util: rename list_empty() to list_is_empty()
[mesa.git] / src / gallium / drivers / v3d / v3dx_draw.c
index 14e95c71204c7c31ad6c411af33ccf81f6f7b40d..3a5b1171020226ff18f756f24fcfa97bcd1f596d 100644 (file)
@@ -145,11 +145,6 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
 {
         struct v3d_context *v3d = v3d_context(pctx);
 
-        /* XXX perf: If we're reading from the output of TF in this job, we
-         * should instead be using the wait for transform feedback
-         * functionality.
-         */
-
         /* Flush writes to textures we're sampling. */
         for (int i = 0; i < v3d->tex[s].num_textures; i++) {
                 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
@@ -157,24 +152,179 @@ v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
                         continue;
                 struct v3d_sampler_view *view = v3d_sampler_view(pview);
 
-                if (view->texture != view->base.texture)
+                if (view->texture != view->base.texture &&
+                    view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
                         v3d_update_shadow_texture(pctx, &view->base);
 
-                v3d_flush_jobs_writing_resource(v3d, view->texture);
+                v3d_flush_jobs_writing_resource(v3d, view->texture,
+                                                V3D_FLUSH_DEFAULT);
         }
 
         /* Flush writes to UBOs. */
         foreach_bit(i, v3d->constbuf[s].enabled_mask) {
                 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
-                if (cb->buffer)
-                        v3d_flush_jobs_writing_resource(v3d, cb->buffer);
+                if (cb->buffer) {
+                        v3d_flush_jobs_writing_resource(v3d, cb->buffer,
+                                                        V3D_FLUSH_DEFAULT);
+                }
         }
 
-        /* Flush writes to our image views */
+        /* Flush reads/writes to our SSBOs */
+        foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+                struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+                if (sb->buffer) {
+                        v3d_flush_jobs_reading_resource(v3d, sb->buffer,
+                                                        V3D_FLUSH_NOT_CURRENT_JOB);
+                }
+        }
+
+        /* Flush reads/writes to our image views */
         foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
                 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
 
-                v3d_flush_jobs_writing_resource(v3d, view->base.resource);
+                v3d_flush_jobs_reading_resource(v3d, view->base.resource,
+                                                V3D_FLUSH_NOT_CURRENT_JOB);
+        }
+
+        /* Flush writes to our vertex buffers (i.e. from transform feedback) */
+        if (s == PIPE_SHADER_VERTEX) {
+                foreach_bit(i, v3d->vertexbuf.enabled_mask) {
+                        struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
+
+                        v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
+                                                        V3D_FLUSH_DEFAULT);
+                }
+        }
+}
+
+static void
+v3d_predraw_check_outputs(struct pipe_context *pctx)
+{
+        struct v3d_context *v3d = v3d_context(pctx);
+
+        /* Flush jobs reading from TF buffers that we are about to write. */
+        if (v3d_transform_feedback_enabled(v3d)) {
+                struct v3d_streamout_stateobj *so = &v3d->streamout;
+
+                for (int i = 0; i < so->num_targets; i++) {
+                        if (!so->targets[i])
+                                continue;
+
+                        const struct pipe_stream_output_target *target =
+                                so->targets[i];
+                        v3d_flush_jobs_reading_resource(v3d, target->buffer,
+                                                        V3D_FLUSH_DEFAULT);
+                }
+        }
+}
+
+/**
+ * Checks if the state for the current draw reads a particular resource in
+ * in the given shader stage.
+ */
+static bool
+v3d_state_reads_resource(struct v3d_context *v3d,
+                         struct pipe_resource *prsc,
+                         enum pipe_shader_type s)
+{
+        struct v3d_resource *rsc = v3d_resource(prsc);
+
+        /* Vertex buffers */
+        if (s == PIPE_SHADER_VERTEX) {
+                foreach_bit(i, v3d->vertexbuf.enabled_mask) {
+                        struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
+                        if (!vb->buffer.resource)
+                                continue;
+
+                        struct v3d_resource *vb_rsc =
+                                v3d_resource(vb->buffer.resource);
+                        if (rsc->bo == vb_rsc->bo)
+                                return true;
+                }
+        }
+
+        /* Constant buffers */
+        foreach_bit(i, v3d->constbuf[s].enabled_mask) {
+                struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
+                if (!cb->buffer)
+                        continue;
+
+                struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
+                if (rsc->bo == cb_rsc->bo)
+                        return true;
+        }
+
+        /* Shader storage buffers */
+        foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+                struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+                if (!sb->buffer)
+                        continue;
+
+                struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
+                if (rsc->bo == sb_rsc->bo)
+                        return true;
+        }
+
+        /* Textures  */
+        for (int i = 0; i < v3d->tex[s].num_textures; i++) {
+                struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
+                if (!pview)
+                        continue;
+
+                struct v3d_sampler_view *view = v3d_sampler_view(pview);
+                struct v3d_resource *v_rsc = v3d_resource(view->texture);
+                if (rsc->bo == v_rsc->bo)
+                        return true;
+        }
+
+        return false;
+}
+
+static void
+v3d_emit_wait_for_tf(struct v3d_job *job)
+{
+        /* XXX: we might be able to skip this in some cases, for now we
+         * always emit it.
+         */
+        cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
+
+        cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
+                /* XXX: Wait for all outstanding writes... maybe we can do
+                 * better in some cases.
+                 */
+                wait.block_count = 255;
+        }
+
+        /* We have just flushed all our outstanding TF work in this job so make
+         * sure we don't emit TF flushes again for any of it again.
+         */
+        _mesa_set_clear(job->tf_write_prscs, NULL);
+}
+
+static void
+v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
+{
+        if (!job->tf_enabled)
+            return;
+
+        set_foreach(job->tf_write_prscs, entry) {
+                struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
+                for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
+                        /* Fragment shaders can only start executing after all
+                         * binning (and thus TF) is complete.
+                         *
+                         * XXX: For VS/GS/TES, if the binning shader does not
+                         * read the resource then we could also avoid emitting
+                         * the wait.
+                         */
+                        if (s == PIPE_SHADER_FRAGMENT)
+                            continue;
+
+                        if (v3d_state_reads_resource(v3d, prsc, s)) {
+                                v3d_emit_wait_for_tf(job);
+                                return;
+                        }
+                }
         }
 }
 
