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1 /*
2  * Copyright © 2011 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "intel_batchbuffer.h"
25 #include "intel_mipmap_tree.h"
26 #include "intel_fbo.h"
27 #include "intel_resolve_map.h"
28 #include "brw_context.h"
29 #include "brw_state.h"
30 #include "brw_defines.h"
31 #include "brw_wm.h"
32 #include "main/framebuffer.h"
33 
34 /**
35  * Helper function to emit depth related command packets.
36  */
37 static void
emit_depth_packets(struct brw_context * brw,struct intel_mipmap_tree * depth_mt,uint32_t depthbuffer_format,uint32_t depth_surface_type,bool depth_writable,struct intel_mipmap_tree * stencil_mt,bool stencil_writable,bool hiz,uint32_t width,uint32_t height,uint32_t depth,uint32_t lod,uint32_t min_array_element)38 emit_depth_packets(struct brw_context *brw,
39                    struct intel_mipmap_tree *depth_mt,
40                    uint32_t depthbuffer_format,
41                    uint32_t depth_surface_type,
42                    bool depth_writable,
43                    struct intel_mipmap_tree *stencil_mt,
44                    bool stencil_writable,
45                    bool hiz,
46                    uint32_t width,
47                    uint32_t height,
48                    uint32_t depth,
49                    uint32_t lod,
50                    uint32_t min_array_element)
51 {
52    uint32_t mocs_wb = brw->gen >= 9 ? SKL_MOCS_WB : BDW_MOCS_WB;
53 
54    /* Skip repeated NULL depth/stencil emits (think 2D rendering). */
55    if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) {
56       assert(brw->hw_ctx);
57       return;
58    }
59 
60    brw_emit_depth_stall_flushes(brw);
61 
62    /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
63    BEGIN_BATCH(8);
64    OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
65    OUT_BATCH(depth_surface_type << 29 |
66              (depth_writable ? (1 << 28) : 0) |
67              (stencil_mt != NULL && stencil_writable) << 27 |
68              (hiz ? 1 : 0) << 22 |
69              depthbuffer_format << 18 |
70              (depth_mt ? depth_mt->pitch - 1 : 0));
71    if (depth_mt) {
72       OUT_RELOC64(depth_mt->bo,
73                   I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
74    } else {
75       OUT_BATCH(0);
76       OUT_BATCH(0);
77    }
78    OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
79    OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10) | mocs_wb);
80    OUT_BATCH(0);
81    OUT_BATCH(((depth - 1) << 21) | (depth_mt ? depth_mt->qpitch >> 2 : 0));
82    ADVANCE_BATCH();
83 
84    if (!hiz) {
85       BEGIN_BATCH(5);
86       OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
87       OUT_BATCH(0);
88       OUT_BATCH(0);
89       OUT_BATCH(0);
90       OUT_BATCH(0);
91       ADVANCE_BATCH();
92    } else {
93       assert(depth_mt);
94       BEGIN_BATCH(5);
95       OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
96       OUT_BATCH((depth_mt->hiz_buf->aux_base.pitch - 1) | mocs_wb << 25);
97       OUT_RELOC64(depth_mt->hiz_buf->aux_base.bo,
98                   I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
99       OUT_BATCH(depth_mt->hiz_buf->aux_base.qpitch >> 2);
100       ADVANCE_BATCH();
101    }
102 
103    if (stencil_mt == NULL) {
104       BEGIN_BATCH(5);
105       OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
106       OUT_BATCH(0);
107       OUT_BATCH(0);
108       OUT_BATCH(0);
109       OUT_BATCH(0);
110       ADVANCE_BATCH();
111    } else {
112       BEGIN_BATCH(5);
113       OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
114       /* The stencil buffer has quirky pitch requirements.  From the Graphics
115        * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
116        * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
117        * field "Surface Pitch":
118        *
119        *    The pitch must be set to 2x the value computed based on width, as
120        *    the stencil buffer is stored with two rows interleaved.
121        *
122        * (Note that it is not 100% clear whether this intended to apply to
123        * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
124        * imply that it doesn't), however the comment appears on a "DevIVB+"
125        * page (which would imply that it does).  Experiments with the hardware
126        * indicate that it does.
