| /* |
| * Copyright © 2019 Raspberry Pi Ltd |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS |
| * IN THE SOFTWARE. |
| */ |
| |
| #include "v3dv_private.h" |
| #include "util/u_pack_color.h" |
| #include "vk_util.h" |
| |
| void |
| v3dv_job_add_bo(struct v3dv_job *job, struct v3dv_bo *bo) |
| { |
| if (!bo) |
| return; |
| |
| if (job->bo_handle_mask & bo->handle_bit) { |
| if (_mesa_set_search(job->bos, bo)) |
| return; |
| } |
| |
| _mesa_set_add(job->bos, bo); |
| job->bo_count++; |
| job->bo_handle_mask |= bo->handle_bit; |
| } |
| |
| void |
| v3dv_job_add_bo_unchecked(struct v3dv_job *job, struct v3dv_bo *bo) |
| { |
| assert(bo); |
| _mesa_set_add(job->bos, bo); |
| job->bo_count++; |
| job->bo_handle_mask |= bo->handle_bit; |
| } |
| |
| static void |
| cmd_buffer_init(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_device *device) |
| { |
| /* Do not reset the base object! If we are calling this from a command |
| * buffer reset that would reset the loader's dispatch table for the |
| * command buffer, and any other relevant info from vk_object_base |
| */ |
| const uint32_t base_size = sizeof(struct vk_command_buffer); |
| uint8_t *cmd_buffer_driver_start = ((uint8_t *) cmd_buffer) + base_size; |
| memset(cmd_buffer_driver_start, 0, sizeof(*cmd_buffer) - base_size); |
| |
| cmd_buffer->device = device; |
| |
| list_inithead(&cmd_buffer->private_objs); |
| list_inithead(&cmd_buffer->jobs); |
| list_inithead(&cmd_buffer->list_link); |
| |
| cmd_buffer->state.subpass_idx = -1; |
| cmd_buffer->state.meta.subpass_idx = -1; |
| |
| cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_INITIALIZED; |
| } |
| |
| static VkResult |
| cmd_buffer_create(struct vk_command_pool *pool, |
| struct vk_command_buffer **cmd_buffer_out) |
| { |
| struct v3dv_device *device = |
| container_of(pool->base.device, struct v3dv_device, vk); |
| |
| struct v3dv_cmd_buffer *cmd_buffer; |
| cmd_buffer = vk_zalloc(&pool->alloc, |
| sizeof(*cmd_buffer), |
| 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_OBJECT); |
| if (cmd_buffer == NULL) |
| return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY); |
| |
| /* Here we pass 0 as level because this callback hook doesn't have the level |
| * info, but that's fine, vk_common_AllocateCommandBuffers will fix it up |
| * after creation. |
| */ |
| VkResult result; |
| result = vk_command_buffer_init(pool, &cmd_buffer->vk, |
| &v3dv_cmd_buffer_ops, 0 /* level */); |
| if (result != VK_SUCCESS) { |
| vk_free(&pool->alloc, cmd_buffer); |
| return result; |
| } |
| |
| cmd_buffer_init(cmd_buffer, device); |
| |
| *cmd_buffer_out = &cmd_buffer->vk; |
| |
| return VK_SUCCESS; |
| } |
| |
| static void |
| job_destroy_gpu_cl_resources(struct v3dv_job *job) |
| { |
| assert(job->type == V3DV_JOB_TYPE_GPU_CL || |
| job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY); |
| |
| v3dv_cl_destroy(&job->bcl); |
| v3dv_cl_destroy(&job->rcl); |
| v3dv_cl_destroy(&job->indirect); |
| |
| /* Since we don't ref BOs when we add them to the command buffer, don't |
| * unref them here either. Bo's will be freed when their corresponding API |
| * objects are destroyed. |
| */ |
| _mesa_set_destroy(job->bos, NULL); |
| |
| v3dv_bo_free(job->device, job->tile_alloc); |
| v3dv_bo_free(job->device, job->tile_state); |
| } |
| |
| static void |
| job_destroy_cloned_gpu_cl_resources(struct v3dv_job *job) |
| { |
| assert(job->type == V3DV_JOB_TYPE_GPU_CL); |
| |
| list_for_each_entry_safe(struct v3dv_bo, bo, &job->bcl.bo_list, list_link) { |
| list_del(&bo->list_link); |
| vk_free(&job->device->vk.alloc, bo); |
| } |
| |
| list_for_each_entry_safe(struct v3dv_bo, bo, &job->rcl.bo_list, list_link) { |
| list_del(&bo->list_link); |
| vk_free(&job->device->vk.alloc, bo); |
| } |
| |
| list_for_each_entry_safe(struct v3dv_bo, bo, &job->indirect.bo_list, list_link) { |
| list_del(&bo->list_link); |
| vk_free(&job->device->vk.alloc, bo); |
| } |
| } |
| |
| static void |
| job_destroy_gpu_csd_resources(struct v3dv_job *job) |
| { |
| assert(job->type == V3DV_JOB_TYPE_GPU_CSD); |
| assert(job->cmd_buffer); |
| |
| v3dv_cl_destroy(&job->indirect); |
| |
| _mesa_set_destroy(job->bos, NULL); |
| |
| if (job->csd.shared_memory) |
| v3dv_bo_free(job->device, job->csd.shared_memory); |
| } |
| |
| void |
| v3dv_job_destroy(struct v3dv_job *job) |
| { |
| assert(job); |
| |
| list_del(&job->list_link); |
| |
| /* Cloned jobs don't make deep copies of the original jobs, so they don't |
| * own any of their resources. However, they do allocate clones of BO |
| * structs, so make sure we free those. |
| */ |
| if (!job->is_clone) { |
| switch (job->type) { |
| case V3DV_JOB_TYPE_GPU_CL: |
| case V3DV_JOB_TYPE_GPU_CL_SECONDARY: |
| job_destroy_gpu_cl_resources(job); |
| break; |
| case V3DV_JOB_TYPE_GPU_CSD: |
| job_destroy_gpu_csd_resources(job); |
| break; |
| default: |
| break; |
| } |
| } else { |
| /* Cloned jobs */ |
| if (job->type == V3DV_JOB_TYPE_GPU_CL) |
| job_destroy_cloned_gpu_cl_resources(job); |
| } |
| |
| vk_free(&job->device->vk.alloc, job); |
| } |
| |
| void |
| v3dv_cmd_buffer_add_private_obj(struct v3dv_cmd_buffer *cmd_buffer, |
| uint64_t obj, |
| v3dv_cmd_buffer_private_obj_destroy_cb destroy_cb) |
| { |
| struct v3dv_cmd_buffer_private_obj *pobj = |
| vk_alloc(&cmd_buffer->device->vk.alloc, sizeof(*pobj), 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| if (!pobj) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return; |
| } |
| |
| pobj->obj = obj; |
| pobj->destroy_cb = destroy_cb; |
| |
| list_addtail(&pobj->list_link, &cmd_buffer->private_objs); |
| } |
| |
| static void |
| cmd_buffer_destroy_private_obj(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_cmd_buffer_private_obj *pobj) |
| { |
| assert(pobj && pobj->obj && pobj->destroy_cb); |
| pobj->destroy_cb(v3dv_device_to_handle(cmd_buffer->device), |
| pobj->obj, |
| &cmd_buffer->device->vk.alloc); |
| list_del(&pobj->list_link); |
| vk_free(&cmd_buffer->device->vk.alloc, pobj); |
| } |
| |
| static void |
| cmd_buffer_free_resources(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| list_for_each_entry_safe(struct v3dv_job, job, |
| &cmd_buffer->jobs, list_link) { |
| v3dv_job_destroy(job); |
| } |
| |
| if (cmd_buffer->state.job) |
| v3dv_job_destroy(cmd_buffer->state.job); |
| |
| if (cmd_buffer->state.attachments) |
| vk_free(&cmd_buffer->vk.pool->alloc, cmd_buffer->state.attachments); |
| |
| if (cmd_buffer->state.query.end.alloc_count > 0) |
| vk_free(&cmd_buffer->device->vk.alloc, cmd_buffer->state.query.end.states); |
| |
| if (cmd_buffer->push_constants_resource.bo) |
| v3dv_bo_free(cmd_buffer->device, cmd_buffer->push_constants_resource.bo); |
| |
| list_for_each_entry_safe(struct v3dv_cmd_buffer_private_obj, pobj, |
| &cmd_buffer->private_objs, list_link) { |
| cmd_buffer_destroy_private_obj(cmd_buffer, pobj); |
| } |
| |
| if (cmd_buffer->state.meta.attachments) { |
| assert(cmd_buffer->state.meta.attachment_alloc_count > 0); |
| vk_free(&cmd_buffer->device->vk.alloc, cmd_buffer->state.meta.attachments); |
| } |
| } |
| |
| static void |
| cmd_buffer_destroy(struct vk_command_buffer *vk_cmd_buffer) |
| { |
| struct v3dv_cmd_buffer *cmd_buffer = |
| container_of(vk_cmd_buffer, struct v3dv_cmd_buffer, vk); |
| |
| cmd_buffer_free_resources(cmd_buffer); |
| vk_command_buffer_finish(&cmd_buffer->vk); |
| vk_free(&cmd_buffer->vk.pool->alloc, cmd_buffer); |
| } |
| |
| static bool |
| cmd_buffer_can_merge_subpass(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t subpass_idx) |
| { |
| const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| assert(state->pass); |
| |
| const struct v3dv_physical_device *physical_device = |
| cmd_buffer->device->pdevice; |
| |
| if (cmd_buffer->vk.level != VK_COMMAND_BUFFER_LEVEL_PRIMARY) |
| return false; |
| |
| if (!cmd_buffer->state.job) |
| return false; |
| |
| if (cmd_buffer->state.job->always_flush) |
| return false; |
| |
| if (!physical_device->options.merge_jobs) |
| return false; |
| |
| /* Each render pass starts a new job */ |
| if (subpass_idx == 0) |
| return false; |
| |
| /* Two subpasses can be merged in the same job if we can emit a single RCL |
| * for them (since the RCL includes the END_OF_RENDERING command that |
| * triggers the "render job finished" interrupt). We can do this so long |
| * as both subpasses render against the same attachments. |
| */ |
| assert(state->subpass_idx == subpass_idx - 1); |
| struct v3dv_subpass *prev_subpass = &state->pass->subpasses[state->subpass_idx]; |
| struct v3dv_subpass *subpass = &state->pass->subpasses[subpass_idx]; |
| |
| if (subpass->ds_attachment.attachment != |
| prev_subpass->ds_attachment.attachment) |
| return false; |
| |
| if (subpass->color_count != prev_subpass->color_count) |
| return false; |
| |
| for (uint32_t i = 0; i < subpass->color_count; i++) { |
| if (subpass->color_attachments[i].attachment != |
| prev_subpass->color_attachments[i].attachment) { |
| return false; |
| } |
| } |
| |
| /* Don't merge if the subpasses have different view masks, since in that |
| * case the framebuffer setup is different and we need to emit different |
| * RCLs. |
| */ |
| if (subpass->view_mask != prev_subpass->view_mask) |
| return false; |
| |
| /* FIXME: Since some attachment formats can't be resolved using the TLB we |
| * need to emit separate resolve jobs for them and that would not be |
| * compatible with subpass merges. We could fix that by testing if any of |
| * the attachments to resolve doesn't support TLB resolves. |
| */ |
| if (prev_subpass->resolve_attachments || subpass->resolve_attachments || |
| prev_subpass->resolve_depth || prev_subpass->resolve_stencil || |
| subpass->resolve_depth || subpass->resolve_stencil) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| /** |
| * Computes and sets the job frame tiling information required to setup frame |
| * binning and rendering. |
| */ |
| static struct v3dv_frame_tiling * |
| job_compute_frame_tiling(struct v3dv_job *job, |
| uint32_t width, |
| uint32_t height, |
| uint32_t layers, |
| uint32_t render_target_count, |
| uint8_t max_internal_bpp, |
| bool msaa, |
| bool double_buffer) |
| { |
| assert(job); |
| struct v3dv_frame_tiling *tiling = &job->frame_tiling; |
| |
| tiling->width = width; |
| tiling->height = height; |
| tiling->layers = layers; |
| tiling->render_target_count = render_target_count; |
| tiling->msaa = msaa; |
| tiling->internal_bpp = max_internal_bpp; |
| tiling->double_buffer = double_buffer; |
| |
| /* Double-buffer is incompatible with MSAA */ |
| assert(!tiling->msaa || !tiling->double_buffer); |
| |
| v3d_choose_tile_size(render_target_count, max_internal_bpp, |
| tiling->msaa, tiling->double_buffer, |
| &tiling->tile_width, &tiling->tile_height); |
| |
| tiling->draw_tiles_x = DIV_ROUND_UP(width, tiling->tile_width); |
| tiling->draw_tiles_y = DIV_ROUND_UP(height, tiling->tile_height); |
| |
| /* Size up our supertiles until we get under the limit */ |
| const uint32_t max_supertiles = 256; |
| tiling->supertile_width = 1; |
| tiling->supertile_height = 1; |
| for (;;) { |
| tiling->frame_width_in_supertiles = |
| DIV_ROUND_UP(tiling->draw_tiles_x, tiling->supertile_width); |
| tiling->frame_height_in_supertiles = |
| DIV_ROUND_UP(tiling->draw_tiles_y, tiling->supertile_height); |
| const uint32_t num_supertiles = tiling->frame_width_in_supertiles * |
| tiling->frame_height_in_supertiles; |
| if (num_supertiles < max_supertiles) |
| break; |
| |
| if (tiling->supertile_width < tiling->supertile_height) |
| tiling->supertile_width++; |
| else |
| tiling->supertile_height++; |
| } |
| |
| return tiling; |
| } |
| |
| bool |
| v3dv_job_allocate_tile_state(struct v3dv_job *job) |
| { |
| struct v3dv_frame_tiling *tiling = &job->frame_tiling; |
| const uint32_t layers = |
| job->allocate_tile_state_for_all_layers ? tiling->layers : 1; |
| |
| /* The PTB will request the tile alloc initial size per tile at start |
| * of tile binning. |
| */ |
| uint32_t tile_alloc_size = 64 * layers * |
| tiling->draw_tiles_x * |
| tiling->draw_tiles_y; |
| |
| /* The PTB allocates in aligned 4k chunks after the initial setup. */ |
| tile_alloc_size = align(tile_alloc_size, 4096); |
| |
| /* Include the first two chunk allocations that the PTB does so that |
| * we definitely clear the OOM condition before triggering one (the HW |
| * won't trigger OOM during the first allocations). |
| */ |
| tile_alloc_size += 8192; |
| |
| /* For performance, allocate some extra initial memory after the PTB's |
| * minimal allocations, so that we hopefully don't have to block the |
| * GPU on the kernel handling an OOM signal. |
| */ |
| tile_alloc_size += 512 * 1024; |
| |
| job->tile_alloc = v3dv_bo_alloc(job->device, tile_alloc_size, |
| "tile_alloc", true); |
| if (!job->tile_alloc) { |
| v3dv_flag_oom(NULL, job); |
| return false; |
| } |
| |
| v3dv_job_add_bo_unchecked(job, job->tile_alloc); |
| |
| const uint32_t tsda_per_tile_size = 256; |
