mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-11 08:38:05 +02:00
We will be using this when we implement other clearing commands (currently this is only used for the atatchment load clear operation). Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2156 lines
74 KiB
C
2156 lines
74 KiB
C
/*
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* Copyright © 2019 Raspberry Pi
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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 "v3dv_private.h"
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#include "broadcom/cle/v3dx_pack.h"
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#include "util/u_pack_color.h"
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#include "vk_format_info.h"
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const struct v3dv_dynamic_state default_dynamic_state = {
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.viewport = {
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.count = 0,
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},
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.scissor = {
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.count = 0,
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},
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.stencil_compare_mask =
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{
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.front = ~0u,
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.back = ~0u,
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},
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.stencil_write_mask =
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{
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.front = ~0u,
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.back = ~0u,
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},
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.stencil_reference =
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{
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.front = 0u,
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.back = 0u,
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},
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};
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void
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v3dv_job_add_bo(struct v3dv_job *job, struct v3dv_bo *bo)
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{
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if (!bo)
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return;
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if (_mesa_set_search(job->bos, bo))
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return;
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_mesa_set_add(job->bos, bo);
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job->bo_count++;
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}
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static void
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subpass_start(struct v3dv_cmd_buffer *cmd_buffer);
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static void
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subpass_finish(struct v3dv_cmd_buffer *cmd_buffer);
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static void
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cmd_buffer_emit_render_pass_rcl(struct v3dv_cmd_buffer *cmd_buffer);
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VkResult
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v3dv_CreateCommandPool(VkDevice _device,
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const VkCommandPoolCreateInfo *pCreateInfo,
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const VkAllocationCallbacks *pAllocator,
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VkCommandPool *pCmdPool)
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{
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V3DV_FROM_HANDLE(v3dv_device, device, _device);
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struct v3dv_cmd_pool *pool;
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/* We only support one queue */
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assert(pCreateInfo->queueFamilyIndex == 0);
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pool = vk_alloc2(&device->alloc, pAllocator, sizeof(*pool), 8,
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VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
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if (pool == NULL)
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return vk_error(device->instance, VK_ERROR_OUT_OF_HOST_MEMORY);
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if (pAllocator)
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pool->alloc = *pAllocator;
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else
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pool->alloc = device->alloc;
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list_inithead(&pool->cmd_buffers);
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*pCmdPool = v3dv_cmd_pool_to_handle(pool);
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return VK_SUCCESS;
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}
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static VkResult
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cmd_buffer_create(struct v3dv_device *device,
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struct v3dv_cmd_pool *pool,
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VkCommandBufferLevel level,
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VkCommandBuffer *pCommandBuffer)
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{
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struct v3dv_cmd_buffer *cmd_buffer;
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cmd_buffer = vk_zalloc(&pool->alloc, sizeof(*cmd_buffer), 8,
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VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
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if (cmd_buffer == NULL)
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return vk_error(device->instance, VK_ERROR_OUT_OF_HOST_MEMORY);
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cmd_buffer->_loader_data.loaderMagic = ICD_LOADER_MAGIC;
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cmd_buffer->device = device;
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cmd_buffer->pool = pool;
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cmd_buffer->level = level;
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cmd_buffer->usage_flags = 0;
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list_inithead(&cmd_buffer->submit_jobs);
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cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_NEW;
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assert(pool);
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list_addtail(&cmd_buffer->pool_link, &pool->cmd_buffers);
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*pCommandBuffer = v3dv_cmd_buffer_to_handle(cmd_buffer);
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return VK_SUCCESS;
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}
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static void
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job_destroy(struct v3dv_job *job)
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{
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assert(job);
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list_del(&job->list_link);
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v3dv_cl_destroy(&job->bcl);
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v3dv_cl_destroy(&job->rcl);
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v3dv_cl_destroy(&job->indirect);
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/* Since we don't ref BOs, when we add them to the command buffer, don't
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* unref them here either.
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*/
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#if 0
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set_foreach(job->bos, entry) {
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struct v3dv_bo *bo = (struct v3dv_bo *)entry->key;
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v3dv_bo_free(cmd_buffer->device, bo);
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}
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#endif
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_mesa_set_destroy(job->bos, NULL);
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v3dv_bo_free(job->cmd_buffer->device, job->tile_alloc);
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v3dv_bo_free(job->cmd_buffer->device, job->tile_state);
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}
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static void
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cmd_buffer_destroy(struct v3dv_cmd_buffer *cmd_buffer)
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{
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list_del(&cmd_buffer->pool_link);
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list_for_each_entry_safe(struct v3dv_job, job,
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&cmd_buffer->submit_jobs, list_link) {
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job_destroy(job);
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}
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if (cmd_buffer->state.job)
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job_destroy(cmd_buffer->state.job);
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if (cmd_buffer->state.attachments) {
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assert(cmd_buffer->state.attachment_count > 0);
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vk_free(&cmd_buffer->pool->alloc, cmd_buffer->state.attachments);
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}
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vk_free(&cmd_buffer->pool->alloc, cmd_buffer);
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}
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void
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v3dv_job_emit_binning_flush(struct v3dv_job *job)
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{
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assert(job);
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v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(FLUSH));
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cl_emit(&job->bcl, FLUSH, flush);
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}
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static bool
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attachment_list_is_subset(struct v3dv_subpass_attachment *l1, uint32_t l1_count,
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struct v3dv_subpass_attachment *l2, uint32_t l2_count)
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{
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for (uint32_t i = 0; i < l1_count; i++) {
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uint32_t attachment_idx = l1[i].attachment;
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if (attachment_idx == VK_ATTACHMENT_UNUSED)
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continue;
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uint32_t j;
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for (j = 0; j < l2_count; j++) {
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if (l2[j].attachment == attachment_idx)
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break;
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}
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if (j == l2_count)
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return false;
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}
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return true;
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}
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static bool
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cmd_buffer_can_merge_subpass(struct v3dv_cmd_buffer *cmd_buffer)
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{
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const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
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assert(state->pass);
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const struct v3dv_physical_device *physical_device =
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&cmd_buffer->device->instance->physicalDevice;
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if (!physical_device->options.merge_jobs)
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return false;
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/* Each render pass starts a new job */
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if (state->subpass_idx == 0)
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return false;
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/* Two subpasses can be merged in the same job if we can emit a single RCL
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* for them (since the RCL includes the END_OF_RENDERING command that
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* triggers the "render job finished" interrupt). We can do this so long
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* as both subpasses render against the same attachments.
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*/
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uint32_t prev_subpass_idx = state->subpass_idx - 1;
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struct v3dv_subpass *prev_subpass = &state->pass->subpasses[prev_subpass_idx];
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struct v3dv_subpass *subpass = &state->pass->subpasses[state->subpass_idx];
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/* Because the list of subpass attachments can include VK_ATTACHMENT_UNUSED,
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* we need to check that for each subpass all its used attachments are
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* used by the other subpass.
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*/
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bool compatible =
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attachment_list_is_subset(prev_subpass->color_attachments,
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prev_subpass->color_count,
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subpass->color_attachments,
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subpass->color_count);
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if (!compatible)
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return false;
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compatible =
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attachment_list_is_subset(subpass->color_attachments,
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subpass->color_count,
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prev_subpass->color_attachments,
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prev_subpass->color_count);
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if (!compatible)
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return false;
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/* FIXME: resolve attachments */
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if (subpass->ds_attachment.attachment !=
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prev_subpass->ds_attachment.attachment)
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return false;
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return true;
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}
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void
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v3dv_cmd_buffer_start_frame(struct v3dv_cmd_buffer *cmd_buffer,
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const struct v3dv_framebuffer *framebuffer)
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{
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struct v3dv_job *job = cmd_buffer->state.job;
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assert(job);
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v3dv_cl_ensure_space_with_branch(&job->bcl, 256);
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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 = 64 * framebuffer->layers *
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framebuffer->draw_tiles_x *
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framebuffer->draw_tiles_y;
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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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/* Include the first two chunk allocations that the PTB does so that
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* we definitely clear the OOM condition before triggering one (the HW
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* won't trigger OOM during the first allocations).
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*/
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tile_alloc_size += 8192;
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/* For performance, allocate some extra initial memory after the PTB's
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* minimal allocations, so that we hopefully don't have to block the
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* GPU on the kernel handling an OOM signal.
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*/
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tile_alloc_size += 512 * 1024;
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job->tile_alloc = v3dv_bo_alloc(cmd_buffer->device, tile_alloc_size,
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"tile_alloc");
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v3dv_job_add_bo(job, job->tile_alloc);
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const uint32_t tsda_per_tile_size = 256;
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const uint32_t tile_state_size = framebuffer->layers *
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framebuffer->draw_tiles_x *
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framebuffer->draw_tiles_y *
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tsda_per_tile_size;
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job->tile_state = v3dv_bo_alloc(cmd_buffer->device, tile_state_size, "TSDA");
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v3dv_job_add_bo(job, job->tile_state);
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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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cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
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config.number_of_layers = framebuffer->layers;
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}
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cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
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config.width_in_pixels = framebuffer->width;
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config.height_in_pixels = framebuffer->height;
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config.number_of_render_targets =
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MAX2(framebuffer->color_attachment_count, 1);
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config.multisample_mode_4x = false; /* FIXME */
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config.maximum_bpp_of_all_render_targets = framebuffer->internal_bpp;
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}
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/* There's definitely nothing in the VCD cache we want. */
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cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
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/* Disable any leftover OQ state from another job. */
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cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
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/* "Binning mode lists must have a Start Tile Binning item (6) after
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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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job->ez_state = VC5_EZ_UNDECIDED;
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job->first_ez_state = VC5_EZ_UNDECIDED;
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}
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static void
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cmd_buffer_end_render_pass_frame(struct v3dv_cmd_buffer *cmd_buffer)
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{
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assert(cmd_buffer->state.job);
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cmd_buffer_emit_render_pass_rcl(cmd_buffer);
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v3dv_job_emit_binning_flush(cmd_buffer->state.job);
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}
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void
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v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer)
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{
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struct v3dv_job *job = cmd_buffer->state.job;
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assert(job);
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assert(v3dv_cl_offset(&job->bcl) != 0);
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/* When we merge multiple subpasses into the same job we must only emit one
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* RCL, so we do that here, when we decided that we need to finish the job.
