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1 /*
2  * Copyright © 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/format/u_format.h"
25 #include "v3d_context.h"
26 #include "broadcom/common/v3d_tiling.h"
27 #include "broadcom/common/v3d_macros.h"
28 #include "broadcom/cle/v3dx_pack.h"
29 
30 #define PIPE_CLEAR_COLOR_BUFFERS (PIPE_CLEAR_COLOR0 |                   \
31                                   PIPE_CLEAR_COLOR1 |                   \
32                                   PIPE_CLEAR_COLOR2 |                   \
33                                   PIPE_CLEAR_COLOR3)                    \
34 
35 #define PIPE_FIRST_COLOR_BUFFER_BIT (ffs(PIPE_CLEAR_COLOR0) - 1)
36 
37 /* The HW queues up the load until the tile coordinates show up, but can only
38  * track one at a time.  If we need to do more than one load, then we need to
39  * flush out the previous load by emitting the tile coordinates and doing a
40  * dummy store.
41  */
42 static void
flush_last_load(struct v3d_cl * cl)43 flush_last_load(struct v3d_cl *cl)
44 {
45         if (V3D_VERSION >= 40)
46                 return;
47 
48         cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
49         cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
50                 store.buffer_to_store = NONE;
51         }
52 }
53 
54 static void
load_general(struct v3d_cl * cl,struct pipe_surface * psurf,int buffer,int layer,uint32_t pipe_bit,uint32_t * loads_pending)55 load_general(struct v3d_cl *cl, struct pipe_surface *psurf, int buffer,
56              int layer, uint32_t pipe_bit, uint32_t *loads_pending)
57 {
58         struct v3d_surface *surf = v3d_surface(psurf);
59         bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
60         if (separate_stencil) {
61                 psurf = surf->separate_stencil;
62                 surf = v3d_surface(psurf);
63         }
64 
65         struct v3d_resource *rsc = v3d_resource(psurf->texture);
66 
67         uint32_t layer_offset =
68                 v3d_layer_offset(&rsc->base, psurf->u.tex.level,
69                                  psurf->u.tex.first_layer + layer);
70         cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
71                 load.buffer_to_load = buffer;
72                 load.address = cl_address(rsc->bo, layer_offset);
73 
74 #if V3D_VERSION >= 40
75                 load.memory_format = surf->tiling;
76                 if (separate_stencil)
77                         load.input_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
78                 else
79                         load.input_image_format = surf->format;
80                 load.r_b_swap = surf->swap_rb;
81                 load.force_alpha_1 = util_format_has_alpha1(psurf->format);
82                 if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
83                     surf->tiling == V3D_TILING_UIF_XOR) {
84                         load.height_in_ub_or_stride =
85                                 surf->padded_height_of_output_image_in_uif_blocks;
86                 } else if (surf->tiling == V3D_TILING_RASTER) {
87                         struct v3d_resource_slice *slice =
88                                 &rsc->slices[psurf->u.tex.level];
89                         load.height_in_ub_or_stride = slice->stride;
90                 }
91 
92                 if (psurf->texture->nr_samples > 1)
93                         load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
94                 else
95                         load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
96 
97 #else /* V3D_VERSION < 40 */
98                 /* Can't do raw ZSTENCIL loads -- need to load/store them to
99                  * separate buffers for Z and stencil.
