broadcom/vc4: Fix use-after-free trying to mix a quad and tile clear.
[mesa.git] / src / gallium / drivers / vc4 / vc4_draw.c
index af5954663795c2ae36c5cdcca2745381c1b95057..fdf983dae7f37d4fd5ebee07c43a61d9d4bb13cf 100644 (file)
  * IN THE SOFTWARE.
  */
 
-#include <stdio.h>
-
+#include "util/u_blitter.h"
+#include "util/u_prim.h"
 #include "util/u_format.h"
 #include "util/u_pack_color.h"
+#include "util/u_upload_mgr.h"
 #include "indices/u_primconvert.h"
 
 #include "vc4_context.h"
 #include "vc4_resource.h"
 
+#define VC4_HW_2116_COUNT              0x1ef0
+
+static void
+vc4_get_draw_cl_space(struct vc4_job *job, int vert_count)
+{
+        /* The SW-5891 workaround may cause us to emit multiple shader recs
+         * and draw packets.
+         */
+        int num_draws = DIV_ROUND_UP(vert_count, 65535) + 1;
+
+        /* Binner gets our packet state -- vc4_emit.c contents,
+         * and the primitive itself.
+         */
+        cl_ensure_space(&job->bcl,
+                        256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE +
+                               VC4_PACKET_GL_SHADER_STATE_SIZE) * num_draws);
+
+        /* Nothing for rcl -- that's covered by vc4_context.c */
+
+        /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
+         * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
+         * vattr stride).
+         */
+        cl_ensure_space(&job->shader_rec,
+                        (12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws);
+
+        /* Uniforms are covered by vc4_write_uniforms(). */
+
+        /* There could be up to 16 textures per stage, plus misc other
+         * pointers.
+         */
+        cl_ensure_space(&job->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
+        cl_ensure_space(&job->bo_pointers,
+                        (2 * 16 + 20) * sizeof(struct vc4_bo *));
+}
+
 /**
  * Does the initial bining command list setup for drawing to a given FBO.
  */
 static void
 vc4_start_draw(struct vc4_context *vc4)
 {
-        if (vc4->needs_flush)
+        struct vc4_job *job = vc4->job;
+
+        if (job->needs_flush)
                 return;
 
-        uint32_t width = vc4->framebuffer.width;
-        uint32_t height = vc4->framebuffer.height;
-        uint32_t tilew = align(width, 64) / 64;
-        uint32_t tileh = align(height, 64) / 64;
-
-        uint32_t tile_alloc_size = 32 * tilew * tileh * 16;
-        uint32_t tile_state_size = 48 * tilew * tileh;
-        if (!vc4->tile_alloc || vc4->tile_alloc->size < tile_alloc_size) {
-                vc4_bo_unreference(&vc4->tile_alloc);
-                vc4->tile_alloc = vc4_bo_alloc(vc4->screen, tile_alloc_size,
-                                               "tile_alloc");
-        }
-        if (!vc4->tile_state || vc4->tile_state->size < tile_state_size) {
-                vc4_bo_unreference(&vc4->tile_state);
-                vc4->tile_state = vc4_bo_alloc(vc4->screen, tile_state_size,
-                                               "tile_state");
-        }
-
-        //   Tile state data is 48 bytes per tile, I think it can be thrown away
-        //   as soon as binning is finished.
-        cl_start_reloc(&vc4->bcl, 2);
-        cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
-        cl_reloc(vc4, &vc4->bcl, vc4->tile_alloc, 0);
-        cl_u32(&vc4->bcl, vc4->tile_alloc->size);
-        cl_reloc(vc4, &vc4->bcl, vc4->tile_state, 0);
-        cl_u8(&vc4->bcl, tilew);
-        cl_u8(&vc4->bcl, tileh);
-        cl_u8(&vc4->bcl, VC4_BIN_CONFIG_AUTO_INIT_TSDA);
-
-        cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);
-
-        cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
-        cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
-
-        vc4->needs_flush = true;
-        vc4->draw_call_queued = true;
+        vc4_get_draw_cl_space(job, 0);
+
+        cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION, bin) {
+                bin.width_in_tiles = job->draw_tiles_x;
+                bin.height_in_tiles = job->draw_tiles_y;
+                bin.multisample_mode_4x = job->msaa;
+        }
+
+        /* START_TILE_BINNING resets the statechange counters in the hardware,
+         * which are what is used when a primitive is binned to a tile to
+         * figure out what new state packets need to be written to that tile's
+         * command list.
+         */
+        cl_emit(&job->bcl, START_TILE_BINNING, start);
+
+        /* Reset the current compressed primitives format.  This gets modified
+         * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
+         * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
+         * of every tile.
+         */
+        cl_emit(&job->bcl, PRIMITIVE_LIST_FORMAT, list) {
+                list.data_type = _16_BIT_INDEX;
+                list.primitive_type = TRIANGLES_LIST;
+        }
+
+        job->needs_flush = true;
+        job->draw_width = vc4->framebuffer.width;
+        job->draw_height = vc4->framebuffer.height;
+}
+
+static void
+vc4_predraw_check_textures(struct pipe_context *pctx,
+                           struct vc4_texture_stateobj *stage_tex)
+{
+        struct vc4_context *vc4 = vc4_context(pctx);
+
+        for (int i = 0; i < stage_tex->num_textures; i++) {
+                struct pipe_sampler_view *view = stage_tex->textures[i];
+                if (!view)
+                        continue;
+                struct vc4_resource *rsc = vc4_resource(view->texture);
+                if (rsc->shadow_parent)
+                        vc4_update_shadow_baselevel_texture(pctx, view);
+
+                vc4_flush_jobs_writing_resource(vc4, view->texture);
+        }
+}
+
+static void
+vc4_emit_gl_shader_state(struct vc4_context *vc4,
+                         const struct pipe_draw_info *info,
+                         uint32_t extra_index_bias)
+{
+        struct vc4_job *job = vc4->job;
+        /* VC4_DIRTY_VTXSTATE */
+        struct vc4_vertex_stateobj *vtx = vc4->vtx;
+        /* VC4_DIRTY_VTXBUF */
+        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
+
+        /* The simulator throws a fit if VS or CS don't read an attribute, so
+         * we emit a dummy read.
+         */
+        uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
+
+        /* Emit the shader record. */
+        cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
+
+        cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
+                rec.enable_clipping = true;
+
+                /* VC4_DIRTY_COMPILED_FS */
+                rec.fragment_shader_is_single_threaded =
+                        !vc4->prog.fs->fs_threaded;
+
+                /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
+                rec.point_size_included_in_shaded_vertex_data =
+                         (info->mode == PIPE_PRIM_POINTS &&
+                          vc4->rasterizer->base.point_size_per_vertex);
+
+                /* VC4_DIRTY_COMPILED_FS */
+                rec.fragment_shader_number_of_varyings =
+                        vc4->prog.fs->num_inputs;
+                rec.fragment_shader_code_address =
+                        cl_address(vc4->prog.fs->bo, 0);
+
+                rec.coordinate_shader_attribute_array_select_bits =
