v3d: trivial update to obsolete comment
[mesa.git] / src / gallium / drivers / v3d / v3dx_draw.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
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:
10 *
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
13 * Software.
14 *
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
21 * IN THE SOFTWARE.
22 */
23
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"
31
32 #include "v3d_context.h"
33 #include "v3d_resource.h"
34 #include "v3d_cl.h"
35 #include "broadcom/compiler/v3d_compiler.h"
36 #include "broadcom/common/v3d_macros.h"
37 #include "broadcom/cle/v3dx_pack.h"
38
39 /**
40 * Does the initial bining command list setup for drawing to a given FBO.
41 */
42 static void
43 v3d_start_draw(struct v3d_context *v3d)
44 {
45 struct v3d_job *job = v3d->job;
46
47 if (job->needs_flush)
48 return;
49
50 /* Get space to emit our BCL state, using a branch to jump to a new BO
51 * if necessary.
52 */
53 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
54
55 job->submit.bcl_start = job->bcl.bo->offset;
56 v3d_job_add_bo(job, job->bcl.bo);
57
58 /* The PTB will request the tile alloc initial size per tile at start
59 * of tile binning.
60 */
61 uint32_t tile_alloc_size = (job->draw_tiles_x *
62 job->draw_tiles_y) * 64;
63 /* The PTB allocates in aligned 4k chunks after the initial setup. */
64 tile_alloc_size = align(tile_alloc_size, 4096);
65
66 /* Include the first two chunk allocations that the PTB does so that
67 * we definitely clear the OOM condition before triggering one (the HW
68 * won't trigger OOM during the first allocations).
69 */
70 tile_alloc_size += 8192;
71
72 /* For performance, allocate some extra initial memory after the PTB's
73 * minimal allocations, so that we hopefully don't have to block the
74 * GPU on the kernel handling an OOM signal.
75 */
76 tile_alloc_size += 512 * 1024;
77
78 job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size,
79 "tile_alloc");
80 uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
81 job->tile_state = v3d_bo_alloc(v3d->screen,
82 job->draw_tiles_y *
83 job->draw_tiles_x *
84 tsda_per_tile_size,
85 "TSDA");
86
87 #if V3D_VERSION >= 40
88 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
89 config.width_in_pixels = v3d->framebuffer.width;
90 config.height_in_pixels = v3d->framebuffer.height;
91 config.number_of_render_targets =
92 MAX2(v3d->framebuffer.nr_cbufs, 1);
93
94 config.multisample_mode_4x = job->msaa;
95
96 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
97 }
98 #else /* V3D_VERSION < 40 */
99 /* "Binning mode lists start with a Tile Binning Mode Configuration
100 * item (120)"
101 *
102 * Part1 signals the end of binning config setup.
103 */
104 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
105 config.tile_allocation_memory_address =
106 cl_address(job->tile_alloc, 0);
107 config.tile_allocation_memory_size = job->tile_alloc->size;
108 }
109
110 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
111 config.tile_state_data_array_base_address =
112 cl_address(job->tile_state, 0);
113
114 config.width_in_tiles = job->draw_tiles_x;
115 config.height_in_tiles = job->draw_tiles_y;
116 /* Must be >= 1 */
117 config.number_of_render_targets =
118 MAX2(v3d->framebuffer.nr_cbufs, 1);
119
120 config.multisample_mode_4x = job->msaa;
121
122 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
123 }
124 #endif /* V3D_VERSION < 40 */
125
126 /* There's definitely nothing in the VCD cache we want. */
127 cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
128
129 /* Disable any leftover OQ state from another job. */
130 cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
131
132 /* "Binning mode lists must have a Start Tile Binning item (6) after
133 * any prefix state data before the binning list proper starts."
