v3d: fix TF primitive counts for resume without draw
[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 job->shader_rec_count++;
558 }
559
560 /**
561 * Updates the number of primitvies generated from the number of vertices
562 * to draw. We do this here instead of using PRIMITIVE_COUNTS_FEEDBACK because
563 * using the GPU packet for this might require sync waits and this is trivial
564 * to handle in the CPU instead.
565 */
566 static void
567 v3d_update_primitives_generated_counter(struct v3d_context *v3d,
568 const struct pipe_draw_info *info)
569 {
570 if (!v3d->active_queries)
571 return;
572
573 uint32_t prims = u_prims_for_vertices(info->mode, info->count);
574 v3d->prims_generated += prims;
575 }
576
577 static void
578 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
579 {
580 switch (v3d->zsa->ez_state) {
581 case VC5_EZ_UNDECIDED:
582 /* If the Z/S state didn't pick a direction but didn't
583 * disable, then go along with the current EZ state. This
584 * allows EZ optimization for Z func == EQUAL or NEVER.
585 */
586 break;
587
588 case VC5_EZ_LT_LE:
589 case VC5_EZ_GT_GE:
590 /* If the Z/S state picked a direction, then it needs to match
591 * the current direction if we've decided on one.
592 */
593 if (job->ez_state == VC5_EZ_UNDECIDED)
594 job->ez_state = v3d->zsa->ez_state;
595 else if (job->ez_state != v3d->zsa->ez_state)
596 job->ez_state = VC5_EZ_DISABLED;
597 break;
598
599 case VC5_EZ_DISABLED:
600 /* If the current Z/S state disables EZ because of a bad Z
601 * func or stencil operation, then we can't do any more EZ in
602 * this frame.
603 */
604 job->ez_state = VC5_EZ_DISABLED;
605 break;
606 }
607
608 /* If the FS affects the Z of the pixels, then it may update against
609 * the chosen EZ direction (though we could use
610 * ARB_conservative_depth's hints to avoid this)
611 */
612 if (v3d->prog.fs->prog_data.fs->writes_z) {
613 job->ez_state = VC5_EZ_DISABLED;
614 }
615
616 if (job->first_ez_state == VC5_EZ_UNDECIDED &&
617 (job->ez_state != VC5_EZ_DISABLED || job->draw_calls_queued == 0))
618 job->first_ez_state = job->ez_state;
619 }
620
621 static void
622 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
623 {
624 struct v3d_context *v3d = v3d_context(pctx);
625
626 if (!info->count_from_stream_output && !info->indirect &&
627 !info->primitive_restart &&
628 !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
629 return;
630
631 /* Fall back for weird desktop GL primitive restart values. */
632 if (info->primitive_restart &&
633 info->index_size) {
634 uint32_t mask = ~0;
635
636 switch (info->index_size) {
637 case 2:
638 mask = 0xffff;
639 break;
640 case 1:
641 mask = 0xff;
642 break;
643 }
644
645 if (info->restart_index != mask) {
646 util_draw_vbo_without_prim_restart(pctx, info);
647 return;
648 }
649 }
650
651 if (info->mode >= PIPE_PRIM_QUADS) {
652 util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
653 util_primconvert_draw_vbo(v3d->primconvert, info);
654 perf_debug("Fallback conversion for %d %s vertices\n",
655 info->count, u_prim_name(info->mode));
656 return;
657 }
658
659 /* Before setting up the draw, flush anything writing to the resources
660 * that we read from or reading from resources we write to.
661 */
662 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
663 v3d_predraw_check_stage_inputs(pctx, s);
664
665 if (info->indirect) {
666 v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer,
667 V3D_FLUSH_DEFAULT);
668 }
669
670 v3d_predraw_check_outputs(pctx);
671
672 /* If transform feedback is active and we are switching primitive type
673 * we need to submit the job before drawing and update the vertex count
674 * written to TF based on the primitive type since we will need to
675 * know the exact vertex count if the application decides to call
676 * glDrawTransformFeedback() later.
