1 /* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ 2 3 /* 4 * Copyright (C) 2012 Rob Clark <robclark (at) freedesktop.org> 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice (including the next 14 * paragraph) shall be included in all copies or substantial portions of the 15 * Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 18 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 21 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 22 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 23 * SOFTWARE. 24 * 25 * Authors: 26 * Rob Clark <robclark (at) freedesktop.org> 27 */ 28 29 #include "pipe/p_state.h" 30 #include "util/u_draw.h" 31 #include "util/u_string.h" 32 #include "util/u_memory.h" 33 #include "util/u_prim.h" 34 #include "util/u_format.h" 35 #include "util/u_helpers.h" 36 37 #include "freedreno_draw.h" 38 #include "freedreno_context.h" 39 #include "freedreno_state.h" 40 #include "freedreno_resource.h" 41 #include "freedreno_query_acc.h" 42 #include "freedreno_query_hw.h" 43 #include "freedreno_util.h" 44 45 static void 46 resource_read(struct fd_batch *batch, struct pipe_resource *prsc) 47 { 48 if (!prsc) 49 return; 50 fd_batch_resource_used(batch, fd_resource(prsc), false); 51 } 52 53 static void 54 resource_written(struct fd_batch *batch, struct pipe_resource *prsc) 55 { 56 if (!prsc) 57 return; 58 fd_batch_resource_used(batch, fd_resource(prsc), true); 59 } 60 61 static void 62 fd_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info) 63 { 64 struct fd_context *ctx = fd_context(pctx); 65 struct fd_batch *batch = ctx->batch; 66 struct pipe_framebuffer_state *pfb = &batch->framebuffer; 67 struct pipe_scissor_state *scissor = fd_context_get_scissor(ctx); 68 unsigned i, prims, buffers = 0, restore_buffers = 0; 69 70 /* for debugging problems with indirect draw, it is convenient 71 * to be able to emulate it, to determine if game is feeding us 72 * bogus data: 73 */ 74 if (info->indirect && (fd_mesa_debug & FD_DBG_NOINDR)) { 75 util_draw_indirect(pctx, info); 76 return; 77 } 78 79 if (!info->count_from_stream_output && !info->indirect && 80 !info->primitive_restart && 81 !u_trim_pipe_prim(info->mode, (unsigned*)&info->count)) 82 return; 83 84 /* if we supported transform feedback, we'd have to disable this: */ 85 if (((scissor->maxx - scissor->minx) * 86 (scissor->maxy - scissor->miny)) == 0) { 87 return; 88 } 89 90 /* TODO: push down the region versions into the tiles */ 91 if (!fd_render_condition_check(pctx)) 92 return; 93 94 /* emulate unsupported primitives: */ 95 if (!fd_supported_prim(ctx, info->mode)) { 96 if (ctx->streamout.num_targets > 0) 97 debug_error("stream-out with emulated prims"); 98 util_primconvert_save_rasterizer_state(ctx->primconvert, ctx->rasterizer); 99 util_primconvert_draw_vbo(ctx->primconvert, info); 100 return; 101 } 102 103 /* Upload a user index buffer. */ 104 struct pipe_resource *indexbuf = NULL; 105 unsigned index_offset = 0; 106 struct pipe_draw_info new_info; 107 if (info->index_size) { 108 if (info->has_user_indices) { 109 if (!util_upload_index_buffer(pctx, info, &indexbuf, &index_offset)) 110 return; 111 new_info = *info; 112 new_info.index.resource = indexbuf; 113 new_info.has_user_indices = false; 114 info = &new_info; 115 } else { 116 indexbuf = info->index.resource; 117 } 118 } 119 