コード例 #1
0
ファイル: intel_screen.c プロジェクト: NatTuck/mesa
static __DRIimage *
intel_from_planar(__DRIimage *parent, int plane, void *loaderPrivate)
{
    int width, height, offset, stride, dri_format, index;
    struct intel_image_format *f;
    uint32_t mask_x, mask_y;
    __DRIimage *image;

    if (parent == NULL || parent->planar_format == NULL)
        return NULL;

    f = parent->planar_format;

    if (plane >= f->nplanes)
        return NULL;

    width = parent->region->width >> f->planes[plane].width_shift;
    height = parent->region->height >> f->planes[plane].height_shift;
    dri_format = f->planes[plane].dri_format;
    index = f->planes[plane].buffer_index;
    offset = parent->offsets[index];
    stride = parent->strides[index];

    image = intel_allocate_image(dri_format, loaderPrivate);
    if (image == NULL)
       return NULL;

    if (offset + height * stride > parent->region->bo->size) {
       _mesa_warning(NULL, "intel_create_sub_image: subimage out of bounds");
       free(image);
       return NULL;
    }

    image->region = calloc(sizeof(*image->region), 1);
    if (image->region == NULL) {
       free(image);
       return NULL;
    }

    image->region->cpp = _mesa_get_format_bytes(image->format);
    image->region->width = width;
    image->region->height = height;
    image->region->pitch = stride;
    image->region->refcount = 1;
    image->region->bo = parent->region->bo;
    drm_intel_bo_reference(image->region->bo);
    image->region->tiling = parent->region->tiling;
    image->offset = offset;
    intel_setup_image_from_dimensions(image);

    intel_region_get_tile_masks(image->region, &mask_x, &mask_y, false);
    if (offset & mask_x)
       _mesa_warning(NULL,
                     "intel_create_sub_image: offset not on tile boundary");

    return image;
}
コード例 #2
0
/**
 * Rendering to tiled buffers requires that the base address of the
 * buffer be aligned to a page boundary.  We generally render to
 * textures by pointing the surface at the mipmap image level, which
 * may not be aligned to a tile boundary.
 *
 * This function returns an appropriately-aligned base offset
 * according to the tiling restrictions, plus any required x/y offset
 * from there.
 */
uint32_t
intel_renderbuffer_tile_offsets(struct intel_renderbuffer *irb,
				uint32_t *tile_x,
				uint32_t *tile_y)
{
   struct intel_region *region = irb->mt->region;
   uint32_t mask_x, mask_y;

   intel_region_get_tile_masks(region, &mask_x, &mask_y, false);

   *tile_x = irb->draw_x & mask_x;
   *tile_y = irb->draw_y & mask_y;
   return intel_region_get_aligned_offset(region, irb->draw_x & ~mask_x,
                                          irb->draw_y & ~mask_y, false);
}
コード例 #3
0
ファイル: brw_blorp.cpp プロジェクト: Haifen/Mesa-3D
/**
 * Split x_offset and y_offset into a base offset (in bytes) and a remaining
 * x/y offset (in pixels).  Note: we can't do this by calling
 * intel_renderbuffer_tile_offsets(), because the offsets may have been
 * adjusted to account for Y vs. W tiling differences.  So we compute it
 * directly from the adjusted offsets.
 */
uint32_t
brw_blorp_surface_info::compute_tile_offsets(uint32_t *tile_x,
                                             uint32_t *tile_y) const
{
   struct intel_region *region = mt->region;
   uint32_t mask_x, mask_y;

   intel_region_get_tile_masks(region, &mask_x, &mask_y,
                               map_stencil_as_y_tiled);

   *tile_x = x_offset & mask_x;
   *tile_y = y_offset & mask_y;

   return intel_region_get_aligned_offset(region, x_offset & ~mask_x,
                                          y_offset & ~mask_y,
                                          map_stencil_as_y_tiled);
}
コード例 #4
0
/**
 * Rendering with tiled buffers requires that the base address of the buffer
 * be aligned to a page boundary.  For renderbuffers, and sometimes with
 * textures, we may want the surface to point at a texture image level that
 * isn't at a page boundary.
 *
 * This function returns an appropriately-aligned base offset
 * according to the tiling restrictions, plus any required x/y offset
 * from there.
 */
uint32_t
intel_miptree_get_tile_offsets(struct intel_mipmap_tree *mt,
                               GLuint level, GLuint slice,
                               uint32_t *tile_x,
                               uint32_t *tile_y)
{
    struct intel_region *region = mt->region;
    uint32_t x, y;
    uint32_t mask_x, mask_y;

    intel_region_get_tile_masks(region, &mask_x, &mask_y, false);
    intel_miptree_get_image_offset(mt, level, slice, &x, &y);

