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 /* The PTB will request the tile alloc initial size per tile at start
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);
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).
70 tile_alloc_size
+= 8192;
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.
76 tile_alloc_size
+= 512 * 1024;
78 job
->tile_alloc
= v3d_bo_alloc(v3d
->screen
, tile_alloc_size
,
80 uint32_t tsda_per_tile_size
= v3d
->screen
->devinfo
.ver
>= 40 ? 256 : 64;
81 job
->tile_state
= v3d_bo_alloc(v3d
->screen
,
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);
94 config
.multisample_mode_4x
= job
->msaa
;
96 config
.maximum_bpp_of_all_render_targets
= job
->internal_bpp
;
98 #else /* V3D_VERSION < 40 */
99 /* "Binning mode lists start with a Tile Binning Mode Configuration
102 * Part1 signals the end of binning config setup.
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
;
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);
114 config
.width_in_tiles
= job
->draw_tiles_x
;
115 config
.height_in_tiles
= job
->draw_tiles_y
;
117 config
.number_of_render_targets
=
118 MAX2(v3d
->framebuffer
.nr_cbufs
, 1);
120 config
.multisample_mode_4x
= job
->msaa
;
122 config
.maximum_bpp_of_all_render_targets
= job
->internal_bpp
;
124 #endif /* V3D_VERSION < 40 */
126 /* There's definitely nothing in the VCD cache we want. */
127 cl_emit(&job
->bcl
, FLUSH_VCD_CACHE
, bin
);
129 /* Disable any leftover OQ state from another job. */
130 cl_emit(&job
->bcl
, OCCLUSION_QUERY_COUNTER
, counter
);
132 /* "Binning mode lists must have a Start Tile Binning item (6) after
133 * any prefix state data before the binning list proper starts."
135 cl_emit(&job
->bcl
, START_TILE_BINNING
, bin
);
137 job
->needs_flush
= true;
138 job
->draw_width
= v3d
->framebuffer
.width
;
139 job
->draw_height
= v3d
->framebuffer
.height
;
143 v3d_predraw_check_stage_inputs(struct pipe_context
*pctx
,
144 enum pipe_shader_type s
)
146 struct v3d_context
*v3d
= v3d_context(pctx
);
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
];
153 struct v3d_sampler_view
*view
= v3d_sampler_view(pview
);
155 if (view
->texture
!= view
->base
.texture
&&
156 view
->base
.format
!= PIPE_FORMAT_X32_S8X24_UINT
)
157 v3d_update_shadow_texture(pctx
, &view
->base
);
159 v3d_flush_jobs_writing_resource(v3d
, view
->texture
,
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
];
167 v3d_flush_jobs_writing_resource(v3d
, cb
->buffer
,
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
];
176 v3d_flush_jobs_reading_resource(v3d
, sb
->buffer
,
177 V3D_FLUSH_NOT_CURRENT_JOB
);
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
];
185 v3d_flush_jobs_reading_resource(v3d
, view
->base
.resource
,
186 V3D_FLUSH_NOT_CURRENT_JOB
);
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
];
194 v3d_flush_jobs_writing_resource(v3d
, vb
->buffer
.resource
,
201 v3d_predraw_check_outputs(struct pipe_context
*pctx
)
203 struct v3d_context
*v3d
= v3d_context(pctx
);
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
;
209 for (int i
= 0; i
< so
->num_targets
; i
++) {
213 const struct pipe_stream_output_target
*target
=
215 v3d_flush_jobs_reading_resource(v3d
, target
->buffer
,
222 * Checks if the state for the current draw reads a particular resource in
223 * in the given shader stage.
226 v3d_state_reads_resource(struct v3d_context
*v3d
,
227 struct pipe_resource
*prsc
,
228 enum pipe_shader_type s
)
230 struct v3d_resource
*rsc
= v3d_resource(prsc
);
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
)
239 struct v3d_resource
*vb_rsc
=
240 v3d_resource(vb
->buffer
.resource
);
241 if (rsc
->bo
== vb_rsc
->bo
)
246 /* Constant buffers */
247 foreach_bit(i
, v3d
->constbuf
[s
].enabled_mask
) {
248 struct pipe_constant_buffer
*cb
= &v3d
->constbuf
[s
].cb
[i
];
252 struct v3d_resource
*cb_rsc
= v3d_resource(cb
->buffer
);
253 if (rsc
->bo
== cb_rsc
->bo
)
257 /* Shader storage buffers */
258 foreach_bit(i
, v3d
->ssbo
[s
].enabled_mask
) {
259 struct pipe_shader_buffer
*sb
= &v3d
->ssbo
[s
].sb
[i
];
263 struct v3d_resource
*sb_rsc
= v3d_resource(sb
->buffer
);
264 if (rsc
->bo
== sb_rsc
->bo
)
269 for (int i
= 0; i
< v3d
->tex
[s
].num_textures
; i
++) {
270 struct pipe_sampler_view
*pview
= v3d
->tex
[s
].textures
[i
];
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
)
284 v3d_emit_wait_for_tf(struct v3d_job
*job
)
286 /* XXX: we might be able to skip this in some cases, for now we
289 cl_emit(&job
->bcl
, FLUSH_TRANSFORM_FEEDBACK_DATA
, flush
);
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.
