1/*
2 * Copyright (c) 2014 Scott Mansell
3 * Copyright © 2014 Broadcom
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining a
6 * copy of this software and associated documentation files (the "Software"),
7 * to deal in the Software without restriction, including without limitation
8 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
9 * and/or sell copies of the Software, and to permit persons to whom the
10 * Software is furnished to do so, subject to the following conditions:
11 *
12 * The above copyright notice and this permission notice (including the next
13 * paragraph) shall be included in all copies or substantial portions of the
14 * Software.
15 *
16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
20 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
21 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
22 * IN THE SOFTWARE.
23 */
24
25#include "util/u_blitter.h"
26#include "util/u_prim.h"
27#include "util/u_format.h"
28#include "util/u_pack_color.h"
29#include "util/u_upload_mgr.h"
30#include "indices/u_primconvert.h"
31
32#include "vc4_context.h"
33#include "vc4_resource.h"
34
35#define VC4_HW_2116_COUNT		0x1ef0
36
37static void
38vc4_get_draw_cl_space(struct vc4_job *job, int vert_count)
39{
40        /* The SW-5891 workaround may cause us to emit multiple shader recs
41         * and draw packets.
42         */
43        int num_draws = DIV_ROUND_UP(vert_count, 65535) + 1;
44
45        /* Binner gets our packet state -- vc4_emit.c contents,
46         * and the primitive itself.
47         */
48        cl_ensure_space(&job->bcl,
49                        256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE +
50                               VC4_PACKET_GL_SHADER_STATE_SIZE) * num_draws);
51
52        /* Nothing for rcl -- that's covered by vc4_context.c */
53
54        /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
55         * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
56         * vattr stride).
57         */
58        cl_ensure_space(&job->shader_rec,
59                        (12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws);
60
61        /* Uniforms are covered by vc4_write_uniforms(). */
62
63        /* There could be up to 16 textures per stage, plus misc other
64         * pointers.
65         */
66        cl_ensure_space(&job->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
67        cl_ensure_space(&job->bo_pointers,
68                        (2 * 16 + 20) * sizeof(struct vc4_bo *));
69}
70
71/**
72 * Does the initial bining command list setup for drawing to a given FBO.
73 */
74static void
75vc4_start_draw(struct vc4_context *vc4)
76{
77        struct vc4_job *job = vc4->job;
78
79        if (job->needs_flush)
80                return;
81
82        vc4_get_draw_cl_space(job, 0);
83
84        struct vc4_cl_out *bcl = cl_start(&job->bcl);
85        //   Tile state data is 48 bytes per tile, I think it can be thrown away
86        //   as soon as binning is finished.
87        cl_u8(&bcl, VC4_PACKET_TILE_BINNING_MODE_CONFIG);
88        cl_u32(&bcl, 0); /* tile alloc addr, filled by kernel */
89        cl_u32(&bcl, 0); /* tile alloc size, filled by kernel */
90        cl_u32(&bcl, 0); /* tile state addr, filled by kernel */
91        cl_u8(&bcl, job->draw_tiles_x);
92        cl_u8(&bcl, job->draw_tiles_y);
93        /* Other flags are filled by kernel. */
94        cl_u8(&bcl, job->msaa ? VC4_BIN_CONFIG_MS_MODE_4X : 0);
95
96        /* START_TILE_BINNING resets the statechange counters in the hardware,
97         * which are what is used when a primitive is binned to a tile to
98         * figure out what new state packets need to be written to that tile's
99         * command list.
100         */
101        cl_u8(&bcl, VC4_PACKET_START_TILE_BINNING);
102
103        /* Reset the current compressed primitives format.  This gets modified
104         * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
105         * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
106         * of every tile.
107         */
108        cl_u8(&bcl, VC4_PACKET_PRIMITIVE_LIST_FORMAT);
109        cl_u8(&bcl, (VC4_PRIMITIVE_LIST_FORMAT_16_INDEX |
110                     VC4_PRIMITIVE_LIST_FORMAT_TYPE_TRIANGLES));
111
112        job->needs_flush = true;
113        job->draw_width = vc4->framebuffer.width;
114        job->draw_height = vc4->framebuffer.height;
115
116        cl_end(&job->bcl, bcl);
117}
118
119static void
120vc4_predraw_check_textures(struct pipe_context *pctx,
121                           struct vc4_texture_stateobj *stage_tex)
122{
123        struct vc4_context *vc4 = vc4_context(pctx);
124
125        for (int i = 0; i < stage_tex->num_textures; i++) {
126                struct pipe_sampler_view *view = stage_tex->textures[i];
127                if (!view)
128                        continue;
129                struct vc4_resource *rsc = vc4_resource(view->texture);
130                if (rsc->shadow_parent)
131                        vc4_update_shadow_baselevel_texture(pctx, view);
132
133                vc4_flush_jobs_writing_resource(vc4, view->texture);
134        }
135}
136
137static void
138vc4_emit_gl_shader_state(struct vc4_context *vc4,
139                         const struct pipe_draw_info *info,
140                         uint32_t extra_index_bias)
141{
142        struct vc4_job *job = vc4->job;
143        /* VC4_DIRTY_VTXSTATE */
144        struct vc4_vertex_stateobj *vtx = vc4->vtx;
145        /* VC4_DIRTY_VTXBUF */
146        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
147
148        /* The simulator throws a fit if VS or CS don't read an attribute, so
149         * we emit a dummy read.