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* Any rendering that happens outside a render pass is never merged, so
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* the RCL should have been emitted by the time we got here.
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*/
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assert(v3dv_cl_offset(&job->rcl) != 0 || cmd_buffer->state.pass);
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if (cmd_buffer->state.pass)
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cmd_buffer_end_render_pass_frame(cmd_buffer);
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list_addtail(&job->list_link, &cmd_buffer->submit_jobs);
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cmd_buffer->state.job = NULL;
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}
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struct v3dv_job *
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v3dv_cmd_buffer_start_job(struct v3dv_cmd_buffer *cmd_buffer)
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{
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/* Don't create a new job if we can merge the current subpass into
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* the current job.
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*/
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if (cmd_buffer->state.pass && cmd_buffer_can_merge_subpass(cmd_buffer))
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return cmd_buffer->state.job;
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/* Ensure we are not starting a new job without finishing a previous one */
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if (cmd_buffer->state.job != NULL)
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v3dv_cmd_buffer_finish_job(cmd_buffer);
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assert(cmd_buffer->state.job == NULL);
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struct v3dv_job *job = vk_zalloc(&cmd_buffer->device->alloc,
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sizeof(struct v3dv_job), 8,
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VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
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assert(job);
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job->cmd_buffer = cmd_buffer;
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job->bos =
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_mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal);
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job->bo_count = 0;
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v3dv_cl_init(job, &job->bcl);
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v3dv_cl_begin(&job->bcl);
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v3dv_cl_init(job, &job->rcl);
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v3dv_cl_begin(&job->rcl);
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v3dv_cl_init(job, &job->indirect);
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v3dv_cl_begin(&job->indirect);
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/* Keep track of the first subpass that we are recording in this new job.
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* We will use this when we emit the RCL to decide how to emit our loads
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* and stores.
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*/
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if (cmd_buffer->state.pass)
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job->first_subpass = cmd_buffer->state.subpass_idx;
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cmd_buffer->state.job = job;
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return job;
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}
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static VkResult
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cmd_buffer_reset(struct v3dv_cmd_buffer *cmd_buffer)
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{
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if (cmd_buffer->status != V3DV_CMD_BUFFER_STATUS_INITIALIZED) {
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/* FIXME */
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assert(cmd_buffer->status == V3DV_CMD_BUFFER_STATUS_NEW);
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cmd_buffer->usage_flags = 0;
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struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
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state->pass = NULL;
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state->framebuffer = NULL;
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state->subpass_idx = 0;
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state->job = NULL;
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state->descriptor_state.valid = 0;
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cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_INITIALIZED;
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}
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return VK_SUCCESS;
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}
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|
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VkResult
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v3dv_AllocateCommandBuffers(VkDevice _device,
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const VkCommandBufferAllocateInfo *pAllocateInfo,
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VkCommandBuffer *pCommandBuffers)
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{
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V3DV_FROM_HANDLE(v3dv_device, device, _device);
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V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, pAllocateInfo->commandPool);
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|
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/* FIXME: implement secondary command buffers */
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assert(pAllocateInfo->level == VK_COMMAND_BUFFER_LEVEL_PRIMARY);
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VkResult result = VK_SUCCESS;
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uint32_t i;
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for (i = 0; i < pAllocateInfo->commandBufferCount; i++) {
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result = cmd_buffer_create(device, pool, pAllocateInfo->level,
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&pCommandBuffers[i]);
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if (result != VK_SUCCESS)
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break;
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}
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if (result != VK_SUCCESS) {
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v3dv_FreeCommandBuffers(_device, pAllocateInfo->commandPool,
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i, pCommandBuffers);
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for (i = 0; i < pAllocateInfo->commandBufferCount; i++)
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pCommandBuffers[i] = VK_NULL_HANDLE;
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}
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return result;
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}
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|
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void
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v3dv_FreeCommandBuffers(VkDevice device,
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VkCommandPool commandPool,
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uint32_t commandBufferCount,
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const VkCommandBuffer *pCommandBuffers)
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{
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for (uint32_t i = 0; i < commandBufferCount; i++) {
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V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, pCommandBuffers[i]);
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if (!cmd_buffer)
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continue;
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cmd_buffer_destroy(cmd_buffer);
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}
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}
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|
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void
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v3dv_DestroyCommandPool(VkDevice _device,
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VkCommandPool commandPool,
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const VkAllocationCallbacks *pAllocator)
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{
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V3DV_FROM_HANDLE(v3dv_device, device, _device);
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V3DV_FROM_HANDLE(v3dv_cmd_pool, pool, commandPool);
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|
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if (!pool)
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return;
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list_for_each_entry_safe(struct v3dv_cmd_buffer, cmd_buffer,
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&pool->cmd_buffers, pool_link) {
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cmd_buffer_destroy(cmd_buffer);
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}
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vk_free2(&device->alloc, pAllocator, pool);
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}
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|
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VkResult
|
|
v3dv_BeginCommandBuffer(VkCommandBuffer commandBuffer,
|
|
const VkCommandBufferBeginInfo *pBeginInfo)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY ||
|
|
!(cmd_buffer->usage_flags & VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT));
|
|
|
|
/* If this is the first vkBeginCommandBuffer, we must initialize the
|
|
* command buffer's state. Otherwise, we must reset its state. In both
|
|
* cases we reset it.
|
|
*/
|
|
VkResult result = cmd_buffer_reset(cmd_buffer);
|
|
if (result != VK_SUCCESS)
|
|
return result;
|
|
|
|
assert(cmd_buffer->status == V3DV_CMD_BUFFER_STATUS_INITIALIZED);
|
|
|
|
cmd_buffer->usage_flags = pBeginInfo->flags;
|
|
|
|
cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_RECORDING;
|
|
|
|
return VK_SUCCESS;
|
|
}
|
|
|
|
static void
|
|
emit_clip_window(struct v3dv_job *job, const VkRect2D *rect)
|
|
{
|
|
assert(job);
|
|
cl_emit(&job->bcl, CLIP_WINDOW, clip) {
|
|
clip.clip_window_left_pixel_coordinate = rect->offset.x;
|
|
clip.clip_window_bottom_pixel_coordinate = rect->offset.y;
|
|
clip.clip_window_width_in_pixels = rect->extent.width;
|
|
clip.clip_window_height_in_pixels = rect->extent.height;
|
|
}
|
|
}
|
|
|
|
void
|
|
v3dv_get_hw_clear_color(const VkClearColorValue *color,
|
|
uint32_t internal_type,
|
|
uint32_t internal_size,
|
|
uint32_t *hw_color)
|
|
{
|
|
union util_color uc;
|
|
switch (internal_type) {
|
|
case V3D_INTERNAL_TYPE_8:
|
|
util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
|
|
memcpy(hw_color, uc.ui, internal_size);
|
|
break;
|
|
case V3D_INTERNAL_TYPE_8I:
|
|
case V3D_INTERNAL_TYPE_8UI:
|
|
hw_color[0] = ((color->uint32[0] & 0xff) |
|
|
(color->uint32[1] & 0xff) << 8 |
|
|
(color->uint32[2] & 0xff) << 16 |
|
|
(color->uint32[3] & 0xff) << 24);
|
|
break;
|
|
case V3D_INTERNAL_TYPE_16F:
|
|
util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc);
|
|
memcpy(hw_color, uc.ui, internal_size);
|
|
break;
|
|
case V3D_INTERNAL_TYPE_16I:
|
|
case V3D_INTERNAL_TYPE_16UI:
|
|
hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16);
|
|
hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16);
|
|
break;
|
|
case V3D_INTERNAL_TYPE_32F:
|
|
case V3D_INTERNAL_TYPE_32I:
|
|
case V3D_INTERNAL_TYPE_32UI:
|
|
memcpy(hw_color, color->uint32, internal_size);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_state_set_attachment_clear_color(struct v3dv_cmd_buffer *cmd_buffer,
|
|
uint32_t attachment_idx,
|
|
const VkClearColorValue *color)
|
|
{
|
|
assert(attachment_idx < cmd_buffer->state.pass->attachment_count);
|
|
|
|
const struct v3dv_render_pass_attachment *attachment =
|
|
&cmd_buffer->state.pass->attachments[attachment_idx];
|
|
|
|
uint32_t internal_type, internal_bpp;
|
|
const struct v3dv_format *format = v3dv_get_format(attachment->desc.format);
|
|
v3dv_get_internal_type_bpp_for_output_format(format->rt_type,
|
|
&internal_type,
|
|
&internal_bpp);
|
|
|
|
uint32_t internal_size = 4 << internal_bpp;
|
|
|
|
struct v3dv_cmd_buffer_attachment_state *attachment_state =
|
|
&cmd_buffer->state.attachments[attachment_idx];
|
|
|
|
v3dv_get_hw_clear_color(color, internal_type, internal_size,
|
|
&attachment_state->clear_value.color[0]);
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_state_set_attachment_clear_depth_stencil(
|
|
struct v3dv_cmd_buffer *cmd_buffer,
|
|
uint32_t attachment_idx,
|
|
bool clear_depth, bool clear_stencil,
|
|
const VkClearDepthStencilValue *ds)
|
|
{
|
|
struct v3dv_cmd_buffer_attachment_state *attachment_state =
|
|
&cmd_buffer->state.attachments[attachment_idx];
|
|
|
|
if (clear_depth)
|
|
attachment_state->clear_value.z = ds->depth;
|
|
|
|
if (clear_stencil)
|
|
attachment_state->clear_value.s = ds->stencil;
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_state_set_clear_values(struct v3dv_cmd_buffer *cmd_buffer,
|
|
uint32_t count, const VkClearValue *values)
|
|
{
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const struct v3dv_render_pass *pass = state->pass;
|
|
assert(count <= pass->attachment_count);
|
|
|
|
for (uint32_t i = 0; i < count; i++) {
|
|
const struct v3dv_render_pass_attachment *attachment =
|
|
&pass->attachments[i];
|
|
|
|
if (attachment->desc.loadOp != VK_ATTACHMENT_LOAD_OP_CLEAR)
|
|
continue;
|
|
|
|
VkImageAspectFlags aspects = vk_format_aspects(attachment->desc.format);
|
|
if (aspects & VK_IMAGE_ASPECT_COLOR_BIT) {
|
|
cmd_buffer_state_set_attachment_clear_color(cmd_buffer, i,
|
|
&values[i].color);
|
|
} else if (aspects & (VK_IMAGE_ASPECT_DEPTH_BIT |
|
|
VK_IMAGE_ASPECT_STENCIL_BIT)) {
|
|
cmd_buffer_state_set_attachment_clear_depth_stencil(
|
|
cmd_buffer, i,
|
|
aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
|
|
aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
|
|
&values[i].depthStencil);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_init_render_pass_attachment_state(struct v3dv_cmd_buffer *cmd_buffer,
|
|
const VkRenderPassBeginInfo *pRenderPassBegin)
|
|
{
|
|
cmd_buffer_state_set_clear_values(cmd_buffer,
|
|
pRenderPassBegin->clearValueCount,
|
|
pRenderPassBegin->pClearValues);
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_ensure_render_pass_attachment_state(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const struct v3dv_render_pass *pass = state->pass;
|
|
|
|
if (state->attachment_count < pass->attachment_count) {
|
|
if (state->attachment_count > 0)
|
|
vk_free(&cmd_buffer->device->alloc, state->attachments);
|
|
|
|
uint32_t size = sizeof(struct v3dv_cmd_buffer_attachment_state) *
|
|
pass->attachment_count;
|
|
state->attachments = vk_zalloc(&cmd_buffer->device->alloc, size, 8,
|
|
VK_SYSTEM_ALLOCATION_SCOPE_COMMAND);
|
|
state->attachment_count = pass->attachment_count;
|
|
}
|
|
|
|
assert(state->attachment_count >= pass->attachment_count);
|
|
}
|
|
|
|
void
|
|
v3dv_CmdBeginRenderPass(VkCommandBuffer commandBuffer,
|
|
const VkRenderPassBeginInfo *pRenderPassBegin,
|
|
VkSubpassContents contents)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
V3DV_FROM_HANDLE(v3dv_render_pass, pass, pRenderPassBegin->renderPass);
|
|
V3DV_FROM_HANDLE(v3dv_framebuffer, framebuffer, pRenderPassBegin->framebuffer);
|
|
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
state->pass = pass;
|
|
state->framebuffer = framebuffer;
|
|
|
|
cmd_buffer_ensure_render_pass_attachment_state(cmd_buffer);
|
|
cmd_buffer_init_render_pass_attachment_state(cmd_buffer, pRenderPassBegin);
|
|
|
|
/* FIXME: probably need to align the render area to tile boundaries since
|
|
* the tile clears will render full tiles anyway.
