2 * Copyright (c) 2014 Scott Mansell
3 * Copyright © 2014 Broadcom
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
25 #include "util/u_prim.h"
26 #include "util/u_format.h"
27 #include "util/u_pack_color.h"
28 #include "indices/u_primconvert.h"
30 #include "vc4_context.h"
31 #include "vc4_resource.h"
34 vc4_get_draw_cl_space(struct vc4_context
*vc4
)
36 /* Binner gets our packet state -- vc4_emit.c contents,
37 * and the primitive itself.
39 cl_ensure_space(&vc4
->bcl
, 256);
41 /* Nothing for rcl -- that's covered by vc4_context.c */
43 /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
44 * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
47 cl_ensure_space(&vc4
->shader_rec
, 12 * sizeof(uint32_t) + 104 + 8 * 32);
49 /* Uniforms are covered by vc4_write_uniforms(). */
51 /* There could be up to 16 textures per stage, plus misc other
54 cl_ensure_space(&vc4
->bo_handles
, (2 * 16 + 20) * sizeof(uint32_t));
55 cl_ensure_space(&vc4
->bo_pointers
,
56 (2 * 16 + 20) * sizeof(struct vc4_bo
*));
60 * Does the initial bining command list setup for drawing to a given FBO.
63 vc4_start_draw(struct vc4_context
*vc4
)
68 vc4_get_draw_cl_space(vc4
);
70 uint32_t width
= vc4
->framebuffer
.width
;
71 uint32_t height
= vc4
->framebuffer
.height
;
72 uint32_t tilew
= align(width
, 64) / 64;
73 uint32_t tileh
= align(height
, 64) / 64;
75 /* Tile alloc memory setup: We use an initial alloc size of 32b. The
76 * hardware then aligns that to 256b (we use 4096, because all of our
77 * BO allocations align to that anyway), then for some reason the
78 * simulator wants an extra page available, even if you have overflow
81 * XXX: The binner only does 28-bit addressing math, so the tile alloc
82 * and tile state should be in the same BO and that BO needs to not
83 * cross a 256MB boundary, somehow.
85 uint32_t tile_alloc_size
= 32 * tilew
* tileh
;
86 tile_alloc_size
= align(tile_alloc_size
, 4096);
87 tile_alloc_size
+= 4096;
88 uint32_t tile_state_size
= 48 * tilew
* tileh
;
89 if (!vc4
->tile_alloc
|| vc4
->tile_alloc
->size
< tile_alloc_size
) {
90 vc4_bo_unreference(&vc4
->tile_alloc
);
91 vc4
->tile_alloc
= vc4_bo_alloc(vc4
->screen
, tile_alloc_size
,
94 if (!vc4
->tile_state
|| vc4
->tile_state
->size
< tile_state_size
) {
95 vc4_bo_unreference(&vc4
->tile_state
);
96 vc4
->tile_state
= vc4_bo_alloc(vc4
->screen
, tile_state_size
,
100 // Tile state data is 48 bytes per tile, I think it can be thrown away
101 // as soon as binning is finished.
102 cl_start_reloc(&vc4
->bcl
, 2);
103 cl_u8(&vc4
->bcl
, VC4_PACKET_TILE_BINNING_MODE_CONFIG
);
104 cl_reloc(vc4
, &vc4
->bcl
, vc4
->tile_alloc
, 0);
105 cl_u32(&vc4
->bcl
, vc4
->tile_alloc
->size
);
106 cl_reloc(vc4
, &vc4
->bcl
, vc4
->tile_state
, 0);
107 cl_u8(&vc4
->bcl
, tilew
);
108 cl_u8(&vc4
->bcl
, tileh
);
110 VC4_BIN_CONFIG_AUTO_INIT_TSDA
|
111 VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_32
|
112 VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32
);
114 /* START_TILE_BINNING resets the statechange counters in the hardware,
115 * which are what is used when a primitive is binned to a tile to
116 * figure out what new state packets need to be written to that tile's
119 cl_u8(&vc4
->bcl
, VC4_PACKET_START_TILE_BINNING
);
121 /* Reset the current compressed primitives format. This gets modified
122 * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
123 * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
126 cl_u8(&vc4
->bcl
, VC4_PACKET_PRIMITIVE_LIST_FORMAT
);
127 cl_u8(&vc4
->bcl
, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX
|
128 VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES
));
130 vc4
->needs_flush
= true;
131 vc4
->draw_call_queued
= true;
135 vc4_draw_vbo(struct pipe_context
*pctx
, const struct pipe_draw_info
*info
)
137 struct vc4_context
*vc4
= vc4_context(pctx
);
139 if (info
->mode
>= PIPE_PRIM_QUADS
) {
140 util_primconvert_save_index_buffer(vc4
->primconvert
, &vc4
->indexbuf
);
141 util_primconvert_save_rasterizer_state(vc4
->primconvert
, &vc4
->rasterizer
->base
);
142 util_primconvert_draw_vbo(vc4
->primconvert
, info
);
143 perf_debug("Fallback conversion for %d %s vertices\n",
144 info
->count
, u_prim_name(info
->mode
));
148 vc4_get_draw_cl_space(vc4
);
150 struct vc4_vertex_stateobj
*vtx
= vc4
->vtx
;
151 struct vc4_vertexbuf_stateobj
*vertexbuf
= &vc4
->vertexbuf
;
153 if (vc4
->prim_mode
!= info
->mode
) {
154 vc4
->prim_mode
= info
->mode
;
155 vc4
->dirty
|= VC4_DIRTY_PRIM_MODE
;
159 vc4_update_compiled_shaders(vc4
, info
->mode
);
161 vc4_emit_state(pctx
);
164 vc4_write_uniforms(vc4
, vc4
->prog
.fs
,
165 &vc4
->constbuf
[PIPE_SHADER_FRAGMENT
],
167 vc4_write_uniforms(vc4
, vc4
->prog
.vs
,
168 &vc4
->constbuf
[PIPE_SHADER_VERTEX
],
170 vc4_write_uniforms(vc4
, vc4
->prog
.cs
,
171 &vc4
->constbuf
[PIPE_SHADER_VERTEX
],
174 /* The simulator throws a fit if VS or CS don't read an attribute, so
175 * we emit a dummy read.