150         */
151        uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
152        /* Emit the shader record. */
153        struct vc4_cl_out *shader_rec =
154                cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
155        /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
156        cl_u16(&shader_rec,
157               VC4_SHADER_FLAG_ENABLE_CLIPPING |
158               (vc4->prog.fs->fs_threaded ?
159                0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
160               ((info->mode == PIPE_PRIM_POINTS &&
161                 vc4->rasterizer->base.point_size_per_vertex) ?
162                VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
163
164        /* VC4_DIRTY_COMPILED_FS */
165        cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */
166        cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
167        cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
168        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
169
170        /* VC4_DIRTY_COMPILED_VS */
171        cl_u16(&shader_rec, 0); /* vs num uniforms */
172        cl_u8(&shader_rec, vc4->prog.vs->vattrs_live);
173        cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
174        cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
175        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
176
177        /* VC4_DIRTY_COMPILED_CS */
178        cl_u16(&shader_rec, 0); /* cs num uniforms */
179        cl_u8(&shader_rec, vc4->prog.cs->vattrs_live);
180        cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]);
181        cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
182        cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
183
184        uint32_t max_index = 0xffff;
185        for (int i = 0; i < vtx->num_elements; i++) {
186                struct pipe_vertex_element *elem = &vtx->pipe[i];
187                struct pipe_vertex_buffer *vb =
188                        &vertexbuf->vb[elem->vertex_buffer_index];
189                struct vc4_resource *rsc = vc4_resource(vb->buffer);
190                /* not vc4->dirty tracked: vc4->last_index_bias */
191                uint32_t offset = (vb->buffer_offset +
192                                   elem->src_offset +
193                                   vb->stride * (info->index_bias +
194                                                 extra_index_bias));
195                uint32_t vb_size = rsc->bo->size - offset;
196                uint32_t elem_size =
197                        util_format_get_blocksize(elem->src_format);
198
199                cl_reloc(job, &job->shader_rec, &shader_rec, rsc->bo, offset);
200                cl_u8(&shader_rec, elem_size - 1);
201                cl_u8(&shader_rec, vb->stride);
202                cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]);
203                cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]);
204
205                if (vb->stride > 0) {
206                        max_index = MIN2(max_index,
207                                         (vb_size - elem_size) / vb->stride);
208                }
209        }
210
211        if (vtx->num_elements == 0) {
212                assert(num_elements_emit == 1);
213                struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
214                cl_reloc(job, &job->shader_rec, &shader_rec, bo, 0);
215                cl_u8(&shader_rec, 16 - 1); /* element size */
216                cl_u8(&shader_rec, 0); /* stride */
217                cl_u8(&shader_rec, 0); /* VS VPM offset */
218                cl_u8(&shader_rec, 0); /* CS VPM offset */
219                vc4_bo_unreference(&bo);
220        }
221        cl_end(&job->shader_rec, shader_rec);
222
223        struct vc4_cl_out *bcl = cl_start(&job->bcl);
224        /* the actual draw call. */
225        cl_u8(&bcl, VC4_PACKET_GL_SHADER_STATE);
226        assert(vtx->num_elements <= 8);
227        /* Note that number of attributes == 0 in the packet means 8
228         * attributes.  This field also contains the offset into shader_rec.
229         */
230        cl_u32(&bcl, num_elements_emit & 0x7);
231        cl_end(&job->bcl, bcl);
232
233        vc4_write_uniforms(vc4, vc4->prog.fs,
234                           &vc4->constbuf[PIPE_SHADER_FRAGMENT],
235                           &vc4->fragtex);
236        vc4_write_uniforms(vc4, vc4->prog.vs,
237                           &vc4->constbuf[PIPE_SHADER_VERTEX],
238                           &vc4->verttex);
239        vc4_write_uniforms(vc4, vc4->prog.cs,
240                           &vc4->constbuf[PIPE_SHADER_VERTEX],
241                           &vc4->verttex);
242
243        vc4->last_index_bias = info->index_bias + extra_index_bias;
244        vc4->max_index = max_index;
245        job->shader_rec_count++;
246}
247
248/**
249 * HW-2116 workaround: Flush the batch before triggering the hardware state
250 * counter wraparound behavior.