@@ -190,15 +340,20 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
 
         /* Upload the uniforms to the indirect CL first */
         struct v3d_cl_reloc fs_uniforms =
-                v3d_write_uniforms(v3d, v3d->prog.fs,
+                v3d_write_uniforms(v3d, job, v3d->prog.fs,
                                    PIPE_SHADER_FRAGMENT);
         struct v3d_cl_reloc vs_uniforms =
-                v3d_write_uniforms(v3d, v3d->prog.vs,
+                v3d_write_uniforms(v3d, job, v3d->prog.vs,
                                    PIPE_SHADER_VERTEX);
         struct v3d_cl_reloc cs_uniforms =
-                v3d_write_uniforms(v3d, v3d->prog.cs,
+                v3d_write_uniforms(v3d, job, v3d->prog.cs,
                                    PIPE_SHADER_VERTEX);
 
+        /* Update the cache dirty flag based on the shader progs data */
+        job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
+        job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
+        job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
+
         /* See GFXH-930 workaround below */
         uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
         uint32_t shader_rec_offset =
@@ -235,6 +390,13 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
                 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
                         v3d->prog.fs->prog_data.fs->uses_center_w;
 
+#if V3D_VERSION >= 40
+               shader.do_scoreboard_wait_on_first_thread_switch =
+                        v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
+               shader.disable_implicit_point_line_varyings =
+                        !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
+#endif
+
                 shader.number_of_varyings_in_fragment_shader =
                         v3d->prog.fs->prog_data.fs->num_inputs;
 
@@ -261,9 +423,11 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
                         v3d->prog.vs->prog_data.vs->separate_segments;
 
                 shader.coordinate_shader_input_vpm_segment_size =
-                        v3d->prog.cs->prog_data.vs->vpm_input_size;
+                        v3d->prog.cs->prog_data.vs->separate_segments ?
+                        v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
                 shader.vertex_shader_input_vpm_segment_size =
-                        v3d->prog.vs->prog_data.vs->vpm_input_size;
+                        v3d->prog.vs->prog_data.vs->separate_segments ?
+                        v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
 
                 shader.coordinate_shader_output_vpm_segment_size =
                         v3d->prog.cs->prog_data.vs->vpm_output_size;
@@ -320,6 +484,7 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
                                    vtx->defaults_offset);
         }
 
