mesa/src/broadcom/vulkan/v3dvx_cmd_buffer.c

3027 lines
116 KiB
C

/*
* Copyright © 2021 Raspberry Pi Ltd
*
* 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.
*/
#include "v3dv_private.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/common/v3d_util.h"
#include "broadcom/cle/v3dx_pack.h"
#include "broadcom/compiler/v3d_compiler.h"
#include "util/half_float.h"
#include "util/u_pack_color.h"
#include "vk_format.h"
void
v3dX(job_emit_binning_flush)(struct v3dv_job *job)
{
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(FLUSH));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, FLUSH, flush);
}
void
v3dX(job_emit_enable_double_buffer)(struct v3dv_job *job)
{
assert(job->can_use_double_buffer);
assert(job->frame_tiling.double_buffer);
assert(!job->frame_tiling.msaa);
assert(job->bcl_tile_binning_mode_ptr);
const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
struct cl_packet_struct(TILE_BINNING_MODE_CFG) config = {
cl_packet_header(TILE_BINNING_MODE_CFG),
};
config.width_in_pixels = tiling->width;
config.height_in_pixels = tiling->height;
#if V3D_VERSION == 42
config.number_of_render_targets = MAX2(tiling->render_target_count, 1);
config.multisample_mode_4x = tiling->msaa;
config.double_buffer_in_non_ms_mode = tiling->double_buffer;
config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
#endif
#if V3D_VERSION >= 71
unreachable("HW generation 71 not supported yet.");
#endif
uint8_t *rewrite_addr = (uint8_t *)job->bcl_tile_binning_mode_ptr;
cl_packet_pack(TILE_BINNING_MODE_CFG)(NULL, rewrite_addr, &config);
}
void
v3dX(job_emit_binning_prolog)(struct v3dv_job *job,
const struct v3dv_frame_tiling *tiling,
uint32_t layers)
{
/* This must go before the binning mode configuration. It is
* required for layered framebuffers to work.
*/
cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
config.number_of_layers = layers;
}
assert(!tiling->double_buffer || !tiling->msaa);
job->bcl_tile_binning_mode_ptr = cl_start(&job->bcl);
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
config.width_in_pixels = tiling->width;
config.height_in_pixels = tiling->height;
#if V3D_VERSION == 42
config.number_of_render_targets = MAX2(tiling->render_target_count, 1);
config.multisample_mode_4x = tiling->msaa;
config.double_buffer_in_non_ms_mode = tiling->double_buffer;
config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
#endif
#if V3D_VERSION >= 71
config.log2_tile_width = log2_tile_size(tiling->tile_width);
config.log2_tile_height = log2_tile_size(tiling->tile_height);
/* FIXME: ideally we would like next assert on the packet header (as is
* general, so also applies to GL). We would need to expand
* gen_pack_header for that.
*/
assert(config.log2_tile_width == config.log2_tile_height ||
config.log2_tile_width == config.log2_tile_height + 1);
#endif
}
/* There's definitely nothing in the VCD cache we want. */
cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
/* "Binning mode lists must have a Start Tile Binning item (6) after
* any prefix state data before the binning list proper starts."
*/
cl_emit(&job->bcl, START_TILE_BINNING, bin);
}
void
v3dX(cmd_buffer_end_render_pass_secondary)(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->state.job);
v3dv_cl_ensure_space_with_branch(&cmd_buffer->state.job->bcl,
cl_packet_length(RETURN_FROM_SUB_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&cmd_buffer->state.job->bcl, RETURN_FROM_SUB_LIST, ret);
}
void
v3dX(job_emit_clip_window)(struct v3dv_job *job, const VkRect2D *rect)
{
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(CLIP_WINDOW));
v3dv_return_if_oom(NULL, 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;
}
}
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 = (struct v3dv_image *) iview->vk.image;
/* We don't support rendering to ycbcr images, so the image view should be
* single-plane, and using a single-plane format. But note that the underlying
* image can be a ycbcr format, as we support rendering to a specific plane
* of an image. This is used for example on some meta_copy code paths, in
* order to copy from/to a plane of a ycbcr image.
*/
assert(iview->plane_count == 1);
assert(iview->format->plane_count == 1);
uint8_t image_plane = v3dv_plane_from_aspect(iview->vk.aspects);
const struct v3d_resource_slice *slice =
&image->planes[image_plane].slices[iview->vk.base_mip_level];
uint32_t layer_offset =
v3dv_layer_offset(image, iview->vk.base_mip_level,
iview->vk.base_array_layer + layer, image_plane);
cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
load.buffer_to_load = buffer;
load.address = v3dv_cl_address(image->planes[image_plane].mem->bo, layer_offset);
load.input_image_format = iview->format->planes[0].rt_type;
/* If we create an image view with only the stencil format, we
* re-interpret the format as RGBA8_UINT, as it is want we want in
* general (see CreateImageView).
*
* However, when we are loading/storing tiles from the ZSTENCIL tile
* buffer, we need to use the underlying DS format.
*/
if (buffer == ZSTENCIL &&
iview->format->planes[0].rt_type == V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI) {
assert(image->format->planes[image_plane].rt_type == V3D_OUTPUT_IMAGE_FORMAT_D24S8);
load.input_image_format = image->format->planes[image_plane].rt_type;
}
load.r_b_swap = iview->planes[0].swap_rb;
load.channel_reverse = iview->planes[0].channel_reverse;
load.memory_format = slice->tiling;
if (slice->tiling == V3D_TILING_UIF_NO_XOR ||
slice->tiling == V3D_TILING_UIF_XOR) {
load.height_in_ub_or_stride =
slice->padded_height_of_output_image_in_uif_blocks;
} else if (slice->tiling == V3D_TILING_RASTER) {
load.height_in_ub_or_stride = slice->stride;
}
if (image->vk.samples > VK_SAMPLE_COUNT_1_BIT)
load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
else
load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
}
}
static inline uint32_t
v3dv_zs_buffer(bool depth, bool stencil)
{
if (depth && stencil)
return ZSTENCIL;
else if (depth)
return Z;
else if (stencil)
return STENCIL;
return NONE;
}
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_render_pass *pass = state->pass;
const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx];
assert(!pass->multiview_enabled || layer < MAX_MULTIVIEW_VIEW_COUNT);
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. We also want to load
* if the current job is continuing subpass work started by a previous
* job, for the same reason.
*
* If the render area is not aligned to tile boundaries then we have
* tiles which are partially covered by it. In this case, we need to
* load the tiles so we can preserve the pixels that are outside the
* render area for any such tiles.
*/
uint32_t first_subpass = !pass->multiview_enabled ?
attachment->first_subpass :
attachment->views[layer].first_subpass;
uint32_t last_subpass = !pass->multiview_enabled ?
attachment->last_subpass :
attachment->views[layer].last_subpass;
bool needs_load =
v3dv_cmd_buffer_check_needs_load(state,
VK_IMAGE_ASPECT_COLOR_BIT,
first_subpass,
attachment->desc.loadOp,
last_subpass,
attachment->desc.storeOp);
if (needs_load) {
struct v3dv_image_view *iview =
state->attachments[attachment_idx].image_view;
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];
const VkImageAspectFlags ds_aspects =
vk_format_aspects(ds_attachment->desc.format);
uint32_t ds_first_subpass = !pass->multiview_enabled ?
ds_attachment->first_subpass :
ds_attachment->views[layer].first_subpass;
uint32_t ds_last_subpass = !pass->multiview_enabled ?
ds_attachment->last_subpass :
ds_attachment->views[layer].last_subpass;
const bool needs_depth_load =
v3dv_cmd_buffer_check_needs_load(state,
ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
ds_first_subpass,
ds_attachment->desc.loadOp,
ds_last_subpass,
ds_attachment->desc.storeOp);
const bool needs_stencil_load =
v3dv_cmd_buffer_check_needs_load(state,
ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
ds_first_subpass,
ds_attachment->desc.stencilLoadOp,
ds_last_subpass,
ds_attachment->desc.stencilStoreOp);
if (needs_depth_load || needs_stencil_load) {
struct v3dv_image_view *iview =
state->attachments[ds_attachment_idx].image_view;
/* From the Vulkan spec:
*
* "When an image view of a depth/stencil image is used as a
* depth/stencil framebuffer attachment, the aspectMask is ignored
* and both depth and stencil image subresources are used."
*
* So we ignore the aspects from the subresource range of the image
* view for the depth/stencil attachment, but we still need to restrict
* the to aspects compatible with the render pass and the image.
*/
const uint32_t zs_buffer =
v3dv_zs_buffer(needs_depth_load, needs_stencil_load);
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,
bool is_multisample_resolve)
{
const struct v3dv_image_view *iview =
cmd_buffer->state.attachments[attachment_idx].image_view;
const struct v3dv_image *image = (struct v3dv_image *) iview->vk.image;
/* We don't support rendering to ycbcr images, so the image view should be
* one-plane, and using a single-plane format. But note that the underlying
* image can be a ycbcr format, as we support rendering to a specific plane
* of an image. This is used for example on some meta_copy code paths, in
* order to copy from/to a plane of a ycbcr image.
*/
assert(iview->plane_count == 1);
assert(iview->format->plane_count == 1);
uint8_t image_plane = v3dv_plane_from_aspect(iview->vk.aspects);
const struct v3d_resource_slice *slice =
&image->planes[image_plane].slices[iview->vk.base_mip_level];
uint32_t layer_offset = v3dv_layer_offset(image,
iview->vk.base_mip_level,
iview->vk.base_array_layer + layer,
image_plane);
/* The Clear Buffer bit is not supported for Z/Stencil stores in 7.x and it
* is broken in earlier V3D versions.
*/
assert((buffer != Z && buffer != STENCIL && buffer != ZSTENCIL) || !clear);
cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
store.buffer_to_store = buffer;
store.address = v3dv_cl_address(image->planes[image_plane].mem->bo, layer_offset);
store.clear_buffer_being_stored = clear;
store.output_image_format = iview->format->planes[0].rt_type;
/* If we create an image view with only the stencil format, we
* re-interpret the format as RGBA8_UINT, as it is want we want in
* general (see CreateImageView).
*
* However, when we are loading/storing tiles from the ZSTENCIL tile
* buffer, we need to use the underlying DS format.
*/
if (buffer == ZSTENCIL &&
iview->format->planes[0].rt_type == V3D_OUTPUT_IMAGE_FORMAT_RGBA8UI) {
assert(image->format->planes[image_plane].rt_type == V3D_OUTPUT_IMAGE_FORMAT_D24S8);
store.output_image_format = image->format->planes[image_plane].rt_type;
}
store.r_b_swap = iview->planes[0].swap_rb;
store.channel_reverse = iview->planes[0].channel_reverse;
store.memory_format = slice->tiling;
if (slice->tiling == V3D_TILING_UIF_NO_XOR ||
slice->tiling == V3D_TILING_UIF_XOR) {
store.height_in_ub_or_stride =
slice->padded_height_of_output_image_in_uif_blocks;
} else if (slice->tiling == V3D_TILING_RASTER) {
store.height_in_ub_or_stride = slice->stride;
}
if (image->vk.samples > VK_SAMPLE_COUNT_1_BIT)
store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
else if (is_multisample_resolve)
store.decimate_mode = V3D_DECIMATE_MODE_4X;
else
store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
}
}
static bool
check_needs_clear(const struct v3dv_cmd_buffer_state *state,
VkImageAspectFlags aspect,
uint32_t first_subpass_idx,
VkAttachmentLoadOp load_op,
bool do_clear_with_draw)
{
/* We call this with image->vk.aspects & aspect, so 0 means the aspect we are
* testing does not exist in the image.
