1 /*
2  * Copyright © 2017 Broadcom
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice (including the next
12  * paragraph) shall be included in all copies or substantial portions of the
13  * Software.
14  *
15  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16  * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
18  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21  * IN THE SOFTWARE.
22  */
23 
24 #include "util/format/u_format.h"
25 #include "v3d_context.h"
26 #include "broadcom/common/v3d_tiling.h"
27 #include "broadcom/common/v3d_macros.h"
28 #include "broadcom/cle/v3dx_pack.h"
29 
30 #define PIPE_CLEAR_COLOR_BUFFERS (PIPE_CLEAR_COLOR0 |                   \
31                                   PIPE_CLEAR_COLOR1 |                   \
32                                   PIPE_CLEAR_COLOR2 |                   \
33                                   PIPE_CLEAR_COLOR3)                    \
34 
35 #define PIPE_FIRST_COLOR_BUFFER_BIT (ffs(PIPE_CLEAR_COLOR0) - 1)
36 
37 /* The HW queues up the load until the tile coordinates show up, but can only
38  * track one at a time.  If we need to do more than one load, then we need to
39  * flush out the previous load by emitting the tile coordinates and doing a
40  * dummy store.
41  */
42 static void
flush_last_load(struct v3d_cl * cl)43 flush_last_load(struct v3d_cl *cl)
44 {
45         if (V3D_VERSION >= 40)
46                 return;
47 
48         cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
49         cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
50                 store.buffer_to_store = NONE;
51         }
52 }
53 
54 static void
load_general(struct v3d_cl * cl,struct pipe_surface * psurf,int buffer,int layer,uint32_t pipe_bit,uint32_t * loads_pending)55 load_general(struct v3d_cl *cl, struct pipe_surface *psurf, int buffer,
56              int layer, uint32_t pipe_bit, uint32_t *loads_pending)
57 {
58         struct v3d_surface *surf = v3d_surface(psurf);
59         bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
60         if (separate_stencil) {
61                 psurf = surf->separate_stencil;
62                 surf = v3d_surface(psurf);
63         }
64 
65         struct v3d_resource *rsc = v3d_resource(psurf->texture);
66 
67         uint32_t layer_offset =
68                 v3d_layer_offset(&rsc->base, psurf->u.tex.level,
69                                  psurf->u.tex.first_layer + layer);
70         cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) {
71                 load.buffer_to_load = buffer;
72                 load.address = cl_address(rsc->bo, layer_offset);
73 
74 #if V3D_VERSION >= 40
75                 load.memory_format = surf->tiling;
76                 if (separate_stencil)
77                         load.input_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
78                 else
79                         load.input_image_format = surf->format;
80                 load.r_b_swap = surf->swap_rb;
81                 load.force_alpha_1 = util_format_has_alpha1(psurf->format);
82                 if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
83                     surf->tiling == V3D_TILING_UIF_XOR) {
84                         load.height_in_ub_or_stride =
85                                 surf->padded_height_of_output_image_in_uif_blocks;
86                 } else if (surf->tiling == V3D_TILING_RASTER) {
87                         struct v3d_resource_slice *slice =
88                                 &rsc->slices[psurf->u.tex.level];
89                         load.height_in_ub_or_stride = slice->stride;
90                 }
91 
92                 if (psurf->texture->nr_samples > 1)
93                         load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
94                 else
95                         load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
96 
97 #else /* V3D_VERSION < 40 */
98                 /* Can't do raw ZSTENCIL loads -- need to load/store them to
99                  * separate buffers for Z and stencil.
