i965/gen6: Force tile alignment for each stencil/hiz LOD

Gen6 doesn't support multiple miplevels for hiz and stencil.

Therefore, we must point to the LOD directly during rendering.

But, we also have removed the tile offsets from normal depth surfaces,
so we need to align each LOD to a tile boundary for hiz and stencil.

v3:
 * Use new array_layout enum

Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jordan Justen
2014-05-28 10:36:44 -07:00
parent 6345a94a9b
commit b3d68d5a30
+36 -3
View File
@@ -35,6 +35,7 @@
#include "intel_mipmap_tree.h"
#include "brw_context.h"
#include "main/macros.h"
#include "main/glformats.h"
#define FILE_DEBUG_FLAG DEBUG_MIPTREE
@@ -318,9 +319,41 @@ void
brw_miptree_layout(struct brw_context *brw, struct intel_mipmap_tree *mt)
{
bool multisampled = mt->num_samples > 1;
mt->align_w = intel_horizontal_texture_alignment_unit(brw, mt->format);
mt->align_h =
intel_vertical_texture_alignment_unit(brw, mt->format, multisampled);
bool gen6_hiz_or_stencil = false;
if (brw->gen == 6 && mt->array_layout == ALL_SLICES_AT_EACH_LOD) {
const GLenum base_format = _mesa_get_format_base_format(mt->format);
gen6_hiz_or_stencil = _mesa_is_depth_or_stencil_format(base_format);
}
if (gen6_hiz_or_stencil) {
/* On gen6, we use ALL_SLICES_AT_EACH_LOD for stencil/hiz because the
* hardware doesn't support multiple mip levels on stencil/hiz.
*
* PRM Vol 2, Part 1, 7.5.3 Hierarchical Depth Buffer:
* "The hierarchical depth buffer does not support the LOD field"
*
* PRM Vol 2, Part 1, 7.5.4.1 Separate Stencil Buffer:
* "The stencil depth buffer does not support the LOD field"
*/
if (mt->format == MESA_FORMAT_S_UINT8) {
/* Stencil uses W tiling, so we force W tiling alignment for the
* ALL_SLICES_AT_EACH_LOD miptree layout.
*/
mt->align_w = 64;
mt->align_h = 64;
} else {
/* Depth uses Y tiling, so we force need Y tiling alignment for the
* ALL_SLICES_AT_EACH_LOD miptree layout.
*/
mt->align_w = 128 / mt->cpp;
mt->align_h = 32;
}
} else {
mt->align_w = intel_horizontal_texture_alignment_unit(brw, mt->format);
mt->align_h =
intel_vertical_texture_alignment_unit(brw, mt->format, multisampled);
}
switch (mt->target) {
case GL_TEXTURE_CUBE_MAP: