示例#1
0
文件: brw_blorp.c 项目: Echelon9/mesa
static void
apply_gen6_stencil_hiz_offset(struct isl_surf *surf,
                              struct intel_mipmap_tree *mt,
                              uint32_t lod,
                              uint32_t *offset)
{
   assert(mt->array_layout == ALL_SLICES_AT_EACH_LOD);

   if (mt->format == MESA_FORMAT_S_UINT8) {
      /* Note: we can't compute the stencil offset using
       * intel_miptree_get_aligned_offset(), because the miptree
       * claims that the region is untiled even though it's W tiled.
       */
      *offset = mt->level[lod].level_y * mt->pitch +
                mt->level[lod].level_x * 64;
   } else {
      *offset = intel_miptree_get_aligned_offset(mt,
                                                 mt->level[lod].level_x,
                                                 mt->level[lod].level_y);
   }

   surf->logical_level0_px.width = minify(surf->logical_level0_px.width, lod);
   surf->logical_level0_px.height = minify(surf->logical_level0_px.height, lod);
   surf->phys_level0_sa.width = minify(surf->phys_level0_sa.width, lod);
   surf->phys_level0_sa.height = minify(surf->phys_level0_sa.height, lod);
   surf->levels = 1;
   surf->array_pitch_el_rows =
      ALIGN(surf->phys_level0_sa.height, surf->image_alignment_el.height);
}
示例#2
0
/**
 * 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
{
   uint32_t mask_x, mask_y;

   intel_miptree_get_tile_masks(mt, &mask_x, &mask_y, map_stencil_as_y_tiled);

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

   return intel_miptree_get_aligned_offset(mt, x_offset & ~mask_x,
                                           y_offset & ~mask_y,
                                           map_stencil_as_y_tiled);
}
示例#3
0
static void
gen6_blorp_emit_depth_stencil_config(struct brw_context *brw,
                                     const struct brw_blorp_params *params)
{
   uint32_t surfwidth, surfheight;
   uint32_t surftype;
   unsigned int depth = MAX2(params->depth.mt->logical_depth0, 1);
   GLenum gl_target = params->depth.mt->target;
   unsigned int lod;

   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;
      depth *= 6;
      break;
   default:
      surftype = translate_tex_target(gl_target);
      break;
   }

   const unsigned min_array_element = params->depth.layer;

   lod = params->depth.level - params->depth.mt->first_level;

   if (params->hiz_op != GEN6_HIZ_OP_NONE && lod == 0) {
      /* HIZ ops for lod 0 may set the width & height a little
       * larger to allow the fast depth clear to fit the hardware
       * alignment requirements. (8x4)
       */
      surfwidth = params->depth.width;
      surfheight = params->depth.height;
   } else {
      surfwidth = params->depth.mt->logical_width0;
      surfheight = params->depth.mt->logical_height0;
   }

   /* 3DSTATE_DEPTH_BUFFER */
   {
      brw_emit_depth_stall_flushes(brw);

      BEGIN_BATCH(7);
      /* 3DSTATE_DEPTH_BUFFER dw0 */
      OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));

      /* 3DSTATE_DEPTH_BUFFER dw1 */
      OUT_BATCH((params->depth.mt->pitch - 1) |
                params->depth_format << 18 |
                1 << 21 | /* separate stencil enable */
                1 << 22 | /* hiz enable */
                BRW_TILEWALK_YMAJOR << 26 |
                1 << 27 | /* y-tiled */
                surftype << 29);

      /* 3DSTATE_DEPTH_BUFFER dw2 */
      OUT_RELOC(params->depth.mt->bo,
                I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
                0);

      /* 3DSTATE_DEPTH_BUFFER dw3 */
      OUT_BATCH(BRW_SURFACE_MIPMAPLAYOUT_BELOW << 1 |
                (surfwidth - 1) << 6 |
                (surfheight - 1) << 19 |
                lod << 2);