120 if (ctx->in_blit) { 121 fd_batch_reset(batch); 122 fd_context_all_dirty(ctx); 123 } 124 125 batch->blit = ctx->in_blit; 126 batch->back_blit = ctx->in_shadow; 127 128 /* NOTE: needs to be before resource_written(batch->query_buf), otherwise 129 * query_buf may not be created yet. 130 */ 131 fd_batch_set_stage(batch, FD_STAGE_DRAW); 132 133 /* 134 * Figure out the buffers/features we need: 135 */ 136 137 mtx_lock(&ctx->screen->lock); 138 139 if (fd_depth_enabled(ctx)) { 140 if (fd_resource(pfb->zsbuf->texture)->valid) 141 restore_buffers |= FD_BUFFER_DEPTH; 142 buffers |= FD_BUFFER_DEPTH; 143 resource_written(batch, pfb->zsbuf->texture); 144 batch->gmem_reason |= FD_GMEM_DEPTH_ENABLED; 145 } 146 147 if (fd_stencil_enabled(ctx)) { 148 if (fd_resource(pfb->zsbuf->texture)->valid) 149 restore_buffers |= FD_BUFFER_STENCIL; 150 buffers |= FD_BUFFER_STENCIL; 151 resource_written(batch, pfb->zsbuf->texture); 152 batch->gmem_reason |= FD_GMEM_STENCIL_ENABLED; 153 } 154 155 if (fd_logicop_enabled(ctx)) 156 batch->gmem_reason |= FD_GMEM_LOGICOP_ENABLED; 157 158 for (i = 0; i < pfb->nr_cbufs; i++) { 159 struct pipe_resource *surf; 160 161 if (!pfb->cbufs[i]) 162 continue; 163 164 surf = pfb->cbufs[i]->texture; 165 166 resource_written(batch, surf); 167 168 if (fd_resource(surf)->valid) 169 restore_buffers |= PIPE_CLEAR_COLOR0 << i; 170 171 buffers |= PIPE_CLEAR_COLOR0 << i; 172 173 if (surf->nr_samples > 1) 174 batch->gmem_reason |= FD_GMEM_MSAA_ENABLED; 175 176 if (fd_blend_enabled(ctx, i)) 177 batch->gmem_reason |= FD_GMEM_BLEND_ENABLED; 178 } 179 180 /* Mark SSBOs as being written.. we don't actually know which ones are 181 * read vs written, so just assume the worst 182 */ 183 foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].enabled_mask) 184 resource_written(batch, ctx->shaderbuf[PIPE_SHADER_FRAGMENT].sb[i].buffer); 185 186 foreach_bit(i, ctx->shaderimg[PIPE_SHADER_FRAGMENT].enabled_mask) { 187 struct pipe_image_view *img = 188 &ctx->shaderimg[PIPE_SHADER_FRAGMENT].si[i]; 189 if (img->access & PIPE_IMAGE_ACCESS_WRITE) 190 resource_written(batch, img->resource); 191 else 192 resource_read(batch, img->resource); 193 } 194 195 foreach_bit(i, ctx->constbuf[PIPE_SHADER_VERTEX].enabled_mask) 196 resource_read(batch, ctx->constbuf[PIPE_SHADER_VERTEX].cb[i].buffer); 197 foreach_bit(i, ctx->constbuf[PIPE_SHADER_FRAGMENT].enabled_mask) 198 resource_read(batch, ctx->constbuf[PIPE_SHADER_FRAGMENT].cb[i].buffer); 199 200 /* Mark VBOs as being read */ 201 foreach_bit(i, ctx->vtx.vertexbuf.enabled_mask) { 202 assert(!ctx->vtx.vertexbuf.vb[i].is_user_buffer); 203 resource_read(batch, ctx->vtx.vertexbuf.vb[i].buffer.resource); 204 } 205 206 /* Mark index buffer as being read */ 207 resource_read(batch, indexbuf); 208 209 /* Mark indirect draw buffer as being read */ 210 if (info->indirect) 211 resource_read(batch, info->indirect->buffer); 212 213 /* Mark textures as being read */ 214 foreach_bit(i, ctx->tex[PIPE_SHADER_VERTEX].valid_textures) 215 resource_read(batch, ctx->tex[PIPE_SHADER_VERTEX].textures[i]->texture); 216 foreach_bit(i, ctx->tex[PIPE_SHADER_FRAGMENT].valid_textures) 217 resource_read(batch, ctx->tex[PIPE_SHADER_FRAGMENT].textures[i]->texture); 218 219 /* Mark streamout buffers as being written.. */ 220 for (i = 0; i < ctx->streamout.num_targets; i++) 