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_blitter.h"
26 #include "util/u_prim.h"
27 #include "util/u_format.h"
28 #include "util/u_pack_color.h"
29 #include "util/u_upload_mgr.h"
30 #include "indices/u_primconvert.h"
32 #include "vc4_context.h"
33 #include "vc4_resource.h"
35 #define VC4_HW_2116_COUNT 0x1ef0
38 vc4_get_draw_cl_space(struct vc4_job
*job
, int vert_count
)
40 /* The SW-5891 workaround may cause us to emit multiple shader recs
43 int num_draws
= DIV_ROUND_UP(vert_count
, 65535 - 2) + 1;
45 /* Binner gets our packet state -- vc4_emit.c contents,
46 * and the primitive itself.
48 cl_ensure_space(&job
->bcl
,
49 256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE
+
50 VC4_PACKET_GL_SHADER_STATE_SIZE
) * num_draws
);
52 /* Nothing for rcl -- that's covered by vc4_context.c */
54 /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
55 * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
58 cl_ensure_space(&job
->shader_rec
,
59 (12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws
);
61 /* Uniforms are covered by vc4_write_uniforms(). */
63 /* There could be up to 16 textures per stage, plus misc other
66 cl_ensure_space(&job
->bo_handles
, (2 * 16 + 20) * sizeof(uint32_t));
67 cl_ensure_space(&job
->bo_pointers
,
68 (2 * 16 + 20) * sizeof(struct vc4_bo
*));
72 * Does the initial bining command list setup for drawing to a given FBO.
75 vc4_start_draw(struct vc4_context
*vc4
)
77 struct vc4_job
*job
= vc4
->job
;
82 vc4_get_draw_cl_space(job
, 0);
84 cl_emit(&job
->bcl
, TILE_BINNING_MODE_CONFIGURATION
, bin
) {
85 bin
.width_in_tiles
= job
->draw_tiles_x
;
86 bin
.height_in_tiles
= job
->draw_tiles_y
;
87 bin
.multisample_mode_4x
= job
->msaa
;
90 /* START_TILE_BINNING resets the statechange counters in the hardware,
91 * which are what is used when a primitive is binned to a tile to
92 * figure out what new state packets need to be written to that tile's
95 cl_emit(&job
->bcl
, START_TILE_BINNING
, start
);
97 /* Reset the current compressed primitives format. This gets modified
98 * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
99 * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
102 cl_emit(&job
->bcl
, PRIMITIVE_LIST_FORMAT
, list
) {
103 list
.data_type
= _16_BIT_INDEX
;
104 list
.primitive_type
= TRIANGLES_LIST
;
107 job
->needs_flush
= true;
108 job
->draw_width
= vc4
->framebuffer
.width
;
109 job
->draw_height
= vc4
->framebuffer
.height
;
113 vc4_predraw_check_textures(struct pipe_context
*pctx
,
114 struct vc4_texture_stateobj
*stage_tex
)
116 struct vc4_context
*vc4
= vc4_context(pctx
);
118 for (int i
= 0; i
< stage_tex
->num_textures
; i
++) {
119 struct vc4_sampler_view
*view
=
120 vc4_sampler_view(stage_tex
->textures
[i
]);
124 if (view
->texture
!= view
->base
.texture
)
125 vc4_update_shadow_baselevel_texture(pctx
, &view
->base
);
127 vc4_flush_jobs_writing_resource(vc4
, view
->texture
);
132 vc4_emit_gl_shader_state(struct vc4_context
*vc4
,
133 const struct pipe_draw_info
*info
,
134 uint32_t extra_index_bias
)
136 struct vc4_job
*job
= vc4
->job
;
137 /* VC4_DIRTY_VTXSTATE */
138 struct vc4_vertex_stateobj
*vtx
= vc4
->vtx
;
139 /* VC4_DIRTY_VTXBUF */
140 struct vc4_vertexbuf_stateobj
*vertexbuf
= &vc4
->vertexbuf
;
142 /* The simulator throws a fit if VS or CS don't read an attribute, so
143 * we emit a dummy read.
