/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ #include <assert.h> #include "intel_batchbuffer.h" #include "intel_fbo.h" #include "intel_mipmap_tree.h" #include "brw_context.h" #include "brw_defines.h" #include "brw_state.h" #include "brw_blorp.h" #include "gen6_blorp.h" /** * \name Constants for BLORP VBO * \{ */ #define GEN6_BLORP_NUM_VERTICES 3 #define GEN6_BLORP_NUM_VUE_ELEMS 8 #define GEN6_BLORP_VBO_SIZE (GEN6_BLORP_NUM_VERTICES \ * GEN6_BLORP_NUM_VUE_ELEMS \ * sizeof(float)) /** \} */ /** * Compute masks to determine how much of draw_x and draw_y should be * performed using the fine adjustment of "depth coordinate offset X/Y" * (dw5 of 3DSTATE_DEPTH_BUFFER). See the emit_depthbuffer() function for * details. */ void gen6_blorp_compute_tile_masks(const brw_blorp_params *params, uint32_t *tile_mask_x, uint32_t *tile_mask_y) { uint32_t depth_mask_x, depth_mask_y, hiz_mask_x, hiz_mask_y; intel_region_get_tile_masks(params->depth.mt->region, &depth_mask_x, &depth_mask_y, false); intel_region_get_tile_masks(params->depth.mt->hiz_mt->region, &hiz_mask_x, &hiz_mask_y, false); /* Each HiZ row represents 2 rows of pixels */ hiz_mask_y = hiz_mask_y << 1 | 1; *tile_mask_x = depth_mask_x | hiz_mask_x; *tile_mask_y = depth_mask_y | hiz_mask_y; } void gen6_blorp_emit_batch_head(struct brw_context *brw, const brw_blorp_params *params) { struct gl_context *ctx = &brw->intel.ctx; struct intel_context *intel = &brw->intel; /* To ensure that the batch contains only the resolve, flush the batch * before beginning and after finishing emitting the resolve packets. * * Ideally, we would not need to flush for the resolve op. But, I suspect * that it's unsafe for CMD_PIPELINE_SELECT to occur multiple times in * a single batch, and there is no safe way to ensure that other than by * fencing the resolve with flushes. Ideally, we would just detect if * a batch is in progress and do the right thing, but that would require * the ability to *safely* access brw_context::state::dirty::brw * outside of the brw_upload_state() codepath. */ intel_flush(ctx); /* CMD_PIPELINE_SELECT * * Select the 3D pipeline, as opposed to the media pipeline. */ { BEGIN_BATCH(1); OUT_BATCH(brw->CMD_PIPELINE_SELECT << 16); ADVANCE_BATCH(); } } /** * CMD_STATE_BASE_ADDRESS * * From the Sandy Bridge PRM, Volume 1, Part 1, Table STATE_BASE_ADDRESS: * The following commands must be reissued following any change to the * base addresses: * 3DSTATE_CC_POINTERS * 3DSTATE_BINDING_TABLE_POINTERS * 3DSTATE_SAMPLER_STATE_POINTERS * 3DSTATE_VIEWPORT_STATE_POINTERS * MEDIA_STATE_POINTERS */ void gen6_blorp_emit_state_base_address(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(10); OUT_BATCH(CMD_STATE_BASE_ADDRESS << 16 | (10 - 2)); OUT_BATCH(1); /* GeneralStateBaseAddressModifyEnable */ /* SurfaceStateBaseAddress */ OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_SAMPLER, 0, 1); /* DynamicStateBaseAddress */ OUT_RELOC(intel->batch.bo, (I915_GEM_DOMAIN_RENDER | I915_GEM_DOMAIN_INSTRUCTION), 0, 1); OUT_BATCH(1); /* IndirectObjectBaseAddress */ if (params->use_wm_prog) { OUT_RELOC(brw->cache.bo, I915_GEM_DOMAIN_INSTRUCTION, 0, 1); /* Instruction base address: shader kernels */ } else { OUT_BATCH(1); /* InstructionBaseAddress */ } OUT_BATCH(1); /* GeneralStateUpperBound */ /* Dynamic state upper bound. Although the documentation says that * programming it to zero will cause it to be ignored, that is a lie. * If this isn't programmed to a real bound, the