i965/gen6: Complete stubs for HiZ buffer resolves

Some state batches also need to be manipulated. That's done in the next
commit.

Reviewed-by: Eric Anholt <eric@anholt.net>
Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
This commit is contained in:
Chad Versace 2011-11-17 08:10:57 -08:00
parent 77a18428ff
commit d1f1d348d8

View file

@ -23,20 +23,316 @@
#include "gen6_hiz.h"
#include <assert.h>
#include "mesa/drivers/common/meta.h"
#include "mesa/main/arrayobj.h"
#include "mesa/main/bufferobj.h"
#include "mesa/main/depth.h"
#include "mesa/main/enable.h"
#include "mesa/main/fbobject.h"
#include "mesa/main/framebuffer.h"
#include "mesa/main/get.h"
#include "mesa/main/renderbuffer.h"
#include "mesa/main/shaderapi.h"
#include "mesa/main/varray.h"
#include "intel_fbo.h"
#include "intel_mipmap_tree.h"
#include "intel_regions.h"
#include "intel_tex.h"
#include "brw_context.h"
#include "brw_defines.h"
static const uint32_t gen6_hiz_meta_save =
/* Disable alpha, depth, and stencil test.
*
* See the following sections of the Sandy Bridge PRM, Volume 1, Part2:
* - 7.5.3.1 Depth Buffer Clear
* - 7.5.3.2 Depth Buffer Resolve
* - 7.5.3.3 Hierarchical Depth Buffer Resolve
*/
MESA_META_ALPHA_TEST |
MESA_META_DEPTH_TEST |
MESA_META_STENCIL_TEST |
/* Disable viewport mapping.
*
* From page 11 of the Sandy Bridge PRM, Volume 2, Part 1, Section 1.3
* 3D Primitives Overview:
* RECTLIST:
* Viewport Mapping must be DISABLED (as is typical with the use of
* screen- space coordinates).
*
* We must also manually disable 3DSTATE_SF.Viewport_Transform_Enable.
*/
MESA_META_VIEWPORT |
/* Disable clipping.
*
* From page 11 of the Sandy Bridge PRM, Volume 2, Part 1, Section 1.3
* 3D Primitives Overview:
* Either the CLIP unit should be DISABLED, or the CLIP units Clip
* Mode should be set to a value other than CLIPMODE_NORMAL.
*/
MESA_META_CLIP |
/* Render a solid rectangle (set 3DSTATE_SF.FrontFace_Fill_Mode).
*
* From page 249 of the Sandy Bridge PRM, Volume 2, Part 1, Section
* 6.4.1.1 3DSTATE_SF, FrontFace_Fill_Mode:
* SOLID: Any triangle or rectangle object found to be front-facing
* is rendered as a solid object. This setting is required when
* (rendering rectangle (RECTLIST) objects.
* Also see field BackFace_Fill_Mode.
*
* Note: MESA_META_RASTERIZAION also disables culling, but that is
* irrelevant. See 3DSTATE_SF.Cull_Mode.
*/
MESA_META_RASTERIZATION |
/* Each HiZ operation uses a vertex shader and VAO. */
MESA_META_SHADER |
MESA_META_VERTEX |
/* Disable scissoring.
*
* Scissoring is disabled for resolves because a resolve operation
* should resolve the entire buffer. Scissoring is disabled for depth
* clears because, if we are performing a partial depth clear, then we
* specify the clear region with the RECTLIST vertices.
*/
MESA_META_SCISSOR |
MESA_META_SELECT_FEEDBACK;
/**
* Initialize static data needed for HiZ operations.
*/
static void
gen6_hiz_init(struct brw_context *brw)
{
struct gl_context *ctx = &brw->intel.ctx;
struct brw_hiz_state *hiz = &brw->hiz;
if (hiz->fbo != 0)
return;
/* Create depthbuffer.
*
* Until glRenderbufferStorage is called, the renderbuffer hash table
* maps the renderbuffer name to a dummy renderbuffer. We need the
* renderbuffer to be registered in the hash table so that framebuffer
* validation succeeds, so we hackishly allocate storage then immediately
* discard it.
*/
GLuint depth_rb_name;
_mesa_GenRenderbuffersEXT(1, &depth_rb_name);
_mesa_BindRenderbufferEXT(GL_RENDERBUFFER, depth_rb_name);
_mesa_RenderbufferStorageEXT(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, 32, 32);
_mesa_reference_renderbuffer(&hiz->depth_rb,
_mesa_lookup_renderbuffer(ctx, depth_rb_name));
intel_miptree_release(&((struct intel_renderbuffer*) hiz->depth_rb)->mt);
/* Setup FBO. */
_mesa_GenFramebuffersEXT(1, &hiz->fbo);
_mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER, hiz->fbo);
_mesa_FramebufferRenderbufferEXT(GL_DRAW_FRAMEBUFFER,
GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER,
hiz->depth_rb->Name);
/* Compile vertex shader. */
const char *vs_source =
"attribute vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
"}\n";
GLuint vs = _mesa_CreateShaderObjectARB(GL_VERTEX_SHADER);
_mesa_ShaderSourceARB(vs, 1, &vs_source, NULL);
_mesa_CompileShaderARB(vs);
/* Compile fragment shader. */
const char *fs_source = "void main() {}";
GLuint fs = _mesa_CreateShaderObjectARB(GL_FRAGMENT_SHADER);
_mesa_ShaderSourceARB(fs, 1, &fs_source, NULL);
_mesa_CompileShaderARB(fs);
/* Link and use program. */
hiz->shader.program = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(hiz->shader.program, vs);