| const uint32_t tile_state_size = layers * |
| tiling->draw_tiles_x * |
| tiling->draw_tiles_y * |
| tsda_per_tile_size; |
| job->tile_state = v3dv_bo_alloc(job->device, tile_state_size, "TSDA", true); |
| if (!job->tile_state) { |
| v3dv_flag_oom(NULL, job); |
| return false; |
| } |
| |
| v3dv_job_add_bo_unchecked(job, job->tile_state); |
| return true; |
| } |
| |
| void |
| v3dv_job_start_frame(struct v3dv_job *job, |
| uint32_t width, |
| uint32_t height, |
| uint32_t layers, |
| bool allocate_tile_state_for_all_layers, |
| bool allocate_tile_state_now, |
| uint32_t render_target_count, |
| uint8_t max_internal_bpp, |
| bool msaa) |
| { |
| assert(job); |
| |
| /* Start by computing frame tiling spec for this job assuming that |
| * double-buffer mode is disabled. |
| */ |
| const struct v3dv_frame_tiling *tiling = |
| job_compute_frame_tiling(job, width, height, layers, |
| render_target_count, max_internal_bpp, |
| msaa, false); |
| |
| v3dv_cl_ensure_space_with_branch(&job->bcl, 256); |
| v3dv_return_if_oom(NULL, job); |
| |
| job->allocate_tile_state_for_all_layers = allocate_tile_state_for_all_layers; |
| |
| /* For subpass jobs we postpone tile state allocation until we are finishing |
| * the job and have made a decision about double-buffer. |
| */ |
| if (allocate_tile_state_now) { |
| if (!v3dv_job_allocate_tile_state(job)) |
| return; |
| } |
| |
| v3dv_X(job->device, job_emit_binning_prolog)(job, tiling, |
| allocate_tile_state_for_all_layers ? tiling->layers : 1); |
| |
| job->ez_state = V3D_EZ_UNDECIDED; |
| job->first_ez_state = V3D_EZ_UNDECIDED; |
| } |
| |
| static bool |
| job_should_enable_double_buffer(struct v3dv_job *job) |
| { |
| /* Inocmpatibility with double-buffer */ |
| if (!job->can_use_double_buffer) |
| return false; |
| |
| /* Too much geometry processing */ |
| if (job->double_buffer_score.geom > 2000000) |
| return false; |
| |
| /* Too little rendering to make up for tile store latency */ |
| if (job->double_buffer_score.render < 100000) |
| return false; |
| |
| return true; |
| } |
| |
| static void |
| cmd_buffer_end_render_pass_frame(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| struct v3dv_job *job = cmd_buffer->state.job; |
| assert(job); |
| |
| |
| /* For subpass jobs we always emit the RCL here */ |
| assert(v3dv_cl_offset(&job->rcl) == 0); |
| |
| /* Decide if we want to enable double-buffer for this job. If we do, then |
| * we need to rewrite the TILE_BINNING_MODE_CFG packet in the BCL. |
| */ |
| if (job_should_enable_double_buffer(job)) { |
| assert(!job->frame_tiling.double_buffer); |
| job_compute_frame_tiling(job, |
| job->frame_tiling.width, |
| job->frame_tiling.height, |
| job->frame_tiling.layers, |
| job->frame_tiling.render_target_count, |
| job->frame_tiling.internal_bpp, |
| job->frame_tiling.msaa, |
| true); |
| |
| v3dv_X(job->device, job_emit_enable_double_buffer)(job); |
| } |
| |
| /* At this point we have decided whether we want to use double-buffer or |
| * not and the job's frame tiling represents that decision so we can |
| * allocate the tile state, which we need to do before we emit the RCL. |
| */ |
| v3dv_job_allocate_tile_state(job); |
| |
| v3dv_X(cmd_buffer->device, cmd_buffer_emit_render_pass_rcl)(cmd_buffer); |
| |
| v3dv_X(cmd_buffer->device, job_emit_binning_flush)(job); |
| } |
| |
| struct v3dv_job * |
| v3dv_cmd_buffer_create_cpu_job(struct v3dv_device *device, |
| enum v3dv_job_type type, |
| struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t subpass_idx) |
| { |
| struct v3dv_job *job = vk_zalloc(&device->vk.alloc, |
| sizeof(struct v3dv_job), 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| if (!job) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return NULL; |
| } |
| |
| v3dv_job_init(job, type, device, cmd_buffer, subpass_idx); |
| return job; |
| } |
| |
| static void |
| cmd_buffer_add_cpu_jobs_for_pending_state(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| |
| if (state->query.end.used_count > 0) { |
| const uint32_t query_count = state->query.end.used_count; |
| for (uint32_t i = 0; i < query_count; i++) { |
| assert(i < state->query.end.used_count); |
| struct v3dv_job *job = |
| v3dv_cmd_buffer_create_cpu_job(cmd_buffer->device, |
| V3DV_JOB_TYPE_CPU_END_QUERY, |
| cmd_buffer, -1); |
| v3dv_return_if_oom(cmd_buffer, NULL); |
| |
| job->cpu.query_end = state->query.end.states[i]; |
| list_addtail(&job->list_link, &cmd_buffer->jobs); |
| } |
| } |
| } |
| |
| void |
| v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| struct v3dv_job *job = cmd_buffer->state.job; |
| if (!job) |
| return; |
| |
| /* Always clear BCL state after a job has been finished if we don't have |
| * a pending graphics barrier that could consume it (BCL barriers only |
| * apply to graphics jobs). This can happen if the application recorded |
| * a barrier involving geometry stages but none of the draw calls in the |
| * job actually required a binning sync. |
| */ |
| if (!(cmd_buffer->state.barrier.dst_mask & V3DV_BARRIER_GRAPHICS_BIT)) { |
| cmd_buffer->state.barrier.bcl_buffer_access = 0; |
| cmd_buffer->state.barrier.bcl_image_access = 0; |
| } |
| |
| if (cmd_buffer->state.oom) { |
| v3dv_job_destroy(job); |
| cmd_buffer->state.job = NULL; |
| return; |
| } |
| |
| /* If we have created a job for a command buffer then we should have |
| * recorded something into it: if the job was started in a render pass, it |
| * should at least have the start frame commands, otherwise, it should have |
| * a transfer command. The only exception are secondary command buffers |
| * inside a render pass. |
| */ |
| assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY || |
| v3dv_cl_offset(&job->bcl) > 0); |
| |
| /* When we merge multiple subpasses into the same job we must only emit one |
| * RCL, so we do that here, when we decided that we need to finish the job. |
| * Any rendering that happens outside a render pass is never merged, so |
| * the RCL should have been emitted by the time we got here. |
| */ |
| assert(v3dv_cl_offset(&job->rcl) != 0 || cmd_buffer->state.pass); |
| |
| /* If we are finishing a job inside a render pass we have two scenarios: |
| * |
| * 1. It is a regular CL, in which case we will submit the job to the GPU, |
| * so we may need to generate an RCL and add a binning flush. |
| * |
| * 2. It is a partial CL recorded in a secondary command buffer, in which |
| * case we are not submitting it directly to the GPU but rather branch to |
| * it from a primary command buffer. In this case we just want to end |
| * the BCL with a RETURN_FROM_SUB_LIST and the RCL and binning flush |
| * will be the primary job that branches to this CL. |
| */ |
| if (cmd_buffer->state.pass) { |
| if (job->type == V3DV_JOB_TYPE_GPU_CL) { |
| cmd_buffer_end_render_pass_frame(cmd_buffer); |
| } else { |
| assert(job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY); |
| v3dv_X(cmd_buffer->device, cmd_buffer_end_render_pass_secondary)(cmd_buffer); |
| } |
| } |
| |
| list_addtail(&job->list_link, &cmd_buffer->jobs); |
| cmd_buffer->state.job = NULL; |
| |
| /* If we have recorded any state with this last GPU job that requires to |
| * emit CPU jobs after the job is completed, add them now. The only |
| * exception is secondary command buffers inside a render pass, because in |
| * that case we want to defer this until we finish recording the primary |
| * job into which we execute the secondary. |
| */ |
| if (cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_PRIMARY || |
| !cmd_buffer->state.pass) { |
| cmd_buffer_add_cpu_jobs_for_pending_state(cmd_buffer); |
| } |
| } |
| |
| bool |
| v3dv_job_type_is_gpu(struct v3dv_job *job) |
| { |
| switch (job->type) { |
| case V3DV_JOB_TYPE_GPU_CL: |
| case V3DV_JOB_TYPE_GPU_CL_SECONDARY: |
| case V3DV_JOB_TYPE_GPU_TFU: |
| case V3DV_JOB_TYPE_GPU_CSD: |
| return true; |
| default: |
| return false; |
| } |
| } |
| |
| static void |
| cmd_buffer_serialize_job_if_needed(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_job *job) |
| { |
| assert(cmd_buffer && job); |
| |
| /* Serialization only affects GPU jobs, CPU jobs are always automatically |
| * serialized. |
| */ |
| if (!v3dv_job_type_is_gpu(job)) |
| return; |
| |
| uint8_t barrier_mask = cmd_buffer->state.barrier.dst_mask; |
| if (barrier_mask == 0) |
| return; |
| |
| uint8_t bit = 0; |
| uint8_t *src_mask; |
| if (job->type == V3DV_JOB_TYPE_GPU_CSD) { |
| assert(!job->is_transfer); |
| bit = V3DV_BARRIER_COMPUTE_BIT; |
| src_mask = &cmd_buffer->state.barrier.src_mask_compute; |
| } else if (job->is_transfer) { |
| assert(job->type == V3DV_JOB_TYPE_GPU_CL || |
| job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY || |
| job->type == V3DV_JOB_TYPE_GPU_TFU); |
| bit = V3DV_BARRIER_TRANSFER_BIT; |
| src_mask = &cmd_buffer->state.barrier.src_mask_transfer; |
| } else { |
| assert(job->type == V3DV_JOB_TYPE_GPU_CL || |
| job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY); |
| bit = V3DV_BARRIER_GRAPHICS_BIT; |
| src_mask = &cmd_buffer->state.barrier.src_mask_graphics; |
| } |
| |
| if (barrier_mask & bit) { |
| job->serialize = *src_mask; |
| *src_mask = 0; |
| cmd_buffer->state.barrier.dst_mask &= ~bit; |
| } |
| } |
| |
| void |
| v3dv_job_init(struct v3dv_job *job, |
| enum v3dv_job_type type, |
| struct v3dv_device *device, |
| struct v3dv_cmd_buffer *cmd_buffer, |
| int32_t subpass_idx) |
| { |
| assert(job); |
| |
| /* Make sure we haven't made this new job current before calling here */ |
| assert(!cmd_buffer || cmd_buffer->state.job != job); |
| |
| job->type = type; |
| |
| job->device = device; |
| job->cmd_buffer = cmd_buffer; |
| |
| list_inithead(&job->list_link); |
| |
| if (type == V3DV_JOB_TYPE_GPU_CL || |
| type == V3DV_JOB_TYPE_GPU_CL_SECONDARY || |
| type == V3DV_JOB_TYPE_GPU_CSD) { |
| job->bos = |
| _mesa_set_create(NULL, _mesa_hash_pointer, _mesa_key_pointer_equal); |
| job->bo_count = 0; |
| |
| v3dv_cl_init(job, &job->indirect); |
| |
| if (V3D_DBG(ALWAYS_FLUSH)) |
| job->always_flush = true; |
| } |
| |
| if (type == V3DV_JOB_TYPE_GPU_CL || |
| type == V3DV_JOB_TYPE_GPU_CL_SECONDARY) { |
| v3dv_cl_init(job, &job->bcl); |
| v3dv_cl_init(job, &job->rcl); |
| } |
| |
| if (cmd_buffer) { |
| /* Flag all state as dirty. Generally, we need to re-emit state for each |
| * new job. |
| * |
| * FIXME: there may be some exceptions, in which case we could skip some |
| * bits. |
| */ |
| cmd_buffer->state.dirty = ~0; |
| cmd_buffer->state.dirty_descriptor_stages = ~0; |
| |
| /* Honor inheritance of occlussion queries in secondaries if requested */ |
| if (cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY && |
| cmd_buffer->state.inheritance.occlusion_query_enable) { |
| cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_OCCLUSION_QUERY; |
| } |
| |
| /* Keep track of the first subpass that we are recording in this new job. |
| * We will use this when we emit the RCL to decide how to emit our loads |
| * and stores. |
| */ |
| if (cmd_buffer->state.pass) |
| job->first_subpass = subpass_idx; |
| |
| job->is_transfer = cmd_buffer->state.is_transfer; |
| |
| cmd_buffer_serialize_job_if_needed(cmd_buffer, job); |
| |
| job->perf = cmd_buffer->state.query.active_query.perf; |
| } |
| } |
| |
| struct v3dv_job * |
| v3dv_cmd_buffer_start_job(struct v3dv_cmd_buffer *cmd_buffer, |
| int32_t subpass_idx, |
| enum v3dv_job_type type) |
| { |
| /* Don't create a new job if we can merge the current subpass into |
| * the current job. |
| */ |
| if (cmd_buffer->state.pass && |
| subpass_idx != -1 && |
| cmd_buffer_can_merge_subpass(cmd_buffer, subpass_idx)) { |
| cmd_buffer->state.job->is_subpass_finish = false; |
| return cmd_buffer->state.job; |
| } |
| |
| /* Ensure we are not starting a new job without finishing a previous one */ |
| if (cmd_buffer->state.job != NULL) |
| v3dv_cmd_buffer_finish_job(cmd_buffer); |
| |
| assert(cmd_buffer->state.job == NULL); |
| struct v3dv_job *job = vk_zalloc(&cmd_buffer->device->vk.alloc, |
| sizeof(struct v3dv_job), 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| |
| if (!job) { |
| fprintf(stderr, "Error: failed to allocate CPU memory for job\n"); |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return NULL; |
| } |
| |
| v3dv_job_init(job, type, cmd_buffer->device, cmd_buffer, subpass_idx); |
| cmd_buffer->state.job = job; |
| |
| return job; |
| } |
| |
| static void |
| cmd_buffer_reset(struct vk_command_buffer *vk_cmd_buffer, |
| VkCommandBufferResetFlags flags) |
| { |
| struct v3dv_cmd_buffer *cmd_buffer = |
| container_of(vk_cmd_buffer, struct v3dv_cmd_buffer, vk); |
| |
| vk_command_buffer_reset(&cmd_buffer->vk); |
| if (cmd_buffer->status != V3DV_CMD_BUFFER_STATUS_INITIALIZED) { |
| struct v3dv_device *device = cmd_buffer->device; |
| |
| /* FIXME: For now we always free all resources as if |
| * VK_COMMAND_BUFFER_RESET_RELEASE_RESOURCES_BIT was set. |
| */ |
| if (cmd_buffer->status != V3DV_CMD_BUFFER_STATUS_NEW) |
