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gen7 depth surface: program 3DSTATE_DEPTH_BUFFER to top of surface
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.
As part of this change, we must revert 1f112ccf:
Revert "i965/gen7: Align all depth miplevels to 8 in the X direction."
We also must disable brw_workaround_depthstencil_alignment for
gen >= 7. Now the hardware will handle alignment when rendering
to additional slices/LODs.
v2:
* Merge with recent MOCS changes
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
parent
f3c886be1f
commit
bf25ee2840
4 changed files with 45 additions and 66 deletions
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@ -355,6 +355,12 @@ 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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* 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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return;
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/* Check if depth buffer is in depth/stencil format. If so, then it's only
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* safe to invalidate it if we're also clearing stencil, and both depth_irb
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* and stencil_irb point to the same miptree.
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@ -78,15 +78,7 @@ intel_horizontal_texture_alignment_unit(struct brw_context *brw,
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if (format == MESA_FORMAT_S8)
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return 8;
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/* The depth alignment requirements in the table above are for rendering to
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* depth miplevels using the LOD control fields. We don't use LOD control
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* fields, and instead use page offsets plus intra-tile x/y offsets, which
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* require that the low 3 bits are zero. To reduce the number of x/y
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* offset workaround blits we do, align the X to 8, which depth texturing
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* can handle (sadly, it can't handle 8 in the Y direction).
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*/
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if (brw->gen >= 7 &&
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_mesa_get_format_base_format(format) == GL_DEPTH_COMPONENT)
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if (brw->gen >= 7 && format == MESA_FORMAT_Z16)
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return 8;
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return 4;
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@ -658,10 +658,6 @@ static void
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gen7_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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uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
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uint32_t surfwidth, surfheight;
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uint32_t surftype;
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@ -670,11 +666,6 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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GLenum gl_target = params->depth.mt->target;
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unsigned int lod;
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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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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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@ -713,34 +704,6 @@ gen7_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_region_get_aligned_offset(params->depth.mt->region,
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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_depth_stall_flushes(brw);
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BEGIN_BATCH(7);
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@ -749,26 +712,24 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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params->depth_format << 18 |
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1 << 22 | /* hiz enable */
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1 << 28 | /* depth write */
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BRW_SURFACE_2D << 29);
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surftype << 29);
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OUT_RELOC(params->depth.mt->region->bo,
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I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
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offset);
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OUT_BATCH((params->depth.width + tile_x - 1) << 4 |
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(params->depth.height + tile_y - 1) << 18);
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OUT_BATCH(mocs);
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OUT_BATCH(tile_x |
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tile_y << 16);
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0);
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OUT_BATCH((surfwidth - 1) << 4 |
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(surfheight - 1) << 18 |
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lod);
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OUT_BATCH(((depth - 1) << 21) |
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(min_array_element << 10) |
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mocs);
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OUT_BATCH(0);
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OUT_BATCH((depth - 1) << 21);
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ADVANCE_BATCH();
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}
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/* 3DSTATE_HIER_DEPTH_BUFFER */
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{
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struct intel_region *hiz_region = params->depth.mt->hiz_mt->region;
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uint32_t hiz_offset =
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intel_region_get_aligned_offset(hiz_region,
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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((GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
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@ -776,7 +737,7 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
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(hiz_region->pitch - 1));
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OUT_RELOC(hiz_region->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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@ -48,6 +48,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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unsigned int min_array_element;
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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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@ -91,29 +92,48 @@ gen7_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->physical_width0;
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height = mt->physical_height0;
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}
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/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
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BEGIN_BATCH(7);
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/* 3DSTATE_DEPTH_BUFFER dw0 */
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OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
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/* 3DSTATE_DEPTH_BUFFER dw1 */
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OUT_BATCH((depth_mt ? depth_mt->region->pitch - 1 : 0) |
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(depthbuffer_format << 18) |
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((hiz ? 1 : 0) << 22) |
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((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) |
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((ctx->Depth.Mask != 0) << 28) |
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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->region->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) << 4) |
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((height + tile_y - 1) << 18));
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OUT_BATCH(mocs);
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OUT_BATCH(tile_x | (tile_y << 16));
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/* 3DSTATE_DEPTH_BUFFER dw3 */
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OUT_BATCH(((width - 1) << 4) |
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((height - 1) << 18) |
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lod);
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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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mocs);
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/* 3DSTATE_DEPTH_BUFFER dw5 */
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OUT_BATCH(0);
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/* 3DSTATE_DEPTH_BUFFER dw6 */
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OUT_BATCH((depth - 1) << 21);
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ADVANCE_BATCH();
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if (!hiz) {
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@ -131,7 +151,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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OUT_RELOC(hiz_mt->region->bo,
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I915_GEM_DOMAIN_RENDER,
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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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}
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@ -161,7 +181,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
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(2 * stencil_mt->region->pitch - 1));
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OUT_RELOC(stencil_mt->region->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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}
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