|
|
* See vkGetRenderAreaGranularity().
|
|
*/
|
|
state->render_area = pRenderPassBegin->renderArea;
|
|
|
|
/* Setup for first subpass */
|
|
state->subpass_idx = 0;
|
|
subpass_start(cmd_buffer);
|
|
}
|
|
|
|
void
|
|
v3dv_CmdNextSubpass(VkCommandBuffer commandBuffer, VkSubpassContents contents)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
assert(state->subpass_idx < state->pass->subpass_count - 1);
|
|
|
|
/* Finish the previous subpass */
|
|
subpass_finish(cmd_buffer);
|
|
|
|
/* Start the next subpass */
|
|
state->subpass_idx++;
|
|
subpass_start(cmd_buffer);
|
|
}
|
|
|
|
static void
|
|
setup_render_target(struct v3dv_cmd_buffer *cmd_buffer, int rt,
|
|
uint32_t *rt_bpp, uint32_t *rt_type, uint32_t *rt_clamp)
|
|
{
|
|
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
|
|
assert(state->subpass_idx < state->pass->subpass_count);
|
|
const struct v3dv_subpass *subpass =
|
|
&state->pass->subpasses[state->subpass_idx];
|
|
|
|
if (rt >= subpass->color_count)
|
|
return;
|
|
|
|
struct v3dv_subpass_attachment *attachment = &subpass->color_attachments[rt];
|
|
const uint32_t attachment_idx = attachment->attachment;
|
|
if (attachment_idx == VK_ATTACHMENT_UNUSED)
|
|
return;
|
|
|
|
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
|
|
assert(attachment_idx < framebuffer->attachment_count);
|
|
struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx];
|
|
assert(iview->aspects & VK_IMAGE_ASPECT_COLOR_BIT);
|
|
|
|
*rt_bpp = iview->internal_bpp;
|
|
*rt_type = iview->internal_type;
|
|
*rt_clamp = V3D_RENDER_TARGET_CLAMP_NONE;
|
|
}
|
|
|
|
static uint32_t
|
|
zs_buffer_from_aspect_bits(VkImageAspectFlags aspects)
|
|
{
|
|
const VkImageAspectFlags zs_aspects =
|
|
VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
const VkImageAspectFlags filtered_aspects = aspects & zs_aspects;
|
|
|
|
if (filtered_aspects == zs_aspects)
|
|
return ZSTENCIL;
|
|
else if (filtered_aspects == VK_IMAGE_ASPECT_DEPTH_BIT)
|
|
return Z;
|
|
else if (filtered_aspects == VK_IMAGE_ASPECT_STENCIL_BIT)
|
|
return STENCIL;
|
|
else
|
|
return NONE;
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_render_pass_emit_load(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_cl *cl,
|
|
struct v3dv_image_view *iview,
|
|
uint32_t layer,
|
|
uint32_t buffer)
|
|
{
|
|
const struct v3dv_image *image = iview->image;
|
|
uint32_t layer_offset = v3dv_layer_offset(image,
|
|
iview->base_level,
|
|
iview->first_layer + layer);
|
|
|
|
cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
|
|
load.buffer_to_load = buffer;
|
|
load.address = v3dv_cl_address(image->mem->bo, layer_offset);
|
|
|
|
load.input_image_format = iview->format->rt_type;
|
|
load.r_b_swap = iview->swap_rb;
|
|
load.memory_format = iview->tiling;
|
|
|
|
const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
|
|
if (slice->tiling == VC5_TILING_UIF_NO_XOR ||
|
|
slice->tiling == VC5_TILING_UIF_XOR) {
|
|
load.height_in_ub_or_stride =
|
|
slice->padded_height_of_output_image_in_uif_blocks;
|
|
} else if (slice->tiling == VC5_TILING_RASTER) {
|
|
load.height_in_ub_or_stride = slice->stride;
|
|
}
|
|
|
|
if (image->samples > VK_SAMPLE_COUNT_1_BIT)
|
|
load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
|
|
else
|
|
load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_render_pass_emit_loads(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_cl *cl,
|
|
uint32_t layer)
|
|
{
|
|
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
|
|
const struct v3dv_render_pass *pass = state->pass;
|
|
const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx];
|
|
|
|
for (uint32_t i = 0; i < subpass->color_count; i++) {
|
|
uint32_t attachment_idx = subpass->color_attachments[i].attachment;
|
|
|
|
if (attachment_idx == VK_ATTACHMENT_UNUSED)
|
|
continue;
|
|
|
|
const struct v3dv_render_pass_attachment *attachment =
|
|
&state->pass->attachments[attachment_idx];
|
|
|
|
/* According to the Vulkan spec:
|
|
*
|
|
* "The load operation for each sample in an attachment happens before
|
|
* any recorded command which accesses the sample in the first subpass
|
|
* where the attachment is used."
|
|
*
|
|
* If the load operation is CLEAR, we must only clear once on the first
|
|
* subpass that uses the attachment (and in that case we don't LOAD).
|
|
* After that, we always want to load so we don't lose any rendering done
|
|
* by a previous subpass to the same attachment.
|
|
*/
|
|
assert(state->job->first_subpass >= attachment->first_subpass);
|
|
bool needs_load =
|
|
state->job->first_subpass > attachment->first_subpass ||
|
|
attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD;
|
|
|
|
if (needs_load) {
|
|
struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx];
|
|
cmd_buffer_render_pass_emit_load(cmd_buffer, cl, iview,
|
|
layer, RENDER_TARGET_0 + i);
|
|
}
|
|
}
|
|
|
|
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
|
|
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
|
|
const struct v3dv_render_pass_attachment *ds_attachment =
|
|
&state->pass->attachments[ds_attachment_idx];
|
|
|
|
assert(state->job->first_subpass >= ds_attachment->first_subpass);
|
|
bool needs_load =
|
|
state->job->first_subpass > ds_attachment->first_subpass ||
|
|
ds_attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD;
|
|
|
|
if (needs_load) {
|
|
struct v3dv_image_view *iview =
|
|
framebuffer->attachments[ds_attachment_idx];
|
|
const uint32_t zs_buffer = zs_buffer_from_aspect_bits(iview->aspects);
|
|
cmd_buffer_render_pass_emit_load(cmd_buffer, cl,
|
|
iview, layer, zs_buffer);
|
|
}
|
|
}
|
|
|
|
cl_emit(cl, END_OF_LOADS, end);
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_render_pass_emit_store(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_cl *cl,
|
|
uint32_t attachment_idx,
|
|
uint32_t layer,
|
|
uint32_t buffer,
|
|
bool clear)
|
|
{
|
|
const struct v3dv_image_view *iview =
|
|
cmd_buffer->state.framebuffer->attachments[attachment_idx];
|
|
const struct v3dv_image *image = iview->image;
|
|
uint32_t layer_offset = v3dv_layer_offset(image,
|
|
iview->base_level,
|
|
iview->first_layer + layer);
|
|
|
|
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
|
|
store.buffer_to_store = buffer;
|
|
store.address = v3dv_cl_address(image->mem->bo, layer_offset);
|
|
store.clear_buffer_being_stored = clear;
|
|
|
|
store.output_image_format = iview->format->rt_type;
|
|
store.r_b_swap = iview->swap_rb;
|
|
store.memory_format = iview->tiling;
|
|
|
|
const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
|
|
if (slice->tiling == VC5_TILING_UIF_NO_XOR ||
|
|
slice->tiling == VC5_TILING_UIF_XOR) {
|
|
store.height_in_ub_or_stride =
|
|
slice->padded_height_of_output_image_in_uif_blocks;
|
|
} else if (slice->tiling == VC5_TILING_RASTER) {
|
|
store.height_in_ub_or_stride = slice->stride;
|
|
}
|
|
|
|
if (image->samples > VK_SAMPLE_COUNT_1_BIT)
|
|
store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
|
|
else
|
|
store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_cl *cl,
|
|
uint32_t layer)
|
|
{
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const struct v3dv_subpass *subpass =
|
|
&state->pass->subpasses[state->subpass_idx];
|
|
|
|
bool has_stores = false;
|
|
for (uint32_t i = 0; i < subpass->color_count; i++) {
|
|
uint32_t attachment_idx = subpass->color_attachments[i].attachment;
|
|
|
|
if (attachment_idx == VK_ATTACHMENT_UNUSED)
|
|
continue;
|
|
|
|
const struct v3dv_render_pass_attachment *attachment =
|
|
&state->pass->attachments[attachment_idx];
|
|
|
|
assert(state->job->first_subpass >= attachment->first_subpass);
|
|
assert(state->subpass_idx >= attachment->first_subpass);
|
|
assert(state->subpass_idx <= attachment->last_subpass);
|
|
|
|
/* Only clear once on the first subpass that uses the attachment */
|
|
bool needs_clear =
|
|
state->job->first_subpass == attachment->first_subpass &&
|
|
attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR;
|
|
|
|
/* Skip the last store if it is not required */
|
|
bool needs_store =
|
|
state->subpass_idx < attachment->last_subpass ||
|
|
attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
|
|
needs_clear;
|
|
|
|
if (needs_store) {
|
|
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
|
|
attachment_idx, layer,
|
|
RENDER_TARGET_0 + i,
|
|
needs_clear);
|
|
has_stores = true;
|
|
}
|
|
}
|
|
|
|
/* FIXME: separate stencil
|
|
*
|
|
* 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.