*/
if (!aspect)
return false;
/* If the aspect needs to be cleared with a draw call then we won't emit
* the clear here.
*/
if (do_clear_with_draw)
return false;
/* If this is resuming a subpass started with another job, then attachment
* load operations don't apply.
*/
if (state->job->is_subpass_continue)
return false;
/* If the render area is not aligned to tile boundaries we can't use the
* TLB for a clear.
*/
if (!state->tile_aligned_render_area)
return false;
/* If this job is running in a subpass other than the first subpass in
* which this attachment (or view) is used then attachment load operations
* don't apply.
*/
if (state->job->first_subpass != first_subpass_idx)
return false;
/* The attachment load operation must be CLEAR */
return load_op == VK_ATTACHMENT_LOAD_OP_CLEAR;
}
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;
struct v3dv_render_pass *pass = state->pass;
const struct v3dv_subpass *subpass =
&pass->subpasses[state->subpass_idx];
bool has_stores = false;
bool use_global_zs_clear = false;
bool use_global_rt_clear = false;
assert(!pass->multiview_enabled || layer < MAX_MULTIVIEW_VIEW_COUNT);
/* FIXME: separate stencil */
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);
/* From the Vulkan spec, VkImageSubresourceRange:
*
* "When an image view of a depth/stencil image is used as a
* depth/stencil framebuffer attachment, the aspectMask is ignored
* and both depth and stencil image subresources are used."
*
* So we ignore the aspects from the subresource range of the image
* view for the depth/stencil attachment, but we still need to restrict
* the to aspects compatible with the render pass and the image.
*/
const VkImageAspectFlags aspects =
vk_format_aspects(ds_attachment->desc.format);
#if V3D_VERSION <= 42
/* GFXH-1689: The per-buffer store command's clear buffer bit is broken
* for depth/stencil.
*
* There used to be some confusion regarding the Clear Tile Buffers
* Z/S bit also being broken, but we confirmed with Broadcom that this
* is not the case, it was just that some other hardware bugs (that we
* need to work around, such as GFXH-1461) could cause this bit to behave
* incorrectly.
*
* There used to be another issue where the RTs bit in the Clear Tile
* Buffers packet also cleared Z/S, but Broadcom confirmed this is
* fixed since V3D 4.1.
*
* So if we have to emit a clear of depth or stencil we don't use
* the per-buffer store clear bit, even if we need to store the buffers,
* instead we always have to use the Clear Tile Buffers Z/S bit.
* If we have configured the job to do early Z/S clearing, then we
* don't want to emit any Clear Tile Buffers command at all here.
*
* Note that GFXH-1689 is not reproduced in the simulator, where
* using the clear buffer bit in depth/stencil stores works fine.
*/
/* Only clear once on the first subpass that uses the attachment */
uint32_t ds_first_subpass = !state->pass->multiview_enabled ?
ds_attachment->first_subpass :
ds_attachment->views[layer].first_subpass;
bool needs_depth_clear =
check_needs_clear(state,
aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
ds_first_subpass,
ds_attachment->desc.loadOp,
subpass->do_depth_clear_with_draw);
bool needs_stencil_clear =
check_needs_clear(state,
aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
ds_first_subpass,
ds_attachment->desc.stencilLoadOp,
subpass->do_stencil_clear_with_draw);
use_global_zs_clear = !state->job->early_zs_clear &&
(needs_depth_clear || needs_stencil_clear);
#endif
#if V3D_VERSION >= 71
/* The store command's clear buffer bit cannot be used for Z/S stencil:
* since V3D 4.5.6 Z/S buffers are automatically cleared between tiles,
* so we don't want to emit redundant clears here.
*/
use_global_zs_clear = false;
#endif
/* Skip the last store if it is not required */
uint32_t ds_last_subpass = !pass->multiview_enabled ?
ds_attachment->last_subpass :
ds_attachment->views[layer].last_subpass;
bool needs_depth_store =
v3dv_cmd_buffer_check_needs_store(state,
aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
ds_last_subpass,
ds_attachment->desc.storeOp);
bool needs_stencil_store =
v3dv_cmd_buffer_check_needs_store(state,
aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
ds_last_subpass,
ds_attachment->desc.stencilStoreOp);
/* If we have a resolve, handle it before storing the tile */
const struct v3dv_cmd_buffer_attachment_state *ds_att_state =
&state->attachments[ds_attachment_idx];
if (ds_att_state->use_tlb_resolve) {
assert(ds_att_state->has_resolve);
assert(subpass->resolve_depth || subpass->resolve_stencil);
const uint32_t resolve_attachment_idx =
subpass->ds_resolve_attachment.attachment;
assert(resolve_attachment_idx != VK_ATTACHMENT_UNUSED);
const uint32_t zs_buffer =
v3dv_zs_buffer(subpass->resolve_depth, subpass->resolve_stencil);
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
resolve_attachment_idx, layer,
zs_buffer,
false, false);
has_stores = true;
} else if (ds_att_state->has_resolve) {
/* If we can't use the TLB to implement the resolve we will need to
* store the attachment so we can implement it later using a blit.
*/
needs_depth_store = subpass->resolve_depth;
needs_stencil_store = subpass->resolve_stencil;
}
if (needs_depth_store || needs_stencil_store) {
const uint32_t zs_buffer =
v3dv_zs_buffer(needs_depth_store, needs_stencil_store);
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
ds_attachment_idx, layer,
zs_buffer, false, false);
has_stores = 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;
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 */
uint32_t first_subpass = !pass->multiview_enabled ?
attachment->first_subpass :
attachment->views[layer].first_subpass;
bool needs_clear =
check_needs_clear(state,
VK_IMAGE_ASPECT_COLOR_BIT,
first_subpass,
attachment->desc.loadOp,
false);
/* Skip the last store if it is not required */
uint32_t last_subpass = !pass->multiview_enabled ?
attachment->last_subpass :
attachment->views[layer].last_subpass;
bool needs_store =
v3dv_cmd_buffer_check_needs_store(state,
VK_IMAGE_ASPECT_COLOR_BIT,
last_subpass,
attachment->desc.storeOp);
/* If we need to resolve this attachment emit that store first. Notice
* that we must not request a tile buffer clear here in that case, since
* that would clear the tile buffer before we get to emit the actual
* color attachment store below, since the clear happens after the
* store is completed.
*
* If the attachment doesn't support TLB resolves (or the render area
* is not aligned to tile boundaries) then we will have to fallback to
* doing the resolve in a shader separately after this job, so we will
* need to store the multisampled attachment even if that wasn't
* requested by the client.
*/
const struct v3dv_cmd_buffer_attachment_state *att_state =
&state->attachments[attachment_idx];
if (att_state->use_tlb_resolve) {
assert(att_state->has_resolve);
const uint32_t resolve_attachment_idx =
subpass->resolve_attachments[i].attachment;
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
resolve_attachment_idx, layer,
RENDER_TARGET_0 + i,
false, true);
has_stores = true;
} else if (att_state->has_resolve) {
needs_store = true;
}
/* Emit the color attachment store if needed */
if (needs_store) {
cmd_buffer_render_pass_emit_store(cmd_buffer, cl,
attachment_idx, layer,
RENDER_TARGET_0 + i,
needs_clear && !use_global_rt_clear,
false);
has_stores = true;
} else if (needs_clear) {
use_global_rt_clear = 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;
}
}
/* If we have any depth/stencil clears we can't use the per-buffer clear
* bit and instead we have to emit a single clear of all tile buffers.
*/
if (use_global_zs_clear || use_global_rt_clear) {
#if V3D_VERSION == 42
cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
clear.clear_z_stencil_buffer = use_global_zs_clear;
clear.clear_all_render_targets = use_global_rt_clear;
}
#endif
#if V3D_VERSION >= 71
cl_emit(cl, CLEAR_RENDER_TARGETS, clear);
#endif
}
}
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);
v3dv_return_if_oom(cmd_buffer, NULL);
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;
}
/* PTB assumes that value to be 0, but hw will not set it. */
cl_emit(cl, SET_INSTANCEID, set) {
set.instance_id = 0;
}
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;
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 struct v3dv_frame_tiling *tiling = &job->frame_tiling;
const uint32_t tile_alloc_offset =
64 * layer * tiling->draw_tiles_x * tiling->draw_tiles_y;
cl_emit(rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
list.address = v3dv_cl_address(job->tile_alloc, tile_alloc_offset);
}
cmd_buffer_render_pass_emit_per_tile_rcl(cmd_buffer, layer);
uint32_t supertile_w_in_pixels =
tiling->tile_width * tiling->supertile_width;
uint32_t supertile_h_in_pixels =
tiling->tile_height * tiling->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;
uint32_t max_render_x = state->render_area.offset.x;
if (state->render_area.extent.width > 0)
max_render_x += state->render_area.extent.width - 1;
uint32_t max_render_y = state->render_area.offset.y;
if (state->render_area.extent.height > 0)
max_render_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)
{
/* Disable if none of the draw calls in this job enabled EZ */
if (!job->has_ez_draws) {
*early_z_disable = true;
return;
}
switch (job->first_ez_state) {
case V3D_EZ_UNDECIDED:
case V3D_EZ_LT_LE:
*early_z_disable = false;
*early_z_test_and_update_direction = EARLY_Z_DIRECTION_LT_LE;
break;
case V3D_EZ_GT_GE:
*early_z_disable = false;
*early_z_test_and_update_direction = EARLY_Z_DIRECTION_GT_GE;
break;
case V3D_EZ_DISABLED:
*early_z_disable = true;
break;
}
}
/* Note that for v71, render target cfg packets has just one field that
* combined the internal type and clamp mode. For simplicity we keep just one
* helper.
*
* Note: rt_type is in fact a "enum V3DX(Internal_Type)".
*
* FIXME: for v71 we are not returning all the possible combinations for
* render target internal type and clamp. For example for int types we are
* always using clamp int, and for 16f we are using clamp none or pos (that
* seems to be the equivalent for no-clamp on 4.2), but not pq or hlg. In
* summary right now we are just porting what we were doing on 4.2
*/
uint32_t
v3dX(clamp_for_format_and_type)(uint32_t rt_type,
VkFormat vk_format)
{
#if V3D_VERSION == 42
if (vk_format_is_int(vk_format))
return V3D_RENDER_TARGET_CLAMP_INT;
else if (vk_format_is_srgb(vk_format))
return V3D_RENDER_TARGET_CLAMP_NORM;
else
return V3D_RENDER_TARGET_CLAMP_NONE;
#endif
#if V3D_VERSION >= 71
switch (rt_type) {
case V3D_INTERNAL_TYPE_8I:
return V3D_RENDER_TARGET_TYPE_CLAMP_8I_CLAMPED;
case V3D_INTERNAL_TYPE_8UI:
return V3D_RENDER_TARGET_TYPE_CLAMP_8UI_CLAMPED;
case V3D_INTERNAL_TYPE_8:
return V3D_RENDER_TARGET_TYPE_CLAMP_8;
case V3D_INTERNAL_TYPE_16I:
return V3D_RENDER_TARGET_TYPE_CLAMP_16I_CLAMPED;
case V3D_INTERNAL_TYPE_16UI:
return V3D_RENDER_TARGET_TYPE_CLAMP_16UI_CLAMPED;
case V3D_INTERNAL_TYPE_16F:
return vk_format_is_srgb(vk_format) ?
V3D_RENDER_TARGET_TYPE_CLAMP_16F_CLAMP_NORM :
V3D_RENDER_TARGET_TYPE_CLAMP_16F;
case V3D_INTERNAL_TYPE_32I:
return V3D_RENDER_TARGET_TYPE_CLAMP_32I_CLAMPED;
case V3D_INTERNAL_TYPE_32UI:
return V3D_RENDER_TARGET_TYPE_CLAMP_32UI_CLAMPED;
case V3D_INTERNAL_TYPE_32F:
return V3D_RENDER_TARGET_TYPE_CLAMP_32F;
default:
unreachable("Unknown internal render target type");
}
return V3D_RENDER_TARGET_TYPE_CLAMP_INVALID;
#endif
}
static void
cmd_buffer_render_pass_setup_render_target(struct v3dv_cmd_buffer *cmd_buffer,
int rt,
uint32_t *rt_bpp,
#if V3D_VERSION == 42
uint32_t *rt_type,
uint32_t *rt_clamp)
#else
uint32_t *rt_type_clamp)
#endif
{
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;
assert(attachment_idx < state->framebuffer->attachment_count &&
attachment_idx < state->attachment_alloc_count);
struct v3dv_image_view *iview = state->attachments[attachment_idx].image_view;
assert(vk_format_is_color(iview->vk.format));
assert(iview->plane_count == 1);
*rt_bpp = iview->planes[0].internal_bpp;
#if V3D_VERSION == 42
*rt_type = iview->planes[0].internal_type;
*rt_clamp = v3dX(clamp_for_format_and_type)(iview->planes[0].internal_type,
iview->vk.format);
#endif
#if V3D_VERSION >= 71
*rt_type_clamp = v3dX(clamp_for_format_and_type)(iview->planes[0].internal_type,
iview->vk.format);
#endif
}
void
v3dX(cmd_buffer_emit_render_pass_rcl)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
const struct v3dv_framebuffer *framebuffer = state->framebuffer;
/* We can't emit the RCL until we have a framebuffer, which we may not have
* if we are recording a secondary command buffer. In that case, we will
* have to wait until vkCmdExecuteCommands is called from a primary command
* buffer.
*/
if (!framebuffer) {
assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
return;
}
const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
const uint32_t fb_layers = job->frame_tiling.layers;
v3dv_cl_ensure_space_with_branch(&job->rcl, 200 +
MAX2(fb_layers, 1) * 256 *
cl_packet_length(SUPERTILE_COORDINATES));
v3dv_return_if_oom(cmd_buffer, NULL);
assert(state->subpass_idx < state->pass->subpass_count);
const struct v3dv_render_pass *pass = state->pass;
const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx];
struct v3dv_cl *rcl = &job->rcl;
/* Common 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.
*/
bool do_early_zs_clear = false;
const uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
assert(!tiling->msaa || !tiling->double_buffer);
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 = tiling->msaa;
config.double_buffer_in_non_ms_mode = tiling->double_buffer;
#if V3D_VERSION == 42
config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
#endif
#if V3D_VERSION >= 71
config.log2_tile_width = log2_tile_size(tiling->tile_width);
config.log2_tile_height = log2_tile_size(tiling->tile_height);
/* FIXME: ideallly we would like next assert on the packet header (as is
* general, so also applies to GL). We would need to expand
* gen_pack_header for that.
*/
assert(config.log2_tile_width == config.log2_tile_height ||
config.log2_tile_width == config.log2_tile_height + 1);
#endif
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
const struct v3dv_image_view *iview =
state->attachments[ds_attachment_idx].image_view;
/* At this point the image view should be single-plane. But note that
* the underlying image can be multi-plane, and the image view refer
* to one specific plane.
*/
assert(iview->plane_count == 1);
assert(iview->format->plane_count == 1);
config.internal_depth_type = iview->planes[0].internal_type;
set_rcl_early_z_config(job,
&config.early_z_disable,
&config.early_z_test_and_update_direction);
/* Early-Z/S clear can be enabled if the job is clearing and not
* storing (or loading) depth. If a stencil aspect is also present
* we have the same requirements for it, however, in this case we
* can accept stencil loadOp DONT_CARE as well, so instead of
* checking that stencil is cleared we check that is not loaded.
*
* Early-Z/S clearing is independent of Early Z/S testing, so it is
* possible to enable one but not the other so long as their
* respective requirements are met.
*
* From V3D 4.5.6, Z/S buffers are always cleared automatically
* between tiles, but we still want to enable early ZS clears
* when Z/S are not loaded or stored.
*/
struct v3dv_render_pass_attachment *ds_attachment =
&pass->attachments[ds_attachment_idx];
const VkImageAspectFlags ds_aspects =
vk_format_aspects(ds_attachment->desc.format);
bool needs_depth_store =
v3dv_cmd_buffer_check_needs_store(state,
ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
ds_attachment->last_subpass,
ds_attachment->desc.storeOp) ||
subpass->resolve_depth;
#if V3D_VERSION <= 42
bool needs_depth_clear =
check_needs_clear(state,
ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
ds_attachment->first_subpass,
ds_attachment->desc.loadOp,
subpass->do_depth_clear_with_draw);
do_early_zs_clear = needs_depth_clear && !needs_depth_store;
#endif
#if V3D_VERSION >= 71
bool needs_depth_load =
v3dv_cmd_buffer_check_needs_load(state,
ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
ds_attachment->first_subpass,
ds_attachment->desc.loadOp,
ds_attachment->last_subpass,
ds_attachment->desc.storeOp);
do_early_zs_clear = !needs_depth_load && !needs_depth_store;
#endif
if (do_early_zs_clear &&
vk_format_has_stencil(ds_attachment->desc.format)) {
bool needs_stencil_load =
v3dv_cmd_buffer_check_needs_load(state,
ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
ds_attachment->first_subpass,
ds_attachment->desc.stencilLoadOp,
ds_attachment->last_subpass,
ds_attachment->desc.stencilStoreOp);
bool needs_stencil_store =
v3dv_cmd_buffer_check_needs_store(state,
ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
ds_attachment->last_subpass,
ds_attachment->desc.stencilStoreOp) ||
subpass->resolve_stencil;
do_early_zs_clear = !needs_stencil_load && !needs_stencil_store;
}
config.early_depth_stencil_clear = do_early_zs_clear;
} else {
config.early_z_disable = true;
}
}
/* If we enabled early Z/S clear, then we can't emit any "Clear Tile Buffers"
* commands with the Z/S bit set, so keep track of whether we enabled this
* in the job so we can skip these later.
*/
job->early_zs_clear = do_early_zs_clear;
#if V3D_VERSION >= 71
uint32_t base_addr = 0;
#endif
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) {
#if V3D_VERSION >= 71
cl_emit(rcl, TILE_RENDERING_MODE_CFG_RENDER_TARGET_PART1, rt) {
rt.render_target_number = i;
rt.stride = 1; /* Unused */
}
#endif
continue;
}
struct v3dv_image_view *iview =
state->attachments[attachment_idx].image_view;
assert(iview->plane_count == 1);
const struct v3dv_image *image = (struct v3dv_image *) iview->vk.image;
uint8_t plane = v3dv_plane_from_aspect(iview->vk.aspects);
const struct v3d_resource_slice *slice =
&image->planes[plane].slices[iview->vk.base_mip_level];
UNUSED const uint32_t *clear_color =
&state->attachments[attachment_idx].clear_value.color[0];
UNUSED uint32_t clear_pad = 0;
if (slice->tiling == V3D_TILING_UIF_NO_XOR ||
slice->tiling == V3D_TILING_UIF_XOR) {
int uif_block_height = v3d_utile_height(image->planes[plane].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;
}
}
#if V3D_VERSION == 42
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->planes[0].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->planes[0].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;
};
}
#endif
#if V3D_VERSION >= 71
cl_emit(rcl, TILE_RENDERING_MODE_CFG_RENDER_TARGET_PART1, rt) {
rt.clear_color_low_bits = clear_color[0];
cmd_buffer_render_pass_setup_render_target(cmd_buffer, i, &rt.internal_bpp,
&rt.internal_type_and_clamping);
rt.stride =
v3d_compute_rt_row_row_stride_128_bits(tiling->tile_width,
v3d_internal_bpp_words(rt.internal_bpp));
rt.base_address = base_addr;
rt.render_target_number = i;
/* base_addr in multiples of 512 bits. We divide by 8 because stride
* is in 128-bit units, but it is packing 2 rows worth of data, so we
* need to divide it by 2 so it is only 1 row, and then again by 4 so
* it is in 512-bit units.
*/
base_addr += (tiling->tile_height * rt.stride) / 8;
}
if (iview->planes[0].internal_bpp >= V3D_INTERNAL_BPP_64) {
cl_emit(rcl, TILE_RENDERING_MODE_CFG_RENDER_TARGET_PART2, rt) {
rt.clear_color_mid_bits = /* 40 bits (32 + 8) */
((uint64_t) clear_color[1]) |
(((uint64_t) (clear_color[2] & 0xff)) << 32);
rt.render_target_number = i;
}
}
if (iview->planes[0].internal_bpp >= V3D_INTERNAL_BPP_128) {
cl_emit(rcl, TILE_RENDERING_MODE_CFG_RENDER_TARGET_PART3, rt) {
rt.clear_color_top_bits = /* 56 bits (24 + 32) */
(((uint64_t) (clear_color[2] & 0xffffff00)) >> 8) |
(((uint64_t) (clear_color[3])) << 24);
rt.render_target_number = i;
}
}
#endif
}
#if V3D_VERSION >= 71
/* If we don't have any color RTs, we still need to emit one and flag
* it as not used using stride = 1.
*/
if (subpass->color_count == 0) {
cl_emit(rcl, TILE_RENDERING_MODE_CFG_RENDER_TARGET_PART1, rt) {
rt.stride = 1;
}
}
#endif
#if V3D_VERSION == 42
cl_emit(rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
cmd_buffer_render_pass_setup_render_target
(cmd_buffer, 0, &rt.render_target_0_internal_bpp,
&rt.render_target_0_internal_type, &rt.render_target_0_clamp);
cmd_buffer_render_pass_setup_render_target
(cmd_buffer, 1, &rt.render_target_1_internal_bpp,
&rt.render_target_1_internal_type, &rt.render_target_1_clamp);
cmd_buffer_render_pass_setup_render_target
(cmd_buffer, 2, &rt.render_target_2_internal_bpp,
&rt.render_target_2_internal_type, &rt.render_target_2_clamp);
cmd_buffer_render_pass_setup_render_target
(cmd_buffer, 3, &rt.render_target_3_internal_bpp,
&rt.render_target_3_internal_type, &rt.render_target_3_clamp);
}
#endif
/* 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;
}
cl_emit(rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
config.number_of_bin_tile_lists = 1;
config.total_frame_width_in_tiles = tiling->draw_tiles_x;
config.total_frame_height_in_tiles = tiling->draw_tiles_y;
config.supertile_width_in_tiles = tiling->supertile_width;
config.supertile_height_in_tiles = tiling->supertile_height;
config.total_frame_width_in_supertiles =
tiling->frame_width_in_supertiles;
config.total_frame_height_in_supertiles =
tiling->frame_height_in_supertiles;
}
/* 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++) {
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 (cmd_buffer->state.tile_aligned_render_area &&
(i == 0 || v3dv_do_double_initial_tile_clear(tiling))) {
#if V3D_VERSION == 42
cl_emit(rcl, CLEAR_TILE_BUFFERS, clear) {
clear.clear_z_stencil_buffer = !job->early_zs_clear;
clear.clear_all_render_targets = true;
}
#endif
#if V3D_VERSION >= 71
cl_emit(rcl, CLEAR_RENDER_TARGETS, clear_rt);
#endif
}
cl_emit(rcl, END_OF_TILE_MARKER, end);
}
cl_emit(rcl, FLUSH_VCD_CACHE, flush);
for (int layer = 0; layer < MAX2(1, fb_layers); layer++) {
if (subpass->view_mask == 0 || (subpass->view_mask & (1u << layer)))
cmd_buffer_emit_render_pass_layer_rcl(cmd_buffer, layer);
}
cl_emit(rcl, END_OF_RENDERING, end);
}
void
v3dX(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;
/* It seems that if the scale is small enough the hardware won't clip
* correctly so we work around this my choosing the smallest scale that
* seems to work.
*
* This case is exercised by CTS:
* dEQP-VK.draw.renderpass.inverted_depth_ranges.nodepthclamp_deltazero
*
* V3D 7.x fixes this by using the new
* CLIPPER_Z_SCALE_AND_OFFSET_NO_GUARDBAND.
*/
#if V3D_VERSION <= 42
const float min_abs_scale = 0.0005f;
if (fabs(scale[2]) < min_abs_scale)
scale[2] = scale[2] < 0 ? -min_abs_scale : min_abs_scale;
#endif
}
void
v3dX(cmd_buffer_emit_viewport)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
assert(pipeline);
/* FIXME: right now we don't support multiViewport so viewports[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];
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const uint32_t required_cl_size =
cl_packet_length(CLIPPER_XY_SCALING) +
cl_packet_length(CLIPPER_Z_SCALE_AND_OFFSET) +
cl_packet_length(CLIPPER_Z_MIN_MAX_CLIPPING_PLANES) +
cl_packet_length(VIEWPORT_OFFSET);
v3dv_cl_ensure_space_with_branch(&job->bcl, required_cl_size);
v3dv_return_if_oom(cmd_buffer, NULL);
#if V3D_VERSION == 42
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;
}
#endif
#if V3D_VERSION >= 71
cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) {
clip.viewport_half_width_in_1_64th_of_pixel = vpscale[0] * 64.0f;
clip.viewport_half_height_in_1_64th_of_pixel = vpscale[1] * 64.0f;
}
#endif
float translate_z, scale_z;
v3dv_cmd_buffer_state_get_viewport_z_xform(cmd_buffer, 0,
&translate_z, &scale_z);
#if V3D_VERSION == 42
cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) {
clip.viewport_z_offset_zc_to_zs = translate_z;
clip.viewport_z_scale_zc_to_zs = scale_z;
}
#endif
#if V3D_VERSION >= 71
/* If the Z scale is too small guardband clipping may not clip correctly */
if (fabsf(scale_z) < 0.01f) {
cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET_NO_GUARDBAND, clip) {
clip.viewport_z_offset_zc_to_zs = translate_z;
clip.viewport_z_scale_zc_to_zs = scale_z;
}
} else {
cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) {
clip.viewport_z_offset_zc_to_zs = translate_z;
clip.viewport_z_scale_zc_to_zs = scale_z;
}
}
#endif
cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) {
/* Vulkan's default Z NDC is [0..1]. If 'negative_one_to_one' is enabled,
* we are using OpenGL's [-1, 1] instead.
*/
float z1 = pipeline->negative_one_to_one ? translate_z - scale_z :
translate_z;
float z2 = translate_z + scale_z;
clip.minimum_zw = MIN2(z1, z2);
clip.maximum_zw = MAX2(z1, z2);
}
cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) {
float vp_fine_x = vptranslate[0];
float vp_fine_y = vptranslate[1];
int32_t vp_coarse_x = 0;
int32_t vp_coarse_y = 0;
/* The fine coordinates must be unsigned, but coarse can be signed */
if (unlikely(vp_fine_x < 0)) {
int32_t blocks_64 = DIV_ROUND_UP(fabsf(vp_fine_x), 64);
vp_fine_x += 64.0f * blocks_64;
vp_coarse_x -= blocks_64;
}
if (unlikely(vp_fine_y < 0)) {
int32_t blocks_64 = DIV_ROUND_UP(fabsf(vp_fine_y), 64);
vp_fine_y += 64.0f * blocks_64;
vp_coarse_y -= blocks_64;
}
vp.fine_x = vp_fine_x;
vp.fine_y = vp_fine_y;
vp.coarse_x = vp_coarse_x;
vp.coarse_y = vp_coarse_y;
}
BITSET_CLEAR(cmd_buffer->vk.dynamic_graphics_state.dirty,
MESA_VK_DYNAMIC_VP_VIEWPORTS);
}
void
v3dX(cmd_buffer_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.gfx.pipeline;
struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
bool has_stencil =
pipeline->rendering_info.stencil_attachment_format != VK_FORMAT_UNDEFINED;
if (!(dyn->ds.stencil.test_enable && has_stencil))
return;
v3dv_cl_ensure_space_with_branch(&job->bcl,
2 * cl_packet_length(STENCIL_CFG));
v3dv_return_if_oom(cmd_buffer, NULL);
bool any_dynamic_stencil_state =
BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_STENCIL_COMPARE_MASK) ||
BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_STENCIL_WRITE_MASK) ||
BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_STENCIL_REFERENCE) ||
BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_STENCIL_OP);
bool emitted_stencil = false;
const struct vk_stencil_test_face_state *front = &dyn->ds.stencil.front;
const struct vk_stencil_test_face_state *back = &dyn->ds.stencil.back;
const bool needs_front_and_back = any_dynamic_stencil_state ?
memcmp(front, back, sizeof(*front)) != 0 :
pipeline->emit_stencil_cfg[1] == true;
for (uint32_t i = 0; i < 2; i++) {
if (any_dynamic_stencil_state) {
const struct vk_stencil_test_face_state *stencil_state =
i == 0 ? front : back;
/* If we have any dynamic stencil state we just emit the entire
* packet since for simplicity
*/
cl_emit(&job->bcl, STENCIL_CFG, config) {
config.front_config = !needs_front_and_back || i == 0;
config.back_config = !needs_front_and_back || i == 1;
config.stencil_test_mask = stencil_state->compare_mask & 0xff;
config.stencil_write_mask = stencil_state->write_mask & 0xff;
config.stencil_ref_value = stencil_state->reference & 0xff;
config.stencil_test_function = stencil_state->op.compare;
config.stencil_pass_op =
v3dX(translate_stencil_op)(stencil_state->op.pass);
config.depth_test_fail_op =
v3dX(translate_stencil_op)(stencil_state->op.depth_fail);
config.stencil_test_fail_op =
v3dX(translate_stencil_op)(stencil_state->op.fail);
}
} else {
assert(pipeline->emit_stencil_cfg[i]);
cl_emit_prepacked(&job->bcl, &pipeline->stencil_cfg[i]);
}
emitted_stencil = true;
if (!needs_front_and_back)
break;
}
if (emitted_stencil) {
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_COMPARE_MASK);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_REFERENCE);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_WRITE_MASK);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_OP);
}
}
void
v3dX(cmd_buffer_emit_depth_bias)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
assert(pipeline);
struct vk_dynamic_graphics_state *dyn = &cmd_buffer->vk.dynamic_graphics_state;
if (!dyn->rs.depth_bias.enable)
return;
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(DEPTH_OFFSET));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, DEPTH_OFFSET, bias) {
bias.depth_offset_factor = dyn->rs.depth_bias.slope;
bias.depth_offset_units = dyn->rs.depth_bias.constant;
#if V3D_VERSION <= 42
if (pipeline->rendering_info.depth_attachment_format == VK_FORMAT_D16_UNORM)
bias.depth_offset_units *= 256.0f;
#endif
bias.limit = dyn->rs.depth_bias.clamp;
}
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_RS_DEPTH_BIAS_FACTORS);
}
void
v3dX(cmd_buffer_emit_depth_bounds)(struct v3dv_cmd_buffer *cmd_buffer)
{
/* No depthBounds support for v42, so this method is empty in that case.
*
* Note that this method is being called as v3dv_job_init flags all state
* as dirty. See FIXME note in v3dv_job_init.