100                  */
101                 assert(buffer != ZSTENCIL);
102                 load.raw_mode = true;
103                 load.padded_height_of_output_image_in_uif_blocks =
104                         surf->padded_height_of_output_image_in_uif_blocks;
105 #endif /* V3D_VERSION < 40 */
106         }
107 
108         *loads_pending &= ~pipe_bit;
109         if (*loads_pending)
110                 flush_last_load(cl);
111 }
112 
113 static void
store_general(struct v3d_job * job,struct v3d_cl * cl,struct pipe_surface * psurf,int layer,int buffer,int pipe_bit,uint32_t * stores_pending,bool general_color_clear,bool resolve_4x)114 store_general(struct v3d_job *job,
115               struct v3d_cl *cl, struct pipe_surface *psurf,
116               int layer, int buffer, int pipe_bit,
117               uint32_t *stores_pending, bool general_color_clear,
118               bool resolve_4x)
119 {
120         struct v3d_surface *surf = v3d_surface(psurf);
121         bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
122         if (separate_stencil) {
123                 psurf = surf->separate_stencil;
124                 surf = v3d_surface(psurf);
125         }
126 
127         *stores_pending &= ~pipe_bit;
128         bool last_store = !(*stores_pending);
129 
130         struct v3d_resource *rsc = v3d_resource(psurf->texture);
131 
132         rsc->writes++;
133 
134         uint32_t layer_offset =
135                 v3d_layer_offset(&rsc->base, psurf->u.tex.level,
136                                  psurf->u.tex.first_layer + layer);
137         cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
138                 store.buffer_to_store = buffer;
139                 store.address = cl_address(rsc->bo, layer_offset);
140 
141 #if V3D_VERSION >= 40
142                 store.clear_buffer_being_stored = false;
143 
144                 if (separate_stencil)
145                         store.output_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
146                 else
147                         store.output_image_format = surf->format;
148 
149                 store.r_b_swap = surf->swap_rb;
150                 store.memory_format = surf->tiling;
151 
152                 if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
153                     surf->tiling == V3D_TILING_UIF_XOR) {
154                         store.height_in_ub_or_stride =
155                                 surf->padded_height_of_output_image_in_uif_blocks;
156                 } else if (surf->tiling == V3D_TILING_RASTER) {
157                         struct v3d_resource_slice *slice =
158                                 &rsc->slices[psurf->u.tex.level];
159                         store.height_in_ub_or_stride = slice->stride;
160                 }
161 
162                 assert(!resolve_4x || job->bbuf);
163                 if (psurf->texture->nr_samples > 1)
164                         store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
165                 else if (resolve_4x && job->bbuf->texture->nr_samples > 1)
166                         store.decimate_mode = V3D_DECIMATE_MODE_4X;
167                 else
168                         store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
169 
170 #else /* V3D_VERSION < 40 */
171                 /* Can't do raw ZSTENCIL stores -- need to load/store them to
172                  * separate buffers for Z and stencil.
173                  */
174                 assert(buffer != ZSTENCIL);
175                 store.raw_mode = true;
176                 if (!last_store) {
177                         store.disable_color_buffers_clear_on_write = true;
178                         store.disable_z_buffer_clear_on_write = true;
179                         store.disable_stencil_buffer_clear_on_write = true;
180                 } else {
181                         store.disable_color_buffers_clear_on_write =
182                                 !(((pipe_bit & PIPE_CLEAR_COLOR_BUFFERS) &&
183                                    general_color_clear &&
184                                    (job->clear & pipe_bit)));
185                         store.disable_z_buffer_clear_on_write =
186                                 !(job->clear & PIPE_CLEAR_DEPTH);
187                         store.disable_stencil_buffer_clear_on_write =
188                                 !(job->clear & PIPE_CLEAR_STENCIL);
189                 }
190                 store.padded_height_of_output_image_in_uif_blocks =
191                         surf->padded_height_of_output_image_in_uif_blocks;
192 #endif /* V3D_VERSION < 40 */
193         }
194 
195         /* There must be a TILE_COORDINATES_IMPLICIT between each store. */
196         if (V3D_VERSION < 40 && !last_store) {
197                 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
198         }
199 }
200 
201 static int
zs_buffer_from_pipe_bits(int pipe_clear_bits)202 zs_buffer_from_pipe_bits(int pipe_clear_bits)
203 {
204         switch (pipe_clear_bits & PIPE_CLEAR_DEPTHSTENCIL) {
205         case PIPE_CLEAR_DEPTHSTENCIL:
206                 return ZSTENCIL;
207         case PIPE_CLEAR_DEPTH:
208                 return Z;
209         case PIPE_CLEAR_STENCIL:
210                 return STENCIL;
211         default:
212                 return NONE;
213         }
214 }
215 
216 static void
v3d_rcl_emit_loads(struct v3d_job * job,struct v3d_cl * cl,int layer)217 v3d_rcl_emit_loads(struct v3d_job *job, struct v3d_cl *cl, int layer)
218 {
219         /* When blitting, no color or zs buffer is loaded; instead the blit
220          * source buffer is loaded for the aspects that we are going to blit.