+        bool cs_loaded_any = false;
         for (int i = 0; i < vtx->num_elements; i++) {
                 struct pipe_vertex_element *elem = &vtx->pipe[i];
                 struct pipe_vertex_buffer *vb =
@@ -339,6 +504,20 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
                                 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
                         attr.number_of_values_read_by_vertex_shader =
                                 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
+
+                        /* GFXH-930: At least one attribute must be enabled
+                         * and read by CS and VS.  If we have attributes being
+                         * consumed by the VS but not the CS, then set up a
+                         * dummy load of the last attribute into the CS's VPM
+                         * inputs.  (Since CS is just dead-code-elimination
+                         * compared to VS, we can't have CS loading but not
+                         * VS).
+                         */
+                        if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
+                                cs_loaded_any = true;
+                        if (i == vtx->num_elements - 1 && !cs_loaded_any) {
+                                attr.number_of_values_read_by_coordinate_shader = 1;
+                        }
 #if V3D_VERSION >= 41
                         attr.maximum_index = 0xffffff;
 #endif
@@ -379,29 +558,23 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
         v3d_bo_unreference(&cs_uniforms.bo);
         v3d_bo_unreference(&vs_uniforms.bo);
         v3d_bo_unreference(&fs_uniforms.bo);
-
-        job->shader_rec_count++;
 }
 
 /**
- * Computes the various transform feedback statistics, since they can't be
- * recorded by CL packets.
+ * Updates the number of primitvies generated from the number of vertices
+ * to draw. We do this here instead of using PRIMITIVE_COUNTS_FEEDBACK because
+ * using the GPU packet for this might require sync waits and this is trivial
+ * to handle in the CPU instead.
  */
 static void
-v3d_tf_statistics_record(struct v3d_context *v3d,
-                         const struct pipe_draw_info *info,
-                         bool prim_tf)
+v3d_update_primitives_generated_counter(struct v3d_context *v3d,
+                                        const struct pipe_draw_info *info)
 {
         if (!v3d->active_queries)
                 return;
 
         uint32_t prims = u_prims_for_vertices(info->mode, info->count);
         v3d->prims_generated += prims;
-
-        if (prim_tf) {
-                /* XXX: Only count if we didn't overflow. */
-                v3d->tf_prims_generated += prims;
-        }
 }
 
 static void
@@ -486,14 +659,29 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 return;
         }
 
-        /* Before setting up the draw, flush anything writing to the textures
-         * that we read from.
+        /* Before setting up the draw, flush anything writing to the resources
+         * that we read from or reading from resources we write to.
          */
         for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
                 v3d_predraw_check_stage_inputs(pctx, s);
 
-        if (info->indirect)
-                v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer);
+        if (info->indirect) {
+                v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer,
+                                                V3D_FLUSH_DEFAULT);
+        }
+
+        v3d_predraw_check_outputs(pctx);
+
+        /* If transform feedback is active and we are switching primitive type
+         * we need to submit the job before drawing and update the vertex count
+         * written to TF based on the primitive type since we will need to
+         * know the exact vertex count if the application decides to call
+         * glDrawTransformFeedback() later.
+         */
+        if (v3d->streamout.num_targets > 0 &&
+            u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
+                v3d_tf_update_counters(v3d);
+        }
 
         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
 
@@ -511,8 +699,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 job->submit.in_sync_bcl = v3d->out_sync;
         }
 
-        /* Mark SSBOs as being written.  We don't actually know which ones are
-         * read vs written, so just assume the worst
+        /* Mark SSBOs and images as being written.  We don't actually know
+         * which ones are read vs written, so just assume the worst.
          */
         for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
                 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
@@ -542,6 +730,16 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
         v3d_update_compiled_shaders(v3d, info->mode);
         v3d_update_job_ez(v3d, job);
 
+        /* If this job was writing to transform feedback buffers before this
+         * draw and we are reading from them here, then we need to wait for TF
+         * to complete before we emit this draw.
+         *
+         * Notice this check needs to happen before we emit state for the
+         * current draw call, where we update job->tf_enabled, so we can ensure
+         * that we only check TF writes for prior draws.
+         */
+        v3d_emit_wait_for_tf_if_needed(v3d, job);
+
 #if V3D_VERSION >= 41
         v3d41_emit_state(pctx);
 #else
@@ -582,7 +780,7 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
 #endif
 
-        v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
+        v3d_update_primitives_generated_counter(v3d, info);
 
         /* Note that the primitive type fields match with OpenGL/gallium
          * definitions, up to but not including QUADS.
@@ -657,8 +855,6 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                         }
                 }
 
