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/*
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
 
33
/**
34
 * Helper function to emit depth related command packets.
35
 */
36
static void
37
emit_depth_packets(struct brw_context *brw,
38
                   struct intel_mipmap_tree *depth_mt,
39
                   uint32_t depthbuffer_format,
40
                   uint32_t depth_surface_type,
41
                   bool depth_writable,
42
                   struct intel_mipmap_tree *stencil_mt,
43
                   bool stencil_writable,
44
                   uint32_t stencil_offset,
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
   intel_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
      BEGIN_BATCH(5);
94
      OUT_BATCH(GEN7_3DSTATE_HIER_DEPTH_BUFFER << 16 | (5 - 2));
95
      OUT_BATCH((depth_mt->hiz_buf->pitch - 1) | mocs_wb << 25);
96
      OUT_RELOC64(depth_mt->hiz_buf->bo,
97
                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER, 0);
98
      OUT_BATCH(depth_mt->hiz_buf->qpitch >> 2);
99
      ADVANCE_BATCH();
100
   }
101
 
102
   if (stencil_mt == NULL) {
103
     BEGIN_BATCH(5);
104
      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
105
      OUT_BATCH(0);
106
      OUT_BATCH(0);
107
      OUT_BATCH(0);
108
      OUT_BATCH(0);
109
      ADVANCE_BATCH();
110
   } else {
111
      BEGIN_BATCH(5);
112
      OUT_BATCH(GEN7_3DSTATE_STENCIL_BUFFER << 16 | (5 - 2));
113
      /* The stencil buffer has quirky pitch requirements.  From the Graphics
114
       * BSpec: vol2a.11 3D Pipeline Windower > Early Depth/Stencil Processing
115
       * > Depth/Stencil Buffer State > 3DSTATE_STENCIL_BUFFER [DevIVB+],
116
       * field "Surface Pitch":
117
       *
118
       *    The pitch must be set to 2x the value computed based on width, as
119
       *    the stencil buffer is stored with two rows interleaved.
120
       *
121
       * (Note that it is not 100% clear whether this intended to apply to
122
       * Gen7; the BSpec flags this comment as "DevILK,DevSNB" (which would
123
       * imply that it doesn't), however the comment appears on a "DevIVB+"
124
       * page (which would imply that it does).  Experiments with the hardware
125
       * indicate that it does.
126
       */
127
      OUT_BATCH(HSW_STENCIL_ENABLED | mocs_wb << 22 |
128
                (2 * stencil_mt->pitch - 1));
129
      OUT_RELOC64(stencil_mt->bo,
130
                  I915_GEM_DOMAIN_RENDER, I915_GEM_DOMAIN_RENDER,
131
                  stencil_offset);
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
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
                      ctx->Depth.Mask != 0,
222
                      stencil_mt, ctx->Stencil._WriteEnabled,
223
                      brw->depthstencil.stencil_offset,
224
                      hiz, width, height, depth, lod, min_array_element);
225
}
226
 
227
/**
228
 * Should we set the PMA FIX ENABLE bit?
229
 *
230
 * To avoid unnecessary depth related stalls, we need to set this bit.
231
 * However, there is a very complicated formula which governs when it
232
 * is legal to do so.  This function computes that.
233
 *
234
 * See the documenation for the CACHE_MODE_1 register, bit 11.
235
 */
236
static bool
237
pma_fix_enable(const struct brw_context *brw)
238
{
239
   const struct gl_context *ctx = &brw->ctx;
240
   /* _NEW_BUFFERS */
241
   struct intel_renderbuffer *depth_irb =
242
      intel_get_renderbuffer(ctx->DrawBuffer, BUFFER_DEPTH);
243
 
244
   /* 3DSTATE_WM::ForceThreadDispatch is never used. */
245
   const bool wm_force_thread_dispatch = false;
246
 
247
   /* 3DSTATE_RASTER::ForceSampleCount is never used. */
248
   const bool raster_force_sample_count_nonzero = false;
249
 
250
   /* _NEW_BUFFERS:
251
    * 3DSTATE_DEPTH_BUFFER::SURFACE_TYPE != NULL &&
252
    * 3DSTATE_DEPTH_BUFFER::HIZ Enable
253
    */
254
   const bool hiz_enabled = depth_irb && intel_renderbuffer_has_hiz(depth_irb);
255
 
