| /* |
| * 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); |
| |
| /* 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, false); |
| } |
| |
| /* 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, false); |
| } |
| |
| /* 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, |
| false); |
| } |
| |
| /* 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, |
| false); |
| } |
| } |
| } |
| |
| 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.do_scoreboard_wait_on_first_thread_switch = |
| v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw; |
| 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, |
| false); |
| } |
| |
| 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; |
| } |