      /* 3DSTATE_DEPTH_BUFFER dw4 */
      OUT_BATCH((depth - 1) << 21 |
                min_array_element << 10 |
                (depth - 1) << 1);

      /* 3DSTATE_DEPTH_BUFFER dw5 */
      OUT_BATCH(0);

      /* 3DSTATE_DEPTH_BUFFER dw6 */
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_HIER_DEPTH_BUFFER */
   {
      struct intel_mipmap_tree *hiz_mt = params->depth.mt->hiz_buf->mt;
      uint32_t offset = 0;

      if (hiz_mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
         offset = intel_miptree_get_aligned_offset(hiz_mt,
                                                   hiz_mt->level[lod].level_x,
                                                   hiz_mt->level[lod].level_y,
                                                   false);
      }

      BEGIN_BATCH(3);
      OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
      OUT_BATCH(hiz_mt->pitch - 1);
      OUT_RELOC(hiz_mt->bo,
                I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
                offset);
      ADVANCE_BATCH();
   }

   /* 3DSTATE_STENCIL_BUFFER */
   {
      BEGIN_BATCH(3);
      OUT_BATCH((_3DSTATE_STENCIL_BUFFER << 16) | (3 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   }
}
示例#4
0
void
gen6_emit_depth_stencil_hiz(struct brw_context *brw,
                            struct intel_mipmap_tree *depth_mt,
                            uint32_t depth_offset, uint32_t depthbuffer_format,
                            uint32_t depth_surface_type,
                            struct intel_mipmap_tree *stencil_mt,
                            bool hiz, bool separate_stencil,
                            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;
   unsigned int depth = 1;
   GLenum gl_target = GL_TEXTURE_2D;
   unsigned int lod;
   const struct intel_mipmap_tree *mt = depth_mt ? depth_mt : stencil_mt;
   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":
    *     [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
    */
   bool enable_hiz_ss = hiz || separate_stencil;

   brw_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) {
      depth = MAX2(irb->layer_count, 1);
      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;
      depth *= 6;
      break;
   case GL_TEXTURE_3D:
      assert(mt);
      depth = MAX2(mt->logical_depth0, 1);
      /* fallthrough */
   default:
      surftype = translate_tex_target(gl_target);
      break;
   }

   const unsigned min_array_element = irb ? irb->mt_layer : 0;

   lod = irb ? irb->mt_level - irb->mt->first_level : 0;

   if (mt) {
      width = mt->logical_width0;
      height = mt->logical_height0;
   }

   BEGIN_BATCH(7);
   /* 3DSTATE_DEPTH_BUFFER dw0 */
   OUT_BATCH(_3DSTATE_DEPTH_BUFFER << 16 | (7 - 2));

   /* 3DSTATE_DEPTH_BUFFER dw1 */
   OUT_BATCH((depth_mt ? depth_mt->pitch - 1 : 0) |
             (depthbuffer_format << 18) |
             ((enable_hiz_ss ? 1 : 0) << 21) | /* separate stencil enable */
             ((enable_hiz_ss ? 1 : 0) << 22) | /* hiz enable */
             (BRW_TILEWALK_YMAJOR << 26) |
             ((depth_mt ? depth_mt->tiling != I915_TILING_NONE : 1)
              << 27) |
             (surftype << 29));

   /* 3DSTATE_DEPTH_BUFFER dw2 */
   if (depth_mt) {
      OUT_RELOC(depth_mt->bo,
		I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
		0);
   } else {
      OUT_BATCH(0);
   }

   /* 3DSTATE_DEPTH_BUFFER dw3 */
   OUT_BATCH(((width - 1) << 6) |
             ((height - 1) << 19) |
             lod << 2);

   /* 3DSTATE_DEPTH_BUFFER dw4 */
   OUT_BATCH((depth - 1) << 21 |
             min_array_element << 10 |
             (depth - 1) << 1);

   /* 3DSTATE_DEPTH_BUFFER dw5 */
   OUT_BATCH(0);
   assert(tile_x == 0 && tile_y == 0);