-                job->draw_calls_queued++;
-
                 if (info->has_user_indices)
                         pipe_resource_reference(&prsc, NULL);
         } else {
@@ -672,16 +868,26 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                                                           info->indirect->offset);
                         }
                 } else if (info->instance_count > 1) {
+                        struct pipe_stream_output_target *so =
+                                info->count_from_stream_output;
+                        uint32_t vert_count = so ?
+                                v3d_stream_output_target_get_vertex_count(so) :
+                                info->count;
                         cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
                                 prim.mode = info->mode | prim_tf_enable;
                                 prim.index_of_first_vertex = info->start;
                                 prim.number_of_instances = info->instance_count;
-                                prim.instance_length = info->count;
+                                prim.instance_length = vert_count;
                         }
                 } else {
+                        struct pipe_stream_output_target *so =
+                                info->count_from_stream_output;
+                        uint32_t vert_count = so ?
+                                v3d_stream_output_target_get_vertex_count(so) :
+                                info->count;
                         cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
                                 prim.mode = info->mode | prim_tf_enable;
-                                prim.length = info->count;
+                                prim.length = vert_count;
                                 prim.index_of_first_vertex = info->start;
                         }
                 }
@@ -694,6 +900,8 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
 
         job->draw_calls_queued++;
+        if (v3d->streamout.num_targets)
+           job->tf_draw_calls_queued++;
 
         /* Increment the TF offsets by how many verts we wrote.  XXX: This
          * needs some clamping to the buffer size.
@@ -750,6 +958,176 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 v3d_flush(pctx);
 }
 
