gen7_misc_state.c revision 206eca631b596154e8a9bf6a2d0de9fdb644b3cc
1/*
2 * Copyright © 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24#include "intel_batchbuffer.h"
25#include "intel_mipmap_tree.h"
26#include "intel_regions.h"
27#include "intel_fbo.h"
28#include "brw_context.h"
29#include "brw_state.h"
30#include "brw_defines.h"
31
32static void emit_depthbuffer(struct brw_context *brw)
33{
34   struct intel_context *intel = &brw->intel;
35   struct gl_context *ctx = &intel->ctx;
36   struct gl_framebuffer *fb = ctx->DrawBuffer;
37
38   /* _NEW_BUFFERS */
39   struct intel_renderbuffer *drb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
40   struct intel_renderbuffer *srb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
41   struct intel_mipmap_tree *depth_mt = NULL,
42			    *stencil_mt = NULL,
43			    *hiz_mt = NULL;
44
45   /* Amount by which drawing should be offset in order to draw to the
46    * appropriate miplevel/zoffset/cubeface.  We will extract these values
47    * from depth_irb or stencil_irb once we determine which is present.
48    */
49   uint32_t draw_x = 0, draw_y = 0;
50
51   /* Masks used to determine how much of the draw_x and draw_y offsets should
52    * be performed using the fine adjustment of "depth coordinate offset X/Y"
53    * (dw5 of 3DSTATE_DEPTH_BUFFER).  Any remaining coarse adjustment will be
54    * performed by changing the base addresses of the buffers.
55    *
56    * Since the HiZ, depth, and stencil buffers all use the same "depth
57    * coordinate offset X/Y" values, we need to make sure that the coarse
58    * adjustment will be possible to apply to all three buffers.  Since coarse
59    * adjustment can only be applied in multiples of the tile size, we will OR
60    * together the tile masks of all the buffers to determine which offsets to
61    * perform as fine adjustments.
62    */
63   uint32_t tile_mask_x = 0, tile_mask_y = 0;
64
65   if (drb)
66      depth_mt = drb->mt;
67
68   if (depth_mt) {
69      hiz_mt = depth_mt->hiz_mt;
70
71      intel_region_get_tile_masks(depth_mt->region,
72                                  &tile_mask_x, &tile_mask_y);
73
74      if (hiz_mt) {
75         uint32_t hiz_tile_mask_x, hiz_tile_mask_y;
76         intel_region_get_tile_masks(hiz_mt->region,
77                                     &hiz_tile_mask_x, &hiz_tile_mask_y);
78
79         /* Each HiZ row represents 2 rows of pixels */
80         hiz_tile_mask_y = hiz_tile_mask_y << 1 | 1;
81
82         tile_mask_x |= hiz_tile_mask_x;
83         tile_mask_y |= hiz_tile_mask_y;
84      }
85   }
86
87   if (srb) {
88      stencil_mt = srb->mt;
89      if (stencil_mt->stencil_mt)
90	 stencil_mt = stencil_mt->stencil_mt;
91
92      assert(stencil_mt->format == MESA_FORMAT_S8);
93
94      /* Stencil buffer uses 64x64 tiles. */
95      tile_mask_x |= 63;
96      tile_mask_y |= 63;
97   }
98
99   /* Gen7 doesn't support packed depth/stencil */
100   assert(stencil_mt == NULL || depth_mt != stencil_mt);
101   assert(!depth_mt || !_mesa_is_format_packed_depth_stencil(depth_mt->format));
102
103   intel_emit_depth_stall_flushes(intel);
104
105   if (depth_mt == NULL) {
106      uint32_t dw1 = BRW_DEPTHFORMAT_D32_FLOAT << 18;
107      uint32_t dw3 = 0;
108      uint32_t tile_x = 0, tile_y = 0;
109
110      if (stencil_mt == NULL) {
111	 dw1 |= (BRW_SURFACE_NULL << 29);
112      } else {
113	 /* _NEW_STENCIL: enable stencil buffer writes */
114	 dw1 |= ((ctx->Stencil.WriteMask != 0) << 27);
115
116         draw_x = srb->draw_x;
117         draw_y = srb->draw_y;
118         tile_x = draw_x & tile_mask_x;
119         tile_y = draw_y & tile_mask_y;
120
121         /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
122          * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
123          * Coordinate Offset X/Y":
124          *
125          *   "The 3 LSBs of both offsets must be zero to ensure correct
126          *   alignment"
127          *
128          * We have no guarantee that tile_x and tile_y are correctly aligned,
129          * since they are determined by the mipmap layout, which is only
130          * aligned to multiples of 4.
131          *
132          * So, to avoid hanging the GPU, just smash the low order 3 bits of
133          * tile_x and tile_y to 0.  This is a temporary workaround until we
134          * come up with a better solution.
