v3d: add new flag dirty TMU cache at v3d_compiler
[mesa.git] / src / gallium / drivers / v3d / v3dx_draw.c
index 03ee6b2b1966abeef194b4210e82038ad3a699cf..5795279b886a21d12f763545e66e7c19e68a6cb5 100644 (file)
@@ -40,9 +40,9 @@
  * Does the initial bining command list setup for drawing to a given FBO.
  */
 static void
-vc5_start_draw(struct vc5_context *vc5)
+v3d_start_draw(struct v3d_context *v3d)
 {
-        struct vc5_job *job = vc5->job;
+        struct v3d_job *job = v3d->job;
 
         if (job->needs_flush)
                 return;
@@ -50,39 +50,64 @@ vc5_start_draw(struct vc5_context *vc5)
         /* Get space to emit our BCL state, using a branch to jump to a new BO
          * if necessary.
          */
-        vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
+        v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
 
         job->submit.bcl_start = job->bcl.bo->offset;
-        vc5_job_add_bo(job, job->bcl.bo);
+        v3d_job_add_bo(job, job->bcl.bo);
 
-        job->tile_alloc = vc5_bo_alloc(vc5->screen, 1024 * 1024, "tile alloc");
-        uint32_t tsda_per_tile_size = vc5->screen->devinfo.ver >= 40 ? 256 : 64;
-        job->tile_state = vc5_bo_alloc(vc5->screen,
+        /* The PTB will request the tile alloc initial size per tile at start
+         * of tile binning.
+         */
+        uint32_t tile_alloc_size = (job->draw_tiles_x *
+                                    job->draw_tiles_y) * 64;
+        /* The PTB allocates in aligned 4k chunks after the initial setup. */
+        tile_alloc_size = align(tile_alloc_size, 4096);
+
+        /* Include the first two chunk allocations that the PTB does so that
+         * we definitely clear the OOM condition before triggering one (the HW
+         * won't trigger OOM during the first allocations).
+         */
+        tile_alloc_size += 8192;
+
+        /* For performance, allocate some extra initial memory after the PTB's
+         * minimal allocations, so that we hopefully don't have to block the
+         * GPU on the kernel handling an OOM signal.
+         */
+        tile_alloc_size += 512 * 1024;
+
+        job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size,
+                                       "tile_alloc");
+        uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
+        job->tile_state = v3d_bo_alloc(v3d->screen,
                                        job->draw_tiles_y *
                                        job->draw_tiles_x *
                                        tsda_per_tile_size,
                                        "TSDA");
 
-#if V3D_VERSION < 40
+#if V3D_VERSION >= 40
+        cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
+                config.width_in_pixels = v3d->framebuffer.width;
+                config.height_in_pixels = v3d->framebuffer.height;
+                config.number_of_render_targets =
+                        MAX2(v3d->framebuffer.nr_cbufs, 1);
+
+                config.multisample_mode_4x = job->msaa;
+
+                config.maximum_bpp_of_all_render_targets = job->internal_bpp;
+        }
+#else /* V3D_VERSION < 40 */
         /* "Binning mode lists start with a Tile Binning Mode Configuration
          * item (120)"
          *
          * Part1 signals the end of binning config setup.
          */
-        cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART2, config) {
+        cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
                 config.tile_allocation_memory_address =
                         cl_address(job->tile_alloc, 0);
                 config.tile_allocation_memory_size = job->tile_alloc->size;
         }
-#endif
 
-        cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION_PART1, config) {
-#if V3D_VERSION >= 40
-                config.width_in_pixels_minus_1 = vc5->framebuffer.width - 1;
-                config.height_in_pixels_minus_1 = vc5->framebuffer.height - 1;
-                config.number_of_render_targets_minus_1 =
-                        MAX2(vc5->framebuffer.nr_cbufs, 1) - 1;
-#else /* V3D_VERSION < 40 */
+        cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
                 config.tile_state_data_array_base_address =
                         cl_address(job->tile_state, 0);
 
@@ -90,13 +115,13 @@ vc5_start_draw(struct vc5_context *vc5)
                 config.height_in_tiles = job->draw_tiles_y;
                 /* Must be >= 1 */
                 config.number_of_render_targets =
-                        MAX2(vc5->framebuffer.nr_cbufs, 1);
-#endif /* V3D_VERSION < 40 */
+                        MAX2(v3d->framebuffer.nr_cbufs, 1);
 
                 config.multisample_mode_4x = job->msaa;
 
                 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
         }
+#endif /* V3D_VERSION < 40 */
 
         /* There's definitely nothing in the VCD cache we want. */
         cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
@@ -110,154 +135,361 @@ vc5_start_draw(struct vc5_context *vc5)
         cl_emit(&job->bcl, START_TILE_BINNING, bin);
 
         job->needs_flush = true;
-        job->draw_width = vc5->framebuffer.width;
-        job->draw_height = vc5->framebuffer.height;
+        job->draw_width = v3d->framebuffer.width;
+        job->draw_height = v3d->framebuffer.height;
 }
 
 static void
-vc5_predraw_check_textures(struct pipe_context *pctx,
-                           struct vc5_texture_stateobj *stage_tex)
+v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
+                               enum pipe_shader_type s)
 {
-        struct vc5_context *vc5 = vc5_context(pctx);
+        struct v3d_context *v3d = v3d_context(pctx);
 
