2 * Copyright © 2014-2017 Broadcom
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
24 #include "util/u_blitter.h"
25 #include "util/u_prim.h"
26 #include "util/u_format.h"
27 #include "util/u_pack_color.h"
28 #include "util/u_prim_restart.h"
29 #include "util/u_upload_mgr.h"
30 #include "indices/u_primconvert.h"
32 #include "v3d_context.h"
33 #include "v3d_resource.h"
35 #include "broadcom/compiler/v3d_compiler.h"
36 #include "broadcom/common/v3d_macros.h"
37 #include "broadcom/cle/v3dx_pack.h"
40 * Does the initial bining command list setup for drawing to a given FBO.
43 v3d_start_draw(struct v3d_context
*v3d
)
45 struct v3d_job
*job
= v3d
->job
;
50 /* Get space to emit our BCL state, using a branch to jump to a new BO
53 v3d_cl_ensure_space_with_branch(&job
->bcl
, 256 /* XXX */);
55 job
->submit
.bcl_start
= job
->bcl
.bo
->offset
;
56 v3d_job_add_bo(job
, job
->bcl
.bo
);
58 job
->tile_alloc
= v3d_bo_alloc(v3d
->screen
, 1024 * 1024, "tile_alloc");
59 uint32_t tsda_per_tile_size
= v3d
->screen
->devinfo
.ver
>= 40 ? 256 : 64;
60 job
->tile_state
= v3d_bo_alloc(v3d
->screen
,
67 cl_emit(&job
->bcl
, TILE_BINNING_MODE_CFG
, config
) {
68 config
.width_in_pixels
= v3d
->framebuffer
.width
;
69 config
.height_in_pixels
= v3d
->framebuffer
.height
;
70 config
.number_of_render_targets
=
71 MAX2(v3d
->framebuffer
.nr_cbufs
, 1);
73 config
.multisample_mode_4x
= job
->msaa
;
75 config
.maximum_bpp_of_all_render_targets
= job
->internal_bpp
;
77 #else /* V3D_VERSION < 40 */
78 /* "Binning mode lists start with a Tile Binning Mode Configuration
81 * Part1 signals the end of binning config setup.
83 cl_emit(&job
->bcl
, TILE_BINNING_MODE_CFG_PART2
, config
) {
84 config
.tile_allocation_memory_address
=
85 cl_address(job
->tile_alloc
, 0);
86 config
.tile_allocation_memory_size
= job
->tile_alloc
->size
;
89 cl_emit(&job
->bcl
, TILE_BINNING_MODE_CFG_PART1
, config
) {
90 config
.tile_state_data_array_base_address
=
91 cl_address(job
->tile_state
, 0);
93 config
.width_in_tiles
= job
->draw_tiles_x
;
94 config
.height_in_tiles
= job
->draw_tiles_y
;
96 config
.number_of_render_targets
=
97 MAX2(v3d
->framebuffer
.nr_cbufs
, 1);
99 config
.multisample_mode_4x
= job
->msaa
;
101 config
.maximum_bpp_of_all_render_targets
= job
->internal_bpp
;
103 #endif /* V3D_VERSION < 40 */
105 /* There's definitely nothing in the VCD cache we want. */
106 cl_emit(&job
->bcl
, FLUSH_VCD_CACHE
, bin
);
108 /* Disable any leftover OQ state from another job. */
109 cl_emit(&job
->bcl
, OCCLUSION_QUERY_COUNTER
, counter
);
111 /* "Binning mode lists must have a Start Tile Binning item (6) after
112 * any prefix state data before the binning list proper starts."
