v3d: Early return with handle 0 when getting a bo on the simulator
[mesa.git] / src / gallium / drivers / v3d / v3dx_draw.c
1 /*
2 * Copyright © 2014-2017 Broadcom
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 "util/u_blitter.h"
25 #include "util/u_prim.h"
26 #include "util/u_format.h"
27 #include "util/u_pack_color.h"
28 #include "util/u_prim_restart.h"
29 #include "util/u_upload_mgr.h"
30 #include "indices/u_primconvert.h"
31
32 #include "v3d_context.h"
33 #include "v3d_resource.h"
34 #include "v3d_cl.h"
35 #include "broadcom/compiler/v3d_compiler.h"
36 #include "broadcom/common/v3d_macros.h"
37 #include "broadcom/cle/v3dx_pack.h"
38
39 /**
40 * Does the initial bining command list setup for drawing to a given FBO.
41 */
42 static void
43 v3d_start_draw(struct v3d_context *v3d)
44 {
45 struct v3d_job *job = v3d->job;
46
47 if (job->needs_flush)
48 return;
49
50 /* Get space to emit our BCL state, using a branch to jump to a new BO
51 * if necessary.
52 */
53 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
54
55 job->submit.bcl_start = job->bcl.bo->offset;
56 v3d_job_add_bo(job, job->bcl.bo);
57
58 /* The PTB will request the tile alloc initial size per tile at start
59 * of tile binning.
60 */
61 uint32_t tile_alloc_size = (job->draw_tiles_x *
62 job->draw_tiles_y) * 64;
63 /* The PTB allocates in aligned 4k chunks after the initial setup. */
64 tile_alloc_size = align(tile_alloc_size, 4096);
65
66 /* Include the first two chunk allocations that the PTB does so that
67 * we definitely clear the OOM condition before triggering one (the HW
68 * won't trigger OOM during the first allocations).
69 */
70 tile_alloc_size += 8192;
71
72 /* For performance, allocate some extra initial memory after the PTB's
73 * minimal allocations, so that we hopefully don't have to block the
74 * GPU on the kernel handling an OOM signal.
75 */
76 tile_alloc_size += 512 * 1024;
77
78 job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size,
79 "tile_alloc");
80 uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
81 job->tile_state = v3d_bo_alloc(v3d->screen,
82 job->draw_tiles_y *
83 job->draw_tiles_x *
84 tsda_per_tile_size,
85 "TSDA");
86
87 #if V3D_VERSION >= 40
88 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
89 config.width_in_pixels = v3d->framebuffer.width;
90 config.height_in_pixels = v3d->framebuffer.height;
91 config.number_of_render_targets =
92 MAX2(v3d->framebuffer.nr_cbufs, 1);
93
94 config.multisample_mode_4x = job->msaa;
95
96 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
97 }
98 #else /* V3D_VERSION < 40 */
99 /* "Binning mode lists start with a Tile Binning Mode Configuration
100 * item (120)"
101 *
102 * Part1 signals the end of binning config setup.
103 */
104 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
105 config.tile_allocation_memory_address =
106 cl_address(job->tile_alloc, 0);
107 config.tile_allocation_memory_size = job->tile_alloc->size;
108 }
109
110 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
111 config.tile_state_data_array_base_address =
112 cl_address(job->tile_state, 0);
113
114 config.width_in_tiles = job->draw_tiles_x;
115 config.height_in_tiles = job->draw_tiles_y;
116 /* Must be >= 1 */
117 config.number_of_render_targets =
118 MAX2(v3d->framebuffer.nr_cbufs, 1);
119
120 config.multisample_mode_4x = job->msaa;
121
122 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
123 }
124 #endif /* V3D_VERSION < 40 */
125
126 /* There's definitely nothing in the VCD cache we want. */
127 cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
128
129 /* Disable any leftover OQ state from another job. */
130 cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
131
132 /* "Binning mode lists must have a Start Tile Binning item (6) after
133 * any prefix state data before the binning list proper starts."
