#include "freedreno_context.h"
#include "freedreno_state.h"
#include "freedreno_resource.h"
+#include "freedreno_query_acc.h"
#include "freedreno_query_hw.h"
#include "freedreno_util.h"
{
if (!prsc)
return;
+ fd_resource(prsc)->valid = true;
fd_batch_resource_used(batch, fd_resource(prsc), true);
}
struct fd_batch *batch = ctx->batch;
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 (!info->count_from_stream_output && !info->indirect &&
+ !info->primitive_restart &&
+ !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
+ return;
/* if we supported transform feedback, we'd have to disable this: */
if (((scissor->maxx - scissor->minx) *
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;
}
/* Upload a user index buffer. */
- struct pipe_index_buffer ibuffer_saved = {};
- if (info->indexed && ctx->indexbuf.user_buffer &&
- !util_save_and_upload_index_buffer(pctx, info, &ctx->indexbuf,
- &ibuffer_saved)) {
- return;
+ 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);
- ctx->dirty = ~0;
+ fd_context_all_dirty(ctx);
}
batch->blit = ctx->in_blit;
/* NOTE: needs to be before resource_written(batch->query_buf), otherwise
* query_buf may not be created yet.
*/
- fd_hw_query_set_stage(batch, batch->draw, FD_STAGE_DRAW);
+ fd_batch_set_stage(batch, FD_STAGE_DRAW);
/*
* Figure out the buffers/features we need:
mtx_lock(&ctx->screen->lock);
if (fd_depth_enabled(ctx)) {
+ if (fd_resource(pfb->zsbuf->texture)->valid)
+ restore_buffers |= FD_BUFFER_DEPTH;
buffers |= FD_BUFFER_DEPTH;
resource_written(batch, pfb->zsbuf->texture);
batch->gmem_reason |= FD_GMEM_DEPTH_ENABLED;
}
if (fd_stencil_enabled(ctx)) {
+ if (fd_resource(pfb->zsbuf->texture)->valid)
+ restore_buffers |= FD_BUFFER_DEPTH;
buffers |= FD_BUFFER_STENCIL;
resource_written(batch, pfb->zsbuf->texture);
batch->gmem_reason |= FD_GMEM_STENCIL_ENABLED;
surf = pfb->cbufs[i]->texture;
resource_written(batch, surf);
+
+ if (fd_resource(surf)->valid)
+ restore_buffers |= PIPE_CLEAR_COLOR0 << i;
+
buffers |= PIPE_CLEAR_COLOR0 << i;
if (surf->nr_samples > 1)
batch->gmem_reason |= FD_GMEM_BLEND_ENABLED;
}
+ /* 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_FRAGMENT].enabled_mask)
+ resource_written(batch, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].sb[i].buffer);
+
+ 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);
+ }
+
foreach_bit(i, ctx->constbuf[PIPE_SHADER_VERTEX].enabled_mask)
resource_read(batch, ctx->constbuf[PIPE_SHADER_VERTEX].cb[i].buffer);
foreach_bit(i, ctx->constbuf[PIPE_SHADER_FRAGMENT].enabled_mask)
/* Mark VBOs as being read */
foreach_bit(i, ctx->vtx.vertexbuf.enabled_mask) {
- assert(!ctx->vtx.vertexbuf.vb[i].user_buffer);
- resource_read(batch, ctx->vtx.vertexbuf.vb[i].buffer);
+ 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 */
- foreach_bit(i, ctx->verttex.valid_textures)
- resource_read(batch, ctx->verttex.textures[i]->texture);
- foreach_bit(i, ctx->fragtex.valid_textures)
- resource_read(batch, ctx->fragtex.textures[i]->texture);
+ foreach_bit(i, ctx->tex[PIPE_SHADER_VERTEX].valid_textures)
+ resource_read(batch, ctx->tex[PIPE_SHADER_VERTEX].textures[i]->texture);
+ 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++)
resource_written(batch, batch->query_buf);
- pipe_mutex_unlock(ctx->screen->lock);
+ 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->cleared);
/* and any buffers used, need to be resolved: */
batch->resolve |= buffers;
util_format_short_name(pipe_surface_format(pfb->cbufs[0])),
util_format_short_name(pipe_surface_format(pfb->zsbuf)));
- if (ctx->draw_vbo(ctx, info))
+ if (ctx->draw_vbo(ctx, info, index_offset))
batch->needs_flush = true;
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);
- if (info->indexed && ibuffer_saved.user_buffer)
- pctx->set_index_buffer(pctx, &ibuffer_saved);
+ if (info == &new_info)
+ pipe_resource_reference(&indexbuf, NULL);
}
/* Generic clear implementation (partially) using u_blitter: */
.max_index = 1,
.instance_count = 1,
};
- ctx->draw_vbo(ctx, &info);
+ ctx->draw_vbo(ctx, &info, 0);
util_blitter_restore_constant_buffer_state(blitter);
util_blitter_restore_vertex_states(blitter);
util_blitter_restore_fragment_states(blitter);
+ util_blitter_restore_textures(blitter);
+ util_blitter_restore_fb_state(blitter);
util_blitter_restore_render_cond(blitter);
util_blitter_unset_running_flag(blitter);
if (ctx->in_blit) {
fd_batch_reset(batch);
- ctx->dirty = ~0;
+ fd_context_all_dirty(ctx);
}
/* for bookkeeping about which buffers have been cleared (and thus
resource_written(batch, batch->query_buf);
- pipe_mutex_unlock(ctx->screen->lock);
+ 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,
/* if per-gen backend doesn't implement ctx->clear() generic
* blitter clear:
*/
- if (!ctx->clear) {
- fd_blitter_clear(pctx, buffers, color, depth, stencil);
- return;
- }
+ bool fallback = true;
- fd_hw_query_set_stage(batch, batch->draw, FD_STAGE_CLEAR);
+ if (ctx->clear) {
+ fd_batch_set_stage(batch, FD_STAGE_CLEAR);
- ctx->clear(ctx, buffers, color, depth, stencil);
+ if (ctx->clear(ctx, buffers, color, depth, stencil)) {
+ if (fd_mesa_debug & FD_DBG_DCLEAR)
+ fd_context_all_dirty(ctx);
- 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;
+ fallback = false;
+ }
+ }
- if (fd_mesa_debug & FD_DBG_DCLEAR)
- ctx->dirty = 0xffffffff;
+ if (fallback) {
+ fd_blitter_clear(pctx, buffers, color, depth, stencil);
+ }
}
static void
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_batch_create(ctx);
+ fd_batch_reference(&save_batch, ctx->batch);
+ fd_batch_reference(&ctx->batch, batch);
+
+ 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_read(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);
+
+ if (info->indirect)
+ resource_read(batch, info->indirect);
+
+ mtx_unlock(&ctx->screen->lock);
+
+ ctx->launch_grid(ctx, info);
+
+ fd_gmem_flush_compute(batch);
+
+ fd_batch_reference(&ctx->batch, save_batch);
+ fd_batch_reference(&save_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;
+ }
}