[Mesa-dev] [PATCH 05/17] i965/gen6 depth surface: calculate more specific surface type
Pohjolainen, Topi
topi.pohjolainen at intel.com
Tue Jul 22 02:19:48 PDT 2014
On Fri, Jul 18, 2014 at 02:16:40PM -0700, Jordan Justen wrote:
> (171e633 for gen6)
>
> This will be used in 3DSTATE_DEPTH_BUFFER in a later patch.
>
> Note: Cube maps are treated as 2D arrays with 6 times as
> many array elements as the cube map array would have.
>
> Signed-off-by: Jordan Justen <jordan.l.justen at intel.com>
> ---
> src/mesa/drivers/dri/i965/gen6_blorp.cpp | 17 ++++++++++++++
> src/mesa/drivers/dri/i965/gen6_depth_state.c | 33 ++++++++++++++++++++++++++++
> 2 files changed, 50 insertions(+)
>
> diff --git a/src/mesa/drivers/dri/i965/gen6_blorp.cpp b/src/mesa/drivers/dri/i965/gen6_blorp.cpp
> index eb865b9..3fc36aa 100644
> --- a/src/mesa/drivers/dri/i965/gen6_blorp.cpp
> +++ b/src/mesa/drivers/dri/i965/gen6_blorp.cpp
> @@ -791,6 +791,23 @@ gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
> uint32_t draw_x = params->depth.x_offset;
> uint32_t draw_y = params->depth.y_offset;
> uint32_t tile_mask_x, tile_mask_y;
> + uint32_t surftype;
> + GLenum gl_target = params->depth.mt->target;
> +
> + switch (gl_target) {
> + case GL_TEXTURE_CUBE_MAP_ARRAY:
> + case GL_TEXTURE_CUBE_MAP:
> + /* The PRM claims that we should use BRW_SURFACE_CUBE for this
> + * situation, but experiments show that gl_Layer doesn't work when we do
> + * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
> + * equivalent.
> + */
> + surftype = BRW_SURFACE_2D;
> + break;
> + default:
> + surftype = translate_tex_target(gl_target);
> + break;
> + }
Patches 5-7 look identical to the gen7 equivalent and hence in principle:
Reviewed-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
But having said that I think we need to start planning how to merge all the
duplicate surface state logic between gen6-gen8. For example, the switch
statement above can be now found twice per generation.
>
> brw_get_depthstencil_tile_masks(params->depth.mt,
> params->depth.level,
> diff --git a/src/mesa/drivers/dri/i965/gen6_depth_state.c b/src/mesa/drivers/dri/i965/gen6_depth_state.c
> index d37aae8..0480142 100644
> --- a/src/mesa/drivers/dri/i965/gen6_depth_state.c
> +++ b/src/mesa/drivers/dri/i965/gen6_depth_state.c
> @@ -30,6 +30,7 @@
> #include "brw_state.h"
> #include "brw_defines.h"
>
> +#include "main/mtypes.h"
> #include "main/fbobject.h"
> #include "main/glformats.h"
>
> @@ -43,6 +44,13 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
> uint32_t width, uint32_t height,
> uint32_t tile_x, uint32_t tile_y)
> {
> + struct gl_context *ctx = &brw->ctx;
> + struct gl_framebuffer *fb = ctx->DrawBuffer;
> + uint32_t surftype;
> + GLenum gl_target = GL_TEXTURE_2D;
> + const struct intel_renderbuffer *irb = NULL;
> + const struct gl_renderbuffer *rb = NULL;
> +
> /* Enable the hiz bit if we're doing separate stencil, because it and the
> * separate stencil bit must have the same value. From Section 2.11.5.6.1.1
> * 3DSTATE_DEPTH_BUFFER, Bit 1.21 "Separate Stencil Enable":
> @@ -63,6 +71,31 @@ gen6_emit_depth_stencil_hiz(struct brw_context *brw,
> intel_emit_depth_stall_flushes(brw);
> }
>
> + irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
> + if (!irb)
> + irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
> + rb = (struct gl_renderbuffer*) irb;
> +
> + if (rb) {
> + if (rb->TexImage)
> + gl_target = rb->TexImage->TexObject->Target;
> + }
> +
> + switch (gl_target) {
> + case GL_TEXTURE_CUBE_MAP_ARRAY:
> + case GL_TEXTURE_CUBE_MAP:
> + /* The PRM claims that we should use BRW_SURFACE_CUBE for this
> + * situation, but experiments show that gl_Layer doesn't work when we do
> + * this. So we use BRW_SURFACE_2D, since for rendering purposes this is
> + * equivalent.
> + */
> + surftype = BRW_SURFACE_2D;
> + break;
> + default:
> + surftype = translate_tex_target(gl_target);
> + break;
> + }
> +
> unsigned int len;
> if (brw->gen >= 6)
> len = 7;
> --
> 2.0.1
>
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