/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2012 Rob Clark <robclark@freedesktop.org> * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Authors: * Rob Clark <robclark@freedesktop.org> */ #include "pipe/p_state.h" #include "util/u_draw.h" #include "util/u_string.h" #include "util/u_memory.h" #include "util/u_prim.h" #include "util/u_format.h" #include "util/u_helpers.h" #include "freedreno_draw.h" #include "freedreno_context.h" #include "freedreno_state.h" #include "freedreno_resource.h" #include "freedreno_query_acc.h" #include "freedreno_query_hw.h" #include "freedreno_util.h" static void resource_read(struct fd_batch *batch, struct pipe_resource *prsc) { if (!prsc) return; fd_batch_resource_used(batch, fd_resource(prsc), false); } static void resource_written(struct fd_batch *batch, struct pipe_resource *prsc) { if (!prsc) return; fd_batch_resource_used(batch, fd_resource(prsc), true); } static void fd_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) { struct fd_context *ctx = fd_context(pctx); struct fd_batch *batch = ctx->batch; struct pipe_framebuffer_state *pfb = &batch->framebuffer; struct pipe_scissor_state *scissor = fd_context_get_scissor(ctx); unsigned i, prims, buffers = 0, restore_buffers = 0; /* for debugging problems with indirect draw, it is convenient * to be able to emulate it, to determine if game is feeding us * bogus data: */ if (info->indirect && (fd_mesa_debug & FD_DBG_NOINDR)) { util_draw_indirect(pctx, info); return; } if (!info->count_from_stream_output && !info->indirect && !info->primitive_restart && !u_trim_pipe_prim(info->mode, (unsigned*)&info->count)) return; /* if we supported transform feedback, we'd have to disable this: */ if (((scissor->maxx - scissor->minx) * (scissor->maxy - scissor->miny)) == 0) { return; } /* TODO: push down the region versions into the tiles */ if (!fd_render_condition_check(pctx)) return; /* emulate unsupported primitives: */ if (!fd_supported_prim(ctx, info->mode)) { if (ctx->streamout.num_targets > 0) debug_error("stream-out with emulated prims"); util_primconvert_save_rasterizer_state(ctx->primconvert, ctx->rasterizer); util_primconvert_draw_vbo(ctx->primconvert, info); return; } /* Upload a user index buffer. */ struct pipe_resource *indexbuf = NULL; unsigned index_offset = 0; struct pipe_draw_info new_info; if (info->index_size) { if (info->has_user_indices) { if (!util_upload_index_buffer(pctx, info, &indexbuf, &index_offset)) return; new_info = *info; new_info.index.resource = indexbuf; new_info.has_user_indices = false; info = &new_info; } else { indexbuf = info->index.resource; } } if (ctx->in_blit) { fd_batch_reset(batch); fd_context_all_dirty(ctx); } batch->blit = ctx->in_blit; batch->back_blit = ctx->in_shadow; /* NOTE: needs to be before resource_written(batch->query_buf), otherwise * query_buf may not be created yet. */ fd_batch_set_stage(batch, FD_STAGE_DRAW); /* * Figure out the buffers/features we need: */ mtx_lock(&ctx->screen->lock); if (fd_depth_enabled(ctx)) { if (fd_resource(pfb->zsbuf->texture)->valid) restore_buffers |= FD_BUFFER_DEPTH; buffers |= FD_BUFFER_DEPTH; resource_written(batch, pfb->zsbuf->texture); batch->gmem_reason |= FD_GMEM_DEPTH_ENABLED; } if (fd_stencil_enabled(ctx)) { if (fd_resource(pfb->zsbuf->texture)->valid) restore_buffers |= FD_BUFFER_STENCIL; buffers |= FD_BUFFER_STENCIL; resource_written(batch, pfb->zsbuf->texture); batch->gmem_reason |= FD_GMEM_STENCIL_ENABLED; } if (fd_logicop_enabled(ctx)) batch->gmem_reason |= FD_GMEM_LOGICOP_ENABLED; for (i = 0; i < pfb->nr_cbufs; i++) { struct pipe_resource *surf; if (!pfb->cbufs[i]) continue; surf = pfb->cbufs[i]->texture; resource_written(batch, surf); if (fd_resource(surf)->valid) restore_buffers |= PIPE_CLEAR_COLOR0 << i; buffers |= PIPE_CLEAR_COLOR0 << i; if (surf->nr_samples > 1) batch->gmem_reason |= FD_GMEM_MSAA_ENABLED; if (fd_blend_enabled(ctx, i)) batch->gmem_reason |= FD_GMEM_BLEND_ENABLED; } /* Mark SSBOs as being written.. we don't actually know which ones are * read vs written, so just assume the worst */ foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].enabled_mask) resource_written(batch, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].sb[i].buffer); foreach_bit(i, ctx->shaderimg[PIPE_SHADER_FRAGMENT].enabled_mask) { struct pipe_image_view *img = &ctx->shaderimg[PIPE_SHADER_FRAGMENT].si[i]; if (img->access & PIPE_IMAGE_ACCESS_WRITE) resource_written(batch, img->resource); else resource_read(batch, img->resource); } foreach_bit(i, ctx->constbuf[PIPE_SHADER_VERTEX].enabled_mask) resource_read(batch, ctx->constbuf[PIPE_SHADER_VERTEX].cb[i].buffer); foreach_bit(i, ctx->constbuf[PIPE_SHADER_FRAGMENT].enabled_mask) resource_read(batch, ctx->constbuf[PIPE_SHADER_FRAGMENT].cb[i].buffer); /* Mark VBOs as being read */ foreach_bit(i, ctx->vtx.vertexbuf.enabled_mask) { assert(!ctx->vtx.vertexbuf.vb[i].is_user_buffer); resource_read(batch, ctx->vtx.vertexbuf.vb[i].buffer.resource); } /* Mark index buffer as being read */ resource_read(batch, indexbuf); /* Mark indirect draw buffer as being read */ if (info->indirect) resource_read(batch, info->indirect->buffer); /* Mark textures as being read */ foreach_bit(i, ctx->tex[PIPE_SHADER_VERTEX].valid_textures) resource_read(batch, ctx->tex[PIPE_SHADER_VERTEX].textures[i]->texture); foreach_bit(i, ctx->tex[PIPE_SHADER_FRAGMENT].valid_textures) resource_read(batch, ctx->tex[PIPE_SHADER_FRAGMENT].textures[i]->texture); /* Mark streamout buffers as being written.. */ for (i = 0; i < ctx->streamout.num_targets; i++) if (ctx->streamout.targets[i]) resource_written(batch, ctx->streamout.targets[i]->buffer); resource_written(batch, batch->query_buf); list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node) resource_written(batch, aq->prsc); mtx_unlock(&ctx->screen->lock); batch->num_draws++; prims = u_reduced_prims_for_vertices(info->mode, info->count); ctx->stats.draw_calls++; /* TODO prims_emitted should be clipped when the stream-out buffer is * not large enough. See max_tf_vtx().. probably need to move that * into common code. Although a bit more annoying since a2xx doesn't * use ir3 so no common way to get at the pipe_stream_output_info * which is needed for this calculation. */ if (ctx->streamout.num_targets > 0) ctx->stats.prims_emitted += prims; ctx->stats.prims_generated += prims; /* any buffers that haven't been cleared yet, we need to restore: */ batch->restore |= restore_buffers & (FD_BUFFER_ALL & ~batch->cleared); /* and any buffers used, need to be resolved: */ batch->resolve |= buffers; DBG("%p: %x %ux%u num_draws=%u (%s/%s)", batch, buffers, pfb->width, pfb->height, batch->num_draws, util_format_short_name(pipe_surface_format(pfb->cbufs[0])), util_format_short_name(pipe_surface_format(pfb->zsbuf))); if (ctx->draw_vbo(ctx, info, index_offset)) batch->needs_flush = true; for (i = 0; i < ctx->streamout.num_targets; i++) ctx->streamout.offsets[i] += info->count; if (fd_mesa_debug & FD_DBG_DDRAW) fd_context_all_dirty(ctx); fd_batch_check_size(batch); if (info == &new_info) pipe_resource_reference(&indexbuf, NULL); } /* Generic clear