#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
+#define PIPE_CLEAR_COLOR_BUFFERS (PIPE_CLEAR_COLOR0 | \
+ PIPE_CLEAR_COLOR1 | \
+ PIPE_CLEAR_COLOR2 | \
+ PIPE_CLEAR_COLOR3) \
+
+#define PIPE_FIRST_COLOR_BUFFER_BIT (ffs(PIPE_CLEAR_COLOR0) - 1)
+
static void
load_raw(struct vc5_cl *cl, struct pipe_surface *psurf, int buffer)
{
}
static void
-vc5_rcl_emit_generic_per_tile_list(struct vc5_job *job, int last_cbuf)
+vc5_rcl_emit_loads(struct vc5_job *job, struct vc5_cl *cl)
{
- /* Emit the generic list in our indirect state -- the rcl will just
- * have pointers into it.
- */
- struct vc5_cl *cl = &job->indirect;
- vc5_cl_ensure_space(cl, 200, 1);
- struct vc5_cl_reloc tile_list_start = cl_get_address(cl);
-
- const uint32_t pipe_clear_color_buffers = (PIPE_CLEAR_COLOR0 |
- PIPE_CLEAR_COLOR1 |
- PIPE_CLEAR_COLOR2 |
- PIPE_CLEAR_COLOR3);
- const uint32_t first_color_buffer_bit = (ffs(PIPE_CLEAR_COLOR0) - 1);
-
uint32_t read_but_not_cleared = job->resolve & ~job->cleared;
for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
if (read_but_not_cleared) {
cl_emit(cl, RELOAD_TILE_COLOUR_BUFFER, load) {
load.disable_colour_buffer_load =
- (~read_but_not_cleared & pipe_clear_color_buffers) >>
- first_color_buffer_bit;
+ (~read_but_not_cleared &
+ PIPE_CLEAR_COLOR_BUFFERS) >>
+ PIPE_FIRST_COLOR_BUFFER_BIT;
load.enable_z_load =
read_but_not_cleared & PIPE_CLEAR_DEPTH;
load.enable_stencil_load =
read_but_not_cleared & PIPE_CLEAR_STENCIL;
}
}
+}
- /* Tile Coordinates triggers the reload and sets where the stores
- * go. There must be one per store packet.
- */
- cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
-
- /* The binner starts out writing tiles assuming that the initial mode
- * is triangles, so make sure that's the case.
- */
- cl_emit(cl, PRIMITIVE_LIST_FORMAT, fmt) {
- fmt.data_type = LIST_INDEXED;
- fmt.primitive_type = LIST_TRIANGLES;
- }
-
- cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
-
- bool needs_color_clear = job->cleared & pipe_clear_color_buffers;
+static void
+vc5_rcl_emit_stores(struct vc5_job *job, struct vc5_cl *cl)
+{
+ bool needs_color_clear = job->cleared & PIPE_CLEAR_COLOR_BUFFERS;
bool needs_z_clear = job->cleared & PIPE_CLEAR_DEPTH;
bool needs_s_clear = job->cleared & PIPE_CLEAR_STENCIL;
/* Note that only the color RT being stored will be cleared by a
* STORE_GENERAL, or all of them if the buffer is NONE.
*/
bool msaa_color_clear = (needs_color_clear &&
- (job->cleared & pipe_clear_color_buffers) ==
- (job->resolve & pipe_clear_color_buffers));
+ (job->cleared & PIPE_CLEAR_COLOR_BUFFERS) ==
+ (job->resolve & PIPE_CLEAR_COLOR_BUFFERS));
uint32_t stores_pending = job->resolve;
cl_emit(cl, STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED, store) {
store.disable_color_buffer_write =
- (~stores_pending >> first_color_buffer_bit) & 0xf;
+ (~stores_pending >>
+ PIPE_FIRST_COLOR_BUFFER_BIT) & 0xf;
store.enable_z_write = stores_pending & PIPE_CLEAR_DEPTH;
store.enable_stencil_write = stores_pending & PIPE_CLEAR_STENCIL;
store.buffer_to_store = NONE;
}
}
+}
+
+static void
+vc5_rcl_emit_generic_per_tile_list(struct vc5_job *job, int last_cbuf)
+{
+ /* Emit the generic list in our indirect state -- the rcl will just
+ * have pointers into it.
+ */
+ struct vc5_cl *cl = &job->indirect;
+ vc5_cl_ensure_space(cl, 200, 1);
+ struct vc5_cl_reloc tile_list_start = cl_get_address(cl);
+
+ vc5_rcl_emit_loads(job, cl);
+
+ /* Tile Coordinates triggers the reload and sets where the stores
+ * go. There must be one per store packet.
+ */
+ cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
+
+ /* The binner starts out writing tiles assuming that the initial mode
+ * is triangles, so make sure that's the case.
+ */
+ cl_emit(cl, PRIMITIVE_LIST_FORMAT, fmt) {
+ fmt.data_type = LIST_INDEXED;
+ fmt.primitive_type = LIST_TRIANGLES;
+ }
+
+ cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
+
+ vc5_rcl_emit_stores(job, cl);
cl_emit(cl, RETURN_FROM_SUB_LIST, ret);