vc4: Fold the 16-bit integer pack into the instructions generating it.
[mesa.git] / src / gallium / drivers / vc4 / vc4_draw.c
index c0fb082c548e81588368f641138c097edda69b20..a4e5e092b1a6832b3251bda0b1cc553a5e35c820 100644 (file)
  * IN THE SOFTWARE.
  */
 
-#include <stdio.h>
-
+#include "util/u_prim.h"
 #include "util/u_format.h"
+#include "util/u_pack_color.h"
 #include "indices/u_primconvert.h"
 
 #include "vc4_context.h"
 #include "vc4_resource.h"
 
 static void
-vc4_rcl_tile_calls(struct vc4_context *vc4,
-                   struct vc4_surface *csurf,
-                   uint32_t xtiles, uint32_t ytiles)
+vc4_get_draw_cl_space(struct vc4_context *vc4)
 {
-        struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
-
-        for (int x = 0; x < xtiles; x++) {
-                for (int y = 0; y < ytiles; y++) {
-                        cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
-                        cl_u8(&vc4->rcl, x);
-                        cl_u8(&vc4->rcl, y);
-
-                        cl_start_reloc(&vc4->rcl, 1);
-                        cl_u8(&vc4->rcl, VC4_PACKET_LOAD_TILE_BUFFER_GENERAL);
-                        cl_u8(&vc4->rcl,
-                              VC4_LOADSTORE_TILE_BUFFER_COLOR |
-                              VC4_LOADSTORE_TILE_BUFFER_FORMAT_RASTER);
-                        cl_u8(&vc4->rcl,
-                              VC4_LOADSTORE_TILE_BUFFER_RGBA8888);
-                        cl_reloc(vc4, &vc4->rcl, ctex->bo, csurf->offset);
-
-                        cl_start_reloc(&vc4->rcl, 1);
-                        cl_u8(&vc4->rcl, VC4_PACKET_BRANCH_TO_SUB_LIST);
-                        cl_reloc(vc4, &vc4->rcl, vc4->tile_alloc,
-                                 (y * xtiles + x) * 32);
-
-                        if (x == xtiles - 1 && y == ytiles - 1) {
-                                cl_u8(&vc4->rcl,
-                                      VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF);
-                        } else {
-                                cl_u8(&vc4->rcl,
-                                      VC4_PACKET_STORE_MS_TILE_BUFFER);
-                        }
-                }
-        }
+        /* Binner gets our packet state -- vc4_emit.c contents,
+         * and the primitive itself.
+         */
+        cl_ensure_space(&vc4->bcl, 256);
+
+        /* Nothing for rcl -- that's covered by vc4_context.c */
+
+        /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
+         * 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);
+
+        /* 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,
+                        (2 * 16 + 20) * sizeof(struct vc4_bo *));
 }
 
+/**
+ * Does the initial bining command list setup for drawing to a given FBO.
+ */
 static void
-vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+vc4_start_draw(struct vc4_context *vc4)
 {
-        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);
+        if (vc4->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;
+        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
 
-        uint32_t tile_alloc_size = 32 * tilew * tileh * 16;
-        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");
-        }
+        //   Tile state data is 48 bytes per tile, I think it can be thrown away
+        //   as soon as binning is finished.
+        cl_u8(&bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
+        cl_u32(&bcl, 0); /* tile alloc addr, filled by kernel */
+        cl_u32(&bcl, 0); /* tile alloc size, filled by kernel */
+        cl_u32(&bcl, 0); /* tile state addr, filled by kernel */
+        cl_u8(&bcl, tilew);
+        cl_u8(&bcl, tileh);
+        cl_u8(&bcl, 0); /* flags, filled by kernel. */
+
+        /* 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(&bcl, VC4_PACKET_START_TILE_BINNING);
 
-        vc4_update_compiled_shaders(vc4);
+        /* 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(&bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
+        cl_u8(&bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
+                     VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
 
         vc4->needs_flush = true;
+        vc4->draw_call_queued = true;
+        vc4->draw_width = width;
+        vc4->draw_height = height;
 