-        for (int i = 0; i < stage_tex->num_textures; i++) {
-                struct pipe_sampler_view *view = stage_tex->textures[i];
-                if (!view)
+        /* Flush writes to textures we're sampling. */
+        for (int i = 0; i < v3d->tex[s].num_textures; i++) {
+                struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
+                if (!pview)
                         continue;
+                struct v3d_sampler_view *view = v3d_sampler_view(pview);
+
+                if (view->texture != view->base.texture &&
+                    view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
+                        v3d_update_shadow_texture(pctx, &view->base);
+
+                v3d_flush_jobs_writing_resource(v3d, view->texture,
+                                                V3D_FLUSH_DEFAULT);
+        }
+
+        /* Flush writes to UBOs. */
+        foreach_bit(i, v3d->constbuf[s].enabled_mask) {
+                struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
+                if (cb->buffer) {
+                        v3d_flush_jobs_writing_resource(v3d, cb->buffer,
+                                                        V3D_FLUSH_DEFAULT);
+                }
+        }
+
+        /* Flush reads/writes to our SSBOs */
+        foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+                struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+                if (sb->buffer) {
+                        v3d_flush_jobs_reading_resource(v3d, sb->buffer,
+                                                        V3D_FLUSH_NOT_CURRENT_JOB);
+                }
+        }
+
+        /* Flush reads/writes to our image views */
+        foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
+                struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
+
+                v3d_flush_jobs_reading_resource(v3d, view->base.resource,
+                                                V3D_FLUSH_NOT_CURRENT_JOB);
+        }
+
+        /* Flush writes to our vertex buffers (i.e. from transform feedback) */
+        if (s == PIPE_SHADER_VERTEX) {
+                foreach_bit(i, v3d->vertexbuf.enabled_mask) {
+                        struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
+
+                        v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
+                                                        V3D_FLUSH_DEFAULT);
+                }
+        }
+}
+
+static void
+v3d_predraw_check_outputs(struct pipe_context *pctx)
+{
+        struct v3d_context *v3d = v3d_context(pctx);
+
+        /* Flush jobs reading from TF buffers that we are about to write. */
+        if (v3d_transform_feedback_enabled(v3d)) {
+                struct v3d_streamout_stateobj *so = &v3d->streamout;
 
-                vc5_flush_jobs_writing_resource(vc5, view->texture);
+                for (int i = 0; i < so->num_targets; i++) {
+                        if (!so->targets[i])
+                                continue;
+
+                        const struct pipe_stream_output_target *target =
+                                so->targets[i];
+                        v3d_flush_jobs_reading_resource(v3d, target->buffer,
+                                                        V3D_FLUSH_DEFAULT);
+                }
+        }
+}
+
+/**
+ * Checks if the state for the current draw reads a particular resource in
+ * in the given shader stage.
+ */
+static bool
+v3d_state_reads_resource(struct v3d_context *v3d,
+                         struct pipe_resource *prsc,
+                         enum pipe_shader_type s)
+{
+        struct v3d_resource *rsc = v3d_resource(prsc);
+
+        /* Vertex buffers */
+        if (s == PIPE_SHADER_VERTEX) {
+                foreach_bit(i, v3d->vertexbuf.enabled_mask) {
+                        struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
+                        if (!vb->buffer.resource)
+                                continue;
+
+                        struct v3d_resource *vb_rsc =
+                                v3d_resource(vb->buffer.resource);
+                        if (rsc->bo == vb_rsc->bo)
+                                return true;
+                }
+        }
+
+        /* Constant buffers */
+        foreach_bit(i, v3d->constbuf[s].enabled_mask) {
+                struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
+                if (!cb->buffer)
+                        continue;
+
+                struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
+                if (rsc->bo == cb_rsc->bo)
+                        return true;
+        }
+
+        /* Shader storage buffers */
+        foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+                struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
+                if (!sb->buffer)
+                        continue;
+
+                struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
+                if (rsc->bo == sb_rsc->bo)
+                        return true;
+        }
+
+        /* Textures  */
+        for (int i = 0; i < v3d->tex[s].num_textures; i++) {
+                struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
+                if (!pview)
+                        continue;
+
+                struct v3d_sampler_view *view = v3d_sampler_view(pview);
+                struct v3d_resource *v_rsc = v3d_resource(view->texture);
+                if (rsc->bo == v_rsc->bo)
+                        return true;
+        }
+
+        return false;
+}
+
+static void
+v3d_emit_wait_for_tf(struct v3d_job *job)
+{
+        /* XXX: we might be able to skip this in some cases, for now we
+         * always emit it.
+         */
+        cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
+
+        cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
+                /* XXX: Wait for all outstanding writes... maybe we can do
+                 * better in some cases.
+                 */
+                wait.block_count = 255;
+        }
+
+        /* We have just flushed all our outstanding TF work in this job so make
+         * sure we don't emit TF flushes again for any of it again.
+         */
+        _mesa_set_clear(job->tf_write_prscs, NULL);
+}
+
+static void
+v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
+{
+        if (!job->tf_enabled)
+            return;
+
+        set_foreach(job->tf_write_prscs, entry) {
+                struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
+                for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
+                        /* Fragment shaders can only start executing after all
+                         * binning (and thus TF) is complete.
+                         *
+                         * XXX: For VS/GS/TES, if the binning shader does not
+                         * read the resource then we could also avoid emitting
+                         * the wait.
+                         */
+                        if (s == PIPE_SHADER_FRAGMENT)
+                            continue;
+
+                        if (v3d_state_reads_resource(v3d, prsc, s)) {
+                                v3d_emit_wait_for_tf(job);
+                                return;
+                        }
+                }
         }
 }
 
 static void
-vc5_emit_gl_shader_state(struct vc5_context *vc5,
+v3d_emit_gl_shader_state(struct v3d_context *v3d,
                          const struct pipe_draw_info *info)
 {
-        struct vc5_job *job = vc5->job;
+        struct v3d_job *job = v3d->job;
         /* VC5_DIRTY_VTXSTATE */
-        struct vc5_vertex_stateobj *vtx = vc5->vtx;
+        struct v3d_vertex_stateobj *vtx = v3d->vtx;
         /* VC5_DIRTY_VTXBUF */
-        struct vc5_vertexbuf_stateobj *vertexbuf = &vc5->vertexbuf;
+        struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
 
