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PojavLauncherTeam
GitHub Repository: PojavLauncherTeam/mesa
Path: blob/21.2-virgl/src/gallium/drivers/v3d/v3dx_rcl.c
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/*
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* Copyright © 2017 Broadcom
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "util/format/u_format.h"
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#include "v3d_context.h"
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#include "broadcom/common/v3d_tiling.h"
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#include "broadcom/common/v3d_macros.h"
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#include "broadcom/cle/v3dx_pack.h"
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#define PIPE_CLEAR_COLOR_BUFFERS (PIPE_CLEAR_COLOR0 | \
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PIPE_CLEAR_COLOR1 | \
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PIPE_CLEAR_COLOR2 | \
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PIPE_CLEAR_COLOR3) \
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#define PIPE_FIRST_COLOR_BUFFER_BIT (ffs(PIPE_CLEAR_COLOR0) - 1)
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/* The HW queues up the load until the tile coordinates show up, but can only
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* track one at a time. If we need to do more than one load, then we need to
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* flush out the previous load by emitting the tile coordinates and doing a
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* dummy store.
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*/
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static void
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flush_last_load(struct v3d_cl *cl)
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{
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if (V3D_VERSION >= 40)
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return;
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48
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
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cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
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store.buffer_to_store = NONE;
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}
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}
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static void
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load_general(struct v3d_cl *cl, struct pipe_surface *psurf, int buffer,
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int layer, uint32_t pipe_bit, uint32_t *loads_pending)
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{
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struct v3d_surface *surf = v3d_surface(psurf);
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bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
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if (separate_stencil) {
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psurf = surf->separate_stencil;
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surf = v3d_surface(psurf);
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}
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struct v3d_resource *rsc = v3d_resource(psurf->texture);
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uint32_t layer_offset =
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v3d_layer_offset(&rsc->base, psurf->u.tex.level,
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psurf->u.tex.first_layer + layer);
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cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
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load.buffer_to_load = buffer;
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load.address = cl_address(rsc->bo, layer_offset);
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74
#if V3D_VERSION >= 40
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load.memory_format = surf->tiling;
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if (separate_stencil)
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load.input_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
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else
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load.input_image_format = surf->format;
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load.r_b_swap = surf->swap_rb;
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load.force_alpha_1 = util_format_has_alpha1(psurf->format);
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if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
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surf->tiling == V3D_TILING_UIF_XOR) {
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load.height_in_ub_or_stride =
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surf->padded_height_of_output_image_in_uif_blocks;
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} else if (surf->tiling == V3D_TILING_RASTER) {
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struct v3d_resource_slice *slice =
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&rsc->slices[psurf->u.tex.level];
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load.height_in_ub_or_stride = slice->stride;
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}
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if (psurf->texture->nr_samples > 1)
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load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
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else
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load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
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#else /* V3D_VERSION < 40 */
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/* Can't do raw ZSTENCIL loads -- need to load/store them to
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* separate buffers for Z and stencil.