|
|
*
|
|
* This means that when we implement depth/stencil clearing we
|
|
* need to emit a separate clear before we start the render pass,
|
|
* since the RTs bit is for clearing all render targets, and we might
|
|
* not want to do that. We might want to consider emitting clears for
|
|
* all RTs needing clearing just once ahead of the first subpass.
|
|
*/
|
|
bool needs_ds_clear = false;
|
|
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
|
|
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
|
|
const struct v3dv_render_pass_attachment *ds_attachment =
|
|
&state->pass->attachments[ds_attachment_idx];
|
|
|
|
assert(state->job->first_subpass >= ds_attachment->first_subpass);
|
|
assert(state->subpass_idx >= ds_attachment->first_subpass);
|
|
assert(state->subpass_idx <= ds_attachment->last_subpass);
|
|
|
|
/* Only clear once on the first subpass that uses the attachment */
|
|
needs_ds_clear =
|
|
state->job->first_subpass == ds_attachment->first_subpass &&
|
|
ds_attachment->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR;
|
|
|
|
/* Skip the last store if it is not required */
|
|
bool needs_ds_store =
|
|
state->subpass_idx < ds_attachment->last_subpass ||
|
|
ds_attachment->desc.storeOp == VK_ATTACHMENT_STORE_OP_STORE ||
|
|
needs_ds_clear;
|
|
|
|
if (needs_ds_store) {
|
|
struct v3dv_image_view *iview =
|
|
state->framebuffer->attachments[ds_attachment_idx];
|
|
const uint32_t zs_buffer = zs_buffer_from_aspect_bits(iview->aspects);
|
|
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
|
|
ds_attachment_idx, layer,
|
|
zs_buffer, needs_ds_clear);
|
|
has_stores = true;
|
|
}
|
|
}
|
|
|
|
/* We always need to emit at least one dummy store */
|
|
if (!has_stores) {
|
|
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
|
|
store.buffer_to_store = NONE;
|
|
}
|
|
}
|
|
|
|
/* FIXME: see fixme remark for depth/stencil above */
|
|
if (needs_ds_clear) {
|
|
cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
|
|
clear.clear_z_stencil_buffer = true;
|
|
clear.clear_all_render_targets = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_render_pass_emit_per_tile_rcl(struct v3dv_cmd_buffer *cmd_buffer,
|
|
uint32_t layer)
|
|
{
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
|
|
/* Emit the generic list in our indirect state -- the rcl will just
|
|
* have pointers into it.
|
|
*/
|
|
struct v3dv_cl *cl = &job->indirect;
|
|
v3dv_cl_ensure_space(cl, 200, 1);
|
|
struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl);
|
|
|
|
cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
|
|
|
|
cmd_buffer_render_pass_emit_loads(cmd_buffer, cl, layer);
|
|
|
|
/* 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;
|
|
}
|
|
|
|
cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
|
|
|
|
cmd_buffer_render_pass_emit_stores(cmd_buffer, cl, layer);
|
|
|
|
cl_emit(cl, END_OF_TILE_MARKER, end);
|
|
|
|
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 = v3dv_cl_get_address(cl);
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_emit_render_pass_layer_rcl(struct v3dv_cmd_buffer *cmd_buffer,
|
|
uint32_t layer)
|
|
{
|
|
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
|
|
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
struct v3dv_cl *rcl = &job->rcl;
|
|
|
|
/* If doing multicore binning, we would need to initialize each
|
|
* core's tile list here.
|
|
*/
|
|
const uint32_t tile_alloc_offset =
|
|
64 * layer * framebuffer->draw_tiles_x * framebuffer->draw_tiles_y;
|
|
cl_emit(rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
|
|
list.address = v3dv_cl_address(job->tile_alloc, tile_alloc_offset);
|
|
}
|
|
|
|
cl_emit(rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
|
|
config.number_of_bin_tile_lists = 1;
|
|
config.total_frame_width_in_tiles = framebuffer->draw_tiles_x;
|
|
config.total_frame_height_in_tiles = framebuffer->draw_tiles_y;
|
|
|
|
config.supertile_width_in_tiles = framebuffer->supertile_width;
|
|
config.supertile_height_in_tiles = framebuffer->supertile_height;
|
|
|
|
config.total_frame_width_in_supertiles =
|
|
framebuffer->frame_width_in_supertiles;
|
|
config.total_frame_height_in_supertiles =
|
|
framebuffer->frame_height_in_supertiles;
|
|
}
|
|
|
|
/* Start by clearing the tile buffer. */
|
|
cl_emit(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 the spawning 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.
|
|
*/
|
|
for (int i = 0; i < 2; i++) {
|
|
if (i > 0)
|
|
cl_emit(rcl, TILE_COORDINATES, coords);
|
|
cl_emit(rcl, END_OF_LOADS, end);
|
|
cl_emit(rcl, STORE_TILE_BUFFER_GENERAL, store) {
|
|
store.buffer_to_store = NONE;
|
|
}
|
|
if (i == 0) {
|
|
cl_emit(rcl, CLEAR_TILE_BUFFERS, clear) {
|
|
clear.clear_z_stencil_buffer = true;
|
|
clear.clear_all_render_targets = true;
|
|
}
|
|
}
|
|
cl_emit(rcl, END_OF_TILE_MARKER, end);
|
|
}
|
|
|
|
cl_emit(rcl, FLUSH_VCD_CACHE, flush);
|
|
|
|
cmd_buffer_render_pass_emit_per_tile_rcl(cmd_buffer, layer);
|
|
|
|
uint32_t supertile_w_in_pixels =
|
|
framebuffer->tile_width * framebuffer->supertile_width;
|
|
uint32_t supertile_h_in_pixels =
|
|
framebuffer->tile_height * framebuffer->supertile_height;
|
|
const uint32_t min_x_supertile =
|
|
state->render_area.offset.x / supertile_w_in_pixels;
|
|
const uint32_t min_y_supertile =
|
|
state->render_area.offset.y / supertile_h_in_pixels;
|
|
|
|
const uint32_t max_render_x =
|
|
state->render_area.offset.x + state->render_area.extent.width - 1;
|
|
const uint32_t max_render_y =
|
|
state->render_area.offset.y + state->render_area.extent.height - 1;
|
|
const uint32_t max_x_supertile = max_render_x / supertile_w_in_pixels;
|
|
const uint32_t max_y_supertile = max_render_y / 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++) {
|
|
cl_emit(rcl, SUPERTILE_COORDINATES, coords) {
|
|
coords.column_number_in_supertiles = x;
|
|
coords.row_number_in_supertiles = y;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
set_rcl_early_z_config(struct v3dv_job *job,
|
|
bool *early_z_disable,
|
|
uint32_t *early_z_test_and_update_direction)
|
|
{
|
|
switch (job->first_ez_state) {
|
|
case VC5_EZ_UNDECIDED:
|
|
case VC5_EZ_LT_LE:
|
|
*early_z_disable = false;
|
|
*early_z_test_and_update_direction = EARLY_Z_DIRECTION_LT_LE;
|
|
break;
|
|
case VC5_EZ_GT_GE:
|
|
*early_z_disable = false;
|
|
*early_z_test_and_update_direction = EARLY_Z_DIRECTION_GT_GE;
|
|
break;
|
|
case VC5_EZ_DISABLED:
|
|
*early_z_disable = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_emit_render_pass_rcl(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
|
|
/* FIXME */
|
|
const uint32_t fb_layers = 1;
|
|
|
|
v3dv_cl_ensure_space_with_branch(&job->rcl, 200 +
|
|
MAX2(fb_layers, 1) * 256 *
|
|
cl_packet_length(SUPERTILE_COORDINATES));
|
|
|
|
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
|
|
|
|
assert(state->subpass_idx < state->pass->subpass_count);
|
|
const struct v3dv_subpass *subpass =
|
|
&state->pass->subpasses[state->subpass_idx];
|
|
|
|
struct v3dv_cl *rcl = &job->rcl;
|
|
|
|
/* Comon 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.
