• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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_helpers.h"
29 #include "util/u_pack_color.h"
30 #include "util/u_prim_restart.h"
31 #include "util/u_upload_mgr.h"
32 
33 #include "v3d_context.h"
34 #include "v3d_resource.h"
35 #include "v3d_cl.h"
36 #include "broadcom/compiler/v3d_compiler.h"
37 #include "broadcom/common/v3d_macros.h"
38 #include "broadcom/common/v3d_util.h"
39 #include "broadcom/cle/v3dx_pack.h"
40 
41 void
v3dX(start_binning)42 v3dX(start_binning)(struct v3d_context *v3d, struct v3d_job *job)
43 {
44         assert(job->needs_flush);
45 
46         /* Get space to emit our BCL state, using a branch to jump to a new BO
47          * if necessary.
48          */
49 
50         v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
51 
52         job->submit.bcl_start = job->bcl.bo->offset;
53         v3d_job_add_bo(job, job->bcl.bo);
54 
55         /* The PTB will request the tile alloc initial size per tile at start
56          * of tile binning.
57          */
58         uint32_t tile_alloc_size =
59                 MAX2(job->num_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
60 
61         /* The PTB allocates in aligned 4k chunks after the initial setup. */
62         tile_alloc_size = align(tile_alloc_size, 4096);
63 
64         /* Include the first two chunk allocations that the PTB does so that
65          * we definitely clear the OOM condition before triggering one (the HW
66          * won't trigger OOM during the first allocations).
67          */
68         tile_alloc_size += 8192;
69 
70         /* For performance, allocate some extra initial memory after the PTB's
71          * minimal allocations, so that we hopefully don't have to block the
72          * GPU on the kernel handling an OOM signal.
73          */
74         tile_alloc_size += 512 * 1024;
75 
76         job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size,
77                                        "tile_alloc");
78         uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
79         job->tile_state = v3d_bo_alloc(v3d->screen,
80                                        MAX2(job->num_layers, 1) *
81                                        job->draw_tiles_y *
82                                        job->draw_tiles_x *
83                                        tsda_per_tile_size,
84                                        "TSDA");
85 
86 #if V3D_VERSION >= 41
87         /* This must go before the binning mode configuration. It is
88          * required for layered framebuffers to work.
89          */
90         if (job->num_layers > 0) {
91                 cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
92                         config.number_of_layers = job->num_layers;
93                 }
94         }
95 #endif
96 
97         assert(!job->msaa || !job->double_buffer);
98 #if V3D_VERSION >= 40
99         cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
100                 config.width_in_pixels = job->draw_width;
101                 config.height_in_pixels = job->draw_height;
102                 config.number_of_render_targets =
103                         MAX2(job->nr_cbufs, 1);
104 
105                 config.multisample_mode_4x = job->msaa;
106                 config.double_buffer_in_non_ms_mode = job->double_buffer;
107 
108                 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
109         }
110 #else /* V3D_VERSION < 40 */
111         /* "Binning mode lists start with a Tile Binning Mode Configuration
112          * item (120)"
113          *
114          * Part1 signals the end of binning config setup.
115          */
116         cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
117                 config.tile_allocation_memory_address =
118                         cl_address(job->tile_alloc, 0);
119                 config.tile_allocation_memory_size = job->tile_alloc->size;
120         }
121 
122         cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
123                 config.tile_state_data_array_base_address =
124                         cl_address(job->tile_state, 0);
125 
126                 config.width_in_tiles = job->draw_tiles_x;
127                 config.height_in_tiles = job->draw_tiles_y;
128                 /* Must be >= 1 */
129                 config.number_of_render_targets =
130                         MAX2(job->nr_cbufs, 1);
131 
132                 config.multisample_mode_4x = job->msaa;
133                 config.double_buffer_in_non_ms_mode = job->double_buffer;
134 
135                 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
136         }
137 #endif /* V3D_VERSION < 40 */
138 
139         /* There's definitely nothing in the VCD cache we want. */
140         cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
141 
142         /* Disable any leftover OQ state from another job. */
143         cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
144 
145         /* "Binning mode lists must have a Start Tile Binning item (6) after
146          *  any prefix state data before the binning list proper starts."
147          */
148         cl_emit(&job->bcl, START_TILE_BINNING, bin);
149 }
150 /**
151  * Does the initial bining command list setup for drawing to a given FBO.
152  */
153 static void
v3d_start_draw(struct v3d_context * v3d)154 v3d_start_draw(struct v3d_context *v3d)
155 {
156         struct v3d_job *job = v3d->job;
157 
158         if (job->needs_flush)
159                 return;
160 
161         job->needs_flush = true;
162         job->draw_width = v3d->framebuffer.width;
163         job->draw_height = v3d->framebuffer.height;
164         job->num_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
165 
166         v3dX(start_binning)(v3d, job);
167 }
168 
169 static void
v3d_predraw_check_stage_inputs(struct pipe_context * pctx,enum pipe_shader_type s)170 v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
171                                enum pipe_shader_type s)
172 {
173         struct v3d_context *v3d = v3d_context(pctx);
174 
175         /* Flush writes to textures we're sampling. */
176         for (int i = 0; i < v3d->tex[s].num_textures; i++) {
177                 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
178                 if (!pview)
179                         continue;
180                 struct v3d_sampler_view *view = v3d_sampler_view(pview);
181 
182                 if (view->texture != view->base.texture &&
183                     view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
184                         v3d_update_shadow_texture(pctx, &view->base);
185 
186                 v3d_flush_jobs_writing_resource(v3d, view->texture,
187                                                 V3D_FLUSH_DEFAULT,
188                                                 s == PIPE_SHADER_COMPUTE);
189         }
190 
191         /* Flush writes to UBOs. */
192         u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
193                 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
194                 if (cb->buffer) {
195                         v3d_flush_jobs_writing_resource(v3d, cb->buffer,
196                                                         V3D_FLUSH_DEFAULT,
197                                                         s == PIPE_SHADER_COMPUTE);
198                 }
199         }
200 
201         /* Flush reads/writes to our SSBOs */
202         u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
203                 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
204                 if (sb->buffer) {
205                         v3d_flush_jobs_reading_resource(v3d, sb->buffer,
206                                                         V3D_FLUSH_NOT_CURRENT_JOB,
207                                                         s == PIPE_SHADER_COMPUTE);
208                 }
209         }
210 
211         /* Flush reads/writes to our image views */
212         u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
213                 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
214 
215                 v3d_flush_jobs_reading_resource(v3d, view->base.resource,
216                                                 V3D_FLUSH_NOT_CURRENT_JOB,
217                                                 s == PIPE_SHADER_COMPUTE);
218         }
219 
220         /* Flush writes to our vertex buffers (i.e. from transform feedback) */
221         if (s == PIPE_SHADER_VERTEX) {
222                 u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
223                         struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
224 
225                         v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
226                                                         V3D_FLUSH_DEFAULT,
227                                                         false);
228                 }
229         }
230 }
231 
232 static void
v3d_predraw_check_outputs(struct pipe_context * pctx)233 v3d_predraw_check_outputs(struct pipe_context *pctx)
234 {
235         struct v3d_context *v3d = v3d_context(pctx);
236 
237         /* Flush jobs reading from TF buffers that we are about to write. */
238         if (v3d_transform_feedback_enabled(v3d)) {
239                 struct v3d_streamout_stateobj *so = &v3d->streamout;
240 
241                 for (int i = 0; i < so->num_targets; i++) {
242                         if (!so->targets[i])
243                                 continue;
244 
245                         const struct pipe_stream_output_target *target =
246                                 so->targets[i];
247                         v3d_flush_jobs_reading_resource(v3d, target->buffer,
248                                                         V3D_FLUSH_DEFAULT,
249                                                         false);
250                 }
251         }
252 }
253 
254 /**
255  * Checks if the state for the current draw reads a particular resource in
256  * in the given shader stage.
257  */
258 static bool
v3d_state_reads_resource(struct v3d_context * v3d,struct pipe_resource * prsc,enum pipe_shader_type s)259 v3d_state_reads_resource(struct v3d_context *v3d,
260                          struct pipe_resource *prsc,
261                          enum pipe_shader_type s)
262 {
263         struct v3d_resource *rsc = v3d_resource(prsc);
264 
265         /* Vertex buffers */
266         if (s == PIPE_SHADER_VERTEX) {
267                 u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
268                         struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
269                         if (!vb->buffer.resource)
270                                 continue;
271 
272                         struct v3d_resource *vb_rsc =
273                                 v3d_resource(vb->buffer.resource);
274                         if (rsc->bo == vb_rsc->bo)
275                                 return true;
276                 }
277         }
278 
279         /* Constant buffers */
280         u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
281                 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
282                 if (!cb->buffer)
283                         continue;
284 
285                 struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
286                 if (rsc->bo == cb_rsc->bo)
287                         return true;
288         }
289 
290         /* Shader storage buffers */
291         u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
292                 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
293                 if (!sb->buffer)
294                         continue;
295 
296                 struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
297                 if (rsc->bo == sb_rsc->bo)
298                         return true;
299         }
300 
301         /* Textures  */
302         for (int i = 0; i < v3d->tex[s].num_textures; i++) {
303                 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
304                 if (!pview)
305                         continue;
306 
307                 struct v3d_sampler_view *view = v3d_sampler_view(pview);
308                 struct v3d_resource *v_rsc = v3d_resource(view->texture);
309                 if (rsc->bo == v_rsc->bo)
310                         return true;
311         }
312 
313         return false;
314 }
315 
316 static void
v3d_emit_wait_for_tf(struct v3d_job * job)317 v3d_emit_wait_for_tf(struct v3d_job *job)
318 {
319         /* XXX: we might be able to skip this in some cases, for now we
320          * always emit it.
321          */
322         cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
323 
324         cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
325                 /* XXX: Wait for all outstanding writes... maybe we can do
326                  * better in some cases.
327                  */
328                 wait.block_count = 255;
329         }
330 
331         /* We have just flushed all our outstanding TF work in this job so make
332          * sure we don't emit TF flushes again for any of it again.
333          */
334         _mesa_set_clear(job->tf_write_prscs, NULL);
335 }
336 
337 static void
v3d_emit_wait_for_tf_if_needed(struct v3d_context * v3d,struct v3d_job * job)338 v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
339 {
340         if (!job->tf_enabled)
341             return;
342 
343         set_foreach(job->tf_write_prscs, entry) {
344                 struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
345                 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
346                         /* Fragment shaders can only start executing after all
347                          * binning (and thus TF) is complete.
348                          *
349                          * XXX: For VS/GS/TES, if the binning shader does not
350                          * read the resource then we could also avoid emitting
351                          * the wait.
352                          */
353                         if (s == PIPE_SHADER_FRAGMENT)
354                             continue;
355 
356                         if (v3d_state_reads_resource(v3d, prsc, s)) {
357                                 v3d_emit_wait_for_tf(job);
358                                 return;
359                         }
360                 }
361         }
362 }
363 
364 #if V3D_VERSION >= 41
365 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)366 v3d_emit_gs_state_record(struct v3d_job *job,
367                          struct v3d_compiled_shader *gs_bin,
368                          struct v3d_cl_reloc gs_bin_uniforms,
369                          struct v3d_compiled_shader *gs,
370                          struct v3d_cl_reloc gs_render_uniforms)
371 {
372         cl_emit(&job->indirect, GEOMETRY_SHADER_STATE_RECORD, shader) {
373                 shader.geometry_bin_mode_shader_code_address =
374                         cl_address(v3d_resource(gs_bin->resource)->bo,
375                                    gs_bin->offset);
376                 shader.geometry_bin_mode_shader_4_way_threadable =
377                         gs_bin->prog_data.gs->base.threads == 4;
378                 shader.geometry_bin_mode_shader_start_in_final_thread_section =
379                         gs_bin->prog_data.gs->base.single_seg;
380                 shader.geometry_bin_mode_shader_propagate_nans = true;
381                 shader.geometry_bin_mode_shader_uniforms_address =
382                         gs_bin_uniforms;
383 
384                 shader.geometry_render_mode_shader_code_address =
385                         cl_address(v3d_resource(gs->resource)->bo, gs->offset);
386                 shader.geometry_render_mode_shader_4_way_threadable =
387                         gs->prog_data.gs->base.threads == 4;
388                 shader.geometry_render_mode_shader_start_in_final_thread_section =
389                         gs->prog_data.gs->base.single_seg;
390                 shader.geometry_render_mode_shader_propagate_nans = true;
391                 shader.geometry_render_mode_shader_uniforms_address =
392                         gs_render_uniforms;
393         }
394 }
395 
396 static uint8_t
v3d_gs_output_primitive(enum shader_prim prim_type)397 v3d_gs_output_primitive(enum shader_prim prim_type)
398 {
399     switch (prim_type) {
400     case SHADER_PRIM_POINTS:
401         return GEOMETRY_SHADER_POINTS;
402     case SHADER_PRIM_LINE_STRIP:
403         return GEOMETRY_SHADER_LINE_STRIP;
404     case SHADER_PRIM_TRIANGLE_STRIP:
405         return GEOMETRY_SHADER_TRI_STRIP;
406     default:
407         unreachable("Unsupported primitive type");
408     }
409 }
410 
411 static void
v3d_emit_tes_gs_common_params(struct v3d_job * job,uint8_t gs_out_prim_type,uint8_t gs_num_invocations)412 v3d_emit_tes_gs_common_params(struct v3d_job *job,
413                               uint8_t gs_out_prim_type,
414                               uint8_t gs_num_invocations)
415 {
416         /* This, and v3d_emit_tes_gs_shader_params below, fill in default
417          * values for tessellation fields even though we don't support
418          * tessellation yet because our packing functions (and the simulator)
419          * complain if we don't.
420          */
421         cl_emit(&job->indirect, TESSELLATION_GEOMETRY_COMMON_PARAMS, shader) {
422                 shader.tessellation_type = TESSELLATION_TYPE_TRIANGLE;
423                 shader.tessellation_point_mode = false;
424                 shader.tessellation_edge_spacing = TESSELLATION_EDGE_SPACING_EVEN;
425                 shader.tessellation_clockwise = true;
426                 shader.tessellation_invocations = 1;
427 
428                 shader.geometry_shader_output_format =
429                         v3d_gs_output_primitive(gs_out_prim_type);
430                 shader.geometry_shader_instances = gs_num_invocations & 0x1F;
431         }
432 }
433 
434 static uint8_t
simd_width_to_gs_pack_mode(uint32_t width)435 simd_width_to_gs_pack_mode(uint32_t width)
436 {
437     switch (width) {
438     case 16:
439         return V3D_PACK_MODE_16_WAY;
440     case 8:
441         return V3D_PACK_MODE_8_WAY;
442     case 4:
443         return V3D_PACK_MODE_4_WAY;
444     case 1:
445         return V3D_PACK_MODE_1_WAY;
446     default:
447         unreachable("Invalid SIMD width");
448     };
449 }
450 
451 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)452 v3d_emit_tes_gs_shader_params(struct v3d_job *job,
453                               uint32_t gs_simd,
454                               uint32_t gs_vpm_output_size,
455                               uint32_t gs_max_vpm_input_size_per_batch)
456 {
457         cl_emit(&job->indirect, TESSELLATION_GEOMETRY_SHADER_PARAMS, shader) {
458                 shader.tcs_batch_flush_mode = V3D_TCS_FLUSH_MODE_FULLY_PACKED;
459                 shader.per_patch_data_column_depth = 1;
460                 shader.tcs_output_segment_size_in_sectors = 1;
461                 shader.tcs_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
462                 shader.tes_output_segment_size_in_sectors = 1;
463                 shader.tes_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
464                 shader.gs_output_segment_size_in_sectors = gs_vpm_output_size;
465                 shader.gs_output_segment_pack_mode =
466                         simd_width_to_gs_pack_mode(gs_simd);
467                 shader.tbg_max_patches_per_tcs_batch = 1;
468                 shader.tbg_max_extra_vertex_segs_for_patches_after_first = 0;
469                 shader.tbg_min_tcs_output_segments_required_in_play = 1;
470                 shader.tbg_min_per_patch_data_segments_required_in_play = 1;
471                 shader.tpg_max_patches_per_tes_batch = 1;
