xref: /aosp_15_r20/external/mesa3d/src/gallium/drivers/v3d/v3dx_draw.c (revision 6104692788411f58d303aa86923a9ff6ecaded22)
1 /*
2  * Copyright © 2014-2017 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "util/u_blitter.h"
25 #include "util/u_draw.h"
26 #include "util/u_prim.h"
27 #include "util/format/u_format.h"
28 #include "util/u_helpers.h"
29 #include "util/u_pack_color.h"
30 #include "util/u_prim_restart.h"
31 #include "util/u_upload_mgr.h"
32 
33 #include "v3d_context.h"
34 #include "v3d_resource.h"
35 #include "v3d_cl.h"
36 #include "broadcom/compiler/v3d_compiler.h"
37 #include "broadcom/common/v3d_macros.h"
38 #include "broadcom/common/v3d_util.h"
39 #include "broadcom/common/v3d_csd.h"
40 #include "broadcom/cle/v3dx_pack.h"
41 
42 void
v3dX(start_binning)43 v3dX(start_binning)(struct v3d_context *v3d, struct v3d_job *job)
44 {
45         assert(job->needs_flush);
46 
47         /* Get space to emit our BCL state, using a branch to jump to a new BO
48          * if necessary.
49          */
50 
51         v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
52 
53         job->submit.bcl_start = job->bcl.bo->offset;
54         v3d_job_add_bo(job, job->bcl.bo);
55 
56         /* The PTB will request the tile alloc initial size per tile at start
57          * of tile binning.
58          */
59         uint32_t tile_alloc_size =
60                 MAX2(job->num_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
61 
62         /* The PTB allocates in aligned 4k chunks after the initial setup. */
63         tile_alloc_size = align(tile_alloc_size, 4096);
64 
65         /* Include the first two chunk allocations that the PTB does so that
66          * we definitely clear the OOM condition before triggering one (the HW
67          * won't trigger OOM during the first allocations).
68          */
69         tile_alloc_size += 8192;
70 
71         /* For performance, allocate some extra initial memory after the PTB's
72          * minimal allocations, so that we hopefully don't have to block the
73          * GPU on the kernel handling an OOM signal.
74          */
75         tile_alloc_size += 512 * 1024;
76 
77         job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size,
78                                        "tile_alloc");
79         uint32_t tsda_per_tile_size = 256;
80         job->tile_state = v3d_bo_alloc(v3d->screen,
81                                        MAX2(job->num_layers, 1) *
82                                        job->draw_tiles_y *
83                                        job->draw_tiles_x *
84                                        tsda_per_tile_size,
85                                        "TSDA");
86 
87         /* This must go before the binning mode configuration. It is
88          * required for layered framebuffers to work.
89          */
90         if (job->num_layers > 0) {
91                 cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
92                         config.number_of_layers = job->num_layers;
93                 }
94         }
95 
96         assert(!job->msaa || !job->double_buffer);
97 #if V3D_VERSION >= 71
98         cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
99                 config.width_in_pixels = job->draw_width;
100                 config.height_in_pixels = job->draw_height;
101 
102                 config.log2_tile_width = log2_tile_size(job->tile_width);
103                 config.log2_tile_height = log2_tile_size(job->tile_height);
104 
105                 /* FIXME: ideallly we would like next assert on the packet header (as is
106                  * general, so also applies to GL). We would need to expand
107                  * gen_pack_header for that.
108                  */
109                 assert(config.log2_tile_width == config.log2_tile_height ||
110                        config.log2_tile_width == config.log2_tile_height + 1);
111         }
112 
113 #endif
114 
115 #if V3D_VERSION == 42
116         cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
117                 config.width_in_pixels = job->draw_width;
118                 config.height_in_pixels = job->draw_height;
119                 config.number_of_render_targets =
120                         MAX2(job->nr_cbufs, 1);
121 
122                 config.multisample_mode_4x = job->msaa;
123                 config.double_buffer_in_non_ms_mode = job->double_buffer;
124 
125                 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
126         }
127 #endif
128 
129         /* There's definitely nothing in the VCD cache we want. */
130         cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
131 
132         /* Disable any leftover OQ state from another job. */
133         cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
134 
135         /* "Binning mode lists must have a Start Tile Binning item (6) after
136          *  any prefix state data before the binning list proper starts."
137          */
138         cl_emit(&job->bcl, START_TILE_BINNING, bin);
139 }
140 /**
141  * Does the initial bining command list setup for drawing to a given FBO.
142  */
143 static void
v3d_start_draw(struct v3d_context * v3d)144 v3d_start_draw(struct v3d_context *v3d)
145 {
146         struct v3d_job *job = v3d->job;
147 
148         if (job->needs_flush)
149                 return;
150 
151         job->needs_flush = true;
152         job->draw_width = v3d->framebuffer.width;
153         job->draw_height = v3d->framebuffer.height;
154         job->num_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
155 
156         v3dX(start_binning)(v3d, job);
157 }
158 
159 static void
v3d_predraw_check_stage_inputs(struct pipe_context * pctx,enum pipe_shader_type s)160 v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
161                                enum pipe_shader_type s)
162 {
163         struct v3d_context *v3d = v3d_context(pctx);
164         unsigned i;
165 
166         /* Flush writes to textures we're sampling. */
167         for (i = 0; i < v3d->tex[s].num_textures; i++) {
168                 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
169                 if (!pview)
170                         continue;
171                 struct v3d_sampler_view *view = v3d_sampler_view(pview);
172 
173                 if (view->texture != view->base.texture &&
174                     view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
175                         v3d_update_shadow_texture(pctx, &view->base);
176 
177                 v3d_flush_jobs_writing_resource(v3d, view->texture,
178                                                 V3D_FLUSH_NOT_CURRENT_JOB,
179                                                 s == PIPE_SHADER_COMPUTE);
180         }
181 
182         /* Flush writes to UBOs. */
183         BITSET_FOREACH_SET(i, v3d->constbuf[s].enabled_mask,
184                            PIPE_MAX_CONSTANT_BUFFERS) {
185                 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
186                 if (cb->buffer) {
187                         v3d_flush_jobs_writing_resource(v3d, cb->buffer,
188                                                         V3D_FLUSH_DEFAULT,
189                                                         s == PIPE_SHADER_COMPUTE);
190                 }
191         }
192 
193         /* Flush reads/writes to our SSBOs */
194         BITSET_FOREACH_SET(i, v3d->ssbo[s].enabled_mask,
195                            PIPE_MAX_SHADER_BUFFERS) {
196                 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
197                 if (sb->buffer) {
198                         v3d_flush_jobs_reading_resource(v3d, sb->buffer,
199                                                         V3D_FLUSH_NOT_CURRENT_JOB,
200                                                         s == PIPE_SHADER_COMPUTE);
201                 }
202         }
203 
204         /* Flush reads/writes to our image views */
205         BITSET_FOREACH_SET(i, v3d->shaderimg[s].enabled_mask,
206                            PIPE_MAX_SHADER_IMAGES) {
207                 struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
208 
209                 v3d_flush_jobs_reading_resource(v3d, view->base.resource,
210                                                 V3D_FLUSH_NOT_CURRENT_JOB,
211                                                 s == PIPE_SHADER_COMPUTE);
212         }
213 
214         /* Flush writes to our vertex buffers (i.e. from transform feedback) */
215         if (s == PIPE_SHADER_VERTEX) {
216                 BITSET_FOREACH_SET(i, v3d->vertexbuf.enabled_mask,
217                                    PIPE_MAX_ATTRIBS) {
218                         struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
219 
220                         v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
221                                                         V3D_FLUSH_DEFAULT,
222                                                         false);
223                 }
224         }
225 }
226 
227 static void
v3d_predraw_check_outputs(struct pipe_context * pctx)228 v3d_predraw_check_outputs(struct pipe_context *pctx)
229 {
230         struct v3d_context *v3d = v3d_context(pctx);
231 
232         /* Flush jobs reading from TF buffers that we are about to write. */
233         if (v3d_transform_feedback_enabled(v3d)) {
234                 struct v3d_streamout_stateobj *so = &v3d->streamout;
235 
236                 for (int i = 0; i < so->num_targets; i++) {
237                         if (!so->targets[i])
238                                 continue;
239 
240                         const struct pipe_stream_output_target *target =
241                                 so->targets[i];
242                         v3d_flush_jobs_reading_resource(v3d, target->buffer,
243                                                         V3D_FLUSH_DEFAULT,
244                                                         false);
245                 }
246         }
247 }
248 
249 /**
250  * Checks if the state for the current draw reads a particular resource in
251  * in the given shader stage.
252  */
253 static bool
v3d_state_reads_resource(struct v3d_context * v3d,struct pipe_resource * prsc,enum pipe_shader_type s)254 v3d_state_reads_resource(struct v3d_context *v3d,
255                          struct pipe_resource *prsc,
256                          enum pipe_shader_type s)
257 {
258         struct v3d_resource *rsc = v3d_resource(prsc);
259         unsigned i;
260 
261         /* Vertex buffers */
262         if (s == PIPE_SHADER_VERTEX) {
263                 BITSET_FOREACH_SET(i, v3d->vertexbuf.enabled_mask,
264                                    PIPE_MAX_ATTRIBS) {
265                         struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
266                         if (!vb->buffer.resource)
267                                 continue;
268 
269                         struct v3d_resource *vb_rsc =
270                                 v3d_resource(vb->buffer.resource);
271                         if (rsc->bo == vb_rsc->bo)
272                                 return true;
273                 }
274         }
275 
276         /* Constant buffers */
277         BITSET_FOREACH_SET(i, v3d->constbuf[s].enabled_mask,
278                            PIPE_MAX_CONSTANT_BUFFERS) {
279                 struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
280                 if (!cb->buffer)
281                         continue;
282 
283                 struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
284                 if (rsc->bo == cb_rsc->bo)
285                         return true;
286         }
287 
288         /* Shader storage buffers */
289         BITSET_FOREACH_SET(i, v3d->ssbo[s].enabled_mask,
290                            PIPE_MAX_SHADER_BUFFERS) {
291                 struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
292                 if (!sb->buffer)
293                         continue;
294 
295                 struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
296                 if (rsc->bo == sb_rsc->bo)
297                         return true;
298         }
299 
300         /* Textures  */
301         for (int i = 0; i < v3d->tex[s].num_textures; i++) {
302                 struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
303                 if (!pview)
304                         continue;
305 
306                 struct v3d_sampler_view *view = v3d_sampler_view(pview);
307                 struct v3d_resource *v_rsc = v3d_resource(view->texture);
308                 if (rsc->bo == v_rsc->bo)
309                         return true;
310         }
311 
312         return false;
313 }
314 
315 static void
v3d_emit_wait_for_tf(struct v3d_job * job)316 v3d_emit_wait_for_tf(struct v3d_job *job)
317 {
318         /* XXX: we might be able to skip this in some cases, for now we
319          * always emit it.
