2 * Copyright © 2014-2017 Broadcom
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:
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
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
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"
32 #include "v3d_context.h"
33 #include "v3d_resource.h"
35 #include "broadcom/compiler/v3d_compiler.h"
36 #include "broadcom/common/v3d_macros.h"
37 #include "broadcom/cle/v3dx_pack.h"
40 * Does the initial bining command list setup for drawing to a given FBO.
43 v3d_start_draw(struct v3d_context
*v3d
)
45 struct v3d_job
*job
= v3d
->job
;
50 /* Get space to emit our BCL state, using a branch to jump to a new BO
53 v3d_cl_ensure_space_with_branch(&job
->bcl
, 256 /* XXX */);
55 job
->submit
.bcl_start
= job
->bcl
.bo
->offset
;
56 v3d_job_add_bo(job
, job
->bcl
.bo
);
58 job
->tile_alloc
= v3d_bo_alloc(v3d
->screen
, 1024 * 1024, "tile_alloc");
59 uint32_t tsda_per_tile_size
= v3d
->screen
->devinfo
.ver
>= 40 ? 256 : 64;
60 job
->tile_state
= v3d_bo_alloc(v3d
->screen
,
67 cl_emit(&job
->bcl
, TILE_BINNING_MODE_CFG
, config
) {
68 config
.width_in_pixels
= v3d
->framebuffer
.width
;
69 config
.height_in_pixels
= v3d
->framebuffer
.height
;
70 config
.number_of_render_targets
=
71 MAX2(v3d
->framebuffer
.nr_cbufs
, 1);
73 config
.multisample_mode_4x
= job
->msaa
;
75 config
.maximum_bpp_of_all_render_targets
= job
->internal_bpp
;
77 #else /* V3D_VERSION < 40 */
78 /* "Binning mode lists start with a Tile Binning Mode Configuration
81 * Part1 signals the end of binning config setup.
83 cl_emit(&job
->bcl
, TILE_BINNING_MODE_CFG_PART2
, config
) {
84 config
.tile_allocation_memory_address
=
85 cl_address(job
->tile_alloc
, 0);
86 config
.tile_allocation_memory_size
= job
->tile_alloc
->size
;
89 cl_emit(&job
->bcl
, TILE_BINNING_MODE_CFG_PART1
, config
) {
90 config
.tile_state_data_array_base_address
=
91 cl_address(job
->tile_state
, 0);
93 config
.width_in_tiles
= job
->draw_tiles_x
;
94 config
.height_in_tiles
= job
->draw_tiles_y
;
96 config
.number_of_render_targets
=
97 MAX2(v3d
->framebuffer
.nr_cbufs
, 1);
99 config
.multisample_mode_4x
= job
->msaa
;
101 config
.maximum_bpp_of_all_render_targets
= job
->internal_bpp
;
103 #endif /* V3D_VERSION < 40 */
105 /* There's definitely nothing in the VCD cache we want. */
106 cl_emit(&job
->bcl
, FLUSH_VCD_CACHE
, bin
);
108 /* Disable any leftover OQ state from another job. */
109 cl_emit(&job
->bcl
, OCCLUSION_QUERY_COUNTER
, counter
);
111 /* "Binning mode lists must have a Start Tile Binning item (6) after
112 * any prefix state data before the binning list proper starts."