127        */
128       OUT_BATCH(HSW_STENCIL_ENABLED | mocs_wb << 22 |
129                 (2 * stencil_mt->pitch - 1));
130       OUT_RELOC64(stencil_mt->bo,
131                   I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
132       OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
133       ADVANCE_BATCH();
134    }
135 
136    BEGIN_BATCH(3);
137    OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
138    OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
139    OUT_BATCH(1);
140    ADVANCE_BATCH();
141 
142    brw->no_depth_or_stencil = !depth_mt && !stencil_mt;
143 }
144 
145 /* Awful vtable-compatible function; should be cleaned up in the future. */
146 void
gen8_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)147 gen8_emit_depth_stencil_hiz(struct brw_context *brw,
148                             struct intel_mipmap_tree *depth_mt,
149                             uint32_t depth_offset,
150                             uint32_t depthbuffer_format,
151                             uint32_t depth_surface_type,
152                             struct intel_mipmap_tree *stencil_mt,
153                             bool hiz, bool separate_stencil,
154                             uint32_t width, uint32_t height,
155                             uint32_t tile_x, uint32_t tile_y)
156 {
157    struct gl_context *ctx = &brw->ctx;
158    struct gl_framebuffer *fb = ctx->DrawBuffer;
159    uint32_t surftype;
160    unsigned int depth = 1;
161    unsigned int min_array_element;
162    GLenum gl_target = GL_TEXTURE_2D;
163    unsigned int lod;
164    const struct intel_mipmap_tree *mt = depth_mt ? depth_mt : stencil_mt;
165    const struct intel_renderbuffer *irb = NULL;
166    const struct gl_renderbuffer *rb = NULL;
167 
168    irb = intel_get_renderbuffer(fb, BUFFER_DEPTH);
169    if (!irb)
170       irb = intel_get_renderbuffer(fb, BUFFER_STENCIL);
171    rb = (struct gl_renderbuffer *) irb;
172 
173    if (rb) {
174       depth = MAX2(irb->layer_count, 1);
175       if (rb->TexImage)
176          gl_target = rb->TexImage->TexObject->Target;
177    }
178 
179    switch (gl_target) {
180    case GL_TEXTURE_CUBE_MAP_ARRAY:
181    case GL_TEXTURE_CUBE_MAP:
182       /* The PRM claims that we should use BRW_SURFACE_CUBE for this
183        * situation, but experiments show that gl_Layer doesn't work when we do
184        * this.  So we use BRW_SURFACE_2D, since for rendering purposes this is
185        * equivalent.
186        */
187       surftype = BRW_SURFACE_2D;
188       depth *= 6;
189       break;
190    case GL_TEXTURE_3D:
191       assert(mt);
192       depth = MAX2(mt->logical_depth0, 1);
193       surftype = translate_tex_target(gl_target);
194       break;
195    case GL_TEXTURE_1D_ARRAY:
196    case GL_TEXTURE_1D:
197       if (brw->gen >= 9) {
198          /* WaDisable1DDepthStencil. Skylake+ doesn't support 1D depth
199           * textures but it does allow pretending it's a 2D texture
200           * instead.
201           */
202          surftype = BRW_SURFACE_2D;
203          break;
204       }
205       /* fallthrough */
206    default:
207       surftype = translate_tex_target(gl_target);
208       break;
209    }
210 
211    min_array_element = irb ? irb->mt_layer : 0;
212 
213    lod = irb ? irb->mt_level - irb->mt->first_level : 0;
214 
215    if (mt) {
216       width = mt->logical_width0;
217       height = mt->logical_height0;
218    }
219 
220    emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
221                       brw_depth_writes_enabled(brw),
222                       stencil_mt, ctx->Stencil._WriteEnabled,
223                       hiz, width, height, depth, lod, min_array_element);
224 }
225 
226 /**
227  * Should we set the PMA FIX ENABLE bit?
228  *
229  * To avoid unnecessary depth related stalls, we need to set this bit.
230  * However, there is a very complicated formula which governs when it
231  * is legal to do so.  This function computes that.
232  *
233  * See the documenation for the CACHE_MODE_1 register, bit 11.
