blob: 538912f641c43564b6f64e4b3c04c314419f613b [file] [log] [blame]
/*
* Copyright © 2017 Broadcom
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "util/format/u_format.h"
#include "v3d_context.h"
#include "broadcom/common/v3d_tiling.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
#define PIPE_CLEAR_COLOR_BUFFERS (PIPE_CLEAR_COLOR0 | \
PIPE_CLEAR_COLOR1 | \
PIPE_CLEAR_COLOR2 | \
PIPE_CLEAR_COLOR3) \
#define PIPE_FIRST_COLOR_BUFFER_BIT (ffs(PIPE_CLEAR_COLOR0) - 1)
/* The HW queues up the load until the tile coordinates show up, but can only
* track one at a time. If we need to do more than one load, then we need to
* flush out the previous load by emitting the tile coordinates and doing a
* dummy store.
*/
static void
flush_last_load(struct v3d_cl *cl)
{
if (V3D_VERSION >= 40)
return;
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
}
static void
load_general(struct v3d_cl *cl, struct pipe_surface *psurf, int buffer,
int layer, uint32_t pipe_bit, uint32_t *loads_pending)
{
struct v3d_surface *surf = v3d_surface(psurf);
bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
if (separate_stencil) {
psurf = surf->separate_stencil;
surf = v3d_surface(psurf);
}
struct v3d_resource *rsc = v3d_resource(psurf->texture);
uint32_t layer_offset =
v3d_layer_offset(&rsc->base, psurf->u.tex.level,
psurf->u.tex.first_layer + layer);
cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
load.buffer_to_load = buffer;
load.address = cl_address(rsc->bo, layer_offset);
#if V3D_VERSION >= 40
load.memory_format = surf->tiling;
if (separate_stencil)
load.input_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
else
load.input_image_format = surf->format;
load.r_b_swap = surf->swap_rb;
load.force_alpha_1 = util_format_has_alpha1(psurf->format);
if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
surf->tiling == V3D_TILING_UIF_XOR) {
load.height_in_ub_or_stride =
surf->padded_height_of_output_image_in_uif_blocks;
} else if (surf->tiling == V3D_TILING_RASTER) {
struct v3d_resource_slice *slice =
&rsc->slices[psurf->u.tex.level];
load.height_in_ub_or_stride = slice->stride;
}
if (psurf->texture->nr_samples > 1)
load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
else
load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
#else /* V3D_VERSION < 40 */
/* Can't do raw ZSTENCIL loads -- need to load/store them to
* separate buffers for Z and stencil.
*/
assert(buffer != ZSTENCIL);
load.raw_mode = true;
load.padded_height_of_output_image_in_uif_blocks =
surf->padded_height_of_output_image_in_uif_blocks;
#endif /* V3D_VERSION < 40 */
}
*loads_pending &= ~pipe_bit;
if (*loads_pending)
flush_last_load(cl);
}
static void
store_general(struct v3d_job *job,
struct v3d_cl *cl, struct pipe_surface *psurf,
int layer, int buffer, int pipe_bit,
uint32_t *stores_pending, bool general_color_clear,
bool resolve_4x)
{
struct v3d_surface *surf = v3d_surface(psurf);
bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
if (separate_stencil) {
psurf = surf->separate_stencil;
surf = v3d_surface(psurf);
}
*stores_pending &= ~pipe_bit;
bool last_store = !(*stores_pending);
struct v3d_resource *rsc = v3d_resource(psurf->texture);
rsc->writes++;
uint32_t layer_offset =
v3d_layer_offset(&rsc->base, psurf->u.tex.level,
psurf->u.tex.first_layer + layer);
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = buffer;
store.address = cl_address(rsc->bo, layer_offset);
#if V3D_VERSION >= 40
store.clear_buffer_being_stored = false;
if (separate_stencil)
store.output_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
else
store.output_image_format = surf->format;
store.r_b_swap = surf->swap_rb;
store.memory_format = surf->tiling;
if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
surf->tiling == V3D_TILING_UIF_XOR) {
store.height_in_ub_or_stride =
surf->padded_height_of_output_image_in_uif_blocks;
} else if (surf->tiling == V3D_TILING_RASTER) {
struct v3d_resource_slice *slice =
&rsc->slices[psurf->u.tex.level];
store.height_in_ub_or_stride = slice->stride;
}
assert(!resolve_4x || job->bbuf);
if (psurf->texture->nr_samples > 1)
store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
else if (resolve_4x && job->bbuf->texture->nr_samples > 1)
store.decimate_mode = V3D_DECIMATE_MODE_4X;
else
store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
#else /* V3D_VERSION < 40 */
/* Can't do raw ZSTENCIL stores -- need to load/store them to
* separate buffers for Z and stencil.