114 cl_emit(&job
->bcl
, START_TILE_BINNING
, bin
);
116 job
->needs_flush
= true;
117 job
->draw_width
= v3d
->framebuffer
.width
;
118 job
->draw_height
= v3d
->framebuffer
.height
;
122 v3d_predraw_check_stage_inputs(struct pipe_context
*pctx
,
123 enum pipe_shader_type s
)
125 struct v3d_context
*v3d
= v3d_context(pctx
);
127 /* XXX perf: If we're reading from the output of TF in this job, we
128 * should instead be using the wait for transform feedback
132 /* Flush writes to textures we're sampling. */
133 for (int i
= 0; i
< v3d
->tex
[s
].num_textures
; i
++) {
134 struct pipe_sampler_view
*pview
= v3d
->tex
[s
].textures
[i
];
137 struct v3d_sampler_view
*view
= v3d_sampler_view(pview
);
139 if (view
->texture
!= view
->base
.texture
)
140 v3d_update_shadow_texture(pctx
, &view
->base
);
142 v3d_flush_jobs_writing_resource(v3d
, view
->texture
);
145 /* Flush writes to UBOs. */
146 foreach_bit(i
, v3d
->constbuf
[s
].enabled_mask
) {
147 struct pipe_constant_buffer
*cb
= &v3d
->constbuf
[s
].cb
[i
];
149 v3d_flush_jobs_writing_resource(v3d
, cb
->buffer
);
152 /* Flush writes to our image views */
153 foreach_bit(i
, v3d
->shaderimg
[s
].enabled_mask
) {
154 struct v3d_image_view
*view
= &v3d
->shaderimg
[s
].si
[i
];
156 v3d_flush_jobs_writing_resource(v3d
, view
->base
.resource
);
161 v3d_emit_gl_shader_state(struct v3d_context
*v3d
,
162 const struct pipe_draw_info
*info
)
164 struct v3d_job
*job
= v3d
->job
;
165 /* VC5_DIRTY_VTXSTATE */
166 struct v3d_vertex_stateobj
*vtx
= v3d
->vtx
;
167 /* VC5_DIRTY_VTXBUF */
168 struct v3d_vertexbuf_stateobj
*vertexbuf
= &v3d
->vertexbuf
;
170 /* Upload the uniforms to the indirect CL first */
171 struct v3d_cl_reloc fs_uniforms
=
172 v3d_write_uniforms(v3d
, v3d
->prog
.fs
,
173 PIPE_SHADER_FRAGMENT
);
174 struct v3d_cl_reloc vs_uniforms
=
175 v3d_write_uniforms(v3d
, v3d
->prog
.vs
,
177 struct v3d_cl_reloc cs_uniforms
=
178 v3d_write_uniforms(v3d
, v3d
->prog
.cs
,
181 /* See GFXH-930 workaround below */
182 uint32_t num_elements_to_emit
= MAX2(vtx
->num_elements
, 1);
183 uint32_t shader_rec_offset
=
184 v3d_cl_ensure_space(&job
->indirect
,
185 cl_packet_length(GL_SHADER_STATE_RECORD
) +
186 num_elements_to_emit
*
187 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD
),
190 /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
191 * compile time, so that we mostly just have to OR the VS and FS
192 * records together at draw time.
194 cl_emit(&job
->indirect
, GL_SHADER_STATE_RECORD
, shader
) {
195 shader
.enable_clipping
= true;
196 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
197 shader
.point_size_in_shaded_vertex_data
=
198 (info
->mode
== PIPE_PRIM_POINTS
&&
199 v3d
->rasterizer
->base
.point_size_per_vertex
);
201 /* Must be set if the shader modifies Z, discards, or modifies
202 * the sample mask. For any of these cases, the fragment
203 * shader needs to write the Z value (even just discards).
205 shader
.fragment_shader_does_z_writes
=
206 (v3d
->prog
.fs
->prog_data
.fs
->writes_z
||
207 v3d
->prog
.fs
->prog_data
.fs
->discard
);
209 shader
.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2
=
210 v3d
->prog
.fs
->prog_data
.fs
->uses_center_w
;
212 shader
.number_of_varyings_in_fragment_shader
=
213 v3d
->prog
.fs
->prog_data
.base
->num_inputs
;
215 shader
.coordinate_shader_propagate_nans
= true;
216 shader
.vertex_shader_propagate_nans
= true;
217 shader
.fragment_shader_propagate_nans
= true;
219 shader
.coordinate_shader_code_address
=
220 cl_address(v3d_resource(v3d
->prog
.cs
->resource
)->bo
,
221 v3d
->prog
.cs
->offset
);
222 shader
.vertex_shader_code_address
=
223 cl_address(v3d_resource(v3d
->prog
.vs
->resource
)->bo
,
224 v3d
->prog
.vs
->offset
);
225 shader
.fragment_shader_code_address
=
226 cl_address(v3d_resource(v3d
->prog
.fs
->resource
)->bo
,
227 v3d
->prog
.fs
->offset
);
229 /* XXX: Use combined input/output size flag in the common
232 shader
