-/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */
-
/*
* Copyright (C) 2012 Rob Clark <robclark@freedesktop.org>
*
*/
#include "pipe/p_state.h"
+#include "util/u_draw.h"
#include "util/u_string.h"
#include "util/u_memory.h"
#include "util/u_prim.h"
#include "util/u_format.h"
+#include "util/u_helpers.h"
+#include "freedreno_blitter.h"
#include "freedreno_draw.h"
#include "freedreno_context.h"
+#include "freedreno_fence.h"
#include "freedreno_state.h"
#include "freedreno_resource.h"
+#include "freedreno_query_acc.h"
#include "freedreno_query_hw.h"
#include "freedreno_util.h"
fd_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
struct fd_context *ctx = fd_context(pctx);
- struct fd_batch *batch = ctx->batch;
+ struct fd_batch *batch = fd_context_batch(ctx);
struct pipe_framebuffer_state *pfb = &batch->framebuffer;
- struct pipe_scissor_state *scissor = fd_context_get_scissor(ctx);
- unsigned i, prims, buffers = 0;
+ unsigned i, prims, buffers = 0, restore_buffers = 0;
- /* if we supported transform feedback, we'd have to disable this: */
- if (((scissor->maxx - scissor->minx) *
- (scissor->maxy - scissor->miny)) == 0) {
+ /* for debugging problems with indirect draw, it is convenient
+ * to be able to emulate it, to determine if game is feeding us
+ * bogus data:
+ */
+ if (info->indirect && (fd_mesa_debug & FD_DBG_NOINDR)) {
+ util_draw_indirect(pctx, info);
return;
}
+ if (!info->count_from_stream_output && !info->indirect &&
+ !info->primitive_restart &&
+ !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
+ return;
+
/* TODO: push down the region versions into the tiles */
if (!fd_render_condition_check(pctx))
return;
if (!fd_supported_prim(ctx, info->mode)) {
if (ctx->streamout.num_targets > 0)
debug_error("stream-out with emulated prims");
- util_primconvert_save_index_buffer(ctx->primconvert, &ctx->indexbuf);
util_primconvert_save_rasterizer_state(ctx->primconvert, ctx->rasterizer);
util_primconvert_draw_vbo(ctx->primconvert, info);
return;
}
+ fd_fence_ref(&ctx->last_fence, NULL);
+
+ /* Upload a user index buffer. */
+ struct pipe_resource *indexbuf = NULL;
+ unsigned index_offset = 0;
+ struct pipe_draw_info new_info;
+ if (info->index_size) {
+ if (info->has_user_indices) {
+ if (!util_upload_index_buffer(pctx, info, &indexbuf, &index_offset))
+ return;
+ new_info = *info;
+ new_info.index.resource = indexbuf;
+ new_info.has_user_indices = false;
+ info = &new_info;
+ } else {
+ indexbuf = info->index.resource;
+ }
+ }
+
+ if (ctx->in_blit) {
+ fd_batch_reset(batch);
+ fd_context_all_dirty(ctx);
+ }
+
+ batch->blit = ctx->in_blit;
+ batch->back_blit = ctx->in_shadow;
+
+ /* NOTE: needs to be before resource_written(batch->query_buf), otherwise
+ * query_buf may not be created yet.
