mesa/src/intel/isl/isl_emit_depth_stencil.c

391 lines
14 KiB
C

/*
* Copyright 2016 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 <stdint.h>
#define __gen_address_type uint64_t
#define __gen_user_data void
static uint64_t
__gen_combine_address(__attribute__((unused)) void *data,
__attribute__((unused)) void *loc, uint64_t addr,
uint32_t delta)
{
return addr + delta;
}
#include "genxml/gen_macros.h"
#include "genxml/genX_pack.h"
#include "isl_priv.h"
static const uint32_t isl_encode_ds_surftype[] = {
#if GFX_VER >= 9
/* From the SKL PRM, "3DSTATE_DEPTH_STENCIL::SurfaceType":
*
* "If depth/stencil is enabled with 1D render target, depth/stencil
* surface type needs to be set to 2D surface type and height set to 1.
* Depth will use (legacy) TileY and stencil will use TileW. For this
* case only, the Surface Type of the depth buffer can be 2D while the
* Surface Type of the render target(s) are 1D, representing an
* exception to a programming note above.
*/
[ISL_SURF_DIM_1D] = SURFTYPE_2D,
#else
[ISL_SURF_DIM_1D] = SURFTYPE_1D,
#endif
[ISL_SURF_DIM_2D] = SURFTYPE_2D,
[ISL_SURF_DIM_3D] = SURFTYPE_3D,
};
#if GFX_VERx10 >= 125
static const uint8_t isl_encode_tiling[] = {
[ISL_TILING_4] = TILE4,
[ISL_TILING_64] = TILE64,
};
#endif
void
isl_genX(emit_depth_stencil_hiz_s)(const struct isl_device *dev, void *batch,
const struct isl_depth_stencil_hiz_emit_info *restrict info)
{
if (info->depth_surf && info->stencil_surf) {
if (!dev->info->has_hiz_and_separate_stencil) {
assert(info->depth_surf == info->stencil_surf);
assert(info->depth_address == info->stencil_address);
}
assert(info->depth_surf->dim == info->stencil_surf->dim);
}
if (info->depth_surf) {
assert((info->depth_surf->usage & ISL_SURF_USAGE_DEPTH_BIT));
if (info->depth_surf->dim == ISL_SURF_DIM_3D) {
assert(info->view->base_array_layer + info->view->array_len <=
info->depth_surf->logical_level0_px.depth);
} else {
assert(info->view->base_array_layer + info->view->array_len <=
info->depth_surf->logical_level0_px.array_len);
}
}
if (info->stencil_surf) {
assert((info->stencil_surf->usage & ISL_SURF_USAGE_STENCIL_BIT));
if (info->stencil_surf->dim == ISL_SURF_DIM_3D) {
assert(info->view->base_array_layer + info->view->array_len <=
info->stencil_surf->logical_level0_px.depth);
} else {
assert(info->view->base_array_layer + info->view->array_len <=
info->stencil_surf->logical_level0_px.array_len);
}
}
struct GENX(3DSTATE_DEPTH_BUFFER) db = {
GENX(3DSTATE_DEPTH_BUFFER_header),
#if GFX_VER >= 6
.MOCS = info->mocs,
#endif
};
if (info->depth_surf) {
db.SurfaceType = isl_encode_ds_surftype[info->depth_surf->dim];
db.SurfaceFormat = isl_surf_get_depth_format(dev, info->depth_surf);
db.Width = info->depth_surf->logical_level0_px.width - 1;
db.Height = info->depth_surf->logical_level0_px.height - 1;
if (db.SurfaceType == SURFTYPE_3D)
db.Depth = info->depth_surf->logical_level0_px.depth - 1;
} else if (info->stencil_surf) {
db.SurfaceType = isl_encode_ds_surftype[info->stencil_surf->dim];
db.SurfaceFormat = D32_FLOAT;
db.Width = info->stencil_surf->logical_level0_px.width - 1;
db.Height = info->stencil_surf->logical_level0_px.height - 1;
if (db.SurfaceType == SURFTYPE_3D)
db.Depth = info->stencil_surf->logical_level0_px.depth - 1;
} else {
db.SurfaceType = SURFTYPE_NULL;
db.SurfaceFormat = D32_FLOAT;
}
if (info->depth_surf || info->stencil_surf) {
/* These are based entirely on the view */
db.RenderTargetViewExtent = info->view->array_len - 1;
db.LOD = info->view->base_level;
db.MinimumArrayElement = info->view->base_array_layer;
/* From the Haswell PRM docs for 3DSTATE_DEPTH_BUFFER::Depth
*
* "This field specifies the total number of levels for a volume
* texture or the number of array elements allowed to be accessed
* starting at the Minimum Array Element for arrayed surfaces. If the
* volume texture is MIP-mapped, this field specifies the depth of
* the base MIP level."
*
* For 3D surfaces, we set it to the correct depth above. For non-3D
* surfaces, this is the same as RenderTargetViewExtent.