134 */
135 cl_emit(&job->bcl, START_TILE_BINNING, bin);
136
137 job->needs_flush = true;
138 job->draw_width = v3d->framebuffer.width;
139 job->draw_height = v3d->framebuffer.height;
140 }
141
142 static void
143 v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
144 enum pipe_shader_type s)
145 {
146 struct v3d_context *v3d = v3d_context(pctx);
147
148 /* Flush writes to textures we're sampling. */
149 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
150 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
151 if (!pview)
152 continue;
153 struct v3d_sampler_view *view = v3d_sampler_view(pview);
154
155 if (view->texture != view->base.texture &&
156 view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
157 v3d_update_shadow_texture(pctx, &view->base);
158
159 v3d_flush_jobs_writing_resource(v3d, view->texture,
160 V3D_FLUSH_DEFAULT);
161 }
162
163 /* Flush writes to UBOs. */
164 foreach_bit(i, v3d->constbuf[s].enabled_mask) {
165 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
166 if (cb->buffer) {
167 v3d_flush_jobs_writing_resource(v3d, cb->buffer,
168 V3D_FLUSH_DEFAULT);
169 }
170 }
171
172 /* Flush reads/writes to our SSBOs */
173 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
174 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
175 if (sb->buffer) {
176 v3d_flush_jobs_reading_resource(v3d, sb->buffer,
177 V3D_FLUSH_NOT_CURRENT_JOB);
178 }
179 }
180
181 /* Flush reads/writes to our image views */
182 foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
183 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
184
185 v3d_flush_jobs_reading_resource(v3d, view->base.resource,
186 V3D_FLUSH_NOT_CURRENT_JOB);
187 }
188
189 /* Flush writes to our vertex buffers (i.e. from transform feedback) */
190 if (s == PIPE_SHADER_VERTEX) {
191 foreach_bit(i, v3d->vertexbuf.enabled_mask) {
192 struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
193
194 v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
195 V3D_FLUSH_DEFAULT);
196 }
197 }
198 }
199
200 static void
201 v3d_predraw_check_outputs(struct pipe_context *pctx)
202 {
203 struct v3d_context *v3d = v3d_context(pctx);
204
205 /* Flush jobs reading from TF buffers that we are about to write. */
206 if (v3d_transform_feedback_enabled(v3d)) {
207 struct v3d_streamout_stateobj *so = &v3d->streamout;
208
209 for (int i = 0; i < so->num_targets; i++) {
210 if (!so->targets[i])
211 continue;
212
213 const struct pipe_stream_output_target *target =
214 so->targets[i];
215 v3d_flush_jobs_reading_resource(v3d, target->buffer,
216 V3D_FLUSH_DEFAULT);
217 }
218 }
219 }
220
221 /**
222 * Checks if the state for the current draw reads a particular resource in
223 * in the given shader stage.
224 */
225 static bool
226 v3d_state_reads_resource(struct v3d_context *v3d,
227 struct pipe_resource *prsc,
228 enum pipe_shader_type s)
229 {
230 struct v3d_resource *rsc = v3d_resource(prsc);
231
232 /* Vertex buffers */
233 if (s == PIPE_SHADER_VERTEX) {
234 foreach_bit(i, v3d->vertexbuf.enabled_mask) {
235 struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
236 if (!vb->buffer.resource)
237 continue;
238
239 struct v3d_resource *vb_rsc =
240 v3d_resource(vb->buffer.resource);
241 if (rsc->bo == vb_rsc->bo)
242 return true;
243 }
244 }
245
246 /* Constant buffers */
247 foreach_bit(i, v3d->constbuf[s].enabled_mask) {
248 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
249 if (!cb->buffer)
250 continue;
251
252 struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
253 if (rsc->bo == cb_rsc->bo)
254 return true;
255 }
256
257 /* Shader storage buffers */
258 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
259 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
260 if (!sb->buffer)
261 continue;
262
263 struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
264 if (rsc->bo == sb_rsc->bo)
265 return true;
266 }
267
268 /* Textures */
269 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
270 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
271 if (!pview)
272 continue;
273
274 struct v3d_sampler_view *view = v3d_sampler_view(pview);
275 struct v3d_resource *v_rsc = v3d_resource(view->texture);
276 if (rsc->bo == v_rsc->bo)
277 return true;
278 }
279
280 return false;
281 }
282
283 static void
284 v3d_emit_wait_for_tf(struct v3d_job *job)
285 {
286 /* XXX: we might be able to skip this in some cases, for now we
287 * always emit it.
288 */
289 cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
290
291 cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
292 /* XXX: Wait for all outstanding writes... maybe we can do
293 * better in some cases.
294 */
295 wait.block_count = 255;
296 }
297
298 /* We have just flushed all our outstanding TF work in this job so make
299 * sure we don't emit TF flushes again for any of it again.
300 */
301 _mesa_set_clear(job->tf_write_prscs, NULL);
302 }
303
304 static void
305 v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
306 {
307 if (!job->tf_enabled)
308 return;
309
310 set_foreach(job->tf_write_prscs, entry) {
311 struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
312 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
313 /* Fragment shaders can only start executing after all
314 * binning (and thus TF) is complete.
315 *
316 * XXX: For VS/GS/TES, if the binning shader does not
317 * read the resource then we could also avoid emitting
318 * the wait.