295 wait
.block_count
= 255;
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.
301 _mesa_set_clear(job
->tf_write_prscs
, NULL
);
305 v3d_emit_wait_for_tf_if_needed(struct v3d_context
*v3d
, struct v3d_job
*job
)
307 if (!job
->tf_enabled
)
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.
316 * XXX: For VS/GS/TES, if the binning shader does not
317 * read the resource then we could also avoid emitting
320 if (s
== PIPE_SHADER_FRAGMENT
)
323 if (v3d_state_reads_resource(v3d
, prsc
, s
)) {
324 v3d_emit_wait_for_tf(job
);
332 v3d_emit_gl_shader_state(struct v3d_context
*v3d
,
333 const struct pipe_draw_info
*info
)
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
;
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
,
348 struct v3d_cl_reloc cs_uniforms
=
349 v3d_write_uniforms(v3d
, v3d
->prog
.cs
,
352 /* Update the cache dirty flag based on the shader progs data */
353 job
->tmu_dirty_rcl
|= v3d
->prog
.cs
->prog_data
.vs
->base
.tmu_dirty_rcl
;
354 job
->tmu_dirty_rcl
|= v3d
->prog
.vs
->prog_data
.vs
->base
.tmu_dirty_rcl
;
355 job
->tmu_dirty_rcl
|= v3d
->prog
.fs
->prog_data
.fs
->base
.tmu_dirty_rcl
;
357 /* See GFXH-930 workaround below */
358 uint32_t num_elements_to_emit
= MAX2(vtx
->num_elements
, 1);
359 uint32_t shader_rec_offset
=
360 v3d_cl_ensure_space(&job
->indirect
,
361 cl_packet_length(GL_SHADER_STATE_RECORD
) +
362 num_elements_to_emit
*
363 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD
),
366 /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
367 * compile time, so that we mostly just have to OR the VS and FS
368 * records together at draw time.
370 cl_emit(&job
->indirect
, GL_SHADER_STATE_RECORD
, shader
) {
371 shader
.enable_clipping
= true;
372 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
373 shader
.point_size_in_shaded_vertex_data
=
374 (info
->mode
== PIPE_PRIM_POINTS
&&
375 v3d
->rasterizer
->base
.point_size_per_vertex
);
377 /* Must be set if the shader modifies Z, discards, or modifies
378 * the sample mask. For any of these cases, the fragment
379 * shader needs to write the Z value (even just discards).
381 shader
.fragment_shader_does_z_writes
=
382 v3d
->prog
.fs
->prog_data
.fs
->writes_z
;
383 /* Set if the EZ test must be disabled (due to shader side
384 * effects and the early_z flag not being present in the
387 shader
.turn_off_early_z_test
=
388 v3d
->prog
.fs
->prog_data
.fs
->disable_ez
;
390 shader
.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2
=
391 v3d
->prog
.fs
->prog_data
.fs
->uses_center_w
;
393 #if V3D_VERSION >= 40
394 shader
.do_scoreboard_wait_on_first_thread_switch
=
395 v3d
->prog
.fs
->prog_data
.fs
->lock_scoreboard_on_first_thrsw
;
396 shader
.disable_implicit_point_line_varyings
=
397 !v3d
->prog
.fs
->prog_data
.fs
->uses_implicit_point_line_varyings
;
400 shader
.number_of_varyings_in_fragment_shader
=
401 v3d
->prog
.fs
->prog_data
.fs
->num_inputs
;
403 shader
.coordinate_shader_propagate_nans
= true;
404 shader
.vertex_shader_propagate_nans
= true;
405 shader
.fragment_shader_propagate_nans
= true;
407 shader
.coordinate_shader_code_address
=
408 cl_address(v3d_resource(v3d
->prog
.cs
->resource
)->bo
,
409 v3d
->prog
.cs
->offset
);
410 shader
.vertex_shader_code_address
=
411 cl_address(v3d_resource(v3d
->prog
.vs
->resource
)->bo
,
412 v3d
->prog
.vs
->offset
);
413 shader
.fragment_shader_code_address
=
414 cl_address(v3d_resource(v3d
->prog
.fs
->resource
)->bo
,
415 v3d
->prog
.fs
->offset
);
417 /* XXX: Use combined input/output size flag in the common
420 shader
.coordinate_shader_has_separate_input_and_output_vpm_blocks
=
421 v3d
->prog
.cs
->prog_data
.vs
->separate_segments
;
422 shader
.vertex_shader_has_separate_input_and_output_vpm_blocks
=
423 v3d
->prog
.vs
->prog_data
.vs
->separate_segments
;
425 shader
.coordinate_shader_input_vpm_segment_size
=
426 v3d
->prog
.cs
->prog_data
.vs
->separate_segments
?
