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1 /*
2  * Copyright (c) 2014 Scott Mansell
3  * Copyright © 2014 Broadcom
4  *
5  * Permission is hereby granted, free of charge, to any person obtaining a
6  * copy of this software and associated documentation files (the "Software"),
7  * to deal in the Software without restriction, including without limitation
8  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9  * and/or sell copies of the Software, and to permit persons to whom the
10  * Software is furnished to do so, subject to the following conditions:
11  *
12  * The above copyright notice and this permission notice (including the next
13  * paragraph) shall be included in all copies or substantial portions of the
14  * Software.
15  *
16  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22  * IN THE SOFTWARE.
23  */
24 
25 #include "util/u_blitter.h"
26 #include "util/u_prim.h"
27 #include "util/format/u_format.h"
28 #include "util/u_pack_color.h"
29 #include "util/u_split_draw.h"
30 #include "util/u_upload_mgr.h"
31 #include "indices/u_primconvert.h"
32 
33 #include "vc4_context.h"
34 #include "vc4_resource.h"
35 
36 #define VC4_HW_2116_COUNT		0x1ef0
37 
38 static void
vc4_get_draw_cl_space(struct vc4_job * job,int vert_count)39 vc4_get_draw_cl_space(struct vc4_job *job, int vert_count)
40 {
41         /* The SW-5891 workaround may cause us to emit multiple shader recs
42          * and draw packets.
43          */
44         int num_draws = DIV_ROUND_UP(vert_count, 65535 - 2) + 1;
45 
46         /* Binner gets our packet state -- vc4_emit.c contents,
47          * and the primitive itself.
48          */
49         cl_ensure_space(&job->bcl,
50                         256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE +
51                                VC4_PACKET_GL_SHADER_STATE_SIZE) * num_draws);
52 
53         /* Nothing for rcl -- that's covered by vc4_context.c */
54 
55         /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
56          * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
57          * vattr stride).
58          */
59         cl_ensure_space(&job->shader_rec,
60                         (12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws);
61 
62         /* Uniforms are covered by vc4_write_uniforms(). */
63 
64         /* There could be up to 16 textures per stage, plus misc other
65          * pointers.
66          */
67         cl_ensure_space(&job->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
68         cl_ensure_space(&job->bo_pointers,
69                         (2 * 16 + 20) * sizeof(struct vc4_bo *));
70 }
71 
72 /**
73  * Does the initial bining command list setup for drawing to a given FBO.
74  */
75 static void
vc4_start_draw(struct vc4_context * vc4)76 vc4_start_draw(struct vc4_context *vc4)
77 {
78         struct vc4_job *job = vc4->job;
79 
80         if (job->needs_flush)
81                 return;
82 
83         vc4_get_draw_cl_space(job, 0);
84 
85         cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION, bin) {
86                 bin.width_in_tiles = job->draw_tiles_x;
87                 bin.height_in_tiles = job->draw_tiles_y;
88                 bin.multisample_mode_4x = job->msaa;
89         }
90 
91         /* START_TILE_BINNING resets the statechange counters in the hardware,
92          * which are what is used when a primitive is binned to a tile to
93          * figure out what new state packets need to be written to that tile's
94          * command list.
95          */
96         cl_emit(&job->bcl, START_TILE_BINNING, start);
97 
98         /* Reset the current compressed primitives format.  This gets modified
99          * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
100          * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
101          * of every tile.