320          */
321         cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
322 
323         cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
324                 /* XXX: Wait for all outstanding writes... maybe we can do
325                  * better in some cases.
326                  */
327                 wait.block_count = 255;
328         }
329 
330         /* We have just flushed all our outstanding TF work in this job so make
331          * sure we don't emit TF flushes again for any of it again.
332          */
333         _mesa_set_clear(job->tf_write_prscs, NULL);
334 }
335 
336 static void
v3d_emit_wait_for_tf_if_needed(struct v3d_context * v3d,struct v3d_job * job)337 v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
338 {
339         if (!job->tf_enabled)
340             return;
341 
342         set_foreach(job->tf_write_prscs, entry) {
343                 struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
344                 for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
345                         /* Fragment shaders can only start executing after all
346                          * binning (and thus TF) is complete.
347                          *
348                          * XXX: For VS/GS/TES, if the binning shader does not
349                          * read the resource then we could also avoid emitting
350                          * the wait.
351                          */
352                         if (s == PIPE_SHADER_FRAGMENT)
353                             continue;
354 
355                         if (v3d_state_reads_resource(v3d, prsc, s)) {
356                                 v3d_emit_wait_for_tf(job);
357                                 return;
358                         }
359                 }
360         }
361 }
362 
363 static void
v3d_emit_gs_state_record(struct v3d_job * job,struct v3d_compiled_shader * gs_bin,struct v3d_cl_reloc gs_bin_uniforms,struct v3d_compiled_shader * gs,struct v3d_cl_reloc gs_render_uniforms)364 v3d_emit_gs_state_record(struct v3d_job *job,
365                          struct v3d_compiled_shader *gs_bin,
366                          struct v3d_cl_reloc gs_bin_uniforms,
367                          struct v3d_compiled_shader *gs,
368                          struct v3d_cl_reloc gs_render_uniforms)
369 {
370         cl_emit(&job->indirect, GEOMETRY_SHADER_STATE_RECORD, shader) {
371                 shader.geometry_bin_mode_shader_code_address =
372                         cl_address(v3d_resource(gs_bin->resource)->bo,
373                                    gs_bin->offset);
374                 shader.geometry_bin_mode_shader_4_way_threadable =
375                         gs_bin->prog_data.gs->base.threads == 4;
376                 shader.geometry_bin_mode_shader_start_in_final_thread_section =
377                         gs_bin->prog_data.gs->base.single_seg;
378 #if V3D_VERSION == 42
379                 shader.geometry_bin_mode_shader_propagate_nans = true;
380 #endif
381                 shader.geometry_bin_mode_shader_uniforms_address =
382                         gs_bin_uniforms;
383 
384                 shader.geometry_render_mode_shader_code_address =
385                         cl_address(v3d_resource(gs->resource)->bo, gs->offset);
386                 shader.geometry_render_mode_shader_4_way_threadable =
387                         gs->prog_data.gs->base.threads == 4;
388                 shader.geometry_render_mode_shader_start_in_final_thread_section =
389                         gs->prog_data.gs->base.single_seg;
390 #if V3D_VERSION == 42
391                 shader.geometry_render_mode_shader_propagate_nans = true;
392 #endif
393                 shader.geometry_render_mode_shader_uniforms_address =
394                         gs_render_uniforms;
395         }
396 }
397 
398 static uint8_t
v3d_gs_output_primitive(enum mesa_prim prim_type)399 v3d_gs_output_primitive(enum mesa_prim prim_type)
400 {
401     switch (prim_type) {
402     case MESA_PRIM_POINTS:
403         return GEOMETRY_SHADER_POINTS;
404     case MESA_PRIM_LINE_STRIP:
405         return GEOMETRY_SHADER_LINE_STRIP;
406     case MESA_PRIM_TRIANGLE_STRIP:
407         return GEOMETRY_SHADER_TRI_STRIP;
408     default:
409         unreachable("Unsupported primitive type");
410     }
411 }
412 
413 static void
v3d_emit_tes_gs_common_params(struct v3d_job * job,uint8_t gs_out_prim_type,uint8_t gs_num_invocations)414 v3d_emit_tes_gs_common_params(struct v3d_job *job,
415                               uint8_t gs_out_prim_type,
416                               uint8_t gs_num_invocations)
417 {
418         /* This, and v3d_emit_tes_gs_shader_params below, fill in default
419          * values for tessellation fields even though we don't support
420          * tessellation yet because our packing functions (and the simulator)
421          * complain if we don't.
422          */
423         cl_emit(&job->indirect, TESSELLATION_GEOMETRY_COMMON_PARAMS, shader) {
424                 shader.tessellation_type = TESSELLATION_TYPE_TRIANGLE;
425                 shader.tessellation_point_mode = false;
426                 shader.tessellation_edge_spacing = TESSELLATION_EDGE_SPACING_EVEN;
427                 shader.tessellation_clockwise = true;
428                 shader.tessellation_invocations = 1;
429 
430                 shader.geometry_shader_output_format =
431                         v3d_gs_output_primitive(gs_out_prim_type);
432                 shader.geometry_shader_instances = gs_num_invocations & 0x1F;
433         }
434 }
435 
436 static uint8_t
simd_width_to_gs_pack_mode(uint32_t width)437 simd_width_to_gs_pack_mode(uint32_t width)
438 {
439     switch (width) {
440     case 16:
441         return V3D_PACK_MODE_16_WAY;
442     case 8:
443         return V3D_PACK_MODE_8_WAY;
444     case 4:
445         return V3D_PACK_MODE_4_WAY;
446     case 1:
447         return V3D_PACK_MODE_1_WAY;
448     default:
449         unreachable("Invalid SIMD width");
450     };
451 }
452 
453 static void
v3d_emit_tes_gs_shader_params(struct v3d_job * job,uint32_t gs_simd,uint32_t gs_vpm_output_size,uint32_t gs_max_vpm_input_size_per_batch)454 v3d_emit_tes_gs_shader_params(struct v3d_job *job,
455                               uint32_t gs_simd,
456                               uint32_t gs_vpm_output_size,
457                               uint32_t gs_max_vpm_input_size_per_batch)
458 {
459         cl_emit(&job->indirect, TESSELLATION_GEOMETRY_SHADER_PARAMS, shader) {
460                 shader.tcs_batch_flush_mode = V3D_TCS_FLUSH_MODE_FULLY_PACKED;
461                 shader.per_patch_data_column_depth = 1;
462                 shader.tcs_output_segment_size_in_sectors = 1;
463                 shader.tcs_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
464                 shader.tes_output_segment_size_in_sectors = 1;
465                 shader.tes_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
466                 shader.gs_output_segment_size_in_sectors = gs_vpm_output_size;
467                 shader.gs_output_segment_pack_mode =
468                         simd_width_to_gs_pack_mode(gs_simd);
469                 shader.tbg_max_patches_per_tcs_batch = 1;
470                 shader.tbg_max_extra_vertex_segs_for_patches_after_first = 0;
471                 shader.tbg_min_tcs_output_segments_required_in_play = 1;
472                 shader.tbg_min_per_patch_data_segments_required_in_play = 1;
473                 shader.tpg_max_patches_per_tes_batch = 1;
474                 shader.tpg_max_vertex_segments_per_tes_batch = 0;
475                 shader.tpg_max_tcs_output_segments_per_tes_batch = 1;
476                 shader.tpg_min_tes_output_segments_required_in_play = 1;
477                 shader.gbg_max_tes_output_vertex_segments_per_gs_batch =
478                         gs_max_vpm_input_size_per_batch;
479                 shader.gbg_min_gs_output_segments_required_in_play = 1;
480         }
481 }
482 
483 static void
emit_shader_state_record(struct v3d_context * v3d,struct v3d_job * job,const struct pipe_draw_info * info,struct v3d_vertex_stateobj * vtx,struct v3d_cl_reloc cs_uniforms,struct v3d_cl_reloc vs_uniforms,struct v3d_cl_reloc fs_uniforms,struct vpm_config * vpm_cfg_bin,struct vpm_config * vpm_cfg)484 emit_shader_state_record(struct v3d_context *v3d,
485                          struct v3d_job *job,
486                          const struct pipe_draw_info *info,
487                          struct v3d_vertex_stateobj *vtx,
488                          struct v3d_cl_reloc cs_uniforms,
489                          struct v3d_cl_reloc vs_uniforms,
490                          struct v3d_cl_reloc fs_uniforms,
491                          struct vpm_config *vpm_cfg_bin,
492                          struct vpm_config *vpm_cfg)
493 {
494 #if V3D_VERSION >= 71
495         /* 2712D0 (V3D 7.1.10) has included draw index and base vertex,
496          * shuffling all the fields in the packet. Since the versioning
497          * framework doesn't handle revision numbers, the XML has a
498          * different shader state record packet including the new fields
499          * and we decide at run time which packet we need to emit.
