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