145 uint32_t num_elements_emit
= MAX2(vtx
->num_elements
, 1);
147 /* Emit the shader record. */
148 cl_start_shader_reloc(&job
->shader_rec
, 3 + num_elements_emit
);
150 cl_emit(&job
->shader_rec
, SHADER_RECORD
, rec
) {
151 rec
.enable_clipping
= true;
153 /* VC4_DIRTY_COMPILED_FS */
154 rec
.fragment_shader_is_single_threaded
=
155 !vc4
->prog
.fs
->fs_threaded
;
157 /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
158 rec
.point_size_included_in_shaded_vertex_data
=
159 (info
->mode
== PIPE_PRIM_POINTS
&&
160 vc4
->rasterizer
->base
.point_size_per_vertex
);
162 /* VC4_DIRTY_COMPILED_FS */
163 rec
.fragment_shader_number_of_varyings
=
164 vc4
->prog
.fs
->num_inputs
;
165 rec
.fragment_shader_code_address
=
166 cl_address(vc4
->prog
.fs
->bo
, 0);
168 rec
.coordinate_shader_attribute_array_select_bits
=
169 vc4
->prog
.cs
->vattrs_live
;
170 rec
.coordinate_shader_total_attributes_size
=
171 vc4
->prog
.cs
->vattr_offsets
[8];
172 rec
.coordinate_shader_code_address
=
173 cl_address(vc4
->prog
.cs
->bo
, 0);
175 rec
.vertex_shader_attribute_array_select_bits
=
176 vc4
->prog
.vs
->vattrs_live
;
177 rec
.vertex_shader_total_attributes_size
=
178 vc4
->prog
.vs
->vattr_offsets
[8];
179 rec
.vertex_shader_code_address
=
180 cl_address(vc4
->prog
.vs
->bo
, 0);
183 uint32_t max_index
= 0xffff;
184 for (int i
= 0; i
< vtx
->num_elements
; i
++) {
185 struct pipe_vertex_element
*elem
= &vtx
->pipe
[i
];
186 struct pipe_vertex_buffer
*vb
=
187 &vertexbuf
->vb
[elem
->vertex_buffer_index
];
188 struct vc4_resource
*rsc
= vc4_resource(vb
->buffer
.resource
);
189 /* not vc4->dirty tracked: vc4->last_index_bias */
190 uint32_t offset
= (vb
->buffer_offset
+
192 vb
->stride
* (info
->index_bias
+
194 uint32_t vb_size
= rsc
->bo
->size
- offset
;
196 util_format_get_blocksize(elem
->src_format
);
198 cl_emit(&job
->shader_rec
, ATTRIBUTE_RECORD
, attr
) {
199 attr
.address
= cl_address(rsc
->bo
, offset
);
200 attr
.number_of_bytes_minus_1
= elem_size
- 1;
201 attr
.stride
= vb
->stride
;
202 attr
.coordinate_shader_vpm_offset
=
203 vc4
->prog
.cs
->vattr_offsets
[i
];
204 attr
.vertex_shader_vpm_offset
=
205 vc4
->prog
.vs
->vattr_offsets
[i
];
208 if (vb
->stride
> 0) {
209 max_index
= MIN2(max_index
,
210 (vb_size
- elem_size
) / vb
->stride
);
214 if (vtx
->num_elements
== 0) {
215 assert(num_elements_emit
== 1);
216 struct vc4_bo
*bo
= vc4_bo_alloc(vc4
->screen
, 4096, "scratch VBO");
218 cl_emit(&job
->shader_rec
, ATTRIBUTE_RECORD
, attr
) {
219 attr
.address
= cl_address(bo
, 0);
220 attr
.number_of_bytes_minus_1
= 16 - 1;
222 attr
.coordinate_shader_vpm_offset
= 0;
223 attr
.vertex_shader_vpm_offset
= 0;
226 vc4_bo_unreference(&bo
);
229 cl_emit(&job
->bcl
, GL_SHADER_STATE
, shader_state
) {
230 /* Note that number of attributes == 0 in the packet means 8
231 * attributes. This field also contains the offset into
234 assert(vtx
->num_elements
<= 8);
235 shader_state
.number_of_attribute_arrays
=
236 num_elements_emit
& 0x7;
239 vc4_write_uniforms(vc4
, vc4
->prog
.fs
,
240 &vc4
->constbuf
[PIPE_SHADER_FRAGMENT
],
242 vc4_write_uniforms(vc4
, vc4
->prog
.vs
,
243 &vc4
->constbuf
[PIPE_SHADER_VERTEX
],
245 vc4_write_uniforms(vc4
, vc4
->prog
.cs
,
246 &vc4
->constbuf
[PIPE_SHADER_VERTEX
],
249 vc4
->last_index_bias
= info
->index_bias
+ extra_index_bias
;
250 vc4
->max_index
= max_index
;
251 job
->shader_rec_count
++;
255 * HW-2116 workaround: Flush the batch before triggering the hardware state
256 * counter wraparound behavior.
