1/*
2 * Copyright © 2014-2017 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/u_blitter.h"
25#include "util/u_draw.h"
26#include "util/u_prim.h"
27#include "util/format/u_format.h"
28#include "util/u_helpers.h"
29#include "util/u_pack_color.h"
30#include "util/u_prim_restart.h"
31#include "util/u_upload_mgr.h"
32
33#include "v3d_context.h"
34#include "v3d_resource.h"
35#include "v3d_cl.h"
36#include "broadcom/compiler/v3d_compiler.h"
37#include "broadcom/common/v3d_macros.h"
38#include "broadcom/common/v3d_util.h"
39#include "broadcom/cle/v3dx_pack.h"
40
41void
42v3dX(start_binning)(struct v3d_context *v3d, struct v3d_job *job)
43{
44        assert(job->needs_flush);
45
46        /* Get space to emit our BCL state, using a branch to jump to a new BO
47         * if necessary.
48         */
49
50        v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
51
52        job->submit.bcl_start = job->bcl.bo->offset;
53        v3d_job_add_bo(job, job->bcl.bo);
54
55        /* The PTB will request the tile alloc initial size per tile at start
56         * of tile binning.
57         */
58        uint32_t tile_alloc_size =
59                MAX2(job->num_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
60
61        /* The PTB allocates in aligned 4k chunks after the initial setup. */
62        tile_alloc_size = align(tile_alloc_size, 4096);
63
64        /* Include the first two chunk allocations that the PTB does so that
65         * we definitely clear the OOM condition before triggering one (the HW
66         * won't trigger OOM during the first allocations).
67         */
68        tile_alloc_size += 8192;
69
70        /* For performance, allocate some extra initial memory after the PTB's
71         * minimal allocations, so that we hopefully don't have to block the
72         * GPU on the kernel handling an OOM signal.
73         */
74        tile_alloc_size += 512 * 1024;
75
76        job->tile_alloc = v3d_bo_alloc(v3d->screen, tile_alloc_size,
77                                       "tile_alloc");
78        uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
79        job->tile_state = v3d_bo_alloc(v3d->screen,
80                                       MAX2(job->num_layers, 1) *
81                                       job->draw_tiles_y *
82                                       job->draw_tiles_x *
83                                       tsda_per_tile_size,
84                                       "TSDA");
85
86#if V3D_VERSION >= 41
87        /* This must go before the binning mode configuration. It is
88         * required for layered framebuffers to work.
89         */
90        if (job->num_layers > 0) {
91                cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
92                        config.number_of_layers = job->num_layers;
93                }
94        }
95#endif
96
97        assert(!job->msaa || !job->double_buffer);
98#if V3D_VERSION >= 40
99        cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
100                config.width_in_pixels = job->draw_width;
101                config.height_in_pixels = job->draw_height;
102                config.number_of_render_targets =
103                        MAX2(job->nr_cbufs, 1);
104
105                config.multisample_mode_4x = job->msaa;
106                config.double_buffer_in_non_ms_mode = job->double_buffer;
107
108                config.maximum_bpp_of_all_render_targets = job->internal_bpp;
109        }
110#else /* V3D_VERSION < 40 */
111        /* "Binning mode lists start with a Tile Binning Mode Configuration
112         * item (120)"
113         *
114         * Part1 signals the end of binning config setup.
115         */
116        cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
117                config.tile_allocation_memory_address =
118                        cl_address(job->tile_alloc, 0);
119                config.tile_allocation_memory_size = job->tile_alloc->size;
120        }
121
122        cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
123                config.tile_state_data_array_base_address =
124                        cl_address(job->tile_state, 0);
125
126                config.width_in_tiles = job->draw_tiles_x;
127                config.height_in_tiles = job->draw_tiles_y;
128                /* Must be >= 1 */
129                config.number_of_render_targets =
130                        MAX2(job->nr_cbufs, 1);
131
132                config.multisample_mode_4x = job->msaa;
133                config.double_buffer_in_non_ms_mode = job->double_buffer;
134
135                config.maximum_bpp_of_all_render_targets = job->internal_bpp;
136        }
137#endif /* V3D_VERSION < 40 */
138
139        /* There's definitely nothing in the VCD cache we want. */
140        cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
141
142        /* Disable any leftover OQ state from another job. */
143        cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
144
145        /* "Binning mode lists must have a Start Tile Binning item (6) after
146         *  any prefix state data before the binning list proper starts."
147         */
148        cl_emit(&job->bcl, START_TILE_BINNING, bin);
149}
150/**
151 * Does the initial bining command list setup for drawing to a given FBO.
152 */
153static void
154v3d_start_draw(struct v3d_context *v3d)
155{
156        struct v3d_job *job = v3d->job;
157
158        if (job->needs_flush)
159                return;
160
161        job->needs_flush = true;
162        job->draw_width = v3d->framebuffer.width;
163        job->draw_height = v3d->framebuffer.height;
164        job->num_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
165
166        v3dX(start_binning)(v3d, job);
167}
168
169static void
170v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
171                               enum pipe_shader_type s)
172{
173        struct v3d_context *v3d = v3d_context(pctx);
174
175        /* Flush writes to textures we're sampling. */
176        for (int i = 0; i < v3d->tex[s].num_textures; i++) {
177                struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
178                if (!pview)
179                        continue;
180                struct v3d_sampler_view *view = v3d_sampler_view(pview);
181
182                if (view->texture != view->base.texture &&
183                    view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
184                        v3d_update_shadow_texture(pctx, &view->base);
185
186                v3d_flush_jobs_writing_resource(v3d, view->texture,
187                                                V3D_FLUSH_DEFAULT,
188                                                s == PIPE_SHADER_COMPUTE);
189        }
190
191        /* Flush writes to UBOs. */
192        u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
193                struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
194                if (cb->buffer) {
195                        v3d_flush_jobs_writing_resource(v3d, cb->buffer,
196                                                        V3D_FLUSH_DEFAULT,
197                                                        s == PIPE_SHADER_COMPUTE);
198                }
199        }
200
201        /* Flush reads/writes to our SSBOs */
202        u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
203                struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
204                if (sb->buffer) {
205                        v3d_flush_jobs_reading_resource(v3d, sb->buffer,
206                                                        V3D_FLUSH_NOT_CURRENT_JOB,
207                                                        s == PIPE_SHADER_COMPUTE);
208                }
209        }
210
211        /* Flush reads/writes to our image views */
212        u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
213                struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
214
215                v3d_flush_jobs_reading_resource(v3d, view->base.resource,
216                                                V3D_FLUSH_NOT_CURRENT_JOB,
217                                                s == PIPE_SHADER_COMPUTE);
218        }
219
220        /* Flush writes to our vertex buffers (i.e. from transform feedback) */
221        if (s == PIPE_SHADER_VERTEX) {
222                u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
223                        struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
224
225                        v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
226                                                        V3D_FLUSH_DEFAULT,
227                                                        false);
228                }
229        }
230}
231
232static void
233v3d_predraw_check_outputs(struct pipe_context *pctx)
234{
235        struct v3d_context *v3d = v3d_context(pctx);
236
237        /* Flush jobs reading from TF buffers that we are about to write. */
238        if (v3d_transform_feedback_enabled(v3d)) {
239                struct v3d_streamout_stateobj *so = &v3d->streamout;
240
241                for (int i = 0; i < so->num_targets; i++) {
242                        if (!so->targets[i])
243                                continue;
244
245                        const struct pipe_stream_output_target *target =
246                                so->targets[i];
247                        v3d_flush_jobs_reading_resource(v3d, target->buffer,
248                                                        V3D_FLUSH_DEFAULT,
249                                                        false);
250                }
251        }
252}
253
254/**
255 * Checks if the state for the current draw reads a particular resource in
256 * in the given shader stage.