251 *
252 * State updates are tracked by a global counter which increments at the first
253 * state update after a draw or a START_BINNING.  Tiles can then have their
254 * state updated at draw time with a set of cheap checks for whether the
255 * state's copy of the global counter matches the global counter the last time
256 * that state was written to the tile.
257 *
258 * The state counters are relatively small and wrap around quickly, so you
259 * could get false negatives for needing to update a particular state in the
260 * tile.  To avoid this, the hardware attempts to write all of the state in
261 * the tile at wraparound time.  This apparently is broken, so we just flush
262 * everything before that behavior is triggered.  A batch flush is sufficient
263 * to get our current contents drawn and reset the counters to 0.
264 *
265 * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
266 * tiles with VC4_PACKET_RETURN_FROM_LIST.
267 */
268static void
269vc4_hw_2116_workaround(struct pipe_context *pctx, int vert_count)
270{
271        struct vc4_context *vc4 = vc4_context(pctx);
272        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
273
274        if (job->draw_calls_queued + vert_count / 65535 >= VC4_HW_2116_COUNT) {
275                perf_debug("Flushing batch due to HW-2116 workaround "
276                           "(too many draw calls per scene\n");
277                vc4_job_submit(vc4, job);
278        }
279}
280
281static void
282vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info)
283{
284        struct vc4_context *vc4 = vc4_context(pctx);
285
286        if (info->mode >= PIPE_PRIM_QUADS) {
287                util_primconvert_save_index_buffer(vc4->primconvert, &vc4->indexbuf);
288                util_primconvert_save_rasterizer_state(vc4->primconvert, &vc4->rasterizer->base);
289                util_primconvert_draw_vbo(vc4->primconvert, info);
290                perf_debug("Fallback conversion for %d %s vertices\n",
291                           info->count, u_prim_name(info->mode));
292                return;
293        }
294
295        /* Before setting up the draw, do any fixup blits necessary. */
296        vc4_predraw_check_textures(pctx, &vc4->verttex);
297        vc4_predraw_check_textures(pctx, &vc4->fragtex);
298
299        vc4_hw_2116_workaround(pctx, info->count);
300
301        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
302
303        vc4_get_draw_cl_space(job, info->count);
304
305        if (vc4->prim_mode != info->mode) {
306                vc4->prim_mode = info->mode;
307                vc4->dirty |= VC4_DIRTY_PRIM_MODE;
308        }
309
310        vc4_start_draw(vc4);
311        if (!vc4_update_compiled_shaders(vc4, info->mode)) {
312                debug_warn_once("shader compile failed, skipping draw call.\n");
313                return;
314        }
315
316        vc4_emit_state(pctx);
317
318        if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
319                           VC4_DIRTY_VTXSTATE |
320                           VC4_DIRTY_PRIM_MODE |
321                           VC4_DIRTY_RASTERIZER |
322                           VC4_DIRTY_COMPILED_CS |
323                           VC4_DIRTY_COMPILED_VS |
324                           VC4_DIRTY_COMPILED_FS |
325                           vc4->prog.cs->uniform_dirty_bits |
326                           vc4->prog.vs->uniform_dirty_bits |
327                           vc4->prog.fs->uniform_dirty_bits)) ||
328            vc4->last_index_bias != info->index_bias) {
329                vc4_emit_gl_shader_state(vc4, info, 0);
330        }
331
332        vc4->dirty = 0;
333
334        /* Note that the primitive type fields match with OpenGL/gallium
335         * definitions, up to but not including QUADS.
336         */
337        struct vc4_cl_out *bcl = cl_start(&job->bcl);
338        if (info->indexed) {
339                uint32_t offset = vc4->indexbuf.offset;
340                uint32_t index_size = vc4->indexbuf.index_size;
341                struct pipe_resource *prsc;
342                if (vc4->indexbuf.index_size == 4) {
343                        prsc = vc4_get_shadow_index_buffer(pctx, &vc4->indexbuf,
344                                                           info->count, &offset);
345                        index_size = 2;
346                } else {
347                        if (vc4->indexbuf.user_buffer) {
348                                prsc = NULL;
349                                u_upload_data(vc4->uploader, 0,
350                                              info->count * index_size, 4,
351                                              vc4->indexbuf.user_buffer,
352                                              &offset, &prsc);
353                        } else {
354                                prsc = vc4->indexbuf.buffer;
355                        }
356                }
357                struct vc4_resource *rsc = vc4_resource(prsc);
358
359                cl_start_reloc(&job->bcl, &bcl, 1);
360                cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
361                cl_u8(&bcl,
362                      info->mode |
363                      (index_size == 2 ?
