[Mesa-dev] [PATCH] i965: Make Broadwell HiZ path arrange for TC flushes.

Chad Versace chad.versace at linux.intel.com
Tue Apr 29 10:50:27 PDT 2014


On Mon, Apr 21, 2014 at 02:08:49PM -0700, Kenneth Graunke wrote:
> HiZ operations make the depth/render caches out of sync with the sampler
> caches.  We need to arrange for a TC flush to happen before the target
> buffer is used by the sampler.  Calling brw_render_cache_set_add_bo
> makes that happen.
> 
> On previous generations, brw_blorp_exec took care of flushing the
> texture cache by calling intel_batchbuffer_emit_mi_flush after doing
> any rendering.  If we were to use the normal drawing path, then
> brw_postdraw_set_buffers_need_resolve would handle this.
> 
> On Broadwell, we don't use BLORP, and we don't emit a rectangle
> primitive via the normal drawing path.  The 3DSTATE_WM_HZ_OP and
> PIPE_CONTROL implicitly make drawing happen.  So, none of our existing
> code makes this flush happen - we need to do it directly.
> 
> Fixes 11 Piglit copyteximage subtests.
> 
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77223
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=77226
> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
> ---
>  src/mesa/drivers/dri/i965/gen8_depth_state.c | 3 +++
>  1 file changed, 3 insertions(+)
> 
> diff --git a/src/mesa/drivers/dri/i965/gen8_depth_state.c b/src/mesa/drivers/dri/i965/gen8_depth_state.c
> index 8f5718a..05c3723 100644
> --- a/src/mesa/drivers/dri/i965/gen8_depth_state.c
> +++ b/src/mesa/drivers/dri/i965/gen8_depth_state.c
> @@ -307,6 +307,9 @@ gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
>     OUT_BATCH(0);
>     ADVANCE_BATCH();
>  
> +   /* Mark this buffer as needing a TC flush, as we've rendered to it. */
> +   brw_render_cache_set_add_bo(brw, mt->region->bo);
> +
>     /* 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.

Is this a general requirement for all surfaces? That is, after using
a surface as a render target, a texture cache flush is required before
sampling from it? Or is this requirement special to HiZ buffers, depth
buffers, and/or WM_HZ_OP?


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