/*
 * Copyright © 2011 Intel Corporation
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the "Software"),
 * to deal in the Software without restriction, including without limitation
 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
 * and/or sell copies of the Software, and to permit persons to whom the
 * Software is furnished to do so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice (including the next
 * paragraph) shall be included in all copies or substantial portions of the
 * Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 * IN THE SOFTWARE.
 */

#include "intel_batchbuffer.h"
#include "intel_mipmap_tree.h"
#include "intel_fbo.h"
#include "intel_resolve_map.h"
#include "brw_context.h"
#include "brw_state.h"
#include "brw_defines.h"

/**
 * Helper function to emit depth related command packets.
 */
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,
                   uint32_t stencil_offset,
                   bool hiz,
                   uint32_t width,
                   uint32_t height,
                   uint32_t depth,
                   uint32_t lod,
                   uint32_t min_array_element)
{
   /* Skip repeated NULL depth/stencil emits (think 2D rendering). */
   if (!depth_mt && !stencil_mt && brw->no_depth_or_stencil) {
      assert(brw->hw_ctx);
      return;
   }

   intel_emit_depth_stall_flushes(brw);

   /* _NEW_BUFFERS, _NEW_DEPTH, _NEW_STENCIL */
   BEGIN_BATCH(8);
   OUT_BATCH(GEN7_3DSTATE_DEPTH_BUFFER << 16 | (8 - 2));
   OUT_BATCH(depth_surface_type << 29 |
             (depth_writable ? (1 << 28) : 0) |
             (stencil_mt != NULL && stencil_writable) << 27 |
             (hiz ? 1 : 0) << 22 |
             depthbuffer_format << 18 |
             (depth_mt ? depth_mt->pitch - 1 : 0));
   if (depth_mt) {
      OUT_RELOC64(depth_mt->bo,
                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
   } else {
      OUT_BATCH(0);
      OUT_BATCH(0);
   }
   OUT_BATCH(((width - 1) << 4) | ((height - 1) << 18) | lod);
   OUT_BATCH(((depth - 1) << 21) | (min_array_element << 10) | BDW_MOCS_WB);
   OUT_BATCH(0);
   OUT_BATCH(depth_mt ? depth_mt->qpitch >> 2 : 0);
   ADVANCE_BATCH();

   if (!hiz) {
      BEGIN_BATCH(5);
      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   } else {
      BEGIN_BATCH(5);
      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
      OUT_BATCH((depth_mt->hiz_mt->pitch - 1) | BDW_MOCS_WB << 25);
      OUT_RELOC64(depth_mt->hiz_mt->bo,
                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
      OUT_BATCH(depth_mt->hiz_mt->qpitch >> 2);
      ADVANCE_BATCH();
   }

   if (stencil_mt == NULL) {
      BEGIN_BATCH(5);
      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      OUT_BATCH(0);
      ADVANCE_BATCH();
   } else {
      BEGIN_BATCH(5);
      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
      /* The stencil buffer has quirky pitch requirements.  From the Graphics
       * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
       * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
       * 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.
       *
       * (Note that it is not 100% clear whether this intended to apply to
       * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
       * imply that it doesn't), however the comment appears on a "DevIVB+"
       * page (which would imply that it does).  Experiments with the hardware
       * indicate that it does.
       */
      OUT_BATCH(HSW_STENCIL_ENABLED | BDW_MOCS_WB << 22 |
                (2 * stencil_mt->pitch - 1));
      OUT_RELOC64(stencil_mt->bo,
                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
                  stencil_offset);
      OUT_BATCH(stencil_mt ? stencil_mt->qpitch >> 2 : 0);
      ADVANCE_BATCH();
   }

