* IN THE SOFTWARE.
*/
+#include "util/u_blitter.h"
+#include "util/u_prim.h"
#include "util/u_format.h"
#include "util/u_pack_color.h"
+#include "util/u_upload_mgr.h"
#include "indices/u_primconvert.h"
#include "vc4_context.h"
#include "vc4_resource.h"
+#define VC4_HW_2116_COUNT 0x1ef0
+
static void
-vc4_get_draw_cl_space(struct vc4_context *vc4)
+vc4_get_draw_cl_space(struct vc4_job *job, int vert_count)
{
+ /* The SW-5891 workaround may cause us to emit multiple shader recs
+ * and draw packets.
+ */
+ int num_draws = DIV_ROUND_UP(vert_count, 65535 - 2) + 1;
+
/* Binner gets our packet state -- vc4_emit.c contents,
* and the primitive itself.
*/
- cl_ensure_space(&vc4->bcl, 256);
+ cl_ensure_space(&job->bcl,
+ 256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE +
+ VC4_PACKET_GL_SHADER_STATE_SIZE) * num_draws);
/* Nothing for rcl -- that's covered by vc4_context.c */
* sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
* vattr stride).
*/
- cl_ensure_space(&vc4->shader_rec, 12 * sizeof(uint32_t) + 104 + 8 * 32);
+ cl_ensure_space(&job->shader_rec,
+ (12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws);
/* Uniforms are covered by vc4_write_uniforms(). */
/* There could be up to 16 textures per stage, plus misc other
* pointers.
*/
- cl_ensure_space(&vc4->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
- cl_ensure_space(&vc4->bo_pointers,
+ cl_ensure_space(&job->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
+ cl_ensure_space(&job->bo_pointers,
(2 * 16 + 20) * sizeof(struct vc4_bo *));
}
static void
vc4_start_draw(struct vc4_context *vc4)
{
- if (vc4->needs_flush)
+ struct vc4_job *job = vc4->job;
+
+ if (job->needs_flush)
return;
- vc4_get_draw_cl_space(vc4);
-
- uint32_t width = vc4->framebuffer.width;
- uint32_t height = vc4->framebuffer.height;
- uint32_t tilew = align(width, 64) / 64;
- uint32_t tileh = align(height, 64) / 64;
-
- /* Tile alloc memory setup: We use an initial alloc size of 32b. The
- * hardware then aligns that to 256b (we use 4096, because all of our
- * BO allocations align to that anyway), then for some reason the
- * simulator wants an extra page available, even if you have overflow
- * memory set up.
- *
- * XXX: The binner only does 28-bit addressing math, so the tile alloc
- * and tile state should be in the same BO and that BO needs to not
- * cross a 256MB boundary, somehow.
- */
- uint32_t tile_alloc_size = 32 * tilew * tileh;
- tile_alloc_size = align(tile_alloc_size, 4096);
- tile_alloc_size += 4096;
- uint32_t tile_state_size = 48 * tilew * tileh;
- if (!vc4->tile_alloc || vc4->tile_alloc->size < tile_alloc_size) {
- vc4_bo_unreference(&vc4->tile_alloc);
- vc4->tile_alloc = vc4_bo_alloc(vc4->screen, tile_alloc_size,
- "tile_alloc");
- }
- if (!vc4->tile_state || vc4->tile_state->size < tile_state_size) {
- vc4_bo_unreference(&vc4->tile_state);
- vc4->tile_state = vc4_bo_alloc(vc4->screen, tile_state_size,
- "tile_state");
- }
+ vc4_get_draw_cl_space(job, 0);
- // Tile state data is 48 bytes per tile, I think it can be thrown away
- // as soon as binning is finished.
