v3d: split binning start from draw

Separate the binning part in the draw and make it public, so we can
invoke it later from a different part.

v1:
 - Ensure the job needs flush (Iago)

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7816>
This commit is contained in:
Juan A. Suarez Romero 2020-11-27 14:14:00 +01:00 committed by Marge Bot
parent 1ebdeb3c43
commit 8b3bc4e2fb
2 changed files with 38 additions and 19 deletions

View file

@ -29,6 +29,8 @@
struct v3d_hw;
struct v3d_format;
void v3dX(start_binning)(struct v3d_context *v3d,
struct v3d_job *job);
void v3dX(emit_state)(struct pipe_context *pctx);
void v3dX(emit_rcl)(struct v3d_job *job);
void v3dX(draw_init)(struct pipe_context *pctx);

View file

@ -36,32 +36,25 @@
#include "broadcom/common/v3d_macros.h"
#include "broadcom/cle/v3dx_pack.h"
/**
* Does the initial bining command list setup for drawing to a given FBO.
*/
static void
v3d_start_draw(struct v3d_context *v3d)
v3d_start_binning(struct v3d_context *v3d, struct v3d_job *job)
{
struct v3d_job *job = v3d->job;
if (job->needs_flush)
return;
assert(job->needs_flush);
/* Get space to emit our BCL state, using a branch to jump to a new BO
* if necessary.
*/
v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
job->submit.bcl_start = job->bcl.bo->offset;
v3d_job_add_bo(job, job->bcl.bo);
uint32_t fb_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
/* The PTB will request the tile alloc initial size per tile at start
* of tile binning.
*/
uint32_t tile_alloc_size =
MAX2(fb_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
MAX2(job->num_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
/* The PTB allocates in aligned 4k chunks after the initial setup. */
tile_alloc_size = align(tile_alloc_size, 4096);
@ -82,28 +75,33 @@ v3d_start_draw(struct v3d_context *v3d)
"tile_alloc");
uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
job->tile_state = v3d_bo_alloc(v3d->screen,
MAX2(fb_layers, 1) *
MAX2(job->num_layers, 1) *
job->draw_tiles_y *
job->draw_tiles_x *
tsda_per_tile_size,
"TSDA");
ubyte nr_cbufs = V3D_MAX_DRAW_BUFFERS;
while (nr_cbufs > 0 && !job->cbufs[nr_cbufs - 1])
nr_cbufs--;
#if V3D_VERSION >= 41
/* This must go before the binning mode configuration. It is
* required for layered framebuffers to work.
*/
if (fb_layers > 0) {
if (job->num_layers > 0) {
cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
config.number_of_layers = fb_layers;
config.number_of_layers = job->num_layers;
}
}
#endif
#if V3D_VERSION >= 40
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
config.width_in_pixels = v3d->framebuffer.width;
config.height_in_pixels = v3d->framebuffer.height;
config.width_in_pixels = job->draw_width;
config.height_in_pixels = job->draw_height;
config.number_of_render_targets =
MAX2(v3d->framebuffer.nr_cbufs, 1);
MAX2(nr_cbufs, 1);
config.multisample_mode_4x = job->msaa;
@ -129,7 +127,7 @@ v3d_start_draw(struct v3d_context *v3d)
config.height_in_tiles = job->draw_tiles_y;
/* Must be >= 1 */
config.number_of_render_targets =
MAX2(v3d->framebuffer.nr_cbufs, 1);
MAX2(nr_cbufs, 1);
config.multisample_mode_4x = job->msaa;
@ -147,11 +145,24 @@ v3d_start_draw(struct v3d_context *v3d)
* any prefix state data before the binning list proper starts."
*/
cl_emit(&job->bcl, START_TILE_BINNING, bin);
}
/**
* Does the initial bining command list setup for drawing to a given FBO.
*/
static void
v3d_start_draw(struct v3d_context *v3d)
{
struct v3d_job *job = v3d->job;
if (job->needs_flush)
return;
job->needs_flush = true;
job->draw_width = v3d->framebuffer.width;
job->draw_height = v3d->framebuffer.height;
job->num_layers = fb_layers;
job->num_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
v3d_start_binning(v3d, job);
}
static void
@ -1782,6 +1793,12 @@ v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
fprintf(stderr, "unimpl: clear DS\n");
}
void
v3dX(start_binning)(struct v3d_context *v3d, struct v3d_job *job)
{
v3d_start_binning(v3d, job);
}
void
v3dX(draw_init)(struct pipe_context *pctx)
{