+                         vc4->prog.cs->vattrs_live;
+                rec.coordinate_shader_total_attributes_size =
+                         vc4->prog.cs->vattr_offsets[8];
+                rec.coordinate_shader_code_address =
+                        cl_address(vc4->prog.cs->bo, 0);
+
+                rec.vertex_shader_attribute_array_select_bits =
+                         vc4->prog.vs->vattrs_live;
+                rec.vertex_shader_total_attributes_size =
+                         vc4->prog.vs->vattr_offsets[8];
+                rec.vertex_shader_code_address =
+                        cl_address(vc4->prog.vs->bo, 0);
+        };
+
+        uint32_t max_index = 0xffff;
+        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 vc4_resource *rsc = vc4_resource(vb->buffer.resource);
+                /* not vc4->dirty tracked: vc4->last_index_bias */
+                uint32_t offset = (vb->buffer_offset +
+                                   elem->src_offset +
+                                   vb->stride * (info->index_bias +
+                                                 extra_index_bias));
+                uint32_t vb_size = rsc->bo->size - offset;
+                uint32_t elem_size =
+                        util_format_get_blocksize(elem->src_format);
+
+                cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+                        attr.address = cl_address(rsc->bo, offset);
+                        attr.number_of_bytes_minus_1 = elem_size - 1;
+                        attr.stride = vb->stride;
+                        attr.coordinate_shader_vpm_offset =
+                                vc4->prog.cs->vattr_offsets[i];
+                        attr.vertex_shader_vpm_offset =
+                                vc4->prog.vs->vattr_offsets[i];
+                }
+
+                if (vb->stride > 0) {
+                        max_index = MIN2(max_index,
+                                         (vb_size - elem_size) / vb->stride);
+                }
+        }
+
+        if (vtx->num_elements == 0) {
+                assert(num_elements_emit == 1);
+                struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
+
+                cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
+                        attr.address = cl_address(bo, 0);
+                        attr.number_of_bytes_minus_1 = 16 - 1;
+                        attr.stride = 0;
+                        attr.coordinate_shader_vpm_offset = 0;
+                        attr.vertex_shader_vpm_offset = 0;
+                }
+        }
+
+        cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
+                /* Note that number of attributes == 0 in the packet means 8
+                 * attributes.  This field also contains the offset into
+                 * shader_rec.
+                 */
+                assert(vtx->num_elements <= 8);
+                shader_state.number_of_attribute_arrays =
+                        num_elements_emit & 0x7;
+        }
+
+        vc4_write_uniforms(vc4, vc4->prog.fs,
+                           &vc4->constbuf[PIPE_SHADER_FRAGMENT],
+                           &vc4->fragtex);
+        vc4_write_uniforms(vc4, vc4->prog.vs,
+                           &vc4->constbuf[PIPE_SHADER_VERTEX],
+                           &vc4->verttex);
+        vc4_write_uniforms(vc4, vc4->prog.cs,
+                           &vc4->constbuf[PIPE_SHADER_VERTEX],
+                           &vc4->verttex);
+
+        vc4->last_index_bias = info->index_bias + extra_index_bias;
+        vc4->max_index = max_index;
+        job->shader_rec_count++;
+}
+
+/**
+ * HW-2116 workaround: Flush the batch before triggering the hardware state
+ * counter wraparound behavior.
+ *
+ * State updates are tracked by a global counter which increments at the first
+ * state update after a draw or a START_BINNING.  Tiles can then have their
+ * state updated at draw time with a set of cheap checks for whether the
+ * state's copy of the global counter matches the global counter the last time
+ * that state was written to the tile.
+ *
+ * The state counters are relatively small and wrap around quickly, so you
+ * could get false negatives for needing to update a particular state in the
+ * tile.  To avoid this, the hardware attempts to write all of the state in
+ * the tile at wraparound time.  This apparently is broken, so we just flush
+ * everything before that behavior is triggered.  A batch flush is sufficient
+ * to get our current contents drawn and reset the counters to 0.
+ *
+ * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
+ * tiles with VC4_PACKET_RETURN_FROM_LIST.
+ */
+static void
+vc4_hw_2116_workaround(struct pipe_context *pctx, int vert_count)
+{
+        struct vc4_context *vc4 = vc4_context(pctx);
+        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
+
+        if (job->draw_calls_queued + vert_count / 65535 >= VC4_HW_2116_COUNT) {
+                perf_debug("Flushing batch due to HW-2116 workaround "
+                           "(too many draw calls per scene\n");
+                vc4_job_submit(vc4, job);
+        }
 }
 
