freedreno: introduce fd_batch
[mesa.git] / src / gallium / drivers / freedreno / a3xx / fd3_draw.c
index 3906c9b996ecca9053076d3eaf32b564b7b5d04a..0593b253f1ace25411b953d23e4f9143d66f5169 100644 (file)
@@ -60,9 +60,6 @@ draw_impl(struct fd_context *ctx, struct fd_ringbuffer *ring,
        const struct pipe_draw_info *info = emit->info;
        enum pc_di_primtype primtype = ctx->primtypes[info->mode];
 
-       if (!(fd3_emit_get_vp(emit) && fd3_emit_get_fp(emit)))
-               return;
-
        fd3_emit_state(ctx, ring, emit);
 
        if (emit->dirty & (FD_DIRTY_VTXBUF | FD_DIRTY_VTXSTATE))
@@ -81,7 +78,9 @@ draw_impl(struct fd_context *ctx, struct fd_ringbuffer *ring,
        OUT_RING(ring, info->primitive_restart ? /* PC_RESTART_INDEX */
                        info->restart_index : 0xffffffff);
 
+       /* points + psize -> spritelist: */
        if (ctx->rasterizer->point_size_per_vertex &&
+                       fd3_emit_get_vp(emit)->writes_psize &&
                        (info->mode == PIPE_PRIM_POINTS))
                primtype = DI_PT_POINTLIST_PSIZE;
 
@@ -102,42 +101,47 @@ fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key)
        struct ir3_shader_key *last_key = &fd3_ctx->last_key;
 
        if (!ir3_shader_key_equal(last_key, key)) {
-               ctx->dirty |= FD_DIRTY_PROG;
-
                if (last_key->has_per_samp || key->has_per_samp) {
                        if ((last_key->vsaturate_s != key->vsaturate_s) ||
                                        (last_key->vsaturate_t != key->vsaturate_t) ||
                                        (last_key->vsaturate_r != key->vsaturate_r))
-                               ctx->prog.dirty |= FD_SHADER_DIRTY_VP;
+                               ctx->dirty |= FD_SHADER_DIRTY_VP;
 
                        if ((last_key->fsaturate_s != key->fsaturate_s) ||
                                        (last_key->fsaturate_t != key->fsaturate_t) ||
                                        (last_key->fsaturate_r != key->fsaturate_r))
-                               ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+                               ctx->dirty |= FD_SHADER_DIRTY_FP;
                }
 
+               if (last_key->vclamp_color != key->vclamp_color)
+                       ctx->dirty |= FD_SHADER_DIRTY_VP;
+
+               if (last_key->fclamp_color != key->fclamp_color)
+                       ctx->dirty |= FD_SHADER_DIRTY_FP;
+
                if (last_key->color_two_side != key->color_two_side)
-                       ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+                       ctx->dirty |= FD_SHADER_DIRTY_FP;
 
                if (last_key->half_precision != key->half_precision)
-                       ctx->prog.dirty |= FD_SHADER_DIRTY_FP;
+                       ctx->dirty |= FD_SHADER_DIRTY_FP;
 
                fd3_ctx->last_key = *key;
        }
 }
 
-static void
+static bool
 fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
 {
        struct fd3_context *fd3_ctx = fd3_context(ctx);
        struct fd3_emit emit = {
+               .debug = &ctx->debug,
                .vtx  = &ctx->vtx,
                .prog = &ctx->prog,
                .info = info,
                .key = {
-                       /* do binning pass first: */
-                       .binning_pass = true,
                        .color_two_side = ctx->rasterizer->light_twoside,
+                       .vclamp_color = ctx->rasterizer->clamp_vertex_color,
+                       .fclamp_color = ctx->rasterizer->clamp_fragment_color,
                        // TODO set .half_precision based on render target format,
                        // ie. float16 and smaller use half, float32 use full..
                        .half_precision = !!(fd_mesa_debug & FD_DBG_FRAGHALF),
@@ -153,19 +157,28 @@ fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info)
                .sprite_coord_enable = ctx->rasterizer->sprite_coord_enable,
                .sprite_coord_mode = ctx->rasterizer->sprite_coord_mode,
        };
-       unsigned dirty;
 
        fixup_shader_state(ctx, &emit.key);
 
-       dirty = ctx->dirty;
-       emit.dirty = dirty & ~(FD_DIRTY_BLEND);
-       draw_impl(ctx, ctx->binning_ring, &emit);
+       unsigned dirty = ctx->dirty;
+
+       /* do regular pass first, since that is more likely to fail compiling: */
+
+       if (!(fd3_emit_get_vp(&emit) && fd3_emit_get_fp(&emit)))
+               return false;
 
-       /* and now regular (non-binning) pass: */
        emit.key.binning_pass = false;
        emit.dirty = dirty;
+       draw_impl(ctx, ctx->batch->draw, &emit);
+
+       /* and now binning pass: */
+       emit.key.binning_pass = true;
+       emit.dirty = dirty & ~(FD_DIRTY_BLEND);
        emit.vp = NULL;   /* we changed key so need to refetch vp */
-       draw_impl(ctx, ctx->ring, &emit);
+       emit.fp = NULL;
+       draw_impl(ctx, ctx->batch->binning, &emit);
+
+       return true;
 }
 
 /* clear operations ignore viewport state, so we need to reset it
@@ -196,8 +209,9 @@ static void
 fd3_clear_binning(struct fd_context *ctx, unsigned dirty)
 {
        struct fd3_context *fd3_ctx = fd3_context(ctx);
-       struct fd_ringbuffer *ring = ctx->binning_ring;
+       struct fd_ringbuffer *ring = ctx->batch->binning;
        struct fd3_emit emit = {
+               .debug = &ctx->debug,
                .vtx  = &fd3_ctx->solid_vbuf_state,
                .prog = &ctx->solid_prog,
                .key = {
@@ -236,10 +250,11 @@ fd3_clear(struct fd_context *ctx, unsigned buffers,
 {
        struct fd3_context *fd3_ctx = fd3_context(ctx);
        struct pipe_framebuffer_state *pfb = &ctx->framebuffer;
-       struct fd_ringbuffer *ring = ctx->ring;
+       struct fd_ringbuffer *ring = ctx->batch->draw;
        unsigned dirty = ctx->dirty;
        unsigned i;
        struct fd3_emit emit = {
+               .debug = &ctx->debug,
                .vtx  = &fd3_ctx->solid_vbuf_state,
                .prog = &ctx->solid_prog,
                .key = {