v3d: Don't forget to flush writes to UBOs.
[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 job->tile_alloc = v3d_bo_alloc(v3d->screen, 1024 * 1024, "tile_alloc");
59 uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
60 job->tile_state = v3d_bo_alloc(v3d->screen,
61 job->draw_tiles_y *
62 job->draw_tiles_x *
63 tsda_per_tile_size,
64 "TSDA");
65
66 #if V3D_VERSION >= 40
67 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
68 config.width_in_pixels = v3d->framebuffer.width;
69 config.height_in_pixels = v3d->framebuffer.height;
70 config.number_of_render_targets =
71 MAX2(v3d->framebuffer.nr_cbufs, 1);
72
73 config.multisample_mode_4x = job->msaa;
74
75 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
76 }
77 #else /* V3D_VERSION < 40 */
78 /* "Binning mode lists start with a Tile Binning Mode Configuration
79 * item (120)"
80 *
81 * Part1 signals the end of binning config setup.
82 */
83 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
84 config.tile_allocation_memory_address =
85 cl_address(job->tile_alloc, 0);
86 config.tile_allocation_memory_size = job->tile_alloc->size;
87 }
88
89 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
90 config.tile_state_data_array_base_address =
91 cl_address(job->tile_state, 0);
92
93 config.width_in_tiles = job->draw_tiles_x;
94 config.height_in_tiles = job->draw_tiles_y;
95 /* Must be >= 1 */
96 config.number_of_render_targets =
97 MAX2(v3d->framebuffer.nr_cbufs, 1);
98
99 config.multisample_mode_4x = job->msaa;
100
101 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
102 }
103 #endif /* V3D_VERSION < 40 */
104
105 /* There's definitely nothing in the VCD cache we want. */
106 cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
107
108 /* Disable any leftover OQ state from another job. */
109 cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
110
111 /* "Binning mode lists must have a Start Tile Binning item (6) after
112 * any prefix state data before the binning list proper starts."
113 */
114 cl_emit(&job->bcl, START_TILE_BINNING, bin);
115
116 job->needs_flush = true;
117 job->draw_width = v3d->framebuffer.width;
118 job->draw_height = v3d->framebuffer.height;
119 }
120
121 static void
122 v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
123 enum pipe_shader_type s)
124 {
125 struct v3d_context *v3d = v3d_context(pctx);
126
127 /* Flush writes to textures we're sampling. */
128 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
129 struct pipe_sampler_view *view = v3d->tex[s].textures[i];
130 if (!view)
131 continue;
132
133 v3d_flush_jobs_writing_resource(v3d, view->texture);
134 }
135
136 /* Flush writes to UBOs. */
137 foreach_bit(i, v3d->constbuf[s].enabled_mask) {
138 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
139 if (cb->buffer)
140 v3d_flush_jobs_writing_resource(v3d, cb->buffer);
141 }
142 }
143
144 static void
145 v3d_emit_gl_shader_state(struct v3d_context *v3d,
146 const struct pipe_draw_info *info)
147 {
148 struct v3d_job *job = v3d->job;
149 /* VC5_DIRTY_VTXSTATE */
150 struct v3d_vertex_stateobj *vtx = v3d->vtx;
151 /* VC5_DIRTY_VTXBUF */
152 struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
153
154 /* Upload the uniforms to the indirect CL first */
155 struct v3d_cl_reloc fs_uniforms =
156 v3d_write_uniforms(v3d, v3d->prog.fs,
157 PIPE_SHADER_FRAGMENT);
158 struct v3d_cl_reloc vs_uniforms =
159 v3d_write_uniforms(v3d, v3d->prog.vs,
160 PIPE_SHADER_VERTEX);
161 struct v3d_cl_reloc cs_uniforms =
162 v3d_write_uniforms(v3d, v3d->prog.cs,
163 PIPE_SHADER_VERTEX);
164
165 /* See GFXH-930 workaround below */
166 uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
167 uint32_t shader_rec_offset =
168 v3d_cl_ensure_space(&job->indirect,
169 cl_packet_length(GL_SHADER_STATE_RECORD) +
170 num_elements_to_emit *
171 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
172 32);
173
174 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
175 shader.enable_clipping = true;
176 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
177 shader.point_size_in_shaded_vertex_data =
178 (info->mode == PIPE_PRIM_POINTS &&
179 v3d->rasterizer->base.point_size_per_vertex);
180
181 /* Must be set if the shader modifies Z, discards, or modifies
182 * the sample mask. For any of these cases, the fragment
183 * shader needs to write the Z value (even just discards).