sampler border color * pointer is rejected, causing border color to mysteriously fail. */ OUT_BATCH(0xfffff001); OUT_BATCH(1); /* IndirectObjectUpperBound*/ OUT_BATCH(1); /* InstructionAccessUpperBound */ ADVANCE_BATCH(); } void gen6_blorp_emit_vertices(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; uint32_t vertex_offset; /* Setup VBO for the rectangle primitive.. * * A rectangle primitive (3DPRIM_RECTLIST) consists of only three * vertices. The vertices reside in screen space with DirectX coordinates * (that is, (0, 0) is the upper left corner). * * v2 ------ implied * | | * | | * v0 ----- v1 * * Since the VS is disabled, the clipper loads each VUE directly from * the URB. This is controlled by the 3DSTATE_VERTEX_BUFFERS and * 3DSTATE_VERTEX_ELEMENTS packets below. The VUE contents are as follows: * dw0: Reserved, MBZ. * dw1: Render Target Array Index. The HiZ op does not use indexed * vertices, so set the dword to 0. * dw2: Viewport Index. The HiZ op disables viewport mapping and * scissoring, so set the dword to 0. * dw3: Point Width: The HiZ op does not emit the POINTLIST primitive, so * set the dword to 0. * dw4: Vertex Position X. * dw5: Vertex Position Y. * dw6: Vertex Position Z. * dw7: Vertex Position W. * * For details, see the Sandybridge PRM, Volume 2, Part 1, Section 1.5.1 * "Vertex URB Entry (VUE) Formats". */ { float *vertex_data; const float vertices[GEN6_BLORP_VBO_SIZE] = { /* v0 */ 0, 0, 0, 0, params->x0, params->y1, 0, 1, /* v1 */ 0, 0, 0, 0, params->x1, params->y1, 0, 1, /* v2 */ 0, 0, 0, 0, params->x0, params->y0, 0, 1, }; vertex_data = (float *) brw_state_batch(brw, AUB_TRACE_VERTEX_BUFFER, GEN6_BLORP_VBO_SIZE, 32, &vertex_offset); memcpy(vertex_data, vertices, GEN6_BLORP_VBO_SIZE); } /* 3DSTATE_VERTEX_BUFFERS */ { const int num_buffers = 1; const int batch_length = 1 + 4 * num_buffers; uint32_t dw0 = GEN6_VB0_ACCESS_VERTEXDATA | (GEN6_BLORP_NUM_VUE_ELEMS * sizeof(float)) << BRW_VB0_PITCH_SHIFT; if (intel->gen >= 7) dw0 |= GEN7_VB0_ADDRESS_MODIFYENABLE; BEGIN_BATCH(batch_length); OUT_BATCH((_3DSTATE_VERTEX_BUFFERS << 16) | (batch_length - 2)); OUT_BATCH(dw0); /* start address */ OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_VERTEX, 0, vertex_offset); /* end address */ OUT_RELOC(intel->batch.bo, I915_GEM_DOMAIN_VERTEX, 0, vertex_offset + GEN6_BLORP_VBO_SIZE - 1); OUT_BATCH(0); ADVANCE_BATCH(); } /* 3DSTATE_VERTEX_ELEMENTS * * Fetch dwords 0 - 7 from each VUE. See the comments above where * the vertex_bo is filled with data. */ { const int num_elements = 2; const int batch_length = 1 + 2 * num_elements; BEGIN_BATCH(batch_length); OUT_BATCH((_3DSTATE_VERTEX_ELEMENTS << 16) | (batch_length - 2)); /* Element 0 */ OUT_BATCH(GEN6_VE0_VALID | BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT | 0 << BRW_VE0_SRC_OFFSET_SHIFT); OUT_BATCH(BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT | BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_1_SHIFT | BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_2_SHIFT | BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_3_SHIFT); /* Element 1 */ OUT_BATCH(GEN6_VE0_VALID | BRW_SURFACEFORMAT_R32G32B32A32_FLOAT << BRW_VE0_FORMAT_SHIFT | 16 << BRW_VE0_SRC_OFFSET_SHIFT); OUT_BATCH(BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_0_SHIFT | BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_1_SHIFT | BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_2_SHIFT | BRW_VE1_COMPONENT_STORE_SRC << BRW_VE1_COMPONENT_3_SHIFT); ADVANCE_BATCH(); } } /* 