319 */
320 if (s == PIPE_SHADER_FRAGMENT)
321 continue;
322
323 if (v3d_state_reads_resource(v3d, prsc, s)) {
324 v3d_emit_wait_for_tf(job);
325 return;
326 }
327 }
328 }
329 }
330
331 static void
332 v3d_emit_gl_shader_state(struct v3d_context *v3d,
333 const struct pipe_draw_info *info)
334 {
335 struct v3d_job *job = v3d->job;
336 /* VC5_DIRTY_VTXSTATE */
337 struct v3d_vertex_stateobj *vtx = v3d->vtx;
338 /* VC5_DIRTY_VTXBUF */
339 struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
340
341 /* Upload the uniforms to the indirect CL first */
342 struct v3d_cl_reloc fs_uniforms =
343 v3d_write_uniforms(v3d, v3d->prog.fs,
344 PIPE_SHADER_FRAGMENT);
345 struct v3d_cl_reloc vs_uniforms =
346 v3d_write_uniforms(v3d, v3d->prog.vs,
347 PIPE_SHADER_VERTEX);
348 struct v3d_cl_reloc cs_uniforms =
349 v3d_write_uniforms(v3d, v3d->prog.cs,
350 PIPE_SHADER_VERTEX);
351
352 /* See GFXH-930 workaround below */
353 uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
354 uint32_t shader_rec_offset =
355 v3d_cl_ensure_space(&job->indirect,
356 cl_packet_length(GL_SHADER_STATE_RECORD) +
357 num_elements_to_emit *
358 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
359 32);
360
361 /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
362 * compile time, so that we mostly just have to OR the VS and FS
363 * records together at draw time.
364 */
365 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
366 shader.enable_clipping = true;
367 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
368 shader.point_size_in_shaded_vertex_data =
369 (info->mode == PIPE_PRIM_POINTS &&
370 v3d->rasterizer->base.point_size_per_vertex);
371
372 /* Must be set if the shader modifies Z, discards, or modifies
373 * the sample mask. For any of these cases, the fragment
374 * shader needs to write the Z value (even just discards).
375 */
376 shader.fragment_shader_does_z_writes =
377 v3d->prog.fs->prog_data.fs->writes_z;
378 /* Set if the EZ test must be disabled (due to shader side
379 * effects and the early_z flag not being present in the
380 * shader).
381 */
382 shader.turn_off_early_z_test =
383 v3d->prog.fs->prog_data.fs->disable_ez;
384
385 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
386 v3d->prog.fs->prog_data.fs->uses_center_w;
387
388 #if V3D_VERSION >= 40
389 shader.do_scoreboard_wait_on_first_thread_switch =
390 v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
391 shader.disable_implicit_point_line_varyings =
392 !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
393 #endif
394
395 shader.number_of_varyings_in_fragment_shader =
396 v3d->prog.fs->prog_data.fs->num_inputs;
397
398 shader.coordinate_shader_propagate_nans = true;
399 shader.vertex_shader_propagate_nans = true;
400 shader.fragment_shader_propagate_nans = true;
401
402 shader.coordinate_shader_code_address =
403 cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
404 v3d->prog.cs->offset);
405 shader.vertex_shader_code_address =
406 cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
407 v3d->prog.vs->offset);
408 shader.fragment_shader_code_address =
409 cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
410 v3d->prog.fs->offset);
411
412 /* XXX: Use combined input/output size flag in the common
413 * case.
414 */
415 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
416 v3d->prog.cs->prog_data.vs->separate_segments;
417 shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
418 v3d->prog.vs->prog_data.vs->separate_segments;
419
420 shader.coordinate_shader_input_vpm_segment_size =
421 v3d->prog.cs->prog_data.vs->separate_segments ?
422 v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
423 shader.vertex_shader_input_vpm_segment_size =
424 v3d->prog.vs->prog_data.vs->separate_segments ?
