#include "vc5_tiling.h"
#include "broadcom/cle/v3d_packet_v33_pack.h"
+static void
+load_raw(struct vc5_cl *cl, struct pipe_surface *psurf, int buffer)
+{
+ struct vc5_surface *surf = vc5_surface(psurf);
+ struct vc5_resource *rsc = vc5_resource(psurf->texture);
+
+ cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
+ load.raw_mode = true;
+ load.buffer_to_load = buffer;
+ load.address = cl_address(rsc->bo, surf->offset);
+
+ struct vc5_resource_slice *slice =
+ &rsc->slices[psurf->u.tex.level];
+ load.padded_height_of_output_image_in_uif_blocks =
+ (slice->size / slice->stride) /
+ (2 * vc5_utile_height(rsc->cpp));
+ }
+}
+
static void
store_raw(struct vc5_cl *cl, struct pipe_surface *psurf, int buffer,
bool color_clear, bool z_clear, bool s_clear)
}
}
+/* The HW queues up the load until the tile coordinates show up, but can only
+ * track one at a time. If we need to do more than one load, then we need to
+ * flush out the previous load by emitting the tile coordinates and doing a
+ * dummy store.
+ */
+static void
+flush_last_load(struct vc5_cl *cl)
+{
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+ cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
+ store.buffer_to_store = NONE;
+ }
+}
+
static void
vc5_rcl_emit_generic_per_tile_list(struct vc5_job *job, int last_cbuf)
{
uint32_t read_but_not_cleared = job->resolve & ~job->cleared;
+ for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
+ uint32_t bit = PIPE_CLEAR_COLOR0 << i;
+ if (!(read_but_not_cleared & bit))
+ continue;
+
+ struct pipe_surface *psurf = job->cbufs[i];
+ if (!psurf || psurf->texture->nr_samples <= 1)
+ continue;
+
+ load_raw(cl, psurf, RENDER_TARGET_0 + i);
+ read_but_not_cleared &= ~bit;
+
+ if (read_but_not_cleared)
+ flush_last_load(cl);
+ }
+
+ if (job->zsbuf && job->zsbuf->texture->nr_samples > 1 &&
+ read_but_not_cleared & PIPE_CLEAR_DEPTHSTENCIL) {
+ load_raw(cl, job->zsbuf,
+ zs_buffer_from_pipe_bits(read_but_not_cleared));
+ read_but_not_cleared &= ~PIPE_CLEAR_DEPTHSTENCIL;
+ if (read_but_not_cleared)
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+ }
+
/* The initial reload will be queued until we get the
* tile coordinates.
*/