134 */
135 cl_emit(&job->bcl, START_TILE_BINNING, bin);
136
137 job->needs_flush = true;
138 job->draw_width = v3d->framebuffer.width;
139 job->draw_height = v3d->framebuffer.height;
140 }
141
142 static void
143 v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
144 enum pipe_shader_type s)
145 {
146 struct v3d_context *v3d = v3d_context(pctx);
147
148 /* Flush writes to textures we're sampling. */
149 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
150 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
151 if (!pview)
152 continue;
153 struct v3d_sampler_view *view = v3d_sampler_view(pview);
154
155 if (view->texture != view->base.texture &&
156 view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
157 v3d_update_shadow_texture(pctx, &view->base);
158
159 v3d_flush_jobs_writing_resource(v3d, view->texture, false);
160 }
161
162 /* Flush writes to UBOs. */
163 foreach_bit(i, v3d->constbuf[s].enabled_mask) {
164 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
165 if (cb->buffer)
166 v3d_flush_jobs_writing_resource(v3d, cb->buffer, false);
167 }
168
169 /* Flush writes to our image views */
170 foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
171 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
172
173 v3d_flush_jobs_writing_resource(v3d, view->base.resource,
174 false);
175 }
176
177 /* Flush writes to our vertex buffers (i.e. from transform feedback) */
178 if (s == PIPE_SHADER_VERTEX) {
179 foreach_bit(i, v3d->vertexbuf.enabled_mask) {
180 struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
181
182 v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
183 false);
184 }
185 }
186 }
187
188 static void
189 v3d_predraw_check_outputs(struct pipe_context *pctx)
190 {
191 struct v3d_context *v3d = v3d_context(pctx);
192
193 /* Flush jobs reading from TF buffers that we are about to write. */
194 if (v3d_transform_feedback_enabled(v3d)) {
195 struct v3d_streamout_stateobj *so = &v3d->streamout;
196
197 for (int i = 0; i < so->num_targets; i++) {
198 if (!so->targets[i])
199 continue;
200
201 const struct pipe_stream_output_target *target =
202 so->targets[i];
203 v3d_flush_jobs_reading_resource(v3d, target->buffer);
204 }
205 }
206 }
207
208 /**
209 * Checks if the state for the current draw reads a particular resource in
210 * in the given shader stage.
211 */
212 static bool
213 v3d_state_reads_resource(struct v3d_context *v3d,
214 struct pipe_resource *prsc,
215 enum pipe_shader_type s)
216 {
217 struct v3d_resource *rsc = v3d_resource(prsc);
218
219 /* Vertex buffers */
220 if (s == PIPE_SHADER_VERTEX) {
221 foreach_bit(i, v3d->vertexbuf.enabled_mask) {
222 struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
223 if (!vb->buffer.resource)
224 continue;
225
226 struct v3d_resource *vb_rsc =
227 v3d_resource(vb->buffer.resource);
228 if (rsc->bo == vb_rsc->bo)
229 return true;
230 }
231 }
232
233 /* Constant buffers */
234 foreach_bit(i, v3d->constbuf[s].enabled_mask) {
235 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
236 if (!cb->buffer)
237 continue;
238
239 struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
240 if (rsc->bo == cb_rsc->bo)
241 return true;
242 }
243
244 /* Shader storage buffers */
245 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
246 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
247 if (!sb->buffer)
248 continue;
249
250 struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
251 if (rsc->bo == sb_rsc->bo)
252 return true;
253 }
254
255 /* Textures */
256 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
257 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
258 if (!pview)
259 continue;
260
261 struct v3d_sampler_view *view = v3d_sampler_view(pview);
262 struct v3d_resource *v_rsc = v3d_resource(view->texture);
263 if (rsc->bo == v_rsc->bo)
264 return true;
265 }
266
267 return false;
268 }
269
270 static void
271 v3d_emit_wait_for_tf(struct v3d_job *job)
272 {
273 /* XXX: we might be able to skip this in some cases, for now we
274 * always emit it.
275 */
276 cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
277
278 cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
279 /* XXX: Wait for all outstanding writes... maybe we can do
280 * better in some cases.
281 */
282 wait.block_count = 255;
283 }
284
285 /* We have just flushed all our outstanding TF work in this job so make
286 * sure we don't emit TF flushes again for any of it again.
287 */
288 _mesa_set_clear(job->tf_write_prscs, NULL);
289 }
290
291 static void
292 v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
293 {
294 if (!job->tf_enabled)
295 return;
296
297 set_foreach(job->tf_write_prscs, entry) {
298 struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
299 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
300 /* Fragment shaders can only start executing after all
301 * binning (and thus TF) is complete.
302 *
303 * XXX: For VS/GS/TES, if the binning shader does not
304 * read the resource then we could also avoid emitting
305 * the wait.