258 * State updates are tracked by a global counter which increments at the first
259 * state update after a draw or a START_BINNING. Tiles can then have their
260 * state updated at draw time with a set of cheap checks for whether the
261 * state's copy of the global counter matches the global counter the last time
262 * that state was written to the tile.
264 * The state counters are relatively small and wrap around quickly, so you
265 * could get false negatives for needing to update a particular state in the
266 * tile. To avoid this, the hardware attempts to write all of the state in
267 * the tile at wraparound time. This apparently is broken, so we just flush
268 * everything before that behavior is triggered. A batch flush is sufficient
269 * to get our current contents drawn and reset the counters to 0.
271 * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
272 * tiles with VC4_PACKET_RETURN_FROM_LIST.
275 vc4_hw_2116_workaround(struct pipe_context
*pctx
, int vert_count
)
277 struct vc4_context
*vc4
= vc4_context(pctx
);
278 struct vc4_job
*job
= vc4_get_job_for_fbo(vc4
);
280 if (job
->draw_calls_queued
+ vert_count
/ 65535 >= VC4_HW_2116_COUNT
) {
281 perf_debug("Flushing batch due to HW-2116 workaround "
282 "(too many draw calls per scene\n");
283 vc4_job_submit(vc4
, job
);
288 vc4_draw_vbo(struct pipe_context
*pctx
, const struct pipe_draw_info
*info
)
290 struct vc4_context
*vc4
= vc4_context(pctx
);
291 struct pipe_draw_info local_info
;
293 if (!info
->count_from_stream_output
&& !info
->indirect
&&
294 !info
->primitive_restart
&&
295 !u_trim_pipe_prim(info
->mode
, (unsigned*)&info
->count
))
298 if (info
->mode
>= PIPE_PRIM_QUADS
) {
299 if (info
->mode
== PIPE_PRIM_QUADS
&&
301 !vc4
->rasterizer
->base
.flatshade
) {
303 local_info
.mode
= PIPE_PRIM_TRIANGLE_FAN
;
306 util_primconvert_save_rasterizer_state(vc4
->primconvert
, &vc4
->rasterizer
->base
);
307 util_primconvert_draw_vbo(vc4
->primconvert
, info
);
308 perf_debug("Fallback conversion for %d %s vertices\n",
309 info
->count
, u_prim_name(info
->mode
));
314 /* Before setting up the draw, do any fixup blits necessary. */
315 vc4_predraw_check_textures(pctx
, &vc4
->verttex
);
316 vc4_predraw_check_textures(pctx
, &vc4
->fragtex
);
318 vc4_hw_2116_workaround(pctx
, info
->count
);
320 struct vc4_job
*job
= vc4_get_job_for_fbo(vc4
);
322 /* Make sure that the raster order flags haven't changed, which can
323 * only be set at job granularity.