257 */
258static bool
259v3d_state_reads_resource(struct v3d_context *v3d,
260                         struct pipe_resource *prsc,
261                         enum pipe_shader_type s)
262{
263        struct v3d_resource *rsc = v3d_resource(prsc);
264
265        /* Vertex buffers */
266        if (s == PIPE_SHADER_VERTEX) {
267                u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
268                        struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
269                        if (!vb->buffer.resource)
270                                continue;
271
272                        struct v3d_resource *vb_rsc =
273                                v3d_resource(vb->buffer.resource);
274                        if (rsc->bo == vb_rsc->bo)
275                                return true;
276                }
277        }
278
279        /* Constant buffers */
280        u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
281                struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
282                if (!cb->buffer)
283                        continue;
284
285                struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
286                if (rsc->bo == cb_rsc->bo)
287                        return true;
288        }
289
290        /* Shader storage buffers */
291        u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
292                struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
293                if (!sb->buffer)
294                        continue;
295
296                struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
297                if (rsc->bo == sb_rsc->bo)
298                        return true;
299        }
300
301        /* Textures  */
302        for (int i = 0; i < v3d->tex[s].num_textures; i++) {
303                struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
304                if (!pview)
305                        continue;
306
307                struct v3d_sampler_view *view = v3d_sampler_view(pview);
308                struct v3d_resource *v_rsc = v3d_resource(view->texture);
309                if (rsc->bo == v_rsc->bo)
310                        return true;
311        }
312
313        return false;
314}
315
316static void
317v3d_emit_wait_for_tf(struct v3d_job *job)
318{
319        /* XXX: we might be able to skip this in some cases, for now we
320         * always emit it.
321         */
322        cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
323
324        cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
325                /* XXX: Wait for all outstanding writes... maybe we can do
326                 * better in some cases.
327                 */
328                wait.block_count = 255;
329        }
330
331        /* We have just flushed all our outstanding TF work in this job so make
332         * sure we don't emit TF flushes again for any of it again.
333         */
334        _mesa_set_clear(job->tf_write_prscs, NULL);
335}
336
337static void
338v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
339{
340        if (!job->tf_enabled)
341            return;
342
343        set_foreach(job->tf_write_prscs, entry) {
344                struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
345                for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
346                        /* Fragment shaders can only start executing after all
347                         * binning (and thus TF) is complete.
348                         *
349                         * XXX: For VS/GS/TES, if the binning shader does not
350                         * read the resource then we could also avoid emitting
351                         * the wait.
352                         */
353                        if (s == PIPE_SHADER_FRAGMENT)
354                            continue;
355
356                        if (v3d_state_reads_resource(v3d, prsc, s)) {
357                                v3d_emit_wait_for_tf(job);
358                                return;
359                        }
360                }
361        }
362}
363
364#if V3D_VERSION >= 41
365static void
366v3d_emit_gs_state_record(struct v3d_job *job,
367                         struct v3d_compiled_shader *gs_bin,
368                         struct v3d_cl_reloc gs_bin_uniforms,
369                         struct v3d_compiled_shader *gs,
370                         struct v3d_cl_reloc gs_render_uniforms)
371{
372        cl_emit(&job->indirect, GEOMETRY_SHADER_STATE_RECORD, shader) {
373                shader.geometry_bin_mode_shader_code_address =
374                        cl_address(v3d_resource(gs_bin->resource)->bo,
375                                   gs_bin->offset);
376                shader.geometry_bin_mode_shader_4_way_threadable =
377                        gs_bin->prog_data.gs->base.threads == 4;
378                shader.geometry_bin_mode_shader_start_in_final_thread_section =
379                        gs_bin->prog_data.gs->base.single_seg;
380                shader.geometry_bin_mode_shader_propagate_nans = true;
381                shader.geometry_bin_mode_shader_uniforms_address =
382                        gs_bin_uniforms;
383
384                shader.geometry_render_mode_shader_code_address =
385                        cl_address(v3d_resource(gs->resource)->bo, gs->offset);
386                shader.geometry_render_mode_shader_4_way_threadable =
387                        gs->prog_data.gs->base.threads == 4;
388                shader.geometry_render_mode_shader_start_in_final_thread_section =
389                        gs->prog_data.gs->base.single_seg;
390                shader.geometry_render_mode_shader_propagate_nans = true;
391                shader.geometry_render_mode_shader_uniforms_address =
392                        gs_render_uniforms;
393        }
394}
395
396static uint8_t
397v3d_gs_output_primitive(enum shader_prim prim_type)
398{
399    switch (prim_type) {
400    case SHADER_PRIM_POINTS:
401        return GEOMETRY_SHADER_POINTS;
402    case SHADER_PRIM_LINE_STRIP:
403        return GEOMETRY_SHADER_LINE_STRIP;
404    case SHADER_PRIM_TRIANGLE_STRIP:
405        return GEOMETRY_SHADER_TRI_STRIP;
406    default:
407        unreachable("Unsupported primitive type");
408    }
409}
410
411static void
412v3d_emit_tes_gs_common_params(struct v3d_job *job,
413                              uint8_t gs_out_prim_type,
414                              uint8_t gs_num_invocations)
415{
416        /* This, and v3d_emit_tes_gs_shader_params below, fill in default
417         * values for tessellation fields even though we don't support
418         * tessellation yet because our packing functions (and the simulator)
419         * complain if we don't.
420         */
421        cl_emit(&job->indirect, TESSELLATION_GEOMETRY_COMMON_PARAMS, shader) {
422                shader.tessellation_type = TESSELLATION_TYPE_TRIANGLE;
423                shader.tessellation_point_mode = false;
424                shader.tessellation_edge_spacing = TESSELLATION_EDGE_SPACING_EVEN;
425                shader.tessellation_clockwise = true;
426                shader.tessellation_invocations = 1;
427
428                shader.geometry_shader_output_format =
429                        v3d_gs_output_primitive(gs_out_prim_type);
430                shader.geometry_shader_instances = gs_num_invocations & 0x1F;
431        }
432}
433
434static uint8_t
435simd_width_to_gs_pack_mode(uint32_t width)
436{
437    switch (width) {
438    case 16:
439        return V3D_PACK_MODE_16_WAY;
440    case 8:
441        return V3D_PACK_MODE_8_WAY;
442    case 4:
443        return V3D_PACK_MODE_4_WAY;
444    case 1:
445        return V3D_PACK_MODE_1_WAY;
446    default:
447        unreachable("Invalid SIMD width");
448    };
449}
450
451static void
452v3d_emit_tes_gs_shader_params(struct v3d_job *job,
453                              uint32_t gs_simd,
454                              uint32_t gs_vpm_output_size,
455                              uint32_t gs_max_vpm_input_size_per_batch)
456{
457        cl_emit(&job->indirect, TESSELLATION_GEOMETRY_SHADER_PARAMS, shader) {
458                shader.tcs_batch_flush_mode = V3D_TCS_FLUSH_MODE_FULLY_PACKED;
459                shader.per_patch_data_column_depth = 1;
460                shader.tcs_output_segment_size_in_sectors = 1;
461                shader.tcs_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
462                shader.tes_output_segment_size_in_sectors = 1;
463                shader.tes_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
464                shader.gs_output_segment_size_in_sectors = gs_vpm_output_size;
465                shader.gs_output_segment_pack_mode =
466                        simd_width_to_gs_pack_mode(gs_simd);
467                shader.tbg_max_patches_per_tcs_batch = 1;
468                shader.tbg_max_extra_vertex_segs_for_patches_after_first = 0;
469                shader.tbg_min_tcs_output_segments_required_in_play = 1;
470                shader.tbg_min_per_patch_data_segments_required_in_play = 1;
471                shader.tpg_max_patches_per_tes_batch = 1;
472                shader.tpg_max_vertex_segments_per_tes_batch = 0;
473                shader.tpg_max_tcs_output_segments_per_tes_batch = 1;
474                shader.tpg_min_tes_output_segments_required_in_play = 1;