306 */
307 if (s == PIPE_SHADER_FRAGMENT)
308 continue;
309
310 if (v3d_state_reads_resource(v3d, prsc, s)) {
311 v3d_emit_wait_for_tf(job);
312 return;
313 }
314 }
315 }
316 }
317
318 static void
319 v3d_emit_gl_shader_state(struct v3d_context *v3d,
320 const struct pipe_draw_info *info)
321 {
322 struct v3d_job *job = v3d->job;
323 /* VC5_DIRTY_VTXSTATE */
324 struct v3d_vertex_stateobj *vtx = v3d->vtx;
325 /* VC5_DIRTY_VTXBUF */
326 struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
327
328 /* Upload the uniforms to the indirect CL first */
329 struct v3d_cl_reloc fs_uniforms =
330 v3d_write_uniforms(v3d, v3d->prog.fs,
331 PIPE_SHADER_FRAGMENT);
332 struct v3d_cl_reloc vs_uniforms =
333 v3d_write_uniforms(v3d, v3d->prog.vs,
334 PIPE_SHADER_VERTEX);
335 struct v3d_cl_reloc cs_uniforms =
336 v3d_write_uniforms(v3d, v3d->prog.cs,
337 PIPE_SHADER_VERTEX);
338
339 /* See GFXH-930 workaround below */
340 uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
341 uint32_t shader_rec_offset =
342 v3d_cl_ensure_space(&job->indirect,
343 cl_packet_length(GL_SHADER_STATE_RECORD) +
344 num_elements_to_emit *
345 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
346 32);
347
348 /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
349 * compile time, so that we mostly just have to OR the VS and FS
350 * records together at draw time.
351 */
352 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
353 shader.enable_clipping = true;
354 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
355 shader.point_size_in_shaded_vertex_data =
356 (info->mode == PIPE_PRIM_POINTS &&
357 v3d->rasterizer->base.point_size_per_vertex);
358
359 /* Must be set if the shader modifies Z, discards, or modifies
360 * the sample mask. For any of these cases, the fragment
361 * shader needs to write the Z value (even just discards).
362 */
363 shader.fragment_shader_does_z_writes =
364 v3d->prog.fs->prog_data.fs->writes_z;
365 /* Set if the EZ test must be disabled (due to shader side
366 * effects and the early_z flag not being present in the
367 * shader).
368 */
369 shader.turn_off_early_z_test =
370 v3d->prog.fs->prog_data.fs->disable_ez;
371
372 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
373 v3d->prog.fs->prog_data.fs->uses_center_w;
374
375 #if V3D_VERSION >= 40
376 shader.disable_implicit_point_line_varyings =
377 !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
378 #endif
379
380 shader.number_of_varyings_in_fragment_shader =
381 v3d->prog.fs->prog_data.fs->num_inputs;
382
383 shader.coordinate_shader_propagate_nans = true;
384 shader.vertex_shader_propagate_nans = true;
385 shader.fragment_shader_propagate_nans = true;
386
387 shader.coordinate_shader_code_address =
388 cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
389 v3d->prog.cs->offset);
390 shader.vertex_shader_code_address =
391 cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
392 v3d->prog.vs->offset);
393 shader.fragment_shader_code_address =
394 cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
395 v3d->prog.fs->offset);
396
397 /* XXX: Use combined input/output size flag in the common
398 * case.
399 */
400 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
401 v3d->prog.cs->prog_data.vs->separate_segments;
402 shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
403 v3d->prog.vs->prog_data.vs->separate_segments;
404
405 shader.coordinate_shader_input_vpm_segment_size =
406 v3d->prog.cs->prog_data.vs->separate_segments ?
407 v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
408 shader.vertex_shader_input_vpm_segment_size =
409 v3d->prog.vs->prog_data.vs->separate_segments ?