         /* Upload the uniforms to the indirect CL first */
-        struct vc5_cl_reloc fs_uniforms =
-                vc5_write_uniforms(vc5, vc5->prog.fs,
-                                   &vc5->constbuf[PIPE_SHADER_FRAGMENT],
-                                   &vc5->fragtex);
-        struct vc5_cl_reloc vs_uniforms =
-                vc5_write_uniforms(vc5, vc5->prog.vs,
-                                   &vc5->constbuf[PIPE_SHADER_VERTEX],
-                                   &vc5->verttex);
-        struct vc5_cl_reloc cs_uniforms =
-                vc5_write_uniforms(vc5, vc5->prog.cs,
-                                   &vc5->constbuf[PIPE_SHADER_VERTEX],
-                                   &vc5->verttex);
+        struct v3d_cl_reloc fs_uniforms =
+                v3d_write_uniforms(v3d, v3d->prog.fs,
+                                   PIPE_SHADER_FRAGMENT);
+        struct v3d_cl_reloc vs_uniforms =
+                v3d_write_uniforms(v3d, v3d->prog.vs,
+                                   PIPE_SHADER_VERTEX);
+        struct v3d_cl_reloc cs_uniforms =
+                v3d_write_uniforms(v3d, v3d->prog.cs,
+                                   PIPE_SHADER_VERTEX);
+
+        /* Update the cache dirty flag based on the shader progs data */
+        job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
+        job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
+        job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
 
         /* See GFXH-930 workaround below */
         uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
         uint32_t shader_rec_offset =
-                vc5_cl_ensure_space(&job->indirect,
+                v3d_cl_ensure_space(&job->indirect,
                                     cl_packet_length(GL_SHADER_STATE_RECORD) +
                                     num_elements_to_emit *
                                     cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
                                     32);
 
+        /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
+         * compile time, so that we mostly just have to OR the VS and FS
+         * records together at draw time.
+         */
         cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
                 shader.enable_clipping = true;
                 /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
                 shader.point_size_in_shaded_vertex_data =
                         (info->mode == PIPE_PRIM_POINTS &&
-                         vc5->rasterizer->base.point_size_per_vertex);
+                         v3d->rasterizer->base.point_size_per_vertex);
 
                 /* Must be set if the shader modifies Z, discards, or modifies
                  * the sample mask.  For any of these cases, the fragment
                  * shader needs to write the Z value (even just discards).
                  */
                 shader.fragment_shader_does_z_writes =
-                        (vc5->prog.fs->prog_data.fs->writes_z ||
-                         vc5->prog.fs->prog_data.fs->discard);
+                        v3d->prog.fs->prog_data.fs->writes_z;
+                /* Set if the EZ test must be disabled (due to shader side
+                 * effects and the early_z flag not being present in the
+                 * shader).
+                 */
+                shader.turn_off_early_z_test =
+                        v3d->prog.fs->prog_data.fs->disable_ez;
 
                 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
-                        vc5->prog.fs->prog_data.fs->uses_centroid_and_center_w;
+                        v3d->prog.fs->prog_data.fs->uses_center_w;
+
+#if V3D_VERSION >= 40
+               shader.do_scoreboard_wait_on_first_thread_switch =
+                        v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
+               shader.disable_implicit_point_line_varyings =
+                        !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
+#endif
 
                 shader.number_of_varyings_in_fragment_shader =
-                        vc5->prog.fs->prog_data.base->num_inputs;
+                        v3d->prog.fs->prog_data.fs->num_inputs;
 
-                shader.propagate_nans = true;
+                shader.coordinate_shader_propagate_nans = true;
+                shader.vertex_shader_propagate_nans = true;
+                shader.fragment_shader_propagate_nans = true;
 
                 shader.coordinate_shader_code_address =
-                        cl_address(vc5->prog.cs->bo, 0);
+                        cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
+                                   v3d->prog.cs->offset);
                 shader.vertex_shader_code_address =
-                        cl_address(vc5->prog.vs->bo, 0);
+                        cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
+                                   v3d->prog.vs->offset);
                 shader.fragment_shader_code_address =
-                        cl_address(vc5->prog.fs->bo, 0);
+                        cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
+                                   v3d->prog.fs->offset);
 
                 /* XXX: Use combined input/output size flag in the common
                  * case.
                  */
-                shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true;
-                shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true;
+                shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
+                        v3d->prog.cs->prog_data.vs->separate_segments;
+                shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
+                        v3d->prog.vs->prog_data.vs->separate_segments;
+
                 shader.coordinate_shader_input_vpm_segment_size =
-                        MAX2(vc5->prog.cs->prog_data.vs->vpm_input_size, 1);
+                        v3d->prog.cs->prog_data.vs->separate_segments ?
+                        v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
                 shader.vertex_shader_input_vpm_segment_size =
-                        MAX2(vc5->prog.vs->prog_data.vs->vpm_input_size, 1);
+                        v3d->prog.vs->prog_data.vs->separate_segments ?
+                        v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
 
                 shader.coordinate_shader_output_vpm_segment_size =
-                        vc5->prog.cs->prog_data.vs->vpm_output_size;
+                        v3d->prog.cs->prog_data.vs->vpm_output_size;
                 shader.vertex_shader_output_vpm_segment_size =
-                        vc5->prog.vs->prog_data.vs->vpm_output_size;
+                        v3d->prog.vs->prog_data.vs->vpm_output_size;
 
                 shader.coordinate_shader_uniforms_address = cs_uniforms;
                 shader.vertex_shader_uniforms_address = vs_uniforms;
                 shader.fragment_shader_uniforms_address = fs_uniforms;
 