- cl_start_reloc(&vc4->bcl, 2);
- cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
- cl_reloc(vc4, &vc4->bcl, vc4->tile_alloc, 0);
- cl_u32(&vc4->bcl, vc4->tile_alloc->size);
- cl_reloc(vc4, &vc4->bcl, vc4->tile_state, 0);
- cl_u8(&vc4->bcl, tilew);
- cl_u8(&vc4->bcl, tileh);
- cl_u8(&vc4->bcl,
- VC4_BIN_CONFIG_AUTO_INIT_TSDA |
- VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_32 |
- VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32);
+ cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION, bin) {
+ bin.width_in_tiles = job->draw_tiles_x;
+ bin.height_in_tiles = job->draw_tiles_y;
+ bin.multisample_mode_4x = job->msaa;
+ }
/* START_TILE_BINNING resets the statechange counters in the hardware,
* which are what is used when a primitive is binned to a tile to
* figure out what new state packets need to be written to that tile's
* command list.
*/
- cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
+ cl_emit(&job->bcl, START_TILE_BINNING, start);
/* Reset the current compressed primitives format. This gets modified
* by VC4_PACKET_GL_INDEXED_PRIMITIVE and
* VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
* of every tile.
*/
- cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
- cl_u8(&vc4->bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
- VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
+ cl_emit(&job->bcl, PRIMITIVE_LIST_FORMAT, list) {
+ list.data_type = _16_BIT_INDEX;
+ list.primitive_type = TRIANGLES_LIST;
+ }
- vc4->needs_flush = true;
- vc4->draw_call_queued = true;
+ job->needs_flush = true;
+ job->draw_width = vc4->framebuffer.width;
+ job->draw_height = vc4->framebuffer.height;
}
static void
-vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+vc4_predraw_check_textures(struct pipe_context *pctx,
+ struct vc4_texture_stateobj *stage_tex)
{
struct vc4_context *vc4 = vc4_context(pctx);
- if (info->mode >= PIPE_PRIM_QUADS) {
- util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
- util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
- util_primconvert_draw_vbo(vc4->primconvert, info);
- return;
- }
-
- vc4_get_draw_cl_space(vc4);
+ for (int i = 0; i < stage_tex->num_textures; i++) {
+ struct vc4_sampler_view *view =
+ vc4_sampler_view(stage_tex->textures[i]);
+ if (!view)
+ continue;
- struct vc4_vertex_stateobj *vtx = vc4->vtx;
- struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
+ if (view->texture != view->base.texture)
+ vc4_update_shadow_baselevel_texture(pctx, &view->base);
- if (vc4->prim_mode != info->mode) {
- vc4->prim_mode = info->mode;
- vc4->dirty |= VC4_DIRTY_PRIM_MODE;
+ vc4_flush_jobs_writing_resource(vc4, view->texture);
}
+}
- vc4_start_draw(vc4);
- vc4_update_compiled_shaders(vc4, info->mode);
-
- vc4_emit_state(pctx);
- vc4->dirty = 0;
-
- vc4_write_uniforms(vc4, vc4->prog.fs,
- &vc4->constbuf[PIPE_SHADER_FRAGMENT],
- &vc4->fragtex);
- vc4_write_uniforms(vc4, vc4->prog.vs,
- &vc4->constbuf[PIPE_SHADER_VERTEX],
- &vc4->verttex);
- vc4_write_uniforms(vc4, vc4->prog.cs,
- &vc4->constbuf[PIPE_SHADER_VERTEX],
- &vc4->verttex);
+static void
+vc4_emit_gl_shader_state(struct vc4_context *vc4,
+ const struct pipe_draw_info *info,
+ uint32_t extra_index_bias)
+{
+ struct vc4_job *job = vc4->job;
+ /* VC4_DIRTY_VTXSTATE */
+ struct vc4_vertex_stateobj *vtx = vc4->vtx;
+ /* VC4_DIRTY_VTXBUF */
+ struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
/* The simulator throws a fit if VS or CS don't read an attribute, so
* we emit a dummy read.
*/
uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
+
/* Emit the shader record. */
- cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
- cl_u16(&vc4->shader_rec,
- VC4_SHADER_FLAG_ENABLE_CLIPPING |
- ((info->mode == PIPE_PRIM_POINTS &&
- vc4->rasterizer->base.point_size_per_vertex) ?
- VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
- cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
- cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs);
- cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
- cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
-
- cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
- cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* vs attribute array bitfield */
- cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* vs total attribute size */
- cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
- cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
-
- cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
- cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* cs attribute array bitfield */
- cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* cs total attribute size */
- cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0);
- cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
+ cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
+
+ cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
+ rec.enable_clipping = true;
+
+ /* VC4_DIRTY_COMPILED_FS */
+ rec.fragment_shader_is_single_threaded =
+ !vc4->prog.fs->fs_threaded;
+
+ /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
+ rec.point_size_included_in_shaded_vertex_data =
+ (info->mode == PIPE_PRIM_POINTS &&
+ vc4->rasterizer->base.point_size_per_vertex);
+
+ /* VC4_DIRTY_COMPILED_FS */
+ rec.fragment_shader_number_of_varyings =
+ vc4->prog.fs->num_inputs;
+ rec.fragment_shader_code_address =
+ cl_address(vc4->prog.fs->bo, 0);
+
+ rec.coordinate_shader_attribute_array_select_bits =
+ vc4->prog.cs->vattrs_live;
+ rec.coordinate_shader_total_attributes_size =
+ vc4->prog.cs->vattr_offsets[8];
+ rec.coordinate_shader_code_address =
+ cl_address(vc4->prog.cs->bo, 0);
+
+ rec.vertex_shader_attribute_array_select_bits =
+ vc4->prog.vs->vattrs_live;
+ rec.vertex_shader_total_attributes_size =
+ vc4->prog.vs->vattr_offsets[8];
+ rec.vertex_shader_code_address =
+ cl_address(vc4->prog.vs->bo, 0);
+ };
uint32_t max_index = 0xffff;
- uint32_t vpm_offset = 0;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
&vertexbuf->vb[elem->vertex_buffer_index];
- struct vc4_resource *rsc = vc4_resource(vb->buffer);
- uint32_t offset = vb->buffer_offset + elem->src_offset;
+ struct vc4_resource *rsc = vc4_resource(vb->buffer.resource);
+ /* not vc4->dirty tracked: vc4->last_index_bias */
+ uint32_t offset = (vb->buffer_offset +
+ elem->src_offset +
+ vb->stride * (info->index_bias +
+ extra_index_bias));
uint32_t vb_size = rsc->bo->size - offset;
uint32_t elem_size =
util_format_get_blocksize(elem->src_format);
- cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset);
- cl_u8(&vc4->shader_rec, elem_size - 1);
- cl_u8(&vc4->shader_rec, vb->stride);
- cl_u8(&vc4->shader_rec, vpm_offset); /* VS VPM offset */
- cl_u8(&vc4->shader_rec, vpm_offset); /* CS VPM offset */
-
- vpm_offset += align(elem_size, 4) / 4;
+ cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+ attr.address = cl_address(rsc->bo, offset);
+ attr.number_of_bytes_minus_1 = elem_size - 1;
+ attr.stride = vb->stride;
+ attr.coordinate_shader_vpm_offset =
+ vc4->prog.cs->vattr_offsets[i];
+ attr.vertex_shader_vpm_offset =
+ vc4->prog.vs->vattr_offsets[i];
+ }
if (vb->stride > 0) {
max_index = MIN2(max_index,
if (vtx->num_elements == 0) {
assert(num_elements_emit == 1);
struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
- cl_reloc(vc4, &vc4->shader_rec, bo, 0);
- cl_u8(&vc4->shader_rec, 16 - 1); /* element size */
- cl_u8(&vc4->shader_rec, 0); /* stride */
- cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
- cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
+
+ cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+ attr.address = cl_address(bo, 0);
+ attr.number_of_bytes_minus_1 = 16 - 1;
+ attr.stride = 0;
+ attr.coordinate_shader_vpm_offset = 0;
+ attr.vertex_shader_vpm_offset = 0;
+ }
+
vc4_bo_unreference(&bo);
}
- /* the actual draw call. */
- cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
- assert(vtx->num_elements <= 8);
- /* Note that number of attributes == 0 in the packet means 8
- * attributes. This field also contains the offset into shader_rec.
+ cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
+ /* Note that number of attributes == 0 in the packet means 8
+ * attributes. This field also contains the offset into
+ * shader_rec.