   /* 3DSTATE_DEPTH_BUFFER dw6 */
   OUT_BATCH(0);

   ADVANCE_BATCH();

   if (hiz || 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) {
         struct intel_mipmap_tree *hiz_mt = depth_mt->hiz_buf->mt;
         uint32_t offset = 0;

         if (hiz_mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
            offset = intel_miptree_get_aligned_offset(
                        hiz_mt,
                        hiz_mt->level[lod].level_x,
                        hiz_mt->level[lod].level_y,
                        false);
         }

	 BEGIN_BATCH(3);
	 OUT_BATCH((_3DSTATE_HIER_DEPTH_BUFFER << 16) | (3 - 2));
	 OUT_BATCH(hiz_mt->pitch - 1);
	 OUT_RELOC(hiz_mt->bo,
		   I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
		   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) {
         uint32_t offset = 0;

         if (stencil_mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
            if (stencil_mt->format == MESA_FORMAT_S_UINT8) {
               /* Note: we can't compute the stencil offset using
                * intel_region_get_aligned_offset(), because stencil_region
                * claims that the region is untiled even though it's W tiled.
                */
               offset =
                  stencil_mt->level[lod].level_y * stencil_mt->pitch +
                  stencil_mt->level[lod].level_x * 64;
            } else {
               offset = intel_miptree_get_aligned_offset(
                           stencil_mt,
                           stencil_mt->level[lod].level_x,
                           stencil_mt->level[lod].level_y,
                           false);
            }
         }

	 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 * stencil_mt->pitch - 1);
	 OUT_RELOC(stencil_mt->bo,
		   I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
		   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.
    */
   BEGIN_BATCH(2);
   OUT_BATCH(_3DSTATE_CLEAR_PARAMS << 16 |
             GEN5_DEPTH_CLEAR_VALID |
             (2 - 2));
   OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
   ADVANCE_BATCH();
}
示例#5
0
void
brw_workaround_depthstencil_alignment(struct brw_context *brw,
                                      GLbitfield clear_mask)
{
   struct gl_context *ctx = &brw->ctx;
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   bool rebase_depth = false;
   bool rebase_stencil = false;
   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 *depth_mt = NULL;
   struct intel_mipmap_tree *stencil_mt = get_stencil_miptree(stencil_irb);
   uint32_t tile_x = 0, tile_y = 0, stencil_tile_x = 0, stencil_tile_y = 0;
   uint32_t stencil_draw_x = 0, stencil_draw_y = 0;
   bool invalidate_depth = clear_mask & BUFFER_BIT_DEPTH;
   bool invalidate_stencil = clear_mask & BUFFER_BIT_STENCIL;

   if (depth_irb)
      depth_mt = depth_irb->mt;

   /* Initialize brw->depthstencil to 'nop' workaround state.
    */
   brw->depthstencil.tile_x = 0;
   brw->depthstencil.tile_y = 0;
   brw->depthstencil.depth_offset = 0;
   brw->depthstencil.stencil_offset = 0;
   brw->depthstencil.hiz_offset = 0;
   brw->depthstencil.depth_mt = NULL;
   brw->depthstencil.stencil_mt = NULL;
   if (depth_irb)
      brw->depthstencil.depth_mt = depth_mt;
   if (stencil_irb)
      brw->depthstencil.stencil_mt = get_stencil_miptree(stencil_irb);

   /* Gen6+ doesn't require the workarounds, since we always program the
    * surface state at the start of the whole surface.
    */
   if (brw->gen >= 6)
      return;