114 cl_emit(&job
->bcl
, START_TILE_BINNING
, bin
);
116 job
->needs_flush
= true;
117 job
->draw_width
= v3d
->framebuffer
.width
;
118 job
->draw_height
= v3d
->framebuffer
.height
;
122 v3d_predraw_check_stage_inputs(struct pipe_context
*pctx
,
123 enum pipe_shader_type s
)
125 struct v3d_context
*v3d
= v3d_context(pctx
);
127 /* XXX perf: If we're reading from the output of TF in this job, we
128 * should instead be using the wait for transform feedback
132 /* Flush writes to textures we're sampling. */
133 for (int i
= 0; i
< v3d
->tex
[s
].num_textures
; i
++) {
134 struct pipe_sampler_view
*pview
= v3d
->tex
[s
].textures
[i
];
137 struct v3d_sampler_view
*view
= v3d_sampler_view(pview
);
139 if (view
->texture
!= view
->base
.texture
)
140 v3d_update_shadow_texture(pctx
, &view
->base
);
142 v3d_flush_jobs_writing_resource(v3d
, view
->texture
);
145 /* Flush writes to UBOs. */
146 foreach_bit(i
, v3d
->constbuf
[s
].enabled_mask
) {
147 struct pipe_constant_buffer
*cb
= &v3d
->constbuf
[s
].cb
[i
];
149 v3d_flush_jobs_writing_resource(v3d
, cb
->buffer
);
152 /* Flush writes to our image views */
153 foreach_bit(i
, v3d
->shaderimg
[s
].enabled_mask
) {
154 struct v3d_image_view
*view
= &v3d
->shaderimg
[s
].si
[i
];
156 v3d_flush_jobs_writing_resource(v3d
, view
->base
.resource
);
161 v3d_emit_gl_shader_state(struct v3d_context
*v3d
,
162 const struct pipe_draw_info
*info
)
164 struct v3d_job
*job
= v3d
->job
;
165 /* VC5_DIRTY_VTXSTATE */
166 struct v3d_vertex_stateobj
*vtx
= v3d
->vtx
;
167 /* VC5_DIRTY_VTXBUF */
168 struct v3d_vertexbuf_stateobj
*vertexbuf
= &v3d
->vertexbuf
;
170 /* Upload the uniforms to the indirect CL first */
171 struct v3d_cl_reloc fs_uniforms
=
172 v3d_write_uniforms(v3d
, v3d
->prog
.fs
,
173 PIPE_SHADER_FRAGMENT
);
174 struct v3d_cl_reloc vs_uniforms
=
175 v3d_write_uniforms(v3d
, v3d
->prog
.vs
,
177 struct v3d_cl_reloc cs_uniforms
=
178 v3d_write_uniforms(v3d
, v3d
->prog
.cs
,
181 /* See GFXH-930 workaround below */
182 uint32_t num_elements_to_emit
= MAX2(vtx
->num_elements
, 1);
183 uint32_t shader_rec_offset
=
184 v3d_cl_ensure_space(&job
->indirect
,
185 cl_packet_length(GL_SHADER_STATE_RECORD
) +
186 num_elements_to_emit
*
187 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD
),
190 /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
191 * compile time, so that we mostly just have to OR the VS and FS
192 * records together at draw time.
194 cl_emit(&job
->indirect
, GL_SHADER_STATE_RECORD
, shader
) {
195 shader
.enable_clipping
= true;
196 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
197 shader
.point_size_in_shaded_vertex_data
=
198 (info
->mode
== PIPE_PRIM_POINTS
&&
199 v3d
->rasterizer
->base
.point_size_per_vertex
);
201 /* Must be set if the shader modifies Z, discards, or modifies
202 * the sample mask. For any of these cases, the fragment
203 * shader needs to write the Z value (even just discards).
205 shader
.fragment_shader_does_z_writes
=
206 v3d
->prog
.fs
->prog_data
.fs
->writes_z
;
207 /* Set if the EZ test must be disabled (due to shader side
208 * effects and the early_z flag not being present in the
211 shader
.turn_off_early_z_test
=
212 v3d
->prog
.fs
->prog_data
.fs
->disable_ez
;
214 shader
.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2
=
215 v3d
->prog
.fs
->prog_data
.fs
->uses_center_w
;
217 shader
.number_of_varyings_in_fragment_shader
=
218 v3d
->prog
.fs
->prog_data
.fs
->num_inputs
;
220 shader
.coordinate_shader_propagate_nans
= true;
221 shader
.vertex_shader_propagate_nans
= true;
222 shader
.fragment_shader_propagate_nans
= true;
224 shader
.coordinate_shader_code_address
=
225 cl_address(v3d_resource(v3d
->prog
.cs
->resource
)->bo
,
226 v3d
->prog
.cs
->offset
);
227 shader
.vertex_shader_code_address
=
228 cl_address(v3d_resource(v3d
->prog
.vs
->resource
)->bo
,
229 v3d
->prog
.vs
->offset
);
230 shader
.fragment_shader_code_address
=
231 cl_address(v3d_resource(v3d
->prog
.fs
->resource
)->bo
,
232 v3d
->prog
.fs
->offset
);
