anv: Use ISL for emitting depth/stencil/hiz
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
@@ -1071,7 +1071,7 @@ struct isl_depth_stencil_hiz_emit_info {
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uint32_t mocs;
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uint32_t mocs;
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/**
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/**
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* The HiZ surfae or NULL if HiZ is disabled.
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* The HiZ surface or NULL if HiZ is disabled.
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*/
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*/
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const struct isl_surf *hiz_surf;
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const struct isl_surf *hiz_surf;
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enum isl_aux_usage hiz_usage;
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enum isl_aux_usage hiz_usage;
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@@ -2173,208 +2173,68 @@ genX(cmd_buffer_emit_gen7_depth_flush)(struct anv_cmd_buffer *cmd_buffer)
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}
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}
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}
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}
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static uint32_t
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depth_stencil_surface_type(enum isl_surf_dim dim)
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{
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switch (dim) {
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case ISL_SURF_DIM_1D:
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if (GEN_GEN >= 9) {
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/* From the Sky Lake PRM, 3DSTATAE_DEPTH_BUFFER::SurfaceType
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*
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* Programming Notes:
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* The Surface Type of the depth buffer must be the same as the
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* Surface Type of the render target(s) (defined in
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* SURFACE_STATE), unless either the depth buffer or render
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* targets are SURFTYPE_NULL (see exception below for SKL). 1D
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* surface type not allowed for depth surface and stencil surface.
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*
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* Workaround:
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* If depth/stencil is enabled with 1D render target,
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* depth/stencil surface type needs to be set to 2D surface type
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* and height set to 1. Depth will use (legacy) TileY and stencil
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* will use TileW. For this case only, the Surface Type of the
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* depth buffer can be 2D while the Surface Type of the render
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* target(s) are 1D, representing an exception to a programming
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* note above.
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*/
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return SURFTYPE_2D;
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} else {
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return SURFTYPE_1D;
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}
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case ISL_SURF_DIM_2D:
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return SURFTYPE_2D;
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case ISL_SURF_DIM_3D:
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if (GEN_GEN >= 9) {
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/* The Sky Lake docs list the value for 3D as "Reserved". However,
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* they have the exact same layout as 2D arrays on gen9+, so we can
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* just use 2D here.
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*/
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return SURFTYPE_2D;
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} else {
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return SURFTYPE_3D;
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}
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default:
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unreachable("Invalid surface dimension");
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}
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}
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static void
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static void
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cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer)
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cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer)
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{
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{
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struct anv_device *device = cmd_buffer->device;
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struct anv_device *device = cmd_buffer->device;
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const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer;
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const struct anv_image_view *iview =
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const struct anv_image_view *iview =
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anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
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anv_cmd_buffer_get_depth_stencil_view(cmd_buffer);
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const struct anv_image *image = iview ? iview->image : NULL;
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const struct anv_image *image = iview ? iview->image : NULL;
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const bool has_depth = image && (image->aspects & VK_IMAGE_ASPECT_DEPTH_BIT);
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const uint32_t ds = cmd_buffer->state.subpass->depth_stencil_attachment.attachment;
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const bool has_hiz = image != NULL &&
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cmd_buffer->state.attachments[ds].aux_usage == ISL_AUX_USAGE_HIZ;
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const bool has_stencil =
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image && (image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT);