221          */
222         assert(!job->bbuf || job->load == 0);
223         assert(!job->bbuf || job->nr_cbufs <= 1);
224         assert(!job->bbuf || V3D_VERSION >= 40);
225 
226         uint32_t loads_pending = job->bbuf ? job->store : job->load;
227 
228         for (int i = 0; i < job->nr_cbufs; i++) {
229                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
230                 if (!(loads_pending & bit))
231                         continue;
232 
233                 struct pipe_surface *psurf = job->bbuf ? job->bbuf : job->cbufs[i];
234                 assert(!job->bbuf || i == 0);
235 
236                 if (!psurf || (V3D_VERSION < 40 &&
237                                psurf->texture->nr_samples <= 1)) {
238                         continue;
239                 }
240 
241                 load_general(cl, psurf, RENDER_TARGET_0 + i, layer,
242                              bit, &loads_pending);
243         }
244 
245         if ((loads_pending & PIPE_CLEAR_DEPTHSTENCIL) &&
246             (V3D_VERSION >= 40 ||
247              (job->zsbuf && job->zsbuf->texture->nr_samples > 1))) {
248                 assert(!job->early_zs_clear);
249                 struct pipe_surface *src = job->bbuf ? job->bbuf : job->zsbuf;
250                 struct v3d_resource *rsc = v3d_resource(src->texture);
251 
252                 if (rsc->separate_stencil &&
253                     (loads_pending & PIPE_CLEAR_STENCIL)) {
254                         load_general(cl, src,
255                                      STENCIL, layer,
256                                      PIPE_CLEAR_STENCIL,
257                                      &loads_pending);
258                 }
259 
260                 if (loads_pending & PIPE_CLEAR_DEPTHSTENCIL) {
261                         load_general(cl, src,
262                                      zs_buffer_from_pipe_bits(loads_pending),
263                                      layer,
264                                      loads_pending & PIPE_CLEAR_DEPTHSTENCIL,
265                                      &loads_pending);
266                 }
267         }
268 
269 #if V3D_VERSION < 40
270         /* The initial reload will be queued until we get the
271          * tile coordinates.
272          */
273         if (loads_pending) {
274                 cl_emit(cl, RELOAD_TILE_COLOR_BUFFER, load) {
275                         load.disable_color_buffer_load =
276                                 (~loads_pending &
277                                  PIPE_CLEAR_COLOR_BUFFERS) >>
278                                 PIPE_FIRST_COLOR_BUFFER_BIT;
279                         load.enable_z_load =
280                                 loads_pending & PIPE_CLEAR_DEPTH;
281                         load.enable_stencil_load =
282                                 loads_pending & PIPE_CLEAR_STENCIL;
283                 }
284         }
285 #else /* V3D_VERSION >= 40 */
286         assert(!loads_pending);
287         cl_emit(cl, END_OF_LOADS, end);
288 #endif
289 }
290 
291 static void
v3d_rcl_emit_stores(struct v3d_job * job,struct v3d_cl * cl,int layer)292 v3d_rcl_emit_stores(struct v3d_job *job, struct v3d_cl *cl, int layer)
293 {
294 #if V3D_VERSION < 40
295         UNUSED bool needs_color_clear = job->clear & PIPE_CLEAR_COLOR_BUFFERS;
296         UNUSED bool needs_z_clear = job->clear & PIPE_CLEAR_DEPTH;
297         UNUSED bool needs_s_clear = job->clear & PIPE_CLEAR_STENCIL;
298 
299         /* For clearing color in a TLB general on V3D 3.3:
300          *
301          * - NONE buffer store clears all TLB color buffers.
302          * - color buffer store clears just the TLB color buffer being stored.
303          * - Z/S buffers store may not clear the TLB color buffer.
304          *
305          * And on V3D 4.1, we only have one flag for "clear the buffer being
306          * stored" in the general packet, and a separate packet to clear all
307          * color TLB buffers.
308          *
309          * As a result, we only bother flagging TLB color clears in a general
310          * packet when we don't have to emit a separate packet to clear all
311          * TLB color buffers.
312          */
313         bool general_color_clear = (needs_color_clear &&
314                                     (job->clear & PIPE_CLEAR_COLOR_BUFFERS) ==
315                                     (job->store & PIPE_CLEAR_COLOR_BUFFERS));
316 #else
317         bool general_color_clear = false;
318 #endif
319 
320         uint32_t stores_pending = job->store;
321 
322         /* For V3D 4.1, use general stores for all TLB stores.
323          *
324          * For V3D 3.3, we only use general stores to do raw stores for any
325          * MSAA surfaces.  These output UIF tiled images where each 4x MSAA
326          * pixel is a 2x2 quad, and the format will be that of the
327          * internal_type/internal_bpp, rather than the format from GL's
328          * perspective.  Non-MSAA surfaces will use
329          * STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED.