    *tile_x = x & mask_x;
    *tile_y = y & mask_y;

    return intel_region_get_aligned_offset(region, x & ~mask_x, y & ~mask_y,
                                           false);
}
コード例 #5
0
ファイル: intel_screen.c プロジェクト: altf4/mesa
static __DRIimage *
intel_create_sub_image(__DRIimage *parent,
                       int width, int height, int dri_format,
                       int offset, int pitch, void *loaderPrivate)
{
    __DRIimage *image;
    int cpp;
    uint32_t mask_x, mask_y;

    image = intel_allocate_image(dri_format, loaderPrivate);
    cpp = _mesa_get_format_bytes(image->format);
    if (offset + height * cpp * pitch > parent->region->bo->size) {
       _mesa_warning(NULL, "intel_create_sub_image: subimage out of bounds");
       FREE(image);
       return NULL;
    }

    image->region = calloc(sizeof(*image->region), 1);
    if (image->region == NULL) {
       FREE(image);
       return NULL;
    }

    image->region->cpp = _mesa_get_format_bytes(image->format);
    image->region->width = width;
    image->region->height = height;
    image->region->pitch = pitch;
    image->region->refcount = 1;
    image->region->bo = parent->region->bo;
    drm_intel_bo_reference(image->region->bo);
    image->region->tiling = parent->region->tiling;
    image->region->screen = parent->region->screen;
    image->offset = offset;

    intel_region_get_tile_masks(image->region, &mask_x, &mask_y);
    if (offset & mask_x)
       _mesa_warning(NULL,
                     "intel_create_sub_image: offset not on tile boundary");

    return image;
}
コード例 #6
0
ファイル: brw_misc_state.c プロジェクト: UIKit0/mesa
static void emit_depthbuffer(struct brw_context *brw)
{
   struct intel_context *intel = &brw->intel;
   struct gl_context *ctx = &intel->ctx;
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   /* _NEW_BUFFERS */
   struct intel_renderbuffer *depth_irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
   struct intel_renderbuffer *stencil_irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
   struct intel_mipmap_tree *stencil_mt = NULL;
   struct intel_region *hiz_region = NULL;
   unsigned int len;
   bool separate_stencil = false;

   /* Amount by which drawing should be offset in order to draw to the
    * appropriate miplevel/zoffset/cubeface.  We will extract these values
    * from depth_irb or stencil_irb once we determine which is present.
    */
   uint32_t draw_x = 0, draw_y = 0;

   /* Masks used to determine how much of the draw_x and draw_y offsets should
    * be performed using the fine adjustment of "depth coordinate offset X/Y"
    * (dw5 of 3DSTATE_DEPTH_BUFFER).  Any remaining coarse adjustment will be
    * performed by changing the base addresses of the buffers.
    *
    * Since the HiZ, depth, and stencil buffers all use the same "depth
    * coordinate offset X/Y" values, we need to make sure that the coarse
    * adjustment will be possible to apply to all three buffers.  Since coarse
    * adjustment can only be applied in multiples of the tile size, we will OR
    * together the tile masks of all the buffers to determine which offsets to
    * perform as fine adjustments.
    */
   uint32_t tile_mask_x = 0, tile_mask_y = 0;

   if (depth_irb) {
      intel_region_get_tile_masks(depth_irb->mt->region,
                                  &tile_mask_x, &tile_mask_y);
   }

   if (depth_irb &&
       depth_irb->mt &&
       depth_irb->mt->hiz_mt) {
      hiz_region = depth_irb->mt->hiz_mt->region;

      uint32_t hiz_tile_mask_x, hiz_tile_mask_y;
      intel_region_get_tile_masks(hiz_region,
                                  &hiz_tile_mask_x, &hiz_tile_mask_y);

      /* Each HiZ row represents 2 rows of pixels */
      hiz_tile_mask_y = hiz_tile_mask_y << 1 | 1;

      tile_mask_x |= hiz_tile_mask_x;
      tile_mask_y |= hiz_tile_mask_y;
   }

   /* 3DSTATE_DEPTH_BUFFER, 3DSTATE_STENCIL_BUFFER are both
    * non-pipelined state that will need the PIPE_CONTROL workaround.
    */
   if (intel->gen == 6) {
      intel_emit_post_sync_nonzero_flush(intel);
      intel_emit_depth_stall_flushes(intel);
   }

   /* Find the real separate stencil mt if present. */
   if (stencil_irb) {
      stencil_mt = stencil_irb->mt;
      if (stencil_mt->stencil_mt)
	 stencil_mt = stencil_mt->stencil_mt;

      if (stencil_mt->format == MESA_FORMAT_S8) {
	 separate_stencil = true;

