示例#1
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);
}
示例#2
0
文件: vc4_cl.c 项目: Distrotech/Mesa
uint32_t
vc4_gem_hindex(struct vc4_context *vc4, struct vc4_bo *bo)
{
        uint32_t hindex;
        uint32_t *current_handles = vc4->bo_handles.base;

        for (hindex = 0; hindex < cl_offset(&vc4->bo_handles) / 4; hindex++) {
                if (current_handles[hindex] == bo->handle)
                        return hindex;
        }

        struct vc4_cl_out *out;

        out = cl_start(&vc4->bo_handles);
        cl_u32(&out, bo->handle);
        cl_end(&vc4->bo_handles, out);

        out = cl_start(&vc4->bo_pointers);
        cl_ptr(&out, vc4_bo_reference(bo));
        cl_end(&vc4->bo_pointers, out);

        return hindex;
}
示例#3
0
文件: vc4_draw.c 项目: Echelon9/mesa
/**
 * 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);
}
示例#4
0
文件: vc4_draw.c 项目: gqmelo/mesa
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);
}
示例#5
0
文件: vc4_draw.c 项目: gqmelo/mesa
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;
}
static void
write_texture_p1(struct vc5_job *job,
                 struct vc5_cl_out **uniforms,
                 struct vc5_texture_stateobj *texstate,
                 uint32_t unit)
{
        struct pipe_sampler_view *psview = texstate->textures[unit];
        struct vc5_sampler_view *sview = vc5_sampler_view(psview);

        struct V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1 unpacked = {
                .texture_state_record_base_address = texstate->texture_state[unit],
        };

        uint32_t packed;
        V3D33_TEXTURE_UNIFORM_PARAMETER_1_CFG_MODE1_pack(&job->indirect,
                                                         (uint8_t *)&packed,
                                                         &unpacked);

        cl_aligned_u32(uniforms, packed | sview->p1);
}

struct vc5_cl_reloc
vc5_write_uniforms(struct vc5_context *vc5, struct vc5_compiled_shader *shader,
                   struct vc5_constbuf_stateobj *cb,
                   struct vc5_texture_stateobj *texstate)
{
        struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
        struct vc5_job *job = vc5->job;
        const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
        struct vc5_bo *ubo = vc5_upload_ubo(vc5, shader, gallium_uniforms);

        /* We always need to return some space for uniforms, because the HW
         * will be prefetching, even if we don't read any in the program.
         */
        vc5_cl_ensure_space(&job->indirect, MAX2(uinfo->count, 1) * 4, 4);

        struct vc5_cl_reloc uniform_stream = cl_get_address(&job->indirect);
        vc5_bo_reference(uniform_stream.bo);

        struct vc5_cl_out *uniforms =
                cl_start(&job->indirect);

        for (int i = 0; i < uinfo->count; i++) {

                switch (uinfo->contents[i]) {
                case QUNIFORM_CONSTANT:
                        cl_aligned_u32(&uniforms, uinfo->data[i]);
                        break;
                case QUNIFORM_UNIFORM:
                        cl_aligned_u32(&uniforms,
                                       gallium_uniforms[uinfo->data[i]]);
                        break;
                case QUNIFORM_VIEWPORT_X_SCALE:
                        cl_aligned_f(&uniforms, vc5->viewport.scale[0] * 256.0f);
                        break;
                case QUNIFORM_VIEWPORT_Y_SCALE:
                        cl_aligned_f(&uniforms, vc5->viewport.scale[1] * 256.0f);
                        break;

                case QUNIFORM_VIEWPORT_Z_OFFSET:
                        cl_aligned_f(&uniforms, vc5->viewport.translate[2]);
                        break;
                case QUNIFORM_VIEWPORT_Z_SCALE:
                        cl_aligned_f(&uniforms, vc5->viewport.scale[2]);
                        break;

                case QUNIFORM_USER_CLIP_PLANE:
                        cl_aligned_f(&uniforms,
                                     vc5->clip.ucp[uinfo->data[i] / 4][uinfo->data[i] % 4]);
                        break;

                case QUNIFORM_TEXTURE_CONFIG_P1:
                        write_texture_p1(job, &uniforms, texstate,
                                         uinfo->data[i]);
                        break;

#if 0
                case QUNIFORM_TEXTURE_FIRST_LEVEL:
                        write_texture_first_level(job, &uniforms, texstate,
                                                  uinfo->data[i]);
                        break;
#endif

                case QUNIFORM_TEXRECT_SCALE_X:
                case QUNIFORM_TEXRECT_SCALE_Y:
                        cl_aligned_u32(&uniforms,
                                       get_texrect_scale(texstate,
                                                         uinfo->contents[i],
                                                         uinfo->data[i]));
                        break;

                case QUNIFORM_TEXTURE_WIDTH:
                case QUNIFORM_TEXTURE_HEIGHT:
                case QUNIFORM_TEXTURE_DEPTH:
                case QUNIFORM_TEXTURE_ARRAY_SIZE:
                case QUNIFORM_TEXTURE_LEVELS:
                        cl_aligned_u32(&uniforms,
                                       get_texture_size(texstate,
                                                        uinfo->contents[i],
                                                        uinfo->data[i]));
                        break;

