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:
Jordan Justen 2013-07-09 15:36:32 -07:00
parent f3c886be1f
commit bf25ee2840
4 changed files with 45 additions and 66 deletions

View file

@ -355,6 +355,12 @@ 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
* surface state at the start of the whole surface.
*/
if (brw->gen >= 7)
return;
/* Check if depth buffer is in depth/stencil format. If so, then it's only
* safe to invalidate it if we're also clearing stencil, and both depth_irb
* and stencil_irb point to the same miptree.

View file

@ -78,15 +78,7 @@ intel_horizontal_texture_alignment_unit(struct brw_context *brw,
if (format == MESA_FORMAT_S8)
return 8;
/* The depth alignment requirements in the table above are for rendering to
* depth miplevels using the LOD control fields. We don't use LOD control
* fields, and instead use page offsets plus intra-tile x/y offsets, which
* require that the low 3 bits are zero. To reduce the number of x/y
* offset workaround blits we do, align the X to 8, which depth texturing
* can handle (sadly, it can't handle 8 in the Y direction).
*/
if (brw->gen >= 7 &&
_mesa_get_format_base_format(format) == GL_DEPTH_COMPONENT)
if (brw->gen >= 7 && format == MESA_FORMAT_Z16)
return 8;
return 4;

View file

@ -658,10 +658,6 @@ static void
gen7_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;
uint8_t mocs = brw->is_haswell ? GEN7_MOCS_L3 : 0;
uint32_t surfwidth, surfheight;
uint32_t surftype;
@ -670,11 +666,6 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
GLenum gl_target = params->depth.mt->target;
unsigned int lod;
brw_get_depthstencil_tile_masks(params->depth.mt,
params->depth.level,
params->depth.layer,
NULL,
&tile_mask_x, &tile_mask_y);
switch (gl_target) {
case GL_TEXTURE_CUBE_MAP_ARRAY:
case GL_TEXTURE_CUBE_MAP:
@ -713,34 +704,6 @@ gen7_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_region_get_aligned_offset(params->depth.mt->region,
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_depth_stall_flushes(brw);
BEGIN_BATCH(7);
@ -749,26 +712,24 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
params->depth_format << 18 |
1 << 22 | /* hiz enable */
1 << 28 | /* depth write */
BRW_SURFACE_2D << 29);
surftype << 29);
OUT_RELOC(params->depth.mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
offset);
OUT_BATCH((params->depth.width + tile_x - 1) << 4 |
(params->depth.height + tile_y - 1) << 18);
OUT_BATCH(mocs);
OUT_BATCH(tile_x |
tile_y << 16);
0);
OUT_BATCH((surfwidth - 1) << 4 |
(surfheight - 1) << 18 |
lod);
OUT_BATCH(((depth - 1) << 21) |
(min_array_element << 10) |
mocs);
OUT_BATCH(0);
OUT_BATCH((depth - 1) << 21);
ADVANCE_BATCH();
}
/* 3DSTATE_HIER_DEPTH_BUFFER */
{
struct intel_region *hiz_region = params->depth.mt->hiz_mt->region;
uint32_t hiz_offset =
intel_region_get_aligned_offset(hiz_region,
draw_x & ~tile_mask_x,
(draw_y & ~tile_mask_y) / 2, false);
BEGIN_BATCH(3);
OUT_BATCH((GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
@ -776,7 +737,7 @@ gen7_blorp_emit_depth_stencil_config(struct brw_context *brw,
(hiz_region->pitch - 1));
OUT_RELOC(hiz_region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
hiz_offset);
0);
ADVANCE_BATCH();
}

View file

@ -48,6 +48,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
unsigned int min_array_element;
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;
@ -91,29 +92,48 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
lod = irb ? irb->mt_level - irb->mt->first_level : 0;
if (mt) {
width = mt->physical_width0;
height = mt->physical_height0;
}
/* _NEW_DEPTH, _NEW_STENCIL, _NEW_BUFFERS */
BEGIN_BATCH(7);
/* 3DSTATE_DEPTH_BUFFER dw0 */
OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));
/* 3DSTATE_DEPTH_BUFFER dw1 */
OUT_BATCH((depth_mt ? depth_mt->region->pitch - 1 : 0) |
(depthbuffer_format << 18) |
((hiz ? 1 : 0) << 22) |
((stencil_mt != NULL && ctx->Stencil._WriteEnabled) << 27) |
((ctx->Depth.Mask != 0) << 28) |
(depth_surface_type << 29));
(surftype << 29));
/* 3DSTATE_DEPTH_BUFFER dw2 */
if (depth_mt) {
OUT_RELOC(depth_mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
depth_offset);
0);
} else {
OUT_BATCH(0);
}
OUT_BATCH(((width + tile_x - 1) << 4) |
((height + tile_y - 1) << 18));
OUT_BATCH(mocs);
OUT_BATCH(tile_x | (tile_y << 16));
/* 3DSTATE_DEPTH_BUFFER dw3 */
OUT_BATCH(((width - 1) << 4) |
((height - 1) << 18) |
lod);
/* 3DSTATE_DEPTH_BUFFER dw4 */
OUT_BATCH(((depth - 1) << 21) |
(min_array_element << 10) |
mocs);
/* 3DSTATE_DEPTH_BUFFER dw5 */
OUT_BATCH(0);
/* 3DSTATE_DEPTH_BUFFER dw6 */
OUT_BATCH((depth - 1) << 21);
ADVANCE_BATCH();
if (!hiz) {
@ -131,7 +151,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
OUT_RELOC(hiz_mt->region->bo,
I915_GEM_DOMAIN_RENDER,
I915_GEM_DOMAIN_RENDER,
brw->depthstencil.hiz_offset);
0);
ADVANCE_BATCH();
}
@ -161,7 +181,7 @@ gen7_emit_depth_stencil_hiz(struct brw_context *brw,
(2 * stencil_mt->region->pitch - 1));
OUT_RELOC(stencil_mt->region->bo,
I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
brw->depthstencil.stencil_offset);
0);
ADVANCE_BATCH();
}