472                 shader.tpg_max_vertex_segments_per_tes_batch = 0;
473                 shader.tpg_max_tcs_output_segments_per_tes_batch = 1;
474                 shader.tpg_min_tes_output_segments_required_in_play = 1;
475                 shader.gbg_max_tes_output_vertex_segments_per_gs_batch =
476                         gs_max_vpm_input_size_per_batch;
477                 shader.gbg_min_gs_output_segments_required_in_play = 1;
478         }
479 }
480 #endif
481 
482 static void
v3d_emit_gl_shader_state(struct v3d_context * v3d,const struct pipe_draw_info * info)483 v3d_emit_gl_shader_state(struct v3d_context *v3d,
484                          const struct pipe_draw_info *info)
485 {
486         struct v3d_job *job = v3d->job;
487         /* V3D_DIRTY_VTXSTATE */
488         struct v3d_vertex_stateobj *vtx = v3d->vtx;
489         /* V3D_DIRTY_VTXBUF */
490         struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
491 
492         /* Upload the uniforms to the indirect CL first */
493         struct v3d_cl_reloc fs_uniforms =
494                 v3d_write_uniforms(v3d, job, v3d->prog.fs,
495                                    PIPE_SHADER_FRAGMENT);
496 
497         struct v3d_cl_reloc gs_uniforms = { NULL, 0 };
498         struct v3d_cl_reloc gs_bin_uniforms = { NULL, 0 };
499         if (v3d->prog.gs) {
500                 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs,
501                                                  PIPE_SHADER_GEOMETRY);
502         }
503         if (v3d->prog.gs_bin) {
504                 gs_bin_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs_bin,
505                                                      PIPE_SHADER_GEOMETRY);
506         }
507 
508         struct v3d_cl_reloc vs_uniforms =
509                 v3d_write_uniforms(v3d, job, v3d->prog.vs,
510                                    PIPE_SHADER_VERTEX);
511         struct v3d_cl_reloc cs_uniforms =
512                 v3d_write_uniforms(v3d, job, v3d->prog.cs,
513                                    PIPE_SHADER_VERTEX);
514 
515         /* Update the cache dirty flag based on the shader progs data */
516         job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
517         job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
518         if (v3d->prog.gs_bin) {
519                 job->tmu_dirty_rcl |=
520                         v3d->prog.gs_bin->prog_data.gs->base.tmu_dirty_rcl;
521         }
522         if (v3d->prog.gs) {
523                 job->tmu_dirty_rcl |=
524                         v3d->prog.gs->prog_data.gs->base.tmu_dirty_rcl;
525         }
526         job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
527 
528         uint32_t num_elements_to_emit = 0;
529         for (int i = 0; i < vtx->num_elements; i++) {
530                 struct pipe_vertex_element *elem = &vtx->pipe[i];
531                 struct pipe_vertex_buffer *vb =
532                         &vertexbuf->vb[elem->vertex_buffer_index];
533                 if (vb->buffer.resource)
534                         num_elements_to_emit++;
535         }
536 
537         uint32_t shader_state_record_length =
538                 cl_packet_length(GL_SHADER_STATE_RECORD);
539 #if V3D_VERSION >= 41
540         if (v3d->prog.gs) {
541                 shader_state_record_length +=
542                         cl_packet_length(GEOMETRY_SHADER_STATE_RECORD) +
543                         cl_packet_length(TESSELLATION_GEOMETRY_COMMON_PARAMS) +
544                         2 * cl_packet_length(TESSELLATION_GEOMETRY_SHADER_PARAMS);
545         }
546 #endif
547 
548         /* See GFXH-930 workaround below */
549         uint32_t shader_rec_offset =
550                     v3d_cl_ensure_space(&job->indirect,
551                                     shader_state_record_length +
552                                     MAX2(num_elements_to_emit, 1) *
553                                     cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
554                                     32);
555 
556         /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
557          * compile time, so that we mostly just have to OR the VS and FS
558          * records together at draw time.
559          */
560 
561         struct vpm_config vpm_cfg_bin, vpm_cfg;
562 
563         assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs);
564         v3d_compute_vpm_config(&v3d->screen->devinfo,
565                                v3d->prog.cs->prog_data.vs,
566                                v3d->prog.vs->prog_data.vs,
567                                v3d->prog.gs ? v3d->prog.gs_bin->prog_data.gs : NULL,
568                                v3d->prog.gs ? v3d->prog.gs->prog_data.gs : NULL,
569                                &vpm_cfg_bin,
570                                &vpm_cfg);
571 
572         if (v3d->prog.gs) {
573 #if V3D_VERSION >= 41
574                 v3d_emit_gs_state_record(v3d->job,
575                                          v3d->prog.gs_bin, gs_bin_uniforms,
576                                          v3d->prog.gs, gs_uniforms);
577 
578                 struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
579                 v3d_emit_tes_gs_common_params(v3d->job,
580                                               gs->out_prim_type,
581                                               gs->num_invocations);
582 
583                 /* Bin Tes/Gs params */
584                 v3d_emit_tes_gs_shader_params(v3d->job,
585                                               vpm_cfg_bin.gs_width,
586                                               vpm_cfg_bin.Gd,
587                                               vpm_cfg_bin.Gv);
588 
589                 /* Render Tes/Gs params */
590                 v3d_emit_tes_gs_shader_params(v3d->job,
591                                               vpm_cfg.gs_width,
592                                               vpm_cfg.Gd,
593                                               vpm_cfg.Gv);
594 #else
595                 unreachable("No GS support pre-4.1");
596 #endif
597         }
598 
599         cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
600                 shader.enable_clipping = true;
601                 /* V3D_DIRTY_PRIM_MODE | V3D_DIRTY_RASTERIZER */
602                 shader.point_size_in_shaded_vertex_data =
603                         (info->mode == PIPE_PRIM_POINTS &&
604                          v3d->rasterizer->base.point_size_per_vertex);
605 
606                 /* Must be set if the shader modifies Z, discards, or modifies
607                  * the sample mask.  For any of these cases, the fragment
608                  * shader needs to write the Z value (even just discards).
609                  */
610                 shader.fragment_shader_does_z_writes =
611                         v3d->prog.fs->prog_data.fs->writes_z;
612 
613                 /* Set if the EZ test must be disabled (due to shader side
614                  * effects and the early_z flag not being present in the
615                  * shader).
616                  */
617                 shader.turn_off_early_z_test =
618                         v3d->prog.fs->prog_data.fs->disable_ez;
619 
620                 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
621                         v3d->prog.fs->prog_data.fs->uses_center_w;
622 
623 #if V3D_VERSION >= 41
624                 shader.any_shader_reads_hardware_written_primitive_id =
625                         (v3d->prog.gs && v3d->prog.gs->prog_data.gs->uses_pid) ||
626                         v3d->prog.fs->prog_data.fs->uses_pid;
627                 shader.insert_primitive_id_as_first_varying_to_fragment_shader =
628                         !v3d->prog.gs && v3d->prog.fs->prog_data.fs->uses_pid;
629 #endif
630 
631 #if V3D_VERSION >= 40
632                shader.do_scoreboard_wait_on_first_thread_switch =
633                         v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
634                shader.disable_implicit_point_line_varyings =
635                         !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
636 #endif
637 
638                 shader.number_of_varyings_in_fragment_shader =
639                         v3d->prog.fs->prog_data.fs->num_inputs;
640 
641                 shader.coordinate_shader_propagate_nans = true;
642                 shader.vertex_shader_propagate_nans = true;
643                 shader.fragment_shader_propagate_nans = true;
644 
645                 shader.coordinate_shader_code_address =
646                         cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
647                                    v3d->prog.cs->offset);
648                 shader.vertex_shader_code_address =
649                         cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
650                                    v3d->prog.vs->offset);
651                 shader.fragment_shader_code_address =
652                         cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
653                                    v3d->prog.fs->offset);
654 
655                 /* XXX: Use combined input/output size flag in the common
656                  * case.
657                  */
658                 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
659                         v3d->prog.cs->prog_data.vs->separate_segments;
660                 shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
661                         v3d->prog.vs->prog_data.vs->separate_segments;
662 
663                 shader.coordinate_shader_input_vpm_segment_size =
664                         v3d->prog.cs->prog_data.vs->separate_segments ?
665                         v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
666                 shader.vertex_shader_input_vpm_segment_size =
667                         v3d->prog.vs->prog_data.vs->separate_segments ?