221 if (ctx->streamout.targets[i]) 222 resource_written(batch, ctx->streamout.targets[i]->buffer); 223 224 resource_written(batch, batch->query_buf); 225 226 list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node) 227 resource_written(batch, aq->prsc); 228 229 mtx_unlock(&ctx->screen->lock); 230 231 batch->num_draws++; 232 233 prims = u_reduced_prims_for_vertices(info->mode, info->count); 234 235 ctx->stats.draw_calls++; 236 237 /* TODO prims_emitted should be clipped when the stream-out buffer is 238 * not large enough. See max_tf_vtx().. probably need to move that 239 * into common code. Although a bit more annoying since a2xx doesn't 240 * use ir3 so no common way to get at the pipe_stream_output_info 241 * which is needed for this calculation. 242 */ 243 if (ctx->streamout.num_targets > 0) 244 ctx->stats.prims_emitted += prims; 245 ctx->stats.prims_generated += prims; 246 247 /* any buffers that haven't been cleared yet, we need to restore: */ 248 batch->restore |= restore_buffers & (FD_BUFFER_ALL & ~batch->cleared); 249 /* and any buffers used, need to be resolved: */ 250 batch->resolve |= buffers; 251 252 DBG("%p: %x %ux%u num_draws=%u (%s/%s)", batch, buffers, 253 pfb->width, pfb->height, batch->num_draws, 254 util_format_short_name(pipe_surface_format(pfb->cbufs[0])), 255 util_format_short_name(pipe_surface_format(pfb->zsbuf))); 256 257 if (ctx->draw_vbo(ctx, info, index_offset)) 258 batch->needs_flush = true; 259 260 for (i = 0; i < ctx->streamout.num_targets; i++) 261 ctx->streamout.offsets[i] += info->count; 262 263 if (fd_mesa_debug & FD_DBG_DDRAW) 264 fd_context_all_dirty(ctx); 265 266 fd_batch_check_size(batch); 267 268 if (info == &new_info) 269 pipe_resource_reference(&indexbuf, NULL); 270 } 271 272 /* Generic clear implementation (partially) using u_blitter: */ 273 static void 274 fd_blitter_clear(struct pipe_context *pctx, unsigned buffers, 275 const union pipe_color_union *color, double depth, unsigned stencil) 276 { 277 struct fd_context *ctx = fd_context(pctx); 278 struct pipe_framebuffer_state *pfb = &ctx->batch->framebuffer; 279 struct blitter_context *blitter = ctx->blitter; 280 281 fd_blitter_pipe_begin(ctx, false, true, FD_STAGE_CLEAR); 282 283 util_blitter_common_clear_setup(blitter, pfb->width, pfb->height, 284 buffers, NULL, NULL); 285 286 struct pipe_stencil_ref sr = { 287 .ref_value = { stencil & 0xff } 288 }; 289 pctx->set_stencil_ref(pctx, &sr); 290 291 struct pipe_constant_buffer cb = { 292 .buffer_size = 16, 293 .user_buffer = &color->ui, 294 }; 295 pctx->set_constant_buffer(pctx, PIPE_SHADER_FRAGMENT, 0, &cb); 296 297 if (!ctx->clear_rs_state) { 298 const struct pipe_rasterizer_state tmpl = { 299 .cull_face = PIPE_FACE_NONE, 300 .half_pixel_center = 1, 301 .bottom_edge_rule = 1, 302 .flatshade = 1, 303 .depth_clip = 1, 304 }; 305 ctx->clear_rs_state = pctx->create_rasterizer_state(pctx, &tmpl); 306 } 307 pctx->bind_rasterizer_state(pctx, ctx->clear_rs_state); 308 309 struct pipe_viewport_state vp = { 310 .scale = { 0.5f * pfb->width, -0.5f * pfb->height, depth }, 311 .translate = { 0.5f * pfb->width, 0.5f * pfb->height, 0.0f }, 312 }; 313 pctx->set_viewport_states(pctx, 0, 1, &vp); 314 315 pctx->bind_vertex_elements_state(pctx, ctx->solid_vbuf_state.vtx); 316 pctx->set_vertex_buffers(pctx, blitter->vb_slot, 1, 317 &ctx->solid_vbuf_state.vertexbuf.vb[0]); 318 pctx->set_stream_output_targets(pctx, 0, NULL, NULL); 319 pctx->bind_vs_state(pctx, ctx->solid_prog.vp); 320 pctx->bind_fs_state(pctx, ctx->solid_prog.fp); 321 322 struct pipe_draw_info info = { 323 .mode = PIPE_PRIM_MAX, /* maps to DI_PT_RECTLIST */ 324 .count = 2, 325 .max_index = 1, 326 .instance_count = 1, 327 }; 328 ctx->draw_vbo(ctx, &info, 0); 329 330 util_blitter_restore_constant_buffer_state(blitter); 331 util_blitter_restore_vertex_states(blitter); 332 util_blitter_restore_fragment_states(blitter); 333 util_blitter_restore_textures(blitter); 334 util_blitter_restore_fb_state(blitter); 335 util_blitter_restore_render_cond(blitter); 336 util_blitter_unset_running_flag(blitter); 337 338 fd_blitter_pipe_end(ctx); 339 } 340 341 /* TODO figure out how to make better use of existing state mechanism 342 * for clear (and possibly gmem->mem / mem->gmem) so we can (a) keep 343 * track of what state really actually changes, and (b) reduce the code 344 * in the a2xx/a3xx parts. 345 */ 346 347 static void 348 fd_clear(struct pipe_context *pctx, unsigned buffers, 349 const union pipe_color_union *color, double depth, unsigned stencil) 350 { 351 struct fd_context *ctx = fd_context(pctx); 352 struct fd_batch *batch = ctx->batch; 353 struct pipe_framebuffer_state *pfb = &batch->framebuffer; 354 struct pipe_scissor_state *scissor = fd_context_get_scissor(ctx); 355 unsigned cleared_buffers; 356 int i; 357 358 /* TODO: push down the region versions into the tiles */ 359 if (!fd_render_condition_check(pctx)) 360 return; 361 362 if (ctx->in_blit) { 363 fd_batch_reset(batch); 364 fd_context_all_dirty(ctx); 365 } 366 367 /* for bookkeeping about which buffers have been cleared (and thus 368 * can fully or partially skip mem2gmem) we need to ignore buffers 369 * that have already had a draw, in case apps do silly things like 370 * clear after draw (ie. if you only clear the color buffer, but 371 * something like alpha-test causes side effects from the draw in 372 * the depth buffer, etc) 373 */ 374 cleared_buffers = buffers & (FD_BUFFER_ALL & ~batch->restore); 375 376 /* do we have full-screen scissor? */ 377 if (!memcmp(scissor, &ctx->disabled_scissor, sizeof(*scissor))) { 378 batch->cleared |= cleared_buffers; 379 } else { 380 batch->partial_cleared |= cleared_buffers; 381 if (cleared_buffers & PIPE_CLEAR_COLOR) 382 batch->cleared_scissor.color = *scissor; 383 if (cleared_buffers & PIPE_CLEAR_DEPTH) 384 batch->cleared_scissor.depth = *scissor; 385 if (cleared_buffers & PIPE_CLEAR_STENCIL) 386 batch->cleared_scissor.stencil = *scissor; 387 } 388 batch->resolve |= buffers; 389 batch->needs_flush = true; 390 391 mtx_lock(&ctx->screen->lock); 392 393 if (buffers & PIPE_CLEAR_COLOR) 394 for (i = 0; i < pfb->nr_cbufs; i++) 395 if (buffers & (PIPE_CLEAR_COLOR0 << i)) 396 resource_written(batch, pfb->cbufs[i]->texture); 397 398 if (buffers & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) { 399 resource_written(batch, pfb->zsbuf->texture); 400 batch->gmem_reason |= FD_GMEM_CLEARS_DEPTH_STENCIL; 401 } 402 403 resource_written(batch, batch->query_buf); 404 405 list_for_each_entry(struct fd_acc_query, aq, &ctx->acc_active_queries, node) 406 resource_written(batch, aq->prsc); 407 408 mtx_unlock(&ctx->screen->lock); 409 410 DBG("%p: %x %ux%u depth=%f, stencil=%u (%s/%s)", batch, buffers, 411 pfb->width, pfb->height, depth, stencil, 412 util_format_short_name(pipe_surface_format(pfb->cbufs[0])), 413 util_format_short_name(pipe_surface_format(pfb->zsbuf))); 414 415 /* if per-gen backend doesn't implement ctx->clear() generic 416 * blitter clear: 417 */ 418 bool fallback = true; 419 420 if (ctx->clear) { 421 fd_batch_set_stage(batch, FD_STAGE_CLEAR); 422 423 if (ctx->clear(ctx, buffers, color, depth, stencil)) { 424 if (fd_mesa_debug & FD_DBG_DCLEAR) 425 fd_context_all_dirty(ctx); 426 427 fallback = false; 428 } 429 } 430 431 if (fallback) { 432 fd_blitter_clear(pctx, buffers, color, depth, stencil); 433 } 434 } 435 436 static void 437 fd_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps, 438 const union pipe_color_union *color, 439 unsigned x, unsigned y, unsigned w, unsigned h, 440 bool render_condition_enabled) 441 { 442 DBG("TODO: x=%u, y=%u, w=%u, h=%u", x, y, w, h); 443 } 444 445 static void 446 fd_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps, 447 unsigned buffers, double depth, unsigned stencil, 448 unsigned x, unsigned y, unsigned w, unsigned h, 449 bool render_condition_enabled) 450 { 451 DBG("TODO: buffers=%u, depth=%f, stencil=%u, x=%u, y=%u, w=%u, h=%u", 452 buffers, depth, stencil, x, y, w, h); 453 } 454 455 static void 456 fd_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info) 457 { 458 struct fd_context *ctx = fd_context(pctx); 459 struct fd_batch *batch, *save_batch = NULL; 460 unsigned i; 461 462 batch = fd_batch_create(ctx, true); 463 fd_batch_reference(&save_batch, ctx->batch); 464 fd_batch_reference(&ctx->batch, batch); 465 466 mtx_lock(&ctx->screen->lock); 467 468 /* Mark SSBOs as being written.. we don't actually know which ones are 469 * read vs written, so just assume the worst 470 */ 471 foreach_bit(i, ctx->shaderbuf[PIPE_SHADER_COMPUTE].enabled_mask) 472 resource_read(batch, ctx->shaderbuf[PIPE_SHADER_COMPUTE].sb[i].buffer); 473 474 foreach_bit(i, ctx->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) { 475 struct pipe_image_view *img = 476 &ctx->shaderimg[PIPE_SHADER_COMPUTE].si[i]; 477 if (img->access & PIPE_IMAGE_ACCESS_WRITE) 478 resource_written(batch, img->resource); 479 else 480 resource_read(batch, img->resource); 481 } 482 483 /* UBO's are read */ 484 foreach_bit(i, ctx->constbuf[PIPE_SHADER_COMPUTE].enabled_mask) 485 resource_read(batch, ctx->constbuf[PIPE_SHADER_COMPUTE].cb[i].buffer); 486 487 /* Mark textures as being read */ 488 foreach_bit(i, ctx->tex[PIPE_SHADER_COMPUTE].valid_textures) 489 resource_read(batch, ctx->tex[PIPE_SHADER_COMPUTE].textures[i]->texture); 490 491 if (info->indirect) 492 resource_read(batch, info->indirect); 493 494 mtx_unlock(&ctx->screen->lock); 495 496 batch->needs_flush = true; 497 ctx->launch_grid(ctx, info); 498 499 fd_batch_flush(batch, false, false); 500 501 fd_batch_reference(&ctx->batch, save_batch); 502 fd_batch_reference(&save_batch, NULL); 503 } 504 505 void 506 fd_draw_init(struct pipe_context *pctx) 507 { 508 pctx->draw_vbo = fd_draw_vbo; 509 pctx->clear = fd_clear; 510 pctx->clear_render_target = fd_clear_render_target; 511 pctx->clear_depth_stencil = fd_clear_depth_stencil; 512 513 if (has_compute(fd_screen(pctx->screen))) { 514 pctx->launch_grid = fd_launch_grid; 515 } 516 } 517