1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include "util/u_blitter.h"
25 #include "util/u_draw.h"
26 #include "util/u_prim.h"
27 #include "util/format/u_format.h"
28 #include "util/u_pack_color.h"
29 #include "util/u_prim_restart.h"
30 #include "util/u_upload_mgr.h"
31
32 #include "v3d_context.h"
33 #include "v3d_resource.h"
34 #include "v3d_cl.h"
35 #include "broadcom/compiler/v3d_compiler.h"
36 #include "broadcom/common/v3d_macros.h"
37 #include "broadcom/common/v3d_util.h"
38 #include "broadcom/cle/v3dx_pack.h"
39
40 static void
v3d_start_binning(struct v3d_context * v3d,struct v3d_job * job)41 v3d_start_binning(struct v3d_context *v3d, struct v3d_job *job)
42 {
43 assert(job->needs_flush);
44
45 /* Get space to emit our BCL state, using a branch to jump to a new BO
46 * if necessary.
47 */
48
49 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
50
51 job->submit.bcl_start = job->bcl.bo->offset;
52 v3d_job_add_bo(job, job->bcl.bo);
53
54 /* The PTB will request the tile alloc initial size per tile at start
55 * of tile binning.
56 */
57 uint32_t tile_alloc_size =
58 MAX2(job->num_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
59
60 /* The PTB allocates in aligned 4k chunks after the initial setup. */
61 tile_alloc_size = align(tile_alloc_size, 4096);
62
63 /* Include the first two chunk allocations that the PTB does so that
64 * we definitely clear the OOM condition before triggering one (the HW
65 * won't trigger OOM during the first allocations).
66 */
67 tile_alloc_size += 8192;
68
69 /* For performance, allocate some extra initial memory after the PTB's
70 * minimal allocations, so that we hopefully don't have to block the
71 * GPU on the kernel handling an OOM signal.
72 */
73 tile_alloc_size += 512 * 1024;
74
75 job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size,
76 "tile_alloc");
77 uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
78 job->tile_state = v3d_bo_alloc(v3d->screen,
79 MAX2(job->num_layers, 1) *
80 job->draw_tiles_y *
81 job->draw_tiles_x *
82 tsda_per_tile_size,
83 "TSDA");
84
85 #if V3D_VERSION >= 41
86 /* This must go before the binning mode configuration. It is
87 * required for layered framebuffers to work.
88 */
89 if (job->num_layers > 0) {
90 cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
91 config.number_of_layers = job->num_layers;
92 }
93 }
94 #endif
95
96 #if V3D_VERSION >= 40
97 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
98 config.width_in_pixels = job->draw_width;
99 config.height_in_pixels = job->draw_height;
100 config.number_of_render_targets =
101 MAX2(job->nr_cbufs, 1);
102
103 config.multisample_mode_4x = job->msaa;
104
105 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
106 }
107 #else /* V3D_VERSION < 40 */
108 /* "Binning mode lists start with a Tile Binning Mode Configuration
109 * item (120)"
110 *
111 * Part1 signals the end of binning config setup.
112 */
113 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
114 config.tile_allocation_memory_address =
115 cl_address(job->tile_alloc, 0);
116 config.tile_allocation_memory_size = job->tile_alloc->size;
117 }
118
119 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
120 config.tile_state_data_array_base_address =
121 cl_address(job->tile_state, 0);
122
123 config.width_in_tiles = job->draw_tiles_x;
124 config.height_in_tiles = job->draw_tiles_y;
125 /* Must be >= 1 */
126 config.number_of_render_targets =
127 MAX2(job->nr_cbufs, 1);
128
129 config.multisample_mode_4x = job->msaa;
130
131 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
132 }
133 #endif /* V3D_VERSION < 40 */
134
135 /* There's definitely nothing in the VCD cache we want. */
136 cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
137
138 /* Disable any leftover OQ state from another job. */
139 cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
140
141 /* "Binning mode lists must have a Start Tile Binning item (6) after
142 * any prefix state data before the binning list proper starts."
143 */
144 cl_emit(&job->bcl, START_TILE_BINNING, bin);
145 }
146 /**
147 * Does the initial bining command list setup for drawing to a given FBO.
148 */
149 static void
v3d_start_draw(struct v3d_context * v3d)150 v3d_start_draw(struct v3d_context *v3d)
151 {
152 struct v3d_job *job = v3d->job;
153
154 if (job->needs_flush)
155 return;
156
157 job->needs_flush = true;
158 job->draw_width = v3d->framebuffer.width;
159 job->draw_height = v3d->framebuffer.height;
160 job->num_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
161
162 v3d_start_binning(v3d, job);
163 }
164
165 static void
v3d_predraw_check_stage_inputs(struct pipe_context * pctx,enum pipe_shader_type s)166 v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
167 enum pipe_shader_type s)
168 {
169 struct v3d_context *v3d = v3d_context(pctx);
170
171 /* Flush writes to textures we're sampling. */
172 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
173 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
174 if (!pview)
175 continue;
176 struct v3d_sampler_view *view = v3d_sampler_view(pview);
177
178 if (view->texture != view->base.texture &&
179 view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
180 v3d_update_shadow_texture(pctx, &view->base);
181
182 v3d_flush_jobs_writing_resource(v3d, view->texture,
183 V3D_FLUSH_DEFAULT,
184 s == PIPE_SHADER_COMPUTE);
185 }
186
187 /* Flush writes to UBOs. */
188 u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
189 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
190 if (cb->buffer) {
191 v3d_flush_jobs_writing_resource(v3d, cb->buffer,
192 V3D_FLUSH_DEFAULT,
193 s == PIPE_SHADER_COMPUTE);
194 }
195 }
196
197 /* Flush reads/writes to our SSBOs */
198 u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
199 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
200 if (sb->buffer) {
201 v3d_flush_jobs_reading_resource(v3d, sb->buffer,
202 V3D_FLUSH_NOT_CURRENT_JOB,
203 s == PIPE_SHADER_COMPUTE);
204 }
205 }
206
207 /* Flush reads/writes to our image views */
208 u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
209 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
210
211 v3d_flush_jobs_reading_resource(v3d, view->base.resource,
212 V3D_FLUSH_NOT_CURRENT_JOB,
213 s == PIPE_SHADER_COMPUTE);
214 }
215
216 /* Flush writes to our vertex buffers (i.e. from transform feedback) */
217 if (s == PIPE_SHADER_VERTEX) {
218 u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
219 struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
220
221 v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
222 V3D_FLUSH_DEFAULT,
223 false);
224 }
225 }
226 }
227
228 static void
v3d_predraw_check_outputs(struct pipe_context * pctx)229 v3d_predraw_check_outputs(struct pipe_context *pctx)
230 {
231 struct v3d_context *v3d = v3d_context(pctx);
232
233 /* Flush jobs reading from TF buffers that we are about to write. */
234 if (v3d_transform_feedback_enabled(v3d)) {
235 struct v3d_streamout_stateobj *so = &v3d->streamout;
236
237 for (int i = 0; i < so->num_targets; i++) {
238 if (!so->targets[i])
239 continue;
240
241 const struct pipe_stream_output_target *target =
242 so->targets[i];
243 v3d_flush_jobs_reading_resource(v3d, target->buffer,
244 V3D_FLUSH_DEFAULT,
245 false);
246 }
247 }
248 }
249
250 /**
251 * Checks if the state for the current draw reads a particular resource in
252 * in the given shader stage.
