diff options
author | Jordan Justen <jordan.l.justen@intel.com> | 2013-07-09 15:36:32 -0700 |
---|---|---|
committer | Jordan Justen <jordan.l.justen@intel.com> | 2014-08-15 20:11:41 -0700 |
commit | 56cdb55e38ca352a0d521d7aa69b46ffbd855192 (patch) | |
tree | 0faa1b033b16d702644e082a978e6ffa87314db2 | |
parent | 3da13aef012a7edd6d2b07452865812f072d4b01 (diff) |
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>
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_misc_state.c | 4 | ||||
-rw-r--r-- | src/mesa/drivers/dri/i965/gen6_blorp.cpp | 71 | ||||
-rw-r--r-- | src/mesa/drivers/dri/i965/gen6_depth_state.c | 35 |
3 files changed, 51 insertions, 59 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_misc_state.c b/src/mesa/drivers/dri/i965/brw_misc_state.c index 76e22bd5ac..e3980fc340 100644 --- a/src/mesa/drivers/dri/i965/brw_misc_state.c +++ b/src/mesa/drivers/dri/i965/brw_misc_state.c @@ -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 diff --git a/src/mesa/drivers/dri/i965/gen6_blorp.cpp b/src/mesa/drivers/dri/i965/gen6_blorp.cpp index b422dc995c..05b1e9c95b 100644 --- a/src/mesa/drivers/dri/i965/gen6_blorp.cpp +++ b/src/mesa/drivers/dri/i965/gen6_blorp.cpp @@ -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(); } diff --git a/src/mesa/drivers/dri/i965/gen6_depth_state.c b/src/mesa/drivers/dri/i965/gen6_depth_state.c index ec910f2bfe..7ce10b7a5f 100644 --- a/src/mesa/drivers/dri/i965/gen6_depth_state.c +++ b/src/mesa/drivers/dri/i965/gen6_depth_state.c @@ -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)); - OUT_BATCH(0); + /* 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); - OUT_BATCH(tile_x | (tile_y << 16)); + /* 3DSTATE_DEPTH_BUFFER dw5 */ + OUT_BATCH(0); + assert(tile_x == 0 && tile_y == 0); + /* 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); |