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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>
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2 changed files with 38 additions and 19 deletions
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@ -29,6 +29,8 @@
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struct v3d_hw;
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struct v3d_format;
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void v3dX(start_binning)(struct v3d_context *v3d,
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struct v3d_job *job);
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void v3dX(emit_state)(struct pipe_context *pctx);
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void v3dX(emit_rcl)(struct v3d_job *job);
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void v3dX(draw_init)(struct pipe_context *pctx);
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@ -36,32 +36,25 @@
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#include "broadcom/common/v3d_macros.h"
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#include "broadcom/cle/v3dx_pack.h"
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/**
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* Does the initial bining command list setup for drawing to a given FBO.
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*/
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static void
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v3d_start_draw(struct v3d_context *v3d)
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v3d_start_binning(struct v3d_context *v3d, struct v3d_job *job)
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{
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struct v3d_job *job = v3d->job;
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if (job->needs_flush)
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return;
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assert(job->needs_flush);
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/* Get space to emit our BCL state, using a branch to jump to a new BO
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* if necessary.
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*/
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v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
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job->submit.bcl_start = job->bcl.bo->offset;
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v3d_job_add_bo(job, job->bcl.bo);
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uint32_t fb_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
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/* The PTB will request the tile alloc initial size per tile at start
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* of tile binning.
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*/
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uint32_t tile_alloc_size =
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MAX2(fb_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
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MAX2(job->num_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
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/* The PTB allocates in aligned 4k chunks after the initial setup. */
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tile_alloc_size = align(tile_alloc_size, 4096);
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@ -82,28 +75,33 @@ v3d_start_draw(struct v3d_context *v3d)
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"tile_alloc");
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uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
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job->tile_state = v3d_bo_alloc(v3d->screen,
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MAX2(fb_layers, 1) *
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MAX2(job->num_layers, 1) *
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job->draw_tiles_y *
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job->draw_tiles_x *
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tsda_per_tile_size,
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"TSDA");
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ubyte nr_cbufs = V3D_MAX_DRAW_BUFFERS;
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while (nr_cbufs > 0 && !job->cbufs[nr_cbufs - 1])
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nr_cbufs--;
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#if V3D_VERSION >= 41
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/* This must go before the binning mode configuration. It is
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* required for layered framebuffers to work.
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*/
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if (fb_layers > 0) {
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if (job->num_layers > 0) {
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cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
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config.number_of_layers = fb_layers;
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config.number_of_layers = job->num_layers;
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}
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}
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#endif
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#if V3D_VERSION >= 40
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cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
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config.width_in_pixels = v3d->framebuffer.width;
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config.height_in_pixels = v3d->framebuffer.height;
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config.width_in_pixels = job->draw_width;
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config.height_in_pixels = job->draw_height;
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config.number_of_render_targets =
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MAX2(v3d->framebuffer.nr_cbufs, 1);
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MAX2(nr_cbufs, 1);
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config.multisample_mode_4x = job->msaa;
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@ -129,7 +127,7 @@ v3d_start_draw(struct v3d_context *v3d)
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config.height_in_tiles = job->draw_tiles_y;
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/* Must be >= 1 */
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config.number_of_render_targets =
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MAX2(v3d->framebuffer.nr_cbufs, 1);
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MAX2(nr_cbufs, 1);
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config.multisample_mode_4x = job->msaa;
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@ -147,11 +145,24 @@ v3d_start_draw(struct v3d_context *v3d)
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* any prefix state data before the binning list proper starts."
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*/
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cl_emit(&job->bcl, START_TILE_BINNING, bin);
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}
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/**
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* Does the initial bining command list setup for drawing to a given FBO.
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*/
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static void
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v3d_start_draw(struct v3d_context *v3d)
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{
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struct v3d_job *job = v3d->job;
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if (job->needs_flush)
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return;
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job->needs_flush = true;
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job->draw_width = v3d->framebuffer.width;
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job->draw_height = v3d->framebuffer.height;
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job->num_layers = fb_layers;
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job->num_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
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v3d_start_binning(v3d, job);
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}
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static void
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@ -1782,6 +1793,12 @@ v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
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fprintf(stderr, "unimpl: clear DS\n");
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}
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void
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v3dX(start_binning)(struct v3d_context *v3d, struct v3d_job *job)
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{
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v3d_start_binning(v3d, job);
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}
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void
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v3dX(draw_init)(struct pipe_context *pctx)
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{
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