Exemplo n.º 1
0
static void
vc4_clear(struct pipe_context *pctx, unsigned buffers,
          const union pipe_color_union *color, double depth, unsigned stencil)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        /* We can't flag new buffers for clearing once we've queued draws.  We
         * could avoid this by using the 3d engine to clear.
         */
        if (vc4->draw_call_queued)
                vc4_flush(pctx);

        if (buffers & PIPE_CLEAR_COLOR0) {
                vc4->clear_color[0] = vc4->clear_color[1] =
                        pack_rgba(vc4->framebuffer.cbufs[0]->format,
                                  color->f);
        }

        if (buffers & PIPE_CLEAR_DEPTH) {
                /* Though the depth buffer is stored with Z in the high 24,
                 * for this field we just need to store it in the low 24.
                 */
                vc4->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM, depth);
        }

        if (buffers & PIPE_CLEAR_STENCIL)
                vc4->clear_stencil = stencil;

        vc4->cleared |= buffers;
        vc4->resolve |= buffers;

        vc4_start_draw(vc4);
}
Exemplo n.º 2
0
/**
 * Flushes the current command lists if they reference the given BO.
 *
 * This helps avoid flushing the command buffers when unnecessary.
 */
void
vc4_flush_for_bo(struct pipe_context *pctx, struct vc4_bo *bo)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        if (!vc4->needs_flush)
                return;

        /* Walk all the referenced BOs in the drawing command list to see if
         * they match.
         */
        struct vc4_bo **referenced_bos = vc4->bo_pointers.base;
        for (int i = 0; i < (vc4->bo_handles.next -
                             vc4->bo_handles.base) / 4; i++) {
                if (referenced_bos[i] == bo) {
                        vc4_flush(pctx);
                        return;
                }
        }

        /* Also check for the Z/color buffers, since the references to those
         * are only added immediately before submit.
         */
        struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
        if (csurf) {
                struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
                if (ctex->bo == bo) {
                        vc4_flush(pctx);
                        return;
                }
        }

        struct vc4_surface *zsurf = vc4_surface(vc4->framebuffer.zsbuf);
        if (zsurf) {
                struct vc4_resource *ztex =
                        vc4_resource(zsurf->base.texture);
                if (ztex->bo == bo) {
                        vc4_flush(pctx);
                        return;
                }
        }
}
Exemplo n.º 3
0
/**
 * HW-2116 workaround: Flush the batch before triggering the hardware state
 * counter wraparound behavior.
 *
 * State updates are tracked by a global counter which increments at the first
 * state update after a draw or a START_BINNING.  Tiles can then have their
 * state updated at draw time with a set of cheap checks for whether the
 * state's copy of the global counter matches the global counter the last time
 * that state was written to the tile.
 *
 * The state counters are relatively small and wrap around quickly, so you
 * could get false negatives for needing to update a particular state in the
 * tile.  To avoid this, the hardware attempts to write all of the state in
 * the tile at wraparound time.  This apparently is broken, so we just flush
 * everything before that behavior is triggered.  A batch flush is sufficient
 * to get our current contents drawn and reset the counters to 0.
 *
 * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
 * tiles with VC4_PACKET_RETURN_FROM_LIST.
 */
static void
vc4_hw_2116_workaround(struct pipe_context *pctx)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        if (vc4->draw_calls_queued == 0x1ef0) {
                perf_debug("Flushing batch due to HW-2116 workaround "
                           "(too many draw calls per scene\n");
                vc4_flush(pctx);
        }
}
Exemplo n.º 4
0
static void
vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
               unsigned flags)
{
        struct vc4_context *vc4 = vc4_context(pctx);

        vc4_flush(pctx);

        if (fence) {
                struct vc4_fence *f = vc4_fence_create(vc4->screen,
                                                       vc4->last_emit_seqno);
                *fence = (struct pipe_fence_handle *)f;
        }
}
Exemplo n.º 5
0
static void
vc4_set_framebuffer_state(struct pipe_context *pctx,
                          const struct pipe_framebuffer_state *framebuffer)
{
        struct vc4_context *vc4 = vc4_context(pctx);
        struct pipe_framebuffer_state *cso = &vc4->framebuffer;
        unsigned i;

        vc4_flush(pctx);

        for (i = 0; i < framebuffer->nr_cbufs; i++)
                pipe_surface_reference(&cso->cbufs[i], framebuffer->cbufs[i]);
        for (; i < vc4->framebuffer.nr_cbufs; i++)
                pipe_surface_reference(&cso->cbufs[i], NULL);

        cso->nr_cbufs = framebuffer->nr_cbufs;

        pipe_surface_reference(&cso->zsbuf, framebuffer->zsbuf);

        cso->width = framebuffer->width;
        cso->height = framebuffer->height;