184 */
185 shader.fragment_shader_does_z_writes =
186 (v3d->prog.fs->prog_data.fs->writes_z ||
187 v3d->prog.fs->prog_data.fs->discard);
188
189 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
190 v3d->prog.fs->prog_data.fs->uses_center_w;
191
192 shader.number_of_varyings_in_fragment_shader =
193 v3d->prog.fs->prog_data.base->num_inputs;
194
195 shader.coordinate_shader_propagate_nans = true;
196 shader.vertex_shader_propagate_nans = true;
197 shader.fragment_shader_propagate_nans = true;
198
199 shader.coordinate_shader_code_address =
200 cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
201 v3d->prog.cs->offset);
202 shader.vertex_shader_code_address =
203 cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
204 v3d->prog.vs->offset);
205 shader.fragment_shader_code_address =
206 cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
207 v3d->prog.fs->offset);
208
209 /* XXX: Use combined input/output size flag in the common
210 * case.
211 */
212 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
213 v3d->prog.cs->prog_data.vs->separate_segments;
214 shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
215 v3d->prog.vs->prog_data.vs->separate_segments;
216
217 shader.coordinate_shader_input_vpm_segment_size =
218 v3d->prog.cs->prog_data.vs->vpm_input_size;
219 shader.vertex_shader_input_vpm_segment_size =
220 v3d->prog.vs->prog_data.vs->vpm_input_size;
221
222 shader.coordinate_shader_output_vpm_segment_size =
223 v3d->prog.cs->prog_data.vs->vpm_output_size;
224 shader.vertex_shader_output_vpm_segment_size =
225 v3d->prog.vs->prog_data.vs->vpm_output_size;
226
227 shader.coordinate_shader_uniforms_address = cs_uniforms;
228 shader.vertex_shader_uniforms_address = vs_uniforms;
229 shader.fragment_shader_uniforms_address = fs_uniforms;
230
231 #if V3D_VERSION >= 41
232 shader.min_coord_shader_input_segments_required_in_play = 1;
233 shader.min_vertex_shader_input_segments_required_in_play = 1;
234
235 shader.coordinate_shader_4_way_threadable =
236 v3d->prog.cs->prog_data.vs->base.threads == 4;
237 shader.vertex_shader_4_way_threadable =
238 v3d->prog.vs->prog_data.vs->base.threads == 4;
239 shader.fragment_shader_4_way_threadable =
240 v3d->prog.fs->prog_data.fs->base.threads == 4;
241
242 shader.coordinate_shader_start_in_final_thread_section =
243 v3d->prog.cs->prog_data.vs->base.single_seg;
244 shader.vertex_shader_start_in_final_thread_section =
245 v3d->prog.vs->prog_data.vs->base.single_seg;
246 shader.fragment_shader_start_in_final_thread_section =
247 v3d->prog.fs->prog_data.fs->base.single_seg;
248 #else
249 shader.coordinate_shader_4_way_threadable =
250 v3d->prog.cs->prog_data.vs->base.threads == 4;
251 shader.coordinate_shader_2_way_threadable =
252 v3d->prog.cs->prog_data.vs->base.threads == 2;
253 shader.vertex_shader_4_way_threadable =
254 v3d->prog.vs->prog_data.vs->base.threads == 4;
255 shader.vertex_shader_2_way_threadable =
256 v3d->prog.vs->prog_data.vs->base.threads == 2;