|
|
*/
|
|
const uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
|
|
|
|
cl_emit(rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
|
|
config.image_width_pixels = framebuffer->width;
|
|
config.image_height_pixels = framebuffer->height;
|
|
config.number_of_render_targets = MAX2(subpass->color_count, 1);
|
|
config.multisample_mode_4x = false; /* FIXME */
|
|
config.maximum_bpp_of_all_render_targets = framebuffer->internal_bpp;
|
|
|
|
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
|
|
const struct v3dv_image_view *iview =
|
|
framebuffer->attachments[ds_attachment_idx];
|
|
config.internal_depth_type = iview->internal_type;
|
|
set_rcl_early_z_config(job,
|
|
&config.early_z_disable,
|
|
&config.early_z_test_and_update_direction);
|
|
} else {
|
|
config.early_z_disable = true;
|
|
}
|
|
}
|
|
|
|
for (uint32_t i = 0; i < subpass->color_count; i++) {
|
|
uint32_t attachment_idx = subpass->color_attachments[i].attachment;
|
|
if (attachment_idx == VK_ATTACHMENT_UNUSED)
|
|
continue;
|
|
|
|
struct v3dv_image_view *iview =
|
|
state->framebuffer->attachments[attachment_idx];
|
|
|
|
const uint32_t *clear_color =
|
|
&state->attachments[attachment_idx].clear_value.color[0];
|
|
|
|
uint32_t clear_pad = 0;
|
|
if (iview->tiling == VC5_TILING_UIF_NO_XOR ||
|
|
iview->tiling == VC5_TILING_UIF_XOR) {
|
|
const struct v3dv_image *image = iview->image;
|
|
const struct v3d_resource_slice *slice =
|
|
&image->slices[iview->base_level];
|
|
|
|
int uif_block_height = v3d_utile_height(image->cpp) * 2;
|
|
|
|
uint32_t implicit_padded_height =
|
|
align(framebuffer->height, uif_block_height) / uif_block_height;
|
|
|
|
if (slice->padded_height_of_output_image_in_uif_blocks -
|
|
implicit_padded_height >= 15) {
|
|
clear_pad = slice->padded_height_of_output_image_in_uif_blocks;
|
|
}
|
|
}
|
|
|
|
/* FIXME: the tile buffer clears don't seem to honor the scissor rect
|
|
* so if the current combination of scissor + renderArea doesn't cover
|
|
* the full extent of the render target we won't get correct behavior.
|
|
* We probably need to detect these cases, implement the clearing by
|
|
* drawing a rect and skip clearing here.
|
|
*/
|
|
cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1, clear) {
|
|
clear.clear_color_low_32_bits = clear_color[0];
|
|
clear.clear_color_next_24_bits = clear_color[1] & 0xffffff;
|
|
clear.render_target_number = i;
|
|
};
|
|
|
|
if (iview->internal_bpp >= V3D_INTERNAL_BPP_64) {
|
|
cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2, clear) {
|
|
clear.clear_color_mid_low_32_bits =
|
|
((clear_color[1] >> 24) | (clear_color[2] << 8));
|
|
clear.clear_color_mid_high_24_bits =
|
|
((clear_color[2] >> 24) | ((clear_color[3] & 0xffff) << 8));
|
|
clear.render_target_number = i;
|
|
};
|
|
}
|
|
|
|
if (iview->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) {
|
|
cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3, clear) {
|
|
clear.uif_padded_height_in_uif_blocks = clear_pad;
|
|
clear.clear_color_high_16_bits = clear_color[3] >> 16;
|
|
clear.render_target_number = i;
|
|
};
|
|
}
|
|
}
|
|
|
|
cl_emit(rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
|
|
setup_render_target(cmd_buffer, 0,
|
|
&rt.render_target_0_internal_bpp,
|
|
&rt.render_target_0_internal_type,
|
|
&rt.render_target_0_clamp);
|
|
setup_render_target(cmd_buffer, 1,
|
|
&rt.render_target_1_internal_bpp,
|
|
&rt.render_target_1_internal_type,
|
|
&rt.render_target_1_clamp);
|
|
setup_render_target(cmd_buffer, 2,
|
|
&rt.render_target_2_internal_bpp,
|
|
&rt.render_target_2_internal_type,
|
|
&rt.render_target_2_clamp);
|
|
setup_render_target(cmd_buffer, 3,
|
|
&rt.render_target_3_internal_bpp,
|
|
&rt.render_target_3_internal_type,
|
|
&rt.render_target_3_clamp);
|
|
}
|
|
|
|
/* Ends rendering mode config. */
|
|
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
|
|
cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) {
|
|
clear.z_clear_value =
|
|
state->attachments[ds_attachment_idx].clear_value.z;
|
|
clear.stencil_clear_value =
|
|
state->attachments[ds_attachment_idx].clear_value.s;
|
|
};
|
|
} else {
|
|
cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) {
|
|
clear.z_clear_value = 1.0f;
|
|
clear.stencil_clear_value = 0;
|
|
};
|
|
}
|
|
|
|
/* Always set initial block size before the first branch, which needs
|
|
* to match the value from binning mode config.
|
|
*/
|
|
cl_emit(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;
|
|
}
|
|
|
|
for (int layer = 0; layer < MAX2(1, fb_layers); layer++)
|
|
cmd_buffer_emit_render_pass_layer_rcl(cmd_buffer, layer);
|
|
|
|
cl_emit(rcl, END_OF_RENDERING, end);
|
|
}
|
|
|
|
static void
|
|
subpass_start(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
|
|
assert(state->subpass_idx < state->pass->subpass_count);
|
|
|
|
struct v3dv_job *job = v3dv_cmd_buffer_start_job(cmd_buffer);
|
|
|
|
/* If we are starting a new job we need to setup binning. */
|
|
if (job->first_subpass == state->subpass_idx)
|
|
v3dv_cmd_buffer_start_frame(cmd_buffer, cmd_buffer->state.framebuffer);
|
|
|
|
/* If we don't have a scissor or viewport defined let's just use the render
|
|
* area as clip_window, as that would be required for a clear in any
|
|
* case. If we have that, it would be emitted as part of the pipeline
|
|
* dynamic state flush
|
|
*
|
|
* FIXME: this is mostly just needed for clear. radv has dedicated paths
|
|
* for them, so we could get that idea. In any case, need to revisit if
|
|
* this is the place to emit the clip window.
|
|
*/
|
|
if (cmd_buffer->state.dynamic.scissor.count == 0 &&
|
|
cmd_buffer->state.dynamic.viewport.count == 0) {
|
|
emit_clip_window(job, &state->render_area);
|
|
}
|
|
|
|
/* FIXME: is here the best moment to do that? or when drawing? */
|
|
if (cmd_buffer->state.pipeline) {
|
|
struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
|
|
|
|
if (pipeline->vs->assembly_bo)
|
|
v3dv_job_add_bo(cmd_buffer->state.job, pipeline->vs->assembly_bo);
|
|
if (pipeline->vs_bin->assembly_bo)
|
|
v3dv_job_add_bo(cmd_buffer->state.job, pipeline->vs_bin->assembly_bo);
|
|
if (pipeline->fs->assembly_bo)
|
|
v3dv_job_add_bo(cmd_buffer->state.job, pipeline->fs->assembly_bo);
|
|
}
|
|
|
|
}
|
|
|
|
static void
|
|
subpass_finish(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
}
|
|
|
|
void
|
|
v3dv_CmdEndRenderPass(VkCommandBuffer commandBuffer)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
/* Emit last subpass */
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
assert(state->subpass_idx == state->pass->subpass_count - 1);
|
|
subpass_finish(cmd_buffer);
|
|
v3dv_cmd_buffer_finish_job(cmd_buffer);
|
|
|
|
/* We are no longer inside a render pass */
|
|
state->pass = NULL;
|
|
state->framebuffer = NULL;
|
|
}
|
|
|
|
VkResult
|
|
v3dv_EndCommandBuffer(VkCommandBuffer commandBuffer)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_EXECUTABLE;
|
|
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
if (!job)
|
|
return VK_SUCCESS;
|
|
|
|
/* We get here if we recorded commands after the last render pass in the
|
|
* command buffer. Make sure we finish this last job. */
|
|
assert(v3dv_cl_offset(&job->bcl) != 0);
|
|
v3dv_cmd_buffer_finish_job(cmd_buffer);
|
|
|
|
return VK_SUCCESS;
|
|
}
|
|
|
|
/* This goes though the list of possible dynamic states in the pipeline and,
|
|
* for those that are not configured as dynamic, copies relevant state into
|
|
* the command buffer.
|
|
*/
|
|
static void
|
|
cmd_buffer_bind_pipeline_static_state(struct v3dv_cmd_buffer *cmd_buffer,
|
|
const struct v3dv_dynamic_state *src)
|
|
{
|
|
struct v3dv_dynamic_state *dest = &cmd_buffer->state.dynamic;
|
|
uint32_t dynamic_mask = src->mask;
|
|
uint32_t dirty = 0;
|
|
|
|
/* See note on SetViewport. We follow radv approach to only allow to set
|
|
* the number of viewports/scissors at pipeline creation time.
