Beispiel #1
0
void
vc4_flush(struct pipe_context *pctx)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        if (!vc4->needs_flush)
                return;

        /* The RCL setup would choke if the draw bounds cause no drawing, so
         * just drop the drawing if that's the case.
         */
        if (vc4->draw_max_x <= vc4->draw_min_x ||
            vc4->draw_max_y <= vc4->draw_min_y) {
                vc4_job_reset(vc4);
                return;
        }

        /* Increment the semaphore indicating that binning is done and
         * unblocking the render thread.  Note that this doesn't act until the
         * FLUSH completes.
         */
        cl_ensure_space(&vc4->bcl, 8);
        cl_u8(&vc4->bcl, VC4_PACKET_INCREMENT_SEMAPHORE);
        /* The FLUSH caps all of our bin lists with a VC4_PACKET_RETURN. */
        cl_u8(&vc4->bcl, VC4_PACKET_FLUSH);

        vc4_setup_rcl(vc4);

        vc4_job_submit(vc4);
}
Beispiel #2
0
void
vc4_flush(struct pipe_context *pctx)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        if (!vc4->needs_flush)
                return;

        cl_u8(&vc4->bcl, VC4_PACKET_FLUSH_ALL);
        cl_u8(&vc4->bcl, VC4_PACKET_NOP);
        cl_u8(&vc4->bcl, VC4_PACKET_HALT);

        vc4_setup_rcl(vc4);

        struct drm_vc4_submit_cl submit;
        memset(&submit, 0, sizeof(submit));

        submit.bo_handles = vc4->bo_handles.base;
        submit.bo_handle_count = (vc4->bo_handles.next -
                                  vc4->bo_handles.base) / 4;
        submit.bin_cl = vc4->bcl.base;
        submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base;
        submit.render_cl = vc4->rcl.base;
        submit.render_cl_size = vc4->rcl.next - vc4->rcl.base;
        submit.shader_rec = vc4->shader_rec.base;
        submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base;
        submit.shader_rec_count = vc4->shader_rec_count;
        submit.uniforms = vc4->uniforms.base;
        submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base;

        if (!(vc4_debug & VC4_DEBUG_NORAST)) {
                int ret;

#ifndef USE_VC4_SIMULATOR
                ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
#else
                ret = vc4_simulator_flush(vc4, &submit);
#endif
                if (ret)
                        errx(1, "VC4 submit failed\n");
        }

        vc4_reset_cl(&vc4->bcl);
        vc4_reset_cl(&vc4->rcl);
        vc4_reset_cl(&vc4->shader_rec);
        vc4_reset_cl(&vc4->uniforms);
        vc4_reset_cl(&vc4->bo_handles);
        struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
        for (int i = 0; i < submit.bo_handle_count; i++)
                vc4_bo_unreference(&referenced_bos[i]);
        vc4_reset_cl(&vc4->bo_pointers);
        vc4->shader_rec_count = 0;

        vc4->needs_flush = false;
        vc4->draw_call_queued = false;
        vc4->dirty = ~0;
        vc4->resolve = 0;
        vc4->cleared = 0;
}
void
vc4_flush(struct pipe_context *pctx)
{
        struct vc4_context *vc4 = vc4_context(pctx);
        struct pipe_surface *cbuf = vc4->framebuffer.cbufs[0];
        struct pipe_surface *zsbuf = vc4->framebuffer.zsbuf;

        if (!vc4->needs_flush)
                return;

        /* The RCL setup would choke if the draw bounds cause no drawing, so
         * just drop the drawing if that's the case.
         */
        if (vc4->draw_max_x <= vc4->draw_min_x ||
            vc4->draw_max_y <= vc4->draw_min_y) {
                vc4_job_reset(vc4);
                return;
        }

        /* Increment the semaphore indicating that binning is done and
         * unblocking the render thread.  Note that this doesn't act until the
         * FLUSH completes.
         */
        cl_ensure_space(&vc4->bcl, 8);
        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
        cl_u8(&bcl, VC4_PACKET_INCREMENT_SEMAPHORE);
        /* The FLUSH caps all of our bin lists with a VC4_PACKET_RETURN. */
        cl_u8(&bcl, VC4_PACKET_FLUSH);
        cl_end(&vc4->bcl, bcl);

        if (cbuf && (vc4->resolve & PIPE_CLEAR_COLOR0)) {
                pipe_surface_reference(&vc4->color_write, cbuf);
                if (!(vc4->cleared & PIPE_CLEAR_COLOR0)) {
                        pipe_surface_reference(&vc4->color_read, cbuf);
                } else {
                        pipe_surface_reference(&vc4->color_read, NULL);
                }

        } else {
                pipe_surface_reference(&vc4->color_write, NULL);
                pipe_surface_reference(&vc4->color_read, NULL);
        }

        if (vc4->framebuffer.zsbuf &&
            (vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
                pipe_surface_reference(&vc4->zs_write, zsbuf);
                if (!(vc4->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) {
                        pipe_surface_reference(&vc4->zs_read, zsbuf);
                } else {
                        pipe_surface_reference(&vc4->zs_read, NULL);
                }
        } else {
                pipe_surface_reference(&vc4->zs_write, NULL);
                pipe_surface_reference(&vc4->zs_read, NULL);
        }

        vc4_job_submit(vc4);
}
Beispiel #4
0
/**
 * Emits a PACKET_TILE_COORDINATES if one isn't already pending.
 *
 * The tile coordinates packet triggers a pending load if there is one, are
 * used for clipping during rendering, and determine where loads/stores happen
 * relative to their base address.
 */
static void
vc4_tile_coordinates(struct vc4_context *vc4, uint32_t x, uint32_t y,
                       bool *coords_emitted)
{
        if (*coords_emitted)
                return;

        cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
        cl_u8(&vc4->rcl, x);
        cl_u8(&vc4->rcl, y);

        *coords_emitted = true;
}
Beispiel #5
0
/**
 * Emits a no-op STORE_TILE_BUFFER_GENERAL.
 *
 * If we emit a PACKET_TILE_COORDINATES, it must be followed by a store of
 * some sort before another load is triggered.
 */
static void
vc4_store_before_load(struct vc4_context *vc4, bool *coords_emitted)
{
        if (!*coords_emitted)
                return;

        cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
        cl_u8(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_NONE);
        cl_u8(&vc4->rcl, (VC4_STORE_TILE_BUFFER_DISABLE_COLOR_CLEAR |
                          VC4_STORE_TILE_BUFFER_DISABLE_ZS_CLEAR |
                          VC4_STORE_TILE_BUFFER_DISABLE_VG_MASK_CLEAR));
        cl_u32(&vc4->rcl, 0); /* no address, since we're in None mode */