*/
assert(buffer != ZSTENCIL);
store.raw_mode = true;
if (!last_store) {
store.disable_color_buffers_clear_on_write = true;
store.disable_z_buffer_clear_on_write = true;
store.disable_stencil_buffer_clear_on_write = true;
} else {
store.disable_color_buffers_clear_on_write =
!(((pipe_bit & PIPE_CLEAR_COLOR_BUFFERS) &&
general_color_clear &&
(job->clear & pipe_bit)));
store.disable_z_buffer_clear_on_write =
!(job->clear & PIPE_CLEAR_DEPTH);
store.disable_stencil_buffer_clear_on_write =
!(job->clear & PIPE_CLEAR_STENCIL);
}
store.padded_height_of_output_image_in_uif_blocks =
surf->padded_height_of_output_image_in_uif_blocks;
#endif /* V3D_VERSION < 40 */
}
/* There must be a TILE_COORDINATES_IMPLICIT between each store. */
if (V3D_VERSION < 40 && !last_store) {
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
}
}
static int
zs_buffer_from_pipe_bits(int pipe_clear_bits)
{
switch (pipe_clear_bits & PIPE_CLEAR_DEPTHSTENCIL) {
case PIPE_CLEAR_DEPTHSTENCIL:
return ZSTENCIL;
case PIPE_CLEAR_DEPTH:
return Z;
case PIPE_CLEAR_STENCIL:
return STENCIL;
default:
return NONE;
}
}
static void
v3d_rcl_emit_loads(struct v3d_job *job, struct v3d_cl *cl, int layer)
{
/* When blitting, no color or zs buffer is loaded; instead the blit
* source buffer is loaded for the aspects that we are going to blit.
*/
assert(!job->bbuf || job->load == 0);
assert(!job->bbuf || job->nr_cbufs <= 1);
assert(!job->bbuf || V3D_VERSION >= 40);
uint32_t loads_pending = job->bbuf ? job->store : job->load;
for (int i = 0; i < job->nr_cbufs; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
if (!(loads_pending & bit))
continue;
struct pipe_surface *psurf = job->bbuf ? job->bbuf : job->cbufs[i];
assert(!job->bbuf || i == 0);
if (!psurf || (V3D_VERSION < 40 &&
psurf->texture->nr_samples <= 1)) {
continue;
}
load_general(cl, psurf, RENDER_TARGET_0 + i, layer,
bit, &loads_pending);
}
if ((loads_pending & PIPE_CLEAR_DEPTHSTENCIL) &&
(V3D_VERSION >= 40 ||
(job->zsbuf && job->zsbuf->texture->nr_samples > 1))) {
assert(!job->early_zs_clear);
struct pipe_surface *src = job->bbuf ? job->bbuf : job->zsbuf;
struct v3d_resource *rsc = v3d_resource(src->texture);
if (rsc->separate_stencil &&
(loads_pending & PIPE_CLEAR_STENCIL)) {
load_general(cl, src,
STENCIL, layer,
PIPE_CLEAR_STENCIL,
&loads_pending);
}
if (loads_pending & PIPE_CLEAR_DEPTHSTENCIL) {
load_general(cl, src,
zs_buffer_from_pipe_bits(loads_pending),
layer,
loads_pending & PIPE_CLEAR_DEPTHSTENCIL,
&loads_pending);
}
}
#if V3D_VERSION < 40
/* The initial reload will be queued until we get the
* tile coordinates.