410 v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
411
412 shader.coordinate_shader_output_vpm_segment_size =
413 v3d->prog.cs->prog_data.vs->vpm_output_size;
414 shader.vertex_shader_output_vpm_segment_size =
415 v3d->prog.vs->prog_data.vs->vpm_output_size;
416
417 shader.coordinate_shader_uniforms_address = cs_uniforms;
418 shader.vertex_shader_uniforms_address = vs_uniforms;
419 shader.fragment_shader_uniforms_address = fs_uniforms;
420
421 #if V3D_VERSION >= 41
422 shader.min_coord_shader_input_segments_required_in_play = 1;
423 shader.min_vertex_shader_input_segments_required_in_play = 1;
424
425 shader.coordinate_shader_4_way_threadable =
426 v3d->prog.cs->prog_data.vs->base.threads == 4;
427 shader.vertex_shader_4_way_threadable =
428 v3d->prog.vs->prog_data.vs->base.threads == 4;
429 shader.fragment_shader_4_way_threadable =
430 v3d->prog.fs->prog_data.fs->base.threads == 4;
431
432 shader.coordinate_shader_start_in_final_thread_section =
433 v3d->prog.cs->prog_data.vs->base.single_seg;
434 shader.vertex_shader_start_in_final_thread_section =
435 v3d->prog.vs->prog_data.vs->base.single_seg;
436 shader.fragment_shader_start_in_final_thread_section =
437 v3d->prog.fs->prog_data.fs->base.single_seg;
438 #else
439 shader.coordinate_shader_4_way_threadable =
440 v3d->prog.cs->prog_data.vs->base.threads == 4;
441 shader.coordinate_shader_2_way_threadable =
442 v3d->prog.cs->prog_data.vs->base.threads == 2;
443 shader.vertex_shader_4_way_threadable =
444 v3d->prog.vs->prog_data.vs->base.threads == 4;
445 shader.vertex_shader_2_way_threadable =
446 v3d->prog.vs->prog_data.vs->base.threads == 2;
447 shader.fragment_shader_4_way_threadable =
448 v3d->prog.fs->prog_data.fs->base.threads == 4;
449 shader.fragment_shader_2_way_threadable =
450 v3d->prog.fs->prog_data.fs->base.threads == 2;
451 #endif
452
453 shader.vertex_id_read_by_coordinate_shader =
454 v3d->prog.cs->prog_data.vs->uses_vid;
455 shader.instance_id_read_by_coordinate_shader =
456 v3d->prog.cs->prog_data.vs->uses_iid;
457 shader.vertex_id_read_by_vertex_shader =
458 v3d->prog.vs->prog_data.vs->uses_vid;
459 shader.instance_id_read_by_vertex_shader =
460 v3d->prog.vs->prog_data.vs->uses_iid;
461
462 shader.address_of_default_attribute_values =
463 cl_address(v3d_resource(vtx->defaults)->bo,
464 vtx->defaults_offset);
465 }
466
467 bool cs_loaded_any = false;
468 for (int i = 0; i < vtx->num_elements; i++) {
469 struct pipe_vertex_element *elem = &vtx->pipe[i];
470 struct pipe_vertex_buffer *vb =
471 &vertexbuf->vb[elem->vertex_buffer_index];
472 struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
473
474 const uint32_t size =
475 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
476 cl_emit_with_prepacked(&job->indirect,
477 GL_SHADER_STATE_ATTRIBUTE_RECORD,
478 &vtx->attrs[i * size], attr) {
479 attr.stride = vb->stride;
480 attr.address = cl_address(rsc->bo,
481 vb->buffer_offset +
482 elem->src_offset);
483 attr.number_of_values_read_by_coordinate_shader =
484 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
485 attr.number_of_values_read_by_vertex_shader =
486 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
487
488 /* GFXH-930: At least one attribute must be enabled
489 * and read by CS and VS. If we have attributes being
490 * consumed by the VS but not the CS, then set up a
491 * dummy load of the last attribute into the CS's VPM
492 * inputs. (Since CS is just dead-code-elimination
493 * compared to VS, we can't have CS loading but not
494 * VS).
495 */
496 if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
497 cs_loaded_any = true;
498 if (i == vtx->num_elements - 1 && !cs_loaded_any) {
499 attr.number_of_values_read_by_coordinate_shader = 1;
500 }
501 #if V3D_VERSION >= 41
502 attr.maximum_index = 0xffffff;
503 #endif
504 }
505 STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
506 }
507
508 if (vtx->num_elements == 0) {
509 /* GFXH-930: At least one attribute must be enabled and read
510 * by CS and VS. If we have no attributes being consumed by
511 * the shader, set up a dummy to be loaded into the VPM.
512 */
513 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
514 /* Valid address of data whose value will be unused. */
515 attr.address = cl_address(job->indirect.bo, 0);
516
517 attr.type = ATTRIBUTE_FLOAT;
518 attr.stride = 0;
519 attr.vec_size = 1;
520
521 attr.number_of_values_read_by_coordinate_shader = 1;
522 attr.number_of_values_read_by_vertex_shader = 1;
523 }
524 }
525
526 cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
527 vcm.number_of_16_vertex_batches_for_binning =
528 v3d->prog.cs->prog_data.vs->vcm_cache_size;
529 vcm.number_of_16_vertex_batches_for_rendering =
530 v3d->prog.vs->prog_data.vs->vcm_cache_size;
531 }
532
533 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
534 state.address = cl_address(job->indirect.bo, shader_rec_offset);
535 state.number_of_attribute_arrays = num_elements_to_emit;
536 }
537
538 v3d_bo_unreference(&cs_uniforms.bo);
539 v3d_bo_unreference(&vs_uniforms.bo);
540 v3d_bo_unreference(&fs_uniforms.bo);
541
542 job->shader_rec_count++;
543 }
544
545 /**
546 * Computes the various transform feedback statistics, since they can't be
547 * recorded by CL packets.