 #if V3D_VERSION >= 41
+                shader.min_coord_shader_input_segments_required_in_play = 1;
+                shader.min_vertex_shader_input_segments_required_in_play = 1;
+
                 shader.coordinate_shader_4_way_threadable =
-                        vc5->prog.cs->prog_data.vs->base.threads == 4;
+                        v3d->prog.cs->prog_data.vs->base.threads == 4;
                 shader.vertex_shader_4_way_threadable =
-                        vc5->prog.vs->prog_data.vs->base.threads == 4;
+                        v3d->prog.vs->prog_data.vs->base.threads == 4;
                 shader.fragment_shader_4_way_threadable =
-                        vc5->prog.fs->prog_data.fs->base.threads == 4;
+                        v3d->prog.fs->prog_data.fs->base.threads == 4;
 
                 shader.coordinate_shader_start_in_final_thread_section =
-                        vc5->prog.cs->prog_data.vs->base.single_seg;
+                        v3d->prog.cs->prog_data.vs->base.single_seg;
                 shader.vertex_shader_start_in_final_thread_section =
-                        vc5->prog.vs->prog_data.vs->base.single_seg;
+                        v3d->prog.vs->prog_data.vs->base.single_seg;
                 shader.fragment_shader_start_in_final_thread_section =
-                        vc5->prog.fs->prog_data.fs->base.single_seg;
+                        v3d->prog.fs->prog_data.fs->base.single_seg;
 #else
                 shader.coordinate_shader_4_way_threadable =
-                        vc5->prog.cs->prog_data.vs->base.threads == 4;
+                        v3d->prog.cs->prog_data.vs->base.threads == 4;
                 shader.coordinate_shader_2_way_threadable =
-                        vc5->prog.cs->prog_data.vs->base.threads == 2;
+                        v3d->prog.cs->prog_data.vs->base.threads == 2;
                 shader.vertex_shader_4_way_threadable =
-                        vc5->prog.vs->prog_data.vs->base.threads == 4;
+                        v3d->prog.vs->prog_data.vs->base.threads == 4;
                 shader.vertex_shader_2_way_threadable =
-                        vc5->prog.vs->prog_data.vs->base.threads == 2;
+                        v3d->prog.vs->prog_data.vs->base.threads == 2;
                 shader.fragment_shader_4_way_threadable =
-                        vc5->prog.fs->prog_data.fs->base.threads == 4;
+                        v3d->prog.fs->prog_data.fs->base.threads == 4;
                 shader.fragment_shader_2_way_threadable =
-                        vc5->prog.fs->prog_data.fs->base.threads == 2;
+                        v3d->prog.fs->prog_data.fs->base.threads == 2;
 #endif
 
                 shader.vertex_id_read_by_coordinate_shader =
-                        vc5->prog.cs->prog_data.vs->uses_vid;
+                        v3d->prog.cs->prog_data.vs->uses_vid;
                 shader.instance_id_read_by_coordinate_shader =
-                        vc5->prog.cs->prog_data.vs->uses_iid;
+                        v3d->prog.cs->prog_data.vs->uses_iid;
                 shader.vertex_id_read_by_vertex_shader =
-                        vc5->prog.vs->prog_data.vs->uses_vid;
+                        v3d->prog.vs->prog_data.vs->uses_vid;
                 shader.instance_id_read_by_vertex_shader =
-                        vc5->prog.vs->prog_data.vs->uses_iid;
+                        v3d->prog.vs->prog_data.vs->uses_iid;
 
                 shader.address_of_default_attribute_values =
-                        cl_address(vtx->default_attribute_values, 0);
+                        cl_address(v3d_resource(vtx->defaults)->bo,
+                                   vtx->defaults_offset);
         }
 
+        bool cs_loaded_any = false;
         for (int i = 0; i < vtx->num_elements; i++) {
                 struct pipe_vertex_element *elem = &vtx->pipe[i];
                 struct pipe_vertex_buffer *vb =
                         &vertexbuf->vb[elem->vertex_buffer_index];
-                struct vc5_resource *rsc = vc5_resource(vb->buffer.resource);
+                struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
 
                 const uint32_t size =
                         cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
@@ -269,13 +501,28 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
                                                   vb->buffer_offset +
                                                   elem->src_offset);
                         attr.number_of_values_read_by_coordinate_shader =
-                                vc5->prog.cs->prog_data.vs->vattr_sizes[i];
+                                v3d->prog.cs->prog_data.vs->vattr_sizes[i];
                         attr.number_of_values_read_by_vertex_shader =
-                                vc5->prog.vs->prog_data.vs->vattr_sizes[i];
+                                v3d->prog.vs->prog_data.vs->vattr_sizes[i];
+
+                        /* GFXH-930: At least one attribute must be enabled
+                         * and read by CS and VS.  If we have attributes being
+                         * consumed by the VS but not the CS, then set up a
+                         * dummy load of the last attribute into the CS's VPM
+                         * inputs.  (Since CS is just dead-code-elimination
+                         * compared to VS, we can't have CS loading but not
+                         * VS).
+                         */
+                        if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
+                                cs_loaded_any = true;
+                        if (i == vtx->num_elements - 1 && !cs_loaded_any) {
+                                attr.number_of_values_read_by_coordinate_shader = 1;
+                        }
 #if V3D_VERSION >= 41
                         attr.maximum_index = 0xffffff;
 #endif
                 }
+                STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
         }
 
         if (vtx->num_elements == 0) {
@@ -296,43 +543,44 @@ vc5_emit_gl_shader_state(struct vc5_context *vc5,
                 }
         }
 