668                         v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
669 
670                 shader.coordinate_shader_output_vpm_segment_size =
671                         v3d->prog.cs->prog_data.vs->vpm_output_size;
672                 shader.vertex_shader_output_vpm_segment_size =
673                         v3d->prog.vs->prog_data.vs->vpm_output_size;
674 
675                 shader.coordinate_shader_uniforms_address = cs_uniforms;
676                 shader.vertex_shader_uniforms_address = vs_uniforms;
677                 shader.fragment_shader_uniforms_address = fs_uniforms;
678 
679 #if V3D_VERSION >= 41
680                 shader.min_coord_shader_input_segments_required_in_play =
681                         vpm_cfg_bin.As;
682                 shader.min_vertex_shader_input_segments_required_in_play =
683                         vpm_cfg.As;
684 
685                 shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
686                         vpm_cfg_bin.Ve;
687                 shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
688                         vpm_cfg.Ve;
689 
690                 shader.coordinate_shader_4_way_threadable =
691                         v3d->prog.cs->prog_data.vs->base.threads == 4;
692                 shader.vertex_shader_4_way_threadable =
693                         v3d->prog.vs->prog_data.vs->base.threads == 4;
694                 shader.fragment_shader_4_way_threadable =
695                         v3d->prog.fs->prog_data.fs->base.threads == 4;
696 
697                 shader.coordinate_shader_start_in_final_thread_section =
698                         v3d->prog.cs->prog_data.vs->base.single_seg;
699                 shader.vertex_shader_start_in_final_thread_section =
700                         v3d->prog.vs->prog_data.vs->base.single_seg;
701                 shader.fragment_shader_start_in_final_thread_section =
702                         v3d->prog.fs->prog_data.fs->base.single_seg;
703 #else
704                 shader.coordinate_shader_4_way_threadable =
705                         v3d->prog.cs->prog_data.vs->base.threads == 4;
706                 shader.coordinate_shader_2_way_threadable =
707                         v3d->prog.cs->prog_data.vs->base.threads == 2;
708                 shader.vertex_shader_4_way_threadable =
709                         v3d->prog.vs->prog_data.vs->base.threads == 4;
710                 shader.vertex_shader_2_way_threadable =
711                         v3d->prog.vs->prog_data.vs->base.threads == 2;
712                 shader.fragment_shader_4_way_threadable =
713                         v3d->prog.fs->prog_data.fs->base.threads == 4;
714                 shader.fragment_shader_2_way_threadable =
715                         v3d->prog.fs->prog_data.fs->base.threads == 2;
716 #endif
717 
718                 shader.vertex_id_read_by_coordinate_shader =
719                         v3d->prog.cs->prog_data.vs->uses_vid;
720                 shader.instance_id_read_by_coordinate_shader =
721                         v3d->prog.cs->prog_data.vs->uses_iid;
722                 shader.vertex_id_read_by_vertex_shader =
723                         v3d->prog.vs->prog_data.vs->uses_vid;
724                 shader.instance_id_read_by_vertex_shader =
725                         v3d->prog.vs->prog_data.vs->uses_iid;
726 
727                 shader.address_of_default_attribute_values =
728                         cl_address(v3d_resource(vtx->defaults)->bo,
729                                    vtx->defaults_offset);
730         }
731 
732         bool cs_loaded_any = false;
733         for (int i = 0; i < vtx->num_elements; i++) {
734                 struct pipe_vertex_element *elem = &vtx->pipe[i];
735                 struct pipe_vertex_buffer *vb =
736                         &vertexbuf->vb[elem->vertex_buffer_index];
737                 struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
738 
739                 if (!rsc)
740                         continue;
741 
742                 enum { size = cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD) };
743                 cl_emit_with_prepacked(&job->indirect,
744                                        GL_SHADER_STATE_ATTRIBUTE_RECORD,
745                                        &vtx->attrs[i * size], attr) {
746                         attr.stride = vb->stride;
747                         attr.address = cl_address(rsc->bo,
748                                                   vb->buffer_offset +
749                                                   elem->src_offset);
750                         attr.number_of_values_read_by_coordinate_shader =
751                                 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
752                         attr.number_of_values_read_by_vertex_shader =
753                                 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
754 
755                         /* GFXH-930: At least one attribute must be enabled
756                          * and read by CS and VS.  If we have attributes being
757                          * consumed by the VS but not the CS, then set up a
758                          * dummy load of the last attribute into the CS's VPM
759                          * inputs.  (Since CS is just dead-code-elimination
760                          * compared to VS, we can't have CS loading but not
761                          * VS).
762                          */
763                         if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
764                                 cs_loaded_any = true;
765                         if (i == vtx->num_elements - 1 && !cs_loaded_any) {
766                                 attr.number_of_values_read_by_coordinate_shader = 1;
767                         }
768 #if V3D_VERSION >= 41
769                         attr.maximum_index = 0xffffff;
770 #endif
771                 }
772                 STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
773         }
774 
775         if (num_elements_to_emit == 0) {
776                 /* GFXH-930: At least one attribute must be enabled and read
777                  * by CS and VS.  If we have no attributes being consumed by
778                  * the shader, set up a dummy to be loaded into the VPM.
779                  */
780                 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
781                         /* Valid address of data whose value will be unused. */
782                         attr.address = cl_address(job->indirect.bo, 0);
783 
784                         attr.type = ATTRIBUTE_FLOAT;
785                         attr.stride = 0;
786                         attr.vec_size = 1;
787 
788                         attr.number_of_values_read_by_coordinate_shader = 1;
789                         attr.number_of_values_read_by_vertex_shader = 1;
790                 }
791                 num_elements_to_emit = 1;
792         }
793 
794         cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
795                 vcm.number_of_16_vertex_batches_for_binning = vpm_cfg_bin.Vc;
796                 vcm.number_of_16_vertex_batches_for_rendering = vpm_cfg.Vc;
797         }
798 
799 #if V3D_VERSION >= 41
800         if (v3d->prog.gs) {
801                 cl_emit(&job->bcl, GL_SHADER_STATE_INCLUDING_GS, state) {
802                         state.address = cl_address(job->indirect.bo,
803                                                    shader_rec_offset);
804                         state.number_of_attribute_arrays = num_elements_to_emit;
805                 }
806         } else {
807                 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
808                         state.address = cl_address(job->indirect.bo,
809                                                    shader_rec_offset);
810                         state.number_of_attribute_arrays = num_elements_to_emit;
811                 }
812         }
813 #else
814         assert(!v3d->prog.gs);
815         cl_emit(&job->bcl, GL_SHADER_STATE, state) {
816                 state.address = cl_address(job->indirect.bo, shader_rec_offset);
817                 state.number_of_attribute_arrays = num_elements_to_emit;
818         }
819 #endif
820 
821         v3d_bo_unreference(&cs_uniforms.bo);
822         v3d_bo_unreference(&vs_uniforms.bo);
823         if (gs_uniforms.bo)
824                 v3d_bo_unreference(&gs_uniforms.bo);
825         if (gs_bin_uniforms.bo)
826                 v3d_bo_unreference(&gs_bin_uniforms.bo);
827         v3d_bo_unreference(&fs_uniforms.bo);
828 }
829 
830 /**
831  * Updates the number of primitives generated from the number of vertices
832  * to draw. This only works when no GS is present, since otherwise the number
833  * of primitives generated cannot be determined in advance and we need to
834  * use the PRIMITIVE_COUNTS_FEEDBACK command instead, however, that requires
835  * a sync wait for the draw to complete, so we only use that when GS is present.
836  */
837 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)838 v3d_update_primitives_generated_counter(struct v3d_context *v3d,
839                                         const struct pipe_draw_info *info,
840                                         const struct pipe_draw_start_count_bias *draw)
841 {
842         assert(!v3d->prog.gs);
843 
844         if (!v3d->active_queries)
845                 return;
846 
847         uint32_t prims = u_prims_for_vertices(info->mode, draw->count);
848         v3d->prims_generated += prims;
849 }
850 
851 static void
v3d_update_job_ez(struct v3d_context * v3d,struct v3d_job * job)852 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
853 {
854         /* If first_ez_state is V3D_EZ_DISABLED it means that we have already
855          * determined that we should disable EZ completely for all draw calls
856          * in this job. This will cause us to disable EZ for the entire job in
857          * the Tile Rendering Mode RCL packet and when we do that we need to
858          * make sure we never emit a draw call in the job with EZ enabled in
859          * the CFG_BITS packet, so ez_state must also be V3D_EZ_DISABLED.
860          */
861         if (job->first_ez_state == V3D_EZ_DISABLED) {
862                 assert(job->ez_state == V3D_EZ_DISABLED);
863                 return;
864         }
865 
866         /* If this is the first time we update EZ state for this job we first
867          * check if there is anything that requires disabling it completely
868          * for the entire job (based on state that is not related to the
869          * current draw call and pipeline state).