548 */
549 static void
550 v3d_tf_statistics_record(struct v3d_context *v3d,
551 const struct pipe_draw_info *info,
552 bool prim_tf)
553 {
554 if (!v3d->active_queries)
555 return;
556
557 uint32_t prims = u_prims_for_vertices(info->mode, info->count);
558 v3d->prims_generated += prims;
559
560 if (prim_tf) {
561 /* XXX: Only count if we didn't overflow. */
562 v3d->tf_prims_generated += prims;
563 }
564 }
565
566 static void
567 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
568 {
569 switch (v3d->zsa->ez_state) {
570 case VC5_EZ_UNDECIDED:
571 /* If the Z/S state didn't pick a direction but didn't
572 * disable, then go along with the current EZ state. This
573 * allows EZ optimization for Z func == EQUAL or NEVER.
574 */
575 break;
576
577 case VC5_EZ_LT_LE:
578 case VC5_EZ_GT_GE:
579 /* If the Z/S state picked a direction, then it needs to match
580 * the current direction if we've decided on one.
581 */
582 if (job->ez_state == VC5_EZ_UNDECIDED)
583 job->ez_state = v3d->zsa->ez_state;
584 else if (job->ez_state != v3d->zsa->ez_state)
585 job->ez_state = VC5_EZ_DISABLED;
586 break;
587
588 case VC5_EZ_DISABLED:
589 /* If the current Z/S state disables EZ because of a bad Z
590 * func or stencil operation, then we can't do any more EZ in
591 * this frame.
592 */
593 job->ez_state = VC5_EZ_DISABLED;
594 break;
595 }
596
597 /* If the FS affects the Z of the pixels, then it may update against
598 * the chosen EZ direction (though we could use
599 * ARB_conservative_depth's hints to avoid this)
600 */
601 if (v3d->prog.fs->prog_data.fs->writes_z) {
602 job->ez_state = VC5_EZ_DISABLED;
603 }
604
605 if (job->first_ez_state == VC5_EZ_UNDECIDED &&
606 (job->ez_state != VC5_EZ_DISABLED || job->draw_calls_queued == 0))
607 job->first_ez_state = job->ez_state;
608 }
609
610 static void
611 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
612 {
613 struct v3d_context *v3d = v3d_context(pctx);
614
615 if (!info->count_from_stream_output && !info->indirect &&
616 !info->primitive_restart &&
617 !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
618 return;
619
620 /* Fall back for weird desktop GL primitive restart values. */
621 if (info->primitive_restart &&
622 info->index_size) {
623 uint32_t mask = ~0;
624
625 switch (info->index_size) {
626 case 2:
627 mask = 0xffff;
628 break;
629 case 1:
630 mask = 0xff;
631 break;
632 }
633
634 if (info->restart_index != mask) {
635 util_draw_vbo_without_prim_restart(pctx, info);
636 return;
637 }
638 }
639
640 if (info->mode >= PIPE_PRIM_QUADS) {
641 util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
642 util_primconvert_draw_vbo(v3d->primconvert, info);
643 perf_debug("Fallback conversion for %d %s vertices\n",
644 info->count, u_prim_name(info->mode));
645 return;
646 }
647
648 /* Before setting up the draw, flush anything writing to the resources
649 * that we read from or reading from resources we write to.
650 */
651 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
652 v3d_predraw_check_stage_inputs(pctx, s);
653
654 if (info->indirect) {
655 v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer,
656 false);
657 }
658
659 v3d_predraw_check_outputs(pctx);
660
661 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
662
663 /* If vertex texturing depends on the output of rendering, we need to
664 * ensure that that rendering is complete before we run a coordinate
665 * shader that depends on it.
666 *
667 * Given that doing that is unusual, for now we just block the binner
668 * on the last submitted render, rather than tracking the last
669 * rendering to each texture's BO.
670 */
671 if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || info->indirect) {
672 perf_debug("Blocking binner on last render "
673 "due to vertex texturing or indirect drawing.\n");
674 job->submit.in_sync_bcl = v3d->out_sync;
675 }
676
677 /* Mark SSBOs as being written. We don't actually know which ones are
678 * read vs written, so just assume the worst
679 */
680 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
681 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
682 v3d_job_add_write_resource(job,
683 v3d->ssbo[s].sb[i].buffer);
684 job->tmu_dirty_rcl = true;
685 }
686
687 foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
688 v3d_job_add_write_resource(job,
689 v3d->shaderimg[s].si[i].base.resource);
690 job->tmu_dirty_rcl = true;
691 }
692 }
693
694 /* Get space to emit our draw call into the BCL, using a branch to
695 * jump to a new BO if necessary.