427 v3d
->prog
.cs
->prog_data
.vs
->vpm_input_size
: 1;
428 shader
.vertex_shader_input_vpm_segment_size
=
429 v3d
->prog
.vs
->prog_data
.vs
->separate_segments
?
430 v3d
->prog
.vs
->prog_data
.vs
->vpm_input_size
: 1;
432 shader
.coordinate_shader_output_vpm_segment_size
=
433 v3d
->prog
.cs
->prog_data
.vs
->vpm_output_size
;
434 shader
.vertex_shader_output_vpm_segment_size
=
435 v3d
->prog
.vs
->prog_data
.vs
->vpm_output_size
;
437 shader
.coordinate_shader_uniforms_address
= cs_uniforms
;
438 shader
.vertex_shader_uniforms_address
= vs_uniforms
;
439 shader
.fragment_shader_uniforms_address
= fs_uniforms
;
441 #if V3D_VERSION >= 41
442 shader
.min_coord_shader_input_segments_required_in_play
= 1;
443 shader
.min_vertex_shader_input_segments_required_in_play
= 1;
445 shader
.coordinate_shader_4_way_threadable
=
446 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 4;
447 shader
.vertex_shader_4_way_threadable
=
448 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 4;
449 shader
.fragment_shader_4_way_threadable
=
450 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 4;
452 shader
.coordinate_shader_start_in_final_thread_section
=
453 v3d
->prog
.cs
->prog_data
.vs
->base
.single_seg
;
454 shader
.vertex_shader_start_in_final_thread_section
=
455 v3d
->prog
.vs
->prog_data
.vs
->base
.single_seg
;
456 shader
.fragment_shader_start_in_final_thread_section
=
457 v3d
->prog
.fs
->prog_data
.fs
->base
.single_seg
;
459 shader
.coordinate_shader_4_way_threadable
=
460 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 4;
461 shader
.coordinate_shader_2_way_threadable
=
462 v3d
->prog
.cs
->prog_data
.vs
->base
.threads
== 2;
463 shader
.vertex_shader_4_way_threadable
=
464 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 4;
465 shader
.vertex_shader_2_way_threadable
=
466 v3d
->prog
.vs
->prog_data
.vs
->base
.threads
== 2;
467 shader
.fragment_shader_4_way_threadable
=
468 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 4;
469 shader
.fragment_shader_2_way_threadable
=
470 v3d
->prog
.fs
->prog_data
.fs
->base
.threads
== 2;
473 shader
.vertex_id_read_by_coordinate_shader
=
474 v3d
->prog
.cs
->prog_data
.vs
->uses_vid
;
475 shader
.instance_id_read_by_coordinate_shader
=
476 v3d
->prog
.cs
->prog_data
.vs
->uses_iid
;
477 shader
.vertex_id_read_by_vertex_shader
=
478 v3d
->prog
.vs
->prog_data
.vs
->uses_vid
;
479 shader
.instance_id_read_by_vertex_shader
=
480 v3d
->prog
.vs
->prog_data
.vs
->uses_iid
;
482 shader
.address_of_default_attribute_values
=
483 cl_address(v3d_resource(vtx
->defaults
)->bo
,
484 vtx
->defaults_offset
);
487 bool cs_loaded_any
= false;
488 for (int i
= 0; i
< vtx
->num_elements
; i
++) {
489 struct pipe_vertex_element
*elem
= &vtx
->pipe
[i
];
490 struct pipe_vertex_buffer
*vb
=
491 &vertexbuf
->vb
[elem
->vertex_buffer_index
];
492 struct v3d_resource
*rsc
= v3d_resource(vb
->buffer
.resource
);
494 const uint32_t size
=
495 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD
);
496 cl_emit_with_prepacked(&job
->indirect
,
497 GL_SHADER_STATE_ATTRIBUTE_RECORD
,
498 &vtx
->attrs
[i
* size
], attr
) {
499 attr
.stride
= vb
->stride
;
500 attr
.address
= cl_address(rsc
->bo
,
503 attr
.number_of_values_read_by_coordinate_shader
=
504 v3d
->prog
.cs
->prog_data
.vs
->vattr_sizes
[i
];
505 attr
.number_of_values_read_by_vertex_shader
=
506 v3d
->prog
.vs
->prog_data
.vs
->vattr_sizes
[i
];
508 /* GFXH-930: At least one attribute must be enabled
509 * and read by CS and VS. If we have attributes being
510 * consumed by the VS but not the CS, then set up a
511 * dummy load of the last attribute into the CS's VPM
512 * inputs. (Since CS is just dead-code-elimination
513 * compared to VS, we can't have CS loading but not
516 if (v3d
->prog
.cs
->prog_data
.vs
->vattr_sizes
[i
])
517 cs_loaded_any
= true;
518 if (i
== vtx
->num_elements
- 1 && !cs_loaded_any
) {
519 attr
.number_of_values_read_by_coordinate_shader
= 1;
521 #if V3D_VERSION >= 41
522 attr
.maximum_index
= 0xffffff;
525 STATIC_ASSERT(sizeof(vtx
->attrs
) >= V3D_MAX_VS_INPUTS
/ 4 * size
);
528 if (vtx
->num_elements
== 0) {
529 /* GFXH-930: At least one attribute must be enabled and read
530 * by CS and VS. If we have no attributes being consumed by
531 * the shader, set up a dummy to be loaded into the VPM.