+        cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
+                vcm.number_of_16_vertex_batches_for_binning =
+                        v3d->prog.cs->prog_data.vs->vcm_cache_size;
+                vcm.number_of_16_vertex_batches_for_rendering =
+                        v3d->prog.vs->prog_data.vs->vcm_cache_size;
+        }
+
         cl_emit(&job->bcl, GL_SHADER_STATE, state) {
                 state.address = cl_address(job->indirect.bo, shader_rec_offset);
                 state.number_of_attribute_arrays = num_elements_to_emit;
         }
 
-        vc5_bo_unreference(&cs_uniforms.bo);
-        vc5_bo_unreference(&vs_uniforms.bo);
-        vc5_bo_unreference(&fs_uniforms.bo);
-
-        job->shader_rec_count++;
+        v3d_bo_unreference(&cs_uniforms.bo);
+        v3d_bo_unreference(&vs_uniforms.bo);
+        v3d_bo_unreference(&fs_uniforms.bo);
 }
 
 /**
- * Computes the various transform feedback statistics, since they can't be
- * recorded by CL packets.
+ * Updates the number of primitvies generated from the number of vertices
+ * to draw. We do this here instead of using PRIMITIVE_COUNTS_FEEDBACK because
+ * using the GPU packet for this might require sync waits and this is trivial
+ * to handle in the CPU instead.
  */
 static void
-vc5_tf_statistics_record(struct vc5_context *vc5,
-                         const struct pipe_draw_info *info,
-                         bool prim_tf)
+v3d_update_primitives_generated_counter(struct v3d_context *v3d,
+                                        const struct pipe_draw_info *info)
 {
-        if (!vc5->active_queries)
+        if (!v3d->active_queries)
                 return;
 
         uint32_t prims = u_prims_for_vertices(info->mode, info->count);
-        vc5->prims_generated += prims;
-
-        if (prim_tf) {
-                /* XXX: Only count if we didn't overflow. */
-                vc5->tf_prims_generated += prims;
-        }
+        v3d->prims_generated += prims;
 }
 
 static void
-vc5_update_job_ez(struct vc5_context *vc5, struct vc5_job *job)
+v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
 {
-        switch (vc5->zsa->ez_state) {
+        switch (v3d->zsa->ez_state) {
         case VC5_EZ_UNDECIDED:
                 /* If the Z/S state didn't pick a direction but didn't
                  * disable, then go along with the current EZ state.  This
@@ -346,8 +594,8 @@ vc5_update_job_ez(struct vc5_context *vc5, struct vc5_job *job)
                  * the current direction if we've decided on one.
                  */
                 if (job->ez_state == VC5_EZ_UNDECIDED)
-                        job->ez_state = vc5->zsa->ez_state;
-                else if (job->ez_state != vc5->zsa->ez_state)
+                        job->ez_state = v3d->zsa->ez_state;
+                else if (job->ez_state != v3d->zsa->ez_state)
                         job->ez_state = VC5_EZ_DISABLED;
                 break;
 
@@ -364,18 +612,19 @@ vc5_update_job_ez(struct vc5_context *vc5, struct vc5_job *job)
          * the chosen EZ direction (though we could use
          * ARB_conservative_depth's hints to avoid this)
          */
-        if (vc5->prog.fs->prog_data.fs->writes_z) {
+        if (v3d->prog.fs->prog_data.fs->writes_z) {
                 job->ez_state = VC5_EZ_DISABLED;
         }
 
-        if (job->first_ez_state == VC5_EZ_UNDECIDED)
+        if (job->first_ez_state == VC5_EZ_UNDECIDED &&
+            (job->ez_state != VC5_EZ_DISABLED || job->draw_calls_queued == 0))
                 job->first_ez_state = job->ez_state;
 }
 
 static void
-vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 {
-        struct vc5_context *vc5 = vc5_context(pctx);
+        struct v3d_context *v3d = v3d_context(pctx);
 
         if (!info->count_from_stream_output && !info->indirect &&
             !info->primitive_restart &&
@@ -403,34 +652,93 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
         }
 
         if (info->mode >= PIPE_PRIM_QUADS) {
-                util_primconvert_save_rasterizer_state(vc5->primconvert, &vc5->rasterizer->base);
-                util_primconvert_draw_vbo(vc5->primconvert, info);
+                util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
+                util_primconvert_draw_vbo(v3d->primconvert, info);
                 perf_debug("Fallback conversion for %d %s vertices\n",
                            info->count, u_prim_name(info->mode));
                 return;
         }
 
-        /* Before setting up the draw, flush anything writing to the textures
-         * that we read from.
+        /* Before setting up the draw, flush anything writing to the resources
+         * that we read from or reading from resources we write to.
+         */
+        for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
+                v3d_predraw_check_stage_inputs(pctx, s);
+
+        if (info->indirect) {
+                v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer,
+                                                V3D_FLUSH_DEFAULT);
+        }
+
+        v3d_predraw_check_outputs(pctx);
+
+        /* If transform feedback is active and we are switching primitive type
+         * we need to submit the job before drawing and update the vertex count
+         * written to TF based on the primitive type since we will need to
+         * know the exact vertex count if the application decides to call
+         * glDrawTransformFeedback() later.
          */
-        vc5_predraw_check_textures(pctx, &vc5->verttex);
-        vc5_predraw_check_textures(pctx, &vc5->fragtex);
+        if (v3d->streamout.num_targets > 0 &&
+            u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
+                v3d_tf_update_counters(v3d);
+        }
 