234 /* XXX: Use combined input/output size flag in the common
237 shader
.coordinate_shader_has_separate_input_and_output_vpm_blocks
=
238 v3d
->prog
.cs
->prog_data
.vs
->separate_segments
;
239 shader
.vertex_shader_has_separate_input_and_output_vpm_blocks
=
240 v3d
->prog
.vs
->prog_data
.vs
->separate_segments
;
242 shader
.coordinate_shader_input_vpm_segment_size
=
243 v3d
->prog
.cs
->prog_data
.vs
->vpm_input_size
;
244 shader
.vertex_shader_input_vpm_segment_size
=
245 v3d
->prog
.vs
->prog_data
.vs
->vpm_input_size
;
247 shader
.coordinate_shader_output_vpm_segment_size
=
248 v3d
->prog
.cs
->prog_data
.vs
->vpm_output_size
;
249 shader
.vertex_shader_output_vpm_segment_size
=
250 v3d
->prog
.vs
->prog_data
.vs
->vpm_output_size
;
252 shader
.coordinate_shader_uniforms_address
= cs_uniforms
;
253 shader
.vertex_shader_uniforms_address
= vs_uniforms
;
254 shader
.fragment_shader_uniforms_address
= fs_uniforms
;
256 #if V3D_VERSION >= 41
257 shader
.min_coord_shader_input_segments_required_in_play
= 1;
258 shader
.min_vertex_shader_input_segments_required_in_play
= 1;
260 shader
.coordinate_shader_4_way_threadable
=
261 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 4;
262 shader
.vertex_shader_4_way_threadable
=
263 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 4;
264 shader
.fragment_shader_4_way_threadable
=
265 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 4;
267 shader
.coordinate_shader_start_in_final_thread_section
=
268 v3d
->prog
.cs
->prog_data
.vs
->base
.single_seg
;
269 shader
.vertex_shader_start_in_final_thread_section
=
270 v3d
->prog
.vs
->prog_data
.vs
->base
.single_seg
;
271 shader
.fragment_shader_start_in_final_thread_section
=
272 v3d
->prog
.fs
->prog_data
.fs
->base
.single_seg
;
274 shader
.coordinate_shader_4_way_threadable
=
275 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 4;
276 shader
.coordinate_shader_2_way_threadable
=
277 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 2;
278 shader
.vertex_shader_4_way_threadable
=
279 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 4;
280 shader
.vertex_shader_2_way_threadable
=
281 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 2;
282 shader
.fragment_shader_4_way_threadable
=
283 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 4;
284 shader
.fragment_shader_2_way_threadable
=
285 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 2;
288 shader
.vertex_id_read_by_coordinate_shader
=
289 v3d
->prog
.cs
->prog_data
.vs
->uses_vid
;
290 shader
.instance_id_read_by_coordinate_shader
=
291 v3d
->prog
.cs
->prog_data
.vs
->uses_iid
;
292 shader
.vertex_id_read_by_vertex_shader
=
293 v3d
->prog
.vs
->prog_data
.vs
->uses_vid
;
294 shader
.instance_id_read_by_vertex_shader
=
295 v3d
->prog
.vs
->prog_data
.vs
->uses_iid
;
297 shader
.address_of_default_attribute_values
=
298 cl_address(v3d_resource(vtx
->defaults
)->bo
,
299 vtx
->defaults_offset
);
302 for (int i
= 0; i
< vtx
->num_elements
; i
++) {
303 struct pipe_vertex_element
*elem
= &vtx
->pipe
[i
];
304 struct pipe_vertex_buffer
*vb
=
305 &vertexbuf
->vb
[elem
->vertex_buffer_index
];
306 struct v3d_resource
*rsc
= v3d_resource(vb
->buffer
.resource
);
308 const uint32_t size
=
309 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD
);
310 cl_emit_with_prepacked(&job
->indirect
,
311 GL_SHADER_STATE_ATTRIBUTE_RECORD
,
312 &vtx
->attrs
[i
* size
], attr
) {
313 attr
.stride
= vb
->stride
;
314 attr
.address
= cl_address(rsc
->bo
,
317 attr
.number_of_values_read_by_coordinate_shader
=
318 v3d
->prog
.cs
->prog_data
.vs
->vattr_sizes
[i
];
319 attr
.number_of_values_read_by_vertex_shader
=
320 v3d
->prog
.vs
->prog_data
.vs
->vattr_sizes
[i
];
321 #if V3D_VERSION >= 41
322 attr
.maximum_index
= 0xffffff;
325 STATIC_ASSERT(sizeof(vtx
->attrs
) >= V3D_MAX_VS_INPUTS
/ 4 * size
);
328 if (vtx
->num_elements
== 0) {
329 /* GFXH-930: At least one attribute must be enabled and read
330 * by CS and VS. If we have no attributes being consumed by
331 * the shader, set up a dummy to be loaded into the VPM.