330          */
331         assert(!job->bbuf || job->nr_cbufs <= 1);
332         for (int i = 0; i < job->nr_cbufs; i++) {
333                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
334                 if (!(job->store & bit))
335                         continue;
336 
337                 struct pipe_surface *psurf = job->cbufs[i];
338                 if (!psurf ||
339                     (V3D_VERSION < 40 && psurf->texture->nr_samples <= 1)) {
340                         continue;
341                 }
342 
343                 store_general(job, cl, psurf, layer, RENDER_TARGET_0 + i, bit,
344                               &stores_pending, general_color_clear, job->bbuf);
345         }
346 
347         if (job->store & PIPE_CLEAR_DEPTHSTENCIL && job->zsbuf &&
348             !(V3D_VERSION < 40 && job->zsbuf->texture->nr_samples <= 1)) {
349                 assert(!job->early_zs_clear);
350                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
351                 if (rsc->separate_stencil) {
352                         if (job->store & PIPE_CLEAR_DEPTH) {
353                                 store_general(job, cl, job->zsbuf, layer,
354                                               Z, PIPE_CLEAR_DEPTH,
355                                               &stores_pending,
356                                               general_color_clear,
357                                               false);
358                         }
359 
360                         if (job->store & PIPE_CLEAR_STENCIL) {
361                                 store_general(job, cl, job->zsbuf, layer,
362                                               STENCIL, PIPE_CLEAR_STENCIL,
363                                               &stores_pending,
364                                               general_color_clear,
365                                               false);
366                         }
367                 } else {
368                         store_general(job, cl, job->zsbuf, layer,
369                                       zs_buffer_from_pipe_bits(job->store),
370                                       job->store & PIPE_CLEAR_DEPTHSTENCIL,
371                                       &stores_pending, general_color_clear,
372                                       false);
373                 }
374         }
375 
376 #if V3D_VERSION < 40
377         if (stores_pending) {
378                 cl_emit(cl, STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED, store) {
379 
380                         store.disable_color_buffer_write =
381                                 (~stores_pending >>
382                                  PIPE_FIRST_COLOR_BUFFER_BIT) & 0xf;
383                         store.enable_z_write = stores_pending & PIPE_CLEAR_DEPTH;
384                         store.enable_stencil_write = stores_pending & PIPE_CLEAR_STENCIL;
385 
386                         /* Note that when set this will clear all of the color
387                          * buffers.
388                          */
389                         store.disable_color_buffers_clear_on_write =
390                                 !needs_color_clear;
391                         store.disable_z_buffer_clear_on_write =
392                                 !needs_z_clear;
393                         store.disable_stencil_buffer_clear_on_write =
394                                 !needs_s_clear;
395                 };
396         } else if (needs_color_clear && !general_color_clear) {
397                 /* If we didn't do our color clears in the general packet,
398                  * then emit a packet to clear all the TLB color buffers now.
399                  */
400                 cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
401                         store.buffer_to_store = NONE;
402                 }
403         }
404 #else /* V3D_VERSION >= 40 */
405         /* If we're emitting an RCL with GL_ARB_framebuffer_no_attachments,
406          * we still need to emit some sort of store.
407          */
408         if (!job->store) {
409                 cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
410                         store.buffer_to_store = NONE;
411                 }
412         }
413 
414         assert(!stores_pending);
415 
416         /* GFXH-1461/GFXH-1689: The per-buffer store command's clear
417          * buffer bit is broken for depth/stencil.  In addition, the
418          * clear packet's Z/S bit is broken, but the RTs bit ends up
419          * clearing Z/S.
420          */
421         if (job->clear) {
422                 cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
423                         clear.clear_z_stencil_buffer = !job->early_zs_clear;
424                         clear.clear_all_render_targets = true;
425                 }
426         }
427 #endif /* V3D_VERSION >= 40 */
428 }
429 
430 static void
v3d_rcl_emit_generic_per_tile_list(struct v3d_job * job,int layer)431 v3d_rcl_emit_generic_per_tile_list(struct v3d_job *job, int layer)
432 {
433         /* Emit the generic list in our indirect state -- the rcl will just
434          * have pointers into it.
435          */
436         struct v3d_cl *cl = &job->indirect;
437         v3d_cl_ensure_space(cl, 200, 1);
438         struct v3d_cl_reloc tile_list_start = cl_get_address(cl);
439 
440         if (V3D_VERSION >= 40) {
441                 /* V3D 4.x only requires a single tile coordinates, and
442                  * END_OF_LOADS switches us between loading and rendering.
443                  */
444                 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
445         }
446 
447         v3d_rcl_emit_loads(job, cl, layer);
448 
449         if (V3D_VERSION < 40) {
450                 /* Tile Coordinates triggers the last reload and sets where
451                  * the stores go. There must be one per store packet.
452                  */
453                 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
454         }
455 
456         /* The binner starts out writing tiles assuming that the initial mode
457          * is triangles, so make sure that's the case.