        *coords_emitted = false;
}
Beispiel #6
0
/**
 * Does the initial bining command list setup for drawing to a given FBO.
 */
static void
vc4_start_draw(struct vc4_context *vc4)
{
        struct vc4_job *job = vc4->job;

        if (job->needs_flush)
                return;

        vc4_get_draw_cl_space(job, 0);

        struct vc4_cl_out *bcl = cl_start(&job->bcl);
        //   Tile state data is 48 bytes per tile, I think it can be thrown away
        //   as soon as binning is finished.
        cl_u8(&bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
        cl_u32(&bcl, 0); /* tile alloc addr, filled by kernel */
        cl_u32(&bcl, 0); /* tile alloc size, filled by kernel */
        cl_u32(&bcl, 0); /* tile state addr, filled by kernel */
        cl_u8(&bcl, job->draw_tiles_x);
        cl_u8(&bcl, job->draw_tiles_y);
        /* Other flags are filled by kernel. */
        cl_u8(&bcl, job->msaa ? VC4_BIN_CONFIG_MS_MODE_4X : 0);

        /* START_TILE_BINNING resets the statechange counters in the hardware,
         * which are what is used when a primitive is binned to a tile to
         * figure out what new state packets need to be written to that tile's
         * command list.
         */
        cl_u8(&bcl, VC4_PACKET_START_TILE_BINNING);

        /* Reset the current compressed primitives format.  This gets modified
         * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
         * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
         * of every tile.
         */
        cl_u8(&bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
        cl_u8(&bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
                     VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));

        job->needs_flush = true;
        job->draw_width = vc4->framebuffer.width;
        job->draw_height = vc4->framebuffer.height;

        cl_end(&job->bcl, bcl);
}
Beispiel #7
0
static void
vc4_setup_rcl(struct vc4_context *vc4)
{
        struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
        struct vc4_resource *ctex = csurf ? vc4_resource(csurf->base.texture) : NULL;
        struct vc4_surface *zsurf = vc4_surface(vc4->framebuffer.zsbuf);
        struct vc4_resource *ztex = zsurf ? vc4_resource(zsurf->base.texture) : NULL;

        if (!csurf)
                vc4->resolve &= ~PIPE_CLEAR_COLOR0;
        if (!zsurf)
                vc4->resolve &= ~(PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL);
        uint32_t resolve_uncleared = vc4->resolve & ~vc4->cleared;
        uint32_t width = vc4->framebuffer.width;
        uint32_t height = vc4->framebuffer.height;
        uint32_t stride_in_tiles = align(width, 64) / 64;

        assert(vc4->draw_min_x != ~0 && vc4->draw_min_y != ~0);
        uint32_t min_x_tile = vc4->draw_min_x / 64;
        uint32_t min_y_tile = vc4->draw_min_y / 64;
        uint32_t max_x_tile = (vc4->draw_max_x - 1) / 64;
        uint32_t max_y_tile = (vc4->draw_max_y - 1) / 64;
        uint32_t xtiles = max_x_tile - min_x_tile + 1;
        uint32_t ytiles = max_y_tile - min_y_tile + 1;

#if 0
        fprintf(stderr, "RCL: resolve 0x%x clear 0x%x resolve uncleared 0x%x\n",
                vc4->resolve,
                vc4->cleared,
                resolve_uncleared);
#endif

        uint32_t reloc_size = 9;
        uint32_t clear_size = 14;
        uint32_t config_size = 11 + reloc_size;
        uint32_t loadstore_size = 7 + reloc_size;
        uint32_t tilecoords_size = 3;
        uint32_t branch_size = 5 + reloc_size;
        uint32_t color_store_size = 1;
        uint32_t semaphore_size = 1;
        cl_ensure_space(&vc4->rcl,
                        clear_size +
                        config_size +
                        loadstore_size +
                        semaphore_size +
                        xtiles * ytiles * (loadstore_size * 4 +
                                           tilecoords_size * 3 +
                                           branch_size +
                                           color_store_size));

        if (vc4->cleared) {
                cl_u8(&vc4->rcl, VC4_PACKET_CLEAR_COLORS);
                cl_u32(&vc4->rcl, vc4->clear_color[0]);
                cl_u32(&vc4->rcl, vc4->clear_color[1]);
                cl_u32(&vc4->rcl, vc4->clear_depth);
                cl_u8(&vc4->rcl, vc4->clear_stencil);
        }

        /* The rendering mode config determines the pointer that's used for
         * VC4_PACKET_STORE_MS_TILE_BUFFER address computations.  The kernel
         * could handle a no-relocation rendering mode config and deny those
         * packets, but instead we just tell the kernel we're doing our color
         * rendering to the Z buffer, and just don't emit any of those
         * packets.
         */
        struct vc4_surface *render_surf = csurf ? csurf : zsurf;
        struct vc4_resource *render_tex = vc4_resource(render_surf->base.texture);
        cl_start_reloc(&vc4->rcl, 1);
        cl_u8(&vc4->rcl, VC4_PACKET_TILE_RENDERING_MODE_CONFIG);
        cl_reloc(vc4, &vc4->rcl, render_tex->bo, render_surf->offset);
        cl_u16(&vc4->rcl, width);
        cl_u16(&vc4->rcl, height);
        cl_u16(&vc4->rcl, ((render_surf->tiling <<
                            VC4_RENDER_CONFIG_MEMORY_FORMAT_SHIFT) |
                           (vc4_rt_format_is_565(render_surf->base.format) ?
                            VC4_RENDER_CONFIG_FORMAT_BGR565 :
                            VC4_RENDER_CONFIG_FORMAT_RGBA8888)));

        /* The tile buffer normally gets cleared when the previous tile is
         * stored.  If the clear values changed between frames, then the tile
         * buffer has stale clear values in it, so we have to do a store in
         * None mode (no writes) so that we trigger the tile buffer clear.
         *
         * Excess clearing is only a performance cost, since per-tile contents
         * will be loaded/stored in the loop below.
         */
        if (vc4->cleared & (PIPE_CLEAR_COLOR0 |
                            PIPE_CLEAR_DEPTH |
                            PIPE_CLEAR_STENCIL)) {
                cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
                cl_u8(&vc4->rcl, 0);
                cl_u8(&vc4->rcl, 0);

                cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
                cl_u16(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_NONE);
                cl_u32(&vc4->rcl, 0); /* no address, since we're in None mode */
        }

        uint32_t color_hindex = ctex ? vc4_gem_hindex(vc4, ctex->bo) : 0;
        uint32_t depth_hindex = ztex ? vc4_gem_hindex(vc4, ztex->bo) : 0;
        uint32_t tile_alloc_hindex = vc4_gem_hindex(vc4, vc4->tile_alloc);

        for (int y = min_y_tile; y <= max_y_tile; y++) {
                for (int x = min_x_tile; x <= max_x_tile; x++) {
                        bool end_of_frame = (x == max_x_tile &&
                                             y == max_y_tile);
                        bool coords_emitted = false;

