v3d: Don't try to update the shadow texture for separate stencil.
[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 /* XXX perf: If we're reading from the output of TF in this job, we
149 * should instead be using the wait for transform feedback
150 * functionality.
151 */
152
153 /* Flush writes to textures we're sampling. */
154 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
155 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
156 if (!pview)
157 continue;
158 struct v3d_sampler_view *view = v3d_sampler_view(pview);
159
160 if (view->texture != view->base.texture &&
161 view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
162 v3d_update_shadow_texture(pctx, &view->base);
163
164 v3d_flush_jobs_writing_resource(v3d, view->texture);
165 }
166
167 /* Flush writes to UBOs. */
168 foreach_bit(i, v3d->constbuf[s].enabled_mask) {
169 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
170 if (cb->buffer)
171 v3d_flush_jobs_writing_resource(v3d, cb->buffer);
172 }
173
174 /* Flush writes to our image views */
175 foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
176 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
177
178 v3d_flush_jobs_writing_resource(v3d, view->base.resource);
179 }
180 }
181
182 static void
183 v3d_emit_gl_shader_state(struct v3d_context *v3d,
184 const struct pipe_draw_info *info)
185 {
186 struct v3d_job *job = v3d->job;
187 /* VC5_DIRTY_VTXSTATE */
188 struct v3d_vertex_stateobj *vtx = v3d->vtx;
189 /* VC5_DIRTY_VTXBUF */
190 struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
191
192 /* Upload the uniforms to the indirect CL first */
193 struct v3d_cl_reloc fs_uniforms =
194 v3d_write_uniforms(v3d, v3d->prog.fs,
195 PIPE_SHADER_FRAGMENT);
196 struct v3d_cl_reloc vs_uniforms =
197 v3d_write_uniforms(v3d, v3d->prog.vs,
198 PIPE_SHADER_VERTEX);
199 struct v3d_cl_reloc cs_uniforms =
200 v3d_write_uniforms(v3d, v3d->prog.cs,
201 PIPE_SHADER_VERTEX);
202
203 /* See GFXH-930 workaround below */
204 uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
205 uint32_t shader_rec_offset =
206 v3d_cl_ensure_space(&job->indirect,
207 cl_packet_length(GL_SHADER_STATE_RECORD) +
208 num_elements_to_emit *
209 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
210 32);
211
212 /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
213 * compile time, so that we mostly just have to OR the VS and FS
214 * records together at draw time.
215 */
216 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
217 shader.enable_clipping = true;
218 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
219 shader.point_size_in_shaded_vertex_data =
220 (info->mode == PIPE_PRIM_POINTS &&
221 v3d->rasterizer->base.point_size_per_vertex);
222
223 /* Must be set if the shader modifies Z, discards, or modifies
224 * the sample mask. For any of these cases, the fragment
225 * shader needs to write the Z value (even just discards).
226 */
227 shader.fragment_shader_does_z_writes =
228 v3d->prog.fs->prog_data.fs->writes_z;
229 /* Set if the EZ test must be disabled (due to shader side
230 * effects and the early_z flag not being present in the
231 * shader).
232 */
233 shader.turn_off_early_z_test =
234 v3d->prog.fs->prog_data.fs->disable_ez;
235
236 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
237 v3d->prog.fs->prog_data.fs->uses_center_w;
238
239 shader.number_of_varyings_in_fragment_shader =
240 v3d->prog.fs->prog_data.fs->num_inputs;
241
242 shader.coordinate_shader_propagate_nans = true;
243 shader.vertex_shader_propagate_nans = true;
244 shader.fragment_shader_propagate_nans = true;
245
246 shader.coordinate_shader_code_address =
247 cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
248 v3d->prog.cs->offset);
249 shader.vertex_shader_code_address =
250 cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
251 v3d->prog.vs->offset);
252 shader.fragment_shader_code_address =
253 cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
254 v3d->prog.fs->offset);
255
256 /* XXX: Use combined input/output size flag in the common
257 * case.