475                shader.gbg_max_tes_output_vertex_segments_per_gs_batch =
476                        gs_max_vpm_input_size_per_batch;
477                shader.gbg_min_gs_output_segments_required_in_play = 1;
478        }
479}
480#endif
481
482static void
483v3d_emit_gl_shader_state(struct v3d_context *v3d,
484                         const struct pipe_draw_info *info)
485{
486        struct v3d_job *job = v3d->job;
487        /* V3D_DIRTY_VTXSTATE */
488        struct v3d_vertex_stateobj *vtx = v3d->vtx;
489        /* V3D_DIRTY_VTXBUF */
490        struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
491
492        /* Upload the uniforms to the indirect CL first */
493        struct v3d_cl_reloc fs_uniforms =
494                v3d_write_uniforms(v3d, job, v3d->prog.fs,
495                                   PIPE_SHADER_FRAGMENT);
496
497        struct v3d_cl_reloc gs_uniforms = { NULL, 0 };
498        struct v3d_cl_reloc gs_bin_uniforms = { NULL, 0 };
499        if (v3d->prog.gs) {
500                gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs,
501                                                 PIPE_SHADER_GEOMETRY);
502        }
503        if (v3d->prog.gs_bin) {
504                gs_bin_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs_bin,
505                                                     PIPE_SHADER_GEOMETRY);
506        }
507
508        struct v3d_cl_reloc vs_uniforms =
509                v3d_write_uniforms(v3d, job, v3d->prog.vs,
510                                   PIPE_SHADER_VERTEX);
511        struct v3d_cl_reloc cs_uniforms =
512                v3d_write_uniforms(v3d, job, v3d->prog.cs,
513                                   PIPE_SHADER_VERTEX);
514
515        /* Update the cache dirty flag based on the shader progs data */
516        job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
517        job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
518        if (v3d->prog.gs_bin) {
519                job->tmu_dirty_rcl |=
520                        v3d->prog.gs_bin->prog_data.gs->base.tmu_dirty_rcl;
521        }
522        if (v3d->prog.gs) {
523                job->tmu_dirty_rcl |=
524                        v3d->prog.gs->prog_data.gs->base.tmu_dirty_rcl;
525        }
526        job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
527
528        uint32_t num_elements_to_emit = 0;
529        for (int i = 0; i < vtx->num_elements; i++) {
530                struct pipe_vertex_element *elem = &vtx->pipe[i];
531                struct pipe_vertex_buffer *vb =
532                        &vertexbuf->vb[elem->vertex_buffer_index];
533                if (vb->buffer.resource)
534                        num_elements_to_emit++;
535        }
536
537        uint32_t shader_state_record_length =
538                cl_packet_length(GL_SHADER_STATE_RECORD);
539#if V3D_VERSION >= 41
540        if (v3d->prog.gs) {
541                shader_state_record_length +=
542                        cl_packet_length(GEOMETRY_SHADER_STATE_RECORD) +
543                        cl_packet_length(TESSELLATION_GEOMETRY_COMMON_PARAMS) +
544                        2 * cl_packet_length(TESSELLATION_GEOMETRY_SHADER_PARAMS);
545        }
546#endif
547
548        /* See GFXH-930 workaround below */
549        uint32_t shader_rec_offset =
550                    v3d_cl_ensure_space(&job->indirect,
551                                    shader_state_record_length +
552                                    MAX2(num_elements_to_emit, 1) *
553                                    cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
554                                    32);
555
556        /* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
557         * compile time, so that we mostly just have to OR the VS and FS
558         * records together at draw time.
559         */
560
561        struct vpm_config vpm_cfg_bin, vpm_cfg;
562
563        assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs);
564        v3d_compute_vpm_config(&v3d->screen->devinfo,
565                               v3d->prog.cs->prog_data.vs,
566                               v3d->prog.vs->prog_data.vs,
567                               v3d->prog.gs ? v3d->prog.gs_bin->prog_data.gs : NULL,
568                               v3d->prog.gs ? v3d->prog.gs->prog_data.gs : NULL,
569                               &vpm_cfg_bin,
570                               &vpm_cfg);
571
572        if (v3d->prog.gs) {
573#if V3D_VERSION >= 41
574                v3d_emit_gs_state_record(v3d->job,
575                                         v3d->prog.gs_bin, gs_bin_uniforms,
576                                         v3d->prog.gs, gs_uniforms);
577
578                struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
579                v3d_emit_tes_gs_common_params(v3d->job,
580                                              gs->out_prim_type,
581                                              gs->num_invocations);
582
583                /* Bin Tes/Gs params */
584                v3d_emit_tes_gs_shader_params(v3d->job,
585                                              vpm_cfg_bin.gs_width,
586                                              vpm_cfg_bin.Gd,
587                                              vpm_cfg_bin.Gv);
588
589                /* Render Tes/Gs params */
590                v3d_emit_tes_gs_shader_params(v3d->job,
591                                              vpm_cfg.gs_width,
592                                              vpm_cfg.Gd,
593                                              vpm_cfg.Gv);
594#else
595                unreachable("No GS support pre-4.1");
596#endif
597        }
598
599        cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
600                shader.enable_clipping = true;
601                /* V3D_DIRTY_PRIM_MODE | V3D_DIRTY_RASTERIZER */
602                shader.point_size_in_shaded_vertex_data =
603                        (info->mode == PIPE_PRIM_POINTS &&
604                         v3d->rasterizer->base.point_size_per_vertex);
605
606                /* Must be set if the shader modifies Z, discards, or modifies
607                 * the sample mask.  For any of these cases, the fragment
608                 * shader needs to write the Z value (even just discards).
609                 */
610                shader.fragment_shader_does_z_writes =
611                        v3d->prog.fs->prog_data.fs->writes_z;
612
613                /* Set if the EZ test must be disabled (due to shader side
614                 * effects and the early_z flag not being present in the
615                 * shader).
616                 */
617                shader.turn_off_early_z_test =
618                        v3d->prog.fs->prog_data.fs->disable_ez;
619
620                shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
621                        v3d->prog.fs->prog_data.fs->uses_center_w;
622
623#if V3D_VERSION >= 41
624                shader.any_shader_reads_hardware_written_primitive_id =
625                        (v3d->prog.gs && v3d->prog.gs->prog_data.gs->uses_pid) ||
626                        v3d->prog.fs->prog_data.fs->uses_pid;
627                shader.insert_primitive_id_as_first_varying_to_fragment_shader =
628                        !v3d->prog.gs && v3d->prog.fs->prog_data.fs->uses_pid;
629#endif
630
631#if V3D_VERSION >= 40
632               shader.do_scoreboard_wait_on_first_thread_switch =
633                        v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
634               shader.disable_implicit_point_line_varyings =
635                        !v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
636#endif
637
638                shader.number_of_varyings_in_fragment_shader =
639                        v3d->prog.fs->prog_data.fs->num_inputs;
640
641                shader.coordinate_shader_propagate_nans = true;
642                shader.vertex_shader_propagate_nans = true;
643                shader.fragment_shader_propagate_nans = true;
644
645                shader.coordinate_shader_code_address =
646                        cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
647                                   v3d->prog.cs->offset);
648                shader.vertex_shader_code_address =
649                        cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
650                                   v3d->prog.vs->offset);
651                shader.fragment_shader_code_address =
652                        cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
653                                   v3d->prog.fs->offset);
654
655                /* XXX: Use combined input/output size flag in the common
656                 * case.
657                 */
658                shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
659                        v3d->prog.cs->prog_data.vs->separate_segments;
660                shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
661                        v3d->prog.vs->prog_data.vs->separate_segments;
662
663                shader.coordinate_shader_input_vpm_segment_size =
664                        v3d->prog.cs->prog_data.vs->separate_segments ?
665                        v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
666                shader.vertex_shader_input_vpm_segment_size =
667                        v3d->prog.vs->prog_data.vs->separate_segments ?
668                        v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
669
670                shader.coordinate_shader_output_vpm_segment_size =
671                        v3d->prog.cs->prog_data.vs->vpm_output_size;
672                shader.vertex_shader_output_vpm_segment_size =
673                        v3d->prog.vs->prog_data.vs->vpm_output_size;
674
675                shader.coordinate_shader_uniforms_address = cs_uniforms;
676                shader.vertex_shader_uniforms_address = vs_uniforms;
677                shader.fragment_shader_uniforms_address = fs_uniforms;
678
679#if V3D_VERSION >= 41
680                shader.min_coord_shader_input_segments_required_in_play =
681                        vpm_cfg_bin.As;
682                shader.min_vertex_shader_input_segments_required_in_play =
683                        vpm_cfg.As;
684
685                shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
686                        vpm_cfg_bin.Ve;
687                shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
688                        vpm_cfg.Ve;
689
690                shader.coordinate_shader_4_way_threadable =
691                        v3d->prog.cs->prog_data.vs->base.threads == 4;
692                shader.vertex_shader_4_way_threadable =
693                        v3d->prog.vs->prog_data.vs->base.threads == 4;
694                shader.fragment_shader_4_way_threadable =
695                        v3d->prog.fs->prog_data.fs->base.threads == 4;
696
697                shader.coordinate_shader_start_in_final_thread_section =
698                        v3d->prog.cs->prog_data.vs->base.single_seg;
699                shader.vertex_shader_start_in_final_thread_section =
700                        v3d->prog.vs->prog_data.vs->base.single_seg;
701                shader.fragment_shader_start_in_final_thread_section =
702                        v3d->prog.fs->prog_data.fs->base.single_seg;
703#else
704                shader.coordinate_shader_4_way_threadable =
705                        v3d->prog.cs->prog_data.vs->base.threads == 4;
706                shader.coordinate_shader_2_way_threadable =
707                        v3d->prog.cs->prog_data.vs->base.threads == 2;
708                shader.vertex_shader_4_way_threadable =
709                        v3d->prog.vs->prog_data.vs->base.threads == 4;
710                shader.vertex_shader_2_way_threadable =
711                        v3d->prog.vs->prog_data.vs->base.threads == 2;
712                shader.fragment_shader_4_way_threadable =
713                        v3d->prog.fs->prog_data.fs->base.threads == 4;
714                shader.fragment_shader_2_way_threadable =
715                        v3d->prog.fs->prog_data.fs->base.threads == 2;
716#endif
717
718                shader.vertex_id_read_by_coordinate_shader =
719                        v3d->prog.cs->prog_data.vs->uses_vid;
720                shader.instance_id_read_by_coordinate_shader =
721                        v3d->prog.cs->prog_data.vs->uses_iid;
722                shader.vertex_id_read_by_vertex_shader =
723                        v3d->prog.vs->prog_data.vs->uses_vid;
724                shader.instance_id_read_by_vertex_shader =
725                        v3d->prog.vs->prog_data.vs->uses_iid;
726
727                shader.address_of_default_attribute_values =
728                        cl_address(v3d_resource(vtx->defaults)->bo,
729                                   vtx->defaults_offset);
730        }
731
732        bool cs_loaded_any = false;
733        for (int i = 0; i < vtx->num_elements; i++) {
734                struct pipe_vertex_element *elem = &vtx->pipe[i];
735                struct pipe_vertex_buffer *vb =
736                        &vertexbuf->vb[elem->vertex_buffer_index];
737                struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
738
739                if (!rsc)
740                        continue;
741
742                enum { size = cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD) };
743                cl_emit_with_prepacked(&job->indirect,
744                                       GL_SHADER_STATE_ATTRIBUTE_RECORD,
745                                       &vtx->attrs[i * size], attr) {
746                        attr.stride = vb->stride;
747                        attr.address = cl_address(rsc->bo,
748                                                  vb->buffer_offset +
749                                                  elem->src_offset);
750                        attr.number_of_values_read_by_coordinate_shader =
751                                v3d->prog.cs->prog_data.vs->vattr_sizes[i];
752                        attr.number_of_values_read_by_vertex_shader =
753                                v3d->prog.vs->prog_data.vs->vattr_sizes[i];
754
755                        /* GFXH-930: At least one attribute must be enabled
756                         * and read by CS and VS.  If we have attributes being
757                         * consumed by the VS but not the CS, then set up a
758                         * dummy load of the last attribute into the CS's VPM
759                         * inputs.  (Since CS is just dead-code-elimination
760                         * compared to VS, we can't have CS loading but not
761                         * VS).
762                         */
763                        if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
764                                cs_loaded_any = true;
765                        if (i == vtx->num_elements - 1 && !cs_loaded_any) {
766                                attr.number_of_values_read_by_coordinate_shader = 1;
767                        }
768#if V3D_VERSION >= 41
769                        attr.maximum_index = 0xffffff;
770#endif
771                }
772                STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
773        }
774
775        if (num_elements_to_emit == 0) {
776                /* GFXH-930: At least one attribute must be enabled and read
777                 * by CS and VS.  If we have no attributes being consumed by
778                 * the shader, set up a dummy to be loaded into the VPM.
779                 */
780                cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
781                        /* Valid address of data whose value will be unused. */
782                        attr.address = cl_address(job->indirect.bo, 0);
783
784                        attr.type = ATTRIBUTE_FLOAT;
785                        attr.stride = 0;
786                        attr.vec_size = 1;
787
788                        attr.number_of_values_read_by_coordinate_shader = 1;
789                        attr.number_of_values_read_by_vertex_shader = 1;
790                }
791                num_elements_to_emit = 1;
792        }
793
794        cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
795                vcm.number_of_16_vertex_batches_for_binning = vpm_cfg_bin.Vc;
796                vcm.number_of_16_vertex_batches_for_rendering = vpm_cfg.Vc;
797        }
798
799#if V3D_VERSION >= 41
800        if (v3d->prog.gs) {
801                cl_emit(&job->bcl, GL_SHADER_STATE_INCLUDING_GS, state) {
802                        state.address = cl_address(job->indirect.bo,
803                                                   shader_rec_offset);
804                        state.number_of_attribute_arrays = num_elements_to_emit;
805                }
806        } else {
807                cl_emit(&job->bcl, GL_SHADER_STATE, state) {
808                        state.address = cl_address(job->indirect.bo,
809                                                   shader_rec_offset);
810                        state.number_of_attribute_arrays = num_elements_to_emit;
811                }
812        }
813#else
814        assert(!v3d->prog.gs);
815        cl_emit(&job->bcl, GL_SHADER_STATE, state) {
816                state.address = cl_address(job->indirect.bo, shader_rec_offset);
817                state.number_of_attribute_arrays = num_elements_to_emit;
818        }
819#endif
820
821        v3d_bo_unreference(&cs_uniforms.bo);
822        v3d_bo_unreference(&vs_uniforms.bo);
823        if (gs_uniforms.bo)
824                v3d_bo_unreference(&gs_uniforms.bo);
825        if (gs_bin_uniforms.bo)
826                v3d_bo_unreference(&gs_bin_uniforms.bo);
827        v3d_bo_unreference(&fs_uniforms.bo);
828}
829
830/**
831 * Updates the number of primitives generated from the number of vertices
832 * to draw. This only works when no GS is present, since otherwise the number
833 * of primitives generated cannot be determined in advance and we need to
834 * use the PRIMITIVE_COUNTS_FEEDBACK command instead, however, that requires
835 * a sync wait for the draw to complete, so we only use that when GS is present.
836 */
837static void
838v3d_update_primitives_generated_counter(struct v3d_context *v3d,
839                                        const struct pipe_draw_info *info,
840                                        const struct pipe_draw_start_count_bias *draw)
841{
842        assert(!v3d->prog.gs);
843
844        if (!v3d->active_queries)
845                return;
846
847        uint32_t prims = u_prims_for_vertices(info->mode, draw->count);
848        v3d->prims_generated += prims;
849}
850
851static void
852v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
853{
854        /* If first_ez_state is V3D_EZ_DISABLED it means that we have already
855         * determined that we should disable EZ completely for all draw calls
856         * in this job. This will cause us to disable EZ for the entire job in
857         * the Tile Rendering Mode RCL packet and when we do that we need to
858         * make sure we never emit a draw call in the job with EZ enabled in
859         * the CFG_BITS packet, so ez_state must also be V3D_EZ_DISABLED.
860         */
861        if (job->first_ez_state == V3D_EZ_DISABLED) {
862                assert(job->ez_state == V3D_EZ_DISABLED);
863                return;
864        }
865
866        /* If this is the first time we update EZ state for this job we first
867         * check if there is anything that requires disabling it completely
868         * for the entire job (based on state that is not related to the
869         * current draw call and pipeline state).
870         */
871        if (!job->decided_global_ez_enable) {
872                job->decided_global_ez_enable = true;
873
874                if (!job->zsbuf) {
875                        job->first_ez_state = V3D_EZ_DISABLED;
876                        job->ez_state = V3D_EZ_DISABLED;
877                        return;
878                }
879
880                /* GFXH-1918: the early-Z buffer may load incorrect depth
881                 * values if the frame has odd width or height. Disable early-Z
882                 * in this case.
