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_draw.h"
27#include "util/u_prim.h"
28#include "util/format/u_format.h"
29#include "util/u_pack_color.h"
30#include "util/u_split_draw.h"
31#include "util/u_upload_mgr.h"
32
33#include "vc4_context.h"
34#include "vc4_resource.h"
35
36#define VC4_HW_2116_COUNT		0x1ef0
37
38static void
39vc4_get_draw_cl_space(struct vc4_job *job, int vert_count)
40{
41        /* The SW-5891 workaround may cause us to emit multiple shader recs
42         * and draw packets.
43         */
44        int num_draws = DIV_ROUND_UP(vert_count, 65535 - 2) + 1;
45
46        /* Binner gets our packet state -- vc4_emit.c contents,
47         * and the primitive itself.
48         */
49        cl_ensure_space(&job->bcl,
50                        256 + (VC4_PACKET_GL_ARRAY_PRIMITIVE_SIZE +
51                               VC4_PACKET_GL_SHADER_STATE_SIZE) * num_draws);
52
53        /* Nothing for rcl -- that's covered by vc4_context.c */
54
55        /* shader_rec gets up to 12 dwords of reloc handles plus a maximally
56         * sized shader_rec (104 bytes base for 8 vattrs plus 32 bytes of
57         * vattr stride).
58         */
59        cl_ensure_space(&job->shader_rec,
60                        (12 * sizeof(uint32_t) + 104 + 8 * 32) * num_draws);
61
62        /* Uniforms are covered by vc4_write_uniforms(). */
63
64        /* There could be up to 16 textures per stage, plus misc other
65         * pointers.
66         */
67        cl_ensure_space(&job->bo_handles, (2 * 16 + 20) * sizeof(uint32_t));
68        cl_ensure_space(&job->bo_pointers,
69                        (2 * 16 + 20) * sizeof(struct vc4_bo *));
70}
71
72/**
73 * Does the initial bining command list setup for drawing to a given FBO.
74 */
75static void
76vc4_start_draw(struct vc4_context *vc4)
77{
78        struct vc4_job *job = vc4->job;
79
80        if (job->needs_flush)
81                return;
82
83        vc4_get_draw_cl_space(job, 0);
84
85        cl_emit(&job->bcl, TILE_BINNING_MODE_CONFIGURATION, bin) {
86                bin.width_in_tiles = job->draw_tiles_x;
87                bin.height_in_tiles = job->draw_tiles_y;
88                bin.multisample_mode_4x = job->msaa;
89        }
90
91        /* START_TILE_BINNING resets the statechange counters in the hardware,
92         * which are what is used when a primitive is binned to a tile to
93         * figure out what new state packets need to be written to that tile's
94         * command list.
95         */
96        cl_emit(&job->bcl, START_TILE_BINNING, start);
97
98        /* Reset the current compressed primitives format.  This gets modified
99         * by VC4_PACKET_GL_INDEXED_PRIMITIVE and
100         * VC4_PACKET_GL_ARRAY_PRIMITIVE, so it needs to be reset at the start
101         * of every tile.
102         */
103        cl_emit(&job->bcl, PRIMITIVE_LIST_FORMAT, list) {
104                list.data_type = _16_BIT_INDEX;
105                list.primitive_type = TRIANGLES_LIST;
106        }
107
108        job->needs_flush = true;
109        job->draw_width = vc4->framebuffer.width;
110        job->draw_height = vc4->framebuffer.height;
111}
112
113static void
114vc4_predraw_check_textures(struct pipe_context *pctx,
115                           struct vc4_texture_stateobj *stage_tex)
116{
117        struct vc4_context *vc4 = vc4_context(pctx);
118
119        for (int i = 0; i < stage_tex->num_textures; i++) {
120                struct vc4_sampler_view *view =
121                        vc4_sampler_view(stage_tex->textures[i]);
122                if (!view)
123                        continue;
124
125                if (view->texture != view->base.texture)
126                        vc4_update_shadow_baselevel_texture(pctx, &view->base);
127
128                vc4_flush_jobs_writing_resource(vc4, view->texture);
129        }
130}
131
132static void
133vc4_emit_gl_shader_state(struct vc4_context *vc4,
134                         const struct pipe_draw_info *info,
135                         const struct pipe_draw_start_count_bias *draws,
136                         uint32_t extra_index_bias)
137{
138        struct vc4_job *job = vc4->job;
139        /* VC4_DIRTY_VTXSTATE */
140        struct vc4_vertex_stateobj *vtx = vc4->vtx;
141        /* VC4_DIRTY_VTXBUF */
142        struct vc4_vertexbuf_stateobj *vertexbuf = &vc4->vertexbuf;
143
144        /* The simulator throws a fit if VS or CS don't read an attribute, so
145         * we emit a dummy read.