        /* Nonzero texture mipmap levels are laid out as if they were in
         * power-of-two-sized spaces.  The renderbuffer config infers its
         * stride from the width parameter, so we need to configure our
         * framebuffer.  Note that if the z/color buffers were mismatched
         * sizes, we wouldn't be able to do this.
         */
        if (cso->cbufs[0] && cso->cbufs[0]->u.tex.level) {
                struct vc4_resource *rsc =
                        vc4_resource(cso->cbufs[0]->texture);
                cso->width =
                        (rsc->slices[cso->cbufs[0]->u.tex.level].stride /
                         rsc->cpp);
        } else if (cso->zsbuf && cso->zsbuf->u.tex.level){
                struct vc4_resource *rsc =
                        vc4_resource(cso->zsbuf->texture);
                cso->width =
                        (rsc->slices[cso->zsbuf->u.tex.level].stride /
                         rsc->cpp);
        }

        vc4->dirty |= VC4_DIRTY_FRAMEBUFFER;
}
Exemplo n.º 6
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);
}
Exemplo n.º 7
0
static void
vc4_set_framebuffer_state(struct pipe_context *pctx,
                          const struct pipe_framebuffer_state *framebuffer)
{
        struct vc4_context *vc4 = vc4_context(pctx);
        struct pipe_framebuffer_state *cso = &vc4->framebuffer;
        unsigned i;

        vc4_flush(pctx);

        for (i = 0; i < framebuffer->nr_cbufs; i++)
                pipe_surface_reference(&cso->cbufs[i], framebuffer->cbufs[i]);
        for (; i < vc4->framebuffer.nr_cbufs; i++)
                pipe_surface_reference(&cso->cbufs[i], NULL);

        cso->nr_cbufs = framebuffer->nr_cbufs;

        pipe_surface_reference(&cso->zsbuf, framebuffer->zsbuf);

        cso->width = framebuffer->width;
        cso->height = framebuffer->height;

        /* If we're binding to uninitialized buffers, no need to load their
         * contents before drawing..
         */
        if (cso->cbufs[0]) {
                struct vc4_resource *rsc =
                        vc4_resource(cso->cbufs[0]->texture);
                if (!rsc->writes)
                        vc4->cleared |= PIPE_CLEAR_COLOR0;
        }

        if (cso->zsbuf) {
                struct vc4_resource *rsc =
                        vc4_resource(cso->zsbuf->texture);
                if (!rsc->writes)
                        vc4->cleared |= PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL;
        }

        /* Nonzero texture mipmap levels are laid out as if they were in
         * power-of-two-sized spaces.  The renderbuffer config infers its
         * stride from the width parameter, so we need to configure our
         * framebuffer.  Note that if the z/color buffers were mismatched
         * sizes, we wouldn't be able to do this.
         */
        if (cso->cbufs[0] && cso->cbufs[0]->u.tex.level) {
                struct vc4_resource *rsc =
                        vc4_resource(cso->cbufs[0]->texture);
                cso->width =
                        (rsc->slices[cso->cbufs[0]->u.tex.level].stride /
                         rsc->cpp);
        } else if (cso->zsbuf && cso->zsbuf->u.tex.level){
                struct vc4_resource *rsc =
                        vc4_resource(cso->zsbuf->texture);
                cso->width =
                        (rsc->slices[cso->zsbuf->u.tex.level].stride /
                         rsc->cpp);
        }

        vc4->msaa = false;
        if (cso->cbufs[0])
                vc4->msaa = cso->cbufs[0]->texture->nr_samples > 1;
        else if (cso->zsbuf)
                vc4->msaa = cso->zsbuf->texture->nr_samples > 1;

        if (vc4->msaa) {
                vc4->tile_width = 32;
                vc4->tile_height = 32;
        } else {
                vc4->tile_width = 64;
                vc4->tile_height = 64;
        }
        vc4->draw_tiles_x = DIV_ROUND_UP(cso->width, vc4->tile_width);
        vc4->draw_tiles_y = DIV_ROUND_UP(cso->height, vc4->tile_height);