100
*/
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assert(buffer != ZSTENCIL);
102
load.raw_mode = true;
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load.padded_height_of_output_image_in_uif_blocks =
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surf->padded_height_of_output_image_in_uif_blocks;
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#endif /* V3D_VERSION < 40 */
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}
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*loads_pending &= ~pipe_bit;
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if (*loads_pending)
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flush_last_load(cl);
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}
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static void
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store_general(struct v3d_job *job,
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struct v3d_cl *cl, struct pipe_surface *psurf,
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int layer, int buffer, int pipe_bit,
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uint32_t *stores_pending, bool general_color_clear,
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bool resolve_4x)
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{
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struct v3d_surface *surf = v3d_surface(psurf);
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bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
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if (separate_stencil) {
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psurf = surf->separate_stencil;
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surf = v3d_surface(psurf);
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}
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*stores_pending &= ~pipe_bit;
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bool last_store = !(*stores_pending);
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struct v3d_resource *rsc = v3d_resource(psurf->texture);
131
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rsc->writes++;
133
134
uint32_t layer_offset =
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v3d_layer_offset(&rsc->base, psurf->u.tex.level,
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psurf->u.tex.first_layer + layer);
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cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
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store.buffer_to_store = buffer;
139
store.address = cl_address(rsc->bo, layer_offset);
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#if V3D_VERSION >= 40
142
store.clear_buffer_being_stored = false;
143
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if (separate_stencil)
145
store.output_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
146
else
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store.output_image_format = surf->format;
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store.r_b_swap = surf->swap_rb;
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store.memory_format = surf->tiling;
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if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
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surf->tiling == V3D_TILING_UIF_XOR) {
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store.height_in_ub_or_stride =
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surf->padded_height_of_output_image_in_uif_blocks;
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} else if (surf->tiling == V3D_TILING_RASTER) {
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struct v3d_resource_slice *slice =
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&rsc->slices[psurf->u.tex.level];
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store.height_in_ub_or_stride = slice->stride;
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}
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assert(!resolve_4x || job->bbuf);
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if (psurf->texture->nr_samples > 1)
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store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
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else if (resolve_4x && job->bbuf->texture->nr_samples > 1)
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store.decimate_mode = V3D_DECIMATE_MODE_4X;
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else
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store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
169
170
#else /* V3D_VERSION < 40 */
171
/* Can't do raw ZSTENCIL stores -- need to load/store them to
172
* separate buffers for Z and stencil.
173
*/
174
assert(buffer != ZSTENCIL);
175
store.raw_mode = true;
176
if (!last_store) {
177
store.disable_color_buffers_clear_on_write = true;
178
store.disable_z_buffer_clear_on_write = true;
179
store.disable_stencil_buffer_clear_on_write = true;
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} else {
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store.disable_color_buffers_clear_on_write =
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!(((pipe_bit & PIPE_CLEAR_COLOR_BUFFERS) &&
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general_color_clear &&
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(job->clear & pipe_bit)));
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store.disable_z_buffer_clear_on_write =
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!(job->clear & PIPE_CLEAR_DEPTH);
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store.disable_stencil_buffer_clear_on_write =
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!(job->clear & PIPE_CLEAR_STENCIL);
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}
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store.padded_height_of_output_image_in_uif_blocks =
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surf->padded_height_of_output_image_in_uif_blocks;
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#endif /* V3D_VERSION < 40 */
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}
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/* There must be a TILE_COORDINATES_IMPLICIT between each store. */
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if (V3D_VERSION < 40 && !last_store) {
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cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
198
}
199
}
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static int
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zs_buffer_from_pipe_bits(int pipe_clear_bits)
203
{
204
switch (pipe_clear_bits & PIPE_CLEAR_DEPTHSTENCIL) {
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case PIPE_CLEAR_DEPTHSTENCIL:
206
return ZSTENCIL;
207
case PIPE_CLEAR_DEPTH:
208
return Z;
209
case PIPE_CLEAR_STENCIL:
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return STENCIL;
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default:
212
return NONE;
213
}
214
}
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216
static void
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v3d_rcl_emit_loads(struct v3d_job *job, struct v3d_cl *cl, int layer)
218
{
219
/* When blitting, no color or zs buffer is loaded; instead the blit
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* source buffer is loaded for the aspects that we are going to blit.