425 v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
426
427 shader.coordinate_shader_output_vpm_segment_size =
428 v3d->prog.cs->prog_data.vs->vpm_output_size;
429 shader.vertex_shader_output_vpm_segment_size =
430 v3d->prog.vs->prog_data.vs->vpm_output_size;
431
432 shader.coordinate_shader_uniforms_address = cs_uniforms;
433 shader.vertex_shader_uniforms_address = vs_uniforms;
434 shader.fragment_shader_uniforms_address = fs_uniforms;
435
436 #if V3D_VERSION >= 41
437 shader.min_coord_shader_input_segments_required_in_play = 1;
438 shader.min_vertex_shader_input_segments_required_in_play = 1;
439
440 shader.coordinate_shader_4_way_threadable =
441 v3d->prog.cs->prog_data.vs->base.threads == 4;
442 shader.vertex_shader_4_way_threadable =
443 v3d->prog.vs->prog_data.vs->base.threads == 4;
444 shader.fragment_shader_4_way_threadable =
445 v3d->prog.fs->prog_data.fs->base.threads == 4;
446
447 shader.coordinate_shader_start_in_final_thread_section =
448 v3d->prog.cs->prog_data.vs->base.single_seg;
449 shader.vertex_shader_start_in_final_thread_section =
450 v3d->prog.vs->prog_data.vs->base.single_seg;
451 shader.fragment_shader_start_in_final_thread_section =
452 v3d->prog.fs->prog_data.fs->base.single_seg;
453 #else
454 shader.coordinate_shader_4_way_threadable =
455 v3d->prog.cs->prog_data.vs->base.threads == 4;
456 shader.coordinate_shader_2_way_threadable =
457 v3d->prog.cs->prog_data.vs->base.threads == 2;
458 shader.vertex_shader_4_way_threadable =
459 v3d->prog.vs->prog_data.vs->base.threads == 4;
460 shader.vertex_shader_2_way_threadable =
461 v3d->prog.vs->prog_data.vs->base.threads == 2;
462 shader.fragment_shader_4_way_threadable =
463 v3d->prog.fs->prog_data.fs->base.threads == 4;
464 shader.fragment_shader_2_way_threadable =
465 v3d->prog.fs->prog_data.fs->base.threads == 2;
466 #endif
467
468 shader.vertex_id_read_by_coordinate_shader =
469 v3d->prog.cs->prog_data.vs->uses_vid;
470 shader.instance_id_read_by_coordinate_shader =
471 v3d->prog.cs->prog_data.vs->uses_iid;
472 shader.vertex_id_read_by_vertex_shader =
473 v3d->prog.vs->prog_data.vs->uses_vid;
474 shader.instance_id_read_by_vertex_shader =
475 v3d->prog.vs->prog_data.vs->uses_iid;
476
477 shader.address_of_default_attribute_values =
478 cl_address(v3d_resource(vtx->defaults)->bo,
479 vtx->defaults_offset);
480 }
481
482 bool cs_loaded_any = false;
483 for (int i = 0; i < vtx->num_elements; i++) {
484 struct pipe_vertex_element *elem = &vtx->pipe[i];
485 struct pipe_vertex_buffer *vb =
486 &vertexbuf->vb[elem->vertex_buffer_index];
487 struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
488
489 const uint32_t size =
490 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
491 cl_emit_with_prepacked(&job->indirect,
492 GL_SHADER_STATE_ATTRIBUTE_RECORD,
493 &vtx->attrs[i * size], attr) {
494 attr.stride = vb->stride;
495 attr.address = cl_address(rsc->bo,
496 vb->buffer_offset +
497 elem->src_offset);
498 attr.number_of_values_read_by_coordinate_shader =
499 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
500 attr.number_of_values_read_by_vertex_shader =
501 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
502
503 /* GFXH-930: At least one attribute must be enabled
504 * and read by CS and VS. If we have attributes being
505 * consumed by the VS but not the CS, then set up a
506 * dummy load of the last attribute into the CS's VPM
507 * inputs. (Since CS is just dead-code-elimination
508 * compared to VS, we can't have CS loading but not
509 * VS).
510 */
511 if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
512 cs_loaded_any = true;
513 if (i == vtx->num_elements - 1 && !cs_loaded_any) {
514 attr.number_of_values_read_by_coordinate_shader = 1;
515 }
516 #if V3D_VERSION >= 41
517 attr.maximum_index = 0xffffff;
518 #endif
519 }
520 STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
521 }
522
523 if (vtx->num_elements == 0) {
524 /* GFXH-930: At least one attribute must be enabled and read
525 * by CS and VS. If we have no attributes being consumed by
526 * the shader, set up a dummy to be loaded into the VPM.
527 */
528 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
529 /* Valid address of data whose value will be unused. */
530 attr.address = cl_address(job->indirect.bo, 0);
531
532 attr.type = ATTRIBUTE_FLOAT;
533 attr.stride = 0;
534 attr.vec_size = 1;
535
536 attr.number_of_values_read_by_coordinate_shader = 1;
537 attr.number_of_values_read_by_vertex_shader = 1;
538 }
539 }
540
541 cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
542 vcm.number_of_16_vertex_batches_for_binning =
543 v3d->prog.cs->prog_data.vs->vcm_cache_size;
544 vcm.number_of_16_vertex_batches_for_rendering =
545 v3d->prog.vs->prog_data.vs->vcm_cache_size;
546 }
547
548 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
549 state.address = cl_address(job->indirect.bo, shader_rec_offset);
550 state.number_of_attribute_arrays = num_elements_to_emit;
551 }
552
553 v3d_bo_unreference(&cs_uniforms.bo);
554 v3d_bo_unreference(&vs_uniforms.bo);
555 v3d_bo_unreference(&fs_uniforms.bo);
556 }
557
558 /**
559 * Updates the number of primitvies generated from the number of vertices
560 * to draw. We do this here instead of using PRIMITIVE_COUNTS_FEEDBACK because
561 * using the GPU packet for this might require sync waits and this is trivial
562 * to handle in the CPU instead.
