/* -*- 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;
}
}