void
ilo_render_emit_rectlist_commands_gen8(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   uint32_t op;

   ILO_DEV_ASSERT(r->dev, 8, 8);

   gen8_wa_pre_depth(r);

   if (blitter->uses & (ILO_BLITTER_USE_FB_DEPTH |
                        ILO_BLITTER_USE_FB_STENCIL)) {
      gen6_3DSTATE_DEPTH_BUFFER(r->builder,
            &blitter->fb.dst.u.zs, true);
   }

   if (blitter->uses & ILO_BLITTER_USE_FB_DEPTH) {
      gen6_3DSTATE_HIER_DEPTH_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   if (blitter->uses & ILO_BLITTER_USE_FB_STENCIL) {
      gen6_3DSTATE_STENCIL_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   gen7_3DSTATE_CLEAR_PARAMS(r->builder,
         blitter->depth_clear_value);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   switch (blitter->op) {
   case ILO_BLITTER_RECTLIST_CLEAR_ZS:
      op = 0;
      if (blitter->uses & ILO_BLITTER_USE_FB_DEPTH)
         op |= GEN8_WM_HZ_DW1_DEPTH_CLEAR;
      if (blitter->uses & ILO_BLITTER_USE_FB_STENCIL)
         op |= GEN8_WM_HZ_DW1_STENCIL_CLEAR;
      break;
   case ILO_BLITTER_RECTLIST_RESOLVE_Z:
      op = GEN8_WM_HZ_DW1_DEPTH_RESOLVE;
      break;
   case ILO_BLITTER_RECTLIST_RESOLVE_HIZ:
      op = GEN8_WM_HZ_DW1_HIZ_RESOLVE;
      break;
   default:
      op = 0;
      break;
   }

   gen8_3DSTATE_WM_HZ_OP(r->builder, op, blitter->fb.width,
         blitter->fb.height, blitter->fb.num_samples);

   ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_WRITE_IMM);

   gen8_disable_3DSTATE_WM_HZ_OP(r->builder);
}
Esempio n. 2
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void
ilo_render_emit_rectlist_commands_gen8(struct ilo_render *r,
                                       const struct ilo_blitter *blitter,
                                       const struct ilo_render_rectlist_session *session)
{
   ILO_DEV_ASSERT(r->dev, 8, 8);

   gen8_wa_pre_depth(r);

   if (blitter->uses & (ILO_BLITTER_USE_FB_DEPTH |
                        ILO_BLITTER_USE_FB_STENCIL))
      gen6_3DSTATE_DEPTH_BUFFER(r->builder, &blitter->fb.dst.u.zs);

   if (blitter->uses & ILO_BLITTER_USE_FB_DEPTH) {
      gen6_3DSTATE_HIER_DEPTH_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   if (blitter->uses & ILO_BLITTER_USE_FB_STENCIL) {
      gen6_3DSTATE_STENCIL_BUFFER(r->builder,
            &blitter->fb.dst.u.zs);
   }

   gen7_3DSTATE_CLEAR_PARAMS(r->builder,
         blitter->depth_clear_value);

   gen6_3DSTATE_DRAWING_RECTANGLE(r->builder, 0, 0,
         blitter->fb.width, blitter->fb.height);

   gen8_3DSTATE_WM_HZ_OP(r->builder, &blitter->fb.rs,
         blitter->fb.width, blitter->fb.height);

   ilo_render_pipe_control(r, GEN6_PIPE_CONTROL_WRITE_IMM);

   gen8_disable_3DSTATE_WM_HZ_OP(r->builder);
}