Since we don't have to do nonzero miplevels for multisampling, can't you just use mt->logical_width0 and mt->logical_height0 if multisampling?
On Tue, Feb 11, 2014 at 6:48 PM, Kenneth Graunke <kenn...@whitecape.org> wrote: > On 02/07/2014 10:43 PM, Kenneth Graunke wrote: >> Broadwell's 3DSTATE_WM_HZ_OP packet makes this much easier. >> >> Instead of programming the whole pipeline, we simply have to emit the >> depth/stencil packets, a state override, and a pipe control. Then >> arrange for the state to be put back. This is easily done from a single >> function. >> >> Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> >> --- >> src/mesa/drivers/dri/i965/brw_blorp.cpp | 8 +- >> src/mesa/drivers/dri/i965/brw_context.h | 4 + >> src/mesa/drivers/dri/i965/gen8_depth_state.c | 105 >> +++++++++++++++++++++++++++ >> 3 files changed, 115 insertions(+), 2 deletions(-) >> >> diff --git a/src/mesa/drivers/dri/i965/brw_blorp.cpp >> b/src/mesa/drivers/dri/i965/brw_blorp.cpp >> index 76537c8..4a5001d 100644 >> --- a/src/mesa/drivers/dri/i965/brw_blorp.cpp >> +++ b/src/mesa/drivers/dri/i965/brw_blorp.cpp >> @@ -195,8 +195,12 @@ intel_hiz_exec(struct brw_context *brw, struct >> intel_mipmap_tree *mt, >> DBG("%s %s to mt %p level %d layer %d\n", >> __FUNCTION__, opname, mt, level, layer); >> >> - brw_hiz_op_params params(mt, level, layer, op); >> - brw_blorp_exec(brw, ¶ms); >> + if (brw->gen >= 8) { >> + gen8_hiz_exec(brw, mt, level, layer, op); >> + } else { >> + brw_hiz_op_params params(mt, level, layer, op); >> + brw_blorp_exec(brw, ¶ms); >> + } >> } >> >> } /* extern "C" */ >> diff --git a/src/mesa/drivers/dri/i965/brw_context.h >> b/src/mesa/drivers/dri/i965/brw_context.h >> index cf0fe98..c107683 100644 >> --- a/src/mesa/drivers/dri/i965/brw_context.h >> +++ b/src/mesa/drivers/dri/i965/brw_context.h >> @@ -61,6 +61,7 @@ extern "C" { >> #include "intel_debug.h" >> #include "intel_screen.h" >> #include "intel_tex_obj.h" >> +#include "intel_resolve_map.h" >> >> /* Glossary: >> * >> @@ -1891,6 +1892,9 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw, >> uint32_t width, uint32_t height, >> uint32_t tile_x, uint32_t tile_y); >> >> +void gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt, >> + unsigned int level, unsigned int layer, enum gen6_hiz_op >> op); >> + >> extern const GLuint prim_to_hw_prim[GL_TRIANGLE_STRIP_ADJACENCY+1]; >> >> void >> diff --git a/src/mesa/drivers/dri/i965/gen8_depth_state.c >> b/src/mesa/drivers/dri/i965/gen8_depth_state.c >> index f30ff28..3fa20c8 100644 >> --- a/src/mesa/drivers/dri/i965/gen8_depth_state.c >> +++ b/src/mesa/drivers/dri/i965/gen8_depth_state.c >> @@ -203,3 +203,108 @@ gen8_emit_depth_stencil_hiz(struct brw_context *brw, >> brw->depthstencil.stencil_offset, >> hiz, width, height, depth, lod, min_array_element); >> } >> + >> +/** >> + * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear. >> + * >> + * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" >> section >> + * of the hardware documentation for details. >> + */ >> +void >> +gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt, >> + unsigned int level, unsigned int layer, enum gen6_hiz_op op) >> +{ >> + if (op == GEN6_HIZ_OP_NONE) >> + return; >> + >> + assert(mt->first_level == 0); >> + >> + struct intel_mipmap_level *miplevel = &mt->level[level]; >> + >> + /* The basic algorithm is: >> + * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and >> + * 