325 if (job
->flags
!= vc4
->rasterizer
->tile_raster_order_flags
) {
326 vc4_job_submit(vc4
, job
);
327 job
= vc4_get_job_for_fbo(vc4
);
330 vc4_get_draw_cl_space(job
, info
->count
);
332 if (vc4
->prim_mode
!= info
->mode
) {
333 vc4
->prim_mode
= info
->mode
;
334 vc4
->dirty
|= VC4_DIRTY_PRIM_MODE
;
338 if (!vc4_update_compiled_shaders(vc4
, info
->mode
)) {
339 debug_warn_once("shader compile failed, skipping draw call.\n");
343 vc4_emit_state(pctx
);
345 bool needs_drawarrays_shader_state
= false;
346 if ((vc4
->dirty
& (VC4_DIRTY_VTXBUF
|
348 VC4_DIRTY_PRIM_MODE
|
349 VC4_DIRTY_RASTERIZER
|
350 VC4_DIRTY_COMPILED_CS
|
351 VC4_DIRTY_COMPILED_VS
|
352 VC4_DIRTY_COMPILED_FS
|
353 vc4
->prog
.cs
->uniform_dirty_bits
|
354 vc4
->prog
.vs
->uniform_dirty_bits
|
355 vc4
->prog
.fs
->uniform_dirty_bits
)) ||
356 vc4
->last_index_bias
!= info
->index_bias
) {
357 if (info
->index_size
)
358 vc4_emit_gl_shader_state(vc4
, info
, 0);
360 needs_drawarrays_shader_state
= true;
365 /* Note that the primitive type fields match with OpenGL/gallium
366 * definitions, up to but not including QUADS.
368 if (info
->index_size
) {
369 uint32_t index_size
= info
->index_size
;
370 uint32_t offset
= info
->start
* index_size
;
371 struct pipe_resource
*prsc
;
372 if (info
->index_size
== 4) {
373 prsc
= vc4_get_shadow_index_buffer(pctx
, info
,
375 info
->count
, &offset
);
378 if (info
->has_user_indices
) {
380 u_upload_data(vc4
->uploader
, 0,
381 info
->count
* index_size
, 4,
385 prsc
= info
->index
.resource
;
388 struct vc4_resource
*rsc
= vc4_resource(prsc
);
390 struct vc4_cl_out
*bcl
= cl_start(&job
->bcl
);
392 /* The original design for the VC4 kernel UABI had multiple
393 * packets that used relocations in the BCL (some of which
394 * needed two BOs), but later modifications eliminated all but
395 * this one usage. We have an arbitrary 32-bit offset value,
396 * and need to also supply an arbitrary 32-bit index buffer
397 * GEM handle, so we have this fake packet we emit in our BCL
398 * to be validated, which the kernel uses at validation time
399 * to perform the relocation in the IB packet (without
400 * emitting to the actual HW).
402 uint32_t hindex
= vc4_gem_hindex(job
, rsc
->bo
);
403 if (job
->last_gem_handle_hindex
!= hindex
) {
404 cl_u8(&bcl
, VC4_PACKET_GEM_HANDLES
);
405 cl_u32(&bcl
, hindex
);
407 job
->last_gem_handle_hindex
= hindex
;
410 cl_u8(&bcl
, VC4_PACKET_GL_INDEXED_PRIMITIVE
);
414 VC4_INDEX_BUFFER_U16
:
415 VC4_INDEX_BUFFER_U8
));
416 cl_u32(&bcl
, info
->count
);
417 cl_u32(&bcl
, offset
);
418 cl_u32(&bcl
, vc4
->max_index
);
420 cl_end(&job
->bcl
, bcl
);
421 job
->draw_calls_queued
++;
423 if (info
->index_size
== 4 || info
->has_user_indices
)
424 pipe_resource_reference(&prsc
, NULL
);
426 uint32_t count
= info
->count
;
427 uint32_t start
= info
->start
;
428 uint32_t extra_index_bias
= 0;
429 static const uint32_t max_verts
= 65535;
431 /* GFXH-515 / SW-5891: The binner emits 16 bit indices for
432 * drawarrays, which means that if start + count > 64k it
433 * would truncate the top bits. Work around this by emitting
434 * a limited number of primitives at a time and reemitting the