*/
if (db.SurfaceType != SURFTYPE_3D)
db.Depth = db.RenderTargetViewExtent;
}
if (info->depth_surf) {
#if GFX_VER >= 7
db.DepthWriteEnable = true;
#endif
db.SurfaceBaseAddress = info->depth_address;
#if GFX_VERx10 >= 125
db.TiledMode = isl_encode_tiling[info->depth_surf->tiling];
db.MipTailStartLOD = 15;
db.CompressionMode = isl_aux_usage_has_ccs(info->hiz_usage);
db.RenderCompressionFormat =
isl_get_render_compression_format(info->depth_surf->format);
#elif GFX_VER <= 6
assert(info->depth_surf->tiling == ISL_TILING_Y0);
db.TiledSurface = true;
db.TileWalk = TILEWALK_YMAJOR;
db.MIPMapLayoutMode = MIPLAYOUT_BELOW;
#endif
db.SurfacePitch = info->depth_surf->row_pitch_B - 1;
#if GFX_VER >= 8
db.SurfaceQPitch =
isl_surf_get_array_pitch_el_rows(info->depth_surf) >> 2;
#endif
#if GFX_VER >= 12
db.ControlSurfaceEnable = db.DepthBufferCompressionEnable =
isl_aux_usage_has_ccs(info->hiz_usage);
#endif
}
#if GFX_VER == 5 || GFX_VER == 6
const bool separate_stencil =
info->stencil_surf && info->stencil_surf->format == ISL_FORMAT_R8_UINT;
if (separate_stencil || info->hiz_usage == ISL_AUX_USAGE_HIZ) {
assert(ISL_DEV_USE_SEPARATE_STENCIL(dev));
/* From the IronLake PRM, Vol 2 Part 1:
*
* 3DSTATE_DEPTH_BUFFER::Separate Stencil Buffer Enable
* If this field is enabled, Hierarchical Depth Buffer Enable must
* also be enabled.
*
* 3DSTATE_DEPTH_BUFFER::Tiled Surface
* When Hierarchical Depth Buffer is enabled, this bit must be set.
*/
db.SeparateStencilBufferEnable = true;
db.HierarchicalDepthBufferEnable = true;
db.TiledSurface = true;
}
#endif
#if GFX_VER >= 6
struct GENX(3DSTATE_STENCIL_BUFFER) sb = {
GENX(3DSTATE_STENCIL_BUFFER_header),
.MOCS = info->mocs,
};
#else
# define sb db
#endif
if (info->stencil_surf) {
#if GFX_VER >= 7 && GFX_VER < 12
db.StencilWriteEnable = true;
#endif
#if GFX_VERx10 >= 125
sb.TiledMode = isl_encode_tiling[info->stencil_surf->tiling];
sb.MipTailStartLOD = 15;
sb.CompressionMode = isl_aux_usage_has_ccs(info->stencil_aux_usage);
sb.RenderCompressionFormat =
isl_get_render_compression_format(info->stencil_surf->format);
#endif
#if GFX_VER >= 12
sb.StencilWriteEnable = true;
sb.SurfaceType = SURFTYPE_2D;
sb.Width = info->stencil_surf->logical_level0_px.width - 1;
sb.Height = info->stencil_surf->logical_level0_px.height - 1;
sb.Depth = sb.RenderTargetViewExtent = info->view->array_len - 1;
sb.SurfLOD = info->view->base_level;
sb.MinimumArrayElement = info->view->base_array_layer;
assert(info->stencil_aux_usage == ISL_AUX_USAGE_NONE ||
info->stencil_aux_usage == ISL_AUX_USAGE_STC_CCS);
sb.StencilCompressionEnable =
info->stencil_aux_usage == ISL_AUX_USAGE_STC_CCS;
sb.ControlSurfaceEnable = sb.StencilCompressionEnable;
#elif GFX_VERx10 >= 75
sb.StencilBufferEnable = true;
#endif
sb.SurfaceBaseAddress = info->stencil_address;
sb.SurfacePitch = info->stencil_surf->row_pitch_B - 1;
#if GFX_VER >= 8
sb.SurfaceQPitch =
isl_surf_get_array_pitch_el_rows(info->stencil_surf) >> 2;
#endif
} else {
#if GFX_VER >= 12
sb.SurfaceType = SURFTYPE_NULL;
/* The docs seem to indicate that if surf-type is null, then we may need
* to match the depth-buffer value for `Depth`. It may be a
* documentation bug, since the other fields don't require this.
*
* TODO: Confirm documentation and remove setting of `Depth` if not
* required.
*/
sb.Depth = db.Depth;
#endif
}
#if GFX_VER >= 6
struct GENX(3DSTATE_HIER_DEPTH_BUFFER) hiz = {
GENX(3DSTATE_HIER_DEPTH_BUFFER_header),
.MOCS = info->mocs,
};
struct GENX(3DSTATE_CLEAR_PARAMS) clear = {
GENX(3DSTATE_CLEAR_PARAMS_header),
};
assert(info->hiz_usage == ISL_AUX_USAGE_NONE ||
isl_aux_usage_has_hiz(info->hiz_usage));
if (isl_aux_usage_has_hiz(info->hiz_usage)) {
assert(GFX_VER >= 12 || info->hiz_usage == ISL_AUX_USAGE_HIZ);
db.HierarchicalDepthBufferEnable = true;
hiz.SurfaceBaseAddress = info->hiz_address;
hiz.SurfacePitch = info->hiz_surf->row_pitch_B - 1;
#if GFX_VERx10 >= 125
/* From 3DSTATE_HIER_DEPTH_BUFFER_BODY::TiledMode,
*
* HZ buffer only supports Tile4 mode
*
* and from Bspec 47009, "Hierarchical Depth Buffer",
*
* The format of the data in the hierarchical depth buffer is not
* documented here, as this surface needs only to be allocated by
* software.