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cmd_buffer->state.hiz_enabled = has_hiz;
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/* FIXME: Width and Height are wrong */
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/* FIXME: Width and Height are wrong */
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genX(cmd_buffer_emit_gen7_depth_flush)(cmd_buffer);
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genX(cmd_buffer_emit_gen7_depth_flush)(cmd_buffer);
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/* Emit 3DSTATE_DEPTH_BUFFER */
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uint32_t *dw = anv_batch_emit_dwords(&cmd_buffer->batch,
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if (has_depth) {
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device->isl_dev.ds.size / 4);
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), db) {
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if (dw == NULL)
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db.SurfaceType =
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return;
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depth_stencil_surface_type(image->depth_surface.isl.dim);
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db.DepthWriteEnable = true;
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db.StencilWriteEnable = has_stencil;
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db.HierarchicalDepthBufferEnable = has_hiz;
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db.SurfaceFormat = isl_surf_get_depth_format(&device->isl_dev,
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struct isl_depth_stencil_hiz_emit_info info = {
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&image->depth_surface.isl);
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.mocs = device->default_mocs,
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db.SurfaceBaseAddress = (struct anv_address) {
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.bo = image->bo,
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.offset = image->offset + image->depth_surface.offset,
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};
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};
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db.DepthBufferObjectControlState = GENX(MOCS);
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db.SurfacePitch = image->depth_surface.isl.row_pitch - 1;
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if (iview)
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db.Height = image->extent.height - 1;
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info.view = &iview->isl;
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db.Width = image->extent.width - 1;
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db.LOD = iview->isl.base_level;
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db.MinimumArrayElement = iview->isl.base_array_layer;
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assert(image->depth_surface.isl.dim != ISL_SURF_DIM_3D);
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if (image && (image->aspects & VK_IMAGE_ASPECT_DEPTH_BIT)) {
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db.Depth =
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info.depth_surf = &image->depth_surface.isl;
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db.RenderTargetViewExtent = iview->isl.array_len - 1;
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#if GEN_GEN >= 8
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info.depth_address =
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db.SurfaceQPitch =
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anv_batch_emit_reloc(&cmd_buffer->batch,
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isl_surf_get_array_pitch_el_rows(&image->depth_surface.isl) >> 2;
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dw + device->isl_dev.ds.depth_offset / 4,
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#endif
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image->bo,
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}
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image->offset + image->depth_surface.offset);
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} else {
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/* Even when no depth buffer is present, the hardware requires that
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const uint32_t ds =
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* 3DSTATE_DEPTH_BUFFER be programmed correctly. The Broadwell PRM says:
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cmd_buffer->state.subpass->depth_stencil_attachment.attachment;
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*
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info.hiz_usage = cmd_buffer->state.attachments[ds].aux_usage;
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* If a null depth buffer is bound, the driver must instead bind depth as:
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if (info.hiz_usage == ISL_AUX_USAGE_HIZ) {
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* 3DSTATE_DEPTH.SurfaceType = SURFTYPE_2D
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info.hiz_surf = &image->aux_surface.isl;
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* 3DSTATE_DEPTH.Width = 1
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* 3DSTATE_DEPTH.Height = 1
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info.hiz_address =
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* 3DSTATE_DEPTH.SuraceFormat = D16_UNORM
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anv_batch_emit_reloc(&cmd_buffer->batch,
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* 3DSTATE_DEPTH.SurfaceBaseAddress = 0
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dw + device->isl_dev.ds.hiz_offset / 4,
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* 3DSTATE_DEPTH.HierarchicalDepthBufferEnable = 0
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image->bo,
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* 3DSTATE_WM_DEPTH_STENCIL.DepthTestEnable = 0
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image->offset + image->aux_surface.offset);
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* 3DSTATE_WM_DEPTH_STENCIL.DepthBufferWriteEnable = 0
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*
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info.depth_clear_value = ANV_HZ_FC_VAL;
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* The PRM is wrong, though. The width and height must be programmed to
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* actual framebuffer's width and height, even when neither depth buffer
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* nor stencil buffer is present. Also, D16_UNORM is not allowed to
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* be combined with a stencil buffer so we use D32_FLOAT instead.