333 cl_emit(&job
->indirect
, GL_SHADER_STATE_ATTRIBUTE_RECORD
, attr
) {
334 /* Valid address of data whose value will be unused. */
335 attr
.address
= cl_address(job
->indirect
.bo
, 0);
337 attr
.type
= ATTRIBUTE_FLOAT
;
341 attr
.number_of_values_read_by_coordinate_shader
= 1;
342 attr
.number_of_values_read_by_vertex_shader
= 1;
346 cl_emit(&job
->bcl
, VCM_CACHE_SIZE
, vcm
) {
347 vcm
.number_of_16_vertex_batches_for_binning
=
348 v3d
->prog
.cs
->prog_data
.vs
->vcm_cache_size
;
349 vcm
.number_of_16_vertex_batches_for_rendering
=
350 v3d
->prog
.vs
->prog_data
.vs
->vcm_cache_size
;
353 cl_emit(&job
->bcl
, GL_SHADER_STATE
, state
) {
354 state
.address
= cl_address(job
->indirect
.bo
, shader_rec_offset
);
355 state
.number_of_attribute_arrays
= num_elements_to_emit
;
358 v3d_bo_unreference(&cs_uniforms
.bo
);
359 v3d_bo_unreference(&vs_uniforms
.bo
);
360 v3d_bo_unreference(&fs_uniforms
.bo
);
362 job
->shader_rec_count
++;
366 * Computes the various transform feedback statistics, since they can't be
367 * recorded by CL packets.
370 v3d_tf_statistics_record(struct v3d_context
*v3d
,
371 const struct pipe_draw_info
*info
,
374 if (!v3d
->active_queries
)
377 uint32_t prims
= u_prims_for_vertices(info
->mode
, info
->count
);
378 v3d
->prims_generated
+= prims
;
381 /* XXX: Only count if we didn't overflow. */
382 v3d
->tf_prims_generated
+= prims
;
387 v3d_update_job_ez(struct v3d_context
*v3d
, struct v3d_job
*job
)
389 switch (v3d
->zsa
->ez_state
) {
390 case VC5_EZ_UNDECIDED
:
391 /* If the Z/S state didn't pick a direction but didn't
392 * disable, then go along with the current EZ state. This
393 * allows EZ optimization for Z func == EQUAL or NEVER.
399 /* If the Z/S state picked a direction, then it needs to match
400 * the current direction if we've decided on one.
402 if (job
->ez_state
== VC5_EZ_UNDECIDED
)
403 job
->ez_state
= v3d
->zsa
->ez_state
;
404 else if (job
->ez_state
!= v3d
->zsa
->ez_state
)
405 job
->ez_state
= VC5_EZ_DISABLED
;
408 case VC5_EZ_DISABLED
:
409 /* If the current Z/S state disables EZ because of a bad Z
410 * func or stencil operation, then we can't do any more EZ in
413 job
->ez_state
= VC5_EZ_DISABLED
;
417 /* If the FS affects the Z of the pixels, then it may update against
418 * the chosen EZ direction (though we could use
419 * ARB_conservative_depth's hints to avoid this)
421 if (v3d
->prog
.fs
->prog_data
.fs
->writes_z
) {
422 job
->ez_state
= VC5_EZ_DISABLED
;
425 if (job
->first_ez_state
== VC5_EZ_UNDECIDED
&&
426 (job
->ez_state
!= VC5_EZ_DISABLED
|| job
->draw_calls_queued
== 0))
427 job
->first_ez_state
= job
->ez_state
;
431 v3d_draw_vbo(struct pipe_context
*pctx
, const struct pipe_draw_info
*info
)
433 struct v3d_context
*v3d
= v3d_context(pctx
);
435 if (!info
->count_from_stream_output
&& !info
->indirect
&&
436 !info
->primitive_restart
&&
437 !u_trim_pipe_prim(info
->mode
, (unsigned*)&info
->count
))
440 /* Fall back for weird desktop GL primitive restart values. */
441 if (info
->primitive_restart
&&
445 switch (info
->index_size
) {
454 if (info
->restart_index
!= mask
) {
455 util_draw_vbo_without_prim_restart(pctx
, info
);
460 if (info
->mode
>= PIPE_PRIM_QUADS
) {
461 util_primconvert_save_rasterizer_state(v3d
->primconvert
, &v3d
->rasterizer
->base
);
462 util_primconvert_draw_vbo(v3d
->primconvert
, info
);
463 perf_debug("Fallback conversion for %d %s vertices\n",
464 info
->count
, u_prim_name(info
->mode
));
468 /* Before setting up the draw, flush anything writing to the textures
471 for (int s
= 0; s
< PIPE_SHADER_TYPES
; s
++)
472 v3d_predraw_check_stage_inputs(pctx
, s
);
475 v3d_flush_jobs_writing_resource(v3d
, info
->indirect
->buffer
);
477 struct v3d_job
*job
= v3d_get_job_for_fbo(v3d
);
479 /* If vertex texturing depends on the output of rendering, we need to
480 * ensure that that rendering is complete before we run a coordinate
481 * shader that depends on it.