| cmd_buffer_free_resources(cmd_buffer); |
| |
| cmd_buffer_init(cmd_buffer, device); |
| } |
| |
| assert(cmd_buffer->status == V3DV_CMD_BUFFER_STATUS_INITIALIZED); |
| } |
| |
| |
| static void |
| cmd_buffer_emit_resolve(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t dst_attachment_idx, |
| uint32_t src_attachment_idx, |
| VkImageAspectFlagBits aspect) |
| { |
| struct v3dv_image_view *src_iview = |
| cmd_buffer->state.attachments[src_attachment_idx].image_view; |
| struct v3dv_image_view *dst_iview = |
| cmd_buffer->state.attachments[dst_attachment_idx].image_view; |
| |
| const VkRect2D *ra = &cmd_buffer->state.render_area; |
| |
| VkImageResolve2 region = { |
| .sType = VK_STRUCTURE_TYPE_IMAGE_RESOLVE_2, |
| .srcSubresource = { |
| aspect, |
| src_iview->vk.base_mip_level, |
| src_iview->vk.base_array_layer, |
| src_iview->vk.layer_count, |
| }, |
| .srcOffset = { ra->offset.x, ra->offset.y, 0 }, |
| .dstSubresource = { |
| aspect, |
| dst_iview->vk.base_mip_level, |
| dst_iview->vk.base_array_layer, |
| dst_iview->vk.layer_count, |
| }, |
| .dstOffset = { ra->offset.x, ra->offset.y, 0 }, |
| .extent = { ra->extent.width, ra->extent.height, 1 }, |
| }; |
| |
| struct v3dv_image *src_image = (struct v3dv_image *) src_iview->vk.image; |
| struct v3dv_image *dst_image = (struct v3dv_image *) dst_iview->vk.image; |
| VkResolveImageInfo2 resolve_info = { |
| .sType = VK_STRUCTURE_TYPE_RESOLVE_IMAGE_INFO_2, |
| .srcImage = v3dv_image_to_handle(src_image), |
| .srcImageLayout = VK_IMAGE_LAYOUT_GENERAL, |
| .dstImage = v3dv_image_to_handle(dst_image), |
| .dstImageLayout = VK_IMAGE_LAYOUT_GENERAL, |
| .regionCount = 1, |
| .pRegions = ®ion, |
| }; |
| |
| VkCommandBuffer cmd_buffer_handle = v3dv_cmd_buffer_to_handle(cmd_buffer); |
| v3dv_CmdResolveImage2KHR(cmd_buffer_handle, &resolve_info); |
| } |
| |
| static void |
| cmd_buffer_subpass_handle_pending_resolves(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| assert(cmd_buffer->state.subpass_idx < cmd_buffer->state.pass->subpass_count); |
| const struct v3dv_render_pass *pass = cmd_buffer->state.pass; |
| const struct v3dv_subpass *subpass = |
| &pass->subpasses[cmd_buffer->state.subpass_idx]; |
| |
| if (!subpass->resolve_attachments) |
| return; |
| |
| /* At this point we have already ended the current subpass and now we are |
| * about to emit vkCmdResolveImage calls to get the resolves we can't handle |
| * handle in the subpass RCL. |
| * |
| * vkCmdResolveImage is not supposed to be called inside a render pass so |
| * before we call that we need to make sure our command buffer state reflects |
| * that we are no longer in a subpass by finishing the current job and |
| * resetting the framebuffer and render pass state temporarily and then |
| * restoring it after we are done with the resolves. |
| */ |
| if (cmd_buffer->state.job) |
| v3dv_cmd_buffer_finish_job(cmd_buffer); |
| struct v3dv_framebuffer *restore_fb = cmd_buffer->state.framebuffer; |
| struct v3dv_render_pass *restore_pass = cmd_buffer->state.pass; |
| uint32_t restore_subpass_idx = cmd_buffer->state.subpass_idx; |
| cmd_buffer->state.framebuffer = NULL; |
| cmd_buffer->state.pass = NULL; |
| cmd_buffer->state.subpass_idx = -1; |
| |
| for (uint32_t i = 0; i < subpass->color_count; i++) { |
| const uint32_t src_attachment_idx = |
| subpass->color_attachments[i].attachment; |
| if (src_attachment_idx == VK_ATTACHMENT_UNUSED) |
| continue; |
| |
| /* Skip if this attachment doesn't have a resolve or if it was already |
| * implemented as a TLB resolve. |
| */ |
| if (!cmd_buffer->state.attachments[src_attachment_idx].has_resolve || |
| cmd_buffer->state.attachments[src_attachment_idx].use_tlb_resolve) { |
| continue; |
| } |
| |
| const uint32_t dst_attachment_idx = |
| subpass->resolve_attachments[i].attachment; |
| assert(dst_attachment_idx != VK_ATTACHMENT_UNUSED); |
| |
| cmd_buffer_emit_resolve(cmd_buffer, dst_attachment_idx, src_attachment_idx, |
| VK_IMAGE_ASPECT_COLOR_BIT); |
| } |
| |
| const uint32_t ds_src_attachment_idx = |
| subpass->ds_attachment.attachment; |
| if (ds_src_attachment_idx != VK_ATTACHMENT_UNUSED && |
| cmd_buffer->state.attachments[ds_src_attachment_idx].has_resolve && |
| !cmd_buffer->state.attachments[ds_src_attachment_idx].use_tlb_resolve) { |
| assert(subpass->resolve_depth || subpass->resolve_stencil); |
| const VkImageAspectFlags ds_aspects = |
| (subpass->resolve_depth ? VK_IMAGE_ASPECT_DEPTH_BIT : 0) | |
| (subpass->resolve_stencil ? VK_IMAGE_ASPECT_STENCIL_BIT : 0); |
| const uint32_t ds_dst_attachment_idx = |
| subpass->ds_resolve_attachment.attachment; |
| assert(ds_dst_attachment_idx != VK_ATTACHMENT_UNUSED); |
| cmd_buffer_emit_resolve(cmd_buffer, ds_dst_attachment_idx, |
| ds_src_attachment_idx, ds_aspects); |
| } |
| |
| cmd_buffer->state.framebuffer = restore_fb; |
| cmd_buffer->state.pass = restore_pass; |
| cmd_buffer->state.subpass_idx = restore_subpass_idx; |
| } |
| |
| static VkResult |
| cmd_buffer_begin_render_pass_secondary( |
| struct v3dv_cmd_buffer *cmd_buffer, |
| const VkCommandBufferInheritanceInfo *inheritance_info) |
| { |
| assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY); |
| assert(cmd_buffer->usage_flags & VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT); |
| assert(inheritance_info); |
| |
| cmd_buffer->state.pass = |
| v3dv_render_pass_from_handle(inheritance_info->renderPass); |
| assert(cmd_buffer->state.pass); |
| |
| cmd_buffer->state.framebuffer = |
| v3dv_framebuffer_from_handle(inheritance_info->framebuffer); |
| |
| assert(inheritance_info->subpass < cmd_buffer->state.pass->subpass_count); |
| cmd_buffer->state.subpass_idx = inheritance_info->subpass; |
| |
| cmd_buffer->state.inheritance.occlusion_query_enable = |
| inheritance_info->occlusionQueryEnable; |
| |
| /* Secondaries that execute inside a render pass won't start subpasses |
| * so we want to create a job for them here. |
| */ |
| struct v3dv_job *job = |
| v3dv_cmd_buffer_start_job(cmd_buffer, inheritance_info->subpass, |
| V3DV_JOB_TYPE_GPU_CL_SECONDARY); |
| if (!job) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return VK_ERROR_OUT_OF_HOST_MEMORY; |
| } |
| |
| /* Secondary command buffers don't know about the render area, but our |
| * scissor setup accounts for it, so let's make sure we make it large |
| * enough that it doesn't actually constrain any rendering. This should |
| * be fine, since the Vulkan spec states: |
| * |
| * "The application must ensure (using scissor if necessary) that all |
| * rendering is contained within the render area." |
| */ |
| const struct v3dv_framebuffer *framebuffer = cmd_buffer->state.framebuffer; |
| cmd_buffer->state.render_area.offset.x = 0; |
| cmd_buffer->state.render_area.offset.y = 0; |
| cmd_buffer->state.render_area.extent.width = |
| framebuffer ? framebuffer->width : V3D_MAX_IMAGE_DIMENSION; |
| cmd_buffer->state.render_area.extent.height = |
| framebuffer ? framebuffer->height : V3D_MAX_IMAGE_DIMENSION; |
| |
| /* We only really execute double-buffer mode in primary jobs, so allow this |
| * mode in render pass secondaries to keep track of the double-buffer mode |
| * score in them and update the primaries accordingly when they are executed |
| * into them. |
| */ |
| job->can_use_double_buffer = true; |
| |
| return VK_SUCCESS; |
| } |
| |
| const struct vk_command_buffer_ops v3dv_cmd_buffer_ops = { |
| .create = cmd_buffer_create, |
| .reset = cmd_buffer_reset, |
| .destroy = cmd_buffer_destroy, |
| }; |
| |
| VKAPI_ATTR VkResult VKAPI_CALL |
| v3dv_BeginCommandBuffer(VkCommandBuffer commandBuffer, |
| const VkCommandBufferBeginInfo *pBeginInfo) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| |
| /* If this is the first vkBeginCommandBuffer, we must initialize the |
| * command buffer's state. Otherwise, we must reset its state. In both |
| * cases we reset it. |
| */ |
| cmd_buffer_reset(&cmd_buffer->vk, 0); |
| |
| assert(cmd_buffer->status == V3DV_CMD_BUFFER_STATUS_INITIALIZED); |
| |
| cmd_buffer->usage_flags = pBeginInfo->flags; |
| |
| if (cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY) { |
| if (pBeginInfo->flags & VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT) { |
| VkResult result = |
| cmd_buffer_begin_render_pass_secondary(cmd_buffer, |
| pBeginInfo->pInheritanceInfo); |
| if (result != VK_SUCCESS) |
| return result; |
| } |
| } |
| |
| cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_RECORDING; |
| |
| return VK_SUCCESS; |
| } |
| |
| static void |
| cmd_buffer_update_tile_alignment(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| /* Render areas and scissor/viewport are only relevant inside render passes, |
| * otherwise we are dealing with transfer operations where these elements |
| * don't apply. |
| */ |
| assert(cmd_buffer->state.pass); |
| const VkRect2D *rect = &cmd_buffer->state.render_area; |
| |
| /* We should only call this at the beginning of a subpass so we should |
| * always have framebuffer information available. |
| */ |
| assert(cmd_buffer->state.framebuffer); |
| cmd_buffer->state.tile_aligned_render_area = |
| v3dv_subpass_area_is_tile_aligned(cmd_buffer->device, rect, |
| cmd_buffer->state.framebuffer, |
| cmd_buffer->state.pass, |
| cmd_buffer->state.subpass_idx); |
| |
| if (!cmd_buffer->state.tile_aligned_render_area) { |
| perf_debug("Render area for subpass %d of render pass %p doesn't " |
| "match render pass granularity.\n", |
| cmd_buffer->state.subpass_idx, cmd_buffer->state.pass); |
| } |
| } |
| |
| static void |
| cmd_buffer_update_attachment_resolve_state(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| /* NOTE: This should be called after cmd_buffer_update_tile_alignment() |
| * since it relies on up-to-date information about subpass tile alignment. |
| */ |
| const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| const struct v3dv_render_pass *pass = state->pass; |
| const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx]; |
| |
| for (uint32_t i = 0; i < subpass->color_count; i++) { |
| const uint32_t attachment_idx = subpass->color_attachments[i].attachment; |
| if (attachment_idx == VK_ATTACHMENT_UNUSED) |
| continue; |
| |
| state->attachments[attachment_idx].has_resolve = |
| subpass->resolve_attachments && |
| subpass->resolve_attachments[i].attachment != VK_ATTACHMENT_UNUSED; |
| |
| state->attachments[attachment_idx].use_tlb_resolve = |
| state->attachments[attachment_idx].has_resolve && |
| state->tile_aligned_render_area && |
| pass->attachments[attachment_idx].try_tlb_resolve; |
| } |
| |
| uint32_t ds_attachment_idx = subpass->ds_attachment.attachment; |
| if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) { |
| uint32_t ds_resolve_attachment_idx = |
| subpass->ds_resolve_attachment.attachment; |
| state->attachments[ds_attachment_idx].has_resolve = |
| ds_resolve_attachment_idx != VK_ATTACHMENT_UNUSED; |
| |
| assert(!state->attachments[ds_attachment_idx].has_resolve || |
| (subpass->resolve_depth || subpass->resolve_stencil)); |
| |
| state->attachments[ds_attachment_idx].use_tlb_resolve = |
| state->attachments[ds_attachment_idx].has_resolve && |
| state->tile_aligned_render_area && |
| pass->attachments[ds_attachment_idx].try_tlb_resolve; |
| } |
| } |
| |
| static void |
| cmd_buffer_state_set_attachment_clear_color(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t attachment_idx, |
| const VkClearColorValue *color) |
| { |
| assert(attachment_idx < cmd_buffer->state.pass->attachment_count); |
| |
| const struct v3dv_render_pass_attachment *attachment = |
| &cmd_buffer->state.pass->attachments[attachment_idx]; |
| |
| uint32_t internal_type, internal_bpp; |
| const struct v3dv_format *format = |
| v3dv_X(cmd_buffer->device, get_format)(attachment->desc.format); |
| |
| v3dv_X(cmd_buffer->device, get_internal_type_bpp_for_output_format) |
| (format->rt_type, &internal_type, &internal_bpp); |
| |
| uint32_t internal_size = 4 << internal_bpp; |
| |
| struct v3dv_cmd_buffer_attachment_state *attachment_state = |
| &cmd_buffer->state.attachments[attachment_idx]; |
| |
| v3dv_X(cmd_buffer->device, get_hw_clear_color) |
| (color, internal_type, internal_size, &attachment_state->clear_value.color[0]); |
| |
| attachment_state->vk_clear_value.color = *color; |
| } |
| |
| static void |
| cmd_buffer_state_set_attachment_clear_depth_stencil( |
| struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t attachment_idx, |
| bool clear_depth, bool clear_stencil, |
| const VkClearDepthStencilValue *ds) |
| { |
| struct v3dv_cmd_buffer_attachment_state *attachment_state = |
| &cmd_buffer->state.attachments[attachment_idx]; |
| |
| if (clear_depth) |
| attachment_state->clear_value.z = ds->depth; |
| |
| if (clear_stencil) |
| attachment_state->clear_value.s = ds->stencil; |
| |
| attachment_state->vk_clear_value.depthStencil = *ds; |
| } |
| |
| static void |
| cmd_buffer_state_set_clear_values(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t count, const VkClearValue *values) |