-        //   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);
+        cl_end(&vc4->bcl, bcl);
+}
 
-        cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
+static void
+vc4_update_shadow_textures(struct pipe_context *pctx,
+                           struct vc4_texture_stateobj *stage_tex)
+{
+        for (int i = 0; i < stage_tex->num_textures; i++) {
+                struct pipe_sampler_view *view = stage_tex->textures[i];
+                if (!view)
+                        continue;
+                struct vc4_resource *rsc = vc4_resource(view->texture);
+                if (rsc->shadow_parent)
+                        vc4_update_shadow_baselevel_texture(pctx, view);
+        }
+}
 
-        cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
-        cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
+static void
+vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info)
+{
+        /* VC4_DIRTY_VTXSTATE */
+        struct vc4_vertex_stateobj *vtx = vc4->vtx;
+        /* VC4_DIRTY_VTXBUF */
+        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
 
-        vc4_emit_state(pctx);
+        /* 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. */
+        struct vc4_cl_out *shader_rec =
+                cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
+        /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
+        cl_u16(&shader_rec,
+               VC4_SHADER_FLAG_ENABLE_CLIPPING |
+               VC4_SHADER_FLAG_FS_SINGLE_THREAD |
+               ((info->mode == PIPE_PRIM_POINTS &&
+                 vc4->rasterizer->base.point_size_per_vertex) ?
+                VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
+
+        /* VC4_DIRTY_COMPILED_FS */
+        cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
+        cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
+        cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
+        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+
+        /* VC4_DIRTY_COMPILED_VS */
+        cl_u16(&shader_rec, 0); /* vs num uniforms */
+        cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
+        cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
+        cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
+        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+
+        /* VC4_DIRTY_COMPILED_CS */
+        cl_u16(&shader_rec, 0); /* cs num uniforms */
+        cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
+        cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
+        cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
+        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
+
+        uint32_t max_index = 0xffff;
+        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);
+                /* not vc4->dirty tracked: vc4->last_index_bias */
+                uint32_t offset = (vb->buffer_offset +
+                                   elem->src_offset +
+                                   vb->stride * info->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, &shader_rec, rsc->bo, offset);
+                cl_u8(&shader_rec, elem_size - 1);
+                cl_u8(&shader_rec, vb->stride);
+                cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
+                cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
+
+                if (vb->stride > 0) {
+                        max_index = MIN2(max_index,
+                                         (vb_size - elem_size) / vb->stride);
+                }
+        }
+
+        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, &shader_rec, bo, 0);
+                cl_u8(&shader_rec, 16 - 1); /* element size */
+                cl_u8(&shader_rec, 0); /* stride */
+                cl_u8(&shader_rec, 0); /* VS VPM offset */
+                cl_u8(&shader_rec, 0); /* CS VPM offset */
+                vc4_bo_unreference(&bo);
+        }
+        cl_end(&vc4->shader_rec, shader_rec);
 
+        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
         /* the actual draw call. */
-        struct vc4_vertex_stateobj *vtx = vc4->vtx;
-        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
-        cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
+        cl_u8(&bcl, VC4_PACKET_GL_SHADER_STATE);
         assert(vtx->num_elements <= 8);
-#ifndef USE_VC4_SIMULATOR
         /* Note that number of attributes == 0 in the packet means 8
          * attributes.  This field also contains the offset into shader_rec.
          */
-        cl_u32(&vc4->bcl, vtx->num_elements & 0x7);
-#else
-        cl_u32(&vc4->bcl, simpenrose_hw_addr(vc4->shader_rec.next) |
-               (vtx->num_elements & 0x7));
-#endif
+        cl_u32(&bcl, num_elements_emit & 0x7);
+        cl_end(&vc4->bcl, bcl);
+
+        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;
+        vc4->max_index = max_index;
+}
+
+static void
+vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+{
+        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);
+                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_update_shadow_textures(pctx, &vc4->verttex);
+        vc4_update_shadow_textures(pctx, &vc4->fragtex);
+
+        vc4_get_draw_cl_space(vc4);
+
+        if (vc4->prim_mode != info->mode) {
+                vc4->prim_mode = info->mode;
+                vc4->dirty |= VC4_DIRTY_PRIM_MODE;
+        }
+
+        vc4_start_draw(vc4);
+        vc4_update_compiled_shaders(vc4, info->mode);
+
+        vc4_emit_state(pctx);
+
+        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) {
+                vc4_emit_gl_shader_state(vc4, info);
+        }
+
+        vc4->dirty = 0;
 