102          */
103         cl_emit(&job->bcl, PRIMITIVE_LIST_FORMAT, list) {
104                 list.data_type = _16_BIT_INDEX;
105                 list.primitive_type = TRIANGLES_LIST;
106         }
107 
108         job->needs_flush = true;
109         job->draw_width = vc4->framebuffer.width;
110         job->draw_height = vc4->framebuffer.height;
111 }
112 
113 static void
vc4_predraw_check_textures(struct pipe_context * pctx,struct vc4_texture_stateobj * stage_tex)114 vc4_predraw_check_textures(struct pipe_context *pctx,
115                            struct vc4_texture_stateobj *stage_tex)
116 {
117         struct vc4_context *vc4 = vc4_context(pctx);
118 
119         for (int i = 0; i < stage_tex->num_textures; i++) {
120                 struct vc4_sampler_view *view =
121                         vc4_sampler_view(stage_tex->textures[i]);
122                 if (!view)
123                         continue;
124 
125                 if (view->texture != view->base.texture)
126                         vc4_update_shadow_baselevel_texture(pctx, &view->base);
127 
128                 vc4_flush_jobs_writing_resource(vc4, view->texture);
129         }
130 }
131 
132 static void
vc4_emit_gl_shader_state(struct vc4_context * vc4,const struct pipe_draw_info * info,uint32_t extra_index_bias)133 vc4_emit_gl_shader_state(struct vc4_context *vc4,
134                          const struct pipe_draw_info *info,
135                          uint32_t extra_index_bias)
136 {
137         struct vc4_job *job = vc4->job;
138         /* VC4_DIRTY_VTXSTATE */
139         struct vc4_vertex_stateobj *vtx = vc4->vtx;
140         /* VC4_DIRTY_VTXBUF */
141         struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
142 
143         /* The simulator throws a fit if VS or CS don't read an attribute, so
144          * we emit a dummy read.
145          */
146         uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
147 
148         /* Emit the shader record. */
149         cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
150 
151         cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
152                 rec.enable_clipping = true;
153 
154                 /* VC4_DIRTY_COMPILED_FS */
155                 rec.fragment_shader_is_single_threaded =
156                         !vc4->prog.fs->fs_threaded;
157 
158                 /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
159                 rec.point_size_included_in_shaded_vertex_data =
160                          (info->mode == PIPE_PRIM_POINTS &&
161                           vc4->rasterizer->base.point_size_per_vertex);
162 
163                 /* VC4_DIRTY_COMPILED_FS */
164                 rec.fragment_shader_number_of_varyings =
165                         vc4->prog.fs->num_inputs;
166                 rec.fragment_shader_code_address =
167                         cl_address(vc4->prog.fs->bo, 0);
168 
169                 rec.coordinate_shader_attribute_array_select_bits =
170                          vc4->prog.cs->vattrs_live;
171                 rec.coordinate_shader_total_attributes_size =
172                          vc4->prog.cs->vattr_offsets[8];
173                 rec.coordinate_shader_code_address =
174                         cl_address(vc4->prog.cs->bo, 0);
175 
176                 rec.vertex_shader_attribute_array_select_bits =
177                          vc4->prog.vs->vattrs_live;
178                 rec.vertex_shader_total_attributes_size =
179                          vc4->prog.vs->vattr_offsets[8];
180                 rec.vertex_shader_code_address =
181                         cl_address(vc4->prog.vs->bo, 0);
182         };
183 
184         uint32_t max_index = 0xffff;
185         for (int i = 0; i < vtx->num_elements; i++) {
186                 struct pipe_vertex_element *elem = &vtx->pipe[i];
187                 struct pipe_vertex_buffer *vb =
188                         &vertexbuf->vb[elem->vertex_buffer_index];
189                 struct vc4_resource *rsc = vc4_resource(vb->buffer.resource);
190                 /* not vc4->dirty tracked: vc4->last_index_bias */
191                 uint32_t offset = (vb->buffer_offset +
192                                    elem->src_offset +
193                                    vb->stride * (info->index_bias +
194                                                  extra_index_bias));
195                 uint32_t vb_size = rsc->bo->size - offset;
196                 uint32_t elem_size =
197                         util_format_get_blocksize(elem->src_format);
198 
199                 cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
200                         attr.address = cl_address(rsc->bo, offset);
201                         attr.number_of_bytes_minus_1 = elem_size - 1;
202                         attr.stride = vb->stride;
203                         attr.coordinate_shader_vpm_offset =
204                                 vc4->prog.cs->vattr_offsets[i];
205                         attr.vertex_shader_vpm_offset =
206                                 vc4->prog.vs->vattr_offsets[i];
207                 }
208 
209                 if (vb->stride > 0) {
210                         max_index = MIN2(max_index,
211                                          (vb_size - elem_size) / vb->stride);
212                 }
213         }
214 
215         if (vtx->num_elements == 0) {
216                 assert(num_elements_emit == 1);
217                 struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
218 
219                 cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
220                         attr.address = cl_address(bo, 0);
221                         attr.number_of_bytes_minus_1 = 16 - 1;
222                         attr.stride = 0;
223                         attr.coordinate_shader_vpm_offset = 0;
224                         attr.vertex_shader_vpm_offset = 0;
225                 }
226 
227                 vc4_bo_unreference(&bo);
228         }
229 
230         cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
231                 /* Note that number of attributes == 0 in the packet means 8
232                  * attributes.  This field also contains the offset into
233                  * shader_rec.