458          */
459         cl_emit(cl, PRIM_LIST_FORMAT, fmt) {
460                 fmt.primitive_type = LIST_TRIANGLES;
461         }
462 
463 #if V3D_VERSION >= 41
464         /* PTB assumes that value to be 0, but hw will not set it. */
465         cl_emit(cl, SET_INSTANCEID, set) {
466            set.instance_id = 0;
467         }
468 #endif
469 
470         cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
471 
472         v3d_rcl_emit_stores(job, cl, layer);
473 
474 #if V3D_VERSION >= 40
475         cl_emit(cl, END_OF_TILE_MARKER, end);
476 #endif
477 
478         cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
479 
480         cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
481                 branch.start = tile_list_start;
482                 branch.end = cl_get_address(cl);
483         }
484 }
485 
486 #if V3D_VERSION >= 40
487 static void
v3d_setup_render_target(struct v3d_job * job,int cbuf,uint32_t * rt_bpp,uint32_t * rt_type,uint32_t * rt_clamp)488 v3d_setup_render_target(struct v3d_job *job, int cbuf,
489                         uint32_t *rt_bpp, uint32_t *rt_type, uint32_t *rt_clamp)
490 {
491         if (!job->cbufs[cbuf])
492                 return;
493 
494         struct v3d_surface *surf = v3d_surface(job->cbufs[cbuf]);
495         *rt_bpp = surf->internal_bpp;
496         if (job->bbuf) {
497            struct v3d_surface *bsurf = v3d_surface(job->bbuf);
498            *rt_bpp = MAX2(*rt_bpp, bsurf->internal_bpp);
499         }
500         *rt_type = surf->internal_type;
501         *rt_clamp = V3D_RENDER_TARGET_CLAMP_NONE;
502 }
503 
504 #else /* V3D_VERSION < 40 */
505 
506 static void
v3d_emit_z_stencil_config(struct v3d_job * job,struct v3d_surface * surf,struct v3d_resource * rsc,bool is_separate_stencil)507 v3d_emit_z_stencil_config(struct v3d_job *job, struct v3d_surface *surf,
508                           struct v3d_resource *rsc, bool is_separate_stencil)
509 {
510         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_Z_STENCIL, zs) {
511                 zs.address = cl_address(rsc->bo, surf->offset);
512 
513                 if (!is_separate_stencil) {
514                         zs.internal_type = surf->internal_type;
515                         zs.output_image_format = surf->format;
516                 } else {
517                         zs.z_stencil_id = 1; /* Separate stencil */
518                 }
519 
520                 zs.padded_height_of_output_image_in_uif_blocks =
521                         surf->padded_height_of_output_image_in_uif_blocks;
522 
523                 assert(surf->tiling != V3D_TILING_RASTER);
524                 zs.memory_format = surf->tiling;
525         }
526 
527         if (job->store & (is_separate_stencil ?
528                           PIPE_CLEAR_STENCIL :
529                           PIPE_CLEAR_DEPTHSTENCIL)) {
530                 rsc->writes++;
531         }
532 }
533 #endif /* V3D_VERSION < 40 */
534 
535 #define div_round_up(a, b) (((a) + (b) - 1) / b)
536 
537 static bool
supertile_in_job_scissors(struct v3d_job * job,uint32_t x,uint32_t y,uint32_t w,uint32_t h)538 supertile_in_job_scissors(struct v3d_job *job,
539                           uint32_t x, uint32_t y, uint32_t w, uint32_t h)
540 {
541    if (job->scissor.disabled || job->scissor.count == 0)
542       return true;
543 
544    const uint32_t min_x = x * w;
545    const uint32_t min_y = y * h;
546    const uint32_t max_x = min_x + w - 1;
547    const uint32_t max_y = min_y + h - 1;
548 
549    for (uint32_t i = 0; i < job->scissor.count; i++) {
550            const uint32_t min_s_x = job->scissor.rects[i].min_x;
551            const uint32_t min_s_y = job->scissor.rects[i].min_y;
552            const uint32_t max_s_x = job->scissor.rects[i].max_x;
553            const uint32_t max_s_y = job->scissor.rects[i].max_y;
554 
555            if (max_x < min_s_x || min_x > max_s_x ||
556                max_y < min_s_y || min_y > max_s_y) {
557                    continue;
558            }
559 
560            return true;
561    }
562 
563    return false;
564 }
565 
566 #if V3D_VERSION >= 40
567 static inline bool
do_double_initial_tile_clear(const struct v3d_job * job)568 do_double_initial_tile_clear(const struct v3d_job *job)
569 {
570         /* Our rendering code emits an initial clear per layer, unlike the
571          * Vulkan driver, which only executes a single initial clear for all
572          * layers. This is because in GL we don't use the
573          * 'clear_buffer_being_stored' bit when storing tiles, so each layer
574          * needs the iniital clear. This is also why this helper, unlike the
575          * Vulkan version, doesn't check the layer count to decide if double
576          * clear for double buffer mode is required.