146         */
147        uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
148
149        /* Emit the shader record. */
150        cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
151
152        cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
153                rec.enable_clipping = true;
154
155                /* VC4_DIRTY_COMPILED_FS */
156                rec.fragment_shader_is_single_threaded =
157                        !vc4->prog.fs->fs_threaded;
158
159                /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
160                rec.point_size_included_in_shaded_vertex_data =
161                         (info->mode == PIPE_PRIM_POINTS &&
162                          vc4->rasterizer->base.point_size_per_vertex);
163
164                /* VC4_DIRTY_COMPILED_FS */
165                rec.fragment_shader_number_of_varyings =
166                        vc4->prog.fs->num_inputs;
167                rec.fragment_shader_code_address =
168                        cl_address(vc4->prog.fs->bo, 0);
169
170                rec.coordinate_shader_attribute_array_select_bits =
171                         vc4->prog.cs->vattrs_live;
172                rec.coordinate_shader_total_attributes_size =
173                         vc4->prog.cs->vattr_offsets[8];
174                rec.coordinate_shader_code_address =
175                        cl_address(vc4->prog.cs->bo, 0);
176
177                rec.vertex_shader_attribute_array_select_bits =
178                         vc4->prog.vs->vattrs_live;
179                rec.vertex_shader_total_attributes_size =
180                         vc4->prog.vs->vattr_offsets[8];
181                rec.vertex_shader_code_address =
182                        cl_address(vc4->prog.vs->bo, 0);
183        };
184
185        uint32_t max_index = 0xffff;
186        unsigned index_bias = info->index_size ? draws->index_bias : 0;
187        for (int i = 0; i < vtx->num_elements; i++) {
188                struct pipe_vertex_element *elem = &vtx->pipe[i];
189                struct pipe_vertex_buffer *vb =
190                        &vertexbuf->vb[elem->vertex_buffer_index];
191                struct vc4_resource *rsc = vc4_resource(vb->buffer.resource);
192                /* not vc4->dirty tracked: vc4->last_index_bias */
193                uint32_t offset = (vb->buffer_offset +
194                                   elem->src_offset +
195                                   vb->stride * (index_bias +
196                                                 extra_index_bias));
197                uint32_t vb_size = rsc->bo->size - offset;
198                uint32_t elem_size =
199                        util_format_get_blocksize(elem->src_format);
200
201                cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
202                        attr.address = cl_address(rsc->bo, offset);
203                        attr.number_of_bytes_minus_1 = elem_size - 1;
204                        attr.stride = vb->stride;
205                        attr.coordinate_shader_vpm_offset =
206                                vc4->prog.cs->vattr_offsets[i];
207                        attr.vertex_shader_vpm_offset =
208                                vc4->prog.vs->vattr_offsets[i];
209                }
210
211                if (vb->stride > 0) {
212                        max_index = MIN2(max_index,
213                                         (vb_size - elem_size) / vb->stride);
214                }
215        }
216
217        if (vtx->num_elements == 0) {
218                assert(num_elements_emit == 1);
219                struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
220
221                cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
222                        attr.address = cl_address(bo, 0);
223                        attr.number_of_bytes_minus_1 = 16 - 1;
224                        attr.stride = 0;
225                        attr.coordinate_shader_vpm_offset = 0;
226                        attr.vertex_shader_vpm_offset = 0;
227                }
228
229                vc4_bo_unreference(&bo);
230        }
231
232        cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
233                /* Note that number of attributes == 0 in the packet means 8
234                 * attributes.  This field also contains the offset into
235                 * shader_rec.