         /* Note that the primitive type fields match with OpenGL/gallium
          * definitions, up to but not including QUADS.
          */
+        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
         if (info->indexed) {
-                struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
-
-                assert(vc4->indexbuf.index_size == 1 ||
-                       vc4->indexbuf.index_size == 2);
+                uint32_t offset = vc4->indexbuf.offset;
+                uint32_t index_size = vc4->indexbuf.index_size;
+                struct pipe_resource *prsc;
+                if (vc4->indexbuf.index_size == 4) {
+                        prsc = vc4_get_shadow_index_buffer(pctx, &vc4->indexbuf,
+                                                           info->count, &offset);
+                        index_size = 2;
+                } else {
+                        prsc = vc4->indexbuf.buffer;
+                }
+                struct vc4_resource *rsc = vc4_resource(prsc);
 
-                cl_start_reloc(&vc4->bcl, 1);
-                cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
-                cl_u8(&vc4->bcl,
+                cl_start_reloc(&vc4->bcl, &bcl, 1);
+                cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
+                cl_u8(&bcl,
                       info->mode |
-                      (vc4->indexbuf.index_size == 2 ?
+                      (index_size == 2 ?
                        VC4_INDEX_BUFFER_U16:
                        VC4_INDEX_BUFFER_U8));
-                cl_u32(&vc4->bcl, info->count);
-                cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
-                cl_u32(&vc4->bcl, info->max_index);
+                cl_u32(&bcl, info->count);
+                cl_reloc(vc4, &vc4->bcl, &bcl, rsc->bo, offset);
+                cl_u32(&bcl, vc4->max_index);
+
+                if (vc4->indexbuf.index_size == 4)
+                        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);
+                cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
+                cl_u8(&bcl, info->mode);
+                cl_u32(&bcl, info->count);
+                cl_u32(&bcl, info->start);
         }
+        cl_end(&vc4->bcl, bcl);
 
-        cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL);
-        cl_u8(&vc4->bcl, VC4_PACKET_NOP);
-        cl_u8(&vc4->bcl, VC4_PACKET_HALT);
-
-// Shader Record
-
-        struct vc4_bo *fs_ubo, *vs_ubo, *cs_ubo;
-        uint32_t fs_ubo_offset, vs_ubo_offset, cs_ubo_offset;
-        vc4_get_uniform_bo(vc4, vc4->prog.fs,
-                           &vc4->constbuf[PIPE_SHADER_FRAGMENT],
-                           0, &fs_ubo, &fs_ubo_offset);
-        vc4_get_uniform_bo(vc4, vc4->prog.vs,
-                           &vc4->constbuf[PIPE_SHADER_VERTEX],
-                           0, &vs_ubo, &vs_ubo_offset);
-        vc4_get_uniform_bo(vc4, vc4->prog.vs,
-                           &vc4->constbuf[PIPE_SHADER_VERTEX],
-                           1, &cs_ubo, &cs_ubo_offset);
-
-        cl_start_shader_reloc(&vc4->shader_rec, 6 + vtx->num_elements);
-        cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING);
-        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_reloc(vc4, &vc4->shader_rec, fs_ubo, fs_ubo_offset);
-
-        cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
-        cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* vs attribute array bitfield */
-        cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */
-        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
-        cl_reloc(vc4, &vc4->shader_rec, vs_ubo, vs_ubo_offset);
-
-        cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
-        cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* cs attribute array bitfield */
-        cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */
-        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo,
-                vc4->prog.vs->coord_shader_offset);
-        cl_reloc(vc4, &vc4->shader_rec, cs_ubo, cs_ubo_offset);
-
-        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);
-
-                cl_reloc(vc4, &vc4->shader_rec, rsc->bo,
-                         vb->buffer_offset + elem->src_offset);
-                cl_u8(&vc4->shader_rec,
-                      util_format_get_blocksize(elem->src_format) - 1);
-                cl_u8(&vc4->shader_rec, vb->stride);
-                cl_u8(&vc4->shader_rec, i * 16); /* VS VPM offset */
-                cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
+        if (vc4->zsa && vc4->zsa->base.depth.enabled) {
+                vc4->resolve |= PIPE_CLEAR_DEPTH;
         }
-
+        if (vc4->zsa && vc4->zsa->base.stencil[0].enabled)
+                vc4->resolve |= PIPE_CLEAR_STENCIL;
+        vc4->resolve |= PIPE_CLEAR_COLOR0;
 