*/
#if V3D_VERSION >= 71
struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
if (!dyn->ds.depth.bounds_test.enable)
return;
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(DEPTH_BOUNDS_TEST_LIMITS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, DEPTH_BOUNDS_TEST_LIMITS, bounds) {
bounds.lower_test_limit = dyn->ds.depth.bounds_test.min;
bounds.upper_test_limit = dyn->ds.depth.bounds_test.max;
}
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_BOUNDS_TEST_BOUNDS);
#endif
}
void
v3dX(cmd_buffer_emit_line_width)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct vk_dynamic_graphics_state *dyn = &cmd_buffer->vk.dynamic_graphics_state;
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(LINE_WIDTH));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, LINE_WIDTH, line) {
line.line_width = v3dv_get_aa_line_width(cmd_buffer->state.gfx.pipeline,
cmd_buffer);
}
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_RS_LINE_WIDTH);
}
void
v3dX(cmd_buffer_emit_default_point_size)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(POINT_SIZE));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, POINT_SIZE, point) {
point.point_size = 1.0f;
}
job->emitted_default_point_size = true;
}
void
v3dX(cmd_buffer_emit_sample_state)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
assert(pipeline);
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(SAMPLE_STATE));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, SAMPLE_STATE, state) {
state.coverage = 1.0f;
state.mask = pipeline->sample_mask;
}
}
void
v3dX(cmd_buffer_emit_blend)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
assert(pipeline);
const struct v3d_device_info *devinfo = &cmd_buffer->device->devinfo;
const uint32_t max_color_rts = V3D_MAX_RENDER_TARGETS(devinfo->ver);
const uint32_t blend_packets_size =
cl_packet_length(BLEND_ENABLES) +
cl_packet_length(BLEND_CONSTANT_COLOR) +
cl_packet_length(BLEND_CFG) * max_color_rts;
v3dv_cl_ensure_space_with_branch(&job->bcl, blend_packets_size);
v3dv_return_if_oom(cmd_buffer, NULL);
if (cmd_buffer->state.dirty & V3DV_CMD_DIRTY_PIPELINE) {
if (pipeline->blend.enables) {
cl_emit(&job->bcl, BLEND_ENABLES, enables) {
enables.mask = pipeline->blend.enables;
}
}
for (uint32_t i = 0; i < max_color_rts; i++) {
if (pipeline->blend.enables & (1 << i))
cl_emit_prepacked(&job->bcl, &pipeline->blend.cfg[i]);
}
}
if (pipeline->blend.needs_color_constants) {
const struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
cl_emit(&job->bcl, BLEND_CONSTANT_COLOR, color) {
color.red_f16 = _mesa_float_to_half(dyn->cb.blend_constants[0]);
color.green_f16 = _mesa_float_to_half(dyn->cb.blend_constants[1]);
color.blue_f16 = _mesa_float_to_half(dyn->cb.blend_constants[2]);
color.alpha_f16 = _mesa_float_to_half(dyn->cb.blend_constants[3]);
}
}
BITSET_CLEAR(cmd_buffer->vk.dynamic_graphics_state.dirty,
MESA_VK_DYNAMIC_CB_BLEND_CONSTANTS);
}
void
v3dX(cmd_buffer_emit_color_write_mask)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(COLOR_WRITE_MASKS));
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
struct v3dv_dynamic_state *v3dv_dyn = &cmd_buffer->state.dynamic;
uint32_t color_write_mask = ~v3dv_dyn->color_write_enable |
pipeline->blend.color_write_masks;
#if V3D_VERSION <= 42
/* Only 4 RTs */
color_write_mask &= 0xffff;
#endif
cl_emit(&job->bcl, COLOR_WRITE_MASKS, mask) {
mask.mask = color_write_mask;
}
BITSET_CLEAR(cmd_buffer->vk.dynamic_graphics_state.dirty,
MESA_VK_DYNAMIC_CB_COLOR_WRITE_ENABLES);
}
static void
emit_flat_shade_flags(struct v3dv_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(FLAT_SHADE_FLAGS));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.flat_shade_flags_for_varyings_v024 = varyings;
flags.action_for_flat_shade_flags_of_lower_numbered_varyings = lower;
flags.action_for_flat_shade_flags_of_higher_numbered_varyings = higher;
}
}
static void
emit_noperspective_flags(struct v3dv_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(NON_PERSPECTIVE_FLAGS));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, NON_PERSPECTIVE_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.non_perspective_flags_for_varyings_v024 = varyings;
flags.action_for_non_perspective_flags_of_lower_numbered_varyings = lower;
flags.action_for_non_perspective_flags_of_higher_numbered_varyings = higher;
}
}
static void
emit_centroid_flags(struct v3dv_job *job,
int varying_offset,
uint32_t varyings,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher)
{
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(CENTROID_FLAGS));
v3dv_return_if_oom(NULL, job);
cl_emit(&job->bcl, CENTROID_FLAGS, flags) {
flags.varying_offset_v0 = varying_offset;
flags.centroid_flags_for_varyings_v024 = varyings;
flags.action_for_centroid_flags_of_lower_numbered_varyings = lower;
flags.action_for_centroid_flags_of_higher_numbered_varyings = higher;
}
}
static bool
emit_varying_flags(struct v3dv_job *job,
uint32_t num_flags,
const uint32_t *flags,
void (*flag_emit_callback)(struct v3dv_job *job,
int varying_offset,
uint32_t flags,
enum V3DX(Varying_Flags_Action) lower,
enum V3DX(Varying_Flags_Action) higher))
{
bool emitted_any = false;
for (int i = 0; i < num_flags; i++) {
if (!flags[i])
continue;
if (emitted_any) {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_UNCHANGED,
V3D_VARYING_FLAGS_ACTION_UNCHANGED);
} else if (i == 0) {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_UNCHANGED,
V3D_VARYING_FLAGS_ACTION_ZEROED);
} else {
flag_emit_callback(job, i, flags[i],
V3D_VARYING_FLAGS_ACTION_ZEROED,
V3D_VARYING_FLAGS_ACTION_ZEROED);
}
emitted_any = true;
}
return emitted_any;
}
void
v3dX(cmd_buffer_emit_varyings_state)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
struct v3d_fs_prog_data *prog_data_fs =
pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]->prog_data.fs;
const uint32_t num_flags =
ARRAY_SIZE(prog_data_fs->flat_shade_flags);
const uint32_t *flat_shade_flags = prog_data_fs->flat_shade_flags;
const uint32_t *noperspective_flags = prog_data_fs->noperspective_flags;
const uint32_t *centroid_flags = prog_data_fs->centroid_flags;
if (!emit_varying_flags(job, num_flags, flat_shade_flags,
emit_flat_shade_flags)) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(ZERO_ALL_FLAT_SHADE_FLAGS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags);
}
if (!emit_varying_flags(job, num_flags, noperspective_flags,
emit_noperspective_flags)) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(ZERO_ALL_NON_PERSPECTIVE_FLAGS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, ZERO_ALL_NON_PERSPECTIVE_FLAGS, flags);
}
if (!emit_varying_flags(job, num_flags, centroid_flags,
emit_centroid_flags)) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(ZERO_ALL_CENTROID_FLAGS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, ZERO_ALL_CENTROID_FLAGS, flags);
}
}
#if V3D_VERSION == 42
/* Updates cmd_buffer, and their job, early z state tracking. Returns false if
* EZ must be disabled for the current draw call.
*/
static bool
cmd_buffer_update_ez_state(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline)
{
struct vk_dynamic_graphics_state *dyn = &cmd_buffer->vk.dynamic_graphics_state;
/* Update first cmd_buffer ez_state tracking. If possible we reuse the
* values from the pipeline
*/
if (!BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_STENCIL_OP) &&
!BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_STENCIL_TEST_ENABLE) &&
!BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_DEPTH_TEST_ENABLE) &&
!BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_DS_DEPTH_COMPARE_OP)) {
cmd_buffer->state.ez_state = pipeline->ez_state;
cmd_buffer->state.incompatible_ez_test =
pipeline->incompatible_ez_test;
} else {
v3dv_compute_ez_state(dyn, pipeline,
&cmd_buffer->state.ez_state,
&cmd_buffer->state.incompatible_ez_test);
}
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
/* If first_ez_state is V3D_EZ_DISABLED it means that we have already
* determined that we should disable EZ completely for all draw calls in
* this job. This will cause us to disable EZ for the entire job in the
* Tile Rendering Mode RCL packet and when we do that we need to make sure
* we never emit a draw call in the job with EZ enabled in the CFG_BITS
* packet, so ez_state must also be V3D_EZ_DISABLED;
*/
if (job->first_ez_state == V3D_EZ_DISABLED) {
assert(job->ez_state == V3D_EZ_DISABLED);
return false;
}
/* If ez_state is V3D_EZ_DISABLED it means that we have already decided
* that EZ must be disabled for the remaining of the frame.
*/
if (job->ez_state == V3D_EZ_DISABLED)
return false;
/* This is part of the pre draw call handling, so we should be inside a
* render pass.
*/
assert(cmd_buffer->state.pass);
/* If this is the first time we update EZ state for this job we first check
* if there is anything that requires disabling it completely for the entire
* job (based on state that is not related to the current draw call and
* pipeline/cmd_buffer state).
*/
if (!job->decided_global_ez_enable) {
job->decided_global_ez_enable = true;
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
assert(state->subpass_idx < state->pass->subpass_count);
struct v3dv_subpass *subpass = &state->pass->subpasses[state->subpass_idx];
if (subpass->ds_attachment.attachment == VK_ATTACHMENT_UNUSED) {
job->first_ez_state = V3D_EZ_DISABLED;
job->ez_state = V3D_EZ_DISABLED;
return false;
}
/* GFXH-1918: the early-z buffer may load incorrect depth values if the
* frame has odd width or height, or if the buffer is 16-bit and
* multisampled.
*
* So we need to disable EZ in these cases.
*/
const struct v3dv_render_pass_attachment *ds_attachment =
&state->pass->attachments[subpass->ds_attachment.attachment];
const VkImageAspectFlags ds_aspects =
vk_format_aspects(ds_attachment->desc.format);
bool needs_depth_load =
v3dv_cmd_buffer_check_needs_load(state,
ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
ds_attachment->first_subpass,
ds_attachment->desc.loadOp,
ds_attachment->last_subpass,
ds_attachment->desc.storeOp);
if (needs_depth_load) {
if (ds_attachment->desc.format == VK_FORMAT_D16_UNORM &&
ds_attachment->desc.samples != VK_SAMPLE_COUNT_1_BIT) {
perf_debug("Loading depth aspect from a multisampled 16-bit "
"depth buffer disables early-Z tests.\n");
job->first_ez_state = V3D_EZ_DISABLED;
job->ez_state = V3D_EZ_DISABLED;
return false;
}
struct v3dv_framebuffer *fb = state->framebuffer;
if (!fb) {
assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
perf_debug("Loading depth aspect in a secondary command buffer "
"without framebuffer info disables early-z tests.\n");
job->first_ez_state = V3D_EZ_DISABLED;
job->ez_state = V3D_EZ_DISABLED;
return false;
}
if (((fb->width % 2) != 0 || (fb->height % 2) != 0)) {
perf_debug("Loading depth aspect for framebuffer with odd width "
"or height disables early-Z tests.\n");
job->first_ez_state = V3D_EZ_DISABLED;
job->ez_state = V3D_EZ_DISABLED;
return false;
}
}
}
/* Otherwise, we can decide to selectively enable or disable EZ for draw
* calls using the CFG_BITS packet based on the bound pipeline state, or
* cmd_buffer state if some stencil/depth flags were dynamic.
*/
bool disable_ez = false;
bool incompatible_test = false;
switch (cmd_buffer->state.ez_state) {
case V3D_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 V3D_EZ_LT_LE:
case V3D_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 == V3D_EZ_UNDECIDED) {
job->ez_state = cmd_buffer->state.ez_state;
} else if (job->ez_state != pipeline->ez_state) {
disable_ez = true;
incompatible_test = true;
}
break;
case V3D_EZ_DISABLED:
disable_ez = true;
incompatible_test = cmd_buffer->state.incompatible_ez_test;
break;
}
if (job->first_ez_state == V3D_EZ_UNDECIDED && !disable_ez) {
assert(job->ez_state != V3D_EZ_DISABLED);
job->first_ez_state = job->ez_state;
}
/* If we had to disable EZ because of an incompatible test direction and
* and the cmd buffer writes depth then we need to disable EZ for the rest
* of the frame.
*/
if (incompatible_test && cmd_buffer->state.z_updates_enable) {
assert(disable_ez);
job->ez_state = V3D_EZ_DISABLED;
}
if (!disable_ez)
job->has_ez_draws = true;
return !disable_ez;
}
#endif
void
v3dX(cmd_buffer_emit_configuration_bits)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
assert(pipeline);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(CFG_BITS));
v3dv_return_if_oom(cmd_buffer, NULL);
struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
/* Disable depth/stencil if we don't have a D/S attachment */
bool has_depth =
pipeline->rendering_info.depth_attachment_format != VK_FORMAT_UNDEFINED;
bool has_stencil =
pipeline->rendering_info.stencil_attachment_format != VK_FORMAT_UNDEFINED;
cl_emit_with_prepacked(&job->bcl, CFG_BITS, pipeline->cfg_bits, config) {
if (dyn->ds.depth.test_enable && has_depth) {
config.z_updates_enable = dyn->ds.depth.write_enable;
config.depth_test_function = dyn->ds.depth.compare_op;
} else {
config.depth_test_function = VK_COMPARE_OP_ALWAYS;
}
config.stencil_enable = dyn->ds.stencil.test_enable && has_stencil;
cmd_buffer->state.z_updates_enable = config.z_updates_enable;
#if V3D_VERSION == 42
bool enable_ez = cmd_buffer_update_ez_state(cmd_buffer, pipeline);
config.early_z_enable = enable_ez;
config.early_z_updates_enable = config.early_z_enable &&
cmd_buffer->state.z_updates_enable;
#endif
if (!dyn->rs.rasterizer_discard_enable) {
assert(BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_RS_CULL_MODE));
assert(BITSET_TEST(dyn->set, MESA_VK_DYNAMIC_RS_FRONT_FACE));
config.enable_forward_facing_primitive = !(dyn->rs.cull_mode & VK_CULL_MODE_FRONT_BIT);
config.enable_reverse_facing_primitive = !(dyn->rs.cull_mode & VK_CULL_MODE_BACK_BIT);
/* Seems like the hardware is backwards regarding this setting... */
config.clockwise_primitives = dyn->rs.front_face == VK_FRONT_FACE_COUNTER_CLOCKWISE;
}
/* V3D 4.2 doesn't support depth bounds testing so we don't advertise that
* feature and it shouldn't be used by any pipeline.