|
|
*/
|
|
dest->viewport.count = src->viewport.count;
|
|
dest->scissor.count = src->scissor.count;
|
|
|
|
if (!(dynamic_mask & V3DV_DYNAMIC_VIEWPORT)) {
|
|
if (memcmp(&dest->viewport.viewports, &src->viewport.viewports,
|
|
src->viewport.count * sizeof(VkViewport))) {
|
|
typed_memcpy(dest->viewport.viewports,
|
|
src->viewport.viewports,
|
|
src->viewport.count);
|
|
typed_memcpy(dest->viewport.scale, src->viewport.scale,
|
|
src->viewport.count);
|
|
typed_memcpy(dest->viewport.translate, src->viewport.translate,
|
|
src->viewport.count);
|
|
dirty |= V3DV_CMD_DIRTY_VIEWPORT;
|
|
}
|
|
}
|
|
|
|
if (!(dynamic_mask & V3DV_DYNAMIC_SCISSOR)) {
|
|
if (memcmp(&dest->scissor.scissors, &src->scissor.scissors,
|
|
src->scissor.count * sizeof(VkRect2D))) {
|
|
typed_memcpy(dest->scissor.scissors,
|
|
src->scissor.scissors, src->scissor.count);
|
|
dirty |= V3DV_CMD_DIRTY_SCISSOR;
|
|
}
|
|
}
|
|
|
|
if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK)) {
|
|
if (memcmp(&dest->stencil_compare_mask, &src->stencil_compare_mask,
|
|
sizeof(src->stencil_compare_mask))) {
|
|
dest->stencil_compare_mask = src->stencil_compare_mask;
|
|
dirty |= V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK;
|
|
}
|
|
}
|
|
|
|
if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK)) {
|
|
if (memcmp(&dest->stencil_write_mask, &src->stencil_write_mask,
|
|
sizeof(src->stencil_write_mask))) {
|
|
dest->stencil_write_mask = src->stencil_write_mask;
|
|
dirty |= V3DV_CMD_DIRTY_STENCIL_WRITE_MASK;
|
|
}
|
|
}
|
|
|
|
if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_REFERENCE)) {
|
|
if (memcmp(&dest->stencil_reference, &src->stencil_reference,
|
|
sizeof(src->stencil_reference))) {
|
|
dest->stencil_reference = src->stencil_reference;
|
|
dirty |= V3DV_CMD_DIRTY_STENCIL_REFERENCE;
|
|
}
|
|
}
|
|
|
|
cmd_buffer->state.dynamic.mask = dynamic_mask;
|
|
cmd_buffer->state.dirty |= dirty;
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_update_ez_state(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_pipeline *pipeline)
|
|
{
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
|
|
switch (pipeline->ez_state) {
|
|
case VC5_EZ_UNDECIDED:
|
|
/* If the pipeline didn't pick a direction but didn't disable, then go
|
|
* along with the current EZ state. This allows EZ optimization for Z
|
|
* func == EQUAL or NEVER.
|
|
*/
|
|
break;
|
|
|
|
case VC5_EZ_LT_LE:
|
|
case VC5_EZ_GT_GE:
|
|
/* If the pipeline picked a direction, then it needs to match the current
|
|
* direction if we've decided on one.
|
|
*/
|
|
if (job->ez_state == VC5_EZ_UNDECIDED)
|
|
job->ez_state = pipeline->ez_state;
|
|
else if (job->ez_state != pipeline->ez_state)
|
|
job->ez_state = VC5_EZ_DISABLED;
|
|
break;
|
|
|
|
case VC5_EZ_DISABLED:
|
|
/* If the pipeline disables EZ because of a bad Z func or stencil
|
|
* operation, then we can't do any more EZ in this frame.
|
|
*/
|
|
job->ez_state = VC5_EZ_DISABLED;
|
|
break;
|
|
}
|
|
|
|
/* If the FS writes Z, then it may update against the chosen EZ direction */
|
|
if (pipeline->fs->prog_data.fs->writes_z)
|
|
job->ez_state = VC5_EZ_DISABLED;
|
|
|
|
if (job->first_ez_state == VC5_EZ_UNDECIDED &&
|
|
job->ez_state != VC5_EZ_DISABLED) {
|
|
job->first_ez_state = job->ez_state;
|
|
}
|
|
}
|
|
|
|
static void
|
|
bind_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_pipeline *pipeline)
|
|
{
|
|
if (cmd_buffer->state.pipeline == pipeline)
|
|
return;
|
|
|
|
cmd_buffer->state.pipeline = pipeline;
|
|
|
|
cmd_buffer_bind_pipeline_static_state(cmd_buffer, &pipeline->dynamic_state);
|
|
cmd_buffer_update_ez_state(cmd_buffer, pipeline);
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_PIPELINE;
|
|
}
|
|
|
|
void
|
|
v3dv_CmdBindPipeline(VkCommandBuffer commandBuffer,
|
|
VkPipelineBindPoint pipelineBindPoint,
|
|
VkPipeline _pipeline)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
V3DV_FROM_HANDLE(v3dv_pipeline, pipeline, _pipeline);
|
|
|
|
switch (pipelineBindPoint) {
|
|
case VK_PIPELINE_BIND_POINT_COMPUTE:
|
|
assert(!"VK_PIPELINE_BIND_POINT_COMPUTE not supported yet");
|
|
break;
|
|
|
|
case VK_PIPELINE_BIND_POINT_GRAPHICS:
|
|
bind_graphics_pipeline(cmd_buffer, pipeline);
|
|
break;
|
|
|
|
default:
|
|
assert(!"invalid bind point");
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* FIXME: C&P from radv. tu has similar code. Perhaps common place? */
|
|
void
|
|
v3dv_viewport_compute_xform(const VkViewport *viewport,
|
|
float scale[3],
|
|
float translate[3])
|
|
{
|
|
float x = viewport->x;
|
|
float y = viewport->y;
|
|
float half_width = 0.5f * viewport->width;
|
|
float half_height = 0.5f * viewport->height;
|
|
double n = viewport->minDepth;
|
|
double f = viewport->maxDepth;
|
|
|
|
scale[0] = half_width;
|
|
translate[0] = half_width + x;
|
|
scale[1] = half_height;
|
|
translate[1] = half_height + y;
|
|
|
|
scale[2] = (f - n);
|
|
translate[2] = n;
|
|
}
|
|
|
|
void
|
|
v3dv_CmdSetViewport(VkCommandBuffer commandBuffer,
|
|
uint32_t firstViewport,
|
|
uint32_t viewportCount,
|
|
const VkViewport *pViewports)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const uint32_t total_count = firstViewport + viewportCount;
|
|
|
|
assert(firstViewport < MAX_VIEWPORTS);
|
|
assert(total_count >= 1 && total_count <= MAX_VIEWPORTS);
|
|
|
|
/* anv allows CmdSetViewPort to change how many viewports are being used,
|
|
* while radv not, using the value set on the pipeline creation. spec
|
|
* doesn't specify, but radv approach makes more sense, as CmdSetViewport
|
|
* is intended to set dynamically a specific viewport, increasing the
|
|
* number of viewport used seems like a non-defined collateral
|
|
* effect. Would make sense to open a spec issue to clarify. For now, as we
|
|
* only support one, it is not really important, but we follow radv
|
|
* approach.
|
|
*/
|
|
if (!memcmp(state->dynamic.viewport.viewports + firstViewport,
|
|
pViewports, viewportCount * sizeof(*pViewports))) {
|
|
return;
|
|
}
|
|
|
|
memcpy(state->dynamic.viewport.viewports + firstViewport, pViewports,
|
|
viewportCount * sizeof(*pViewports));
|
|
|
|
for (uint32_t i = firstViewport; i < firstViewport + viewportCount; i++) {
|
|
v3dv_viewport_compute_xform(&state->dynamic.viewport.viewports[i],
|
|
state->dynamic.viewport.scale[i],
|
|
state->dynamic.viewport.translate[i]);
|
|
}
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_VIEWPORT;
|
|
}
|
|
|
|
void
|
|
v3dv_CmdSetScissor(VkCommandBuffer commandBuffer,
|
|
uint32_t firstScissor,
|
|
uint32_t scissorCount,
|
|
const VkRect2D *pScissors)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
const uint32_t total_count = firstScissor + scissorCount;
|
|
|
|
assert(firstScissor < MAX_SCISSORS);
|
|
assert(total_count >= 1 && total_count <= MAX_SCISSORS);
|
|
|
|
/* See note on CmdSetViewport related to anv/radv differences about setting
|
|
* total viewports used. Also applies to scissor.
|
|
*/
|
|
if (!memcmp(state->dynamic.scissor.scissors + firstScissor,
|
|
pScissors, scissorCount * sizeof(*pScissors))) {
|
|
return;
|
|
}
|
|
|
|
memcpy(state->dynamic.scissor.scissors + firstScissor, pScissors,
|
|
scissorCount * sizeof(*pScissors));
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_SCISSOR;
|
|
}
|
|
|
|
static void
|
|
emit_scissor(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
|
|
|
|
/* FIXME: right now we only support one viewport. viewporst[0] would work
|
|
* now, but would need to change if we allow multiple viewports.
|
|
*/
|
|
float *vptranslate = dynamic->viewport.translate[0];
|
|
float *vpscale = dynamic->viewport.scale[0];
|
|
|
|
float vp_minx = -fabsf(vpscale[0]) + vptranslate[0];
|
|
float vp_maxx = fabsf(vpscale[0]) + vptranslate[0];
|
|
float vp_miny = -fabsf(vpscale[1]) + vptranslate[1];
|
|
float vp_maxy = fabsf(vpscale[1]) + vptranslate[1];
|
|
|
|
/* Quoting from v3dx_emit:
|
|
* "Clip to the scissor if it's enabled, but still clip to the
|
|
* drawable regardless since that controls where the binner
|
|
* tries to put things.
|
|
*
|
|
* Additionally, always clip the rendering to the viewport,
|
|
* since the hardware does guardband clipping, meaning
|
|
* primitives would rasterize outside of the view volume."
|
|
*/
|
|
|
|
VkRect2D clip_window;
|
|
uint32_t minx, miny, maxx, maxy;
|
|
|
|
/* From the Vulkan spec:
|
|
*
|
|
* "The application must ensure (using scissor if necessary) that all
|
|
* rendering is contained within the render area. The render area must be
|
|
* contained within the framebuffer dimensions."
|
|
*
|
|
* So it is the application's responsibility to ensure this. Still, we can
|
|
* help by automatically restricting the scissor rect to the render area.
|
|
*/
|
|
minx = MAX2(vp_minx, cmd_buffer->state.render_area.offset.x);
|
|
miny = MAX2(vp_miny, cmd_buffer->state.render_area.offset.y);
|
|
maxx = MIN2(vp_maxx, cmd_buffer->state.render_area.offset.x +
|
|
cmd_buffer->state.render_area.extent.width);
|
|
maxy = MIN2(vp_maxy, cmd_buffer->state.render_area.offset.y +
|
|
cmd_buffer->state.render_area.extent.height);
|
|
|
|
/* Clip against user provided scissor if needed.
