vc4: Track clears veresus uncleared draws, and the clear color.

This is a step toward queueing more than one draw per frame.

Fixes piglit attribute0 test, since we get a working clear color now.
This commit is contained in:
Eric Anholt 2014-07-23 11:21:04 -07:00
parent 9c631f30c9
commit 165ca6b5ad
3 changed files with 117 additions and 34 deletions

View File

@ -89,14 +89,22 @@ vc4_setup_rcl(struct vc4_context *vc4)
{
struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
uint32_t resolve_uncleared = vc4->resolve & ~vc4->cleared;
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
uint32_t xtiles = align(width, 64) / 64;
uint32_t ytiles = align(height, 64) / 64;
#if 0
fprintf(stderr, "RCL: resolve 0x%x clear 0x%x resolve uncleared 0x%x\n",
vc4->resolve,
vc4->cleared,
resolve_uncleared);
#endif
cl_u8(&vc4->rcl, VC4_PACKET_CLEAR_COLORS);
cl_u32(&vc4->rcl, 0xff000000); // Opaque Black
cl_u32(&vc4->rcl, 0xff000000); // 32 bit clear colours need to be repeated twice
cl_u32(&vc4->rcl, vc4->clear_color[0]);
cl_u32(&vc4->rcl, vc4->clear_color[1]);
cl_u32(&vc4->rcl, 0);
cl_u8(&vc4->rcl, 0);
@ -109,44 +117,60 @@ vc4_setup_rcl(struct vc4_context *vc4)
VC4_RENDER_CONFIG_FORMAT_RGBA8888));
cl_u8(&vc4->rcl, 0);
// Do a store of the first tile to force the tile buffer to be cleared
/* XXX: I think these two packets may be unnecessary. */
if (0) {
/* The tile buffer normally gets cleared when the previous tile is
* stored. If the clear values changed between frames, then the tile
* buffer has stale clear values in it, so we have to do a store in
* None mode (no writes) so that we trigger the tile buffer clear.
*/
if (vc4->cleared & PIPE_CLEAR_COLOR0) {
cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
cl_u8(&vc4->rcl, 0);
cl_u8(&vc4->rcl, 0);
cl_u8(&vc4->rcl, VC4_PACKET_STORE_TILE_BUFFER_GENERAL);
cl_u16(&vc4->rcl, 0); // Store nothing (just clear)
cl_u32(&vc4->rcl, 0); // no address is needed
cl_u16(&vc4->rcl, VC4_LOADSTORE_TILE_BUFFER_NONE);
cl_u32(&vc4->rcl, 0); /* no address, since we're in None mode */
}
for (int x = 0; x < xtiles; x++) {
for (int y = 0; y < ytiles; y++) {
bool end_of_frame = (x == xtiles - 1 &&
y == ytiles - 1);
/* Note that the load doesn't actually occur until the
* tile coords packet is processed.
*/
if (resolve_uncleared & PIPE_CLEAR_COLOR) {
cl_start_reloc(&vc4->rcl, 1);
cl_u8(&vc4->rcl, VC4_PACKET_LOAD_TILE_BUFFER_GENERAL);
cl_u8(&vc4->rcl,
VC4_LOADSTORE_TILE_BUFFER_COLOR |
VC4_LOADSTORE_TILE_BUFFER_FORMAT_RASTER);
cl_u8(&vc4->rcl,
VC4_LOADSTORE_TILE_BUFFER_RGBA8888);
cl_reloc(vc4, &vc4->rcl, ctex->bo,
csurf->offset);
}
cl_u8(&vc4->rcl, VC4_PACKET_TILE_COORDINATES);
cl_u8(&vc4->rcl, x);
cl_u8(&vc4->rcl, y);
cl_start_reloc(&vc4->rcl, 1);
cl_u8(&vc4->rcl, VC4_PACKET_LOAD_TILE_BUFFER_GENERAL);
cl_u8(&vc4->rcl,
VC4_LOADSTORE_TILE_BUFFER_COLOR |
VC4_LOADSTORE_TILE_BUFFER_FORMAT_RASTER);
cl_u8(&vc4->rcl,
VC4_LOADSTORE_TILE_BUFFER_RGBA8888);
cl_reloc(vc4, &vc4->rcl, ctex->bo, csurf->offset);
cl_start_reloc(&vc4->rcl, 1);
cl_u8(&vc4->rcl, VC4_PACKET_BRANCH_TO_SUB_LIST);
cl_reloc(vc4, &vc4->rcl, vc4->tile_alloc,
(y * xtiles + x) * 32);
if (x == xtiles - 1 && y == ytiles - 1) {
cl_u8(&vc4->rcl,
VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF);
if (vc4->resolve & PIPE_CLEAR_COLOR0) {
if (end_of_frame) {
cl_u8(&vc4->rcl,
VC4_PACKET_STORE_MS_TILE_BUFFER_AND_EOF);
} else {
cl_u8(&vc4->rcl,
VC4_PACKET_STORE_MS_TILE_BUFFER);
}
} else {
cl_u8(&vc4->rcl,
VC4_PACKET_STORE_MS_TILE_BUFFER);
assert(!"unfinished: Need to end the frame\n");
}
}
}
@ -168,6 +192,7 @@ vc4_flush(struct pipe_context *pctx)
struct vc4_surface *csurf = vc4_surface(vc4->framebuffer.cbufs[0]);
struct vc4_resource *ctex = vc4_resource(csurf->base.texture);
struct drm_vc4_submit_cl submit;
memset(&submit, 0, sizeof(submit));
@ -207,7 +232,10 @@ vc4_flush(struct pipe_context *pctx)
vc4->shader_rec_count = 0;
vc4->needs_flush = false;
vc4->draw_call_queued = false;
vc4->dirty = ~0;
vc4->resolve = 0;
vc4->cleared = 0;
dump_fbo(vc4, ctex->bo);
}