                        /* Note that the load doesn't actually occur until the
                         * tile coords packet is processed, and only one load
                         * may be outstanding at a time.
                         */
                        if (resolve_uncleared & PIPE_CLEAR_COLOR) {
                                vc4_store_before_load(vc4, &coords_emitted);

                                cl_start_reloc(&vc4->rcl, 1);
                                cl_u8(&vc4->rcl, VC4_PACKET_LOAD_TILE_BUFFER_GENERAL);
                                cl_u8(&vc4->rcl,
                                      VC4_LOADSTORE_TILE_BUFFER_COLOR |
                                      (csurf->tiling <<
                                       VC4_LOADSTORE_TILE_BUFFER_FORMAT_SHIFT));
                                cl_u8(&vc4->rcl,
                                      vc4_rt_format_is_565(csurf->base.format) ?
                                      VC4_LOADSTORE_TILE_BUFFER_BGR565 :
                                      VC4_LOADSTORE_TILE_BUFFER_RGBA8888);
                                cl_reloc_hindex(&vc4->rcl, color_hindex,
                                                csurf->offset);

                                vc4_tile_coordinates(vc4, x, y, &coords_emitted);
                        }

                        if (resolve_uncleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) {
                                vc4_store_before_load(vc4, &coords_emitted);

                                cl_start_reloc(&vc4->rcl, 1);
                                cl_u8(&vc4->rcl, VC4_PACKET_LOAD_TILE_BUFFER_GENERAL);
                                cl_u8(&vc4->rcl,
                                      VC4_LOADSTORE_TILE_BUFFER_ZS |
                                      (zsurf->tiling <<
                                       VC4_LOADSTORE_TILE_BUFFER_FORMAT_SHIFT));
                                cl_u8(&vc4->rcl, 0);
                                cl_reloc_hindex(&vc4->rcl, depth_hindex,
                                                zsurf->offset);

                                vc4_tile_coordinates(vc4, x, y, &coords_emitted);
                        }

                        /* Clipping depends on tile coordinates having been
                         * emitted, so make sure it's happened even if
                         * everything was cleared to start.
                         */
                        vc4_tile_coordinates(vc4, x, y, &coords_emitted);

                        /* Wait for the binner before jumping to the first
                         * tile's lists.
                         */
                        if (x == min_x_tile && y == min_y_tile)
                                cl_u8(&vc4->rcl, VC4_PACKET_WAIT_ON_SEMAPHORE);

                        cl_start_reloc(&vc4->rcl, 1);
                        cl_u8(&vc4->rcl, VC4_PACKET_BRANCH_TO_SUB_LIST);
                        cl_reloc_hindex(&vc4->rcl, tile_alloc_hindex,
                                        (y * stride_in_tiles + x) * 32);

                        if (vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) {
                                vc4_tile_coordinates(vc4, x, y, &coords_emitted);

                                cl_start_reloc(&vc4->rcl, 1);
                                cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
                                cl_u8(&vc4->rcl,
                                      VC4_LOADSTORE_TILE_BUFFER_ZS |
                                      (zsurf->tiling <<
                                       VC4_LOADSTORE_TILE_BUFFER_FORMAT_SHIFT));
                                cl_u8(&vc4->rcl,
                                      VC4_STORE_TILE_BUFFER_DISABLE_COLOR_CLEAR);
                                cl_reloc_hindex(&vc4->rcl, depth_hindex,
                                                zsurf->offset |
                                                ((end_of_frame &&
                                                  !(vc4->resolve & PIPE_CLEAR_COLOR0)) ?
                                                 VC4_LOADSTORE_TILE_BUFFER_EOF : 0));

                                coords_emitted = false;
                        }

                        if (vc4->resolve & PIPE_CLEAR_COLOR0) {
                                vc4_tile_coordinates(vc4, x, y, &coords_emitted);
                                if (end_of_frame) {
                                        cl_u8(&vc4->rcl,
                                              VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF);
                                } else {
                                        cl_u8(&vc4->rcl,
                                              VC4_PACKET_STORE_MS_TILE_BUFFER);
                                }

                                coords_emitted = false;
                        }

                        /* One of the bits needs to have been set that would
                         * have triggered an EOF.
                         */
                        assert(vc4->resolve & (PIPE_CLEAR_COLOR0 |
                                               PIPE_CLEAR_DEPTH |
                                               PIPE_CLEAR_STENCIL));
                        /* Any coords emitted must also have been consumed by
                         * a store.
                         */
                        assert(!coords_emitted);
                }
        }

        if (vc4->resolve & PIPE_CLEAR_COLOR0)
                ctex->writes++;

        if (vc4->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))
                ztex->writes++;
}
Beispiel #8
0
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);
                perf_debug("Fallback conversion for %d %s vertices\n",
                           info->count, u_prim_name(info->mode));
                return;
        }

        /* Before setting up the draw, do any fixup blits necessary. */
        vc4_update_shadow_textures(pctx, &vc4->verttex);
        vc4_update_shadow_textures(pctx, &vc4->fragtex);

        vc4_hw_2116_workaround(pctx);

        vc4_get_draw_cl_space(vc4);

        if (vc4->prim_mode != info->mode) {
                vc4->prim_mode = info->mode;
                vc4->dirty |= VC4_DIRTY_PRIM_MODE;
        }

        vc4_start_draw(vc4);
        vc4_update_compiled_shaders(vc4, info->mode);

        vc4_emit_state(pctx);

        if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
                           VC4_DIRTY_VTXSTATE |
                           VC4_DIRTY_PRIM_MODE |
                           VC4_DIRTY_RASTERIZER |
                           VC4_DIRTY_COMPILED_CS |
                           VC4_DIRTY_COMPILED_VS |
                           VC4_DIRTY_COMPILED_FS |
                           vc4->prog.cs->uniform_dirty_bits |
                           vc4->prog.vs->uniform_dirty_bits |
                           vc4->prog.fs->uniform_dirty_bits)) ||
            vc4->last_index_bias != info->index_bias) {
                vc4_emit_gl_shader_state(vc4, info);
        }

        vc4->dirty = 0;

        /* Note that the primitive type fields match with OpenGL/gallium
         * definitions, up to but not including QUADS.
         */
        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
        if (info->indexed) {
                uint32_t offset = vc4->indexbuf.offset;
                uint32_t index_size = vc4->indexbuf.index_size;
                struct pipe_resource *prsc;
                if (vc4->indexbuf.index_size == 4) {
                        prsc = vc4_get_shadow_index_buffer(pctx, &vc4->indexbuf,
                                                           info->count, &offset);
                        index_size = 2;
                } else {
                        if (vc4->indexbuf.user_buffer) {
                                prsc = NULL;
                                u_upload_data(vc4->uploader, 0,
                                              info->count * index_size, 4,
                                              vc4->indexbuf.user_buffer,
                                              &offset, &prsc);
                        } else {
                                prsc = vc4->indexbuf.buffer;
                        }
                }
                struct vc4_resource *rsc = vc4_resource(prsc);

                cl_start_reloc(&vc4->bcl, &bcl, 1);
                cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
                cl_u8(&bcl,
                      info->mode |
                      (index_size == 2 ?
                       VC4_INDEX_BUFFER_U16:
                       VC4_INDEX_BUFFER_U8));
                cl_u32(&bcl, info->count);
                cl_reloc(vc4, &vc4->bcl, &bcl, rsc->bo, offset);
                cl_u32(&bcl, vc4->max_index);

                if (vc4->indexbuf.index_size == 4 || vc4->indexbuf.user_buffer)
                        pipe_resource_reference(&prsc, NULL);
        } else {
                cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
                cl_u8(&bcl, info->mode);
                cl_u32(&bcl, info->count);
                cl_u32(&bcl, info->start);
        }
        cl_end(&vc4->bcl, bcl);

        if (vc4->zsa && vc4->zsa->base.depth.enabled) {
                vc4->resolve |= PIPE_CLEAR_DEPTH;
        }
        if (vc4->zsa && vc4->zsa->base.stencil[0].enabled)
                vc4->resolve |= PIPE_CLEAR_STENCIL;
        vc4->resolve |= PIPE_CLEAR_COLOR0;

        vc4->shader_rec_count++;

        if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
                vc4_flush(pctx);
}
Beispiel #9
0
static void
vc4_emit_gl_shader_state(struct vc4_context *vc4, const struct pipe_draw_info *info)
{
        /* VC4_DIRTY_VTXSTATE */
        struct vc4_vertex_stateobj *vtx = vc4->vtx;
        /* VC4_DIRTY_VTXBUF */
        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;

        /* The simulator throws a fit if VS or CS don't read an attribute, so
         * we emit a dummy read.
         */
        uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
        /* Emit the shader record. */
        struct vc4_cl_out *shader_rec =
                cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
        /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
        cl_u16(&shader_rec,
               VC4_SHADER_FLAG_ENABLE_CLIPPING |
               VC4_SHADER_FLAG_FS_SINGLE_THREAD |
               ((info->mode == PIPE_PRIM_POINTS &&
                 vc4->rasterizer->base.point_size_per_vertex) ?
                VC4_SHADER_FLAG_VS_POINT_SIZE : 0));

        /* VC4_DIRTY_COMPILED_FS */
        cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
        cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
        cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */

        /* VC4_DIRTY_COMPILED_VS */
        cl_u16(&shader_rec, 0); /* vs num uniforms */
        cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
        cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
        cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */

        /* VC4_DIRTY_COMPILED_CS */
        cl_u16(&shader_rec, 0); /* cs num uniforms */
        cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
        cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
        cl_reloc(vc4, &vc4->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */

        uint32_t max_index = 0xffff;
        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 vc4_resource *rsc = vc4_resource(vb->buffer);
                /* not vc4->dirty tracked: vc4->last_index_bias */
                uint32_t offset = (vb->buffer_offset +
                                   elem->src_offset +
                                   vb->stride * info->index_bias);
                uint32_t vb_size = rsc->bo->size - offset;
                uint32_t elem_size =
                        util_format_get_blocksize(elem->src_format);

                cl_reloc(vc4, &vc4->shader_rec, &shader_rec, rsc->bo, offset);
                cl_u8(&shader_rec, elem_size - 1);
                cl_u8(&shader_rec, vb->stride);
                cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
                cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);

                if (vb->stride > 0) {
                        max_index = MIN2(max_index,
                                         (vb_size - elem_size) / vb->stride);
                }
        }

        if (vtx->num_elements == 0) {
                assert(num_elements_emit == 1);
                struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
                cl_reloc(vc4, &vc4->shader_rec, &shader_rec, bo, 0);
                cl_u8(&shader_rec, 16 - 1); /* element size */
                cl_u8(&shader_rec, 0); /* stride */
                cl_u8(&shader_rec, 0); /* VS VPM offset */
                cl_u8(&shader_rec, 0); /* CS VPM offset */
                vc4_bo_unreference(&bo);
        }
        cl_end(&vc4->shader_rec, shader_rec);

        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
        /* the actual draw call. */
        cl_u8(&bcl, VC4_PACKET_GL_SHADER_STATE);
        assert(vtx->num_elements <= 8);
        /* Note that number of attributes == 0 in the packet means 8
         * attributes.  This field also contains the offset into shader_rec.
         */
        cl_u32(&bcl, num_elements_emit & 0x7);
        cl_end(&vc4->bcl, bcl);

        vc4_write_uniforms(vc4, vc4->prog.fs,
                           &vc4->constbuf[PIPE_SHADER_FRAGMENT],
                           &vc4->fragtex);
        vc4_write_uniforms(vc4, vc4->prog.vs,
                           &vc4->constbuf[PIPE_SHADER_VERTEX],
                           &vc4->verttex);
        vc4_write_uniforms(vc4, vc4->prog.cs,
                           &vc4->constbuf[PIPE_SHADER_VERTEX],
                           &vc4->verttex);

        vc4->last_index_bias = info->index_bias;
        vc4->max_index = max_index;
}
Beispiel #10
0
void
vc4_flush(struct pipe_context *pctx)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        if (!vc4->needs_flush)
                return;