234                  */
235                 assert(vtx->num_elements <= 8);
236                 shader_state.number_of_attribute_arrays =
237                         num_elements_emit & 0x7;
238         }
239 
240         vc4_write_uniforms(vc4, vc4->prog.fs,
241                            &vc4->constbuf[PIPE_SHADER_FRAGMENT],
242                            &vc4->fragtex);
243         vc4_write_uniforms(vc4, vc4->prog.vs,
244                            &vc4->constbuf[PIPE_SHADER_VERTEX],
245                            &vc4->verttex);
246         vc4_write_uniforms(vc4, vc4->prog.cs,
247                            &vc4->constbuf[PIPE_SHADER_VERTEX],
248                            &vc4->verttex);
249 
250         vc4->last_index_bias = info->index_bias + extra_index_bias;
251         vc4->max_index = max_index;
252         job->shader_rec_count++;
253 }
254 
255 /**
256  * HW-2116 workaround: Flush the batch before triggering the hardware state
257  * counter wraparound behavior.
258  *
259  * State updates are tracked by a global counter which increments at the first
260  * state update after a draw or a START_BINNING.  Tiles can then have their
261  * state updated at draw time with a set of cheap checks for whether the
262  * state's copy of the global counter matches the global counter the last time
263  * that state was written to the tile.
264  *
265  * The state counters are relatively small and wrap around quickly, so you
266  * could get false negatives for needing to update a particular state in the
267  * tile.  To avoid this, the hardware attempts to write all of the state in
268  * the tile at wraparound time.  This apparently is broken, so we just flush
269  * everything before that behavior is triggered.  A batch flush is sufficient
270  * to get our current contents drawn and reset the counters to 0.
271  *
272  * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
273  * tiles with VC4_PACKET_RETURN_FROM_LIST.
274  */
275 static void
vc4_hw_2116_workaround(struct pipe_context * pctx,int vert_count)276 vc4_hw_2116_workaround(struct pipe_context *pctx, int vert_count)
277 {
278         struct vc4_context *vc4 = vc4_context(pctx);
279         struct vc4_job *job = vc4_get_job_for_fbo(vc4);
280 
281         if (job->draw_calls_queued + vert_count / 65535 >= VC4_HW_2116_COUNT) {
282                 perf_debug("Flushing batch due to HW-2116 workaround "
283                            "(too many draw calls per scene\n");
284                 vc4_job_submit(vc4, job);
285         }
286 }
287 
288 static void
vc4_draw_vbo(struct pipe_context * pctx,const struct pipe_draw_info * info)289 vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
290 {
291         struct vc4_context *vc4 = vc4_context(pctx);
292         struct pipe_draw_info local_info;
293 
294 	if (!info->count_from_stream_output && !info->indirect &&
295 	    !info->primitive_restart &&
296 	    !u_trim_pipe_prim(info->mode, (unsigned*)&info->count))
297 		return;
298 
299         if (info->mode >= PIPE_PRIM_QUADS) {
300                 if (info->mode == PIPE_PRIM_QUADS &&
301                     info->count == 4 &&
302                     !vc4->rasterizer->base.flatshade) {
303                         local_info = *info;
304                         local_info.mode = PIPE_PRIM_TRIANGLE_FAN;
305                         info = &local_info;
306                 } else {
307                         util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
308                         util_primconvert_draw_vbo(vc4->primconvert, info);
309                         perf_debug("Fallback conversion for %d %s vertices\n",
310                                    info->count, u_prim_name(info->mode));
311                         return;
312                 }
313         }
314 
315         /* Before setting up the draw, do any fixup blits necessary. */
316         vc4_predraw_check_textures(pctx, &vc4->verttex);
317         vc4_predraw_check_textures(pctx, &vc4->fragtex);
318 
319         vc4_hw_2116_workaround(pctx, info->count);
320 
321         struct vc4_job *job = vc4_get_job_for_fbo(vc4);
322 
323         /* Make sure that the raster order flags haven't changed, which can
324          * only be set at job granularity.