*/
if (loads_pending) {
cl_emit(cl, RELOAD_TILE_COLOR_BUFFER, load) {
load.disable_color_buffer_load =
(~loads_pending &
PIPE_CLEAR_COLOR_BUFFERS) >>
PIPE_FIRST_COLOR_BUFFER_BIT;
load.enable_z_load =
loads_pending & PIPE_CLEAR_DEPTH;
load.enable_stencil_load =
loads_pending & PIPE_CLEAR_STENCIL;
}
}
#else /* V3D_VERSION >= 40 */
assert(!loads_pending);
cl_emit(cl, END_OF_LOADS, end);
#endif
}
static void
v3d_rcl_emit_stores(struct v3d_job *job, struct v3d_cl *cl, int layer)
{
#if V3D_VERSION < 40
UNUSED bool needs_color_clear = job->clear & PIPE_CLEAR_COLOR_BUFFERS;
UNUSED bool needs_z_clear = job->clear & PIPE_CLEAR_DEPTH;
UNUSED bool needs_s_clear = job->clear & PIPE_CLEAR_STENCIL;
/* For clearing color in a TLB general on V3D 3.3:
*
* - NONE buffer store clears all TLB color buffers.
* - color buffer store clears just the TLB color buffer being stored.
* - Z/S buffers store may not clear the TLB color buffer.
*
* And on V3D 4.1, we only have one flag for "clear the buffer being
* stored" in the general packet, and a separate packet to clear all
* color TLB buffers.
*
* As a result, we only bother flagging TLB color clears in a general
* packet when we don't have to emit a separate packet to clear all
* TLB color buffers.
*/
bool general_color_clear = (needs_color_clear &&
(job->clear & PIPE_CLEAR_COLOR_BUFFERS) ==
(job->store & PIPE_CLEAR_COLOR_BUFFERS));
#else
bool general_color_clear = false;
#endif
uint32_t stores_pending = job->store;
/* For V3D 4.1, use general stores for all TLB stores.
*
* For V3D 3.3, we only use general stores to do raw stores for any
* MSAA surfaces. These output UIF tiled images where each 4x MSAA
* pixel is a 2x2 quad, and the format will be that of the
* internal_type/internal_bpp, rather than the format from GL's
* perspective. Non-MSAA surfaces will use
* STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED.
*/
assert(!job->bbuf || job->nr_cbufs <= 1);
for (int i = 0; i < job->nr_cbufs; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
if (!(job->store & bit))
continue;
struct pipe_surface *psurf = job->cbufs[i];
if (!psurf ||
(V3D_VERSION < 40 && psurf->texture->nr_samples <= 1)) {
continue;
}
store_general(job, cl, psurf, layer, RENDER_TARGET_0 + i, bit,
&stores_pending, general_color_clear, job->bbuf);
}
if (job->store & PIPE_CLEAR_DEPTHSTENCIL && job->zsbuf &&
!(V3D_VERSION < 40 && job->zsbuf->texture->nr_samples <= 1)) {
assert(!job->early_zs_clear);
struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
if (rsc->separate_stencil) {
if (job->store & PIPE_CLEAR_DEPTH) {
store_general(job, cl, job->zsbuf, layer,
Z, PIPE_CLEAR_DEPTH,
&stores_pending,
general_color_clear,
false);
}
if (job->store & PIPE_CLEAR_STENCIL) {
store_general(job, cl, job->zsbuf, layer,
STENCIL, PIPE_CLEAR_STENCIL,
&stores_pending,
general_color_clear,
false);
}
} else {
store_general(job, cl, job->zsbuf, layer,
zs_buffer_from_pipe_bits(job->store),
job->store & PIPE_CLEAR_DEPTHSTENCIL,
&stores_pending, general_color_clear,
false);
}
}
#if V3D_VERSION < 40
if (stores_pending) {
cl_emit(cl, STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED, store) {
store.disable_color_buffer_write =
(~stores_pending >>
PIPE_FIRST_COLOR_BUFFER_BIT) & 0xf;
store.enable_z_write = stores_pending & PIPE_CLEAR_DEPTH;
store.enable_stencil_write = stores_pending & PIPE_CLEAR_STENCIL;
/* Note that when set this will clear all of the color
* buffers.
*/
store.disable_color_buffers_clear_on_write =
!needs_color_clear;
store.disable_z_buffer_clear_on_write =
!needs_z_clear;
store.disable_stencil_buffer_clear_on_write =
!needs_s_clear;
};
} else if (needs_color_clear && !general_color_clear) {
/* If we didn't do our color clears in the general packet,
* then emit a packet to clear all the TLB color buffers now.