100                  */
101                 assert(buffer != ZSTENCIL);
102                 load.raw_mode = true;
103                 load.padded_height_of_output_image_in_uif_blocks =
104                         surf->padded_height_of_output_image_in_uif_blocks;
105 #endif /* V3D_VERSION < 40 */
106         }
107 
108         *loads_pending &= ~pipe_bit;
109         if (*loads_pending)
110                 flush_last_load(cl);
111 }
112 
113 static void
store_general(struct v3d_job * job,struct v3d_cl * cl,struct pipe_surface * psurf,int layer,int buffer,int pipe_bit,uint32_t * stores_pending,bool general_color_clear,bool resolve_4x)114 store_general(struct v3d_job *job,
115               struct v3d_cl *cl, struct pipe_surface *psurf,
116               int layer, int buffer, int pipe_bit,
117               uint32_t *stores_pending, bool general_color_clear,
118               bool resolve_4x)
119 {
120         struct v3d_surface *surf = v3d_surface(psurf);
121         bool separate_stencil = surf->separate_stencil && buffer == STENCIL;
122         if (separate_stencil) {
123                 psurf = surf->separate_stencil;
124                 surf = v3d_surface(psurf);
125         }
126 
127         *stores_pending &= ~pipe_bit;
128         bool last_store = !(*stores_pending);
129 
130         struct v3d_resource *rsc = v3d_resource(psurf->texture);
131 
132         rsc->writes++;
133 
134         uint32_t layer_offset =
135                 v3d_layer_offset(&rsc->base, psurf->u.tex.level,
136                                  psurf->u.tex.first_layer + layer);
137         cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
138                 store.buffer_to_store = buffer;
139                 store.address = cl_address(rsc->bo, layer_offset);
140 
141 #if V3D_VERSION >= 40
142                 store.clear_buffer_being_stored = false;
143 
144                 if (separate_stencil)
145                         store.output_image_format = V3D_OUTPUT_IMAGE_FORMAT_S8;
146                 else
147                         store.output_image_format = surf->format;
148 
149                 store.r_b_swap = surf->swap_rb;
150                 store.memory_format = surf->tiling;
151 
152                 if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
153                     surf->tiling == V3D_TILING_UIF_XOR) {
154                         store.height_in_ub_or_stride =
155                                 surf->padded_height_of_output_image_in_uif_blocks;
156                 } else if (surf->tiling == V3D_TILING_RASTER) {
157                         struct v3d_resource_slice *slice =
158                                 &rsc->slices[psurf->u.tex.level];
159                         store.height_in_ub_or_stride = slice->stride;
160                 }
161 
162                 assert(!resolve_4x || job->bbuf);
163                 if (psurf->texture->nr_samples > 1)
164                         store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES;
165                 else if (resolve_4x && job->bbuf->texture->nr_samples > 1)
166                         store.decimate_mode = V3D_DECIMATE_MODE_4X;
167                 else
168                         store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0;
169 
170 #else /* V3D_VERSION < 40 */
171                 /* Can't do raw ZSTENCIL stores -- need to load/store them to
172                  * separate buffers for Z and stencil.
173                  */
174                 assert(buffer != ZSTENCIL);
175                 store.raw_mode = true;
176                 if (!last_store) {
177                         store.disable_color_buffers_clear_on_write = true;
178                         store.disable_z_buffer_clear_on_write = true;
179                         store.disable_stencil_buffer_clear_on_write = true;
180                 } else {
181                         store.disable_color_buffers_clear_on_write =
182                                 !(((pipe_bit & PIPE_CLEAR_COLOR_BUFFERS) &&
183                                    general_color_clear &&
184                                    (job->clear & pipe_bit)));
185                         store.disable_z_buffer_clear_on_write =
186                                 !(job->clear & PIPE_CLEAR_DEPTH);
187                         store.disable_stencil_buffer_clear_on_write =
188                                 !(job->clear & PIPE_CLEAR_STENCIL);
189                 }
190                 store.padded_height_of_output_image_in_uif_blocks =
191                         surf->padded_height_of_output_image_in_uif_blocks;
192 #endif /* V3D_VERSION < 40 */
193         }
194 
195         /* There must be a TILE_COORDINATES_IMPLICIT between each store. */
196         if (V3D_VERSION < 40 && !last_store) {
197                 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
198         }
199 }
200 
201 static int
zs_buffer_from_pipe_bits(int pipe_clear_bits)202 zs_buffer_from_pipe_bits(int pipe_clear_bits)
203 {
204         switch (pipe_clear_bits & PIPE_CLEAR_DEPTHSTENCIL) {
205         case PIPE_CLEAR_DEPTHSTENCIL:
206                 return ZSTENCIL;
207         case PIPE_CLEAR_DEPTH:
208                 return Z;
209         case PIPE_CLEAR_STENCIL:
210                 return STENCIL;
211         default:
212                 return NONE;
213         }
214 }
215 
216 static void
v3d_rcl_emit_loads(struct v3d_job * job,struct v3d_cl * cl,int layer)217 v3d_rcl_emit_loads(struct v3d_job *job, struct v3d_cl *cl, int layer)
218 {
219         /* When blitting, no color or zs buffer is loaded; instead the blit
220          * source buffer is loaded for the aspects that we are going to blit.