325          */
326         if (job->flags != vc4->rasterizer->tile_raster_order_flags) {
327                 vc4_job_submit(vc4, job);
328                 job = vc4_get_job_for_fbo(vc4);
329         }
330 
331         vc4_get_draw_cl_space(job, info->count);
332 
333         if (vc4->prim_mode != info->mode) {
334                 vc4->prim_mode = info->mode;
335                 vc4->dirty |= VC4_DIRTY_PRIM_MODE;
336         }
337 
338         vc4_start_draw(vc4);
339         if (!vc4_update_compiled_shaders(vc4, info->mode)) {
340                 debug_warn_once("shader compile failed, skipping draw call.\n");
341                 return;
342         }
343 
344         vc4_emit_state(pctx);
345 
346         bool needs_drawarrays_shader_state = false;
347 
348         if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
349                            VC4_DIRTY_VTXSTATE |
350                            VC4_DIRTY_PRIM_MODE |
351                            VC4_DIRTY_RASTERIZER |
352                            VC4_DIRTY_COMPILED_CS |
353                            VC4_DIRTY_COMPILED_VS |
354                            VC4_DIRTY_COMPILED_FS |
355                            vc4->prog.cs->uniform_dirty_bits |
356                            vc4->prog.vs->uniform_dirty_bits |
357                            vc4->prog.fs->uniform_dirty_bits)) ||
358             vc4->last_index_bias != info->index_bias) {
359                 if (info->index_size)
360                         vc4_emit_gl_shader_state(vc4, info, 0);
361                 else
362                         needs_drawarrays_shader_state = true;
363         }
364 
365         vc4->dirty = 0;
366 
367         /* Note that the primitive type fields match with OpenGL/gallium
368          * definitions, up to but not including QUADS.
369          */
370         if (info->index_size) {
371                 uint32_t index_size = info->index_size;
372                 uint32_t offset = info->start * index_size;
373                 struct pipe_resource *prsc;
374                 if (info->index_size == 4) {
375                         prsc = vc4_get_shadow_index_buffer(pctx, info,
376                                                            offset,
377                                                            info->count, &offset);
378                         index_size = 2;
379                 } else {
380                         if (info->has_user_indices) {
381                                 prsc = NULL;
382                                 u_upload_data(vc4->uploader, 0,
383                                               info->count * index_size, 4,
384                                               info->index.user,
385                                               &offset, &prsc);
386                         } else {
387                                 prsc = info->index.resource;
388                         }
389                 }
390                 struct vc4_resource *rsc = vc4_resource(prsc);
391 
392                 struct vc4_cl_out *bcl = cl_start(&job->bcl);
393 
394                 /* The original design for the VC4 kernel UABI had multiple
395                  * packets that used relocations in the BCL (some of which
396                  * needed two BOs), but later modifications eliminated all but
397                  * this one usage.  We have an arbitrary 32-bit offset value,
398                  * and need to also supply an arbitrary 32-bit index buffer
399                  * GEM handle, so we have this fake packet we emit in our BCL
400                  * to be validated, which the kernel uses at validation time
401                  * to perform the relocation in the IB packet (without
402                  * emitting to the actual HW).
403                  */
404                 uint32_t hindex = vc4_gem_hindex(job, rsc->bo);
405                 if (job->last_gem_handle_hindex != hindex) {
406                         cl_u8(&bcl, VC4_PACKET_GEM_HANDLES);
407                         cl_u32(&bcl, hindex);
408                         cl_u32(&bcl, 0);
409                         job->last_gem_handle_hindex = hindex;
410                 }
411 
412                 cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
413                 cl_u8(&bcl,
414                       info->mode |
415                       (index_size == 2 ?