177 uint32_t num_elements_emit
= MAX2(vtx
->num_elements
, 1);
178 /* Emit the shader record. */
179 cl_start_shader_reloc(&vc4
->shader_rec
, 3 + num_elements_emit
);
180 cl_u16(&vc4
->shader_rec
,
181 VC4_SHADER_FLAG_ENABLE_CLIPPING
|
182 ((info
->mode
== PIPE_PRIM_POINTS
&&
183 vc4
->rasterizer
->base
.point_size_per_vertex
) ?
184 VC4_SHADER_FLAG_VS_POINT_SIZE
: 0));
185 cl_u8(&vc4
->shader_rec
, 0); /* fs num uniforms (unused) */
186 cl_u8(&vc4
->shader_rec
, vc4
->prog
.fs
->num_inputs
);
187 cl_reloc(vc4
, &vc4
->shader_rec
, vc4
->prog
.fs
->bo
, 0);
188 cl_u32(&vc4
->shader_rec
, 0); /* UBO offset written by kernel */
190 cl_u16(&vc4
->shader_rec
, 0); /* vs num uniforms */
191 cl_u8(&vc4
->shader_rec
, vc4
->prog
.vs
->vattrs_live
);
192 cl_u8(&vc4
->shader_rec
, vc4
->prog
.vs
->vattr_offsets
[8]);
193 cl_reloc(vc4
, &vc4
->shader_rec
, vc4
->prog
.vs
->bo
, 0);
194 cl_u32(&vc4
->shader_rec
, 0); /* UBO offset written by kernel */
196 cl_u16(&vc4
->shader_rec
, 0); /* cs num uniforms */
197 cl_u8(&vc4
->shader_rec
, vc4
->prog
.cs
->vattrs_live
);
198 cl_u8(&vc4
->shader_rec
, vc4
->prog
.cs
->vattr_offsets
[8]);
199 cl_reloc(vc4
, &vc4
->shader_rec
, vc4
->prog
.cs
->bo
, 0);
200 cl_u32(&vc4
->shader_rec
, 0); /* UBO offset written by kernel */
202 uint32_t max_index
= 0xffff;
203 uint32_t vpm_offset
= 0;
204 for (int i
= 0; i
< vtx
->num_elements
; i
++) {
205 struct pipe_vertex_element
*elem
= &vtx
->pipe
[i
];
206 struct pipe_vertex_buffer
*vb
=
207 &vertexbuf
->vb
[elem
->vertex_buffer_index
];
208 struct vc4_resource
*rsc
= vc4_resource(vb
->buffer
);
209 uint32_t offset
= vb
->buffer_offset
+ elem
->src_offset
;
210 uint32_t vb_size
= rsc
->bo
->size
- offset
;
212 util_format_get_blocksize(elem
->src_format
);
214 cl_reloc(vc4
, &vc4
->shader_rec
, rsc
->bo
, offset
);
215 cl_u8(&vc4
->shader_rec
, elem_size
- 1);
216 cl_u8(&vc4
->shader_rec
, vb
->stride
);
217 cl_u8(&vc4
->shader_rec
, vc4
->prog
.vs
->vattr_offsets
[i
]);
218 cl_u8(&vc4
->shader_rec
, vc4
->prog
.cs
->vattr_offsets
[i
]);
220 vpm_offset
+= align(elem_size
, 4);
222 if (vb
->stride
> 0) {
223 max_index
= MIN2(max_index
,
224 (vb_size
- elem_size
) / vb
->stride
);
228 if (vtx
->num_elements
== 0) {
229 assert(num_elements_emit
== 1);
230 struct vc4_bo
*bo
= vc4_bo_alloc(vc4
->screen
, 4096, "scratch VBO");
231 cl_reloc(vc4
, &vc4
->shader_rec
, bo
, 0);
232 cl_u8(&vc4
->shader_rec
, 16 - 1); /* element size */
233 cl_u8(&vc4
->shader_rec
, 0); /* stride */
234 cl_u8(&vc4
->shader_rec
, 0); /* VS VPM offset */
235 cl_u8(&vc4
->shader_rec
, 0); /* CS VPM offset */
236 vc4_bo_unreference(&bo
);
239 /* the actual draw call. */
240 cl_u8(&vc4
->bcl
, VC4_PACKET_GL_SHADER_STATE
);
241 assert(vtx
->num_elements
<= 8);
242 /* Note that number of attributes == 0 in the packet means 8
243 * attributes. This field also contains the offset into shader_rec.