883                 */
884                bool needs_depth_load = v3d->zsa && job->zsbuf &&
885                        v3d->zsa->base.depth_enabled &&
886                        (PIPE_CLEAR_DEPTH & ~job->clear);
887                if (needs_depth_load &&
888                     ((job->draw_width % 2 != 0) || (job->draw_height % 2 != 0))) {
889                        perf_debug("Loading depth buffer for framebuffer with odd width "
890                                   "or height disables early-Z tests\n");
891                        job->first_ez_state = V3D_EZ_DISABLED;
892                        job->ez_state = V3D_EZ_DISABLED;
893                        return;
894                }
895        }
896
897        switch (v3d->zsa->ez_state) {
898        case V3D_EZ_UNDECIDED:
899                /* If the Z/S state didn't pick a direction but didn't
900                 * disable, then go along with the current EZ state.  This
901                 * allows EZ optimization for Z func == EQUAL or NEVER.
902                 */
903                break;
904
905        case V3D_EZ_LT_LE:
906        case V3D_EZ_GT_GE:
907                /* If the Z/S state picked a direction, then it needs to match
908                 * the current direction if we've decided on one.
909                 */
910                if (job->ez_state == V3D_EZ_UNDECIDED)
911                        job->ez_state = v3d->zsa->ez_state;
912                else if (job->ez_state != v3d->zsa->ez_state)
913                        job->ez_state = V3D_EZ_DISABLED;
914                break;
915
916        case V3D_EZ_DISABLED:
917                /* If the current Z/S state disables EZ because of a bad Z
918                 * func or stencil operation, then we can't do any more EZ in
919                 * this frame.
920                 */
921                job->ez_state = V3D_EZ_DISABLED;
922                break;
923        }
924
925        /* If the FS affects the Z of the pixels, then it may update against
926         * the chosen EZ direction (though we could use
927         * ARB_conservative_depth's hints to avoid this)
928         */
929        if (v3d->prog.fs->prog_data.fs->writes_z &&
930            !v3d->prog.fs->prog_data.fs->writes_z_from_fep) {
931                job->ez_state = V3D_EZ_DISABLED;
932        }
933
934        if (job->first_ez_state == V3D_EZ_UNDECIDED &&
935            (job->ez_state != V3D_EZ_DISABLED || job->draw_calls_queued == 0))
936                job->first_ez_state = job->ez_state;
937}
938
939static bool
940v3d_check_compiled_shaders(struct v3d_context *v3d)
941{
942        static bool warned[5] = { 0 };
943
944        uint32_t failed_stage = MESA_SHADER_NONE;
945        if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) {
946                failed_stage = MESA_SHADER_VERTEX;
947        } else if ((v3d->prog.gs_bin && !v3d->prog.gs_bin->resource) ||
948                   (v3d->prog.gs && !v3d->prog.gs->resource)) {
949                failed_stage = MESA_SHADER_GEOMETRY;
950        } else if (v3d->prog.fs && !v3d->prog.fs->resource) {
951                failed_stage = MESA_SHADER_FRAGMENT;
952        }
953
954        if (likely(failed_stage == MESA_SHADER_NONE))
955                return true;
956
957        if (!warned[failed_stage]) {
958                fprintf(stderr,
959                        "%s shader failed to compile. Expect corruption.\n",
960                        _mesa_shader_stage_to_string(failed_stage));
961                warned[failed_stage] = true;
962        }
963        return false;
964}
965
966static void
967v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
968             unsigned drawid_offset,
969             const struct pipe_draw_indirect_info *indirect,
970             const struct pipe_draw_start_count_bias *draws,
971             unsigned num_draws)
972{
973        if (num_draws > 1) {
974                util_draw_multi(pctx, info, drawid_offset, indirect, draws, num_draws);
975                return;
976        }
977
978        if (!indirect && (!draws[0].count || !info->instance_count))
979           return;
980
981        struct v3d_context *v3d = v3d_context(pctx);
982
983        if (!indirect &&
984            !info->primitive_restart &&
985            !u_trim_pipe_prim(info->mode, (unsigned*)&draws[0].count))
986                return;
987
988        /* Fall back for weird desktop GL primitive restart values. */
989        if (info->primitive_restart &&
990            info->index_size) {
991                uint32_t mask = util_prim_restart_index_from_size(info->index_size);
992                if (info->restart_index != mask) {
993                        util_draw_vbo_without_prim_restart(pctx, info, drawid_offset, indirect, &draws[0]);
994                        return;
995                }
996        }
997
998        /* Before setting up the draw, flush anything writing to the resources
999         * that we read from or reading from resources we write to.
1000         */
1001        for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
1002                v3d_predraw_check_stage_inputs(pctx, s);
1003
1004        if (indirect && indirect->buffer) {
1005                v3d_flush_jobs_writing_resource(v3d, indirect->buffer,
1006                                                V3D_FLUSH_DEFAULT, false);
1007        }
1008
1009        v3d_predraw_check_outputs(pctx);
1010
1011        /* If transform feedback is active and we are switching primitive type
1012         * we need to submit the job before drawing and update the vertex count
1013         * written to TF based on the primitive type since we will need to
1014         * know the exact vertex count if the application decides to call
1015         * glDrawTransformFeedback() later.
1016         */
1017        if (v3d->streamout.num_targets > 0 &&
1018            u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
1019                v3d_update_primitive_counters(v3d);
1020        }
1021
1022        struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1023
1024        /* If vertex texturing depends on the output of rendering, we need to
1025         * ensure that that rendering is complete before we run a coordinate
1026         * shader that depends on it.
1027         *
1028         * Given that doing that is unusual, for now we just block the binner
1029         * on the last submitted render, rather than tracking the last
1030         * rendering to each texture's BO.
1031         */
1032        if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || (indirect && indirect->buffer)) {
1033                perf_debug("Blocking binner on last render "
1034                           "due to vertex texturing or indirect drawing.\n");
1035                job->submit.in_sync_bcl = v3d->out_sync;
1036        }
1037
1038        /* We also need to ensure that compute is complete when render depends
1039         * on resources written by it.
1040         */
1041        if (v3d->sync_on_last_compute_job) {
1042                job->submit.in_sync_bcl = v3d->out_sync;
1043                v3d->sync_on_last_compute_job = false;
1044        }
1045
1046        /* Mark SSBOs and images as being written.  We don't actually know
1047         * which ones are read vs written, so just assume the worst.
1048         */
1049        for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
1050                u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
1051                        v3d_job_add_write_resource(job,
1052                                                   v3d->ssbo[s].sb[i].buffer);
1053                        job->tmu_dirty_rcl = true;
1054                }
1055
1056                u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
1057                        v3d_job_add_write_resource(job,
1058                                                   v3d->shaderimg[s].si[i].base.resource);
1059                        job->tmu_dirty_rcl = true;
1060                }
1061        }
1062
1063        /* Get space to emit our draw call into the BCL, using a branch to
1064         * jump to a new BO if necessary.
1065         */
1066        v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
1067
1068        if (v3d->prim_mode != info->mode) {
1069                v3d->prim_mode = info->mode;
1070                v3d->dirty |= V3D_DIRTY_PRIM_MODE;
1071        }
1072
1073        v3d_start_draw(v3d);
1074        v3d_update_compiled_shaders(v3d, info->mode);
1075        if (!v3d_check_compiled_shaders(v3d))
1076                return;
1077        v3d_update_job_ez(v3d, job);
1078
1079        /* If this job was writing to transform feedback buffers before this
1080         * draw and we are reading from them here, then we need to wait for TF
1081         * to complete before we emit this draw.
1082         *
1083         * Notice this check needs to happen before we emit state for the
1084         * current draw call, where we update job->tf_enabled, so we can ensure
1085         * that we only check TF writes for prior draws.
1086         */
1087        v3d_emit_wait_for_tf_if_needed(v3d, job);
1088
1089#if V3D_VERSION >= 41
1090        v3d41_emit_state(pctx);
1091#else
1092        v3d33_emit_state(pctx);
1093#endif
1094
1095        if (v3d->dirty & (V3D_DIRTY_VTXBUF |
1096                          V3D_DIRTY_VTXSTATE |
1097                          V3D_DIRTY_PRIM_MODE |
1098                          V3D_DIRTY_RASTERIZER |
1099                          V3D_DIRTY_COMPILED_CS |
1100                          V3D_DIRTY_COMPILED_VS |
1101                          V3D_DIRTY_COMPILED_GS_BIN |
1102                          V3D_DIRTY_COMPILED_GS |
1103                          V3D_DIRTY_COMPILED_FS |
1104                          v3d->prog.cs->uniform_dirty_bits |
1105                          v3d->prog.vs->uniform_dirty_bits |
1106                          (v3d->prog.gs_bin ?
1107                                    v3d->prog.gs_bin->uniform_dirty_bits : 0) |
1108                          (v3d->prog.gs ?
1109                                    v3d->prog.gs->uniform_dirty_bits : 0) |
1110                          v3d->prog.fs->uniform_dirty_bits)) {
1111                v3d_emit_gl_shader_state(v3d, info);
1112        }
1113
1114        v3d->dirty = 0;
1115
1116        /* The Base Vertex/Base Instance packet sets those values to nonzero
1117         * for the next draw call only.
1118         */
1119        if ((info->index_size && draws->index_bias) || info->start_instance) {
1120                cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
1121                        base.base_instance = info->start_instance;
1122                        base.base_vertex = info->index_size ? draws->index_bias : 0;
1123                }
1124        }
1125
1126        uint32_t prim_tf_enable = 0;
1127#if V3D_VERSION < 40
1128        /* V3D 3.x: The HW only processes transform feedback on primitives
1129         * with the flag set.
1130         */
1131        if (v3d->streamout.num_targets)
1132                prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
1133#endif
1134
1135        if (!v3d->prog.gs)
1136                v3d_update_primitives_generated_counter(v3d, info, &draws[0]);
1137
1138        uint32_t hw_prim_type = v3d_hw_prim_type(info->mode);
1139        if (info->index_size) {
1140                uint32_t index_size = info->index_size;
1141                uint32_t offset = draws[0].start * index_size;
1142                struct pipe_resource *prsc;
1143                if (info->has_user_indices) {
1144                        unsigned start_offset = draws[0].start * info->index_size;
1145                        prsc = NULL;
1146                        u_upload_data(v3d->uploader, start_offset,
1147                                      draws[0].count * info->index_size, 4,
1148                                      (char*)info->index.user + start_offset,
1149                                      &offset, &prsc);
1150                } else {
1151                        prsc = info->index.resource;
1152                }
1153                struct v3d_resource *rsc = v3d_resource(prsc);
1154
1155#if V3D_VERSION >= 40
1156                cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
1157                        ib.address = cl_address(rsc->bo, 0);
1158                        ib.size = rsc->bo->size;
1159                }
1160#endif
1161
1162                if (indirect && indirect->buffer) {
1163                        cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
1164                                prim.index_type = ffs(info->index_size) - 1;
1165#if V3D_VERSION < 40
1166                                prim.address_of_indices_list =
1167                                        cl_address(rsc->bo, offset);
1168#endif /* V3D_VERSION < 40 */
1169                                prim.mode = hw_prim_type | prim_tf_enable;
1170                                prim.enable_primitive_restarts = info->primitive_restart;
1171
1172                                prim.number_of_draw_indirect_indexed_records = indirect->draw_count;
1173
1174                                prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1175                                prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1176                                                          indirect->offset);
1177                        }
1178                } else if (info->instance_count > 1) {
1179                        cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
1180                                prim.index_type = ffs(info->index_size) - 1;
1181#if V3D_VERSION >= 40
1182                                prim.index_offset = offset;
1183#else /* V3D_VERSION < 40 */
1184                                prim.maximum_index = (1u << 31) - 1; /* XXX */
1185                                prim.address_of_indices_list =
1186                                        cl_address(rsc->bo, offset);
1187#endif /* V3D_VERSION < 40 */
1188                                prim.mode = hw_prim_type | prim_tf_enable;
1189                                prim.enable_primitive_restarts = info->primitive_restart;
1190
1191                                prim.number_of_instances = info->instance_count;
1192                                prim.instance_length = draws[0].count;
1193                        }
1194                } else {
1195                        cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
1196                                prim.index_type = ffs(info->index_size) - 1;
1197                                prim.length = draws[0].count;
1198#if V3D_VERSION >= 40
1199                                prim.index_offset = offset;
1200#else /* V3D_VERSION < 40 */
1201                                prim.maximum_index = (1u << 31) - 1; /* XXX */
1202                                prim.address_of_indices_list =
1203                                        cl_address(rsc->bo, offset);
1204#endif /* V3D_VERSION < 40 */
1205                                prim.mode = hw_prim_type | prim_tf_enable;
1206                                prim.enable_primitive_restarts = info->primitive_restart;
1207                        }
1208                }
1209
1210                if (info->has_user_indices)
1211                        pipe_resource_reference(&prsc, NULL);
1212        } else {
1213                if (indirect && indirect->buffer) {
1214                        cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1215                                prim.mode = hw_prim_type | prim_tf_enable;
1216                                prim.number_of_draw_indirect_array_records = indirect->draw_count;
1217
1218                                prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
1219                                prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
1220                                                          indirect->offset);
1221                        }
1222                } else if (info->instance_count > 1) {
1223                        struct pipe_stream_output_target *so =
1224                                indirect && indirect->count_from_stream_output ?
1225                                        indirect->count_from_stream_output : NULL;
1226                        uint32_t vert_count = so ?
1227                                v3d_stream_output_target_get_vertex_count(so) :
1228                                draws[0].count;
1229                        cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
1230                                prim.mode = hw_prim_type | prim_tf_enable;
1231                                prim.index_of_first_vertex = draws[0].start;
1232                                prim.number_of_instances = info->instance_count;
1233                                prim.instance_length = vert_count;
1234                        }
1235                } else {
1236                        struct pipe_stream_output_target *so =
1237                                indirect && indirect->count_from_stream_output ?
1238                                        indirect->count_from_stream_output : NULL;
1239                        uint32_t vert_count = so ?
1240                                v3d_stream_output_target_get_vertex_count(so) :
1241                                draws[0].count;
1242                        cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
1243                                prim.mode = hw_prim_type | prim_tf_enable;
1244                                prim.length = vert_count;
1245                                prim.index_of_first_vertex = draws[0].start;
1246                        }
1247                }
1248        }
1249
1250        /* A flush is required in between a TF draw and any following TF specs
1251         * packet, or the GPU may hang.  Just flush each time for now.
1252         */
1253        if (v3d->streamout.num_targets)
1254                cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
1255
1256        job->draw_calls_queued++;
1257        if (v3d->streamout.num_targets)
1258           job->tf_draw_calls_queued++;
1259
1260        /* Increment the TF offsets by how many verts we wrote.  XXX: This
1261         * needs some clamping to the buffer size.