implementation (partially) using u_blitter: */ static void fd_blitter_clear(struct pipe_context *pctx, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct fd_context *ctx = fd_context(pctx); struct pipe_framebuffer_state *pfb = &ctx->batch->framebuffer; struct blitter_context *blitter = ctx->blitter; fd_blitter_pipe_begin(ctx, false, true, FD_STAGE_CLEAR); util_blitter_common_clear_setup(blitter, pfb->width, pfb->height, buffers, NULL, NULL); struct pipe_stencil_ref sr = { .ref_value = { stencil & 0xff } }; pctx->set_stencil_ref(pctx, &sr); struct pipe_constant_buffer cb = { .buffer_size = 16, .user_buffer = &color->ui, }; pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb); if (!ctx->clear_rs_state) { const struct pipe_rasterizer_state tmpl = { .cull_face = PIPE_FACE_NONE, .half_pixel_center = 1, .bottom_edge_rule = 1, .flatshade = 1, .depth_clip = 1, }; ctx->clear_rs_state = pctx->create_rasterizer_state(pctx, &tmpl); } pctx->bind_rasterizer_state(pctx, ctx->clear_rs_state); struct pipe_viewport_state vp = { .scale = { 0.5f * pfb->width, -0.5f * pfb->height, depth }, .translate = { 0.5f * pfb->width, 0.5f * pfb->height, 0.0f }, }; pctx->set_viewport_states(pctx, 0, 1, &vp); pctx->bind_vertex_elements_state(pctx, ctx->solid_vbuf_state.vtx); pctx->set_vertex_buffers(pctx, blitter->vb_slot, 1, &ctx->solid_vbuf_state.vertexbuf.vb[0]); pctx->set_stream_output_targets(pctx, 0, NULL, NULL); pctx->bind_vs_state(pctx, ctx->solid_prog.vp); pctx->bind_fs_state(pctx, ctx->solid_prog.fp); struct pipe_draw_info info = { .mode = PIPE_PRIM_MAX, /* maps to DI_PT_RECTLIST */ .count = 2, .max_index = 1, .instance_count = 1, }; ctx->draw_vbo(ctx, &info, 0); util_blitter_restore_constant_buffer_state(blitter); util_blitter_restore_vertex_states(blitter); util_blitter_restore_fragment_states(blitter); util_blitter_restore_textures(blitter); util_blitter_restore_fb_state(blitter); util_blitter_restore_render_cond(blitter); util_blitter_unset_running_flag(blitter); fd_blitter_pipe_end(ctx); } /* TODO figure out how to make better use of existing state mechanism * for clear (and possibly gmem->mem / mem->gmem) so we can (a) keep * track of what state really actually changes, and (b) reduce the code * in the a2xx/a3xx parts. */ static void fd_clear(struct pipe_context *pctx, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { struct fd_context *ctx = fd_context(pctx); struct fd_batch *batch = ctx->batch; struct pipe_framebuffer_state *pfb = &batch->framebuffer; struct pipe_scissor_state *scissor = fd_context_get_scissor(ctx); unsigned cleared_buffers; int i; /* TODO: push down the region versions into the tiles */ if (!fd_render_condition_check(pctx)) return; if (ctx->in_blit) { fd_batch_reset(batch); fd_context_all_dirty(ctx); } /* for bookkeeping about which buffers have been cleared (and thus * can fully or partially skip mem2gmem) we need to ignore buffers * that have already had a draw, in case apps do silly things like * clear after draw (ie. if you only clear the color buffer, but * something like alpha-test causes side effects from the draw in * the depth buffer, etc) */ cleared_buffers = buffers & (FD_BUFFER_ALL & ~batch->restore); /* do we have full-screen scissor? */ if (!memcmp(scissor, &ctx->disabled_scissor, sizeof(*scissor))) { batch->cleared |= cleared_buffers; } else { batch->partial_cleared |= cleared_buffers; if (cleared_buffers & PIPE_CLEAR_COLOR) batch->cleared_scissor.color = *scissor; if (cleared_buffers & PIPE_CLEAR_DEPTH) batch->cleared_scissor.depth = *scissor; if (cleared_buffers & PIPE_CLEAR_STENCIL) batch->cleared_scissor.stencil = *scissor; } batch->resolve |= buffers; batch->needs_flush = true; mtx_lock(&ctx->screen->lock); if (buffers & PIPE_CLEAR_COLOR) for (i = 0; i < pfb->nr_cbufs; i++) if (buffers & (PIPE_CLEAR_COLOR0 << i)) resource_written(batch, pfb->cbufs[i]->texture); if (buffers & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) { resource_written(batch, pfb->zsbuf->texture); batch->gmem_reason |= FD_GMEM_CLEARS_DEPTH_STENCIL; } resource_written(batch, batch->query_buf); list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node) resource_written(batch, aq->prsc); mtx_unlock(&ctx->screen->lock); DBG("%p: %x %ux%u depth=%f, stencil=%u (%s/%s)", batch, buffers, pfb->width, pfb->height, depth, stencil, util_format_short_name(pipe_surface_format(pfb->cbufs[0])), util_format_short_name(pipe_surface_format(pfb->zsbuf))); /* if per-gen backend doesn't implement ctx->clear() generic * blitter clear: */ bool fallback = true; if (ctx->clear) { fd_batch_set_stage(batch, FD_STAGE_CLEAR); if (ctx->clear(ctx, buffers, color, depth, stencil)) { if (fd_mesa_debug & FD_DBG_DCLEAR) fd_context_all_dirty(ctx); fallback = false; } } if (fallback) { fd_blitter_clear(pctx, buffers, color, depth, stencil); } } static void fd_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps, const union pipe_color_union *color, unsigned x, unsigned y, unsigned w, unsigned h, bool render_condition_enabled) { DBG("TODO: x=%u, y=%u, w=%u, h=%u", x, y, w, h); } static void fd_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps, unsigned buffers, double depth, unsigned stencil, unsigned x, unsigned y, unsigned w, unsigned h, bool render_condition_enabled) { DBG("TODO: buffers=%u, depth=%f, stencil=%u, x=%u, y=%u, w=%u, h=%u", buffers, depth, stencil, x, y, w, h); } static void fd_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info) { struct fd_context *ctx = fd_context(pctx); struct fd_batch *batch, *save_batch = NULL; unsigned i; batch = fd_batch_create(ctx, true); fd_batch_reference(&save_batch, ctx->batch); fd_batch_reference(&ctx->batch, batch); mtx_lock(&ctx->screen->lock); /* Mark SSBOs as being written.. we don't actually know which ones are * read vs written, so just assume the worst */ foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_COMPUTE].enabled_mask) resource_read(batch, ctx->shaderbuf[PIPE_SHADER_COMPUTE].sb[i].buffer); foreach_bit(i, ctx->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) { struct pipe_image_view *img = &ctx->shaderimg[PIPE_SHADER_COMPUTE].si[i]; if (img->access & PIPE_IMAGE_ACCESS_WRITE) resource_written(batch, img->resource); else resource_read(batch, img->resource); } /* UBO's are read */ foreach_bit(i, ctx->constbuf[PIPE_SHADER_COMPUTE].enabled_mask) resource_read(batch, ctx->constbuf[PIPE_SHADER_COMPUTE].cb[i].buffer); /* Mark textures as being read */ foreach_bit(i, ctx->tex[PIPE_SHADER_COMPUTE].valid_textures) resource_read(batch, ctx->tex[PIPE_SHADER_COMPUTE].textures[i]->texture); if (info->indirect) resource_read(batch, info->indirect); mtx_unlock(&ctx->screen->lock); batch->needs_flush = true; ctx->launch_grid(ctx, info); fd_batch_flush(batch, false, false); fd_batch_reference(&ctx->batch, save_batch); fd_batch_reference(&save_batch, NULL); } void fd_draw_init(struct pipe_context *pctx) { pctx->draw_vbo = fd_draw_vbo; pctx->clear = fd_clear; pctx->clear_render_target = fd_clear_render_target; pctx->clear_depth_stencil = fd_clear_depth_stencil; if (has_compute(fd_screen(pctx->screen))) { pctx->launch_grid = fd_launch_grid; } }