258 */
259 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
260 v3d->prog.cs->prog_data.vs->separate_segments;
261 shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
262 v3d->prog.vs->prog_data.vs->separate_segments;
263
264 shader.coordinate_shader_input_vpm_segment_size =
265 v3d->prog.cs->prog_data.vs->separate_segments ?
266 v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
267 shader.vertex_shader_input_vpm_segment_size =
268 v3d->prog.vs->prog_data.vs->separate_segments ?
269 v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
270
271 shader.coordinate_shader_output_vpm_segment_size =
272 v3d->prog.cs->prog_data.vs->vpm_output_size;
273 shader.vertex_shader_output_vpm_segment_size =
274 v3d->prog.vs->prog_data.vs->vpm_output_size;
275
276 shader.coordinate_shader_uniforms_address = cs_uniforms;
277 shader.vertex_shader_uniforms_address = vs_uniforms;
278 shader.fragment_shader_uniforms_address = fs_uniforms;
279
280 #if V3D_VERSION >= 41
281 shader.min_coord_shader_input_segments_required_in_play = 1;
282 shader.min_vertex_shader_input_segments_required_in_play = 1;
283
284 shader.coordinate_shader_4_way_threadable =
285 v3d->prog.cs->prog_data.vs->base.threads == 4;
286 shader.vertex_shader_4_way_threadable =
287 v3d->prog.vs->prog_data.vs->base.threads == 4;
288 shader.fragment_shader_4_way_threadable =
289 v3d->prog.fs->prog_data.fs->base.threads == 4;
290
291 shader.coordinate_shader_start_in_final_thread_section =
292 v3d->prog.cs->prog_data.vs->base.single_seg;
293 shader.vertex_shader_start_in_final_thread_section =
294 v3d->prog.vs->prog_data.vs->base.single_seg;
295 shader.fragment_shader_start_in_final_thread_section =
296 v3d->prog.fs->prog_data.fs->base.single_seg;
297 #else
298 shader.coordinate_shader_4_way_threadable =
299 v3d->prog.cs->prog_data.vs->base.threads == 4;
300 shader.coordinate_shader_2_way_threadable =
301 v3d->prog.cs->prog_data.vs->base.threads == 2;
302 shader.vertex_shader_4_way_threadable =
303 v3d->prog.vs->prog_data.vs->base.threads == 4;
304 shader.vertex_shader_2_way_threadable =
305 v3d->prog.vs->prog_data.vs->base.threads == 2;
306 shader.fragment_shader_4_way_threadable =
307 v3d->prog.fs->prog_data.fs->base.threads == 4;
308 shader.fragment_shader_2_way_threadable =
309 v3d->prog.fs->prog_data.fs->base.threads == 2;
310 #endif
311
312 shader.vertex_id_read_by_coordinate_shader =
313 v3d->prog.cs->prog_data.vs->uses_vid;
314 shader.instance_id_read_by_coordinate_shader =
315 v3d->prog.cs->prog_data.vs->uses_iid;
316 shader.vertex_id_read_by_vertex_shader =
317 v3d->prog.vs->prog_data.vs->uses_vid;
318 shader.instance_id_read_by_vertex_shader =
319 v3d->prog.vs->prog_data.vs->uses_iid;
320
321 shader.address_of_default_attribute_values =
322 cl_address(v3d_resource(vtx->defaults)->bo,
323 vtx->defaults_offset);
324 }
325
326 bool cs_loaded_any = false;
327 for (int i = 0; i < vtx->num_elements; i++) {
328 struct pipe_vertex_element *elem = &vtx->pipe[i];
329 struct pipe_vertex_buffer *vb =
330 &vertexbuf->vb[elem->vertex_buffer_index];
331 struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
332
333 const uint32_t size =
334 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
335 cl_emit_with_prepacked(&job->indirect,
336 GL_SHADER_STATE_ATTRIBUTE_RECORD,
337 &vtx->attrs[i * size], attr) {
338 attr.stride = vb->stride;
339 attr.address = cl_address(rsc->bo,
340 vb->buffer_offset +
341 elem->src_offset);
342 attr.number_of_values_read_by_coordinate_shader =
343 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
344 attr.number_of_values_read_by_vertex_shader =
345 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
346
347 /* GFXH-930: At least one attribute must be enabled
348 * and read by CS and VS. If we have attributes being
349 * consumed by the VS but not the CS, then set up a
350 * dummy load of the last attribute into the CS's VPM
351 * inputs. (Since CS is just dead-code-elimination
352 * compared to VS, we can't have CS loading but not
353 * VS).