        /* The FLUSH caps all of our bin lists with a VC4_PACKET_RETURN. */
        cl_u8(&vc4->bcl, VC4_PACKET_FLUSH);

        cl_u8(&vc4->bcl, VC4_PACKET_NOP);
        cl_u8(&vc4->bcl, VC4_PACKET_HALT);

        vc4_setup_rcl(vc4);

        if (vc4_debug & VC4_DEBUG_CL) {
                fprintf(stderr, "BCL:\n");
                vc4_dump_cl(vc4->bcl.base, vc4->bcl.end - vc4->bcl.base, false);
                fprintf(stderr, "RCL:\n");
                vc4_dump_cl(vc4->rcl.base, vc4->rcl.end - vc4->rcl.base, true);
        }

        struct drm_vc4_submit_cl submit;
        memset(&submit, 0, sizeof(submit));

        submit.bo_handles = vc4->bo_handles.base;
        submit.bo_handle_count = (vc4->bo_handles.next -
                                  vc4->bo_handles.base) / 4;
        submit.bin_cl = vc4->bcl.base;
        submit.bin_cl_size = vc4->bcl.next - vc4->bcl.base;
        submit.render_cl = vc4->rcl.base;
        submit.render_cl_size = vc4->rcl.next - vc4->rcl.base;
        submit.shader_rec = vc4->shader_rec.base;
        submit.shader_rec_size = vc4->shader_rec.next - vc4->shader_rec.base;
        submit.shader_rec_count = vc4->shader_rec_count;
        submit.uniforms = vc4->uniforms.base;
        submit.uniforms_size = vc4->uniforms.next - vc4->uniforms.base;

        if (!(vc4_debug & VC4_DEBUG_NORAST)) {
                int ret;

#ifndef USE_VC4_SIMULATOR
                ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit);
#else
                ret = vc4_simulator_flush(vc4, &submit);
#endif
                if (ret) {
                        fprintf(stderr, "VC4 submit failed\n");
                        abort();
                }
        }

        vc4_reset_cl(&vc4->bcl);
        vc4_reset_cl(&vc4->rcl);
        vc4_reset_cl(&vc4->shader_rec);
        vc4_reset_cl(&vc4->uniforms);
        vc4_reset_cl(&vc4->bo_handles);
        struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
        for (int i = 0; i < submit.bo_handle_count; i++)
                vc4_bo_unreference(&referenced_bos[i]);
        vc4_reset_cl(&vc4->bo_pointers);
        vc4->shader_rec_count = 0;

        vc4->needs_flush = false;
        vc4->draw_call_queued = false;

        /* We have no hardware context saved between our draw calls, so we
         * need to flag the next draw as needing all state emitted.  Emitting
         * all state at the start of our draws is also what ensures that we
         * return to the state we need after a previous tile has finished.
         */
        vc4->dirty = ~0;
        vc4->resolve = 0;
        vc4->cleared = 0;
}
Beispiel #11
0
void
vc4_emit_state(struct pipe_context *pctx)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        struct vc4_cl_out *bcl = cl_start(&vc4->bcl);
        if (vc4->dirty & (VC4_DIRTY_SCISSOR | VC4_DIRTY_VIEWPORT |
                          VC4_DIRTY_RASTERIZER)) {
                float *vpscale = vc4->viewport.scale;
                float *vptranslate = vc4->viewport.translate;
                float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
                float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
                float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
                float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];

                /* Clip to the scissor if it's enabled, but still clip to the
                 * drawable regardless since that controls where the binner
                 * tries to put things.
                 *
                 * Additionally, always clip the rendering to the viewport,
                 * since the hardware does guardband clipping, meaning
                 * primitives would rasterize outside of the view volume.
                 */
                uint32_t minx, miny, maxx, maxy;
                if (!vc4->rasterizer->base.scissor) {
                        minx = MAX2(vp_minx, 0);
                        miny = MAX2(vp_miny, 0);
                        maxx = MIN2(vp_maxx, vc4->draw_width);
                        maxy = MIN2(vp_maxy, vc4->draw_height);
                } else {
                        minx = MAX2(vp_minx, vc4->scissor.minx);
                        miny = MAX2(vp_miny, vc4->scissor.miny);
                        maxx = MIN2(vp_maxx, vc4->scissor.maxx);
                        maxy = MIN2(vp_maxy, vc4->scissor.maxy);
                }

                cl_u8(&bcl, VC4_PACKET_CLIP_WINDOW);
                cl_u16(&bcl, minx);
                cl_u16(&bcl, miny);
                cl_u16(&bcl, maxx - minx);
                cl_u16(&bcl, maxy - miny);

                vc4->draw_min_x = MIN2(vc4->draw_min_x, minx);
                vc4->draw_min_y = MIN2(vc4->draw_min_y, miny);
                vc4->draw_max_x = MAX2(vc4->draw_max_x, maxx);
                vc4->draw_max_y = MAX2(vc4->draw_max_y, maxy);
        }

        if (vc4->dirty & (VC4_DIRTY_RASTERIZER | VC4_DIRTY_ZSA)) {
                uint8_t ez_enable_mask_out = ~0;

                /* HW-2905: If the RCL ends up doing a full-res load when
                 * multisampling, then early Z tracking may end up with values
                 * from the previous tile due to a HW bug.  Disable it to
                 * avoid that.
                 *
                 * We should be able to skip this when the Z is cleared, but I
                 * was seeing bad rendering on glxgears -samples 4 even in
                 * that case.
                 */
                if (vc4->msaa)
                        ez_enable_mask_out &= ~VC4_CONFIG_BITS_EARLY_Z;

                cl_u8(&bcl, VC4_PACKET_CONFIGURATION_BITS);
                cl_u8(&bcl,
                      vc4->rasterizer->config_bits[0] |
                      vc4->zsa->config_bits[0]);
                cl_u8(&bcl,
                      vc4->rasterizer->config_bits[1] |
                      vc4->zsa->config_bits[1]);
                cl_u8(&bcl,
                      (vc4->rasterizer->config_bits[2] |
                       vc4->zsa->config_bits[2]) & ez_enable_mask_out);
        }

        if (vc4->dirty & VC4_DIRTY_RASTERIZER) {
                cl_u8(&bcl, VC4_PACKET_DEPTH_OFFSET);
                cl_u16(&bcl, vc4->rasterizer->offset_factor);
                cl_u16(&bcl, vc4->rasterizer->offset_units);

                cl_u8(&bcl, VC4_PACKET_POINT_SIZE);
                cl_f(&bcl, vc4->rasterizer->point_size);

                cl_u8(&bcl, VC4_PACKET_LINE_WIDTH);
                cl_f(&bcl, vc4->rasterizer->base.line_width);
        }

        if (vc4->dirty & VC4_DIRTY_VIEWPORT) {
                cl_u8(&bcl, VC4_PACKET_CLIPPER_XY_SCALING);
                cl_f(&bcl, vc4->viewport.scale[0] * 16.0f);
                cl_f(&bcl, vc4->viewport.scale[1] * 16.0f);

                cl_u8(&bcl, VC4_PACKET_CLIPPER_Z_SCALING);
                cl_f(&bcl, vc4->viewport.translate[2]);
                cl_f(&bcl, vc4->viewport.scale[2]);