245 cl_u32(&vc4
->bcl
, num_elements_emit
& 0x7);
247 /* Note that the primitive type fields match with OpenGL/gallium
248 * definitions, up to but not including QUADS.
251 struct vc4_resource
*rsc
= vc4_resource(vc4
->indexbuf
.buffer
);
252 uint32_t offset
= vc4
->indexbuf
.offset
;
253 uint32_t index_size
= vc4
->indexbuf
.index_size
;
254 if (rsc
->shadow_parent
) {
255 vc4_update_shadow_index_buffer(pctx
, &vc4
->indexbuf
);
259 cl_start_reloc(&vc4
->bcl
, 1);
260 cl_u8(&vc4
->bcl
, VC4_PACKET_GL_INDEXED_PRIMITIVE
);
264 VC4_INDEX_BUFFER_U16
:
265 VC4_INDEX_BUFFER_U8
));
266 cl_u32(&vc4
->bcl
, info
->count
);
267 cl_reloc(vc4
, &vc4
->bcl
, rsc
->bo
, offset
);
268 cl_u32(&vc4
->bcl
, max_index
);
270 cl_u8(&vc4
->bcl
, VC4_PACKET_GL_ARRAY_PRIMITIVE
);
271 cl_u8(&vc4
->bcl
, info
->mode
);
272 cl_u32(&vc4
->bcl
, info
->count
);
273 cl_u32(&vc4
->bcl
, info
->start
);
276 if (vc4
->zsa
&& vc4
->zsa
->base
.depth
.enabled
) {
277 vc4
->resolve
|= PIPE_CLEAR_DEPTH
;
279 if (vc4
->zsa
&& vc4
->zsa
->base
.stencil
[0].enabled
)
280 vc4
->resolve
|= PIPE_CLEAR_STENCIL
;
281 vc4
->resolve
|= PIPE_CLEAR_COLOR0
;
283 vc4
->shader_rec_count
++;
285 if (vc4_debug
& VC4_DEBUG_ALWAYS_FLUSH
)
290 pack_rgba(enum pipe_format format
, const float *rgba
)
293 util_pack_color(rgba
, format
, &uc
);
294 if (util_format_get_blocksize(format
) == 2)
301 vc4_clear(struct pipe_context
*pctx
, unsigned buffers
,
302 const union pipe_color_union
*color
, double depth
, unsigned stencil
)
304 struct vc4_context
*vc4
= vc4_context(pctx
);
306 /* We can't flag new buffers for clearing once we've queued draws. We
307 * could avoid this by using the 3d engine to clear.
309 if (vc4
->draw_call_queued
) {
310 perf_debug("Flushing rendering to process new clear.");
314 if (buffers
& PIPE_CLEAR_COLOR0
) {
315 vc4
->clear_color
[0] = vc4
->clear_color
[1] =
316 pack_rgba(vc4
->framebuffer
.cbufs
[0]->format
,
320 if (buffers
& PIPE_CLEAR_DEPTH
) {
321 /* Though the depth buffer is stored with Z in the high 24,
322 * for this field we just need to store it in the low 24.
324 vc4
->clear_depth
= util_pack_z(PIPE_FORMAT_Z24X8_UNORM
, depth
);
327 if (buffers
& PIPE_CLEAR_STENCIL
)
328 vc4
->clear_stencil
= stencil
;
332 vc4
->draw_max_x
= vc4
->framebuffer
.width
;
333 vc4
->draw_max_y
= vc4
->framebuffer
.height
;
334 vc4
->cleared
|= buffers
;
335 vc4
->resolve
|= buffers
;
341 vc4_clear_render_target(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
342 const union pipe_color_union
*color
,
343 unsigned x
, unsigned y
, unsigned w
, unsigned h
)
345 fprintf(stderr
, "unimpl: clear RT\n");
349 vc4_clear_depth_stencil(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
350 unsigned buffers
, double depth
, unsigned stencil
,
351 unsigned x
, unsigned y
, unsigned w
, unsigned h
)
353 fprintf(stderr
, "unimpl: clear DS\n");
357 vc4_draw_init(struct pipe_context
*pctx
)
359 pctx
->draw_vbo
= vc4_draw_vbo
;
360 pctx
->clear
= vc4_clear
;
361 pctx
->clear_render_target
= vc4_clear_render_target
;
362 pctx
->clear_depth_stencil
= vc4_clear_depth_stencil
;