354 */
355 if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
356 cs_loaded_any = true;
357 if (i == vtx->num_elements - 1 && !cs_loaded_any) {
358 attr.number_of_values_read_by_coordinate_shader = 1;
359 }
360 #if V3D_VERSION >= 41
361 attr.maximum_index = 0xffffff;
362 #endif
363 }
364 STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
365 }
366
367 if (vtx->num_elements == 0) {
368 /* GFXH-930: At least one attribute must be enabled and read
369 * by CS and VS. If we have no attributes being consumed by
370 * the shader, set up a dummy to be loaded into the VPM.
371 */
372 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
373 /* Valid address of data whose value will be unused. */
374 attr.address = cl_address(job->indirect.bo, 0);
375
376 attr.type = ATTRIBUTE_FLOAT;
377 attr.stride = 0;
378 attr.vec_size = 1;
379
380 attr.number_of_values_read_by_coordinate_shader = 1;
381 attr.number_of_values_read_by_vertex_shader = 1;
382 }
383 }
384
385 cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
386 vcm.number_of_16_vertex_batches_for_binning =
387 v3d->prog.cs->prog_data.vs->vcm_cache_size;
388 vcm.number_of_16_vertex_batches_for_rendering =
389 v3d->prog.vs->prog_data.vs->vcm_cache_size;
390 }
391
392 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
393 state.address = cl_address(job->indirect.bo, shader_rec_offset);
394 state.number_of_attribute_arrays = num_elements_to_emit;
395 }
396
397 v3d_bo_unreference(&cs_uniforms.bo);
398 v3d_bo_unreference(&vs_uniforms.bo);
399 v3d_bo_unreference(&fs_uniforms.bo);
400
401 job->shader_rec_count++;
402 }
403
404 /**
405 * Computes the various transform feedback statistics, since they can't be
406 * recorded by CL packets.
407 */
408 static void
409 v3d_tf_statistics_record(struct v3d_context *v3d,
410 const struct pipe_draw_info *info,
411 bool prim_tf)
412 {
413 if (!v3d->active_queries)
414 return;
415
416 uint32_t prims = u_prims_for_vertices(info->mode, info->count);
417 v3d->prims_generated += prims;
418
419 if (prim_tf) {
420 /* XXX: Only count if we didn't overflow. */
421 v3d->tf_prims_generated += prims;
422 }
423 }
424
425 static void
426 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
427 {
428 switch (v3d->zsa->ez_state) {
429 case VC5_EZ_UNDECIDED:
430 /* If the Z/S state didn't pick a direction but didn't
431 * disable, then go along with the current EZ state. This
432 * allows EZ optimization for Z func == EQUAL or NEVER.
433 */
434 break;
435
436 case VC5_EZ_LT_LE:
437 case VC5_EZ_GT_GE:
438 /* If the Z/S state picked a direction, then it needs to match
439 * the current direction if we've decided on one.
440 */
441 if (job->ez_state == VC5_EZ_UNDECIDED)
442 job->ez_state = v3d->zsa->ez_state;
443 else if (job->ez_state != v3d->zsa->ez_state)
444 job->ez_state = VC5_EZ_DISABLED;
445 break;
446
447 case VC5_EZ_DISABLED:
448 /* If the current Z/S state disables EZ because of a bad Z
449 * func or stencil operation, then we can't do any more EZ in
450 * this frame.