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*/
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_DEPTH_BUFFER), db) {
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if (has_stencil) {
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db.SurfaceType =
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depth_stencil_surface_type(image->stencil_surface.isl.dim);
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} else {
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db.SurfaceType = SURFTYPE_2D;
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}
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db.SurfaceFormat = D32_FLOAT;
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db.Width = MAX2(fb->width, 1) - 1;
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db.Height = MAX2(fb->height, 1) - 1;
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db.StencilWriteEnable = has_stencil;
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}
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}
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}
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}
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if (has_hiz) {
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if (image && (image->aspects & VK_IMAGE_ASPECT_STENCIL_BIT)) {
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_HIER_DEPTH_BUFFER), hdb) {
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info.stencil_surf = &image->stencil_surface.isl;
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hdb.HierarchicalDepthBufferObjectControlState = GENX(MOCS);
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hdb.SurfacePitch = image->aux_surface.isl.row_pitch - 1;
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info.stencil_address =
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hdb.SurfaceBaseAddress = (struct anv_address) {
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anv_batch_emit_reloc(&cmd_buffer->batch,
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.bo = image->bo,
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dw + device->isl_dev.ds.stencil_offset / 4,
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.offset = image->offset + image->aux_surface.offset,
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image->bo,
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};
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image->offset + image->stencil_surface.offset);
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#if GEN_GEN >= 8
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/* From the SKL PRM Vol2a:
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*
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* The interpretation of this field is dependent on Surface Type
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* as follows:
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* - SURFTYPE_1D: distance in pixels between array slices
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* - SURFTYPE_2D/CUBE: distance in rows between array slices
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* - SURFTYPE_3D: distance in rows between R - slices
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*
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* Unfortunately, the docs aren't 100% accurate here. They fail to
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* mention that the 1-D rule only applies to linear 1-D images.
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* Since depth and HiZ buffers are always tiled, they are treated as
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* 2-D images. Prior to Sky Lake, this field is always in rows.
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*/
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hdb.SurfaceQPitch =
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isl_surf_get_array_pitch_sa_rows(&image->aux_surface.isl) >> 2;
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#endif
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}
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} else {
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_HIER_DEPTH_BUFFER), hdb);
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}
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}
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/* Emit 3DSTATE_STENCIL_BUFFER */
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isl_emit_depth_stencil_hiz_s(&device->isl_dev, dw, &info);
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if (has_stencil) {
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_STENCIL_BUFFER), sb) {
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#if GEN_GEN >= 8 || GEN_IS_HASWELL
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sb.StencilBufferEnable = true;
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#endif
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sb.StencilBufferObjectControlState = GENX(MOCS);
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sb.SurfacePitch = image->stencil_surface.isl.row_pitch - 1;
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cmd_buffer->state.hiz_enabled = info.hiz_usage == ISL_AUX_USAGE_HIZ;
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#if GEN_GEN >= 8
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sb.SurfaceQPitch = isl_surf_get_array_pitch_el_rows(&image->stencil_surface.isl) >> 2;
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#endif
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sb.SurfaceBaseAddress = (struct anv_address) {
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.bo = image->bo,
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.offset = image->offset + image->stencil_surface.offset,
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};
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}
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} else {
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_STENCIL_BUFFER), sb);
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}
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/* From the IVB PRM Vol2P1, 11.5.5.4 3DSTATE_CLEAR_PARAMS:
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*
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* 3DSTATE_CLEAR_PARAMS must always be programmed in the along with
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* the other Depth/Stencil state commands(i.e. 3DSTATE_DEPTH_BUFFER,
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* 3DSTATE_STENCIL_BUFFER, or 3DSTATE_HIER_DEPTH_BUFFER)
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*
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* Testing also shows that some variant of this restriction may exist HSW+.
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* On BDW+, it is not possible to emit 2 of these packets consecutively when
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* both have DepthClearValueValid set. An analysis of such state programming
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* on SKL showed that the GPU doesn't register the latter packet's clear
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* value.
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*/
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anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_CLEAR_PARAMS), cp) {
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if (has_hiz) {
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cp.DepthClearValueValid = true;
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cp.DepthClearValue = ANV_HZ_FC_VAL;
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}
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}
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}
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}
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