.coordinate_shader_has_separate_input_and_output_vpm_blocks
=
233 v3d
->prog
.cs
->prog_data
.vs
->separate_segments
;
234 shader
.vertex_shader_has_separate_input_and_output_vpm_blocks
=
235 v3d
->prog
.vs
->prog_data
.vs
->separate_segments
;
237 shader
.coordinate_shader_input_vpm_segment_size
=
238 v3d
->prog
.cs
->prog_data
.vs
->vpm_input_size
;
239 shader
.vertex_shader_input_vpm_segment_size
=
240 v3d
->prog
.vs
->prog_data
.vs
->vpm_input_size
;
242 shader
.coordinate_shader_output_vpm_segment_size
=
243 v3d
->prog
.cs
->prog_data
.vs
->vpm_output_size
;
244 shader
.vertex_shader_output_vpm_segment_size
=
245 v3d
->prog
.vs
->prog_data
.vs
->vpm_output_size
;
247 shader
.coordinate_shader_uniforms_address
= cs_uniforms
;
248 shader
.vertex_shader_uniforms_address
= vs_uniforms
;
249 shader
.fragment_shader_uniforms_address
= fs_uniforms
;
251 #if V3D_VERSION >= 41
252 shader
.min_coord_shader_input_segments_required_in_play
= 1;
253 shader
.min_vertex_shader_input_segments_required_in_play
= 1;
255 shader
.coordinate_shader_4_way_threadable
=
256 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 4;
257 shader
.vertex_shader_4_way_threadable
=
258 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 4;
259 shader
.fragment_shader_4_way_threadable
=
260 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 4;
262 shader
.coordinate_shader_start_in_final_thread_section
=
263 v3d
->prog
.cs
->prog_data
.vs
->base
.single_seg
;
264 shader
.vertex_shader_start_in_final_thread_section
=
265 v3d
->prog
.vs
->prog_data
.vs
->base
.single_seg
;
266 shader
.fragment_shader_start_in_final_thread_section
=
267 v3d
->prog
.fs
->prog_data
.fs
->base
.single_seg
;
269 shader
.coordinate_shader_4_way_threadable
=
270 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 4;
271 shader
.coordinate_shader_2_way_threadable
=
272 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 2;
273 shader
.vertex_shader_4_way_threadable
=
274 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 4;
275 shader
.vertex_shader_2_way_threadable
=
276 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 2;
277 shader
.fragment_shader_4_way_threadable
=
278 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 4;
279 shader
.fragment_shader_2_way_threadable
=
280 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 2;
283 shader
.vertex_id_read_by_coordinate_shader
=
284 v3d
->prog
.cs
->prog_data
.vs
->uses_vid
;
285 shader
.instance_id_read_by_coordinate_shader
=
286 v3d
->prog
.cs
->prog_data
.vs
->uses_iid
;
287 shader
.vertex_id_read_by_vertex_shader
=
288 v3d
->prog
.vs
->prog_data
.vs
->uses_vid
;
289 shader
.instance_id_read_by_vertex_shader
=
290 v3d
->prog
.vs
->prog_data
.vs
->uses_iid
;
292 shader
.address_of_default_attribute_values
=
293 cl_address(v3d_resource(vtx
->defaults
)->bo
,
294 vtx
->defaults_offset
);
297 for (int i
= 0; i
< vtx
->num_elements
; i
++) {
298 struct pipe_vertex_element
*elem
= &vtx
->pipe
[i
];
299 struct pipe_vertex_buffer
*vb
=
300 &vertexbuf
->vb
[elem
->vertex_buffer_index
];
301 struct v3d_resource
*rsc
= v3d_resource(vb
->buffer
.resource
);
303 const uint32_t size
=
304 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD
);
305 cl_emit_with_prepacked(&job
->indirect
,
306 GL_SHADER_STATE_ATTRIBUTE_RECORD
,
307 &vtx
->attrs
[i
* size
], attr
) {
308 attr
.stride
= vb
->stride
;
309 attr
.address
= cl_address(rsc
->bo
,
312 attr
.number_of_values_read_by_coordinate_shader
=
313 v3d
->prog
.cs
->prog_data
.vs
->vattr_sizes
[i
];
314 attr
.number_of_values_read_by_vertex_shader
=
315 v3d
->prog
.vs
->prog_data
.vs
->vattr_sizes
[i
];
316 #if V3D_VERSION >= 41
317 attr
.maximum_index
= 0xffffff;
320 STATIC_ASSERT(sizeof(vtx
->attrs
) >= V3D_MAX_ATTRIBUTES
* size
);
323 if (vtx
->num_elements
== 0) {
324 /* GFXH-930: At least one attribute must be enabled and read
325 * by CS and VS. If we have no attributes being consumed by
326 * the shader, set up a dummy to be loaded into the VPM.