253 */
254 static bool
v3d_state_reads_resource(struct v3d_context * v3d,struct pipe_resource * prsc,enum pipe_shader_type s)255 v3d_state_reads_resource(struct v3d_context *v3d,
256 struct pipe_resource *prsc,
257 enum pipe_shader_type s)
258 {
259 struct v3d_resource *rsc = v3d_resource(prsc);
260
261 /* Vertex buffers */
262 if (s == PIPE_SHADER_VERTEX) {
263 u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
264 struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
265 if (!vb->buffer.resource)
266 continue;
267
268 struct v3d_resource *vb_rsc =
269 v3d_resource(vb->buffer.resource);
270 if (rsc->bo == vb_rsc->bo)
271 return true;
272 }
273 }
274
275 /* Constant buffers */
276 u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
277 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
278 if (!cb->buffer)
279 continue;
280
281 struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
282 if (rsc->bo == cb_rsc->bo)
283 return true;
284 }
285
286 /* Shader storage buffers */
287 u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
288 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
289 if (!sb->buffer)
290 continue;
291
292 struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
293 if (rsc->bo == sb_rsc->bo)
294 return true;
295 }
296
297 /* Textures */
298 for (int i = 0; i < v3d->tex[s].num_textures; i++) {
299 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
300 if (!pview)
301 continue;
302
303 struct v3d_sampler_view *view = v3d_sampler_view(pview);
304 struct v3d_resource *v_rsc = v3d_resource(view->texture);
305 if (rsc->bo == v_rsc->bo)
306 return true;
307 }
308
309 return false;
310 }
311
312 static void
v3d_emit_wait_for_tf(struct v3d_job * job)313 v3d_emit_wait_for_tf(struct v3d_job *job)
314 {
315 /* XXX: we might be able to skip this in some cases, for now we
316 * always emit it.
317 */
318 cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
319
320 cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
321 /* XXX: Wait for all outstanding writes... maybe we can do
322 * better in some cases.
323 */
324 wait.block_count = 255;
325 }
326
327 /* We have just flushed all our outstanding TF work in this job so make
328 * sure we don't emit TF flushes again for any of it again.
329 */
330 _mesa_set_clear(job->tf_write_prscs, NULL);
331 }
332
333 static void
v3d_emit_wait_for_tf_if_needed(struct v3d_context * v3d,struct v3d_job * job)334 v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
335 {
336 if (!job->tf_enabled)
337 return;
338
339 set_foreach(job->tf_write_prscs, entry) {
340 struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
341 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
342 /* Fragment shaders can only start executing after all
343 * binning (and thus TF) is complete.
344 *
345 * XXX: For VS/GS/TES, if the binning shader does not
346 * read the resource then we could also avoid emitting
347 * the wait.
348 */
349 if (s == PIPE_SHADER_FRAGMENT)
350 continue;
351
352 if (v3d_state_reads_resource(v3d, prsc, s)) {
353 v3d_emit_wait_for_tf(job);
354 return;
355 }
356 }
357 }
358 }
359
360 #if V3D_VERSION >= 41
361 static void
v3d_emit_gs_state_record(struct v3d_job * job,struct v3d_compiled_shader * gs_bin,struct v3d_cl_reloc gs_bin_uniforms,struct v3d_compiled_shader * gs,struct v3d_cl_reloc gs_render_uniforms)362 v3d_emit_gs_state_record(struct v3d_job *job,
363 struct v3d_compiled_shader *gs_bin,
364 struct v3d_cl_reloc gs_bin_uniforms,
365 struct v3d_compiled_shader *gs,
366 struct v3d_cl_reloc gs_render_uniforms)
367 {
368 cl_emit(&job->indirect, GEOMETRY_SHADER_STATE_RECORD, shader) {
369 shader.geometry_bin_mode_shader_code_address =
370 cl_address(v3d_resource(gs_bin->resource)->bo,
371 gs_bin->offset);
372 shader.geometry_bin_mode_shader_4_way_threadable =
373 gs_bin->prog_data.gs->base.threads == 4;
374 shader.geometry_bin_mode_shader_start_in_final_thread_section =
375 gs_bin->prog_data.gs->base.single_seg;
376 shader.geometry_bin_mode_shader_propagate_nans = true;
377 shader.geometry_bin_mode_shader_uniforms_address =
378 gs_bin_uniforms;
379
380 shader.geometry_render_mode_shader_code_address =
381 cl_address(v3d_resource(gs->resource)->bo, gs->offset);
382 shader.geometry_render_mode_shader_4_way_threadable =
383 gs->prog_data.gs->base.threads == 4;
384 shader.geometry_render_mode_shader_start_in_final_thread_section =
385 gs->prog_data.gs->base.single_seg;
386 shader.geometry_render_mode_shader_propagate_nans = true;
387 shader.geometry_render_mode_shader_uniforms_address =
388 gs_render_uniforms;
389 }
390 }
391
392 static uint8_t
v3d_gs_output_primitive(uint32_t prim_type)393 v3d_gs_output_primitive(uint32_t prim_type)
394 {
395 switch (prim_type) {
396 case GL_POINTS:
397 return GEOMETRY_SHADER_POINTS;
398 case GL_LINE_STRIP:
399 return GEOMETRY_SHADER_LINE_STRIP;
400 case GL_TRIANGLE_STRIP:
401 return GEOMETRY_SHADER_TRI_STRIP;
402 default:
403 unreachable("Unsupported primitive type");
404 }
405 }
406
407 static void
v3d_emit_tes_gs_common_params(struct v3d_job * job,uint8_t gs_out_prim_type,uint8_t gs_num_invocations)408 v3d_emit_tes_gs_common_params(struct v3d_job *job,
409 uint8_t gs_out_prim_type,
410 uint8_t gs_num_invocations)
411 {
412 /* This, and v3d_emit_tes_gs_shader_params below, fill in default
413 * values for tessellation fields even though we don't support
414 * tessellation yet because our packing functions (and the simulator)
415 * complain if we don't.
416 */
417 cl_emit(&job->indirect, TESSELLATION_GEOMETRY_COMMON_PARAMS, shader) {
418 shader.tessellation_type = TESSELLATION_TYPE_TRIANGLE;
419 shader.tessellation_point_mode = false;
420 shader.tessellation_edge_spacing = TESSELLATION_EDGE_SPACING_EVEN;
421 shader.tessellation_clockwise = true;
422 shader.tessellation_invocations = 1;
423
424 shader.geometry_shader_output_format =
425 v3d_gs_output_primitive(gs_out_prim_type);
426 shader.geometry_shader_instances = gs_num_invocations & 0x1F;
427 }
428 }
429
430 static uint8_t
simd_width_to_gs_pack_mode(uint32_t width)431 simd_width_to_gs_pack_mode(uint32_t width)
432 {
433 switch (width) {
434 case 16:
435 return V3D_PACK_MODE_16_WAY;
436 case 8:
437 return V3D_PACK_MODE_8_WAY;
438 case 4:
439 return V3D_PACK_MODE_4_WAY;
440 case 1:
441 return V3D_PACK_MODE_1_WAY;
442 default:
443 unreachable("Invalid SIMD width");
444 };
445 }
446
447 static void
v3d_emit_tes_gs_shader_params(struct v3d_job * job,uint32_t gs_simd,uint32_t gs_vpm_output_size,uint32_t gs_max_vpm_input_size_per_batch)448 v3d_emit_tes_gs_shader_params(struct v3d_job *job,
449 uint32_t gs_simd,
450 uint32_t gs_vpm_output_size,
451 uint32_t gs_max_vpm_input_size_per_batch)
452 {
453 cl_emit(&job->indirect, TESSELLATION_GEOMETRY_SHADER_PARAMS, shader) {
454 shader.tcs_batch_flush_mode = V3D_TCS_FLUSH_MODE_FULLY_PACKED;
455 shader.per_patch_data_column_depth = 1;
456 shader.tcs_output_segment_size_in_sectors = 1;
457 shader.tcs_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
458 shader.tes_output_segment_size_in_sectors = 1;
459 shader.tes_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
460 shader.gs_output_segment_size_in_sectors = gs_vpm_output_size;