        vc4->dirty |= VC4_DIRTY_FRAMEBUFFER;
}
Exemplo n.º 8
0
static void
vc4_pipe_flush(struct pipe_context *pctx, struct pipe_fence_handle **fence,
               unsigned flags)
{
        vc4_flush(pctx);
}
static void *
vc4_resource_transfer_map(struct pipe_context *pctx,
                          struct pipe_resource *prsc,
                          unsigned level, unsigned usage,
                          const struct pipe_box *box,
                          struct pipe_transfer **pptrans)
{
    struct vc4_context *vc4 = vc4_context(pctx);
    struct vc4_resource *rsc = vc4_resource(prsc);
    struct vc4_resource_slice *slice = &rsc->slices[level];
    struct vc4_transfer *trans;
    struct pipe_transfer *ptrans;
    enum pipe_format format = prsc->format;
    char *buf;

    if (usage & PIPE_TRANSFER_DISCARD_WHOLE_RESOURCE) {
        vc4_resource_bo_alloc(rsc);
    } else if (!(usage & PIPE_TRANSFER_UNSYNCHRONIZED)) {
        if (vc4_cl_references_bo(pctx, rsc->bo)) {
            if ((usage & PIPE_TRANSFER_DISCARD_RANGE) &&
                    prsc->last_level == 0 &&
                    prsc->width0 == box->width &&
                    prsc->height0 == box->height &&
                    prsc->depth0 == box->depth) {
                vc4_resource_bo_alloc(rsc);
            } else {
                vc4_flush(pctx);
            }
        }
    }

    if (usage & PIPE_TRANSFER_WRITE)
        rsc->writes++;

    trans = util_slab_alloc(&vc4->transfer_pool);
    if (!trans)
        return NULL;

    /* XXX: Handle DONTBLOCK, DISCARD_RANGE, PERSISTENT, COHERENT. */

    /* util_slab_alloc() doesn't zero: */
    memset(trans, 0, sizeof(*trans));
    ptrans = &trans->base;

    pipe_resource_reference(&ptrans->resource, prsc);
    ptrans->level = level;
    ptrans->usage = usage;
    ptrans->box = *box;

    /* Note that the current kernel implementation is synchronous, so no
     * need to do syncing stuff here yet.
     */

    buf = vc4_bo_map(rsc->bo);
    if (!buf) {
        fprintf(stderr, "Failed to map bo\n");
        goto fail;
    }

    *pptrans = ptrans;

    if (rsc->tiled) {
        uint32_t utile_w = vc4_utile_width(rsc->cpp);
        uint32_t utile_h = vc4_utile_height(rsc->cpp);

        /* No direct mappings of tiled, since we need to manually
         * tile/untile.
         */
        if (usage & PIPE_TRANSFER_MAP_DIRECTLY)
            return NULL;

        /* We need to align the box to utile boundaries, since that's
         * what load/store operate on.
         */
        uint32_t box_start_x = ptrans->box.x & (utile_w - 1);
        uint32_t box_start_y = ptrans->box.y & (utile_h - 1);
        ptrans->box.width += box_start_x;
        ptrans->box.x -= box_start_x;
        ptrans->box.height += box_start_y;
        ptrans->box.y -= box_start_y;
        ptrans->box.width = align(ptrans->box.width, utile_w);
        ptrans->box.height = align(ptrans->box.height, utile_h);

        ptrans->stride = ptrans->box.width * rsc->cpp;
        ptrans->layer_stride = ptrans->stride;

        trans->map = malloc(ptrans->stride * ptrans->box.height);
        if (usage & PIPE_TRANSFER_READ) {
            vc4_load_tiled_image(trans->map, ptrans->stride,
                                 buf + slice->offset +
                                 box->z * rsc->cube_map_stride,
                                 slice->stride,
                                 slice->tiling, rsc->cpp,
                                 &ptrans->box);
        }
        return (trans->map +
                box_start_x * rsc->cpp +
                box_start_y * ptrans->stride);
    } else {
        ptrans->stride = slice->stride;
        ptrans->layer_stride = ptrans->stride;

        return buf + slice->offset +
               box->y / util_format_get_blockheight(format) * ptrans->stride +
               box->x / util_format_get_blockwidth(format) * rsc->cpp +
               box->z * rsc->cube_map_stride;
    }


fail:
    vc4_resource_transfer_unmap(pctx, ptrans);
    return NULL;
}
Exemplo n.º 10
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);
                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);
}
Exemplo n.º 11
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);
}