#include <errno.h>
#include "pan_context.h"
-#include "pan_swizzle.h"
#include "pan_format.h"
#include "util/macros.h"
#include "pan_util.h"
#include "pan_tiler.h"
-static int performance_counter_number = 0;
-extern const char *pan_counters_base;
-
/* Do not actually send anything to the GPU; merely generate the cmdstream as fast as possible. Disables framebuffer writes */
//#define DRY_RUN
/* 8 byte checksum per tile */
rsrc->bo->checksum_stride = tile_w * 8;
int pages = (((rsrc->bo->checksum_stride * tile_h) + 4095) / 4096);
- screen->driver->allocate_slab(screen, &rsrc->bo->checksum_slab, pages, false, 0, 0, 0);
+ panfrost_drm_allocate_slab(screen, &rsrc->bo->checksum_slab, pages, false, 0, 0, 0);
rsrc->bo->has_checksum = true;
}
memcpy(&ctx->fragment_shader_core, &shader, sizeof(shader));
}
-static void
-panfrost_link_job_pair(struct mali_job_descriptor_header *first, mali_ptr next)
-{
- if (first->job_descriptor_size)
- first->next_job_64 = (u64) (uintptr_t) next;
- else
- first->next_job_32 = (u32) (uintptr_t) next;
-}
-
/* Generates a vertex/tiler job. This is, in some sense, the heart of the
* graphics command stream. It should be called once per draw, accordding to
* presentations. Set is_tiler for "tiler" jobs (fragment shader jobs, but in
struct panfrost_transfer
panfrost_vertex_tiler_job(struct panfrost_context *ctx, bool is_tiler)
{
- /* Each draw call corresponds to two jobs, and the set-value job is first */
- int draw_job_index = 1 + (2 * ctx->draw_count) + 1;
-
struct mali_job_descriptor_header job = {
.job_type = is_tiler ? JOB_TYPE_TILER : JOB_TYPE_VERTEX,
- .job_index = draw_job_index + (is_tiler ? 1 : 0),
#ifdef __LP64__
.job_descriptor_size = 1,
#endif
#endif
struct panfrost_transfer transfer = panfrost_allocate_transient(ctx, sizeof(job) + sizeof(*payload));
- if (is_tiler) {
- /* Tiler jobs depend on vertex jobs */
-
- job.job_dependency_index_1 = draw_job_index;
-
- /* Tiler jobs also depend on the previous tiler job */
-
- if (ctx->draw_count) {
- job.job_dependency_index_2 = draw_job_index - 1;
- /* Previous tiler job points to this tiler job */
- panfrost_link_job_pair(ctx->u_tiler_jobs[ctx->draw_count - 1], transfer.gpu);
- } else {
- /* The only vertex job so far points to first tiler job */
- panfrost_link_job_pair(ctx->u_vertex_jobs[0], transfer.gpu);
- }
- } else {
- if (ctx->draw_count) {
- /* Previous vertex job points to this vertex job */
- panfrost_link_job_pair(ctx->u_vertex_jobs[ctx->draw_count - 1], transfer.gpu);
-
- /* Last vertex job points to first tiler job */
- panfrost_link_job_pair(&job, ctx->tiler_jobs[0]);
- } else {
- /* Have the first vertex job depend on the set value job */
- job.job_dependency_index_1 = ctx->u_set_value_job->job_index;
- panfrost_link_job_pair(ctx->u_set_value_job, transfer.gpu);
- }
- }
-
memcpy(transfer.cpu, &job, sizeof(job));
memcpy(transfer.cpu + sizeof(job) - offset, payload, sizeof(*payload));
return transfer;
}
-/* Generates a set value job. It's unclear what exactly this does, why it's
- * necessary, and when to call it. */
-
-static void
-panfrost_set_value_job(struct panfrost_context *ctx)
-{
- struct mali_job_descriptor_header job = {
- .job_type = JOB_TYPE_SET_VALUE,
- .job_descriptor_size = 1,
- .job_index = 1,
- };
-
- struct mali_payload_set_value payload = {
- .out = ctx->tiler_polygon_list.gpu,
- .unknown = 0x3,
- };
-
- struct panfrost_transfer transfer = panfrost_allocate_transient(ctx, sizeof(job) + sizeof(payload));
- memcpy(transfer.cpu, &job, sizeof(job));
- memcpy(transfer.cpu + sizeof(job), &payload, sizeof(payload));
-
- ctx->u_set_value_job = (struct mali_job_descriptor_header *) transfer.cpu;
- ctx->set_value_job = transfer.gpu;
-}
-
static mali_ptr
panfrost_emit_varyings(
struct panfrost_context *ctx,
for (unsigned i = 0; i < fs->tripipe->varying_count; i++) {
unsigned j;
+ /* If we have a point sprite replacement, handle that here. We
+ * have to translate location first. TODO: Flip y in shader.