533 cl_emit(&job
->indirect
, GL_SHADER_STATE_ATTRIBUTE_RECORD
, attr
) {
534 /* Valid address of data whose value will be unused. */
535 attr
.address
= cl_address(job
->indirect
.bo
, 0);
537 attr
.type
= ATTRIBUTE_FLOAT
;
541 attr
.number_of_values_read_by_coordinate_shader
= 1;
542 attr
.number_of_values_read_by_vertex_shader
= 1;
546 cl_emit(&job
->bcl
, VCM_CACHE_SIZE
, vcm
) {
547 vcm
.number_of_16_vertex_batches_for_binning
=
548 v3d
->prog
.cs
->prog_data
.vs
->vcm_cache_size
;
549 vcm
.number_of_16_vertex_batches_for_rendering
=
550 v3d
->prog
.vs
->prog_data
.vs
->vcm_cache_size
;
553 cl_emit(&job
->bcl
, GL_SHADER_STATE
, state
) {
554 state
.address
= cl_address(job
->indirect
.bo
, shader_rec_offset
);
555 state
.number_of_attribute_arrays
= num_elements_to_emit
;
558 v3d_bo_unreference(&cs_uniforms
.bo
);
559 v3d_bo_unreference(&vs_uniforms
.bo
);
560 v3d_bo_unreference(&fs_uniforms
.bo
);
564 * Updates the number of primitvies generated from the number of vertices
565 * to draw. We do this here instead of using PRIMITIVE_COUNTS_FEEDBACK because
566 * using the GPU packet for this might require sync waits and this is trivial
567 * to handle in the CPU instead.
570 v3d_update_primitives_generated_counter(struct v3d_context
*v3d
,
571 const struct pipe_draw_info
*info
)
573 if (!v3d
->active_queries
)
576 uint32_t prims
= u_prims_for_vertices(info
->mode
, info
->count
);
577 v3d
->prims_generated
+= prims
;
581 v3d_update_job_ez(struct v3d_context
*v3d
, struct v3d_job
*job
)
583 switch (v3d
->zsa
->ez_state
) {
584 case VC5_EZ_UNDECIDED
:
585 /* If the Z/S state didn't pick a direction but didn't
586 * disable, then go along with the current EZ state. This
587 * allows EZ optimization for Z func == EQUAL or NEVER.
593 /* If the Z/S state picked a direction, then it needs to match
594 * the current direction if we've decided on one.
596 if (job
->ez_state
== VC5_EZ_UNDECIDED
)
597 job
->ez_state
= v3d
->zsa
->ez_state
;
598 else if (job
->ez_state
!= v3d
->zsa
->ez_state
)
599 job
->ez_state
= VC5_EZ_DISABLED
;
602 case VC5_EZ_DISABLED
:
603 /* If the current Z/S state disables EZ because of a bad Z
604 * func or stencil operation, then we can't do any more EZ in
607 job
->ez_state
= VC5_EZ_DISABLED
;
611 /* If the FS affects the Z of the pixels, then it may update against
612 * the chosen EZ direction (though we could use
613 * ARB_conservative_depth's hints to avoid this)
615 if (v3d
->prog
.fs
->prog_data
.fs
->writes_z
) {
616 job
->ez_state
= VC5_EZ_DISABLED
;
619 if (job
->first_ez_state
== VC5_EZ_UNDECIDED
&&
620 (job
->ez_state
!= VC5_EZ_DISABLED
|| job
->draw_calls_queued
== 0))
621 job
->first_ez_state
= job
->ez_state
;
625 v3d_draw_vbo(struct pipe_context
*pctx
, const struct pipe_draw_info
*info
)
627 struct v3d_context
*v3d
= v3d_context(pctx
);
629 if (!info
->count_from_stream_output
&& !info
->indirect
&&
630 !info
->primitive_restart
&&
631 !u_trim_pipe_prim(info
->mode
, (unsigned*)&info
->count
))
634 /* Fall back for weird desktop GL primitive restart values. */
635 if (info
->primitive_restart
&&
639 switch (info
->index_size
) {
648 if (info
->restart_index
!= mask
) {
649 util_draw_vbo_without_prim_restart(pctx
, info
);
654 if (info
->mode
>= PIPE_PRIM_QUADS
) {
655 util_primconvert_save_rasterizer_state(v3d
->primconvert
, &v3d
->rasterizer
->base
);
656 util_primconvert_draw_vbo(v3d
->primconvert
, info
);
657 perf_debug("Fallback conversion for %d %s vertices\n",
658 info
->count
, u_prim_name(info
->mode
));
662 /* Before setting up the draw, flush anything writing to the resources
663 * that we read from or reading from resources we write to.
