v3d: Rename cleared/resolve to clear/store.
[mesa.git] / src / gallium / drivers / v3d / v3dx_draw.c
index 1e8b472a27dc06ccd09ffa44747999d4b958f043..5ecb814b81a60f96b1708622883514dcfd22a53a 100644 (file)
@@ -558,6 +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
@@ -570,7 +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;
         }
 
@@ -581,18 +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);
         }
 
@@ -606,6 +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)
@@ -613,6 +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.
          */
@@ -695,8 +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);
 }