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*/
222
assert(!job->bbuf || job->load == 0);
223
assert(!job->bbuf || job->nr_cbufs <= 1);
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assert(!job->bbuf || V3D_VERSION >= 40);
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uint32_t loads_pending = job->bbuf ? job->store : job->load;
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for (int i = 0; i < job->nr_cbufs; i++) {
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uint32_t bit = PIPE_CLEAR_COLOR0 << i;
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if (!(loads_pending & bit))
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continue;
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struct pipe_surface *psurf = job->bbuf ? job->bbuf : job->cbufs[i];
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assert(!job->bbuf || i == 0);
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if (!psurf || (V3D_VERSION < 40 &&
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psurf->texture->nr_samples <= 1)) {
238
continue;
239
}
240
241
load_general(cl, psurf, RENDER_TARGET_0 + i, layer,
242
bit, &loads_pending);
243
}
244
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if ((loads_pending & PIPE_CLEAR_DEPTHSTENCIL) &&
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(V3D_VERSION >= 40 ||
247
(job->zsbuf && job->zsbuf->texture->nr_samples > 1))) {
248
struct pipe_surface *src = job->bbuf ? job->bbuf : job->zsbuf;
249
struct v3d_resource *rsc = v3d_resource(src->texture);
250
251
if (rsc->separate_stencil &&
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(loads_pending & PIPE_CLEAR_STENCIL)) {
253
load_general(cl, src,
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STENCIL, layer,
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PIPE_CLEAR_STENCIL,
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&loads_pending);
257
}
258
259
if (loads_pending & PIPE_CLEAR_DEPTHSTENCIL) {
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load_general(cl, src,
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zs_buffer_from_pipe_bits(loads_pending),
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layer,
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loads_pending & PIPE_CLEAR_DEPTHSTENCIL,
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&loads_pending);
265
}
266
}
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268
#if V3D_VERSION < 40
269
/* The initial reload will be queued until we get the
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* tile coordinates.
271
*/
272
if (loads_pending) {
273
cl_emit(cl, RELOAD_TILE_COLOR_BUFFER, load) {
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load.disable_color_buffer_load =
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(~loads_pending &
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PIPE_CLEAR_COLOR_BUFFERS) >>
277
PIPE_FIRST_COLOR_BUFFER_BIT;
278
load.enable_z_load =
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loads_pending & PIPE_CLEAR_DEPTH;
280
load.enable_stencil_load =
281
loads_pending & PIPE_CLEAR_STENCIL;
282
}
283
}
284
#else /* V3D_VERSION >= 40 */
285
assert(!loads_pending);
286
cl_emit(cl, END_OF_LOADS, end);
287
#endif
288
}
289
290
static void
291
v3d_rcl_emit_stores(struct v3d_job *job, struct v3d_cl *cl, int layer)
292
{
293
#if V3D_VERSION < 40
294
UNUSED bool needs_color_clear = job->clear & PIPE_CLEAR_COLOR_BUFFERS;
295
UNUSED bool needs_z_clear = job->clear & PIPE_CLEAR_DEPTH;
296
UNUSED bool needs_s_clear = job->clear & PIPE_CLEAR_STENCIL;
297
298
/* For clearing color in a TLB general on V3D 3.3:
299
*
300
* - NONE buffer store clears all TLB color buffers.
301
* - color buffer store clears just the TLB color buffer being stored.
302
* - Z/S buffers store may not clear the TLB color buffer.
303
*
304
* And on V3D 4.1, we only have one flag for "clear the buffer being
305
* stored" in the general packet, and a separate packet to clear all
306
* color TLB buffers.
307
*
308
* As a result, we only bother flagging TLB color clears in a general
309
* packet when we don't have to emit a separate packet to clear all
310
* TLB color buffers.
311
*/
312
bool general_color_clear = (needs_color_clear &&
313
(job->clear & PIPE_CLEAR_COLOR_BUFFERS) ==
314
(job->store & PIPE_CLEAR_COLOR_BUFFERS));
315
#else
316
bool general_color_clear = false;
317
#endif
318
319
uint32_t stores_pending = job->store;
320
321
/* For V3D 4.1, use general stores for all TLB stores.
322
*
323
* For V3D 3.3, we only use general stores to do raw stores for any
324
* MSAA surfaces. These output UIF tiled images where each 4x MSAA
325
* pixel is a 2x2 quad, and the format will be that of the
326
* internal_type/internal_bpp, rather than the format from GL's
327
* perspective. Non-MSAA surfaces will use
328
* STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED.