234  */
235 static bool
pma_fix_enable(const struct brw_context * brw)236 pma_fix_enable(const struct brw_context *brw)
237 {
238    const struct gl_context *ctx = &brw->ctx;
239    /* BRW_NEW_FS_PROG_DATA */
240    const struct brw_wm_prog_data *wm_prog_data =
241       brw_wm_prog_data(brw->wm.base.prog_data);
242    /* _NEW_BUFFERS */
243    struct intel_renderbuffer *depth_irb =
244       intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
245 
246    /* 3DSTATE_WM::ForceThreadDispatch is never used. */
247    const bool wm_force_thread_dispatch = false;
248 
249    /* 3DSTATE_RASTER::ForceSampleCount is never used. */
250    const bool raster_force_sample_count_nonzero = false;
251 
252    /* _NEW_BUFFERS:
253     * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
254     * 3DSTATE_DEPTH_BUFFER::HIZ Enable
255     */
256    const bool hiz_enabled = depth_irb && intel_renderbuffer_has_hiz(depth_irb);
257 
258    /* 3DSTATE_WM::Early Depth/Stencil Control != EDSC_PREPS (2). */
259    const bool edsc_not_preps = !wm_prog_data->early_fragment_tests;
260 
261    /* 3DSTATE_PS_EXTRA::PixelShaderValid is always true. */
262    const bool pixel_shader_valid = true;
263 
264    /* !(3DSTATE_WM_HZ_OP::DepthBufferClear ||
265     *   3DSTATE_WM_HZ_OP::DepthBufferResolve ||
266     *   3DSTATE_WM_HZ_OP::Hierarchical Depth Buffer Resolve Enable ||
267     *   3DSTATE_WM_HZ_OP::StencilBufferClear)
268     *
269     * HiZ operations are done outside of the normal state upload, so they're
270     * definitely not happening now.
271     */
272    const bool in_hiz_op = false;
273 
274    /* _NEW_DEPTH:
275     * DEPTH_STENCIL_STATE::DepthTestEnable
276     */
277    const bool depth_test_enabled = depth_irb && ctx->Depth.Test;
278 
279    /* _NEW_DEPTH:
280     * 3DSTATE_WM_DEPTH_STENCIL::DepthWriteEnable &&
281     * 3DSTATE_DEPTH_BUFFER::DEPTH_WRITE_ENABLE.
282     */
283    const bool depth_writes_enabled = brw_depth_writes_enabled(brw);
284 
285    /* _NEW_STENCIL:
286     * !DEPTH_STENCIL_STATE::Stencil Buffer Write Enable ||
287     * !3DSTATE_DEPTH_BUFFER::Stencil Buffer Enable ||
288     * !3DSTATE_STENCIL_BUFFER::Stencil Buffer Enable
289     */
290    const bool stencil_writes_enabled = ctx->Stencil._WriteEnabled;
291 
292    /* 3DSTATE_PS_EXTRA::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF */
293    const bool ps_computes_depth =
294       wm_prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF;
295 
296    /* BRW_NEW_FS_PROG_DATA:     3DSTATE_PS_EXTRA::PixelShaderKillsPixels
297     * BRW_NEW_FS_PROG_DATA:     3DSTATE_PS_EXTRA::oMask Present to RenderTarget
298     * _NEW_MULTISAMPLE:         3DSTATE_PS_BLEND::AlphaToCoverageEnable
299     * _NEW_COLOR:               3DSTATE_PS_BLEND::AlphaTestEnable
300     * _NEW_BUFFERS:             3DSTATE_PS_BLEND::AlphaTestEnable
301     *                           3DSTATE_PS_BLEND::AlphaToCoverageEnable
302     *
303     * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false.
304     * 3DSTATE_WM::ForceKillPix != ForceOff is always true.
305     */
306    const bool kill_pixel =
307       wm_prog_data->uses_kill ||
308       wm_prog_data->uses_omask ||
309       _mesa_is_alpha_test_enabled(ctx) ||
310       _mesa_is_alpha_to_coverage_enabled(ctx);
311 
312    /* The big formula in CACHE_MODE_1::NP PMA FIX ENABLE. */
313    return !wm_force_thread_dispatch &&
314           !raster_force_sample_count_nonzero &&
315           hiz_enabled &&
316           edsc_not_preps &&
317           pixel_shader_valid &&
318           !in_hiz_op &&
319           depth_test_enabled &&
320           (ps_computes_depth ||
321            (kill_pixel && (depth_writes_enabled || stencil_writes_enabled)));
322 }
323 
324 void
gen8_write_pma_stall_bits(struct brw_context * brw,uint32_t pma_stall_bits)325 gen8_write_pma_stall_bits(struct brw_context *brw, uint32_t pma_stall_bits)
326 {
327    struct gl_context *ctx = &brw->ctx;
328 
329    /* If we haven't actually changed the value, bail now to avoid unnecessary
330     * pipeline stalls and register writes.
