/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2013 Rob Clark * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Authors: * Rob Clark */ #include "pipe/p_state.h" #include "util/u_string.h" #include "util/u_memory.h" #include "util/u_prim.h" #include "util/u_format.h" #include "freedreno_state.h" #include "freedreno_resource.h" #include "fd3_draw.h" #include "fd3_context.h" #include "fd3_emit.h" #include "fd3_program.h" #include "fd3_format.h" #include "fd3_zsa.h" static inline uint32_t add_sat(uint32_t a, int32_t b) { int64_t ret = (uint64_t)a + (int64_t)b; if (ret > ~0U) return ~0U; if (ret < 0) return 0; return (uint32_t)ret; } static void draw_impl(struct fd_context *ctx, struct fd_ringbuffer *ring, struct fd3_emit *emit) { const struct pipe_draw_info *info = emit->info; enum pc_di_primtype primtype = ctx->primtypes[info->mode]; fd3_emit_state(ctx, ring, emit); if (emit->dirty & (FD_DIRTY_VTXBUF | FD_DIRTY_VTXSTATE)) fd3_emit_vertex_bufs(ring, emit); OUT_PKT0(ring, REG_A3XX_PC_VERTEX_REUSE_BLOCK_CNTL, 1); OUT_RING(ring, 0x0000000b); /* PC_VERTEX_REUSE_BLOCK_CNTL */ OUT_PKT0(ring, REG_A3XX_VFD_INDEX_MIN, 4); OUT_RING(ring, add_sat(info->min_index, info->index_bias)); /* VFD_INDEX_MIN */ OUT_RING(ring, add_sat(info->max_index, info->index_bias)); /* VFD_INDEX_MAX */ OUT_RING(ring, info->start_instance); /* VFD_INSTANCEID_OFFSET */ OUT_RING(ring, info->indexed ? info->index_bias : info->start); /* VFD_INDEX_OFFSET */ OUT_PKT0(ring, REG_A3XX_PC_RESTART_INDEX, 1); OUT_RING(ring, info->primitive_restart ? /* PC_RESTART_INDEX */ info->restart_index : 0xffffffff); /* points + psize -> spritelist: */ if (ctx->rasterizer->point_size_per_vertex && fd3_emit_get_vp(emit)->writes_psize && (info->mode == PIPE_PRIM_POINTS)) primtype = DI_PT_POINTLIST_PSIZE; fd_draw_emit(ctx->batch, ring, primtype, emit->key.binning_pass ? IGNORE_VISIBILITY : USE_VISIBILITY, info); } /* fixup dirty shader state in case some "unrelated" (from the state- * tracker's perspective) state change causes us to switch to a * different variant. */ static void fixup_shader_state(struct fd_context *ctx, struct ir3_shader_key *key) { struct fd3_context *fd3_ctx = fd3_context(ctx); struct ir3_shader_key *last_key = &fd3_ctx->last_key; if (!ir3_shader_key_equal(last_key, key)) { if (last_key->has_per_samp || key->has_per_samp) { if ((last_key->vsaturate_s != key->vsaturate_s) || (last_key->vsaturate_t != key->vsaturate_t) || (last_key->vsaturate_r != key->vsaturate_r)) ctx->dirty |= FD_SHADER_DIRTY_VP; if ((last_key->fsaturate_s != key->fsaturate_s) || (last_key->fsaturate_t != key->fsaturate_t) || (last_key->fsaturate_r != key->fsaturate_r)) ctx->dirty |= FD_SHADER_DIRTY_FP; } if (last_key->vclamp_color != key->vclamp_color) ctx->dirty |= FD_SHADER_DIRTY_VP; if (last_key->fclamp_color != key->fclamp_color) ctx->dirty |= FD_SHADER_DIRTY_FP; if (last_key->color_two_side != key->color_two_side) ctx->dirty |= FD_SHADER_DIRTY_FP; if (last_key->half_precision != key->half_precision) ctx->dirty |= FD_SHADER_DIRTY_FP; fd3_ctx->last_key = *key; } } static bool fd3_draw_vbo(struct fd_context *ctx, const struct pipe_draw_info *info) { struct fd3_context *fd3_ctx = fd3_context(ctx); struct fd3_emit emit = { .debug = &ctx->debug, .vtx = &ctx->vtx, .prog = &ctx->prog, .info = info, .key = { .color_two_side = ctx->rasterizer->light_twoside, .vclamp_color = ctx->rasterizer->clamp_vertex_color, .fclamp_color = ctx->rasterizer->clamp_fragment_color, .half_precision = ctx->in_blit && fd_half_precision(&ctx->batch->framebuffer), .has_per_samp = (fd3_ctx->fsaturate || fd3_ctx->vsaturate), .vsaturate_s = fd3_ctx->vsaturate_s, .vsaturate_t = fd3_ctx->vsaturate_t, .vsaturate_r = fd3_ctx->vsaturate_r, .fsaturate_s = fd3_ctx->fsaturate_s, .fsaturate_t = fd3_ctx->fsaturate_t, .fsaturate_r = fd3_ctx->fsaturate_r, }, .rasterflat = ctx->rasterizer->flatshade, .sprite_coord_enable = ctx->rasterizer->sprite_coord_enable, .sprite_coord_mode = ctx->rasterizer->sprite_coord_mode, }; fixup_shader_state(ctx, &emit.key); unsigned dirty = ctx->dirty; /* do regular pass first, since that is more likely to fail compiling: */ if (!(fd3_emit_get_vp(&emit) && fd3_emit_get_fp(&emit))) return false; emit.key.binning_pass = false; emit.dirty = dirty; draw_impl(ctx, ctx->batch->draw, &emit); /* and now binning pass: */ emit.key.binning_pass = true; emit.dirty = dirty & ~(FD_DIRTY_BLEND); emit.vp = NULL; /* we changed key so need to refetch vp */ emit.fp = NULL; draw_impl(ctx, ctx->batch->binning, &emit); return true; } void fd3_draw_init(struct pipe_context *pctx) { struct fd_context *ctx = fd_context(pctx); ctx->draw_vbo = fd3_draw_vbo; }