         /* Separate stencil buffer uses 64x64 tiles. */
         tile_mask_x |= 63;
         tile_mask_y |= 63;
      } else {
         uint32_t stencil_tile_mask_x, stencil_tile_mask_y;
         intel_region_get_tile_masks(stencil_mt->region,
                                     &stencil_tile_mask_x,
                                     &stencil_tile_mask_y);

         tile_mask_x |= stencil_tile_mask_x;
         tile_mask_y |= stencil_tile_mask_y;
      }
   }

   /* If there's a packed depth/stencil bound to stencil only, we need to
    * emit the packed depth/stencil buffer packet.
    */
   if (!depth_irb && stencil_irb && !separate_stencil)
      depth_irb = stencil_irb;

   if (intel->gen >= 6)
      len = 7;
   else if (intel->is_g4x || intel->gen == 5)
      len = 6;
   else
      len = 5;

   if (!depth_irb && !separate_stencil) {
      BEGIN_BATCH(len);
      OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));
      OUT_BATCH((BRW_DEPTHFORMAT_D32_FLOAT << 18) |
		(BRW_SURFACE_NULL << 29));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);

      if (intel->is_g4x || intel->gen >= 5)
         OUT_BATCH(0);

      if (intel->gen >= 6)
	 OUT_BATCH(0);

      ADVANCE_BATCH();

   } else if (!depth_irb && separate_stencil) {
      uint32_t tile_x, tile_y;

      /*
       * There exists a separate stencil buffer but no depth buffer.
       *
       * The stencil buffer inherits most of its fields from
       * 3DSTATE_DEPTH_BUFFER: namely the tile walk, surface type, width, and
       * height.
       *
       * Enable the hiz bit 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":
       *     [DevIL]: If this field is enabled, Hierarchical Depth Buffer
       *     Enable must also be enabled.
       *
       *     [DevGT]: This field must be set to the same value (enabled or
       *     disabled) as Hierarchical Depth Buffer Enable
       *
       * The tiled bit must be set. From the Sandybridge PRM, Volume 2, Part 1,
       * Section 7.5.5.1.1 3DSTATE_DEPTH_BUFFER, Bit 1.27 Tiled Surface:
       *     [DevGT+]: This field must be set to TRUE.
       */
      assert(intel->has_separate_stencil);

      draw_x = stencil_irb->draw_x;
      draw_y = stencil_irb->draw_y;
      tile_x = draw_x & tile_mask_x;
      tile_y = draw_y & tile_mask_y;

      /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
       * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
       * Coordinate Offset X/Y":
       *
       *   "The 3 LSBs of both offsets must be zero to ensure correct
       *   alignment"
       *
       * We have no guarantee that tile_x and tile_y are correctly aligned,
       * since they are determined by the mipmap layout, which is only aligned
       * to multiples of 4.
       *
       * So, to avoid hanging the GPU, just smash the low order 3 bits of
       * tile_x and tile_y to 0.  This is a temporary workaround until we come
       * up with a better solution.
       */
      tile_x &= ~7;
      tile_y &= ~7;

      BEGIN_BATCH(len);
      OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));
      OUT_BATCH((BRW_DEPTHFORMAT_D32_FLOAT << 18) |
	        (1 << 21) | /* separate stencil enable */
	        (1 << 22) | /* hiz enable */
	        (BRW_TILEWALK_YMAJOR << 26) |
	        (1 << 27) | /* tiled surface */
	        (BRW_SURFACE_2D << 29));
      OUT_BATCH(0);
      OUT_BATCH(((stencil_irb->Base.Base.Width + tile_x - 1) << 6) |
	         (stencil_irb->Base.Base.Height + tile_y - 1) << 19);
      OUT_BATCH(0);

      if (intel->is_g4x || intel->gen >= 5)
         OUT_BATCH(tile_x | (tile_y << 16));
      else
	 assert(tile_x == 0 && tile_y == 0);

      if (intel->gen >= 6)
	 OUT_BATCH(0);

      ADVANCE_BATCH();

   } else {
      struct intel_region *region = depth_irb->mt->region;
      uint32_t tile_x, tile_y, offset;

      /* If using separate stencil, hiz must be enabled. */
      assert(!separate_stencil || hiz_region);

      assert(intel->gen < 6 || region->tiling == I915_TILING_Y);
      assert(!hiz_region || region->tiling == I915_TILING_Y);

      draw_x = depth_irb->draw_x;
      draw_y = depth_irb->draw_y;
      tile_x = draw_x & tile_mask_x;
      tile_y = draw_y & tile_mask_y;

      /* According to the Sandy Bridge PRM, volume 2 part 1, pp326-327
       * (3DSTATE_DEPTH_BUFFER dw5), in the documentation for "Depth
       * Coordinate Offset X/Y":
       *
       *   "The 3 LSBs of both offsets must be zero to ensure correct
       *   alignment"
       *
       * We have no guarantee that tile_x and tile_y are correctly aligned,
       * since they are determined by the mipmap layout, which is only aligned
       * to multiples of 4.
       *
       * So, to avoid hanging the GPU, just smash the low order 3 bits of
       * tile_x and tile_y to 0.  This is a temporary workaround until we come
       * up with a better solution.
       */
      tile_x &= ~7;
      tile_y &= ~7;

      offset = intel_region_get_aligned_offset(region,
                                               draw_x & ~tile_mask_x,
                                               draw_y & ~tile_mask_y);