416                        VC4_INDEX_BUFFER_U16:
417                        VC4_INDEX_BUFFER_U8));
418                 cl_u32(&bcl, info->count);
419                 cl_u32(&bcl, offset);
420                 cl_u32(&bcl, vc4->max_index);
421 
422                 cl_end(&job->bcl, bcl);
423                 job->draw_calls_queued++;
424 
425                 if (info->index_size == 4 || info->has_user_indices)
426                         pipe_resource_reference(&prsc, NULL);
427         } else {
428                 uint32_t count = info->count;
429                 uint32_t start = info->start;
430                 uint32_t extra_index_bias = 0;
431                 static const uint32_t max_verts = 65535;
432 
433                 /* GFXH-515 / SW-5891: The binner emits 16 bit indices for
434                  * drawarrays, which means that if start + count > 64k it
435                  * would truncate the top bits.  Work around this by emitting
436                  * a limited number of primitives at a time and reemitting the
437                  * shader state pointing farther down the vertex attribute
438                  * arrays.
439                  *
440                  * To do this properly for line loops or trifans, we'd need to
441                  * make a new VB containing the first vertex plus whatever
442                  * remainder.
443                  */
444                 if (start + count > max_verts) {
445                         extra_index_bias = start;
446                         start = 0;
447                         needs_drawarrays_shader_state = true;
448                 }
449 
450                 while (count) {
451                         uint32_t this_count = count;
452                         uint32_t step;
453 
454                         if (needs_drawarrays_shader_state) {
455                                 vc4_emit_gl_shader_state(vc4, info,
456                                                          extra_index_bias);
457                         }
458 
459                         u_split_draw(info, max_verts, &this_count, &step);
460 
461                         cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, array) {
462                                 array.primitive_mode = info->mode;
463                                 array.length = this_count;
464                                 array.index_of_first_vertex = start;
465                         }
466                         job->draw_calls_queued++;
467 
468                         count -= step;
469                         extra_index_bias += start + step;
470                         start = 0;
471                         needs_drawarrays_shader_state = true;
472                 }
473         }
474 
475         /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
476          * workaround.
477          */
478         assert(job->draw_calls_queued <= VC4_HW_2116_COUNT);
479 
480         if (vc4->zsa && vc4->framebuffer.zsbuf) {
481                 struct vc4_resource *rsc =
482                         vc4_resource(vc4->framebuffer.zsbuf->texture);
483 
484                 if (vc4->zsa->base.depth.enabled) {
485                         job->resolve |= PIPE_CLEAR_DEPTH;
486                         rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
487                 }
488 
489                 if (vc4->zsa->base.stencil[0].enabled) {
490                         job->resolve |= PIPE_CLEAR_STENCIL;
491                         rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
492                 }
493         }
494 
495         job->resolve |= PIPE_CLEAR_COLOR0;
496 
497         /* If we've used half of the presumably 256MB CMA area, flush the job
498          * so that we don't accumulate a job that will end up not being
499          * executable.
500          */
501         if (job->bo_space > 128 * 1024 * 1024)
502                 vc4_flush(pctx);
503 
504         if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
505                 vc4_flush(pctx);
506 }
507 
508 static uint32_t
pack_rgba(enum pipe_format format,const float * rgba)509 pack_rgba(enum pipe_format format, const float *rgba)
510 {
511         union util_color uc;
512         util_pack_color(rgba, format, &uc);
513         if (util_format_get_blocksize(format) == 2)
514                 return uc.us;
515         else
516                 return uc.ui[0];
517 }
518 
519 static void
vc4_clear(struct pipe_context * pctx,unsigned buffers,const struct pipe_scissor_state * scissor_state,const union pipe_color_union * color,double depth,unsigned stencil)520 vc4_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
521           const union pipe_color_union *color, double depth, unsigned stencil)
522 {
523         struct vc4_context *vc4 = vc4_context(pctx);
524         struct vc4_job *job = vc4_get_job_for_fbo(vc4);
525 
526         if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
527                 struct vc4_resource *rsc =
528                         vc4_resource(vc4->framebuffer.zsbuf->texture);
529                 unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
530 
531                 /* Clearing ZS will clear both Z and stencil, so if we're
532                  * trying to clear just one then we need to draw a quad to do
533                  * it instead.  We need to do this before setting up
534                  * tile-based clears in vc4->job, because the blitter may
535                  * submit the current job.