*/
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
}
#else /* V3D_VERSION >= 40 */
/* If we're emitting an RCL with GL_ARB_framebuffer_no_attachments,
* we still need to emit some sort of store.
*/
if (!job->store) {
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
}
assert(!stores_pending);
/* GFXH-1461/GFXH-1689: The per-buffer store command's clear
* buffer bit is broken for depth/stencil. In addition, the
* clear packet's Z/S bit is broken, but the RTs bit ends up
* clearing Z/S.
*/
if (job->clear) {
cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
clear.clear_z_stencil_buffer = !job->early_zs_clear;
clear.clear_all_render_targets = true;
}
}
#endif /* V3D_VERSION >= 40 */
}
static void
v3d_rcl_emit_generic_per_tile_list(struct v3d_job *job, int layer)
{
/* Emit the generic list in our indirect state -- the rcl will just
* have pointers into it.
*/
struct v3d_cl *cl = &job->indirect;
v3d_cl_ensure_space(cl, 200, 1);
struct v3d_cl_reloc tile_list_start = cl_get_address(cl);
if (V3D_VERSION >= 40) {
/* V3D 4.x only requires a single tile coordinates, and
* END_OF_LOADS switches us between loading and rendering.
*/
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
}
v3d_rcl_emit_loads(job, cl, layer);
if (V3D_VERSION < 40) {
/* Tile Coordinates triggers the last reload and sets where
* the stores go. There must be one per store packet.
*/
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
}
/* The binner starts out writing tiles assuming that the initial mode
* is triangles, so make sure that's the case.
*/
cl_emit(cl, PRIM_LIST_FORMAT, fmt) {
fmt.primitive_type = LIST_TRIANGLES;
}
#if V3D_VERSION >= 41
/* PTB assumes that value to be 0, but hw will not set it. */
cl_emit(cl, SET_INSTANCEID, set) {
set.instance_id = 0;
}
#endif
cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
v3d_rcl_emit_stores(job, cl, layer);
#if V3D_VERSION >= 40
cl_emit(cl, END_OF_TILE_MARKER, end);
#endif
cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
branch.start = tile_list_start;
branch.end = cl_get_address(cl);
}
}
#if V3D_VERSION >= 40
static void
v3d_setup_render_target(struct v3d_job *job, int cbuf,
uint32_t *rt_bpp, uint32_t *rt_type, uint32_t *rt_clamp)
{
if (!job->cbufs[cbuf])
return;
struct v3d_surface *surf = v3d_surface(job->cbufs[cbuf]);
*rt_bpp = surf->internal_bpp;
if (job->bbuf) {
struct v3d_surface *bsurf = v3d_surface(job->bbuf);
*rt_bpp = MAX2(*rt_bpp, bsurf->internal_bpp);
}
*rt_type = surf->internal_type;
*rt_clamp = V3D_RENDER_TARGET_CLAMP_NONE;
}
#else /* V3D_VERSION < 40 */
static void
v3d_emit_z_stencil_config(struct v3d_job *job, struct v3d_surface *surf,
struct v3d_resource *rsc, bool is_separate_stencil)
{
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_Z_STENCIL, zs) {
zs.address = cl_address(rsc->bo, surf->offset);
if (!is_separate_stencil) {
zs.internal_type = surf->internal_type;
zs.output_image_format = surf->format;
} else {
zs.z_stencil_id = 1; /* Separate stencil */
}
zs.padded_height_of_output_image_in_uif_blocks =
surf->padded_height_of_output_image_in_uif_blocks;
assert(surf->tiling != V3D_TILING_RASTER);
zs.memory_format = surf->tiling;
}
if (job->store & (is_separate_stencil ?
