summaryrefslogtreecommitdiffstats
path: root/src/mesa/drivers/dri/i965/gen8_depth_state.c
blob: 2de30eea6374f683db851b1b01a2ec2defcbfbdd (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
/*
 * 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 "intel_resolve_map.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.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,
                   uint32_t stencil_offset,
                   bool hiz,
                   uint32_t width,
                   uint32_t height,
                   uint32_t depth,
                   uint32_t lod,
                   uint32_t min_array_element)
{
   /* Skip repeated NULL depth/stencil emits (think 2D rendering). */
   if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) {
      assert(brw->hw_ctx);
      return;
   }

   intel_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) | BDW_MOCS_WB);
   OUT_BATCH(0);
   OUT_BATCH(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 {
      BEGIN_BATCH(5);
      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
      OUT_BATCH((depth_mt->hiz_mt->pitch - 1) | BDW_MOCS_WB << 25);
      OUT_RELOC64(depth_mt->hiz_mt->bo,
                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
      OUT_BATCH(depth_mt->hiz_mt->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 | BDW_MOCS_WB << 22 |
                (2 * stencil_mt->pitch - 1));
      OUT_RELOC64(stencil_mt->bo,
                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
                  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();

   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(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;
   }

   emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
                      ctx->Depth.Mask != 0,
                      stencil_mt, ctx->Stencil._WriteEnabled,
                      brw->depthstencil.stencil_offset,
                      hiz, width, height, depth, lod, min_array_element);
}

/**
 * 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 gen6_hiz_op op)
{
   if (op == GEN6_HIZ_OP_NONE)
      return;

   assert(mt->first_level == 0);
   assert(mt->logical_depth0 >= 1);

   /* 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, 0, /* no stencil for now */
                      true, /* hiz */
                      mt->logical_width0,
                      mt->logical_height0,
                      mt->logical_depth0,
                      level,
                      layer); /* min_array_element */

   unsigned rect_width = minify(mt->logical_width0, level);
   unsigned rect_height = minify(mt->logical_height0, level);

   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 GEN6_HIZ_OP_DEPTH_RESOLVE:
      dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
      break;
   case GEN6_HIZ_OP_HIZ_RESOLVE:
      dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
      break;
   case GEN6_HIZ_OP_DEPTH_CLEAR:
      dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
      break;
   case GEN6_HIZ_OP_NONE:
      assert(!"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->batch.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->state.dirty.mesa |= _NEW_DEPTH | _NEW_BUFFERS;
}