      BEGIN_BATCH(len);
      OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (len - 2));
      OUT_BATCH(((region->pitch * region->cpp) - 1) |
		(brw_depthbuffer_format(brw) << 18) |
		((hiz_region ? 1 : 0) << 21) | /* separate stencil enable */
		((hiz_region ? 1 : 0) << 22) | /* hiz enable */
		(BRW_TILEWALK_YMAJOR << 26) |
		((region->tiling != I915_TILING_NONE) << 27) |
		(BRW_SURFACE_2D << 29));
      OUT_RELOC(region->bo,
		I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
		offset);
      OUT_BATCH((BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1) |
		(((depth_irb->Base.Base.Width + tile_x) - 1) << 6) |
		(((depth_irb->Base.Base.Height + tile_y) - 1) << 19));
      OUT_BATCH(0);

      if (intel->is_g4x || intel->gen >= 5)
         OUT_BATCH(tile_x | (tile_y << 16));
      else
	 assert(tile_x == 0 && tile_y == 0);

      if (intel->gen >= 6)
	 OUT_BATCH(0);

      ADVANCE_BATCH();
   }

   if (hiz_region || separate_stencil) {
      /*
       * In the 3DSTATE_DEPTH_BUFFER batch emitted above, the 'separate
       * stencil enable' and 'hiz enable' bits were set. Therefore we must
       * emit 3DSTATE_HIER_DEPTH_BUFFER and 3DSTATE_STENCIL_BUFFER. Even if
       * there is no stencil buffer, 3DSTATE_STENCIL_BUFFER must be emitted;
       * failure to do so causes hangs on gen5 and a stall on gen6.
       */

      /* Emit hiz buffer. */
      if (hiz_region) {
         uint32_t hiz_offset =
            intel_region_get_aligned_offset(hiz_region,
                                            draw_x & ~tile_mask_x,
                                            (draw_y & ~tile_mask_y) / 2);

	 BEGIN_BATCH(3);
	 OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
	 OUT_BATCH(hiz_region->pitch * hiz_region->cpp - 1);
	 OUT_RELOC(hiz_region->bo,
		   I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
		   hiz_offset);
	 ADVANCE_BATCH();
      } else {
	 BEGIN_BATCH(3);
	 OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
	 OUT_BATCH(0);
	 OUT_BATCH(0);
	 ADVANCE_BATCH();
      }

      /* Emit stencil buffer. */
      if (separate_stencil) {
	 struct intel_region *region = stencil_mt->region;

         /* Note: we can't compute the stencil offset using
          * intel_region_get_aligned_offset(), because stencil_region claims
          * that the region is untiled; in fact it's W tiled.
          */
         uint32_t stencil_offset =
            (draw_y & ~tile_mask_y) * region->pitch +
            (draw_x & ~tile_mask_x) * 64;

	 BEGIN_BATCH(3);
	 OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
         /* The stencil buffer has quirky pitch requirements.  From Vol 2a,
          * 11.5.6.2.1 3DSTATE_STENCIL_BUFFER, field "Surface Pitch":
          *    The pitch must be set to 2x the value computed based on width, as
          *    the stencil buffer is stored with two rows interleaved.
          */
	 OUT_BATCH(2 * region->pitch * region->cpp - 1);
	 OUT_RELOC(region->bo,
		   I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
		   stencil_offset);
	 ADVANCE_BATCH();
      } else {
	 BEGIN_BATCH(3);
	 OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
	 OUT_BATCH(0);
	 OUT_BATCH(0);
	 ADVANCE_BATCH();
      }
   }

   /*
    * On Gen >= 6, emit clear params for safety. If using hiz, then clear
    * params must be emitted.
    *
    * From Section 2.11.5.6.4.1 3DSTATE_CLEAR_PARAMS:
    *     3DSTATE_CLEAR_PARAMS packet must follow the DEPTH_BUFFER_STATE packet
    *     when HiZ is enabled and the DEPTH_BUFFER_STATE changes.
    */
   if (intel->gen >= 6 || hiz_region) {
      if (intel->gen == 6)
	 intel_emit_post_sync_nonzero_flush(intel);

      BEGIN_BATCH(2);
      OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 |
		GEN5_DEPTH_CLEAR_VALID |
		(2 - 2));
      OUT_BATCH(depth_irb ? depth_irb->mt->depth_clear_value : 0);
      ADVANCE_BATCH();
   }
}