665 for (int s
= 0; s
< PIPE_SHADER_COMPUTE
; s
++)
666 v3d_predraw_check_stage_inputs(pctx
, s
);
668 if (info
->indirect
) {
669 v3d_flush_jobs_writing_resource(v3d
, info
->indirect
->buffer
,
673 v3d_predraw_check_outputs(pctx
);
675 /* If transform feedback is active and we are switching primitive type
676 * we need to submit the job before drawing and update the vertex count
677 * written to TF based on the primitive type since we will need to
678 * know the exact vertex count if the application decides to call
679 * glDrawTransformFeedback() later.
681 if (v3d
->streamout
.num_targets
> 0 &&
682 u_base_prim_type(info
->mode
) != u_base_prim_type(v3d
->prim_mode
)) {
683 v3d_tf_update_counters(v3d
);
686 struct v3d_job
*job
= v3d_get_job_for_fbo(v3d
);
688 /* If vertex texturing depends on the output of rendering, we need to
689 * ensure that that rendering is complete before we run a coordinate
690 * shader that depends on it.
692 * Given that doing that is unusual, for now we just block the binner
693 * on the last submitted render, rather than tracking the last
694 * rendering to each texture's BO.
696 if (v3d
->tex
[PIPE_SHADER_VERTEX
].num_textures
|| info
->indirect
) {
697 perf_debug("Blocking binner on last render "
698 "due to vertex texturing or indirect drawing.\n");
699 job
->submit
.in_sync_bcl
= v3d
->out_sync
;
702 /* Mark SSBOs and images as being written. We don't actually know
703 * which ones are read vs written, so just assume the worst.
705 for (int s
= 0; s
< PIPE_SHADER_COMPUTE
; s
++) {
706 foreach_bit(i
, v3d
->ssbo
[s
].enabled_mask
) {
707 v3d_job_add_write_resource(job
,
708 v3d
->ssbo
[s
].sb
[i
].buffer
);
709 job
->tmu_dirty_rcl
= true;
712 foreach_bit(i
, v3d
->shaderimg
[s
].enabled_mask
) {
713 v3d_job_add_write_resource(job
,
714 v3d
->shaderimg
[s
].si
[i
].base
.resource
);
715 job
->tmu_dirty_rcl
= true;
719 /* Get space to emit our draw call into the BCL, using a branch to
720 * jump to a new BO if necessary.
722 v3d_cl_ensure_space_with_branch(&job
->bcl
, 256 /* XXX */);
724 if (v3d
->prim_mode
!= info
->mode
) {
725 v3d
->prim_mode
= info
->mode
;
726 v3d
->dirty
|= VC5_DIRTY_PRIM_MODE
;
730 v3d_update_compiled_shaders(v3d
, info
->mode
);
731 v3d_update_job_ez(v3d
, job
);
733 /* If this job was writing to transform feedback buffers before this
734 * draw and we are reading from them here, then we need to wait for TF
735 * to complete before we emit this draw.
737 * Notice this check needs to happen before we emit state for the
738 * current draw call, where we update job->tf_enabled, so we can ensure
739 * that we only check TF writes for prior draws.
741 v3d_emit_wait_for_tf_if_needed(v3d
, job
);
743 #if V3D_VERSION >= 41
744 v3d41_emit_state(pctx
);
746 v3d33_emit_state(pctx
);
749 if (v3d
->dirty
& (VC5_DIRTY_VTXBUF
|
751 VC5_DIRTY_PRIM_MODE
|
752 VC5_DIRTY_RASTERIZER
|
753 VC5_DIRTY_COMPILED_CS
|
754 VC5_DIRTY_COMPILED_VS
|
755 VC5_DIRTY_COMPILED_FS
|
756 v3d
->prog
.cs
->uniform_dirty_bits
|
757 v3d
->prog
.vs
->uniform_dirty_bits
|
758 v3d
->prog
.fs
->uniform_dirty_bits
)) {
759 v3d_emit_gl_shader_state(v3d
, info
);
764 /* The Base Vertex/Base Instance packet sets those values to nonzero
765 * for the next draw call only.
767 if (info
->index_bias
|| info
->start_instance
) {
768 cl_emit(&job
->bcl
, BASE_VERTEX_BASE_INSTANCE
, base
) {
769 base
.base_instance
= info
->start_instance
;
770 base
.base_vertex
= info
->index_bias
;
774 uint32_t prim_tf_enable
= 0;
776 /* V3D 3.x: The HW only processes transform feedback on primitives
779 if (v3d
->streamout
.num_targets
)
780 prim_tf_enable
= (V3D_PRIM_POINTS_TF
- V3D_PRIM_POINTS
);
783 v3d_update_primitives_generated_counter(v3d
, info
);
785 /* Note that the primitive type fields match with OpenGL/gallium
786 * definitions, up to but not including QUADS.