451 */
452 job->ez_state = VC5_EZ_DISABLED;
453 break;
454 }
455
456 /* If the FS affects the Z of the pixels, then it may update against
457 * the chosen EZ direction (though we could use
458 * ARB_conservative_depth's hints to avoid this)
459 */
460 if (v3d->prog.fs->prog_data.fs->writes_z) {
461 job->ez_state = VC5_EZ_DISABLED;
462 }
463
464 if (job->first_ez_state == VC5_EZ_UNDECIDED &&
465 (job->ez_state != VC5_EZ_DISABLED || job->draw_calls_queued == 0))
466 job->first_ez_state = job->ez_state;
467 }
468
469 static void
470 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
471 {
472 struct v3d_context *v3d = v3d_context(pctx);
473
474 if (!info->count_from_stream_output && !info->indirect &&
475 !info->primitive_restart &&
476 !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
477 return;
478
479 /* Fall back for weird desktop GL primitive restart values. */
480 if (info->primitive_restart &&
481 info->index_size) {
482 uint32_t mask = ~0;
483
484 switch (info->index_size) {
485 case 2:
486 mask = 0xffff;
487 break;
488 case 1:
489 mask = 0xff;
490 break;
491 }
492
493 if (info->restart_index != mask) {
494 util_draw_vbo_without_prim_restart(pctx, info);
495 return;
496 }
497 }
498
499 if (info->mode >= PIPE_PRIM_QUADS) {
500 util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
501 util_primconvert_draw_vbo(v3d->primconvert, info);
502 perf_debug("Fallback conversion for %d %s vertices\n",
503 info->count, u_prim_name(info->mode));
504 return;
505 }
506
507 /* Before setting up the draw, flush anything writing to the textures
508 * that we read from.
509 */
510 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
511 v3d_predraw_check_stage_inputs(pctx, s);
512
513 if (info->indirect)
514 v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer);
515
516 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
517
518 /* If vertex texturing depends on the output of rendering, we need to
519 * ensure that that rendering is complete before we run a coordinate
520 * shader that depends on it.
521 *
522 * Given that doing that is unusual, for now we just block the binner
523 * on the last submitted render, rather than tracking the last
524 * rendering to each texture's BO.
525 */
526 if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || info->indirect) {
527 perf_debug("Blocking binner on last render "
528 "due to vertex texturing or indirect drawing.\n");
529 job->submit.in_sync_bcl = v3d->out_sync;
530 }
531
532 /* Mark SSBOs as being written. We don't actually know which ones are
533 * read vs written, so just assume the worst
534 */
535 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
536 foreach_bit(i, v3d->ssbo[s].enabled_mask) {
537 v3d_job_add_write_resource(job,
538 v3d->ssbo[s].sb[i].buffer);
539 job->tmu_dirty_rcl = true;
540 }
541
542 foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
543 v3d_job_add_write_resource(job,
544 v3d->shaderimg[s].si[i].base.resource);
545 job->tmu_dirty_rcl = true;
546 }
547 }
548
549 /* Get space to emit our draw call into the BCL, using a branch to
550 * jump to a new BO if necessary.
551 */
552 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
553
554 if (v3d->prim_mode != info->mode) {
555 v3d->prim_mode = info->mode;
556 v3d->dirty |= VC5_DIRTY_PRIM_MODE;
557 }
558
559 v3d_start_draw(v3d);
560 v3d_update_compiled_shaders(v3d, info->mode);
561 v3d_update_job_ez(v3d, job);
562
563 #if V3D_VERSION >= 41
564 v3d41_emit_state(pctx);
565 #else
566 v3d33_emit_state(pctx);
567 #endif
568
569 if (v3d->dirty & (VC5_DIRTY_VTXBUF |
570 VC5_DIRTY_VTXSTATE |
571 VC5_DIRTY_PRIM_MODE |
572 VC5_DIRTY_RASTERIZER |
573 VC5_DIRTY_COMPILED_CS |
574 VC5_DIRTY_COMPILED_VS |
575 VC5_DIRTY_COMPILED_FS |
576 v3d->prog.cs->uniform_dirty_bits |
577 v3d->prog.vs->uniform_dirty_bits |
578 v3d->prog.fs->uniform_dirty_bits)) {
579 v3d_emit_gl_shader_state(v3d, info);
580 }
581
582 v3d->dirty = 0;
583
584 /* The Base Vertex/Base Instance packet sets those values to nonzero
585 * for the next draw call only.