483 * Given that doing that is unusual, for now we just block the binner
484 * on the last submitted render, rather than tracking the last
485 * rendering to each texture's BO.
487 if (v3d
->tex
[PIPE_SHADER_VERTEX
].num_textures
|| info
->indirect
) {
488 perf_debug("Blocking binner on last render "
489 "due to vertex texturing or indirect drawing.\n");
490 job
->submit
.in_sync_bcl
= v3d
->out_sync
;
493 /* Mark SSBOs as being written. We don't actually know which ones are
494 * read vs written, so just assume the worst
496 for (int s
= 0; s
< PIPE_SHADER_TYPES
; s
++) {
497 foreach_bit(i
, v3d
->ssbo
[s
].enabled_mask
) {
498 v3d_job_add_write_resource(job
,
499 v3d
->ssbo
[s
].sb
[i
].buffer
);
500 job
->tmu_dirty_rcl
= true;
503 foreach_bit(i
, v3d
->shaderimg
[s
].enabled_mask
) {
504 v3d_job_add_write_resource(job
,
505 v3d
->shaderimg
[s
].si
[i
].base
.resource
);
506 job
->tmu_dirty_rcl
= true;
510 /* Get space to emit our draw call into the BCL, using a branch to
511 * jump to a new BO if necessary.
513 v3d_cl_ensure_space_with_branch(&job
->bcl
, 256 /* XXX */);
515 if (v3d
->prim_mode
!= info
->mode
) {
516 v3d
->prim_mode
= info
->mode
;
517 v3d
->dirty
|= VC5_DIRTY_PRIM_MODE
;
521 v3d_update_compiled_shaders(v3d
, info
->mode
);
522 v3d_update_job_ez(v3d
, job
);
524 #if V3D_VERSION >= 41
525 v3d41_emit_state(pctx
);
527 v3d33_emit_state(pctx
);
530 if (v3d
->dirty
& (VC5_DIRTY_VTXBUF
|
532 VC5_DIRTY_PRIM_MODE
|
533 VC5_DIRTY_RASTERIZER
|
534 VC5_DIRTY_COMPILED_CS
|
535 VC5_DIRTY_COMPILED_VS
|
536 VC5_DIRTY_COMPILED_FS
|
537 v3d
->prog
.cs
->uniform_dirty_bits
|
538 v3d
->prog
.vs
->uniform_dirty_bits
|
539 v3d
->prog
.fs
->uniform_dirty_bits
)) {
540 v3d_emit_gl_shader_state(v3d
, info
);
545 /* The Base Vertex/Base Instance packet sets those values to nonzero
546 * for the next draw call only.
548 if (info
->index_bias
|| info
->start_instance
) {
549 cl_emit(&job
->bcl
, BASE_VERTEX_BASE_INSTANCE
, base
) {
550 base
.base_instance
= info
->start_instance
;
551 base
.base_vertex
= info
->index_bias
;
555 uint32_t prim_tf_enable
= 0;
557 /* V3D 3.x: The HW only processes transform feedback on primitives
560 if (v3d
->streamout
.num_targets
)
561 prim_tf_enable
= (V3D_PRIM_POINTS_TF
- V3D_PRIM_POINTS
);
564 v3d_tf_statistics_record(v3d
, info
, v3d
->streamout
.num_targets
);
566 /* Note that the primitive type fields match with OpenGL/gallium
567 * definitions, up to but not including QUADS.