 static void
@@ -83,112 +286,202 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
 {
         struct vc4_context *vc4 = vc4_context(pctx);
 
+       if (!info->count_from_stream_output && !info->indirect &&
+           !info->primitive_restart &&
+           !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
+               return;
+
         if (info->mode >= PIPE_PRIM_QUADS) {
-                util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
                 util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
                 util_primconvert_draw_vbo(vc4->primconvert, info);
+                perf_debug("Fallback conversion for %d %s vertices\n",
+                           info->count, u_prim_name(info->mode));
                 return;
         }
 
+        /* Before setting up the draw, do any fixup blits necessary. */
+        vc4_predraw_check_textures(pctx, &vc4->verttex);
+        vc4_predraw_check_textures(pctx, &vc4->fragtex);
+
+        vc4_hw_2116_workaround(pctx, info->count);
+
+        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
+
+        vc4_get_draw_cl_space(job, info->count);
+
+        if (vc4->prim_mode != info->mode) {
+                vc4->prim_mode = info->mode;
+                vc4->dirty |= VC4_DIRTY_PRIM_MODE;
+        }
+
         vc4_start_draw(vc4);
-        vc4_update_compiled_shaders(vc4);
+        if (!vc4_update_compiled_shaders(vc4, info->mode)) {
+                debug_warn_once("shader compile failed, skipping draw call.\n");
+                return;
+        }
 
         vc4_emit_state(pctx);
 
-        /* the actual draw call. */
-        struct vc4_vertex_stateobj *vtx = vc4->vtx;
-        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
-        cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
-        assert(vtx->num_elements <= 8);
-        /* Note that number of attributes == 0 in the packet means 8
-         * attributes.  This field also contains the offset into shader_rec.
-         */
-        cl_u32(&vc4->bcl, vtx->num_elements & 0x7);
+        if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
+                           VC4_DIRTY_VTXSTATE |
+                           VC4_DIRTY_PRIM_MODE |
+                           VC4_DIRTY_RASTERIZER |
+                           VC4_DIRTY_COMPILED_CS |
+                           VC4_DIRTY_COMPILED_VS |
+                           VC4_DIRTY_COMPILED_FS |
+                           vc4->prog.cs->uniform_dirty_bits |
+                           vc4->prog.vs->uniform_dirty_bits |
+                           vc4->prog.fs->uniform_dirty_bits)) ||
+            vc4->last_index_bias != info->index_bias) {
+                vc4_emit_gl_shader_state(vc4, info, 0);
+        }
+
+        vc4->dirty = 0;
 