328 cl_emit(&job
->indirect
, GL_SHADER_STATE_ATTRIBUTE_RECORD
, attr
) {
329 /* Valid address of data whose value will be unused. */
330 attr
.address
= cl_address(job
->indirect
.bo
, 0);
332 attr
.type
= ATTRIBUTE_FLOAT
;
336 attr
.number_of_values_read_by_coordinate_shader
= 1;
337 attr
.number_of_values_read_by_vertex_shader
= 1;
341 cl_emit(&job
->bcl
, VCM_CACHE_SIZE
, vcm
) {
342 vcm
.number_of_16_vertex_batches_for_binning
=
343 v3d
->prog
.cs
->prog_data
.vs
->vcm_cache_size
;
344 vcm
.number_of_16_vertex_batches_for_rendering
=
345 v3d
->prog
.vs
->prog_data
.vs
->vcm_cache_size
;
348 cl_emit(&job
->bcl
, GL_SHADER_STATE
, state
) {
349 state
.address
= cl_address(job
->indirect
.bo
, shader_rec_offset
);
350 state
.number_of_attribute_arrays
= num_elements_to_emit
;
353 v3d_bo_unreference(&cs_uniforms
.bo
);
354 v3d_bo_unreference(&vs_uniforms
.bo
);
355 v3d_bo_unreference(&fs_uniforms
.bo
);
357 job
->shader_rec_count
++;
361 * Computes the various transform feedback statistics, since they can't be
362 * recorded by CL packets.
365 v3d_tf_statistics_record(struct v3d_context
*v3d
,
366 const struct pipe_draw_info
*info
,
369 if (!v3d
->active_queries
)
372 uint32_t prims
= u_prims_for_vertices(info
->mode
, info
->count
);
373 v3d
->prims_generated
+= prims
;
376 /* XXX: Only count if we didn't overflow. */
377 v3d
->tf_prims_generated
+= prims
;
382 v3d_update_job_ez(struct v3d_context
*v3d
, struct v3d_job
*job
)
384 switch (v3d
->zsa
->ez_state
) {
385 case VC5_EZ_UNDECIDED
:
386 /* If the Z/S state didn't pick a direction but didn't
387 * disable, then go along with the current EZ state. This
388 * allows EZ optimization for Z func == EQUAL or NEVER.
394 /* If the Z/S state picked a direction, then it needs to match
395 * the current direction if we've decided on one.
397 if (job
->ez_state
== VC5_EZ_UNDECIDED
)
398 job
->ez_state
= v3d
->zsa
->ez_state
;
399 else if (job
->ez_state
!= v3d
->zsa
->ez_state
)
400 job
->ez_state
= VC5_EZ_DISABLED
;
403 case VC5_EZ_DISABLED
:
404 /* If the current Z/S state disables EZ because of a bad Z
405 * func or stencil operation, then we can't do any more EZ in
408 job
->ez_state
= VC5_EZ_DISABLED
;
412 /* If the FS affects the Z of the pixels, then it may update against
413 * the chosen EZ direction (though we could use
414 * ARB_conservative_depth's hints to avoid this)
416 if (v3d
->prog
.fs
->prog_data
.fs
->writes_z
) {
417 job
->ez_state
= VC5_EZ_DISABLED
;
420 if (job
->first_ez_state
== VC5_EZ_UNDECIDED
&&
421 (job
->ez_state
!= VC5_EZ_DISABLED
|| job
->draw_calls_queued
== 0))
422 job
->first_ez_state
= job
->ez_state
;
426 v3d_draw_vbo(struct pipe_context
*pctx
, const struct pipe_draw_info
*info
)
428 struct v3d_context
*v3d
= v3d_context(pctx
);
430 if (!info
->count_from_stream_output
&& !info
->indirect
&&
431 !info
->primitive_restart
&&
432 !u_trim_pipe_prim(info
->mode
, (unsigned*)&info
->count
))
435 /* Fall back for weird desktop GL primitive restart values. */
436 if (info
->primitive_restart
&&
440 switch (info
->index_size
) {
449 if (info
->restart_index
!= mask
) {
450 util_draw_vbo_without_prim_restart(pctx
, info
);
455 if (info
->mode
>= PIPE_PRIM_QUADS
) {
456 util_primconvert_save_rasterizer_state(v3d
->primconvert
, &v3d
->rasterizer
->base
);
457 util_primconvert_draw_vbo(v3d
->primconvert
, info
);
458 perf_debug("Fallback conversion for %d %s vertices\n",
459 info
->count
, u_prim_name(info
->mode
));
463 /* Before setting up the draw, flush anything writing to the textures
466 for (int s
= 0; s
< PIPE_SHADER_TYPES
; s
++)
467 v3d_predraw_check_stage_inputs(pctx
, s
);
470 v3d_flush_jobs_writing_resource(v3d
, info
->indirect
->buffer
);
472 struct v3d_job
*job
= v3d_get_job_for_fbo(v3d
);
474 /* If vertex texturing depends on the output of rendering, we need to
475 * ensure that that rendering is complete before we run a coordinate
476 * shader that depends on it.
