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, false);
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                                     false);
79
80         /* Each HiZ row represents 2 rows of pixels */
81         hiz_tile_mask_y = hiz_tile_mask_y << 1 | 1;
82
83         tile_mask_x |= hiz_tile_mask_x;
84         tile_mask_y |= hiz_tile_mask_y;
85      }
86   }
87
88   if (srb) {
89      stencil_mt = srb->mt;
90      if (stencil_mt->stencil_mt)
91	 stencil_mt = stencil_mt->stencil_mt;
92
93      assert(stencil_mt->format == MESA_FORMAT_S8);
94
95      /* Stencil buffer uses 64x64 tiles. */
96      tile_mask_x |= 63;
97      tile_mask_y |= 63;
98   }
99
100   /* Gen7 doesn't support packed depth/stencil */
101   assert(stencil_mt == NULL || depth_mt != stencil_mt);
102   assert(!depth_mt || !_mesa_is_format_packed_depth_stencil(depth_mt->format));
103
104   intel_emit_depth_stall_flushes(intel);
105
106   if (depth_mt == NULL) {
107      uint32_t dw1 = BRW_DEPTHFORMAT_D32_FLOAT << 18;
108      uint32_t dw3 = 0;
109      uint32_t tile_x = 0, tile_y = 0;
110
111      if (stencil_mt == NULL) {
112	 dw1 |= (BRW_SURFACE_NULL << 29);
113      } else {
114	 /* _NEW_STENCIL: enable stencil buffer writes */
115	 dw1 |= ((ctx->Stencil.WriteMask != 0) << 27);
116
117         draw_x = srb->draw_x;
118         draw_y = srb->draw_y;
119         tile_x = draw_x & tile_mask_x;
120         tile_y = draw_y & tile_mask_y;
121
122         /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
123          * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
124          * Coordinate Offset X/Y":
125          *
126          *   "The 3 LSBs of both offsets must be zero to ensure correct
127          *   alignment"
128          *
129          * We have no guarantee that tile_x and tile_y are correctly aligned,
130          * since they are determined by the mipmap layout, which is only
131          * aligned to multiples of 4.
132          *
133          * So, to avoid hanging the GPU, just smash the low order 3 bits of
134          * tile_x and tile_y to 0.  This is a temporary workaround until we
135          * come up with a better solution.
136          */
137         tile_x &= ~7;
138         tile_y &= ~7;
139
140	 /* 3DSTATE_STENCIL_BUFFER inherits surface type and dimensions. */
141	 dw1 |= (BRW_SURFACE_2D << 29);
142	 dw3 = ((srb->Base.Base.Width + tile_x - 1) << 4) |
143	       ((srb->Base.Base.Height + tile_y - 1) << 18);
144      }
145
146      BEGIN_BATCH(7);
147      OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
148      OUT_BATCH(dw1);
149      OUT_BATCH(0);
150      OUT_BATCH(dw3);
151      OUT_BATCH(0);
152      OUT_BATCH(tile_x | (tile_y << 16));
153      OUT_BATCH(0);
154      ADVANCE_BATCH();
155   } else {
156      struct intel_region *region = depth_mt->region;
157      uint32_t tile_x, tile_y, offset;
158
159      draw_x = drb->draw_x;
160      draw_y = drb->draw_y;
161      tile_x = draw_x & tile_mask_x;
162      tile_y = draw_y & tile_mask_y;
163
164      /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
165       * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
166       * Coordinate Offset X/Y":
167       *
168       *   "The 3 LSBs of both offsets must be zero to ensure correct
169       *   alignment"
170       *
171       * We have no guarantee that tile_x and tile_y are correctly aligned,
172       * since they are determined by the mipmap layout, which is only aligned
173       * to multiples of 4.
174       *
175       * So, to avoid hanging the GPU, just smash the low order 3 bits of
176       * tile_x and tile_y to 0.  This is a temporary workaround until we come
177       * up with a better solution.