500          */
501         if (v3d_device_has_draw_index(&v3d->screen->devinfo)) {
502                 cl_emit(&job->indirect, GL_SHADER_STATE_RECORD_DRAW_INDEX, shader) {
503                         shader.enable_clipping = true;
504                         shader.point_size_in_shaded_vertex_data =
505                                 (info->mode == MESA_PRIM_POINTS &&
506                                  v3d->rasterizer->base.point_size_per_vertex);
507                         shader.fragment_shader_does_z_writes =
508                                 v3d->prog.fs->prog_data.fs->writes_z;
509                         shader.turn_off_early_z_test =
510                                 v3d->prog.fs->prog_data.fs->disable_ez;
511                         shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
512                                 v3d->prog.fs->prog_data.fs->uses_center_w;
513                         shader.any_shader_reads_hardware_written_primitive_id =
514                                 (v3d->prog.gs && v3d->prog.gs->prog_data.gs->uses_pid) ||
515                                 v3d->prog.fs->prog_data.fs->uses_pid;
516                         shader.insert_primitive_id_as_first_varying_to_fragment_shader =
517                                 !v3d->prog.gs && v3d->prog.fs->prog_data.fs->uses_pid;
518                         shader.do_scoreboard_wait_on_first_thread_switch =
519                                 v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
520                         shader.disable_implicit_point_line_varyings =
521                                 !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
522                         shader.number_of_varyings_in_fragment_shader =
523                                 v3d->prog.fs->prog_data.fs->num_inputs;
524                         shader.coordinate_shader_code_address =
525                                 cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
526                                            v3d->prog.cs->offset);
527                         shader.vertex_shader_code_address =
528                                 cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
529                                            v3d->prog.vs->offset);
530                         shader.fragment_shader_code_address =
531                                 cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
532                                            v3d->prog.fs->offset);
533                         shader.coordinate_shader_input_vpm_segment_size =
534                                 v3d->prog.cs->prog_data.vs->vpm_input_size;
535                         shader.vertex_shader_input_vpm_segment_size =
536                                 v3d->prog.vs->prog_data.vs->vpm_input_size;
537                         shader.coordinate_shader_output_vpm_segment_size =
538                                 v3d->prog.cs->prog_data.vs->vpm_output_size;
539                         shader.vertex_shader_output_vpm_segment_size =
540                                 v3d->prog.vs->prog_data.vs->vpm_output_size;
541                         shader.coordinate_shader_uniforms_address = cs_uniforms;
542                         shader.vertex_shader_uniforms_address = vs_uniforms;
543                         shader.fragment_shader_uniforms_address = fs_uniforms;
544                         shader.min_coord_shader_input_segments_required_in_play =
545                                 vpm_cfg_bin->As;
546                         shader.min_vertex_shader_input_segments_required_in_play =
547                                 vpm_cfg->As;
548                         shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
549                                 vpm_cfg_bin->Ve;
550                         shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
551                                 vpm_cfg->Ve;
552                         shader.coordinate_shader_4_way_threadable =
553                                 v3d->prog.cs->prog_data.vs->base.threads == 4;
554                         shader.vertex_shader_4_way_threadable =
555                                 v3d->prog.vs->prog_data.vs->base.threads == 4;
556                         shader.fragment_shader_4_way_threadable =
557                                 v3d->prog.fs->prog_data.fs->base.threads == 4;
558                         shader.coordinate_shader_start_in_final_thread_section =
559                                 v3d->prog.cs->prog_data.vs->base.single_seg;
560                         shader.vertex_shader_start_in_final_thread_section =
561                                 v3d->prog.vs->prog_data.vs->base.single_seg;
562                         shader.fragment_shader_start_in_final_thread_section =
563                                 v3d->prog.fs->prog_data.fs->base.single_seg;
564                         shader.vertex_id_read_by_coordinate_shader =
565                                 v3d->prog.cs->prog_data.vs->uses_vid;
566                         shader.instance_id_read_by_coordinate_shader =
567                                 v3d->prog.cs->prog_data.vs->uses_iid;
568                         shader.vertex_id_read_by_vertex_shader =
569                                 v3d->prog.vs->prog_data.vs->uses_vid;
570                         shader.instance_id_read_by_vertex_shader =
571                                 v3d->prog.vs->prog_data.vs->uses_iid;
572                 }
573                 return;
574         }
575 #endif
576 
577         assert(!v3d_device_has_draw_index(&v3d->screen->devinfo));
578         cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
579                 shader.enable_clipping = true;
580                 /* V3D_DIRTY_PRIM_MODE | V3D_DIRTY_RASTERIZER */
581                 shader.point_size_in_shaded_vertex_data =
582                         (info->mode == MESA_PRIM_POINTS &&
583                          v3d->rasterizer->base.point_size_per_vertex);
584 
585                 /* Must be set if the shader modifies Z, discards, or modifies
586                  * the sample mask.  For any of these cases, the fragment
587                  * shader needs to write the Z value (even just discards).
588                  */
589                 shader.fragment_shader_does_z_writes =
590                         v3d->prog.fs->prog_data.fs->writes_z;
591 
592                 /* Set if the EZ test must be disabled (due to shader side
593                  * effects and the early_z flag not being present in the
594                  * shader).
595                  */
596                 shader.turn_off_early_z_test =
597                         v3d->prog.fs->prog_data.fs->disable_ez;
598 
599                 shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
600                         v3d->prog.fs->prog_data.fs->uses_center_w;
601 
602                 shader.any_shader_reads_hardware_written_primitive_id =
603                         (v3d->prog.gs && v3d->prog.gs->prog_data.gs->uses_pid) ||
604                         v3d->prog.fs->prog_data.fs->uses_pid;
605                 shader.insert_primitive_id_as_first_varying_to_fragment_shader =
606                         !v3d->prog.gs && v3d->prog.fs->prog_data.fs->uses_pid;
607 
608                 shader.do_scoreboard_wait_on_first_thread_switch =
609                         v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
610                 shader.disable_implicit_point_line_varyings =
611                         !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
612 
613                 shader.number_of_varyings_in_fragment_shader =
614                         v3d->prog.fs->prog_data.fs->num_inputs;
615 
616                 shader.coordinate_shader_code_address =
617                         cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
618                                    v3d->prog.cs->offset);
619                 shader.vertex_shader_code_address =
620                         cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
621                                    v3d->prog.vs->offset);
622                 shader.fragment_shader_code_address =
623                         cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
624                                    v3d->prog.fs->offset);
625 
626 #if V3D_VERSION == 42
627                 shader.coordinate_shader_propagate_nans = true;
628                 shader.vertex_shader_propagate_nans = true;
629                 shader.fragment_shader_propagate_nans = true;
630 
631                 /* XXX: Use combined input/output size flag in the common
632                  * case.
633                  */
634                 shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
635                         v3d->prog.cs->prog_data.vs->separate_segments;
636                 shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
637                         v3d->prog.vs->prog_data.vs->separate_segments;
638                 shader.coordinate_shader_input_vpm_segment_size =
639                         v3d->prog.cs->prog_data.vs->separate_segments ?
640                         v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
641                 shader.vertex_shader_input_vpm_segment_size =
642                         v3d->prog.vs->prog_data.vs->separate_segments ?
643                         v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
644 #endif
645                 /* On V3D 7.1 there isn't a specific flag to set if we are using
646                  * shared/separate segments or not. We just set the value of
647                  * vpm_input_size to 0, and set output to the max needed. That should be
648                  * already properly set on prog_data_vs_bin
649                  */
650 #if V3D_VERSION == 71
651                 shader.coordinate_shader_input_vpm_segment_size =
652                         v3d->prog.cs->prog_data.vs->vpm_input_size;
653                 shader.vertex_shader_input_vpm_segment_size =
654                         v3d->prog.vs->prog_data.vs->vpm_input_size;
655 #endif
656 
657                 shader.coordinate_shader_output_vpm_segment_size =
658                         v3d->prog.cs->prog_data.vs->vpm_output_size;
659                 shader.vertex_shader_output_vpm_segment_size =
660                         v3d->prog.vs->prog_data.vs->vpm_output_size;
661 
662                 shader.coordinate_shader_uniforms_address = cs_uniforms;
663                 shader.vertex_shader_uniforms_address = vs_uniforms;
664                 shader.fragment_shader_uniforms_address = fs_uniforms;
665 
666                 shader.min_coord_shader_input_segments_required_in_play =
667                         vpm_cfg_bin->As;
668                 shader.min_vertex_shader_input_segments_required_in_play =
669                         vpm_cfg->As;
670 
671                 shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
672                         vpm_cfg_bin->Ve;
673                 shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
674                         vpm_cfg->Ve;
675 
676                 shader.coordinate_shader_4_way_threadable =
677                         v3d->prog.cs->prog_data.vs->base.threads == 4;
678                 shader.vertex_shader_4_way_threadable =
679                         v3d->prog.vs->prog_data.vs->base.threads == 4;
680                 shader.fragment_shader_4_way_threadable =
681                         v3d->prog.fs->prog_data.fs->base.threads == 4;
682 
683                 shader.coordinate_shader_start_in_final_thread_section =
684                         v3d->prog.cs->prog_data.vs->base.single_seg;
685                 shader.vertex_shader_start_in_final_thread_section =
686                         v3d->prog.vs->prog_data.vs->base.single_seg;
687                 shader.fragment_shader_start_in_final_thread_section =
688                         v3d->prog.fs->prog_data.fs->base.single_seg;
689 
690                 shader.vertex_id_read_by_coordinate_shader =
691                         v3d->prog.cs->prog_data.vs->uses_vid;
692                 shader.instance_id_read_by_coordinate_shader =
693                         v3d->prog.cs->prog_data.vs->uses_iid;
694                 shader.vertex_id_read_by_vertex_shader =
695                         v3d->prog.vs->prog_data.vs->uses_vid;
696                 shader.instance_id_read_by_vertex_shader =
697                         v3d->prog.vs->prog_data.vs->uses_iid;
698 
699 #if V3D_VERSION == 42
700                 shader.address_of_default_attribute_values =
701                         cl_address(v3d_resource(vtx->defaults)->bo,
702                                    vtx->defaults_offset);
703 #endif
704         }
705 }
706 
707 static void
v3d_emit_gl_shader_state(struct v3d_context * v3d,const struct pipe_draw_info * info)708 v3d_emit_gl_shader_state(struct v3d_context *v3d,
709                          const struct pipe_draw_info *info)
710 {
711         struct v3d_job *job = v3d->job;
712         /* V3D_DIRTY_VTXSTATE */
713         struct v3d_vertex_stateobj *vtx = v3d->vtx;
714         /* V3D_DIRTY_VTXBUF */
715         struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
716 
717         /* Upload the uniforms to the indirect CL first */
718         struct v3d_cl_reloc fs_uniforms =
719                 v3d_write_uniforms(v3d, job, v3d->prog.fs,
720                                    PIPE_SHADER_FRAGMENT);
721 
722         struct v3d_cl_reloc gs_uniforms = { NULL, 0 };
723         struct v3d_cl_reloc gs_bin_uniforms = { NULL, 0 };
724         if (v3d->prog.gs) {
725                 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs,
726                                                  PIPE_SHADER_GEOMETRY);
727         }
728         if (v3d->prog.gs_bin) {
729                 gs_bin_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs_bin,
730                                                      PIPE_SHADER_GEOMETRY);
731         }
732 
733         struct v3d_cl_reloc vs_uniforms =
734                 v3d_write_uniforms(v3d, job, v3d->prog.vs,
735                                    PIPE_SHADER_VERTEX);
736         struct v3d_cl_reloc cs_uniforms =
737                 v3d_write_uniforms(v3d, job, v3d->prog.cs,
738                                    PIPE_SHADER_VERTEX);
739 
740         /* Update the cache dirty flag based on the shader progs data */
741         job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
742         job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
743         if (v3d->prog.gs_bin) {
744                 job->tmu_dirty_rcl |=
745                         v3d->prog.gs_bin->prog_data.gs->base.tmu_dirty_rcl;
746         }
747         if (v3d->prog.gs) {
748                 job->tmu_dirty_rcl |=
749                         v3d->prog.gs->prog_data.gs->base.tmu_dirty_rcl;
750         }
751         job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
752 
753         uint32_t num_elements_to_emit = 0;
754         for (int i = 0; i < vtx->num_elements; i++) {
755                 struct pipe_vertex_element *elem = &vtx->pipe[i];
756                 struct pipe_vertex_buffer *vb =
757                         &vertexbuf->vb[elem->vertex_buffer_index];
758                 if (vb->buffer.resource)
759                         num_elements_to_emit++;
760         }
761 
762         uint32_t shader_state_record_length =
763                 cl_packet_length(GL_SHADER_STATE_RECORD);
764         if (v3d->prog.gs) {
765                 shader_state_record_length +=
766                         cl_packet_length(GEOMETRY_SHADER_STATE_RECORD) +
767                         cl_packet_length(TESSELLATION_GEOMETRY_COMMON_PARAMS) +
768                         2 * cl_packet_length(TESSELLATION_GEOMETRY_SHADER_PARAMS);
769         }
770 
771         /* See GFXH-930 workaround below */
772         uint32_t shader_rec_offset =
773                     v3d_cl_ensure_space(&job->indirect,
774                                     shader_state_record_length +
775                                     MAX2(num_elements_to_emit, 1) *
776                                     cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
777                                     32);
778 
779         /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
780          * compile time, so that we mostly just have to OR the VS and FS
781          * records together at draw time.