435 * shader state pointing farther down the vertex attribute
438 * To do this properly for line loops or trifans, we'd need to
439 * make a new VB containing the first vertex plus whatever
442 if (start
+ count
> max_verts
) {
443 extra_index_bias
= start
;
445 needs_drawarrays_shader_state
= true;
449 uint32_t this_count
= count
;
450 uint32_t step
= count
;
452 if (needs_drawarrays_shader_state
) {
453 vc4_emit_gl_shader_state(vc4
, info
,
457 if (count
> max_verts
) {
458 switch (info
->mode
) {
459 case PIPE_PRIM_POINTS
:
460 this_count
= step
= max_verts
;
462 case PIPE_PRIM_LINES
:
463 this_count
= step
= max_verts
- (max_verts
% 2);
465 case PIPE_PRIM_LINE_STRIP
:
466 this_count
= max_verts
;
467 step
= max_verts
- 1;
469 case PIPE_PRIM_LINE_LOOP
:
470 this_count
= max_verts
;
471 step
= max_verts
- 1;
472 debug_warn_once("unhandled line loop "
473 "looping behavior with "
476 case PIPE_PRIM_TRIANGLES
:
477 this_count
= step
= max_verts
- (max_verts
% 3);
479 case PIPE_PRIM_TRIANGLE_STRIP
:
480 this_count
= max_verts
;
481 step
= max_verts
- 2;
484 debug_warn_once("unhandled primitive "
485 "max vert count, truncating\n");
486 this_count
= step
= max_verts
;
490 cl_emit(&job
->bcl
, VERTEX_ARRAY_PRIMITIVES
, array
) {
491 array
.primitive_mode
= info
->mode
;
492 array
.length
= this_count
;
493 array
.index_of_first_vertex
= start
;
495 job
->draw_calls_queued
++;
498 extra_index_bias
+= start
+ step
;
500 needs_drawarrays_shader_state
= true;
504 /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
507 assert(job
->draw_calls_queued
<= VC4_HW_2116_COUNT
);
509 if (vc4
->zsa
&& vc4
->framebuffer
.zsbuf
) {
510 struct vc4_resource
*rsc
=
511 vc4_resource(vc4
->framebuffer
.zsbuf
->texture
);
513 if (vc4
->zsa
->base
.depth
.enabled
) {
514 job
->resolve
|= PIPE_CLEAR_DEPTH
;
515 rsc
->initialized_buffers
= PIPE_CLEAR_DEPTH
;
518 if (vc4
->zsa
->base
.stencil
[0].enabled
) {
519 job
->resolve
|= PIPE_CLEAR_STENCIL
;
520 rsc
->initialized_buffers
|= PIPE_CLEAR_STENCIL
;
524 job
->resolve
|= PIPE_CLEAR_COLOR0
;
526 /* If we've used half of the presumably 256MB CMA area, flush the job
527 * so that we don't accumulate a job that will end up not being
530 if (job
->bo_space
> 128 * 1024 * 1024)
533 if (vc4_debug
& VC4_DEBUG_ALWAYS_FLUSH
)
538 pack_rgba(enum pipe_format format
, const float *rgba
)
541 util_pack_color(rgba
, format
, &uc
);
542 if (util_format_get_blocksize(format
) == 2)
549 vc4_clear(struct pipe_context
*pctx
, unsigned buffers
,
550 const union pipe_color_union
*color
, double depth
, unsigned stencil
)
552 struct vc4_context
*vc4
= vc4_context(pctx
);
553 struct vc4_job
*job
= vc4_get_job_for_fbo(vc4
);
555 if (buffers
& PIPE_CLEAR_DEPTHSTENCIL
) {
556 struct vc4_resource
*rsc
=
557 vc4_resource(vc4
->framebuffer
.zsbuf
->texture
);
558 unsigned zsclear
= buffers
& PIPE_CLEAR_DEPTHSTENCIL
;
560 /* Clearing ZS will clear both Z and stencil, so if we're
561 * trying to clear just one then we need to draw a quad to do
562 * it instead. We need to do this before setting up
563 * tile-based clears in vc4->job, because the blitter may
564 * submit the current job.