478 * Given that doing that is unusual, for now we just block the binner
479 * on the last submitted render, rather than tracking the last
480 * rendering to each texture's BO.
482 if (v3d
->tex
[PIPE_SHADER_VERTEX
].num_textures
) {
483 perf_debug("Blocking binner on last render "
484 "due to vertex texturing.\n");
485 job
->submit
.in_sync_bcl
= v3d
->out_sync
;
488 /* Mark SSBOs as being written. We don't actually know which ones are
489 * read vs written, so just assume the worst
491 for (int s
= 0; s
< PIPE_SHADER_TYPES
; s
++) {
492 foreach_bit(i
, v3d
->ssbo
[s
].enabled_mask
) {
493 v3d_job_add_write_resource(job
,
494 v3d
->ssbo
[s
].sb
[i
].buffer
);
495 job
->tmu_dirty_rcl
= true;
498 foreach_bit(i
, v3d
->shaderimg
[s
].enabled_mask
) {
499 v3d_job_add_write_resource(job
,
500 v3d
->shaderimg
[s
].si
[i
].base
.resource
);
501 job
->tmu_dirty_rcl
= true;
505 /* Get space to emit our draw call into the BCL, using a branch to
506 * jump to a new BO if necessary.
508 v3d_cl_ensure_space_with_branch(&job
->bcl
, 256 /* XXX */);
510 if (v3d
->prim_mode
!= info
->mode
) {
511 v3d
->prim_mode
= info
->mode
;
512 v3d
->dirty
|= VC5_DIRTY_PRIM_MODE
;
516 v3d_update_compiled_shaders(v3d
, info
->mode
);
517 v3d_update_job_ez(v3d
, job
);
519 #if V3D_VERSION >= 41
520 v3d41_emit_state(pctx
);
522 v3d33_emit_state(pctx
);
525 if (v3d
->dirty
& (VC5_DIRTY_VTXBUF
|
527 VC5_DIRTY_PRIM_MODE
|
528 VC5_DIRTY_RASTERIZER
|
529 VC5_DIRTY_COMPILED_CS
|
530 VC5_DIRTY_COMPILED_VS
|
531 VC5_DIRTY_COMPILED_FS
|
532 v3d
->prog
.cs
->uniform_dirty_bits
|
533 v3d
->prog
.vs
->uniform_dirty_bits
|
534 v3d
->prog
.fs
->uniform_dirty_bits
)) {
535 v3d_emit_gl_shader_state(v3d
, info
);
540 /* The Base Vertex/Base Instance packet sets those values to nonzero
541 * for the next draw call only.
543 if (info
->index_bias
|| info
->start_instance
) {
544 cl_emit(&job
->bcl
, BASE_VERTEX_BASE_INSTANCE
, base
) {
545 base
.base_instance
= info
->start_instance
;
546 base
.base_vertex
= info
->index_bias
;
550 uint32_t prim_tf_enable
= 0;
552 /* V3D 3.x: The HW only processes transform feedback on primitives
555 if (v3d
->streamout
.num_targets
)
556 prim_tf_enable
= (V3D_PRIM_POINTS_TF
- V3D_PRIM_POINTS
);
559 v3d_tf_statistics_record(v3d
, info
, v3d
->streamout
.num_targets
);
561 /* Note that the primitive type fields match with OpenGL/gallium
562 * definitions, up to but not including QUADS.
564 if (info
->index_size
) {
565 uint32_t index_size
= info
->index_size
;
566 uint32_t offset
= info
->start
* index_size
;
567 struct pipe_resource
*prsc
;
568 if (info
->has_user_indices
) {
570 u_upload_data(v3d
->uploader
, 0,
571 info
->count
* info
->index_size
, 4,
575 prsc
= info
->index
.resource
;
577 struct v3d_resource
*rsc
= v3d_resource(prsc
);
579 #if V3D_VERSION >= 40
580 cl_emit(&job
->bcl
, INDEX_BUFFER_SETUP
, ib
) {
581 ib
.address
= cl_address(rsc
->bo
, 0);
582 ib
.size
= rsc
->bo
->size
;
586 if (info
->indirect
) {
587 cl_emit(&job
->bcl
, INDIRECT_INDEXED_INSTANCED_PRIM_LIST
, prim
) {
588 prim
.index_type
= ffs(info
->index_size
) - 1;
590 prim
.address_of_indices_list
=
591 cl_address(rsc
->bo
, offset
);
592 #endif /* V3D_VERSION < 40 */
593 prim
.mode
= info
->mode
| prim_tf_enable
;
594 prim
.enable_primitive_restarts
= info
->primitive_restart
;
596 prim
.number_of_draw_indirect_indexed_records
= info
->indirect
->draw_count
;
598 prim
.stride_in_multiples_of_4_bytes
= info
->indirect
->stride
>> 2;
599 prim
.address
= cl_address(v3d_resource(info
->indirect
->buffer
)->bo
,
600 info
->indirect
->offset
);
602 } else if (info
->instance_count
> 1) {
603 cl_emit(&job
->bcl
, INDEXED_INSTANCED_PRIM_LIST
, prim
) {
604 prim
.index_type
= ffs(info
->index_size
) - 1;
605 #if V3D_VERSION >= 40
606 prim
.index_offset
= offset
;
607 #else /* V3D_VERSION < 40 */
608 prim
.maximum_index
= (1u << 31) - 1; /* XXX */
609 prim
.address_of_indices_list
=
610 cl_address(rsc
->bo
, offset
);
611 #endif /* V3D_VERSION < 40 */
612 prim
.mode
= info
->mode
| prim_tf_enable
;
613 prim
.enable_primitive_restarts
= info
->primitive_restart
;
615 prim
.number_of_instances
= info
->instance_count
;
616 prim
.instance_length
= info
->count
;
619 cl_emit(&job
->bcl
, INDEXED_PRIM_LIST
, prim
) {
620 prim
.index_type
= ffs(info
->index_size
) - 1;
621 prim
.length
= info
->count
;
622 #if V3D_VERSION >= 40
623 prim
.index_offset
= offset
;
624 #else /* V3D_VERSION < 40 */
625 prim
.maximum_index
= (1u << 31) - 1; /* XXX */
626 prim
.address_of_indices_list
=
627 cl_address(rsc
->bo
, offset
);
628 #endif /* V3D_VERSION < 40 */
629 prim
.mode
= info
->mode
| prim_tf_enable
;
630 prim
.enable_primitive_restarts
= info
->primitive_restart
;
634 job
->draw_calls_queued
++;
636 if (info
->has_user_indices
)
637 pipe_resource_reference(&prsc
, NULL
);
639 if (info
->indirect
) {
640 cl_emit(&job
->bcl
, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS
, prim
) {
641 prim
.mode
= info
->mode
| prim_tf_enable
;
642 prim
.number_of_draw_indirect_array_records
= info
->indirect
->draw_count
;
644 prim
.stride_in_multiples_of_4_bytes
= info
->indirect
->stride
>> 2;
645 prim
.address
= cl_address(v3d_resource(info
->indirect
->buffer
)->bo
,
646 info
->indirect
->offset
);
648 } else if (info
->instance_count
> 1) {
649 cl_emit(&job
->bcl
, VERTEX_ARRAY_INSTANCED_PRIMS
, prim
) {
650 prim
.mode
= info
->mode
| prim_tf_enable
;
651 prim
.index_of_first_vertex
= info
->start
;
652 prim
.number_of_instances
= info
->instance_count
;
653 prim
.instance_length
= info
->count
;
656 cl_emit(&job
->bcl
, VERTEX_ARRAY_PRIMS
, prim
) {
657 prim
.mode
= info
->mode
| prim_tf_enable
;
658 prim
.length
= info
->count
;
659 prim
.index_of_first_vertex
= info
->start
;
664 /* A flush is required in between a TF draw and any following TF specs
665 * packet, or the GPU may hang. Just flush each time for now.