257 shader.fragment_shader_4_way_threadable =
258 v3d->prog.fs->prog_data.fs->base.threads == 4;
259 shader.fragment_shader_2_way_threadable =
260 v3d->prog.fs->prog_data.fs->base.threads == 2;
261 #endif
262
263 shader.vertex_id_read_by_coordinate_shader =
264 v3d->prog.cs->prog_data.vs->uses_vid;
265 shader.instance_id_read_by_coordinate_shader =
266 v3d->prog.cs->prog_data.vs->uses_iid;
267 shader.vertex_id_read_by_vertex_shader =
268 v3d->prog.vs->prog_data.vs->uses_vid;
269 shader.instance_id_read_by_vertex_shader =
270 v3d->prog.vs->prog_data.vs->uses_iid;
271
272 shader.address_of_default_attribute_values =
273 cl_address(v3d_resource(vtx->defaults)->bo,
274 vtx->defaults_offset);
275 }
276
277 for (int i = 0; i < vtx->num_elements; i++) {
278 struct pipe_vertex_element *elem = &vtx->pipe[i];
279 struct pipe_vertex_buffer *vb =
280 &vertexbuf->vb[elem->vertex_buffer_index];
281 struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
282
283 const uint32_t size =
284 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
285 cl_emit_with_prepacked(&job->indirect,
286 GL_SHADER_STATE_ATTRIBUTE_RECORD,
287 &vtx->attrs[i * size], attr) {
288 attr.stride = vb->stride;
289 attr.address = cl_address(rsc->bo,
290 vb->buffer_offset +
291 elem->src_offset);
292 attr.number_of_values_read_by_coordinate_shader =
293 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
294 attr.number_of_values_read_by_vertex_shader =
295 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
296 #if V3D_VERSION >= 41
297 attr.maximum_index = 0xffffff;
298 #endif
299 }
300 STATIC_ASSERT(sizeof(vtx->attrs) >= VC5_MAX_ATTRIBUTES * size);
301 }
302
303 if (vtx->num_elements == 0) {
304 /* GFXH-930: At least one attribute must be enabled and read
305 * by CS and VS. If we have no attributes being consumed by
306 * the shader, set up a dummy to be loaded into the VPM.
307 */
308 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
309 /* Valid address of data whose value will be unused. */
310 attr.address = cl_address(job->indirect.bo, 0);
311
312 attr.type = ATTRIBUTE_FLOAT;
313 attr.stride = 0;
314 attr.vec_size = 1;
315
316 attr.number_of_values_read_by_coordinate_shader = 1;
317 attr.number_of_values_read_by_vertex_shader = 1;
318 }
319 }
320
321 cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
322 vcm.number_of_16_vertex_batches_for_binning =
323 v3d->prog.cs->prog_data.vs->vcm_cache_size;
324 vcm.number_of_16_vertex_batches_for_rendering =
325 v3d->prog.vs->prog_data.vs->vcm_cache_size;
326 }
327
328 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
329 state.address = cl_address(job->indirect.bo, shader_rec_offset);
330 state.number_of_attribute_arrays = num_elements_to_emit;
331 }
332
333 v3d_bo_unreference(&cs_uniforms.bo);
334 v3d_bo_unreference(&vs_uniforms.bo);
335 v3d_bo_unreference(&fs_uniforms.bo);
336
337 job->shader_rec_count++;
338 }
339
340 /**
341 * Computes the various transform feedback statistics, since they can't be
342 * recorded by CL packets.