*/
assert(cmd_buffer->device->devinfo.ver >= 71 ||
!dyn->ds.depth.bounds_test.enable);
#if V3D_VERSION >= 71
config.depth_bounds_test_enable =
dyn->ds.depth.bounds_test.enable && has_depth;
#endif
config.enable_depth_offset = dyn->rs.depth_bias.enable;
}
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_RS_CULL_MODE);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_RS_FRONT_FACE);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_DS_DEPTH_BOUNDS_TEST_ENABLE);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_DS_STENCIL_TEST_ENABLE);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_RS_DEPTH_BIAS_ENABLE);
BITSET_CLEAR(dyn->dirty, MESA_VK_DYNAMIC_RS_RASTERIZER_DISCARD_ENABLE);
}
void
v3dX(cmd_buffer_emit_occlusion_query)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(OCCLUSION_QUERY_COUNTER));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter) {
if (cmd_buffer->state.query.active_query.bo) {
counter.address =
v3dv_cl_address(cmd_buffer->state.query.active_query.bo,
cmd_buffer->state.query.active_query.offset);
}
}
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_OCCLUSION_QUERY;
}
static struct v3dv_job *
cmd_buffer_subpass_split_for_barrier(struct v3dv_cmd_buffer *cmd_buffer,
bool is_bcl_barrier)
{
assert(cmd_buffer->state.subpass_idx != -1);
v3dv_cmd_buffer_finish_job(cmd_buffer);
struct v3dv_job *job =
v3dv_cmd_buffer_subpass_resume(cmd_buffer,
cmd_buffer->state.subpass_idx);
if (!job)
return NULL;
/* FIXME: we can do better than all barriers */
job->serialize = V3DV_BARRIER_ALL;
job->needs_bcl_sync = is_bcl_barrier;
return job;
}
static void
cmd_buffer_copy_secondary_end_query_state(struct v3dv_cmd_buffer *primary,
struct v3dv_cmd_buffer *secondary)
{
struct v3dv_cmd_buffer_state *p_state = &primary->state;
struct v3dv_cmd_buffer_state *s_state = &secondary->state;
const uint32_t total_state_count =
p_state->query.end.used_count + s_state->query.end.used_count;
v3dv_cmd_buffer_ensure_array_state(primary,
sizeof(struct v3dv_end_query_info),
total_state_count,
&p_state->query.end.alloc_count,
(void **) &p_state->query.end.states);
v3dv_return_if_oom(primary, NULL);
for (uint32_t i = 0; i < s_state->query.end.used_count; i++) {
const struct v3dv_end_query_info *s_qstate =
&secondary->state.query.end.states[i];
struct v3dv_end_query_info *p_qstate =
&p_state->query.end.states[p_state->query.end.used_count++];
memcpy(p_qstate, s_qstate, sizeof(struct v3dv_end_query_info));
}
}
void
v3dX(cmd_buffer_execute_inside_pass)(struct v3dv_cmd_buffer *primary,
uint32_t cmd_buffer_count,
const VkCommandBuffer *cmd_buffers)
{
assert(primary->state.job);
/* Typically we postpone applying binning syncs until we see a draw call
* that may actually access proteted resources in the binning stage. However,
* if the draw calls are recorded in a secondary command buffer and the
* barriers were recorded in a primary command buffer, that won't work
* and we will have to check if we need a binning sync when executing the
* secondary.
*/
struct v3dv_job *primary_job = primary->state.job;
if (primary_job->serialize &&
(primary->state.barrier.bcl_buffer_access ||
primary->state.barrier.bcl_image_access)) {
v3dv_cmd_buffer_consume_bcl_sync(primary, primary_job);
}
/* Emit occlusion query state if needed so the draw calls inside our
* secondaries update the counters.
*/
bool has_occlusion_query =
primary->state.dirty & V3DV_CMD_DIRTY_OCCLUSION_QUERY;
if (has_occlusion_query)
v3dX(cmd_buffer_emit_occlusion_query)(primary);
/* FIXME: if our primary job tiling doesn't enable MSSA but any of the
* pipelines used by the secondaries do, we need to re-start the primary
* job to enable MSAA. See cmd_buffer_restart_job_for_msaa_if_needed.
*/
struct v3dv_barrier_state pending_barrier = { 0 };
for (uint32_t i = 0; i < cmd_buffer_count; i++) {
V3DV_FROM_HANDLE(v3dv_cmd_buffer, secondary, cmd_buffers[i]);
assert(secondary->usage_flags &
VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT);
list_for_each_entry(struct v3dv_job, secondary_job,
&secondary->jobs, list_link) {
if (secondary_job->type == V3DV_JOB_TYPE_GPU_CL_INCOMPLETE) {
/* If the job is a CL, then we branch to it from the primary BCL.
* In this case the secondary's BCL is finished with a
* RETURN_FROM_SUB_LIST command to return back to the primary BCL
* once we are done executing it.
*/
assert(v3dv_cl_offset(&secondary_job->rcl) == 0);
assert(secondary_job->bcl.bo);
/* Sanity check that secondary BCL ends with RETURN_FROM_SUB_LIST */
STATIC_ASSERT(cl_packet_length(RETURN_FROM_SUB_LIST) == 1);
assert(v3dv_cl_offset(&secondary_job->bcl) >= 1);
assert(*(((uint8_t *)secondary_job->bcl.next) - 1) ==
V3DX(RETURN_FROM_SUB_LIST_opcode));
/* If this secondary has any barriers (or we had any pending barrier
* to apply), then we can't just branch to it from the primary, we
* need to split the primary to create a new job that can consume
* the barriers first.
*
* FIXME: in this case, maybe just copy the secondary BCL without
* the RETURN_FROM_SUB_LIST into the primary job to skip the
* branch?
*/
primary_job = primary->state.job;
if (!primary_job || secondary_job->serialize ||
pending_barrier.dst_mask) {
const bool needs_bcl_barrier =
secondary_job->needs_bcl_sync ||
pending_barrier.bcl_buffer_access ||
pending_barrier.bcl_image_access;
primary_job =
cmd_buffer_subpass_split_for_barrier(primary,
needs_bcl_barrier);
v3dv_return_if_oom(primary, NULL);
/* Since we have created a new primary we need to re-emit
* occlusion query state.
*/
if (has_occlusion_query)
v3dX(cmd_buffer_emit_occlusion_query)(primary);
}
/* Make sure our primary job has all required BO references */
set_foreach(secondary_job->bos, entry) {
struct v3dv_bo *bo = (struct v3dv_bo *)entry->key;
v3dv_job_add_bo(primary_job, bo);
}
/* Emit required branch instructions. We expect each of these
* to end with a corresponding 'return from sub list' item.
*/
list_for_each_entry(struct v3dv_bo, bcl_bo,
&secondary_job->bcl.bo_list, list_link) {
v3dv_cl_ensure_space_with_branch(&primary_job->bcl,
cl_packet_length(BRANCH_TO_SUB_LIST));
v3dv_return_if_oom(primary, NULL);
cl_emit(&primary_job->bcl, BRANCH_TO_SUB_LIST, branch) {
branch.address = v3dv_cl_address(bcl_bo, 0);
}
}
if (!secondary_job->can_use_double_buffer) {
primary_job->can_use_double_buffer = false;
} else {
primary_job->double_buffer_score.geom +=
secondary_job->double_buffer_score.geom;
primary_job->double_buffer_score.render +=
secondary_job->double_buffer_score.render;
}
primary_job->tmu_dirty_rcl |= secondary_job->tmu_dirty_rcl;
} else {
/* This is a regular job (CPU or GPU), so just finish the current
* primary job (if any) and then add the secondary job to the
* primary's job list right after it.
*/
v3dv_cmd_buffer_finish_job(primary);
v3dv_job_clone_in_cmd_buffer(secondary_job, primary);
if (pending_barrier.dst_mask) {
/* FIXME: do the same we do for primaries and only choose the
* relevant src masks.
*/
secondary_job->serialize = pending_barrier.src_mask_graphics |
pending_barrier.src_mask_transfer |
pending_barrier.src_mask_compute;
if (pending_barrier.bcl_buffer_access ||
pending_barrier.bcl_image_access) {
secondary_job->needs_bcl_sync = true;
}
}
}
memset(&pending_barrier, 0, sizeof(pending_barrier));
}
/* If the secondary has recorded any vkCmdEndQuery commands, we need to
* copy this state to the primary so it is processed properly when the
* current primary job is finished.
*/
cmd_buffer_copy_secondary_end_query_state(primary, secondary);
/* If this secondary had any pending barrier state we will need that
* barrier state consumed with whatever comes next in the primary.
*/
assert(secondary->state.barrier.dst_mask ||
(!secondary->state.barrier.bcl_buffer_access &&
!secondary->state.barrier.bcl_image_access));
pending_barrier = secondary->state.barrier;
}
if (pending_barrier.dst_mask) {
v3dv_cmd_buffer_merge_barrier_state(&primary->state.barrier,
&pending_barrier);
}
}
static void
emit_gs_shader_state_record(struct v3dv_job *job,
struct v3dv_bo *assembly_bo,
struct v3dv_shader_variant *gs_bin,
struct v3dv_cl_reloc gs_bin_uniforms,
struct v3dv_shader_variant *gs,
struct v3dv_cl_reloc gs_render_uniforms)
{
cl_emit(&job->indirect, GEOMETRY_SHADER_STATE_RECORD, shader) {
shader.geometry_bin_mode_shader_code_address =
v3dv_cl_address(assembly_bo, gs_bin->assembly_offset);
shader.geometry_bin_mode_shader_4_way_threadable =
gs_bin->prog_data.gs->base.threads == 4;
shader.geometry_bin_mode_shader_start_in_final_thread_section =
gs_bin->prog_data.gs->base.single_seg;
#if V3D_VERSION <= 42
shader.geometry_bin_mode_shader_propagate_nans = true;
#endif
shader.geometry_bin_mode_shader_uniforms_address =
gs_bin_uniforms;
shader.geometry_render_mode_shader_code_address =
v3dv_cl_address(assembly_bo, gs->assembly_offset);
shader.geometry_render_mode_shader_4_way_threadable =
gs->prog_data.gs->base.threads == 4;
shader.geometry_render_mode_shader_start_in_final_thread_section =
gs->prog_data.gs->base.single_seg;
#if V3D_VERSION <= 42
shader.geometry_render_mode_shader_propagate_nans = true;
#endif
shader.geometry_render_mode_shader_uniforms_address =
gs_render_uniforms;
}
}
static uint8_t
v3d_gs_output_primitive(enum mesa_prim prim_type)
{
switch (prim_type) {
case MESA_PRIM_POINTS:
return GEOMETRY_SHADER_POINTS;
case MESA_PRIM_LINE_STRIP:
return GEOMETRY_SHADER_LINE_STRIP;
case MESA_PRIM_TRIANGLE_STRIP:
return GEOMETRY_SHADER_TRI_STRIP;
default:
unreachable("Unsupported primitive type");
}
}
static void
emit_tes_gs_common_params(struct v3dv_job *job,
uint8_t gs_out_prim_type,
uint8_t gs_num_invocations)
{
cl_emit(&job->indirect, TESSELLATION_GEOMETRY_COMMON_PARAMS, shader) {
shader.tessellation_type = TESSELLATION_TYPE_TRIANGLE;
shader.tessellation_point_mode = false;
shader.tessellation_edge_spacing = TESSELLATION_EDGE_SPACING_EVEN;
shader.tessellation_clockwise = true;
shader.tessellation_invocations = 1;
shader.geometry_shader_output_format =
v3d_gs_output_primitive(gs_out_prim_type);
shader.geometry_shader_instances = gs_num_invocations & 0x1F;
}
}
static uint8_t
simd_width_to_gs_pack_mode(uint32_t width)
{
switch (width) {
case 16:
return V3D_PACK_MODE_16_WAY;
case 8:
return V3D_PACK_MODE_8_WAY;
case 4:
return V3D_PACK_MODE_4_WAY;
case 1:
return V3D_PACK_MODE_1_WAY;
default:
unreachable("Invalid SIMD width");
};
}
static void
emit_tes_gs_shader_params(struct v3dv_job *job,
uint32_t gs_simd,
uint32_t gs_vpm_output_size,
uint32_t gs_max_vpm_input_size_per_batch)
{
cl_emit(&job->indirect, TESSELLATION_GEOMETRY_SHADER_PARAMS, shader) {
shader.tcs_batch_flush_mode = V3D_TCS_FLUSH_MODE_FULLY_PACKED;
shader.per_patch_data_column_depth = 1;
shader.tcs_output_segment_size_in_sectors = 1;
shader.tcs_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
shader.tes_output_segment_size_in_sectors = 1;
shader.tes_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
shader.gs_output_segment_size_in_sectors = gs_vpm_output_size;
shader.gs_output_segment_pack_mode =
simd_width_to_gs_pack_mode(gs_simd);
shader.tbg_max_patches_per_tcs_batch = 1;
shader.tbg_max_extra_vertex_segs_for_patches_after_first = 0;
shader.tbg_min_tcs_output_segments_required_in_play = 1;
shader.tbg_min_per_patch_data_segments_required_in_play = 1;
shader.tpg_max_patches_per_tes_batch = 1;
shader.tpg_max_vertex_segments_per_tes_batch = 0;
shader.tpg_max_tcs_output_segments_per_tes_batch = 1;
shader.tpg_min_tes_output_segments_required_in_play = 1;
shader.gbg_max_tes_output_vertex_segments_per_gs_batch =
gs_max_vpm_input_size_per_batch;
shader.gbg_min_gs_output_segments_required_in_play = 1;
}
}
void
v3dX(cmd_buffer_emit_gl_shader_state)(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->gfx.pipeline;
assert(pipeline);
struct v3dv_shader_variant *vs_variant =
pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX];
struct v3d_vs_prog_data *prog_data_vs = vs_variant->prog_data.vs;
struct v3dv_shader_variant *vs_bin_variant =
pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN];
struct v3d_vs_prog_data *prog_data_vs_bin = vs_bin_variant->prog_data.vs;
struct v3dv_shader_variant *fs_variant =
pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT];
struct v3d_fs_prog_data *prog_data_fs = fs_variant->prog_data.fs;
struct v3dv_shader_variant *gs_variant = NULL;
struct v3dv_shader_variant *gs_bin_variant = NULL;
struct v3d_gs_prog_data *prog_data_gs = NULL;
struct v3d_gs_prog_data *prog_data_gs_bin = NULL;
if (pipeline->has_gs) {
gs_variant =
pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY];
prog_data_gs = gs_variant->prog_data.gs;
gs_bin_variant =
pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY_BIN];
prog_data_gs_bin = gs_bin_variant->prog_data.gs;
}
/* Update the cache dirty flag based on the shader progs data */
job->tmu_dirty_rcl |= prog_data_vs_bin->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= prog_data_vs->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= prog_data_fs->base.tmu_dirty_rcl;
if (pipeline->has_gs) {
job->tmu_dirty_rcl |= prog_data_gs_bin->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= prog_data_gs->base.tmu_dirty_rcl;
}
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(pipeline->va_count, 1);
uint32_t shader_state_record_length =
cl_packet_length(GL_SHADER_STATE_RECORD);
#if V3D_VERSION >= 71
if (v3d_device_has_draw_index(&pipeline->device->devinfo)) {
shader_state_record_length =
cl_packet_length(GL_SHADER_STATE_RECORD_DRAW_INDEX);
}
#endif
if (pipeline->has_gs) {
shader_state_record_length +=
cl_packet_length(GEOMETRY_SHADER_STATE_RECORD) +
cl_packet_length(TESSELLATION_GEOMETRY_COMMON_PARAMS) +
2 * cl_packet_length(TESSELLATION_GEOMETRY_SHADER_PARAMS);
}
uint32_t shader_rec_offset =
v3dv_cl_ensure_space(&job->indirect,
shader_state_record_length +
num_elements_to_emit *
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
32);
v3dv_return_if_oom(cmd_buffer, NULL);
struct v3dv_bo *assembly_bo = pipeline->shared_data->assembly_bo;
if (pipeline->has_gs) {
emit_gs_shader_state_record(job,
assembly_bo,
gs_bin_variant,
cmd_buffer->state.uniforms.gs_bin,
gs_variant,
cmd_buffer->state.uniforms.gs);
emit_tes_gs_common_params(job,
prog_data_gs->out_prim_type,
prog_data_gs->num_invocations);
emit_tes_gs_shader_params(job,
pipeline->vpm_cfg_bin.gs_width,
pipeline->vpm_cfg_bin.Gd,
pipeline->vpm_cfg_bin.Gv);
emit_tes_gs_shader_params(job,
pipeline->vpm_cfg.gs_width,
pipeline->vpm_cfg.Gd,
pipeline->vpm_cfg.Gv);
}
#if V3D_VERSION == 42
struct v3dv_bo *default_attribute_values =
pipeline->default_attribute_values != NULL ?
pipeline->default_attribute_values :
pipeline->device->default_attribute_float;
#endif
#if V3D_VERSION >= 71
if (v3d_device_has_draw_index(&pipeline->device->devinfo)) {
cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_RECORD_DRAW_INDEX,
pipeline->shader_state_record, shader) {
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(assembly_bo, vs_bin_variant->assembly_offset);
shader.vertex_shader_code_address =
v3dv_cl_address(assembly_bo, vs_variant->assembly_offset);
shader.fragment_shader_code_address =
v3dv_cl_address(assembly_bo, fs_variant->assembly_offset);
shader.coordinate_shader_uniforms_address = cmd_buffer->state.uniforms.vs_bin;
shader.vertex_shader_uniforms_address = cmd_buffer->state.uniforms.vs;
shader.fragment_shader_uniforms_address = cmd_buffer->state.uniforms.fs;
shader.any_shader_reads_hardware_written_primitive_id =
(pipeline->has_gs && prog_data_gs->uses_pid) || prog_data_fs->uses_pid;
shader.insert_primitive_id_as_first_varying_to_fragment_shader =
!pipeline->has_gs && prog_data_fs->uses_pid;
}
} else
#endif
{
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 v3dvx_pack
* asserts for minimum values of these. It would be good to get
* v3dvx_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(assembly_bo, vs_bin_variant->assembly_offset);
shader.vertex_shader_code_address =
v3dv_cl_address(assembly_bo, vs_variant->assembly_offset);
shader.fragment_shader_code_address =
v3dv_cl_address(assembly_bo, fs_variant->assembly_offset);
shader.coordinate_shader_uniforms_address = cmd_buffer->state.uniforms.vs_bin;
shader.vertex_shader_uniforms_address = cmd_buffer->state.uniforms.vs;
shader.fragment_shader_uniforms_address = cmd_buffer->state.uniforms.fs;
#if V3D_VERSION == 42
shader.address_of_default_attribute_values =
v3dv_cl_address(default_attribute_values, 0);
#endif
shader.any_shader_reads_hardware_written_primitive_id =
(pipeline->has_gs && prog_data_gs->uses_pid) || prog_data_fs->uses_pid;
shader.insert_primitive_id_as_first_varying_to_fragment_shader =
!pipeline->has_gs && prog_data_fs->uses_pid;
}
}
/* Upload vertex element attributes (SHADER_STATE_ATTRIBUTE_RECORD) */
bool cs_loaded_any = false;
const bool cs_uses_builtins = prog_data_vs_bin->uses_iid ||
prog_data_vs_bin->uses_biid ||
prog_data_vs_bin->uses_vid;
const uint32_t packet_length =
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD);
uint32_t emitted_va_count = 0;
for (uint32_t i = 0; emitted_va_count < pipeline->va_count; i++) {
assert(i < MAX_VERTEX_ATTRIBS);
if (pipeline->va[i].vk_format == VK_FORMAT_UNDEFINED)
continue;
const uint32_t binding = pipeline->va[i].binding;
/* We store each vertex attribute in the array using its driver location
* as index.
*/
const uint32_t location = i;
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 =
prog_data_vs_bin->vattr_sizes[location];
attr.number_of_values_read_by_vertex_shader =
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).
*
* GFXH-1602: first attribute must be active if using builtins.
*/
if (prog_data_vs_bin->vattr_sizes[location])
cs_loaded_any = true;
if (i == 0 && cs_uses_builtins && !cs_loaded_any) {
attr.number_of_values_read_by_coordinate_shader = 1;
cs_loaded_any = true;
} else if (i == pipeline->va_count - 1 && !cs_loaded_any) {
attr.number_of_values_read_by_coordinate_shader = 1;
cs_loaded_any = true;
}
attr.stride =
cmd_buffer->vk.dynamic_graphics_state.vi_binding_strides[binding];
attr.maximum_index = attr.stride == 0 ?
1u : MIN2(0xffffffu, c_vb->size / attr.stride);
}
emitted_va_count++;
}
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;
}
}
if (cmd_buffer->state.dirty & V3DV_CMD_DIRTY_PIPELINE) {
v3dv_cl_ensure_space_with_branch(&job->bcl,
sizeof(pipeline->vcm_cache_size));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit_prepacked(&job->bcl, &pipeline->vcm_cache_size);
}
v3dv_cl_ensure_space_with_branch(&job->bcl,
cl_packet_length(GL_SHADER_STATE));
v3dv_return_if_oom(cmd_buffer, NULL);
if (pipeline->has_gs) {
cl_emit(&job->bcl, GL_SHADER_STATE_INCLUDING_GS, state) {
state.address = v3dv_cl_address(job->indirect.bo, shader_rec_offset);
state.number_of_attribute_arrays = num_elements_to_emit;
}
} else {
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;
}
}
/* Clearing push constants and descriptor sets for all stages is not quite
* correct (some shader stages may not be used at all or they may not be
* consuming push constants), however this is not relevant because if we
* bind a different pipeline we always have to rebuild the uniform streams.