221          */
222         assert(!job->bbuf || job->load == 0);
223         assert(!job->bbuf || job->nr_cbufs <= 1);
224         assert(!job->bbuf || V3D_VERSION >= 40);
225 
226         uint32_t loads_pending = job->bbuf ? job->store : job->load;
227 
228         for (int i = 0; i < job->nr_cbufs; i++) {
229                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
230                 if (!(loads_pending & bit))
231                         continue;
232 
233                 struct pipe_surface *psurf = job->bbuf ? job->bbuf : job->cbufs[i];
234                 assert(!job->bbuf || i == 0);
235 
236                 if (!psurf || (V3D_VERSION < 40 &&
237                                psurf->texture->nr_samples <= 1)) {
238                         continue;
239                 }
240 
241                 load_general(cl, psurf, RENDER_TARGET_0 + i, layer,
242                              bit, &loads_pending);
243         }
244 
245         if ((loads_pending & PIPE_CLEAR_DEPTHSTENCIL) &&
246             (V3D_VERSION >= 40 ||
247              (job->zsbuf && job->zsbuf->texture->nr_samples > 1))) {
248                 struct pipe_surface *src = job->bbuf ? job->bbuf : job->zsbuf;
249                 struct v3d_resource *rsc = v3d_resource(src->texture);
250 
251                 if (rsc->separate_stencil &&
252                     (loads_pending & PIPE_CLEAR_STENCIL)) {
253                         load_general(cl, src,
254                                      STENCIL, layer,
255                                      PIPE_CLEAR_STENCIL,
256                                      &loads_pending);
257                 }
258 
259                 if (loads_pending & PIPE_CLEAR_DEPTHSTENCIL) {
260                         load_general(cl, src,
261                                      zs_buffer_from_pipe_bits(loads_pending),
262                                      layer,
263                                      loads_pending & PIPE_CLEAR_DEPTHSTENCIL,
264                                      &loads_pending);
265                 }
266         }
267 
268 #if V3D_VERSION < 40
269         /* The initial reload will be queued until we get the
270          * tile coordinates.
271          */
272         if (loads_pending) {
273                 cl_emit(cl, RELOAD_TILE_COLOR_BUFFER, load) {
274                         load.disable_color_buffer_load =
275                                 (~loads_pending &
276                                  PIPE_CLEAR_COLOR_BUFFERS) >>
277                                 PIPE_FIRST_COLOR_BUFFER_BIT;
278                         load.enable_z_load =
279                                 loads_pending & PIPE_CLEAR_DEPTH;
280                         load.enable_stencil_load =
281                                 loads_pending & PIPE_CLEAR_STENCIL;
282                 }
283         }
284 #else /* V3D_VERSION >= 40 */
285         assert(!loads_pending);
286         cl_emit(cl, END_OF_LOADS, end);
287 #endif
288 }
289 
290 static void
v3d_rcl_emit_stores(struct v3d_job * job,struct v3d_cl * cl,int layer)291 v3d_rcl_emit_stores(struct v3d_job *job, struct v3d_cl *cl, int layer)
292 {
293 #if V3D_VERSION < 40
294         UNUSED bool needs_color_clear = job->clear & PIPE_CLEAR_COLOR_BUFFERS;
295         UNUSED bool needs_z_clear = job->clear & PIPE_CLEAR_DEPTH;
296         UNUSED bool needs_s_clear = job->clear & PIPE_CLEAR_STENCIL;
297 
298         /* For clearing color in a TLB general on V3D 3.3:
299          *
300          * - NONE buffer store clears all TLB color buffers.
301          * - color buffer store clears just the TLB color buffer being stored.
302          * - Z/S buffers store may not clear the TLB color buffer.
303          *
304          * And on V3D 4.1, we only have one flag for "clear the buffer being
305          * stored" in the general packet, and a separate packet to clear all
306          * color TLB buffers.
307          *
308          * As a result, we only bother flagging TLB color clears in a general
309          * packet when we don't have to emit a separate packet to clear all
310          * TLB color buffers.
311          */
312         bool general_color_clear = (needs_color_clear &&
313                                     (job->clear & PIPE_CLEAR_COLOR_BUFFERS) ==
314                                     (job->store & PIPE_CLEAR_COLOR_BUFFERS));
315 #else
316         bool general_color_clear = false;
317 #endif
318 
319         uint32_t stores_pending = job->store;
320 
321         /* For V3D 4.1, use general stores for all TLB stores.
322          *
323          * For V3D 3.3, we only use general stores to do raw stores for any
324          * MSAA surfaces.  These output UIF tiled images where each 4x MSAA
325          * pixel is a 2x2 quad, and the format will be that of the
326          * internal_type/internal_bpp, rather than the format from GL's
327          * perspective.  Non-MSAA surfaces will use
328          * STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED.
329          */
330         assert(!job->bbuf || job->nr_cbufs <= 1);
331         for (int i = 0; i < job->nr_cbufs; i++) {
332                 uint32_t bit = PIPE_CLEAR_COLOR0 << i;
333                 if (!(job->store & bit))
334                         continue;
335 
336                 struct pipe_surface *psurf = job->cbufs[i];
337                 if (!psurf ||
338                     (V3D_VERSION < 40 && psurf->texture->nr_samples <= 1)) {
339                         continue;
340                 }
341 
342                 store_general(job, cl, psurf, layer, RENDER_TARGET_0 + i, bit,
343                               &stores_pending, general_color_clear, job->bbuf);
344         }
345 
346         if (job->store & PIPE_CLEAR_DEPTHSTENCIL && job->zsbuf &&
347             !(V3D_VERSION < 40 && job->zsbuf->texture->nr_samples <= 1)) {
348                 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
349                 if (rsc->separate_stencil) {
350                         if (job->store & PIPE_CLEAR_DEPTH) {
351                                 store_general(job, cl, job->zsbuf, layer,
352                                               Z, PIPE_CLEAR_DEPTH,
353                                               &stores_pending,
354                                               general_color_clear,
355                                               false);
356                         }
357 
358                         if (job->store & PIPE_CLEAR_STENCIL) {
359                                 store_general(job, cl, job->zsbuf, layer,
360                                               STENCIL, PIPE_CLEAR_STENCIL,
361                                               &stores_pending,
362                                               general_color_clear,
363                                               false);
364                         }
365                 } else {
366                         store_general(job, cl, job->zsbuf, layer,
367                                       zs_buffer_from_pipe_bits(job->store),
368                                       job->store & PIPE_CLEAR_DEPTHSTENCIL,
369                                       &stores_pending, general_color_clear,
370                                       false);
371                 }
372         }
373 
374 #if V3D_VERSION < 40
375         if (stores_pending) {
376                 cl_emit(cl, STORE_MULTI_SAMPLE_RESOLVED_TILE_COLOR_BUFFER_EXTENDED, store) {
377 
378                         store.disable_color_buffer_write =
379                                 (~stores_pending >>
380                                  PIPE_FIRST_COLOR_BUFFER_BIT) & 0xf;
381                         store.enable_z_write = stores_pending & PIPE_CLEAR_DEPTH;
382                         store.enable_stencil_write = stores_pending & PIPE_CLEAR_STENCIL;
383 
384                         /* Note that when set this will clear all of the color
385                          * buffers.
386                          */
387                         store.disable_color_buffers_clear_on_write =
388                                 !needs_color_clear;
389                         store.disable_z_buffer_clear_on_write =
390                                 !needs_z_clear;
391                         store.disable_stencil_buffer_clear_on_write =
392                                 !needs_s_clear;
393                 };
394         } else if (needs_color_clear && !general_color_clear) {
395                 /* If we didn't do our color clears in the general packet,
396                  * then emit a packet to clear all the TLB color buffers now.
397                  */
398                 cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
399                         store.buffer_to_store = NONE;
400                 }
401         }
402 #else /* V3D_VERSION >= 40 */
403         /* If we're emitting an RCL with GL_ARB_framebuffer_no_attachments,
404          * we still need to emit some sort of store.
405          */
406         if (!job->store) {
407                 cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) {
408                         store.buffer_to_store = NONE;
409                 }
410         }
411 
412         assert(!stores_pending);
413 
414         /* GFXH-1461/GFXH-1689: The per-buffer store command's clear
415          * buffer bit is broken for depth/stencil.  In addition, the
416          * clear packet's Z/S bit is broken, but the RTs bit ends up
417          * clearing Z/S.
418          */
419         if (job->clear) {
420                 cl_emit(cl, CLEAR_TILE_BUFFERS, clear) {
421                         clear.clear_z_stencil_buffer = true;
422                         clear.clear_all_render_targets = true;
423                 }
424         }
425 #endif /* V3D_VERSION >= 40 */
426 }
427 
428 static void
v3d_rcl_emit_generic_per_tile_list(struct v3d_job * job,int layer)429 v3d_rcl_emit_generic_per_tile_list(struct v3d_job *job, int layer)
430 {
431         /* Emit the generic list in our indirect state -- the rcl will just
432          * have pointers into it.
433          */
434         struct v3d_cl *cl = &job->indirect;
435         v3d_cl_ensure_space(cl, 200, 1);
436         struct v3d_cl_reloc tile_list_start = cl_get_address(cl);
437 
438         if (V3D_VERSION >= 40) {
439                 /* V3D 4.x only requires a single tile coordinates, and
440                  * END_OF_LOADS switches us between loading and rendering.
