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