{
struct vc4_context *vc4 = vc4_context(pctx);
- if (vc4->dirty & VC4_DIRTY_SCISSOR) {
- cl_u8(&vc4->bcl, VC4_PACKET_CLIP_WINDOW);
- cl_u16(&vc4->bcl, vc4->scissor.minx);
- cl_u16(&vc4->bcl, vc4->scissor.miny);
- cl_u16(&vc4->bcl, vc4->scissor.maxx - vc4->scissor.minx);
- cl_u16(&vc4->bcl, vc4->scissor.maxy - vc4->scissor.miny);
+ struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
+ if (vc4->dirty & (VC4_DIRTY_SCISSOR | VC4_DIRTY_VIEWPORT |
+ VC4_DIRTY_RASTERIZER)) {
+ float *vpscale = vc4->viewport.scale;
+ float *vptranslate = vc4->viewport.translate;
+ float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
+ float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
+ float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
+ float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];
+
+ /* Clip to the scissor if it's enabled, but still clip to the
+ * drawable regardless since that controls where the binner
+ * tries to put things.
+ *
+ * Additionally, always clip the rendering to the viewport,
+ * since the hardware does guardband clipping, meaning
+ * primitives would rasterize outside of the view volume.
+ */
+ uint32_t minx, miny, maxx, maxy;
+ if (!vc4->rasterizer->base.scissor) {
+ minx = MAX2(vp_minx, 0);
+ miny = MAX2(vp_miny, 0);
+ maxx = MIN2(vp_maxx, vc4->draw_width);
+ maxy = MIN2(vp_maxy, vc4->draw_height);
+ } else {
+ minx = MAX2(vp_minx, vc4->scissor.minx);
+ miny = MAX2(vp_miny, vc4->scissor.miny);
+ maxx = MIN2(vp_maxx, vc4->scissor.maxx);
+ maxy = MIN2(vp_maxy, vc4->scissor.maxy);
+ }
+
+ cl_u8(&bcl, VC4_PACKET_CLIP_WINDOW);
+ cl_u16(&bcl, minx);
+ cl_u16(&bcl, miny);
+ cl_u16(&bcl, maxx - minx);
+ cl_u16(&bcl, maxy - miny);
+
+ vc4->draw_min_x = MIN2(vc4->draw_min_x, minx);
+ vc4->draw_min_y = MIN2(vc4->draw_min_y, miny);
+ vc4->draw_max_x = MAX2(vc4->draw_max_x, maxx);
+ vc4->draw_max_y = MAX2(vc4->draw_max_y, maxy);
}
if (vc4->dirty & (VC4_DIRTY_RASTERIZER | VC4_DIRTY_ZSA)) {
- cl_u8(&vc4->bcl, VC4_PACKET_CONFIGURATION_BITS);
- cl_u8(&vc4->bcl,
+ uint8_t ez_enable_mask_out = ~0;
+
+ /* HW-2905: If the RCL ends up doing a full-res load when
+ * multisampling, then early Z tracking may end up with values
+ * from the previous tile due to a HW bug. Disable it to
+ * avoid that.
+ *
+ * We should be able to skip this when the Z is cleared, but I
+ * was seeing bad rendering on glxgears -samples 4 even in
+ * that case.
+ */
+ if (vc4->msaa)
+ ez_enable_mask_out &= ~VC4_CONFIG_BITS_EARLY_Z;
+
+ cl_u8(&bcl, VC4_PACKET_CONFIGURATION_BITS);
+ cl_u8(&bcl,
vc4->rasterizer->config_bits[0] |
vc4->zsa->config_bits[0]);
- cl_u8(&vc4->bcl,
+ cl_u8(&bcl,
vc4->rasterizer->config_bits[1] |
vc4->zsa->config_bits[1]);
- cl_u8(&vc4->bcl,
- vc4->rasterizer->config_bits[2] |
- vc4->zsa->config_bits[2]);
+ cl_u8(&bcl,
+ (vc4->rasterizer->config_bits[2] |
+ vc4->zsa->config_bits[2]) & ez_enable_mask_out);
}
if (vc4->dirty & VC4_DIRTY_RASTERIZER) {
- cl_u8(&vc4->bcl, VC4_PACKET_DEPTH_OFFSET);
- cl_u16(&vc4->bcl, vc4->rasterizer->offset_factor);
- cl_u16(&vc4->bcl, vc4->rasterizer->offset_units);
+ cl_u8(&bcl, VC4_PACKET_DEPTH_OFFSET);
+ cl_u16(&bcl, vc4->rasterizer->offset_factor);
+ cl_u16(&bcl, vc4->rasterizer->offset_units);
+
+ cl_u8(&bcl, VC4_PACKET_POINT_SIZE);
+ cl_f(&bcl, vc4->rasterizer->point_size);
+
+ cl_u8(&bcl, VC4_PACKET_LINE_WIDTH);
+ cl_f(&bcl, vc4->rasterizer->base.line_width);
}
if (vc4->dirty & VC4_DIRTY_VIEWPORT) {
- cl_u8(&vc4->bcl, VC4_PACKET_CLIPPER_XY_SCALING);
- cl_f(&vc4->bcl, vc4->viewport.scale[0] * 16.0f);
- cl_f(&vc4->bcl, vc4->viewport.scale[1] * 16.0f);
+ cl_u8(&bcl, VC4_PACKET_CLIPPER_XY_SCALING);
+ cl_f(&bcl, vc4->viewport.scale[0] * 16.0f);
+ cl_f(&bcl, vc4->viewport.scale[1] * 16.0f);
- cl_u8(&vc4->bcl, VC4_PACKET_CLIPPER_Z_SCALING);
- cl_f(&vc4->bcl, vc4->viewport.translate[2]);
- cl_f(&vc4->bcl, vc4->viewport.scale[2]);
+ cl_u8(&bcl, VC4_PACKET_CLIPPER_Z_SCALING);
+ cl_f(&bcl, vc4->viewport.translate[2]);
+ cl_f(&bcl, vc4->viewport.scale[2]);
- cl_u8(&vc4->bcl, VC4_PACKET_VIEWPORT_OFFSET);
- cl_u16(&vc4->bcl, 16 * vc4->viewport.translate[0]);
- cl_u16(&vc4->bcl, 16 * vc4->viewport.translate[1]);
+ cl_u8(&bcl, VC4_PACKET_VIEWPORT_OFFSET);
+ cl_u16(&bcl, 16 * vc4->viewport.translate[0]);
+ cl_u16(&bcl, 16 * vc4->viewport.translate[1]);
}
if (vc4->dirty & VC4_DIRTY_FLAT_SHADE_FLAGS) {
- cl_u8(&vc4->bcl, VC4_PACKET_FLAT_SHADE_FLAGS);
- cl_u32(&vc4->bcl, vc4->rasterizer->base.flatshade ?
+ cl_u8(&bcl, VC4_PACKET_FLAT_SHADE_FLAGS);
+ cl_u32(&bcl, vc4->rasterizer->base.flatshade ?
vc4->prog.fs->color_inputs : 0);
}
+
+ cl_end(&vc4->bcl, bcl);
}