i965/gen6 depth surface: program 3DSTATE_DEPTH_BUFFER to top of surface

(bf25ee2 for 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 in bf25ee2

Signed-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>
This commit is contained in:
Jordan Justen 2013-07-09 15:36:32 -07:00
parent 3da13aef01
commit 56cdb55e38
3 changed files with 51 additions and 59 deletions

View file

@ -261,10 +261,10 @@ brw_workaround_depthstencil_alignment(struct brw_context *brw,
if (stencil_irb)
brw->depthstencil.stencil_mt = get_stencil_miptree(stencil_irb);
/* Gen7+ doesn't require the workarounds, since we always program the
/* Gen6+ doesn't require the workarounds, since we always program the
* surface state at the start of the whole surface.
*/
if (brw->gen >= 7)
if (brw->gen >= 6)
return;
/* Check if depth buffer is in depth/stencil format. If so, then it's only

View file

@ -776,10 +776,6 @@ static void
gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
const brw_blorp_params *params)
{
struct gl_context *ctx = &brw->ctx;
uint32_t draw_x = params->depth.x_offset;
uint32_t draw_y = params->depth.y_offset;
uint32_t tile_mask_x, tile_mask_y;
uint32_t surfwidth, surfheight;
uint32_t surftype;
unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
@ -802,12 +798,6 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
break;
}
brw_get_depthstencil_tile_masks(params->depth.mt,
params->depth.level,
params->depth.layer,
NULL,
&tile_mask_x, &tile_mask_y);
const unsigned min_array_element = params->depth.layer;
lod = params->depth.level - params->depth.mt->first_level;
@ -826,55 +816,42 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
/* 3DSTATE_DEPTH_BUFFER */
{
uint32_t tile_x = draw_x & tile_mask_x;
uint32_t tile_y = draw_y & tile_mask_y;
uint32_t offset =
intel_miptree_get_aligned_offset(params->depth.mt,
draw_x & ~tile_mask_x,
draw_y & ~tile_mask_y, false);
/* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
* (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
* Coordinate Offset X/Y":
*
* "The 3 LSBs of both offsets must be zero to ensure correct
* alignment"
*
* We have no guarantee that tile_x and tile_y are correctly aligned,
* since they are determined by the mipmap layout, which is only aligned
* to multiples of 4.
*
* So, to avoid hanging the GPU, just smash the low order 3 bits of
* tile_x and tile_y to 0. This is a temporary workaround until we come
* up with a better solution.
*/
WARN_ONCE((tile_x & 7) || (tile_y & 7),
"Depth/stencil buffer needs alignment to 8-pixel boundaries.\n"
"Truncating offset, bad rendering may occur.\n");
tile_x &= ~7;
tile_y &= ~7;
intel_emit_post_sync_nonzero_flush(brw);
intel_emit_depth_stall_flushes(brw);
BEGIN_BATCH(7);
/* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
/* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((params->depth.mt->pitch - 1) |
params->depth_format << 18 |
1 << 21 | /* separate stencil enable */
1 << 22 | /* hiz enable */
BRW_TILEWALK_YMAJOR << 26 |
1 << 27 | /* y-tiled */
BRW_SURFACE_2D << 29);
surftype << 29);
/* 3DSTATE_DEPTH_BUFFER dw2 */
OUT_RELOC(params->depth.mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
offset);
0);
/* 3DSTATE_DEPTH_BUFFER dw3 */
OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
(params->depth.width + tile_x - 1) << 6 |
(params->depth.height + tile_y - 1) << 19);
(surfwidth - 1) << 6 |
(surfheight - 1) << 19 |
lod << 2);
/* 3DSTATE_DEPTH_BUFFER dw4 */
OUT_BATCH((depth - 1) << 21 |
min_array_element << 10 |
(depth - 1) << 1);
/* 3DSTATE_DEPTH_BUFFER dw5 */
OUT_BATCH(0);
OUT_BATCH(tile_x |
tile_y << 16);
/* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH(0);
ADVANCE_BATCH();
}
@ -882,17 +859,13 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
/* 3DSTATE_HIER_DEPTH_BUFFER */
{
struct intel_mipmap_tree *hiz_mt = params->depth.mt->hiz_mt;
uint32_t hiz_offset =
intel_miptree_get_aligned_offset(hiz_mt,
draw_x & ~tile_mask_x,
(draw_y & ~tile_mask_y) / 2, false);
BEGIN_BATCH(3);
OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
hiz_offset);
0);
ADVANCE_BATCH();
}

View file

@ -50,6 +50,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
unsigned int depth = 1;
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;
@ -102,8 +103,16 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
if (mt) {
width = mt->logical_width0;
height = mt->logical_height0;
}
BEGIN_BATCH(7);
/* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
/* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
@ -111,22 +120,32 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
(BRW_TILEWALK_YMAJOR << 26) |
((depth_mt ? depth_mt->tiling != I915_TILING_NONE : 1)
<< 27) |
(depth_surface_type << 29));
(surftype << 29));
/* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
OUT_RELOC(depth_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
depth_offset);
0);
} else {
OUT_BATCH(0);
}
OUT_BATCH(((width + tile_x - 1) << 6) |
((height + tile_y - 1) << 19));
/* 3DSTATE_DEPTH_BUFFER dw3 */
OUT_BATCH(((width - 1) << 6) |
((height - 1) << 19) |
lod << 2);
/* 3DSTATE_DEPTH_BUFFER dw4 */
OUT_BATCH((depth - 1) << 21 |
min_array_element << 10 |
(depth - 1) << 1);
/* 3DSTATE_DEPTH_BUFFER dw5 */
OUT_BATCH(0);
assert(tile_x == 0 && tile_y == 0);
OUT_BATCH(tile_x | (tile_y << 16));
/* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH(0);
ADVANCE_BATCH();
@ -148,7 +167,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
OUT_BATCH(hiz_mt->pitch - 1);
OUT_RELOC(hiz_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
brw->depthstencil.hiz_offset);
0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);
@ -170,7 +189,7 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
OUT_BATCH(2 * stencil_mt->pitch - 1);
OUT_RELOC(stencil_mt->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
brw->depthstencil.stencil_offset);
0);
ADVANCE_BATCH();
} else {
BEGIN_BATCH(3);