+ */
+ assert(vtx->num_elements <= 8);
+ shader_state.number_of_attribute_arrays =
+ num_elements_emit & 0x7;
+ }
+
+ vc4_write_uniforms(vc4, vc4->prog.fs,
+ &vc4->constbuf[PIPE_SHADER_FRAGMENT],
+ &vc4->fragtex);
+ vc4_write_uniforms(vc4, vc4->prog.vs,
+ &vc4->constbuf[PIPE_SHADER_VERTEX],
+ &vc4->verttex);
+ vc4_write_uniforms(vc4, vc4->prog.cs,
+ &vc4->constbuf[PIPE_SHADER_VERTEX],
+ &vc4->verttex);
+
+ vc4->last_index_bias = info->index_bias + extra_index_bias;
+ vc4->max_index = max_index;
+ job->shader_rec_count++;
+}
+
+/**
+ * HW-2116 workaround: Flush the batch before triggering the hardware state
+ * counter wraparound behavior.
+ *
+ * State updates are tracked by a global counter which increments at the first
+ * state update after a draw or a START_BINNING. Tiles can then have their
+ * state updated at draw time with a set of cheap checks for whether the
+ * state's copy of the global counter matches the global counter the last time
+ * that state was written to the tile.
+ *
+ * The state counters are relatively small and wrap around quickly, so you
+ * could get false negatives for needing to update a particular state in the
+ * tile. To avoid this, the hardware attempts to write all of the state in
+ * the tile at wraparound time. This apparently is broken, so we just flush
+ * everything before that behavior is triggered. A batch flush is sufficient
+ * to get our current contents drawn and reset the counters to 0.
+ *
+ * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
+ * tiles with VC4_PACKET_RETURN_FROM_LIST.
+ */
+static void
+vc4_hw_2116_workaround(struct pipe_context *pctx, int vert_count)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+ struct vc4_job *job = vc4_get_job_for_fbo(vc4);
+
+ if (job->draw_calls_queued + vert_count / 65535 >= VC4_HW_2116_COUNT) {
+ perf_debug("Flushing batch due to HW-2116 workaround "
+ "(too many draw calls per scene\n");
+ vc4_job_submit(vc4, job);
+ }
+}
+
+static void
+vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+ struct pipe_draw_info local_info;
+
+ if (!info->count_from_stream_output && !info->indirect &&
+ !info->primitive_restart &&
+ !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
+ return;
+
+ if (info->mode >= PIPE_PRIM_QUADS) {
+ if (info->mode == PIPE_PRIM_QUADS &&
+ info->count == 4 &&
+ !vc4->rasterizer->base.flatshade) {
+ local_info = *info;
+ local_info.mode = PIPE_PRIM_TRIANGLE_FAN;
+ info = &local_info;
+ } else {
+ util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
+ util_primconvert_draw_vbo(vc4->primconvert, info);
+ perf_debug("Fallback conversion for %d %s vertices\n",
+ info->count, u_prim_name(info->mode));
+ return;
+ }
+ }
+
+ /* Before setting up the draw, do any fixup blits necessary. */
+ vc4_predraw_check_textures(pctx, &vc4->verttex);
+ vc4_predraw_check_textures(pctx, &vc4->fragtex);
+
+ vc4_hw_2116_workaround(pctx, info->count);
+
+ struct vc4_job *job = vc4_get_job_for_fbo(vc4);
+
+ /* Make sure that the raster order flags haven't changed, which can
+ * only be set at job granularity.