577          */
578         return job->double_buffer &&
579                (job->draw_tiles_x > 1 || job->draw_tiles_y > 1);
580 }
581 #endif
582 
583 static void
emit_render_layer(struct v3d_job * job,uint32_t layer)584 emit_render_layer(struct v3d_job *job, uint32_t layer)
585 {
586         uint32_t supertile_w = 1, supertile_h = 1;
587 
588         /* If doing multicore binning, we would need to initialize each
589          * core's tile list here.
590          */
591         uint32_t tile_alloc_offset =
592                 layer * job->draw_tiles_x * job->draw_tiles_y * 64;
593         cl_emit(&job->rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
594                 list.address = cl_address(job->tile_alloc, tile_alloc_offset);
595         }
596 
597         cl_emit(&job->rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
598                 uint32_t frame_w_in_supertiles, frame_h_in_supertiles;
599                 const uint32_t max_supertiles = 256;
600 
601                 /* Size up our supertiles until we get under the limit. */
602                 for (;;) {
603                         frame_w_in_supertiles = div_round_up(job->draw_tiles_x,
604                                                              supertile_w);
605                         frame_h_in_supertiles = div_round_up(job->draw_tiles_y,
606                                                              supertile_h);
607                         if (frame_w_in_supertiles *
608                                 frame_h_in_supertiles < max_supertiles) {
609                                 break;
610                         }
611 
612                         if (supertile_w < supertile_h)
613                                 supertile_w++;
614                         else
615                                 supertile_h++;
616                 }
617 
618                 config.number_of_bin_tile_lists = 1;
619                 config.total_frame_width_in_tiles = job->draw_tiles_x;
620                 config.total_frame_height_in_tiles = job->draw_tiles_y;
621 
622                 config.supertile_width_in_tiles = supertile_w;
623                 config.supertile_height_in_tiles = supertile_h;
624 
625                 config.total_frame_width_in_supertiles = frame_w_in_supertiles;
626                 config.total_frame_height_in_supertiles = frame_h_in_supertiles;
627         }
628 
629         /* Start by clearing the tile buffer. */
630         cl_emit(&job->rcl, TILE_COORDINATES, coords) {
631                 coords.tile_column_number = 0;
632                 coords.tile_row_number = 0;
633         }
634 
635         /* Emit an initial clear of the tile buffers.  This is necessary
636          * for any buffers that should be cleared (since clearing
637          * normally happens at the *end* of the generic tile list), but
638          * it's also nice to clear everything so the first tile doesn't
639          * inherit any contents from some previous frame.
640          *
641          * Also, implement the GFXH-1742 workaround.  There's a race in
642          * the HW between the RCL updating the TLB's internal type/size
643          * and thespawning of the QPU instances using the TLB's current
644          * internal type/size.  To make sure the QPUs get the right
645          * state, we need 1 dummy store in between internal type/size
646          * changes on V3D 3.x, and 2 dummy stores on 4.x.
647          */
648 #if V3D_VERSION < 40
649         cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
650                 store.buffer_to_store = NONE;
651         }
652 #else
653         for (int i = 0; i < 2; i++) {
654                 if (i > 0)
655                         cl_emit(&job->rcl, TILE_COORDINATES, coords);
656                 cl_emit(&job->rcl, END_OF_LOADS, end);
657                 cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
658                         store.buffer_to_store = NONE;
659                 }
660                 if (i == 0 || do_double_initial_tile_clear(job)) {
661                         cl_emit(&job->rcl, CLEAR_TILE_BUFFERS, clear) {
662                                 clear.clear_z_stencil_buffer = !job->early_zs_clear;
663                                 clear.clear_all_render_targets = true;
664                         }
665                 }
666                 cl_emit(&job->rcl, END_OF_TILE_MARKER, end);
667         }
668 #endif
669 
670         cl_emit(&job->rcl, FLUSH_VCD_CACHE, flush);
671 
672         v3d_rcl_emit_generic_per_tile_list(job, layer);
673 
674         /* XXX perf: We should expose GL_MESA_tile_raster_order to
675          * improve X11 performance, but we should use Morton order
676          * otherwise to improve cache locality.