563 */
564 static void
565 v3d_update_primitives_generated_counter(struct v3d_context *v3d,
566 const struct pipe_draw_info *info)
567 {
568 if (!v3d->active_queries)
569 return;
570
571 uint32_t prims = u_prims_for_vertices(info->mode, info->count);
572 v3d->prims_generated += prims;
573 }
574
575 static void
576 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
577 {
578 switch (v3d->zsa->ez_state) {
579 case VC5_EZ_UNDECIDED:
580 /* If the Z/S state didn't pick a direction but didn't
581 * disable, then go along with the current EZ state. This
582 * allows EZ optimization for Z func == EQUAL or NEVER.
583 */
584 break;
585
586 case VC5_EZ_LT_LE:
587 case VC5_EZ_GT_GE:
588 /* If the Z/S state picked a direction, then it needs to match
589 * the current direction if we've decided on one.
590 */
591 if (job->ez_state == VC5_EZ_UNDECIDED)
592 job->ez_state = v3d->zsa->ez_state;
593 else if (job->ez_state != v3d->zsa->ez_state)
594 job->ez_state = VC5_EZ_DISABLED;
595 break;
596
597 case VC5_EZ_DISABLED:
598 /* If the current Z/S state disables EZ because of a bad Z
599 * func or stencil operation, then we can't do any more EZ in
600 * this frame.
601 */
602 job->ez_state = VC5_EZ_DISABLED;
603 break;
604 }
605
606 /* If the FS affects the Z of the pixels, then it may update against
607 * the chosen EZ direction (though we could use
608 * ARB_conservative_depth's hints to avoid this)
609 */
610 if (v3d->prog.fs->prog_data.fs->writes_z) {
611 job->ez_state = VC5_EZ_DISABLED;
612 }
613
614 if (job->first_ez_state == VC5_EZ_UNDECIDED &&
615 (job->ez_state != VC5_EZ_DISABLED || job->draw_calls_queued == 0))
616 job->first_ez_state = job->ez_state;
617 }
618
619 static void
620 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
621 {
622 struct v3d_context *v3d = v3d_context(pctx);
623
624 if (!info->count_from_stream_output && !info->indirect &&
625 !info->primitive_restart &&
626 !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
627 return;
628
629 /* Fall back for weird desktop GL primitive restart values. */
630 if (info->primitive_restart &&
631 info->index_size) {
632 uint32_t mask = ~0;
633
634 switch (info->index_size) {
635 case 2:
636 mask = 0xffff;
637 break;
638 case 1:
639 mask = 0xff;
640 break;
641 }
642
643 if (info->restart_index != mask) {
644 util_draw_vbo_without_prim_restart(pctx, info);
645 return;
646 }
647 }
648
649 if (info->mode >= PIPE_PRIM_QUADS) {
650 util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
651 util_primconvert_draw_vbo(v3d->primconvert, info);
652 perf_debug("Fallback conversion for %d %s vertices\n",
653 info->count, u_prim_name(info->mode));
654 return;
655 }
656
657 /* Before setting up the draw, flush anything writing to the resources
658 * that we read from or reading from resources we write to.
659 */
660 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
661 v3d_predraw_check_stage_inputs(pctx, s);
662
663 if (info->indirect) {
664 v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer,
665 V3D_FLUSH_DEFAULT);
666 }
667
668 v3d_predraw_check_outputs(pctx);
669
670 /* If transform feedback is active and we are switching primitive type
671 * we need to submit the job before drawing and update the vertex count
672 * written to TF based on the primitive type since we will need to
673 * know the exact vertex count if the application decides to call
674 * glDrawTransformFeedback() later.
675 */
676 if (v3d->streamout.num_targets > 0 &&
677 u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
678 v3d_tf_update_counters(v3d);
679 }
680
681 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
682
683 /* If vertex texturing depends on the output of rendering, we need to
684 * ensure that that rendering is complete before we run a coordinate
685 * shader that depends on it.
686 *
687 * Given that doing that is unusual, for now we just block the binner
688 * on the last submitted render, rather than tracking the last
689 * rendering to each texture's BO.
690 */
691 if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || info->indirect) {
692 perf_debug("Blocking binner on last render "
693 "due to vertex texturing or indirect drawing.\n");
694 job->submit.in_sync_bcl = v3d->out_sync;
695 }
696
697 /* Mark SSBOs and images as being written. We don't actually know
698 * which ones are read vs written, so just assume the worst.
699 */
700 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
701 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
702 v3d_job_add_write_resource(job,
703 v3d->ssbo[s].sb[i].buffer);
704 job->tmu_dirty_rcl = true;
705 }
706
707 foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
708 v3d_job_add_write_resource(job,
709 v3d->shaderimg[s].si[i].base.resource);
710 job->tmu_dirty_rcl = true;
711 }
712 }
713
714 /* Get space to emit our draw call into the BCL, using a branch to
715 * jump to a new BO if necessary.