329
*/
330
assert(!job->bbuf || job->nr_cbufs <= 1);
331
for (int i = 0; i < job->nr_cbufs; i++) {
332
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
333
if (!(job->store & bit))
334
continue;
335
336
struct pipe_surface *psurf = job->cbufs[i];
337
if (!psurf ||
338
(V3D_VERSION < 40 && psurf->texture->nr_samples <= 1)) {
339
continue;
340
}
341
342
store_general(job, cl, psurf, layer, RENDER_TARGET_0 + i, bit,
343
&stores_pending, general_color_clear, job->bbuf);
344
}
345
346
if (job->store & PIPE_CLEAR_DEPTHSTENCIL && job->zsbuf &&
347
!(V3D_VERSION < 40 && job->zsbuf->texture->nr_samples <= 1)) {
348
struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
349
if (rsc->separate_stencil) {
350
if (job->store & PIPE_CLEAR_DEPTH) {
351
store_general(job, cl, job->zsbuf, layer,
352
Z, PIPE_CLEAR_DEPTH,
353
&stores_pending,
354
general_color_clear,
355
false);
356
}
357
358
if (job->store & PIPE_CLEAR_STENCIL) {
359
store_general(job, cl, job->zsbuf, layer,
360
STENCIL, PIPE_CLEAR_STENCIL,
361
&stores_pending,
362
general_color_clear,
363
false);
364
}
365
} else {
366
store_general(job, cl, job->zsbuf, layer,
367
zs_buffer_from_pipe_bits(job->store),
368
job->store & PIPE_CLEAR_DEPTHSTENCIL,
369
&stores_pending, general_color_clear,
370
false);
371
}
372
}
373
374
#if V3D_VERSION < 40
375
if (stores_pending) {
376
cl_emit(cl, STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED, store) {
377
378
store.disable_color_buffer_write =
379
(~stores_pending >>
380
PIPE_FIRST_COLOR_BUFFER_BIT) & 0xf;
381
store.enable_z_write = stores_pending & PIPE_CLEAR_DEPTH;
382
store.enable_stencil_write = stores_pending & PIPE_CLEAR_STENCIL;
383
384
/* Note that when set this will clear all of the color
385
* buffers.
386
*/
387
store.disable_color_buffers_clear_on_write =
388
!needs_color_clear;
389
store.disable_z_buffer_clear_on_write =
390
!needs_z_clear;
391
store.disable_stencil_buffer_clear_on_write =
392
!needs_s_clear;
393
};
394
} else if (needs_color_clear && !general_color_clear) {
395
/* If we didn't do our color clears in the general packet,
396
* then emit a packet to clear all the TLB color buffers now.
397
*/
398
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
399
store.buffer_to_store = NONE;
400
}
401
}
402
#else /* V3D_VERSION >= 40 */
403
/* If we're emitting an RCL with GL_ARB_framebuffer_no_attachments,
404
* we still need to emit some sort of store.
405
*/
406
if (!job->store) {
407
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
408
store.buffer_to_store = NONE;
409
}
410
}
411
412
assert(!stores_pending);
413
414
/* GFXH-1461/GFXH-1689: The per-buffer store command's clear
415
* buffer bit is broken for depth/stencil. In addition, the
416
* clear packet's Z/S bit is broken, but the RTs bit ends up
417
* clearing Z/S.
418
*/
419
if (job->clear) {
420
cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
421
clear.clear_z_stencil_buffer = true;
422
clear.clear_all_render_targets = true;
423
}
424
}
425
#endif /* V3D_VERSION >= 40 */
426
}
427
428
static void
429
v3d_rcl_emit_generic_per_tile_list(struct v3d_job *job, int layer)
430
{
431
/* Emit the generic list in our indirect state -- the rcl will just
432
* have pointers into it.
433
*/
434
struct v3d_cl *cl = &job->indirect;
435
v3d_cl_ensure_space(cl, 200, 1);
436
struct v3d_cl_reloc tile_list_start = cl_get_address(cl);
437
438
if (V3D_VERSION >= 40) {
439
/* V3D 4.x only requires a single tile coordinates, and
440
* END_OF_LOADS switches us between loading and rendering.
441
*/
442
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
443
}
444
445
v3d_rcl_emit_loads(job, cl, layer);
446
447
if (V3D_VERSION < 40) {
448
/* Tile Coordinates triggers the last reload and sets where
449
* the stores go. There must be one per store packet.
450
*/
451
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
452
}
453
454
/* The binner starts out writing tiles assuming that the initial mode
455
* is triangles, so make sure that's the case.