+ * We're already keying ... just time crunch .. */
+
+ unsigned loc = fs->varyings_loc[i];
+ unsigned pnt_loc =
+ (loc >= VARYING_SLOT_VAR0) ? (loc - VARYING_SLOT_VAR0) :
+ (loc == VARYING_SLOT_PNTC) ? 8 :
+ ~0;
+
+ if (~pnt_loc && fs->point_sprite_mask & (1 << pnt_loc)) {
+ /* gl_PointCoord index by convention */
+ fs->varyings[i].index = 3;
+ fs->reads_point_coord = true;
+
+ /* Swizzle out the z/w to 0/1 */
+ fs->varyings[i].format = MALI_RG16F;
+ fs->varyings[i].swizzle =
+ panfrost_get_default_swizzle(2);
+
+ continue;
+ }
+
if (fs->varyings[i].index)
continue;
}
}
+static const void *
+panfrost_map_constant_buffer_cpu(struct panfrost_constant_buffer *buf, unsigned index)
+{
+ struct pipe_constant_buffer *cb = &buf->cb[index];
+ struct panfrost_resource *rsrc = pan_resource(cb->buffer);
+
+ if (rsrc)
+ return rsrc->bo->cpu;
+ else if (cb->user_buffer)
+ return cb->user_buffer;
+ else
+ unreachable("No constant buffer");
+}
+
+static mali_ptr
+panfrost_map_constant_buffer_gpu(
+ struct panfrost_context *ctx,
+ struct panfrost_constant_buffer *buf,
+ unsigned index)
+{
+ struct pipe_constant_buffer *cb = &buf->cb[index];
+ struct panfrost_resource *rsrc = pan_resource(cb->buffer);
+
+ if (rsrc)
+ return rsrc->bo->gpu;
+ else if (cb->user_buffer)
+ return panfrost_upload_transient(ctx, cb->user_buffer, cb->buffer_size);
+ else
+ unreachable("No constant buffer");
+}
+
+/* Compute number of UBOs active (more specifically, compute the highest UBO
+ * number addressable -- if there are gaps, include them in the count anyway).
+ * We always include UBO #0 in the count, since we *need* uniforms enabled for
+ * sysvals. */
+
+static unsigned
+panfrost_ubo_count(struct panfrost_context *ctx, enum pipe_shader_type stage)
+{
+ unsigned mask = ctx->constant_buffer[stage].enabled_mask | 1;
+ return 32 - __builtin_clz(mask);
+}
+
+/* Fixes up a shader state with current state, returning a GPU address to the
+ * patched shader */
+
+static mali_ptr
+panfrost_patch_shader_state(
+ struct panfrost_context *ctx,
+ struct panfrost_shader_state *ss,
+ enum pipe_shader_type stage)
+{
+ ss->tripipe->texture_count = ctx->sampler_view_count[stage];
+ ss->tripipe->sampler_count = ctx->sampler_count[stage];
+
+ ss->tripipe->midgard1.flags = 0x220;
+
+ unsigned ubo_count = panfrost_ubo_count(ctx, stage);
+ ss->tripipe->midgard1.uniform_buffer_count = ubo_count;
+
+ return ss->tripipe_gpu;
+}
+
/* Go through dirty flags and actualise them in the cmdstream. */
void
SET_BIT(ctx->fragment_shader_core.unknown2_4, MALI_NO_MSAA, !msaa);
}
+ panfrost_job_set_requirements(ctx, job);
+
if (ctx->occlusion_query) {
ctx->payload_tiler.gl_enables |= MALI_OCCLUSION_QUERY | MALI_OCCLUSION_PRECISE;
ctx->payload_tiler.postfix.occlusion_counter = ctx->occlusion_query->transfer.gpu;
struct panfrost_shader_state *vs = &ctx->vs->variants[ctx->vs->active_variant];
- /* Late shader descriptor assignments */
-
- vs->tripipe->texture_count = ctx->sampler_view_count[PIPE_SHADER_VERTEX];
- vs->tripipe->sampler_count = ctx->sampler_count[PIPE_SHADER_VERTEX];
-
- /* Who knows */
- vs->tripipe->midgard1.unknown1 = 0x2201;
-
- ctx->payload_vertex.postfix._shader_upper = vs->tripipe_gpu >> 4;
+ ctx->payload_vertex.postfix._shader_upper =