135          */
136         tile_x &= ~7;
137         tile_y &= ~7;
138
139	 /* 3DSTATE_STENCIL_BUFFER inherits surface type and dimensions. */
140	 dw1 |= (BRW_SURFACE_2D << 29);
141	 dw3 = ((srb->Base.Base.Width + tile_x - 1) << 4) |
142	       ((srb->Base.Base.Height + tile_y - 1) << 18);
143      }
144
145      BEGIN_BATCH(7);
146      OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
147      OUT_BATCH(dw1);
148      OUT_BATCH(0);
149      OUT_BATCH(dw3);
150      OUT_BATCH(0);
151      OUT_BATCH(tile_x | (tile_y << 16));
152      OUT_BATCH(0);
153      ADVANCE_BATCH();
154   } else {
155      struct intel_region *region = depth_mt->region;
156      uint32_t tile_x, tile_y, offset;
157
158      draw_x = drb->draw_x;
159      draw_y = drb->draw_y;
160      tile_x = draw_x & tile_mask_x;
161      tile_y = draw_y & tile_mask_y;
162
163      /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
164       * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
165       * Coordinate Offset X/Y":
166       *
167       *   "The 3 LSBs of both offsets must be zero to ensure correct
168       *   alignment"
169       *
170       * We have no guarantee that tile_x and tile_y are correctly aligned,
171       * since they are determined by the mipmap layout, which is only aligned
172       * to multiples of 4.
173       *
174       * So, to avoid hanging the GPU, just smash the low order 3 bits of
175       * tile_x and tile_y to 0.  This is a temporary workaround until we come
176       * up with a better solution.
177       */
178      tile_x &= ~7;
179      tile_y &= ~7;
180
181      offset = intel_region_get_aligned_offset(region,
182                                               draw_x & ~tile_mask_x,
183                                               draw_y & ~tile_mask_y);
184
185      assert(region->tiling == I915_TILING_Y);
186
187      /* _NEW_DEPTH, _NEW_STENCIL */
188      BEGIN_BATCH(7);
189      OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
190      OUT_BATCH(((region->pitch * region->cpp) - 1) |
191		(brw_depthbuffer_format(brw) << 18) |
192		((hiz_mt ? 1 : 0) << 22) | /* hiz enable */
193		((stencil_mt != NULL && ctx->Stencil.WriteMask != 0) << 27) |
194		((ctx->Depth.Mask != 0) << 28) |
195		(BRW_SURFACE_2D << 29));
196      OUT_RELOC(region->bo,
197	        I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
198		offset);
199      OUT_BATCH((((drb->Base.Base.Width + tile_x) - 1) << 4) |
200                (((drb->Base.Base.Height + tile_y) - 1) << 18));
201      OUT_BATCH(0);
202      OUT_BATCH(tile_x | (tile_y << 16));
203      OUT_BATCH(0);
204      ADVANCE_BATCH();
205   }
206
207   if (hiz_mt == NULL) {
208      BEGIN_BATCH(3);
209      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
210      OUT_BATCH(0);
211      OUT_BATCH(0);
212      ADVANCE_BATCH();
213   } else {
214      uint32_t hiz_offset =
215         intel_region_get_aligned_offset(hiz_mt->region,
216                                         draw_x & ~tile_mask_x,
217                                         (draw_y & ~tile_mask_y) / 2);
218      BEGIN_BATCH(3);
219      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
220      OUT_BATCH(hiz_mt->region->pitch * hiz_mt->region->cpp - 1);
221      OUT_RELOC(hiz_mt->region->bo,
222                I915_GEM_DOMAIN_RENDER,
223                I915_GEM_DOMAIN_RENDER,
224                hiz_offset);
225      ADVANCE_BATCH();
226   }
227
228   if (stencil_mt == NULL) {
229      BEGIN_BATCH(3);
230      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (3 - 2));
231      OUT_BATCH(0);
232      OUT_BATCH(0);
233      ADVANCE_BATCH();
234   } else {
235      const int enabled = intel->is_haswell ? HSW_STENCIL_ENABLED : 0;
236
237      /* Note: We can't compute the stencil offset using
238       * intel_region_get_aligned_offset(), because the stencil region claims
239       * that the region is untiled; in fact it's W tiled.
240       */
241      uint32_t stencil_offset =
242         (draw_y & ~tile_mask_y) * stencil_mt->region->pitch +
243         (draw_x & ~tile_mask_x) * 64;
244
245      BEGIN_BATCH(3);
246      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (3 - 2));
247      /* The stencil buffer has quirky pitch requirements.  From the Graphics
248       * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
249       * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
250       * field "Surface Pitch":
251       *
252       *    The pitch must be set to 2x the value computed based on width, as
253       *    the stencil buffer is stored with two rows interleaved.
254       *
255       * (Note that it is not 100% clear whether this intended to apply to
256       * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
257       * imply that it doesn't), however the comment appears on a "DevIVB+"
258       * page (which would imply that it does).  Experiments with the hardware
259       * indicate that it does.
260       */
261      OUT_BATCH(enabled |
262	        (2 * stencil_mt->region->pitch * stencil_mt->region->cpp - 1));
263      OUT_RELOC(stencil_mt->region->bo,
264	        I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
265		stencil_offset);
266      ADVANCE_BATCH();
267   }
268
269   BEGIN_BATCH(3);
270   OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
271   OUT_BATCH(0);
272   OUT_BATCH(0);
273   ADVANCE_BATCH();
274}
275
276/**
277 * \see brw_context.state.depth_region
278 */
279const struct brw_tracked_state gen7_depthbuffer = {
280   .dirty = {
281      .mesa = (_NEW_BUFFERS | _NEW_DEPTH | _NEW_STENCIL),
282      .brw = BRW_NEW_BATCH,
283      .cache = 0,
284   },
285   .emit = emit_depthbuffer,
286};
287