456
*/
457
cl_emit(cl, PRIM_LIST_FORMAT, fmt) {
458
fmt.primitive_type = LIST_TRIANGLES;
459
}
460
461
#if V3D_VERSION >= 41
462
/* PTB assumes that value to be 0, but hw will not set it. */
463
cl_emit(cl, SET_INSTANCEID, set) {
464
set.instance_id = 0;
465
}
466
#endif
467
468
cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
469
470
v3d_rcl_emit_stores(job, cl, layer);
471
472
#if V3D_VERSION >= 40
473
cl_emit(cl, END_OF_TILE_MARKER, end);
474
#endif
475
476
cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
477
478
cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
479
branch.start = tile_list_start;
480
branch.end = cl_get_address(cl);
481
}
482
}
483
484
#if V3D_VERSION >= 40
485
static void
486
v3d_setup_render_target(struct v3d_job *job, int cbuf,
487
uint32_t *rt_bpp, uint32_t *rt_type, uint32_t *rt_clamp)
488
{
489
if (!job->cbufs[cbuf])
490
return;
491
492
struct v3d_surface *surf = v3d_surface(job->cbufs[cbuf]);
493
*rt_bpp = surf->internal_bpp;
494
if (job->bbuf) {
495
struct v3d_surface *bsurf = v3d_surface(job->bbuf);
496
*rt_bpp = MAX2(*rt_bpp, bsurf->internal_bpp);
497
}
498
*rt_type = surf->internal_type;
499
*rt_clamp = V3D_RENDER_TARGET_CLAMP_NONE;
500
}
501
502
#else /* V3D_VERSION < 40 */
503
504
static void
505
v3d_emit_z_stencil_config(struct v3d_job *job, struct v3d_surface *surf,
506
struct v3d_resource *rsc, bool is_separate_stencil)
507
{
508
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_Z_STENCIL, zs) {
509
zs.address = cl_address(rsc->bo, surf->offset);
510
511
if (!is_separate_stencil) {
512
zs.internal_type = surf->internal_type;
513
zs.output_image_format = surf->format;
514
} else {
515
zs.z_stencil_id = 1; /* Separate stencil */
516
}
517
518
zs.padded_height_of_output_image_in_uif_blocks =
519
surf->padded_height_of_output_image_in_uif_blocks;
520
521
assert(surf->tiling != V3D_TILING_RASTER);
522
zs.memory_format = surf->tiling;
523
}
524
525
if (job->store & (is_separate_stencil ?
526
PIPE_CLEAR_STENCIL :
527
PIPE_CLEAR_DEPTHSTENCIL)) {
528
rsc->writes++;
529
}
530
}
531
#endif /* V3D_VERSION < 40 */
532
533
#define div_round_up(a, b) (((a) + (b) - 1) / b)
534
535
static bool
536
supertile_in_job_scissors(struct v3d_job *job,
537
uint32_t x, uint32_t y, uint32_t w, uint32_t h)
538
{
539
if (job->scissor.disabled || job->scissor.count == 0)
540
return true;
541
542
const uint32_t min_x = x * w;
543
const uint32_t min_y = y * h;
544
const uint32_t max_x = min_x + w - 1;
545
const uint32_t max_y = min_y + h - 1;
546
547
for (uint32_t i = 0; i < job->scissor.count; i++) {
548
const uint32_t min_s_x = job->scissor.rects[i].min_x;
549
const uint32_t min_s_y = job->scissor.rects[i].min_y;
550
const uint32_t max_s_x = job->scissor.rects[i].max_x;
551
const uint32_t max_s_y = job->scissor.rects[i].max_y;
552
553
if (max_x < min_s_x || min_x > max_s_x ||
554
max_y < min_s_y || min_y > max_s_y) {
555
continue;
556
}
557
558
return true;
559
}
560
561
return false;
562
}
563
564
static void
565
emit_render_layer(struct v3d_job *job, uint32_t layer)
566
{
567
uint32_t supertile_w = 1, supertile_h = 1;
568
569
/* If doing multicore binning, we would need to initialize each
570
* core's tile list here.