343 */
344 static void
345 v3d_tf_statistics_record(struct v3d_context *v3d,
346 const struct pipe_draw_info *info,
347 bool prim_tf)
348 {
349 if (!v3d->active_queries)
350 return;
351
352 uint32_t prims = u_prims_for_vertices(info->mode, info->count);
353 v3d->prims_generated += prims;
354
355 if (prim_tf) {
356 /* XXX: Only count if we didn't overflow. */
357 v3d->tf_prims_generated += prims;
358 }
359 }
360
361 static void
362 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
363 {
364 switch (v3d->zsa->ez_state) {
365 case VC5_EZ_UNDECIDED:
366 /* If the Z/S state didn't pick a direction but didn't
367 * disable, then go along with the current EZ state. This
368 * allows EZ optimization for Z func == EQUAL or NEVER.
369 */
370 break;
371
372 case VC5_EZ_LT_LE:
373 case VC5_EZ_GT_GE:
374 /* If the Z/S state picked a direction, then it needs to match
375 * the current direction if we've decided on one.
376 */
377 if (job->ez_state == VC5_EZ_UNDECIDED)
378 job->ez_state = v3d->zsa->ez_state;
379 else if (job->ez_state != v3d->zsa->ez_state)
380 job->ez_state = VC5_EZ_DISABLED;
381 break;
382
383 case VC5_EZ_DISABLED:
384 /* If the current Z/S state disables EZ because of a bad Z
385 * func or stencil operation, then we can't do any more EZ in
386 * this frame.
387 */
388 job->ez_state = VC5_EZ_DISABLED;
389 break;
390 }
391
392 /* If the FS affects the Z of the pixels, then it may update against
393 * the chosen EZ direction (though we could use
394 * ARB_conservative_depth's hints to avoid this)
395 */
396 if (v3d->prog.fs->prog_data.fs->writes_z) {
397 job->ez_state = VC5_EZ_DISABLED;
398 }
399
400 if (job->first_ez_state == VC5_EZ_UNDECIDED &&
401 (job->ez_state != VC5_EZ_DISABLED || job->draw_calls_queued == 0))
402 job->first_ez_state = job->ez_state;
403 }
404
405 static void
406 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
407 {
408 struct v3d_context *v3d = v3d_context(pctx);
409
410 if (!info->count_from_stream_output && !info->indirect &&
411 !info->primitive_restart &&
412 !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
413 return;
414
415 /* Fall back for weird desktop GL primitive restart values. */
416 if (info->primitive_restart &&
417 info->index_size) {
418 uint32_t mask = ~0;
419
420 switch (info->index_size) {
421 case 2:
422 mask = 0xffff;
423 break;
424 case 1:
425 mask = 0xff;
426 break;
427 }
428
429 if (info->restart_index != mask) {
430 util_draw_vbo_without_prim_restart(pctx, info);
431 return;
432 }
433 }
434
435 if (info->mode >= PIPE_PRIM_QUADS) {
436 util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
437 util_primconvert_draw_vbo(v3d->primconvert, info);
438 perf_debug("Fallback conversion for %d %s vertices\n",
439 info->count, u_prim_name(info->mode));
440 return;
441 }
442
443 /* Before setting up the draw, flush anything writing to the textures
444 * that we read from.
445 */
446 for (int s = 0; s < PIPE_SHADER_TYPES; s++)
447 v3d_predraw_check_stage_inputs(pctx, s);
448
449 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
450
451 /* If vertex texturing depends on the output of rendering, we need to
452 * ensure that that rendering is complete before we run a coordinate
453 * shader that depends on it.
454 *
455 * Given that doing that is unusual, for now we just block the binner
456 * on the last submitted render, rather than tracking the last
457 * rendering to each texture's BO.
458 */
459 if (v3d->tex[PIPE_SHADER_VERTEX].num_textures) {
460 perf_debug("Blocking binner on last render "
461 "due to vertex texturing.\n");
462 job->submit.in_sync_bcl = v3d->out_sync;
463 }
464
465 /* Get space to emit our draw call into the BCL, using a branch to
466 * jump to a new BO if necessary.