3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers. >> + * - If needed, emit 3DSTATE_DRAWING_RECTANGLE. >> + * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation. >> + * - Do a special PIPE_CONTROL to trigger an implicit rectangle >> primitive. >> + * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal >> rendering. >> + */ >> + emit_depth_packets(brw, mt, >> + brw_depth_format(brw, mt->format), >> + BRW_SURFACE_2D, >> + true, /* depth writes */ >> + NULL, false, 0, /* no stencil for now */ >> + true, /* hiz */ >> + mt->logical_width0, >> + mt->logical_height0, >> + MAX2(mt->logical_depth0, 1), >> + level, >> + layer); /* min_array_element */ >> + >> + BEGIN_BATCH(4); >> + OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2)); >> + OUT_BATCH(0); >> + OUT_BATCH(((mt->logical_width0 - 1) & 0xffff) | >> + ((mt->logical_height0 - 1) << 16)); >> + OUT_BATCH(0); >> + ADVANCE_BATCH(); >> + >> + /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular >> + * resolve or clear operation we want to perform. >> + */ >> + uint32_t dw1 = 0; >> + >> + switch (op) { >> + case GEN6_HIZ_OP_DEPTH_RESOLVE: >> + dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE; >> + break; >> + case GEN6_HIZ_OP_HIZ_RESOLVE: >> + dw1 |= GEN8_WM_HZ_HIZ_RESOLVE; >> + break; >> + case GEN6_HIZ_OP_DEPTH_CLEAR: >> + dw1 |= GEN8_WM_HZ_DEPTH_CLEAR; >> + break; >> + case GEN6_HIZ_OP_NONE: >> + assert(!"Should not get here."); >> + } >> + >> + uint32_t sample_mask = 0xFFFF; >> + if (mt->num_samples > 0) { >> + dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES); >> + sample_mask = gen6_determine_sample_mask(brw); >> + } >> + >> + BEGIN_BATCH(5); >> + OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2)); >> + OUT_BATCH(dw1); >> + OUT_BATCH(0); >> + OUT_BATCH(SET_FIELD(miplevel->width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) | >> + SET_FIELD(miplevel->height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX)); > > I'm concerned about a possible interaction with multisampling: > > miplevel->width/height are based on the physical dimensions, rather than > the logical ones. For example, a (logical) 256x256 texture may have a > level 0 miplevel->width of 512 (4x MSAA) or 1024 (8x MSAA). > > I'm at a bit of a loss for what to do instead, though. > >> + OUT_BATCH(SET_FIELD(sample_mask, GEN8_WM_HZ_SAMPLE_MASK)); >> + ADVANCE_BATCH(); >> + >> + /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate >> + * Data", and no other bits set. This causes 3DSTATE_WM_HZ_OP's state to >> + * take effect, and spawns a rectangle primitive. >> + */ >> + brw_emit_pipe_control_write(brw, >> + PIPE_CONTROL_WRITE_IMMEDIATE, >> + brw->batch.workaround_bo, 0, 0, 0); >> + >> + /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */ >> + BEGIN_BATCH(5); >> + OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2)); >> + OUT_BATCH(0); >> + OUT_BATCH(0); >> + OUT_BATCH(0); >> + OUT_BATCH(0); >> + ADVANCE_BATCH(); >> + >> + /* We've clobbered all of the depth packets, and the drawing rectangle, >> + * so we need to ensure those packets are re-emitted before the next >> + * primitive. >> + * >> + * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill. >> + */ >> + brw->state.dirty.mesa |= _NEW_DEPTH | _NEW_BUFFERS; >> +} >> > > > > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > http://lists.freedesktop.org/mailman/listinfo/mesa-dev > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev