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Diffstat (limited to 'src/broadcom/vulkan/v3dv_cmd_buffer.c')
-rw-r--r--src/broadcom/vulkan/v3dv_cmd_buffer.c2193
1 files changed, 49 insertions, 2144 deletions
diff --git a/src/broadcom/vulkan/v3dv_cmd_buffer.c b/src/broadcom/vulkan/v3dv_cmd_buffer.c
index e7aac250279..0e4b124cb25 100644
--- a/src/broadcom/vulkan/v3dv_cmd_buffer.c
+++ b/src/broadcom/vulkan/v3dv_cmd_buffer.c
@@ -22,8 +22,6 @@
*/
#include "v3dv_private.h"
-#include "broadcom/cle/v3dx_pack.h"
-#include "util/half_float.h"
#include "util/u_pack_color.h"
#include "vk_format_info.h"
#include "vk_util.h"
@@ -84,9 +82,6 @@ v3dv_job_add_bo_unchecked(struct v3dv_job *job, struct v3dv_bo *bo)
job->bo_handle_mask |= bo->handle_bit;
}
-static void
-cmd_buffer_emit_render_pass_rcl(struct v3dv_cmd_buffer *cmd_buffer);
-
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateCommandPool(VkDevice _device,
const VkCommandPoolCreateInfo *pCreateInfo,
@@ -347,17 +342,6 @@ cmd_buffer_destroy(struct v3dv_cmd_buffer *cmd_buffer)
vk_object_free(&cmd_buffer->device->vk, &cmd_buffer->pool->alloc, cmd_buffer);
}
-void
-v3dv_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);
-}
-
static bool
attachment_list_is_subset(struct v3dv_subpass_attachment *l1, uint32_t l1_count,
struct v3dv_subpass_attachment *l2, uint32_t l2_count)
@@ -524,35 +508,6 @@ job_compute_frame_tiling(struct v3dv_job *job,
return tiling;
}
-static void
-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;
- }
-
- cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
- config.width_in_pixels = tiling->width;
- config.height_in_pixels = tiling->height;
- config.number_of_render_targets = MAX2(tiling->render_target_count, 1);
- config.multisample_mode_4x = tiling->msaa;
- config.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
- }
-
- /* 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
v3dv_job_start_frame(struct v3dv_job *job,
uint32_t width,
@@ -617,7 +572,7 @@ v3dv_job_start_frame(struct v3dv_job *job,
v3dv_job_add_bo_unchecked(job, job->tile_state);
- job_emit_binning_prolog(job, tiling, layers);
+ v3dv_X(job->device, job_emit_binning_prolog)(job, tiling, layers);
job->ez_state = V3D_EZ_UNDECIDED;
job->first_ez_state = V3D_EZ_UNDECIDED;
@@ -637,19 +592,9 @@ cmd_buffer_end_render_pass_frame(struct v3dv_cmd_buffer *cmd_buffer)
* any RCL commands of its own.
*/
if (v3dv_cl_offset(&cmd_buffer->state.job->rcl) == 0)
- cmd_buffer_emit_render_pass_rcl(cmd_buffer);
-
- v3dv_job_emit_binning_flush(cmd_buffer->state.job);
-}
+ v3dv_X(cmd_buffer->device, cmd_buffer_emit_render_pass_rcl)(cmd_buffer);
-static void
-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);
+ v3dv_X(cmd_buffer->device, job_emit_binning_flush)(cmd_buffer->state.job);
}
struct v3dv_job *
@@ -736,7 +681,7 @@ v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer)
cmd_buffer_end_render_pass_frame(cmd_buffer);
} else {
assert(job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY);
- cmd_buffer_end_render_pass_secondary(cmd_buffer);
+ v3dv_X(cmd_buffer->device, cmd_buffer_end_render_pass_secondary)(cmd_buffer);
}
}
@@ -1198,22 +1143,6 @@ v3dv_ResetCommandPool(VkDevice device,
}
static void
-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_update_tile_alignment(struct v3dv_cmd_buffer *cmd_buffer)
{
/* Render areas and scissor/viewport are only relevant inside render passes,
@@ -1240,42 +1169,6 @@ cmd_buffer_update_tile_alignment(struct v3dv_cmd_buffer *cmd_buffer)
}
}
-void
-v3dv_get_hw_clear_color(const VkClearColorValue *color,
- uint32_t internal_type,
- uint32_t internal_size,
- uint32_t *hw_color)
-{
- union util_color uc;
- switch (internal_type) {
- case V3D_INTERNAL_TYPE_8:
- util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc);
- memcpy(hw_color, uc.ui, internal_size);
- break;
- case V3D_INTERNAL_TYPE_8I:
- case V3D_INTERNAL_TYPE_8UI:
- hw_color[0] = ((color->uint32[0] & 0xff) |
- (color->uint32[1] & 0xff) << 8 |
- (color->uint32[2] & 0xff) << 16 |
- (color->uint32[3] & 0xff) << 24);
- break;
- case V3D_INTERNAL_TYPE_16F:
- util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc);
- memcpy(hw_color, uc.ui, internal_size);
- break;
- case V3D_INTERNAL_TYPE_16I:
- case V3D_INTERNAL_TYPE_16UI:
- hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16);
- hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16);
- break;
- case V3D_INTERNAL_TYPE_32F:
- case V3D_INTERNAL_TYPE_32I:
- case V3D_INTERNAL_TYPE_32UI:
- memcpy(hw_color, color->uint32, internal_size);
- break;
- }
-}
-
static void
cmd_buffer_state_set_attachment_clear_color(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t attachment_idx,
