/* * Copyright © 2014-2017 Broadcom * * 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. */ #include "util/u_blitter.h" #include "util/u_prim.h" #include "util/u_format.h" #include "util/u_pack_color.h" #include "util/u_prim_restart.h" #include "util/u_upload_mgr.h" #include "indices/u_primconvert.h" #include "v3d_context.h" #include "v3d_resource.h" #include "v3d_cl.h" #include "broadcom/compiler/v3d_compiler.h" #include "broadcom/common/v3d_macros.h" #include "broadcom/cle/v3dx_pack.h" /** * Does the initial bining command list setup for drawing to a given FBO. */ static void v3d_start_draw(struct v3d_context *v3d) { struct v3d_job *job = v3d->job; if (job->needs_flush) return; /* Get space to emit our BCL state, using a branch to jump to a new BO * if necessary. */ v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */); job->submit.bcl_start = job->bcl.bo->offset; v3d_job_add_bo(job, job->bcl.bo); /* The PTB will request the tile alloc initial size per tile at start * of tile binning. */ uint32_t tile_alloc_size = (job->draw_tiles_x * job->draw_tiles_y) * 64; /* The PTB allocates in aligned 4k chunks after the initial setup. */ tile_alloc_size = align(tile_alloc_size, 4096); /* Include the first two chunk allocations that the PTB does so that * we definitely clear the OOM condition before triggering one (the HW * won't trigger OOM during the first allocations). */ tile_alloc_size += 8192; /* For performance, allocate some extra initial memory after the PTB's * minimal allocations, so that we hopefully don't have to block the * GPU on the kernel handling an OOM signal. */ tile_alloc_size += 512 * 1024; job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size, "tile_alloc"); uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64; job->tile_state = v3d_bo_alloc(v3d->screen, job->draw_tiles_y * job->draw_tiles_x * tsda_per_tile_size, "TSDA"); #if V3D_VERSION >= 40 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) { config.width_in_pixels = v3d->framebuffer.width; config.height_in_pixels = v3d->framebuffer.height; config.number_of_render_targets = MAX2(v3d->framebuffer.nr_cbufs, 1); config.multisample_mode_4x = job->msaa; config.maximum_bpp_of_all_render_targets = job->internal_bpp; } #else /* V3D_VERSION < 40 */ /* "Binning mode lists start with a Tile Binning Mode Configuration * item (120)" * * Part1 signals the end of binning config setup. */ cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) { config.tile_allocation_memory_address = cl_address(job->tile_alloc, 0); config.tile_allocation_memory_size = job->tile_alloc->size; } cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) { config.tile_state_data_array_base_address = cl_address(job->tile_state, 0); config.width_in_tiles = job->draw_tiles_x; config.height_in_tiles = job->draw_tiles_y; /* Must be >= 1 */ config.number_of_render_targets = MAX2(v3d->framebuffer.nr_cbufs, 1); config.multisample_mode_4x = job->msaa; config.maximum_bpp_of_all_render_targets = job->internal_bpp; } #endif /* V3D_VERSION < 40 */ /* There's definitely nothing in the VCD cache we want. */ cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin); /* Disable any leftover OQ state from another job. */ cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter); /* "Binning mode lists must have a Start Tile Binning item (6) after * any prefix state data before the binning list proper starts." */ cl_emit(&job->bcl, START_TILE_BINNING, bin); job->needs_flush = true; job->draw_width = v3d->framebuffer.width; job->draw_height = v3d->framebuffer.height; } static void v3d_predraw_check_stage_inputs(struct pipe_context *pctx, enum pipe_shader_type s) { struct v3d_context *v3d = v3d_context(pctx); /* XXX perf: If we're reading from the output of TF in this job, we * should instead be using the wait for transform