+ panfrost_patch_shader_state(ctx, vs, PIPE_SHADER_VERTEX) >> 4;
}
if (ctx->dirty & (PAN_DIRTY_RASTERIZER | PAN_DIRTY_VS)) {
assert(ctx->fs);
struct panfrost_shader_state *variant = &ctx->fs->variants[ctx->fs->active_variant];
+ panfrost_patch_shader_state(ctx, variant, PIPE_SHADER_FRAGMENT);
+
#define COPY(name) ctx->fragment_shader_core.name = variant->tripipe->name
COPY(shader);
COPY(attribute_count);
COPY(varying_count);
+ COPY(texture_count);
+ COPY(sampler_count);
+ COPY(sampler_count);
COPY(midgard1.uniform_count);
+ COPY(midgard1.uniform_buffer_count);
COPY(midgard1.work_count);
+ COPY(midgard1.flags);
COPY(midgard1.unknown2);
#undef COPY
ctx->fragment_shader_core.midgard1.work_count = /*MAX2(ctx->fragment_shader_core.midgard1.work_count, ctx->blend->blend_work_count)*/16;
/* Set late due to depending on render state */
- /* The one at the end seems to mean "1 UBO" */
- unsigned flags = MALI_EARLY_Z | 0x200 | 0x2000 | 0x1;
+ unsigned flags = ctx->fragment_shader_core.midgard1.flags;
+
+ /* Depending on whether it's legal to in the given shader, we
+ * try to enable early-z testing (or forward-pixel kill?) */
+
+ if (!variant->can_discard)
+ flags |= MALI_EARLY_Z;
/* Any time texturing is used, derivatives are implicitly
* calculated, so we need to enable helper invocations */
if (ctx->sampler_view_count[PIPE_SHADER_FRAGMENT])
flags |= MALI_HELPER_INVOCATIONS;
- ctx->fragment_shader_core.midgard1.unknown1 = flags;
-
- /* Assign texture/sample count right before upload */
- ctx->fragment_shader_core.texture_count = ctx->sampler_view_count[PIPE_SHADER_FRAGMENT];
- ctx->fragment_shader_core.sampler_count = ctx->sampler_count[PIPE_SHADER_FRAGMENT];
+ ctx->fragment_shader_core.midgard1.flags = flags;
/* Assign the stencil refs late */
ctx->fragment_shader_core.stencil_front.ref = ctx->stencil_ref.ref_value[0];
if (variant->can_discard) {
ctx->fragment_shader_core.unknown2_3 |= MALI_CAN_DISCARD;
- ctx->fragment_shader_core.midgard1.unknown1 &= ~MALI_EARLY_Z;
- ctx->fragment_shader_core.midgard1.unknown1 |= 0x4000;
- ctx->fragment_shader_core.midgard1.unknown1 = 0x4200;
+ ctx->fragment_shader_core.midgard1.flags |= 0x400;
}
/* Check if we're using the default blend descriptor (fast path) */
for (unsigned i = 0; i < 1; ++i) {
bool is_srgb =
+ (ctx->pipe_framebuffer.nr_cbufs > i) &&
util_format_is_srgb(ctx->pipe_framebuffer.cbufs[i]->format);
rts[i].flags = blend_count;
struct panfrost_shader_state *fs = &ctx->fs->variants[ctx->fs->active_variant];
struct panfrost_shader_state *ss = (i == PIPE_SHADER_FRAGMENT) ? fs : vs;
+ /* Uniforms are implicitly UBO #0 */
+ bool has_uniforms = buf->enabled_mask & (1 << 0);
+
/* Allocate room for the sysval and the uniforms */
size_t sys_size = sizeof(float) * 4 * ss->sysval_count;
- size_t size = sys_size + buf->size;
+ size_t uniform_size = has_uniforms ? (buf->cb[0].buffer_size) : 0;
+ size_t size = sys_size + uniform_size;
struct panfrost_transfer transfer = panfrost_allocate_transient(ctx, size);
/* Upload sysvals requested by the shader */
panfrost_upload_sysvals(ctx, transfer.cpu, ss, i);
/* Upload uniforms */
- memcpy(transfer.cpu + sys_size, buf->buffer, buf->size);
+ if (has_uniforms) {
+ const void *cpu = panfrost_map_constant_buffer_cpu(buf, 0);
+ memcpy(transfer.cpu + sys_size, cpu, uniform_size);
+ }