         vc4->shader_rec_count++;
 
-        cl_u8(&vc4->rcl, VC4_PACKET_CLEAR_COLORS);
-        cl_u32(&vc4->rcl, 0xff000000); // Opaque Black
-        cl_u32(&vc4->rcl, 0xff000000); // 32 bit clear colours need to be repeated twice
-        cl_u32(&vc4->rcl, 0);
-        cl_u8(&vc4->rcl, 0);
-
-        struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
-        struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
-
-        cl_start_reloc(&vc4->rcl, 1);
-        cl_u8(&vc4->rcl, VC4_PACKET_TILE_RENDERING_MODE_CONFIG);
-        cl_reloc(vc4, &vc4->rcl, ctex->bo, csurf->offset);
-        cl_u16(&vc4->rcl, width);
-        cl_u16(&vc4->rcl, height);
-        cl_u8(&vc4->rcl, (VC4_RENDER_CONFIG_MEMORY_FORMAT_LINEAR |
-                          VC4_RENDER_CONFIG_FORMAT_RGBA8888));
-        cl_u8(&vc4->rcl, 0);
-
-        // Do a store of the first tile to force the tile buffer to be cleared
-        /* XXX: I think these two packets may be unnecessary. */
-        if (0) {
-                cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
-                cl_u8(&vc4->rcl, 0);
-                cl_u8(&vc4->rcl, 0);
-
-                cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
-                cl_u16(&vc4->rcl, 0); // Store nothing (just clear)
-                cl_u32(&vc4->rcl, 0); // no address is needed
-        }
-
-        vc4_rcl_tile_calls(vc4, csurf, tilew, tileh);
+        if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
+                vc4_flush(pctx);
+}
 
-        vc4_flush(pctx);
+static uint32_t
+pack_rgba(enum pipe_format format, const float *rgba)
+{
+        union util_color uc;
+        util_pack_color(rgba, format, &uc);
+        if (util_format_get_blocksize(format) == 2)
+                return uc.us;
+        else
+                return uc.ui[0];
 }
 
 static void
@@ -258,7 +340,38 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
 {
         struct vc4_context *vc4 = vc4_context(pctx);
 
-        vc4->needs_flush = true;
+        /* 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) {
+                perf_debug("Flushing rendering to process new clear.");
+                vc4_flush(pctx);
+        }
+
+        if (buffers & PIPE_CLEAR_COLOR0) {
+                vc4->clear_color[0] = vc4->clear_color[1] =
+                        pack_rgba(vc4->framebuffer.cbufs[0]->format,
+                                  color->f);
+        }
+
+        if (buffers & PIPE_CLEAR_DEPTH) {
+                /* 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_STENCIL)
+                vc4->clear_stencil = stencil;
+
+        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;
+
+        vc4_start_draw(vc4);
 }
 
 static void