   BEGIN_BATCH(3);
   OUT_BATCH(GEN7_3DSTATE_CLEAR_PARAMS << 16 | (3 - 2));
   OUT_BATCH(depth_mt ? depth_mt->depth_clear_value : 0);
   OUT_BATCH(1);
   ADVANCE_BATCH();

   brw->no_depth_or_stencil = !depth_mt && !stencil_mt;
}

/* Awful vtable-compatible function; should be cleaned up in the future. */
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)
{
   struct gl_context *ctx = &brw->ctx;
   struct gl_framebuffer *fb = ctx->DrawBuffer;
   uint32_t surftype;
   unsigned int depth = 1;
   unsigned int min_array_element;
   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;

   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(rb->Depth, 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;
   default:
      surftype = translate_tex_target(gl_target);
      break;
   }

   if (fb->MaxNumLayers > 0 || !irb) {
      min_array_element = 0;
   } else if (irb->mt->num_samples > 1) {
      /* Convert physical to logical layer. */
      min_array_element = irb->mt_layer / irb->mt->num_samples;
   } else {
      min_array_element = irb->mt_layer;
   }

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

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

   emit_depth_packets(brw, depth_mt, brw_depthbuffer_format(brw), surftype,
                      ctx->Depth.Mask != 0,
                      stencil_mt, ctx->Stencil._WriteEnabled,
                      brw->depthstencil.stencil_offset,
                      hiz, width, height, depth, lod, min_array_element);
}

/**
 * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
 *
 * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
 * of the hardware documentation for details.
 */
void
gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
              unsigned int level, unsigned int layer, enum gen6_hiz_op op)
{
   if (op == GEN6_HIZ_OP_NONE)
      return;

   assert(mt->first_level == 0);
   assert(mt->logical_depth0 >= 1);

   /* The basic algorithm is:
    * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
    *   3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
    * - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
    * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
    * - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
    * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
    */
   emit_depth_packets(brw, mt,
                      brw_depth_format(brw, mt->format),
                      BRW_SURFACE_2D,
                      true, /* depth writes */
                      NULL, false, 0, /* no stencil for now */
                      true, /* hiz */
                      mt->logical_width0,
                      mt->logical_height0,
                      mt->logical_depth0,
                      level,
                      layer); /* min_array_element */

   unsigned rect_width = minify(mt->logical_width0, level);
   unsigned rect_height = minify(mt->logical_height0, level);

   BEGIN_BATCH(4);
   OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
   OUT_BATCH(0);
   OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
   OUT_BATCH(0);
   ADVANCE_BATCH();

   /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
    * resolve or clear operation we want to perform.
    */
   uint32_t dw1 = 0;

   switch (op) {
   case GEN6_HIZ_OP_DEPTH_RESOLVE:
      dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
      break;
   case GEN6_HIZ_OP_HIZ_RESOLVE:
      dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
      break;
   case GEN6_HIZ_OP_DEPTH_CLEAR:
      dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
      break;
   case GEN6_HIZ_OP_NONE:
      assert(!"Should not get here.");
   }

   if (mt->num_samples > 0)
      dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);

   BEGIN_BATCH(5);
   OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
   OUT_BATCH(dw1);
   OUT_BATCH(0);
   OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
             SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
   OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
   ADVANCE_BATCH();

   /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
    * Data", and no other bits set.  This causes 3DSTATE_WM_HZ_OP's state to
    * take effect, and spawns a rectangle primitive.
    */
   brw_emit_pipe_control_write(brw,
                               PIPE_CONTROL_WRITE_IMMEDIATE,
                               brw->batch.workaround_bo, 0, 0, 0);

   /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
   BEGIN_BATCH(5);
   OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
   OUT_BATCH(0);
   OUT_BATCH(0);
   OUT_BATCH(0);
   OUT_BATCH(0);
   ADVANCE_BATCH();

   /* Mark this buffer as needing a TC flush, as we've rendered to it. */
   brw_render_cache_set_add_bo(brw, mt->bo);

   /* We've clobbered all of the depth packets, and the drawing rectangle,
    * so we need to ensure those packets are re-emitted before the next
    * primitive.
    *
    * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
    */
   brw->state.dirty.mesa |= _NEW_DEPTH | _NEW_BUFFERS;
}