586 */
587 if (info->index_bias || info->start_instance) {
588 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
589 base.base_instance = info->start_instance;
590 base.base_vertex = info->index_bias;
591 }
592 }
593
594 uint32_t prim_tf_enable = 0;
595 #if V3D_VERSION < 40
596 /* V3D 3.x: The HW only processes transform feedback on primitives
597 * with the flag set.
598 */
599 if (v3d->streamout.num_targets)
600 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
601 #endif
602
603 v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
604
605 /* Note that the primitive type fields match with OpenGL/gallium
606 * definitions, up to but not including QUADS.
607 */
608 if (info->index_size) {
609 uint32_t index_size = info->index_size;
610 uint32_t offset = info->start * index_size;
611 struct pipe_resource *prsc;
612 if (info->has_user_indices) {
613 prsc = NULL;
614 u_upload_data(v3d->uploader, 0,
615 info->count * info->index_size, 4,
616 info->index.user,
617 &offset, &prsc);
618 } else {
619 prsc = info->index.resource;
620 }
621 struct v3d_resource *rsc = v3d_resource(prsc);
622
623 #if V3D_VERSION >= 40
624 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
625 ib.address = cl_address(rsc->bo, 0);
626 ib.size = rsc->bo->size;
627 }
628 #endif
629
630 if (info->indirect) {
631 cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
632 prim.index_type = ffs(info->index_size) - 1;
633 #if V3D_VERSION < 40
634 prim.address_of_indices_list =
635 cl_address(rsc->bo, offset);
636 #endif /* V3D_VERSION < 40 */
637 prim.mode = info->mode | prim_tf_enable;
638 prim.enable_primitive_restarts = info->primitive_restart;
639
640 prim.number_of_draw_indirect_indexed_records = info->indirect->draw_count;
641
642 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
643 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
644 info->indirect->offset);
645 }
646 } else if (info->instance_count > 1) {
647 cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
648 prim.index_type = ffs(info->index_size) - 1;
649 #if V3D_VERSION >= 40
650 prim.index_offset = offset;
651 #else /* V3D_VERSION < 40 */
652 prim.maximum_index = (1u << 31) - 1; /* XXX */
653 prim.address_of_indices_list =
654 cl_address(rsc->bo, offset);
655 #endif /* V3D_VERSION < 40 */
656 prim.mode = info->mode | prim_tf_enable;
657 prim.enable_primitive_restarts = info->primitive_restart;
658
659 prim.number_of_instances = info->instance_count;
660 prim.instance_length = info->count;
661 }
662 } else {
663 cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
664 prim.index_type = ffs(info->index_size) - 1;
665 prim.length = info->count;
666 #if V3D_VERSION >= 40
667 prim.index_offset = offset;
668 #else /* V3D_VERSION < 40 */
669 prim.maximum_index = (1u << 31) - 1; /* XXX */
670 prim.address_of_indices_list =
671 cl_address(rsc->bo, offset);
672 #endif /* V3D_VERSION < 40 */
673 prim.mode = info->mode | prim_tf_enable;
674 prim.enable_primitive_restarts = info->primitive_restart;
675 }
676 }
677
678 job->draw_calls_queued++;
679
680 if (info->has_user_indices)
681 pipe_resource_reference(&prsc, NULL);
682 } else {
683 if (info->indirect) {
684 cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
685 prim.mode = info->mode | prim_tf_enable;
686 prim.number_of_draw_indirect_array_records = info->indirect->draw_count;
687
688 prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
689 prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
690 info->indirect->offset);
691 }
692 } else if (info->instance_count > 1) {
693 cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
694 prim.mode = info->mode | prim_tf_enable;
695 prim.index_of_first_vertex = info->start;
696 prim.number_of_instances = info->instance_count;
697 prim.instance_length = info->count;
698 }
699 } else {
700 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
701 prim.mode = info->mode | prim_tf_enable;
702 prim.length = info->count;
703 prim.index_of_first_vertex = info->start;
704 }
705 }
706 }
707
708 /* A flush is required in between a TF draw and any following TF specs
709 * packet, or the GPU may hang. Just flush each time for now.