536                  */
537                 if ((zsclear == PIPE_CLEAR_DEPTH ||
538                      zsclear == PIPE_CLEAR_STENCIL) &&
539                     (rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
540                     util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
541                         static const union pipe_color_union dummy_color = {};
542 
543                         perf_debug("Partial clear of Z+stencil buffer, "
544                                    "drawing a quad instead of fast clearing\n");
545                         vc4_blitter_save(vc4);
546                         util_blitter_clear(vc4->blitter,
547                                            vc4->framebuffer.width,
548                                            vc4->framebuffer.height,
549                                            1,
550                                            zsclear,
551                                            &dummy_color, depth, stencil,
552                                            false);
553                         buffers &= ~zsclear;
554                         if (!buffers)
555                                 return;
556                         job = vc4_get_job_for_fbo(vc4);
557                 }
558         }
559 
560         /* We can't flag new buffers for clearing once we've queued draws.  We
561          * could avoid this by using the 3d engine to clear.
562          */
563         if (job->draw_calls_queued) {
564                 perf_debug("Flushing rendering to process new clear.\n");
565                 vc4_job_submit(vc4, job);
566                 job = vc4_get_job_for_fbo(vc4);
567         }
568 
569         if (buffers & PIPE_CLEAR_COLOR0) {
570                 struct vc4_resource *rsc =
571                         vc4_resource(vc4->framebuffer.cbufs[0]->texture);
572                 uint32_t clear_color;
573 
574                 if (vc4_rt_format_is_565(vc4->framebuffer.cbufs[0]->format)) {
575                         /* In 565 mode, the hardware will be packing our color
576                          * for us.
577                          */
578                         clear_color = pack_rgba(PIPE_FORMAT_R8G8B8A8_UNORM,
579                                                 color->f);
580                 } else {
581                         /* Otherwise, we need to do this packing because we
582                          * support multiple swizzlings of RGBA8888.
583                          */
584                         clear_color =
585                                 pack_rgba(vc4->framebuffer.cbufs[0]->format,
586                                           color->f);
587                 }
588                 job->clear_color[0] = job->clear_color[1] = clear_color;
589                 rsc->initialized_buffers |= (buffers & PIPE_CLEAR_COLOR0);
590         }
591 
592         if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
593                 struct vc4_resource *rsc =
594                         vc4_resource(vc4->framebuffer.zsbuf->texture);
595 
596                 /* Though the depth buffer is stored with Z in the high 24,
597                  * for this field we just need to store it in the low 24.
598                  */
599                 if (buffers & PIPE_CLEAR_DEPTH) {
600                         job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
601                                                        depth);
602                 }
603                 if (buffers & PIPE_CLEAR_STENCIL)
604                         job->clear_stencil = stencil;
605 
606                 rsc->initialized_buffers |= (buffers & PIPE_CLEAR_DEPTHSTENCIL);
607         }
608 
609         job->draw_min_x = 0;
610         job->draw_min_y = 0;
611         job->draw_max_x = vc4->framebuffer.width;
612         job->draw_max_y = vc4->framebuffer.height;
613         job->cleared |= buffers;
614         job->resolve |= buffers;
615 
616         vc4_start_draw(vc4);
617 }
618 
619 static void
vc4_clear_render_target(struct pipe_context * pctx,struct pipe_surface * ps,const union pipe_color_union * color,unsigned x,unsigned y,unsigned w,unsigned h,bool render_condition_enabled)620 vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
621                         const union pipe_color_union *color,
622                         unsigned x, unsigned y, unsigned w, unsigned h,
623 			bool render_condition_enabled)
624 {
625         fprintf(stderr, "unimpl: clear RT\n");
626 }
627 
628 static void
vc4_clear_depth_stencil(struct pipe_context * pctx,struct pipe_surface * ps,unsigned buffers,double depth,unsigned stencil,unsigned x,unsigned y,unsigned w,unsigned h,bool render_condition_enabled)629 vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
630                         unsigned buffers, double depth, unsigned stencil,
631                         unsigned x, unsigned y, unsigned w, unsigned h,
632 			bool render_condition_enabled)
633 {
634         fprintf(stderr, "unimpl: clear DS\n");
635 }
636 
637 void
vc4_draw_init(struct pipe_context * pctx)638 vc4_draw_init(struct pipe_context *pctx)
639 {
640         pctx->draw_vbo = vc4_draw_vbo;
641         pctx->clear = vc4_clear;
642         pctx->clear_render_target = vc4_clear_render_target;
643         pctx->clear_depth_stencil = vc4_clear_depth_stencil;
644 }
645