178       */
179      tile_x &= ~7;
180      tile_y &= ~7;
181
182      offset = intel_region_get_aligned_offset(region,
183                                               draw_x & ~tile_mask_x,
184                                               draw_y & ~tile_mask_y,
185                                               false);
186
187      assert(region->tiling == I915_TILING_Y);
188
189      /* _NEW_DEPTH, _NEW_STENCIL */
190      BEGIN_BATCH(7);
191      OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
192      OUT_BATCH(((region->pitch * region->cpp) - 1) |
193		(brw_depthbuffer_format(brw) << 18) |
194		((hiz_mt ? 1 : 0) << 22) | /* hiz enable */
195		((stencil_mt != NULL && ctx->Stencil.WriteMask != 0) << 27) |
196		((ctx->Depth.Mask != 0) << 28) |
197		(BRW_SURFACE_2D << 29));
198      OUT_RELOC(region->bo,
199	        I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
200		offset);
201      OUT_BATCH((((drb->Base.Base.Width + tile_x) - 1) << 4) |
202                (((drb->Base.Base.Height + tile_y) - 1) << 18));
203      OUT_BATCH(0);
204      OUT_BATCH(tile_x | (tile_y << 16));
205      OUT_BATCH(0);
206      ADVANCE_BATCH();
207   }
208
209   if (hiz_mt == NULL) {
210      BEGIN_BATCH(3);
211      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
212      OUT_BATCH(0);
213      OUT_BATCH(0);
214      ADVANCE_BATCH();
215   } else {
216      uint32_t hiz_offset =
217         intel_region_get_aligned_offset(hiz_mt->region,
218                                         draw_x & ~tile_mask_x,
219                                         (draw_y & ~tile_mask_y) / 2,
220                                         false);
221      BEGIN_BATCH(3);
222      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (3 - 2));
223      OUT_BATCH(hiz_mt->region->pitch * hiz_mt->region->cpp - 1);
224      OUT_RELOC(hiz_mt->region->bo,
225                I915_GEM_DOMAIN_RENDER,
226                I915_GEM_DOMAIN_RENDER,
227                hiz_offset);
228      ADVANCE_BATCH();
229   }
230
231   if (stencil_mt == NULL) {
232      BEGIN_BATCH(3);
233      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (3 - 2));
234      OUT_BATCH(0);
235      OUT_BATCH(0);
236      ADVANCE_BATCH();
237   } else {
238      const int enabled = intel->is_haswell ? HSW_STENCIL_ENABLED : 0;
239
240      /* Note: We can't compute the stencil offset using
241       * intel_region_get_aligned_offset(), because the stencil region claims
242       * that the region is untiled; in fact it's W tiled.
243       */
244      uint32_t stencil_offset =
245         (draw_y & ~tile_mask_y) * stencil_mt->region->pitch +
246         (draw_x & ~tile_mask_x) * 64;
247
248      BEGIN_BATCH(3);
249      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (3 - 2));
250      /* The stencil buffer has quirky pitch requirements.  From the Graphics
251       * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
252       * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
253       * field "Surface Pitch":
254       *
255       *    The pitch must be set to 2x the value computed based on width, as
256       *    the stencil buffer is stored with two rows interleaved.
257       *
258       * (Note that it is not 100% clear whether this intended to apply to
259       * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
260       * imply that it doesn't), however the comment appears on a "DevIVB+"
261       * page (which would imply that it does).  Experiments with the hardware
262       * indicate that it does.
263       */
264      OUT_BATCH(enabled |
265	        (2 * stencil_mt->region->pitch * stencil_mt->region->cpp - 1));
266      OUT_RELOC(stencil_mt->region->bo,
267	        I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
268		stencil_offset);
269      ADVANCE_BATCH();
270   }
271
272   BEGIN_BATCH(3);
273   OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
274   OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
275   OUT_BATCH(1);
276   ADVANCE_BATCH();
277}
278
279/**
280 * \see brw_context.state.depth_region
281 */
282const struct brw_tracked_state gen7_depthbuffer = {
283   .dirty = {
284      .mesa = (_NEW_BUFFERS | _NEW_DEPTH | _NEW_STENCIL),
285      .brw = BRW_NEW_BATCH,
286      .cache = 0,
287   },
288   .emit = emit_depthbuffer,
289};
290