int uniform_count = 0;
unreachable("Invalid shader stage\n");
}
- /* Also attach the same buffer as a UBO for extended access */
+ /* Next up, attach UBOs. UBO #0 is the uniforms we just
+ * uploaded */
- struct mali_uniform_buffer_meta uniform_buffers[] = {
- {
- .size = MALI_POSITIVE((2 + uniform_count)),
- .ptr = transfer.gpu >> 2,
- },
- };
+ unsigned ubo_count = panfrost_ubo_count(ctx, i);
+ assert(ubo_count >= 1);
+
+ size_t sz = sizeof(struct mali_uniform_buffer_meta) * ubo_count;
+ struct mali_uniform_buffer_meta *ubos = calloc(sz, 1);
+
+ /* Upload uniforms as a UBO */
+ ubos[0].size = MALI_POSITIVE((2 + uniform_count));
+ ubos[0].ptr = transfer.gpu >> 2;
+
+ /* The rest are honest-to-goodness UBOs */
+
+ for (unsigned ubo = 1; ubo < ubo_count; ++ubo) {
+ size_t sz = buf->cb[ubo].buffer_size;
+
+ bool enabled = buf->enabled_mask & (1 << ubo);
+ bool empty = sz == 0;
+
+ if (!enabled || empty) {
+ /* Stub out disabled UBOs to catch accesses */
+
+ ubos[ubo].size = 0;
+ ubos[ubo].ptr = 0xDEAD0000;
+ continue;
+ }
- mali_ptr ubufs = panfrost_upload_transient(ctx, uniform_buffers, sizeof(uniform_buffers));
+ mali_ptr gpu = panfrost_map_constant_buffer_gpu(ctx, buf, ubo);
+
+ unsigned bytes_per_field = 16;
+ unsigned aligned = ALIGN(sz, bytes_per_field);
+ unsigned fields = aligned / bytes_per_field;
+
+ ubos[ubo].size = MALI_POSITIVE(fields);
+ ubos[ubo].ptr = gpu >> 2;
+ }
+
+ mali_ptr ubufs = panfrost_upload_transient(ctx, ubos, sz);
postfix->uniforms = transfer.gpu;
postfix->uniform_buffers = ubufs;
- buf->dirty = 0;
+ buf->dirty_mask = 0;
}
/* TODO: Upload the viewport somewhere more appropriate */
miny = MIN2(ctx->pipe_framebuffer.height, miny);
maxy = MIN2(ctx->pipe_framebuffer.height, maxy);
+ /* Update the job, unless we're doing wallpapering (whose lack of
+ * scissor we can ignore, since if we "miss" a tile of wallpaper, it'll
+ * just... be faster :) */
+
+ if (!ctx->wallpaper_batch)
+ panfrost_job_union_scissor(job, minx, miny, maxx, maxy);
+
/* Upload */
view.viewport0[0] = minx;
static void
panfrost_queue_draw(struct panfrost_context *ctx)
{
- /* TODO: Expand the array? */
- if (ctx->draw_count >= MAX_DRAW_CALLS) {
- DBG("Job buffer overflow, ignoring draw\n");
- assert(0);
- }
-
/* Handle dirty flags now */
panfrost_emit_for_draw(ctx, true);
- /* We need a set_value job before any other draw jobs */
- if (ctx->draw_count == 0)
- panfrost_set_value_job(ctx);
+ /* If rasterizer discard is enable, only submit the vertex */
+
+ bool rasterizer_discard = ctx->rasterizer
+ && ctx->rasterizer->base.rasterizer_discard;
struct panfrost_transfer vertex = panfrost_vertex_tiler_job(ctx, false);
- ctx->u_vertex_jobs[ctx->vertex_job_count] = (struct mali_job_descriptor_header *) vertex.cpu;
- ctx->vertex_jobs[ctx->vertex_job_count++] = vertex.gpu;
+ struct panfrost_transfer tiler;
+
+ if (!rasterizer_discard)
+ tiler = panfrost_vertex_tiler_job(ctx, true);
- struct panfrost_transfer tiler = panfrost_vertex_tiler_job(ctx, true);
- ctx->u_tiler_jobs[ctx->tiler_job_count] = (struct mali_job_descriptor_header *) tiler.cpu;
- ctx->tiler_jobs[ctx->tiler_job_count++] = tiler.gpu;
+ struct panfrost_job *batch = panfrost_get_job_for_fbo(ctx);
- ctx->draw_count++;
+ if (rasterizer_discard)
