v3d: Rename cleared/resolve to clear/store.
[mesa.git] / src / gallium / drivers / v3d / v3dx_draw.c
index 1cf4d803f68e3d3238bc7bc47f0813334a90c177..5ecb814b81a60f96b1708622883514dcfd22a53a 100644 (file)
@@ -78,10 +78,10 @@ v3d_start_draw(struct v3d_context *v3d)
 
         cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART1, config) {
 #if V3D_VERSION >= 40
-                config.width_in_pixels_minus_1 = v3d->framebuffer.width - 1;
-                config.height_in_pixels_minus_1 = v3d->framebuffer.height - 1;
-                config.number_of_render_targets_minus_1 =
-                        MAX2(v3d->framebuffer.nr_cbufs, 1) - 1;
+                config.width_in_pixels = v3d->framebuffer.width;
+                config.height_in_pixels = v3d->framebuffer.height;
+                config.number_of_render_targets =
+                        MAX2(v3d->framebuffer.nr_cbufs, 1);
 #else /* V3D_VERSION < 40 */
                 config.tile_state_data_array_base_address =
                         cl_address(job->tile_state, 0);
@@ -214,6 +214,9 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
                 shader.fragment_shader_uniforms_address = fs_uniforms;
 
 #if V3D_VERSION >= 41
+                shader.min_coord_shader_input_segments_required_in_play = 1;
+                shader.min_vertex_shader_input_segments_required_in_play = 1;
+
                 shader.coordinate_shader_4_way_threadable =
                         v3d->prog.cs->prog_data.vs->base.threads == 4;
                 shader.vertex_shader_4_way_threadable =
@@ -555,6 +558,13 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                         }
                 }
         }
+
+        /* A flush is required in between a TF draw and any following TF specs
+         * packet, or the GPU may hang.  Just flush each time for now.
+         */
+        if (v3d->streamout.num_targets)
+                cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
+
         job->draw_calls_queued++;
 
         /* Increment the TF offsets by how many verts we wrote.  XXX: This
@@ -567,7 +577,7 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
                 v3d_job_add_bo(job, rsc->bo);
 
-                job->resolve |= PIPE_CLEAR_DEPTH;
+                job->store |= PIPE_CLEAR_DEPTH;
                 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
         }
 
@@ -578,18 +588,18 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 
                 v3d_job_add_bo(job, rsc->bo);
 
-                job->resolve |= PIPE_CLEAR_STENCIL;
+                job->store |= PIPE_CLEAR_STENCIL;
                 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
         }
 
         for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
 
-                if (job->resolve & bit || !job->cbufs[i])
+                if (job->store & bit || !job->cbufs[i])
                         continue;
                 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
 
-                job->resolve |= bit;
+                job->store |= bit;
                 v3d_job_add_bo(job, rsc->bo);
         }
 
@@ -603,6 +613,30 @@ v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 v3d_flush(pctx);
 }
 
+/* GFXH-1461: If we were to emit a load of just depth or just stencil, then
+ * the clear for the other may get lost.  Just fall back to drawing a quad in
+ * that case.
+ */
+static bool
+v3d_gfxh1461_clear_workaround(struct v3d_context *v3d,
+                              unsigned buffers, double depth, unsigned stencil)
+{
+        unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
+        if (!zsclear || zsclear == PIPE_CLEAR_DEPTHSTENCIL)
+                return false;
+
+        static const union pipe_color_union dummy_color = {};
+
+        v3d_blitter_save(v3d);
+        util_blitter_clear(v3d->blitter,
+                           v3d->framebuffer.width,
+                           v3d->framebuffer.height,
+                           1,
+                           zsclear,
+                           &dummy_color, depth, stencil);
+        return true;
+}
+
 static void
 v3d_clear(struct pipe_context *pctx, unsigned buffers,
           const union pipe_color_union *color, double depth, unsigned stencil)
@@ -610,6 +644,12 @@ v3d_clear(struct pipe_context *pctx, unsigned buffers,
         struct v3d_context *v3d = v3d_context(pctx);
         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
 
+        if (v3d_gfxh1461_clear_workaround(v3d, buffers, depth, stencil))
+                buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
+
+        if (!buffers)
+                return;
+
         /* We can't flag new buffers for clearing once we've queued draws.  We
          * could avoid this by using the 3d engine to clear.
          */
@@ -692,8 +732,8 @@ v3d_clear(struct pipe_context *pctx, unsigned buffers,
         job->draw_min_y = 0;
         job->draw_max_x = v3d->framebuffer.width;
         job->draw_max_y = v3d->framebuffer.height;
-        job->cleared |= buffers;
-        job->resolve |= buffers;
+        job->clear |= buffers;
+        job->store |= buffers;
 
         v3d_start_draw(v3d);
 }