461 shader.gs_output_segment_pack_mode =
462 simd_width_to_gs_pack_mode(gs_simd);
463 shader.tbg_max_patches_per_tcs_batch = 1;
464 shader.tbg_max_extra_vertex_segs_for_patches_after_first = 0;
465 shader.tbg_min_tcs_output_segments_required_in_play = 1;
466 shader.tbg_min_per_patch_data_segments_required_in_play = 1;
467 shader.tpg_max_patches_per_tes_batch = 1;
468 shader.tpg_max_vertex_segments_per_tes_batch = 0;
469 shader.tpg_max_tcs_output_segments_per_tes_batch = 1;
470 shader.tpg_min_tes_output_segments_required_in_play = 1;
471 shader.gbg_max_tes_output_vertex_segments_per_gs_batch =
472 gs_max_vpm_input_size_per_batch;
473 shader.gbg_min_gs_output_segments_required_in_play = 1;
474 }
475 }
476 #endif
477
478 static void
v3d_emit_gl_shader_state(struct v3d_context * v3d,const struct pipe_draw_info * info)479 v3d_emit_gl_shader_state(struct v3d_context *v3d,
480 const struct pipe_draw_info *info)
481 {
482 struct v3d_job *job = v3d->job;
483 /* V3D_DIRTY_VTXSTATE */
484 struct v3d_vertex_stateobj *vtx = v3d->vtx;
485 /* V3D_DIRTY_VTXBUF */
486 struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
487
488 /* Upload the uniforms to the indirect CL first */
489 struct v3d_cl_reloc fs_uniforms =
490 v3d_write_uniforms(v3d, job, v3d->prog.fs,
491 PIPE_SHADER_FRAGMENT);
492
493 struct v3d_cl_reloc gs_uniforms = { NULL, 0 };
494 struct v3d_cl_reloc gs_bin_uniforms = { NULL, 0 };
495 if (v3d->prog.gs) {
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs,
497 PIPE_SHADER_GEOMETRY);
498 }
499 if (v3d->prog.gs_bin) {
500 gs_bin_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs_bin,
501 PIPE_SHADER_GEOMETRY);
502 }
503
504 struct v3d_cl_reloc vs_uniforms =
505 v3d_write_uniforms(v3d, job, v3d->prog.vs,
506 PIPE_SHADER_VERTEX);
507 struct v3d_cl_reloc cs_uniforms =
508 v3d_write_uniforms(v3d, job, v3d->prog.cs,
509 PIPE_SHADER_VERTEX);
510
511 /* Update the cache dirty flag based on the shader progs data */
512 job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
513 job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
514 if (v3d->prog.gs_bin) {
515 job->tmu_dirty_rcl |=
516 v3d->prog.gs_bin->prog_data.gs->base.tmu_dirty_rcl;
517 }
518 if (v3d->prog.gs) {
519 job->tmu_dirty_rcl |=
520 v3d->prog.gs->prog_data.gs->base.tmu_dirty_rcl;
521 }
522 job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
523
524 uint32_t num_elements_to_emit = 0;
525 for (int i = 0; i < vtx->num_elements; i++) {
526 struct pipe_vertex_element *elem = &vtx->pipe[i];
527 struct pipe_vertex_buffer *vb =
528 &vertexbuf->vb[elem->vertex_buffer_index];
529 if (vb->buffer.resource)
530 num_elements_to_emit++;
531 }
532
533 uint32_t shader_state_record_length =
534 cl_packet_length(GL_SHADER_STATE_RECORD);
535 #if V3D_VERSION >= 41
536 if (v3d->prog.gs) {
537 shader_state_record_length +=
538 cl_packet_length(GEOMETRY_SHADER_STATE_RECORD) +
539 cl_packet_length(TESSELLATION_GEOMETRY_COMMON_PARAMS) +
540 2 * cl_packet_length(TESSELLATION_GEOMETRY_SHADER_PARAMS);
541 }
542 #endif
543
544 /* See GFXH-930 workaround below */
545 uint32_t shader_rec_offset =
546 v3d_cl_ensure_space(&job->indirect,
547 shader_state_record_length +
548 MAX2(num_elements_to_emit, 1) *
549 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
550 32);
551
552 /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
553 * compile time, so that we mostly just have to OR the VS and FS
554 * records together at draw time.
555 */
556
557 struct vpm_config vpm_cfg_bin, vpm_cfg;
558
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs);
560 v3d_compute_vpm_config(&v3d->screen->devinfo,
561 v3d->prog.cs->prog_data.vs,
562 v3d->prog.vs->prog_data.vs,
563 v3d->prog.gs ? v3d->prog.gs_bin->prog_data.gs : NULL,
564 v3d->prog.gs ? v3d->prog.gs->prog_data.gs : NULL,
565 &vpm_cfg_bin,
566 &vpm_cfg);
567
568 if (v3d->prog.gs) {
569 #if V3D_VERSION >= 41
570 v3d_emit_gs_state_record(v3d->job,
571 v3d->prog.gs_bin, gs_bin_uniforms,
572 v3d->prog.gs, gs_uniforms);
573
574 struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
575 v3d_emit_tes_gs_common_params(v3d->job,
576 gs->out_prim_type,
577 gs->num_invocations);
578
579 /* Bin Tes/Gs params */
580 v3d_emit_tes_gs_shader_params(v3d->job,
581 vpm_cfg_bin.gs_width,
582 vpm_cfg_bin.Gd,
583 vpm_cfg_bin.Gv);
584
585 /* Render Tes/Gs params */
586 v3d_emit_tes_gs_shader_params(v3d->job,
587 vpm_cfg.gs_width,
588 vpm_cfg.Gd,
589 vpm_cfg.Gv);
590 #else
591 unreachable("No GS support pre-4.1");
592 #endif
593 }
594
595 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
596 shader.enable_clipping = true;
597 /* V3D_DIRTY_PRIM_MODE | V3D_DIRTY_RASTERIZER */
598 shader.point_size_in_shaded_vertex_data =
599 (info->mode == PIPE_PRIM_POINTS &&
600 v3d->rasterizer->base.point_size_per_vertex);
601
602 /* Must be set if the shader modifies Z, discards, or modifies
603 * the sample mask. For any of these cases, the fragment
604 * shader needs to write the Z value (even just discards).
605 */
606 shader.fragment_shader_does_z_writes =
607 v3d->prog.fs->prog_data.fs->writes_z;
608 /* Set if the EZ test must be disabled (due to shader side
609 * effects and the early_z flag not being present in the
610 * shader).
611 */
612 shader.turn_off_early_z_test =
613 v3d->prog.fs->prog_data.fs->disable_ez;
614
615 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
616 v3d->prog.fs->prog_data.fs->uses_center_w;
617
618 #if V3D_VERSION >= 41
619 shader.any_shader_reads_hardware_written_primitive_id =
620 (v3d->prog.gs && v3d->prog.gs->prog_data.gs->uses_pid) ||
621 v3d->prog.fs->prog_data.fs->uses_pid;
622 shader.insert_primitive_id_as_first_varying_to_fragment_shader =
623 !v3d->prog.gs && v3d->prog.fs->prog_data.fs->uses_pid;
624 #endif
625
626 #if V3D_VERSION >= 40
627 shader.do_scoreboard_wait_on_first_thread_switch =
628 v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
629 shader.disable_implicit_point_line_varyings =
630 !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
631 #endif
632
633 shader.number_of_varyings_in_fragment_shader =
634 v3d->prog.fs->prog_data.fs->num_inputs;
635
636 shader.coordinate_shader_propagate_nans = true;
637 shader.vertex_shader_propagate_nans = true;
638 shader.fragment_shader_propagate_nans = true;
639
640 shader.coordinate_shader_code_address =
641 cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
642 v3d->prog.cs->offset);
643 shader.vertex_shader_code_address =
644 cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
645 v3d->prog.vs->offset);
646 shader.fragment_shader_code_address =
647 cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
648 v3d->prog.fs->offset);
649
650 /* XXX: Use combined input/output size flag in the common
651 * case.
652 */
653 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
654 v3d->prog.cs->prog_data.vs->separate_segments;
655 shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
656 v3d->prog.vs->prog_data.vs->separate_segments;
657
658 shader.coordinate_shader_input_vpm_segment_size =
659 v3d->prog.cs->prog_data.vs->separate_segments ?
660 v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
661 shader.vertex_shader_input_vpm_segment_size =
662 v3d->prog.vs->prog_data.vs->separate_segments ?