677 */
678 if (v3d->streamout.num_targets > 0 &&
679 u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
680 v3d_tf_update_counters(v3d);
681 }
682
683 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
684
685 /* If vertex texturing depends on the output of rendering, we need to
686 * ensure that that rendering is complete before we run a coordinate
687 * shader that depends on it.
688 *
689 * Given that doing that is unusual, for now we just block the binner
690 * on the last submitted render, rather than tracking the last
691 * rendering to each texture's BO.
692 */
693 if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || info->indirect) {
694 perf_debug("Blocking binner on last render "
695 "due to vertex texturing or indirect drawing.\n");
696 job->submit.in_sync_bcl = v3d->out_sync;
697 }
698
699 /* Mark SSBOs as being written. We don't actually know which ones are
700 * read vs written, so just assume the worst
701 */
702 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
703 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
704 v3d_job_add_write_resource(job,
705 v3d->ssbo[s].sb[i].buffer);
706 job->tmu_dirty_rcl = true;
707 }
708
709 foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
710 v3d_job_add_write_resource(job,
711 v3d->shaderimg[s].si[i].base.resource);
712 job->tmu_dirty_rcl = true;
713 }
714 }
715
716 /* Get space to emit our draw call into the BCL, using a branch to
717 * jump to a new BO if necessary.
718 */
719 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
720
721 if (v3d->prim_mode != info->mode) {
722 v3d->prim_mode = info->mode;
723 v3d->dirty |= VC5_DIRTY_PRIM_MODE;
724 }
725
726 v3d_start_draw(v3d);
727 v3d_update_compiled_shaders(v3d, info->mode);
728 v3d_update_job_ez(v3d, job);
729
730 /* If this job was writing to transform feedback buffers before this
731 * draw and we are reading from them here, then we need to wait for TF
732 * to complete before we emit this draw.
733 *
734 * Notice this check needs to happen before we emit state for the
735 * current draw call, where we update job->tf_enabled, so we can ensure
736 * that we only check TF writes for prior draws.
737 */
738 v3d_emit_wait_for_tf_if_needed(v3d, job);
739
740 #if V3D_VERSION >= 41
741 v3d41_emit_state(pctx);
742 #else
743 v3d33_emit_state(pctx);
744 #endif
745
746 if (v3d->dirty & (VC5_DIRTY_VTXBUF |
747 VC5_DIRTY_VTXSTATE |
748 VC5_DIRTY_PRIM_MODE |
749 VC5_DIRTY_RASTERIZER |
750 VC5_DIRTY_COMPILED_CS |
751 VC5_DIRTY_COMPILED_VS |
752 VC5_DIRTY_COMPILED_FS |
753 v3d->prog.cs->uniform_dirty_bits |
754 v3d->prog.vs->uniform_dirty_bits |
755 v3d->prog.fs->uniform_dirty_bits)) {
756 v3d_emit_gl_shader_state(v3d, info);
757 }
758
759 v3d->dirty = 0;
760
761 /* The Base Vertex/Base Instance packet sets those values to nonzero
762 * for the next draw call only.
763 */
764 if (info->index_bias || info->start_instance) {
765 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
766 base.base_instance = info->start_instance;
767 base.base_vertex = info->index_bias;
768 }
769 }
770
771 uint32_t prim_tf_enable = 0;
772 #if V3D_VERSION < 40
773 /* V3D 3.x: The HW only processes transform feedback on primitives
774 * with the flag set.
775 */
776 if (v3d->streamout.num_targets)
777 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
778 #endif
779
780 v3d_update_primitives_generated_counter(v3d, info);
781
782 /* Note that the primitive type fields match with OpenGL/gallium
783 * definitions, up to but not including QUADS.