677          */
678         uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
679         uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
680         uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;
681         uint32_t min_y_supertile = job->draw_min_y / supertile_h_in_pixels;
682 
683         uint32_t max_x_supertile = 0;
684         uint32_t max_y_supertile = 0;
685         if (job->draw_max_x != 0 && job->draw_max_y != 0) {
686                 max_x_supertile = (job->draw_max_x - 1) / supertile_w_in_pixels;
687                 max_y_supertile = (job->draw_max_y - 1) / supertile_h_in_pixels;
688         }
689 
690         for (int y = min_y_supertile; y <= max_y_supertile; y++) {
691                 for (int x = min_x_supertile; x <= max_x_supertile; x++) {
692                         if (supertile_in_job_scissors(job, x, y,
693                                                       supertile_w_in_pixels,
694                                                       supertile_h_in_pixels)) {
695                                 cl_emit(&job->rcl, SUPERTILE_COORDINATES, coords) {
696                                       coords.column_number_in_supertiles = x;
697                                       coords.row_number_in_supertiles = y;
698                                 }
699                         }
700                 }
701         }
702 }
703 
704 void
v3dX(emit_rcl)705 v3dX(emit_rcl)(struct v3d_job *job)
706 {
707         /* The RCL list should be empty. */
708         assert(!job->rcl.bo);
709 
710         v3d_cl_ensure_space_with_branch(&job->rcl, 200 +
711                                         MAX2(job->num_layers, 1) * 256 *
712                                         cl_packet_length(SUPERTILE_COORDINATES));
713         job->submit.rcl_start = job->rcl.bo->offset;
714         v3d_job_add_bo(job, job->rcl.bo);
715 
716         /* Common config must be the first TILE_RENDERING_MODE_CFG
717          * and Z_STENCIL_CLEAR_VALUES must be last.  The ones in between are
718          * optional updates to the previous HW state.
719          */
720         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
721 #if V3D_VERSION < 40
722                 config.enable_z_store = job->store & PIPE_CLEAR_DEPTH;
723                 config.enable_stencil_store = job->store & PIPE_CLEAR_STENCIL;
724 #else /* V3D_VERSION >= 40 */
725                 if (job->zsbuf) {
726                         struct v3d_surface *surf = v3d_surface(job->zsbuf);
727                         config.internal_depth_type = surf->internal_type;
728                 }
729 #endif /* V3D_VERSION >= 40 */
730 
731                 if (job->decided_global_ez_enable) {
732                         switch (job->first_ez_state) {
733                         case V3D_EZ_UNDECIDED:
734                         case V3D_EZ_LT_LE:
735                                 config.early_z_disable = false;
736                                 config.early_z_test_and_update_direction =
737                                         EARLY_Z_DIRECTION_LT_LE;
738                                 break;
739                         case V3D_EZ_GT_GE:
740                                 config.early_z_disable = false;
741                                 config.early_z_test_and_update_direction =
742                                         EARLY_Z_DIRECTION_GT_GE;
743                                 break;
744                         case V3D_EZ_DISABLED:
745                                 config.early_z_disable = true;
746                         }
747                 } else {
748                         assert(job->draw_calls_queued == 0);
749                         config.early_z_disable = true;
750                 }
751 
752 #if V3D_VERSION >= 40
753                 assert(job->zsbuf || config.early_z_disable);
754 
755                 job->early_zs_clear = (job->clear & PIPE_CLEAR_DEPTHSTENCIL) &&
756                         !(job->load & PIPE_CLEAR_DEPTHSTENCIL) &&
757                         !(job->store & PIPE_CLEAR_DEPTHSTENCIL);
758 
759                 config.early_depth_stencil_clear = job->early_zs_clear;
760 #endif /* V3D_VERSION >= 40 */
761 
762                 config.image_width_pixels = job->draw_width;
763                 config.image_height_pixels = job->draw_height;
764 
765                 config.number_of_render_targets = MAX2(job->nr_cbufs, 1);
766 
767                 assert(!job->msaa || !job->double_buffer);
768                 config.multisample_mode_4x = job->msaa;
769                 config.double_buffer_in_non_ms_mode = job->double_buffer;
770 
771                 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
772         }
773 
774         for (int i = 0; i < job->nr_cbufs; i++) {
775                 struct pipe_surface *psurf = job->cbufs[i];
776                 if (!psurf)
777                         continue;
778                 struct v3d_surface *surf = v3d_surface(psurf);
779                 struct v3d_resource *rsc = v3d_resource(psurf->texture);
780 
781                 UNUSED uint32_t config_pad = 0;
782                 uint32_t clear_pad = 0;
783 
784                 /* XXX: Set the pad for raster. */
785                 if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
786                     surf->tiling == V3D_TILING_UIF_XOR) {
787                         int uif_block_height = v3d_utile_height(rsc->cpp) * 2;
788                         uint32_t implicit_padded_height = (align(job->draw_height, uif_block_height) /
789                                                            uif_block_height);
790                         if (surf->padded_height_of_output_image_in_uif_blocks -
791                             implicit_padded_height < 15) {
792                                 config_pad = (surf->padded_height_of_output_image_in_uif_blocks -
793                                               implicit_padded_height);
794                         } else {
795                                 config_pad = 15;
796                                 clear_pad = surf->padded_height_of_output_image_in_uif_blocks;