| { |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| const struct v3dv_render_pass *pass = state->pass; |
| |
| /* There could be less clear values than attachments in the render pass, in |
| * which case we only want to process as many as we have, or there could be |
| * more, in which case we want to ignore those for which we don't have a |
| * corresponding attachment. |
| */ |
| count = MIN2(count, pass->attachment_count); |
| for (uint32_t i = 0; i < count; i++) { |
| const struct v3dv_render_pass_attachment *attachment = |
| &pass->attachments[i]; |
| |
| if (attachment->desc.loadOp != VK_ATTACHMENT_LOAD_OP_CLEAR) |
| continue; |
| |
| VkImageAspectFlags aspects = vk_format_aspects(attachment->desc.format); |
| if (aspects & VK_IMAGE_ASPECT_COLOR_BIT) { |
| cmd_buffer_state_set_attachment_clear_color(cmd_buffer, i, |
| &values[i].color); |
| } else if (aspects & (VK_IMAGE_ASPECT_DEPTH_BIT | |
| VK_IMAGE_ASPECT_STENCIL_BIT)) { |
| cmd_buffer_state_set_attachment_clear_depth_stencil( |
| cmd_buffer, i, |
| aspects & VK_IMAGE_ASPECT_DEPTH_BIT, |
| aspects & VK_IMAGE_ASPECT_STENCIL_BIT, |
| &values[i].depthStencil); |
| } |
| } |
| } |
| |
| static void |
| cmd_buffer_state_set_attachments(struct v3dv_cmd_buffer *cmd_buffer, |
| const VkRenderPassBeginInfo *pRenderPassBegin) |
| { |
| V3DV_FROM_HANDLE(v3dv_render_pass, pass, pRenderPassBegin->renderPass); |
| V3DV_FROM_HANDLE(v3dv_framebuffer, framebuffer, pRenderPassBegin->framebuffer); |
| |
| const VkRenderPassAttachmentBeginInfo *attach_begin = |
| vk_find_struct_const(pRenderPassBegin, RENDER_PASS_ATTACHMENT_BEGIN_INFO); |
| |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| |
| for (uint32_t i = 0; i < pass->attachment_count; i++) { |
| if (attach_begin && attach_begin->attachmentCount != 0) { |
| state->attachments[i].image_view = |
| v3dv_image_view_from_handle(attach_begin->pAttachments[i]); |
| } else if (framebuffer) { |
| state->attachments[i].image_view = framebuffer->attachments[i]; |
| } else { |
| assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY); |
| state->attachments[i].image_view = NULL; |
| } |
| } |
| } |
| |
| static void |
| cmd_buffer_init_render_pass_attachment_state(struct v3dv_cmd_buffer *cmd_buffer, |
| const VkRenderPassBeginInfo *pRenderPassBegin) |
| { |
| cmd_buffer_state_set_clear_values(cmd_buffer, |
| pRenderPassBegin->clearValueCount, |
| pRenderPassBegin->pClearValues); |
| |
| cmd_buffer_state_set_attachments(cmd_buffer, pRenderPassBegin); |
| } |
| |
| static void |
| cmd_buffer_ensure_render_pass_attachment_state(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| const struct v3dv_render_pass *pass = state->pass; |
| |
| if (state->attachment_alloc_count < pass->attachment_count) { |
| if (state->attachments > 0) { |
| assert(state->attachment_alloc_count > 0); |
| vk_free(&cmd_buffer->device->vk.alloc, state->attachments); |
| } |
| |
| uint32_t size = sizeof(struct v3dv_cmd_buffer_attachment_state) * |
| pass->attachment_count; |
| state->attachments = vk_zalloc(&cmd_buffer->device->vk.alloc, size, 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| if (!state->attachments) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return; |
| } |
| state->attachment_alloc_count = pass->attachment_count; |
| } |
| |
| assert(state->attachment_alloc_count >= pass->attachment_count); |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdBeginRenderPass2(VkCommandBuffer commandBuffer, |
| const VkRenderPassBeginInfo *pRenderPassBegin, |
| const VkSubpassBeginInfo *pSubpassBeginInfo) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| V3DV_FROM_HANDLE(v3dv_render_pass, pass, pRenderPassBegin->renderPass); |
| V3DV_FROM_HANDLE(v3dv_framebuffer, framebuffer, pRenderPassBegin->framebuffer); |
| |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| state->pass = pass; |
| state->framebuffer = framebuffer; |
| |
| cmd_buffer_ensure_render_pass_attachment_state(cmd_buffer); |
| v3dv_return_if_oom(cmd_buffer, NULL); |
| |
| cmd_buffer_init_render_pass_attachment_state(cmd_buffer, pRenderPassBegin); |
| |
| state->render_area = pRenderPassBegin->renderArea; |
| |
| /* If our render area is smaller than the current clip window we will have |
| * to emit a new clip window to constraint it to the render area. |
| */ |
| uint32_t min_render_x = state->render_area.offset.x; |
| uint32_t min_render_y = state->render_area.offset.y; |
| uint32_t max_render_x = min_render_x + state->render_area.extent.width - 1; |
| uint32_t max_render_y = min_render_y + state->render_area.extent.height - 1; |
| uint32_t min_clip_x = state->clip_window.offset.x; |
| uint32_t min_clip_y = state->clip_window.offset.y; |
| uint32_t max_clip_x = min_clip_x + state->clip_window.extent.width - 1; |
| uint32_t max_clip_y = min_clip_y + state->clip_window.extent.height - 1; |
| if (min_render_x > min_clip_x || min_render_y > min_clip_y || |
| max_render_x < max_clip_x || max_render_y < max_clip_y) { |
| state->dirty |= V3DV_CMD_DIRTY_SCISSOR; |
| } |
| |
| /* Setup for first subpass */ |
| v3dv_cmd_buffer_subpass_start(cmd_buffer, 0); |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdNextSubpass2(VkCommandBuffer commandBuffer, |
| const VkSubpassBeginInfo *pSubpassBeginInfo, |
| const VkSubpassEndInfo *pSubpassEndInfo) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| assert(state->subpass_idx < state->pass->subpass_count - 1); |
| |
| /* Finish the previous subpass */ |
| v3dv_cmd_buffer_subpass_finish(cmd_buffer); |
| cmd_buffer_subpass_handle_pending_resolves(cmd_buffer); |
| |
| /* Start the next subpass */ |
| v3dv_cmd_buffer_subpass_start(cmd_buffer, state->subpass_idx + 1); |
| } |
| |
| static void |
| cmd_buffer_emit_subpass_clears(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_PRIMARY); |
| |
| assert(cmd_buffer->state.pass); |
| assert(cmd_buffer->state.subpass_idx < cmd_buffer->state.pass->subpass_count); |
| const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| const struct v3dv_render_pass *pass = state->pass; |
| const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx]; |
| |
| /* We only need to emit subpass clears as draw calls when the render |
| * area is not aligned to tile boundaries or for GFXH-1461. |
| */ |
| if (cmd_buffer->state.tile_aligned_render_area && |
| !subpass->do_depth_clear_with_draw && |
| !subpass->do_depth_clear_with_draw) { |
| return; |
| } |
| |
| uint32_t att_count = 0; |
| VkClearAttachment atts[V3D_MAX_DRAW_BUFFERS + 1]; /* 4 color + D/S */ |
| |
| /* We only need to emit subpass clears as draw calls for color attachments |
| * if the render area is not aligned to tile boundaries. |
| */ |
| if (!cmd_buffer->state.tile_aligned_render_area) { |
| for (uint32_t i = 0; i < subpass->color_count; i++) { |
| const uint32_t att_idx = subpass->color_attachments[i].attachment; |
| if (att_idx == VK_ATTACHMENT_UNUSED) |
| continue; |
| |
| struct v3dv_render_pass_attachment *att = &pass->attachments[att_idx]; |
| if (att->desc.loadOp != VK_ATTACHMENT_LOAD_OP_CLEAR) |
| continue; |
| |
| if (state->subpass_idx != att->first_subpass) |
| continue; |
| |
| atts[att_count].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; |
| atts[att_count].colorAttachment = i; |
| atts[att_count].clearValue = state->attachments[att_idx].vk_clear_value; |
| att_count++; |
| } |
| } |
| |
| /* For D/S we may also need to emit a subpass clear for GFXH-1461 */ |
| const uint32_t ds_att_idx = subpass->ds_attachment.attachment; |
| if (ds_att_idx != VK_ATTACHMENT_UNUSED) { |
| struct v3dv_render_pass_attachment *att = &pass->attachments[ds_att_idx]; |
| if (state->subpass_idx == att->first_subpass) { |
| VkImageAspectFlags aspects = vk_format_aspects(att->desc.format); |
| if (att->desc.loadOp != VK_ATTACHMENT_LOAD_OP_CLEAR || |
| (cmd_buffer->state.tile_aligned_render_area && |
| !subpass->do_depth_clear_with_draw)) { |
| aspects &= ~VK_IMAGE_ASPECT_DEPTH_BIT; |
| } |
| if (att->desc.stencilLoadOp != VK_ATTACHMENT_LOAD_OP_CLEAR || |
| (cmd_buffer->state.tile_aligned_render_area && |
| !subpass->do_stencil_clear_with_draw)) { |
| aspects &= ~VK_IMAGE_ASPECT_STENCIL_BIT; |
| } |
| if (aspects) { |
| atts[att_count].aspectMask = aspects; |
| atts[att_count].colorAttachment = 0; /* Ignored */ |
| atts[att_count].clearValue = |
| state->attachments[ds_att_idx].vk_clear_value; |
| att_count++; |
| } |
| } |
| } |
| |
| if (att_count == 0) |
| return; |
| |
| if (!cmd_buffer->state.tile_aligned_render_area) { |
| perf_debug("Render area doesn't match render pass granularity, falling " |
| "back to vkCmdClearAttachments for " |
| "VK_ATTACHMENT_LOAD_OP_CLEAR.\n"); |
| } else if (subpass->do_depth_clear_with_draw || |
| subpass->do_stencil_clear_with_draw) { |
| perf_debug("Subpass clears DEPTH but loads STENCIL (or viceversa), " |
| "falling back to vkCmdClearAttachments for " |
| "VK_ATTACHMENT_LOAD_OP_CLEAR.\n"); |
| } |
| |
| /* From the Vulkan 1.0 spec: |
| * |
| * "VK_ATTACHMENT_LOAD_OP_CLEAR specifies that the contents within the |
| * render area will be cleared to a uniform value, which is specified |
| * when a render pass instance is begun." |
| * |
| * So the clear is only constrained by the render area and not by pipeline |
| * state such as scissor or viewport, these are the semantics of |
| * vkCmdClearAttachments as well. |
| */ |
| VkCommandBuffer _cmd_buffer = v3dv_cmd_buffer_to_handle(cmd_buffer); |
| VkClearRect rect = { |
| .rect = state->render_area, |
| .baseArrayLayer = 0, |
| .layerCount = 1, |
| }; |
| v3dv_CmdClearAttachments(_cmd_buffer, att_count, atts, 1, &rect); |
| } |
| |
| bool |
| v3dv_cmd_buffer_check_needs_load(const struct v3dv_cmd_buffer_state *state, |
| VkImageAspectFlags aspect, |
| uint32_t first_subpass_idx, |
| VkAttachmentLoadOp load_op, |
| uint32_t last_subpass_idx, |
| VkAttachmentStoreOp store_op) |
| { |
| /* We call this with image->vk.aspects & aspect, so 0 means the aspect we are |
| * testing does not exist in the image. |
| */ |
| if (!aspect) |
| return false; |
| |
| /* Attachment (or view) load operations apply on the first subpass that |
| * uses the attachment (or view), otherwise we always need to load. |
| */ |
| if (state->job->first_subpass > first_subpass_idx) |
| return true; |
| |
| /* If the job is continuing a subpass started in another job, we always |
| * need to load. |
| */ |
| if (state->job->is_subpass_continue) |
| return true; |
| |
| /* If the area is not aligned to tile boundaries and we are going to store, |
| * then we need to load to preserve contents outside the render area. |
| */ |
| if (!state->tile_aligned_render_area && |
| v3dv_cmd_buffer_check_needs_store(state, aspect, last_subpass_idx, |
| store_op)) { |
| return true; |
| } |
| |
| /* The attachment load operations must be LOAD */ |
| return load_op == VK_ATTACHMENT_LOAD_OP_LOAD; |
| } |
| |
| bool |
| v3dv_cmd_buffer_check_needs_store(const struct v3dv_cmd_buffer_state *state, |
| VkImageAspectFlags aspect, |
| uint32_t last_subpass_idx, |
| VkAttachmentStoreOp store_op) |
| { |
| /* We call this with image->vk.aspects & aspect, so 0 means the aspect we are |
| * testing does not exist in the image. |
| */ |
| if (!aspect) |
| return false; |
| |
| /* Attachment (or view) store operations only apply on the last subpass |
| * where the attachment (or view) is used, in other subpasses we always |
| * need to store. |
| */ |
| if (state->subpass_idx < last_subpass_idx) |
| return true; |
| |
| /* Attachment store operations only apply on the last job we emit on the the |
| * last subpass where the attachment is used, otherwise we always need to |
| * store. |
| */ |
| if (!state->job->is_subpass_finish) |
| return true; |
| |
| /* The attachment store operation must be STORE */ |
| return store_op == VK_ATTACHMENT_STORE_OP_STORE; |
| } |
| |
| static void |
| cmd_buffer_subpass_check_double_buffer_mode(struct v3dv_cmd_buffer *cmd_buffer, |
| bool msaa) |
| { |
| const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| struct v3dv_job *job = cmd_buffer->state.job; |
| assert(job); |
| |
| job->can_use_double_buffer = false; |
| |
| /* Double-buffer can only be used if requested via V3D_DEBUG */ |
| if (!V3D_DBG(DOUBLE_BUFFER)) |
| return; |
| |
| /* Double-buffer cannot be enabled for MSAA jobs */ |
| if (msaa) |
| return; |
| |
| const struct v3dv_render_pass *pass = state->pass; |
| const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx]; |
| |
| /* FIXME: For now we discard multiview jobs (which have an implicit geometry |
| * shader) for this optimization. If we want to enable this with multiview |
| * we would need to check if any view (layer) in any attachment used by the |
| * job has loads and/or stores as we do below for regular attachments. Also, |
| * we would want to have a heuristic that doesn't automatically disable |
| * double-buffer in the presence of geometry shaders. |
| */ |
| if (state->pass->multiview_enabled) |