663 v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
664
665 shader.coordinate_shader_output_vpm_segment_size =
666 v3d->prog.cs->prog_data.vs->vpm_output_size;
667 shader.vertex_shader_output_vpm_segment_size =
668 v3d->prog.vs->prog_data.vs->vpm_output_size;
669
670 shader.coordinate_shader_uniforms_address = cs_uniforms;
671 shader.vertex_shader_uniforms_address = vs_uniforms;
672 shader.fragment_shader_uniforms_address = fs_uniforms;
673
674 #if V3D_VERSION >= 41
675 shader.min_coord_shader_input_segments_required_in_play =
676 vpm_cfg_bin.As;
677 shader.min_vertex_shader_input_segments_required_in_play =
678 vpm_cfg.As;
679
680 shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
681 vpm_cfg_bin.Ve;
682 shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
683 vpm_cfg.Ve;
684
685 shader.coordinate_shader_4_way_threadable =
686 v3d->prog.cs->prog_data.vs->base.threads == 4;
687 shader.vertex_shader_4_way_threadable =
688 v3d->prog.vs->prog_data.vs->base.threads == 4;
689 shader.fragment_shader_4_way_threadable =
690 v3d->prog.fs->prog_data.fs->base.threads == 4;
691
692 shader.coordinate_shader_start_in_final_thread_section =
693 v3d->prog.cs->prog_data.vs->base.single_seg;
694 shader.vertex_shader_start_in_final_thread_section =
695 v3d->prog.vs->prog_data.vs->base.single_seg;
696 shader.fragment_shader_start_in_final_thread_section =
697 v3d->prog.fs->prog_data.fs->base.single_seg;
698 #else
699 shader.coordinate_shader_4_way_threadable =
700 v3d->prog.cs->prog_data.vs->base.threads == 4;
701 shader.coordinate_shader_2_way_threadable =
702 v3d->prog.cs->prog_data.vs->base.threads == 2;
703 shader.vertex_shader_4_way_threadable =
704 v3d->prog.vs->prog_data.vs->base.threads == 4;
705 shader.vertex_shader_2_way_threadable =
706 v3d->prog.vs->prog_data.vs->base.threads == 2;
707 shader.fragment_shader_4_way_threadable =
708 v3d->prog.fs->prog_data.fs->base.threads == 4;
709 shader.fragment_shader_2_way_threadable =
710 v3d->prog.fs->prog_data.fs->base.threads == 2;
711 #endif
712
713 shader.vertex_id_read_by_coordinate_shader =
714 v3d->prog.cs->prog_data.vs->uses_vid;
715 shader.instance_id_read_by_coordinate_shader =
716 v3d->prog.cs->prog_data.vs->uses_iid;
717 shader.vertex_id_read_by_vertex_shader =
718 v3d->prog.vs->prog_data.vs->uses_vid;
719 shader.instance_id_read_by_vertex_shader =
720 v3d->prog.vs->prog_data.vs->uses_iid;
721
722 shader.address_of_default_attribute_values =
723 cl_address(v3d_resource(vtx->defaults)->bo,
724 vtx->defaults_offset);
725 }
726
727 bool cs_loaded_any = false;
728 for (int i = 0; i < vtx->num_elements; i++) {
729 struct pipe_vertex_element *elem = &vtx->pipe[i];
730 struct pipe_vertex_buffer *vb =
731 &vertexbuf->vb[elem->vertex_buffer_index];
732 struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
733
734 if (!rsc)
735 continue;
736
737 const uint32_t size =
738 cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
739 cl_emit_with_prepacked(&job->indirect,
740 GL_SHADER_STATE_ATTRIBUTE_RECORD,
741 &vtx->attrs[i * size], attr) {
742 attr.stride = vb->stride;
743 attr.address = cl_address(rsc->bo,
744 vb->buffer_offset +
745 elem->src_offset);
746 attr.number_of_values_read_by_coordinate_shader =
747 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
748 attr.number_of_values_read_by_vertex_shader =
749 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
750
751 /* GFXH-930: At least one attribute must be enabled
752 * and read by CS and VS. If we have attributes being
753 * consumed by the VS but not the CS, then set up a
754 * dummy load of the last attribute into the CS's VPM
755 * inputs. (Since CS is just dead-code-elimination
756 * compared to VS, we can't have CS loading but not
757 * VS).
758 */
759 if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
760 cs_loaded_any = true;
761 if (i == vtx->num_elements - 1 && !cs_loaded_any) {
762 attr.number_of_values_read_by_coordinate_shader = 1;
763 }
764 #if V3D_VERSION >= 41
765 attr.maximum_index = 0xffffff;
766 #endif
767 }
768 STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
769 }
770
771 if (num_elements_to_emit == 0) {
772 /* GFXH-930: At least one attribute must be enabled and read
773 * by CS and VS. If we have no attributes being consumed by
774 * the shader, set up a dummy to be loaded into the VPM.
775 */
776 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
777 /* Valid address of data whose value will be unused. */
778 attr.address = cl_address(job->indirect.bo, 0);
779
780 attr.type = ATTRIBUTE_FLOAT;
781 attr.stride = 0;
782 attr.vec_size = 1;
783
784 attr.number_of_values_read_by_coordinate_shader = 1;
785 attr.number_of_values_read_by_vertex_shader = 1;
786 }
787 num_elements_to_emit = 1;
788 }
789
790 cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
791 vcm.number_of_16_vertex_batches_for_binning = vpm_cfg_bin.Vc;
792 vcm.number_of_16_vertex_batches_for_rendering = vpm_cfg.Vc;
793 }
794
795 #if V3D_VERSION >= 41
796 if (v3d->prog.gs) {
797 cl_emit(&job->bcl, GL_SHADER_STATE_INCLUDING_GS, state) {
798 state.address = cl_address(job->indirect.bo,
799 shader_rec_offset);
800 state.number_of_attribute_arrays = num_elements_to_emit;
801 }
802 } else {
803 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
804 state.address = cl_address(job->indirect.bo,
805 shader_rec_offset);
806 state.number_of_attribute_arrays = num_elements_to_emit;
807 }
808 }
809 #else
810 assert(!v3d->prog.gs);
811 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
812 state.address = cl_address(job->indirect.bo, shader_rec_offset);
813 state.number_of_attribute_arrays = num_elements_to_emit;
814 }
815 #endif
816
817 v3d_bo_unreference(&cs_uniforms.bo);
818 v3d_bo_unreference(&vs_uniforms.bo);
819 if (gs_uniforms.bo)
820 v3d_bo_unreference(&gs_uniforms.bo);
821 if (gs_bin_uniforms.bo)
822 v3d_bo_unreference(&gs_bin_uniforms.bo);
823 v3d_bo_unreference(&fs_uniforms.bo);
824 }
825
826 /**
827 * Updates the number of primitives generated from the number of vertices
828 * to draw. This only works when no GS is present, since otherwise the number
829 * of primitives generated cannot be determined in advance and we need to
830 * use the PRIMITIVE_COUNTS_FEEDBACK command instead, however, that requires
831 * a sync wait for the draw to complete, so we only use that when GS is present.
832 */
833 static void
v3d_update_primitives_generated_counter(struct v3d_context * v3d,const struct pipe_draw_info * info,const struct pipe_draw_start_count_bias * draw)834 v3d_update_primitives_generated_counter(struct v3d_context *v3d,
835 const struct pipe_draw_info *info,
836 const struct pipe_draw_start_count_bias *draw)
837 {
838 assert(!v3d->prog.gs);
839
840 if (!v3d->active_queries)
841 return;
842
843 uint32_t prims = u_prims_for_vertices(info->mode, draw->count);
844 v3d->prims_generated += prims;
845 }
846
847 static void
v3d_update_job_ez(struct v3d_context * v3d,struct v3d_job * job)848 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
849 {
850 switch (v3d->zsa->ez_state) {
851 case V3D_EZ_UNDECIDED:
852 /* If the Z/S state didn't pick a direction but didn't
853 * disable, then go along with the current EZ state. This
854 * allows EZ optimization for Z func == EQUAL or NEVER.