3DSTATE_URB * * Assign the entire URB to the VS. Even though the VS disabled, URB space * is still needed because the clipper loads the VUE's from the URB. From * the Sandybridge PRM, Volume 2, Part 1, Section 3DSTATE, * Dword 1.15:0 "VS Number of URB Entries": * This field is always used (even if VS Function Enable is DISABLED). * * The warning below appears in the PRM (Section 3DSTATE_URB), but we can * safely ignore it because this batch contains only one draw call. * Because of URB corruption caused by allocating a previous GS unit * URB entry to the VS unit, software is required to send a “GS NULL * Fence” (Send URB fence with VS URB size == 1 and GS URB size == 0) * plus a dummy DRAW call before any case where VS will be taking over * GS URB space. */ static void gen6_blorp_emit_urb_config(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_URB << 16 | (3 - 2)); OUT_BATCH(brw->urb.max_vs_entries << GEN6_URB_VS_ENTRIES_SHIFT); OUT_BATCH(0); ADVANCE_BATCH(); } /* BLEND_STATE */ uint32_t gen6_blorp_emit_blend_state(struct brw_context *brw, const brw_blorp_params *params) { uint32_t cc_blend_state_offset; struct gen6_blend_state *blend = (struct gen6_blend_state *) brw_state_batch(brw, AUB_TRACE_BLEND_STATE, sizeof(struct gen6_blend_state), 64, &cc_blend_state_offset); memset(blend, 0, sizeof(*blend)); blend->blend1.pre_blend_clamp_enable = 1; blend->blend1.post_blend_clamp_enable = 1; blend->blend1.clamp_range = BRW_RENDERTARGET_CLAMPRANGE_FORMAT; blend->blend1.write_disable_r = false; blend->blend1.write_disable_g = false; blend->blend1.write_disable_b = false; blend->blend1.write_disable_a = false; return cc_blend_state_offset; } /* CC_STATE */ uint32_t gen6_blorp_emit_cc_state(struct brw_context *brw, const brw_blorp_params *params) { uint32_t cc_state_offset; struct gen6_color_calc_state *cc = (struct gen6_color_calc_state *) brw_state_batch(brw, AUB_TRACE_CC_STATE, sizeof(gen6_color_calc_state), 64, &cc_state_offset); memset(cc, 0, sizeof(*cc)); return cc_state_offset; } /** * \param out_offset is relative to * CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress. */ uint32_t gen6_blorp_emit_depth_stencil_state(struct brw_context *brw, const brw_blorp_params *params) { uint32_t depthstencil_offset; struct gen6_depth_stencil_state *state; state = (struct gen6_depth_stencil_state *) brw_state_batch(brw, AUB_TRACE_DEPTH_STENCIL_STATE, sizeof(*state), 64, &depthstencil_offset); memset(state, 0, sizeof(*state)); /* 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 */ state->ds2.depth_write_enable = 1; if (params->hiz_op == GEN6_HIZ_OP_DEPTH_RESOLVE) { state->ds2.depth_test_enable = 1; state->ds2.depth_test_func = COMPAREFUNC_NEVER; } return depthstencil_offset; } /* 3DSTATE_CC_STATE_POINTERS * * The pointer offsets are relative to * CMD_STATE_BASE_ADDRESS.DynamicStateBaseAddress. * * The HiZ op doesn't use BLEND_STATE or COLOR_CALC_STATE. */ static void gen6_blorp_emit_cc_state_pointers(struct brw_context *brw, const brw_blorp_params *params, uint32_t cc_blend_state_offset, uint32_t depthstencil_offset, uint32_t cc_state_offset) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_CC_STATE_POINTERS << 16 | (4 - 2)); OUT_BATCH(cc_blend_state_offset | 1); /* BLEND_STATE offset */ OUT_BATCH(depthstencil_offset | 1); /* DEPTH_STENCIL_STATE offset */ OUT_BATCH(cc_state_offset | 1); /* COLOR_CALC_STATE offset */ ADVANCE_BATCH(); } /* WM push constants */ uint32_t