+ */
+ fd_batch_set_stage(batch, FD_STAGE_DRAW);
+
/*
* Figure out the buffers/features we need:
*/
- if (fd_depth_enabled(ctx)) {
- buffers |= FD_BUFFER_DEPTH;
- resource_written(batch, pfb->zsbuf->texture);
- batch->gmem_reason |= FD_GMEM_DEPTH_ENABLED;
- }
-
- if (fd_stencil_enabled(ctx)) {
- buffers |= FD_BUFFER_STENCIL;
- resource_written(batch, pfb->zsbuf->texture);
- batch->gmem_reason |= FD_GMEM_STENCIL_ENABLED;
+ mtx_lock(&ctx->screen->lock);
+
+ if (ctx->dirty & (FD_DIRTY_FRAMEBUFFER | FD_DIRTY_ZSA)) {
+ if (fd_depth_enabled(ctx)) {
+ if (fd_resource(pfb->zsbuf->texture)->valid) {
+ restore_buffers |= FD_BUFFER_DEPTH;
+ } else {
+ batch->invalidated |= FD_BUFFER_DEPTH;
+ }
+ batch->gmem_reason |= FD_GMEM_DEPTH_ENABLED;
+ if (fd_depth_write_enabled(ctx)) {
+ buffers |= FD_BUFFER_DEPTH;
+ resource_written(batch, pfb->zsbuf->texture);
+ } else {
+ resource_read(batch, pfb->zsbuf->texture);
+ }
+ }
+
+ if (fd_stencil_enabled(ctx)) {
+ if (fd_resource(pfb->zsbuf->texture)->valid) {
+ restore_buffers |= FD_BUFFER_STENCIL;
+ } else {
+ batch->invalidated |= FD_BUFFER_STENCIL;
+ }
+ batch->gmem_reason |= FD_GMEM_STENCIL_ENABLED;
+ buffers |= FD_BUFFER_STENCIL;
+ resource_written(batch, pfb->zsbuf->texture);
+ }
}
if (fd_logicop_enabled(ctx))
surf = pfb->cbufs[i]->texture;
- resource_written(batch, surf);
- buffers |= PIPE_CLEAR_COLOR0 << i;
+ if (fd_resource(surf)->valid) {
+ restore_buffers |= PIPE_CLEAR_COLOR0 << i;
+ } else {
+ batch->invalidated |= PIPE_CLEAR_COLOR0 << i;
+ }
- if (surf->nr_samples > 1)
- batch->gmem_reason |= FD_GMEM_MSAA_ENABLED;
+ buffers |= PIPE_CLEAR_COLOR0 << i;
if (fd_blend_enabled(ctx, i))
batch->gmem_reason |= FD_GMEM_BLEND_ENABLED;
+
+ if (ctx->dirty & FD_DIRTY_FRAMEBUFFER)
+ resource_written(batch, pfb->cbufs[i]->texture);
}
- /* Skip over buffer 0, that is sent along with the command stream */
- for (i = 1; i < PIPE_MAX_CONSTANT_BUFFERS; i++) {
- resource_read(batch, ctx->constbuf[PIPE_SHADER_VERTEX].cb[i].buffer);
- resource_read(batch, ctx->constbuf[PIPE_SHADER_FRAGMENT].cb[i].buffer);
+ /* Mark SSBOs as being written.. we don't actually know which ones are
+ * read vs written, so just assume the worst
+ */
+ if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_SSBO) {
+ foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].enabled_mask)
+ resource_written(batch, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].sb[i].buffer);
+ }
+
+ if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_IMAGE) {
+ foreach_bit(i, ctx->shaderimg[PIPE_SHADER_FRAGMENT].enabled_mask) {
+ struct pipe_image_view *img =
+ &ctx->shaderimg[PIPE_SHADER_FRAGMENT].si[i];
+ if (img->access & PIPE_IMAGE_ACCESS_WRITE)
+ resource_written(batch, img->resource);
+ else
+ resource_read(batch, img->resource);
+ }
+ }
+
+ if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_CONST) {
+ foreach_bit(i, ctx->constbuf[PIPE_SHADER_VERTEX].enabled_mask)
+ resource_read(batch, ctx->constbuf[PIPE_SHADER_VERTEX].cb[i].buffer);
+ }
+
+ if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_CONST) {
+ foreach_bit(i, ctx->constbuf[PIPE_SHADER_FRAGMENT].enabled_mask)
+ resource_read(batch, ctx->constbuf[PIPE_SHADER_FRAGMENT].cb[i].buffer);
}
/* Mark VBOs as being read */