782          */
783 
784         struct vpm_config vpm_cfg_bin, vpm_cfg;
785         v3d_compute_vpm_config(&v3d->screen->devinfo,
786                                v3d->prog.cs->prog_data.vs,
787                                v3d->prog.vs->prog_data.vs,
788                                v3d->prog.gs ? v3d->prog.gs_bin->prog_data.gs : NULL,
789                                v3d->prog.gs ? v3d->prog.gs->prog_data.gs : NULL,
790                                &vpm_cfg_bin,
791                                &vpm_cfg);
792 
793         if (v3d->prog.gs) {
794                 v3d_emit_gs_state_record(v3d->job,
795                                          v3d->prog.gs_bin, gs_bin_uniforms,
796                                          v3d->prog.gs, gs_uniforms);
797 
798                 struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
799                 v3d_emit_tes_gs_common_params(v3d->job,
800                                               gs->out_prim_type,
801                                               gs->num_invocations);
802 
803                 /* Bin Tes/Gs params */
804                 v3d_emit_tes_gs_shader_params(v3d->job,
805                                               vpm_cfg_bin.gs_width,
806                                               vpm_cfg_bin.Gd,
807                                               vpm_cfg_bin.Gv);
808 
809                 /* Render Tes/Gs params */
810                 v3d_emit_tes_gs_shader_params(v3d->job,
811                                               vpm_cfg.gs_width,
812                                               vpm_cfg.Gd,
813                                               vpm_cfg.Gv);
814         }
815 
816         emit_shader_state_record(v3d, job, info, vtx,
817                                  cs_uniforms, vs_uniforms, fs_uniforms,
818                                  &vpm_cfg_bin, &vpm_cfg);
819 
820         bool cs_loaded_any = false;
821         const bool cs_uses_builtins = v3d->prog.cs->prog_data.vs->uses_iid ||
822                                       v3d->prog.cs->prog_data.vs->uses_biid ||
823                                       v3d->prog.cs->prog_data.vs->uses_vid;
824         for (int i = 0; i < vtx->num_elements; i++) {
825                 struct pipe_vertex_element *elem = &vtx->pipe[i];
826                 struct pipe_vertex_buffer *vb =
827                         &vertexbuf->vb[elem->vertex_buffer_index];
828                 struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
829 
830                 if (!rsc)
831                         continue;
832 
833                 enum { size = cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD) };
834                 cl_emit_with_prepacked(&job->indirect,
835                                        GL_SHADER_STATE_ATTRIBUTE_RECORD,
836                                        &vtx->attrs[i * size], attr) {
837                         attr.stride = elem->src_stride;
838                         attr.address = cl_address(rsc->bo,
839                                                   vb->buffer_offset +
840                                                   elem->src_offset);
841                         attr.number_of_values_read_by_coordinate_shader =
842                                 v3d->prog.cs->prog_data.vs->vattr_sizes[i];
843                         attr.number_of_values_read_by_vertex_shader =
844                                 v3d->prog.vs->prog_data.vs->vattr_sizes[i];
845 
846                         /* GFXH-930: At least one attribute must be enabled
847                          * and read by CS and VS.  If we have attributes being
848                          * consumed by the VS but not the CS, then set up a
849                          * dummy load of the last attribute into the CS's VPM
850                          * inputs.  (Since CS is just dead-code-elimination
851                          * compared to VS, we can't have CS loading but not
852                          * VS).
853                          *
854                          * GFXH-1602: first attribute must be active if using
855                          * builtins.
856                          */
857                         if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
858                                 cs_loaded_any = true;
859                         if (i == 0 && cs_uses_builtins && !cs_loaded_any) {
860                                 attr.number_of_values_read_by_coordinate_shader = 1;
861                                 cs_loaded_any = true;
862                         } else if (i == vtx->num_elements - 1 && !cs_loaded_any) {
863                                 attr.number_of_values_read_by_coordinate_shader = 1;
864                                 cs_loaded_any = true;
865                         }
866                         attr.maximum_index = 0xffffff;
867                 }
868                 STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
869         }
870 
871         if (num_elements_to_emit == 0) {
872                 /* GFXH-930: At least one attribute must be enabled and read
873                  * by CS and VS.  If we have no attributes being consumed by
874                  * the shader, set up a dummy to be loaded into the VPM.
875                  */
876                 cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
877                         /* Valid address of data whose value will be unused. */
878                         attr.address = cl_address(job->indirect.bo, 0);
879 
880                         attr.type = ATTRIBUTE_FLOAT;
881                         attr.stride = 0;
882                         attr.vec_size = 1;
883 
884                         attr.number_of_values_read_by_coordinate_shader = 1;
885                         attr.number_of_values_read_by_vertex_shader = 1;
886                 }
887                 num_elements_to_emit = 1;
888         }
889 
890         cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
891                 vcm.number_of_16_vertex_batches_for_binning = vpm_cfg_bin.Vc;
892                 vcm.number_of_16_vertex_batches_for_rendering = vpm_cfg.Vc;
893         }
894 
895         if (v3d->prog.gs) {
896                 cl_emit(&job->bcl, GL_SHADER_STATE_INCLUDING_GS, state) {
897                         state.address = cl_address(job->indirect.bo,
898                                                    shader_rec_offset);
899                         state.number_of_attribute_arrays = num_elements_to_emit;
900                 }
901         } else {
902                 cl_emit(&job->bcl, GL_SHADER_STATE, state) {
903                         state.address = cl_address(job->indirect.bo,
904                                                    shader_rec_offset);
905                         state.number_of_attribute_arrays = num_elements_to_emit;
906                 }
907         }
908 
909         v3d_bo_unreference(&cs_uniforms.bo);
910         v3d_bo_unreference(&vs_uniforms.bo);
911         if (gs_uniforms.bo)
912                 v3d_bo_unreference(&gs_uniforms.bo);
913         if (gs_bin_uniforms.bo)
914                 v3d_bo_unreference(&gs_bin_uniforms.bo);
915         v3d_bo_unreference(&fs_uniforms.bo);
916 }
917 
918 /**
919  * Updates the number of primitives generated from the number of vertices
920  * to draw. This only works when no GS is present, since otherwise the number
921  * of primitives generated cannot be determined in advance and we need to
922  * use the PRIMITIVE_COUNTS_FEEDBACK command instead, however, that requires
923  * a sync wait for the draw to complete, so we only use that when GS is present.
924  */
925 static void
v3d_update_primitives_generated_counter(struct v3d_context * v3d,const struct pipe_draw_info * info,const struct pipe_draw_start_count_bias * draw)926 v3d_update_primitives_generated_counter(struct v3d_context *v3d,
927                                         const struct pipe_draw_info *info,
928                                         const struct pipe_draw_start_count_bias *draw)
929 {
930         assert(!v3d->prog.gs);
931 
932         if (!v3d->active_queries)
933                 return;
934 
935         uint32_t prims = u_prims_for_vertices(info->mode, draw->count);
936         v3d->prims_generated += prims;
937 }
938 
939 static void
v3d_update_job_ez(struct v3d_context * v3d,struct v3d_job * job)940 v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
941 {
942         /* If first_ez_state is V3D_EZ_DISABLED it means that we have already
943          * determined that we should disable EZ completely for all draw calls
944          * in this job. This will cause us to disable EZ for the entire job in
945          * the Tile Rendering Mode RCL packet and when we do that we need to
946          * make sure we never emit a draw call in the job with EZ enabled in
947          * the CFG_BITS packet, so ez_state must also be V3D_EZ_DISABLED.
