state.c')
-rw-r--r--src/mesa/drivers/dri/i965/gen6_depth_state.c35
1 files changed, 27 insertions, 8 deletions
diff --git a/src/mesa/drivers/dri/i965/gen6_depth_state.c b/src/mesa/drivers/dri/i965/gen6_depth_state.c
index ec910f2..7ce10b7 100644
--- a/src/mesa/drivers/dri/i965/gen6_depth_state.c
+++ b/src/mesa/drivers/dri/i965/gen6_depth_state.c
@@ -50,6 +50,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
unsigned int depth = 1;
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;
@@ -102,8 +103,16 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
+ if (mt) {
+ width = mt->logical_width0;
+ height = mt->logical_height0;
+ }
+
BEGIN_BATCH(7);
+ /* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
+
+ /* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
@@ -111,22 +120,32 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
(BRW_TILEWALK_YMAJOR << 26) |
((depth_mt ? depth_mt->tiling != I915_TILING_NONE : 1)
<< 27) |
- (depth_surface_type << 29));
+ (surftype << 29));
+ /* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
OUT_RELOC(depth_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- depth_offset);
+ 0);
} else {
OUT_BATCH(0);
}
- OUT_BATCH(((width + tile_x - 1) << 6) |
- ((height + tile_y - 1) << 19));
- OUT_BATCH(0);
+ /* 3DSTATE_DEPTH_BUFFER dw3 */
+ OUT_BATCH(((width - 1) << 6) |
+ ((height - 1) << 19) |
+ lod << 2);
+
+ /* 3DSTATE_DEPTH_BUFFER dw4 */
+ OUT_BATCH((depth - 1) << 21 |
+ min_array_element << 10 |
+ (depth - 1) << 1);
- OUT_BATCH(tile_x | (tile_y << 16));
+ /* 3DSTATE_DEPTH_BUFFER dw5 */
+ OUT_BATCH(0);
+ assert(tile_x == 0 && tile_y == 0);
+ /* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH(0);
ADVANCE_BATCH();
@@ -148,7 +167,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.hiz_offset);
+ 0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);
@@ -170,7 +189,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
OUT_BATCH(2 * stencil_mt->pitch - 1);
OUT_RELOC(stencil_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
- brw->depthstencil.stencil_offset);
+ 0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);