696 */
697 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
698
699 if (v3d->prim_mode != info->mode) {
700 v3d->prim_mode = info->mode;
701 v3d->dirty |= VC5_DIRTY_PRIM_MODE;
702 }
703
704 v3d_start_draw(v3d);
705 v3d_update_compiled_shaders(v3d, info->mode);
706 v3d_update_job_ez(v3d, job);
707
708 /* If this job was writing to transform feedback buffers before this
709 * draw and we are reading from them here, then we need to wait for TF
710 * to complete before we emit this draw.
711 *
712 * Notice this check needs to happen before we emit state for the
713 * current draw call, where we update job->tf_enabled, so we can ensure
714 * that we only check TF writes for prior draws.
715 */
716 v3d_emit_wait_for_tf_if_needed(v3d, job);
717
718 #if V3D_VERSION >= 41
719 v3d41_emit_state(pctx);
720 #else
721 v3d33_emit_state(pctx);
722 #endif
723
724 if (v3d->dirty & (VC5_DIRTY_VTXBUF |
725 VC5_DIRTY_VTXSTATE |
726 VC5_DIRTY_PRIM_MODE |
727 VC5_DIRTY_RASTERIZER |
728 VC5_DIRTY_COMPILED_CS |
729 VC5_DIRTY_COMPILED_VS |
730 VC5_DIRTY_COMPILED_FS |
731 v3d->prog.cs->uniform_dirty_bits |
732 v3d->prog.vs->uniform_dirty_bits |
733 v3d->prog.fs->uniform_dirty_bits)) {
734 v3d_emit_gl_shader_state(v3d, info);
735 }
736
737 v3d->dirty = 0;
738
739 /* The Base Vertex/Base Instance packet sets those values to nonzero
740 * for the next draw call only.
741 */
742 if (info->index_bias || info->start_instance) {
743 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
744 base.base_instance = info->start_instance;
745 base.base_vertex = info->index_bias;
746 }
747 }
748
749 uint32_t prim_tf_enable = 0;
750 #if V3D_VERSION < 40
751 /* V3D 3.x: The HW only processes transform feedback on primitives
752 * with the flag set.
753 */
754 if (v3d->streamout.num_targets)
755 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
756 #endif
757
758 v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
759
760 /* Note that the primitive type fields match with OpenGL/gallium
761 * definitions, up to but not including QUADS.
762 */
763 if (info->index_size) {
764 uint32_t index_size = info->index_size;
765 uint32_t offset = info->start * index_size;
766 struct pipe_resource *prsc;
767 if (info->has_user_indices) {
768 prsc = NULL;
769 u_upload_data(v3d->uploader, 0,
770 info->count * info->index_size, 4,
771 info->index.user,
772 &offset, &prsc);
773 } else {
774 prsc = info->index.resource;
775 }
776 struct v3d_resource *rsc = v3d_resource(prsc);
777
778 #if V3D_VERSION >= 40
779 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
780 ib.address = cl_address(rsc->bo, 0);
781 ib.size = rsc->bo->size;
782 }
783 #endif
784
785 if (info->indirect) {
786 cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
787 prim.index_type = ffs(info->index_size) - 1;
788 #if V3D_VERSION < 40
789 prim.address_of_indices_list =
790 cl_address(rsc->bo, offset);
791 #endif /* V3D_VERSION < 40 */
792 prim.mode = info->mode | prim_tf_enable;
793 prim.enable_primitive_restarts = info->primitive_restart;
794
795 prim.number_of_draw_indirect_indexed_records = info->indirect->draw_count;
796
797 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
798 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
799 info->indirect->offset);
800 }
801 } else if (info->instance_count > 1) {
802 cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
803 prim.index_type = ffs(info->index_size) - 1;
804 #if V3D_VERSION >= 40
805 prim.index_offset = offset;
806 #else /* V3D_VERSION < 40 */
807 prim.maximum_index = (1u << 31) - 1; /* XXX */
808 prim.address_of_indices_list =
809 cl_address(rsc->bo, offset);
810 #endif /* V3D_VERSION < 40 */
811 prim.mode = info->mode | prim_tf_enable;
812 prim.enable_primitive_restarts = info->primitive_restart;
813
814 prim.number_of_instances = info->instance_count;
815 prim.instance_length = info->count;
816 }
817 } else {
818 cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
819 prim.index_type = ffs(info->index_size) - 1;
820 prim.length = info->count;
821 #if V3D_VERSION >= 40
822 prim.index_offset = offset;
823 #else /* V3D_VERSION < 40 */
824 prim.maximum_index = (1u << 31) - 1; /* XXX */
825 prim.address_of_indices_list =
826 cl_address(rsc->bo, offset);
827 #endif /* V3D_VERSION < 40 */
828 prim.mode = info->mode | prim_tf_enable;
829 prim.enable_primitive_restarts = info->primitive_restart;
830 }
831 }
832
833 job->draw_calls_queued++;
834
835 if (info->has_user_indices)
836 pipe_resource_reference(&prsc, NULL);
