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i965/gen6 depth surface: program 3DSTATE_DEPTH_BUFFER to top of surface
(bf25ee2for gen6) Previously we would always find the 2D sub-surface of interest, and then program the surface to this location. Now we always program the 3DSTATE_DEPTH_BUFFER at the start of the surface. To select the lod/slice, we utilize the lod & minimum array element fields. We also must disable brw_workaround_depthstencil_alignment for gen >= 6. Now the hardware will handle alignment when rendering to additional slices/LODs. v3: * Set depth_mt bo RELOC offset to 0, as was done inbf25ee2Signed-off-by: Jordan Justen <jordan.l.justen@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=56127 Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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3da13aef01
commit
56cdb55e38
3 changed files with 51 additions and 59 deletions
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@ -261,10 +261,10 @@ brw_workaround_depthstencil_alignment(struct brw_context *brw,
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if (stencil_irb)
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brw->depthstencil.stencil_mt = get_stencil_miptree(stencil_irb);
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/* Gen7+ doesn't require the workarounds, since we always program the
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/* Gen6+ doesn't require the workarounds, since we always program the
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* surface state at the start of the whole surface.
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*/
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if (brw->gen >= 7)
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if (brw->gen >= 6)
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return;
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/* Check if depth buffer is in depth/stencil format. If so, then it's only
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@ -776,10 +776,6 @@ static void
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gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
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const brw_blorp_params *params)
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{
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struct gl_context *ctx = &brw->ctx;
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uint32_t draw_x = params->depth.x_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 surfwidth, surfheight;
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uint32_t surftype;
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unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
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@ -802,12 +798,6 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
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break;
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}
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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.layer,
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NULL,
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&tile_mask_x, &tile_mask_y);
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const unsigned min_array_element = params->depth.layer;
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lod = params->depth.level - params->depth.mt->first_level;
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@ -826,55 +816,42 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
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/* 3DSTATE_DEPTH_BUFFER */
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{
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uint32_t tile_x = draw_x & tile_mask_x;
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uint32_t tile_y = draw_y & tile_mask_y;
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uint32_t offset =
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intel_miptree_get_aligned_offset(params->depth.mt,
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draw_x & ~tile_mask_x,
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draw_y & ~tile_mask_y, false);
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/* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
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* (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
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* Coordinate Offset X/Y":
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*
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* "The 3 LSBs of both offsets must be zero to ensure correct
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* alignment"
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*
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* We have no guarantee that tile_x and tile_y are correctly aligned,
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* since they are determined by the mipmap layout, which is only aligned
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* to multiples of 4.
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*
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* So, to avoid hanging the GPU, just smash the low order 3 bits of
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* tile_x and tile_y to 0. This is a temporary workaround until we come
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* up with a better solution.
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*/
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WARN_ONCE((tile_x & 7) || (tile_y & 7),
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"Depth/stencil buffer needs alignment to 8-pixel boundaries.\n"
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"Truncating offset, bad rendering may occur.\n");
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tile_x &= ~7;
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tile_y &= ~7;
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intel_emit_post_sync_nonzero_flush(brw);
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intel_emit_depth_stall_flushes(brw);
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BEGIN_BATCH(7);
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/* 3DSTATE_DEPTH_BUFFER dw0 */
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OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
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/* 3DSTATE_DEPTH_BUFFER dw1 */
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OUT_BATCH((params->depth.mt->pitch - 1) |
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params->depth_format << 18 |
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1 << 21 | /* separate stencil enable */
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1 << 22 | /* hiz enable */
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BRW_TILEWALK_YMAJOR << 26 |
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1 << 27 | /* y-tiled */
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BRW_SURFACE_2D << 29);
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surftype << 29);
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/* 3DSTATE_DEPTH_BUFFER dw2 */
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OUT_RELOC(params->depth.mt->bo,
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I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
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offset);
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0);
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/* 3DSTATE_DEPTH_BUFFER dw3 */
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OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
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(params->depth.width + tile_x - 1) << 6 |
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(params->depth.height + tile_y - 1) << 19);
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(surfwidth - 1) << 6 |
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(surfheight - 1) << 19 |
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lod << 2);