948          */
949         if (job->first_ez_state == V3D_EZ_DISABLED) {
950                 assert(job->ez_state == V3D_EZ_DISABLED);
951                 return;
952         }
953 
954         /* When we update the EZ state we first check if there is anything
955          * that requires disabling it completely for the entire job (based on
956          * state that is not related to the current draw call and pipeline
957          * state).
958          */
959         if (!job->decided_global_ez_enable ||
960             job->global_ez_zsa_decision_state != v3d->zsa) {
961                 job->decided_global_ez_enable = true;
962                 job->global_ez_zsa_decision_state = v3d->zsa;
963 
964                 if (!job->zsbuf) {
965                         job->first_ez_state = V3D_EZ_DISABLED;
966                         job->ez_state = V3D_EZ_DISABLED;
967                         return;
968                 }
969 
970                 /* GFXH-1918: the early-Z buffer may load incorrect depth
971                  * values if the frame has odd width or height, or if the
972                  * buffer is 16-bit and multisampled. Disable early-Z in these
973                  * cases.
974                  */
975                 bool needs_depth_load = v3d->zsa && job->zsbuf &&
976                         v3d->zsa->base.depth_enabled &&
977                         (PIPE_CLEAR_DEPTH & ~job->clear_tlb);
978                 if (needs_depth_load) {
979                         if (job->zsbuf->texture->format == PIPE_FORMAT_Z16_UNORM &&
980                             job->zsbuf->texture->nr_samples > 0) {
981                                 perf_debug("Loading 16-bit multisampled depth buffer "
982                                            "disables early-Z tests\n");
983                                 job->first_ez_state = V3D_EZ_DISABLED;
984                                 job->ez_state = V3D_EZ_DISABLED;
985                                 return;
986                         }
987                         if ((job->draw_width % 2 != 0) || (job->draw_height % 2 != 0)) {
988                                 perf_debug("Loading depth buffer for framebuffer with "
989                                            "odd width or height disables early-Z tests\n");
990                                 job->first_ez_state = V3D_EZ_DISABLED;
991                                 job->ez_state = V3D_EZ_DISABLED;
992                                 return;
993                         }
994                 }
995         }
996 
997         switch (v3d->zsa->ez_state) {
998         case V3D_EZ_UNDECIDED:
999                 /* If the Z/S state didn't pick a direction but didn't
1000                  * disable, then go along with the current EZ state.  This
1001                  * allows EZ optimization for Z func == EQUAL or NEVER.
1002                  */
1003                 break;
1004 
1005         case V3D_EZ_LT_LE:
1006         case V3D_EZ_GT_GE:
1007                 /* If the Z/S state picked a direction, then it needs to match
1008                  * the current direction if we've decided on one.
1009                  */
1010                 if (job->ez_state == V3D_EZ_UNDECIDED)
1011                         job->ez_state = v3d->zsa->ez_state;
1012                 else if (job->ez_state != v3d->zsa->ez_state)
1013                         job->ez_state = V3D_EZ_DISABLED;
1014                 break;
1015 
1016         case V3D_EZ_DISABLED:
1017                 /* If the current Z/S state disables EZ because of a bad Z
1018                  * func or stencil operation, then we can't do any more EZ in
1019                  * this frame.
1020                  */
1021                 job->ez_state = V3D_EZ_DISABLED;
1022                 break;
1023         }
1024 
1025         /* If the FS affects the Z of the pixels, then it may update against
1026          * the chosen EZ direction (though we could use
1027          * ARB_conservative_depth's hints to avoid this)
1028          */
1029         if (v3d->prog.fs->prog_data.fs->writes_z &&
1030             !v3d->prog.fs->prog_data.fs->writes_z_from_fep) {
1031                 job->ez_state = V3D_EZ_DISABLED;
1032         }
1033 
1034         if (job->first_ez_state == V3D_EZ_UNDECIDED &&
1035             (job->ez_state != V3D_EZ_DISABLED || job->draw_calls_queued == 0))
1036                 job->first_ez_state = job->ez_state;
1037 }
1038 
1039 static bool
v3d_check_compiled_shaders(struct v3d_context * v3d)1040 v3d_check_compiled_shaders(struct v3d_context *v3d)
1041 {
1042         static bool warned[5] = { 0 };
1043 
1044         uint32_t failed_stage = MESA_SHADER_NONE;
1045         if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) {
1046                 failed_stage = MESA_SHADER_VERTEX;
1047         } else if ((v3d->prog.gs_bin && !v3d->prog.gs_bin->resource) ||
1048                    (v3d->prog.gs && !v3d->prog.gs->resource)) {
1049                 failed_stage = MESA_SHADER_GEOMETRY;
1050         } else if (v3d->prog.fs && !v3d->prog.fs->resource) {
1051                 failed_stage = MESA_SHADER_FRAGMENT;
1052         }
1053 
1054         if (likely(failed_stage == MESA_SHADER_NONE))
1055                 return true;
1056 
1057         if (!warned[failed_stage]) {
1058                 fprintf(stderr,
1059                         "%s shader failed to compile. Expect corruption.\n",
1060                         _mesa_shader_stage_to_string(failed_stage));
1061                 warned[failed_stage] = true;
1062         }
1063         return false;
1064 }
1065 
1066 static void
v3d_draw_vbo(struct pipe_context * pctx,const struct pipe_draw_info * info,unsigned drawid_offset,const struct pipe_draw_indirect_info * indirect,const struct pipe_draw_start_count_bias * draws,unsigned num_draws)1067 v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
1068              unsigned drawid_offset,
1069              const struct pipe_draw_indirect_info *indirect,
1070              const struct pipe_draw_start_count_bias *draws,
1071              unsigned num_draws)
1072 {
1073         if (num_draws > 1) {
1074                 util_draw_multi(pctx, info, drawid_offset, indirect, draws, num_draws);
1075                 return;
1076         }
1077 
1078         if (!indirect && (!draws[0].count || !info->instance_count))
1079            return;
1080 
1081         struct v3d_context *v3d = v3d_context(pctx);
1082 
1083         if (!indirect &&
1084             !info->primitive_restart &&
1085             !u_trim_pipe_prim(info->mode, (unsigned*)&draws[0].count))
1086                 return;
1087 
1088         if (!v3d_render_condition_check(v3d))
1089                 return;
1090 
1091         /* Fall back for weird desktop GL primitive restart values. */
1092         if (info->primitive_restart &&
1093             info->index_size) {
1094                 uint32_t mask = util_prim_restart_index_from_size(info->index_size);
1095                 if (info->restart_index != mask) {
1096                         util_draw_vbo_without_prim_restart(pctx, info, drawid_offset, indirect, &draws[0]);
1097                         return;
1098                 }
1099         }
1100 
1101         /* Before setting up the draw, flush anything writing to the resources
1102          * that we read from or reading from resources we write to.
1103          */
1104         for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
1105                 v3d_predraw_check_stage_inputs(pctx, s);
1106 
1107         if (indirect && indirect->buffer) {
1108                 v3d_flush_jobs_writing_resource(v3d, indirect->buffer,
1109                                                 V3D_FLUSH_DEFAULT, false);
1110         }
1111 
1112         v3d_predraw_check_outputs(pctx);
1113 
1114         /* If transform feedback is active and we are switching primitive type
1115          * we need to submit the job before drawing and update the vertex count
1116          * written to TF based on the primitive type since we will need to
1117          * know the exact vertex count if the application decides to call
1118          * glDrawTransformFeedback() later.
1119          */
1120         if (v3d->streamout.num_targets > 0 &&
1121             u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
1122                 v3d_update_primitive_counters(v3d);
1123         }
1124 
1125         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1126 
1127         /* If vertex texturing depends on the output of rendering, we need to
1128          * ensure that that rendering is complete before we run a coordinate
1129          * shader that depends on it.
1130          *
1131          * Given that doing that is unusual, for now we just block the binner
1132          * on the last submitted render, rather than tracking the last
1133          * rendering to each texture's BO.
1134          */
1135         if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || (indirect && indirect->buffer)) {
1136                 static bool warned = false;
1137                 if (!warned) {
1138                         perf_debug("Blocking binner on last render due to "
1139                                    "vertex texturing or indirect drawing.\n");
1140                         warned = true;
1141                 }
1142                 job->submit.in_sync_bcl = v3d->out_sync;
1143         }
1144 
1145         /* We also need to ensure that compute is complete when render depends
1146          * on resources written by it.
1147          */
1148         if (v3d->sync_on_last_compute_job) {
1149                 job->submit.in_sync_bcl = v3d->out_sync;
1150                 v3d->sync_on_last_compute_job = false;
1151         }
1152 
1153         /* Mark SSBOs and images as being written.  We don't actually know
1154          * which ones are read vs written, so just assume the worst.
1155          */
1156         for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
1157                 unsigned i;
1158                 BITSET_FOREACH_SET(i, v3d->ssbo[s].enabled_mask,
1159                                    PIPE_MAX_SHADER_BUFFERS) {
1160                         v3d_job_add_write_resource(job,
1161                                                    v3d->ssbo[s].sb[i].buffer);
1162                         struct v3d_resource *rsc= v3d_resource(v3d->ssbo[s].sb[i].buffer);
1163                         rsc->graphics_written = true;
1164                         job->tmu_dirty_rcl = true;
1165                 }
1166 
1167                 BITSET_FOREACH_SET(i, v3d->shaderimg[s].enabled_mask,
1168                                    PIPE_MAX_SHADER_IMAGES) {
1169                         v3d_job_add_write_resource(job,
1170                                                    v3d->shaderimg[s].si[i].base.resource);
1171                         struct v3d_resource *rsc= v3d_resource(v3d->shaderimg[s].si[i].base.resource);
1172                         rsc->graphics_written = true;
1173                         job->tmu_dirty_rcl = true;
1174                 }
1175         }
1176 
1177         /* Get space to emit our draw call into the BCL, using a branch to
1178          * jump to a new BO if necessary.