-        struct vc5_job *job = vc5_get_job_for_fbo(vc5);
+        struct v3d_job *job = v3d_get_job_for_fbo(v3d);
+
+        /* If vertex texturing depends on the output of rendering, we need to
+         * ensure that that rendering is complete before we run a coordinate
+         * shader that depends on it.
+         *
+         * Given that doing that is unusual, for now we just block the binner
+         * on the last submitted render, rather than tracking the last
+         * rendering to each texture's BO.
+         */
+        if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || info->indirect) {
+                perf_debug("Blocking binner on last render "
+                           "due to vertex texturing or indirect drawing.\n");
+                job->submit.in_sync_bcl = v3d->out_sync;
+        }
+
+        /* Mark SSBOs and images as being written.  We don't actually know
+         * which ones are read vs written, so just assume the worst.
+         */
+        for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
+                foreach_bit(i, v3d->ssbo[s].enabled_mask) {
+                        v3d_job_add_write_resource(job,
+                                                   v3d->ssbo[s].sb[i].buffer);
+                        job->tmu_dirty_rcl = true;
+                }
+
+                foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
+                        v3d_job_add_write_resource(job,
+                                                   v3d->shaderimg[s].si[i].base.resource);
+                        job->tmu_dirty_rcl = true;
+                }
+        }
 
         /* Get space to emit our draw call into the BCL, using a branch to
          * jump to a new BO if necessary.
          */
-        vc5_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
+        v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
 
-        if (vc5->prim_mode != info->mode) {
-                vc5->prim_mode = info->mode;
-                vc5->dirty |= VC5_DIRTY_PRIM_MODE;
+        if (v3d->prim_mode != info->mode) {
+                v3d->prim_mode = info->mode;
+                v3d->dirty |= VC5_DIRTY_PRIM_MODE;
         }
 
-        vc5_start_draw(vc5);
-        vc5_update_compiled_shaders(vc5, info->mode);
-        vc5_update_job_ez(vc5, job);
+        v3d_start_draw(v3d);
+        v3d_update_compiled_shaders(v3d, info->mode);
+        v3d_update_job_ez(v3d, job);
+
+        /* If this job was writing to transform feedback buffers before this
+         * draw and we are reading from them here, then we need to wait for TF
+         * to complete before we emit this draw.
+         *
+         * Notice this check needs to happen before we emit state for the
+         * current draw call, where we update job->tf_enabled, so we can ensure
+         * that we only check TF writes for prior draws.
+         */
+        v3d_emit_wait_for_tf_if_needed(v3d, job);
 
 #if V3D_VERSION >= 41
         v3d41_emit_state(pctx);
@@ -438,20 +746,20 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
         v3d33_emit_state(pctx);
 #endif
 
-        if (vc5->dirty & (VC5_DIRTY_VTXBUF |
+        if (v3d->dirty & (VC5_DIRTY_VTXBUF |
                           VC5_DIRTY_VTXSTATE |
                           VC5_DIRTY_PRIM_MODE |
                           VC5_DIRTY_RASTERIZER |
                           VC5_DIRTY_COMPILED_CS |
                           VC5_DIRTY_COMPILED_VS |
                           VC5_DIRTY_COMPILED_FS |
-                          vc5->prog.cs->uniform_dirty_bits |
-                          vc5->prog.vs->uniform_dirty_bits |
-                          vc5->prog.fs->uniform_dirty_bits)) {
-                vc5_emit_gl_shader_state(vc5, info);
+                          v3d->prog.cs->uniform_dirty_bits |
+                          v3d->prog.vs->uniform_dirty_bits |
+                          v3d->prog.fs->uniform_dirty_bits)) {
+                v3d_emit_gl_shader_state(v3d, info);
         }
 
-        vc5->dirty = 0;
+        v3d->dirty = 0;
 
         /* The Base Vertex/Base Instance packet sets those values to nonzero
          * for the next draw call only.
@@ -468,11 +776,11 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
         /* V3D 3.x: The HW only processes transform feedback on primitives
          * with the flag set.
          */
-        if (vc5->streamout.num_targets)
+        if (v3d->streamout.num_targets)
                 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
 #endif
 
-        vc5_tf_statistics_record(vc5, info, vc5->streamout.num_targets);
+        v3d_update_primitives_generated_counter(v3d, info);
 
         /* Note that the primitive type fields match with OpenGL/gallium
          * definitions, up to but not including QUADS.
@@ -483,14 +791,14 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 struct pipe_resource *prsc;
                 if (info->has_user_indices) {
                         prsc = NULL;
-                        u_upload_data(vc5->uploader, 0,
+                        u_upload_data(v3d->uploader, 0,
                                       info->count * info->index_size, 4,
                                       info->index.user,
                                       &offset, &prsc);
                 } else {
                         prsc = info->index.resource;
                 }
-                struct vc5_resource *rsc = vc5_resource(prsc);
+                struct v3d_resource *rsc = v3d_resource(prsc);
 
 #if V3D_VERSION >= 40
                 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
@@ -499,8 +807,24 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                 }
 #endif
 