571
*/
572
uint32_t tile_alloc_offset =
573
layer * job->draw_tiles_x * job->draw_tiles_y * 64;
574
cl_emit(&job->rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
575
list.address = cl_address(job->tile_alloc, tile_alloc_offset);
576
}
577
578
cl_emit(&job->rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
579
uint32_t frame_w_in_supertiles, frame_h_in_supertiles;
580
const uint32_t max_supertiles = 256;
581
582
/* Size up our supertiles until we get under the limit. */
583
for (;;) {
584
frame_w_in_supertiles = div_round_up(job->draw_tiles_x,
585
supertile_w);
586
frame_h_in_supertiles = div_round_up(job->draw_tiles_y,
587
supertile_h);
588
if (frame_w_in_supertiles *
589
frame_h_in_supertiles < max_supertiles) {
590
break;
591
}
592
593
if (supertile_w < supertile_h)
594
supertile_w++;
595
else
596
supertile_h++;
597
}
598
599
config.number_of_bin_tile_lists = 1;
600
config.total_frame_width_in_tiles = job->draw_tiles_x;
601
config.total_frame_height_in_tiles = job->draw_tiles_y;
602
603
config.supertile_width_in_tiles = supertile_w;
604
config.supertile_height_in_tiles = supertile_h;
605
606
config.total_frame_width_in_supertiles = frame_w_in_supertiles;
607
config.total_frame_height_in_supertiles = frame_h_in_supertiles;
608
}
609
610
/* Start by clearing the tile buffer. */
611
cl_emit(&job->rcl, TILE_COORDINATES, coords) {
612
coords.tile_column_number = 0;
613
coords.tile_row_number = 0;
614
}
615
616
/* Emit an initial clear of the tile buffers. This is necessary
617
* for any buffers that should be cleared (since clearing
618
* normally happens at the *end* of the generic tile list), but
619
* it's also nice to clear everything so the first tile doesn't
620
* inherit any contents from some previous frame.
621
*
622
* Also, implement the GFXH-1742 workaround. There's a race in
623
* the HW between the RCL updating the TLB's internal type/size
624
* and thespawning of the QPU instances using the TLB's current
625
* internal type/size. To make sure the QPUs get the right
626
* state, we need 1 dummy store in between internal type/size
627
* changes on V3D 3.x, and 2 dummy stores on 4.x.
628
*/
629
#if V3D_VERSION < 40
630
cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
631
store.buffer_to_store = NONE;
632
}
633
#else
634
for (int i = 0; i < 2; i++) {
635
if (i > 0)
636
cl_emit(&job->rcl, TILE_COORDINATES, coords);
637
cl_emit(&job->rcl, END_OF_LOADS, end);
638
cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
639
store.buffer_to_store = NONE;
640
}
641
if (i == 0) {
642
cl_emit(&job->rcl, CLEAR_TILE_BUFFERS, clear) {
643
clear.clear_z_stencil_buffer = true;
644
clear.clear_all_render_targets = true;
645
}
646
}
647
cl_emit(&job->rcl, END_OF_TILE_MARKER, end);
648
}
649
#endif
650
651
cl_emit(&job->rcl, FLUSH_VCD_CACHE, flush);
652
653
v3d_rcl_emit_generic_per_tile_list(job, layer);
654
655
/* XXX perf: We should expose GL_MESA_tile_raster_order to
656
* improve X11 performance, but we should use Morton order
657
* otherwise to improve cache locality.