710 */
711 if (v3d->streamout.num_targets)
712 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
713
714 job->draw_calls_queued++;
715
716 /* Increment the TF offsets by how many verts we wrote. XXX: This
717 * needs some clamping to the buffer size.
718 */
719 for (int i = 0; i < v3d->streamout.num_targets; i++)
720 v3d->streamout.offsets[i] += info->count;
721
722 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) {
723 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
724 v3d_job_add_bo(job, rsc->bo);
725
726 job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
727 if (v3d->zsa->base.depth.writemask)
728 job->store |= PIPE_CLEAR_DEPTH;
729 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
730 }
731
732 if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
733 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
734 if (rsc->separate_stencil)
735 rsc = rsc->separate_stencil;
736
737 v3d_job_add_bo(job, rsc->bo);
738
739 job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
740 if (v3d->zsa->base.stencil[0].writemask ||
741 v3d->zsa->base.stencil[1].writemask) {
742 job->store |= PIPE_CLEAR_STENCIL;
743 }
744 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
745 }
746
747 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
748 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
749 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
750
751 if (job->store & bit || !job->cbufs[i])
752 continue;
753 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
754
755 job->load |= bit & ~job->clear;
756 if (v3d->blend->base.rt[blend_rt].colormask)
757 job->store |= bit;
758 v3d_job_add_bo(job, rsc->bo);
759 }
760
761 if (job->referenced_size > 768 * 1024 * 1024) {
762 perf_debug("Flushing job with %dkb to try to free up memory\n",
763 job->referenced_size / 1024);
764 v3d_flush(pctx);
765 }
766
767 if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
768 v3d_flush(pctx);
769 }
770
771 /**
772 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
773 */
774 static void
775 v3d_draw_clear(struct v3d_context *v3d,
776 unsigned buffers,
777 const union pipe_color_union *color,
778 double depth, unsigned stencil)
779 {
780 static const union pipe_color_union dummy_color = {};
781
782 /* The blitter util dereferences the color regardless, even though the
783 * gallium clear API may not pass one in when only Z/S are cleared.
784 */
785 if (!color)
786 color = &dummy_color;
787
788 v3d_blitter_save(v3d);
789 util_blitter_clear(v3d->blitter,
790 v3d->framebuffer.width,
791 v3d->framebuffer.height,
792 util_framebuffer_get_num_layers(&v3d->framebuffer),
793 buffers, color, depth, stencil);
794 }
795
796 /**
797 * Attempts to perform the GL clear by using the TLB's fast clear at the start
798 * of the frame.
799 */
800 static unsigned
801 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
802 const union pipe_color_union *color,
803 double depth, unsigned stencil)
804 {
805 struct v3d_context *v3d = job->v3d;
806
807 if (job->draw_calls_queued) {
808 /* If anything in the CL has drawn using the buffer, then the
809 * TLB clear we're trying to add now would happen before that
810 * drawing.
811 */
812 buffers &= ~(job->load | job->store);
813 }
814
815 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
816 * then the clear for the other may get lost. We need to decide now
817 * if it would be possible to need to emit a load of just one after
818 * we've set up our TLB clears.