         /* Note that the primitive type fields match with OpenGL/gallium
          * definitions, up to but not including QUADS.
          */
-        if (info->indexed) {
-                struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
-
-                assert(vc4->indexbuf.index_size == 1 ||
-                       vc4->indexbuf.index_size == 2);
-
-                cl_start_reloc(&vc4->bcl, 1);
-                cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
-                cl_u8(&vc4->bcl,
+        if (info->index_size) {
+                uint32_t index_size = info->index_size;
+                uint32_t offset = info->start * index_size;
+                struct pipe_resource *prsc;
+                if (info->index_size == 4) {
+                        prsc = vc4_get_shadow_index_buffer(pctx, info,
+                                                           offset,
+                                                           info->count, &offset);
+                        index_size = 2;
+                } else {
+                        if (info->has_user_indices) {
+                                prsc = NULL;
+                                u_upload_data(vc4->uploader, 0,
+                                              info->count * index_size, 4,
+                                              info->index.user,
+                                              &offset, &prsc);
+                        } else {
+                                prsc = info->index.resource;
+                        }
+                }
+                struct vc4_resource *rsc = vc4_resource(prsc);
+
+                struct vc4_cl_out *bcl = cl_start(&job->bcl);
+                cl_start_reloc(&job->bcl, &bcl, 1);
+                cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
+                cl_u8(&bcl,
                       info->mode |
-                      (vc4->indexbuf.index_size == 2 ?
+                      (index_size == 2 ?
                        VC4_INDEX_BUFFER_U16:
                        VC4_INDEX_BUFFER_U8));
-                cl_u32(&vc4->bcl, info->count);
-                cl_reloc(vc4, &vc4->bcl, rsc->bo, vc4->indexbuf.offset);
-                cl_u32(&vc4->bcl, info->max_index);
+                cl_u32(&bcl, info->count);
+                cl_reloc(job, &job->bcl, &bcl, rsc->bo, offset);
+                cl_u32(&bcl, vc4->max_index);
+                cl_end(&job->bcl, bcl);
+                job->draw_calls_queued++;
+
+                if (info->index_size == 4 || info->has_user_indices)
+                        pipe_resource_reference(&prsc, NULL);
         } else {
-                cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
-                cl_u8(&vc4->bcl, info->mode);
-                cl_u32(&vc4->bcl, info->count);
-                cl_u32(&vc4->bcl, info->start);
+                uint32_t count = info->count;
+                uint32_t start = info->start;
+                uint32_t extra_index_bias = 0;
+
+                while (count) {
+                        uint32_t this_count = count;
+                        uint32_t step = count;
+                        static const uint32_t max_verts = 65535;
+
+                        /* GFXH-515 / SW-5891: The binner emits 16 bit indices
+                         * for drawarrays, which means that if start + count >
+                         * 64k it would truncate the top bits.  Work around
+                         * this by emitting a limited number of primitives at
+                         * a time and reemitting the shader state pointing
+                         * farther down the vertex attribute arrays.
+                         *
+                         * To do this properly for line loops or trifans, we'd
+                         * need to make a new VB containing the first vertex
+                         * plus whatever remainder.
+                         */
+                        if (extra_index_bias) {
+                                vc4_emit_gl_shader_state(vc4, info,
+                                                         extra_index_bias);
+                        }
+
+                        if (start + count > max_verts) {
+                                switch (info->mode) {
+                                case PIPE_PRIM_POINTS:
+                                        this_count = step = max_verts;
+                                        break;
+                                case PIPE_PRIM_LINES:
+                                        this_count = step = max_verts - (max_verts % 2);
+                                        break;
+                                case PIPE_PRIM_LINE_STRIP:
+                                        this_count = max_verts;
+                                        step = max_verts - 1;
+                                        break;
+                                case PIPE_PRIM_LINE_LOOP:
+                                        this_count = max_verts;
+                                        step = max_verts - 1;
+                                        debug_warn_once("unhandled line loop "
+                                                        "looping behavior with "
+                                                        ">65535 verts\n");
+                                        break;
+                                case PIPE_PRIM_TRIANGLES:
+                                        this_count = step = max_verts - (max_verts % 3);
+                                        break;
+                                case PIPE_PRIM_TRIANGLE_STRIP:
+                                        this_count = max_verts;
+                                        step = max_verts - 2;
+                                        break;
+                                default:
+                                        debug_warn_once("unhandled primitive "
+                                                        "max vert count, truncating\n");
+                                        this_count = step = max_verts;
+                                }
+                        }
+
+                        cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, array) {
+                                array.primitive_mode = info->mode;
+                                array.length = this_count;
+                                array.index_of_first_vertex = start;
+                        }
+                        job->draw_calls_queued++;
+
+                        count -= step;
+                        extra_index_bias += start + step;
+                        start = 0;
+                }
         }
 
-// Shader Record
+        /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
+         * workaround.
+         */
+        assert(job->draw_calls_queued <= VC4_HW_2116_COUNT);
 