*/
- cl_u32(&vc4->bcl, num_elements_emit & 0x7);
+ if (job->flags != vc4->rasterizer->tile_raster_order_flags) {
+ vc4_job_submit(vc4, job);
+ job = vc4_get_job_for_fbo(vc4);
+ }
+
+ vc4_get_draw_cl_space(job, info->count);
+
+ if (vc4->prim_mode != info->mode) {
+ vc4->prim_mode = info->mode;
+ vc4->dirty |= VC4_DIRTY_PRIM_MODE;
+ }
+
+ vc4_start_draw(vc4);
+ if (!vc4_update_compiled_shaders(vc4, info->mode)) {
+ debug_warn_once("shader compile failed, skipping draw call.\n");
+ return;
+ }
+
+ vc4_emit_state(pctx);
+
+ bool needs_drawarrays_shader_state = false;
+ if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
+ VC4_DIRTY_VTXSTATE |
+ VC4_DIRTY_PRIM_MODE |
+ VC4_DIRTY_RASTERIZER |
+ VC4_DIRTY_COMPILED_CS |
+ VC4_DIRTY_COMPILED_VS |
+ VC4_DIRTY_COMPILED_FS |
+ vc4->prog.cs->uniform_dirty_bits |
+ vc4->prog.vs->uniform_dirty_bits |
+ vc4->prog.fs->uniform_dirty_bits)) ||
+ vc4->last_index_bias != info->index_bias) {
+ if (info->index_size)
+ vc4_emit_gl_shader_state(vc4, info, 0);
+ else
+ needs_drawarrays_shader_state = true;
+ }
+
+ vc4->dirty = 0;
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
*/
- if (info->indexed) {
- struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
- uint32_t offset = vc4->indexbuf.offset;
- uint32_t index_size = vc4->indexbuf.index_size;
- if (rsc->shadow_parent) {
- vc4_update_shadow_index_buffer(pctx, &vc4->indexbuf);
- offset = 0;
+ if (info->index_size) {
+ uint32_t index_size = info->index_size;
+ uint32_t offset = info->start * index_size;
+ struct pipe_resource *prsc;
+ if (info->index_size == 4) {
+ prsc = vc4_get_shadow_index_buffer(pctx, info,
+ offset,
+ info->count, &offset);
+ index_size = 2;
+ } else {
+ if (info->has_user_indices) {
+ prsc = NULL;
+ u_upload_data(vc4->uploader, 0,
+ info->count * index_size, 4,
+ info->index.user,
+ &offset, &prsc);
+ } else {
+ prsc = info->index.resource;
+ }
+ }
+ struct vc4_resource *rsc = vc4_resource(prsc);
+
+ struct vc4_cl_out *bcl = cl_start(&job->bcl);
+
+ /* The original design for the VC4 kernel UABI had multiple
+ * packets that used relocations in the BCL (some of which
+ * needed two BOs), but later modifications eliminated all but
+ * this one usage. We have an arbitrary 32-bit offset value,
+ * and need to also supply an arbitrary 32-bit index buffer
+ * GEM handle, so we have this fake packet we emit in our BCL
+ * to be validated, which the kernel uses at validation time
+ * to perform the relocation in the IB packet (without
+ * emitting to the actual HW).
+ */
+ uint32_t hindex = vc4_gem_hindex(job, rsc->bo);
+ if (job->last_gem_handle_hindex != hindex) {
+ cl_u8(&bcl, VC4_PACKET_GEM_HANDLES);
+ cl_u32(&bcl, hindex);
+ cl_u32(&bcl, 0);
+ job->last_gem_handle_hindex = hindex;
}
- cl_start_reloc(&vc4->bcl, 1);
- cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
- cl_u8(&vc4->bcl,
+ cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
+ cl_u8(&bcl,
info->mode |
(index_size == 2 ?
VC4_INDEX_BUFFER_U16:
VC4_INDEX_BUFFER_U8));
- cl_u32(&vc4->bcl, info->count);
- cl_reloc(vc4, &vc4->bcl, rsc->bo, offset);
- cl_u32(&vc4->bcl, max_index);
+ cl_u32(&bcl, info->count);
+ cl_u32(&bcl, offset);
+ cl_u32(&bcl, vc4->max_index);
+
+ cl_end(&job->bcl, bcl);
+ job->draw_calls_queued++;
+
+ if (info->index_size == 4 || info->has_user_indices)
+ pipe_resource_reference(&prsc, NULL);
} else {
- cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
- cl_u8(&vc4->bcl, info->mode);
- cl_u32(&vc4->bcl, info->count);
- cl_u32(&vc4->bcl, info->start);
+ uint32_t count = info->count;
+ uint32_t start = info->start;
+ uint32_t extra_index_bias = 0;
+ static const uint32_t max_verts = 65535;
+
+ /* GFXH-515 / SW-5891: The binner emits 16 bit indices for
+ * drawarrays, which means that if start + count > 64k it
+ * would truncate the top bits. Work around this by emitting
+ * a limited number of primitives at a time and reemitting the
+ * shader state pointing farther down the vertex attribute
+ * arrays.