+#if V3D_VERSION >= 41
+#define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
+#define V3D_CSD_CFG012_WG_OFFSET_SHIFT 0
+/* Allow this dispatch to start while the last one is still running. */
+#define V3D_CSD_CFG3_OVERLAP_WITH_PREV (1 << 26)
+/* Maximum supergroup ID.  6 bits. */
+#define V3D_CSD_CFG3_MAX_SG_ID_SHIFT 20
+/* Batches per supergroup minus 1.  8 bits. */
+#define V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT 12
+/* Workgroups per supergroup, 0 means 16 */
+#define V3D_CSD_CFG3_WGS_PER_SG_SHIFT 8
+#define V3D_CSD_CFG3_WG_SIZE_SHIFT 0
+
+#define V3D_CSD_CFG5_PROPAGATE_NANS (1 << 2)
+#define V3D_CSD_CFG5_SINGLE_SEG (1 << 1)
+#define V3D_CSD_CFG5_THREADING (1 << 0)
+
+static void
+v3d_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
+{
+        struct v3d_context *v3d = v3d_context(pctx);
+        struct v3d_screen *screen = v3d->screen;
+
+        v3d_predraw_check_stage_inputs(pctx, PIPE_SHADER_COMPUTE);
+
+        v3d_update_compiled_cs(v3d);
+
+        if (!v3d->prog.compute->resource) {
+                static bool warned = false;
+                if (!warned) {
+                        fprintf(stderr,
+                                "Compute shader failed to compile.  "
+                                "Expect corruption.\n");
+                        warned = true;
+                }
+                return;
+        }
+
+        /* Some of the units of scale:
+         *
+         * - Batches of 16 work items (shader invocations) that will be queued
+         *   to the run on a QPU at once.
+         *
+         * - Workgroups composed of work items based on the shader's layout
+         *   declaration.
+         *
+         * - Supergroups of 1-16 workgroups.  There can only be 16 supergroups
+         *   running at a time on the core, so we want to keep them large to
+         *   keep the QPUs busy, but a whole supergroup will sync at a barrier
+         *   so we want to keep them small if one is present.
+         */
+        struct drm_v3d_submit_csd submit = { 0 };
+        struct v3d_job *job = v3d_job_create(v3d);
+
+        /* Set up the actual number of workgroups, synchronously mapping the
+         * indirect buffer if necessary to get the dimensions.
+         */
+        if (info->indirect) {
+                struct pipe_transfer *transfer;
+                uint32_t *map = pipe_buffer_map_range(pctx, info->indirect,
+                                                      info->indirect_offset,
+                                                      3 * sizeof(uint32_t),
+                                                      PIPE_TRANSFER_READ,
+                                                      &transfer);
+                memcpy(v3d->compute_num_workgroups, map, 3 * sizeof(uint32_t));
+                pipe_buffer_unmap(pctx, transfer);
+
+                if (v3d->compute_num_workgroups[0] == 0 ||
+                    v3d->compute_num_workgroups[1] == 0 ||
+                    v3d->compute_num_workgroups[2] == 0) {
+                        /* Nothing to dispatch, so skip the draw (CSD can't
+                         * handle 0 workgroups).
+                         */
+                        return;
+                }
+        } else {
+                v3d->compute_num_workgroups[0] = info->grid[0];
+                v3d->compute_num_workgroups[1] = info->grid[1];
+                v3d->compute_num_workgroups[2] = info->grid[2];
+        }
+
+        for (int i = 0; i < 3; i++) {
+                submit.cfg[i] |= (v3d->compute_num_workgroups[i] <<
+                                  V3D_CSD_CFG012_WG_COUNT_SHIFT);
+        }
+
+        perf_debug("CSD only using single WG per SG currently, "
+                   "should increase that when possible.");
+        int wgs_per_sg = 1;
+        int wg_size = info->block[0] * info->block[1] * info->block[2];
+        submit.cfg[3] |= wgs_per_sg << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
+        submit.cfg[3] |= ((DIV_ROUND_UP(wgs_per_sg * wg_size, 16) - 1) <<
+                          V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT);
+        submit.cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
+
+        int batches_per_wg = DIV_ROUND_UP(wg_size, 16);
+        /* Number of batches the dispatch will invoke (minus 1). */
+        submit.cfg[4] = batches_per_wg * (v3d->compute_num_workgroups[0] *
+                                          v3d->compute_num_workgroups[1] *
+                                          v3d->compute_num_workgroups[2]) - 1;
+
+        /* Make sure we didn't accidentally underflow. */
+        assert(submit.cfg[4] != ~0);
+
+        v3d_job_add_bo(job, v3d_resource(v3d->prog.compute->resource)->bo);
+        submit.cfg[5] = (v3d_resource(v3d->prog.compute->resource)->bo->offset +
+                         v3d->prog.compute->offset);
+        submit.cfg[5] |= V3D_CSD_CFG5_PROPAGATE_NANS;
+        if (v3d->prog.compute->prog_data.base->single_seg)
+                submit.cfg[5] |= V3D_CSD_CFG5_SINGLE_SEG;
+        if (v3d->prog.compute->prog_data.base->threads == 4)
+                submit.cfg[5] |= V3D_CSD_CFG5_THREADING;
+
+        if (v3d->prog.compute->prog_data.compute->shared_size) {
+                v3d->compute_shared_memory =
+                        v3d_bo_alloc(v3d->screen,
+                                     v3d->prog.compute->prog_data.compute->shared_size *
+                                     wgs_per_sg,
+                                     "shared_vars");
+        }
+
+        struct v3d_cl_reloc uniforms = v3d_write_uniforms(v3d, job,
+                                                          v3d->prog.compute,
+                                                          PIPE_SHADER_COMPUTE);
+        v3d_job_add_bo(job, uniforms.bo);
+        submit.cfg[6] = uniforms.bo->offset + uniforms.offset;
+
+        /* Pull some job state that was stored in a SUBMIT_CL struct out to
+         * our SUBMIT_CSD struct
+         */
+        submit.bo_handles = job->submit.bo_handles;
+        submit.bo_handle_count = job->submit.bo_handle_count;
+
+        /* Serialize this in the rest of our command stream. */
+        submit.in_sync = v3d->out_sync;
+        submit.out_sync = v3d->out_sync;
+
+        if (!(V3D_DEBUG & V3D_DEBUG_NORAST)) {
+                int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_CSD,
+                                    &submit);
+                static bool warned = false;
+                if (ret && !warned) {
+                        fprintf(stderr, "CSD submit call returned %s.  "
+                                "Expect corruption.\n", strerror(errno));
+                        warned = true;
+                }
+        }
+
+        v3d_job_free(v3d, job);
+
+        /* Mark SSBOs as being written.. we don't actually know which ones are
+         * read vs written, so just assume the worst
+         */
+        foreach_bit(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask) {
+                struct v3d_resource *rsc = v3d_resource(
+                        v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer);
+                rsc->writes++; /* XXX */
+        }
+
+        foreach_bit(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
+                struct v3d_resource *rsc = v3d_resource(
+                        v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource);
+                rsc->writes++;
+        }
+
+        v3d_bo_unreference(&uniforms.bo);
+        v3d_bo_unreference(&v3d->compute_shared_memory);
+}
+#endif
+
 /**
  * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
  */
@@ -772,7 +1150,8 @@ v3d_draw_clear(struct v3d_context *v3d,
                            v3d->framebuffer.width,
                            v3d->framebuffer.height,
                            util_framebuffer_get_num_layers(&v3d->framebuffer),
-                           buffers, color, depth, stencil);
+                           buffers, color, depth, stencil,
+                           util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
 }
 
 /**
@@ -925,4 +1304,8 @@ v3dX(draw_init)(struct pipe_context *pctx)
         pctx->clear = v3d_clear;
         pctx->clear_render_target = v3d_clear_render_target;
         pctx->clear_depth_stencil = v3d_clear_depth_stencil;
+#if V3D_VERSION >= 41
+        if (v3d_context(pctx)->screen->has_csd)
+                pctx->launch_grid = v3d_launch_grid;
+#endif
 }