* 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;
/* 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);
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);
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);
+
+ /* XXX perf: If we're reading from the output of TF in this job, we
+ * should instead be using the wait for transform feedback
+ * functionality.
+ */
- 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);
+ }
+
+ /* 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);
+ }
- vc5_flush_jobs_writing_resource(vc5, view->texture);
+ /* Flush 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_writing_resource(v3d, view->base.resource);
}
}
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);
/* 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.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);
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) {
}
}
+ 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);
+ v3d_bo_unreference(&cs_uniforms.bo);
+ v3d_bo_unreference(&vs_uniforms.bo);
+ v3d_bo_unreference(&fs_uniforms.bo);
job->shader_rec_count++;
}
* recorded by CL packets.
*/
static void
-vc5_tf_statistics_record(struct vc5_context *vc5,
+v3d_tf_statistics_record(struct v3d_context *v3d,
const struct pipe_draw_info *info,
bool prim_tf)
{
- if (!vc5->active_queries)
+ if (!v3d->active_queries)
return;
uint32_t prims = u_prims_for_vertices(info->mode, info->count);
- vc5->prims_generated += prims;
+ v3d->prims_generated += prims;
if (prim_tf) {
/* XXX: Only count if we didn't overflow. */
- vc5->tf_prims_generated += prims;
+ v3d->tf_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
* 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;
* 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 &&
}
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.
*/
- vc5_predraw_check_textures(pctx, &vc5->verttex);
- vc5_predraw_check_textures(pctx, &vc5->fragtex);
+ 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);
- 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 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 V3D_VERSION >= 41
v3d41_emit_state(pctx);
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.
/* 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_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
/* Note that the primitive type fields match with OpenGL/gallium
* definitions, up to but not including QUADS.
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) {
}
#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;
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
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) {
+ 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;
}
} else {
- cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, prim) {
+ cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
prim.mode = info->mode | prim_tf_enable;
prim.length = info->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 (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;
- if (vc5->zsa->base.stencil[0].enabled) {
- job->resolve |= PIPE_CLEAR_STENCIL;
- rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
+ v3d_job_add_bo(job, rsc->bo);
+
+ 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);
+}
+
+/**
+ * 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];
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;
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)
}
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)
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;
}