797                         }
798                 }
799 
800 #if V3D_VERSION < 40
801                 cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
802                         rt.address = cl_address(rsc->bo, surf->offset);
803                         rt.internal_type = surf->internal_type;
804                         rt.output_image_format = surf->format;
805                         rt.memory_format = surf->tiling;
806                         rt.internal_bpp = surf->internal_bpp;
807                         rt.render_target_number = i;
808                         rt.pad = config_pad;
809 
810                         if (job->store & PIPE_CLEAR_COLOR0 << i)
811                                 rsc->writes++;
812                 }
813 #endif /* V3D_VERSION < 40 */
814 
815                 cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1,
816                         clear) {
817                         clear.clear_color_low_32_bits = job->clear_color[i][0];
818                         clear.clear_color_next_24_bits = job->clear_color[i][1] & 0xffffff;
819                         clear.render_target_number = i;
820                 };
821 
822                 if (surf->internal_bpp >= V3D_INTERNAL_BPP_64) {
823                         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2,
824                                 clear) {
825                                 clear.clear_color_mid_low_32_bits =
826                                         ((job->clear_color[i][1] >> 24) |
827                                          (job->clear_color[i][2] << 8));
828                                 clear.clear_color_mid_high_24_bits =
829                                         ((job->clear_color[i][2] >> 24) |
830                                          ((job->clear_color[i][3] & 0xffff) << 8));
831                                 clear.render_target_number = i;
832                         };
833                 }
834 
835                 if (surf->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) {
836                         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3,
837                                 clear) {
838                                 clear.uif_padded_height_in_uif_blocks = clear_pad;
839                                 clear.clear_color_high_16_bits = job->clear_color[i][3] >> 16;
840                                 clear.render_target_number = i;
841                         };
842                 }
843         }
844 
845 #if V3D_VERSION >= 40
846         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
847                 v3d_setup_render_target(job, 0,
848                                         &rt.render_target_0_internal_bpp,
849                                         &rt.render_target_0_internal_type,
850                                         &rt.render_target_0_clamp);
851                 v3d_setup_render_target(job, 1,
852                                         &rt.render_target_1_internal_bpp,
853                                         &rt.render_target_1_internal_type,
854                                         &rt.render_target_1_clamp);
855                 v3d_setup_render_target(job, 2,
856                                         &rt.render_target_2_internal_bpp,
857                                         &rt.render_target_2_internal_type,
858                                         &rt.render_target_2_clamp);
859                 v3d_setup_render_target(job, 3,
860                                         &rt.render_target_3_internal_bpp,
861                                         &rt.render_target_3_internal_type,
862                                         &rt.render_target_3_clamp);
863         }
864 #endif
865 
866 #if V3D_VERSION < 40
867         /* TODO: Don't bother emitting if we don't load/clear Z/S. */
868         if (job->zsbuf) {
869                 struct pipe_surface *psurf = job->zsbuf;
870                 struct v3d_surface *surf = v3d_surface(psurf);
871                 struct v3d_resource *rsc = v3d_resource(psurf->texture);
872 
873                 v3d_emit_z_stencil_config(job, surf, rsc, false);
874 
875                 /* Emit the separate stencil packet if we have a resource for
876                  * it.  The HW will only load/store this buffer if the
877                  * Z/Stencil config doesn't have stencil in its format.
878                  */
879                 if (surf->separate_stencil) {
880                         v3d_emit_z_stencil_config(job,
881                                                   v3d_surface(surf->separate_stencil),
882                                                   rsc->separate_stencil, true);
883                 }
884         }
885 #endif /* V3D_VERSION < 40 */
886 
887         /* Ends rendering mode config. */
888         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES,
889                 clear) {
890                 clear.z_clear_value = job->clear_z;
891                 clear.stencil_clear_value = job->clear_s;
892         };
893 
894         /* Always set initial block size before the first branch, which needs
895          * to match the value from binning mode config.
896          */
897         cl_emit(&job->rcl, TILE_LIST_INITIAL_BLOCK_SIZE, init) {
898                 init.use_auto_chained_tile_lists = true;
899                 init.size_of_first_block_in_chained_tile_lists =
900                         TILE_ALLOCATION_BLOCK_SIZE_64B;
901         }
902 
903         /* ARB_framebuffer_no_attachments allows rendering to happen even when
904          * the framebuffer has no attachments, the idea being that fragment
905          * shaders can still do image load/store, ssbo, etc without having to
906          * write to actual attachments, so always run at least one iteration
907          * of the loop.
908          */
909         assert(job->num_layers > 0 || (job->load == 0 && job->store == 0));
910         for (int layer = 0; layer < MAX2(1, job->num_layers); layer++)
911                 emit_render_layer(job, layer);
912 
913         cl_emit(&job->rcl, END_OF_RENDERING, end);
914 }
915