   /* Check if depth buffer is in depth/stencil format.  If so, then it's only
    * safe to invalidate it if we're also clearing stencil, and both depth_irb
    * and stencil_irb point to the same miptree.
    *
    * Note: it's not sufficient to check for the case where
    * _mesa_get_format_base_format(depth_mt->format) == GL_DEPTH_STENCIL,
    * because this fails to catch depth/stencil buffers on hardware that uses
    * separate stencil.  To catch that case, we check whether
    * depth_mt->stencil_mt is non-NULL.
    */
   if (depth_irb && invalidate_depth &&
       (_mesa_get_format_base_format(depth_mt->format) == GL_DEPTH_STENCIL ||
        depth_mt->stencil_mt)) {
      invalidate_depth = invalidate_stencil && depth_irb && stencil_irb
         && depth_irb->mt == stencil_irb->mt;
   }

   uint32_t tile_mask_x, tile_mask_y;
   brw_get_depthstencil_tile_masks(depth_mt,
                                   depth_mt ? depth_irb->mt_level : 0,
                                   depth_mt ? depth_irb->mt_layer : 0,
                                   stencil_mt,
                                   &tile_mask_x, &tile_mask_y);

   if (depth_irb) {
      tile_x = depth_irb->draw_x & tile_mask_x;
      tile_y = depth_irb->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"
       */
      if (tile_x & 7 || tile_y & 7)
         rebase_depth = true;

      /* We didn't even have intra-tile offsets before g45. */
      if (!brw->has_surface_tile_offset) {
         if (tile_x || tile_y)
            rebase_depth = true;
      }

      if (rebase_depth) {
         perf_debug("HW workaround: blitting depth level %d to a temporary "
                    "to fix alignment (depth tile offset %d,%d)\n",
                    depth_irb->mt_level, tile_x, tile_y);
         intel_renderbuffer_move_to_temp(brw, depth_irb, invalidate_depth);
         /* In the case of stencil_irb being the same packed depth/stencil
          * texture but not the same rb, make it point at our rebased mt, too.
          */
         if (stencil_irb &&
             stencil_irb != depth_irb &&
             stencil_irb->mt == depth_mt) {
            intel_miptree_reference(&stencil_irb->mt, depth_irb->mt);
            intel_renderbuffer_set_draw_offset(stencil_irb);
         }

         stencil_mt = get_stencil_miptree(stencil_irb);

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

      if (stencil_irb) {
         stencil_mt = get_stencil_miptree(stencil_irb);
         intel_miptree_get_image_offset(stencil_mt,
                                        stencil_irb->mt_level,
                                        stencil_irb->mt_layer,
                                        &stencil_draw_x, &stencil_draw_y);
         int stencil_tile_x = stencil_draw_x & tile_mask_x;
         int stencil_tile_y = stencil_draw_y & tile_mask_y;

         /* If stencil doesn't match depth, then we'll need to rebase stencil
          * as well.  (if we hadn't decided to rebase stencil before, the
          * post-stencil depth test will also rebase depth to try to match it
          * up).
          */
         if (tile_x != stencil_tile_x ||
             tile_y != stencil_tile_y) {
            rebase_stencil = true;
         }
      }
   }

   /* If we have (just) stencil, check it for ignored low bits as well */
   if (stencil_irb) {
      intel_miptree_get_image_offset(stencil_mt,
                                     stencil_irb->mt_level,
                                     stencil_irb->mt_layer,
                                     &stencil_draw_x, &stencil_draw_y);
      stencil_tile_x = stencil_draw_x & tile_mask_x;
      stencil_tile_y = stencil_draw_y & tile_mask_y;

      if (stencil_tile_x & 7 || stencil_tile_y & 7)
         rebase_stencil = true;

      if (!brw->has_surface_tile_offset) {
         if (stencil_tile_x || stencil_tile_y)
            rebase_stencil = true;
      }
   }

   if (rebase_stencil) {
      perf_debug("HW workaround: blitting stencil level %d to a temporary "
                 "to fix alignment (stencil tile offset %d,%d)\n",
                 stencil_irb->mt_level, stencil_tile_x, stencil_tile_y);

      intel_renderbuffer_move_to_temp(brw, stencil_irb, invalidate_stencil);
      stencil_mt = get_stencil_miptree(stencil_irb);