-                if (info->instance_count > 1) {
-                        cl_emit(&job->bcl, INDEXED_INSTANCED_PRIMITIVE_LIST, prim) {
+                if (info->indirect) {
+                        cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
+                                prim.index_type = ffs(info->index_size) - 1;
+#if V3D_VERSION < 40
+                                prim.address_of_indices_list =
+                                        cl_address(rsc->bo, offset);
+#endif /* V3D_VERSION < 40 */
+                                prim.mode = info->mode | prim_tf_enable;
+                                prim.enable_primitive_restarts = info->primitive_restart;
+
+                                prim.number_of_draw_indirect_indexed_records = info->indirect->draw_count;
+
+                                prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
+                                prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
+                                                          info->indirect->offset);
+                        }
+                } else if (info->instance_count > 1) {
+                        cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
                                 prim.index_type = ffs(info->index_size) - 1;
 #if V3D_VERSION >= 40
                                 prim.index_offset = offset;
@@ -516,7 +840,7 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                                 prim.instance_length = info->count;
                         }
                 } else {
-                        cl_emit(&job->bcl, INDEXED_PRIMITIVE_LIST, prim) {
+                        cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
                                 prim.index_type = ffs(info->index_size) - 1;
                                 prim.length = info->count;
 #if V3D_VERSION >= 40
@@ -531,96 +855,180 @@ vc5_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
                         }
                 }
 
-                job->draw_calls_queued++;
-
                 if (info->has_user_indices)
                         pipe_resource_reference(&prsc, NULL);
         } else {
-                if (info->instance_count > 1) {
-                        cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMITIVES, prim) {
+                if (info->indirect) {
+                        cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
+                                prim.mode = info->mode | prim_tf_enable;
+                                prim.number_of_draw_indirect_array_records = info->indirect->draw_count;
+
+                                prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
+                                prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo,
+                                                          info->indirect->offset);
+                        }
+                } else if (info->instance_count > 1) {
+                        struct pipe_stream_output_target *so =
+                                info->count_from_stream_output;
+                        uint32_t vert_count = so ?
+                                v3d_stream_output_target_get_vertex_count(so) :
+                                info->count;
+                        cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
                                 prim.mode = info->mode | prim_tf_enable;
                                 prim.index_of_first_vertex = info->start;
                                 prim.number_of_instances = info->instance_count;
-                                prim.instance_length = info->count;
+                                prim.instance_length = vert_count;
                         }
                 } else {
-                        cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, prim) {
+                        struct pipe_stream_output_target *so =
+                                info->count_from_stream_output;
+                        uint32_t vert_count = so ?
+                                v3d_stream_output_target_get_vertex_count(so) :
+                                info->count;
+                        cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
                                 prim.mode = info->mode | prim_tf_enable;
-                                prim.length = info->count;
+                                prim.length = vert_count;
                                 prim.index_of_first_vertex = info->start;
                         }
                 }
         }
+
+        /* A flush is required in between a TF draw and any following TF specs
+         * packet, or the GPU may hang.  Just flush each time for now.
+         */
+        if (v3d->streamout.num_targets)
+                cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
+
         job->draw_calls_queued++;
+        if (v3d->streamout.num_targets)
+           job->tf_draw_calls_queued++;
 
-        if (vc5->zsa && job->zsbuf &&
-            (vc5->zsa->base.depth.enabled ||
-             vc5->zsa->base.stencil[0].enabled)) {
-                struct vc5_resource *rsc = vc5_resource(job->zsbuf->texture);
-                vc5_job_add_bo(job, rsc->bo);
+        /* Increment the TF offsets by how many verts we wrote.  XXX: This
+         * needs some clamping to the buffer size.
+         */
+        for (int i = 0; i < v3d->streamout.num_targets; i++)
+                v3d->streamout.offsets[i] += info->count;
 
-                if (vc5->zsa->base.depth.enabled) {
-                        job->resolve |= PIPE_CLEAR_DEPTH;
-                        rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
-                }
+        if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) {
+                struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
+                v3d_job_add_bo(job, rsc->bo);
+
+                job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
+                if (v3d->zsa->base.depth.writemask)
+                        job->store |= PIPE_CLEAR_DEPTH;
+                rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
+        }
+
+        if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
+                struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
+                if (rsc->separate_stencil)
+                        rsc = rsc->separate_stencil;
+
+                v3d_job_add_bo(job, rsc->bo);
 
-                if (vc5->zsa->base.stencil[0].enabled) {
-                        job->resolve |= PIPE_CLEAR_STENCIL;
-                        rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
+                job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
+                if (v3d->zsa->base.stencil[0].writemask ||
+                    v3d->zsa->base.stencil[1].writemask) {
+                        job->store |= PIPE_CLEAR_STENCIL;
                 }
+                rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
         }
 
-        for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
+        for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
+                int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
 
-                if (job->resolve & bit || !job->cbufs[i])
+                if (job->store & bit || !job->cbufs[i])
                         continue;
-                struct vc5_resource *rsc = vc5_resource(job->cbufs[i]->texture);
+                struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
 
-                job->resolve |= bit;
-                vc5_job_add_bo(job, rsc->bo);
+                job->load |= bit & ~job->clear;
+                if (v3d->blend->base.rt[blend_rt].colormask)
+                        job->store |= bit;
+                v3d_job_add_bo(job, rsc->bo);
         }
 
         if (job->referenced_size > 768 * 1024 * 1024) {
                 perf_debug("Flushing job with %dkb to try to free up memory\n",
                         job->referenced_size / 1024);
-                vc5_flush(pctx);
+                v3d_flush(pctx);
         }
 
         if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH)
-                vc5_flush(pctx);
+                v3d_flush(pctx);
 }
 