716 */
717 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
718
719 if (v3d->prim_mode != info->mode) {
720 v3d->prim_mode = info->mode;
721 v3d->dirty |= VC5_DIRTY_PRIM_MODE;
722 }
723
724 v3d_start_draw(v3d);
725 v3d_update_compiled_shaders(v3d, info->mode);
726 v3d_update_job_ez(v3d, job);
727
728 /* If this job was writing to transform feedback buffers before this
729 * draw and we are reading from them here, then we need to wait for TF
730 * to complete before we emit this draw.
731 *
732 * Notice this check needs to happen before we emit state for the
733 * current draw call, where we update job->tf_enabled, so we can ensure
734 * that we only check TF writes for prior draws.
735 */
736 v3d_emit_wait_for_tf_if_needed(v3d, job);
737
738 #if V3D_VERSION >= 41
739 v3d41_emit_state(pctx);
740 #else
741 v3d33_emit_state(pctx);
742 #endif
743
744 if (v3d->dirty & (VC5_DIRTY_VTXBUF |
745 VC5_DIRTY_VTXSTATE |
746 VC5_DIRTY_PRIM_MODE |
747 VC5_DIRTY_RASTERIZER |
748 VC5_DIRTY_COMPILED_CS |
749 VC5_DIRTY_COMPILED_VS |
750 VC5_DIRTY_COMPILED_FS |
751 v3d->prog.cs->uniform_dirty_bits |
752 v3d->prog.vs->uniform_dirty_bits |
753 v3d->prog.fs->uniform_dirty_bits)) {
754 v3d_emit_gl_shader_state(v3d, info);
755 }
756
757 v3d->dirty = 0;
758
759 /* The Base Vertex/Base Instance packet sets those values to nonzero
760 * for the next draw call only.
761 */
762 if (info->index_bias || info->start_instance) {
763 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
764 base.base_instance = info->start_instance;
765 base.base_vertex = info->index_bias;
766 }
767 }
768
769 uint32_t prim_tf_enable = 0;
770 #if V3D_VERSION < 40
771 /* V3D 3.x: The HW only processes transform feedback on primitives
772 * with the flag set.
773 */
774 if (v3d->streamout.num_targets)
775 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
776 #endif
777
778 v3d_update_primitives_generated_counter(v3d, info);
779
780 /* Note that the primitive type fields match with OpenGL/gallium
781 * definitions, up to but not including QUADS.
782 */
783 if (info->index_size) {
784 uint32_t index_size = info->index_size;
785 uint32_t offset = info->start * index_size;
786 struct pipe_resource *prsc;
787 if (info->has_user_indices) {
788 prsc = NULL;
789 u_upload_data(v3d->uploader, 0,
790 info->count * info->index_size, 4,
791 info->index.user,
792 &offset, &prsc);
793 } else {
794 prsc = info->index.resource;
795 }
796 struct v3d_resource *rsc = v3d_resource(prsc);
797
798 #if V3D_VERSION >= 40
799 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
800 ib.address = cl_address(rsc->bo, 0);
801 ib.size = rsc->bo->size;
802 }
803 #endif
804
805 if (info->indirect) {
806 cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
807 prim.index_type = ffs(info->index_size) - 1;
808 #if V3D_VERSION < 40
809 prim.address_of_indices_list =
810 cl_address(rsc->bo, offset);
811 #endif /* V3D_VERSION < 40 */
812 prim.mode = info->mode | prim_tf_enable;
813 prim.enable_primitive_restarts = info->primitive_restart;
814
815 prim.number_of_draw_indirect_indexed_records = info->indirect->draw_count;
816
817 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
818 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
819 info->indirect->offset);
820 }
821 } else if (info->instance_count > 1) {
822 cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
823 prim.index_type = ffs(info->index_size) - 1;
824 #if V3D_VERSION >= 40
825 prim.index_offset = offset;
826 #else /* V3D_VERSION < 40 */
827 prim.maximum_index = (1u << 31) - 1; /* XXX */
828 prim.address_of_indices_list =
829 cl_address(rsc->bo, offset);
830 #endif /* V3D_VERSION < 40 */
831 prim.mode = info->mode | prim_tf_enable;
832 prim.enable_primitive_restarts = info->primitive_restart;
833
834 prim.number_of_instances = info->instance_count;
835 prim.instance_length = info->count;
836 }
837 } else {
838 cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
839 prim.index_type = ffs(info->index_size) - 1;
840 prim.length = info->count;
841 #if V3D_VERSION >= 40
842 prim.index_offset = offset;
843 #else /* V3D_VERSION < 40 */
844 prim.maximum_index = (1u << 31) - 1; /* XXX */
845 prim.address_of_indices_list =
846 cl_address(rsc->bo, offset);
847 #endif /* V3D_VERSION < 40 */
848 prim.mode = info->mode | prim_tf_enable;
849 prim.enable_primitive_restarts = info->primitive_restart;
850 }
851 }
852
853 if (info->has_user_indices)
854 pipe_resource_reference(&prsc, NULL);
855 } else {
856 if (info->indirect) {
857 cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
858 prim.mode = info->mode | prim_tf_enable;
859 prim.number_of_draw_indirect_array_records = info->indirect->draw_count;
860
861 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
862 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
863 info->indirect->offset);
864 }
865 } else if (info->instance_count > 1) {
866 struct pipe_stream_output_target *so =
867 info->count_from_stream_output;
868 uint32_t vert_count = so ?