+ *
+ * To do this properly for line loops or trifans, we'd need to
+ * make a new VB containing the first vertex plus whatever
+ * remainder.
+ */
+ if (start + count > max_verts) {
+ extra_index_bias = start;
+ start = 0;
+ needs_drawarrays_shader_state = true;
+ }
+
+ while (count) {
+ uint32_t this_count = count;
+ uint32_t step = count;
+
+ if (needs_drawarrays_shader_state) {
+ vc4_emit_gl_shader_state(vc4, info,
+ extra_index_bias);
+ }
+
+ if (count > max_verts) {
+ switch (info->mode) {
+ case PIPE_PRIM_POINTS:
+ this_count = step = max_verts;
+ break;
+ case PIPE_PRIM_LINES:
+ this_count = step = max_verts - (max_verts % 2);
+ break;
+ case PIPE_PRIM_LINE_STRIP:
+ this_count = max_verts;
+ step = max_verts - 1;
+ break;
+ case PIPE_PRIM_LINE_LOOP:
+ this_count = max_verts;
+ step = max_verts - 1;
+ debug_warn_once("unhandled line loop "
+ "looping behavior with "
+ ">65535 verts\n");
+ break;
+ case PIPE_PRIM_TRIANGLES:
+ this_count = step = max_verts - (max_verts % 3);
+ break;
+ case PIPE_PRIM_TRIANGLE_STRIP:
+ this_count = max_verts;
+ step = max_verts - 2;
+ break;
+ default:
+ debug_warn_once("unhandled primitive "
+ "max vert count, truncating\n");
+ this_count = step = max_verts;
+ }
+ }
+
+ cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, array) {
+ array.primitive_mode = info->mode;
+ array.length = this_count;
+ array.index_of_first_vertex = start;
+ }
+ job->draw_calls_queued++;
+
+ count -= step;
+ extra_index_bias += start + step;
+ start = 0;
+ needs_drawarrays_shader_state = true;
+ }
}
- if (vc4->zsa && vc4->zsa->base.depth.enabled) {
- vc4->resolve |= PIPE_CLEAR_DEPTH;
+ /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
+ * workaround.
+ */
+ assert(job->draw_calls_queued <= VC4_HW_2116_COUNT);
+
+ if (vc4->zsa && vc4->framebuffer.zsbuf) {
+ struct vc4_resource *rsc =
+ vc4_resource(vc4->framebuffer.zsbuf->texture);
+
+ if (vc4->zsa->base.depth.enabled) {
+ job->resolve |= PIPE_CLEAR_DEPTH;
+ rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
+ }
+
+ if (vc4->zsa->base.stencil[0].enabled) {
+ job->resolve |= PIPE_CLEAR_STENCIL;
+ rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
+ }
}
- if (vc4->zsa && vc4->zsa->base.stencil[0].enabled)
- vc4->resolve |= PIPE_CLEAR_STENCIL;
- vc4->resolve |= PIPE_CLEAR_COLOR0;
- vc4->shader_rec_count++;
+ job->resolve |= PIPE_CLEAR_COLOR0;
+
+ /* If we've used half of the presumably 256MB CMA area, flush the job
+ * so that we don't accumulate a job that will end up not being
+ * executable.
+ */
+ if (job->bo_space > 128 * 1024 * 1024)
+ vc4_flush(pctx);
if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
vc4_flush(pctx);
{
union util_color uc;
util_pack_color(rgba, format, &uc);
- return uc.ui[0];
+ if (util_format_get_blocksize(format) == 2)
+ return uc.us;
+ else
+ return uc.ui[0];
}
static void
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct vc4_context *vc4 = vc4_context(pctx);
+ struct vc4_job *job = vc4_get_job_for_fbo(vc4);
+
+ if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+ struct vc4_resource *rsc =
+ vc4_resource(vc4->framebuffer.zsbuf->texture);
+ unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
+
+ /* Clearing ZS will clear both Z and stencil, so if we're
+ * trying to clear just one then we need to draw a quad to do
+ * it instead. We need to do this before setting up
+ * tile-based clears in vc4->job, because the blitter may
+ * submit the current job.