gen6_blorp_emit_wm_constants(struct brw_context *brw, const brw_blorp_params *params) { uint32_t wm_push_const_offset; void *constants = brw_state_batch(brw, AUB_TRACE_WM_CONSTANTS, sizeof(params->wm_push_consts), 32, &wm_push_const_offset); memcpy(constants, ¶ms->wm_push_consts, sizeof(params->wm_push_consts)); return wm_push_const_offset; } /* SURFACE_STATE for renderbuffer or texture surface (see * brw_update_renderbuffer_surface and brw_update_texture_surface) */ static uint32_t gen6_blorp_emit_surface_state(struct brw_context *brw, const brw_blorp_params *params, const brw_blorp_surface_info *surface, uint32_t read_domains, uint32_t write_domain) { uint32_t wm_surf_offset; uint32_t width = surface->width; uint32_t height = surface->height; if (surface->num_samples > 1) { /* Since gen6 uses INTEL_MSAA_LAYOUT_IMS, width and height are measured * in samples. But SURFACE_STATE wants them in pixels, so we need to * divide them each by 2. */ width /= 2; height /= 2; } struct intel_region *region = surface->mt->region; uint32_t tile_x, tile_y; uint32_t *surf = (uint32_t *) brw_state_batch(brw, AUB_TRACE_SURFACE_STATE, 6 * 4, 32, &wm_surf_offset); surf[0] = (BRW_SURFACE_2D << BRW_SURFACE_TYPE_SHIFT | BRW_SURFACE_MIPMAPLAYOUT_BELOW << BRW_SURFACE_MIPLAYOUT_SHIFT | BRW_SURFACE_CUBEFACE_ENABLES | surface->brw_surfaceformat << BRW_SURFACE_FORMAT_SHIFT); /* reloc */ surf[1] = (surface->compute_tile_offsets(&tile_x, &tile_y) + region->bo->offset); surf[2] = (0 << BRW_SURFACE_LOD_SHIFT | (width - 1) << BRW_SURFACE_WIDTH_SHIFT | (height - 1) << BRW_SURFACE_HEIGHT_SHIFT); uint32_t tiling = surface->map_stencil_as_y_tiled ? BRW_SURFACE_TILED | BRW_SURFACE_TILED_Y : brw_get_surface_tiling_bits(region->tiling); uint32_t pitch_bytes = region->pitch * region->cpp; if (surface->map_stencil_as_y_tiled) pitch_bytes *= 2; surf[3] = (tiling | 0 << BRW_SURFACE_DEPTH_SHIFT | (pitch_bytes - 1) << BRW_SURFACE_PITCH_SHIFT); surf[4] = brw_get_surface_num_multisamples(surface->num_samples); /* Note that the low bits of these fields are missing, so * there's the possibility of getting in trouble. */ assert(tile_x % 4 == 0); assert(tile_y % 2 == 0); surf[5] = ((tile_x / 4) << BRW_SURFACE_X_OFFSET_SHIFT | (tile_y / 2) << BRW_SURFACE_Y_OFFSET_SHIFT | (surface->mt->align_h == 4 ? BRW_SURFACE_VERTICAL_ALIGN_ENABLE : 0)); /* Emit relocation to surface contents */ drm_intel_bo_emit_reloc(brw->intel.batch.bo, wm_surf_offset + 4, region->bo, surf[1] - region->bo->offset, read_domains, write_domain); return wm_surf_offset; } /* BINDING_TABLE. See brw_wm_binding_table(). */ uint32_t gen6_blorp_emit_binding_table(struct brw_context *brw, const brw_blorp_params *params, uint32_t wm_surf_offset_renderbuffer, uint32_t wm_surf_offset_texture) { uint32_t wm_bind_bo_offset; uint32_t *bind = (uint32_t *) brw_state_batch(brw, AUB_TRACE_BINDING_TABLE, sizeof(uint32_t) * BRW_BLORP_NUM_BINDING_TABLE_ENTRIES, 32, /* alignment */ &wm_bind_bo_offset); bind[BRW_BLORP_RENDERBUFFER_BINDING_TABLE_INDEX] = wm_surf_offset_renderbuffer; bind[BRW_BLORP_TEXTURE_BINDING_TABLE_INDEX] = wm_surf_offset_texture; return wm_bind_bo_offset; } /** * SAMPLER_STATE. See brw_update_sampler_state(). */ static uint32_t gen6_blorp_emit_sampler_state(struct brw_context *brw, const brw_blorp_params *params) { uint32_t sampler_offset; struct brw_sampler_state *sampler = (struct brw_sampler_state *) brw_state_batch(brw, AUB_TRACE_SAMPLER_STATE, sizeof(struct brw_sampler_state), 32, &sampler_offset); memset(sampler, 