331     */
332    if (brw->pma_stall_bits == pma_stall_bits)
333       return;
334 
335    brw->pma_stall_bits = pma_stall_bits;
336 
337    /* According to the PIPE_CONTROL documentation, software should emit a
338     * PIPE_CONTROL with the CS Stall and Depth Cache Flush bits set prior
339     * to the LRI.  If stencil buffer writes are enabled, then a Render Cache
340     * Flush is also necessary.
341     */
342    const uint32_t render_cache_flush =
343       ctx->Stencil._WriteEnabled ? PIPE_CONTROL_RENDER_TARGET_FLUSH : 0;
344    brw_emit_pipe_control_flush(brw,
345                                PIPE_CONTROL_CS_STALL |
346                                PIPE_CONTROL_DEPTH_CACHE_FLUSH |
347                                render_cache_flush);
348 
349    /* CACHE_MODE_1 is a non-privileged register. */
350    BEGIN_BATCH(3);
351    OUT_BATCH(MI_LOAD_REGISTER_IMM | (3 - 2));
352    OUT_BATCH(GEN7_CACHE_MODE_1);
353    OUT_BATCH(GEN8_HIZ_PMA_MASK_BITS | pma_stall_bits);
354    ADVANCE_BATCH();
355 
356    /* After the LRI, a PIPE_CONTROL with both the Depth Stall and Depth Cache
357     * Flush bits is often necessary.  We do it regardless because it's easier.
358     * The render cache flush is also necessary if stencil writes are enabled.
359     */
360    brw_emit_pipe_control_flush(brw,
361                                PIPE_CONTROL_DEPTH_STALL |
362                                PIPE_CONTROL_DEPTH_CACHE_FLUSH |
363                                render_cache_flush);
364 
365 }
366 
367 static void
gen8_emit_pma_stall_workaround(struct brw_context * brw)368 gen8_emit_pma_stall_workaround(struct brw_context *brw)
369 {
370    uint32_t bits = 0;
371 
372    if (brw->gen >= 9)
373       return;
374 
375    if (pma_fix_enable(brw))
376       bits |= GEN8_HIZ_NP_PMA_FIX_ENABLE | GEN8_HIZ_NP_EARLY_Z_FAILS_DISABLE;
377 
378    gen8_write_pma_stall_bits(brw, bits);
379 }
380 
381 const struct brw_tracked_state gen8_pma_fix = {
382    .dirty = {
383       .mesa = _NEW_BUFFERS |
384               _NEW_COLOR |
385               _NEW_DEPTH |
386               _NEW_MULTISAMPLE |
387               _NEW_STENCIL,
388       .brw = BRW_NEW_BLORP |
389              BRW_NEW_FS_PROG_DATA,
390    },
391    .emit = gen8_emit_pma_stall_workaround
392 };
393 
394 /**
395  * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
396  *
397  * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
398  * of the hardware documentation for details.
399  */
400 void
gen8_hiz_exec(struct brw_context * brw,struct intel_mipmap_tree * mt,unsigned int level,unsigned int layer,enum blorp_hiz_op op)401 gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
402               unsigned int level, unsigned int layer, enum blorp_hiz_op op)
403 {
404    if (op == BLORP_HIZ_OP_NONE)
405       return;
406 
407    /* Disable the PMA stall fix since we're about to do a HiZ operation. */
408    if (brw->gen == 8)
409       gen8_write_pma_stall_bits(brw, 0);
410 
411    assert(mt->first_level == 0);
412    assert(mt->logical_depth0 >= 1);
413 
414    /* If we're operating on LOD 0, align to 8x4 to meet the alignment
415     * requirements for most HiZ operations.  Otherwise, use the actual size
416     * to allow the hardware to calculate the miplevel offsets correctly.
417     */
418    uint32_t surface_width  = ALIGN(mt->logical_width0,  level == 0 ? 8 : 1);
419    uint32_t surface_height = ALIGN(mt->logical_height0, level == 0 ? 4 : 1);
420 
421    /* From the documentation for 3DSTATE_WM_HZ_OP: "3DSTATE_MULTISAMPLE packet
422     * must be used prior to this packet to change the Number of Multisamples.
423     * This packet must not be used to change Number of Multisamples in a
424     * rendering sequence."