+ panfrost_scoreboard_queue_vertex_job(batch, vertex, FALSE);
+ else if (ctx->wallpaper_batch)
+ panfrost_scoreboard_queue_fused_job_prepend(batch, vertex, tiler);
+ else
+ panfrost_scoreboard_queue_fused_job(batch, vertex, tiler);
}
/* The entire frame is in memory -- send it off to the kernel! */
/* If visual, we can stall a frame */
if (!flush_immediate)
- screen->driver->force_flush_fragment(ctx, fence);
+ panfrost_drm_force_flush_fragment(ctx, fence);
screen->last_fragment_flushed = false;
screen->last_job = job;
/* If readback, flush now (hurts the pipelined performance) */
if (flush_immediate)
- screen->driver->force_flush_fragment(ctx, fence);
-
- if (screen->driver->dump_counters && pan_counters_base) {
- screen->driver->dump_counters(screen);
-
- char filename[128];
- snprintf(filename, sizeof(filename), "%s/frame%d.mdgprf", pan_counters_base, ++performance_counter_number);
- FILE *fp = fopen(filename, "wb");
- fwrite(screen->perf_counters.cpu, 4096, sizeof(uint32_t), fp);
- fclose(fp);
- }
-
+ panfrost_drm_force_flush_fragment(ctx, fence);
#endif
}
if (ctx->pipe_framebuffer.cbufs[0] == NULL)
return;
- /* Blit the wallpaper in */
- panfrost_blit_wallpaper(ctx);
+ /* Check if the buffer has any content on it worth preserving */
- /* We are flushing all queued draws and we know that no more jobs will
- * be added until the next frame.
- * We also know that the last jobs are the wallpaper jobs, and they
- * need to be linked so they execute right after the set_value job.
- */
-
- /* set_value job to wallpaper vertex job */
- panfrost_link_job_pair(ctx->u_set_value_job, ctx->vertex_jobs[ctx->vertex_job_count - 1]);
- ctx->u_vertex_jobs[ctx->vertex_job_count - 1]->job_dependency_index_1 = ctx->u_set_value_job->job_index;
+ struct pipe_surface *surf = ctx->pipe_framebuffer.cbufs[0];
+ struct panfrost_resource *rsrc = pan_resource(surf->texture);
+ unsigned level = surf->u.tex.level;
- /* wallpaper vertex job to first vertex job */
- panfrost_link_job_pair(ctx->u_vertex_jobs[ctx->vertex_job_count - 1], ctx->vertex_jobs[0]);
- ctx->u_vertex_jobs[0]->job_dependency_index_1 = ctx->u_set_value_job->job_index;
-
- /* last vertex job to wallpaper tiler job */
- panfrost_link_job_pair(ctx->u_vertex_jobs[ctx->vertex_job_count - 2], ctx->tiler_jobs[ctx->tiler_job_count - 1]);
- ctx->u_tiler_jobs[ctx->tiler_job_count - 1]->job_dependency_index_1 = ctx->u_vertex_jobs[ctx->vertex_job_count - 1]->job_index;
- ctx->u_tiler_jobs[ctx->tiler_job_count - 1]->job_dependency_index_2 = 0;
+ if (!rsrc->bo->slices[level].initialized)
+ return;
- /* wallpaper tiler job to first tiler job */
- panfrost_link_job_pair(ctx->u_tiler_jobs[ctx->tiler_job_count - 1], ctx->tiler_jobs[0]);
- ctx->u_tiler_jobs[0]->job_dependency_index_1 = ctx->u_vertex_jobs[0]->job_index;
- ctx->u_tiler_jobs[0]->job_dependency_index_2 = ctx->u_tiler_jobs[ctx->tiler_job_count - 1]->job_index;
+ /* Save the batch */
+ struct panfrost_job *batch = panfrost_get_job_for_fbo(ctx);
- /* last tiler job to NULL */
- panfrost_link_job_pair(ctx->u_tiler_jobs[ctx->tiler_job_count - 2], 0);
+ ctx->wallpaper_batch = batch;
+ panfrost_blit_wallpaper(ctx);
+ ctx->wallpaper_batch = NULL;
}
void
struct panfrost_job *job = panfrost_get_job_for_fbo(ctx);
/* Nothing to do! */
- if (!ctx->draw_count && !job->clear) return;