256
   /* 3DSTATE_WM::Early Depth/Stencil Control != EDSC_PREPS (2).
257
    * We always leave this set to EDSC_NORMAL (0).
258
    */
259
   const bool edsc_not_preps = true;
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 = ctx->Depth.Mask;
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
   /* BRW_NEW_FS_PROG_DATA:
293
    * 3DSTATE_PS_EXTRA::Pixel Shader Computed Depth Mode != PSCDEPTH_OFF
294
    */
295
   const bool ps_computes_depth =
296
      brw->wm.prog_data->computed_depth_mode != BRW_PSCDEPTH_OFF;
297
 
298
   /* BRW_NEW_FS_PROG_DATA:        3DSTATE_PS_EXTRA::PixelShaderKillsPixels
299
    * BRW_NEW_FS_PROG_DATA:        3DSTATE_PS_EXTRA::oMask Present to RenderTarget
300
    * _NEW_MULTISAMPLE:         3DSTATE_PS_BLEND::AlphaToCoverageEnable
301
    * _NEW_COLOR:               3DSTATE_PS_BLEND::AlphaTestEnable
302
    *
303
    * 3DSTATE_WM_CHROMAKEY::ChromaKeyKillEnable is always false.
304
    * 3DSTATE_WM::ForceKillPix != ForceOff is always true.
305
    */
306
   const bool kill_pixel =
307
      brw->wm.prog_data->uses_kill ||
308
      brw->wm.prog_data->uses_omask ||
309
      (ctx->Multisample._Enabled && ctx->Multisample.SampleAlphaToCoverage) ||
310
      ctx->Color.AlphaEnabled;
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
static void
325
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
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
   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_FS_PROG_DATA,
389
   },
390
   .emit = gen8_emit_pma_stall_workaround
391
};
392
 
393
/**
394
 * Emit packets to perform a depth/HiZ resolve or fast depth/stencil clear.
395
 *
396
 * See the "Optimized Depth Buffer Clear and/or Stencil Buffer Clear" section
397
 * of the hardware documentation for details.
398
 */
399
void
400
gen8_hiz_exec(struct brw_context *brw, struct intel_mipmap_tree *mt,
401
              unsigned int level, unsigned int layer, enum gen6_hiz_op op)
402
{
403
   if (op == GEN6_HIZ_OP_NONE)
404
      return;
405
 
406
   /* Disable the PMA stall fix since we're about to do a HiZ operation. */
407
   if (brw->gen == 8)
408
      write_pma_stall_bits(brw, 0);
409
 
410
   assert(mt->first_level == 0);
411
   assert(mt->logical_depth0 >= 1);
412
 
413
   /* If we're operating on LOD 0, align to 8x4 to meet the alignment
414
    * requirements for most HiZ operations.  Otherwise, use the actual size
415
    * to allow the hardware to calculate the miplevel offsets correctly.
416
    */
417
   uint32_t surface_width  = ALIGN(mt->logical_width0,  level == 0 ? 8 : 1);
418
   uint32_t surface_height = ALIGN(mt->logical_height0, level == 0 ? 4 : 1);
419
 
420
   /* The basic algorithm is:
421
    * - If needed, emit 3DSTATE_{DEPTH,HIER_DEPTH,STENCIL}_BUFFER and
422
    *   3DSTATE_CLEAR_PARAMS packets to set up the relevant buffers.
423
    * - If needed, emit 3DSTATE_DRAWING_RECTANGLE.
424
    * - Emit 3DSTATE_WM_HZ_OP with a bit set for the particular operation.
425
    * - Do a special PIPE_CONTROL to trigger an implicit rectangle primitive.
426
    * - Emit 3DSTATE_WM_HZ_OP with no bits set to return to normal rendering.
427
    */
428
   emit_depth_packets(brw, mt,
429
                      brw_depth_format(brw, mt->format),
430
                      BRW_SURFACE_2D,
431
                      true, /* depth writes */
432
                      NULL, false, 0, /* no stencil for now */
433
                      true, /* hiz */
434
                      surface_width,
435
                      surface_height,
436
                      mt->logical_depth0,
437
                      level,
438
                      layer); /* min_array_element */
439
 