                cl_u8(&bcl, VC4_PACKET_VIEWPORT_OFFSET);
                cl_u16(&bcl, 16 * vc4->viewport.translate[0]);
                cl_u16(&bcl, 16 * vc4->viewport.translate[1]);
        }

        if (vc4->dirty & VC4_DIRTY_FLAT_SHADE_FLAGS) {
                cl_u8(&bcl, VC4_PACKET_FLAT_SHADE_FLAGS);
                cl_u32(&bcl, vc4->rasterizer->base.flatshade ?
                       vc4->prog.fs->color_inputs : 0);
        }

        cl_end(&vc4->bcl, bcl);
}
/**
 * Does the initial bining command list setup for drawing to a given FBO.
 */
static void
vc4_start_draw(struct vc4_context *vc4)
{
        if (vc4->needs_flush)
                return;

        uint32_t width = vc4->framebuffer.width;
        uint32_t height = vc4->framebuffer.height;
        uint32_t tilew = align(width, 64) / 64;
        uint32_t tileh = align(height, 64) / 64;

        /* Tile alloc memory setup: We use an initial alloc size of 32b.  The
         * hardware then aligns that to 256b (we use 4096, because all of our
         * BO allocations align to that anyway), then for some reason the
         * simulator wants an extra page available, even if you have overflow
         * memory set up.
         */
        uint32_t tile_alloc_size = 32 * tilew * tileh;
        tile_alloc_size = align(tile_alloc_size, 4096);
        tile_alloc_size += 4096;
        uint32_t tile_state_size = 48 * tilew * tileh;
        if (!vc4->tile_alloc || vc4->tile_alloc->size < tile_alloc_size) {
                vc4_bo_unreference(&vc4->tile_alloc);
                vc4->tile_alloc = vc4_bo_alloc(vc4->screen, tile_alloc_size,
                                               "tile_alloc");
        }
        if (!vc4->tile_state || vc4->tile_state->size < tile_state_size) {
                vc4_bo_unreference(&vc4->tile_state);
                vc4->tile_state = vc4_bo_alloc(vc4->screen, tile_state_size,
                                               "tile_state");
        }

        //   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);
        cl_u8(&vc4->bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
        cl_reloc(vc4, &vc4->bcl, vc4->tile_alloc, 0);
        cl_u32(&vc4->bcl, vc4->tile_alloc->size);
        cl_reloc(vc4, &vc4->bcl, vc4->tile_state, 0);
        cl_u8(&vc4->bcl, tilew);
        cl_u8(&vc4->bcl, tileh);
        cl_u8(&vc4->bcl,
              VC4_BIN_CONFIG_AUTO_INIT_TSDA |
              VC4_BIN_CONFIG_ALLOC_BLOCK_SIZE_32 |
              VC4_BIN_CONFIG_ALLOC_INIT_BLOCK_SIZE_32);

        /* START_TILE_BINNING resets the statechange counters in the hardware,
         * which are what is used when a primitive is binned to a tile to
         * figure out what new state packets need to be written to that tile's
         * command list.
         */
        cl_u8(&vc4->bcl, VC4_PACKET_START_TILE_BINNING);

        /* Reset the current compressed primitives format.  This gets modified
         * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
         * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
         * of every tile.
         */
        cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
        cl_u8(&vc4->bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
                          VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));

        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;
        }

        struct vc4_vertex_stateobj *vtx = vc4->vtx;
        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;

        if (vc4->prim_mode != info->mode) {
                vc4->prim_mode = info->mode;
                vc4->dirty |= VC4_DIRTY_PRIM_MODE;
        }

        vc4_start_draw(vc4);
        vc4_update_compiled_shaders(vc4, info->mode);

        vc4_emit_state(pctx);
        vc4->dirty = 0;

        vc4_write_uniforms(vc4, vc4->prog.fs,
                           &vc4->constbuf[PIPE_SHADER_FRAGMENT],
                           &vc4->fragtex);
        vc4_write_uniforms(vc4, vc4->prog.vs,
                           &vc4->constbuf[PIPE_SHADER_VERTEX],
                           &vc4->verttex);
        vc4_write_uniforms(vc4, vc4->prog.cs,
                           &vc4->constbuf[PIPE_SHADER_VERTEX],
                           &vc4->verttex);

        /* The simulator throws a fit if VS or CS don't read an attribute, so
         * we emit a dummy read.
         */
        uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
        /* Emit the shader record. */
        cl_start_shader_reloc(&vc4->shader_rec, 3 + num_elements_emit);
        cl_u16(&vc4->shader_rec,
               VC4_SHADER_FLAG_ENABLE_CLIPPING |
               ((info->mode == PIPE_PRIM_POINTS &&
                 vc4->rasterizer->base.point_size_per_vertex) ?
                VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
        cl_u8(&vc4->shader_rec, 0); /* fs num uniforms (unused) */
        cl_u8(&vc4->shader_rec, vc4->prog.fs->num_inputs);
        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.fs->bo, 0);
        cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */

        cl_u16(&vc4->shader_rec, 0); /* vs num uniforms */
        cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* vs attribute array bitfield */
        cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* vs total attribute size */
        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.vs->bo, 0);
        cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */

        cl_u16(&vc4->shader_rec, 0); /* cs num uniforms */
        cl_u8(&vc4->shader_rec, (1 << num_elements_emit) - 1); /* cs attribute array bitfield */
        cl_u8(&vc4->shader_rec, 16 * num_elements_emit); /* cs total attribute size */
        cl_reloc(vc4, &vc4->shader_rec, vc4->prog.cs->bo, 0);
        cl_u32(&vc4->shader_rec, 0); /* UBO offset written by kernel */

        uint32_t max_index = 0xffff;
        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 vc4_resource *rsc = vc4_resource(vb->buffer);
                uint32_t offset = vb->buffer_offset + elem->src_offset;
                uint32_t vb_size = rsc->bo->size - offset;
                uint32_t elem_size =
                        util_format_get_blocksize(elem->src_format);

                cl_reloc(vc4, &vc4->shader_rec, rsc->bo, offset);
                cl_u8(&vc4->shader_rec, elem_size - 1);
                cl_u8(&vc4->shader_rec, vb->stride);
                cl_u8(&vc4->shader_rec, i * 16); /* VS VPM offset */
                cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */

                if (vb->stride > 0) {
                        max_index = MIN2(max_index,
                                         (vb_size - elem_size) / vb->stride);
                }
        }

        if (vtx->num_elements == 0) {
                assert(num_elements_emit == 1);
                struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
                cl_reloc(vc4, &vc4->shader_rec, bo, 0);
                cl_u8(&vc4->shader_rec, 16 - 1); /* element size */
                cl_u8(&vc4->shader_rec, 0); /* stride */
                cl_u8(&vc4->shader_rec, 0); /* VS VPM offset */
                cl_u8(&vc4->shader_rec, 0); /* CS VPM offset */
                vc4_bo_unreference(&bo);
        }