1179          */
1180         v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
1181 
1182         if (v3d->prim_mode != info->mode) {
1183                 v3d->prim_mode = info->mode;
1184                 v3d->dirty |= V3D_DIRTY_PRIM_MODE;
1185         }
1186 
1187         v3d_start_draw(v3d);
1188         v3d_update_compiled_shaders(v3d, info->mode);
1189         if (!v3d_check_compiled_shaders(v3d))
1190                 return;
1191         v3d_update_job_ez(v3d, job);
1192 
1193         /* If this job was writing to transform feedback buffers before this
1194          * draw and we are reading from them here, then we need to wait for TF
1195          * to complete before we emit this draw.
1196          *
1197          * Notice this check needs to happen before we emit state for the
1198          * current draw call, where we update job->tf_enabled, so we can ensure
1199          * that we only check TF writes for prior draws.
1200          */
1201         v3d_emit_wait_for_tf_if_needed(v3d, job);
1202 
1203         v3dX(emit_state)(pctx);
1204 
1205         if (v3d->dirty & (V3D_DIRTY_VTXBUF |
1206                           V3D_DIRTY_VTXSTATE |
1207                           V3D_DIRTY_PRIM_MODE |
1208                           V3D_DIRTY_RASTERIZER |
1209                           V3D_DIRTY_COMPILED_CS |
1210                           V3D_DIRTY_COMPILED_VS |
1211                           V3D_DIRTY_COMPILED_GS_BIN |
1212                           V3D_DIRTY_COMPILED_GS |
1213                           V3D_DIRTY_COMPILED_FS |
1214                           v3d->prog.cs->uniform_dirty_bits |
1215                           v3d->prog.vs->uniform_dirty_bits |
1216                           (v3d->prog.gs_bin ?
1217                                     v3d->prog.gs_bin->uniform_dirty_bits : 0) |
1218                           (v3d->prog.gs ?
1219                                     v3d->prog.gs->uniform_dirty_bits : 0) |
1220                           v3d->prog.fs->uniform_dirty_bits)) {
1221                 v3d_emit_gl_shader_state(v3d, info);
1222         }
1223 
1224         v3d->dirty = 0;
1225 
1226         /* The Base Vertex/Base Instance packet sets those values to nonzero
1227          * for the next draw call only.
1228          */
1229         if ((info->index_size && draws->index_bias) || info->start_instance) {
1230                 cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
1231                         base.base_instance = info->start_instance;
1232                         base.base_vertex = info->index_size ? draws->index_bias : 0;
1233                 }
1234         }
1235 
1236         uint32_t prim_tf_enable = 0;
1237 
1238         v3d->prim_restart = info->primitive_restart;
1239 
1240         if (!v3d->prog.gs && !v3d->prim_restart)
1241                 v3d_update_primitives_generated_counter(v3d, info, &draws[0]);
1242 
1243         uint32_t hw_prim_type = v3d_hw_prim_type(info->mode);
1244         if (info->index_size) {
1245                 uint32_t index_size = info->index_size;
1246                 uint32_t offset = draws[0].start * index_size;
1247                 struct pipe_resource *prsc;
1248                 if (info->has_user_indices) {
1249                         unsigned start_offset = draws[0].start * info->index_size;
1250                         prsc = NULL;
1251                         u_upload_data(v3d->uploader, start_offset,
1252                                       draws[0].count * info->index_size, 4,
1253                                       (char*)info->index.user + start_offset,
1254                                       &offset, &prsc);
1255                 } else {
1256                         prsc = info->index.resource;
1257                 }
1258                 struct v3d_resource *rsc = v3d_resource(prsc);
1259 
1260                 cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
1261                         ib.address = cl_address(rsc->bo, 0);
1262                         ib.size = rsc->bo->size;
1263                 }
1264 
1265                 if (indirect && indirect->buffer) {
1266                         cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
1267                                 prim.index_type = ffs(info->index_size) - 1;
1268                                 prim.mode = hw_prim_type | prim_tf_enable;
1269                                 prim.enable_primitive_restarts = info->primitive_restart;
1270 
1271                                 prim.number_of_draw_indirect_indexed_records = indirect->draw_count;
1272 
1273                                 prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1274                                 prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1275                                                           indirect->offset);
1276                         }
1277                 } else if (info->instance_count > 1) {
1278                         cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
1279                                 prim.index_type = ffs(info->index_size) - 1;
1280                                 prim.index_offset = offset;
1281                                 prim.mode = hw_prim_type | prim_tf_enable;
1282                                 prim.enable_primitive_restarts = info->primitive_restart;
1283 
1284                                 prim.number_of_instances = info->instance_count;
1285                                 prim.instance_length = draws[0].count;
1286                         }
1287                 } else {
1288                         cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
1289                                 prim.index_type = ffs(info->index_size) - 1;
1290                                 prim.length = draws[0].count;
1291                                 prim.index_offset = offset;
1292                                 prim.mode = hw_prim_type | prim_tf_enable;
1293                                 prim.enable_primitive_restarts = info->primitive_restart;
1294                         }
1295                 }
1296 
1297                 if (info->has_user_indices)
1298                         pipe_resource_reference(&prsc, NULL);
1299         } else {
1300                 if (indirect && indirect->buffer) {
1301                         cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1302                                 prim.mode = hw_prim_type | prim_tf_enable;
1303                                 prim.number_of_draw_indirect_array_records = indirect->draw_count;
1304 
1305                                 prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1306                                 prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1307                                                           indirect->offset);
1308                         }
1309                 } else if (info->instance_count > 1) {
1310                         struct pipe_stream_output_target *so =
1311                                 indirect && indirect->count_from_stream_output ?
1312                                         indirect->count_from_stream_output : NULL;
1313                         uint32_t vert_count = so ?
1314                                 v3d_stream_output_target_get_vertex_count(so) :
1315                                 draws[0].count;
1316                         cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1317                                 prim.mode = hw_prim_type | prim_tf_enable;
1318                                 prim.index_of_first_vertex = draws[0].start;
1319                                 prim.number_of_instances = info->instance_count;
1320                                 prim.instance_length = vert_count;
1321                         }
1322                 } else {
1323                         struct pipe_stream_output_target *so =
1324                                 indirect && indirect->count_from_stream_output ?
1325                                         indirect->count_from_stream_output : NULL;
1326                         uint32_t vert_count = so ?
1327                                 v3d_stream_output_target_get_vertex_count(so) :
1328                                 draws[0].count;
1329                         cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
1330                                 prim.mode = hw_prim_type | prim_tf_enable;
1331                                 prim.length = vert_count;
1332                                 prim.index_of_first_vertex = draws[0].start;
1333                         }
1334                 }
1335         }
1336 
1337         /* A flush is required in between a TF draw and any following TF specs
1338          * packet, or the GPU may hang.  Just flush each time for now.
1339          */
1340         if (v3d->streamout.num_targets)
1341                 cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
1342 
1343         job->draw_calls_queued++;
1344         if (v3d->streamout.num_targets)
1345            job->tf_draw_calls_queued++;
1346 
1347         /* Increment the TF offsets by how many verts we wrote.  XXX: This
1348          * needs some clamping to the buffer size.
1349          *
1350          * If primitive restart is enabled or we have a geometry shader, we
1351          * update it later, when we can query the device to know how many
1352          * vertices were written.
1353          */
1354         if (!v3d->prog.gs && !v3d->prim_restart) {
1355                 for (int i = 0; i < v3d->streamout.num_targets; i++)
1356                         v3d_stream_output_target(v3d->streamout.targets[i])->offset +=
1357                                 u_stream_outputs_for_vertices(info->mode, draws[0].count);
1358         }
1359 
1360         if (v3d->zsa && job->zsbuf) {
1361                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1362                 if (rsc->invalidated) {
1363                         /* Currently gallium only applies invalidates if it
1364                          * affects both depth and stencil together.
1365                          */
1366                         job->invalidated_load |=
1367                                 PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL;
1368                         rsc->invalidated = false;
1369                         if (rsc->separate_stencil)
1370                                 rsc->separate_stencil->invalidated = false;
1371                 }
1372         }
1373 
1374         uint32_t no_load_mask =
1375                 job->clear_tlb | job->clear_draw | job->invalidated_load;
1376         if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) {
1377                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1378                 v3d_job_add_bo(job, rsc->bo);
1379                 job->load |= PIPE_CLEAR_DEPTH & ~no_load_mask;
1380                 if (v3d->zsa->base.depth_writemask)
1381                         job->store |= PIPE_CLEAR_DEPTH;
1382                 rsc->initialized_buffers |= PIPE_CLEAR_DEPTH;
1383         }
1384 
1385         if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
1386                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1387                 if (rsc->separate_stencil)
1388                         rsc = rsc->separate_stencil;
1389 
1390                 v3d_job_add_bo(job, rsc->bo);
1391 
1392                 job->load |= PIPE_CLEAR_STENCIL & ~no_load_mask;
1393                 if (v3d->zsa->base.stencil[0].writemask ||
1394                     v3d->zsa->base.stencil[1].writemask) {
1395                         job->store |= PIPE_CLEAR_STENCIL;
1396                 }
1397                 rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
1398         }
1399 
1400 
1401         for (int i = 0; i < job->nr_cbufs; i++) {
1402                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1403                 int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
1404 
1405                 if (job->store & bit || !job->cbufs[i])
1406                         continue;
1407                 struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
1408 
1409                 if (rsc->invalidated) {
1410                         job->invalidated_load |= bit;
1411                         rsc->invalidated = false;
1412                 } else {
1413                         job->load |= bit & ~no_load_mask;
1414                 }
1415                 if (v3d->blend->base.rt[blend_rt].colormask)
1416                         job->store |= bit;
1417                 v3d_job_add_bo(job, rsc->bo);
1418         }
1419 
1420         if (job->referenced_size > 768 * 1024 * 1024) {
1421                 perf_debug("Flushing job with %dkb to try to free up memory\n",
1422                         job->referenced_size / 1024);
1423                 v3d_flush(pctx);
1424         }
1425 
1426         if (V3D_DBG(ALWAYS_FLUSH))
1427                 v3d_flush(pctx);
1428 }
1429 
1430 static void
v3d_launch_grid(struct pipe_context * pctx,const struct pipe_grid_info * info)1431 v3d_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
1432 {
1433         struct v3d_context *v3d = v3d_context(pctx);
1434         struct v3d_screen *screen = v3d->screen;
1435         unsigned i;
1436 
1437         v3d_predraw_check_stage_inputs(pctx, PIPE_SHADER_COMPUTE);
1438 
1439         v3d_update_compiled_cs(v3d);
1440 
1441         if (!v3d->prog.compute->resource) {
1442                 static bool warned = false;
1443                 if (!warned) {
1444                         fprintf(stderr,
1445                                 "Compute shader failed to compile.  "
1446                                 "Expect corruption.\n");
1447                         warned = true;
1448                 }
1449                 return;
1450         }
1451 
1452         /* Some of the units of scale:
1453          *
1454          * - Batches of 16 work items (shader invocations) that will be queued
1455          *   to the run on a QPU at once.
