[Mesa-dev] [PATCH 6/8] i965: Implement HiZ resolves on Broadwell.

Kenneth Graunke kenneth at whitecape.org
Mon Feb 10 21:48:51 PST 2014


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 <kenneth at 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, &params);
> +   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, &params);
> +   }
>  }
>  
>  } /* 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;
> +}
> 


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