837 } else {
838 if (info->indirect) {
839 cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
840 prim.mode = info->mode | prim_tf_enable;
841 prim.number_of_draw_indirect_array_records = info->indirect->draw_count;
842
843 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
844 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
845 info->indirect->offset);
846 }
847 } else if (info->instance_count > 1) {
848 cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
849 prim.mode = info->mode | prim_tf_enable;
850 prim.index_of_first_vertex = info->start;
851 prim.number_of_instances = info->instance_count;
852 prim.instance_length = info->count;
853 }
854 } else {
855 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
856 prim.mode = info->mode | prim_tf_enable;
857 prim.length = info->count;
858 prim.index_of_first_vertex = info->start;
859 }
860 }
861 }
862
863 /* A flush is required in between a TF draw and any following TF specs
864 * packet, or the GPU may hang. Just flush each time for now.
865 */
866 if (v3d->streamout.num_targets)
867 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
868
869 job->draw_calls_queued++;
870
871 /* Increment the TF offsets by how many verts we wrote. XXX: This
872 * needs some clamping to the buffer size.
873 */
874 for (int i = 0; i < v3d->streamout.num_targets; i++)
875 v3d->streamout.offsets[i] += info->count;
876
877 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) {
878 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
879 v3d_job_add_bo(job, rsc->bo);
880
881 job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
882 if (v3d->zsa->base.depth.writemask)
883 job->store |= PIPE_CLEAR_DEPTH;
884 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
885 }
886
887 if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
888 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
889 if (rsc->separate_stencil)
890 rsc = rsc->separate_stencil;
891
892 v3d_job_add_bo(job, rsc->bo);
893
894 job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
895 if (v3d->zsa->base.stencil[0].writemask ||
896 v3d->zsa->base.stencil[1].writemask) {
897 job->store |= PIPE_CLEAR_STENCIL;
898 }
899 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
900 }
901
902 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
903 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
904 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
905
906 if (job->store & bit || !job->cbufs[i])
907 continue;
908 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
909
910 job->load |= bit & ~job->clear;
911 if (v3d->blend->base.rt[blend_rt].colormask)
912 job->store |= bit;
913 v3d_job_add_bo(job, rsc->bo);
914 }
915
916 if (job->referenced_size > 768 * 1024 * 1024) {
917 perf_debug("Flushing job with %dkb to try to free up memory\n",
918 job->referenced_size / 1024);
919 v3d_flush(pctx);
920 }
921
922 if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
923 v3d_flush(pctx);
924 }
925
926 /**
927 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
928 */
929 static void
930 v3d_draw_clear(struct v3d_context *v3d,
931 unsigned buffers,
932 const union pipe_color_union *color,
933 double depth, unsigned stencil)
934 {
935 static const union pipe_color_union dummy_color = {};
936
937 /* The blitter util dereferences the color regardless, even though the
938 * gallium clear API may not pass one in when only Z/S are cleared.
939 */
940 if (!color)
941 color = &dummy_color;
942
943 v3d_blitter_save(v3d);
944 util_blitter_clear(v3d->blitter,
945 v3d->framebuffer.width,
946 v3d->framebuffer.height,
947 util_framebuffer_get_num_layers(&v3d->framebuffer),
948 buffers, color, depth, stencil);
949 }
950
951 /**
952 * Attempts to perform the GL clear by using the TLB's fast clear at the start
953 * of the frame.
954 */
955 static unsigned
956 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
957 const union pipe_color_union *color,
958 double depth, unsigned stencil)
959 {
960 struct v3d_context *v3d = job->v3d;
961
962 if (job->draw_calls_queued) {
963 /* If anything in the CL has drawn using the buffer, then the
964 * TLB clear we're trying to add now would happen before that
965 * drawing.
966 */
967 buffers &= ~(job->load | job->store);
968 }
969
970 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
971 * then the clear for the other may get lost. We need to decide now
972 * if it would be possible to need to emit a load of just one after
973 * we've set up our TLB clears.
