1/* 2 * Copyright 2003 VMware, Inc. 3 * Copyright 2009, 2012 Intel Corporation. 4 * All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the 8 * "Software"), to deal in the Software without restriction, including 9 * without limitation the rights to use, copy, modify, merge, publish, 10 * distribute, sublicense, and/or sell copies of the Software, and to 11 * permit persons to whom the Software is furnished to do so, subject to 12 * the following conditions: 13 * 14 * The above copyright notice and this permission notice (including the 15 * next paragraph) shall be included in all copies or substantial portions 16 * of the Software. 17 * 18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 20 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 21 * IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR 22 * ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, 23 * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE 24 * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 25 */ 26 27#include "main/mtypes.h" 28#include "main/condrender.h" 29#include "swrast/swrast.h" 30#include "drivers/common/meta.h" 31 32#include "brw_batch.h" 33#include "brw_fbo.h" 34#include "brw_mipmap_tree.h" 35 36#include "brw_context.h" 37#include "brw_blorp.h" 38#include "brw_defines.h" 39 40#define FILE_DEBUG_FLAG DEBUG_BLIT 41 42static const char *buffer_names[] = { 43 [BUFFER_FRONT_LEFT] = "front", 44 [BUFFER_BACK_LEFT] = "back", 45 [BUFFER_FRONT_RIGHT] = "front right", 46 [BUFFER_BACK_RIGHT] = "back right", 47 [BUFFER_DEPTH] = "depth", 48 [BUFFER_STENCIL] = "stencil", 49 [BUFFER_ACCUM] = "accum", 50 [BUFFER_COLOR0] = "color0", 51 [BUFFER_COLOR1] = "color1", 52 [BUFFER_COLOR2] = "color2", 53 [BUFFER_COLOR3] = "color3", 54 [BUFFER_COLOR4] = "color4", 55 [BUFFER_COLOR5] = "color5", 56 [BUFFER_COLOR6] = "color6", 57 [BUFFER_COLOR7] = "color7", 58}; 59 60static void 61debug_mask(const char *name, GLbitfield mask) 62{ 63 GLuint i; 64 65 if (INTEL_DEBUG(DEBUG_BLIT)) { 66 DBG("%s clear:", name); 67 for (i = 0; i < BUFFER_COUNT; i++) { 68 if (mask & (1 << i)) 69 DBG(" %s", buffer_names[i]); 70 } 71 DBG("\n"); 72 } 73} 74 75/** 76 * Returns true if the scissor is a noop (cuts out nothing). 77 */ 78static bool 79noop_scissor(struct gl_framebuffer *fb) 80{ 81 return fb->_Xmin <= 0 && 82 fb->_Ymin <= 0 && 83 fb->_Xmax >= fb->Width && 84 fb->_Ymax >= fb->Height; 85} 86 87/** 88 * Implements fast depth clears on gfx6+. 89 * 90 * Fast clears basically work by setting a flag in each of the subspans 91 * represented in the HiZ buffer that says "When you need the depth values for 92 * this subspan, it's the hardware's current clear value." Then later rendering 93 * can just use the static clear value instead of referencing memory. 94 * 95 * The tricky part of the implementation is that you have to have the clear 96 * value that was used on the depth buffer in place for all further rendering, 97 * at least until a resolve to the real depth buffer happens. 