0, sizeof(*sampler)); sampler->ss0.min_filter = BRW_MAPFILTER_LINEAR; sampler->ss0.mip_filter = BRW_MIPFILTER_NONE; sampler->ss0.mag_filter = BRW_MAPFILTER_LINEAR; sampler->ss1.r_wrap_mode = BRW_TEXCOORDMODE_CLAMP; sampler->ss1.s_wrap_mode = BRW_TEXCOORDMODE_CLAMP; sampler->ss1.t_wrap_mode = BRW_TEXCOORDMODE_CLAMP; sampler->ss0.min_mag_neq = 1; /* Set LOD bias: */ sampler->ss0.lod_bias = 0; sampler->ss0.lod_preclamp = 1; /* OpenGL mode */ sampler->ss0.default_color_mode = 0; /* OpenGL/DX10 mode */ /* Set BaseMipLevel, MaxLOD, MinLOD: * * XXX: I don't think that using firstLevel, lastLevel works, * because we always setup the surface state as if firstLevel == * level zero. Probably have to subtract firstLevel from each of * these: */ sampler->ss0.base_level = U_FIXED(0, 1); sampler->ss1.max_lod = U_FIXED(0, 6); sampler->ss1.min_lod = U_FIXED(0, 6); sampler->ss3.non_normalized_coord = 1; sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MIN | BRW_ADDRESS_ROUNDING_ENABLE_V_MIN | BRW_ADDRESS_ROUNDING_ENABLE_R_MIN; sampler->ss3.address_round |= BRW_ADDRESS_ROUNDING_ENABLE_U_MAG | BRW_ADDRESS_ROUNDING_ENABLE_V_MAG | BRW_ADDRESS_ROUNDING_ENABLE_R_MAG; return sampler_offset; } /** * 3DSTATE_SAMPLER_STATE_POINTERS. See upload_sampler_state_pointers(). */ static void gen6_blorp_emit_sampler_state_pointers(struct brw_context *brw, const brw_blorp_params *params, uint32_t sampler_offset) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_SAMPLER_STATE_POINTERS << 16 | VS_SAMPLER_STATE_CHANGE | GS_SAMPLER_STATE_CHANGE | PS_SAMPLER_STATE_CHANGE | (4 - 2)); OUT_BATCH(0); /* VS */ OUT_BATCH(0); /* GS */ OUT_BATCH(sampler_offset); ADVANCE_BATCH(); } /* 3DSTATE_VS * * Disable vertex shader. */ void gen6_blorp_emit_vs_disable(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; if (intel->gen == 6) { /* From the BSpec, Volume 2a, Part 3 "Vertex Shader", Section * 3DSTATE_VS, Dword 5.0 "VS Function Enable": * * [DevSNB] A pipeline flush must be programmed prior to a * 3DSTATE_VS command that causes the VS Function Enable to * toggle. Pipeline flush can be executed by sending a PIPE_CONTROL * command with CS stall bit set and a post sync operation. */ intel_emit_post_sync_nonzero_flush(intel); } BEGIN_BATCH(6); OUT_BATCH(_3DSTATE_VS << 16 | (6 - 2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } /* 3DSTATE_GS * * Disable the geometry shader. */ void gen6_blorp_emit_gs_disable(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(7); OUT_BATCH(_3DSTATE_GS << 16 | (7 - 2)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } /* 3DSTATE_CLIP * * Disable the clipper. * * The BLORP op emits a rectangle primitive, which requires clipping to * be disabled. From page 10 of the Sandy Bridge PRM Volume 2 Part 1 * Section 1.3 "3D Primitives Overview": * RECTLIST: * Either the CLIP unit should be DISABLED, or the CLIP unit's Clip * Mode should be set to a value other than CLIPMODE_NORMAL. * * Also disable perspective divide. This doesn't change the clipper's * output, but does spare a few electrons. */ void gen6_blorp_emit_clip_disable(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_CLIP << 16 | (4 - 2)); OUT_BATCH(0); OUT_BATCH(GEN6_CLIP_PERSPECTIVE_DIVIDE_DISABLE); OUT_BATCH(0); ADVANCE_BATCH(); } /* 3DSTATE_SF * * Disable ViewportTransformEnable (dw2.1) * * From the SandyBridge 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). * * A solid rectangle must be rendered, so set FrontFaceFillMode (dw2.4:3) * and