|
|
*
|
|
* FIXME: right now we only allow one scissor. Below would need to be
|
|
* updated if we support more
|
|
*/
|
|
if (dynamic->scissor.count > 0) {
|
|
VkRect2D *scissor = &dynamic->scissor.scissors[0];
|
|
minx = MAX2(minx, scissor->offset.x);
|
|
miny = MAX2(miny, scissor->offset.y);
|
|
maxx = MIN2(maxx, scissor->offset.x + scissor->extent.width);
|
|
maxy = MIN2(maxy, scissor->offset.y + scissor->extent.height);
|
|
}
|
|
|
|
clip_window.offset.x = minx;
|
|
clip_window.offset.y = miny;
|
|
clip_window.extent.width = maxx - minx;
|
|
clip_window.extent.height = maxy - miny;
|
|
|
|
emit_clip_window(cmd_buffer->state.job, &clip_window);
|
|
}
|
|
|
|
static void
|
|
emit_viewport(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
|
|
/* FIXME: right now we only support one viewport. viewporst[0] would work
|
|
* now, would need to change if we allow multiple viewports
|
|
*/
|
|
float *vptranslate = dynamic->viewport.translate[0];
|
|
float *vpscale = dynamic->viewport.scale[0];
|
|
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
|
|
cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) {
|
|
clip.viewport_half_width_in_1_256th_of_pixel = vpscale[0] * 256.0f;
|
|
clip.viewport_half_height_in_1_256th_of_pixel = vpscale[1] * 256.0f;
|
|
}
|
|
|
|
cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) {
|
|
clip.viewport_z_offset_zc_to_zs = vptranslate[2];
|
|
clip.viewport_z_scale_zc_to_zs = vpscale[2];
|
|
}
|
|
cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) {
|
|
float z1 = (vptranslate[2] - vpscale[2]);
|
|
float z2 = (vptranslate[2] + vpscale[2]);
|
|
clip.minimum_zw = MIN2(z1, z2);
|
|
clip.maximum_zw = MAX2(z1, z2);
|
|
}
|
|
|
|
cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) {
|
|
vp.viewport_centre_x_coordinate = vptranslate[0];
|
|
vp.viewport_centre_y_coordinate = vptranslate[1];
|
|
}
|
|
}
|
|
|
|
static void
|
|
emit_stencil(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
|
|
struct v3dv_pipeline *pipeline = cmd_buffer->state.pipeline;
|
|
struct v3dv_dynamic_state *dynamic_state = &cmd_buffer->state.dynamic;
|
|
|
|
const uint32_t dynamic_stencil_states = V3DV_DYNAMIC_STENCIL_COMPARE_MASK |
|
|
V3DV_DYNAMIC_STENCIL_WRITE_MASK |
|
|
V3DV_DYNAMIC_STENCIL_REFERENCE;
|
|
|
|
for (uint32_t i = 0; i < 2; i++) {
|
|
if (pipeline->emit_stencil_cfg[i]) {
|
|
if (dynamic_state->mask & dynamic_stencil_states) {
|
|
cl_emit_with_prepacked(&job->bcl, STENCIL_CFG,
|
|
pipeline->stencil_cfg[i], config) {
|
|
if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK) {
|
|
config.stencil_test_mask =
|
|
i == 0 ? dynamic_state->stencil_compare_mask.front :
|
|
dynamic_state->stencil_compare_mask.back;
|
|
}
|
|
if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK) {
|
|
config.stencil_write_mask =
|
|
i == 0 ? dynamic_state->stencil_write_mask.front :
|
|
dynamic_state->stencil_write_mask.back;
|
|
}
|
|
if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_REFERENCE) {
|
|
config.stencil_ref_value =
|
|
i == 0 ? dynamic_state->stencil_reference.front :
|
|
dynamic_state->stencil_reference.back;
|
|
}
|
|
}
|
|
} else {
|
|
cl_emit_prepacked(&job->bcl, &pipeline->stencil_cfg[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
const uint32_t dynamic_stencil_dirty_flags =
|
|
V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK |
|
|
V3DV_CMD_DIRTY_STENCIL_WRITE_MASK |
|
|
V3DV_CMD_DIRTY_STENCIL_REFERENCE;
|
|
cmd_buffer->state.dirty &= ~dynamic_stencil_dirty_flags;
|
|
}
|
|
|
|
static void
|
|
emit_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer)
|
|
{
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
struct v3dv_pipeline *pipeline = state->pipeline;
|
|
assert(pipeline);
|
|
|
|
/* Upload the uniforms to the indirect CL first */
|
|
struct v3dv_cl_reloc fs_uniforms =
|
|
v3dv_write_uniforms(cmd_buffer, pipeline->fs);
|
|
|
|
struct v3dv_cl_reloc vs_uniforms =
|
|
v3dv_write_uniforms(cmd_buffer, pipeline->vs);
|
|
|
|
struct v3dv_cl_reloc vs_bin_uniforms =
|
|
v3dv_write_uniforms(cmd_buffer, pipeline->vs_bin);
|
|
|
|
/* Update the cache dirty flag based on the shader progs data */
|
|
job->tmu_dirty_rcl |= pipeline->vs_bin->prog_data.vs->base.tmu_dirty_rcl;
|
|
job->tmu_dirty_rcl |= pipeline->vs->prog_data.vs->base.tmu_dirty_rcl;
|
|
job->tmu_dirty_rcl |= pipeline->fs->prog_data.fs->base.tmu_dirty_rcl;
|
|
|
|
/* See GFXH-930 workaround below */
|
|
uint32_t num_elements_to_emit = MAX2(pipeline->va_count, 1);
|
|
|
|
uint32_t shader_rec_offset =
|
|
v3dv_cl_ensure_space(&job->indirect,
|
|
cl_packet_length(GL_SHADER_STATE_RECORD) +
|
|
num_elements_to_emit *
|
|
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
|
|
32);
|
|
|
|
cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_RECORD,
|
|
pipeline->shader_state_record, shader) {
|
|
|
|
/* FIXME: we are setting this values here and during the
|
|
* prepacking. This is because both cl_emit_with_prepacked and v3dv_pack
|
|
* asserts for minimum values of these. It would be good to get
|
|
* v3dv_pack to assert on the final value if possible
|
|
*/
|
|
shader.min_coord_shader_input_segments_required_in_play =
|
|
pipeline->vpm_cfg_bin.As;
|
|
shader.min_vertex_shader_input_segments_required_in_play =
|
|
pipeline->vpm_cfg.As;
|
|
|
|
shader.coordinate_shader_code_address =
|
|
v3dv_cl_address(pipeline->vs_bin->assembly_bo, 0);
|
|
shader.vertex_shader_code_address =
|
|
v3dv_cl_address(pipeline->vs->assembly_bo, 0);
|
|
shader.fragment_shader_code_address =
|
|
v3dv_cl_address(pipeline->fs->assembly_bo, 0);
|
|
|
|
shader.coordinate_shader_uniforms_address = vs_bin_uniforms;
|
|
shader.vertex_shader_uniforms_address = vs_uniforms;
|
|
shader.fragment_shader_uniforms_address = fs_uniforms;
|
|
|
|
shader.address_of_default_attribute_values =
|
|
v3dv_cl_address(pipeline->default_attribute_values, 0);
|
|
}
|
|
|
|
/* Upload vertex element attributes (SHADER_STATE_ATTRIBUTE_RECORD) */
|
|
bool cs_loaded_any = false;
|
|
const uint32_t packet_length =
|
|
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
|
|
|
|
for (uint32_t i = 0; i < pipeline->va_count; i++) {
|
|
uint32_t binding = pipeline->va[i].binding;
|
|
uint32_t location = pipeline->va[i].driver_location;
|
|
|
|
struct v3dv_vertex_binding *c_vb = &cmd_buffer->state.vertex_bindings[binding];
|
|
|
|
cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD,
|
|
&pipeline->vertex_attrs[i * packet_length], attr) {
|
|
|
|
assert(c_vb->buffer->mem->bo);
|
|
attr.address = v3dv_cl_address(c_vb->buffer->mem->bo,
|
|
c_vb->buffer->mem_offset +
|
|
pipeline->va[i].offset +
|
|
c_vb->offset);
|
|
|
|
attr.number_of_values_read_by_coordinate_shader =
|
|
pipeline->vs_bin->prog_data.vs->vattr_sizes[location];
|
|
attr.number_of_values_read_by_vertex_shader =
|
|
pipeline->vs->prog_data.vs->vattr_sizes[location];
|
|
|
|
/* GFXH-930: At least one attribute must be enabled and read by CS
|
|
* and VS. If we have attributes being consumed by the VS but not
|
|
* the CS, then set up a dummy load of the last attribute into the
|
|
* CS's VPM inputs. (Since CS is just dead-code-elimination compared
|
|
* to VS, we can't have CS loading but not VS).
|
|
*/
|
|
if (pipeline->vs_bin->prog_data.vs->vattr_sizes[location])
|
|
cs_loaded_any = true;
|
|
|
|
if (binding == pipeline->va_count - 1 && !cs_loaded_any) {
|
|
attr.number_of_values_read_by_coordinate_shader = 1;
|
|
}
|
|
|
|
attr.maximum_index = 0xffffff;
|
|
}
|
|
}
|
|
|
|
if (pipeline->va_count == 0) {
|
|
/* GFXH-930: At least one attribute must be enabled and read
|
|
* by CS and VS. If we have no attributes being consumed by
|
|
* the shader, set up a dummy to be loaded into the VPM.