      intel_miptree_get_image_offset(stencil_mt,
                                     stencil_irb->mt_level,
                                     stencil_irb->mt_layer,
                                     &stencil_draw_x, &stencil_draw_y);
      stencil_tile_x = stencil_draw_x & tile_mask_x;
      stencil_tile_y = stencil_draw_y & tile_mask_y;

      if (depth_irb && depth_irb->mt == stencil_irb->mt) {
         intel_miptree_reference(&depth_irb->mt, stencil_irb->mt);
         intel_renderbuffer_set_draw_offset(depth_irb);
      } else if (depth_irb && !rebase_depth) {
         if (tile_x != stencil_tile_x ||
             tile_y != stencil_tile_y) {
            perf_debug("HW workaround: blitting depth level %d to a temporary "
                       "to match stencil level %d alignment (depth tile offset "
                       "%d,%d, stencil offset %d,%d)\n",
                       depth_irb->mt_level,
                       stencil_irb->mt_level,
                       tile_x, tile_y,
                       stencil_tile_x, stencil_tile_y);

            intel_renderbuffer_move_to_temp(brw, depth_irb, invalidate_depth);

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

            if (stencil_irb && stencil_irb->mt == depth_mt) {
               intel_miptree_reference(&stencil_irb->mt, depth_irb->mt);
               intel_renderbuffer_set_draw_offset(stencil_irb);
            }

            WARN_ONCE(stencil_tile_x != tile_x ||
                      stencil_tile_y != tile_y,
                      "Rebased stencil tile offset (%d,%d) doesn't match depth "
                      "tile offset (%d,%d).\n",
                      stencil_tile_x, stencil_tile_y,
                      tile_x, tile_y);
         }
      }
   }

   if (!depth_irb) {
      tile_x = stencil_tile_x;
      tile_y = stencil_tile_y;
   }

   /* While we just tried to get everything aligned, we may have failed to do
    * so in the case of rendering to array or 3D textures, where nonzero faces
    * will still have an offset post-rebase.  At least give an informative
    * warning.
    */
   WARN_ONCE((tile_x & 7) || (tile_y & 7),
             "Depth/stencil buffer needs alignment to 8-pixel boundaries.\n"
             "Truncating offset, bad rendering may occur.\n");
   tile_x &= ~7;
   tile_y &= ~7;

   /* Now, after rebasing, save off the new dephtstencil state so the hardware
    * packets can just dereference that without re-calculating tile offsets.
    */
   brw->depthstencil.tile_x = tile_x;
   brw->depthstencil.tile_y = tile_y;
   if (depth_irb) {
      depth_mt = depth_irb->mt;
      brw->depthstencil.depth_mt = depth_mt;
      brw->depthstencil.depth_offset =
         intel_miptree_get_aligned_offset(depth_mt,
                                          depth_irb->draw_x & ~tile_mask_x,
                                          depth_irb->draw_y & ~tile_mask_y,
                                          false);
      if (intel_renderbuffer_has_hiz(depth_irb)) {
         brw->depthstencil.hiz_offset =
            intel_miptree_get_aligned_offset(depth_mt,
                                             depth_irb->draw_x & ~tile_mask_x,
                                             (depth_irb->draw_y & ~tile_mask_y) / 2,
                                             false);
      }
   }
   if (stencil_irb) {
      stencil_mt = get_stencil_miptree(stencil_irb);

      brw->depthstencil.stencil_mt = stencil_mt;
      if (stencil_mt->format == MESA_FORMAT_S_UINT8) {
         /* Note: we can't compute the stencil offset using
          * intel_region_get_aligned_offset(), because stencil_region claims
          * that the region is untiled even though it's W tiled.
          */
         brw->depthstencil.stencil_offset =
            (stencil_draw_y & ~tile_mask_y) * stencil_mt->pitch +
            (stencil_draw_x & ~tile_mask_x) * 64;
      }
   }
}