869 v3d_stream_output_target_get_vertex_count(so) :
870 info->count;
871 cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
872 prim.mode = info->mode | prim_tf_enable;
873 prim.index_of_first_vertex = info->start;
874 prim.number_of_instances = info->instance_count;
875 prim.instance_length = vert_count;
876 }
877 } else {
878 struct pipe_stream_output_target *so =
879 info->count_from_stream_output;
880 uint32_t vert_count = so ?
881 v3d_stream_output_target_get_vertex_count(so) :
882 info->count;
883 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
884 prim.mode = info->mode | prim_tf_enable;
885 prim.length = vert_count;
886 prim.index_of_first_vertex = info->start;
887 }
888 }
889 }
890
891 /* A flush is required in between a TF draw and any following TF specs
892 * packet, or the GPU may hang. Just flush each time for now.
893 */
894 if (v3d->streamout.num_targets)
895 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
896
897 job->draw_calls_queued++;
898 if (v3d->streamout.num_targets)
899 job->tf_draw_calls_queued++;
900
901 /* Increment the TF offsets by how many verts we wrote. XXX: This
902 * needs some clamping to the buffer size.
903 */
904 for (int i = 0; i < v3d->streamout.num_targets; i++)
905 v3d->streamout.offsets[i] += info->count;
906
907 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) {
908 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
909 v3d_job_add_bo(job, rsc->bo);
910
911 job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
912 if (v3d->zsa->base.depth.writemask)
913 job->store |= PIPE_CLEAR_DEPTH;
914 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
915 }
916
917 if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
918 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
919 if (rsc->separate_stencil)
920 rsc = rsc->separate_stencil;
921
922 v3d_job_add_bo(job, rsc->bo);
923
924 job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
925 if (v3d->zsa->base.stencil[0].writemask ||
926 v3d->zsa->base.stencil[1].writemask) {
927 job->store |= PIPE_CLEAR_STENCIL;
928 }
929 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
930 }
931
932 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
933 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
934 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
935
936 if (job->store & bit || !job->cbufs[i])
937 continue;
938 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
939
940 job->load |= bit & ~job->clear;
941 if (v3d->blend->base.rt[blend_rt].colormask)
942 job->store |= bit;
943 v3d_job_add_bo(job, rsc->bo);
944 }
945
946 if (job->referenced_size > 768 * 1024 * 1024) {
947 perf_debug("Flushing job with %dkb to try to free up memory\n",
948 job->referenced_size / 1024);
949 v3d_flush(pctx);
950 }
951
952 if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
953 v3d_flush(pctx);
954 }
955
956 /**
957 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
958 */
959 static void
960 v3d_draw_clear(struct v3d_context *v3d,
961 unsigned buffers,
962 const union pipe_color_union *color,
963 double depth, unsigned stencil)
964 {
965 static const union pipe_color_union dummy_color = {};
966
967 /* The blitter util dereferences the color regardless, even though the
968 * gallium clear API may not pass one in when only Z/S are cleared.
969 */
970 if (!color)
971 color = &dummy_color;
972
973 v3d_blitter_save(v3d);
974 util_blitter_clear(v3d->blitter,
975 v3d->framebuffer.width,
976 v3d->framebuffer.height,
977 util_framebuffer_get_num_layers(&v3d->framebuffer),
978 buffers, color, depth, stencil,
979 util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
980 }
981
982 /**
983 * Attempts to perform the GL clear by using the TLB's fast clear at the start
984 * of the frame.
985 */
986 static unsigned
987 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
988 const union pipe_color_union *color,
989 double depth, unsigned stencil)
990 {
991 struct v3d_context *v3d = job->v3d;
992
993 if (job->draw_calls_queued) {
994 /* If anything in the CL has drawn using the buffer, then the
995 * TLB clear we're trying to add now would happen before that
996 * drawing.