                case QUNIFORM_STENCIL:
                        cl_aligned_u32(&uniforms,
                                       vc5->zsa->stencil_uniforms[uinfo->data[i]] |
                                       (uinfo->data[i] <= 1 ?
                                        (vc5->stencil_ref.ref_value[uinfo->data[i]] << 8) :
                                        0));
                        break;

                case QUNIFORM_ALPHA_REF:
                        cl_aligned_f(&uniforms,
                                     vc5->zsa->base.alpha.ref_value);
                        break;

                case QUNIFORM_SAMPLE_MASK:
                        cl_aligned_u32(&uniforms, vc5->sample_mask);
                        break;

                case QUNIFORM_UBO_ADDR:
                        if (uinfo->data[i] == 0) {
                                cl_aligned_reloc(&job->indirect, &uniforms,
                                                 ubo, 0);
                        } else {
                                int ubo_index = uinfo->data[i];
                                struct vc5_resource *rsc =
                                        vc5_resource(cb->cb[ubo_index].buffer);

                                cl_aligned_reloc(&job->indirect, &uniforms,
                                                 rsc->bo,
                                                 cb->cb[ubo_index].buffer_offset);
                        }
                        break;

                case QUNIFORM_TEXTURE_FIRST_LEVEL:
                case QUNIFORM_TEXTURE_MSAA_ADDR:
                case QUNIFORM_TEXTURE_BORDER_COLOR:
                        /* XXX */
                        break;

                default:
                        assert(quniform_contents_is_texture_p0(uinfo->contents[i]));

                        write_texture_p0(job, &uniforms, texstate,
                                         uinfo->contents[i] -
                                         QUNIFORM_TEXTURE_CONFIG_P0_0,
                                         uinfo->data[i]);
                        break;

                }
#if 0
                uint32_t written_val = *((uint32_t *)uniforms - 1);
                fprintf(stderr, "shader %p[%d]: 0x%08x / 0x%08x (%f)\n",
                        shader, i, __gen_address_offset(&uniform_stream) + i * 4,
                        written_val, uif(written_val));
#endif
        }

        cl_end(&job->indirect, uniforms);

        vc5_bo_unreference(&ubo);

        return uniform_stream;
}

void
vc5_set_shader_uniform_dirty_flags(struct vc5_compiled_shader *shader)
{
        uint32_t dirty = 0;

        for (int i = 0; i < shader->prog_data.base->uniforms.count; i++) {
                switch (shader->prog_data.base->uniforms.contents[i]) {
                case QUNIFORM_CONSTANT:
                        break;
                case QUNIFORM_UNIFORM:
                case QUNIFORM_UBO_ADDR:
                        dirty |= VC5_DIRTY_CONSTBUF;
                        break;

                case QUNIFORM_VIEWPORT_X_SCALE:
                case QUNIFORM_VIEWPORT_Y_SCALE:
                case QUNIFORM_VIEWPORT_Z_OFFSET:
                case QUNIFORM_VIEWPORT_Z_SCALE:
                        dirty |= VC5_DIRTY_VIEWPORT;
                        break;

                case QUNIFORM_USER_CLIP_PLANE:
                        dirty |= VC5_DIRTY_CLIP;
                        break;

                case QUNIFORM_TEXTURE_CONFIG_P1:
                case QUNIFORM_TEXTURE_BORDER_COLOR:
                case QUNIFORM_TEXTURE_FIRST_LEVEL:
                case QUNIFORM_TEXTURE_MSAA_ADDR:
                case QUNIFORM_TEXRECT_SCALE_X:
                case QUNIFORM_TEXRECT_SCALE_Y:
                case QUNIFORM_TEXTURE_WIDTH:
                case QUNIFORM_TEXTURE_HEIGHT:
                case QUNIFORM_TEXTURE_DEPTH:
                case QUNIFORM_TEXTURE_ARRAY_SIZE:
                case QUNIFORM_TEXTURE_LEVELS:
                        /* We could flag this on just the stage we're
                         * compiling for, but it's not passed in.
                         */
                        dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
                        break;

                case QUNIFORM_STENCIL:
                case QUNIFORM_ALPHA_REF:
                        dirty |= VC5_DIRTY_ZSA;
                        break;

                case QUNIFORM_SAMPLE_MASK:
                        dirty |= VC5_DIRTY_SAMPLE_MASK;
                        break;

                default:
                        assert(quniform_contents_is_texture_p0(shader->prog_data.base->uniforms.contents[i]));
                        dirty |= VC5_DIRTY_FRAGTEX | VC5_DIRTY_VERTTEX;
                        break;
                }
        }

        shader->uniform_dirty_bits = dirty;
}
示例#7
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);
}
示例#8
0
文件: vc4_draw.c 项目: Echelon9/mesa
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);
}