+ if (!job->last_job.gpu && !job->clear) return;
if (!job->clear)
panfrost_draw_wallpaper(&ctx->base);
ctx->rasterizer = hwcso;
ctx->dirty |= PAN_DIRTY_RASTERIZER;
+
+ /* Point sprites are emulated */
+
+ struct panfrost_shader_state *variant =
+ ctx->fs ? &ctx->fs->variants[ctx->fs->active_variant] : NULL;
+
+ if (ctx->rasterizer->base.sprite_coord_enable || (variant && variant->point_sprite_mask))
+ ctx->base.bind_fs_state(&ctx->base, ctx->fs);
}
static void *
struct panfrost_shader_state *variant,
enum pipe_shader_type type)
{
+ struct pipe_rasterizer_state *rasterizer = &ctx->rasterizer->base;
struct pipe_alpha_state *alpha = &ctx->depth_stencil->alpha;
bool is_fragment = (type == PIPE_SHADER_FRAGMENT);
return false;
}
}
+
+ if (is_fragment && rasterizer && (rasterizer->sprite_coord_enable |
+ variant->point_sprite_mask)) {
+ /* Ensure the same varyings are turned to point sprites */
+ if (rasterizer->sprite_coord_enable != variant->point_sprite_mask)
+ return false;
+
+ /* Ensure the orientation is correct */
+ bool upper_left =
+ rasterizer->sprite_coord_mode ==
+ PIPE_SPRITE_COORD_UPPER_LEFT;
+
+ if (variant->point_sprite_upper_left != upper_left)
+ return false;
+ }
+
/* Otherwise, we're good to go */
return true;
}
variant = variants->variant_count++;
assert(variants->variant_count < MAX_SHADER_VARIANTS);
- variants->variants[variant].base = hwcso;
+ struct panfrost_shader_state *v =
+ &variants->variants[variant];
- if (type == PIPE_SHADER_FRAGMENT)
- variants->variants[variant].alpha_state = ctx->depth_stencil->alpha;
+ v->base = hwcso;
+
+ if (type == PIPE_SHADER_FRAGMENT) {
+ v->alpha_state = ctx->depth_stencil->alpha;
+
+ if (ctx->rasterizer) {
+ v->point_sprite_mask = ctx->rasterizer->base.sprite_coord_enable;
+ v->point_sprite_upper_left =
+ ctx->rasterizer->base.sprite_coord_mode ==
+ PIPE_SPRITE_COORD_UPPER_LEFT;
+ }
+ }
/* Allocate the mapped descriptor ahead-of-time. */
struct panfrost_context *ctx = pan_context(pctx);
struct panfrost_context *ctx = pan_context(pctx);
struct panfrost_constant_buffer *pbuf = &ctx->constant_buffer[shader];
- size_t sz = buf ? buf->buffer_size : 0;
-
- /* Free previous buffer */
-
- pbuf->dirty = true;
- pbuf->size = sz;
-
- if (pbuf->buffer) {
- ralloc_free(pbuf->buffer);
- pbuf->buffer = NULL;
- }
-
- /* If unbinding, we're done */
-
- if (!buf)
- return;
-
- /* Multiple constant buffers not yet supported */
- assert(index == 0);
+ util_copy_constant_buffer(&pbuf->cb[index], buf);
- const uint8_t *cpu;
+ unsigned mask = (1 << index);
- struct panfrost_resource *rsrc = (struct panfrost_resource *) (buf->buffer);
-
- if (rsrc) {
- cpu = rsrc->bo->cpu;
- } else if (buf->user_buffer) {
- cpu = buf->user_buffer;
- } else {
- DBG("No constant buffer?\n");
+ if (unlikely(!buf)) {
+ pbuf->enabled_mask &= ~mask;
+ pbuf->dirty_mask &= ~mask;
return;
}
- /* Copy the constant buffer into the driver context for later upload */
-
- pbuf->buffer = rzalloc_size(ctx, sz);
- memcpy(pbuf->buffer, cpu + buf->buffer_offset, sz);
+ pbuf->enabled_mask |= mask;
+ pbuf->dirty_mask |= mask;
}
static void
* state is being restored by u_blitter
*/
+ struct panfrost_job *job = panfrost_get_job_for_fbo(ctx);
bool is_scanout = panfrost_is_scanout(ctx);
- bool has_draws = ctx->draw_count > 0;