870          */
871         if (!job->decided_global_ez_enable) {
872                 job->decided_global_ez_enable = true;
873 
874                 if (!job->zsbuf) {
875                         job->first_ez_state = V3D_EZ_DISABLED;
876                         job->ez_state = V3D_EZ_DISABLED;
877                         return;
878                 }
879 
880                 /* GFXH-1918: the early-Z buffer may load incorrect depth
881                  * values if the frame has odd width or height. Disable early-Z
882                  * in this case.
883                  */
884                 bool needs_depth_load = v3d->zsa && job->zsbuf &&
885                         v3d->zsa->base.depth_enabled &&
886                         (PIPE_CLEAR_DEPTH & ~job->clear);
887                 if (needs_depth_load &&
888                      ((job->draw_width % 2 != 0) || (job->draw_height % 2 != 0))) {
889                         perf_debug("Loading depth buffer for framebuffer with odd width "
890                                    "or height disables early-Z tests\n");
891                         job->first_ez_state = V3D_EZ_DISABLED;
892                         job->ez_state = V3D_EZ_DISABLED;
893                         return;
894                 }
895         }
896 
897         switch (v3d->zsa->ez_state) {
898         case V3D_EZ_UNDECIDED:
899                 /* If the Z/S state didn't pick a direction but didn't
900                  * disable, then go along with the current EZ state.  This
901                  * allows EZ optimization for Z func == EQUAL or NEVER.
902                  */
903                 break;
904 
905         case V3D_EZ_LT_LE:
906         case V3D_EZ_GT_GE:
907                 /* If the Z/S state picked a direction, then it needs to match
908                  * the current direction if we've decided on one.
909                  */
910                 if (job->ez_state == V3D_EZ_UNDECIDED)
911                         job->ez_state = v3d->zsa->ez_state;
912                 else if (job->ez_state != v3d->zsa->ez_state)
913                         job->ez_state = V3D_EZ_DISABLED;
914                 break;
915 
916         case V3D_EZ_DISABLED:
917                 /* If the current Z/S state disables EZ because of a bad Z
918                  * func or stencil operation, then we can't do any more EZ in
919                  * this frame.
920                  */
921                 job->ez_state = V3D_EZ_DISABLED;
922                 break;
923         }
924 
925         /* If the FS affects the Z of the pixels, then it may update against
926          * the chosen EZ direction (though we could use
927          * ARB_conservative_depth's hints to avoid this)
928          */
929         if (v3d->prog.fs->prog_data.fs->writes_z &&
930             !v3d->prog.fs->prog_data.fs->writes_z_from_fep) {
931                 job->ez_state = V3D_EZ_DISABLED;
932         }
933 
934         if (job->first_ez_state == V3D_EZ_UNDECIDED &&
935             (job->ez_state != V3D_EZ_DISABLED || job->draw_calls_queued == 0))
936                 job->first_ez_state = job->ez_state;
937 }
938 
939 static bool
v3d_check_compiled_shaders(struct v3d_context * v3d)940 v3d_check_compiled_shaders(struct v3d_context *v3d)
941 {
942         static bool warned[5] = { 0 };
943 
944         uint32_t failed_stage = MESA_SHADER_NONE;
945         if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) {
946                 failed_stage = MESA_SHADER_VERTEX;
947         } else if ((v3d->prog.gs_bin && !v3d->prog.gs_bin->resource) ||
948                    (v3d->prog.gs && !v3d->prog.gs->resource)) {
949                 failed_stage = MESA_SHADER_GEOMETRY;
950         } else if (v3d->prog.fs && !v3d->prog.fs->resource) {
951                 failed_stage = MESA_SHADER_FRAGMENT;
952         }
953 
954         if (likely(failed_stage == MESA_SHADER_NONE))
955                 return true;
956 
957         if (!warned[failed_stage]) {
958                 fprintf(stderr,
959                         "%s shader failed to compile. Expect corruption.\n",
960                         _mesa_shader_stage_to_string(failed_stage));
961                 warned[failed_stage] = true;
962         }
963         return false;
964 }
965 
966 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)967 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
968              unsigned drawid_offset,
969              const struct pipe_draw_indirect_info *indirect,
970              const struct pipe_draw_start_count_bias *draws,
971              unsigned num_draws)
972 {
973         if (num_draws > 1) {
974                 util_draw_multi(pctx, info, drawid_offset, indirect, draws, num_draws);
975                 return;
976         }
977 
978         if (!indirect && (!draws[0].count || !info->instance_count))
979            return;
980 
981         struct v3d_context *v3d = v3d_context(pctx);
982 
983         if (!indirect &&
984             !info->primitive_restart &&
985             !u_trim_pipe_prim(info->mode, (unsigned*)&draws[0].count))
986                 return;
987 
988         /* Fall back for weird desktop GL primitive restart values. */
989         if (info->primitive_restart &&
990             info->index_size) {
991                 uint32_t mask = util_prim_restart_index_from_size(info->index_size);
992                 if (info->restart_index != mask) {
993                         util_draw_vbo_without_prim_restart(pctx, info, drawid_offset, indirect, &draws[0]);
994                         return;
995                 }
996         }
997 
998         /* Before setting up the draw, flush anything writing to the resources
999          * that we read from or reading from resources we write to.
1000          */
1001         for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
1002                 v3d_predraw_check_stage_inputs(pctx, s);
1003 
1004         if (indirect && indirect->buffer) {
1005                 v3d_flush_jobs_writing_resource(v3d, indirect->buffer,
1006                                                 V3D_FLUSH_DEFAULT, false);
1007         }
1008 
1009         v3d_predraw_check_outputs(pctx);
1010 
1011         /* If transform feedback is active and we are switching primitive type
1012          * we need to submit the job before drawing and update the vertex count
1013          * written to TF based on the primitive type since we will need to
1014          * know the exact vertex count if the application decides to call
1015          * glDrawTransformFeedback() later.
1016          */
1017         if (v3d->streamout.num_targets > 0 &&
1018             u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
1019                 v3d_update_primitive_counters(v3d);
1020         }
1021 
1022         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1023 
1024         /* If vertex texturing depends on the output of rendering, we need to
1025          * ensure that that rendering is complete before we run a coordinate
1026          * shader that depends on it.
1027          *
1028          * Given that doing that is unusual, for now we just block the binner
1029          * on the last submitted render, rather than tracking the last
1030          * rendering to each texture's BO.
1031          */
1032         if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || (indirect && indirect->buffer)) {
1033                 perf_debug("Blocking binner on last render "
1034                            "due to vertex texturing or indirect drawing.\n");
1035                 job->submit.in_sync_bcl = v3d->out_sync;
1036         }
1037 
1038         /* We also need to ensure that compute is complete when render depends
1039          * on resources written by it.
1040          */
1041         if (v3d->sync_on_last_compute_job) {
1042                 job->submit.in_sync_bcl = v3d->out_sync;
1043                 v3d->sync_on_last_compute_job = false;
1044         }
1045 
1046         /* Mark SSBOs and images as being written.  We don't actually know
1047          * which ones are read vs written, so just assume the worst.
1048          */
1049         for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
1050                 u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
1051                         v3d_job_add_write_resource(job,
1052                                                    v3d->ssbo[s].sb[i].buffer);
1053                         job->tmu_dirty_rcl = true;
1054                 }
1055 
1056                 u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
1057                         v3d_job_add_write_resource(job,
1058                                                    v3d->shaderimg[s].si[i].base.resource);
1059                         job->tmu_dirty_rcl = true;
1060                 }
1061         }
1062 
1063         /* Get space to emit our draw call into the BCL, using a branch to
1064          * jump to a new BO if necessary.
1065          */
1066         v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
1067 
1068         if (v3d->prim_mode != info->mode) {
1069                 v3d->prim_mode = info->mode;
1070                 v3d->dirty |= V3D_DIRTY_PRIM_MODE;
1071         }
1072 
1073         v3d_start_draw(v3d);
1074         v3d_update_compiled_shaders(v3d, info->mode);
1075         if (!v3d_check_compiled_shaders(v3d))
1076                 return;
1077         v3d_update_job_ez(v3d, job);
1078 
1079         /* If this job was writing to transform feedback buffers before this
1080          * draw and we are reading from them here, then we need to wait for TF
1081          * to complete before we emit this draw.
1082          *
1083          * Notice this check needs to happen before we emit state for the
1084          * current draw call, where we update job->tf_enabled, so we can ensure
1085          * that we only check TF writes for prior draws.