788 if (info
->index_size
) {
789 uint32_t index_size
= info
->index_size
;
790 uint32_t offset
= info
->start
* index_size
;
791 struct pipe_resource
*prsc
;
792 if (info
->has_user_indices
) {
794 u_upload_data(v3d
->uploader
, 0,
795 info
->count
* info
->index_size
, 4,
799 prsc
= info
->index
.resource
;
801 struct v3d_resource
*rsc
= v3d_resource(prsc
);
803 #if V3D_VERSION >= 40
804 cl_emit(&job
->bcl
, INDEX_BUFFER_SETUP
, ib
) {
805 ib
.address
= cl_address(rsc
->bo
, 0);
806 ib
.size
= rsc
->bo
->size
;
810 if (info
->indirect
) {
811 cl_emit(&job
->bcl
, INDIRECT_INDEXED_INSTANCED_PRIM_LIST
, prim
) {
812 prim
.index_type
= ffs(info
->index_size
) - 1;
814 prim
.address_of_indices_list
=
815 cl_address(rsc
->bo
, offset
);
816 #endif /* V3D_VERSION < 40 */
817 prim
.mode
= info
->mode
| prim_tf_enable
;
818 prim
.enable_primitive_restarts
= info
->primitive_restart
;
820 prim
.number_of_draw_indirect_indexed_records
= info
->indirect
->draw_count
;
822 prim
.stride_in_multiples_of_4_bytes
= info
->indirect
->stride
>> 2;
823 prim
.address
= cl_address(v3d_resource(info
->indirect
->buffer
)->bo
,
824 info
->indirect
->offset
);
826 } else if (info
->instance_count
> 1) {
827 cl_emit(&job
->bcl
, INDEXED_INSTANCED_PRIM_LIST
, prim
) {
828 prim
.index_type
= ffs(info
->index_size
) - 1;
829 #if V3D_VERSION >= 40
830 prim
.index_offset
= offset
;
831 #else /* V3D_VERSION < 40 */
832 prim
.maximum_index
= (1u << 31) - 1; /* XXX */
833 prim
.address_of_indices_list
=
834 cl_address(rsc
->bo
, offset
);
835 #endif /* V3D_VERSION < 40 */
836 prim
.mode
= info
->mode
| prim_tf_enable
;
837 prim
.enable_primitive_restarts
= info
->primitive_restart
;
839 prim
.number_of_instances
= info
->instance_count
;
840 prim
.instance_length
= info
->count
;
843 cl_emit(&job
->bcl
, INDEXED_PRIM_LIST
, prim
) {
844 prim
.index_type
= ffs(info
->index_size
) - 1;
845 prim
.length
= info
->count
;
846 #if V3D_VERSION >= 40
847 prim
.index_offset
= offset
;
848 #else /* V3D_VERSION < 40 */
849 prim
.maximum_index
= (1u << 31) - 1; /* XXX */
850 prim
.address_of_indices_list
=
851 cl_address(rsc
->bo
, offset
);
852 #endif /* V3D_VERSION < 40 */
853 prim
.mode
= info
->mode
| prim_tf_enable
;
854 prim
.enable_primitive_restarts
= info
->primitive_restart
;
858 if (info
->has_user_indices
)
859 pipe_resource_reference(&prsc
, NULL
);
861 if (info
->indirect
) {
862 cl_emit(&job
->bcl
, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS
, prim
) {
863 prim
.mode
= info
->mode
| prim_tf_enable
;
864 prim
.number_of_draw_indirect_array_records
= info
->indirect
->draw_count
;
866 prim
.stride_in_multiples_of_4_bytes
= info
->indirect
->stride
>> 2;
867 prim
.address
= cl_address(v3d_resource(info
->indirect
->buffer
)->bo
,
868 info
->indirect
->offset
);
870 } else if (info
->instance_count
> 1) {
871 struct pipe_stream_output_target
*so
=
872 info
->count_from_stream_output
;
873 uint32_t vert_count
= so
?
874 v3d_stream_output_target_get_vertex_count(so
) :
876 cl_emit(&job
->bcl
, VERTEX_ARRAY_INSTANCED_PRIMS
, prim
) {
877 prim
.mode
= info
->mode
| prim_tf_enable
;
878 prim
.index_of_first_vertex
= info
->start
;
879 prim
.number_of_instances
= info
->instance_count
;
880 prim
.instance_length
= vert_count
;
883 struct pipe_stream_output_target
*so
=
884 info
->count_from_stream_output
;
885 uint32_t vert_count
= so
?
886 v3d_stream_output_target_get_vertex_count(so
) :
888 cl_emit(&job
->bcl
, VERTEX_ARRAY_PRIMS
, prim
) {
889 prim
.mode
= info
->mode
| prim_tf_enable
;
890 prim
.length
= vert_count
;
891 prim
.index_of_first_vertex
= info
->start
;
896 /* A flush is required in between a TF draw and any following TF specs
897 * packet, or the GPU may hang. Just flush each time for now.