566 if ((zsclear
== PIPE_CLEAR_DEPTH
||
567 zsclear
== PIPE_CLEAR_STENCIL
) &&
568 (rsc
->initialized_buffers
& ~(zsclear
| job
->cleared
)) &&
569 util_format_is_depth_and_stencil(vc4
->framebuffer
.zsbuf
->format
)) {
570 static const union pipe_color_union dummy_color
= {};
572 perf_debug("Partial clear of Z+stencil buffer, "
573 "drawing a quad instead of fast clearing\n");
574 vc4_blitter_save(vc4
);
575 util_blitter_clear(vc4
->blitter
,
576 vc4
->framebuffer
.width
,
577 vc4
->framebuffer
.height
,
580 &dummy_color
, depth
, stencil
);
584 job
= vc4_get_job_for_fbo(vc4
);
588 /* We can't flag new buffers for clearing once we've queued draws. We
589 * could avoid this by using the 3d engine to clear.
591 if (job
->draw_calls_queued
) {
592 perf_debug("Flushing rendering to process new clear.\n");
593 vc4_job_submit(vc4
, job
);
594 job
= vc4_get_job_for_fbo(vc4
);
597 if (buffers
& PIPE_CLEAR_COLOR0
) {
598 struct vc4_resource
*rsc
=
599 vc4_resource(vc4
->framebuffer
.cbufs
[0]->texture
);
600 uint32_t clear_color
;
602 if (vc4_rt_format_is_565(vc4
->framebuffer
.cbufs
[0]->format
)) {
603 /* In 565 mode, the hardware will be packing our color
606 clear_color
= pack_rgba(PIPE_FORMAT_R8G8B8A8_UNORM
,
609 /* Otherwise, we need to do this packing because we
610 * support multiple swizzlings of RGBA8888.
613 pack_rgba(vc4
->framebuffer
.cbufs
[0]->format
,
616 job
->clear_color
[0] = job
->clear_color
[1] = clear_color
;
617 rsc
->initialized_buffers
|= (buffers
& PIPE_CLEAR_COLOR0
);
620 if (buffers
& PIPE_CLEAR_DEPTHSTENCIL
) {
621 struct vc4_resource
*rsc
=
622 vc4_resource(vc4
->framebuffer
.zsbuf
->texture
);
624 /* Though the depth buffer is stored with Z in the high 24,
625 * for this field we just need to store it in the low 24.
627 if (buffers
& PIPE_CLEAR_DEPTH
) {
628 job
->clear_depth
= util_pack_z(PIPE_FORMAT_Z24X8_UNORM
,
631 if (buffers
& PIPE_CLEAR_STENCIL
)
632 job
->clear_stencil
= stencil
;
634 rsc
->initialized_buffers
|= (buffers
& PIPE_CLEAR_DEPTHSTENCIL
);
639 job
->draw_max_x
= vc4
->framebuffer
.width
;
640 job
->draw_max_y
= vc4
->framebuffer
.height
;
641 job
->cleared
|= buffers
;
642 job
->resolve
|= buffers
;
648 vc4_clear_render_target(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
649 const union pipe_color_union
*color
,
650 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
651 bool render_condition_enabled
)
653 fprintf(stderr
, "unimpl: clear RT\n");
657 vc4_clear_depth_stencil(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
658 unsigned buffers
, double depth
, unsigned stencil
,
659 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
660 bool render_condition_enabled
)
662 fprintf(stderr
, "unimpl: clear DS\n");
666 vc4_draw_init(struct pipe_context
*pctx
)
668 pctx
->draw_vbo
= vc4_draw_vbo
;
669 pctx
->clear
= vc4_clear
;
670 pctx
->clear_render_target
= vc4_clear_render_target
;
671 pctx
->clear_depth_stencil
= vc4_clear_depth_stencil
;