- for (i = 0; i < ctx->vtx.vertexbuf.count; i++) {
- assert(!ctx->vtx.vertexbuf.vb[i].user_buffer);
- resource_read(batch, ctx->vtx.vertexbuf.vb[i].buffer);
+ if (ctx->dirty & FD_DIRTY_VTXBUF) {
+ foreach_bit(i, ctx->vtx.vertexbuf.enabled_mask) {
+ assert(!ctx->vtx.vertexbuf.vb[i].is_user_buffer);
+ resource_read(batch, ctx->vtx.vertexbuf.vb[i].buffer.resource);
+ }
}
/* Mark index buffer as being read */
- resource_read(batch, ctx->indexbuf.buffer);
+ resource_read(batch, indexbuf);
+
+ /* Mark indirect draw buffer as being read */
+ if (info->indirect)
+ resource_read(batch, info->indirect->buffer);
/* Mark textures as being read */
- for (i = 0; i < ctx->verttex.num_textures; i++)
- if (ctx->verttex.textures[i])
- resource_read(batch, ctx->verttex.textures[i]->texture);
- for (i = 0; i < ctx->fragtex.num_textures; i++)
- if (ctx->fragtex.textures[i])
- resource_read(batch, ctx->fragtex.textures[i]->texture);
+ if (ctx->dirty_shader[PIPE_SHADER_VERTEX] & FD_DIRTY_SHADER_TEX) {
+ foreach_bit(i, ctx->tex[PIPE_SHADER_VERTEX].valid_textures)
+ resource_read(batch, ctx->tex[PIPE_SHADER_VERTEX].textures[i]->texture);
+ }
+
+ if (ctx->dirty_shader[PIPE_SHADER_FRAGMENT] & FD_DIRTY_SHADER_TEX) {
+ foreach_bit(i, ctx->tex[PIPE_SHADER_FRAGMENT].valid_textures)
+ resource_read(batch, ctx->tex[PIPE_SHADER_FRAGMENT].textures[i]->texture);
+ }
/* Mark streamout buffers as being written.. */
- for (i = 0; i < ctx->streamout.num_targets; i++)
- if (ctx->streamout.targets[i])
- resource_written(batch, ctx->streamout.targets[i]->buffer);
+ if (ctx->dirty & FD_DIRTY_STREAMOUT) {
+ for (i = 0; i < ctx->streamout.num_targets; i++)
+ if (ctx->streamout.targets[i])
+ resource_written(batch, ctx->streamout.targets[i]->buffer);
+ }
+
+ resource_written(batch, batch->query_buf);
+
+ list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node)
+ resource_written(batch, aq->prsc);
+
+ mtx_unlock(&ctx->screen->lock);
batch->num_draws++;
ctx->stats.prims_generated += prims;
/* any buffers that haven't been cleared yet, we need to restore: */
- batch->restore |= buffers & (FD_BUFFER_ALL & ~batch->cleared);
+ batch->restore |= restore_buffers & (FD_BUFFER_ALL & ~batch->invalidated);
/* and any buffers used, need to be resolved: */
batch->resolve |= buffers;
- DBG("%x num_draws=%u (%s/%s)", buffers, batch->num_draws,
+ DBG("%p: %x %ux%u num_draws=%u (%s/%s)", batch, buffers,
+ pfb->width, pfb->height, batch->num_draws,
util_format_short_name(pipe_surface_format(pfb->cbufs[0])),
util_format_short_name(pipe_surface_format(pfb->zsbuf)));
- fd_hw_query_set_stage(ctx, batch->draw, FD_STAGE_DRAW);
- if (ctx->draw_vbo(ctx, info))
+ if (ctx->draw_vbo(ctx, info, index_offset))
batch->needs_flush = true;
+ batch->num_vertices += info->count * info->instance_count;
+
for (i = 0; i < ctx->streamout.num_targets; i++)
ctx->streamout.offsets[i] += info->count;
if (fd_mesa_debug & FD_DBG_DDRAW)
- ctx->dirty = 0xffffffff;
+ fd_context_all_dirty(ctx);
fd_batch_check_size(batch);
-}
-/* TODO figure out how to make better use of existing state mechanism
- * for clear (and possibly gmem->mem / mem->gmem) so we can (a) keep
- * track of what state really actually changes, and (b) reduce the code
- * in the a2xx/a3xx parts.