*
* We choose to apply the second quote to the first. ISL describes HiZ
* with a tiling that has the same extent as Tile4 (128Bx32), but a
* different internal layout. This has two benefits: 1) it allows us to
* have the correct allocation size and 2) we can continue to use a
* tiling that was determined to exist on some prior platforms.
*/
assert(info->hiz_surf->tiling == ISL_TILING_HIZ);
hiz.TiledMode = TILE4;
#endif
#if GFX_VER >= 12
hiz.HierarchicalDepthBufferWriteThruEnable =
info->hiz_usage == ISL_AUX_USAGE_HIZ_CCS_WT;
/* The bspec docs for this bit are fairly unclear about exactly what is
* and isn't supported with HiZ write-through. It's fairly clear that
* you can't sample from a multisampled depth buffer with CCS. This
* limitation isn't called out explicitly but the docs for the CCS_E
* value of RENDER_SURFACE_STATE::AuxiliarySurfaceMode say:
*
* "If Number of multisamples > 1, programming this value means MSAA
* compression is enabled for that surface. Auxiliary surface is MSC
* with tile y."
*
* Since this interpretation ignores whether the surface is
* depth/stencil or not and since multisampled depth buffers use
* ISL_MSAA_LAYOUT_INTERLEAVED which is incompatible with MCS
* compression, this means that we can't even specify MSAA depth CCS in
* RENDER_SURFACE_STATE::AuxiliarySurfaceMode. The BSpec also says, for
* 3DSTATE_HIER_DEPTH_BUFFER::HierarchicalDepthBufferWriteThruEnable,
*
* "This bit must NOT be set for >1x MSAA modes, since sampler
* doesn't support sampling from >1x MSAA depth buffer."
*
* Again, this is all focused around what the sampler can do and not
* what the depth hardware can do.
*
* Reading even more internal docs which can't be quoted here makes it
* pretty clear that, even if it's not currently called out in the
* BSpec, HiZ+CCS write-through isn't intended to work with MSAA and we
* shouldn't try to use it. Treat it as if it's disallowed even if the
* BSpec doesn't explicitly document that.
*/
if (hiz.HierarchicalDepthBufferWriteThruEnable)
assert(info->depth_surf->samples == 1);
#endif
#if GFX_VER >= 8
/* From the SKL PRM Vol2a:
*
* The interpretation of this field is dependent on Surface Type
* as follows:
* - SURFTYPE_1D: distance in pixels between array slices
* - SURFTYPE_2D/CUBE: distance in rows between array slices
* - SURFTYPE_3D: distance in rows between R - slices
*
* Unfortunately, the docs aren't 100% accurate here. They fail to
* mention that the 1-D rule only applies to linear 1-D images.
* Since depth and HiZ buffers are always tiled, they are treated as
* 2-D images. Prior to Sky Lake, this field is always in rows.
*/
hiz.SurfaceQPitch =
isl_surf_get_array_pitch_sa_rows(info->hiz_surf) >> 2;
#endif
clear.DepthClearValueValid = true;
#if GFX_VER >= 8
clear.DepthClearValue = info->depth_clear_value;
#else
switch (info->depth_surf->format) {
case ISL_FORMAT_R32_FLOAT: {
union { float f; uint32_t u; } fu;
fu.f = info->depth_clear_value;
clear.DepthClearValue = fu.u;
break;
}
case ISL_FORMAT_R24_UNORM_X8_TYPELESS:
clear.DepthClearValue = info->depth_clear_value * ((1u << 24) - 1);
break;
case ISL_FORMAT_R16_UNORM:
clear.DepthClearValue = info->depth_clear_value * ((1u << 16) - 1);
break;
default:
unreachable("Invalid depth type");
}
#endif
}
#endif /* GFX_VER >= 6 */
/* Pack everything into the batch */
uint32_t *dw = batch;
GENX(3DSTATE_DEPTH_BUFFER_pack)(NULL, dw, &db);
dw += GENX(3DSTATE_DEPTH_BUFFER_length);
#if GFX_VER >= 6
GENX(3DSTATE_STENCIL_BUFFER_pack)(NULL, dw, &sb);
dw += GENX(3DSTATE_STENCIL_BUFFER_length);
GENX(3DSTATE_HIER_DEPTH_BUFFER_pack)(NULL, dw, &hiz);
dw += GENX(3DSTATE_HIER_DEPTH_BUFFER_length);
GENX(3DSTATE_CLEAR_PARAMS_pack)(NULL, dw, &clear);
dw += GENX(3DSTATE_CLEAR_PARAMS_length);
#endif
}