_mesa_AttachShader(hiz->shader.program, fs);
_mesa_LinkProgramARB(hiz->shader.program);
_mesa_UseProgramObjectARB(hiz->shader.program);
/* Create and bind VAO. */
_mesa_GenVertexArrays(1, &hiz->vao);
_mesa_BindVertexArray(hiz->vao);
/* Setup VBO for 'position'. */
hiz->shader.position_location =
_mesa_GetAttribLocationARB(hiz->shader.program, "position");
_mesa_GenBuffersARB(1, &hiz->shader.position_vbo);
_mesa_BindBufferARB(GL_ARRAY_BUFFER_ARB, hiz->shader.position_vbo);
_mesa_VertexAttribPointerARB(hiz->shader.position_location,
2, /*components*/
GL_FLOAT,
GL_FALSE, /*normalized?*/
0, /*stride*/
NULL);
_mesa_EnableVertexAttribArrayARB(hiz->shader.position_location);
/* Cleanup. */
_mesa_DeleteShader(vs);
_mesa_DeleteShader(fs);
}
/**
* Wrap \c brw->hiz.depth_rb around a miptree.
*
* \see gen6_hiz_teardown_depth_buffer()
*/
static void
gen6_hiz_setup_depth_buffer(struct brw_context *brw,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int layer)
{
struct gl_renderbuffer *rb = brw->hiz.depth_rb;
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
rb->Format = mt->format;
rb->_BaseFormat = _mesa_get_format_base_format(rb->Format);
rb->DataType = intel_mesa_format_to_rb_datatype(rb->Format);
rb->InternalFormat = rb->_BaseFormat;
rb->Width = mt->level[level].width;
rb->Height = mt->level[level].height;
irb->mt_level = level;
irb->mt_layer = layer;
intel_miptree_reference(&irb->mt, mt);
intel_renderbuffer_set_draw_offset(irb);
}
/**
* Release the region from \c brw->hiz.depth_rb.
*
* \see gen6_hiz_setup_depth_buffer()
*/
static void
gen6_hiz_teardown_depth_buffer(struct gl_renderbuffer *rb)
{
struct intel_renderbuffer *irb = intel_renderbuffer(rb);
intel_miptree_release(&irb->mt);
}
static void
gen6_resolve_slice(struct intel_context *intel,
struct intel_mipmap_tree *mt,
unsigned int level,
unsigned int layer,
enum brw_hiz_op op)
{
struct gl_context *ctx = &intel->ctx;
struct brw_context *brw = brw_context(ctx);
struct brw_hiz_state *hiz = &brw->hiz;
/* Do not recurse. */
assert(!brw->hiz.op);
assert(mt->hiz_mt != NULL);
assert(level >= mt->first_level);
assert(level <= mt->last_level);
assert(layer < mt->level[level].depth);
/* Save state. */
GLint save_drawbuffer;
GLint save_renderbuffer;
_mesa_meta_begin(ctx, gen6_hiz_meta_save);
_mesa_GetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &save_drawbuffer);
_mesa_GetIntegerv(GL_RENDERBUFFER_BINDING, &save_renderbuffer);
/* Initialize context data for HiZ operations. */
gen6_hiz_init(brw);
/* Set depth state. */
if (!ctx->Depth.Mask) {
/* This sets 3DSTATE_WM.Depth_Buffer_Write_Enable. */
_mesa_DepthMask(GL_TRUE);
}
if (op == BRW_HIZ_OP_DEPTH_RESOLVE) {
_mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
_mesa_DepthFunc(GL_NEVER);
}
/* Setup FBO. */
gen6_hiz_setup_depth_buffer(brw, mt, level, layer);
_mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER, hiz->fbo);
/* A rectangle primitive (3DPRIM_RECTLIST) consists of only three vertices.
* The vertices reside in screen space with DirectX coordinates (this is,
* (0, 0) is the upper left corner).
*
* v2 ------ implied
* | |
* | |
* v0 ----- v1
*/
const int width = hiz->depth_rb->Width;
const int height = hiz->depth_rb->Height;
const GLfloat positions[] = {
0, height,
width, height,
0, 0,
};
/* Setup program and vertex attributes. */
_mesa_UseProgramObjectARB(hiz->shader.program);
_mesa_BindVertexArray(hiz->vao);
_mesa_BindBufferARB(GL_ARRAY_BUFFER, hiz->shader.position_vbo);
_mesa_BufferDataARB(GL_ARRAY_BUFFER_ARB, sizeof(positions), positions,
GL_DYNAMIC_DRAW_ARB);
/* Execute the HiZ operation. */
brw->hiz.op = op;
_mesa_DrawArrays(GL_TRIANGLES, 0, 3);
brw->hiz.op = BRW_HIZ_OP_NONE;
/* Restore state.
*
* The order in which state is restored is significant. The draw buffer
* used for the HiZ op has no stencil buffer, and glStencilFunc() clamps
* the stencil reference value to the range allowed by the draw buffer's
* number of stencil bits. So, the draw buffer binding must be restored
* before the stencil state, or else the stencil ref will be clamped to 0.
*/
gen6_hiz_teardown_depth_buffer(hiz->depth_rb);
_mesa_BindRenderbufferEXT(GL_RENDERBUFFER, save_renderbuffer);
_mesa_BindFramebufferEXT(GL_DRAW_FRAMEBUFFER, save_drawbuffer);
_mesa_meta_end(ctx);
}
void
gen6_resolve_hiz_slice(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
/* FINISHME: stub */
gen6_resolve_slice(intel, mt, level, layer, BRW_HIZ_OP_HIZ_RESOLVE);
}
void
gen6_resolve_depth_slice(struct intel_context *intel,
struct intel_mipmap_tree *mt,
uint32_t level,
uint32_t layer)
{
/* FINISHME: stub */
gen6_resolve_slice(intel, mt, level, layer, BRW_HIZ_OP_DEPTH_RESOLVE);
}