784 */
785 if (info->index_size) {
786 uint32_t index_size = info->index_size;
787 uint32_t offset = info->start * index_size;
788 struct pipe_resource *prsc;
789 if (info->has_user_indices) {
790 prsc = NULL;
791 u_upload_data(v3d->uploader, 0,
792 info->count * info->index_size, 4,
793 info->index.user,
794 &offset, &prsc);
795 } else {
796 prsc = info->index.resource;
797 }
798 struct v3d_resource *rsc = v3d_resource(prsc);
799
800 #if V3D_VERSION >= 40
801 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
802 ib.address = cl_address(rsc->bo, 0);
803 ib.size = rsc->bo->size;
804 }
805 #endif
806
807 if (info->indirect) {
808 cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
809 prim.index_type = ffs(info->index_size) - 1;
810 #if V3D_VERSION < 40
811 prim.address_of_indices_list =
812 cl_address(rsc->bo, offset);
813 #endif /* V3D_VERSION < 40 */
814 prim.mode = info->mode | prim_tf_enable;
815 prim.enable_primitive_restarts = info->primitive_restart;
816
817 prim.number_of_draw_indirect_indexed_records = info->indirect->draw_count;
818
819 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
820 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
821 info->indirect->offset);
822 }
823 } else if (info->instance_count > 1) {
824 cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
825 prim.index_type = ffs(info->index_size) - 1;
826 #if V3D_VERSION >= 40
827 prim.index_offset = offset;
828 #else /* V3D_VERSION < 40 */
829 prim.maximum_index = (1u << 31) - 1; /* XXX */
830 prim.address_of_indices_list =
831 cl_address(rsc->bo, offset);
832 #endif /* V3D_VERSION < 40 */
833 prim.mode = info->mode | prim_tf_enable;
834 prim.enable_primitive_restarts = info->primitive_restart;
835
836 prim.number_of_instances = info->instance_count;
837 prim.instance_length = info->count;
838 }
839 } else {
840 cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
841 prim.index_type = ffs(info->index_size) - 1;
842 prim.length = info->count;
843 #if V3D_VERSION >= 40
844 prim.index_offset = offset;
845 #else /* V3D_VERSION < 40 */
846 prim.maximum_index = (1u << 31) - 1; /* XXX */
847 prim.address_of_indices_list =
848 cl_address(rsc->bo, offset);
849 #endif /* V3D_VERSION < 40 */
850 prim.mode = info->mode | prim_tf_enable;
851 prim.enable_primitive_restarts = info->primitive_restart;
852 }
853 }
854
855 if (info->has_user_indices)
856 pipe_resource_reference(&prsc, NULL);
857 } else {
858 if (info->indirect) {
859 cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
860 prim.mode = info->mode | prim_tf_enable;
861 prim.number_of_draw_indirect_array_records = info->indirect->draw_count;
862
863 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
864 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
865 info->indirect->offset);
866 }
867 } else if (info->instance_count > 1) {
868 struct pipe_stream_output_target *so =
869 info->count_from_stream_output;
870 uint32_t vert_count = so ?
871 v3d_stream_output_target_get_vertex_count(so) :
872 info->count;
873 cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
874 prim.mode = info->mode | prim_tf_enable;
875 prim.index_of_first_vertex = info->start;
876 prim.number_of_instances = info->instance_count;
877 prim.instance_length = vert_count;
878 }
879 } else {
880 struct pipe_stream_output_target *so =
881 info->count_from_stream_output;
882 uint32_t vert_count = so ?
883 v3d_stream_output_target_get_vertex_count(so) :
884 info->count;
885 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
886 prim.mode = info->mode | prim_tf_enable;
887 prim.length = vert_count;
888 prim.index_of_first_vertex = info->start;
889 }
890 }
891 }
892
893 /* A flush is required in between a TF draw and any following TF specs
894 * packet, or the GPU may hang. Just flush each time for now.