658
*/
659
uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
660
uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
661
uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;
662
uint32_t min_y_supertile = job->draw_min_y / supertile_h_in_pixels;
663
664
uint32_t max_x_supertile = 0;
665
uint32_t max_y_supertile = 0;
666
if (job->draw_max_x != 0 && job->draw_max_y != 0) {
667
max_x_supertile = (job->draw_max_x - 1) / supertile_w_in_pixels;
668
max_y_supertile = (job->draw_max_y - 1) / supertile_h_in_pixels;
669
}
670
671
for (int y = min_y_supertile; y <= max_y_supertile; y++) {
672
for (int x = min_x_supertile; x <= max_x_supertile; x++) {
673
if (supertile_in_job_scissors(job, x, y,
674
supertile_w_in_pixels,
675
supertile_h_in_pixels)) {
676
cl_emit(&job->rcl, SUPERTILE_COORDINATES, coords) {
677
coords.column_number_in_supertiles = x;
678
coords.row_number_in_supertiles = y;
679
}
680
}
681
}
682
}
683
}
684
685
void
686
v3dX(emit_rcl)(struct v3d_job *job)
687
{
688
/* The RCL list should be empty. */
689
assert(!job->rcl.bo);
690
691
v3d_cl_ensure_space_with_branch(&job->rcl, 200 +
692
MAX2(job->num_layers, 1) * 256 *
693
cl_packet_length(SUPERTILE_COORDINATES));
694
job->submit.rcl_start = job->rcl.bo->offset;
695
v3d_job_add_bo(job, job->rcl.bo);
696
697
/* Common config must be the first TILE_RENDERING_MODE_CFG
698
* and Z_STENCIL_CLEAR_VALUES must be last. The ones in between are
699
* optional updates to the previous HW state.
700
*/
701
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
702
#if V3D_VERSION < 40
703
config.enable_z_store = job->store & PIPE_CLEAR_DEPTH;
704
config.enable_stencil_store = job->store & PIPE_CLEAR_STENCIL;
705
#else /* V3D_VERSION >= 40 */
706
if (job->zsbuf) {
707
struct v3d_surface *surf = v3d_surface(job->zsbuf);
708
config.internal_depth_type = surf->internal_type;
709
}
710
#endif /* V3D_VERSION >= 40 */
711
712
/* XXX: Early D/S clear */
713
714
switch (job->first_ez_state) {
715
case V3D_EZ_UNDECIDED:
716
case V3D_EZ_LT_LE:
717
config.early_z_disable = false;
718
config.early_z_test_and_update_direction =
719
EARLY_Z_DIRECTION_LT_LE;
720
break;
721
case V3D_EZ_GT_GE:
722
config.early_z_disable = false;
723
config.early_z_test_and_update_direction =
724
EARLY_Z_DIRECTION_GT_GE;
725
break;
726
case V3D_EZ_DISABLED:
727
config.early_z_disable = true;
728
}
729
730
config.image_width_pixels = job->draw_width;
731
config.image_height_pixels = job->draw_height;
732
733
config.number_of_render_targets = MAX2(job->nr_cbufs, 1);
734
735
config.multisample_mode_4x = job->msaa;
736
737
config.maximum_bpp_of_all_render_targets = job->internal_bpp;
738
}
739
740
for (int i = 0; i < job->nr_cbufs; i++) {
741
struct pipe_surface *psurf = job->cbufs[i];
742
if (!psurf)
743
continue;
744
struct v3d_surface *surf = v3d_surface(psurf);
745
struct v3d_resource *rsc = v3d_resource(psurf->texture);
746
747
UNUSED uint32_t config_pad = 0;
748
uint32_t clear_pad = 0;
749
750
/* XXX: Set the pad for raster. */
751
if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
752
surf->tiling == V3D_TILING_UIF_XOR) {
753
int uif_block_height = v3d_utile_height(rsc->cpp) * 2;
754
uint32_t implicit_padded_height = (align(job->draw_height, uif_block_height) /
755
uif_block_height);
756
if (surf->padded_height_of_output_image_in_uif_blocks -
757
implicit_padded_height < 15) {
758
config_pad = (surf->padded_height_of_output_image_in_uif_blocks -
759
implicit_padded_height);
760
} else {
761
config_pad = 15;
762
clear_pad = surf->padded_height_of_output_image_in_uif_blocks;
763
}
764
}
765
766
#if V3D_VERSION < 40
767
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
768
rt.address = cl_address(rsc->bo, surf->offset);
769
rt.internal_type = surf->internal_type;
770