441                  */
442                 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
443         }
444 
445         v3d_rcl_emit_loads(job, cl, layer);
446 
447         if (V3D_VERSION < 40) {
448                 /* Tile Coordinates triggers the last reload and sets where
449                  * the stores go. There must be one per store packet.
450                  */
451                 cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords);
452         }
453 
454         /* The binner starts out writing tiles assuming that the initial mode
455          * is triangles, so make sure that's the case.
456          */
457         cl_emit(cl, PRIM_LIST_FORMAT, fmt) {
458                 fmt.primitive_type = LIST_TRIANGLES;
459         }
460 
461 #if V3D_VERSION >= 41
462         /* PTB assumes that value to be 0, but hw will not set it. */
463         cl_emit(cl, SET_INSTANCEID, set) {
464            set.instance_id = 0;
465         }
466 #endif
467 
468         cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch);
469 
470         v3d_rcl_emit_stores(job, cl, layer);
471 
472 #if V3D_VERSION >= 40
473         cl_emit(cl, END_OF_TILE_MARKER, end);
474 #endif
475 
476         cl_emit(cl, RETURN_FROM_SUB_LIST, ret);
477 
478         cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) {
479                 branch.start = tile_list_start;
480                 branch.end = cl_get_address(cl);
481         }
482 }
483 
484 #if V3D_VERSION >= 40
485 static void
v3d_setup_render_target(struct v3d_job * job,int cbuf,uint32_t * rt_bpp,uint32_t * rt_type,uint32_t * rt_clamp)486 v3d_setup_render_target(struct v3d_job *job, int cbuf,
487                         uint32_t *rt_bpp, uint32_t *rt_type, uint32_t *rt_clamp)
488 {
489         if (!job->cbufs[cbuf])
490                 return;
491 
492         struct v3d_surface *surf = v3d_surface(job->cbufs[cbuf]);
493         *rt_bpp = surf->internal_bpp;
494         if (job->bbuf) {
495            struct v3d_surface *bsurf = v3d_surface(job->bbuf);
496            *rt_bpp = MAX2(*rt_bpp, bsurf->internal_bpp);
497         }
498         *rt_type = surf->internal_type;
499         *rt_clamp = V3D_RENDER_TARGET_CLAMP_NONE;
500 }
501 
502 #else /* V3D_VERSION < 40 */
503 
504 static void
v3d_emit_z_stencil_config(struct v3d_job * job,struct v3d_surface * surf,struct v3d_resource * rsc,bool is_separate_stencil)505 v3d_emit_z_stencil_config(struct v3d_job *job, struct v3d_surface *surf,
506                           struct v3d_resource *rsc, bool is_separate_stencil)
507 {
508         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_Z_STENCIL, zs) {
509                 zs.address = cl_address(rsc->bo, surf->offset);
510 
511                 if (!is_separate_stencil) {
512                         zs.internal_type = surf->internal_type;
513                         zs.output_image_format = surf->format;
514                 } else {
515                         zs.z_stencil_id = 1; /* Separate stencil */
516                 }
517 
518                 zs.padded_height_of_output_image_in_uif_blocks =
519                         surf->padded_height_of_output_image_in_uif_blocks;
520 
521                 assert(surf->tiling != V3D_TILING_RASTER);
522                 zs.memory_format = surf->tiling;
523         }
524 
525         if (job->store & (is_separate_stencil ?
526                           PIPE_CLEAR_STENCIL :
527                           PIPE_CLEAR_DEPTHSTENCIL)) {
528                 rsc->writes++;
529         }
530 }
531 #endif /* V3D_VERSION < 40 */
532 
533 #define div_round_up(a, b) (((a) + (b) - 1) / b)
534 
535 static bool
supertile_in_job_scissors(struct v3d_job * job,uint32_t x,uint32_t y,uint32_t w,uint32_t h)536 supertile_in_job_scissors(struct v3d_job *job,
537                           uint32_t x, uint32_t y, uint32_t w, uint32_t h)
538 {
539    if (job->scissor.disabled || job->scissor.count == 0)
540       return true;
541 
542    const uint32_t min_x = x * w;
543    const uint32_t min_y = y * h;
544    const uint32_t max_x = min_x + w - 1;
545    const uint32_t max_y = min_y + h - 1;
546 
547    for (uint32_t i = 0; i < job->scissor.count; i++) {
548            const uint32_t min_s_x = job->scissor.rects[i].min_x;
549            const uint32_t min_s_y = job->scissor.rects[i].min_y;
550            const uint32_t max_s_x = job->scissor.rects[i].max_x;
551            const uint32_t max_s_y = job->scissor.rects[i].max_y;
552 
553            if (max_x < min_s_x || min_x > max_s_x ||
554                max_y < min_s_y || min_y > max_s_y) {
555                    continue;
556            }
557 
558            return true;
559    }
560 
561    return false;
562 }
563 
564 static void
emit_render_layer(struct v3d_job * job,uint32_t layer)565 emit_render_layer(struct v3d_job *job, uint32_t layer)
566 {
567         uint32_t supertile_w = 1, supertile_h = 1;
568 
569         /* If doing multicore binning, we would need to initialize each
570          * core's tile list here.