467 */
468 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
469
470 if (v3d->prim_mode != info->mode) {
471 v3d->prim_mode = info->mode;
472 v3d->dirty |= VC5_DIRTY_PRIM_MODE;
473 }
474
475 v3d_start_draw(v3d);
476 v3d_update_compiled_shaders(v3d, info->mode);
477 v3d_update_job_ez(v3d, job);
478
479 #if V3D_VERSION >= 41
480 v3d41_emit_state(pctx);
481 #else
482 v3d33_emit_state(pctx);
483 #endif
484
485 if (v3d->dirty & (VC5_DIRTY_VTXBUF |
486 VC5_DIRTY_VTXSTATE |
487 VC5_DIRTY_PRIM_MODE |
488 VC5_DIRTY_RASTERIZER |
489 VC5_DIRTY_COMPILED_CS |
490 VC5_DIRTY_COMPILED_VS |
491 VC5_DIRTY_COMPILED_FS |
492 v3d->prog.cs->uniform_dirty_bits |
493 v3d->prog.vs->uniform_dirty_bits |
494 v3d->prog.fs->uniform_dirty_bits)) {
495 v3d_emit_gl_shader_state(v3d, info);
496 }
497
498 v3d->dirty = 0;
499
500 /* The Base Vertex/Base Instance packet sets those values to nonzero
501 * for the next draw call only.
502 */
503 if (info->index_bias || info->start_instance) {
504 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
505 base.base_instance = info->start_instance;
506 base.base_vertex = info->index_bias;
507 }
508 }
509
510 uint32_t prim_tf_enable = 0;
511 #if V3D_VERSION < 40
512 /* V3D 3.x: The HW only processes transform feedback on primitives
513 * with the flag set.
514 */
515 if (v3d->streamout.num_targets)
516 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
517 #endif
518
519 v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
520
521 /* Note that the primitive type fields match with OpenGL/gallium
522 * definitions, up to but not including QUADS.
523 */
524 if (info->index_size) {
525 uint32_t index_size = info->index_size;
526 uint32_t offset = info->start * index_size;
527 struct pipe_resource *prsc;
528 if (info->has_user_indices) {
529 prsc = NULL;
530 u_upload_data(v3d->uploader, 0,
531 info->count * info->index_size, 4,
532 info->index.user,
533 &offset, &prsc);
534 } else {
535 prsc = info->index.resource;
536 }
537 struct v3d_resource *rsc = v3d_resource(prsc);
538
539 #if V3D_VERSION >= 40
540 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
541 ib.address = cl_address(rsc->bo, 0);
542 ib.size = rsc->bo->size;
543 }
544 #endif
545
546 if (info->instance_count > 1) {
547 cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
548 prim.index_type = ffs(info->index_size) - 1;
549 #if V3D_VERSION >= 40
550 prim.index_offset = offset;
551 #else /* V3D_VERSION < 40 */
552 prim.maximum_index = (1u << 31) - 1; /* XXX */
553 prim.address_of_indices_list =
554 cl_address(rsc->bo, offset);
555 #endif /* V3D_VERSION < 40 */
556 prim.mode = info->mode | prim_tf_enable;
557 prim.enable_primitive_restarts = info->primitive_restart;
558
559 prim.number_of_instances = info->instance_count;
560 prim.instance_length = info->count;
561 }
562 } else {
563 cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
564 prim.index_type = ffs(info->index_size) - 1;
565 prim.length = info->count;
566 #if V3D_VERSION >= 40
567 prim.index_offset = offset;
568 #else /* V3D_VERSION < 40 */
569 prim.maximum_index = (1u << 31) - 1; /* XXX */
570 prim.address_of_indices_list =
571 cl_address(rsc->bo, offset);
572 #endif /* V3D_VERSION < 40 */
573 prim.mode = info->mode | prim_tf_enable;
574 prim.enable_primitive_restarts = info->primitive_restart;
575 }
576 }
577
578 job->draw_calls_queued++;
579
580 if (info->has_user_indices)
581 pipe_resource_reference(&prsc, NULL);
582 } else {
583 if (info->instance_count > 1) {
584 cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
585 prim.mode = info->mode | prim_tf_enable;
586 prim.index_of_first_vertex = info->start;
587 prim.number_of_instances = info->instance_count;
588 prim.instance_length = info->count;
589 }
590 } else {
591 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
592 prim.mode = info->mode | prim_tf_enable;
593 prim.length = info->count;
594 prim.index_of_first_vertex = info->start;
595 }
596 }
597 }
598
599 /* A flush is required in between a TF draw and any following TF specs
600 * packet, or the GPU may hang. Just flush each time for now.