1086          */
1087         v3d_emit_wait_for_tf_if_needed(v3d, job);
1088 
1089 #if V3D_VERSION >= 41
1090         v3d41_emit_state(pctx);
1091 #else
1092         v3d33_emit_state(pctx);
1093 #endif
1094 
1095         if (v3d->dirty & (V3D_DIRTY_VTXBUF |
1096                           V3D_DIRTY_VTXSTATE |
1097                           V3D_DIRTY_PRIM_MODE |
1098                           V3D_DIRTY_RASTERIZER |
1099                           V3D_DIRTY_COMPILED_CS |
1100                           V3D_DIRTY_COMPILED_VS |
1101                           V3D_DIRTY_COMPILED_GS_BIN |
1102                           V3D_DIRTY_COMPILED_GS |
1103                           V3D_DIRTY_COMPILED_FS |
1104                           v3d->prog.cs->uniform_dirty_bits |
1105                           v3d->prog.vs->uniform_dirty_bits |
1106                           (v3d->prog.gs_bin ?
1107                                     v3d->prog.gs_bin->uniform_dirty_bits : 0) |
1108                           (v3d->prog.gs ?
1109                                     v3d->prog.gs->uniform_dirty_bits : 0) |
1110                           v3d->prog.fs->uniform_dirty_bits)) {
1111                 v3d_emit_gl_shader_state(v3d, info);
1112         }
1113 
1114         v3d->dirty = 0;
1115 
1116         /* The Base Vertex/Base Instance packet sets those values to nonzero
1117          * for the next draw call only.
1118          */
1119         if ((info->index_size && draws->index_bias) || info->start_instance) {
1120                 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
1121                         base.base_instance = info->start_instance;
1122                         base.base_vertex = info->index_size ? draws->index_bias : 0;
1123                 }
1124         }
1125 
1126         uint32_t prim_tf_enable = 0;
1127 #if V3D_VERSION < 40
1128         /* V3D 3.x: The HW only processes transform feedback on primitives
1129          * with the flag set.
1130          */
1131         if (v3d->streamout.num_targets)
1132                 prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
1133 #endif
1134 
1135         if (!v3d->prog.gs)
1136                 v3d_update_primitives_generated_counter(v3d, info, &draws[0]);
1137 
1138         uint32_t hw_prim_type = v3d_hw_prim_type(info->mode);
1139         if (info->index_size) {
1140                 uint32_t index_size = info->index_size;
1141                 uint32_t offset = draws[0].start * index_size;
1142                 struct pipe_resource *prsc;
1143                 if (info->has_user_indices) {
1144                         unsigned start_offset = draws[0].start * info->index_size;
1145                         prsc = NULL;
1146                         u_upload_data(v3d->uploader, start_offset,
1147                                       draws[0].count * info->index_size, 4,
1148                                       (char*)info->index.user + start_offset,
1149                                       &offset, &prsc);
1150                 } else {
1151                         prsc = info->index.resource;
1152                 }
1153                 struct v3d_resource *rsc = v3d_resource(prsc);
1154 
1155 #if V3D_VERSION >= 40
1156                 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
1157                         ib.address = cl_address(rsc->bo, 0);
1158                         ib.size = rsc->bo->size;
1159                 }
1160 #endif
1161 
1162                 if (indirect && indirect->buffer) {
1163                         cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
1164                                 prim.index_type = ffs(info->index_size) - 1;
1165 #if V3D_VERSION < 40
1166                                 prim.address_of_indices_list =
1167                                         cl_address(rsc->bo, offset);
1168 #endif /* V3D_VERSION < 40 */
1169                                 prim.mode = hw_prim_type | prim_tf_enable;
1170                                 prim.enable_primitive_restarts = info->primitive_restart;
1171 
1172                                 prim.number_of_draw_indirect_indexed_records = indirect->draw_count;
1173 
1174                                 prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1175                                 prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1176                                                           indirect->offset);
1177                         }
1178                 } else if (info->instance_count > 1) {
1179                         cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
1180                                 prim.index_type = ffs(info->index_size) - 1;
1181 #if V3D_VERSION >= 40
1182                                 prim.index_offset = offset;
1183 #else /* V3D_VERSION < 40 */
1184                                 prim.maximum_index = (1u << 31) - 1; /* XXX */
1185                                 prim.address_of_indices_list =
1186                                         cl_address(rsc->bo, offset);
1187 #endif /* V3D_VERSION < 40 */
1188                                 prim.mode = hw_prim_type | prim_tf_enable;
1189                                 prim.enable_primitive_restarts = info->primitive_restart;
1190 
1191                                 prim.number_of_instances = info->instance_count;
1192                                 prim.instance_length = draws[0].count;
1193                         }
1194                 } else {
1195                         cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
1196                                 prim.index_type = ffs(info->index_size) - 1;
1197                                 prim.length = draws[0].count;
1198 #if V3D_VERSION >= 40
1199                                 prim.index_offset = offset;
1200 #else /* V3D_VERSION < 40 */
1201                                 prim.maximum_index = (1u << 31) - 1; /* XXX */
1202                                 prim.address_of_indices_list =
1203                                         cl_address(rsc->bo, offset);
1204 #endif /* V3D_VERSION < 40 */
1205                                 prim.mode = hw_prim_type | prim_tf_enable;
1206                                 prim.enable_primitive_restarts = info->primitive_restart;
1207                         }
1208                 }
1209 
1210                 if (info->has_user_indices)
1211                         pipe_resource_reference(&prsc, NULL);
1212         } else {
1213                 if (indirect && indirect->buffer) {
1214                         cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1215                                 prim.mode = hw_prim_type | prim_tf_enable;
1216                                 prim.number_of_draw_indirect_array_records = indirect->draw_count;
1217 
1218                                 prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1219                                 prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1220                                                           indirect->offset);
1221                         }
1222                 } else if (info->instance_count > 1) {
1223                         struct pipe_stream_output_target *so =
1224                                 indirect && indirect->count_from_stream_output ?
1225                                         indirect->count_from_stream_output : NULL;
1226                         uint32_t vert_count = so ?
1227                                 v3d_stream_output_target_get_vertex_count(so) :
1228                                 draws[0].count;
1229                         cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1230                                 prim.mode = hw_prim_type | prim_tf_enable;
1231                                 prim.index_of_first_vertex = draws[0].start;
1232                                 prim.number_of_instances = info->instance_count;
1233                                 prim.instance_length = vert_count;
1234                         }
1235                 } else {
1236                         struct pipe_stream_output_target *so =
1237                                 indirect && indirect->count_from_stream_output ?
1238                                         indirect->count_from_stream_output : NULL;
1239                         uint32_t vert_count = so ?
1240                                 v3d_stream_output_target_get_vertex_count(so) :
1241                                 draws[0].count;
1242                         cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
1243                                 prim.mode = hw_prim_type | prim_tf_enable;
1244                                 prim.length = vert_count;
1245                                 prim.index_of_first_vertex = draws[0].start;
1246                         }
1247                 }
1248         }
1249 
1250         /* A flush is required in between a TF draw and any following TF specs
1251          * packet, or the GPU may hang.  Just flush each time for now.
1252          */
1253         if (v3d->streamout.num_targets)
1254                 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
1255 
1256         job->draw_calls_queued++;
1257         if (v3d->streamout.num_targets)
1258            job->tf_draw_calls_queued++;
1259 
1260         /* Increment the TF offsets by how many verts we wrote.  XXX: This
1261          * needs some clamping to the buffer size.