+/**
+ * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
+ */
 static void
-vc5_clear(struct pipe_context *pctx, unsigned buffers,
-          const union pipe_color_union *color, double depth, unsigned stencil)
+v3d_draw_clear(struct v3d_context *v3d,
+               unsigned buffers,
+               const union pipe_color_union *color,
+               double depth, unsigned stencil)
 {
-        struct vc5_context *vc5 = vc5_context(pctx);
-        struct vc5_job *job = vc5_get_job_for_fbo(vc5);
+        static const union pipe_color_union dummy_color = {};
 
-        /* We can't flag new buffers for clearing once we've queued draws.  We
-         * could avoid this by using the 3d engine to clear.
+        /* The blitter util dereferences the color regardless, even though the
+         * gallium clear API may not pass one in when only Z/S are cleared.
          */
+        if (!color)
+                color = &dummy_color;
+
+        v3d_blitter_save(v3d);
+        util_blitter_clear(v3d->blitter,
+                           v3d->framebuffer.width,
+                           v3d->framebuffer.height,
+                           util_framebuffer_get_num_layers(&v3d->framebuffer),
+                           buffers, color, depth, stencil,
+                           util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
+}
+
+/**
+ * Attempts to perform the GL clear by using the TLB's fast clear at the start
+ * of the frame.
+ */
+static unsigned
+v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
+              const union pipe_color_union *color,
+              double depth, unsigned stencil)
+{
+        struct v3d_context *v3d = job->v3d;
+
         if (job->draw_calls_queued) {
-                perf_debug("Flushing rendering to process new clear.\n");
-                vc5_job_submit(vc5, job);
-                job = vc5_get_job_for_fbo(vc5);
+                /* If anything in the CL has drawn using the buffer, then the
+                 * TLB clear we're trying to add now would happen before that
+                 * drawing.
+                 */
+                buffers &= ~(job->load | job->store);
         }
 
-        for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
+        /* GFXH-1461: If we were to emit a load of just depth or just stencil,
+         * then the clear for the other may get lost.  We need to decide now
+         * if it would be possible to need to emit a load of just one after
+         * we've set up our TLB clears.
+         */
+        if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
+            (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
+            job->zsbuf &&
+            util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
+                buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
+        }
+
+        for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
                 if (!(buffers & bit))
                         continue;
 
-                struct pipe_surface *psurf = vc5->framebuffer.cbufs[i];
-                struct vc5_surface *surf = vc5_surface(psurf);
-                struct vc5_resource *rsc = vc5_resource(psurf->texture);
+                struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
+                struct v3d_surface *surf = v3d_surface(psurf);
+                struct v3d_resource *rsc = v3d_resource(psurf->texture);
 
                 union util_color uc;
                 uint32_t internal_size = 4 << surf->internal_bpp;
 
                 static union pipe_color_union swapped_color;
-                if (vc5->swap_color_rb & (1 << i)) {
+                if (v3d->swap_color_rb & (1 << i)) {
                         swapped_color.f[0] = color->f[2];
                         swapped_color.f[1] = color->f[1];
                         swapped_color.f[2] = color->f[0];
@@ -665,8 +1073,8 @@ vc5_clear(struct pipe_context *pctx, unsigned buffers,
 
         unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
         if (zsclear) {
-                struct vc5_resource *rsc =
-                        vc5_resource(vc5->framebuffer.zsbuf->texture);
+                struct v3d_resource *rsc =
+                        v3d_resource(v3d->framebuffer.zsbuf->texture);
 
                 if (zsclear & PIPE_CLEAR_DEPTH)
                         job->clear_z = depth;
@@ -678,16 +1086,31 @@ vc5_clear(struct pipe_context *pctx, unsigned buffers,
 
         job->draw_min_x = 0;
         job->draw_min_y = 0;
-        job->draw_max_x = vc5->framebuffer.width;
-        job->draw_max_y = vc5->framebuffer.height;
-        job->cleared |= buffers;
-        job->resolve |= buffers;
+        job->draw_max_x = v3d->framebuffer.width;
+        job->draw_max_y = v3d->framebuffer.height;
+        job->clear |= buffers;
+        job->store |= buffers;
+
+        v3d_start_draw(v3d);
+
+        return buffers;
+}
+
+static void
+v3d_clear(struct pipe_context *pctx, unsigned buffers,
+          const union pipe_color_union *color, double depth, unsigned stencil)
+{
+        struct v3d_context *v3d = v3d_context(pctx);
+        struct v3d_job *job = v3d_get_job_for_fbo(v3d);
+
+        buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
 
-        vc5_start_draw(vc5);
+        if (buffers)
+                v3d_draw_clear(v3d, buffers, color, depth, stencil);
 }
 
 static void
-vc5_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
+v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
                         const union pipe_color_union *color,
                         unsigned x, unsigned y, unsigned w, unsigned h,
                         bool render_condition_enabled)
@@ -696,7 +1119,7 @@ vc5_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
 }
 
 static void
-vc5_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
+v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
                         unsigned buffers, double depth, unsigned stencil,
                         unsigned x, unsigned y, unsigned w, unsigned h,
                         bool render_condition_enabled)
@@ -707,8 +1130,8 @@ vc5_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
 void
 v3dX(draw_init)(struct pipe_context *pctx)
 {
-        pctx->draw_vbo = vc5_draw_vbo;
-        pctx->clear = vc5_clear;
-        pctx->clear_render_target = vc5_clear_render_target;
-        pctx->clear_depth_stencil = vc5_clear_depth_stencil;
+        pctx->draw_vbo = v3d_draw_vbo;
+        pctx->clear = v3d_clear;
+        pctx->clear_render_target = v3d_clear_render_target;
+        pctx->clear_depth_stencil = v3d_clear_depth_stencil;
 }