@@ -1298,8 +1191,8 @@ cmd_buffer_state_set_attachment_clear_color(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_cmd_buffer_attachment_state *attachment_state =
&cmd_buffer->state.attachments[attachment_idx];
- v3dv_get_hw_clear_color(color, internal_type, internal_size,
- &attachment_state->clear_value.color[0]);
+ v3dv_X(cmd_buffer->device, get_hw_clear_color)
+ (color, internal_type, internal_size, &attachment_state->clear_value.color[0]);
attachment_state->vk_clear_value.color = *color;
}
@@ -1449,889 +1342,6 @@ v3dv_CmdNextSubpass(VkCommandBuffer commandBuffer, VkSubpassContents contents)
v3dv_cmd_buffer_subpass_start(cmd_buffer, state->subpass_idx + 1);
}
-void
-v3dv_render_pass_setup_render_target(struct v3dv_cmd_buffer *cmd_buffer,
- int rt,
- uint32_t *rt_bpp,
- uint32_t *rt_type,
- uint32_t *rt_clamp)
-{
- 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;
-
- const struct v3dv_framebuffer *framebuffer = state->framebuffer;
- assert(attachment_idx < framebuffer->attachment_count);
- struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx];
- assert(iview->aspects & VK_IMAGE_ASPECT_COLOR_BIT);
-
- *rt_bpp = iview->internal_bpp;
- *rt_type = iview->internal_type;
-
- if (vk_format_is_int(iview->vk_format))
- *rt_clamp = V3D_RENDER_TARGET_CLAMP_INT;
- else if (vk_format_is_srgb(iview->vk_format))
- *rt_clamp = V3D_RENDER_TARGET_CLAMP_NORM;
- else
- *rt_clamp = V3D_RENDER_TARGET_CLAMP_NONE;
-}
-
-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 = iview->image;
- const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
- uint32_t layer_offset = v3dv_layer_offset(image,
- iview->base_level,
- iview->first_layer + layer);
-
- cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
- load.buffer_to_load = buffer;
- load.address = v3dv_cl_address(image->mem->bo, layer_offset);
-
- load.input_image_format = iview->format->rt_type;
- load.r_b_swap = iview->swap_rb;
- 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->samples > VK_SAMPLE_COUNT_1_BIT)
- load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
- else
- load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
- }
-}
-
-static bool
-check_needs_load(const struct v3dv_cmd_buffer_state *state,
- VkImageAspectFlags aspect,
- uint32_t att_first_subpass_idx,
- VkAttachmentLoadOp load_op)
-{
- /* We call this with image->aspects & aspect, so 0 means the aspect we are
- * testing does not exist in the image.
- */
- if (!aspect)
- return false;
-
- /* Attachment load operations apply on the first subpass that uses the
- * attachment, otherwise we always need to load.
- */
- if (state->job->first_subpass > att_first_subpass_idx)
- return true;
-
- /* If the job is continuing a subpass started in another job, we always
- * need to load.
- */
- if (state->job->is_subpass_continue)
- return true;
-
- /* If the area is not aligned to tile boundaries, we always need to load */
- if (!state->tile_aligned_render_area)
- return true;
-
- /* The attachment load operations must be LOAD */
- return load_op == VK_ATTACHMENT_LOAD_OP_LOAD;
-}
-
-static bool
-check_needs_clear(const struct v3dv_cmd_buffer_state *state,
- VkImageAspectFlags aspect,
- uint32_t att_first_subpass_idx,
- VkAttachmentLoadOp load_op,
- bool do_clear_with_draw)
-{
- /* We call this with image->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 boudaries 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 is used then attachment load operations don't apply.
- */
- if (state->job->first_subpass != att_first_subpass_idx)
- return false;
-
- /* The attachment load operation must be CLEAR */
- return load_op == VK_ATTACHMENT_LOAD_OP_CLEAR;
-}
-
-static bool
-check_needs_store(const struct v3dv_cmd_buffer_state *state,
- VkImageAspectFlags aspect,
- uint32_t att_last_subpass_idx,
- VkAttachmentStoreOp store_op)
-{
- /* We call this with image->aspects & aspect, so 0 means the aspect we are
- * testing does not exist in the image.
- */
- if (!aspect)
- return false;
-
- /* Attachment store operations only apply on the last subpass where the
- * attachment is used, in other subpasses we always need to store.
- */
- if (state->subpass_idx < att_last_subpass_idx)
- return true;
-
- /* Attachment store operations only apply on the last job we emit on the the
- * last subpass where the attachment is used, otherwise we always need to
- * store.
- */
- if (!state->job->is_subpass_finish)
- return true;
-
- /* The attachment store operation must be STORE */
- return store_op == VK_ATTACHMENT_STORE_OP_STORE;
-}
-
-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_framebuffer *framebuffer = state->framebuffer;
- const struct v3dv_render_pass *pass = state->pass;
- const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx];
-
- 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.