rt.output_image_format = surf->format;
771
rt.memory_format = surf->tiling;
772
rt.internal_bpp = surf->internal_bpp;
773
rt.render_target_number = i;
774
rt.pad = config_pad;
775
776
if (job->store & PIPE_CLEAR_COLOR0 << i)
777
rsc->writes++;
778
}
779
#endif /* V3D_VERSION < 40 */
780
781
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1,
782
clear) {
783
clear.clear_color_low_32_bits = job->clear_color[i][0];
784
clear.clear_color_next_24_bits = job->clear_color[i][1] & 0xffffff;
785
clear.render_target_number = i;
786
};
787
788
if (surf->internal_bpp >= V3D_INTERNAL_BPP_64) {
789
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2,
790
clear) {
791
clear.clear_color_mid_low_32_bits =
792
((job->clear_color[i][1] >> 24) |
793
(job->clear_color[i][2] << 8));
794
clear.clear_color_mid_high_24_bits =
795
((job->clear_color[i][2] >> 24) |
796
((job->clear_color[i][3] & 0xffff) << 8));
797
clear.render_target_number = i;
798
};
799
}
800
801
if (surf->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) {
802
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3,
803
clear) {
804
clear.uif_padded_height_in_uif_blocks = clear_pad;
805
clear.clear_color_high_16_bits = job->clear_color[i][3] >> 16;
806
clear.render_target_number = i;
807
};
808
}
809
}
810
811
#if V3D_VERSION >= 40
812
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
813
v3d_setup_render_target(job, 0,
814
&rt.render_target_0_internal_bpp,
815
&rt.render_target_0_internal_type,
816
&rt.render_target_0_clamp);
817
v3d_setup_render_target(job, 1,
818
&rt.render_target_1_internal_bpp,
819
&rt.render_target_1_internal_type,
820
&rt.render_target_1_clamp);
821
v3d_setup_render_target(job, 2,
822
&rt.render_target_2_internal_bpp,
823
&rt.render_target_2_internal_type,
824
&rt.render_target_2_clamp);
825
v3d_setup_render_target(job, 3,
826
&rt.render_target_3_internal_bpp,
827
&rt.render_target_3_internal_type,
828
&rt.render_target_3_clamp);
829
}
830
#endif
831
832
#if V3D_VERSION < 40
833
/* TODO: Don't bother emitting if we don't load/clear Z/S. */
834
if (job->zsbuf) {
835
struct pipe_surface *psurf = job->zsbuf;
836
struct v3d_surface *surf = v3d_surface(psurf);
837
struct v3d_resource *rsc = v3d_resource(psurf->texture);
838
839
v3d_emit_z_stencil_config(job, surf, rsc, false);
840
841
/* Emit the separate stencil packet if we have a resource for
842
* it. The HW will only load/store this buffer if the
843
* Z/Stencil config doesn't have stencil in its format.
844
*/
845
if (surf->separate_stencil) {
846
v3d_emit_z_stencil_config(job,
847
v3d_surface(surf->separate_stencil),
848
rsc->separate_stencil, true);
849
}
850
}
851
#endif /* V3D_VERSION < 40 */
852
853
/* Ends rendering mode config. */
854
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES,
855
clear) {
856
clear.z_clear_value = job->clear_z;
857
clear.stencil_clear_value = job->clear_s;
858
};
859
860
/* Always set initial block size before the first branch, which needs
861
* to match the value from binning mode config.
862
*/
863
cl_emit(&job->rcl, TILE_LIST_INITIAL_BLOCK_SIZE, init) {
864
init.use_auto_chained_tile_lists = true;
865
init.size_of_first_block_in_chained_tile_lists =
866
TILE_ALLOCATION_BLOCK_SIZE_64B;
867
}
868
869
/* ARB_framebuffer_no_attachments allows rendering to happen even when
870
* the framebuffer has no attachments, the idea being that fragment
871
* shaders can still do image load/store, ssbo, etc without having to
872
* write to actual attachments, so always run at least one iteration
873
* of the loop.
874
*/
875
assert(job->num_layers > 0 || (job->load == 0 && job->store == 0));
876
for (int layer = 0; layer < MAX2(1, job->num_layers); layer++)
877
emit_render_layer(job, layer);
878
879
cl_emit(&job->rcl, END_OF_RENDERING, end);
880
}
881
882