974 */
975 if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
976 (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
977 job->zsbuf &&
978 util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
979 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
980 }
981
982 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
983 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
984 if (!(buffers & bit))
985 continue;
986
987 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
988 struct v3d_surface *surf = v3d_surface(psurf);
989 struct v3d_resource *rsc = v3d_resource(psurf->texture);
990
991 union util_color uc;
992 uint32_t internal_size = 4 << surf->internal_bpp;
993
994 static union pipe_color_union swapped_color;
995 if (v3d->swap_color_rb & (1 << i)) {
996 swapped_color.f[0] = color->f[2];
997 swapped_color.f[1] = color->f[1];
998 swapped_color.f[2] = color->f[0];
999 swapped_color.f[3] = color->f[3];
1000 color = &swapped_color;
1001 }
1002
1003 switch (surf->internal_type) {
1004 case V3D_INTERNAL_TYPE_8:
1005 util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM,
1006 &uc);
1007 memcpy(job->clear_color[i], uc.ui, internal_size);
1008 break;
1009 case V3D_INTERNAL_TYPE_8I:
1010 case V3D_INTERNAL_TYPE_8UI:
1011 job->clear_color[i][0] = ((color->ui[0] & 0xff) |
1012 (color->ui[1] & 0xff) << 8 |
1013 (color->ui[2] & 0xff) << 16 |
1014 (color->ui[3] & 0xff) << 24);
1015 break;
1016 case V3D_INTERNAL_TYPE_16F:
1017 util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT,
1018 &uc);
1019 memcpy(job->clear_color[i], uc.ui, internal_size);
1020 break;
1021 case V3D_INTERNAL_TYPE_16I:
1022 case V3D_INTERNAL_TYPE_16UI:
1023 job->clear_color[i][0] = ((color->ui[0] & 0xffff) |
1024 color->ui[1] << 16);
1025 job->clear_color[i][1] = ((color->ui[2] & 0xffff) |
1026 color->ui[3] << 16);
1027 break;
1028 case V3D_INTERNAL_TYPE_32F:
1029 case V3D_INTERNAL_TYPE_32I:
1030 case V3D_INTERNAL_TYPE_32UI:
1031 memcpy(job->clear_color[i], color->ui, internal_size);
1032 break;
1033 }
1034
1035 rsc->initialized_buffers |= bit;
1036 }
1037
1038 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
1039 if (zsclear) {
1040 struct v3d_resource *rsc =
1041 v3d_resource(v3d->framebuffer.zsbuf->texture);
1042
1043 if (zsclear & PIPE_CLEAR_DEPTH)
1044 job->clear_z = depth;
1045 if (zsclear & PIPE_CLEAR_STENCIL)
1046 job->clear_s = stencil;
1047
1048 rsc->initialized_buffers |= zsclear;
1049 }
1050
1051 job->draw_min_x = 0;
1052 job->draw_min_y = 0;
1053 job->draw_max_x = v3d->framebuffer.width;
1054 job->draw_max_y = v3d->framebuffer.height;
1055 job->clear |= buffers;
1056 job->store |= buffers;
1057
1058 v3d_start_draw(v3d);
1059
1060 return buffers;
1061 }
1062
1063 static void
1064 v3d_clear(struct pipe_context *pctx, unsigned buffers,
1065 const union pipe_color_union *color, double depth, unsigned stencil)
1066 {
1067 struct v3d_context *v3d = v3d_context(pctx);
1068 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1069
1070 buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
1071
1072 if (buffers)
1073 v3d_draw_clear(v3d, buffers, color, depth, stencil);
1074 }
1075
1076 static void
1077 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
1078 const union pipe_color_union *color,
1079 unsigned x, unsigned y, unsigned w, unsigned h,
1080 bool render_condition_enabled)
1081 {
1082 fprintf(stderr, "unimpl: clear RT\n");
1083 }
1084
1085 static void
1086 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
1087 unsigned buffers, double depth, unsigned stencil,
1088 unsigned x, unsigned y, unsigned w, unsigned h,
1089 bool render_condition_enabled)
1090 {
1091 fprintf(stderr, "unimpl: clear DS\n");
1092 }
1093
1094 void
1095 v3dX(draw_init)(struct pipe_context *pctx)
1096 {
1097 pctx->draw_vbo = v3d_draw_vbo;
1098 pctx->clear = v3d_clear;
1099 pctx->clear_render_target = v3d_clear_render_target;
1100 pctx->clear_depth_stencil = v3d_clear_depth_stencil;
1101 }