- */
+ if (info == &new_info)
+ pipe_resource_reference(&indexbuf, NULL);
+}
static void
fd_clear(struct pipe_context *pctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct fd_context *ctx = fd_context(pctx);
- struct fd_batch *batch = ctx->batch;
+ struct fd_batch *batch = fd_context_batch(ctx);
struct pipe_framebuffer_state *pfb = &batch->framebuffer;
- struct pipe_scissor_state *scissor = fd_context_get_scissor(ctx);
unsigned cleared_buffers;
int i;
if (!fd_render_condition_check(pctx))
return;
+ fd_fence_ref(&ctx->last_fence, NULL);
+
+ if (ctx->in_blit) {
+ fd_batch_reset(batch);
+ fd_context_all_dirty(ctx);
+ }
+
+ /* pctx->clear() is only for full-surface clears, so scissor is
+ * equivalent to having GL_SCISSOR_TEST disabled:
+ */
+ batch->max_scissor.minx = 0;
+ batch->max_scissor.miny = 0;
+ batch->max_scissor.maxx = pfb->width;
+ batch->max_scissor.maxy = pfb->height;
+
/* for bookkeeping about which buffers have been cleared (and thus
* can fully or partially skip mem2gmem) we need to ignore buffers
* that have already had a draw, in case apps do silly things like
* the depth buffer, etc)
*/
cleared_buffers = buffers & (FD_BUFFER_ALL & ~batch->restore);
+ batch->cleared |= buffers;
+ batch->invalidated |= cleared_buffers;
- /* do we have full-screen scissor? */
- if (!memcmp(scissor, &ctx->disabled_scissor, sizeof(*scissor))) {
- batch->cleared |= cleared_buffers;
- } else {
- batch->partial_cleared |= cleared_buffers;
- if (cleared_buffers & PIPE_CLEAR_COLOR)
- batch->cleared_scissor.color = *scissor;
- if (cleared_buffers & PIPE_CLEAR_DEPTH)
- batch->cleared_scissor.depth = *scissor;
- if (cleared_buffers & PIPE_CLEAR_STENCIL)
- batch->cleared_scissor.stencil = *scissor;
- }
batch->resolve |= buffers;
batch->needs_flush = true;
+ mtx_lock(&ctx->screen->lock);
+
if (buffers & PIPE_CLEAR_COLOR)
for (i = 0; i < pfb->nr_cbufs; i++)
if (buffers & (PIPE_CLEAR_COLOR0 << i))
batch->gmem_reason |= FD_GMEM_CLEARS_DEPTH_STENCIL;
}
- DBG("%x depth=%f, stencil=%u (%s/%s)", buffers, depth, stencil,
+ resource_written(batch, batch->query_buf);
+
+ list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node)
+ resource_written(batch, aq->prsc);
+
+ mtx_unlock(&ctx->screen->lock);
+
+ DBG("%p: %x %ux%u depth=%f, stencil=%u (%s/%s)", batch, buffers,
+ pfb->width, pfb->height, depth, stencil,
util_format_short_name(pipe_surface_format(pfb->cbufs[0])),
util_format_short_name(pipe_surface_format(pfb->zsbuf)));
- fd_hw_query_set_stage(ctx, batch->draw, FD_STAGE_CLEAR);
+ /* if per-gen backend doesn't implement ctx->clear() generic
+ * blitter clear:
+ */
+ bool fallback = true;
- ctx->clear(ctx, buffers, color, depth, stencil);
+ if (ctx->clear) {
+ fd_batch_set_stage(batch, FD_STAGE_CLEAR);
- ctx->dirty |= FD_DIRTY_ZSA |
- FD_DIRTY_VIEWPORT |
- FD_DIRTY_RASTERIZER |
- FD_DIRTY_SAMPLE_MASK |
- FD_DIRTY_PROG |
- FD_DIRTY_CONSTBUF |
- FD_DIRTY_BLEND |
- FD_DIRTY_FRAMEBUFFER;
+ if (ctx->clear(ctx, buffers, color, depth, stencil)) {
+ if (fd_mesa_debug & FD_DBG_DCLEAR)