236                 */
237                assert(vtx->num_elements <= 8);
238                shader_state.number_of_attribute_arrays =
239                        num_elements_emit & 0x7;
240        }
241
242        vc4_write_uniforms(vc4, vc4->prog.fs,
243                           &vc4->constbuf[PIPE_SHADER_FRAGMENT],
244                           &vc4->fragtex);
245        vc4_write_uniforms(vc4, vc4->prog.vs,
246                           &vc4->constbuf[PIPE_SHADER_VERTEX],
247                           &vc4->verttex);
248        vc4_write_uniforms(vc4, vc4->prog.cs,
249                           &vc4->constbuf[PIPE_SHADER_VERTEX],
250                           &vc4->verttex);
251
252        vc4->last_index_bias = index_bias + extra_index_bias;
253        vc4->max_index = max_index;
254        job->shader_rec_count++;
255}
256
257/**
258 * HW-2116 workaround: Flush the batch before triggering the hardware state
259 * counter wraparound behavior.
260 *
261 * State updates are tracked by a global counter which increments at the first
262 * state update after a draw or a START_BINNING.  Tiles can then have their
263 * state updated at draw time with a set of cheap checks for whether the
264 * state's copy of the global counter matches the global counter the last time
265 * that state was written to the tile.
266 *
267 * The state counters are relatively small and wrap around quickly, so you
268 * could get false negatives for needing to update a particular state in the
269 * tile.  To avoid this, the hardware attempts to write all of the state in
270 * the tile at wraparound time.  This apparently is broken, so we just flush
271 * everything before that behavior is triggered.  A batch flush is sufficient
272 * to get our current contents drawn and reset the counters to 0.
273 *
274 * Note that we can't just use VC4_PACKET_FLUSH_ALL, because that caps the
275 * tiles with VC4_PACKET_RETURN_FROM_LIST.
276 */
277static void
278vc4_hw_2116_workaround(struct pipe_context *pctx, int vert_count)
279{
280        struct vc4_context *vc4 = vc4_context(pctx);
281        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
282
283        if (job->draw_calls_queued + vert_count / 65535 >= VC4_HW_2116_COUNT) {
284                perf_debug("Flushing batch due to HW-2116 workaround "
285                           "(too many draw calls per scene\n");
286                vc4_job_submit(vc4, job);
287        }
288}
289
290static void
291vc4_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
292             unsigned drawid_offset,
293             const struct pipe_draw_indirect_info *indirect,
294             const struct pipe_draw_start_count_bias *draws,
295             unsigned num_draws)
296{
297        if (num_draws > 1) {
298                util_draw_multi(pctx, info, drawid_offset, indirect, draws, num_draws);
299                return;
300        }
301
302        if (!indirect && (!draws[0].count || !info->instance_count))
303           return;
304
305        struct vc4_context *vc4 = vc4_context(pctx);
306
307	if (!indirect &&
308	    !info->primitive_restart &&
309	    !u_trim_pipe_prim(info->mode, (unsigned*)&draws[0].count))
310		return;
311
312        /* Before setting up the draw, do any fixup blits necessary. */
313        vc4_predraw_check_textures(pctx, &vc4->verttex);
314        vc4_predraw_check_textures(pctx, &vc4->fragtex);
315
316        vc4_hw_2116_workaround(pctx, draws[0].count);
317
318        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
319
320        /* Make sure that the raster order flags haven't changed, which can
321         * only be set at job granularity.