View File

@ -136,6 +136,15 @@ struct vc4_context {
/** bitfield of VC4_DIRTY_* */
uint32_t dirty;
/* Bitmask of PIPE_CLEAR_* of buffers that were cleared before the
* first rendering.
*/
uint32_t cleared;
/* Bitmask of PIPE_CLEAR_* of buffers that have been rendered to
* (either clears or draws).
*/
uint32_t resolve;
uint32_t clear_color[2];
/**
* Set if some drawing (triangles, blits, or just a glClear()) has
@ -144,6 +153,12 @@ struct vc4_context {
*/
bool needs_flush;
/**
* Set when needs_flush, and the queued rendering is not just composed
* of full-buffer clears.
*/
bool draw_call_queued;
struct primconvert_context *primconvert;
struct util_hash_table *fs_cache, *vs_cache;

View File

@ -25,22 +25,20 @@
#include <stdio.h>
#include "util/u_format.h"
#include "util/u_pack_color.h"
#include "indices/u_primconvert.h"
#include "vc4_context.h"
#include "vc4_resource.h"
/**
* Does the initial bining command list setup for drawing to a given FBO.
*/
static void
vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
vc4_start_draw(struct vc4_context *vc4)
{
struct vc4_context *vc4 = vc4_context(pctx);
if (info->mode >= PIPE_PRIM_QUADS) {
util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
util_primconvert_draw_vbo(vc4->primconvert, info);
if (vc4->needs_flush)
return;
}
uint32_t width = vc4->framebuffer.width;
uint32_t height = vc4->framebuffer.height;
@ -60,10 +58,6 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
"tile_state");
}
vc4_update_compiled_shaders(vc4);
vc4->needs_flush = true;
// Tile state data is 48 bytes per tile, I think it can be thrown away
// as soon as binning is finished.
cl_start_reloc(&vc4->bcl, 2);
@ -80,6 +74,25 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u8(&vc4->bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
cl_u8(&vc4->bcl, 0x12); // 16 bit triangle
vc4->needs_flush = true;
vc4->draw_call_queued = true;
}
static void
vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
{
struct vc4_context *vc4 = vc4_context(pctx);
if (info->mode >= PIPE_PRIM_QUADS) {
util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
util_primconvert_draw_vbo(vc4->primconvert, info);
return;
}
vc4_start_draw(vc4);
vc4_update_compiled_shaders(vc4);
vc4_emit_state(pctx);
/* the actual draw call. */
@ -168,19 +181,46 @@ vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
cl_u8(&vc4->shader_rec, i * 16); /* CS VPM offset */
}
if (vc4->zsa && vc4->zsa->depth.enabled) {
vc4->resolve |= PIPE_CLEAR_DEPTH;
}
vc4->resolve |= PIPE_CLEAR_COLOR0;
vc4->shader_rec_count++;
vc4_flush(pctx);
}
static uint32_t
pack_rgba(enum pipe_format format, const float *rgba)
{
union util_color uc;
util_pack_color(rgba, format, &uc);
return uc.ui[0];
}
static void
vc4_clear(struct pipe_context *pctx, unsigned buffers,
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct vc4_context *vc4 = vc4_context(pctx);
vc4->needs_flush = true;
/* We can't flag new buffers for clearing once we've queued draws. We
* could avoid this by using the 3d engine to clear.
*/
if (vc4->draw_call_queued)
vc4_flush(pctx);
if (buffers & PIPE_CLEAR_COLOR0) {
vc4->clear_color[0] = vc4->clear_color[1] =
pack_rgba(vc4->framebuffer.cbufs[0]->format,
color->f);
}
vc4->cleared |= buffers;
vc4->resolve |= buffers;
vc4_start_draw(vc4);
}
static void