1456          *
1457          * - Workgroups composed of work items based on the shader's layout
1458          *   declaration.
1459          *
1460          * - Supergroups of 1-16 workgroups.  There can only be 16 supergroups
1461          *   running at a time on the core, so we want to keep them large to
1462          *   keep the QPUs busy, but a whole supergroup will sync at a barrier
1463          *   so we want to keep them small if one is present.
1464          */
1465         struct drm_v3d_submit_csd submit = { 0 };
1466         struct v3d_job *job = v3d_job_create(v3d);
1467 
1468         /* Set up the actual number of workgroups, synchronously mapping the
1469          * indirect buffer if necessary to get the dimensions.
1470          */
1471         if (info->indirect) {
1472                 struct pipe_transfer *transfer;
1473                 uint32_t *map = pipe_buffer_map_range(pctx, info->indirect,
1474                                                       info->indirect_offset,
1475                                                       3 * sizeof(uint32_t),
1476                                                       PIPE_MAP_READ,
1477                                                       &transfer);
1478                 memcpy(v3d->compute_num_workgroups, map, 3 * sizeof(uint32_t));
1479                 pipe_buffer_unmap(pctx, transfer);
1480 
1481                 if (v3d->compute_num_workgroups[0] == 0 ||
1482                     v3d->compute_num_workgroups[1] == 0 ||
1483                     v3d->compute_num_workgroups[2] == 0) {
1484                         /* Nothing to dispatch, so skip the draw (CSD can't
1485                          * handle 0 workgroups).
1486                          */
1487                         return;
1488                 }
1489         } else {
1490                 v3d->compute_num_workgroups[0] = info->grid[0];
1491                 v3d->compute_num_workgroups[1] = info->grid[1];
1492                 v3d->compute_num_workgroups[2] = info->grid[2];
1493         }
1494 
1495         uint32_t num_wgs = 1;
1496         for (i = 0; i < 3; i++) {
1497                 num_wgs *= v3d->compute_num_workgroups[i];
1498                 submit.cfg[i] |= (v3d->compute_num_workgroups[i] <<
1499                                   V3D_CSD_CFG012_WG_COUNT_SHIFT);
1500         }
1501 
1502         memcpy(v3d->compute_workgroup_size, info->block, 3 * sizeof(uint32_t));
1503         uint32_t wg_size = info->block[0] * info->block[1] * info->block[2];
1504 
1505         struct v3d_compute_prog_data *compute =
1506                 v3d->prog.compute->prog_data.compute;
1507         uint32_t wgs_per_sg =
1508                 v3d_csd_choose_workgroups_per_supergroup(
1509                         &v3d->screen->devinfo,
1510                         compute->has_subgroups,
1511                         compute->base.has_control_barrier,
1512                         compute->base.threads,
1513                         num_wgs, wg_size);
1514 
1515         uint32_t batches_per_sg = DIV_ROUND_UP(wgs_per_sg * wg_size, 16);
1516         uint32_t whole_sgs = num_wgs / wgs_per_sg;
1517         uint32_t rem_wgs = num_wgs - whole_sgs * wgs_per_sg;
1518         uint32_t num_batches = batches_per_sg * whole_sgs +
1519                                DIV_ROUND_UP(rem_wgs * wg_size, 16);
1520 
1521         submit.cfg[3] |= (wgs_per_sg & 0xf) << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
1522         submit.cfg[3] |=
1523                 (batches_per_sg - 1) << V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT;
1524         submit.cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
1525 
1526 
1527         /* Number of batches the dispatch will invoke.
1528          * V3D 7.1.6 and later don't subtract 1 from the number of batches
1529          */
1530         if (v3d->screen->devinfo.ver < 71 ||
1531             (v3d->screen->devinfo.ver == 71 && v3d->screen->devinfo.rev < 6)) {
1532                 submit.cfg[4] = num_batches - 1;
1533         } else {
1534                 submit.cfg[4] = num_batches;
1535         }
1536 
1537         /* Make sure we didn't accidentally underflow. */
1538         assert(submit.cfg[4] != ~0);
1539 
1540         v3d_job_add_bo(job, v3d_resource(v3d->prog.compute->resource)->bo);
1541         submit.cfg[5] = (v3d_resource(v3d->prog.compute->resource)->bo->offset +
1542                          v3d->prog.compute->offset);
1543         if (v3d->screen->devinfo.ver < 71)
1544                 submit.cfg[5] |= V3D_CSD_CFG5_PROPAGATE_NANS;
1545         if (v3d->prog.compute->prog_data.base->single_seg)
1546                 submit.cfg[5] |= V3D_CSD_CFG5_SINGLE_SEG;
1547         if (v3d->prog.compute->prog_data.base->threads == 4)
1548                 submit.cfg[5] |= V3D_CSD_CFG5_THREADING;
1549 
1550         uint32_t shared_size = v3d->prog.compute->prog_data.compute->shared_size +
1551                                info->variable_shared_mem;
1552         if (shared_size) {
1553                 v3d->compute_shared_memory =
1554                         v3d_bo_alloc(v3d->screen,
1555                                      shared_size * num_wgs,
1556                                      "shared_vars");
1557                 v3d->shared_memory = shared_size;
1558         }
1559 
1560         util_dynarray_foreach(&v3d->global_buffers, struct pipe_resource *, res) {
1561                 if (!*res)
1562                         continue;
1563                 struct v3d_resource *rsc = v3d_resource(*res);
1564                 v3d_job_add_bo(job, rsc->bo);
1565         }
1566 
1567         struct v3d_cl_reloc uniforms = v3d_write_uniforms(v3d, job,
1568                                                           v3d->prog.compute,
1569                                                           PIPE_SHADER_COMPUTE);
1570         v3d_job_add_bo(job, uniforms.bo);
1571         submit.cfg[6] = uniforms.bo->offset + uniforms.offset;
1572 
1573         /* Pull some job state that was stored in a SUBMIT_CL struct out to
1574          * our SUBMIT_CSD struct
1575          */
1576         submit.bo_handles = job->submit.bo_handles;
1577         submit.bo_handle_count = job->submit.bo_handle_count;
1578 
1579         /* Serialize this in the rest of our command stream. */
1580         submit.in_sync = v3d->out_sync;
1581         submit.out_sync = v3d->out_sync;
1582 
1583         if (v3d->active_perfmon) {
1584                 assert(screen->has_perfmon);
1585                 submit.perfmon_id = v3d->active_perfmon->kperfmon_id;
1586         }
1587 
1588         v3d->last_perfmon = v3d->active_perfmon;
1589 
1590         if (!V3D_DBG(NORAST)) {
1591                 int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_CSD,
1592                                     &submit);
1593                 static bool warned = false;
1594                 if (ret && !warned) {
1595                         fprintf(stderr, "CSD submit call returned %s.  "
1596                                 "Expect corruption.\n", strerror(errno));
1597                         warned = true;
1598                 } else if (!ret) {
1599                         if (v3d->active_perfmon)
1600                                 v3d->active_perfmon->job_submitted = true;
1601                 }
1602         }
1603 
1604         v3d_job_free(v3d, job);
1605 
1606         /* Mark SSBOs as being written.. we don't actually know which ones are
1607          * read vs written, so just assume the worst
1608          */
1609         BITSET_FOREACH_SET(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask,
1610                            PIPE_MAX_SHADER_BUFFERS) {
1611                 struct v3d_resource *rsc = v3d_resource(
1612                         v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer);
1613                 rsc->writes++;
1614                 rsc->compute_written = true;
1615         }
1616 
1617         BITSET_FOREACH_SET(i,
1618                            v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask,
1619                            PIPE_MAX_SHADER_IMAGES) {
1620                 struct v3d_resource *rsc = v3d_resource(
1621                         v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource);
1622                 rsc->writes++;
1623                 rsc->compute_written = true;
1624         }
1625 
1626         util_dynarray_foreach(&v3d->global_buffers, struct pipe_resource *, res) {
1627                 struct v3d_resource *rsc = v3d_resource(*res);
1628                 if (!rsc)
1629                         continue;
1630                 rsc->writes++;
1631                 rsc->compute_written = true;
1632         }
1633 
1634         v3d_bo_unreference(&uniforms.bo);
1635         v3d_bo_unreference(&v3d->compute_shared_memory);
1636 }
1637 
1638 /**
1639  * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
1640  */
1641 static void
v3d_draw_clear(struct v3d_context * v3d,struct v3d_job * job,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)1642 v3d_draw_clear(struct v3d_context *v3d,
1643                struct v3d_job *job,
1644                unsigned buffers,
1645                const union pipe_color_union *color,
1646                double depth, unsigned stencil)
1647 {
1648         /* Flag we are clearing these buffers with a draw call so we can
1649          * skip loads for them. Notice that if we had emitted any draw calls
1650          * before this clear the loads will still happen, since those previous
1651          * draw calls would have flagged them.
1652          */
1653         job->clear_draw |= buffers;
1654 
1655         v3d_blitter_save(v3d, V3D_CLEAR_COND);
1656         util_blitter_clear(v3d->blitter,
1657                            v3d->framebuffer.width,
1658                            v3d->framebuffer.height,
1659                            util_framebuffer_get_num_layers(&v3d->framebuffer),
1660                            buffers, color, depth, stencil,
1661                            util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
1662 }
1663 
1664 /**
1665  * Attempts to perform the GL clear by using the TLB's fast clear at the start
1666  * of the frame.
