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gen7 depth surface: calculate more specific surface type
This will be used in 3DSTATE_DEPTH_BUFFER in a later patch. Note: Cube maps are treated as 2D arrays with 6 times as many array elements as the cube map array would have. Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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2 changed files with 47 additions and 0 deletions
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@ -663,12 +663,28 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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uint32_t draw_y = params->depth.y_offset;
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uint32_t draw_y = params->depth.y_offset;
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uint32_t tile_mask_x, tile_mask_y;
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uint32_t tile_mask_x, tile_mask_y;
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uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
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uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
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uint32_t surftype;
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GLenum gl_target = params->depth.mt->target;
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brw_get_depthstencil_tile_masks(params->depth.mt,
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brw_get_depthstencil_tile_masks(params->depth.mt,
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params->depth.level,
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params->depth.level,
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params->depth.layer,
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params->depth.layer,
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NULL,
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NULL,
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&tile_mask_x, &tile_mask_y);
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&tile_mask_x, &tile_mask_y);
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switch (gl_target) {
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case GL_TEXTURE_CUBE_MAP_ARRAY:
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case GL_TEXTURE_CUBE_MAP:
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/* The PRM claims that we should use BRW_SURFACE_CUBE for this
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* situation, but experiments show that gl_Layer doesn't work when we do
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* this. So we use BRW_SURFACE_2D, since for rendering purposes this is
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* equivalent.
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*/
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surftype = BRW_SURFACE_2D;
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break;
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default:
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surftype = translate_tex_target(gl_target);
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break;
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}
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/* 3DSTATE_DEPTH_BUFFER */
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/* 3DSTATE_DEPTH_BUFFER */
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{
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{
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@ -21,6 +21,7 @@
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* IN THE SOFTWARE.
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* IN THE SOFTWARE.
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*/
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*/
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#include "main/mtypes.h"
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#include "intel_batchbuffer.h"
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#include "intel_batchbuffer.h"
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#include "intel_mipmap_tree.h"
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#include "intel_mipmap_tree.h"
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#include "intel_regions.h"
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#include "intel_regions.h"
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@ -41,9 +42,39 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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{
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{
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struct gl_context *ctx = &brw->ctx;
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struct gl_context *ctx = &brw->ctx;
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uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
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uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
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struct gl_framebuffer *fb = ctx->DrawBuffer;
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uint32_t surftype;
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GLenum gl_target = GL_TEXTURE_2D;
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const struct intel_renderbuffer *irb = NULL;
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const struct gl_renderbuffer *rb = NULL;
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intel_emit_depth_stall_flushes(brw);
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intel_emit_depth_stall_flushes(brw);
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irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
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if (!irb)
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irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
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rb = (struct gl_renderbuffer*) irb;
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if (rb) {
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if (rb->TexImage)
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gl_target = rb->TexImage->TexObject->Target;
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}
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switch (gl_target) {
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case GL_TEXTURE_CUBE_MAP_ARRAY:
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case GL_TEXTURE_CUBE_MAP:
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/* The PRM claims that we should use BRW_SURFACE_CUBE for this
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* situation, but experiments show that gl_Layer doesn't work when we do
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* this. So we use BRW_SURFACE_2D, since for rendering purposes this is
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* equivalent.
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*/
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surftype = BRW_SURFACE_2D;
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break;
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default:
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surftype = translate_tex_target(gl_target);
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break;
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}
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/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
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/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
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BEGIN_BATCH(7);
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BEGIN_BATCH(7);
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OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
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OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
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