| return; |
| |
| /* Tile loads are serialized against stores, in which case we don't get |
| * any benefits from enabling double-buffer and would just pay the price |
| * of a smaller tile size instead. Similarly, we only benefit from |
| * double-buffer if we have tile stores, as the point of this mode is |
| * to execute rendering of a new tile while we store the previous one to |
| * hide latency on the tile store operation. |
| */ |
| bool has_stores = false; |
| for (uint32_t i = 0; i < subpass->color_count; i++) { |
| uint32_t attachment_idx = subpass->color_attachments[i].attachment; |
| if (attachment_idx == VK_ATTACHMENT_UNUSED) |
| continue; |
| |
| const struct v3dv_render_pass_attachment *attachment = |
| &state->pass->attachments[attachment_idx]; |
| |
| /* FIXME: This will check 'tile_aligned_render_area' but that was |
| * computed with a tile size without double-buffer. That is okay |
| * because if the larger tile size is aligned then we know the smaller |
| * tile size for double-buffer will be as well. However, we might |
| * still benefit from doing this check with the smaller tile size |
| * because it can happen that the smaller size is aligned and the |
| * larger size is not. |
| */ |
| if (v3dv_cmd_buffer_check_needs_load(state, |
| VK_IMAGE_ASPECT_COLOR_BIT, |
| attachment->first_subpass, |
| attachment->desc.loadOp, |
| attachment->last_subpass, |
| attachment->desc.storeOp)) { |
| return; |
| } |
| |
| if (v3dv_cmd_buffer_check_needs_store(state, |
| VK_IMAGE_ASPECT_COLOR_BIT, |
| attachment->last_subpass, |
| attachment->desc.storeOp)) { |
| has_stores = true; |
| } |
| } |
| |
| if (subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) { |
| uint32_t ds_attachment_idx = subpass->ds_attachment.attachment; |
| const struct v3dv_render_pass_attachment *ds_attachment = |
| &state->pass->attachments[ds_attachment_idx]; |
| |
| const VkImageAspectFlags ds_aspects = |
| vk_format_aspects(ds_attachment->desc.format); |
| |
| if (v3dv_cmd_buffer_check_needs_load(state, |
| ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT, |
| ds_attachment->first_subpass, |
| ds_attachment->desc.loadOp, |
| ds_attachment->last_subpass, |
| ds_attachment->desc.storeOp)) { |
| return; |
| } |
| |
| if (v3dv_cmd_buffer_check_needs_load(state, |
| ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT, |
| ds_attachment->first_subpass, |
| ds_attachment->desc.stencilLoadOp, |
| ds_attachment->last_subpass, |
| ds_attachment->desc.stencilStoreOp)) { |
| return; |
| } |
| |
| has_stores |= v3dv_cmd_buffer_check_needs_store(state, |
| ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT, |
| ds_attachment->last_subpass, |
| ds_attachment->desc.storeOp); |
| has_stores |= v3dv_cmd_buffer_check_needs_store(state, |
| ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT, |
| ds_attachment->last_subpass, |
| ds_attachment->desc.stencilStoreOp); |
| } |
| |
| job->can_use_double_buffer = has_stores; |
| } |
| |
| static struct v3dv_job * |
| cmd_buffer_subpass_create_job(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t subpass_idx, |
| enum v3dv_job_type type) |
| { |
| assert(type == V3DV_JOB_TYPE_GPU_CL || |
| type == V3DV_JOB_TYPE_GPU_CL_SECONDARY); |
| |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| assert(subpass_idx < state->pass->subpass_count); |
| |
| /* Starting a new job can trigger a finish of the current one, so don't |
| * change the command buffer state for the new job until we are done creating |
| * the new job. |
| */ |
| struct v3dv_job *job = |
| v3dv_cmd_buffer_start_job(cmd_buffer, subpass_idx, type); |
| if (!job) |
| return NULL; |
| |
| state->subpass_idx = subpass_idx; |
| |
| /* If we are starting a new job we need to setup binning. We only do this |
| * for V3DV_JOB_TYPE_GPU_CL jobs because V3DV_JOB_TYPE_GPU_CL_SECONDARY |
| * jobs are not submitted to the GPU directly, and are instead meant to be |
| * branched to from other V3DV_JOB_TYPE_GPU_CL jobs. |
| */ |
| if (type == V3DV_JOB_TYPE_GPU_CL && |
| job->first_subpass == state->subpass_idx) { |
| const struct v3dv_subpass *subpass = |
| &state->pass->subpasses[state->subpass_idx]; |
| |
| const struct v3dv_framebuffer *framebuffer = state->framebuffer; |
| |
| uint8_t internal_bpp; |
| bool msaa; |
| v3dv_X(job->device, framebuffer_compute_internal_bpp_msaa) |
| (framebuffer, state->attachments, subpass, &internal_bpp, &msaa); |
| |
| /* From the Vulkan spec: |
| * |
| * "If the render pass uses multiview, then layers must be one and |
| * each attachment requires a number of layers that is greater than |
| * the maximum bit index set in the view mask in the subpasses in |
| * which it is used." |
| * |
| * So when multiview is enabled, we take the number of layers from the |
| * last bit set in the view mask. |
| */ |
| uint32_t layers = framebuffer->layers; |
| if (subpass->view_mask != 0) { |
| assert(framebuffer->layers == 1); |
| layers = util_last_bit(subpass->view_mask); |
| } |
| |
| v3dv_job_start_frame(job, |
| framebuffer->width, |
| framebuffer->height, |
| layers, |
| true, false, |
| subpass->color_count, |
| internal_bpp, |
| msaa); |
| } |
| |
| return job; |
| } |
| |
| struct v3dv_job * |
| v3dv_cmd_buffer_subpass_start(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t subpass_idx) |
| { |
| assert(cmd_buffer->state.pass); |
| assert(subpass_idx < cmd_buffer->state.pass->subpass_count); |
| |
| struct v3dv_job *job = |
| cmd_buffer_subpass_create_job(cmd_buffer, subpass_idx, |
| V3DV_JOB_TYPE_GPU_CL); |
| if (!job) |
| return NULL; |
| |
| /* Check if our render area is aligned to tile boundaries. We have to do |
| * this in each subpass because the subset of attachments used can change |
| * and with that the tile size selected by the hardware can change too. |
| */ |
| cmd_buffer_update_tile_alignment(cmd_buffer); |
| |
| /* Decide if we can use double-buffer for this subpass job */ |
| cmd_buffer_subpass_check_double_buffer_mode(cmd_buffer, job->frame_tiling.msaa); |
| |
| cmd_buffer_update_attachment_resolve_state(cmd_buffer); |
| |
| /* If we can't use TLB clears then we need to emit draw clears for any |
| * LOAD_OP_CLEAR attachments in this subpass now. We might also need to emit |
| * Depth/Stencil clears if we hit GFXH-1461. |
| * |
| * Secondary command buffers don't start subpasses (and may not even have |
| * framebuffer state), so we only care about this in primaries. The only |
| * exception could be a secondary runnning inside a subpass that needs to |
| * record a meta operation (with its own render pass) that relies on |
| * attachment load clears, but we don't have any instances of that right |
| * now. |
| */ |
| if (cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_PRIMARY) |
| cmd_buffer_emit_subpass_clears(cmd_buffer); |
| |
| return job; |
| } |
| |
| struct v3dv_job * |
| v3dv_cmd_buffer_subpass_resume(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t subpass_idx) |
| { |
| assert(cmd_buffer->state.pass); |
| assert(subpass_idx < cmd_buffer->state.pass->subpass_count); |
| |
| struct v3dv_job *job; |
| if (cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_PRIMARY) { |
| job = cmd_buffer_subpass_create_job(cmd_buffer, subpass_idx, |
| V3DV_JOB_TYPE_GPU_CL); |
| } else { |
| assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY); |
| job = cmd_buffer_subpass_create_job(cmd_buffer, subpass_idx, |
| V3DV_JOB_TYPE_GPU_CL_SECONDARY); |
| } |
| |
| if (!job) |
| return NULL; |
| |
| job->is_subpass_continue = true; |
| |
| return job; |
| } |
| |
| void |
| v3dv_cmd_buffer_subpass_finish(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| /* We can end up here without a job if the last command recorded into the |
| * subpass already finished the job (for example a pipeline barrier). In |
| * that case we miss to set the is_subpass_finish flag, but that is not |
| * required for proper behavior. |
| */ |
| struct v3dv_job *job = cmd_buffer->state.job; |
| if (job) |
| job->is_subpass_finish = true; |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdEndRenderPass2(VkCommandBuffer commandBuffer, |
| const VkSubpassEndInfo *pSubpassEndInfo) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| |
| /* Finalize last subpass */ |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| assert(state->subpass_idx == state->pass->subpass_count - 1); |
| v3dv_cmd_buffer_subpass_finish(cmd_buffer); |
| v3dv_cmd_buffer_finish_job(cmd_buffer); |
| |
| cmd_buffer_subpass_handle_pending_resolves(cmd_buffer); |
| |
| /* We are no longer inside a render pass */ |
| state->framebuffer = NULL; |
| state->pass = NULL; |
| state->subpass_idx = -1; |
| } |
| |
| VKAPI_ATTR VkResult VKAPI_CALL |
| v3dv_EndCommandBuffer(VkCommandBuffer commandBuffer) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| |
| if (cmd_buffer->state.oom) |
| return VK_ERROR_OUT_OF_HOST_MEMORY; |
| |
| /* Primaries should have ended any recording jobs by the time they hit |
| * vkEndRenderPass (if we are inside a render pass). Commands outside |
| * a render pass instance (for both primaries and secondaries) spawn |
| * complete jobs too. So the only case where we can get here without |
| * finishing a recording job is when we are recording a secondary |
| * inside a render pass. |
| */ |
| if (cmd_buffer->state.job) { |
| assert(cmd_buffer->vk.level == VK_COMMAND_BUFFER_LEVEL_SECONDARY && |
| cmd_buffer->state.pass); |
| v3dv_cmd_buffer_finish_job(cmd_buffer); |
| } |
| |
| cmd_buffer->status = V3DV_CMD_BUFFER_STATUS_EXECUTABLE; |
| |
| return VK_SUCCESS; |
| } |
| |
| static void |
| clone_bo_list(struct v3dv_cmd_buffer *cmd_buffer, |
| struct list_head *dst, |
| struct list_head *src) |
| { |
| assert(cmd_buffer); |
| |
| list_inithead(dst); |
| list_for_each_entry(struct v3dv_bo, bo, src, list_link) { |
| struct v3dv_bo *clone_bo = |
| vk_alloc(&cmd_buffer->device->vk.alloc, sizeof(struct v3dv_bo), 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| if (!clone_bo) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return; |
| } |
| |
| *clone_bo = *bo; |
| list_addtail(&clone_bo->list_link, dst); |
| } |
| } |
| |
| /* Clones a job for inclusion in the given command buffer. Note that this |
| * doesn't make a deep copy so the cloned job it doesn't own any resources. |
| * Useful when we need to have a job in more than one list, which happens |
| * for jobs recorded in secondary command buffers when we want to execute |
| * them in primaries. |
| */ |
| struct v3dv_job * |
| v3dv_job_clone_in_cmd_buffer(struct v3dv_job *job, |
| struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| struct v3dv_job *clone_job = vk_alloc(&job->device->vk.alloc, |
| sizeof(struct v3dv_job), 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| if (!clone_job) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return NULL; |
| } |
| |
| /* Cloned jobs don't duplicate resources! */ |
| *clone_job = *job; |
| clone_job->is_clone = true; |
| clone_job->cmd_buffer = cmd_buffer; |
| list_addtail(&clone_job->list_link, &cmd_buffer->jobs); |
| |
| /* We need to regen the BO lists so that they point to the BO list in the |
| * cloned job. Otherwise functions like list_length() will loop forever. |
| */ |
| if (job->type == V3DV_JOB_TYPE_GPU_CL) { |
| clone_bo_list(cmd_buffer, &clone_job->bcl.bo_list, &job->bcl.bo_list); |
| clone_bo_list(cmd_buffer, &clone_job->rcl.bo_list, &job->rcl.bo_list); |
| clone_bo_list(cmd_buffer, &clone_job->indirect.bo_list, |
| &job->indirect.bo_list); |
| } |
| |
| return clone_job; |
| } |
| |
| void |
| v3dv_cmd_buffer_merge_barrier_state(struct v3dv_barrier_state *dst, |
| struct v3dv_barrier_state *src) |
| { |
| dst->dst_mask |= src->dst_mask; |
| |
| dst->src_mask_graphics |= src->src_mask_graphics; |
| dst->src_mask_compute |= src->src_mask_compute; |
| dst->src_mask_transfer |= src->src_mask_transfer; |
| |
| dst->bcl_buffer_access |= src->bcl_buffer_access; |
| dst->bcl_image_access |= src->bcl_image_access; |
| } |
| |
| static void |
| cmd_buffer_execute_outside_pass(struct v3dv_cmd_buffer *primary, |
| uint32_t cmd_buffer_count, |
| const VkCommandBuffer *cmd_buffers) |
| { |
| struct v3dv_barrier_state pending_barrier = { 0 }; |
| for (uint32_t i = 0; i < cmd_buffer_count; i++) { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, secondary, cmd_buffers[i]); |
| |
| assert(!(secondary->usage_flags & |
| VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT)); |
| |
| /* Secondary command buffers that execute outside a render pass create |
| * complete jobs with an RCL and tile setup, so we simply want to merge |
| * their job list into the primary's. However, because they may be |
| * executed into multiple primaries at the same time and we only have a |
| * single list_link in each job, we can't just add then to the primary's |
| * job list and we instead have to clone them first. |
| * |
| * Alternatively, we could create a "execute secondary" CPU job that |