- */
- bool needs_load = check_needs_load(state,
- VK_IMAGE_ASPECT_COLOR_BIT,
- attachment->first_subpass,
- attachment->desc.loadOp);
- if (needs_load) {
- struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx];
- 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);
-
- const bool needs_depth_load =
- check_needs_load(state,
- ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
- ds_attachment->first_subpass,
- ds_attachment->desc.loadOp);
-
- const bool needs_stencil_load =
- check_needs_load(state,
- ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
- ds_attachment->first_subpass,
- ds_attachment->desc.stencilLoadOp);
-
- if (needs_depth_load || needs_stencil_load) {
- struct v3dv_image_view *iview =
- framebuffer->attachments[ds_attachment_idx];
- /* 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.framebuffer->attachments[attachment_idx];
- const struct v3dv_image *image = iview->image;
- const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
- uint32_t layer_offset = v3dv_layer_offset(image,
- iview->base_level,
- iview->first_layer + layer);
-
- cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
- store.buffer_to_store = buffer;
- store.address = v3dv_cl_address(image->mem->bo, layer_offset);
- store.clear_buffer_being_stored = clear;
-
- store.output_image_format = iview->format->rt_type;
- store.r_b_swap = iview->swap_rb;
- 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->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 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;
- const struct v3dv_subpass *subpass =
- &state->pass->subpasses[state->subpass_idx];
-
- bool has_stores = false;
- bool use_global_zs_clear = false;
- bool use_global_rt_clear = false;
-
- /* 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);
-
- /* Only clear once on the first subpass that uses the attachment */
- bool needs_depth_clear =
- check_needs_clear(state,
- aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
- ds_attachment->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_attachment->first_subpass,
- ds_attachment->desc.stencilLoadOp,
- subpass->do_stencil_clear_with_draw);
-
- /* Skip the last store if it is not required */
- bool needs_depth_store =
- check_needs_store(state,
- aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
- ds_attachment->last_subpass,
- ds_attachment->desc.storeOp);
-
- bool needs_stencil_store =
- check_needs_store(state,
- aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
- ds_attachment->last_subpass,
- ds_attachment->desc.stencilStoreOp);
-
- /* 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.
- */
- use_global_zs_clear = !state->job->early_zs_clear &&
- (needs_depth_clear || needs_stencil_clear);
- 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 */
- bool needs_clear =
- check_needs_clear(state,
- VK_IMAGE_ASPECT_COLOR_BIT,
- attachment->first_subpass,
- attachment->desc.loadOp,
- false);
-
- /* Skip the last store if it is not required */
- bool needs_store =
- check_needs_store(state,
- VK_IMAGE_ASPECT_COLOR_BIT,
- attachment->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 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 sttachment even if that
- * wansn't requested by the client.
- */
- const bool needs_resolve =
- subpass->resolve_attachments &&
- subpass->resolve_attachments[i].attachment != VK_ATTACHMENT_UNUSED;
- if (needs_resolve && attachment->use_tlb_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 (needs_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) {
- 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;
- }
- }
-}
-
-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);
- }
-
- 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;
- }
-
- /* Start by clearing the tile buffer. */
- cl_emit(rcl, TILE_COORDINATES, coords) {
- coords.tile_column_number = 0;
- coords.tile_row_number = 0;
- }
-
- /* 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++) {
- if (i > 0)
- 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 (i == 0 && cmd_buffer->state.tile_aligned_render_area) {
- cl_emit(rcl, CLEAR_TILE_BUFFERS, clear) {
- clear.clear_z_stencil_buffer = !job->early_zs_clear;
- clear.clear_all_render_targets = true;
- }
- }
- cl_emit(rcl, END_OF_TILE_MARKER, end);
- }
-
- cl_emit(rcl, FLUSH_VCD_CACHE, flush);
-
- 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)
-{
- /* If this is true then we have not emitted any draw calls in this job
- * and we don't get any benefits form early Z.
- */
- if (!job->decided_global_ez_enable) {
- assert(job->draw_count == 0);
- *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;
- }
-}
-
-static void
-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->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY);
- return;
- }
-
- const struct v3dv_frame_tiling *tiling = &job->frame_tiling;
-
- const uint32_t fb_layers = framebuffer->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;
-
- /* Comon 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;
- 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.maximum_bpp_of_all_render_targets = tiling->internal_bpp;
-
- if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
- const struct v3dv_image_view *iview =
- framebuffer->attachments[ds_attachment_idx];
- config.internal_depth_type = iview->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.
- */
- 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_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);
-
- bool needs_depth_store =
- check_needs_store(state,
- ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
- ds_attachment->last_subpass,
- ds_attachment->desc.storeOp);
-
- do_early_zs_clear = needs_depth_clear && !needs_depth_store;
- if (do_early_zs_clear &&
- vk_format_has_stencil(ds_attachment->desc.format)) {
- bool needs_stencil_load =
- check_needs_load(state,
- ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
- ds_attachment->first_subpass,
- ds_attachment->desc.stencilLoadOp);
-
- bool needs_stencil_store =
- check_needs_store(state,
- ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT,
- ds_attachment->last_subpass,
- ds_attachment->desc.stencilStoreOp);
-
- 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;
-
- 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;
-
- struct v3dv_image_view *iview =
- state->framebuffer->attachments[attachment_idx];
-
- const struct v3dv_image *image = iview->image;
- const struct v3d_resource_slice *slice = &image->slices[iview->base_level];
-
- const uint32_t *clear_color =
- &state->attachments[attachment_idx].clear_value.color[0];
-
- 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->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;
- }
- }
-
- 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->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->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;
- };
- }
- }
-
- cl_emit(rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
- v3dv_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);
- v3dv_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);
- v3dv_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);
- v3dv_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);
- }
-
- /* 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;
- }
-
- for (int layer = 0; layer < MAX2(1, fb_layers); layer++)
- cmd_buffer_emit_render_pass_layer_rcl(cmd_buffer, layer);
-
- cl_emit(rcl, END_OF_RENDERING, end);
-}
-
static void
cmd_buffer_emit_subpass_clears(struct v3dv_cmd_buffer *cmd_buffer)
{
@@ -2608,44 +1618,6 @@ v3dv_EndCommandBuffer(VkCommandBuffer commandBuffer)
}
static void
-emit_occlusion_query(struct v3dv_cmd_buffer *cmd_buffer);
-
-static void
-ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer,
- uint32_t slot_size,
- uint32_t used_count,
- uint32_t *alloc_count,
- void **ptr);
-
-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;
- ensure_array_state(primary,
- sizeof(struct v3dv_end_query_cpu_job_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_cpu_job_info *s_qstate =
- &secondary->state.query.end.states[i];
-
- struct v3dv_end_query_cpu_job_info *p_qstate =
- &p_state->query.end.states[p_state->query.end.used_count++];
-
- p_qstate->pool = s_qstate->pool;
- p_qstate->query = s_qstate->query;
- }
-}
-
-static void
clone_bo_list(struct v3dv_cmd_buffer *cmd_buffer,
struct list_head *dst,
struct list_head *src)
@@ -2673,9 +1645,9 @@ clone_bo_list(struct v3dv_cmd_buffer *cmd_buffer,
* for jobs recorded in secondary command buffers when we want to execute
* them in primaries.
*/
-static struct v3dv_job *
-job_clone_in_cmd_buffer(struct v3dv_job *job,
- struct v3dv_cmd_buffer *cmd_buffer)
+struct v3dv_job *
+v3dv_job_clone_in_cmd_buffer(struct v3dv_job *job,
+ struct v3dv_cmd_buffer *cmd_buffer)
{
struct v3dv_job *clone_job = vk_alloc(&job->device->vk.alloc,
sizeof(struct v3dv_job), 8,
@@ -2704,163 +1676,6 @@ job_clone_in_cmd_buffer(struct v3dv_job *job,
return clone_job;
}
-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;
-
- job->serialize = true;
- job->needs_bcl_sync = is_bcl_barrier;
- return job;
-}
-
-static void
-cmd_buffer_execute_inside_pass(struct v3dv_cmd_buffer *primary,
- uint32_t cmd_buffer_count,
- const VkCommandBuffer *cmd_buffers)
-{
- assert(primary->state.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)
- 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.
- */
- bool pending_barrier = false;
- bool pending_bcl_barrier = false;
- 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_SECONDARY) {
- /* 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) ==
- V3D42_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?
- */
- struct v3dv_job *primary_job = primary->state.job;
- if (!primary_job || secondary_job->serialize || pending_barrier) {
- const bool needs_bcl_barrier =
- secondary_job->needs_bcl_sync || pending_bcl_barrier;
- 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)
- 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);
- }
- }
-
- primary_job->tmu_dirty_rcl |= secondary_job->tmu_dirty_rcl;
- } else if (secondary_job->type == V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS) {
- if (pending_barrier) {
- cmd_buffer_subpass_split_for_barrier(primary, pending_bcl_barrier);
- v3dv_return_if_oom(primary, NULL);
- }
-
- const struct v3dv_clear_attachments_cpu_job_info *info =
- &secondary_job->cpu.clear_attachments;
- v3dv_CmdClearAttachments(v3dv_cmd_buffer_to_handle(primary),
- info->attachment_count,
- info->attachments,
- info->rect_count,
- info->rects);
- } 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);
- job_clone_in_cmd_buffer(secondary_job, primary);
- if (pending_barrier) {
- secondary_job->serialize = true;
- if (pending_bcl_barrier)
- secondary_job->needs_bcl_sync = true;
- }
- }
-
- pending_barrier = false;
- pending_bcl_barrier = false;
- }
-
- /* 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.has_barrier || !secondary->state.has_bcl_barrier);
- pending_barrier = secondary->state.has_barrier;
- pending_bcl_barrier = secondary->state.has_bcl_barrier;
- }
-
- if (pending_barrier) {
- primary->state.has_barrier = true;
- primary->state.has_bcl_barrier |= pending_bcl_barrier;
- }
-}
-
static void
cmd_buffer_execute_outside_pass(struct v3dv_cmd_buffer *primary,
uint32_t cmd_buffer_count,
@@ -2892,7 +1707,7 @@ cmd_buffer_execute_outside_pass(struct v3dv_cmd_buffer *primary,
/* These can only happen inside a render pass */
assert(secondary_job->type != V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS);
assert(secondary_job->type != V3DV_JOB_TYPE_GPU_CL_SECONDARY);
- struct v3dv_job *job = job_clone_in_cmd_buffer(secondary_job, primary);
+ struct v3dv_job *job = v3dv_job_clone_in_cmd_buffer(secondary_job, primary);
if (!job)
return;
@@ -2928,8 +1743,8 @@ v3dv_CmdExecuteCommands(VkCommandBuffer commandBuffer,
V3DV_FROM_HANDLE(v3dv_cmd_buffer, primary, commandBuffer);
if (primary->state.pass != NULL) {
- cmd_buffer_execute_inside_pass(primary,
- commandBufferCount, pCommandBuffers);
+ v3dv_X(primary->device, cmd_buffer_execute_inside_pass)
+ (primary, commandBufferCount, pCommandBuffers);
} else {
cmd_buffer_execute_outside_pass(primary,
commandBufferCount, pCommandBuffers);
@@ -3026,129 +1841,6 @@ cmd_buffer_bind_pipeline_static_state(struct v3dv_cmd_buffer *cmd_buffer,
}
static void
-job_update_ez_state(struct v3dv_job *job,
- struct v3dv_pipeline *pipeline,
- struct v3dv_cmd_buffer *cmd_buffer)
-{
- /* 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;
- }
-
- /* 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 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;
- }
-
- /* GFXH-1918: the early-z buffer may load incorrect depth values
- * if the frame has odd width or height.
- *
- * So we need to disable EZ in this case.
- */
- 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 =
- check_needs_load(state,
- ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT,
- ds_attachment->first_subpass,
- ds_attachment->desc.loadOp);
-
- if (needs_depth_load) {
- struct v3dv_framebuffer *fb = state->framebuffer;
-
- if (!fb) {
- assert(cmd_buffer->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;
- }
-
- 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;
- }
- }
- }
-
- /* Otherwise, we can decide to selectively enable or disable EZ for draw
- * calls using the CFG_BITS packet based on the bound pipeline state.
- */
-
- /* If the FS writes Z, then it may update against the chosen EZ direction */
- struct v3dv_shader_variant *fs_variant =
- pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT];
- if (fs_variant->prog_data.fs->writes_z) {
- job->ez_state = V3D_EZ_DISABLED;
- return;
- }
-
- switch (pipeline->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 = pipeline->ez_state;
- else if (job->ez_state != pipeline->ez_state)
- job->ez_state = V3D_EZ_DISABLED;
- break;
-
- case V3D_EZ_DISABLED:
- /* If the pipeline disables EZ because of a bad Z func or stencil
- * operation, then we can't do any more EZ in this frame.
- */
- job->ez_state = V3D_EZ_DISABLED;
- break;
- }
-
- if (job->first_ez_state == V3D_EZ_UNDECIDED &&
- job->ez_state != V3D_EZ_DISABLED) {
- job->first_ez_state = job->ez_state;
- }
-}
-
-static void
bind_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline)
{
@@ -3369,379 +2061,13 @@ emit_scissor(struct v3dv_cmd_buffer *cmd_buffer)
cmd_buffer->state.clip_window.extent.width = maxx - minx;
cmd_buffer->state.clip_window.extent.height = maxy - miny;
- emit_clip_window(cmd_buffer->state.job, &cmd_buffer->state.clip_window);
+ v3dv_X(cmd_buffer->device, job_emit_clip_window)
+ (cmd_buffer->state.job, &cmd_buffer->state.clip_window);
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_SCISSOR;
}
static void
-emit_viewport(struct v3dv_cmd_buffer *cmd_buffer)
-{
- struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
- /* FIXME: right now we only support one viewport. viewporst[0] would work
- * now, 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);
-
- 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;
- }
-
- cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) {
- clip.viewport_z_offset_zc_to_zs = vptranslate[2];
- clip.viewport_z_scale_zc_to_zs = vpscale[2];
- }
- cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) {
- /* Vulkan's Z NDC is [0..1], unlile OpenGL which is [-1, 1] */
- float z1 = vptranslate[2];
- float z2 = vptranslate[2] + vpscale[2];
- clip.minimum_zw = MIN2(z1, z2);
- clip.maximum_zw = MAX2(z1, z2);
- }
-
- cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) {
- vp.viewport_centre_x_coordinate = vptranslate[0];
- vp.viewport_centre_y_coordinate = vptranslate[1];
- }
-
- cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_VIEWPORT;
-}
-
-static void
-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 v3dv_dynamic_state *dynamic_state = &cmd_buffer->state.dynamic;
-
- const uint32_t dynamic_stencil_states = V3DV_DYNAMIC_STENCIL_COMPARE_MASK |
- V3DV_DYNAMIC_STENCIL_WRITE_MASK |
- V3DV_DYNAMIC_STENCIL_REFERENCE;
-
- v3dv_cl_ensure_space_with_branch(&job->bcl,
- 2 * cl_packet_length(STENCIL_CFG));
- v3dv_return_if_oom(cmd_buffer, NULL);
-
- bool emitted_stencil = false;
- for (uint32_t i = 0; i < 2; i++) {
- if (pipeline->emit_stencil_cfg[i]) {
- if (dynamic_state->mask & dynamic_stencil_states) {
- cl_emit_with_prepacked(&job->bcl, STENCIL_CFG,
- pipeline->stencil_cfg[i], config) {
- if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK) {
- config.stencil_test_mask =
- i == 0 ? dynamic_state->stencil_compare_mask.front :
- dynamic_state->stencil_compare_mask.back;
- }
- if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK) {
- config.stencil_write_mask =
- i == 0 ? dynamic_state->stencil_write_mask.front :
- dynamic_state->stencil_write_mask.back;
- }
- if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_REFERENCE) {
- config.stencil_ref_value =
- i == 0 ? dynamic_state->stencil_reference.front :
- dynamic_state->stencil_reference.back;
- }
- }
- } else {
- cl_emit_prepacked(&job->bcl, &pipeline->stencil_cfg[i]);
- }
-
- emitted_stencil = true;
- }
- }
-
- if (emitted_stencil) {
- const uint32_t dynamic_stencil_dirty_flags =
- V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK |
- V3DV_CMD_DIRTY_STENCIL_WRITE_MASK |
- V3DV_CMD_DIRTY_STENCIL_REFERENCE;
- cmd_buffer->state.dirty &= ~dynamic_stencil_dirty_flags;
- }
-}
-
-static void
-emit_depth_bias(struct v3dv_cmd_buffer *cmd_buffer)
-{
- struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
- assert(pipeline);
-
- if (!pipeline->depth_bias.enabled)
- 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);
-
- struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
- cl_emit(&job->bcl, DEPTH_OFFSET, bias) {
- bias.depth_offset_factor = dynamic->depth_bias.slope_factor;
- bias.depth_offset_units = dynamic->depth_bias.constant_factor;
- if (pipeline->depth_bias.is_z16)
- bias.depth_offset_units *= 256.0f;
- bias.limit = dynamic->depth_bias.depth_bias_clamp;
- }
-
- cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_DEPTH_BIAS;
-}
-
-static void
-emit_line_width(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(LINE_WIDTH));
- v3dv_return_if_oom(cmd_buffer, NULL);
-
- cl_emit(&job->bcl, LINE_WIDTH, line) {
- line.line_width = cmd_buffer->state.dynamic.line_width;
- }
-
- cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_LINE_WIDTH;
-}
-
-static void
-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;
- }
-}
-
-static void
-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 uint32_t blend_packets_size =
- cl_packet_length(BLEND_ENABLES) +
- cl_packet_length(BLEND_CONSTANT_COLOR) +
- cl_packet_length(BLEND_CFG) * V3D_MAX_DRAW_BUFFERS +
- cl_packet_length(COLOR_WRITE_MASKS);
-
- 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 < V3D_MAX_DRAW_BUFFERS; i++) {
- if (pipeline->blend.enables & (1 << i))
- cl_emit_prepacked(&job->bcl, &pipeline->blend.cfg[i]);
- }
-
- cl_emit(&job->bcl, COLOR_WRITE_MASKS, mask) {
- mask.mask = pipeline->blend.color_write_masks;
- }
- }
-
- if (pipeline->blend.needs_color_constants &&
- cmd_buffer->state.dirty & V3DV_CMD_DIRTY_BLEND_CONSTANTS) {
- struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic;
- cl_emit(&job->bcl, BLEND_CONSTANT_COLOR, color) {
- color.red_f16 = _mesa_float_to_half(dynamic->blend_constants[0]);
- color.green_f16 = _mesa_float_to_half(dynamic->blend_constants[1]);
- color.blue_f16 = _mesa_float_to_half(dynamic->blend_constants[2]);
- color.alpha_f16 = _mesa_float_to_half(dynamic->blend_constants[3]);
- }
- cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_BLEND_CONSTANTS;
- }
-}
-
-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;
-}
-
-static void
-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);
- }
-}
-
-static void
-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);
-
- job_update_ez_state(job, pipeline, cmd_buffer);
-
- v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(CFG_BITS));
- v3dv_return_if_oom(cmd_buffer, NULL);
-
- cl_emit_with_prepacked(&job->bcl, CFG_BITS, pipeline->cfg_bits, config) {
- config.early_z_enable = job->ez_state != V3D_EZ_DISABLED;
- config.early_z_updates_enable = config.early_z_enable &&
- pipeline->z_updates_enable;
- }
-}
-
-static void
update_gfx_uniform_state(struct v3dv_cmd_buffer *cmd_buffer,
uint32_t dirty_uniform_state)
{
@@ -3808,207 +2134,6 @@ update_gfx_uniform_state(struct v3dv_cmd_buffer *cmd_buffer,
}
}
-static void
-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 v3d_vs_prog_data *prog_data_vs =
- pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX]->prog_data.vs;
- struct v3d_vs_prog_data *prog_data_vs_bin =
- pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]->prog_data.vs;
- struct v3d_fs_prog_data *prog_data_fs =
- pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]->prog_data.fs;
-
- /* 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;
-
- /* See GFXH-930 workaround below */
- uint32_t num_elements_to_emit = MAX2(pipeline->va_count, 1);
-
- uint32_t shader_rec_offset =
- v3dv_cl_ensure_space(&job->indirect,
- cl_packet_length(GL_SHADER_STATE_RECORD) +
- num_elements_to_emit *
- cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
- 32);
- v3dv_return_if_oom(cmd_buffer, NULL);
-
- struct v3dv_shader_variant *vs_variant =
- pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX];
- struct v3dv_shader_variant *vs_bin_variant =
- pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN];
- struct v3dv_shader_variant *fs_variant =
- pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT];
- struct v3dv_bo *assembly_bo = pipeline->shared_data->assembly_bo;
-
- struct v3dv_bo *default_attribute_values =
- pipeline->default_attribute_values != NULL ?
- pipeline->default_attribute_values :
- pipeline->device->default_attribute_float;
-
- 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;
-
- shader.address_of_default_attribute_values =
- v3dv_cl_address(default_attribute_values, 0);
- }
-
- /* 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.maximum_index = 0xffffff;
- }
-
- 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);
-
- 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;
- }
-
- 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;
-}
-
-static void
-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;
-}
-
/* This stores command buffer state that we might be about to stomp for
* a meta operation.
*/
@@ -4145,86 +2270,6 @@ v3dv_cmd_buffer_meta_state_pop(struct v3dv_cmd_buffer *cmd_buffer,
state->meta.has_descriptor_state = false;
}
-/* FIXME: C&P from v3dx_draw. Refactor to common place? */
-static uint32_t
-v3d_hw_prim_type(enum pipe_prim_type prim_type)
-{
- switch (prim_type) {
- case PIPE_PRIM_POINTS:
- case PIPE_PRIM_LINES:
- case PIPE_PRIM_LINE_LOOP:
- case PIPE_PRIM_LINE_STRIP:
- case PIPE_PRIM_TRIANGLES:
- case PIPE_PRIM_TRIANGLE_STRIP:
- case PIPE_PRIM_TRIANGLE_FAN:
- return prim_type;
-
- case PIPE_PRIM_LINES_ADJACENCY:
- case PIPE_PRIM_LINE_STRIP_ADJACENCY:
- case PIPE_PRIM_TRIANGLES_ADJACENCY:
- case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
- return 8 + (prim_type - PIPE_PRIM_LINES_ADJACENCY);
-
- default:
- unreachable("Unsupported primitive type");
- }
-}
-
-struct v3dv_draw_info {
- uint32_t vertex_count;
- uint32_t instance_count;
- uint32_t first_vertex;
- uint32_t first_instance;
-};
-
-static void
-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);
-
- struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
- struct v3dv_pipeline *pipeline = state->gfx.pipeline;
-
- assert(pipeline);
-
- uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->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;
- }
- }
-}
-
static struct v3dv_job *
cmd_buffer_pre_draw_split_job(struct v3dv_cmd_buffer *cmd_buffer)
{
@@ -4334,35 +2379,8 @@ cmd_buffer_restart_job_for_msaa_if_needed(struct v3dv_cmd_buffer *cmd_buffer)
v3dv_job_destroy(old_job);
}
-static void
-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 = cmd_buffer->state.index_buffer.offset;
- cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
- ib.address = v3dv_cl_address(ibuffer->mem->bo,
- ibuffer->mem_offset + offset);
- ib.size = ibuffer->mem->bo->size;
- }
- }
-
- cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_INDEX_BUFFER;
-}
-
-static void
-cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer)
+void
+v3dv_cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->state.gfx.pipeline);
assert(!(cmd_buffer->state.gfx.pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT));
@@ -4403,12 +2421,14 @@ cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer)
if (dirty_uniform_state)
update_gfx_uniform_state(cmd_buffer, dirty_uniform_state);
+ struct v3dv_device *device = cmd_buffer->device;
+
if (dirty_uniform_state || (*dirty & V3DV_CMD_DIRTY_VERTEX_BUFFER))
- emit_gl_shader_state(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_gl_shader_state)(cmd_buffer);
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE)) {
- emit_configuration_bits(cmd_buffer);
- emit_varyings_state(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_configuration_bits)(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_varyings_state)(cmd_buffer);
}
if (*dirty & (V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR)) {
@@ -4416,33 +2436,33 @@ cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer)
}
if (*dirty & V3DV_CMD_DIRTY_VIEWPORT) {
- emit_viewport(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_viewport)(cmd_buffer);
}
if (*dirty & V3DV_CMD_DIRTY_INDEX_BUFFER)
- emit_index_buffer(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_index_buffer)(cmd_buffer);
const uint32_t dynamic_stencil_dirty_flags =
V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK |
V3DV_CMD_DIRTY_STENCIL_WRITE_MASK |
V3DV_CMD_DIRTY_STENCIL_REFERENCE;
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | dynamic_stencil_dirty_flags))
- emit_stencil(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_stencil)(cmd_buffer);
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_DEPTH_BIAS))
- emit_depth_bias(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_depth_bias)(cmd_buffer);
if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_BLEND_CONSTANTS))
- emit_blend(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_blend)(cmd_buffer);
if (*dirty & V3DV_CMD_DIRTY_OCCLUSION_QUERY)
- emit_occlusion_query(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_occlusion_query)(cmd_buffer);
if (*dirty & V3DV_CMD_DIRTY_LINE_WIDTH)
- emit_line_width(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_line_width)(cmd_buffer);