364                       VC4_INDEX_BUFFER_U16:
365                       VC4_INDEX_BUFFER_U8));
366                cl_u32(&bcl, info->count);
367                cl_reloc(job, &job->bcl, &bcl, rsc->bo, offset);
368                cl_u32(&bcl, vc4->max_index);
369                job->draw_calls_queued++;
370
371                if (vc4->indexbuf.index_size == 4 || vc4->indexbuf.user_buffer)
372                        pipe_resource_reference(&prsc, NULL);
373        } else {
374                uint32_t count = info->count;
375                uint32_t start = info->start;
376                uint32_t extra_index_bias = 0;
377
378                while (count) {
379                        uint32_t this_count = count;
380                        uint32_t step = count;
381                        static const uint32_t max_verts = 65535;
382
383                        /* GFXH-515 / SW-5891: The binner emits 16 bit indices
384                         * for drawarrays, which means that if start + count >
385                         * 64k it would truncate the top bits.  Work around
386                         * this by emitting a limited number of primitives at
387                         * a time and reemitting the shader state pointing
388                         * farther down the vertex attribute arrays.
389                         *
390                         * To do this properly for line loops or trifans, we'd
391                         * need to make a new VB containing the first vertex
392                         * plus whatever remainder.
393                         */
394                        if (extra_index_bias) {
395                                cl_end(&job->bcl, bcl);
396                                vc4_emit_gl_shader_state(vc4, info,
397                                                         extra_index_bias);
398                                bcl = cl_start(&job->bcl);
399                        }
400
401                        if (start + count > max_verts) {
402                                switch (info->mode) {
403                                case PIPE_PRIM_POINTS:
404                                        this_count = step = max_verts;
405                                        break;
406                                case PIPE_PRIM_LINES:
407                                        this_count = step = max_verts - (max_verts % 2);
408                                        break;
409                                case PIPE_PRIM_LINE_STRIP:
410                                        this_count = max_verts;
411                                        step = max_verts - 1;
412                                        break;
413                                case PIPE_PRIM_LINE_LOOP:
414                                        this_count = max_verts;
415                                        step = max_verts - 1;
416                                        debug_warn_once("unhandled line loop "
417                                                        "looping behavior with "
418                                                        ">65535 verts\n");
419                                        break;
420                                case PIPE_PRIM_TRIANGLES:
421                                        this_count = step = max_verts - (max_verts % 3);
422                                        break;
423                                case PIPE_PRIM_TRIANGLE_STRIP:
424                                        this_count = max_verts;
425                                        step = max_verts - 2;
426                                        break;
427                                default:
428                                        debug_warn_once("unhandled primitive "
429                                                        "max vert count, truncating\n");
430                                        this_count = step = max_verts;
431                                }
432                        }
433
434                        cl_u8(&bcl, VC4_PACKET_GL_ARRAY_PRIMITIVE);
435                        cl_u8(&bcl, info->mode);
436                        cl_u32(&bcl, this_count);
437                        cl_u32(&bcl, start);
438                        job->draw_calls_queued++;
439
440                        count -= step;
441                        extra_index_bias += start + step;
442                        start = 0;
443                }
444        }
445        cl_end(&job->bcl, bcl);
446
447        /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
448         * workaround.
449         */
450        assert(job->draw_calls_queued <= VC4_HW_2116_COUNT);
451
452        if (vc4->zsa && vc4->framebuffer.zsbuf) {
453                struct vc4_resource *rsc =
454                        vc4_resource(vc4->framebuffer.zsbuf->texture);
455
456                if (vc4->zsa->base.depth.enabled) {
457                        job->resolve |= PIPE_CLEAR_DEPTH;
458                        rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
459                }
460
461                if (vc4->zsa->base.stencil[0].enabled) {
462                        job->resolve |= PIPE_CLEAR_STENCIL;
463                        rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
464                }
465        }
466
467        job->resolve |= PIPE_CLEAR_COLOR0;
468
469        /* If we've used half of the presumably 256MB CMA area, flush the job
470         * so that we don't accumulate a job that will end up not being
471         * executable.