322         */
323        if (job->flags != vc4->rasterizer->tile_raster_order_flags) {
324                vc4_job_submit(vc4, job);
325                job = vc4_get_job_for_fbo(vc4);
326        }
327
328        vc4_get_draw_cl_space(job, draws[0].count);
329
330        if (vc4->prim_mode != info->mode) {
331                vc4->prim_mode = info->mode;
332                vc4->dirty |= VC4_DIRTY_PRIM_MODE;
333        }
334
335        vc4_start_draw(vc4);
336        if (!vc4_update_compiled_shaders(vc4, info->mode)) {
337                debug_warn_once("shader compile failed, skipping draw call.\n");
338                return;
339        }
340
341        vc4_emit_state(pctx);
342
343        bool needs_drawarrays_shader_state = false;
344
345        unsigned index_bias = info->index_size ? draws->index_bias : 0;
346        if ((vc4->dirty & (VC4_DIRTY_VTXBUF |
347                           VC4_DIRTY_VTXSTATE |
348                           VC4_DIRTY_PRIM_MODE |
349                           VC4_DIRTY_RASTERIZER |
350                           VC4_DIRTY_COMPILED_CS |
351                           VC4_DIRTY_COMPILED_VS |
352                           VC4_DIRTY_COMPILED_FS |
353                           vc4->prog.cs->uniform_dirty_bits |
354                           vc4->prog.vs->uniform_dirty_bits |
355                           vc4->prog.fs->uniform_dirty_bits)) ||
356            vc4->last_index_bias != index_bias) {
357                if (info->index_size)
358                        vc4_emit_gl_shader_state(vc4, info, draws, 0);
359                else
360                        needs_drawarrays_shader_state = true;
361        }
362
363        vc4->dirty = 0;
364
365        /* Note that the primitive type fields match with OpenGL/gallium
366         * definitions, up to but not including QUADS.
367         */
368        if (info->index_size) {
369                uint32_t index_size = info->index_size;
370                uint32_t offset = draws[0].start * index_size;
371                struct pipe_resource *prsc;
372                if (info->index_size == 4) {
373                        prsc = vc4_get_shadow_index_buffer(pctx, info,
374                                                           offset,
375                                                           draws[0].count, &offset);
376                        index_size = 2;
377                } else {
378                        if (info->has_user_indices) {
379                                unsigned start_offset = draws[0].start * info->index_size;
380                                prsc = NULL;
381                                u_upload_data(vc4->uploader, start_offset,
382                                              draws[0].count * index_size, 4,
383                                              (char*)info->index.user + start_offset,
384                                              &offset, &prsc);
385                        } else {
386                                prsc = info->index.resource;
387                        }
388                }
389                struct vc4_resource *rsc = vc4_resource(prsc);
390
391                struct vc4_cl_out *bcl = cl_start(&job->bcl);
392
393                /* The original design for the VC4 kernel UABI had multiple
394                 * packets that used relocations in the BCL (some of which
395                 * needed two BOs), but later modifications eliminated all but
396                 * this one usage.  We have an arbitrary 32-bit offset value,
397                 * and need to also supply an arbitrary 32-bit index buffer
398                 * GEM handle, so we have this fake packet we emit in our BCL
399                 * to be validated, which the kernel uses at validation time
400                 * to perform the relocation in the IB packet (without
401                 * emitting to the actual HW).
402                 */
403                uint32_t hindex = vc4_gem_hindex(job, rsc->bo);
404                if (job->last_gem_handle_hindex != hindex) {
405                        cl_u8(&bcl, VC4_PACKET_GEM_HANDLES);
406                        cl_u32(&bcl, hindex);
407                        cl_u32(&bcl, 0);
408                        job->last_gem_handle_hindex = hindex;
409                }
410
411                cl_u8(&bcl, VC4_PACKET_GL_INDEXED_PRIMITIVE);
412                cl_u8(&bcl,
413                      info->mode |
414                      (index_size == 2 ?