98 */ 99static bool 100brw_fast_clear_depth(struct gl_context *ctx) 101{ 102 struct brw_context *brw = brw_context(ctx); 103 struct gl_framebuffer *fb = ctx->DrawBuffer; 104 struct brw_renderbuffer *depth_irb = 105 brw_get_renderbuffer(fb, BUFFER_DEPTH); 106 struct brw_mipmap_tree *mt = depth_irb->mt; 107 struct gl_renderbuffer_attachment *depth_att = &fb->Attachment[BUFFER_DEPTH]; 108 const struct intel_device_info *devinfo = &brw->screen->devinfo; 109 110 if (INTEL_DEBUG(DEBUG_NO_FAST_CLEAR)) 111 return false; 112 113 if (devinfo->ver < 6) 114 return false; 115 116 if (!brw_renderbuffer_has_hiz(depth_irb)) 117 return false; 118 119 /* We only handle full buffer clears -- otherwise you'd have to track whether 120 * a previous clear had happened at a different clear value and resolve it 121 * first. 122 */ 123 if ((ctx->Scissor.EnableFlags & 1) && !noop_scissor(fb)) { 124 perf_debug("Failed to fast clear %dx%d depth because of scissors. " 125 "Possible 5%% performance win if avoided.\n", 126 mt->surf.logical_level0_px.width, 127 mt->surf.logical_level0_px.height); 128 return false; 129 } 130 131 switch (mt->format) { 132 case MESA_FORMAT_Z32_FLOAT_S8X24_UINT: 133 case MESA_FORMAT_Z24_UNORM_S8_UINT: 134 /* From the Sandy Bridge PRM, volume 2 part 1, page 314: 135 * 136 * "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be 137 * enabled (the legacy method of clearing must be performed): 138 * 139 * - If the depth buffer format is D32_FLOAT_S8X24_UINT or 140 * D24_UNORM_S8_UINT. 141 */ 142 return false; 143 144 case MESA_FORMAT_Z_UNORM16: 145 /* From the Sandy Bridge PRM, volume 2 part 1, page 314: 146 * 147 * "[DevSNB+]: Several cases exist where Depth Buffer Clear cannot be 148 * enabled (the legacy method of clearing must be performed): 149 * 150 * - DevSNB{W/A}]: When depth buffer format is D16_UNORM and the 151 * width of the map (LOD0) is not multiple of 16, fast clear 152 * optimization must be disabled. 153 */ 154 if (devinfo->ver == 6 && 155 (minify(mt->surf.phys_level0_sa.width, 156 depth_irb->mt_level - mt->first_level) % 16) != 0) 157 return false; 158 break; 159 160 default: 161 break; 162 } 163 164 /* Quantize the clear value to what can be stored in the actual depth 165 * buffer. This makes the following check more accurate because it now 166 * checks if the actual depth bits will match. It also prevents us from 167 * getting a too-accurate depth value during depth testing or when sampling 168 * with HiZ enabled. 169 */ 170 float clear_value = 171 mt->format == MESA_FORMAT_Z_FLOAT32 ? ctx->Depth.Clear : 172 _mesa_lroundeven(ctx->Depth.Clear * fb->_DepthMax) / (float)(fb->_DepthMax); 173 174 const uint32_t num_layers = depth_att->Layered ? depth_irb->layer_count : 1; 175 176 /* If we're clearing to a new clear value, then we need to resolve any clear 177 * flags out of the HiZ buffer into the real depth buffer. 178 */ 179 if (mt->fast_clear_color.f32[0] != clear_value) { 180 for (uint32_t level = mt->first_level; level <= mt->last_level; level++) { 181 if (!brw_miptree_level_has_hiz(mt, level)) 182 continue; 183 184 const unsigned level_layers = brw_get_num_logical_layers(mt, level); 185 186 for (uint32_t layer = 0; layer < level_layers; layer++) { 187 if (level == depth_irb->mt_level && 188 layer >= depth_irb->mt_layer && 189 layer < depth_irb->mt_layer + num_layers) { 190 /* We're going to clear this layer anyway. Leave it alone. */ 191 continue; 192 } 193 194 enum isl_aux_state aux_state = 195 