BackFaceFillMode (dw2.5:6) to SOLID(0). * * From the Sandy Bridge PRM, Volume 2, Part 1, Section * 6.4.1.1 3DSTATE_SF, Field FrontFaceFillMode: * 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. */ static void gen6_blorp_emit_sf_config(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(20); OUT_BATCH(_3DSTATE_SF << 16 | (20 - 2)); OUT_BATCH((1 - 1) << GEN6_SF_NUM_OUTPUTS_SHIFT | /* only position */ 1 << GEN6_SF_URB_ENTRY_READ_LENGTH_SHIFT | 0 << GEN6_SF_URB_ENTRY_READ_OFFSET_SHIFT); OUT_BATCH(0); /* dw2 */ OUT_BATCH(params->num_samples > 1 ? GEN6_SF_MSRAST_ON_PATTERN : 0); for (int i = 0; i < 16; ++i) OUT_BATCH(0); ADVANCE_BATCH(); } /** * Enable or disable thread dispatch and set the HiZ op appropriately. */ static void gen6_blorp_emit_wm_config(struct brw_context *brw, const brw_blorp_params *params, uint32_t prog_offset, brw_blorp_prog_data *prog_data) { struct intel_context *intel = &brw->intel; uint32_t dw2, dw4, dw5, dw6; /* Even when thread dispatch is disabled, max threads (dw5.25:31) must be * nonzero to prevent the GPU from hanging. See the valid ranges in the * BSpec, Volume 2a.11 Windower, Section 3DSTATE_WM, Dword 5.25:31 * "Maximum Number Of Threads". * * To be safe (and to minimize extraneous code) we go ahead and fully * configure the WM state whether or not there is a WM program. */ dw2 = dw4 = dw5 = dw6 = 0; switch (params->hiz_op) { case GEN6_HIZ_OP_DEPTH_CLEAR: dw4 |= GEN6_WM_DEPTH_CLEAR; break; case GEN6_HIZ_OP_DEPTH_RESOLVE: dw4 |= GEN6_WM_DEPTH_RESOLVE; break; case GEN6_HIZ_OP_HIZ_RESOLVE: dw4 |= GEN6_WM_HIERARCHICAL_DEPTH_RESOLVE; break; case GEN6_HIZ_OP_NONE: break; default: assert(0); break; } dw4 |= GEN6_WM_STATISTICS_ENABLE; dw5 |= GEN6_WM_LINE_AA_WIDTH_1_0; dw5 |= GEN6_WM_LINE_END_CAP_AA_WIDTH_0_5; dw5 |= (brw->max_wm_threads - 1) << GEN6_WM_MAX_THREADS_SHIFT; dw6 |= 0 << GEN6_WM_BARYCENTRIC_INTERPOLATION_MODE_SHIFT; /* No interp */ dw6 |= 0 << GEN6_WM_NUM_SF_OUTPUTS_SHIFT; /* No inputs from SF */ if (params->use_wm_prog) { dw2 |= 1 << GEN6_WM_SAMPLER_COUNT_SHIFT; /* Up to 4 samplers */ dw4 |= prog_data->first_curbe_grf << GEN6_WM_DISPATCH_START_GRF_SHIFT_0; dw5 |= GEN6_WM_16_DISPATCH_ENABLE; dw5 |= GEN6_WM_KILL_ENABLE; /* TODO: temporarily smash on */ dw5 |= GEN6_WM_DISPATCH_ENABLE; /* We are rendering */ } if (params->num_samples > 1) { dw6 |= GEN6_WM_MSRAST_ON_PATTERN; if (prog_data && prog_data->persample_msaa_dispatch) dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE; else dw6 |= GEN6_WM_MSDISPMODE_PERPIXEL; } else { dw6 |= GEN6_WM_MSRAST_OFF_PIXEL; dw6 |= GEN6_WM_MSDISPMODE_PERSAMPLE; } BEGIN_BATCH(9); OUT_BATCH(_3DSTATE_WM << 16 | (9 - 2)); OUT_BATCH(params->use_wm_prog ? prog_offset : 0); OUT_BATCH(dw2); OUT_BATCH(0); /* No scratch needed */ OUT_BATCH(dw4); OUT_BATCH(dw5); OUT_BATCH(dw6); OUT_BATCH(0); /* No other programs */ OUT_BATCH(0); /* No other programs */ ADVANCE_BATCH(); } static void gen6_blorp_emit_constant_ps(struct brw_context *brw, const brw_blorp_params *params, uint32_t wm_push_const_offset) { struct intel_context *intel = &brw->intel; /* Make sure the push constants fill an exact integer number of * registers. */ assert(sizeof(brw_blorp_wm_push_constants) % 32 == 0); /* There must be at least one register worth of push constant data. */ assert(BRW_BLORP_NUM_PUSH_CONST_REGS > 0); /* Enable push constant buffer 0. */ BEGIN_BATCH(5); OUT_BATCH(_3DSTATE_CONSTANT_PS << 16 | GEN6_CONSTANT_BUFFER_0_ENABLE | (5 - 2)); OUT_BATCH(wm_push_const_offset + (BRW_BLORP_NUM_PUSH_CONST_REGS - 1)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } /** * 3DSTATE_BINDING_TABLE_POINTERS */ static void gen6_blorp_emit_binding_table_pointers(struct brw_context *brw, const brw_blorp_params *params, uint32_t wm_bind_bo_offset) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_BINDING_TABLE_POINTERS << 16 | GEN6_BINDING_TABLE_MODIFY_PS | (4 - 2)); OUT_BATCH(0); /* vs -- ignored */ OUT_BATCH(0); /* gs -- ignored */ OUT_BATCH(wm_bind_bo_offset); /* wm/ps */ ADVANCE_BATCH(); } static void gen6_blorp_emit_depth_stencil_config(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; uint32_t draw_x = params->depth.x_offset; uint32_t draw_y = params->depth.y_offset; uint32_t tile_mask_x, tile_mask_y; gen6_blorp_compute_tile_masks(params, &tile_mask_x, &tile_mask_y); /* 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. */ tile_x &= ~7; tile_y &= ~7; intel_emit_post_sync_nonzero_flush(intel); intel_emit_depth_stall_flushes(intel); BEGIN_BATCH(7); OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2)); uint32_t pitch_bytes = params->depth.mt->region->pitch * params->depth.mt->region->cpp; OUT_BATCH((pitch_bytes - 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); OUT_RELOC(params->depth.mt->region->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, offset); OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 | (params->depth.width + tile_x - 1) << 6 | (params->depth.height + tile_y - 1) << 19); OUT_BATCH(0); OUT_BATCH(tile_x | tile_y << 16); OUT_BATCH(0); 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((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2)); OUT_BATCH(hiz_region->pitch * hiz_region->cpp - 1); OUT_RELOC(hiz_region->bo, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, hiz_offset); ADVANCE_BATCH(); } /* 3DSTATE_STENCIL_BUFFER */ { BEGIN_BATCH(3); OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2)); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } } static void gen6_blorp_emit_depth_disable(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(7); OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2)); OUT_BATCH((BRW_DEPTHFORMAT_D32_FLOAT << 18) | (BRW_SURFACE_NULL << 29)); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } /* 3DSTATE_CLEAR_PARAMS * * From the Sandybridge PRM, Volume 2, Part 1, Section 3DSTATE_CLEAR_PARAMS: * [DevSNB] 3DSTATE_CLEAR_PARAMS packet must follow the DEPTH_BUFFER_STATE * packet when HiZ is enabled and the DEPTH_BUFFER_STATE changes. */ static void gen6_blorp_emit_clear_params(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(2); OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 | GEN5_DEPTH_CLEAR_VALID | (2 - 2)); OUT_BATCH(params->depth.mt ? params->depth.mt->depth_clear_value : 0); ADVANCE_BATCH(); } /* 3DSTATE_DRAWING_RECTANGLE */ void gen6_blorp_emit_drawing_rectangle(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2)); OUT_BATCH(0); OUT_BATCH(((params->x1 - 1) & 0xffff) | ((params->y1 - 1) << 16)); OUT_BATCH(0); ADVANCE_BATCH(); } /* 3DSTATE_VIEWPORT_STATE_POINTERS */ void gen6_blorp_emit_viewport_state(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; struct brw_cc_viewport *ccv; uint32_t cc_vp_offset; ccv = (struct brw_cc_viewport *)brw_state_batch(brw, AUB_TRACE_CC_VP_STATE, sizeof(*ccv), 32, &cc_vp_offset); ccv->min_depth = 0.0; ccv->max_depth = 1.0; BEGIN_BATCH(4); OUT_BATCH(_3DSTATE_VIEWPORT_STATE_POINTERS << 16 | (4 - 2) | GEN6_CC_VIEWPORT_MODIFY); OUT_BATCH(0); /* clip