425     */
426    if (brw->num_samples != mt->num_samples) {
427       gen8_emit_3dstate_multisample(brw, mt->num_samples);
428       brw->NewGLState |= _NEW_MULTISAMPLE;
429    }
430 
431    /* The basic algorithm is:
432     * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
433     *   3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
434     * - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
435     * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
436     * - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
437     * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
438     */
439    emit_depth_packets(brw, mt,
440                       brw_depth_format(brw, mt->format),
441                       BRW_SURFACE_2D,
442                       true, /* depth writes */
443                       NULL, false, /* no stencil for now */
444                       true, /* hiz */
445                       surface_width,
446                       surface_height,
447                       mt->logical_depth0,
448                       level,
449                       layer); /* min_array_element */
450 
451    /* Depth buffer clears and HiZ resolves must use an 8x4 aligned rectangle.
452     * Note that intel_miptree_level_enable_hiz disables HiZ for miplevels > 0
453     * which aren't 8x4 aligned, so expanding the size is safe - it'll just
454     * draw into empty padding space.
455     */
456    unsigned rect_width = ALIGN(minify(mt->logical_width0, level), 8);
457    unsigned rect_height = ALIGN(minify(mt->logical_height0, level), 4);
458 
459    BEGIN_BATCH(4);
460    OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
461    OUT_BATCH(0);
462    OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
463    OUT_BATCH(0);
464    ADVANCE_BATCH();
465 
466    /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
467     * resolve or clear operation we want to perform.
468     */
469    uint32_t dw1 = 0;
470 
471    switch (op) {
472    case BLORP_HIZ_OP_DEPTH_RESOLVE:
473       dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
474       break;
475    case BLORP_HIZ_OP_HIZ_RESOLVE:
476       dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
477       break;
478    case BLORP_HIZ_OP_DEPTH_CLEAR:
479       dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
480 
481       /* The "Clear Rectangle X Max" (and Y Max) fields are exclusive,
482        * rather than inclusive, and limited to 16383.  This means that
483        * for a 16384x16384 render target, we would miss the last row
484        * or column of pixels along the edge.
485        *
486        * To work around this, we have to set the "Full Surface Depth
487        * and Stencil Clear" bit.  We can do this in all cases because
488        * we always clear the full rectangle anyway.  We'll need to
489        * change this if we ever add scissored clear support.
490        */
491       dw1 |= GEN8_WM_HZ_FULL_SURFACE_DEPTH_CLEAR;
492       break;
493    case BLORP_HIZ_OP_NONE:
494       unreachable("Should not get here.");
495    }
496 
497    if (mt->num_samples > 0)
498       dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);
499 
500    BEGIN_BATCH(5);
501    OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
502    OUT_BATCH(dw1);
503    OUT_BATCH(0);
504    OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
505              SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
506    OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
507    ADVANCE_BATCH();
508 
509    /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
510     * Data", and no other bits set.  This causes 3DSTATE_WM_HZ_OP's state to
511     * take effect, and spawns a rectangle primitive.
512     */
513    brw_emit_pipe_control_write(brw,
514                                PIPE_CONTROL_WRITE_IMMEDIATE,
515                                brw->workaround_bo, 0, 0, 0);
516 
517    /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
518    BEGIN_BATCH(5);
519    OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
520    OUT_BATCH(0);
521    OUT_BATCH(0);
522    OUT_BATCH(0);
523    OUT_BATCH(0);
524    ADVANCE_BATCH();
525 
526    /*
527     * From the Broadwell PRM, volume 7, "Depth Buffer Clear":
528     *
529     *  Depth buffer clear pass using any of the methods (WM_STATE, 3DSTATE_WM
530     *  or 3DSTATE_WM_HZ_OP) must be followed by a PIPE_CONTROL command with
531     *  DEPTH_STALL bit and Depth FLUSH bits "set" before starting to render.
532     *  DepthStall and DepthFlush are not needed between consecutive depth
533     *  clear passes nor is it required if th e depth clear pass was done with
534     *  "full_surf_clear" bit set in the 3DSTATE_WM_HZ_OP.
535     *
536     *  TODO: Such as the spec says, this could be conditional.
537     */
538    brw_emit_pipe_control_flush(brw,
539                                PIPE_CONTROL_DEPTH_CACHE_FLUSH |
540                                PIPE_CONTROL_DEPTH_STALL);
541 
542    /* Mark this buffer as needing a TC flush, as we've rendered to it. */
543    brw_render_cache_set_add_bo(brw, mt->bo);
544 
545    /* We've clobbered all of the depth packets, and the drawing rectangle,
546     * so we need to ensure those packets are re-emitted before the next
547     * primitive.
548     *
549     * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
550     */
551    brw->NewGLState |= _NEW_DEPTH | _NEW_BUFFERS;
552 }
553