if (*dirty & V3DV_CMD_DIRTY_PIPELINE)
- emit_sample_state(cmd_buffer);
+ v3dv_X(device, cmd_buffer_emit_sample_state)(cmd_buffer);
cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_PIPELINE;
}
@@ -4451,8 +2471,8 @@ static void
cmd_buffer_draw(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_draw_info *info)
{
- cmd_buffer_emit_pre_draw(cmd_buffer);
- cmd_buffer_emit_draw(cmd_buffer, info);
+ v3dv_cmd_buffer_emit_pre_draw(cmd_buffer);
+ v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw)(cmd_buffer, info);
}
VKAPI_ATTR void VKAPI_CALL
@@ -4475,63 +2495,6 @@ v3dv_CmdDraw(VkCommandBuffer commandBuffer,
cmd_buffer_draw(cmd_buffer, &info);
}
-static void
-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)
-{
- cmd_buffer_emit_pre_draw(cmd_buffer);
-
- struct v3dv_job *job = cmd_buffer->state.job;
- assert(job);
-
- const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
- uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->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 = pipeline->primitive_restart;
- }
- } 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 = pipeline->primitive_restart;
- prim.number_of_instances = instanceCount;
- prim.instance_length = indexCount;
- }
- }
-}
-
VKAPI_ATTR void VKAPI_CALL
v3dv_CmdDrawIndexed(VkCommandBuffer commandBuffer,
uint32_t indexCount,
@@ -4545,36 +2508,9 @@ v3dv_CmdDrawIndexed(VkCommandBuffer commandBuffer,
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
- cmd_buffer_emit_draw_indexed(cmd_buffer, indexCount, instanceCount,
- firstIndex, vertexOffset, firstInstance);
-}
-
-static void
-cmd_buffer_emit_draw_indirect(struct v3dv_cmd_buffer *cmd_buffer,
- struct v3dv_buffer *buffer,
- VkDeviceSize offset,
- uint32_t drawCount,
- uint32_t stride)
-{
- cmd_buffer_emit_pre_draw(cmd_buffer);
-
- struct v3dv_job *job = cmd_buffer->state.job;
- assert(job);
-
- const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
- uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->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);
- }
+ v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw_indexed)
+ (cmd_buffer, indexCount, instanceCount,
+ firstIndex, vertexOffset, firstInstance);
}
VKAPI_ATTR void VKAPI_CALL
@@ -4591,40 +2527,8 @@ v3dv_CmdDrawIndirect(VkCommandBuffer commandBuffer,
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_buffer, buffer, _buffer);
- cmd_buffer_emit_draw_indirect(cmd_buffer, buffer, offset, drawCount, stride);
-}
-
-static void
-cmd_buffer_emit_indexed_indirect(struct v3dv_cmd_buffer *cmd_buffer,
- struct v3dv_buffer *buffer,
- VkDeviceSize offset,
- uint32_t drawCount,
- uint32_t stride)
-
-{
- cmd_buffer_emit_pre_draw(cmd_buffer);
-
- struct v3dv_job *job = cmd_buffer->state.job;
- assert(job);
-
- const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline;
- uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->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 = pipeline->primitive_restart;
- 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);
- }
-
+ v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw_indirect)
+ (cmd_buffer, buffer, offset, drawCount, stride);
}
VKAPI_ATTR void VKAPI_CALL
@@ -4641,7 +2545,8 @@ v3dv_CmdDrawIndexedIndirect(VkCommandBuffer commandBuffer,
V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer);
V3DV_FROM_HANDLE(v3dv_buffer, buffer, _buffer);
- cmd_buffer_emit_indexed_indirect(cmd_buffer, buffer, offset, drawCount, stride);
+ v3dv_X(cmd_buffer->device, cmd_buffer_emit_indexed_indirect)
+ (cmd_buffer, buffer, offset, drawCount, stride);
}
VKAPI_ATTR void VKAPI_CALL
@@ -4951,12 +2856,12 @@ v3dv_cmd_buffer_reset_queries(struct v3dv_cmd_buffer *cmd_buffer,
list_addtail(&job->list_link, &cmd_buffer->jobs);
}
-static void
-ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer,
- uint32_t slot_size,
- uint32_t used_count,
- uint32_t *alloc_count,
- void **ptr)
+void
+v3dv_cmd_buffer_ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer,
+ uint32_t slot_size,
+ uint32_t used_count,
+ uint32_t *alloc_count,
+ void **ptr)
{
if (used_count >= *alloc_count) {
const uint32_t prev_slot_count = *alloc_count;
@@ -5007,11 +2912,11 @@ v3dv_cmd_buffer_end_query(struct v3dv_cmd_buffer *cmd_buffer,
* render pass job in which they have been recorded.
*/
struct v3dv_cmd_buffer_state *state = &cmd_buffer->state;
- ensure_array_state(cmd_buffer,
- sizeof(struct v3dv_end_query_cpu_job_info),
- state->query.end.used_count,
- &state->query.end.alloc_count,
- (void **) &state->query.end.states);
+ v3dv_cmd_buffer_ensure_array_state(cmd_buffer,
+ sizeof(struct v3dv_end_query_cpu_job_info),
+ state->query.end.used_count,
+ &state->query.end.alloc_count,
+ (void **) &state->query.end.states);
v3dv_return_if_oom(cmd_buffer, NULL);
struct v3dv_end_query_cpu_job_info *info =