{
struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
+ uint32_t resolve_uncleared = vc4->resolve & ~vc4->cleared;
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
uint32_t xtiles = align(width, 64) / 64;
uint32_t ytiles = align(height, 64) / 64;
+#if 0
+ fprintf(stderr, "RCL: resolve 0x%x clear 0x%x resolve uncleared 0x%x\n",
+ vc4->resolve,
+ vc4->cleared,
+ resolve_uncleared);
+#endif
+
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, vc4->clear_color[0]);
+ cl_u32(&vc4->rcl, vc4->clear_color[1]);
cl_u32(&vc4->rcl, 0);
cl_u8(&vc4->rcl, 0);
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) {
+ /* The tile buffer normally gets cleared when the previous tile is
+ * stored. If the clear values changed between frames, then the tile
+ * buffer has stale clear values in it, so we have to do a store in
+ * None mode (no writes) so that we trigger the tile buffer clear.
+ */
+ if (vc4->cleared & PIPE_CLEAR_COLOR0) {
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
+ cl_u16(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_NONE);
+ cl_u32(&vc4->rcl, 0); /* no address, since we're in None mode */
}
for (int x = 0; x < xtiles; x++) {
for (int y = 0; y < ytiles; y++) {
+ bool end_of_frame = (x == xtiles - 1 &&
+ y == ytiles - 1);
+
+ /* Note that the load doesn't actually occur until the
+ * tile coords packet is processed.
+ */
+ if (resolve_uncleared & PIPE_CLEAR_COLOR) {
+ 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_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);
+ if (vc4->resolve & PIPE_CLEAR_COLOR0) {
+ if (end_of_frame) {
+ cl_u8(&vc4->rcl,
+ VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF);
+ } else {
+ cl_u8(&vc4->rcl,
+ VC4_PACKET_STORE_MS_TILE_BUFFER);
+ }
} else {
- cl_u8(&vc4->rcl,
- VC4_PACKET_STORE_MS_TILE_BUFFER);
+ assert(!"unfinished: Need to end the frame\n");
}
}
}
struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
+
struct drm_vc4_submit_cl submit;
memset(&submit, 0, sizeof(submit));
vc4->shader_rec_count = 0;
vc4->needs_flush = false;
+ vc4->draw_call_queued = false;
vc4->dirty = ~0;
+ vc4->resolve = 0;
+ vc4->cleared = 0;
dump_fbo(vc4, ctex->bo);
}
#include <stdio.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"
+/**
+ * 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;
- }
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
"tile_state");
}
- vc4_update_compiled_shaders(vc4);
-
- vc4->needs_flush = true;
-
// 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_PRIMITIVE_LIST_FORMAT);
cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
+ vc4->needs_flush = true;
+ vc4->draw_call_queued = true;
+}
+
+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);
+ return;
+ }
+
+ vc4_start_draw(vc4);
+ vc4_update_compiled_shaders(vc4);
+
vc4_emit_state(pctx);
/* the actual draw call. */
cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
}
+ if (vc4->zsa && vc4->zsa->depth.enabled) {
+ vc4->resolve |= PIPE_CLEAR_DEPTH;
+ }
+ vc4->resolve |= PIPE_CLEAR_COLOR0;
vc4->shader_rec_count++;
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);
+ return uc.ui[0];
+}
+
static void
vc4_clear(struct pipe_context *pctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
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)
+ 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);
+ }
+
+ vc4->cleared |= buffers;
+ vc4->resolve |= buffers;
+
+ vc4_start_draw(vc4);
}
static void