+ bool has_draws = job->last_job.gpu;
if (!ctx->blitter->running && (!is_scanout || has_draws)) {
panfrost_flush(pctx, NULL, PIPE_FLUSH_END_OF_FRAME);
if (panfrost->blitter)
util_blitter_destroy(panfrost->blitter);
- screen->driver->free_slab(screen, &panfrost->scratchpad);
- screen->driver->free_slab(screen, &panfrost->varying_mem);
- screen->driver->free_slab(screen, &panfrost->shaders);
- screen->driver->free_slab(screen, &panfrost->tiler_heap);
- screen->driver->free_slab(screen, &panfrost->tiler_polygon_list);
- screen->driver->free_slab(screen, &panfrost->tiler_dummy);
+ panfrost_drm_free_slab(screen, &panfrost->scratchpad);
+ panfrost_drm_free_slab(screen, &panfrost->varying_mem);
+ panfrost_drm_free_slab(screen, &panfrost->shaders);
+ panfrost_drm_free_slab(screen, &panfrost->tiler_heap);
+ panfrost_drm_free_slab(screen, &panfrost->tiler_polygon_list);
+ panfrost_drm_free_slab(screen, &panfrost->tiler_dummy);
for (int i = 0; i < ARRAY_SIZE(panfrost->transient_pools); ++i) {
struct panfrost_memory_entry *entry;
ctx->transient_pools[i].entries[0] = (struct panfrost_memory_entry *) pb_slab_alloc(&screen->slabs, entry_size, HEAP_TRANSIENT);
}
- screen->driver->allocate_slab(screen, &ctx->scratchpad, 64, false, 0, 0, 0);
- screen->driver->allocate_slab(screen, &ctx->varying_mem, 16384, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_COHERENT_LOCAL, 0, 0);
- screen->driver->allocate_slab(screen, &ctx->shaders, 4096, true, PAN_ALLOCATE_EXECUTE, 0, 0);
- screen->driver->allocate_slab(screen, &ctx->tiler_heap, 32768, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_GROWABLE, 1, 128);
- screen->driver->allocate_slab(screen, &ctx->tiler_polygon_list, 128*128, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_GROWABLE, 1, 128);
- screen->driver->allocate_slab(screen, &ctx->tiler_dummy, 1, false, PAN_ALLOCATE_INVISIBLE, 0, 0);
+ panfrost_drm_allocate_slab(screen, &ctx->scratchpad, 64, false, 0, 0, 0);
+ panfrost_drm_allocate_slab(screen, &ctx->varying_mem, 16384, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_COHERENT_LOCAL, 0, 0);
+ panfrost_drm_allocate_slab(screen, &ctx->shaders, 4096, true, PAN_ALLOCATE_EXECUTE, 0, 0);
+ panfrost_drm_allocate_slab(screen, &ctx->tiler_heap, 32768, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_GROWABLE, 1, 128);
+ panfrost_drm_allocate_slab(screen, &ctx->tiler_polygon_list, 128*128, false, PAN_ALLOCATE_INVISIBLE | PAN_ALLOCATE_GROWABLE, 1, 128);
+ panfrost_drm_allocate_slab(screen, &ctx->tiler_dummy, 1, false, PAN_ALLOCATE_INVISIBLE, 0, 0);
}
/* New context creation, which also does hardware initialisation since I don't
struct pipe_context *gallium = (struct pipe_context *) ctx;
unsigned gpu_id;
- gpu_id = pscreen->driver->query_gpu_version(pscreen);
+ gpu_id = panfrost_drm_query_gpu_version(pscreen);
ctx->is_t6xx = gpu_id <= 0x0750; /* For now, this flag means T760 or less */
ctx->require_sfbd = gpu_id < 0x0750; /* T760 is the first to support MFBD */
panfrost_resource_context_init(gallium);
- pscreen->driver->init_context(ctx);
+ panfrost_drm_init_context(ctx);
panfrost_setup_hardware(ctx);
panfrost_emit_tiler_payload(ctx);
panfrost_invalidate_frame(ctx);
panfrost_default_shader_backend(ctx);
- panfrost_generate_space_filler_indices();
return gallium;
}