899 if (v3d
->streamout
.num_targets
)
900 cl_emit(&job
->bcl
, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT
, flush
);
902 job
->draw_calls_queued
++;
903 if (v3d
->streamout
.num_targets
)
904 job
->tf_draw_calls_queued
++;
906 /* Increment the TF offsets by how many verts we wrote. XXX: This
907 * needs some clamping to the buffer size.
909 for (int i
= 0; i
< v3d
->streamout
.num_targets
; i
++)
910 v3d
->streamout
.offsets
[i
] += info
->count
;
912 if (v3d
->zsa
&& job
->zsbuf
&& v3d
->zsa
->base
.depth
.enabled
) {
913 struct v3d_resource
*rsc
= v3d_resource(job
->zsbuf
->texture
);
914 v3d_job_add_bo(job
, rsc
->bo
);
916 job
->load
|= PIPE_CLEAR_DEPTH
& ~job
->clear
;
917 if (v3d
->zsa
->base
.depth
.writemask
)
918 job
->store
|= PIPE_CLEAR_DEPTH
;
919 rsc
->initialized_buffers
= PIPE_CLEAR_DEPTH
;
922 if (v3d
->zsa
&& job
->zsbuf
&& v3d
->zsa
->base
.stencil
[0].enabled
) {
923 struct v3d_resource
*rsc
= v3d_resource(job
->zsbuf
->texture
);
924 if (rsc
->separate_stencil
)
925 rsc
= rsc
->separate_stencil
;
927 v3d_job_add_bo(job
, rsc
->bo
);
929 job
->load
|= PIPE_CLEAR_STENCIL
& ~job
->clear
;
930 if (v3d
->zsa
->base
.stencil
[0].writemask
||
931 v3d
->zsa
->base
.stencil
[1].writemask
) {
932 job
->store
|= PIPE_CLEAR_STENCIL
;
934 rsc
->initialized_buffers
|= PIPE_CLEAR_STENCIL
;
937 for (int i
= 0; i
< V3D_MAX_DRAW_BUFFERS
; i
++) {
938 uint32_t bit
= PIPE_CLEAR_COLOR0
<< i
;
939 int blend_rt
= v3d
->blend
->base
.independent_blend_enable
? i
: 0;
941 if (job
->store
& bit
|| !job
->cbufs
[i
])
943 struct v3d_resource
*rsc
= v3d_resource(job
->cbufs
[i
]->texture
);
945 job
->load
|= bit
& ~job
->clear
;
946 if (v3d
->blend
->base
.rt
[blend_rt
].colormask
)
948 v3d_job_add_bo(job
, rsc
->bo
);
951 if (job
->referenced_size
> 768 * 1024 * 1024) {
952 perf_debug("Flushing job with %dkb to try to free up memory\n",
953 job
->referenced_size
/ 1024);
957 if (V3D_DEBUG
& V3D_DEBUG_ALWAYS_FLUSH
)
962 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
965 v3d_draw_clear(struct v3d_context
*v3d
,
967 const union pipe_color_union
*color
,
968 double depth
, unsigned stencil
)
970 static const union pipe_color_union dummy_color
= {};
972 /* The blitter util dereferences the color regardless, even though the
973 * gallium clear API may not pass one in when only Z/S are cleared.
976 color
= &dummy_color
;
978 v3d_blitter_save(v3d
);
979 util_blitter_clear(v3d
->blitter
,
980 v3d
->framebuffer
.width
,
981 v3d
->framebuffer
.height
,
982 util_framebuffer_get_num_layers(&v3d
->framebuffer
),
983 buffers
, color
, depth
, stencil
,
984 util_framebuffer_get_num_samples(&v3d
->framebuffer
) > 1);
988 * Attempts to perform the GL clear by using the TLB's fast clear at the start
992 v3d_tlb_clear(struct v3d_job
*job
, unsigned buffers
,
993 const union pipe_color_union
*color
,
994 double depth
, unsigned stencil
)
996 struct v3d_context
*v3d
= job
->v3d
;
998 if (job
->draw_calls_queued
) {
999 /* If anything in the CL has drawn using the buffer, then the
1000 * TLB clear we're trying to add now would happen before that
1003 buffers
&= ~(job
->load
| job
->store
);
1006 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
1007 * then the clear for the other may get lost. We need to decide now
1008 * if it would be possible to need to emit a load of just one after
1009 * we've set up our TLB clears.