415                       VC4_INDEX_BUFFER_U16:
416                       VC4_INDEX_BUFFER_U8));
417                cl_u32(&bcl, draws[0].count);
418                cl_u32(&bcl, offset);
419                cl_u32(&bcl, vc4->max_index);
420
421                cl_end(&job->bcl, bcl);
422                job->draw_calls_queued++;
423
424                if (info->index_size == 4 || info->has_user_indices)
425                        pipe_resource_reference(&prsc, NULL);
426        } else {
427                uint32_t count = draws[0].count;
428                uint32_t start = draws[0].start;
429                uint32_t extra_index_bias = 0;
430                static const uint32_t max_verts = 65535;
431
432                /* GFXH-515 / SW-5891: The binner emits 16 bit indices for
433                 * drawarrays, which means that if start + count > 64k it
434                 * would truncate the top bits.  Work around this by emitting
435                 * a limited number of primitives at a time and reemitting the
436                 * shader state pointing farther down the vertex attribute
437                 * arrays.
438                 *
439                 * To do this properly for line loops or trifans, we'd need to
440                 * make a new VB containing the first vertex plus whatever
441                 * remainder.
442                 */
443                if (start + count > max_verts) {
444                        extra_index_bias = start;
445                        start = 0;
446                        needs_drawarrays_shader_state = true;
447                }
448
449                while (count) {
450                        uint32_t this_count = count;
451                        uint32_t step;
452
453                        if (needs_drawarrays_shader_state) {
454                                vc4_emit_gl_shader_state(vc4, info, draws,
455                                                         extra_index_bias);
456                        }
457
458                        u_split_draw(info, max_verts, &this_count, &step);
459
460                        cl_emit(&job->bcl, VERTEX_ARRAY_PRIMITIVES, array) {
461                                array.primitive_mode = info->mode;
462                                array.length = this_count;
463                                array.index_of_first_vertex = start;
464                        }
465                        job->draw_calls_queued++;
466
467                        count -= step;
468                        extra_index_bias += start + step;
469                        start = 0;
470                        needs_drawarrays_shader_state = true;
471                }
472        }
473
474        /* We shouldn't have tripped the HW_2116 bug with the GFXH-515
475         * workaround.
476         */
477        assert(job->draw_calls_queued <= VC4_HW_2116_COUNT);
478
479        if (vc4->zsa && vc4->framebuffer.zsbuf) {
480                struct vc4_resource *rsc =
481                        vc4_resource(vc4->framebuffer.zsbuf->texture);
482
483                if (vc4->zsa->base.depth_enabled) {
484                        job->resolve |= PIPE_CLEAR_DEPTH;
485                        rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
486                }
487
488                if (vc4->zsa->base.stencil[0].enabled) {
489                        job->resolve |= PIPE_CLEAR_STENCIL;
490                        rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
491                }
492        }
493
494        job->resolve |= PIPE_CLEAR_COLOR0;
495
496        /* If we've used half of the presumably 256MB CMA area, flush the job
497         * so that we don't accumulate a job that will end up not being
498         * executable.
499         */
500        if (job->bo_space > 128 * 1024 * 1024)
501                vc4_flush(pctx);
502
503        if (vc4_debug & VC4_DEBUG_ALWAYS_FLUSH)
504                vc4_flush(pctx);
505}
506
507static uint32_t
508pack_rgba(enum pipe_format format, const float *rgba)
509{
510        union util_color uc;
511        util_pack_color(rgba, format, &uc);
512        if (util_format_get_blocksize(format) == 2)
513                return uc.us;
514        else
515                return uc.ui[0];
516}
517
518static void
519vc4_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
520          const union pipe_color_union *color, double depth, unsigned stencil)
521{
522        struct vc4_context *vc4 = vc4_context(pctx);
523        struct vc4_job *job = vc4_get_job_for_fbo(vc4);
524
525        if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
526                struct vc4_resource *rsc =
527                        vc4_resource(vc4->framebuffer.zsbuf->texture);
528                unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
529
530                /* Clearing ZS will clear both Z and stencil, so if we're
531                 * trying to clear just one then we need to draw a quad to do
532                 * it instead.  We need to do this before setting up
533                 * tile-based clears in vc4->job, because the blitter may
534                 * submit the current job.