*/
cmd_buffer->state.dirty &= ~(V3DV_CMD_DIRTY_VERTEX_BUFFER |
V3DV_CMD_DIRTY_DESCRIPTOR_SETS |
V3DV_CMD_DIRTY_PUSH_CONSTANTS);
cmd_buffer->state.dirty_descriptor_stages &= ~VK_SHADER_STAGE_ALL_GRAPHICS;
cmd_buffer->state.dirty_push_constants_stages &= ~VK_SHADER_STAGE_ALL_GRAPHICS;
}
void
v3dX(cmd_buffer_emit_draw)(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_draw_info *info)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
uint32_t hw_prim_type = v3dv_pipeline_primitive(dyn->ia.primitive_topology);
if (info->first_instance > 0) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(BASE_VERTEX_BASE_INSTANCE));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
base.base_instance = info->first_instance;
base.base_vertex = 0;
}
}
if (info->instance_count > 1) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(VERTEX_ARRAY_INSTANCED_PRIMS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
prim.mode = hw_prim_type;
prim.index_of_first_vertex = info->first_vertex;
prim.number_of_instances = info->instance_count;
prim.instance_length = info->vertex_count;
}
} else {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(VERTEX_ARRAY_PRIMS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
prim.mode = hw_prim_type;
prim.length = info->vertex_count;
prim.index_of_first_vertex = info->first_vertex;
}
}
}
void
v3dX(cmd_buffer_emit_index_buffer)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
/* We flag all state as dirty when we create a new job so make sure we
* have a valid index buffer before attempting to emit state for it.
*/
struct v3dv_buffer *ibuffer =
v3dv_buffer_from_handle(cmd_buffer->state.index_buffer.buffer);
if (ibuffer) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDEX_BUFFER_SETUP));
v3dv_return_if_oom(cmd_buffer, NULL);
const uint32_t offset = ibuffer->mem_offset +
cmd_buffer->state.index_buffer.offset;
assert(ibuffer->mem->bo->size >= offset);
cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
ib.address = v3dv_cl_address(ibuffer->mem->bo, offset);
ib.size = cmd_buffer->state.index_buffer.size;
}
}
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_INDEX_BUFFER;
}
void
v3dX(cmd_buffer_emit_draw_indexed)(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t indexCount,
uint32_t instanceCount,
uint32_t firstIndex,
int32_t vertexOffset,
uint32_t firstInstance)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
uint32_t hw_prim_type = v3dv_pipeline_primitive(dyn->ia.primitive_topology);
uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1;
uint32_t index_offset = firstIndex * cmd_buffer->state.index_buffer.index_size;
if (vertexOffset != 0 || firstInstance != 0) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(BASE_VERTEX_BASE_INSTANCE));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
base.base_instance = firstInstance;
base.base_vertex = vertexOffset;
}
}
if (instanceCount == 1) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDEXED_PRIM_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
prim.index_type = index_type;
prim.length = indexCount;
prim.index_offset = index_offset;
prim.mode = hw_prim_type;
prim.enable_primitive_restarts = dyn->ia.primitive_restart_enable;
}
} else if (instanceCount > 1) {
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDEXED_INSTANCED_PRIM_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
prim.index_type = index_type;
prim.index_offset = index_offset;
prim.mode = hw_prim_type;
prim.enable_primitive_restarts = dyn->ia.primitive_restart_enable;
prim.number_of_instances = instanceCount;
prim.instance_length = indexCount;
}
}
}
void
v3dX(cmd_buffer_emit_draw_indirect)(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_buffer *buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
uint32_t hw_prim_type = v3dv_pipeline_primitive(dyn->ia.primitive_topology);
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
prim.mode = hw_prim_type;
prim.number_of_draw_indirect_array_records = drawCount;
prim.stride_in_multiples_of_4_bytes = stride >> 2;
prim.address = v3dv_cl_address(buffer->mem->bo,
buffer->mem_offset + offset);
}
}
void
v3dX(cmd_buffer_emit_indexed_indirect)(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_buffer *buffer,
VkDeviceSize offset,
uint32_t drawCount,
uint32_t stride)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
const struct vk_dynamic_graphics_state *dyn =
&cmd_buffer->vk.dynamic_graphics_state;
uint32_t hw_prim_type = v3dv_pipeline_primitive(dyn->ia.primitive_topology);
uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1;
v3dv_cl_ensure_space_with_branch(
&job->bcl, cl_packet_length(INDIRECT_INDEXED_INSTANCED_PRIM_LIST));
v3dv_return_if_oom(cmd_buffer, NULL);
cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
prim.index_type = index_type;
prim.mode = hw_prim_type;
prim.enable_primitive_restarts = dyn->ia.primitive_restart_enable;
prim.number_of_draw_indirect_indexed_records = drawCount;
prim.stride_in_multiples_of_4_bytes = stride >> 2;
prim.address = v3dv_cl_address(buffer->mem->bo,
buffer->mem_offset + offset);
}
}
void
v3dX(cmd_buffer_suspend)(struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
job->suspending = true;
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(BRANCH));
job->suspend_branch_inst_ptr = cl_start(&job->bcl);
cl_emit(&job->bcl, BRANCH, branch) {
branch.address = v3dv_cl_address(NULL, 0);
}
/* The sim complains if the command list ends with a branch */
cl_emit(&job->bcl, NOP, nop);
}
void
v3dX(job_patch_resume_address)(struct v3dv_job *first_suspend,
struct v3dv_job *suspend,
struct v3dv_job *resume)
{
assert(resume && resume->resuming);
assert(first_suspend && first_suspend->suspending);
assert(suspend && suspend->suspending);
assert(suspend->suspend_branch_inst_ptr != NULL);
struct v3dv_bo *resume_bo =
list_first_entry(&resume->bcl.bo_list, struct v3dv_bo, list_link);
struct cl_packet_struct(BRANCH) branch = {
cl_packet_header(BRANCH),
};
branch.address = v3dv_cl_address(NULL, resume_bo->offset);
uint8_t *rewrite_addr = (uint8_t *) suspend->suspend_branch_inst_ptr;
cl_packet_pack(BRANCH)(NULL, rewrite_addr, &branch);
if (resume != first_suspend) {
set_foreach(resume->bos, entry) {
struct v3dv_bo *bo = (void *)entry->key;
v3dv_job_add_bo(first_suspend, bo);
}
}
first_suspend->suspended_bcl_end = resume->bcl.bo->offset +
v3dv_cl_offset(&resume->bcl);
}
static void
job_destroy_cb(VkDevice device, uint64_t pobj, VkAllocationCallbacks *allocb)
{
struct v3dv_job *clone = (struct v3dv_job *) (uintptr_t) pobj;
v3dv_job_destroy(clone);
}
/**
* This checks if the command buffer has been created with
* VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT, in which case we won't be
* able to safely patch the resume address into the job (since we could have
* another instance of this job running in the GPU, potentially resuming in a
* different address). In that case, we clone the job and make the clone have
* its own BCL copied from the original job so we can later patch the resume
* address into it safely.
*/
struct v3dv_job *
v3dX(cmd_buffer_prepare_suspend_job_for_submit)(struct v3dv_job *job)
{
assert(job->suspending);
assert(job->cmd_buffer);
assert(job->type == V3DV_JOB_TYPE_GPU_CL);
if (!(job->cmd_buffer->usage_flags & VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT))
return job;
/* Create the clone job, but skip the BCL since we are going to create
* our own below.
*/
struct v3dv_job *clone = v3dv_job_clone(job, true);
if (!clone)
return NULL;
/* Compute total size of BCL we need to copy */
uint32_t bcl_size = 0;
list_for_each_entry(struct v3dv_bo, bo, &job->bcl.bo_list, list_link)
bcl_size += bo->size;
/* Prepare the BCL for the cloned job. For this we go over the BOs in the
* BCL of the original job and we copy their contents into the single BO
* in the BCL of the cloned job.
*/
clone->clone_owns_bcl = true;
v3dv_cl_init(clone, &clone->bcl);
v3dv_cl_ensure_space(&clone->bcl, bcl_size, 4);
if (!clone->bcl.bo)
return NULL;
assert(clone->bcl.base);
assert(clone->bcl.base == clone->bcl.next);
/* Unlink this job from the command buffer's execution list */
list_inithead(&clone->list_link);
/* Copy the contents of each BO in the original job's BCL into the single
* BO we have in the clone's BCL.
*
* If the BO is the last in the BCL (which we can tell because it wouldn't
* have emitted a BRANCH instruction to link to another BO) we need to copy
* up to the current BCL offset, otherwise we need to copy up to the BRANCH
* instruction (excluded, since we are putting everything together into a
* single BO here).
*/
list_for_each_entry(struct v3dv_bo, bo, &job->bcl.bo_list, list_link) {
assert(bo->map);
uint32_t copy_size;
if (bo->cl_branch_offset == 0xffffffff) { /* Last BO in BCL */
assert(bo == list_last_entry(&job->bcl.bo_list, struct v3dv_bo, list_link));
copy_size = v3dv_cl_offset(&job->bcl);
} else {
assert(bo->cl_branch_offset >= cl_packet_length(BRANCH));
copy_size = bo->cl_branch_offset - cl_packet_length(BRANCH);
}
assert(v3dv_cl_offset(&job->bcl) + copy_size < bcl_size);
memcpy(cl_start(&clone->bcl), bo->map, copy_size);
cl_advance_and_end(&clone->bcl, copy_size);
}
/* Now we need to fixup the pointer to the suspend BRANCH instruction at the
* end of the BCL so it points to the address in the new BCL. We know that
* to suspend a command buffer we always emit a BRANCH+NOP combo, so we just
* need to go back that many bytes in to the BCL to find the instruction.
*/
uint32_t suspend_terminator_size =
cl_packet_length(BRANCH) + cl_packet_length(NOP);
clone->suspend_branch_inst_ptr = (struct v3dv_cl_out *)
(((uint8_t *)cl_start(&clone->bcl)) - suspend_terminator_size);
assert(*(((uint8_t *)clone->suspend_branch_inst_ptr)) == V3DX(BRANCH_opcode));
/* This job is not in the execution list of the command buffer so it
* won't be destroyed with it; add it as a private object to get it freed.
*
* FIXME: every time this job is submitted we clone the job and we only
* destroy it when the command buffer is destroyed. If the user keeps the
* command buffer for the entire lifetime of the application, this command
* buffer could grow significantly, so maybe we want to do something smarter
* like having a syncobj bound to these jobs and every time we submit the
* command buffer again we first check these sncobjs to see if we can free
* some of these clones so we avoid blowing up memory.
*/
v3dv_cmd_buffer_add_private_obj(
job->cmd_buffer, (uintptr_t)clone,
(v3dv_cmd_buffer_private_obj_destroy_cb)job_destroy_cb);
return clone;
}