855 */
856 break;
857
858 case V3D_EZ_LT_LE:
859 case V3D_EZ_GT_GE:
860 /* If the Z/S state picked a direction, then it needs to match
861 * the current direction if we've decided on one.
862 */
863 if (job->ez_state == V3D_EZ_UNDECIDED)
864 job->ez_state = v3d->zsa->ez_state;
865 else if (job->ez_state != v3d->zsa->ez_state)
866 job->ez_state = V3D_EZ_DISABLED;
867 break;
868
869 case V3D_EZ_DISABLED:
870 /* If the current Z/S state disables EZ because of a bad Z
871 * func or stencil operation, then we can't do any more EZ in
872 * this frame.
873 */
874 job->ez_state = V3D_EZ_DISABLED;
875 break;
876 }
877
878 /* If the FS affects the Z of the pixels, then it may update against
879 * the chosen EZ direction (though we could use
880 * ARB_conservative_depth's hints to avoid this)
881 */
882 if (v3d->prog.fs->prog_data.fs->writes_z) {
883 job->ez_state = V3D_EZ_DISABLED;
884 }
885
886 if (job->first_ez_state == V3D_EZ_UNDECIDED &&
887 (job->ez_state != V3D_EZ_DISABLED || job->draw_calls_queued == 0))
888 job->first_ez_state = job->ez_state;
889 }
890
891 static uint32_t
v3d_hw_prim_type(enum pipe_prim_type prim_type)892 v3d_hw_prim_type(enum pipe_prim_type prim_type)
893 {
894 switch (prim_type) {
895 case PIPE_PRIM_POINTS:
896 case PIPE_PRIM_LINES:
897 case PIPE_PRIM_LINE_LOOP:
898 case PIPE_PRIM_LINE_STRIP:
899 case PIPE_PRIM_TRIANGLES:
900 case PIPE_PRIM_TRIANGLE_STRIP:
901 case PIPE_PRIM_TRIANGLE_FAN:
902 return prim_type;
903
904 case PIPE_PRIM_LINES_ADJACENCY:
905 case PIPE_PRIM_LINE_STRIP_ADJACENCY:
906 case PIPE_PRIM_TRIANGLES_ADJACENCY:
907 case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
908 return 8 + (prim_type - PIPE_PRIM_LINES_ADJACENCY);
909
910 default:
911 unreachable("Unsupported primitive type");
912 }
913 }
914
915 static bool
v3d_check_compiled_shaders(struct v3d_context * v3d)916 v3d_check_compiled_shaders(struct v3d_context *v3d)
917 {
918 static bool warned[5] = { 0 };
919
920 uint32_t failed_stage = MESA_SHADER_NONE;
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) {
922 failed_stage = MESA_SHADER_VERTEX;
923 } else if ((v3d->prog.gs_bin && !v3d->prog.gs_bin->resource) ||
924 (v3d->prog.gs && !v3d->prog.gs->resource)) {
925 failed_stage = MESA_SHADER_GEOMETRY;
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) {
927 failed_stage = MESA_SHADER_FRAGMENT;
928 }
929
930 if (likely(failed_stage == MESA_SHADER_NONE))
931 return true;
932
933 if (!warned[failed_stage]) {
934 fprintf(stderr,
935 "%s shader failed to compile. Expect corruption.\n",
936 _mesa_shader_stage_to_string(failed_stage));
937 warned[failed_stage] = true;
938 }
939 return false;
940 }
941
942 static void
v3d_draw_vbo(struct pipe_context * pctx,const struct pipe_draw_info * info,unsigned drawid_offset,const struct pipe_draw_indirect_info * indirect,const struct pipe_draw_start_count_bias * draws,unsigned num_draws)943 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
944 unsigned drawid_offset,
945 const struct pipe_draw_indirect_info *indirect,
946 const struct pipe_draw_start_count_bias *draws,
947 unsigned num_draws)
948 {
949 if (num_draws > 1) {
950 util_draw_multi(pctx, info, drawid_offset, indirect, draws, num_draws);
951 return;
952 }
953
954 if (!indirect && (!draws[0].count || !info->instance_count))
955 return;
956
957 struct v3d_context *v3d = v3d_context(pctx);
958
959 if (!indirect &&
960 !info->primitive_restart &&
961 !u_trim_pipe_prim(info->mode, (unsigned*)&draws[0].count))
962 return;
963
964 /* Fall back for weird desktop GL primitive restart values. */
965 if (info->primitive_restart &&
966 info->index_size) {
967 uint32_t mask = util_prim_restart_index_from_size(info->index_size);
968 if (info->restart_index != mask) {
969 util_draw_vbo_without_prim_restart(pctx, info, drawid_offset, indirect, &draws[0]);
970 return;
971 }
972 }
973
974 /* Before setting up the draw, flush anything writing to the resources
975 * that we read from or reading from resources we write to.
976 */
977 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
978 v3d_predraw_check_stage_inputs(pctx, s);
979
980 if (indirect && indirect->buffer) {
981 v3d_flush_jobs_writing_resource(v3d, indirect->buffer,
982 V3D_FLUSH_DEFAULT, false);
983 }
984
985 v3d_predraw_check_outputs(pctx);
986
987 /* If transform feedback is active and we are switching primitive type
988 * we need to submit the job before drawing and update the vertex count
989 * written to TF based on the primitive type since we will need to
990 * know the exact vertex count if the application decides to call
991 * glDrawTransformFeedback() later.
992 */
993 if (v3d->streamout.num_targets > 0 &&
994 u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
995 v3d_update_primitive_counters(v3d);
996 }
997
998 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
999
1000 /* If vertex texturing depends on the output of rendering, we need to
1001 * ensure that that rendering is complete before we run a coordinate
1002 * shader that depends on it.
1003 *
1004 * Given that doing that is unusual, for now we just block the binner
1005 * on the last submitted render, rather than tracking the last
1006 * rendering to each texture's BO.
1007 */
1008 if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || (indirect && indirect->buffer)) {
1009 perf_debug("Blocking binner on last render "
1010 "due to vertex texturing or indirect drawing.\n");
1011 job->submit.in_sync_bcl = v3d->out_sync;
1012 }
1013
1014 /* We also need to ensure that compute is complete when render depends
1015 * on resources written by it.
1016 */
1017 if (v3d->sync_on_last_compute_job) {
1018 job->submit.in_sync_bcl = v3d->out_sync;
1019 v3d->sync_on_last_compute_job = false;
1020 }
1021
1022 /* Mark SSBOs and images as being written. We don't actually know
1023 * which ones are read vs written, so just assume the worst.
1024 */
1025 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
1026 u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
1027 v3d_job_add_write_resource(job,
1028 v3d->ssbo[s].sb[i].buffer);
1029 job->tmu_dirty_rcl = true;
1030 }
1031
1032 u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
1033 v3d_job_add_write_resource(job,
1034 v3d->shaderimg[s].si[i].base.resource);
1035 job->tmu_dirty_rcl = true;
1036 }
1037 }
1038
1039 /* Get space to emit our draw call into the BCL, using a branch to
1040 * jump to a new BO if necessary.
1041 */
1042 v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
1043
1044 if (v3d->prim_mode != info->mode) {
1045 v3d->prim_mode = info->mode;
1046 v3d->dirty |= V3D_DIRTY_PRIM_MODE;
1047 }
1048
1049 v3d_start_draw(v3d);
1050 v3d_update_compiled_shaders(v3d, info->mode);
1051 if (!v3d_check_compiled_shaders(v3d))
1052 return;
1053 v3d_update_job_ez(v3d, job);
1054
1055 /* If this job was writing to transform feedback buffers before this
1056 * draw and we are reading from them here, then we need to wait for TF
1057 * to complete before we emit this draw.
1058 *
1059 * Notice this check needs to happen before we emit state for the
1060 * current draw call, where we update job->tf_enabled, so we can ensure
1061 * that we only check TF writes for prior draws.