feedback * functionality. */ /* Flush writes to textures we're sampling. */ for (int i = 0; i < v3d->tex[s].num_textures; i++) { struct pipe_sampler_view *pview = v3d->tex[s].textures[i]; if (!pview) continue; struct v3d_sampler_view *view = v3d_sampler_view(pview); if (view->texture != view->base.texture && view->base.format != PIPE_FORMAT_X32_S8X24_UINT) v3d_update_shadow_texture(pctx, &view->base); v3d_flush_jobs_writing_resource(v3d, view->texture); } /* Flush writes to UBOs. */ foreach_bit(i, v3d->constbuf[s].enabled_mask) { struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i]; if (cb->buffer) v3d_flush_jobs_writing_resource(v3d, cb->buffer); } /* Flush writes to our image views */ foreach_bit(i, v3d->shaderimg[s].enabled_mask) { struct v3d_image_view *view = &v3d->shaderimg[s].si[i]; v3d_flush_jobs_writing_resource(v3d, view->base.resource); } /* Flush writes to our vertex buffers (i.e. from transform feedback) */ if (s == PIPE_SHADER_VERTEX) { foreach_bit(i, v3d->vertexbuf.enabled_mask) { struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i]; v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource); } } } static void v3d_predraw_check_outputs(struct pipe_context *pctx) { struct v3d_context *v3d = v3d_context(pctx); /* Flush jobs reading from TF buffers that we are about to write. */ if (v3d_transform_feedback_enabled(v3d)) { struct v3d_streamout_stateobj *so = &v3d->streamout; for (int i = 0; i < so->num_targets; i++) { if (!so->targets[i]) continue; const struct pipe_stream_output_target *target = so->targets[i]; v3d_flush_jobs_reading_resource(v3d, target->buffer); } } } /** * Checks if the state for the current draw reads a particular resource in * in the given shader stage. */ static bool v3d_state_reads_resource(struct v3d_context *v3d, struct pipe_resource *prsc, enum pipe_shader_type s) { struct v3d_resource *rsc = v3d_resource(prsc); /* Vertex buffers */ if (s == PIPE_SHADER_VERTEX) { foreach_bit(i, v3d->vertexbuf.enabled_mask) { struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i]; if (!vb->buffer.resource) continue; struct v3d_resource *vb_rsc = v3d_resource(vb->buffer.resource); if (rsc->bo == vb_rsc->bo) return true; } } /* Constant buffers */ foreach_bit(i, v3d->constbuf[s].enabled_mask) { struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i]; if (!cb->buffer) continue; struct v3d_resource *cb_rsc = v3d_resource(cb->buffer); if (rsc->bo == cb_rsc->bo) return true; } /* Shader storage buffers */ foreach_bit(i, v3d->ssbo[s].enabled_mask) { struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i]; if (!sb->buffer) continue; struct v3d_resource *sb_rsc = v3d_resource(sb->buffer); if (rsc->bo == sb_rsc->bo) return true; } /* Textures */ for (int i = 0; i < v3d->tex[s].num_textures; i++) { struct pipe_sampler_view *pview = v3d->tex[s].textures[i]; if (!pview) continue; struct v3d_sampler_view *view = v3d_sampler_view(pview); struct v3d_resource *v_rsc = v3d_resource(view->texture); if (rsc->bo == v_rsc->bo) return true; } return false; } static void v3d_emit_wait_for_tf(struct v3d_job *job) { /* XXX: we might be able to skip this in some cases, for now we * always emit it. */ cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush); cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) { /* XXX: Wait for all outstanding writes... maybe we can do * better in some cases. */ wait.block_count = 255; } /* We have just flushed all our outstanding TF work in this job so make * sure we don't emit TF flushes again for any of it again. */ _mesa_set_clear(job->tf_write_prscs, NULL); } static void v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job) { if (!job->tf_enabled) return; set_foreach(job->tf_write_prscs, entry) { struct pipe_resource *prsc = (struct pipe_resource *)entry->key; for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) { /* Fragment shaders can only start executing after all * binning (and thus TF) is complete. * * XXX: For VS/GS/TES, if the binning shader does not * read the resource then we could also avoid emitting * the wait. */ if (s == PIPE_SHADER_FRAGMENT) continue; if (v3d_state_reads_resource(v3d, prsc, s)) { v3d_emit_wait_for_tf(job); return; } } } } static void v3d_emit_gl_shader_state(struct v3d_context *v3d, const struct pipe_draw_info *info) { struct v3d_job *job = v3d->job; /* VC5_DIRTY_VTXSTATE */ struct v3d_vertex_stateobj *vtx = v3d->vtx; /* VC5_DIRTY_VTXBUF */ struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf; /* Upload the uniforms to the indirect CL first */ struct v3d_cl_reloc fs_uniforms = v3d_write_uniforms(v3d, v3d->prog.fs, PIPE_SHADER_FRAGMENT); struct v3d_cl_reloc vs_uniforms = v3d_write_uniforms(v3d, v3d->prog.vs, PIPE_SHADER_VERTEX); struct v3d_cl_reloc cs_uniforms = v3d_write_uniforms(v3d, v3d->prog.cs, PIPE_SHADER_VERTEX); /* See GFXH-930 workaround below */ uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1); uint32_t shader_rec_offset = v3d_cl_ensure_space(&job->indirect, cl_packet_length(GL_SHADER_STATE_RECORD) + num_elements_to_emit * cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD), 32); /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to * compile time, so that we mostly just have to OR the VS and FS * records together at draw time. */ cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) { shader.enable_clipping = true; /* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */ shader.point_size_in_shaded_vertex_data = (info->mode == PIPE_PRIM_POINTS && v3d->rasterizer->base.point_size_per_vertex); /* Must be set if the shader modifies Z, discards, or modifies * the sample mask. For any of these cases, the fragment * shader needs to write the Z value (even just discards). */ shader.fragment_shader_does_z_writes = v3d->prog.fs->prog_data.fs->writes_z; /* Set if the EZ test must be disabled (due to shader side * effects and the early_z flag not being present in the * shader). */ shader.turn_off_early_z_test = v3d->prog.fs->prog_data.fs->disable_ez; shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 = v3d->prog.fs->prog_data.fs->uses_center_w; #if V3D_VERSION >= 40 shader.disable_implicit_point_line_varyings = !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings; #endif shader.number_of_varyings_in_fragment_shader = v3d->prog.fs->prog_data.fs->num_inputs; shader.coordinate_shader_propagate_nans = true; shader.vertex_shader_propagate_nans = true; shader.fragment_shader_propagate_nans = true; shader.coordinate_shader_code_address = cl_address(v3d_resource(v3d->prog.cs->resource)->bo, v3d->prog.cs->offset); shader.vertex_shader_code_address = cl_address(v3d_resource(v3d->prog.vs->resource)->bo, v3d->prog.vs->offset); shader.fragment_shader_code_address = cl_address(v3d_resource(v3d->prog.fs->resource)->bo, v3d->prog.fs->offset); /* XXX: Use combined input/output size flag in the common * case. */ shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = v3d->prog.cs->prog_data.vs->separate_segments; shader.vertex_shader_has_separate_input_and_output_vpm_blocks = v3d->prog.vs->prog_data.vs->separate_segments; shader.coordinate_shader_input_vpm_segment_size = v3d->prog.cs->prog_data.vs->separate_segments ? v3d->prog.cs->prog_data.vs->vpm_input_size : 1; shader.vertex_shader_input_vpm_segment_size = v3d->prog.vs->prog_data.vs->separate_segments ? v3d->prog.vs->prog_data.vs->vpm_input_size : 1; shader.coordinate_shader_output_vpm_segment_size = v3d->prog.cs->prog_data.vs->vpm_output_size; shader.vertex_shader_output_vpm_segment_size = v3d->prog.vs->prog_data.vs->vpm_output_size; shader.coordinate_shader_uniforms_address = cs_uniforms; shader.vertex_shader_uniforms_address = vs_uniforms; shader.fragment_shader_uniforms_address = fs_uniforms; #if V3D_VERSION >= 41 shader.min_coord_shader_input_segments_required_in_play = 1; shader.min_vertex_shader_input_segments_required_in_play = 1; shader.coordinate_shader_4_way_threadable = v3d->prog.cs->prog_data.vs->base.threads == 4; shader.vertex_shader_4_way_threadable = v3d->prog.vs->prog_data.vs->base.threads == 4; shader.fragment_shader_4_way_threadable = v3d->prog.fs->prog_data.fs->base.threads == 4; shader.coordinate_shader_start_in_final_thread_section = v3d->prog.cs->prog_data.vs->base.single_seg; shader.vertex_shader_start_in_final_thread_section = v3d->prog.vs->prog_data.vs->base.single_seg; shader.fragment_shader_start_in_final_thread_section = v3d->prog.fs->prog_data.fs->base.single_seg; #else shader.coordinate_shader_4_way_threadable = v3d->prog.cs->prog_data.vs->base.threads == 4; shader.coordinate_shader_2_way_threadable = v3d->prog.cs->prog_data.vs->base.threads == 2; shader.vertex_shader_4_way_threadable = v3d->prog.vs->prog_data.vs->base.threads == 4; shader.vertex_shader_2_way_threadable = v3d->prog.vs->prog_data.vs->base.threads == 2; shader.fragment_shader_4_way_threadable = v3d->prog.fs->prog_data.fs->base.threads == 4; shader.fragment_shader_2_way_threadable = v3d->prog.fs->prog_data.fs->base.threads == 2; #endif shader.vertex_id_read_by_coordinate_shader = v3d->prog.cs->prog_data.vs->uses_vid; shader.instance_id_read_by_coordinate_shader = v3d->prog.cs->prog_data.vs->uses_iid; shader.vertex_id_read_by_vertex_shader = v3d->prog.vs->prog_data.vs->uses_vid; shader.instance_id_read_by_vertex_shader = v3d->prog.vs->prog_data.vs->uses_iid; shader.address_of_default_attribute_values = cl_address(v3d_resource(vtx->defaults)->bo, vtx->defaults_offset); } bool cs_loaded_any = false; for (int i = 0; i < vtx->num_elements; i++) { struct pipe_vertex_element *elem = &vtx->pipe[i]; struct pipe_vertex_buffer *vb = &vertexbuf->vb[elem->vertex_buffer_index]; struct v3d_resource *rsc = v3d_resource(vb->buffer.resource); const uint32_t size = cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD); cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, &vtx->attrs[i * size], attr) { attr.stride = vb->stride; attr.address = cl_address(rsc->bo, vb->buffer_offset + elem->src_offset); attr.number_of_values_read_by_coordinate_shader = v3d->prog.cs->prog_data.vs->vattr_sizes[i]; attr.number_of_values_read_by_vertex_shader = v3d->prog.vs->prog_data.vs->vattr_sizes[i]; /* GFXH-930: At least one attribute must be enabled * and read by CS and VS. If we have attributes being * consumed by the VS but not the CS, then set up a * dummy load of the last attribute into the CS's VPM * inputs. (Since CS is just dead-code-elimination * compared to VS, we can't have CS loading but not * VS). */ if (v3d->prog.cs->prog_data.vs->vattr_sizes[i]) cs_loaded_any = true; if (i == vtx->num_elements - 1 && !cs_loaded_any) { attr.number_of_values_read_by_coordinate_shader = 1; } #if V3D_VERSION >= 41 attr.maximum_index = 0xffffff; #endif } STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size); } if (vtx->num_elements == 0) { /* GFXH-930: At least one attribute must be enabled and read * by CS and VS. If we have no attributes being consumed by * the shader, set up a dummy to be loaded into the VPM. */ cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) { /* Valid address of data whose value will be unused. */ attr.address = cl_address(job->indirect.bo, 0); attr.type = ATTRIBUTE_FLOAT; attr.stride = 0; attr.vec_size = 1; attr.number_of_values_read_by_coordinate_shader = 1; attr.number_of_values_read_by_vertex_shader = 1; } } cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) { vcm.number_of_16_vertex_batches_for_binning = v3d->prog.cs->prog_data.vs->vcm_cache_size; vcm.number_of_16_vertex_batches_for_rendering = v3d->prog.vs->prog_data.vs->vcm_cache_size; } cl_emit(&job->bcl, GL_SHADER_STATE, state) { state.address = cl_address(job->indirect.bo, shader_rec_offset); state.number_of_attribute_arrays = num_elements_to_emit; } v3d_bo_unreference(&cs_uniforms.bo); v3d_bo_unreference(&vs_uniforms.bo); v3d_bo_unreference(&fs_uniforms.bo); job->shader_rec_count++; } /** * Computes the various transform feedback statistics, since they can't be * recorded by CL packets. */ static void v3d_tf_statistics_record(struct v3d_context *v3d, const struct pipe_draw_info *info, bool prim_tf) { if (!v3d->active_queries) return; uint32_t prims = u_prims_for_vertices(info->mode, info->count); v3d->prims_generated += prims; if (prim_tf) { /* XXX: Only count if we didn't overflow. */ v3d->tf_prims_generated += prims; } } static void v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job) { switch (v3d->zsa->ez_state) { case VC5_EZ_UNDECIDED: /* If the Z/S state didn't pick a direction but didn't * disable, then go along with the current EZ state. This * allows EZ optimization for Z func == EQUAL or NEVER. */ break; case VC5_EZ_LT_LE: case VC5_EZ_GT_GE: /* If the Z/S state picked a direction, then it needs to match * the current direction if we've decided on one. */ if (job->ez_state == VC5_EZ_UNDECIDED) job->ez_state = v3d->zsa->ez_state; else if (job->ez_state != v3d->zsa->ez_state) job->ez_state = VC5_EZ_DISABLED; break; case VC5_EZ_DISABLED: /* If the current Z/S state disables EZ because of a bad Z * func or stencil operation, then we can't do any more EZ in * this frame. */ job->ez_state = VC5_EZ_DISABLED; break; } /* If the FS affects the Z of the pixels, then it may update against * the chosen EZ direction (though we could use * ARB_conservative_depth's hints to avoid this) */ if (v3d->prog.fs->prog_data.fs->writes_z) { job->ez_state = VC5_EZ_DISABLED; } if (job->first_ez_state == VC5_EZ_UNDECIDED && (job->ez_state != VC5_EZ_DISABLED || job->draw_calls_queued == 0)) job->first_ez_state = job->ez_state; } static void v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) { struct v3d_context *v3d = v3d_context(pctx); if (!info->count_from_stream_output && !info->indirect && !info->primitive_restart && !u_trim_pipe_prim(info->mode, (unsigned*)&info->count)) return; /* Fall back for weird desktop GL primitive restart values. */ if (info->primitive_restart && info->index_size) { uint32_t mask = ~0; switch (info->index_size) { case 2: mask = 0xffff; break; case 1: mask = 0xff; break; } if (info->restart_index != mask) { util_draw_vbo_without_prim_restart(pctx, info); return; } } if (info->mode >= PIPE_PRIM_QUADS) { util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base); util_primconvert_draw_vbo(v3d->primconvert, info); perf_debug("Fallback conversion for %d %s vertices\n", info->count, u_prim_name(info->mode)); return; } /* Before setting up the draw, flush anything writing to the resources * that we read from or reading from resources we write to. */ for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) v3d_predraw_check_stage_inputs(pctx, s); if (info->indirect) v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer); v3d_predraw_check_outputs(pctx); struct v3d_job *job = v3d_get_job_for_fbo(v3d); /* If vertex texturing depends on the output of rendering, we need to * ensure that that rendering is complete before we run a coordinate * shader that depends on it. * * Given that doing that is unusual, for now we just block the binner * on the last submitted render, rather than tracking the last * rendering to each texture's BO. */ if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || info->indirect) { perf_debug("Blocking binner on last render " "due to vertex texturing or indirect drawing.