472         */
473        if (job->bo_space > 128 * 1024 * 1024)
474                vc4_flush(pctx);
475
476        if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
477                vc4_flush(pctx);
478}
479
480static uint32_t
481pack_rgba(enum pipe_format format, const float *rgba)
482{
483        union util_color uc;
484        util_pack_color(rgba, format, &uc);
485        if (util_format_get_blocksize(format) == 2)
486                return uc.us;
487        else
488                return uc.ui[0];
489}
490
491static void
492vc4_clear(struct pipe_context *pctx, unsigned buffers,
493          const union pipe_color_union *color, double depth, unsigned stencil)
494{
495        struct vc4_context *vc4 = vc4_context(pctx);
496        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
497
498        /* We can't flag new buffers for clearing once we've queued draws.  We
499         * could avoid this by using the 3d engine to clear.
500         */
501        if (job->draw_calls_queued) {
502                perf_debug("Flushing rendering to process new clear.\n");
503                vc4_job_submit(vc4, job);
504                job = vc4_get_job_for_fbo(vc4);
505        }
506
507        if (buffers & PIPE_CLEAR_COLOR0) {
508                struct vc4_resource *rsc =
509                        vc4_resource(vc4->framebuffer.cbufs[0]->texture);
510                uint32_t clear_color;
511
512                if (vc4_rt_format_is_565(vc4->framebuffer.cbufs[0]->format)) {
513                        /* In 565 mode, the hardware will be packing our color
514                         * for us.
515                         */
516                        clear_color = pack_rgba(PIPE_FORMAT_R8G8B8A8_UNORM,
517                                                color->f);
518                } else {
519                        /* Otherwise, we need to do this packing because we
520                         * support multiple swizzlings of RGBA8888.
521                         */
522                        clear_color =
523                                pack_rgba(vc4->framebuffer.cbufs[0]->format,
524                                          color->f);
525                }
526                job->clear_color[0] = job->clear_color[1] = clear_color;
527                rsc->initialized_buffers |= (buffers & PIPE_CLEAR_COLOR0);
528        }
529
530        if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
531                struct vc4_resource *rsc =
532                        vc4_resource(vc4->framebuffer.zsbuf->texture);
533                unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
534
535                /* Clearing ZS will clear both Z and stencil, so if we're
536                 * trying to clear just one then we need to draw a quad to do
537                 * it instead.
538                 */
539                if ((zsclear == PIPE_CLEAR_DEPTH ||
540                     zsclear == PIPE_CLEAR_STENCIL) &&
541                    (rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
542                    util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
543                        perf_debug("Partial clear of Z+stencil buffer, "
544                                   "drawing a quad instead of fast clearing\n");
545                        vc4_blitter_save(vc4);
546                        util_blitter_clear(vc4->blitter,
547                                           vc4->framebuffer.width,
548                                           vc4->framebuffer.height,
549                                           1,
550                                           zsclear,
551                                           NULL, depth, stencil);
552                        buffers &= ~zsclear;
553                        if (!buffers)
554                                return;
555                }
556
557                /* Though the depth buffer is stored with Z in the high 24,
558                 * for this field we just need to store it in the low 24.
559                 */
560                if (buffers & PIPE_CLEAR_DEPTH) {
561                        job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
562                                                       depth);
563                }
564                if (buffers & PIPE_CLEAR_STENCIL)
565                        job->clear_stencil = stencil;
566
567                rsc->initialized_buffers |= zsclear;
568        }
569
570        job->draw_min_x = 0;
571        job->draw_min_y = 0;
572        job->draw_max_x = vc4->framebuffer.width;
573        job->draw_max_y = vc4->framebuffer.height;
574        job->cleared |= buffers;
575        job->resolve |= buffers;
576
577        vc4_start_draw(vc4);
578}
579
580static void
581vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
582                        const union pipe_color_union *color,
583                        unsigned x, unsigned y, unsigned w, unsigned h,
584			bool render_condition_enabled)
585{
586        fprintf(stderr, "unimpl: clear RT\n");
587}
588
589static void
590vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
591                        unsigned buffers, double depth, unsigned stencil,
592                        unsigned x, unsigned y, unsigned w, unsigned h,
593			bool render_condition_enabled)
594{
595        fprintf(stderr, "unimpl: clear DS\n");
596}
597
598void
599vc4_draw_init(struct pipe_context *pctx)
600{
601        pctx->draw_vbo = vc4_draw_vbo;
602        pctx->clear = vc4_clear;
603        pctx->clear_render_target = vc4_clear_render_target;
604        pctx->clear_depth_stencil = vc4_clear_depth_stencil;
605}
606