535                 */
536                if ((zsclear == PIPE_CLEAR_DEPTH ||
537                     zsclear == PIPE_CLEAR_STENCIL) &&
538                    (rsc->initialized_buffers & ~(zsclear | job->cleared)) &&
539                    util_format_is_depth_and_stencil(vc4->framebuffer.zsbuf->format)) {
540                        static const union pipe_color_union dummy_color = {};
541
542                        perf_debug("Partial clear of Z+stencil buffer, "
543                                   "drawing a quad instead of fast clearing\n");
544                        vc4_blitter_save(vc4);
545                        util_blitter_clear(vc4->blitter,
546                                           vc4->framebuffer.width,
547                                           vc4->framebuffer.height,
548                                           1,
549                                           zsclear,
550                                           &dummy_color, depth, stencil,
551                                           false);
552                        buffers &= ~zsclear;
553                        if (!buffers)
554                                return;
555                        job = vc4_get_job_for_fbo(vc4);
556                }
557        }
558
559        /* We can't flag new buffers for clearing once we've queued draws.  We
560         * could avoid this by using the 3d engine to clear.
561         */
562        if (job->draw_calls_queued) {
563                perf_debug("Flushing rendering to process new clear.\n");
564                vc4_job_submit(vc4, job);
565                job = vc4_get_job_for_fbo(vc4);
566        }
567
568        if (buffers & PIPE_CLEAR_COLOR0) {
569                struct vc4_resource *rsc =
570                        vc4_resource(vc4->framebuffer.cbufs[0]->texture);
571                uint32_t clear_color;
572
573                if (vc4_rt_format_is_565(vc4->framebuffer.cbufs[0]->format)) {
574                        /* In 565 mode, the hardware will be packing our color
575                         * for us.
576                         */
577                        clear_color = pack_rgba(PIPE_FORMAT_R8G8B8A8_UNORM,
578                                                color->f);
579                } else {
580                        /* Otherwise, we need to do this packing because we
581                         * support multiple swizzlings of RGBA8888.
582                         */
583                        clear_color =
584                                pack_rgba(vc4->framebuffer.cbufs[0]->format,
585                                          color->f);
586                }
587                job->clear_color[0] = job->clear_color[1] = clear_color;
588                rsc->initialized_buffers |= (buffers & PIPE_CLEAR_COLOR0);
589        }
590
591        if (buffers & PIPE_CLEAR_DEPTHSTENCIL) {
592                struct vc4_resource *rsc =
593                        vc4_resource(vc4->framebuffer.zsbuf->texture);
594
595                /* Though the depth buffer is stored with Z in the high 24,
596                 * for this field we just need to store it in the low 24.
597                 */
598                if (buffers & PIPE_CLEAR_DEPTH) {
599                        job->clear_depth = util_pack_z(PIPE_FORMAT_Z24X8_UNORM,
600                                                       depth);
601                }
602                if (buffers & PIPE_CLEAR_STENCIL)
603                        job->clear_stencil = stencil;
604
605                rsc->initialized_buffers |= (buffers & PIPE_CLEAR_DEPTHSTENCIL);
606        }
607
608        job->draw_min_x = 0;
609        job->draw_min_y = 0;
610        job->draw_max_x = vc4->framebuffer.width;
611        job->draw_max_y = vc4->framebuffer.height;
612        job->cleared |= buffers;
613        job->resolve |= buffers;
614
615        vc4_start_draw(vc4);
616}
617
618static void
619vc4_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
620                        const union pipe_color_union *color,
621                        unsigned x, unsigned y, unsigned w, unsigned h,
622			bool render_condition_enabled)
623{
624        fprintf(stderr, "unimpl: clear RT\n");
625}
626
627static void
628vc4_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
629                        unsigned buffers, double depth, unsigned stencil,
630                        unsigned x, unsigned y, unsigned w, unsigned h,
631			bool render_condition_enabled)
632{
633        fprintf(stderr, "unimpl: clear DS\n");
634}
635
636void
637vc4_draw_init(struct pipe_context *pctx)
638{
639        pctx->draw_vbo = vc4_draw_vbo;
640        pctx->clear = vc4_clear;
641        pctx->clear_render_target = vc4_clear_render_target;
642        pctx->clear_depth_stencil = vc4_clear_depth_stencil;
643}
644