601 */
602 if (v3d->streamout.num_targets)
603 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
604
605 job->draw_calls_queued++;
606
607 /* Increment the TF offsets by how many verts we wrote. XXX: This
608 * needs some clamping to the buffer size.
609 */
610 for (int i = 0; i < v3d->streamout.num_targets; i++)
611 v3d->streamout.offsets[i] += info->count;
612
613 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) {
614 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
615 v3d_job_add_bo(job, rsc->bo);
616
617 job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
618 if (v3d->zsa->base.depth.writemask)
619 job->store |= PIPE_CLEAR_DEPTH;
620 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
621 }
622
623 if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
624 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
625 if (rsc->separate_stencil)
626 rsc = rsc->separate_stencil;
627
628 v3d_job_add_bo(job, rsc->bo);
629
630 job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
631 if (v3d->zsa->base.stencil[0].writemask ||
632 v3d->zsa->base.stencil[1].writemask) {
633 job->store |= PIPE_CLEAR_STENCIL;
634 }
635 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
636 }
637
638 for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
639 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
640 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
641
642 if (job->store & bit || !job->cbufs[i])
643 continue;
644 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
645
646 job->load |= bit & ~job->clear;
647 if (v3d->blend->base.rt[blend_rt].colormask)
648 job->store |= bit;
649 v3d_job_add_bo(job, rsc->bo);
650 }
651
652 if (job->referenced_size > 768 * 1024 * 1024) {
653 perf_debug("Flushing job with %dkb to try to free up memory\n",
654 job->referenced_size / 1024);
655 v3d_flush(pctx);
656 }
657
658 if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
659 v3d_flush(pctx);
660 }
661
662 /**
663 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
664 */
665 static void
666 v3d_draw_clear(struct v3d_context *v3d,
667 unsigned buffers,
668 const union pipe_color_union *color,
669 double depth, unsigned stencil)
670 {
671 static const union pipe_color_union dummy_color = {};
672
673 /* The blitter util dereferences the color regardless, even though the
674 * gallium clear API may not pass one in when only Z/S are cleared.
675 */
676 if (!color)
677 color = &dummy_color;
678
679 v3d_blitter_save(v3d);
680 util_blitter_clear(v3d->blitter,
681 v3d->framebuffer.width,
682 v3d->framebuffer.height,
683 util_framebuffer_get_num_layers(&v3d->framebuffer),
684 buffers, color, depth, stencil);
685 }
686
687 /**
688 * Attempts to perform the GL clear by using the TLB's fast clear at the start
689 * of the frame.
690 */
691 static unsigned
692 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
693 const union pipe_color_union *color,
694 double depth, unsigned stencil)
695 {
696 struct v3d_context *v3d = job->v3d;
697
698 if (job->draw_calls_queued) {
699 /* If anything in the CL has drawn using the buffer, then the
700 * TLB clear we're trying to add now would happen before that
701 * drawing.
702 */
703 buffers &= ~(job->load | job->store);
704 }
705
706 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
707 * then the clear for the other may get lost. We need to decide now
708 * if it would be possible to need to emit a load of just one after
709 * we've set up our TLB clears.