1062 */
1063 v3d_emit_wait_for_tf_if_needed(v3d, job);
1064
1065 #if V3D_VERSION >= 41
1066 v3d41_emit_state(pctx);
1067 #else
1068 v3d33_emit_state(pctx);
1069 #endif
1070
1071 if (v3d->dirty & (V3D_DIRTY_VTXBUF |
1072 V3D_DIRTY_VTXSTATE |
1073 V3D_DIRTY_PRIM_MODE |
1074 V3D_DIRTY_RASTERIZER |
1075 V3D_DIRTY_COMPILED_CS |
1076 V3D_DIRTY_COMPILED_VS |
1077 V3D_DIRTY_COMPILED_GS_BIN |
1078 V3D_DIRTY_COMPILED_GS |
1079 V3D_DIRTY_COMPILED_FS |
1080 v3d->prog.cs->uniform_dirty_bits |
1081 v3d->prog.vs->uniform_dirty_bits |
1082 (v3d->prog.gs_bin ?
1083 v3d->prog.gs_bin->uniform_dirty_bits : 0) |
1084 (v3d->prog.gs ?
1085 v3d->prog.gs->uniform_dirty_bits : 0) |
1086 v3d->prog.fs->uniform_dirty_bits)) {
1087 v3d_emit_gl_shader_state(v3d, info);
1088 }
1089
1090 v3d->dirty = 0;
1091
1092 /* The Base Vertex/Base Instance packet sets those values to nonzero
1093 * for the next draw call only.
1094 */
1095 if ((info->index_size && draws->index_bias) || info->start_instance) {
1096 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
1097 base.base_instance = info->start_instance;
1098 base.base_vertex = info->index_size ? draws->index_bias : 0;
1099 }
1100 }
1101
1102 uint32_t prim_tf_enable = 0;
1103 #if V3D_VERSION < 40
1104 /* V3D 3.x: The HW only processes transform feedback on primitives
1105 * with the flag set.
1106 */
1107 if (v3d->streamout.num_targets)
1108 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
1109 #endif
1110
1111 if (!v3d->prog.gs)
1112 v3d_update_primitives_generated_counter(v3d, info, &draws[0]);
1113
1114 uint32_t hw_prim_type = v3d_hw_prim_type(info->mode);
1115 if (info->index_size) {
1116 uint32_t index_size = info->index_size;
1117 uint32_t offset = draws[0].start * index_size;
1118 struct pipe_resource *prsc;
1119 if (info->has_user_indices) {
1120 unsigned start_offset = draws[0].start * info->index_size;
1121 prsc = NULL;
1122 u_upload_data(v3d->uploader, start_offset,
1123 draws[0].count * info->index_size, 4,
1124 (char*)info->index.user + start_offset,
1125 &offset, &prsc);
1126 } else {
1127 prsc = info->index.resource;
1128 }
1129 struct v3d_resource *rsc = v3d_resource(prsc);
1130
1131 #if V3D_VERSION >= 40
1132 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
1133 ib.address = cl_address(rsc->bo, 0);
1134 ib.size = rsc->bo->size;
1135 }
1136 #endif
1137
1138 if (indirect && indirect->buffer) {
1139 cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
1140 prim.index_type = ffs(info->index_size) - 1;
1141 #if V3D_VERSION < 40
1142 prim.address_of_indices_list =
1143 cl_address(rsc->bo, offset);
1144 #endif /* V3D_VERSION < 40 */
1145 prim.mode = hw_prim_type | prim_tf_enable;
1146 prim.enable_primitive_restarts = info->primitive_restart;
1147
1148 prim.number_of_draw_indirect_indexed_records = indirect->draw_count;
1149
1150 prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1151 prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1152 indirect->offset);
1153 }
1154 } else if (info->instance_count > 1) {
1155 cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
1156 prim.index_type = ffs(info->index_size) - 1;
1157 #if V3D_VERSION >= 40
1158 prim.index_offset = offset;
1159 #else /* V3D_VERSION < 40 */
1160 prim.maximum_index = (1u << 31) - 1; /* XXX */
1161 prim.address_of_indices_list =
1162 cl_address(rsc->bo, offset);
1163 #endif /* V3D_VERSION < 40 */
1164 prim.mode = hw_prim_type | prim_tf_enable;
1165 prim.enable_primitive_restarts = info->primitive_restart;
1166
1167 prim.number_of_instances = info->instance_count;
1168 prim.instance_length = draws[0].count;
1169 }
1170 } else {
1171 cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
1172 prim.index_type = ffs(info->index_size) - 1;
1173 prim.length = draws[0].count;
1174 #if V3D_VERSION >= 40
1175 prim.index_offset = offset;
1176 #else /* V3D_VERSION < 40 */
1177 prim.maximum_index = (1u << 31) - 1; /* XXX */
1178 prim.address_of_indices_list =
1179 cl_address(rsc->bo, offset);
1180 #endif /* V3D_VERSION < 40 */
1181 prim.mode = hw_prim_type | prim_tf_enable;
1182 prim.enable_primitive_restarts = info->primitive_restart;
1183 }
1184 }
1185
1186 if (info->has_user_indices)
1187 pipe_resource_reference(&prsc, NULL);
1188 } else {
1189 if (indirect && indirect->buffer) {
1190 cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1191 prim.mode = hw_prim_type | prim_tf_enable;
1192 prim.number_of_draw_indirect_array_records = indirect->draw_count;
1193
1194 prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1195 prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1196 indirect->offset);
1197 }
1198 } else if (info->instance_count > 1) {
1199 struct pipe_stream_output_target *so =
1200 indirect && indirect->count_from_stream_output ?
1201 indirect->count_from_stream_output : NULL;
1202 uint32_t vert_count = so ?
1203 v3d_stream_output_target_get_vertex_count(so) :
1204 draws[0].count;
1205 cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1206 prim.mode = hw_prim_type | prim_tf_enable;
1207 prim.index_of_first_vertex = draws[0].start;
1208 prim.number_of_instances = info->instance_count;
1209 prim.instance_length = vert_count;
1210 }
1211 } else {
1212 struct pipe_stream_output_target *so =
1213 indirect && indirect->count_from_stream_output ?
1214 indirect->count_from_stream_output : NULL;
1215 uint32_t vert_count = so ?
1216 v3d_stream_output_target_get_vertex_count(so) :
1217 draws[0].count;
1218 cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
1219 prim.mode = hw_prim_type | prim_tf_enable;
1220 prim.length = vert_count;
1221 prim.index_of_first_vertex = draws[0].start;
1222 }
1223 }
1224 }
1225
1226 /* A flush is required in between a TF draw and any following TF specs
1227 * packet, or the GPU may hang. Just flush each time for now.
1228 */
1229 if (v3d->streamout.num_targets)
1230 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
1231
1232 job->draw_calls_queued++;
1233 if (v3d->streamout.num_targets)
1234 job->tf_draw_calls_queued++;
1235
1236 /* Increment the TF offsets by how many verts we wrote. XXX: This
1237 * needs some clamping to the buffer size.