569 if (info
->index_size
) {
570 uint32_t index_size
= info
->index_size
;
571 uint32_t offset
= info
->start
* index_size
;
572 struct pipe_resource
*prsc
;
573 if (info
->has_user_indices
) {
575 u_upload_data(v3d
->uploader
, 0,
576 info
->count
* info
->index_size
, 4,
580 prsc
= info
->index
.resource
;
582 struct v3d_resource
*rsc
= v3d_resource(prsc
);
584 #if V3D_VERSION >= 40
585 cl_emit(&job
->bcl
, INDEX_BUFFER_SETUP
, ib
) {
586 ib
.address
= cl_address(rsc
->bo
, 0);
587 ib
.size
= rsc
->bo
->size
;
591 if (info
->indirect
) {
592 cl_emit(&job
->bcl
, INDIRECT_INDEXED_INSTANCED_PRIM_LIST
, prim
) {
593 prim
.index_type
= ffs(info
->index_size
) - 1;
595 prim
.address_of_indices_list
=
596 cl_address(rsc
->bo
, offset
);
597 #endif /* V3D_VERSION < 40 */
598 prim
.mode
= info
->mode
| prim_tf_enable
;
599 prim
.enable_primitive_restarts
= info
->primitive_restart
;
601 prim
.number_of_draw_indirect_indexed_records
= info
->indirect
->draw_count
;
603 prim
.stride_in_multiples_of_4_bytes
= info
->indirect
->stride
>> 2;
604 prim
.address
= cl_address(v3d_resource(info
->indirect
->buffer
)->bo
,
605 info
->indirect
->offset
);
607 } else if (info
->instance_count
> 1) {
608 cl_emit(&job
->bcl
, INDEXED_INSTANCED_PRIM_LIST
, prim
) {
609 prim
.index_type
= ffs(info
->index_size
) - 1;
610 #if V3D_VERSION >= 40
611 prim
.index_offset
= offset
;
612 #else /* V3D_VERSION < 40 */
613 prim
.maximum_index
= (1u << 31) - 1; /* XXX */
614 prim
.address_of_indices_list
=
615 cl_address(rsc
->bo
, offset
);
616 #endif /* V3D_VERSION < 40 */
617 prim
.mode
= info
->mode
| prim_tf_enable
;
618 prim
.enable_primitive_restarts
= info
->primitive_restart
;
620 prim
.number_of_instances
= info
->instance_count
;
621 prim
.instance_length
= info
->count
;
624 cl_emit(&job
->bcl
, INDEXED_PRIM_LIST
, prim
) {
625 prim
.index_type
= ffs(info
->index_size
) - 1;
626 prim
.length
= info
->count
;
627 #if V3D_VERSION >= 40
628 prim
.index_offset
= offset
;
629 #else /* V3D_VERSION < 40 */
630 prim
.maximum_index
= (1u << 31) - 1; /* XXX */
631 prim
.address_of_indices_list
=
632 cl_address(rsc
->bo
, offset
);
633 #endif /* V3D_VERSION < 40 */
634 prim
.mode
= info
->mode
| prim_tf_enable
;
635 prim
.enable_primitive_restarts
= info
->primitive_restart
;
639 job
->draw_calls_queued
++;
641 if (info
->has_user_indices
)
642 pipe_resource_reference(&prsc
, NULL
);
644 if (info
->indirect
) {
645 cl_emit(&job
->bcl
, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS
, prim
) {
646 prim
.mode
= info
->mode
| prim_tf_enable
;
647 prim
.number_of_draw_indirect_array_records
= info
->indirect
->draw_count
;
649 prim
.stride_in_multiples_of_4_bytes
= info
->indirect
->stride
>> 2;
650 prim
.address
= cl_address(v3d_resource(info
->indirect
->buffer
)->bo
,
651 info
->indirect
->offset
);
653 } else if (info
->instance_count
> 1) {
654 cl_emit(&job
->bcl
, VERTEX_ARRAY_INSTANCED_PRIMS
, prim
) {
655 prim
.mode
= info
->mode
| prim_tf_enable
;
656 prim
.index_of_first_vertex
= info
->start
;
657 prim
.number_of_instances
= info
->instance_count
;
658 prim
.instance_length
= info
->count
;
661 cl_emit(&job
->bcl
, VERTEX_ARRAY_PRIMS
, prim
) {
662 prim
.mode
= info
->mode
| prim_tf_enable
;
663 prim
.length
= info
->count
;
664 prim
.index_of_first_vertex
= info
->start
;
669 /* A flush is required in between a TF draw and any following TF specs
670 * packet, or the GPU may hang. Just flush each time for now.
672 if (v3d
->streamout
.num_targets
)
673 cl_emit(&job
->bcl
, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT
, flush
);
675 job
->draw_calls_queued
++;
677 /* Increment the TF offsets by how many verts we wrote. XXX: This
678 * needs some clamping to the buffer size.