1262         */
1263        for (int i = 0; i < v3d->streamout.num_targets; i++)
1264                v3d->streamout.offsets[i] += draws[0].count;
1265
1266        if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) {
1267                struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1268                v3d_job_add_bo(job, rsc->bo);
1269
1270                job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
1271                if (v3d->zsa->base.depth_writemask)
1272                        job->store |= PIPE_CLEAR_DEPTH;
1273                rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
1274        }
1275
1276        if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
1277                struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
1278                if (rsc->separate_stencil)
1279                        rsc = rsc->separate_stencil;
1280
1281                v3d_job_add_bo(job, rsc->bo);
1282
1283                job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
1284                if (v3d->zsa->base.stencil[0].writemask ||
1285                    v3d->zsa->base.stencil[1].writemask) {
1286                        job->store |= PIPE_CLEAR_STENCIL;
1287                }
1288                rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
1289        }
1290
1291        for (int i = 0; i < job->nr_cbufs; i++) {
1292                uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1293                int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
1294
1295                if (job->store & bit || !job->cbufs[i])
1296                        continue;
1297                struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
1298
1299                job->load |= bit & ~job->clear;
1300                if (v3d->blend->base.rt[blend_rt].colormask)
1301                        job->store |= bit;
1302                v3d_job_add_bo(job, rsc->bo);
1303        }
1304
1305        if (job->referenced_size > 768 * 1024 * 1024) {
1306                perf_debug("Flushing job with %dkb to try to free up memory\n",
1307                        job->referenced_size / 1024);
1308                v3d_flush(pctx);
1309        }
1310
1311        if (unlikely(V3D_DEBUG & V3D_DEBUG_ALWAYS_FLUSH))
1312                v3d_flush(pctx);
1313}
1314
1315#if V3D_VERSION >= 41
1316#define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
1317#define V3D_CSD_CFG012_WG_OFFSET_SHIFT 0
1318/* Allow this dispatch to start while the last one is still running. */
1319#define V3D_CSD_CFG3_OVERLAP_WITH_PREV (1 << 26)
1320/* Maximum supergroup ID.  6 bits. */
1321#define V3D_CSD_CFG3_MAX_SG_ID_SHIFT 20
1322/* Batches per supergroup minus 1.  8 bits. */
1323#define V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT 12
1324/* Workgroups per supergroup, 0 means 16 */
1325#define V3D_CSD_CFG3_WGS_PER_SG_SHIFT 8
1326#define V3D_CSD_CFG3_WG_SIZE_SHIFT 0
1327
1328#define V3D_CSD_CFG5_PROPAGATE_NANS (1 << 2)
1329#define V3D_CSD_CFG5_SINGLE_SEG (1 << 1)
1330#define V3D_CSD_CFG5_THREADING (1 << 0)
1331
1332static void
1333v3d_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
1334{
1335        struct v3d_context *v3d = v3d_context(pctx);
1336        struct v3d_screen *screen = v3d->screen;
1337
1338        v3d_predraw_check_stage_inputs(pctx, PIPE_SHADER_COMPUTE);
1339
1340        v3d_update_compiled_cs(v3d);
1341
1342        if (!v3d->prog.compute->resource) {
1343                static bool warned = false;
1344                if (!warned) {
1345                        fprintf(stderr,
1346                                "Compute shader failed to compile.  "
1347                                "Expect corruption.\n");
1348                        warned = true;
1349                }
1350                return;
1351        }
1352
1353        /* Some of the units of scale:
1354         *
1355         * - Batches of 16 work items (shader invocations) that will be queued
1356         *   to the run on a QPU at once.
1357         *
1358         * - Workgroups composed of work items based on the shader's layout
1359         *   declaration.
1360         *
1361         * - Supergroups of 1-16 workgroups.  There can only be 16 supergroups
1362         *   running at a time on the core, so we want to keep them large to
1363         *   keep the QPUs busy, but a whole supergroup will sync at a barrier
1364         *   so we want to keep them small if one is present.
1365         */
1366        struct drm_v3d_submit_csd submit = { 0 };
1367        struct v3d_job *job = v3d_job_create(v3d);
1368
1369        /* Set up the actual number of workgroups, synchronously mapping the
1370         * indirect buffer if necessary to get the dimensions.
1371         */
1372        if (info->indirect) {
1373                struct pipe_transfer *transfer;
1374                uint32_t *map = pipe_buffer_map_range(pctx, info->indirect,
1375                                                      info->indirect_offset,
1376                                                      3 * sizeof(uint32_t),
1377                                                      PIPE_MAP_READ,
1378                                                      &transfer);
1379                memcpy(v3d->compute_num_workgroups, map, 3 * sizeof(uint32_t));
1380                pipe_buffer_unmap(pctx, transfer);
1381
1382                if (v3d->compute_num_workgroups[0] == 0 ||
1383                    v3d->compute_num_workgroups[1] == 0 ||
1384                    v3d->compute_num_workgroups[2] == 0) {
1385                        /* Nothing to dispatch, so skip the draw (CSD can't
1386                         * handle 0 workgroups).
1387                         */
1388                        return;
1389                }
1390        } else {
1391                v3d->compute_num_workgroups[0] = info->grid[0];
1392                v3d->compute_num_workgroups[1] = info->grid[1];
1393                v3d->compute_num_workgroups[2] = info->grid[2];
1394        }
1395
1396        uint32_t num_wgs = 1;
1397        for (int i = 0; i < 3; i++) {
1398                num_wgs *= v3d->compute_num_workgroups[i];
1399                submit.cfg[i] |= (v3d->compute_num_workgroups[i] <<
1400                                  V3D_CSD_CFG012_WG_COUNT_SHIFT);
1401        }
1402
1403        uint32_t wg_size = info->block[0] * info->block[1] * info->block[2];
1404
1405        struct v3d_compute_prog_data *compute =
1406                v3d->prog.compute->prog_data.compute;
1407        uint32_t wgs_per_sg =
1408                v3d_csd_choose_workgroups_per_supergroup(
1409                        &v3d->screen->devinfo,
1410                        compute->has_subgroups,
1411                        compute->base.has_control_barrier,
1412                        compute->base.threads,
1413                        num_wgs, wg_size);
1414
1415        uint32_t batches_per_sg = DIV_ROUND_UP(wgs_per_sg * wg_size, 16);
1416        uint32_t whole_sgs = num_wgs / wgs_per_sg;
1417        uint32_t rem_wgs = num_wgs - whole_sgs * wgs_per_sg;
1418        uint32_t num_batches = batches_per_sg * whole_sgs +
1419                               DIV_ROUND_UP(rem_wgs * wg_size, 16);
1420
1421        submit.cfg[3] |= (wgs_per_sg & 0xf) << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
1422        submit.cfg[3] |=
1423                (batches_per_sg - 1) << V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT;
1424        submit.cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
1425
1426
1427        /* Number of batches the dispatch will invoke (minus 1). */
1428        submit.cfg[4] = num_batches - 1;
1429
1430        /* Make sure we didn't accidentally underflow. */
1431        assert(submit.cfg[4] != ~0);
1432
1433        v3d_job_add_bo(job, v3d_resource(v3d->prog.compute->resource)->bo);
1434        submit.cfg[5] = (v3d_resource(v3d->prog.compute->resource)->bo->offset +
1435                         v3d->prog.compute->offset);
1436        submit.cfg[5] |= V3D_CSD_CFG5_PROPAGATE_NANS;
1437        if (v3d->prog.compute->prog_data.base->single_seg)
1438                submit.cfg[5] |= V3D_CSD_CFG5_SINGLE_SEG;
1439        if (v3d->prog.compute->prog_data.base->threads == 4)
1440                submit.cfg[5] |= V3D_CSD_CFG5_THREADING;
1441
1442        if (v3d->prog.compute->prog_data.compute->shared_size) {
1443                v3d->compute_shared_memory =
1444                        v3d_bo_alloc(v3d->screen,
1445                                     v3d->prog.compute->prog_data.compute->shared_size *
1446                                     wgs_per_sg,
1447                                     "shared_vars");
1448        }
1449
1450        struct v3d_cl_reloc uniforms = v3d_write_uniforms(v3d, job,
1451                                                          v3d->prog.compute,
1452                                                          PIPE_SHADER_COMPUTE);
1453        v3d_job_add_bo(job, uniforms.bo);
1454        submit.cfg[6] = uniforms.bo->offset + uniforms.offset;
1455
1456        /* Pull some job state that was stored in a SUBMIT_CL struct out to
1457         * our SUBMIT_CSD struct
1458         */
1459        submit.bo_handles = job->submit.bo_handles;
1460        submit.bo_handle_count = job->submit.bo_handle_count;
1461
1462        /* Serialize this in the rest of our command stream. */
1463        submit.in_sync = v3d->out_sync;
1464        submit.out_sync = v3d->out_sync;
1465
1466        if (v3d->active_perfmon) {
1467                assert(screen->has_perfmon);
1468                submit.perfmon_id = v3d->active_perfmon->kperfmon_id;
1469        }
1470
1471        v3d->last_perfmon = v3d->active_perfmon;
1472
1473        if (!(unlikely(V3D_DEBUG & V3D_DEBUG_NORAST))) {
1474                int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_CSD,
1475                                    &submit);
1476                static bool warned = false;
1477                if (ret && !warned) {
1478                        fprintf(stderr, "CSD submit call returned %s.  "
1479                                "Expect corruption.\n", strerror(errno));
1480                        warned = true;
1481                } else if (!ret) {
1482                        if (v3d->active_perfmon)
1483                                v3d->active_perfmon->job_submitted = true;
1484                }
1485        }
1486
1487        v3d_job_free(v3d, job);
1488
1489        /* Mark SSBOs as being written.. we don't actually know which ones are
1490         * read vs written, so just assume the worst
1491         */
1492        u_foreach_bit(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask) {
1493                struct v3d_resource *rsc = v3d_resource(
1494                        v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer);
1495                rsc->writes++;
1496                rsc->compute_written = true;
1497        }
1498
1499        u_foreach_bit(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
1500                struct v3d_resource *rsc = v3d_resource(
1501                        v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource);
1502                rsc->writes++;
1503                rsc->compute_written = true;
1504        }
1505
1506        v3d_bo_unreference(&uniforms.bo);
1507        v3d_bo_unreference(&v3d->compute_shared_memory);
1508}
1509#endif
1510
1511/**
1512 * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
1513 */
1514static void
1515v3d_draw_clear(struct v3d_context *v3d,
1516               unsigned buffers,
1517               const union pipe_color_union *color,
1518               double depth, unsigned stencil)
1519{
1520        v3d_blitter_save(v3d, false);
1521        util_blitter_clear(v3d->blitter,
1522                           v3d->framebuffer.width,
1523                           v3d->framebuffer.height,
1524                           util_framebuffer_get_num_layers(&v3d->framebuffer),
1525                           buffers, color, depth, stencil,
1526                           util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
1527}
1528
1529/**
1530 * Attempts to perform the GL clear by using the TLB's fast clear at the start
1531 * of the frame.