brw_miptree_get_aux_state(mt, level, layer); 196 197 if (aux_state != ISL_AUX_STATE_CLEAR && 198 aux_state != ISL_AUX_STATE_COMPRESSED_CLEAR) { 199 /* This slice doesn't have any fast-cleared bits. */ 200 continue; 201 } 202 203 /* If we got here, then the level may have fast-clear bits that 204 * use the old clear value. We need to do a depth resolve to get 205 * rid of their use of the clear value before we can change it. 206 * Fortunately, few applications ever change their depth clear 207 * value so this shouldn't happen often. 208 */ 209 brw_hiz_exec(brw, mt, level, layer, 1, ISL_AUX_OP_FULL_RESOLVE); 210 brw_miptree_set_aux_state(brw, mt, level, layer, 1, 211 ISL_AUX_STATE_RESOLVED); 212 } 213 } 214 215 const union isl_color_value clear_color = { .f32 = {clear_value, } }; 216 brw_miptree_set_clear_color(brw, mt, clear_color); 217 } 218 219 for (unsigned a = 0; a < num_layers; a++) { 220 enum isl_aux_state aux_state = 221 brw_miptree_get_aux_state(mt, depth_irb->mt_level, 222 depth_irb->mt_layer + a); 223 224 if (aux_state != ISL_AUX_STATE_CLEAR) { 225 brw_hiz_exec(brw, mt, depth_irb->mt_level, 226 depth_irb->mt_layer + a, 1, 227 ISL_AUX_OP_FAST_CLEAR); 228 } 229 } 230 231 brw_miptree_set_aux_state(brw, mt, depth_irb->mt_level, 232 depth_irb->mt_layer, num_layers, 233 ISL_AUX_STATE_CLEAR); 234 return true; 235} 236 237/** 238 * Called by ctx->Driver.Clear. 239 */ 240static void 241brw_clear(struct gl_context *ctx, GLbitfield mask) 242{ 243 struct brw_context *brw = brw_context(ctx); 244 struct gl_framebuffer *fb = ctx->DrawBuffer; 245 const struct intel_device_info *devinfo = &brw->screen->devinfo; 246 bool partial_clear = ctx->Scissor.EnableFlags && !noop_scissor(fb); 247 248 if (!_mesa_check_conditional_render(ctx)) 249 return; 250 251 if (mask & (BUFFER_BIT_FRONT_LEFT | BUFFER_BIT_FRONT_RIGHT)) { 252 brw->front_buffer_dirty = true; 253 } 254 255 brw_prepare_render(brw); 256 brw_workaround_depthstencil_alignment(brw, partial_clear ? 0 : mask); 257 258 if (mask & BUFFER_BIT_DEPTH) { 259 if (brw_fast_clear_depth(ctx)) { 260 DBG("fast clear: depth\n"); 261 mask &= ~BUFFER_BIT_DEPTH; 262 } 263 } 264 265 if (mask & BUFFER_BITS_COLOR) { 266 brw_blorp_clear_color(brw, fb, mask, partial_clear, 267 ctx->Color.sRGBEnabled); 268 debug_mask("blorp color", mask & BUFFER_BITS_COLOR); 269 mask &= ~BUFFER_BITS_COLOR; 270 } 271 272 if (devinfo->ver >= 6 && (mask & BUFFER_BITS_DEPTH_STENCIL)) { 273 brw_blorp_clear_depth_stencil(brw, fb, mask, partial_clear); 274 debug_mask("blorp depth/stencil", mask & BUFFER_BITS_DEPTH_STENCIL); 275 mask &= ~BUFFER_BITS_DEPTH_STENCIL; 276 } 277 278 GLbitfield tri_mask = mask & (BUFFER_BIT_STENCIL | 279 BUFFER_BIT_DEPTH); 280 281 if (tri_mask) { 282 debug_mask("tri", tri_mask); 283 mask &= ~tri_mask; 284 _mesa_meta_glsl_Clear(&brw->ctx, tri_mask); 285 } 286 287 /* Any strange buffers get passed off to swrast. The only thing that 288 * should be left at this point is the accumulation buffer. 289 */ 290 assert((mask & ~BUFFER_BIT_ACCUM) == 0); 291 if (mask) { 292 debug_mask("swrast", mask); 293 _swrast_Clear(ctx, mask); 294 } 295} 296 297 298void 299brw_init_clear_functions(struct dd_function_table *functions) 300{ 301 functions->Clear = brw_clear; 302} 303