| * when executed in a queue, would submit all the jobs in the referenced |
| * secondary command buffer. However, this would raise some challenges |
| * to make it work with the implementation of wait threads in the queue |
| * which we use for event waits, for example. |
| */ |
| list_for_each_entry(struct v3dv_job, secondary_job, |
| &secondary->jobs, list_link) { |
| /* These can only happen inside a render pass */ |
| assert(secondary_job->type != V3DV_JOB_TYPE_GPU_CL_SECONDARY); |
| struct v3dv_job *job = v3dv_job_clone_in_cmd_buffer(secondary_job, primary); |
| if (!job) |
| return; |
| |
| if (pending_barrier.dst_mask) { |
| /* FIXME: do the same we do for primaries and only choose the |
| * relevant src masks. |
| */ |
| job->serialize = pending_barrier.src_mask_graphics | |
| pending_barrier.src_mask_transfer | |
| pending_barrier.src_mask_compute; |
| if (pending_barrier.bcl_buffer_access || |
| pending_barrier.bcl_image_access) { |
| job->needs_bcl_sync = true; |
| } |
| memset(&pending_barrier, 0, sizeof(pending_barrier)); |
| } |
| } |
| |
| /* If this secondary had any pending barrier state we will need that |
| * barrier state consumed with whatever comes after it (first job in |
| * the next secondary or the primary, if this was the last secondary). |
| */ |
| assert(secondary->state.barrier.dst_mask || |
| (!secondary->state.barrier.bcl_buffer_access && |
| !secondary->state.barrier.bcl_image_access)); |
| pending_barrier = secondary->state.barrier; |
| } |
| |
| if (pending_barrier.dst_mask) { |
| v3dv_cmd_buffer_merge_barrier_state(&primary->state.barrier, |
| &pending_barrier); |
| } |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdExecuteCommands(VkCommandBuffer commandBuffer, |
| uint32_t commandBufferCount, |
| const VkCommandBuffer *pCommandBuffers) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, primary, commandBuffer); |
| |
| if (primary->state.pass != NULL) { |
| v3dv_X(primary->device, cmd_buffer_execute_inside_pass) |
| (primary, commandBufferCount, pCommandBuffers); |
| } else { |
| cmd_buffer_execute_outside_pass(primary, |
| commandBufferCount, pCommandBuffers); |
| } |
| } |
| |
| /* This goes though the list of possible dynamic states in the pipeline and, |
| * for those that are not configured as dynamic, copies relevant state into |
| * the command buffer. |
| */ |
| static void |
| cmd_buffer_bind_pipeline_static_state(struct v3dv_cmd_buffer *cmd_buffer, |
| const struct v3dv_dynamic_state *src) |
| { |
| struct v3dv_dynamic_state *dest = &cmd_buffer->state.dynamic; |
| uint32_t dynamic_mask = src->mask; |
| uint32_t dirty = 0; |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_VIEWPORT)) { |
| dest->viewport.count = src->viewport.count; |
| if (memcmp(&dest->viewport.viewports, &src->viewport.viewports, |
| src->viewport.count * sizeof(VkViewport))) { |
| typed_memcpy(dest->viewport.viewports, |
| src->viewport.viewports, |
| src->viewport.count); |
| typed_memcpy(dest->viewport.scale, src->viewport.scale, |
| src->viewport.count); |
| typed_memcpy(dest->viewport.translate, src->viewport.translate, |
| src->viewport.count); |
| dirty |= V3DV_CMD_DIRTY_VIEWPORT; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_SCISSOR)) { |
| dest->scissor.count = src->scissor.count; |
| if (memcmp(&dest->scissor.scissors, &src->scissor.scissors, |
| src->scissor.count * sizeof(VkRect2D))) { |
| typed_memcpy(dest->scissor.scissors, |
| src->scissor.scissors, src->scissor.count); |
| dirty |= V3DV_CMD_DIRTY_SCISSOR; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK)) { |
| if (memcmp(&dest->stencil_compare_mask, &src->stencil_compare_mask, |
| sizeof(src->stencil_compare_mask))) { |
| dest->stencil_compare_mask = src->stencil_compare_mask; |
| dirty |= V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK)) { |
| if (memcmp(&dest->stencil_write_mask, &src->stencil_write_mask, |
| sizeof(src->stencil_write_mask))) { |
| dest->stencil_write_mask = src->stencil_write_mask; |
| dirty |= V3DV_CMD_DIRTY_STENCIL_WRITE_MASK; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_STENCIL_REFERENCE)) { |
| if (memcmp(&dest->stencil_reference, &src->stencil_reference, |
| sizeof(src->stencil_reference))) { |
| dest->stencil_reference = src->stencil_reference; |
| dirty |= V3DV_CMD_DIRTY_STENCIL_REFERENCE; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_BLEND_CONSTANTS)) { |
| if (memcmp(dest->blend_constants, src->blend_constants, |
| sizeof(src->blend_constants))) { |
| memcpy(dest->blend_constants, src->blend_constants, |
| sizeof(src->blend_constants)); |
| dirty |= V3DV_CMD_DIRTY_BLEND_CONSTANTS; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_DEPTH_BIAS)) { |
| if (memcmp(&dest->depth_bias, &src->depth_bias, |
| sizeof(src->depth_bias))) { |
| memcpy(&dest->depth_bias, &src->depth_bias, sizeof(src->depth_bias)); |
| dirty |= V3DV_CMD_DIRTY_DEPTH_BIAS; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_LINE_WIDTH)) { |
| if (dest->line_width != src->line_width) { |
| dest->line_width = src->line_width; |
| dirty |= V3DV_CMD_DIRTY_LINE_WIDTH; |
| } |
| } |
| |
| if (!(dynamic_mask & V3DV_DYNAMIC_COLOR_WRITE_ENABLE)) { |
| if (dest->color_write_enable != src->color_write_enable) { |
| dest->color_write_enable = src->color_write_enable; |
| dirty |= V3DV_CMD_DIRTY_COLOR_WRITE_ENABLE; |
| } |
| } |
| |
| cmd_buffer->state.dynamic.mask = dynamic_mask; |
| cmd_buffer->state.dirty |= dirty; |
| } |
| |
| static void |
| bind_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_pipeline *pipeline) |
| { |
| assert(pipeline && !(pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT)); |
| if (cmd_buffer->state.gfx.pipeline == pipeline) |
| return; |
| |
| cmd_buffer->state.gfx.pipeline = pipeline; |
| |
| cmd_buffer_bind_pipeline_static_state(cmd_buffer, &pipeline->dynamic_state); |
| |
| cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_PIPELINE; |
| } |
| |
| static void |
| bind_compute_pipeline(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_pipeline *pipeline) |
| { |
| assert(pipeline && pipeline->active_stages == VK_SHADER_STAGE_COMPUTE_BIT); |
| |
| if (cmd_buffer->state.compute.pipeline == pipeline) |
| return; |
| |
| cmd_buffer->state.compute.pipeline = pipeline; |
| cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_COMPUTE_PIPELINE; |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdBindPipeline(VkCommandBuffer commandBuffer, |
| VkPipelineBindPoint pipelineBindPoint, |
| VkPipeline _pipeline) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| V3DV_FROM_HANDLE(v3dv_pipeline, pipeline, _pipeline); |
| |
| switch (pipelineBindPoint) { |
| case VK_PIPELINE_BIND_POINT_COMPUTE: |
| bind_compute_pipeline(cmd_buffer, pipeline); |
| break; |
| |
| case VK_PIPELINE_BIND_POINT_GRAPHICS: |
| bind_graphics_pipeline(cmd_buffer, pipeline); |
| break; |
| |
| default: |
| assert(!"invalid bind point"); |
| break; |
| } |
| } |
| |
| /* FIXME: C&P from radv. tu has similar code. Perhaps common place? */ |
| void |
| v3dv_viewport_compute_xform(const VkViewport *viewport, |
| float scale[3], |
| float translate[3]) |
| { |
| float x = viewport->x; |
| float y = viewport->y; |
| float half_width = 0.5f * viewport->width; |
| float half_height = 0.5f * viewport->height; |
| double n = viewport->minDepth; |
| double f = viewport->maxDepth; |
| |
| scale[0] = half_width; |
| translate[0] = half_width + x; |
| scale[1] = half_height; |
| translate[1] = half_height + y; |
| |
| scale[2] = (f - n); |
| translate[2] = n; |
| |
| /* It seems that if the scale is small enough the hardware won't clip |
| * correctly so we work around this my choosing the smallest scale that |
| * seems to work. |
| * |
| * This case is exercised by CTS: |
| * dEQP-VK.draw.inverted_depth_ranges.nodepthclamp_deltazero |
| */ |
| const float min_abs_scale = 0.000009f; |
| if (fabs(scale[2]) < min_abs_scale) |
| scale[2] = min_abs_scale * (scale[2] < 0 ? -1.0f : 1.0f); |
| } |
| |
| /* Considers the pipeline's negative_one_to_one state and applies it to the |
| * current viewport transform if needed to produce the resulting Z translate |
| * and scale parameters. |
| */ |
| void |
| v3dv_cmd_buffer_state_get_viewport_z_xform(struct v3dv_cmd_buffer_state *state, |
| uint32_t vp_idx, |
| float *translate_z, float *scale_z) |
| { |
| const struct v3dv_viewport_state *vp_state = &state->dynamic.viewport; |
| |
| float t = vp_state->translate[vp_idx][2]; |
| float s = vp_state->scale[vp_idx][2]; |
| |
| assert(state->gfx.pipeline); |
| if (state->gfx.pipeline->negative_one_to_one) { |
| t = (t + vp_state->viewports[vp_idx].maxDepth) * 0.5f; |
| s *= 0.5f; |
| } |
| |
| if (translate_z) |
| *translate_z = t; |
| |
| if (scale_z) |
| *scale_z = s; |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdSetViewport(VkCommandBuffer commandBuffer, |
| uint32_t firstViewport, |
| uint32_t viewportCount, |
| const VkViewport *pViewports) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| const uint32_t total_count = firstViewport + viewportCount; |
| |
| assert(firstViewport < MAX_VIEWPORTS); |
| assert(total_count >= 1 && total_count <= MAX_VIEWPORTS); |
| |
| if (state->dynamic.viewport.count < total_count) |
| state->dynamic.viewport.count = total_count; |
| |
| if (!memcmp(state->dynamic.viewport.viewports + firstViewport, |
| pViewports, viewportCount * sizeof(*pViewports))) { |
| return; |
| } |
| |
| memcpy(state->dynamic.viewport.viewports + firstViewport, pViewports, |
| viewportCount * sizeof(*pViewports)); |
| |
| for (uint32_t i = firstViewport; i < total_count; i++) { |
| v3dv_viewport_compute_xform(&state->dynamic.viewport.viewports[i], |
| state->dynamic.viewport.scale[i], |
| state->dynamic.viewport.translate[i]); |
| } |
| |
| cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_VIEWPORT; |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdSetScissor(VkCommandBuffer commandBuffer, |
| uint32_t firstScissor, |
| uint32_t scissorCount, |
| const VkRect2D *pScissors) |
| { |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| |
| assert(firstScissor < MAX_SCISSORS); |
| assert(firstScissor + scissorCount >= 1 && |
| firstScissor + scissorCount <= MAX_SCISSORS); |
| |
| if (state->dynamic.scissor.count < firstScissor + scissorCount) |
| state->dynamic.scissor.count = firstScissor + scissorCount; |
| |
| if (!memcmp(state->dynamic.scissor.scissors + firstScissor, |
| pScissors, scissorCount * sizeof(*pScissors))) { |
| return; |
| } |
| |
| memcpy(state->dynamic.scissor.scissors + firstScissor, pScissors, |
| scissorCount * sizeof(*pScissors)); |
| |
| cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_SCISSOR; |
| } |
| |
| static void |
| emit_scissor(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| if (cmd_buffer->state.dynamic.viewport.count == 0) |
| return; |
| |
| struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic; |
| |
| /* FIXME: right now we only support one viewport. viewporst[0] would work |
| * now, but would need to change if we allow multiple viewports. |
| */ |
| float *vptranslate = dynamic->viewport.translate[0]; |
| float *vpscale = dynamic->viewport.scale[0]; |
| |
| float vp_minx = -fabsf(vpscale[0]) + vptranslate[0]; |
| float vp_maxx = fabsf(vpscale[0]) + vptranslate[0]; |
| float vp_miny = -fabsf(vpscale[1]) + vptranslate[1]; |
| float vp_maxy = fabsf(vpscale[1]) + vptranslate[1]; |
| |
| /* Quoting from v3dx_emit: |
| * "Clip to the scissor if it's enabled, but still clip to the |
| * drawable regardless since that controls where the binner |
| * tries to put things. |
| * |
| * Additionally, always clip the rendering to the viewport, |
| * since the hardware does guardband clipping, meaning |
| * primitives would rasterize outside of the view volume." |
| */ |
| uint32_t minx, miny, maxx, maxy; |
| |
| /* From the Vulkan spec: |
| * |
| * "The application must ensure (using scissor if necessary) that all |
| * rendering is contained within the render area. The render area must be |
| * contained within the framebuffer dimensions." |
| * |
| * So it is the application's responsibility to ensure this. Still, we can |
| * help by automatically restricting the scissor rect to the render area. |
| */ |
| minx = MAX2(vp_minx, cmd_buffer->state.render_area.offset.x); |
| miny = MAX2(vp_miny, cmd_buffer->state.render_area.offset.y); |
| maxx = MIN2(vp_maxx, cmd_buffer->state.render_area.offset.x + |
| cmd_buffer->state.render_area.extent.width); |
| maxy = MIN2(vp_maxy, cmd_buffer->state.render_area.offset.y + |
| cmd_buffer->state.render_area.extent.height); |
| |
| minx = vp_minx; |
| miny = vp_miny; |
| maxx = vp_maxx; |
| maxy = vp_maxy; |
| |
| /* Clip against user provided scissor if needed. |
| * |
| * FIXME: right now we only allow one scissor. Below would need to be |
| * updated if we support more |
| */ |
| if (dynamic->scissor.count > 0) { |
| VkRect2D *scissor = &dynamic->scissor.scissors[0]; |
| minx = MAX2(minx, scissor->offset.x); |