1262          */
1263         for (int i = 0; i < v3d->streamout.num_targets; i++)
1264                 v3d->streamout.offsets[i] += draws[0].count;
1265 
1266         if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) {
1267                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1268                 v3d_job_add_bo(job, rsc->bo);
1269 
1270                 job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
1271                 if (v3d->zsa->base.depth_writemask)
1272                         job->store |= PIPE_CLEAR_DEPTH;
1273                 rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
1274         }
1275 
1276         if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
1277                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1278                 if (rsc->separate_stencil)
1279                         rsc = rsc->separate_stencil;
1280 
1281                 v3d_job_add_bo(job, rsc->bo);
1282 
1283                 job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
1284                 if (v3d->zsa->base.stencil[0].writemask ||
1285                     v3d->zsa->base.stencil[1].writemask) {
1286                         job->store |= PIPE_CLEAR_STENCIL;
1287                 }
1288                 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
1289         }
1290 
1291         for (int i = 0; i < job->nr_cbufs; i++) {
1292                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1293                 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
1294 
1295                 if (job->store & bit || !job->cbufs[i])
1296                         continue;
1297                 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
1298 
1299                 job->load |= bit & ~job->clear;
1300                 if (v3d->blend->base.rt[blend_rt].colormask)
1301                         job->store |= bit;
1302                 v3d_job_add_bo(job, rsc->bo);
1303         }
1304 
1305         if (job->referenced_size > 768 * 1024 * 1024) {
1306                 perf_debug("Flushing job with %dkb to try to free up memory\n",
1307                         job->referenced_size / 1024);
1308                 v3d_flush(pctx);
1309         }
1310 
1311         if (unlikely(V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH))
1312                 v3d_flush(pctx);
1313 }
1314 
1315 #if V3D_VERSION >= 41
1316 #define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
1317 #define V3D_CSD_CFG012_WG_OFFSET_SHIFT 0
1318 /* Allow this dispatch to start while the last one is still running. */
1319 #define V3D_CSD_CFG3_OVERLAP_WITH_PREV (1 << 26)
1320 /* Maximum supergroup ID.  6 bits. */
1321 #define V3D_CSD_CFG3_MAX_SG_ID_SHIFT 20
1322 /* Batches per supergroup minus 1.  8 bits. */
1323 #define V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT 12
1324 /* Workgroups per supergroup, 0 means 16 */
1325 #define V3D_CSD_CFG3_WGS_PER_SG_SHIFT 8
1326 #define V3D_CSD_CFG3_WG_SIZE_SHIFT 0
1327 
1328 #define V3D_CSD_CFG5_PROPAGATE_NANS (1 << 2)
1329 #define V3D_CSD_CFG5_SINGLE_SEG (1 << 1)
1330 #define V3D_CSD_CFG5_THREADING (1 << 0)
1331 
1332 static void
v3d_launch_grid(struct pipe_context * pctx,const struct pipe_grid_info * info)1333 v3d_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
1334 {
1335         struct v3d_context *v3d = v3d_context(pctx);
1336         struct v3d_screen *screen = v3d->screen;
1337 
1338         v3d_predraw_check_stage_inputs(pctx, PIPE_SHADER_COMPUTE);
1339 
1340         v3d_update_compiled_cs(v3d);
1341 
1342         if (!v3d->prog.compute->resource) {
1343                 static bool warned = false;
1344                 if (!warned) {
1345                         fprintf(stderr,
1346                                 "Compute shader failed to compile.  "
1347                                 "Expect corruption.\n");
1348                         warned = true;
1349                 }
1350                 return;
1351         }
1352 
1353         /* Some of the units of scale:
1354          *
1355          * - Batches of 16 work items (shader invocations) that will be queued
1356          *   to the run on a QPU at once.
1357          *
1358          * - Workgroups composed of work items based on the shader's layout
1359          *   declaration.
1360          *
1361          * - Supergroups of 1-16 workgroups.  There can only be 16 supergroups
1362          *   running at a time on the core, so we want to keep them large to
1363          *   keep the QPUs busy, but a whole supergroup will sync at a barrier
1364          *   so we want to keep them small if one is present.
1365          */
1366         struct drm_v3d_submit_csd submit = { 0 };
1367         struct v3d_job *job = v3d_job_create(v3d);
1368 
1369         /* Set up the actual number of workgroups, synchronously mapping the
1370          * indirect buffer if necessary to get the dimensions.
1371          */
1372         if (info->indirect) {
1373                 struct pipe_transfer *transfer;
1374                 uint32_t *map = pipe_buffer_map_range(pctx, info->indirect,
1375                                                       info->indirect_offset,
1376                                                       3 * sizeof(uint32_t),
1377                                                       PIPE_MAP_READ,
1378                                                       &transfer);
1379                 memcpy(v3d->compute_num_workgroups, map, 3 * sizeof(uint32_t));
1380                 pipe_buffer_unmap(pctx, transfer);
1381 
1382                 if (v3d->compute_num_workgroups[0] == 0 ||
1383                     v3d->compute_num_workgroups[1] == 0 ||
1384                     v3d->compute_num_workgroups[2] == 0) {
1385                         /* Nothing to dispatch, so skip the draw (CSD can't
1386                          * handle 0 workgroups).
1387                          */
1388                         return;
1389                 }
1390         } else {
1391                 v3d->compute_num_workgroups[0] = info->grid[0];
1392                 v3d->compute_num_workgroups[1] = info->grid[1];
1393                 v3d->compute_num_workgroups[2] = info->grid[2];
1394         }
1395 
1396         uint32_t num_wgs = 1;
1397         for (int i = 0; i < 3; i++) {
1398                 num_wgs *= v3d->compute_num_workgroups[i];
1399                 submit.cfg[i] |= (v3d->compute_num_workgroups[i] <<
1400                                   V3D_CSD_CFG012_WG_COUNT_SHIFT);
1401         }
1402 
1403         uint32_t wg_size = info->block[0] * info->block[1] * info->block[2];
1404 
1405         struct v3d_compute_prog_data *compute =
1406                 v3d->prog.compute->prog_data.compute;
1407         uint32_t wgs_per_sg =
1408                 v3d_csd_choose_workgroups_per_supergroup(
1409                         &v3d->screen->devinfo,
1410                         compute->has_subgroups,
1411                         compute->base.has_control_barrier,
1412                         compute->base.threads,
1413                         num_wgs, wg_size);
1414 
1415         uint32_t batches_per_sg = DIV_ROUND_UP(wgs_per_sg * wg_size, 16);
1416         uint32_t whole_sgs = num_wgs / wgs_per_sg;
1417         uint32_t rem_wgs = num_wgs - whole_sgs * wgs_per_sg;
1418         uint32_t num_batches = batches_per_sg * whole_sgs +
1419                                DIV_ROUND_UP(rem_wgs * wg_size, 16);
1420 
1421         submit.cfg[3] |= (wgs_per_sg & 0xf) << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
1422         submit.cfg[3] |=
1423                 (batches_per_sg - 1) << V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT;
1424         submit.cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
1425 
1426 
1427         /* Number of batches the dispatch will invoke (minus 1). */
1428         submit.cfg[4] = num_batches - 1;
1429 
1430         /* Make sure we didn't accidentally underflow. */
1431         assert(submit.cfg[4] != ~0);
1432 
1433         v3d_job_add_bo(job, v3d_resource(v3d->prog.compute->resource)->bo);
1434         submit.cfg[5] = (v3d_resource(v3d->prog.compute->resource)->bo->offset +
1435                          v3d->prog.compute->offset);
1436         submit.cfg[5] |= V3D_CSD_CFG5_PROPAGATE_NANS;
1437         if (v3d->prog.compute->prog_data.base->single_seg)
1438                 submit.cfg[5] |= V3D_CSD_CFG5_SINGLE_SEG;
1439         if (v3d->prog.compute->prog_data.base->threads == 4)
1440                 submit.cfg[5] |= V3D_CSD_CFG5_THREADING;
1441 
1442         if (v3d->prog.compute->prog_data.compute->shared_size) {
1443                 v3d->compute_shared_memory =
1444                         v3d_bo_alloc(v3d->screen,
1445                                      v3d->prog.compute->prog_data.compute->shared_size *
1446                                      wgs_per_sg,
1447                                      "shared_vars");
1448         }
1449 
1450         struct v3d_cl_reloc uniforms = v3d_write_uniforms(v3d, job,
1451                                                           v3d->prog.compute,
1452                                                           PIPE_SHADER_COMPUTE);
1453         v3d_job_add_bo(job, uniforms.bo);
1454         submit.cfg[6] = uniforms.bo->offset + uniforms.offset;
1455 
1456         /* Pull some job state that was stored in a SUBMIT_CL struct out to
1457          * our SUBMIT_CSD struct
1458          */
1459         submit.bo_handles = job->submit.bo_handles;
1460         submit.bo_handle_count = job->submit.bo_handle_count;
1461 
1462         /* Serialize this in the rest of our command stream. */
1463         submit.in_sync = v3d->out_sync;
1464         submit.out_sync = v3d->out_sync;
1465 
1466         if (v3d->active_perfmon) {
1467                 assert(screen->has_perfmon);
1468                 submit.perfmon_id = v3d->active_perfmon->kperfmon_id;
1469         }
1470 
1471         v3d->last_perfmon = v3d->active_perfmon;
1472 
1473         if (!(unlikely(V3D_DEBUG & V3D_DEBUG_NORAST))) {
1474                 int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_CSD,
1475                                     &submit);
1476                 static bool warned = false;
1477                 if (ret && !warned) {
1478                         fprintf(stderr, "CSD submit call returned %s.  "
1479                                 "Expect corruption.\n", strerror(errno));
1480                         warned = true;
1481                 } else if (!ret) {
1482                         if (v3d->active_perfmon)
1483                                 v3d->active_perfmon->job_submitted = true;
1484                 }
1485         }
1486 
1487         v3d_job_free(v3d, job);
1488 
1489         /* Mark SSBOs as being written.. we don't actually know which ones are
1490          * read vs written, so just assume the worst
1491          */
1492         u_foreach_bit(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask) {
1493                 struct v3d_resource *rsc = v3d_resource(
1494                         v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer);
1495                 rsc->writes++;
1496                 rsc->compute_written = true;
1497         }
1498 
1499         u_foreach_bit(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
1500                 struct v3d_resource *rsc = v3d_resource(
1501                         v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource);
1502                 rsc->writes++;
1503                 rsc->compute_written = true;
1504         }
1505 
1506         v3d_bo_unreference(&uniforms.bo);
1507         v3d_bo_unreference(&v3d->compute_shared_memory);
1508 }
1509 #endif
1510 
1511 /**
1512  * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
1513  */
1514 static void
v3d_draw_clear(struct v3d_context * v3d,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)1515 v3d_draw_clear(struct v3d_context *v3d,
1516                unsigned buffers,
1517                const union pipe_color_union *color,
1518                double depth, unsigned stencil)
1519 {
1520         v3d_blitter_save(v3d, false);
1521         util_blitter_clear(v3d->blitter,
1522                            v3d->framebuffer.width,
1523                            v3d->framebuffer.height,
1524                            util_framebuffer_get_num_layers(&v3d->framebuffer),
1525                            buffers, color, depth, stencil,
1526                            util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
1527 }
1528 
1529 /**
1530  * Attempts to perform the GL clear by using the TLB's fast clear at the start
1531  * of the frame.