1238 */
1239 for (int i = 0; i < v3d->streamout.num_targets; i++)
1240 v3d->streamout.offsets[i] += draws[0].count;
1241
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) {
1243 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1244 v3d_job_add_bo(job, rsc->bo);
1245
1246 job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
1247 if (v3d->zsa->base.depth_writemask)
1248 job->store |= PIPE_CLEAR_DEPTH;
1249 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
1250 }
1251
1252 if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
1253 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1254 if (rsc->separate_stencil)
1255 rsc = rsc->separate_stencil;
1256
1257 v3d_job_add_bo(job, rsc->bo);
1258
1259 job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
1260 if (v3d->zsa->base.stencil[0].writemask ||
1261 v3d->zsa->base.stencil[1].writemask) {
1262 job->store |= PIPE_CLEAR_STENCIL;
1263 }
1264 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
1265 }
1266
1267 for (int i = 0; i < job->nr_cbufs; i++) {
1268 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1269 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
1270
1271 if (job->store & bit || !job->cbufs[i])
1272 continue;
1273 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
1274
1275 job->load |= bit & ~job->clear;
1276 if (v3d->blend->base.rt[blend_rt].colormask)
1277 job->store |= bit;
1278 v3d_job_add_bo(job, rsc->bo);
1279 }
1280
1281 if (job->referenced_size > 768 * 1024 * 1024) {
1282 perf_debug("Flushing job with %dkb to try to free up memory\n",
1283 job->referenced_size / 1024);
1284 v3d_flush(pctx);
1285 }
1286
1287 if (unlikely(V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH))
1288 v3d_flush(pctx);
1289 }
1290
1291 #if V3D_VERSION >= 41
1292 #define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
1293 #define V3D_CSD_CFG012_WG_OFFSET_SHIFT 0
1294 /* Allow this dispatch to start while the last one is still running. */
1295 #define V3D_CSD_CFG3_OVERLAP_WITH_PREV (1 << 26)
1296 /* Maximum supergroup ID. 6 bits. */
1297 #define V3D_CSD_CFG3_MAX_SG_ID_SHIFT 20
1298 /* Batches per supergroup minus 1. 8 bits. */
1299 #define V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT 12
1300 /* Workgroups per supergroup, 0 means 16 */
1301 #define V3D_CSD_CFG3_WGS_PER_SG_SHIFT 8
1302 #define V3D_CSD_CFG3_WG_SIZE_SHIFT 0
1303
1304 #define V3D_CSD_CFG5_PROPAGATE_NANS (1 << 2)
1305 #define V3D_CSD_CFG5_SINGLE_SEG (1 << 1)
1306 #define V3D_CSD_CFG5_THREADING (1 << 0)
1307
1308 static void
v3d_launch_grid(struct pipe_context * pctx,const struct pipe_grid_info * info)1309 v3d_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
1310 {
1311 struct v3d_context *v3d = v3d_context(pctx);
1312 struct v3d_screen *screen = v3d->screen;
1313
1314 v3d_predraw_check_stage_inputs(pctx, PIPE_SHADER_COMPUTE);
1315
1316 v3d_update_compiled_cs(v3d);
1317
1318 if (!v3d->prog.compute->resource) {
1319 static bool warned = false;
1320 if (!warned) {
1321 fprintf(stderr,
1322 "Compute shader failed to compile. "
1323 "Expect corruption.\n");
1324 warned = true;
1325 }
1326 return;
1327 }
1328
1329 /* Some of the units of scale:
1330 *
1331 * - Batches of 16 work items (shader invocations) that will be queued
1332 * to the run on a QPU at once.
1333 *
1334 * - Workgroups composed of work items based on the shader's layout
1335 * declaration.
1336 *
1337 * - Supergroups of 1-16 workgroups. There can only be 16 supergroups
1338 * running at a time on the core, so we want to keep them large to
1339 * keep the QPUs busy, but a whole supergroup will sync at a barrier
1340 * so we want to keep them small if one is present.
1341 */
1342 struct drm_v3d_submit_csd submit = { 0 };
1343 struct v3d_job *job = v3d_job_create(v3d);
1344
1345 /* Set up the actual number of workgroups, synchronously mapping the
1346 * indirect buffer if necessary to get the dimensions.
1347 */
1348 if (info->indirect) {
1349 struct pipe_transfer *transfer;
1350 uint32_t *map = pipe_buffer_map_range(pctx, info->indirect,
1351 info->indirect_offset,
1352 3 * sizeof(uint32_t),
1353 PIPE_MAP_READ,
1354 &transfer);
1355 memcpy(v3d->compute_num_workgroups, map, 3 * sizeof(uint32_t));
1356 pipe_buffer_unmap(pctx, transfer);
1357
1358 if (v3d->compute_num_workgroups[0] == 0 ||
1359 v3d->compute_num_workgroups[1] == 0 ||
1360 v3d->compute_num_workgroups[2] == 0) {
1361 /* Nothing to dispatch, so skip the draw (CSD can't
1362 * handle 0 workgroups).
1363 */
1364 return;
1365 }
1366 } else {
1367 v3d->compute_num_workgroups[0] = info->grid[0];
1368 v3d->compute_num_workgroups[1] = info->grid[1];
1369 v3d->compute_num_workgroups[2] = info->grid[2];
1370 }
1371
1372 uint32_t num_wgs = 1;
1373 for (int i = 0; i < 3; i++) {
1374 num_wgs *= v3d->compute_num_workgroups[i];
1375 submit.cfg[i] |= (v3d->compute_num_workgroups[i] <<
1376 V3D_CSD_CFG012_WG_COUNT_SHIFT);
1377 }
1378
1379 uint32_t wg_size = info->block[0] * info->block[1] * info->block[2];
1380
1381 struct v3d_compute_prog_data *compute =
1382 v3d->prog.compute->prog_data.compute;
1383 uint32_t wgs_per_sg =
1384 v3d_csd_choose_workgroups_per_supergroup(
1385 &v3d->screen->devinfo,
1386 compute->has_subgroups,
1387 compute->base.has_control_barrier,
1388 compute->base.threads,
1389 num_wgs, wg_size);
1390
1391 uint32_t batches_per_sg = DIV_ROUND_UP(wgs_per_sg * wg_size, 16);
1392 uint32_t whole_sgs = num_wgs / wgs_per_sg;
1393 uint32_t rem_wgs = num_wgs - whole_sgs * wgs_per_sg;
1394 uint32_t num_batches = batches_per_sg * whole_sgs +
1395 DIV_ROUND_UP(rem_wgs * wg_size, 16);
1396
1397 submit.cfg[3] |= (wgs_per_sg & 0xf) << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
1398 submit.cfg[3] |=
1399 (batches_per_sg - 1) << V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT;
1400 submit.cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
1401
1402
1403 /* Number of batches the dispatch will invoke (minus 1). */
1404 submit.cfg[4] = num_batches - 1;
1405
1406 /* Make sure we didn't accidentally underflow. */
1407 assert(submit.cfg[4] != ~0);
1408
1409 v3d_job_add_bo(job, v3d_resource(v3d->prog.compute->resource)->bo);
1410 submit.cfg[5] = (v3d_resource(v3d->prog.compute->resource)->bo->offset +
1411 v3d->prog.compute->offset);
1412 submit.cfg[5] |= V3D_CSD_CFG5_PROPAGATE_NANS;
1413 if (v3d->prog.compute->prog_data.base->single_seg)
1414 submit.cfg[5] |= V3D_CSD_CFG5_SINGLE_SEG;
1415 if (v3d->prog.compute->prog_data.base->threads == 4)
1416 submit.cfg[5] |= V3D_CSD_CFG5_THREADING;
1417
1418 if (v3d->prog.compute->prog_data.compute->shared_size) {
1419 v3d->compute_shared_memory =
1420 v3d_bo_alloc(v3d->screen,
1421 v3d->prog.compute->prog_data.compute->shared_size *
1422 wgs_per_sg,
1423 "shared_vars");
1424 }
1425
1426 struct v3d_cl_reloc uniforms = v3d_write_uniforms(v3d, job,
1427 v3d->prog.compute,
1428 PIPE_SHADER_COMPUTE);
1429 v3d_job_add_bo(job, uniforms.bo);
1430 submit.cfg[6] = uniforms.bo->offset + uniforms.offset;
1431
1432 /* Pull some job state that was stored in a SUBMIT_CL struct out to
1433 * our SUBMIT_CSD struct
1434 */
1435 submit.bo_handles = job->submit.bo_handles;
1436 submit.bo_handle_count = job->submit.bo_handle_count;
1437
1438 /* Serialize this in the rest of our command stream. */
1439 submit.in_sync = v3d->out_sync;
1440 submit.out_sync = v3d->out_sync;
1441
1442 if (v3d->active_perfmon) {
1443 assert(screen->has_perfmon);
1444 submit.perfmon_id = v3d->active_perfmon->kperfmon_id;
1445 }
1446
1447 v3d->last_perfmon = v3d->active_perfmon;
1448
1449 if (!(unlikely(V3D_DEBUG & V3D_DEBUG_NORAST))) {
1450 int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_CSD,
1451 &submit);
1452 static bool warned = false;
1453 if (ret && !warned) {
1454 fprintf(stderr, "CSD submit call returned %s. "
1455 "Expect corruption.\n", strerror(errno));
1456 warned = true;
1457 } else if (!ret) {
1458 if (v3d->active_perfmon)
1459 v3d->active_perfmon->job_submitted = true;
1460 }
1461 }
1462
1463 v3d_job_free(v3d, job);
1464
1465 /* Mark SSBOs as being written.. we don't actually know which ones are
1466 * read vs written, so just assume the worst
1467 */
1468 u_foreach_bit(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask) {
1469 struct v3d_resource *rsc = v3d_resource(
1470 v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer);
1471 rsc->writes++;
1472 rsc->compute_written = true;
1473 }
1474
1475 u_foreach_bit(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
1476 struct v3d_resource *rsc = v3d_resource(
1477 v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource);
1478 rsc->writes++;
1479 rsc->compute_written = true;
1480 }
1481
1482 v3d_bo_unreference(&uniforms.bo);
1483 v3d_bo_unreference(&v3d->compute_shared_memory);
1484 }
1485 #endif
1486
1487 /**
1488 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
1489 */
1490 static void
v3d_draw_clear(struct v3d_context * v3d,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)1491 v3d_draw_clear(struct v3d_context *v3d,
1492 unsigned buffers,
1493 const union pipe_color_union *color,
1494 double depth, unsigned stencil)
1495 {
1496 static const union pipe_color_union dummy_color = {};
1497
1498 /* The blitter util dereferences the color regardless, even though the
1499 * gallium clear API may not pass one in when only Z/S are cleared.