1667  */
1668 static unsigned
v3d_tlb_clear(struct v3d_job * job,unsigned buffers,const union pipe_color_union * color,double depth,unsigned stencil)1669 v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
1670               const union pipe_color_union *color,
1671               double depth, unsigned stencil)
1672 {
1673         struct v3d_context *v3d = job->v3d;
1674 
1675         if (job->draw_calls_queued) {
1676                 /* If anything in the CL has drawn using the buffer, then the
1677                  * TLB clear we're trying to add now would happen before that
1678                  * drawing.
1679                  */
1680                 buffers &= ~(job->load | job->store);
1681         }
1682 
1683         /* GFXH-1461: If we were to emit a load of just depth or just stencil,
1684          * then the clear for the other may get lost.  We need to decide now
1685          * if it would be possible to need to emit a load of just one after
1686          * we've set up our TLB clears. This issue is fixed since V3D 4.3.18.
1687          */
1688         if (v3d->screen->devinfo.ver == 42 &&
1689             buffers & PIPE_CLEAR_DEPTHSTENCIL &&
1690             (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
1691             job->zsbuf &&
1692             util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
1693                 buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
1694         }
1695 
1696         for (int i = 0; i < job->nr_cbufs; i++) {
1697                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1698                 if (!(buffers & bit))
1699                         continue;
1700 
1701                 struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
1702                 struct v3d_surface *surf = v3d_surface(psurf);
1703                 struct v3d_resource *rsc = v3d_resource(psurf->texture);
1704 
1705                 union util_color uc;
1706                 uint32_t internal_size = 4 << surf->internal_bpp;
1707 
1708                 /*  While hardware supports clamping, this is not applied on
1709                  *  the clear values, so we need to do it manually.
1710                  *
1711                  *  "Clamping is performed on color values immediately as they
1712                  *   enter the TLB and after blending. Clamping is not
1713                  *   performed on the clear color."
1714                  */
1715                 union pipe_color_union clamped_color =
1716                         util_clamp_color(psurf->format, color);
1717 
1718                 if (v3d->swap_color_rb & (1 << i)) {
1719                         union pipe_color_union orig_color = clamped_color;
1720                         clamped_color.f[0] = orig_color.f[2];
1721                         clamped_color.f[1] = orig_color.f[1];
1722                         clamped_color.f[2] = orig_color.f[0];
1723                         clamped_color.f[3] = orig_color.f[3];
1724                 }
1725 
1726                 if (util_format_is_alpha(psurf->format))
1727                         clamped_color.f[0] = clamped_color.f[3];
1728 
1729                 switch (surf->internal_type) {
1730                 case V3D_INTERNAL_TYPE_8:
1731                         util_pack_color(clamped_color.f, PIPE_FORMAT_R8G8B8A8_UNORM,
1732                                         &uc);
1733                         memcpy(job->clear_color[i], uc.ui, internal_size);
1734                         break;
1735                 case V3D_INTERNAL_TYPE_8I:
1736                 case V3D_INTERNAL_TYPE_8UI:
1737                         job->clear_color[i][0] = ((clamped_color.ui[0] & 0xff) |
1738                                                   (clamped_color.ui[1] & 0xff) << 8 |
1739                                                   (clamped_color.ui[2] & 0xff) << 16 |
1740                                                   (clamped_color.ui[3] & 0xff) << 24);
1741                         break;
1742                 case V3D_INTERNAL_TYPE_16F:
1743                         util_pack_color(clamped_color.f, PIPE_FORMAT_R16G16B16A16_FLOAT,
1744                                         &uc);
1745                         memcpy(job->clear_color[i], uc.ui, internal_size);
1746                         break;
1747                 case V3D_INTERNAL_TYPE_16I:
1748                 case V3D_INTERNAL_TYPE_16UI:
1749                         job->clear_color[i][0] = ((clamped_color.ui[0] & 0xffff) |
1750                                                   clamped_color.ui[1] << 16);
1751                         job->clear_color[i][1] = ((clamped_color.ui[2] & 0xffff) |
1752                                                   clamped_color.ui[3] << 16);
1753                         break;
1754                 case V3D_INTERNAL_TYPE_32F:
1755                 case V3D_INTERNAL_TYPE_32I:
1756                 case V3D_INTERNAL_TYPE_32UI:
1757                         memcpy(job->clear_color[i], clamped_color.ui, internal_size);
1758                         break;
1759                 }
1760 
1761                 rsc->initialized_buffers |= bit;
1762         }
1763 
1764         unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
1765         if (zsclear) {
1766                 struct v3d_resource *rsc =
1767                         v3d_resource(v3d->framebuffer.zsbuf->texture);
1768 
1769                 if (zsclear & PIPE_CLEAR_DEPTH)
1770                         job->clear_z = depth;
1771                 if (zsclear & PIPE_CLEAR_STENCIL)
1772                         job->clear_s = stencil;
1773 
1774                 rsc->initialized_buffers |= zsclear;
1775         }
1776 
1777         job->draw_min_x = 0;
1778         job->draw_min_y = 0;
1779         job->draw_max_x = v3d->framebuffer.width;
1780         job->draw_max_y = v3d->framebuffer.height;
1781         job->clear_tlb |= buffers;
1782         job->store |= buffers;
1783         job->scissor.disabled = true;
1784 
1785         v3d_start_draw(v3d);
1786 
1787         return buffers;
1788 }
1789 
1790 static void
v3d_clear(struct pipe_context * pctx,unsigned buffers,const struct pipe_scissor_state * scissor_state,const union pipe_color_union * color,double depth,unsigned stencil)1791 v3d_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
1792           const union pipe_color_union *color, double depth, unsigned stencil)
1793 {
1794         struct v3d_context *v3d = v3d_context(pctx);
1795         struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1796 
1797         buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
1798 
1799         if (!buffers || !v3d_render_condition_check(v3d))
1800                 return;
1801 
1802         v3d_draw_clear(v3d, job, buffers, color, depth, stencil);
1803 }
1804 
1805 static void
v3d_clear_render_target(struct pipe_context * pctx,struct pipe_surface * ps,const union pipe_color_union * color,unsigned x,unsigned y,unsigned w,unsigned h,bool render_condition_enabled)1806 v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
1807                         const union pipe_color_union *color,
1808                         unsigned x, unsigned y, unsigned w, unsigned h,
1809                         bool render_condition_enabled)
1810 {
1811         struct v3d_context *v3d = v3d_context(pctx);
1812 
1813         if (render_condition_enabled && !v3d_render_condition_check(v3d))
1814                 return;
1815 
1816         v3d_blitter_save(v3d, render_condition_enabled ?
1817                          V3D_CLEAR_SURFACE_COND : V3D_CLEAR_SURFACE);
1818         util_blitter_clear_render_target(v3d->blitter, ps, color, x, y, w, h);
1819 }
1820 
1821 static void
v3d_clear_depth_stencil(struct pipe_context * pctx,struct pipe_surface * ps,unsigned buffers,double depth,unsigned stencil,unsigned x,unsigned y,unsigned w,unsigned h,bool render_condition_enabled)1822 v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
1823                         unsigned buffers, double depth, unsigned stencil,
1824                         unsigned x, unsigned y, unsigned w, unsigned h,
1825                         bool render_condition_enabled)
1826 {
1827         struct v3d_context *v3d = v3d_context(pctx);
1828 
1829         if (render_condition_enabled && !v3d_render_condition_check(v3d))
1830                 return;
1831 
1832         v3d_blitter_save(v3d, render_condition_enabled ?
1833                          V3D_CLEAR_SURFACE_COND : V3D_CLEAR_SURFACE);
1834         util_blitter_clear_depth_stencil(v3d->blitter, ps, buffers, depth,
1835                                          stencil, x, y, w, h);
1836 }
1837 
1838 static void
v3d_set_global_binding(struct pipe_context * pctx,unsigned first,unsigned count,struct pipe_resource ** resources,uint32_t ** handles)1839 v3d_set_global_binding(struct pipe_context *pctx,
1840                        unsigned first, unsigned count,
1841                        struct pipe_resource **resources,
1842                        uint32_t **handles)
1843 {
1844         struct v3d_context *v3d = v3d_context(pctx);
1845         unsigned old_size = util_dynarray_num_elements(&v3d->global_buffers, *resources);
1846 
1847         if (old_size < first + count) {
1848                 /* we are screwed no matter what */
1849                 if (!util_dynarray_grow(&v3d->global_buffers, *resources, (first + count) - old_size))
1850                         unreachable("out of memory");
1851 
1852                 for (unsigned i = old_size; i < first + count; i++)
1853                         *util_dynarray_element(&v3d->global_buffers, struct pipe_resource *, i) = NULL;
1854         }
1855 
1856 
1857         for (unsigned i = first; i < first + count; ++i) {
1858                 struct pipe_resource **res = util_dynarray_element(&v3d->global_buffers, struct pipe_resource *, first + i);
1859                 if (resources && resources[i]) {
1860                         struct v3d_resource *rsc = v3d_resource(resources[i]);
1861                         pipe_resource_reference(res, resources[i]);
1862 
1863                         /* We have to add the base address as there might be an existing offset */
1864                         *handles[i] += rsc->bo->offset;
1865                 } else {
1866                         pipe_resource_reference(res, NULL);
1867                 }
1868         }
1869 }
1870 
1871 void
v3dX(draw_init)1872 v3dX(draw_init)(struct pipe_context *pctx)
1873 {
1874         pctx->draw_vbo = v3d_draw_vbo;
1875         pctx->clear = v3d_clear;
1876         pctx->clear_render_target = v3d_clear_render_target;
1877         pctx->clear_depth_stencil = v3d_clear_depth_stencil;
1878         if (v3d_context(pctx)->screen->has_csd) {
1879                 pctx->launch_grid = v3d_launch_grid;
1880                 pctx->set_global_binding = v3d_set_global_binding;
1881         }
1882 }
1883