895 */
896 if (v3d->streamout.num_targets)
897 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
898
899 job->draw_calls_queued++;
900 if (v3d->streamout.num_targets)
901 job->tf_draw_calls_queued++;
902
903 /* Increment the TF offsets by how many verts we wrote. XXX: This
904 * needs some clamping to the buffer size.
905 */
906 for (int i = 0; i < v3d->streamout.num_targets; i++)
907 v3d->streamout.offsets[i] += info->count;
908
909 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) {
910 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
911 v3d_job_add_bo(job, rsc->bo);
912
913 job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
914 if (v3d->zsa->base.depth.writemask)
915 job->store |= PIPE_CLEAR_DEPTH;
916 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
917 }
918
919 if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
920 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
921 if (rsc->separate_stencil)
922 rsc = rsc->separate_stencil;
923
924 v3d_job_add_bo(job, rsc->bo);
925
926 job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
927 if (v3d->zsa->base.stencil[0].writemask ||
928 v3d->zsa->base.stencil[1].writemask) {
929 job->store |= PIPE_CLEAR_STENCIL;
930 }
931 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
932 }
933
934 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
935 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
936 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
937
938 if (job->store & bit || !job->cbufs[i])
939 continue;
940 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
941
942 job->load |= bit & ~job->clear;
943 if (v3d->blend->base.rt[blend_rt].colormask)
944 job->store |= bit;
945 v3d_job_add_bo(job, rsc->bo);
946 }
947
948 if (job->referenced_size > 768 * 1024 * 1024) {
949 perf_debug("Flushing job with %dkb to try to free up memory\n",
950 job->referenced_size / 1024);
951 v3d_flush(pctx);
952 }
953
954 if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
955 v3d_flush(pctx);
956 }
957
958 /**
959 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
960 */
961 static void
962 v3d_draw_clear(struct v3d_context *v3d,
963 unsigned buffers,
964 const union pipe_color_union *color,
965 double depth, unsigned stencil)
966 {
967 static const union pipe_color_union dummy_color = {};
968
969 /* The blitter util dereferences the color regardless, even though the
970 * gallium clear API may not pass one in when only Z/S are cleared.
971 */
972 if (!color)
973 color = &dummy_color;
974
975 v3d_blitter_save(v3d);
976 util_blitter_clear(v3d->blitter,
977 v3d->framebuffer.width,
978 v3d->framebuffer.height,
979 util_framebuffer_get_num_layers(&v3d->framebuffer),
980 buffers, color, depth, stencil,
981 util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
982 }
983
984 /**
985 * Attempts to perform the GL clear by using the TLB's fast clear at the start
986 * of the frame.
987 */
988 static unsigned
989 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
990 const union pipe_color_union *color,
991 double depth, unsigned stencil)
992 {
993 struct v3d_context *v3d = job->v3d;
994
995 if (job->draw_calls_queued) {
996 /* If anything in the CL has drawn using the buffer, then the
997 * TLB clear we're trying to add now would happen before that
998 * drawing.
999 */
1000 buffers &= ~(job->load | job->store);
1001 }
1002
1003 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
1004 * then the clear for the other may get lost. We need to decide now
1005 * if it would be possible to need to emit a load of just one after
1006 * we've set up our TLB clears.