680 for (int i
= 0; i
< v3d
->streamout
.num_targets
; i
++)
681 v3d
->streamout
.offsets
[i
] += info
->count
;
683 if (v3d
->zsa
&& job
->zsbuf
&& v3d
->zsa
->base
.depth
.enabled
) {
684 struct v3d_resource
*rsc
= v3d_resource(job
->zsbuf
->texture
);
685 v3d_job_add_bo(job
, rsc
->bo
);
687 job
->load
|= PIPE_CLEAR_DEPTH
& ~job
->clear
;
688 if (v3d
->zsa
->base
.depth
.writemask
)
689 job
->store
|= PIPE_CLEAR_DEPTH
;
690 rsc
->initialized_buffers
= PIPE_CLEAR_DEPTH
;
693 if (v3d
->zsa
&& job
->zsbuf
&& v3d
->zsa
->base
.stencil
[0].enabled
) {
694 struct v3d_resource
*rsc
= v3d_resource(job
->zsbuf
->texture
);
695 if (rsc
->separate_stencil
)
696 rsc
= rsc
->separate_stencil
;
698 v3d_job_add_bo(job
, rsc
->bo
);
700 job
->load
|= PIPE_CLEAR_STENCIL
& ~job
->clear
;
701 if (v3d
->zsa
->base
.stencil
[0].writemask
||
702 v3d
->zsa
->base
.stencil
[1].writemask
) {
703 job
->store
|= PIPE_CLEAR_STENCIL
;
705 rsc
->initialized_buffers
|= PIPE_CLEAR_STENCIL
;
708 for (int i
= 0; i
< V3D_MAX_DRAW_BUFFERS
; i
++) {
709 uint32_t bit
= PIPE_CLEAR_COLOR0
<< i
;
710 int blend_rt
= v3d
->blend
->base
.independent_blend_enable
? i
: 0;
712 if (job
->store
& bit
|| !job
->cbufs
[i
])
714 struct v3d_resource
*rsc
= v3d_resource(job
->cbufs
[i
]->texture
);
716 job
->load
|= bit
& ~job
->clear
;
717 if (v3d
->blend
->base
.rt
[blend_rt
].colormask
)
719 v3d_job_add_bo(job
, rsc
->bo
);
722 if (job
->referenced_size
> 768 * 1024 * 1024) {
723 perf_debug("Flushing job with %dkb to try to free up memory\n",
724 job
->referenced_size
/ 1024);
728 if (V3D_DEBUG
& V3D_DEBUG_ALWAYS_FLUSH
)
733 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
736 v3d_draw_clear(struct v3d_context
*v3d
,
738 const union pipe_color_union
*color
,
739 double depth
, unsigned stencil
)
741 static const union pipe_color_union dummy_color
= {};
743 /* The blitter util dereferences the color regardless, even though the
744 * gallium clear API may not pass one in when only Z/S are cleared.
747 color
= &dummy_color
;
749 v3d_blitter_save(v3d
);
750 util_blitter_clear(v3d
->blitter
,
751 v3d
->framebuffer
.width
,
752 v3d
->framebuffer
.height
,
753 util_framebuffer_get_num_layers(&v3d
->framebuffer
),
754 buffers
, color
, depth
, stencil
);
758 * Attempts to perform the GL clear by using the TLB's fast clear at the start
762 v3d_tlb_clear(struct v3d_job
*job
, unsigned buffers
,
763 const union pipe_color_union
*color
,
764 double depth
, unsigned stencil
)
766 struct v3d_context
*v3d
= job
->v3d
;
768 if (job
->draw_calls_queued
) {
769 /* If anything in the CL has drawn using the buffer, then the
770 * TLB clear we're trying to add now would happen before that
773 buffers
&= ~(job
->load
| job
->store
);
776 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
777 * then the clear for the other may get lost. We need to decide now
778 * if it would be possible to need to emit a load of just one after
779 * we've set up our TLB clears.