VP */ OUT_BATCH(0); /* SF VP */ OUT_BATCH(cc_vp_offset); ADVANCE_BATCH(); } /* 3DPRIMITIVE */ static void gen6_blorp_emit_primitive(struct brw_context *brw, const brw_blorp_params *params) { struct intel_context *intel = &brw->intel; BEGIN_BATCH(6); OUT_BATCH(CMD_3D_PRIM << 16 | (6 - 2) | _3DPRIM_RECTLIST << GEN4_3DPRIM_TOPOLOGY_TYPE_SHIFT | GEN4_3DPRIM_VERTEXBUFFER_ACCESS_SEQUENTIAL); OUT_BATCH(3); /* vertex count per instance */ OUT_BATCH(0); OUT_BATCH(1); /* instance count */ OUT_BATCH(0); OUT_BATCH(0); ADVANCE_BATCH(); } /** * \brief Execute a blit or render pass operation. * * To execute the operation, this function manually constructs and emits a * batch to draw a rectangle primitive. The batchbuffer is flushed before * constructing and after emitting the batch. * * This function alters no GL state. */ void gen6_blorp_exec(struct intel_context *intel, const brw_blorp_params *params) { struct gl_context *ctx = &intel->ctx; struct brw_context *brw = brw_context(ctx); brw_blorp_prog_data *prog_data = NULL; uint32_t cc_blend_state_offset = 0; uint32_t cc_state_offset = 0; uint32_t depthstencil_offset; uint32_t wm_push_const_offset = 0; uint32_t wm_bind_bo_offset = 0; uint32_t prog_offset = params->get_wm_prog(brw, &prog_data); gen6_blorp_emit_batch_head(brw, params); gen6_emit_3dstate_multisample(brw, params->num_samples); gen6_emit_3dstate_sample_mask(brw, params->num_samples, 1.0, false); gen6_blorp_emit_state_base_address(brw, params); gen6_blorp_emit_vertices(brw, params); gen6_blorp_emit_urb_config(brw, params); if (params->use_wm_prog) { cc_blend_state_offset = gen6_blorp_emit_blend_state(brw, params); cc_state_offset = gen6_blorp_emit_cc_state(brw, params); } depthstencil_offset = gen6_blorp_emit_depth_stencil_state(brw, params); gen6_blorp_emit_cc_state_pointers(brw, params, cc_blend_state_offset, depthstencil_offset, cc_state_offset); if (params->use_wm_prog) { uint32_t wm_surf_offset_renderbuffer; uint32_t wm_surf_offset_texture; uint32_t sampler_offset; wm_push_const_offset = gen6_blorp_emit_wm_constants(brw, params); wm_surf_offset_renderbuffer = gen6_blorp_emit_surface_state(brw, params, ¶ms->dst, I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER); wm_surf_offset_texture = gen6_blorp_emit_surface_state(brw, params, ¶ms->src, I915_GEM_DOMAIN_SAMPLER, 0); wm_bind_bo_offset = gen6_blorp_emit_binding_table(brw, params, wm_surf_offset_renderbuffer, wm_surf_offset_texture); sampler_offset = gen6_blorp_emit_sampler_state(brw, params); gen6_blorp_emit_sampler_state_pointers(brw, params, sampler_offset); } gen6_blorp_emit_vs_disable(brw, params); gen6_blorp_emit_gs_disable(brw, params); gen6_blorp_emit_clip_disable(brw, params); gen6_blorp_emit_sf_config(brw, params); if (params->use_wm_prog) gen6_blorp_emit_constant_ps(brw, params, wm_push_const_offset); gen6_blorp_emit_wm_config(brw, params, prog_offset, prog_data); if (params->use_wm_prog) gen6_blorp_emit_binding_table_pointers(brw, params, wm_bind_bo_offset); gen6_blorp_emit_viewport_state(brw, params); if (params->depth.mt) gen6_blorp_emit_depth_stencil_config(brw, params); else gen6_blorp_emit_depth_disable(brw, params); gen6_blorp_emit_clear_params(brw, params); gen6_blorp_emit_drawing_rectangle(brw, params); gen6_blorp_emit_primitive(brw, params); /* See comments above at first invocation of intel_flush() in * gen6_blorp_emit_batch_head(). */ intel_flush(ctx); /* Be safe. */ brw->state.dirty.brw = ~0; brw->state.dirty.cache = ~0; }