667 if (v3d
->streamout
.num_targets
)
668 cl_emit(&job
->bcl
, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT
, flush
);
670 job
->draw_calls_queued
++;
672 /* Increment the TF offsets by how many verts we wrote. XXX: This
673 * needs some clamping to the buffer size.
675 for (int i
= 0; i
< v3d
->streamout
.num_targets
; i
++)
676 v3d
->streamout
.offsets
[i
] += info
->count
;
678 if (v3d
->zsa
&& job
->zsbuf
&& v3d
->zsa
->base
.depth
.enabled
) {
679 struct v3d_resource
*rsc
= v3d_resource(job
->zsbuf
->texture
);
680 v3d_job_add_bo(job
, rsc
->bo
);
682 job
->load
|= PIPE_CLEAR_DEPTH
& ~job
->clear
;
683 if (v3d
->zsa
->base
.depth
.writemask
)
684 job
->store
|= PIPE_CLEAR_DEPTH
;
685 rsc
->initialized_buffers
= PIPE_CLEAR_DEPTH
;
688 if (v3d
->zsa
&& job
->zsbuf
&& v3d
->zsa
->base
.stencil
[0].enabled
) {
689 struct v3d_resource
*rsc
= v3d_resource(job
->zsbuf
->texture
);
690 if (rsc
->separate_stencil
)
691 rsc
= rsc
->separate_stencil
;
693 v3d_job_add_bo(job
, rsc
->bo
);
695 job
->load
|= PIPE_CLEAR_STENCIL
& ~job
->clear
;
696 if (v3d
->zsa
->base
.stencil
[0].writemask
||
697 v3d
->zsa
->base
.stencil
[1].writemask
) {
698 job
->store
|= PIPE_CLEAR_STENCIL
;
700 rsc
->initialized_buffers
|= PIPE_CLEAR_STENCIL
;
703 for (int i
= 0; i
< V3D_MAX_DRAW_BUFFERS
; i
++) {
704 uint32_t bit
= PIPE_CLEAR_COLOR0
<< i
;
705 int blend_rt
= v3d
->blend
->base
.independent_blend_enable
? i
: 0;
707 if (job
->store
& bit
|| !job
->cbufs
[i
])
709 struct v3d_resource
*rsc
= v3d_resource(job
->cbufs
[i
]->texture
);
711 job
->load
|= bit
& ~job
->clear
;
712 if (v3d
->blend
->base
.rt
[blend_rt
].colormask
)
714 v3d_job_add_bo(job
, rsc
->bo
);
717 if (job
->referenced_size
> 768 * 1024 * 1024) {
718 perf_debug("Flushing job with %dkb to try to free up memory\n",
719 job
->referenced_size
/ 1024);
723 if (V3D_DEBUG
& V3D_DEBUG_ALWAYS_FLUSH
)
728 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
731 v3d_draw_clear(struct v3d_context
*v3d
,
733 const union pipe_color_union
*color
,
734 double depth
, unsigned stencil
)
736 static const union pipe_color_union dummy_color
= {};
738 /* The blitter util dereferences the color regardless, even though the
739 * gallium clear API may not pass one in when only Z/S are cleared.
742 color
= &dummy_color
;
744 v3d_blitter_save(v3d
);
745 util_blitter_clear(v3d
->blitter
,
746 v3d
->framebuffer
.width
,
747 v3d
->framebuffer
.height
,
748 util_framebuffer_get_num_layers(&v3d
->framebuffer
),
749 buffers
, color
, depth
, stencil
);
753 * Attempts to perform the GL clear by using the TLB's fast clear at the start
757 v3d_tlb_clear(struct v3d_job
*job
, unsigned buffers
,
758 const union pipe_color_union
*color
,
759 double depth
, unsigned stencil
)
761 struct v3d_context
*v3d
= job
->v3d
;
763 if (job
->draw_calls_queued
) {
764 /* If anything in the CL has drawn using the buffer, then the
765 * TLB clear we're trying to add now would happen before that
768 buffers
&= ~(job
->load
| job
->store
);
771 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
772 * then the clear for the other may get lost. We need to decide now
773 * if it would be possible to need to emit a load of just one after
774 * we've set up our TLB clears.