|
|
*/
|
|
cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
|
|
/* Valid address of data whose value will be unused. */
|
|
attr.address = v3dv_cl_address(job->indirect.bo, 0);
|
|
|
|
attr.type = ATTRIBUTE_FLOAT;
|
|
attr.stride = 0;
|
|
attr.vec_size = 1;
|
|
|
|
attr.number_of_values_read_by_coordinate_shader = 1;
|
|
attr.number_of_values_read_by_vertex_shader = 1;
|
|
}
|
|
}
|
|
|
|
cl_emit_prepacked(&job->bcl, &pipeline->vcm_cache_size);
|
|
|
|
cl_emit(&job->bcl, GL_SHADER_STATE, state) {
|
|
state.address = v3dv_cl_address(job->indirect.bo,
|
|
shader_rec_offset);
|
|
state.number_of_attribute_arrays = num_elements_to_emit;
|
|
}
|
|
|
|
cl_emit_with_prepacked(&job->bcl, CFG_BITS, pipeline->cfg_bits, config) {
|
|
config.early_z_updates_enable = job->ez_state != VC5_EZ_DISABLED;
|
|
}
|
|
|
|
emit_stencil(cmd_buffer);
|
|
|
|
/* FIXME: hardcoded values */
|
|
cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags);
|
|
cl_emit(&job->bcl, ZERO_ALL_NON_PERSPECTIVE_FLAGS, flags);
|
|
cl_emit(&job->bcl, ZERO_ALL_CENTROID_FLAGS, flags);
|
|
}
|
|
|
|
/* FIXME: C&P from v3dx_draw. Refactor to common place? */
|
|
static uint32_t
|
|
v3d_hw_prim_type(enum pipe_prim_type prim_type)
|
|
{
|
|
switch (prim_type) {
|
|
case PIPE_PRIM_POINTS:
|
|
case PIPE_PRIM_LINES:
|
|
case PIPE_PRIM_LINE_LOOP:
|
|
case PIPE_PRIM_LINE_STRIP:
|
|
case PIPE_PRIM_TRIANGLES:
|
|
case PIPE_PRIM_TRIANGLE_STRIP:
|
|
case PIPE_PRIM_TRIANGLE_FAN:
|
|
return prim_type;
|
|
|
|
case PIPE_PRIM_LINES_ADJACENCY:
|
|
case PIPE_PRIM_LINE_STRIP_ADJACENCY:
|
|
case PIPE_PRIM_TRIANGLES_ADJACENCY:
|
|
case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
|
|
return 8 + (prim_type - PIPE_PRIM_LINES_ADJACENCY);
|
|
|
|
default:
|
|
unreachable("Unsupported primitive type");
|
|
}
|
|
}
|
|
|
|
struct v3dv_draw_info {
|
|
uint32_t vertex_count;
|
|
uint32_t instance_count;
|
|
uint32_t first_vertex;
|
|
uint32_t first_instance;
|
|
};
|
|
|
|
static void
|
|
cmd_buffer_emit_draw_packets(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_draw_info *info)
|
|
{
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
assert(job);
|
|
|
|
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
|
|
struct v3dv_pipeline *pipeline = state->pipeline;
|
|
|
|
assert(pipeline);
|
|
|
|
uint32_t prim_tf_enable = 0;
|
|
uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->vs->topology);
|
|
|
|
/* FIXME: using VERTEX_ARRAY_PRIMS always as it fits our test caselist
|
|
* right now. Need to be choosen based on the current case.
|
|
*/
|
|
cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
|
|
prim.mode = hw_prim_type | prim_tf_enable;
|
|
prim.length = info->vertex_count;
|
|
prim.index_of_first_vertex = info->first_vertex;
|
|
}
|
|
}
|
|
|
|
static void
|
|
cmd_buffer_draw(struct v3dv_cmd_buffer *cmd_buffer,
|
|
struct v3dv_draw_info *info)
|
|
{
|
|
/* FIXME: likely to be filtered by really needed states */
|
|
uint32_t *dirty = &cmd_buffer->state.dirty;
|
|
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
|
|
|
|
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE |
|
|
V3DV_CMD_DIRTY_VERTEX_BUFFER |
|
|
V3DV_CMD_DIRTY_DESCRIPTOR_SETS)) {
|
|
emit_graphics_pipeline(cmd_buffer);
|
|
}
|
|
|
|
if (*dirty & (V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR)) {
|
|
assert(dynamic->scissor.count > 0 || dynamic->viewport.count > 0);
|
|
emit_scissor(cmd_buffer);
|
|
}
|
|
|
|
if (*dirty & V3DV_CMD_DIRTY_VIEWPORT) {
|
|
emit_viewport(cmd_buffer);
|
|
}
|
|
|
|
const uint32_t dynamic_stencil_dirty_flags =
|
|
V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK |
|
|
V3DV_CMD_DIRTY_STENCIL_WRITE_MASK |
|
|
V3DV_CMD_DIRTY_STENCIL_REFERENCE;
|
|
if (*dirty & dynamic_stencil_dirty_flags)
|
|
emit_stencil(cmd_buffer);
|
|
|
|
/* FIXME: any dirty flag to filter ? */
|
|
cmd_buffer_emit_draw_packets(cmd_buffer, info);
|
|
|
|
cmd_buffer->state.dirty &= ~(*dirty);
|
|
}
|
|
|
|
void
|
|
v3dv_CmdDraw(VkCommandBuffer commandBuffer,
|
|
uint32_t vertexCount,
|
|
uint32_t instanceCount,
|
|
uint32_t firstVertex,
|
|
uint32_t firstInstance)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
struct v3dv_draw_info info = {};
|
|
|
|
info.vertex_count = vertexCount;
|
|
info.instance_count = instanceCount;
|
|
info.first_instance = firstInstance;
|
|
info.first_vertex = firstVertex;
|
|
|
|
cmd_buffer_draw(cmd_buffer, &info);
|
|
}
|
|
|
|
void
|
|
v3dv_CmdPipelineBarrier(VkCommandBuffer commandBuffer,
|
|
VkPipelineStageFlags srcStageMask,
|
|
VkPipelineStageFlags dstStageMask,
|
|
VkDependencyFlags dependencyFlags,
|
|
uint32_t memoryBarrierCount,
|
|
const VkMemoryBarrier *pMemoryBarriers,
|
|
uint32_t bufferMemoryBarrierCount,
|
|
const VkBufferMemoryBarrier *pBufferMemoryBarriers,
|
|
uint32_t imageMemoryBarrierCount,
|
|
const VkImageMemoryBarrier *pImageMemoryBarriers)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
struct v3dv_job *job = cmd_buffer->state.job;
|
|
if (!job)
|
|
return;
|
|
|
|
v3dv_cmd_buffer_finish_job(cmd_buffer);
|
|
}
|
|
|
|
void
|
|
v3dv_CmdBindVertexBuffers(VkCommandBuffer commandBuffer,
|
|
uint32_t firstBinding,
|
|
uint32_t bindingCount,
|
|
const VkBuffer *pBuffers,
|
|
const VkDeviceSize *pOffsets)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
struct v3dv_vertex_binding *vb = cmd_buffer->state.vertex_bindings;
|
|
|
|
/* We have to defer setting up vertex buffer since we need the buffer
|
|
* stride from the pipeline.
|
|
*/
|
|
|
|
assert(firstBinding + bindingCount <= MAX_VBS);
|
|
for (uint32_t i = 0; i < bindingCount; i++) {
|
|
vb[firstBinding + i].buffer = v3dv_buffer_from_handle(pBuffers[i]);
|
|
vb[firstBinding + i].offset = pOffsets[i];
|
|
}
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_VERTEX_BUFFER;
|
|
}
|
|
|
|
void
|
|
v3dv_CmdSetStencilCompareMask(VkCommandBuffer commandBuffer,
|
|
VkStencilFaceFlags faceMask,
|
|
uint32_t compareMask)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
if (faceMask & VK_STENCIL_FACE_FRONT_BIT)
|
|
cmd_buffer->state.dynamic.stencil_compare_mask.front = compareMask & 0xff;
|
|
if (faceMask & VK_STENCIL_FACE_BACK_BIT)
|
|
cmd_buffer->state.dynamic.stencil_compare_mask.back = compareMask & 0xff;
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK;
|
|
}
|
|
|
|
void
|
|
v3dv_CmdSetStencilWriteMask(VkCommandBuffer commandBuffer,
|
|
VkStencilFaceFlags faceMask,
|
|
uint32_t writeMask)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
if (faceMask & VK_STENCIL_FACE_FRONT_BIT)
|
|
cmd_buffer->state.dynamic.stencil_write_mask.front = writeMask & 0xff;
|
|
if (faceMask & VK_STENCIL_FACE_BACK_BIT)
|
|
cmd_buffer->state.dynamic.stencil_write_mask.back = writeMask & 0xff;
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_STENCIL_WRITE_MASK;
|
|
}
|
|
|
|
void
|
|
v3dv_CmdSetStencilReference(VkCommandBuffer commandBuffer,
|
|
VkStencilFaceFlags faceMask,
|
|
uint32_t reference)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
if (faceMask & VK_STENCIL_FACE_FRONT_BIT)
|
|
cmd_buffer->state.dynamic.stencil_reference.front = reference & 0xff;
|
|
if (faceMask & VK_STENCIL_FACE_BACK_BIT)
|
|
cmd_buffer->state.dynamic.stencil_reference.back = reference & 0xff;
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_STENCIL_REFERENCE;
|
|
}
|
|
|
|
void
|
|
v3dv_CmdBindDescriptorSets(VkCommandBuffer commandBuffer,
|
|
VkPipelineBindPoint pipelineBindPoint,
|
|
VkPipelineLayout _layout,
|
|
uint32_t firstSet,
|
|
uint32_t descriptorSetCount,
|
|
const VkDescriptorSet *pDescriptorSets,
|
|
uint32_t dynamicOffsetCount,
|
|
const uint32_t *pDynamicOffsets)
|
|
{
|
|
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
|
|
|
|
assert(pipelineBindPoint == VK_PIPELINE_BIND_POINT_GRAPHICS);
|
|
assert(firstSet + descriptorSetCount <= MAX_SETS);
|
|
|
|
for (uint32_t i = 0; i < descriptorSetCount; i++) {
|
|
V3DV_FROM_HANDLE(v3dv_descriptor_set, set, pDescriptorSets[i]);
|
|
uint32_t index = firstSet + i;
|
|
|
|
cmd_buffer->state.descriptor_state.descriptor_sets[index] = set;
|
|
cmd_buffer->state.descriptor_state.valid |= (1u << index);
|
|
}
|
|
|
|
cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_DESCRIPTOR_SETS;
|
|
}
|