-        vc4_write_uniforms(vc4, vc4->prog.fs,
-                           &vc4->constbuf[PIPE_SHADER_FRAGMENT],
-                           &vc4->fragtex,
-                           0);
-        vc4_write_uniforms(vc4, vc4->prog.vs,
-                           &vc4->constbuf[PIPE_SHADER_VERTEX],
-                           &vc4->verttex,
-                           0);
-        vc4_write_uniforms(vc4, vc4->prog.vs,
-                           &vc4->constbuf[PIPE_SHADER_VERTEX],
-                           &vc4->verttex,
-                           1);
-
-        cl_start_shader_reloc(&vc4->shader_rec, 3 + vtx->num_elements);
-        cl_u16(&vc4->shader_rec, VC4_SHADER_FLAG_ENABLE_CLIPPING);
-        cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
-        cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs);
-        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
-        cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
-
-        cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
-        cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* vs attribute array bitfield */
-        cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */
-        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
-        cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
-
-        cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
-        cl_u8(&vc4->shader_rec, (1 << vtx->num_elements) - 1); /* cs attribute array bitfield */
-        cl_u8(&vc4->shader_rec, 16 * vtx->num_elements); /* vs total attribute size */
-        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo,
-                vc4->prog.vs->coord_shader_offset);
-        cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */
+        if (vc4->zsa && vc4->framebuffer.zsbuf) {
+                struct vc4_resource *rsc =
+                        vc4_resource(vc4->framebuffer.zsbuf->texture);
 
-        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 vc4_resource *rsc = vc4_resource(vb->buffer);
+                if (vc4->zsa->base.depth.enabled) {
+                        job->resolve |= PIPE_CLEAR_DEPTH;
+                        rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
+                }
 
-                cl_reloc(vc4, &vc4->shader_rec, rsc->bo,
-                         vb->buffer_offset + elem->src_offset);
-                cl_u8(&vc4->shader_rec,
-                      util_format_get_blocksize(elem->src_format) - 1);
-                cl_u8(&vc4->shader_rec, vb->stride);
-                cl_u8(&vc4->shader_rec, i * 16); /* VS VPM offset */
-                cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
+                if (vc4->zsa->base.stencil[0].enabled) {
+                        job->resolve |= PIPE_CLEAR_STENCIL;
+                        rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
+                }
         }
 
-        if (vc4->zsa && vc4->zsa->depth.enabled) {
-                vc4->resolve |= PIPE_CLEAR_DEPTH;
-        }
-        vc4->resolve |= PIPE_CLEAR_COLOR0;
+        job->resolve |= PIPE_CLEAR_COLOR0;
 
-        vc4->shader_rec_count++;
+        /* If we've used half of the presumably 256MB CMA area, flush the job
+         * so that we don't accumulate a job that will end up not being
+         * executable.
+         */
+        if (job->bo_space > 128 * 1024 * 1024)
+                vc4_flush(pctx);
 
-        vc4_flush(pctx);
+        if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
+                vc4_flush(pctx);
 }
 
 static uint32_t
@@ -196,7 +489,10 @@ pack_rgba(enum pipe_format format, const float *rgba)
 {
         union util_color uc;
         util_pack_color(rgba, format, &uc);
-        return uc.ui[0];
+        if (util_format_get_blocksize(format) == 2)
+                return uc.us;
+        else
+                return uc.ui[0];
 }
 