PIPE_CLEAR_STENCIL :
PIPE_CLEAR_DEPTHSTENCIL)) {
rsc->writes++;
}
}
#endif /* V3D_VERSION < 40 */
#define div_round_up(a, b) (((a) + (b) - 1) / b)
static bool
supertile_in_job_scissors(struct v3d_job *job,
uint32_t x, uint32_t y, uint32_t w, uint32_t h)
{
if (job->scissor.disabled || job->scissor.count == 0)
return true;
const uint32_t min_x = x * w;
const uint32_t min_y = y * h;
const uint32_t max_x = min_x + w - 1;
const uint32_t max_y = min_y + h - 1;
for (uint32_t i = 0; i < job->scissor.count; i++) {
const uint32_t min_s_x = job->scissor.rects[i].min_x;
const uint32_t min_s_y = job->scissor.rects[i].min_y;
const uint32_t max_s_x = job->scissor.rects[i].max_x;
const uint32_t max_s_y = job->scissor.rects[i].max_y;
if (max_x < min_s_x || min_x > max_s_x ||
max_y < min_s_y || min_y > max_s_y) {
continue;
}
return true;
}
return false;
}
#if V3D_VERSION >= 40
static inline bool
do_double_initial_tile_clear(const struct v3d_job *job)
{
/* Our rendering code emits an initial clear per layer, unlike the
* Vulkan driver, which only executes a single initial clear for all
* layers. This is because in GL we don't use the
* 'clear_buffer_being_stored' bit when storing tiles, so each layer
* needs the iniital clear. This is also why this helper, unlike the
* Vulkan version, doesn't check the layer count to decide if double
* clear for double buffer mode is required.
*/
return job->double_buffer &&
(job->draw_tiles_x > 1 || job->draw_tiles_y > 1);
}
#endif
static void
emit_render_layer(struct v3d_job *job, uint32_t layer)
{
uint32_t supertile_w = 1, supertile_h = 1;
/* If doing multicore binning, we would need to initialize each
* core's tile list here.
*/
uint32_t tile_alloc_offset =
layer * job->draw_tiles_x * job->draw_tiles_y * 64;
cl_emit(&job->rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
list.address = cl_address(job->tile_alloc, tile_alloc_offset);
}
cl_emit(&job->rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
uint32_t frame_w_in_supertiles, frame_h_in_supertiles;
const uint32_t max_supertiles = 256;
/* Size up our supertiles until we get under the limit. */
for (;;) {
frame_w_in_supertiles = div_round_up(job->draw_tiles_x,
supertile_w);
frame_h_in_supertiles = div_round_up(job->draw_tiles_y,
supertile_h);
if (frame_w_in_supertiles *
frame_h_in_supertiles < max_supertiles) {
break;
}
if (supertile_w < supertile_h)
supertile_w++;
else
supertile_h++;
}
config.number_of_bin_tile_lists = 1;
config.total_frame_width_in_tiles = job->draw_tiles_x;
config.total_frame_height_in_tiles = job->draw_tiles_y;
config.supertile_width_in_tiles = supertile_w;
config.supertile_height_in_tiles = supertile_h;
config.total_frame_width_in_supertiles = frame_w_in_supertiles;
config.total_frame_height_in_supertiles = frame_h_in_supertiles;
}
/* Start by clearing the tile buffer. */
cl_emit(&job->rcl, TILE_COORDINATES, coords) {
coords.tile_column_number = 0;
coords.tile_row_number = 0;
}
/* Emit an initial clear of the tile buffers. This is necessary
* for any buffers that should be cleared (since clearing
* normally happens at the *end* of the generic tile list), but
* it's also nice to clear everything so the first tile doesn't
* inherit any contents from some previous frame.
*
* Also, implement the GFXH-1742 workaround. There's a race in
* the HW between the RCL updating the TLB's internal type/size
* and thespawning of the QPU instances using the TLB's current
* internal type/size. To make sure the QPUs get the right
* state, we need 1 dummy store in between internal type/size
* changes on V3D 3.x, and 2 dummy stores on 4.x.
*/
#if V3D_VERSION < 40
cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
#else
for (int i = 0; i < 2; i++) {
if (i > 0)
cl_emit(&job->rcl, TILE_COORDINATES, coords);
cl_emit(&job->rcl, END_OF_LOADS, end);
cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = NONE;
}
if (i == 0 || do_double_initial_tile_clear(job)) {
cl_emit(&job->rcl, CLEAR_TILE_BUFFERS, clear) {
clear.clear_z_stencil_buffer = !job->early_zs_clear;
clear.clear_all_render_targets = true;
}
}
cl_emit(&job->rcl, END_OF_TILE_MARKER, end);
}
#endif
cl_emit(&job->rcl, FLUSH_VCD_CACHE, flush);
v3d_rcl_emit_generic_per_tile_list(job, layer);
/* XXX perf: We should expose GL_MESA_tile_raster_order to
* improve X11 performance, but we should use Morton order
* otherwise to improve cache locality.