440
   /* Depth buffer clears and HiZ resolves must use an 8x4 aligned rectangle.
441
    * Note that intel_miptree_level_enable_hiz disables HiZ for miplevels > 0
442
    * which aren't 8x4 aligned, so expanding the size is safe - it'll just
443
    * draw into empty padding space.
444
    */
445
   unsigned rect_width = ALIGN(minify(mt->logical_width0, level), 8);
446
   unsigned rect_height = ALIGN(minify(mt->logical_height0, level), 4);
447
 
448
   BEGIN_BATCH(4);
449
   OUT_BATCH(_3DSTATE_DRAWING_RECTANGLE << 16 | (4 - 2));
450
   OUT_BATCH(0);
451
   OUT_BATCH(((rect_width - 1) & 0xffff) | ((rect_height - 1) << 16));
452
   OUT_BATCH(0);
453
   ADVANCE_BATCH();
454
 
455
   /* Emit 3DSTATE_WM_HZ_OP to override pipeline state for the particular
456
    * resolve or clear operation we want to perform.
457
    */
458
   uint32_t dw1 = 0;
459
 
460
   switch (op) {
461
   case GEN6_HIZ_OP_DEPTH_RESOLVE:
462
      dw1 |= GEN8_WM_HZ_DEPTH_RESOLVE;
463
      break;
464
   case GEN6_HIZ_OP_HIZ_RESOLVE:
465
      dw1 |= GEN8_WM_HZ_HIZ_RESOLVE;
466
      break;
467
   case GEN6_HIZ_OP_DEPTH_CLEAR:
468
      dw1 |= GEN8_WM_HZ_DEPTH_CLEAR;
469
      break;
470
   case GEN6_HIZ_OP_NONE:
471
      unreachable("Should not get here.");
472
   }
473
 
474
   if (mt->num_samples > 0)
475
      dw1 |= SET_FIELD(ffs(mt->num_samples) - 1, GEN8_WM_HZ_NUM_SAMPLES);
476
 
477
   BEGIN_BATCH(5);
478
   OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
479
   OUT_BATCH(dw1);
480
   OUT_BATCH(0);
481
   OUT_BATCH(SET_FIELD(rect_width, GEN8_WM_HZ_CLEAR_RECTANGLE_X_MAX) |
482
             SET_FIELD(rect_height, GEN8_WM_HZ_CLEAR_RECTANGLE_Y_MAX));
483
   OUT_BATCH(SET_FIELD(0xFFFF, GEN8_WM_HZ_SAMPLE_MASK));
484
   ADVANCE_BATCH();
485
 
486
   /* Emit a PIPE_CONTROL with "Post-Sync Operation" set to "Write Immediate
487
    * Data", and no other bits set.  This causes 3DSTATE_WM_HZ_OP's state to
488
    * take effect, and spawns a rectangle primitive.
489
    */
490
   brw_emit_pipe_control_write(brw,
491
                               PIPE_CONTROL_WRITE_IMMEDIATE,
492
                               brw->batch.workaround_bo, 0, 0, 0);
493
 
494
   /* Emit 3DSTATE_WM_HZ_OP again to disable the state overrides. */
495
   BEGIN_BATCH(5);
496
   OUT_BATCH(_3DSTATE_WM_HZ_OP << 16 | (5 - 2));
497
   OUT_BATCH(0);
498
   OUT_BATCH(0);
499
   OUT_BATCH(0);
500
   OUT_BATCH(0);
501
   ADVANCE_BATCH();
502
 
503
   /* Mark this buffer as needing a TC flush, as we've rendered to it. */
504
   brw_render_cache_set_add_bo(brw, mt->bo);
505
 
506
   /* We've clobbered all of the depth packets, and the drawing rectangle,
507
    * so we need to ensure those packets are re-emitted before the next
508
    * primitive.
509
    *
510
    * Setting _NEW_DEPTH and _NEW_BUFFERS covers it, but is rather overkill.
511
    */
512
   brw->NewGLState |= _NEW_DEPTH | _NEW_BUFFERS;
513
}