1011 if (buffers
& PIPE_CLEAR_DEPTHSTENCIL
&&
1012 (buffers
& PIPE_CLEAR_DEPTHSTENCIL
) != PIPE_CLEAR_DEPTHSTENCIL
&&
1014 util_format_is_depth_and_stencil(job
->zsbuf
->texture
->format
)) {
1015 buffers
&= ~PIPE_CLEAR_DEPTHSTENCIL
;
1018 for (int i
= 0; i
< V3D_MAX_DRAW_BUFFERS
; i
++) {
1019 uint32_t bit
= PIPE_CLEAR_COLOR0
<< i
;
1020 if (!(buffers
& bit
))
1023 struct pipe_surface
*psurf
= v3d
->framebuffer
.cbufs
[i
];
1024 struct v3d_surface
*surf
= v3d_surface(psurf
);
1025 struct v3d_resource
*rsc
= v3d_resource(psurf
->texture
);
1027 union util_color uc
;
1028 uint32_t internal_size
= 4 << surf
->internal_bpp
;
1030 static union pipe_color_union swapped_color
;
1031 if (v3d
->swap_color_rb
& (1 << i
)) {
1032 swapped_color
.f
[0] = color
->f
[2];
1033 swapped_color
.f
[1] = color
->f
[1];
1034 swapped_color
.f
[2] = color
->f
[0];
1035 swapped_color
.f
[3] = color
->f
[3];
1036 color
= &swapped_color
;
1039 switch (surf
->internal_type
) {
1040 case V3D_INTERNAL_TYPE_8
:
1041 util_pack_color(color
->f
, PIPE_FORMAT_R8G8B8A8_UNORM
,
1043 memcpy(job
->clear_color
[i
], uc
.ui
, internal_size
);
1045 case V3D_INTERNAL_TYPE_8I
:
1046 case V3D_INTERNAL_TYPE_8UI
:
1047 job
->clear_color
[i
][0] = ((color
->ui
[0] & 0xff) |
1048 (color
->ui
[1] & 0xff) << 8 |
1049 (color
->ui
[2] & 0xff) << 16 |
1050 (color
->ui
[3] & 0xff) << 24);
1052 case V3D_INTERNAL_TYPE_16F
:
1053 util_pack_color(color
->f
, PIPE_FORMAT_R16G16B16A16_FLOAT
,
1055 memcpy(job
->clear_color
[i
], uc
.ui
, internal_size
);
1057 case V3D_INTERNAL_TYPE_16I
:
1058 case V3D_INTERNAL_TYPE_16UI
:
1059 job
->clear_color
[i
][0] = ((color
->ui
[0] & 0xffff) |
1060 color
->ui
[1] << 16);
1061 job
->clear_color
[i
][1] = ((color
->ui
[2] & 0xffff) |
1062 color
->ui
[3] << 16);
1064 case V3D_INTERNAL_TYPE_32F
:
1065 case V3D_INTERNAL_TYPE_32I
:
1066 case V3D_INTERNAL_TYPE_32UI
:
1067 memcpy(job
->clear_color
[i
], color
->ui
, internal_size
);
1071 rsc
->initialized_buffers
|= bit
;
1074 unsigned zsclear
= buffers
& PIPE_CLEAR_DEPTHSTENCIL
;
1076 struct v3d_resource
*rsc
=
1077 v3d_resource(v3d
->framebuffer
.zsbuf
->texture
);
1079 if (zsclear
& PIPE_CLEAR_DEPTH
)
1080 job
->clear_z
= depth
;
1081 if (zsclear
& PIPE_CLEAR_STENCIL
)
1082 job
->clear_s
= stencil
;
1084 rsc
->initialized_buffers
|= zsclear
;
1087 job
->draw_min_x
= 0;
1088 job
->draw_min_y
= 0;
1089 job
->draw_max_x
= v3d
->framebuffer
.width
;
1090 job
->draw_max_y
= v3d
->framebuffer
.height
;
1091 job
->clear
|= buffers
;
1092 job
->store
|= buffers
;
1094 v3d_start_draw(v3d
);
1100 v3d_clear(struct pipe_context
*pctx
, unsigned buffers
,
1101 const union pipe_color_union
*color
, double depth
, unsigned stencil
)
1103 struct v3d_context
*v3d
= v3d_context(pctx
);
1104 struct v3d_job
*job
= v3d_get_job_for_fbo(v3d
);
1106 buffers
&= ~v3d_tlb_clear(job
, buffers
, color
, depth
, stencil
);
1109 v3d_draw_clear(v3d
, buffers
, color
, depth
, stencil
);
1113 v3d_clear_render_target(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
1114 const union pipe_color_union
*color
,
1115 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
1116 bool render_condition_enabled
)
1118 fprintf(stderr
, "unimpl: clear RT\n");
1122 v3d_clear_depth_stencil(struct pipe_context
*pctx
, struct pipe_surface
*ps
,
1123 unsigned buffers
, double depth
, unsigned stencil
,
1124 unsigned x
, unsigned y
, unsigned w
, unsigned h
,
1125 bool render_condition_enabled
)
1127 fprintf(stderr
, "unimpl: clear DS\n");
1131 v3dX(draw_init
)(struct pipe_context
*pctx
)
1133 pctx
->draw_vbo
= v3d_draw_vbo
;
1134 pctx
->clear
= v3d_clear
;
1135 pctx
->clear_render_target
= v3d_clear_render_target
;
1136 pctx
->clear_depth_stencil
= v3d_clear_depth_stencil
;