1007 */
1008 if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
1009 (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
1010 job->zsbuf &&
1011 util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
1012 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
1013 }
1014
1015 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
1016 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1017 if (!(buffers & bit))
1018 continue;
1019
1020 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
1021 struct v3d_surface *surf = v3d_surface(psurf);
1022 struct v3d_resource *rsc = v3d_resource(psurf->texture);
1023
1024 union util_color uc;
1025 uint32_t internal_size = 4 << surf->internal_bpp;
1026
1027 static union pipe_color_union swapped_color;
1028 if (v3d->swap_color_rb & (1 << i)) {
1029 swapped_color.f[0] = color->f[2];
1030 swapped_color.f[1] = color->f[1];
1031 swapped_color.f[2] = color->f[0];
1032 swapped_color.f[3] = color->f[3];
1033 color = &swapped_color;
1034 }
1035
1036 switch (surf->internal_type) {
1037 case V3D_INTERNAL_TYPE_8:
1038 util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM,
1039 &uc);
1040 memcpy(job->clear_color[i], uc.ui, internal_size);
1041 break;
1042 case V3D_INTERNAL_TYPE_8I:
1043 case V3D_INTERNAL_TYPE_8UI:
1044 job->clear_color[i][0] = ((color->ui[0] & 0xff) |
1045 (color->ui[1] & 0xff) << 8 |
1046 (color->ui[2] & 0xff) << 16 |
1047 (color->ui[3] & 0xff) << 24);
1048 break;
1049 case V3D_INTERNAL_TYPE_16F:
1050 util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT,
1051 &uc);
1052 memcpy(job->clear_color[i], uc.ui, internal_size);
1053 break;
1054 case V3D_INTERNAL_TYPE_16I:
1055 case V3D_INTERNAL_TYPE_16UI:
1056 job->clear_color[i][0] = ((color->ui[0] & 0xffff) |
1057 color->ui[1] << 16);
1058 job->clear_color[i][1] = ((color->ui[2] & 0xffff) |
1059 color->ui[3] << 16);
1060 break;
1061 case V3D_INTERNAL_TYPE_32F:
1062 case V3D_INTERNAL_TYPE_32I:
1063 case V3D_INTERNAL_TYPE_32UI:
1064 memcpy(job->clear_color[i], color->ui, internal_size);
1065 break;
1066 }
1067
1068 rsc->initialized_buffers |= bit;
1069 }
1070
1071 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
1072 if (zsclear) {
1073 struct v3d_resource *rsc =
1074 v3d_resource(v3d->framebuffer.zsbuf->texture);
1075
1076 if (zsclear & PIPE_CLEAR_DEPTH)
1077 job->clear_z = depth;
1078 if (zsclear & PIPE_CLEAR_STENCIL)
1079 job->clear_s = stencil;
1080
1081 rsc->initialized_buffers |= zsclear;
1082 }
1083
1084 job->draw_min_x = 0;
1085 job->draw_min_y = 0;
1086 job->draw_max_x = v3d->framebuffer.width;
1087 job->draw_max_y = v3d->framebuffer.height;
1088 job->clear |= buffers;
1089 job->store |= buffers;
1090
1091 v3d_start_draw(v3d);
1092
1093 return buffers;
1094 }
1095
1096 static void
1097 v3d_clear(struct pipe_context *pctx, unsigned buffers,
1098 const union pipe_color_union *color, double depth, unsigned stencil)
1099 {
1100 struct v3d_context *v3d = v3d_context(pctx);
1101 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1102
1103 buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
1104
1105 if (buffers)
1106 v3d_draw_clear(v3d, buffers, color, depth, stencil);
1107 }
1108
1109 static void
1110 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
1111 const union pipe_color_union *color,
1112 unsigned x, unsigned y, unsigned w, unsigned h,
1113 bool render_condition_enabled)
1114 {
1115 fprintf(stderr, "unimpl: clear RT\n");
1116 }
1117
1118 static void
1119 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
1120 unsigned buffers, double depth, unsigned stencil,
1121 unsigned x, unsigned y, unsigned w, unsigned h,
1122 bool render_condition_enabled)
1123 {
1124 fprintf(stderr, "unimpl: clear DS\n");
1125 }
1126
1127 void
1128 v3dX(draw_init)(struct pipe_context *pctx)
1129 {
1130 pctx->draw_vbo = v3d_draw_vbo;
1131 pctx->clear = v3d_clear;
1132 pctx->clear_render_target = v3d_clear_render_target;
1133 pctx->clear_depth_stencil = v3d_clear_depth_stencil;
1134 }