+ */
+ if ((zsclear == PIPE_CLEAR_DEPTH ||
+ zsclear == PIPE_CLEAR_STENCIL) &&
+ (rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
+ util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
+ static const union pipe_color_union dummy_color = {};
+
+ perf_debug("Partial clear of Z+stencil buffer, "
+ "drawing a quad instead of fast clearing\n");
+ vc4_blitter_save(vc4);
+ util_blitter_clear(vc4->blitter,
+ vc4->framebuffer.width,
+ vc4->framebuffer.height,
+ 1,
+ zsclear,
+ &dummy_color, depth, stencil);
+ buffers &= ~zsclear;
+ if (!buffers)
+ return;
+ job = vc4_get_job_for_fbo(vc4);
+ }
+ }
/* We can't flag new buffers for clearing once we've queued draws. We
* could avoid this by using the 3d engine to clear.
*/
- if (vc4->draw_call_queued)
- vc4_flush(pctx);
+ if (job->draw_calls_queued) {
+ perf_debug("Flushing rendering to process new clear.\n");
+ vc4_job_submit(vc4, job);
+ job = vc4_get_job_for_fbo(vc4);
+ }
if (buffers & PIPE_CLEAR_COLOR0) {
- vc4->clear_color[0] = vc4->clear_color[1] =
- pack_rgba(vc4->framebuffer.cbufs[0]->format,
- color->f);
+ struct vc4_resource *rsc =
+ vc4_resource(vc4->framebuffer.cbufs[0]->texture);
+ uint32_t clear_color;
+
+ if (vc4_rt_format_is_565(vc4->framebuffer.cbufs[0]->format)) {
+ /* In 565 mode, the hardware will be packing our color
+ * for us.
+ */
+ clear_color = pack_rgba(PIPE_FORMAT_R8G8B8A8_UNORM,
+ color->f);
+ } else {
+ /* Otherwise, we need to do this packing because we
+ * support multiple swizzlings of RGBA8888.
+ */
+ clear_color =
+ pack_rgba(vc4->framebuffer.cbufs[0]->format,
+ color->f);
+ }
+ job->clear_color[0] = job->clear_color[1] = clear_color;
+ rsc->initialized_buffers |= (buffers & PIPE_CLEAR_COLOR0);
}
- if (buffers & PIPE_CLEAR_DEPTH) {
+ if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+ struct vc4_resource *rsc =
+ vc4_resource(vc4->framebuffer.zsbuf->texture);
+
/* Though the depth buffer is stored with Z in the high 24,
* for this field we just need to store it in the low 24.
*/
- vc4->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
- }
+ if (buffers & PIPE_CLEAR_DEPTH) {
+ job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
+ depth);
+ }
+ if (buffers & PIPE_CLEAR_STENCIL)
+ job->clear_stencil = stencil;
- if (buffers & PIPE_CLEAR_STENCIL)
- vc4->clear_stencil = stencil;
+ rsc->initialized_buffers |= (buffers & PIPE_CLEAR_DEPTHSTENCIL);
+ }
- vc4->draw_min_x = 0;
- vc4->draw_min_y = 0;
- vc4->draw_max_x = vc4->framebuffer.width;
- vc4->draw_max_y = vc4->framebuffer.height;
- vc4->cleared |= buffers;
- vc4->resolve |= buffers;
+ job->draw_min_x = 0;
+ job->draw_min_y = 0;
+ job->draw_max_x = vc4->framebuffer.width;
+ job->draw_max_y = vc4->framebuffer.height;
+ job->cleared |= buffers;
+ job->resolve |= buffers;
vc4_start_draw(vc4);
}
static void
vc4_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)
{
fprintf(stderr, "unimpl: clear RT\n");
}
static void
vc4_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)
{
fprintf(stderr, "unimpl: clear DS\n");
}