997 */
998 buffers &= ~(job->load | job->store);
999 }
1000
1001 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
1002 * then the clear for the other may get lost. We need to decide now
1003 * if it would be possible to need to emit a load of just one after
1004 * we've set up our TLB clears.
1005 */
1006 if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
1007 (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
1008 job->zsbuf &&
1009 util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
1010 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
1011 }
1012
1013 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
1014 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1015 if (!(buffers & bit))
1016 continue;
1017
1018 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
1019 struct v3d_surface *surf = v3d_surface(psurf);
1020 struct v3d_resource *rsc = v3d_resource(psurf->texture);
1021
1022 union util_color uc;
1023 uint32_t internal_size = 4 << surf->internal_bpp;
1024
1025 static union pipe_color_union swapped_color;
1026 if (v3d->swap_color_rb & (1 << i)) {
1027 swapped_color.f[0] = color->f[2];
1028 swapped_color.f[1] = color->f[1];
1029 swapped_color.f[2] = color->f[0];
1030 swapped_color.f[3] = color->f[3];
1031 color = &swapped_color;
1032 }
1033
1034 switch (surf->internal_type) {
1035 case V3D_INTERNAL_TYPE_8:
1036 util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM,
1037 &uc);
1038 memcpy(job->clear_color[i], uc.ui, internal_size);
1039 break;
1040 case V3D_INTERNAL_TYPE_8I:
1041 case V3D_INTERNAL_TYPE_8UI:
1042 job->clear_color[i][0] = ((color->ui[0] & 0xff) |
1043 (color->ui[1] & 0xff) << 8 |
1044 (color->ui[2] & 0xff) << 16 |
1045 (color->ui[3] & 0xff) << 24);
1046 break;
1047 case V3D_INTERNAL_TYPE_16F:
1048 util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT,
1049 &uc);
1050 memcpy(job->clear_color[i], uc.ui, internal_size);
1051 break;
1052 case V3D_INTERNAL_TYPE_16I:
1053 case V3D_INTERNAL_TYPE_16UI:
1054 job->clear_color[i][0] = ((color->ui[0] & 0xffff) |
1055 color->ui[1] << 16);
1056 job->clear_color[i][1] = ((color->ui[2] & 0xffff) |
1057 color->ui[3] << 16);
1058 break;
1059 case V3D_INTERNAL_TYPE_32F:
1060 case V3D_INTERNAL_TYPE_32I:
1061 case V3D_INTERNAL_TYPE_32UI:
1062 memcpy(job->clear_color[i], color->ui, internal_size);
1063 break;
1064 }
1065
1066 rsc->initialized_buffers |= bit;
1067 }
1068
1069 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
1070 if (zsclear) {
1071 struct v3d_resource *rsc =
1072 v3d_resource(v3d->framebuffer.zsbuf->texture);
1073
1074 if (zsclear & PIPE_CLEAR_DEPTH)
1075 job->clear_z = depth;
1076 if (zsclear & PIPE_CLEAR_STENCIL)
1077 job->clear_s = stencil;
1078
1079 rsc->initialized_buffers |= zsclear;
1080 }
1081
1082 job->draw_min_x = 0;
1083 job->draw_min_y = 0;
1084 job->draw_max_x = v3d->framebuffer.width;
1085 job->draw_max_y = v3d->framebuffer.height;
1086 job->clear |= buffers;
1087 job->store |= buffers;
1088
1089 v3d_start_draw(v3d);
1090
1091 return buffers;
1092 }
1093
1094 static void
1095 v3d_clear(struct pipe_context *pctx, unsigned buffers,
1096 const union pipe_color_union *color, double depth, unsigned stencil)
1097 {
1098 struct v3d_context *v3d = v3d_context(pctx);
1099 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1100
1101 buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
1102
1103 if (buffers)
1104 v3d_draw_clear(v3d, buffers, color, depth, stencil);
1105 }
1106
1107 static void
1108 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
1109 const union pipe_color_union *color,
1110 unsigned x, unsigned y, unsigned w, unsigned h,
1111 bool render_condition_enabled)
1112 {
1113 fprintf(stderr, "unimpl: clear RT\n");
1114 }
1115
1116 static void
1117 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
1118 unsigned buffers, double depth, unsigned stencil,
1119 unsigned x, unsigned y, unsigned w, unsigned h,
1120 bool render_condition_enabled)
1121 {
1122 fprintf(stderr, "unimpl: clear DS\n");
1123 }
1124
1125 void
1126 v3dX(draw_init)(struct pipe_context *pctx)
1127 {
1128 pctx->draw_vbo = v3d_draw_vbo;
1129 pctx->clear = v3d_clear;
1130 pctx->clear_render_target = v3d_clear_render_target;
1131 pctx->clear_depth_stencil = v3d_clear_depth_stencil;
1132 }