1532  */
1533 static unsigned
v3d_tlb_clear(struct v3d_job * job,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)1534 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
1535               const union pipe_color_union *color,
1536               double depth, unsigned stencil)
1537 {
1538         struct v3d_context *v3d = job->v3d;
1539 
1540         if (job->draw_calls_queued) {
1541                 /* If anything in the CL has drawn using the buffer, then the
1542                  * TLB clear we're trying to add now would happen before that
1543                  * drawing.
1544                  */
1545                 buffers &= ~(job->load | job->store);
1546         }
1547 
1548         /* GFXH-1461: If we were to emit a load of just depth or just stencil,
1549          * then the clear for the other may get lost.  We need to decide now
1550          * if it would be possible to need to emit a load of just one after
1551          * we've set up our TLB clears.
1552          */
1553         if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
1554             (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
1555             job->zsbuf &&
1556             util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
1557                 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
1558         }
1559 
1560         for (int i = 0; i < job->nr_cbufs; i++) {
1561                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1562                 if (!(buffers & bit))
1563                         continue;
1564 
1565                 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
1566                 struct v3d_surface *surf = v3d_surface(psurf);
1567                 struct v3d_resource *rsc = v3d_resource(psurf->texture);
1568 
1569                 union util_color uc;
1570                 uint32_t internal_size = 4 << surf->internal_bpp;
1571 
1572                 /*  While hardware supports clamping, this is not applied on
1573                  *  the clear values, so we need to do it manually.
1574                  *
1575                  *  "Clamping is performed on color values immediately as they
1576                  *   enter the TLB and after blending. Clamping is not
1577                  *   performed on the clear color."
1578                  */
1579                 union pipe_color_union clamped_color =
1580                         util_clamp_color(psurf->format, color);
1581 
1582                 if (v3d->swap_color_rb & (1 << i)) {
1583                         union pipe_color_union orig_color = clamped_color;
1584                         clamped_color.f[0] = orig_color.f[2];
1585                         clamped_color.f[1] = orig_color.f[1];
1586                         clamped_color.f[2] = orig_color.f[0];
1587                         clamped_color.f[3] = orig_color.f[3];
1588                 }
1589 
1590                 switch (surf->internal_type) {
1591                 case V3D_INTERNAL_TYPE_8:
1592                         util_pack_color(clamped_color.f, PIPE_FORMAT_R8G8B8A8_UNORM,
1593                                         &uc);
1594                         memcpy(job->clear_color[i], uc.ui, internal_size);
1595                         break;
1596                 case V3D_INTERNAL_TYPE_8I:
1597                 case V3D_INTERNAL_TYPE_8UI:
1598                         job->clear_color[i][0] = ((clamped_color.ui[0] & 0xff) |
1599                                                   (clamped_color.ui[1] & 0xff) << 8 |
1600                                                   (clamped_color.ui[2] & 0xff) << 16 |
1601                                                   (clamped_color.ui[3] & 0xff) << 24);
1602                         break;
1603                 case V3D_INTERNAL_TYPE_16F:
1604                         util_pack_color(clamped_color.f, PIPE_FORMAT_R16G16B16A16_FLOAT,
1605                                         &uc);
1606                         memcpy(job->clear_color[i], uc.ui, internal_size);
1607                         break;
1608                 case V3D_INTERNAL_TYPE_16I:
1609                 case V3D_INTERNAL_TYPE_16UI:
1610                         job->clear_color[i][0] = ((clamped_color.ui[0] & 0xffff) |
1611                                                   clamped_color.ui[1] << 16);
1612                         job->clear_color[i][1] = ((clamped_color.ui[2] & 0xffff) |
1613                                                   clamped_color.ui[3] << 16);
1614                         break;
1615                 case V3D_INTERNAL_TYPE_32F:
1616                 case V3D_INTERNAL_TYPE_32I:
1617                 case V3D_INTERNAL_TYPE_32UI:
1618                         memcpy(job->clear_color[i], clamped_color.ui, internal_size);
1619                         break;
1620                 }
1621 
1622                 rsc->initialized_buffers |= bit;
1623         }
1624 
1625         unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
1626         if (zsclear) {
1627                 struct v3d_resource *rsc =
1628                         v3d_resource(v3d->framebuffer.zsbuf->texture);
1629 
1630                 if (zsclear & PIPE_CLEAR_DEPTH)
1631                         job->clear_z = depth;
1632                 if (zsclear & PIPE_CLEAR_STENCIL)
1633                         job->clear_s = stencil;
1634 
1635                 rsc->initialized_buffers |= zsclear;
1636         }
1637 
1638         job->draw_min_x = 0;
1639         job->draw_min_y = 0;
1640         job->draw_max_x = v3d->framebuffer.width;
1641         job->draw_max_y = v3d->framebuffer.height;
1642         job->clear |= buffers;
1643         job->store |= buffers;
1644         job->scissor.disabled = true;
1645 
1646         v3d_start_draw(v3d);
1647 
1648         return buffers;
1649 }
1650 
1651 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)1652 v3d_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
1653           const union pipe_color_union *color, double depth, unsigned stencil)
1654 {
1655         struct v3d_context *v3d = v3d_context(pctx);
1656         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1657 
1658         buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
1659 
1660         if (buffers)
1661                 v3d_draw_clear(v3d, buffers, color, depth, stencil);
1662 }
1663 
1664 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)1665 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
1666                         const union pipe_color_union *color,
1667                         unsigned x, unsigned y, unsigned w, unsigned h,
1668                         bool render_condition_enabled)
1669 {
1670         fprintf(stderr, "unimpl: clear RT\n");
1671 }
1672 
1673 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)1674 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
1675                         unsigned buffers, double depth, unsigned stencil,
1676                         unsigned x, unsigned y, unsigned w, unsigned h,
1677                         bool render_condition_enabled)
1678 {
1679         fprintf(stderr, "unimpl: clear DS\n");
1680 }
1681 
1682 void
v3dX(draw_init)1683 v3dX(draw_init)(struct pipe_context *pctx)
1684 {
1685         pctx->draw_vbo = v3d_draw_vbo;
1686         pctx->clear = v3d_clear;
1687         pctx->clear_render_target = v3d_clear_render_target;
1688         pctx->clear_depth_stencil = v3d_clear_depth_stencil;
1689 #if V3D_VERSION >= 41
1690         if (v3d_context(pctx)->screen->has_csd)
1691                 pctx->launch_grid = v3d_launch_grid;
1692 #endif
1693 }
1694