571          */
572         uint32_t tile_alloc_offset =
573                 layer * job->draw_tiles_x * job->draw_tiles_y * 64;
574         cl_emit(&job->rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
575                 list.address = cl_address(job->tile_alloc, tile_alloc_offset);
576         }
577 
578         cl_emit(&job->rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
579                 uint32_t frame_w_in_supertiles, frame_h_in_supertiles;
580                 const uint32_t max_supertiles = 256;
581 
582                 /* Size up our supertiles until we get under the limit. */
583                 for (;;) {
584                         frame_w_in_supertiles = div_round_up(job->draw_tiles_x,
585                                                              supertile_w);
586                         frame_h_in_supertiles = div_round_up(job->draw_tiles_y,
587                                                              supertile_h);
588                         if (frame_w_in_supertiles *
589                                 frame_h_in_supertiles < max_supertiles) {
590                                 break;
591                         }
592 
593                         if (supertile_w < supertile_h)
594                                 supertile_w++;
595                         else
596                                 supertile_h++;
597                 }
598 
599                 config.number_of_bin_tile_lists = 1;
600                 config.total_frame_width_in_tiles = job->draw_tiles_x;
601                 config.total_frame_height_in_tiles = job->draw_tiles_y;
602 
603                 config.supertile_width_in_tiles = supertile_w;
604                 config.supertile_height_in_tiles = supertile_h;
605 
606                 config.total_frame_width_in_supertiles = frame_w_in_supertiles;
607                 config.total_frame_height_in_supertiles = frame_h_in_supertiles;
608         }
609 
610         /* Start by clearing the tile buffer. */
611         cl_emit(&job->rcl, TILE_COORDINATES, coords) {
612                 coords.tile_column_number = 0;
613                 coords.tile_row_number = 0;
614         }
615 
616         /* Emit an initial clear of the tile buffers.  This is necessary
617          * for any buffers that should be cleared (since clearing
618          * normally happens at the *end* of the generic tile list), but
619          * it's also nice to clear everything so the first tile doesn't
620          * inherit any contents from some previous frame.
621          *
622          * Also, implement the GFXH-1742 workaround.  There's a race in
623          * the HW between the RCL updating the TLB's internal type/size
624          * and thespawning of the QPU instances using the TLB's current
625          * internal type/size.  To make sure the QPUs get the right
626          * state, we need 1 dummy store in between internal type/size
627          * changes on V3D 3.x, and 2 dummy stores on 4.x.
628          */
629 #if V3D_VERSION < 40
630         cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
631                 store.buffer_to_store = NONE;
632         }
633 #else
634         for (int i = 0; i < 2; i++) {
635                 if (i > 0)
636                         cl_emit(&job->rcl, TILE_COORDINATES, coords);
637                 cl_emit(&job->rcl, END_OF_LOADS, end);
638                 cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
639                         store.buffer_to_store = NONE;
640                 }
641                 if (i == 0) {
642                         cl_emit(&job->rcl, CLEAR_TILE_BUFFERS, clear) {
643                                 clear.clear_z_stencil_buffer = true;
644                                 clear.clear_all_render_targets = true;
645                         }
646                 }
647                 cl_emit(&job->rcl, END_OF_TILE_MARKER, end);
648         }
649 #endif
650 
651         cl_emit(&job->rcl, FLUSH_VCD_CACHE, flush);
652 
653         v3d_rcl_emit_generic_per_tile_list(job, layer);
654 
655         /* XXX perf: We should expose GL_MESA_tile_raster_order to
656          * improve X11 performance, but we should use Morton order
657          * otherwise to improve cache locality.
658          */
659         uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
660         uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
661         uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;
662         uint32_t min_y_supertile = job->draw_min_y / supertile_h_in_pixels;
663 
664         uint32_t max_x_supertile = 0;
665         uint32_t max_y_supertile = 0;
666         if (job->draw_max_x != 0 && job->draw_max_y != 0) {
667                 max_x_supertile = (job->draw_max_x - 1) / supertile_w_in_pixels;
668                 max_y_supertile = (job->draw_max_y - 1) / supertile_h_in_pixels;
669         }
670 
671         for (int y = min_y_supertile; y <= max_y_supertile; y++) {
672                 for (int x = min_x_supertile; x <= max_x_supertile; x++) {
673                         if (supertile_in_job_scissors(job, x, y,
674                                                       supertile_w_in_pixels,
675                                                       supertile_h_in_pixels)) {
676                                 cl_emit(&job->rcl, SUPERTILE_COORDINATES, coords) {
677                                       coords.column_number_in_supertiles = x;
678                                       coords.row_number_in_supertiles = y;
679                                 }
680                         }
681                 }
682         }
683 }
684 
685 void
v3dX(emit_rcl)686 v3dX(emit_rcl)(struct v3d_job *job)
687 {
688         /* The RCL list should be empty. */
689         assert(!job->rcl.bo);
690 
691         v3d_cl_ensure_space_with_branch(&job->rcl, 200 +
692                                         MAX2(job->num_layers, 1) * 256 *
693                                         cl_packet_length(SUPERTILE_COORDINATES));
694         job->submit.rcl_start = job->rcl.bo->offset;
695         v3d_job_add_bo(job, job->rcl.bo);
696 
697         /* Common config must be the first TILE_RENDERING_MODE_CFG
698          * and Z_STENCIL_CLEAR_VALUES must be last.  The ones in between are
699          * optional updates to the previous HW state.
700          */
701         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COMMON, config) {
702 #if V3D_VERSION < 40
703                 config.enable_z_store = job->store & PIPE_CLEAR_DEPTH;
704                 config.enable_stencil_store = job->store & PIPE_CLEAR_STENCIL;
705 #else /* V3D_VERSION >= 40 */
706                 if (job->zsbuf) {
707                         struct v3d_surface *surf = v3d_surface(job->zsbuf);
708                         config.internal_depth_type = surf->internal_type;
709                 }
710 #endif /* V3D_VERSION >= 40 */
711 
712                 /* XXX: Early D/S clear */
713 
714                 switch (job->first_ez_state) {
715                 case V3D_EZ_UNDECIDED:
716                 case V3D_EZ_LT_LE:
717                         config.early_z_disable = false;
718                         config.early_z_test_and_update_direction =
719                                 EARLY_Z_DIRECTION_LT_LE;
720                         break;
721                 case V3D_EZ_GT_GE:
722                         config.early_z_disable = false;
723                         config.early_z_test_and_update_direction =
724                                 EARLY_Z_DIRECTION_GT_GE;
725                         break;
726                 case V3D_EZ_DISABLED:
727                         config.early_z_disable = true;
728                 }
729 
730                 config.image_width_pixels = job->draw_width;
731                 config.image_height_pixels = job->draw_height;
732 
733                 config.number_of_render_targets = MAX2(job->nr_cbufs, 1);
734 
735                 config.multisample_mode_4x = job->msaa;
736 
737                 config.maximum_bpp_of_all_render_targets = job->internal_bpp;
738         }
739 
740         for (int i = 0; i < job->nr_cbufs; i++) {
741                 struct pipe_surface *psurf = job->cbufs[i];
742                 if (!psurf)
743                         continue;
744                 struct v3d_surface *surf = v3d_surface(psurf);
745                 struct v3d_resource *rsc = v3d_resource(psurf->texture);
746 
747                 UNUSED uint32_t config_pad = 0;
748                 uint32_t clear_pad = 0;
749 
750                 /* XXX: Set the pad for raster. */
751                 if (surf->tiling == V3D_TILING_UIF_NO_XOR ||
752                     surf->tiling == V3D_TILING_UIF_XOR) {
753                         int uif_block_height = v3d_utile_height(rsc->cpp) * 2;
754                         uint32_t implicit_padded_height = (align(job->draw_height, uif_block_height) /
755                                                            uif_block_height);
756                         if (surf->padded_height_of_output_image_in_uif_blocks -
757                             implicit_padded_height < 15) {
758                                 config_pad = (surf->padded_height_of_output_image_in_uif_blocks -
759                                               implicit_padded_height);
760                         } else {
761                                 config_pad = 15;
762                                 clear_pad = surf->padded_height_of_output_image_in_uif_blocks;
763                         }
764                 }
765 
766 #if V3D_VERSION < 40
767                 cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
768                         rt.address = cl_address(rsc->bo, surf->offset);
769                         rt.internal_type = surf->internal_type;
770                         rt.output_image_format = surf->format;
771                         rt.memory_format = surf->tiling;