1532 */
1533static unsigned
1534v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
1535              const union pipe_color_union *color,
1536              double depth, unsigned stencil)
1537{
1538        struct v3d_context *v3d = job->v3d;
1539
1540        if (job->draw_calls_queued) {
1541                /* If anything in the CL has drawn using the buffer, then the
1542                 * TLB clear we're trying to add now would happen before that
1543                 * drawing.
1544                 */
1545                buffers &= ~(job->load | job->store);
1546        }
1547
1548        /* GFXH-1461: If we were to emit a load of just depth or just stencil,
1549         * then the clear for the other may get lost.  We need to decide now
1550         * if it would be possible to need to emit a load of just one after
1551         * we've set up our TLB clears.
1552         */
1553        if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
1554            (buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
1555            job->zsbuf &&
1556            util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
1557                buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
1558        }
1559
1560        for (int i = 0; i < job->nr_cbufs; i++) {
1561                uint32_t bit = PIPE_CLEAR_COLOR0 << i;
1562                if (!(buffers & bit))
1563                        continue;
1564
1565                struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
1566                struct v3d_surface *surf = v3d_surface(psurf);
1567                struct v3d_resource *rsc = v3d_resource(psurf->texture);
1568
1569                union util_color uc;
1570                uint32_t internal_size = 4 << surf->internal_bpp;
1571
1572                /*  While hardware supports clamping, this is not applied on
1573                 *  the clear values, so we need to do it manually.
1574                 *
1575                 *  "Clamping is performed on color values immediately as they
1576                 *   enter the TLB and after blending. Clamping is not
1577                 *   performed on the clear color."
1578                 */
1579                union pipe_color_union clamped_color =
1580                        util_clamp_color(psurf->format, color);
1581
1582                if (v3d->swap_color_rb & (1 << i)) {
1583                        union pipe_color_union orig_color = clamped_color;
1584                        clamped_color.f[0] = orig_color.f[2];
1585                        clamped_color.f[1] = orig_color.f[1];
1586                        clamped_color.f[2] = orig_color.f[0];
1587                        clamped_color.f[3] = orig_color.f[3];
1588                }
1589
1590                switch (surf->internal_type) {
1591                case V3D_INTERNAL_TYPE_8:
1592                        util_pack_color(clamped_color.f, PIPE_FORMAT_R8G8B8A8_UNORM,
1593                                        &uc);
1594                        memcpy(job->clear_color[i], uc.ui, internal_size);
1595                        break;
1596                case V3D_INTERNAL_TYPE_8I:
1597                case V3D_INTERNAL_TYPE_8UI:
1598                        job->clear_color[i][0] = ((clamped_color.ui[0] & 0xff) |
1599                                                  (clamped_color.ui[1] & 0xff) << 8 |
1600                                                  (clamped_color.ui[2] & 0xff) << 16 |
1601                                                  (clamped_color.ui[3] & 0xff) << 24);
1602                        break;
1603                case V3D_INTERNAL_TYPE_16F:
1604                        util_pack_color(clamped_color.f, PIPE_FORMAT_R16G16B16A16_FLOAT,
1605                                        &uc);
1606                        memcpy(job->clear_color[i], uc.ui, internal_size);
1607                        break;
1608                case V3D_INTERNAL_TYPE_16I:
1609                case V3D_INTERNAL_TYPE_16UI:
1610                        job->clear_color[i][0] = ((clamped_color.ui[0] & 0xffff) |
1611                                                  clamped_color.ui[1] << 16);
1612                        job->clear_color[i][1] = ((clamped_color.ui[2] & 0xffff) |
1613                                                  clamped_color.ui[3] << 16);
1614                        break;
1615                case V3D_INTERNAL_TYPE_32F:
1616                case V3D_INTERNAL_TYPE_32I:
1617                case V3D_INTERNAL_TYPE_32UI:
1618                        memcpy(job->clear_color[i], clamped_color.ui, internal_size);
1619                        break;
1620                }
1621
1622                rsc->initialized_buffers |= bit;
1623        }
1624
1625        unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
1626        if (zsclear) {
1627                struct v3d_resource *rsc =
1628                        v3d_resource(v3d->framebuffer.zsbuf->texture);
1629
1630                if (zsclear & PIPE_CLEAR_DEPTH)
1631                        job->clear_z = depth;
1632                if (zsclear & PIPE_CLEAR_STENCIL)
1633                        job->clear_s = stencil;
1634
1635                rsc->initialized_buffers |= zsclear;
1636        }
1637
1638        job->draw_min_x = 0;
1639        job->draw_min_y = 0;
1640        job->draw_max_x = v3d->framebuffer.width;
1641        job->draw_max_y = v3d->framebuffer.height;
1642        job->clear |= buffers;
1643        job->store |= buffers;
1644        job->scissor.disabled = true;
1645
1646        v3d_start_draw(v3d);
1647
1648        return buffers;
1649}
1650
1651static void
1652v3d_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
1653          const union pipe_color_union *color, double depth, unsigned stencil)
1654{
1655        struct v3d_context *v3d = v3d_context(pctx);
1656        struct v3d_job *job = v3d_get_job_for_fbo(v3d);
1657
1658        buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
1659
1660        if (buffers)
1661                v3d_draw_clear(v3d, buffers, color, depth, stencil);
1662}
1663
1664static void
1665v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
1666                        const union pipe_color_union *color,
1667                        unsigned x, unsigned y, unsigned w, unsigned h,
1668                        bool render_condition_enabled)
1669{
1670        fprintf(stderr, "unimpl: clear RT\n");
1671}
1672
1673static void
1674v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
1675                        unsigned buffers, double depth, unsigned stencil,
1676                        unsigned x, unsigned y, unsigned w, unsigned h,
1677                        bool render_condition_enabled)
1678{
1679        fprintf(stderr, "unimpl: clear DS\n");
1680}
1681
1682void
1683v3dX(draw_init)(struct pipe_context *pctx)
1684{
1685        pctx->draw_vbo = v3d_draw_vbo;
1686        pctx->clear = v3d_clear;
1687        pctx->clear_render_target = v3d_clear_render_target;
1688        pctx->clear_depth_stencil = v3d_clear_depth_stencil;
1689#if V3D_VERSION >= 41
1690        if (v3d_context(pctx)->screen->has_csd)
1691                pctx->launch_grid = v3d_launch_grid;
1692#endif
1693}
1694