710 */
711 if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
712 (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
713 job->zsbuf &&
714 util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
715 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
716 }
717
718 for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
719 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
720 if (!(buffers & bit))
721 continue;
722
723 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
724 struct v3d_surface *surf = v3d_surface(psurf);
725 struct v3d_resource *rsc = v3d_resource(psurf->texture);
726
727 union util_color uc;
728 uint32_t internal_size = 4 << surf->internal_bpp;
729
730 static union pipe_color_union swapped_color;
731 if (v3d->swap_color_rb & (1 << i)) {
732 swapped_color.f[0] = color->f[2];
733 swapped_color.f[1] = color->f[1];
734 swapped_color.f[2] = color->f[0];
735 swapped_color.f[3] = color->f[3];
736 color = &swapped_color;
737 }
738
739 switch (surf->internal_type) {
740 case V3D_INTERNAL_TYPE_8:
741 util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM,
742 &uc);
743 memcpy(job->clear_color[i], uc.ui, internal_size);
744 break;
745 case V3D_INTERNAL_TYPE_8I:
746 case V3D_INTERNAL_TYPE_8UI:
747 job->clear_color[i][0] = ((color->ui[0] & 0xff) |
748 (color->ui[1] & 0xff) << 8 |
749 (color->ui[2] & 0xff) << 16 |
750 (color->ui[3] & 0xff) << 24);
751 break;
752 case V3D_INTERNAL_TYPE_16F:
753 util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT,
754 &uc);
755 memcpy(job->clear_color[i], uc.ui, internal_size);
756 break;
757 case V3D_INTERNAL_TYPE_16I:
758 case V3D_INTERNAL_TYPE_16UI:
759 job->clear_color[i][0] = ((color->ui[0] & 0xffff) |
760 color->ui[1] << 16);
761 job->clear_color[i][1] = ((color->ui[2] & 0xffff) |
762 color->ui[3] << 16);
763 break;
764 case V3D_INTERNAL_TYPE_32F:
765 case V3D_INTERNAL_TYPE_32I:
766 case V3D_INTERNAL_TYPE_32UI:
767 memcpy(job->clear_color[i], color->ui, internal_size);
768 break;
769 }
770
771 rsc->initialized_buffers |= bit;
772 }
773
774 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
775 if (zsclear) {
776 struct v3d_resource *rsc =
777 v3d_resource(v3d->framebuffer.zsbuf->texture);
778
779 if (zsclear & PIPE_CLEAR_DEPTH)
780 job->clear_z = depth;
781 if (zsclear & PIPE_CLEAR_STENCIL)
782 job->clear_s = stencil;
783
784 rsc->initialized_buffers |= zsclear;
785 }
786
787 job->draw_min_x = 0;
788 job->draw_min_y = 0;
789 job->draw_max_x = v3d->framebuffer.width;
790 job->draw_max_y = v3d->framebuffer.height;
791 job->clear |= buffers;
792 job->store |= buffers;
793
794 v3d_start_draw(v3d);
795
796 return buffers;
797 }
798
799 static void
800 v3d_clear(struct pipe_context *pctx, unsigned buffers,
801 const union pipe_color_union *color, double depth, unsigned stencil)
802 {
803 struct v3d_context *v3d = v3d_context(pctx);
804 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
805
806 buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
807
808 if (buffers)
809 v3d_draw_clear(v3d, buffers, color, depth, stencil);
810 }
811
812 static void
813 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
814 const union pipe_color_union *color,
815 unsigned x, unsigned y, unsigned w, unsigned h,
816 bool render_condition_enabled)
817 {
818 fprintf(stderr, "unimpl: clear RT\n");
819 }
820
821 static void
822 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
823 unsigned buffers, double depth, unsigned stencil,
824 unsigned x, unsigned y, unsigned w, unsigned h,
825 bool render_condition_enabled)
826 {
827 fprintf(stderr, "unimpl: clear DS\n");
828 }
829
830 void
831 v3dX(draw_init)(struct pipe_context *pctx)
832 {
833 pctx->draw_vbo = v3d_draw_vbo;
834 pctx->clear = v3d_clear;
835 pctx->clear_render_target = v3d_clear_render_target;
836 pctx->clear_depth_stencil = v3d_clear_depth_stencil;
837 }