772                         rt.internal_bpp = surf->internal_bpp;
773                         rt.render_target_number = i;
774                         rt.pad = config_pad;
775 
776                         if (job->store & PIPE_CLEAR_COLOR0 << i)
777                                 rsc->writes++;
778                 }
779 #endif /* V3D_VERSION < 40 */
780 
781                 cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1,
782                         clear) {
783                         clear.clear_color_low_32_bits = job->clear_color[i][0];
784                         clear.clear_color_next_24_bits = job->clear_color[i][1] & 0xffffff;
785                         clear.render_target_number = i;
786                 };
787 
788                 if (surf->internal_bpp >= V3D_INTERNAL_BPP_64) {
789                         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2,
790                                 clear) {
791                                 clear.clear_color_mid_low_32_bits =
792                                         ((job->clear_color[i][1] >> 24) |
793                                          (job->clear_color[i][2] << 8));
794                                 clear.clear_color_mid_high_24_bits =
795                                         ((job->clear_color[i][2] >> 24) |
796                                          ((job->clear_color[i][3] & 0xffff) << 8));
797                                 clear.render_target_number = i;
798                         };
799                 }
800 
801                 if (surf->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) {
802                         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3,
803                                 clear) {
804                                 clear.uif_padded_height_in_uif_blocks = clear_pad;
805                                 clear.clear_color_high_16_bits = job->clear_color[i][3] >> 16;
806                                 clear.render_target_number = i;
807                         };
808                 }
809         }
810 
811 #if V3D_VERSION >= 40
812         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) {
813                 v3d_setup_render_target(job, 0,
814                                         &rt.render_target_0_internal_bpp,
815                                         &rt.render_target_0_internal_type,
816                                         &rt.render_target_0_clamp);
817                 v3d_setup_render_target(job, 1,
818                                         &rt.render_target_1_internal_bpp,
819                                         &rt.render_target_1_internal_type,
820                                         &rt.render_target_1_clamp);
821                 v3d_setup_render_target(job, 2,
822                                         &rt.render_target_2_internal_bpp,
823                                         &rt.render_target_2_internal_type,
824                                         &rt.render_target_2_clamp);
825                 v3d_setup_render_target(job, 3,
826                                         &rt.render_target_3_internal_bpp,
827                                         &rt.render_target_3_internal_type,
828                                         &rt.render_target_3_clamp);
829         }
830 #endif
831 
832 #if V3D_VERSION < 40
833         /* TODO: Don't bother emitting if we don't load/clear Z/S. */
834         if (job->zsbuf) {
835                 struct pipe_surface *psurf = job->zsbuf;
836                 struct v3d_surface *surf = v3d_surface(psurf);
837                 struct v3d_resource *rsc = v3d_resource(psurf->texture);
838 
839                 v3d_emit_z_stencil_config(job, surf, rsc, false);
840 
841                 /* Emit the separate stencil packet if we have a resource for
842                  * it.  The HW will only load/store this buffer if the
843                  * Z/Stencil config doesn't have stencil in its format.
844                  */
845                 if (surf->separate_stencil) {
846                         v3d_emit_z_stencil_config(job,
847                                                   v3d_surface(surf->separate_stencil),
848                                                   rsc->separate_stencil, true);
849                 }
850         }
851 #endif /* V3D_VERSION < 40 */
852 
853         /* Ends rendering mode config. */
854         cl_emit(&job->rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES,
855                 clear) {
856                 clear.z_clear_value = job->clear_z;
857                 clear.stencil_clear_value = job->clear_s;
858         };
859 
860         /* Always set initial block size before the first branch, which needs
861          * to match the value from binning mode config.
862          */
863         cl_emit(&job->rcl, TILE_LIST_INITIAL_BLOCK_SIZE, init) {
864                 init.use_auto_chained_tile_lists = true;
865                 init.size_of_first_block_in_chained_tile_lists =
866                         TILE_ALLOCATION_BLOCK_SIZE_64B;
867         }
868 
869         /* ARB_framebuffer_no_attachments allows rendering to happen even when
870          * the framebuffer has no attachments, the idea being that fragment
871          * shaders can still do image load/store, ssbo, etc without having to
872          * write to actual attachments, so always run at least one iteration
873          * of the loop.
874          */
875         assert(job->num_layers > 0 || (job->load == 0 && job->store == 0));
876         for (int layer = 0; layer < MAX2(1, job->num_layers); layer++)
877                 emit_render_layer(job, layer);
878 
879         cl_emit(&job->rcl, END_OF_RENDERING, end);
880 }
881