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Diffstat (limited to 'src/gallium/drivers/vc4/vc4_draw.c')
-rw-r--r--src/gallium/drivers/vc4/vc4_draw.c66
1 files changed, 53 insertions, 13 deletions
diff --git a/src/gallium/drivers/vc4/vc4_draw.c b/src/gallium/drivers/vc4/vc4_draw.c
index 5abe263b09c..af595466379 100644
--- a/src/gallium/drivers/vc4/vc4_draw.c
+++ b/src/gallium/drivers/vc4/vc4_draw.c
@@ -25,22 +25,20 @@
#include <stdio.h>
#include "util/u_format.h"
+#include "util/u_pack_color.h"
#include "indices/u_primconvert.h"
#include "vc4_context.h"
#include "vc4_resource.h"
+/**
+ * Does the initial bining command list setup for drawing to a given FBO.
+ */
static void
-vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+vc4_start_draw(struct vc4_context *vc4)
{
- struct vc4_context *vc4 = vc4_context(pctx);
-
- if (info->mode >= PIPE_PRIM_QUADS) {
- util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
- util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
- util_primconvert_draw_vbo(vc4->primconvert, info);
+ if (vc4->needs_flush)
return;
- }
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
@@ -60,10 +58,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
"tile_state");
}
- vc4_update_compiled_shaders(vc4);
-
- vc4->needs_flush = true;
-
// Tile state data is 48 bytes per tile, I think it can be thrown away
// as soon as binning is finished.
cl_start_reloc(&vc4->bcl, 2);
@@ -80,6 +74,25 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
+ vc4->needs_flush = true;
+ vc4->draw_call_queued = true;
+}
+
+static void
+vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
+{
+ struct vc4_context *vc4 = vc4_context(pctx);
+
+ if (info->mode >= PIPE_PRIM_QUADS) {
+ util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
+ util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
+ util_primconvert_draw_vbo(vc4->primconvert, info);
+ return;
+ }
+
+ vc4_start_draw(vc4);
+ vc4_update_compiled_shaders(vc4);
+
vc4_emit_state(pctx);
/* the actual draw call. */
@@ -168,19 +181,46 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
}
+ if (vc4->zsa && vc4->zsa->depth.enabled) {
+ vc4->resolve |= PIPE_CLEAR_DEPTH;
+ }
+ vc4->resolve |= PIPE_CLEAR_COLOR0;
vc4->shader_rec_count++;
vc4_flush(pctx);
}
+static uint32_t
+pack_rgba(enum pipe_format format, const float *rgba)
+{
+ union util_color uc;
+ util_pack_color(rgba, format, &uc);
+ return uc.ui[0];
+}
+
static void
vc4_clear(struct pipe_context *pctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct vc4_context *vc4 = vc4_context(pctx);
- vc4->needs_flush = true;
+ /* We can't flag new buffers for clearing once we've queued draws. We
+ * could avoid this by using the 3d engine to clear.
+ */
+ if (vc4->draw_call_queued)
+ vc4_flush(pctx);
+
+ if (buffers & PIPE_CLEAR_COLOR0) {
+ vc4->clear_color[0] = vc4->clear_color[1] =
+ pack_rgba(vc4->framebuffer.cbufs[0]->format,
+ color->f);
+ }
+
+ vc4->cleared |= buffers;
+ vc4->resolve |= buffers;
+
+ vc4_start_draw(vc4);
}
static void