*/
uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;
uint32_t min_y_supertile = job->draw_min_y / supertile_h_in_pixels;
uint32_t max_x_supertile = 0;
uint32_t max_y_supertile = 0;
if (job->draw_max_x != 0 && job->draw_max_y != 0) {
max_x_supertile = (job->draw_max_x - 1) / supertile_w_in_pixels;
max_y_supertile = (job->draw_max_y - 1) / supertile_h_in_pixels;
}
for (int y = min_y_supertile; y <= max_y_supertile; y++) {
for (int x = min_x_supertile; x <= max_x_supertile; x++) {
if (supertile_in_job_scissors(job, x, y,
supertile_w_in_pixels,
supertile_h_in_pixels)) {
cl_emit(&job->rcl, SUPERTILE_COORDINATES, coords) {
coords.column_number_in_supertiles = x;
coords.row_number_in_supertiles = y;
}
}
}
}
}
void
v3dX(emit_rcl)(struct v3d_job *job)
{
/* The RCL list should be empty. */
assert(!job->rcl.bo);
v3d_cl_ensure_space_with_branch(&job->rcl, 200 +
MAX2(job->num_layers, 1) * 256 *
cl_packet_length(SUPERTILE_COORDINATES));
job->submit.rcl_start = job->rcl.bo->offset;
v3d_job_add_bo(job, job->rcl.bo);
/* Common config must be the first TILE_RENDERING_MODE_CFG
* and Z_STENCIL_CLEAR_VALUES must be last. The ones in between are
* optional updates to the previous HW state.
*/
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
#if V3D_VERSION < 40
config.enable_z_store = job->store & PIPE_CLEAR_DEPTH;
config.enable_stencil_store = job->store & PIPE_CLEAR_STENCIL;
#else /* V3D_VERSION >= 40 */
if (job->zsbuf) {
struct v3d_surface *surf = v3d_surface(job->zsbuf);
config.internal_depth_type = surf->internal_type;
}
#endif /* V3D_VERSION >= 40 */
if (job->decided_global_ez_enable) {
switch (job->first_ez_state) {
case V3D_EZ_UNDECIDED:
case V3D_EZ_LT_LE:
config.early_z_disable = false;
config.early_z_test_and_update_direction =
EARLY_Z_DIRECTION_LT_LE;
break;
case V3D_EZ_GT_GE:
config.early_z_disable = false;
config.early_z_test_and_update_direction =
EARLY_Z_DIRECTION_GT_GE;
break;
case V3D_EZ_DISABLED:
config.early_z_disable = true;
}
} else {
assert(job->draw_calls_queued == 0);
config.early_z_disable = true;
}
#if V3D_VERSION >= 40
assert(job->zsbuf || config.early_z_disable);
job->early_zs_clear = (job->clear & PIPE_CLEAR_DEPTHSTENCIL) &&
!(job->load & PIPE_CLEAR_DEPTHSTENCIL) &&
!(job->store & PIPE_CLEAR_DEPTHSTENCIL);
config.early_depth_stencil_clear = job->early_zs_clear;
#endif /* V3D_VERSION >= 40 */
config.image_width_pixels = job->draw_width;
config.image_height_pixels = job->draw_height;
config.number_of_render_targets = MAX2(job->nr_cbufs, 1);
assert(!job->msaa || !job->double_buffer);
config.multisample_mode_4x = job->msaa;
config.double_buffer_in_non_ms_mode = job->double_buffer;
config.maximum_bpp_of_all_render_targets = job->internal_bpp;
}
for (int i = 0; i < job->nr_cbufs; i++) {
struct pipe_surface *psurf = job->cbufs[i];
if (!psurf)
continue;
struct v3d_surface *surf = v3d_surface(psurf);
struct v3d_resource *rsc = v3d_resource(psurf->texture);
UNUSED uint32_t config_pad = 0;
uint32_t clear_pad = 0;
/* XXX: Set the pad for raster. */
if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
surf->tiling == V3D_TILING_UIF_XOR) {
int uif_block_height = v3d_utile_height(rsc->cpp) * 2;
uint32_t implicit_padded_height = (align(job->draw_height, uif_block_height) /
uif_block_height);
if (surf->padded_height_of_output_image_in_uif_blocks -
implicit_padded_height < 15) {
config_pad = (surf->padded_height_of_output_image_in_uif_blocks -
implicit_padded_height);
} else {
config_pad = 15;
clear_pad = surf->padded_height_of_output_image_in_uif_blocks;