        /* the actual draw call. */
        cl_u8(&vc4->bcl, VC4_PACKET_GL_SHADER_STATE);
        assert(vtx->num_elements <= 8);
        /* Note that number of attributes == 0 in the packet means 8
         * attributes.  This field also contains the offset into shader_rec.
         */
        cl_u32(&vc4->bcl, num_elements_emit & 0x7);

        /* Note that the primitive type fields match with OpenGL/gallium
         * definitions, up to but not including QUADS.
         */
        if (info->indexed) {
                struct vc4_resource *rsc = vc4_resource(vc4->indexbuf.buffer);
                uint32_t offset = vc4->indexbuf.offset;
                uint32_t index_size = vc4->indexbuf.index_size;
                if (rsc->shadow_parent) {
                        vc4_update_shadow_index_buffer(pctx, &vc4->indexbuf);
                        offset = 0;
                        index_size = 2;
                }

                cl_start_reloc(&vc4->bcl, 1);
                cl_u8(&vc4->bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
                cl_u8(&vc4->bcl,
                      info->mode |
                      (index_size == 2 ?
                       VC4_INDEX_BUFFER_U16:
                       VC4_INDEX_BUFFER_U8));
                cl_u32(&vc4->bcl, info->count);
                cl_reloc(vc4, &vc4->bcl, rsc->bo, offset);
                cl_u32(&vc4->bcl, max_index);
        } else {
                cl_u8(&vc4->bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
                cl_u8(&vc4->bcl, info->mode);
                cl_u32(&vc4->bcl, info->count);
                cl_u32(&vc4->bcl, info->start);
        }

        if (vc4->zsa && vc4->zsa->base.depth.enabled) {
                vc4->resolve |= PIPE_CLEAR_DEPTH;
        }
        if (vc4->zsa && vc4->zsa->base.stencil[0].enabled)
                vc4->resolve |= PIPE_CLEAR_STENCIL;
        vc4->resolve |= PIPE_CLEAR_COLOR0;

        vc4->shader_rec_count++;

        if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
                vc4_flush(pctx);
}
Beispiel #14
0
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);
                perf_debug("Fallback conversion for %d %s vertices\n",
                           info->count, u_prim_name(info->mode));
                return;
        }

        /* Before setting up the draw, do any fixup blits necessary. */
        vc4_predraw_check_textures(pctx, &vc4->verttex);
        vc4_predraw_check_textures(pctx, &vc4->fragtex);

        vc4_hw_2116_workaround(pctx, info->count);

        struct vc4_job *job = vc4_get_job_for_fbo(vc4);

        vc4_get_draw_cl_space(job, info->count);

        if (vc4->prim_mode != info->mode) {
                vc4->prim_mode = info->mode;
                vc4->dirty |= VC4_DIRTY_PRIM_MODE;
        }

        vc4_start_draw(vc4);
        if (!vc4_update_compiled_shaders(vc4, info->mode)) {
                debug_warn_once("shader compile failed, skipping draw call.\n");
                return;
        }

        vc4_emit_state(pctx);

        if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
                           VC4_DIRTY_VTXSTATE |
                           VC4_DIRTY_PRIM_MODE |
                           VC4_DIRTY_RASTERIZER |
                           VC4_DIRTY_COMPILED_CS |
                           VC4_DIRTY_COMPILED_VS |
                           VC4_DIRTY_COMPILED_FS |
                           vc4->prog.cs->uniform_dirty_bits |
                           vc4->prog.vs->uniform_dirty_bits |
                           vc4->prog.fs->uniform_dirty_bits)) ||
            vc4->last_index_bias != info->index_bias) {
                vc4_emit_gl_shader_state(vc4, info, 0);
        }

        vc4->dirty = 0;

        /* Note that the primitive type fields match with OpenGL/gallium
         * definitions, up to but not including QUADS.
         */
        struct vc4_cl_out *bcl = cl_start(&job->bcl);
        if (info->indexed) {
                uint32_t offset = vc4->indexbuf.offset;
                uint32_t index_size = vc4->indexbuf.index_size;
                struct pipe_resource *prsc;
                if (vc4->indexbuf.index_size == 4) {
                        prsc = vc4_get_shadow_index_buffer(pctx, &vc4->indexbuf,
                                                           info->count, &offset);
                        index_size = 2;
                } else {
                        if (vc4->indexbuf.user_buffer) {
                                prsc = NULL;
                                u_upload_data(vc4->uploader, 0,
                                              info->count * index_size, 4,
                                              vc4->indexbuf.user_buffer,
                                              &offset, &prsc);
                        } else {
                                prsc = vc4->indexbuf.buffer;
                        }
                }
                struct vc4_resource *rsc = vc4_resource(prsc);

                cl_start_reloc(&job->bcl, &bcl, 1);
                cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
                cl_u8(&bcl,
                      info->mode |
                      (index_size == 2 ?
                       VC4_INDEX_BUFFER_U16:
                       VC4_INDEX_BUFFER_U8));
                cl_u32(&bcl, info->count);
                cl_reloc(job, &job->bcl, &bcl, rsc->bo, offset);
                cl_u32(&bcl, vc4->max_index);
                job->draw_calls_queued++;

                if (vc4->indexbuf.index_size == 4 || vc4->indexbuf.user_buffer)
                        pipe_resource_reference(&prsc, NULL);
        } else {
                uint32_t count = info->count;
                uint32_t start = info->start;
                uint32_t extra_index_bias = 0;

                while (count) {
                        uint32_t this_count = count;
                        uint32_t step = count;
                        static const uint32_t max_verts = 65535;

                        /* GFXH-515 / SW-5891: The binner emits 16 bit indices
                         * for drawarrays, which means that if start + count >
                         * 64k it would truncate the top bits.  Work around
                         * this by emitting a limited number of primitives at
                         * a time and reemitting the shader state pointing
                         * farther down the vertex attribute arrays.
                         *
                         * To do this properly for line loops or trifans, we'd
                         * need to make a new VB containing the first vertex
                         * plus whatever remainder.
                         */
                        if (extra_index_bias) {
                                cl_end(&job->bcl, bcl);
                                vc4_emit_gl_shader_state(vc4, info,
                                                         extra_index_bias);
                                bcl = cl_start(&job->bcl);
                        }