+ fd_context_all_dirty(ctx);
- if (fd_mesa_debug & FD_DBG_DCLEAR)
- ctx->dirty = 0xffffffff;
+ fallback = false;
+ }
+ }
+
+ if (fallback) {
+ fd_blitter_clear(pctx, buffers, color, depth, stencil);
+ }
+
+ fd_batch_check_size(batch);
}
static void
fd_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
const union pipe_color_union *color,
- unsigned x, unsigned y, unsigned w, unsigned h)
+ unsigned x, unsigned y, unsigned w, unsigned h,
+ bool render_condition_enabled)
{
DBG("TODO: x=%u, y=%u, w=%u, h=%u", x, y, w, h);
}
static void
fd_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
unsigned buffers, double depth, unsigned stencil,
- unsigned x, unsigned y, unsigned w, unsigned h)
+ unsigned x, unsigned y, unsigned w, unsigned h,
+ bool render_condition_enabled)
{
DBG("TODO: buffers=%u, depth=%f, stencil=%u, x=%u, y=%u, w=%u, h=%u",
buffers, depth, stencil, x, y, w, h);
}
+static void
+fd_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
+{
+ struct fd_context *ctx = fd_context(pctx);
+ struct fd_batch *batch, *save_batch = NULL;
+ unsigned i;
+
+ batch = fd_bc_alloc_batch(&ctx->screen->batch_cache, ctx, true);
+ fd_batch_reference(&save_batch, ctx->batch);
+ fd_batch_reference(&ctx->batch, batch);
+ fd_context_all_dirty(ctx);
+
+ mtx_lock(&ctx->screen->lock);
+
+ /* Mark SSBOs as being written.. we don't actually know which ones are
+ * read vs written, so just assume the worst
+ */
+ foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_COMPUTE].enabled_mask)
+ resource_written(batch, ctx->shaderbuf[PIPE_SHADER_COMPUTE].sb[i].buffer);
+
+ foreach_bit(i, ctx->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
+ struct pipe_image_view *img =
+ &ctx->shaderimg[PIPE_SHADER_COMPUTE].si[i];
+ if (img->access & PIPE_IMAGE_ACCESS_WRITE)
+ resource_written(batch, img->resource);
+ else
+ resource_read(batch, img->resource);
+ }
+
+ /* UBO's are read */
+ foreach_bit(i, ctx->constbuf[PIPE_SHADER_COMPUTE].enabled_mask)
+ resource_read(batch, ctx->constbuf[PIPE_SHADER_COMPUTE].cb[i].buffer);
+
+ /* Mark textures as being read */
+ foreach_bit(i, ctx->tex[PIPE_SHADER_COMPUTE].valid_textures)
+ resource_read(batch, ctx->tex[PIPE_SHADER_COMPUTE].textures[i]->texture);
+
+ /* For global buffers, we don't really know if read or written, so assume
+ * the worst:
+ */
+ foreach_bit(i, ctx->global_bindings.enabled_mask)
+ resource_written(batch, ctx->global_bindings.buf[i]);
+
+ if (info->indirect)
+ resource_read(batch, info->indirect);
+
+ mtx_unlock(&ctx->screen->lock);
+
+ batch->needs_flush = true;
+ ctx->launch_grid(ctx, info);
+
+ fd_batch_flush(batch, false);
+
+ fd_batch_reference(&ctx->batch, save_batch);
+ fd_context_all_dirty(ctx);
+ fd_batch_reference(&save_batch, NULL);
+ fd_batch_reference(&batch, NULL);
+}
+
void
fd_draw_init(struct pipe_context *pctx)
{
pctx->clear = fd_clear;
pctx->clear_render_target = fd_clear_render_target;
pctx->clear_depth_stencil = fd_clear_depth_stencil;
+
+ if (has_compute(fd_screen(pctx->screen))) {
+ pctx->launch_grid = fd_launch_grid;
+ }
}