tu: Implement multiview clear/resolve interactions
[mesa.git] / src / freedreno / vulkan / tu_pipeline.c
index 541d834bb9c514fbd28b3060ae2ea9e8dac0fbb5..3049fdc7a43ff413fe78967c7dd153b04f27f8ba 100644 (file)
@@ -445,7 +445,7 @@ tu6_emit_xs_config(struct tu_cs *cs,
 
    const struct ir3_const_state *const_state = ir3_const_state(xs);
    uint32_t base = const_state->offsets.immediate;
-   int size = const_state->immediates_count;
+   int size = DIV_ROUND_UP(const_state->immediates_count, 4);
 
    /* truncate size to avoid writing constants that shader
     * does not use:
@@ -464,12 +464,7 @@ tu6_emit_xs_config(struct tu_cs *cs,
    tu_cs_emit(cs, CP_LOAD_STATE6_1_EXT_SRC_ADDR(0));
    tu_cs_emit(cs, CP_LOAD_STATE6_2_EXT_SRC_ADDR_HI(0));
 
-   for (unsigned i = 0; i < size; i++) {
-      tu_cs_emit(cs, const_state->immediates[i].val[0]);
-      tu_cs_emit(cs, const_state->immediates[i].val[1]);
-      tu_cs_emit(cs, const_state->immediates[i].val[2]);
-      tu_cs_emit(cs, const_state->immediates[i].val[3]);
-   }
+   tu_cs_emit_array(cs, const_state->immediates, size * 4);
 }
 
 static void
@@ -740,7 +735,9 @@ tu6_emit_vpc(struct tu_cs *cs,
              const struct ir3_shader_variant *hs,
              const struct ir3_shader_variant *ds,
              const struct ir3_shader_variant *gs,
-             const struct ir3_shader_variant *fs)
+             const struct ir3_shader_variant *fs,
+             uint32_t patch_control_points,
+             bool vshs_workgroup)
 {
    /* note: doesn't compile as static because of the array regs.. */
    const struct reg_config {
@@ -847,6 +844,14 @@ tu6_emit_vpc(struct tu_cs *cs,
 
    tu6_setup_streamout(cs, last_shader, &linkage);
 
+   /* The GPU hangs on some models when there are no outputs (xs_pack::CNT),
+    * at least when a DS is the last stage, so add a dummy output to keep it
+    * happy if there aren't any. We do this late in order to avoid emitting
+    * any unused code and make sure that optimizations don't remove it.
+    */
+   if (linkage.cnt == 0)
+      ir3_link_add(&linkage, 0, 0x1, linkage.max_loc);
+
    /* map outputs of the last shader to VPC */
    assert(linkage.cnt <= 32);
    const uint32_t sp_out_count = DIV_ROUND_UP(linkage.cnt, 2);
@@ -900,20 +905,34 @@ tu6_emit_vpc(struct tu_cs *cs,
    tu_cs_emit(cs, A6XX_VPC_CNTL_0_NUMNONPOSVAR(fs ? fs->total_in : 0) |
                   COND(fs && fs->total_in, A6XX_VPC_CNTL_0_VARYING) |
                   A6XX_VPC_CNTL_0_PRIMIDLOC(linkage.primid_loc) |
-                  A6XX_VPC_CNTL_0_UNKLOC(0xff));
+                  A6XX_VPC_CNTL_0_VIEWIDLOC(0xff));
 
    if (hs) {
       shader_info *hs_info = &hs->shader->nir->info;
+      uint32_t unknown_a831 = vs->output_size;
+
       tu_cs_emit_pkt4(cs, REG_A6XX_PC_TESS_NUM_VERTEX, 1);
       tu_cs_emit(cs, hs_info->tess.tcs_vertices_out);
 
       /* Total attribute slots in HS incoming patch. */
-      tu_cs_emit_pkt4(cs, REG_A6XX_PC_UNKNOWN_9801, 1);
-      tu_cs_emit(cs,
-            hs_info->tess.tcs_vertices_out * vs->output_size / 4);
+      tu_cs_emit_pkt4(cs, REG_A6XX_PC_HS_INPUT_SIZE, 1);
+      tu_cs_emit(cs, patch_control_points * vs->output_size / 4);
+
+      /* for A650 this value seems to be local memory size per wave */
+      if (vshs_workgroup) {
+         const uint32_t wavesize = 64;
+         /* note: if HS is really just the VS extended, then this
+          * should be by MAX2(patch_control_points, hs_info->tess.tcs_vertices_out)
+          * however that doesn't match the blob, and fails some dEQP tests.
+          */
+         uint32_t prims_per_wave = wavesize / hs_info->tess.tcs_vertices_out;
+         uint32_t total_size = vs->output_size * patch_control_points * prims_per_wave;
+         unknown_a831 = DIV_ROUND_UP(total_size, wavesize);
+      }
 
       tu_cs_emit_pkt4(cs, REG_A6XX_SP_HS_UNKNOWN_A831, 1);
-      tu_cs_emit(cs, vs->output_size);
+      tu_cs_emit(cs, unknown_a831);
+
       /* In SPIR-V generated from GLSL, the tessellation primitive params are
        * are specified in the tess eval shader, but in SPIR-V generated from
        * HLSL, they are specified in the tess control shader. */
@@ -991,7 +1010,7 @@ tu6_emit_vpc(struct tu_cs *cs,
       tu_cs_emit_pkt4(cs, REG_A6XX_PC_PRIMITIVE_CNTL_6, 1);
       tu_cs_emit(cs, A6XX_PC_PRIMITIVE_CNTL_6_STRIDE_IN_VPC(vec4_size));
 
-      tu_cs_emit_pkt4(cs, REG_A6XX_PC_UNKNOWN_9B07, 1);
+      tu_cs_emit_pkt4(cs, REG_A6XX_PC_MULTIVIEW_CNTL, 1);
       tu_cs_emit(cs, 0);
 
       tu_cs_emit_pkt4(cs, REG_A6XX_SP_GS_PRIM_SIZE, 1);
@@ -1363,6 +1382,8 @@ tu6_emit_program(struct tu_cs *cs,
    const struct ir3_shader_variant *gs = builder->variants[MESA_SHADER_GEOMETRY];
    const struct ir3_shader_variant *fs = builder->variants[MESA_SHADER_FRAGMENT];
    gl_shader_stage stage = MESA_SHADER_VERTEX;
+   uint32_t cps_per_patch = builder->create_info->pTessellationState ?
+      builder->create_info->pTessellationState->patchControlPoints : 0;
 
    STATIC_ASSERT(MESA_SHADER_VERTEX == 0);
 
@@ -1395,7 +1416,8 @@ tu6_emit_program(struct tu_cs *cs,
    tu_cs_emit_pkt4(cs, REG_A6XX_SP_HS_UNKNOWN_A831, 1);
    tu_cs_emit(cs, 0);
 
-   tu6_emit_vpc(cs, vs, hs, ds, gs, fs);
+   tu6_emit_vpc(cs, vs, hs, ds, gs, fs, cps_per_patch,
+                builder->device->physical_device->gpu_id == 650);
    tu6_emit_vpc_varying_modes(cs, fs);
 
    if (fs) {
@@ -1415,8 +1437,6 @@ tu6_emit_program(struct tu_cs *cs,
    }
 
    if (gs || hs) {
-      uint32_t cps_per_patch = builder->create_info->pTessellationState ?
-            builder->create_info->pTessellationState->patchControlPoints : 0;
       tu6_emit_geom_tess_consts(cs, vs, hs, ds, gs, cps_per_patch);
    }
 }