1500 */
1501 if (!color)
1502 color = &dummy_color;
1503
1504 v3d_blitter_save(v3d);
1505 util_blitter_clear(v3d->blitter,
1506 v3d->framebuffer.width,
1507 v3d->framebuffer.height,
1508 util_framebuffer_get_num_layers(&v3d->framebuffer),
1509 buffers, color, depth, stencil,
1510 util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
1511 }
1512
1513 /**
1514 * Attempts to perform the GL clear by using the TLB's fast clear at the start
1515 * of the frame.
1516 */
1517 static unsigned
v3d_tlb_clear(struct v3d_job * job,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)1518 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
1519 const union pipe_color_union *color,
1520 double depth, unsigned stencil)
1521 {
1522 struct v3d_context *v3d = job->v3d;
1523
1524 if (job->draw_calls_queued) {
1525 /* If anything in the CL has drawn using the buffer, then the
1526 * TLB clear we're trying to add now would happen before that
1527 * drawing.
1528 */
1529 buffers &= ~(job->load | job->store);
1530 }
1531
1532 /* GFXH-1461: If we were to emit a load of just depth or just stencil,
1533 * then the clear for the other may get lost. We need to decide now
1534 * if it would be possible to need to emit a load of just one after
1535 * we've set up our TLB clears.
1536 */
1537 if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
1538 (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
1539 job->zsbuf &&
1540 util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
1541 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
1542 }
1543
1544 for (int i = 0; i < job->nr_cbufs; i++) {
1545 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1546 if (!(buffers & bit))
1547 continue;
1548
1549 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
1550 struct v3d_surface *surf = v3d_surface(psurf);
1551 struct v3d_resource *rsc = v3d_resource(psurf->texture);
1552
1553 union util_color uc;
1554 uint32_t internal_size = 4 << surf->internal_bpp;
1555
1556 static union pipe_color_union swapped_color;
1557 if (v3d->swap_color_rb & (1 << i)) {
1558 swapped_color.f[0] = color->f[2];
1559 swapped_color.f[1] = color->f[1];
1560 swapped_color.f[2] = color->f[0];
1561 swapped_color.f[3] = color->f[3];
1562 color = &swapped_color;
1563 }
1564
1565 switch (surf->internal_type) {
1566 case V3D_INTERNAL_TYPE_8:
1567 util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM,
1568 &uc);
1569 memcpy(job->clear_color[i], uc.ui, internal_size);
1570 break;
1571 case V3D_INTERNAL_TYPE_8I:
1572 case V3D_INTERNAL_TYPE_8UI:
1573 job->clear_color[i][0] = ((color->ui[0] & 0xff) |
1574 (color->ui[1] & 0xff) << 8 |
1575 (color->ui[2] & 0xff) << 16 |
1576 (color->ui[3] & 0xff) << 24);
1577 break;
1578 case V3D_INTERNAL_TYPE_16F:
1579 util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT,
1580 &uc);
1581 memcpy(job->clear_color[i], uc.ui, internal_size);
1582 break;
1583 case V3D_INTERNAL_TYPE_16I:
1584 case V3D_INTERNAL_TYPE_16UI:
1585 job->clear_color[i][0] = ((color->ui[0] & 0xffff) |
1586 color->ui[1] << 16);
1587 job->clear_color[i][1] = ((color->ui[2] & 0xffff) |
1588 color->ui[3] << 16);
1589 break;
1590 case V3D_INTERNAL_TYPE_32F:
1591 case V3D_INTERNAL_TYPE_32I:
1592 case V3D_INTERNAL_TYPE_32UI:
1593 memcpy(job->clear_color[i], color->ui, internal_size);
1594 break;
1595 }
1596
1597 rsc->initialized_buffers |= bit;
1598 }
1599
1600 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
1601 if (zsclear) {
1602 struct v3d_resource *rsc =
1603 v3d_resource(v3d->framebuffer.zsbuf->texture);
1604
1605 if (zsclear & PIPE_CLEAR_DEPTH)
1606 job->clear_z = depth;
1607 if (zsclear & PIPE_CLEAR_STENCIL)
1608 job->clear_s = stencil;
1609
1610 rsc->initialized_buffers |= zsclear;
1611 }
1612
1613 job->draw_min_x = 0;
1614 job->draw_min_y = 0;
1615 job->draw_max_x = v3d->framebuffer.width;
1616 job->draw_max_y = v3d->framebuffer.height;
1617 job->clear |= buffers;
1618 job->store |= buffers;
1619 job->scissor.disabled = true;
1620
1621 v3d_start_draw(v3d);
1622
1623 return buffers;
1624 }
1625
1626 static void
v3d_clear(struct pipe_context * pctx,unsigned buffers,const struct pipe_scissor_state * scissor_state,const union pipe_color_union * color,double depth,unsigned stencil)1627 v3d_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
1628 const union pipe_color_union *color, double depth, unsigned stencil)
1629 {
1630 struct v3d_context *v3d = v3d_context(pctx);
1631 struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1632
1633 buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
1634
1635 if (buffers)
1636 v3d_draw_clear(v3d, buffers, color, depth, stencil);
1637 }
1638
1639 static void
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)1640 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
1641 const union pipe_color_union *color,
1642 unsigned x, unsigned y, unsigned w, unsigned h,
1643 bool render_condition_enabled)
1644 {
1645 fprintf(stderr, "unimpl: clear RT\n");
1646 }
1647
1648 static void
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)1649 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
1650 unsigned buffers, double depth, unsigned stencil,
1651 unsigned x, unsigned y, unsigned w, unsigned h,
1652 bool render_condition_enabled)
1653 {
1654 fprintf(stderr, "unimpl: clear DS\n");
1655 }
1656
1657 void
v3dX(start_binning)1658 v3dX(start_binning)(struct v3d_context *v3d, struct v3d_job *job)
1659 {
1660 v3d_start_binning(v3d, job);
1661 }
1662
1663 void
v3dX(draw_init)1664 v3dX(draw_init)(struct pipe_context *pctx)
1665 {
1666 pctx->draw_vbo = v3d_draw_vbo;
1667 pctx->clear = v3d_clear;
1668 pctx->clear_render_target = v3d_clear_render_target;
1669 pctx->clear_depth_stencil = v3d_clear_depth_stencil;
1670 #if V3D_VERSION >= 41
1671 if (v3d_context(pctx)->screen->has_csd)
1672 pctx->launch_grid = v3d_launch_grid;
1673 #endif
1674 }
1675