vc4_get_draw_cl_space(job, 0);
- struct vc4_cl_out *bcl = cl_start(&job->bcl);
- // 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, job->draw_tiles_x);
- cl_u8(&bcl, job->draw_tiles_y);
- /* Other flags are filled by kernel. */
- cl_u8(&bcl, job->msaa ? VC4_BIN_CONFIG_MS_MODE_4X : 0);
+ 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(&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(&bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
- cl_u8(&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;
+ }
job->needs_flush = true;
job->draw_width = vc4->framebuffer.width;
job->draw_height = vc4->framebuffer.height;
-
- cl_end(&job->bcl, bcl);
}
static void
* 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(&job->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(job, &job->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(job, &job->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(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
- cl_u32(&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;
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);
+ 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 +
uint32_t elem_size =
util_format_get_blocksize(elem->src_format);
- cl_reloc(job, &job->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]);
+ 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(job, &job->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_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;
+ }
+ }
+
+ 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;
}
- cl_end(&job->shader_rec, shader_rec);
-
- struct vc4_cl_out *bcl = cl_start(&job->bcl);
- /* the actual draw call. */
- cl_u8(&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_u32(&bcl, num_elements_emit & 0x7);
- cl_end(&job->bcl, bcl);
vc4_write_uniforms(vc4, vc4->prog.fs,
&vc4->constbuf[PIPE_SHADER_FRAGMENT],
{
struct vc4_context *vc4 = vc4_context(pctx);
+ 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) {
- 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",
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
*/
- struct vc4_cl_out *bcl = cl_start(&job->bcl);
- if (info->indexed) {
- uint32_t offset = vc4->indexbuf.offset;
- uint32_t index_size = vc4->indexbuf.index_size;
+ if (info->index_size) {
+ uint32_t index_size = info->index_size;
+ uint32_t offset = info->start * index_size;
struct pipe_resource *prsc;
- if (vc4->indexbuf.index_size == 4) {
- prsc = vc4_get_shadow_index_buffer(pctx, &vc4->indexbuf,
+ if (info->index_size == 4) {
+ prsc = vc4_get_shadow_index_buffer(pctx, info,
+ offset,
info->count, &offset);
index_size = 2;
} else {
- if (vc4->indexbuf.user_buffer) {
+ if (info->has_user_indices) {
prsc = NULL;
u_upload_data(vc4->uploader, 0,
info->count * index_size, 4,
- vc4->indexbuf.user_buffer,
+ info->index.user,
&offset, &prsc);
} else {
- prsc = vc4->indexbuf.buffer;
+ prsc = info->index.resource;
}
}
struct vc4_resource *rsc = vc4_resource(prsc);
+ struct vc4_cl_out *bcl = cl_start(&job->bcl);
cl_start_reloc(&job->bcl, &bcl, 1);
cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
cl_u8(&bcl,
cl_u32(&bcl, info->count);
cl_reloc(job, &job->bcl, &bcl, rsc->bo, offset);
cl_u32(&bcl, vc4->max_index);
+ cl_end(&job->bcl, bcl);
job->draw_calls_queued++;
- if (vc4->indexbuf.index_size == 4 || vc4->indexbuf.user_buffer)
+ if (info->index_size == 4 || info->has_user_indices)
pipe_resource_reference(&prsc, NULL);
} else {
uint32_t count = info->count;
* plus whatever remainder.
*/
if (extra_index_bias) {
- cl_end(&job->bcl, bcl);
vc4_emit_gl_shader_state(vc4, info,
extra_index_bias);
- bcl = cl_start(&job->bcl);
}
if (start + count > max_verts) {
}
}
- cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
- cl_u8(&bcl, info->mode);
- cl_u32(&bcl, this_count);
- cl_u32(&bcl, start);
+ 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;
start = 0;
}
}
- cl_end(&job->bcl, bcl);
/* We shouldn't have tripped the HW_2116 bug with the GFXH-515
* workaround.
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);
}
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 (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.
- */
- 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)) {
- 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,
- NULL, depth, stencil);
- buffers &= ~zsclear;
- if (!buffers)
- return;
- }
/* 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.
if (buffers & PIPE_CLEAR_STENCIL)
job->clear_stencil = stencil;
- rsc->initialized_buffers |= zsclear;
+ rsc->initialized_buffers |= (buffers & PIPE_CLEAR_DEPTHSTENCIL);
}
job->draw_min_x = 0;