/* * 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" 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; intel_emit_depth_stall_flushes(brw); 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(rb->Depth, 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; default: surftype = translate_tex_target(gl_target); break; } if (fb->MaxNumLayers > 0 || !irb) { min_array_element = 0; } else if (irb->mt->num_samples > 1) { /* Convert physical to logical layer. */ min_array_element = irb->mt_layer / irb->mt->num_samples; } else { min_array_element = irb->mt_layer; } lod = irb ? irb->mt_level - irb->mt->first_level : 0; if (mt) { width = mt->logical_width0; height = mt->logical_height0; } /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */ BEGIN_BATCH(8); OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2)); OUT_BATCH((surftype << 29) | ((ctx->Depth.Mask != 0) << 28) | ((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) | ((hiz ? 1 : 0) << 22) | (depthbuffer_format << 18) | (depth_mt ? depth_mt->region->pitch - 1 : 0)); if (depth_mt) { OUT_RELOC64(depth_mt->region->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)); OUT_BATCH(0); OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0); ADVANCE_BATCH(); assert(!hiz); /* TODO: Implement 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(); 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 | (2 * stencil_mt->region->pitch - 1)); OUT_RELOC64(stencil_mt->region->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, brw->depthstencil.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(); }