 static void
@@ -204,21 +500,94 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
           const union pipe_color_union *color, double depth, unsigned stencil)
 {
         struct vc4_context *vc4 = vc4_context(pctx);
+        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
+
+        if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+                struct vc4_resource *rsc =
+                        vc4_resource(vc4->framebuffer.zsbuf->texture);
+                unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
+
+                /* Clearing ZS will clear both Z and stencil, so if we're
+                 * trying to clear just one then we need to draw a quad to do
+                 * it instead.  We need to do this before setting up
+                 * tile-based clears in vc4->job, because the blitter may
+                 * submit the current job.
+                 */
+                if ((zsclear == PIPE_CLEAR_DEPTH ||
+                     zsclear == PIPE_CLEAR_STENCIL) &&
+                    (rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
+                    util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
+                        perf_debug("Partial clear of Z+stencil buffer, "
+                                   "drawing a quad instead of fast clearing\n");
+                        vc4_blitter_save(vc4);
+                        util_blitter_clear(vc4->blitter,
+                                           vc4->framebuffer.width,
+                                           vc4->framebuffer.height,
+                                           1,
+                                           zsclear,
+                                           NULL, depth, stencil);
+                        buffers &= ~zsclear;
+                        if (!buffers)
+                                return;
+                        job = vc4_get_job_for_fbo(vc4);
+                }
+        }
 
         /* We can't flag new buffers for clearing once we've queued draws.  We
          * could avoid this by using the 3d engine to clear.
          */
-        if (vc4->draw_call_queued)
-                vc4_flush(pctx);
+        if (job->draw_calls_queued) {
+                perf_debug("Flushing rendering to process new clear.\n");
+                vc4_job_submit(vc4, job);
+                job = vc4_get_job_for_fbo(vc4);
+        }
 
         if (buffers & PIPE_CLEAR_COLOR0) {
-                vc4->clear_color[0] = vc4->clear_color[1] =
-                        pack_rgba(vc4->framebuffer.cbufs[0]->format,
-                                  color->f);
+                struct vc4_resource *rsc =
+                        vc4_resource(vc4->framebuffer.cbufs[0]->texture);
+                uint32_t clear_color;
+
+                if (vc4_rt_format_is_565(vc4->framebuffer.cbufs[0]->format)) {
+                        /* In 565 mode, the hardware will be packing our color
+                         * for us.
+                         */
+                        clear_color = pack_rgba(PIPE_FORMAT_R8G8B8A8_UNORM,
+                                                color->f);
+                } else {
+                        /* Otherwise, we need to do this packing because we
+                         * support multiple swizzlings of RGBA8888.
+                         */
+                        clear_color =
+                                pack_rgba(vc4->framebuffer.cbufs[0]->format,
+                                          color->f);
+                }
+                job->clear_color[0] = job->clear_color[1] = clear_color;
+                rsc->initialized_buffers |= (buffers & PIPE_CLEAR_COLOR0);
+        }
+
+        if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
+                struct vc4_resource *rsc =
+                        vc4_resource(vc4->framebuffer.zsbuf->texture);
+
+                /* Though the depth buffer is stored with Z in the high 24,
+                 * for this field we just need to store it in the low 24.
+                 */
+                if (buffers & PIPE_CLEAR_DEPTH) {
+                        job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
+                                                       depth);
+                }
+                if (buffers & PIPE_CLEAR_STENCIL)
+                        job->clear_stencil = stencil;
+
+                rsc->initialized_buffers |= (buffers & PIPE_CLEAR_DEPTHSTENCIL);
         }
 
-        vc4->cleared |= buffers;
-        vc4->resolve |= buffers;
+        job->draw_min_x = 0;
+        job->draw_min_y = 0;
+        job->draw_max_x = vc4->framebuffer.width;
+        job->draw_max_y = vc4->framebuffer.height;
+        job->cleared |= buffers;
+        job->resolve |= buffers;
 
         vc4_start_draw(vc4);
 }
@@ -226,7 +595,8 @@ vc4_clear(struct pipe_context *pctx, unsigned buffers,
 static void
 vc4_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)
+                        unsigned x, unsigned y, unsigned w, unsigned h,
+                       bool render_condition_enabled)
 {
         fprintf(stderr, "unimpl: clear RT\n");
 }
@@ -234,7 +604,8 @@ vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
 static void
 vc4_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)
+                        unsigned x, unsigned y, unsigned w, unsigned h,
+                       bool render_condition_enabled)
 {
         fprintf(stderr, "unimpl: clear DS\n");
 }