776 if (buffers
& PIPE_CLEAR_DEPTHSTENCIL
&&
777 (buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
&&
779 util_format_is_depth_and_stencil(job
->zsbuf
->texture
->format
)) {
780 buffers
&= ~PIPE_CLEAR_DEPTHSTENCIL
;
783 for (int i
= 0; i
< V3D_MAX_DRAW_BUFFERS
; i
++) {
784 uint32_t bit
= PIPE_CLEAR_COLOR0
<< i
;
785 if (!(buffers
& bit
))
788 struct pipe_surface
*psurf
= v3d
->framebuffer
.cbufs
[i
];
789 struct v3d_surface
*surf
= v3d_surface(psurf
);
790 struct v3d_resource
*rsc
= v3d_resource(psurf
->texture
);
793 uint32_t internal_size
= 4 << surf
->internal_bpp
;
795 static union pipe_color_union swapped_color
;
796 if (v3d
->swap_color_rb
& (1 << i
)) {
797 swapped_color
.f
[0] = color
->f
[2];
798 swapped_color
.f
[1] = color
->f
[1];
799 swapped_color
.f
[2] = color
->f
[0];
800 swapped_color
.f
[3] = color
->f
[3];
801 color
= &swapped_color
;
804 switch (surf
->internal_type
) {
805 case V3D_INTERNAL_TYPE_8
:
806 util_pack_color(color
->f
, PIPE_FORMAT_R8G8B8A8_UNORM
,
808 memcpy(job
->clear_color
[i
], uc
.ui
, internal_size
);
810 case V3D_INTERNAL_TYPE_8I
:
811 case V3D_INTERNAL_TYPE_8UI
:
812 job
->clear_color
[i
][0] = ((color
->ui
[0] & 0xff) |
813 (color
->ui
[1] & 0xff) << 8 |
814 (color
->ui
[2] & 0xff) << 16 |
815 (color
->ui
[3] & 0xff) << 24);
817 case V3D_INTERNAL_TYPE_16F
:
818 util_pack_color(color
->f
, PIPE_FORMAT_R16G16B16A16_FLOAT
,
820 memcpy(job
->clear_color
[i
], uc
.ui
, internal_size
);
822 case V3D_INTERNAL_TYPE_16I
:
823 case V3D_INTERNAL_TYPE_16UI
:
824 job
->clear_color
[i
][0] = ((color
->ui
[0] & 0xffff) |
826 job
->clear_color
[i
][1] = ((color
->ui
[2] & 0xffff) |
829 case V3D_INTERNAL_TYPE_32F
:
830 case V3D_INTERNAL_TYPE_32I
:
831 case V3D_INTERNAL_TYPE_32UI
:
832 memcpy(job
->clear_color
[i
], color
->ui
, internal_size
);
836 rsc
->initialized_buffers
|= bit
;
839 unsigned zsclear
= buffers
& PIPE_CLEAR_DEPTHSTENCIL
;
841 struct v3d_resource
*rsc
=
842 v3d_resource(v3d
->framebuffer
.zsbuf
->texture
);
844 if (zsclear
& PIPE_CLEAR_DEPTH
)
845 job
->clear_z
= depth
;
846 if (zsclear
& PIPE_CLEAR_STENCIL
)
847 job
->clear_s
= stencil
;
849 rsc
->initialized_buffers
|= zsclear
;
854 job
->draw_max_x
= v3d
->framebuffer
.width
;
855 job
->draw_max_y
= v3d
->framebuffer
.height
;
856 job
->clear
|= buffers
;
857 job
->store
|= buffers
;
865 v3d_clear(struct pipe_context
*pctx
, unsigned buffers
,
866 const union pipe_color_union
*color
, double depth
, unsigned stencil
)
868 struct v3d_context
*v3d
= v3d_context(pctx
);
869 struct v3d_job
*job
= v3d_get_job_for_fbo(v3d
);
871 buffers
&= ~v3d_tlb_clear(job
, buffers
, color
, depth
, stencil
);
874 v3d_draw_clear(v3d
, buffers
, color
, depth
, stencil
);
878 v3d_clear_render_target(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
879 const union pipe_color_union
*color
,
880 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
881 bool render_condition_enabled
)
883 fprintf(stderr
, "unimpl: clear RT\n");
887 v3d_clear_depth_stencil(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
888 unsigned buffers
, double depth
, unsigned stencil
,
889 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
890 bool render_condition_enabled
)
892 fprintf(stderr
, "unimpl: clear DS\n");
896 v3dX(draw_init
)(struct pipe_context
*pctx
)
898 pctx
->draw_vbo
= v3d_draw_vbo
;
899 pctx
->clear
= v3d_clear
;
900 pctx
->clear_render_target
= v3d_clear_render_target
;
901 pctx
->clear_depth_stencil
= v3d_clear_depth_stencil
;