819 */
820 if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
821 (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
822 job->zsbuf &&
823 util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
824 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
825 }
826
827 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
828 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
829 if (!(buffers & bit))
830 continue;
831
832 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
833 struct v3d_surface *surf = v3d_surface(psurf);
834 struct v3d_resource *rsc = v3d_resource(psurf->texture);
835
836 union util_color uc;
837 uint32_t internal_size = 4 << surf->internal_bpp;
838
839 static union pipe_color_union swapped_color;
840 if (v3d->swap_color_rb & (1 << i)) {
841 swapped_color.f[0] = color->f[2];
842 swapped_color.f[1] = color->f[1];
843 swapped_color.f[2] = color->f[0];
844 swapped_color.f[3] = color->f[3];
845 color = &swapped_color;
846 }
847
848 switch (surf->internal_type) {
849 case V3D_INTERNAL_TYPE_8:
850 util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM,
851 &uc);
852 memcpy(job->clear_color[i], uc.ui, internal_size);
853 break;
854 case V3D_INTERNAL_TYPE_8I:
855 case V3D_INTERNAL_TYPE_8UI:
856 job->clear_color[i][0] = ((color->ui[0] & 0xff) |
857 (color->ui[1] & 0xff) << 8 |
858 (color->ui[2] & 0xff) << 16 |
859 (color->ui[3] & 0xff) << 24);
860 break;
861 case V3D_INTERNAL_TYPE_16F:
862 util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT,
863 &uc);
864 memcpy(job->clear_color[i], uc.ui, internal_size);
865 break;
866 case V3D_INTERNAL_TYPE_16I:
867 case V3D_INTERNAL_TYPE_16UI:
868 job->clear_color[i][0] = ((color->ui[0] & 0xffff) |
869 color->ui[1] << 16);
870 job->clear_color[i][1] = ((color->ui[2] & 0xffff) |
871 color->ui[3] << 16);
872 break;
873 case V3D_INTERNAL_TYPE_32F:
874 case V3D_INTERNAL_TYPE_32I:
875 case V3D_INTERNAL_TYPE_32UI:
876 memcpy(job->clear_color[i], color->ui, internal_size);
877 break;
878 }
879
880 rsc->initialized_buffers |= bit;
881 }
882
883 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
884 if (zsclear) {
885 struct v3d_resource *rsc =
886 v3d_resource(v3d->framebuffer.zsbuf->texture);
887
888 if (zsclear & PIPE_CLEAR_DEPTH)
889 job->clear_z = depth;
890 if (zsclear & PIPE_CLEAR_STENCIL)
891 job->clear_s = stencil;
892
893 rsc->initialized_buffers |= zsclear;
894 }
895
896 job->draw_min_x = 0;
897 job->draw_min_y = 0;
898 job->draw_max_x = v3d->framebuffer.width;
899 job->draw_max_y = v3d->framebuffer.height;
900 job->clear |= buffers;
901 job->store |= buffers;
902
903 v3d_start_draw(v3d);
904
905 return buffers;
906 }
907
908 static void
909 v3d_clear(struct pipe_context *pctx, unsigned buffers,
910 const union pipe_color_union *color, double depth, unsigned stencil)
911 {
912 struct v3d_context *v3d = v3d_context(pctx);
913 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
914
915 buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
916
917 if (buffers)
918 v3d_draw_clear(v3d, buffers, color, depth, stencil);
919 }
920
921 static void
922 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
923 const union pipe_color_union *color,
924 unsigned x, unsigned y, unsigned w, unsigned h,
925 bool render_condition_enabled)
926 {
927 fprintf(stderr, "unimpl: clear RT\n");
928 }
929
930 static void
931 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
932 unsigned buffers, double depth, unsigned stencil,
933 unsigned x, unsigned y, unsigned w, unsigned h,
934 bool render_condition_enabled)
935 {
936 fprintf(stderr, "unimpl: clear DS\n");
937 }
938
939 void
940 v3dX(draw_init)(struct pipe_context *pctx)
941 {
942 pctx->draw_vbo = v3d_draw_vbo;
943 pctx->clear = v3d_clear;
944 pctx->clear_render_target = v3d_clear_render_target;
945 pctx->clear_depth_stencil = v3d_clear_depth_stencil;
946 }