\n"); job->submit.in_sync_bcl = v3d->out_sync; } /* Mark SSBOs as being written. We don't actually know which ones are * read vs written, so just assume the worst */ for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) { foreach_bit(i, v3d->ssbo[s].enabled_mask) { v3d_job_add_write_resource(job, v3d->ssbo[s].sb[i].buffer); job->tmu_dirty_rcl = true; } foreach_bit(i, v3d->shaderimg[s].enabled_mask) { v3d_job_add_write_resource(job, v3d->shaderimg[s].si[i].base.resource); job->tmu_dirty_rcl = true; } } /* Get space to emit our draw call into the BCL, using a branch to * jump to a new BO if necessary. */ v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */); if (v3d->prim_mode != info->mode) { v3d->prim_mode = info->mode; v3d->dirty |= VC5_DIRTY_PRIM_MODE; } v3d_start_draw(v3d); v3d_update_compiled_shaders(v3d, info->mode); v3d_update_job_ez(v3d, job); /* If this job was writing to transform feedback buffers before this * draw and we are reading from them here, then we need to wait for TF * to complete before we emit this draw. * * Notice this check needs to happen before we emit state for the * current draw call, where we update job->tf_enabled, so we can ensure * that we only check TF writes for prior draws. */ v3d_emit_wait_for_tf_if_needed(v3d, job); #if V3D_VERSION >= 41 v3d41_emit_state(pctx); #else v3d33_emit_state(pctx); #endif if (v3d->dirty & (VC5_DIRTY_VTXBUF | VC5_DIRTY_VTXSTATE | VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER | VC5_DIRTY_COMPILED_CS | VC5_DIRTY_COMPILED_VS | VC5_DIRTY_COMPILED_FS | v3d->prog.cs->uniform_dirty_bits | v3d->prog.vs->uniform_dirty_bits | v3d->prog.fs->uniform_dirty_bits)) { v3d_emit_gl_shader_state(v3d, info); } v3d->dirty = 0; /* The Base Vertex/Base Instance packet sets those values to nonzero * for the next draw call only. */ if (info->index_bias || info->start_instance) { cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) { base.base_instance = info->start_instance; base.base_vertex = info->index_bias; } } uint32_t prim_tf_enable = 0; #if V3D_VERSION < 40 /* V3D 3.x: The HW only processes transform feedback on primitives * with the flag set. */ if (v3d->streamout.num_targets) prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS); #endif v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets); /* Note that the primitive type fields match with OpenGL/gallium * definitions, up to but not including QUADS. */ if (info->index_size) { uint32_t index_size = info->index_size; uint32_t offset = info->start * index_size; struct pipe_resource *prsc; if (info->has_user_indices) { prsc = NULL; u_upload_data(v3d->uploader, 0, info->count * info->index_size, 4, info->index.user, &offset, &prsc); } else { prsc = info->index.resource; } struct v3d_resource *rsc = v3d_resource(prsc); #if V3D_VERSION >= 40 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) { ib.address = cl_address(rsc->bo, 0); ib.size = rsc->bo->size; } #endif if (info->indirect) { cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) { prim.index_type = ffs(info->index_size) - 1; #if V3D_VERSION < 40 prim.address_of_indices_list = cl_address(rsc->bo, offset); #endif /* V3D_VERSION < 40 */ prim.mode = info->mode | prim_tf_enable; prim.enable_primitive_restarts = info->primitive_restart; prim.number_of_draw_indirect_indexed_records = info->indirect->draw_count; prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2; prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo, info->indirect->offset); } } else if (info->instance_count > 1) { cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) { prim.index_type = ffs(info->index_size) - 1; #if V3D_VERSION >= 40 prim.index_offset = offset; #else /* V3D_VERSION < 40 */ prim.maximum_index = (1u << 31) - 1; /* XXX */ prim.address_of_indices_list = cl_address(rsc->bo, offset); #endif /* V3D_VERSION < 40 */ prim.mode = info->mode | prim_tf_enable; prim.enable_primitive_restarts = info->primitive_restart; prim.number_of_instances = info->instance_count; prim.instance_length = info->count; } } else { cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) { prim.index_type = ffs(info->index_size) - 1; prim.length = info->count; #if V3D_VERSION >= 40 prim.index_offset = offset; #else /* V3D_VERSION < 40 */ prim.maximum_index = (1u << 31) - 1; /* XXX */ prim.address_of_indices_list = cl_address(rsc->bo, offset); #endif /* V3D_VERSION < 40 */ prim.mode = info->mode | prim_tf_enable; prim.enable_primitive_restarts = info->primitive_restart; } } job->draw_calls_queued++; if (info->has_user_indices) pipe_resource_reference(&prsc, NULL); } else { if (info->indirect) { cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) { prim.mode = info->mode | prim_tf_enable; prim.number_of_draw_indirect_array_records = info->indirect->draw_count; prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2; prim.address = cl_address(v3d_resource(info->indirect->buffer)->bo, info->indirect->offset); } } else if (info->instance_count > 1) { cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) { prim.mode = info->mode | prim_tf_enable; prim.index_of_first_vertex = info->start; prim.number_of_instances = info->instance_count; prim.instance_length = info->count; } } else { cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) { prim.mode = info->mode | prim_tf_enable; prim.length = info->count; prim.index_of_first_vertex = info->start; } } } /* A flush is required in between a TF draw and any following TF specs * packet, or the GPU may hang. Just flush each time for now. */ if (v3d->streamout.num_targets) cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush); job->draw_calls_queued++; /* Increment the TF offsets by how many verts we wrote. XXX: This * needs some clamping to the buffer size. */ for (int i = 0; i < v3d->streamout.num_targets; i++) v3d->streamout.offsets[i] += info->count; if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth.enabled) { struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture); v3d_job_add_bo(job, rsc->bo); job->load |= PIPE_CLEAR_DEPTH & ~job->clear; if (v3d->zsa->base.depth.writemask) job->store |= PIPE_CLEAR_DEPTH; rsc->initialized_buffers = PIPE_CLEAR_DEPTH; } if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) { struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture); if (rsc->separate_stencil) rsc = rsc->separate_stencil; v3d_job_add_bo(job, rsc->bo); job->load |= PIPE_CLEAR_STENCIL & ~job->clear; if (v3d->zsa->base.stencil[0].writemask || v3d->zsa->base.stencil[1].writemask) { job->store |= PIPE_CLEAR_STENCIL; } rsc->initialized_buffers |= PIPE_CLEAR_STENCIL; } for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) { uint32_t bit = PIPE_CLEAR_COLOR0 << i; int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0; if (job->store & bit || !job->cbufs[i]) continue; struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture); job->load |= bit & ~job->clear; if (v3d->blend->base.rt[blend_rt].colormask) job->store |= bit; v3d_job_add_bo(job, rsc->bo); } if (job->referenced_size > 768 * 1024 * 1024) { perf_debug("Flushing job with %dkb to try to free up memory\n", job->referenced_size / 1024); v3d_flush(pctx); } if (V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH) v3d_flush(pctx); } /** * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles. */ static void v3d_draw_clear(struct v3d_context *v3d, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { static const union pipe_color_union dummy_color = {}; /* The blitter util dereferences the color regardless, even though the * gallium clear API may not pass one in when only Z/S are cleared. */ if (!color) color = &dummy_color; v3d_blitter_save(v3d); util_blitter_clear(v3d->blitter, v3d->framebuffer.width, v3d->framebuffer.height, util_framebuffer_get_num_layers(&v3d->framebuffer), buffers, color, depth, stencil); } /** * Attempts to perform the GL clear by using the TLB's fast clear at the start * of the frame. */ static unsigned v3d_tlb_clear(struct v3d_job *job, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct v3d_context *v3d = job->v3d; if (job->draw_calls_queued) { /* If anything in the CL has drawn using the buffer, then the * TLB clear we're trying to add now would happen before that * drawing. */ buffers &= ~(job->load | job->store); } /* GFXH-1461: If we were to emit a load of just depth or just stencil, * then the clear for the other may get lost. We need to decide now * if it would be possible to need to emit a load of just one after * we've set up our TLB clears. */ if (buffers & PIPE_CLEAR_DEPTHSTENCIL && (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL && job->zsbuf && util_format_is_depth_and_stencil(job->zsbuf->texture->format)) { buffers &= ~PIPE_CLEAR_DEPTHSTENCIL; } for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) { uint32_t bit = PIPE_CLEAR_COLOR0 << i; if (!(buffers & bit)) continue; struct pipe_surface *psurf = v3d->framebuffer.cbufs[i]; struct v3d_surface *surf = v3d_surface(psurf); struct v3d_resource *rsc = v3d_resource(psurf->texture); union util_color uc; uint32_t internal_size = 4 << surf->internal_bpp; static union pipe_color_union swapped_color; if (v3d->swap_color_rb & (1 << i)) { swapped_color.f[0] = color->f[2]; swapped_color.f[1] = color->f[1]; swapped_color.f[2] = color->f[0]; swapped_color.f[3] = color->f[3]; color = &swapped_color; } switch (surf->internal_type) { case V3D_INTERNAL_TYPE_8: util_pack_color(color->f, PIPE_FORMAT_R8G8B8A8_UNORM, &uc); memcpy(job->clear_color[i], uc.ui, internal_size); break; case V3D_INTERNAL_TYPE_8I: case V3D_INTERNAL_TYPE_8UI: job->clear_color[i][0] = ((color->ui[0] & 0xff) | (color->ui[1] & 0xff) << 8 | (color->ui[2] & 0xff) << 16 | (color->ui[3] & 0xff) << 24); break; case V3D_INTERNAL_TYPE_16F: util_pack_color(color->f, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc); memcpy(job->clear_color[i], uc.ui, internal_size); break; case V3D_INTERNAL_TYPE_16I: case V3D_INTERNAL_TYPE_16UI: job->clear_color[i][0] = ((color->ui[0] & 0xffff) | color->ui[1] << 16); job->clear_color[i][1] = ((color->ui[2] & 0xffff) | color->ui[3] << 16); break; case V3D_INTERNAL_TYPE_32F: case V3D_INTERNAL_TYPE_32I: case V3D_INTERNAL_TYPE_32UI: memcpy(job->clear_color[i], color->ui, internal_size); break; } rsc->initialized_buffers |= bit; } unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL; if (zsclear) { struct v3d_resource *rsc = v3d_resource(v3d->framebuffer.zsbuf->texture); if (zsclear & PIPE_CLEAR_DEPTH) job->clear_z = depth; if (zsclear & PIPE_CLEAR_STENCIL) job->clear_s = stencil; rsc->initialized_buffers |= zsclear; } job->draw_min_x = 0; job->draw_min_y = 0; job->draw_max_x = v3d->framebuffer.width; job->draw_max_y = v3d->framebuffer.height; job->clear |= buffers; job->store |= buffers; v3d_start_draw(v3d); return buffers; } static void v3d_clear(struct pipe_context *pctx, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct v3d_context *v3d = v3d_context(pctx); struct v3d_job *job = v3d_get_job_for_fbo(v3d); buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil); if (buffers) v3d_draw_clear(v3d, buffers, color, depth, stencil); } 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) { fprintf(stderr, "unimpl: clear RT\n"); } 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) { fprintf(stderr, "unimpl: clear DS\n"); } void v3dX(draw_init)(struct pipe_context *pctx) { pctx->draw_vbo = v3d_draw_vbo; pctx->clear = v3d_clear; pctx->clear_render_target = v3d_clear_render_target; pctx->clear_depth_stencil = v3d_clear_depth_stencil; }