                        if (start + count > max_verts) {
                                switch (info->mode) {
                                case PIPE_PRIM_POINTS:
                                        this_count = step = max_verts;
                                        break;
                                case PIPE_PRIM_LINES:
                                        this_count = step = max_verts - (max_verts % 2);
                                        break;
                                case PIPE_PRIM_LINE_STRIP:
                                        this_count = max_verts;
                                        step = max_verts - 1;
                                        break;
                                case PIPE_PRIM_LINE_LOOP:
                                        this_count = max_verts;
                                        step = max_verts - 1;
                                        debug_warn_once("unhandled line loop "
                                                        "looping behavior with "
                                                        ">65535 verts\n");
                                        break;
                                case PIPE_PRIM_TRIANGLES:
                                        this_count = step = max_verts - (max_verts % 3);
                                        break;
                                case PIPE_PRIM_TRIANGLE_STRIP:
                                        this_count = max_verts;
                                        step = max_verts - 2;
                                        break;
                                default:
                                        debug_warn_once("unhandled primitive "
                                                        "max vert count, truncating\n");
                                        this_count = step = max_verts;
                                }
                        }

                        cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
                        cl_u8(&bcl, info->mode);
                        cl_u32(&bcl, this_count);
                        cl_u32(&bcl, start);
                        job->draw_calls_queued++;

                        count -= step;
                        extra_index_bias += start + step;
                        start = 0;
                }
        }
        cl_end(&job->bcl, bcl);

        /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
         * workaround.
         */
        assert(job->draw_calls_queued <= VC4_HW_2116_COUNT);

        if (vc4->zsa && vc4->framebuffer.zsbuf) {
                struct vc4_resource *rsc =
                        vc4_resource(vc4->framebuffer.zsbuf->texture);

                if (vc4->zsa->base.depth.enabled) {
                        job->resolve |= PIPE_CLEAR_DEPTH;
                        rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
                }

                if (vc4->zsa->base.stencil[0].enabled) {
                        job->resolve |= PIPE_CLEAR_STENCIL;
                        rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
                }
        }

        job->resolve |= PIPE_CLEAR_COLOR0;

        if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
                vc4_flush(pctx);
}
Beispiel #15
0
static void
vc4_setup_rcl(struct vc4_context *vc4)
{
        struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
        struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
        uint32_t resolve_uncleared = vc4->resolve & ~vc4->cleared;
        uint32_t width = vc4->framebuffer.width;
        uint32_t height = vc4->framebuffer.height;
        uint32_t xtiles = align(width, 64) / 64;
        uint32_t ytiles = align(height, 64) / 64;

#if 0
        fprintf(stderr, "RCL: resolve 0x%x clear 0x%x resolve uncleared 0x%x\n",
                vc4->resolve,
                vc4->cleared,
                resolve_uncleared);
#endif

        cl_u8(&vc4->rcl, VC4_PACKET_CLEAR_COLORS);
        cl_u32(&vc4->rcl, vc4->clear_color[0]);
        cl_u32(&vc4->rcl, vc4->clear_color[1]);
        cl_u32(&vc4->rcl, vc4->clear_depth);
        cl_u8(&vc4->rcl, 0);

        cl_start_reloc(&vc4->rcl, 1);
        cl_u8(&vc4->rcl, VC4_PACKET_TILE_RENDERING_MODE_CONFIG);
        cl_reloc(vc4, &vc4->rcl, ctex->bo, csurf->offset);
        cl_u16(&vc4->rcl, width);
        cl_u16(&vc4->rcl, height);
        cl_u16(&vc4->rcl, ((csurf->tiling <<
                            VC4_RENDER_CONFIG_MEMORY_FORMAT_SHIFT) |
                           (vc4_rt_format_is_565(csurf->base.format) ?
                            VC4_RENDER_CONFIG_FORMAT_BGR565 :
                            VC4_RENDER_CONFIG_FORMAT_RGBA8888) |
                           VC4_RENDER_CONFIG_EARLY_Z_COVERAGE_DISABLE));

        /* The tile buffer normally gets cleared when the previous tile is
         * stored.  If the clear values changed between frames, then the tile
         * buffer has stale clear values in it, so we have to do a store in
         * None mode (no writes) so that we trigger the tile buffer clear.
         */
        if (vc4->cleared & PIPE_CLEAR_COLOR0) {
                cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
                cl_u8(&vc4->rcl, 0);
                cl_u8(&vc4->rcl, 0);

                cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
                cl_u16(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_NONE);
                cl_u32(&vc4->rcl, 0); /* no address, since we're in None mode */
        }

        for (int y = 0; y < ytiles; y++) {
                for (int x = 0; x < xtiles; x++) {
                        bool end_of_frame = (x == xtiles - 1 &&
                                             y == ytiles - 1);

                        /* Note that the load doesn't actually occur until the
                         * tile coords packet is processed.
                         */
                        if (resolve_uncleared & PIPE_CLEAR_COLOR) {
                                cl_start_reloc(&vc4->rcl, 1);
                                cl_u8(&vc4->rcl, VC4_PACKET_LOAD_TILE_BUFFER_GENERAL);
                                cl_u8(&vc4->rcl,
                                      VC4_LOADSTORE_TILE_BUFFER_COLOR |
                                      (csurf->tiling <<
                                       VC4_LOADSTORE_TILE_BUFFER_FORMAT_SHIFT));
                                cl_u8(&vc4->rcl,
                                      vc4_rt_format_is_565(csurf->base.format) ?
                                      VC4_LOADSTORE_TILE_BUFFER_BGR565 :
                                      VC4_LOADSTORE_TILE_BUFFER_RGBA8888);
                                cl_reloc(vc4, &vc4->rcl, ctex->bo,
                                         csurf->offset);
                        }

                        cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
                        cl_u8(&vc4->rcl, x);
                        cl_u8(&vc4->rcl, y);

                        cl_start_reloc(&vc4->rcl, 1);
                        cl_u8(&vc4->rcl, VC4_PACKET_BRANCH_TO_SUB_LIST);
                        cl_reloc(vc4, &vc4->rcl, vc4->tile_alloc,
                                 (y * xtiles + x) * 32);

                        if (vc4->resolve & PIPE_CLEAR_COLOR0) {
                                if (end_of_frame) {
                                        cl_u8(&vc4->rcl,
                                              VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF);
                                } else {
                                        cl_u8(&vc4->rcl,
                                              VC4_PACKET_STORE_MS_TILE_BUFFER);
                                }
                        } else {
                                assert(!"unfinished: Need to end the frame\n");
                        }
                }
        }
}