Kenneth Graunke <kenn...@whitecape.org> writes: > On 02/18/2014 01:38 PM, Eric Anholt wrote: >> Kenneth Graunke <kenn...@whitecape.org> writes: > [snip] >>> 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), >> >> Is logical_depth0 ever 0? That seems like a bug. > > No, I guess it isn't. It looks like I copy and pasted this from BLORP, > or was being overly cautious for some reason. Dropped. > >>> + 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(); >> >> The drawing rectangle should be using the level's size, not the level 0 >> size. > > Yes, this makes sense...we bind a specific miplevel of the depth buffer, > so presumably the (0, 0) origin is the start of that miplevel, not the > start of the whole tree. I'll change that. > > Since the drawing rectangle is just the bounds of where you can draw, > and not actually the clear/resolve rectangle, I think specifying one > that's too large shouldn't be harmful. But specifying the right value > is trivial, so I agree we should do it. > >>> + 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); >>> + } >> >> I don't think we want the user-set sample mask stuff to change the >> samples affected by our hiz/depth resolves. I think you can just drop >> the if block. > > Good point, whatever the user specified is probably unrelated to our > values. I've dropped the sample_mask variable and just stuffed 0xFFFF > in the packet. > > I kept the if-block for the "dw1 |= ...num_samples..." line. > >>> + >>> + 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)); >>> + OUT_BATCH(SET_FIELD(sample_mask, GEN8_WM_HZ_SAMPLE_MASK)); >>> + ADVANCE_BATCH(); >> >> I think now the miplevel->width should be minify(mt->logical_width0, >> level). Hope that helped > > Yes, that's much nicer - and correct for MSAA buffers! I'm unclear > whether we need to do: > > ALIGN(minify(mt->logical_width0, level), 8) > ALIGN(minify(mt->logical_height0, level), 4) > > (both here and in the drawing rectangle) > > I've read seemingly contradictory information...it sounds like it might > be necessary for depth resolves, but not otherwise...but I could be > misinterpreting it. It seems to be working...
Yeah, I'm not clear on how this ought to work for resolves. For clears, the strategy explained for the previous gens made sense: Round down your coords to get 8x4 alignment, then do slow clears on the remaining strips (if any). But for a resolve, what else do you do?
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