| miny = MAX2(miny, scissor->offset.y); |
| maxx = MIN2(maxx, scissor->offset.x + scissor->extent.width); |
| maxy = MIN2(maxy, scissor->offset.y + scissor->extent.height); |
| } |
| |
| /* If the scissor is outside the viewport area we end up with |
| * min{x,y} > max{x,y}. |
| */ |
| if (minx > maxx) |
| maxx = minx; |
| if (miny > maxy) |
| maxy = miny; |
| |
| cmd_buffer->state.clip_window.offset.x = minx; |
| cmd_buffer->state.clip_window.offset.y = miny; |
| cmd_buffer->state.clip_window.extent.width = maxx - minx; |
| cmd_buffer->state.clip_window.extent.height = maxy - miny; |
| |
| v3dv_X(cmd_buffer->device, job_emit_clip_window) |
| (cmd_buffer->state.job, &cmd_buffer->state.clip_window); |
| |
| cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_SCISSOR; |
| } |
| |
| static void |
| update_gfx_uniform_state(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t dirty_uniform_state) |
| { |
| /* We need to update uniform streams if any piece of state that is passed |
| * to the shader as a uniform may have changed. |
| * |
| * If only descriptor sets are dirty then we can safely ignore updates |
| * for shader stages that don't access descriptors. |
| */ |
| |
| struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; |
| assert(pipeline); |
| |
| const bool has_new_pipeline = dirty_uniform_state & V3DV_CMD_DIRTY_PIPELINE; |
| const bool has_new_viewport = dirty_uniform_state & V3DV_CMD_DIRTY_VIEWPORT; |
| const bool has_new_push_constants = dirty_uniform_state & V3DV_CMD_DIRTY_PUSH_CONSTANTS; |
| const bool has_new_descriptors = dirty_uniform_state & V3DV_CMD_DIRTY_DESCRIPTOR_SETS; |
| const bool has_new_view_index = dirty_uniform_state & V3DV_CMD_DIRTY_VIEW_INDEX; |
| |
| /* VK_SHADER_STAGE_FRAGMENT_BIT */ |
| const bool has_new_descriptors_fs = |
| has_new_descriptors && |
| (cmd_buffer->state.dirty_descriptor_stages & VK_SHADER_STAGE_FRAGMENT_BIT); |
| |
| const bool has_new_push_constants_fs = |
| has_new_push_constants && |
| (cmd_buffer->state.dirty_push_constants_stages & VK_SHADER_STAGE_FRAGMENT_BIT); |
| |
| const bool needs_fs_update = has_new_pipeline || |
| has_new_view_index || |
| has_new_push_constants_fs || |
| has_new_descriptors_fs; |
| |
| if (needs_fs_update) { |
| struct v3dv_shader_variant *fs_variant = |
| pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]; |
| |
| cmd_buffer->state.uniforms.fs = |
| v3dv_write_uniforms(cmd_buffer, pipeline, fs_variant); |
| } |
| |
| /* VK_SHADER_STAGE_GEOMETRY_BIT */ |
| if (pipeline->has_gs) { |
| const bool has_new_descriptors_gs = |
| has_new_descriptors && |
| (cmd_buffer->state.dirty_descriptor_stages & |
| VK_SHADER_STAGE_GEOMETRY_BIT); |
| |
| const bool has_new_push_constants_gs = |
| has_new_push_constants && |
| (cmd_buffer->state.dirty_push_constants_stages & |
| VK_SHADER_STAGE_GEOMETRY_BIT); |
| |
| const bool needs_gs_update = has_new_viewport || |
| has_new_view_index || |
| has_new_pipeline || |
| has_new_push_constants_gs || |
| has_new_descriptors_gs; |
| |
| if (needs_gs_update) { |
| struct v3dv_shader_variant *gs_variant = |
| pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY]; |
| |
| struct v3dv_shader_variant *gs_bin_variant = |
| pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY_BIN]; |
| |
| cmd_buffer->state.uniforms.gs = |
| v3dv_write_uniforms(cmd_buffer, pipeline, gs_variant); |
| |
| cmd_buffer->state.uniforms.gs_bin = |
| v3dv_write_uniforms(cmd_buffer, pipeline, gs_bin_variant); |
| } |
| } |
| |
| /* VK_SHADER_STAGE_VERTEX_BIT */ |
| const bool has_new_descriptors_vs = |
| has_new_descriptors && |
| (cmd_buffer->state.dirty_descriptor_stages & VK_SHADER_STAGE_VERTEX_BIT); |
| |
| const bool has_new_push_constants_vs = |
| has_new_push_constants && |
| (cmd_buffer->state.dirty_push_constants_stages & VK_SHADER_STAGE_VERTEX_BIT); |
| |
| const bool needs_vs_update = has_new_viewport || |
| has_new_view_index || |
| has_new_pipeline || |
| has_new_push_constants_vs || |
| has_new_descriptors_vs; |
| |
| if (needs_vs_update) { |
| struct v3dv_shader_variant *vs_variant = |
| pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX]; |
| |
| struct v3dv_shader_variant *vs_bin_variant = |
| pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]; |
| |
| cmd_buffer->state.uniforms.vs = |
| v3dv_write_uniforms(cmd_buffer, pipeline, vs_variant); |
| |
| cmd_buffer->state.uniforms.vs_bin = |
| v3dv_write_uniforms(cmd_buffer, pipeline, vs_bin_variant); |
| } |
| |
| cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_VIEW_INDEX; |
| } |
| |
| /* This stores command buffer state that we might be about to stomp for |
| * a meta operation. |
| */ |
| void |
| v3dv_cmd_buffer_meta_state_push(struct v3dv_cmd_buffer *cmd_buffer, |
| bool push_descriptor_state) |
| { |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| |
| /* Attachment state. |
| * |
| * We store this state even if we are not currently in a subpass |
| * (subpass_idx != -1) because we may get here to implement subpass |
| * resolves via vkCmdResolveImage from |
| * cmd_buffer_subpass_handle_pending_resolves. In that scenario we pretend |
| * we are no longer in a subpass because Vulkan disallows image resolves |
| * via vkCmdResolveImage during subpasses, but we still need to preserve |
| * attachment state because we may have more subpasses to go through |
| * after processing resolves in the current subass. |
| */ |
| const uint32_t attachment_state_item_size = |
| sizeof(struct v3dv_cmd_buffer_attachment_state); |
| const uint32_t attachment_state_total_size = |
| attachment_state_item_size * state->attachment_alloc_count; |
| if (state->meta.attachment_alloc_count < state->attachment_alloc_count) { |
| if (state->meta.attachment_alloc_count > 0) |
| vk_free(&cmd_buffer->device->vk.alloc, state->meta.attachments); |
| |
| state->meta.attachments = vk_zalloc(&cmd_buffer->device->vk.alloc, |
| attachment_state_total_size, 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| if (!state->meta.attachments) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return; |
| } |
| state->meta.attachment_alloc_count = state->attachment_alloc_count; |
| } |
| state->meta.attachment_count = state->attachment_alloc_count; |
| memcpy(state->meta.attachments, state->attachments, |
| attachment_state_total_size); |
| |
| if (state->subpass_idx != -1) { |
| state->meta.subpass_idx = state->subpass_idx; |
| state->meta.framebuffer = v3dv_framebuffer_to_handle(state->framebuffer); |
| state->meta.pass = v3dv_render_pass_to_handle(state->pass); |
| |
| state->meta.tile_aligned_render_area = state->tile_aligned_render_area; |
| memcpy(&state->meta.render_area, &state->render_area, sizeof(VkRect2D)); |
| } |
| |
| /* We expect that meta operations are graphics-only, so we only take into |
| * account the graphics pipeline, and the graphics state |
| */ |
| state->meta.gfx.pipeline = state->gfx.pipeline; |
| memcpy(&state->meta.dynamic, &state->dynamic, sizeof(state->dynamic)); |
| |
| struct v3dv_descriptor_state *gfx_descriptor_state = |
| &cmd_buffer->state.gfx.descriptor_state; |
| |
| if (push_descriptor_state) { |
| if (gfx_descriptor_state->valid != 0) { |
| memcpy(&state->meta.gfx.descriptor_state, gfx_descriptor_state, |
| sizeof(state->gfx.descriptor_state)); |
| } |
| state->meta.has_descriptor_state = true; |
| } else { |
| state->meta.has_descriptor_state = false; |
| } |
| |
| if (cmd_buffer->state.push_constants_size > 0) { |
| state->meta.push_constants_size = cmd_buffer->state.push_constants_size; |
| memcpy(state->meta.push_constants, cmd_buffer->state.push_constants_data, |
| cmd_buffer->state.push_constants_size); |
| cmd_buffer->state.push_constants_size = 0; |
| } |
| } |
| |
| /* This restores command buffer state after a meta operation |
| */ |
| void |
| v3dv_cmd_buffer_meta_state_pop(struct v3dv_cmd_buffer *cmd_buffer, |
| bool needs_subpass_resume) |
| { |
| struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; |
| |
| /* Attachment state */ |
| assert(state->meta.attachment_count <= state->attachment_alloc_count); |
| const uint32_t attachment_state_item_size = |
| sizeof(struct v3dv_cmd_buffer_attachment_state); |
| const uint32_t attachment_state_total_size = |
| attachment_state_item_size * state->meta.attachment_count; |
| memcpy(state->attachments, state->meta.attachments, |
| attachment_state_total_size); |
| |
| if (state->meta.subpass_idx != -1) { |
| state->pass = v3dv_render_pass_from_handle(state->meta.pass); |
| state->framebuffer = v3dv_framebuffer_from_handle(state->meta.framebuffer); |
| |
| state->tile_aligned_render_area = state->meta.tile_aligned_render_area; |
| memcpy(&state->render_area, &state->meta.render_area, sizeof(VkRect2D)); |
| |
| /* Is needs_subpass_resume is true it means that the emitted the meta |
| * operation in its own job (possibly with an RT config that is |
| * incompatible with the current subpass), so resuming subpass execution |
| * after it requires that we create a new job with the subpass RT setup. |
| */ |
| if (needs_subpass_resume) |
| v3dv_cmd_buffer_subpass_resume(cmd_buffer, state->meta.subpass_idx); |
| } else { |
| state->subpass_idx = -1; |
| } |
| |
| if (state->meta.gfx.pipeline != NULL) { |
| struct v3dv_pipeline *pipeline = state->meta.gfx.pipeline; |
| VkPipelineBindPoint pipeline_binding = |
| v3dv_pipeline_get_binding_point(pipeline); |
| v3dv_CmdBindPipeline(v3dv_cmd_buffer_to_handle(cmd_buffer), |
| pipeline_binding, |
| v3dv_pipeline_to_handle(state->meta.gfx.pipeline)); |
| } else { |
| state->gfx.pipeline = NULL; |
| } |
| |
| /* Restore dynamic state */ |
| memcpy(&state->dynamic, &state->meta.dynamic, sizeof(state->dynamic)); |
| state->dirty = ~0; |
| |
| if (state->meta.has_descriptor_state) { |
| if (state->meta.gfx.descriptor_state.valid != 0) { |
| memcpy(&state->gfx.descriptor_state, &state->meta.gfx.descriptor_state, |
| sizeof(state->gfx.descriptor_state)); |
| } else { |
| state->gfx.descriptor_state.valid = 0; |
| } |
| } |
| |
| /* We only need to restore push constant data if we had any data in the |
| * original command buffer and the meta operation wrote new push constant |
| * data. |
| */ |
| if (state->meta.push_constants_size > 0 && |
| cmd_buffer->state.push_constants_size > 0) { |
| memcpy(cmd_buffer->state.push_constants_data, state->meta.push_constants, |
| state->meta.push_constants_size); |
| } |
| cmd_buffer->state.push_constants_size = state->meta.push_constants_size; |
| |
| state->meta.gfx.pipeline = NULL; |
| state->meta.framebuffer = VK_NULL_HANDLE; |
| state->meta.pass = VK_NULL_HANDLE; |
| state->meta.subpass_idx = -1; |
| state->meta.has_descriptor_state = false; |
| state->meta.push_constants_size = 0; |
| } |
| |
| static struct v3dv_job * |
| cmd_buffer_pre_draw_split_job(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| struct v3dv_job *job = cmd_buffer->state.job; |
| assert(job); |
| |
| /* If the job has been flagged with 'always_flush' and it has already |
| * recorded any draw calls then we need to start a new job for it. |
| */ |
| if (job->always_flush && job->draw_count > 0) { |
| assert(cmd_buffer->state.pass); |
| /* First, flag the current job as not being the last in the |
| * current subpass |
| */ |
| job->is_subpass_finish = false; |
| |
| /* Now start a new job in the same subpass and flag it as continuing |
| * the current subpass. |
| */ |
| job = v3dv_cmd_buffer_subpass_resume(cmd_buffer, |
| cmd_buffer->state.subpass_idx); |
| assert(job->draw_count == 0); |
| |
| /* Inherit the 'always flush' behavior */ |
| job->always_flush = true; |
| } |
| |
| assert(job->draw_count == 0 || !job->always_flush); |
| return job; |
| } |
| |
| /** |
| * The Vulkan spec states: |
| * |
| * "It is legal for a subpass to use no color or depth/stencil |
| * attachments (...) This kind of subpass can use shader side effects such |
| * as image stores and atomics to produce an output. In this case, the |
| * subpass continues to use the width, height, and layers of the framebuffer |
| * to define the dimensions of the rendering area, and the |
| * rasterizationSamples from each pipeline’s |
| * VkPipelineMultisampleStateCreateInfo to define the number of samples used |
| * in rasterization." |
| * |
| * We need to enable MSAA in the TILE_BINNING_MODE_CFG packet, which we |
| * emit when we start a new frame at the begining of a subpass. At that point, |
| * if the framebuffer doesn't have any attachments we won't enable MSAA and |
| * the job won't be valid in the scenario described by the spec. |
| * |
| * This function is intended to be called before a draw call and will test if |
| * we are in that scenario, in which case, it will restart the current job |
| * with MSAA enabled. |
| */ |
| static void |
| cmd_buffer_restart_job_for_msaa_if_needed(struct v3dv_cmd_buffer *cmd_buffer) |
| { |
| assert(cmd_buffer->state.job); |
| |
| /* We don't support variableMultisampleRate so we know that all pipelines |
| * bound in the same subpass must have matching number of samples, so we |
| * can do this check only on the first draw call. |
| */ |
| if (cmd_buffer->state.job->draw_count > 0) |
| return; |
| |
| /* We only need to restart the frame if the pipeline requires MSAA but |
| * our frame tiling didn't enable it. |
| */ |
| if (!cmd_buffer->state.gfx.pipeline->msaa || |
| cmd_buffer->state.job->frame_tiling.msaa) { |
| return; |
| } |
| |
| /* FIXME: Secondary command buffers don't start frames. Instead, they are |
| * recorded into primary jobs that start them. For secondaries, we should |
| * still handle this scenario, but we should do that when we record them |
| * into primaries by testing if any of the secondaries has multisampled |
| * draw calls in them, and then using that info to decide if we need to |
| * restart the primary job into which they are being recorded. |
| */ |
| if (cmd_buffer->vk.level != VK_COMMAND_BUFFER_LEVEL_PRIMARY) |
| return; |
| |
| /* Drop the current job and restart it with MSAA enabled */ |
| struct v3dv_job *old_job = cmd_buffer->state.job; |
| cmd_buffer->state.job = NULL; |
| |
| struct v3dv_job *job = vk_zalloc(&cmd_buffer->device->vk.alloc, |
| sizeof(struct v3dv_job), 8, |
| VK_SYSTEM_ALLOCATION_SCOPE_COMMAND); |
| if (!job) { |
| v3dv_flag_oom(cmd_buffer, NULL); |
| return; |
| } |
| |
| v3dv_job_init(job, V3DV_JOB_TYPE_GPU_CL, cmd_buffer->device, cmd_buffer, |
| cmd_buffer->state.subpass_idx); |
| cmd_buffer->state.job = job; |
| |
| v3dv_job_start_frame(job, |
| old_job->frame_tiling.width, |
| old_job->frame_tiling.height, |
| old_job->frame_tiling.layers, |
| true, false, |
| old_job->frame_tiling.render_target_count, |
| old_job->frame_tiling.internal_bpp, |
| true /* msaa */); |
| |
| v3dv_job_destroy(old_job); |
| } |
| |
| static bool |
| cmd_buffer_binning_sync_required(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_pipeline *pipeline, |
| bool indexed, bool indirect) |
| { |
| const struct v3dv_descriptor_maps *vs_bin_maps = |
| pipeline->shared_data->maps[BROADCOM_SHADER_VERTEX_BIN]; |
| |
| const struct v3dv_descriptor_maps *gs_bin_maps = |
| pipeline->shared_data->maps[BROADCOM_SHADER_GEOMETRY_BIN]; |
| |
| VkAccessFlags buffer_access = |
| cmd_buffer->state.barrier.bcl_buffer_access; |
| if (buffer_access) { |
| /* Index buffer read */ |
| if (indexed && (buffer_access & (VK_ACCESS_2_INDEX_READ_BIT | |
| VK_ACCESS_2_MEMORY_READ_BIT))) { |
| return true; |
| } |
| |
| /* Indirect buffer read */ |
| if (indirect && (buffer_access & (VK_ACCESS_2_INDIRECT_COMMAND_READ_BIT | |
| VK_ACCESS_2_MEMORY_READ_BIT))) { |
| return true; |
| } |
| |
| /* Attribute read */ |
| if (buffer_access & (VK_ACCESS_2_VERTEX_ATTRIBUTE_READ_BIT | |
| VK_ACCESS_2_MEMORY_READ_BIT)) { |
| const struct v3d_vs_prog_data *prog_data = |
| pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]->prog_data.vs; |
| |
| for (int i = 0; i < ARRAY_SIZE(prog_data->vattr_sizes); i++) { |
| if (prog_data->vattr_sizes[i] > 0) |
| return true; |
| } |
| } |
| |
| /* UBO / SSBO read */ |
| if (buffer_access & (VK_ACCESS_2_UNIFORM_READ_BIT | |
| VK_ACCESS_2_SHADER_READ_BIT | |
| VK_ACCESS_2_MEMORY_READ_BIT | |
| VK_ACCESS_2_SHADER_STORAGE_READ_BIT)) { |
| |
| if (vs_bin_maps->ubo_map.num_desc > 0 || |
| vs_bin_maps->ssbo_map.num_desc > 0) { |
| return true; |
| } |
| |
| if (gs_bin_maps && (gs_bin_maps->ubo_map.num_desc > 0 || |
| gs_bin_maps->ssbo_map.num_desc > 0)) { |
| return true; |
| } |
| } |
| |
| /* SSBO write */ |
| if (buffer_access & (VK_ACCESS_2_SHADER_WRITE_BIT | |
| VK_ACCESS_2_MEMORY_WRITE_BIT | |
| VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT)) { |
| if (vs_bin_maps->ssbo_map.num_desc > 0) |
| return true; |
| |
| if (gs_bin_maps && gs_bin_maps->ssbo_map.num_desc > 0) |
| return true; |
| } |
| |
| /* Texel Buffer read */ |
| if (buffer_access & (VK_ACCESS_2_SHADER_SAMPLED_READ_BIT | |
| VK_ACCESS_2_MEMORY_READ_BIT)) { |
| if (vs_bin_maps->texture_map.num_desc > 0) |
| return true; |
| |
| if (gs_bin_maps && gs_bin_maps->texture_map.num_desc > 0) |
| return true; |
| } |
| } |
| |
| VkAccessFlags image_access = |
| cmd_buffer->state.barrier.bcl_image_access; |
| if (image_access) { |
| /* Image load / store */ |
| if (image_access & (VK_ACCESS_2_SHADER_READ_BIT | |
| VK_ACCESS_2_SHADER_WRITE_BIT | |
| VK_ACCESS_2_SHADER_SAMPLED_READ_BIT | |
| VK_ACCESS_2_SHADER_STORAGE_READ_BIT | |
| VK_ACCESS_2_SHADER_STORAGE_WRITE_BIT | |
| VK_ACCESS_2_MEMORY_READ_BIT | |
| VK_ACCESS_2_MEMORY_WRITE_BIT)) { |
| if (vs_bin_maps->texture_map.num_desc > 0 || |
| vs_bin_maps->sampler_map.num_desc > 0) { |
| return true; |
| } |
| |
| if (gs_bin_maps && (gs_bin_maps->texture_map.num_desc > 0 || |
| gs_bin_maps->sampler_map.num_desc > 0)) { |
| return true; |
| } |
| } |
| } |
| |
| return false; |
| } |
| |
| void |
| v3dv_cmd_buffer_consume_bcl_sync(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_job *job) |
| { |
| job->needs_bcl_sync = true; |
| cmd_buffer->state.barrier.bcl_buffer_access = 0; |
| cmd_buffer->state.barrier.bcl_image_access = 0; |
| } |
| |
| static inline uint32_t |
| compute_prog_score(struct v3dv_shader_variant *vs) |
| { |
| const uint32_t inst_count = vs->qpu_insts_size / sizeof(uint64_t); |
| const uint32_t tmu_count = vs->prog_data.base->tmu_count + |
| vs->prog_data.base->tmu_spills + |
| vs->prog_data.base->tmu_fills; |
| return inst_count + 4 * tmu_count; |
| } |
| |
| static void |
| job_update_double_buffer_score(struct v3dv_job *job, |
| struct v3dv_pipeline *pipeline, |
| uint32_t vertex_count, |
| VkExtent2D *render_area) |
| { |
| /* FIXME: assume anything with GS workloads is too expensive */ |
| struct v3dv_shader_variant *gs_bin = |
| pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY_BIN]; |
| if (gs_bin) { |
| job->can_use_double_buffer = false; |
| return; |
| } |
| |
| /* Keep track of vertex processing: too much geometry processing would not |
| * be good for double-buffer. |
| */ |
| struct v3dv_shader_variant *vs_bin = |
| pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]; |
| assert(vs_bin); |
| uint32_t geom_score = vertex_count * compute_prog_score(vs_bin); |
| |
| struct v3dv_shader_variant *vs = |
| pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX]; |
| assert(vs); |
| uint32_t vs_score = vertex_count * compute_prog_score(vs); |
| geom_score += vs_score; |
| |
| job->double_buffer_score.geom += geom_score; |
| |
| /* Compute pixel rendering cost. |
| * |
| * We estimate that on average a draw would render 0.2% of the pixels in |
| * the render area. That would be a 64x64 region in a 1920x1080 area. |
| */ |
| struct v3dv_shader_variant *fs = |
| pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]; |
| assert(fs); |
| uint32_t pixel_count = 0.002f * render_area->width * render_area->height; |
| uint32_t render_score = vs_score + pixel_count * compute_prog_score(fs); |
| |
| job->double_buffer_score.render += render_score; |
| } |
| |
| void |
| v3dv_cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer, |
| bool indexed, bool indirect, |
| uint32_t vertex_count) |
| { |
| assert(cmd_buffer->state.gfx.pipeline); |
| assert(!(cmd_buffer->state.gfx.pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT)); |
| |
| /* If we emitted a pipeline barrier right before this draw we won't have |
| * an active job. In that case, create a new job continuing the current |
| * subpass. |
| */ |
| if (!cmd_buffer->state.job) { |
| v3dv_cmd_buffer_subpass_resume(cmd_buffer, |
| cmd_buffer->state.subpass_idx); |
| } |
| |
| /* Restart single sample job for MSAA pipeline if needed */ |
| cmd_buffer_restart_job_for_msaa_if_needed(cmd_buffer); |
| |
| /* If the job is configured to flush on every draw call we need to create |
| * a new job now. |
| */ |
| struct v3dv_job *job = cmd_buffer_pre_draw_split_job(cmd_buffer); |
| job->draw_count++; |
| |
| /* Track VK_KHR_buffer_device_address usage in the job */ |
| struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; |
| job->uses_buffer_device_address |= pipeline->uses_buffer_device_address; |
| |
| /* If this job is serialized (has consumed a barrier) then check if we need |
| * to sync at the binning stage by testing if the binning shaders involved |
| * with the draw call require access to external resources. |
| */ |
| if (job->serialize && (cmd_buffer->state.barrier.bcl_buffer_access || |
| cmd_buffer->state.barrier.bcl_image_access)) { |
| assert(!job->needs_bcl_sync); |
| if (cmd_buffer_binning_sync_required(cmd_buffer, pipeline, |
| indexed, indirect)) { |
| v3dv_cmd_buffer_consume_bcl_sync(cmd_buffer, job); |
| } |
| } |
| |
| /* GL shader state binds shaders, uniform and vertex attribute state. The |
| * compiler injects uniforms to handle some descriptor types (such as |
| * textures), so we need to regen that when descriptor state changes. |
| * |
| * We also need to emit new shader state if we have a dirty viewport since |
| * that will require that we new uniform state for QUNIFORM_VIEWPORT_*. |
| */ |
| uint32_t *dirty = &cmd_buffer->state.dirty; |
| |
| const uint32_t dirty_uniform_state = |
| *dirty & (V3DV_CMD_DIRTY_PIPELINE | |
| V3DV_CMD_DIRTY_PUSH_CONSTANTS | |
| V3DV_CMD_DIRTY_DESCRIPTOR_SETS | |
| V3DV_CMD_DIRTY_VIEWPORT | |
| V3DV_CMD_DIRTY_VIEW_INDEX); |
| |
| if (dirty_uniform_state) |
| update_gfx_uniform_state(cmd_buffer, dirty_uniform_state); |
| |
| struct v3dv_device *device = cmd_buffer->device; |
| |
| if (dirty_uniform_state || (*dirty & V3DV_CMD_DIRTY_VERTEX_BUFFER)) |
| v3dv_X(device, cmd_buffer_emit_gl_shader_state)(cmd_buffer); |
| |
| if (*dirty & (V3DV_CMD_DIRTY_PIPELINE)) { |
| v3dv_X(device, cmd_buffer_emit_configuration_bits)(cmd_buffer); |
| v3dv_X(device, cmd_buffer_emit_varyings_state)(cmd_buffer); |
| } |
| |
| if (*dirty & (V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR)) { |
| emit_scissor(cmd_buffer); |
| } |
| |
| if (*dirty & V3DV_CMD_DIRTY_VIEWPORT) { |
| v3dv_X(device, cmd_buffer_emit_viewport)(cmd_buffer); |
| } |
| |
| if (*dirty & V3DV_CMD_DIRTY_INDEX_BUFFER) |
| v3dv_X(device, cmd_buffer_emit_index_buffer)(cmd_buffer); |
| |
| const uint32_t dynamic_stencil_dirty_flags = |
| V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK | |
| V3DV_CMD_DIRTY_STENCIL_WRITE_MASK | |
| V3DV_CMD_DIRTY_STENCIL_REFERENCE; |
| if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | dynamic_stencil_dirty_flags)) |
| v3dv_X(device, cmd_buffer_emit_stencil)(cmd_buffer); |
| |
| if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_DEPTH_BIAS)) |
| v3dv_X(device, cmd_buffer_emit_depth_bias)(cmd_buffer); |
| |
| if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_BLEND_CONSTANTS)) |
| v3dv_X(device, cmd_buffer_emit_blend)(cmd_buffer); |
| |
| if (*dirty & V3DV_CMD_DIRTY_OCCLUSION_QUERY) |
| v3dv_X(device, cmd_buffer_emit_occlusion_query)(cmd_buffer); |
| |
| if (*dirty & V3DV_CMD_DIRTY_LINE_WIDTH) |
| v3dv_X(device, cmd_buffer_emit_line_width)(cmd_buffer); |
| |
| if (*dirty & V3DV_CMD_DIRTY_PIPELINE) |
| v3dv_X(device, cmd_buffer_emit_sample_state)(cmd_buffer); |
| |
| if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_COLOR_WRITE_ENABLE)) |
| v3dv_X(device, cmd_buffer_emit_color_write_mask)(cmd_buffer); |
| |
| /* We disable double-buffer mode if indirect draws are used because in that |
| * case we don't know the vertex count. |
| */ |
| if (indirect) { |
| job->can_use_double_buffer = false; |
| } else if (job->can_use_double_buffer) { |
| job_update_double_buffer_score(job, pipeline, vertex_count, |
| &cmd_buffer->state.render_area.extent); |
| } |
| |
| cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_PIPELINE; |
| } |
| |
| static inline void |
| cmd_buffer_set_view_index(struct v3dv_cmd_buffer *cmd_buffer, |
| uint32_t view_index) |
| { |
| cmd_buffer->state.view_index = view_index; |
| cmd_buffer->state.dirty |= V3DV_CMD_DIRTY_VIEW_INDEX; |
| } |
| |
| static void |
| cmd_buffer_draw(struct v3dv_cmd_buffer *cmd_buffer, |
| struct v3dv_draw_info *info) |
| { |
| uint32_t vertex_count = |
| info->vertex_count * info->instance_count; |
| |
| struct v3dv_render_pass *pass = cmd_buffer->state.pass; |
| if (likely(!pass->multiview_enabled)) { |
| v3dv_cmd_buffer_emit_pre_draw(cmd_buffer, false, false, vertex_count); |
| v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw)(cmd_buffer, info); |
| return; |
| } |
| |
| uint32_t view_mask = pass->subpasses[cmd_buffer->state.subpass_idx].view_mask; |
| while (view_mask) { |
| cmd_buffer_set_view_index(cmd_buffer, u_bit_scan(&view_mask)); |
| v3dv_cmd_buffer_emit_pre_draw(cmd_buffer, false, false, vertex_count); |
| v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw)(cmd_buffer, info); |
| } |
| } |
| |
| VKAPI_ATTR void VKAPI_CALL |
| v3dv_CmdDraw(VkCommandBuffer commandBuffer, |
| uint32_t vertexCount, |
| uint32_t instanceCount, |
| uint32_t firstVertex, |
| uint32_t firstInstance) |
| { |
| if (vertexCount == 0 || instanceCount == 0) |
| return; |
| |
| V3DV_FROM_HANDLE(v3dv_cmd_buffer, |