/* * 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" #include "brw_wm.h" #include "main/framebuffer.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, bool hiz, uint32_t width, uint32_t height, uint32_t depth, uint32_t lod, uint32_t min_array_element) { uint32_t mocs_wb = brw->gen >= 9 ? SKL_MOCS_WB : BDW_MOCS_WB; /* Skip repeated NULL depth/stencil emits (think 2D rendering). */ if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) { assert(brw->hw_ctx); return; } brw_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) | mocs_wb); OUT_BATCH(0); OUT_BATCH(((depth - 1) << 21) | (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 { assert(depth_mt); BEGIN_BATCH(5); OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2)); OUT_BATCH((depth_mt->hiz_buf->pitch - 1) | mocs_wb << 25); OUT_RELOC64(depth_mt->hiz_buf->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); OUT_BATCH(depth_mt->hiz_buf->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 | mocs_wb << 22 | (2 * stencil_mt->pitch - 1)); OUT_RELOC64(stencil_mt->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0); 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(mt); depth = MAX2(mt->logical_depth0, 1); surftype = translate_tex_target(gl_target); break; case GL_TEXTURE_1D_ARRAY: case GL_TEXTURE_1D: if (brw->gen >= 9) { /* WaDisable1DDepthStencil. Skylake+ doesn't support 1D depth * textures but it does allow pretending it's a 2D texture * instead. */ surftype = BRW_SURFACE_2D; break; } /* 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, hiz, width, height, depth, lod, min_array_element); } /** * Should we set the PMA FIX ENABLE bit? * * To avoid unnecessary depth related stalls, we need to set this bit. * However, there is a very complicated formula which governs when it * is legal to do so. This function computes that. * * See the documenation for the CACHE_MODE_1 register, bit 11. */ static bool pma_fix_enable(const struct brw_context *brw) { const struct gl_context *ctx = &brw->ctx; /* BRW_NEW_FS_PROG_DATA */ const struct brw_wm_prog_data *wm_prog_data = brw_wm_prog_data(brw->wm.base.prog_data); /* _NEW_BUFFERS */ struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH); /* 3DSTATE_WM::ForceThreadDispatch is never used. */ const bool wm_force_thread_dispatch = false; /* 3DSTATE_RASTER::ForceSampleCount is never used. */ const bool raster_force_sample_count_nonzero = false; /* _NEW_BUFFERS: * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL && * 3DSTATE_DEPTH_BUFFER::HIZ Enable */ const bool hiz_enabled = depth_irb && intel_renderbuffer_has_hiz(depth_irb); /* 3DSTATE_WM::Early Depth/Stencil Control != EDSC_PREPS (2). */ const bool edsc_not_preps = !wm_prog_data->early_fragment_tests; /* 3DSTATE_PS_EXTRA::PixelShaderValid is always true. */ const bool pixel_shader_valid = true; /* !(3DSTATE_WM_HZ_OP::DepthBufferClear || * 3DSTATE_WM_HZ_OP::DepthBufferResolve || * 3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable || * 3DSTATE_WM_HZ_OP::StencilBufferClear) * * HiZ operations are done outside of the normal state upload, so they're * definitely not happening now. */ const bool in_hiz_op = false; /* _NEW_DEPTH: * DEPTH_STENCIL_STATE::DepthTestEnable */ const bool depth_test_enabled = depth_irb && ctx->Depth.Test; /* _NEW_DEPTH: * 3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable && * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE. */ const bool depth_writes_enabled = ctx->Depth.Mask; /* _NEW_STENCIL: * !DEPTH_STENCIL_STATE::Stencil Buffer Write Enable || * !3DSTATE_DEPTH_BUFFER::Stencil Buffer Enable || * !3DSTATE_STENCIL_BUFFER::Stencil Buffer Enable */ const bool stencil_writes_enabled = ctx->Stencil._WriteEnabled; /* 3DSTATE_PS_EXTRA::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF */ const bool ps_computes_depth = wm_prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF; /* BRW_NEW_FS_PROG_DATA: 3DSTATE_PS_EXTRA::PixelShaderKillsPixels * BRW_NEW_FS_PROG_DATA: 3DSTATE_PS_EXTRA::oMask Present to RenderTarget * _NEW_MULTISAMPLE: 3DSTATE_PS_BLEND::AlphaToCoverageEnable * _NEW_COLOR: 3DSTATE_PS_BLEND::AlphaTestEnable * * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false. * 3DSTATE_WM::ForceKillPix != ForceOff is always true. */ const bool kill_pixel = wm_prog_data->uses_kill || wm_prog_data->uses_omask || (_mesa_is_multisample_enabled(ctx) && ctx->Multisample.SampleAlphaToCoverage) || ctx->Color.AlphaEnabled; /* The big formula in CACHE_MODE_1::NP PMA FIX ENABLE. */ return !wm_force_thread_dispatch && !raster_force_sample_count_nonzero && hiz_enabled && edsc_not_preps && pixel_shader_valid && !in_hiz_op && depth_test_enabled && (ps_computes_depth || (kill_pixel && (depth_writes_enabled || stencil_writes_enabled))); } void gen8_write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits) { struct gl_context *ctx = &brw->ctx; /* If we haven't actually changed the value, bail now to avoid unnecessary * pipeline stalls and register writes. */ if (brw->pma_stall_bits == pma_stall_bits) return; brw->pma_stall_bits = pma_stall_bits; /* According to the PIPE_CONTROL documentation, software should emit a * PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set prior * to the LRI. If stencil buffer writes are enabled, then a Render Cache * Flush is also necessary. */ const uint32_t render_cache_flush = ctx->Stencil._WriteEnabled ? PIPE_CONTROL_RENDER_TARGET_FLUSH : 0; brw_emit_pipe_control_flush(brw, PIPE_CONTROL_CS_STALL | PIPE_CONTROL_DEPTH_CACHE_FLUSH | render_cache_flush); /* CACHE_MODE_1 is a non-privileged register. */ BEGIN_BATCH(3); OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2)); OUT_BATCH(GEN7_CACHE_MODE_1); OUT_BATCH(GEN8_HIZ_PMA_MASK_BITS | pma_stall_bits); ADVANCE_BATCH(); /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache * Flush bits is often necessary. We do it regardless because it's easier. * The render cache flush is also necessary if stencil writes are enabled. */ brw_emit_pipe_control_flush(brw, PIPE_CONTROL_DEPTH_STALL | PIPE_CONTROL_DEPTH_CACHE_FLUSH | render_cache_flush); } static void gen8_emit_pma_stall_workaround(struct brw_context *brw) { uint32_t bits = 0; if (brw->gen >= 9) return; if (pma_fix_enable(brw)) bits |= GEN8_HIZ_NP_PMA_FIX_ENABLE | GEN8_HIZ_NP_EARLY_Z_FAILS_DISABLE; gen8_write_pma_stall_bits(brw, bits); } const struct brw_tracked_state gen8_pma_fix = { .dirty = { .mesa = _NEW_BUFFERS | _NEW_COLOR | _NEW_DEPTH | _NEW_MULTISAMPLE | _NEW_STENCIL, .brw = BRW_NEW_BLORP | BRW_NEW_FS_PROG_DATA, }, .emit = gen8_emit_pma_stall_workaround }; /** * 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 blorp_hiz_op op) { if (op == BLORP_HIZ_OP_NONE) return; /* Disable the PMA stall fix since we're about to do a HiZ operation. */ if (brw->gen == 8) gen8_write_pma_stall_bits(brw, 0); assert(mt->first_level == 0); assert(mt->logical_depth0 >= 1); /* If we're operating on LOD 0, align to 8x4 to meet the alignment * requirements for most HiZ operations. Otherwise, use the actual size * to allow the hardware to calculate the miplevel offsets correctly. */ uint32_t surface_width = ALIGN(mt->logical_width0, level == 0 ? 8 : 1); uint32_t surface_height = ALIGN(mt->logical_height0, level == 0 ? 4 : 1); /* From the documentation for 3DSTATE_WM_HZ_OP: "3DSTATE_MULTISAMPLE packet * must be used prior to this packet to change the Number of Multisamples. * This packet must not be used to change Number of Multisamples in a * rendering sequence." */ if (brw->num_samples != mt->num_samples) { gen8_emit_3dstate_multisample(brw, mt->num_samples); brw->NewGLState |= _NEW_MULTISAMPLE; } /* 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, /* no stencil for now */ true, /* hiz */ surface_width, surface_height, mt->logical_depth0, level, layer); /* min_array_element */ /* Depth buffer clears and HiZ resolves must use an 8x4 aligned rectangle. * Note that intel_miptree_level_enable_hiz disables HiZ for miplevels > 0 * which aren't 8x4 aligned, so expanding the size is safe - it'll just * draw into empty padding space. */ unsigned rect_width = ALIGN(minify(mt->logical_width0, level), 8); unsigned rect_height = ALIGN(minify(mt->logical_height0, level), 4); 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 BLORP_HIZ_OP_DEPTH_RESOLVE: dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE; break; case BLORP_HIZ_OP_HIZ_RESOLVE: dw1 |= GEN8_WM_HZ_HIZ_RESOLVE; break; case BLORP_HIZ_OP_DEPTH_CLEAR: dw1 |= GEN8_WM_HZ_DEPTH_CLEAR; break; case BLORP_HIZ_OP_NONE: unreachable("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->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->NewGLState |= _NEW_DEPTH | _NEW_BUFFERS; }