}
}
#if V3D_VERSION < 40
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
rt.address = cl_address(rsc->bo, surf->offset);
rt.internal_type = surf->internal_type;
rt.output_image_format = surf->format;
rt.memory_format = surf->tiling;
rt.internal_bpp = surf->internal_bpp;
rt.render_target_number = i;
rt.pad = config_pad;
if (job->store & PIPE_CLEAR_COLOR0 << i)
rsc->writes++;
}
#endif /* V3D_VERSION < 40 */
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1,
clear) {
clear.clear_color_low_32_bits = job->clear_color[i][0];
clear.clear_color_next_24_bits = job->clear_color[i][1] & 0xffffff;
clear.render_target_number = i;
};
if (surf->internal_bpp >= V3D_INTERNAL_BPP_64) {
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2,
clear) {
clear.clear_color_mid_low_32_bits =
((job->clear_color[i][1] >> 24) |
(job->clear_color[i][2] << 8));
clear.clear_color_mid_high_24_bits =
((job->clear_color[i][2] >> 24) |
((job->clear_color[i][3] & 0xffff) << 8));
clear.render_target_number = i;
};
}
if (surf->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) {
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3,
clear) {
clear.uif_padded_height_in_uif_blocks = clear_pad;
clear.clear_color_high_16_bits = job->clear_color[i][3] >> 16;
clear.render_target_number = i;
};
}
}
#if V3D_VERSION >= 40
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
v3d_setup_render_target(job, 0,
&rt.render_target_0_internal_bpp,
&rt.render_target_0_internal_type,
&rt.render_target_0_clamp);
v3d_setup_render_target(job, 1,
&rt.render_target_1_internal_bpp,
&rt.render_target_1_internal_type,
&rt.render_target_1_clamp);
v3d_setup_render_target(job, 2,
&rt.render_target_2_internal_bpp,
&rt.render_target_2_internal_type,
&rt.render_target_2_clamp);
v3d_setup_render_target(job, 3,
&rt.render_target_3_internal_bpp,
&rt.render_target_3_internal_type,
&rt.render_target_3_clamp);
}
#endif
#if V3D_VERSION < 40
/* FIXME: Don't bother emitting if we don't load/clear Z/S. */
if (job->zsbuf) {
struct pipe_surface *psurf = job->zsbuf;
struct v3d_surface *surf = v3d_surface(psurf);
struct v3d_resource *rsc = v3d_resource(psurf->texture);
v3d_emit_z_stencil_config(job, surf, rsc, false);
/* Emit the separate stencil packet if we have a resource for
* it. The HW will only load/store this buffer if the
* Z/Stencil config doesn't have stencil in its format.
*/
if (surf->separate_stencil) {
v3d_emit_z_stencil_config(job,
v3d_surface(surf->separate_stencil),
rsc->separate_stencil, true);
}
}
#endif /* V3D_VERSION < 40 */
/* Ends rendering mode config. */
cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES,
clear) {
clear.z_clear_value = job->clear_z;
clear.stencil_clear_value = job->clear_s;
};
/* Always set initial block size before the first branch, which needs
* to match the value from binning mode config.
*/
cl_emit(&job->rcl, TILE_LIST_INITIAL_BLOCK_SIZE, init) {
init.use_auto_chained_tile_lists = true;
init.size_of_first_block_in_chained_tile_lists =
TILE_ALLOCATION_BLOCK_SIZE_64B;
}
/* ARB_framebuffer_no_attachments allows rendering to happen even when
* the framebuffer has no attachments, the idea being that fragment
* shaders can still do image load/store, ssbo, etc without having to
* write to actual attachments, so always run at least one iteration
* of the loop.
*/
assert(job->num_layers > 0 || (job->load == 0 && job->store == 0));
for (int layer = 0; layer < MAX2(1, job->num_layers); layer++)
emit_render_layer(job, layer);
cl_emit(&job->rcl, END_OF_RENDERING, end);
}