781 if (buffers
& PIPE_CLEAR_DEPTHSTENCIL
&&
782 (buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
&&
784 util_format_is_depth_and_stencil(job
->zsbuf
->texture
->format
)) {
785 buffers
&= ~PIPE_CLEAR_DEPTHSTENCIL
;
788 for (int i
= 0; i
< V3D_MAX_DRAW_BUFFERS
; i
++) {
789 uint32_t bit
= PIPE_CLEAR_COLOR0
<< i
;
790 if (!(buffers
& bit
))
793 struct pipe_surface
*psurf
= v3d
->framebuffer
.cbufs
[i
];
794 struct v3d_surface
*surf
= v3d_surface(psurf
);
795 struct v3d_resource
*rsc
= v3d_resource(psurf
->texture
);
798 uint32_t internal_size
= 4 << surf
->internal_bpp
;
800 static union pipe_color_union swapped_color
;
801 if (v3d
->swap_color_rb
& (1 << i
)) {
802 swapped_color
.f
[0] = color
->f
[2];
803 swapped_color
.f
[1] = color
->f
[1];
804 swapped_color
.f
[2] = color
->f
[0];
805 swapped_color
.f
[3] = color
->f
[3];
806 color
= &swapped_color
;
809 switch (surf
->internal_type
) {
810 case V3D_INTERNAL_TYPE_8
:
811 util_pack_color(color
->f
, PIPE_FORMAT_R8G8B8A8_UNORM
,
813 memcpy(job
->clear_color
[i
], uc
.ui
, internal_size
);
815 case V3D_INTERNAL_TYPE_8I
:
816 case V3D_INTERNAL_TYPE_8UI
:
817 job
->clear_color
[i
][0] = ((color
->ui
[0] & 0xff) |
818 (color
->ui
[1] & 0xff) << 8 |
819 (color
->ui
[2] & 0xff) << 16 |
820 (color
->ui
[3] & 0xff) << 24);
822 case V3D_INTERNAL_TYPE_16F
:
823 util_pack_color(color
->f
, PIPE_FORMAT_R16G16B16A16_FLOAT
,
825 memcpy(job
->clear_color
[i
], uc
.ui
, internal_size
);
827 case V3D_INTERNAL_TYPE_16I
:
828 case V3D_INTERNAL_TYPE_16UI
:
829 job
->clear_color
[i
][0] = ((color
->ui
[0] & 0xffff) |
831 job
->clear_color
[i
][1] = ((color
->ui
[2] & 0xffff) |
834 case V3D_INTERNAL_TYPE_32F
:
835 case V3D_INTERNAL_TYPE_32I
:
836 case V3D_INTERNAL_TYPE_32UI
:
837 memcpy(job
->clear_color
[i
], color
->ui
, internal_size
);
841 rsc
->initialized_buffers
|= bit
;
844 unsigned zsclear
= buffers
& PIPE_CLEAR_DEPTHSTENCIL
;
846 struct v3d_resource
*rsc
=
847 v3d_resource(v3d
->framebuffer
.zsbuf
->texture
);
849 if (zsclear
& PIPE_CLEAR_DEPTH
)
850 job
->clear_z
= depth
;
851 if (zsclear
& PIPE_CLEAR_STENCIL
)
852 job
->clear_s
= stencil
;
854 rsc
->initialized_buffers
|= zsclear
;
859 job
->draw_max_x
= v3d
->framebuffer
.width
;
860 job
->draw_max_y
= v3d
->framebuffer
.height
;
861 job
->clear
|= buffers
;
862 job
->store
|= buffers
;
870 v3d_clear(struct pipe_context
*pctx
, unsigned buffers
,
871 const union pipe_color_union
*color
, double depth
, unsigned stencil
)
873 struct v3d_context
*v3d
= v3d_context(pctx
);
874 struct v3d_job
*job
= v3d_get_job_for_fbo(v3d
);
876 buffers
&= ~v3d_tlb_clear(job
, buffers
, color
, depth
, stencil
);
879 v3d_draw_clear(v3d
, buffers
, color
, depth
, stencil
);
883 v3d_clear_render_target(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
884 const union pipe_color_union
*color
,
885 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
886 bool render_condition_enabled
)
888 fprintf(stderr
, "unimpl: clear RT\n");
892 v3d_clear_depth_stencil(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
893 unsigned buffers
, double depth
, unsigned stencil
,
894 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
895 bool render_condition_enabled
)
897 fprintf(stderr
, "unimpl: clear DS\n");
901 v3dX(draw_init
)(struct pipe_context
*pctx
)
903 pctx
->draw_vbo
= v3d_draw_vbo
;
904 pctx
->clear
= v3d_clear
;
905 pctx
->clear_render_target
= v3d_clear_render_target
;
906 pctx
->clear_depth_stencil
= v3d_clear_depth_stencil
;