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/* 3DSTATE_DEPTH_BUFFER dw4 */
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OUT_BATCH((depth - 1) << 21 |
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min_array_element << 10 |
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(depth - 1) << 1);
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/* 3DSTATE_DEPTH_BUFFER dw5 */
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OUT_BATCH(0);
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OUT_BATCH(tile_x |
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tile_y << 16);
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/* 3DSTATE_DEPTH_BUFFER dw6 */
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OUT_BATCH(0);
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ADVANCE_BATCH();
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}
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@ -882,17 +859,13 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
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/* 3DSTATE_HIER_DEPTH_BUFFER */
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{
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struct intel_mipmap_tree *hiz_mt = params->depth.mt->hiz_mt;
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uint32_t hiz_offset =
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intel_miptree_get_aligned_offset(hiz_mt,
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draw_x & ~tile_mask_x,
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(draw_y & ~tile_mask_y) / 2, false);
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BEGIN_BATCH(3);
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OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
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OUT_BATCH(hiz_mt->pitch - 1);
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OUT_RELOC(hiz_mt->bo,
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I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
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hiz_offset);
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0);
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ADVANCE_BATCH();
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}
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@ -50,6 +50,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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unsigned int depth = 1;
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GLenum gl_target = GL_TEXTURE_2D;
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unsigned int lod;
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const struct intel_mipmap_tree *mt = depth_mt ? depth_mt : stencil_mt;
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const struct intel_renderbuffer *irb = NULL;
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const struct gl_renderbuffer *rb = NULL;
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@ -102,8 +103,16 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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lod = irb ? irb->mt_level - irb->mt->first_level : 0;
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if (mt) {
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width = mt->logical_width0;
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height = mt->logical_height0;
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}
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BEGIN_BATCH(7);
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/* 3DSTATE_DEPTH_BUFFER dw0 */
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OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
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/* 3DSTATE_DEPTH_BUFFER dw1 */
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OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
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(depthbuffer_format << 18) |
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((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
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@ -111,22 +120,32 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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(BRW_TILEWALK_YMAJOR << 26) |
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((depth_mt ? depth_mt->tiling != I915_TILING_NONE : 1)
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<< 27) |
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(depth_surface_type << 29));
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(surftype << 29));
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/* 3DSTATE_DEPTH_BUFFER dw2 */
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if (depth_mt) {
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OUT_RELOC(depth_mt->bo,
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I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
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depth_offset);
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0);
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} else {
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OUT_BATCH(0);
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}
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OUT_BATCH(((width + tile_x - 1) << 6) |
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((height + tile_y - 1) << 19));
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/* 3DSTATE_DEPTH_BUFFER dw3 */
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OUT_BATCH(((width - 1) << 6) |
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((height - 1) << 19) |
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lod << 2);
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/* 3DSTATE_DEPTH_BUFFER dw4 */
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OUT_BATCH((depth - 1) << 21 |
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min_array_element << 10 |
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(depth - 1) << 1);
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/* 3DSTATE_DEPTH_BUFFER dw5 */
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OUT_BATCH(0);
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assert(tile_x == 0 && tile_y == 0);
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OUT_BATCH(tile_x | (tile_y << 16));
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/* 3DSTATE_DEPTH_BUFFER dw6 */
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OUT_BATCH(0);
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ADVANCE_BATCH();
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@ -148,7 +167,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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OUT_BATCH(hiz_mt->pitch - 1);
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OUT_RELOC(hiz_mt->bo,
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I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
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brw->depthstencil.hiz_offset);
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0);
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ADVANCE_BATCH();
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} else {
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BEGIN_BATCH(3);
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@ -170,7 +189,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
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OUT_BATCH(2 * stencil_mt->pitch - 1);
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OUT_RELOC(stencil_mt->bo,
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I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
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brw->depthstencil.stencil_offset);
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0);
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ADVANCE_BATCH();
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} else {
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BEGIN_BATCH(3);
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