[Mesa-dev] [PATCH] i965: Make Broadwell HiZ path arrange for TC flushes.
Eric Anholt
eric at anholt.net
Wed Apr 30 13:08:35 PDT 2014
Chad Versace <chad.versace at linux.intel.com> writes:
> 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?
The GPU L1/L2 caches are all incoherent with each other. Most of them
are read only. If you've dirtied a thing with the render cache
(color/Z/stencil render targets, BLT destinations, etc.) and you want to
load from it through the sampler, data, or constant caches, you have to
flush.
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