blob: c3ed1da6cb0c58b56c401c353d703bf1ec79ed36 [file] [log] [blame]
/*
* Copyright © 2014-2017 Broadcom
*
* 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 "util/u_blitter.h"
#include "util/u_draw.h"
#include "util/u_prim.h"
#include "util/format/u_format.h"
#include "util/u_helpers.h"
#include "util/u_pack_color.h"
#include "util/u_prim_restart.h"
#include "util/u_upload_mgr.h"
#include "v3d_context.h"
#include "v3d_resource.h"
#include "v3d_cl.h"
#include "broadcom/compiler/v3d_compiler.h"
#include "broadcom/common/v3d_macros.h"
#include "broadcom/common/v3d_util.h"
#include "broadcom/cle/v3dx_pack.h"
void
v3dX(start_binning)(struct v3d_context *v3d, struct v3d_job *job)
{
assert(job->needs_flush);
/* Get space to emit our BCL state, using a branch to jump to a new BO
* if necessary.
*/
v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
job->submit.bcl_start = job->bcl.bo->offset;
v3d_job_add_bo(job, job->bcl.bo);
/* The PTB will request the tile alloc initial size per tile at start
* of tile binning.
*/
uint32_t tile_alloc_size =
MAX2(job->num_layers, 1) * job->draw_tiles_x * job->draw_tiles_y * 64;
/* 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 = v3d_bo_alloc(v3d->screen, tile_alloc_size,
"tile_alloc");
uint32_t tsda_per_tile_size = v3d->screen->devinfo.ver >= 40 ? 256 : 64;
job->tile_state = v3d_bo_alloc(v3d->screen,
MAX2(job->num_layers, 1) *
job->draw_tiles_y *
job->draw_tiles_x *
tsda_per_tile_size,
"TSDA");
#if V3D_VERSION >= 41
/* This must go before the binning mode configuration. It is
* required for layered framebuffers to work.
*/
if (job->num_layers > 0) {
cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
config.number_of_layers = job->num_layers;
}
}
#endif
assert(!job->msaa || !job->double_buffer);
#if V3D_VERSION >= 40
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
config.width_in_pixels = job->draw_width;
config.height_in_pixels = job->draw_height;
config.number_of_render_targets =
MAX2(job->nr_cbufs, 1);
config.multisample_mode_4x = job->msaa;
config.double_buffer_in_non_ms_mode = job->double_buffer;
config.maximum_bpp_of_all_render_targets = job->internal_bpp;
}
#else /* V3D_VERSION < 40 */
/* "Binning mode lists start with a Tile Binning Mode Configuration
* item (120)"
*
* Part1 signals the end of binning config setup.
*/
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART2, config) {
config.tile_allocation_memory_address =
cl_address(job->tile_alloc, 0);
config.tile_allocation_memory_size = job->tile_alloc->size;
}
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG_PART1, config) {
config.tile_state_data_array_base_address =
cl_address(job->tile_state, 0);
config.width_in_tiles = job->draw_tiles_x;
config.height_in_tiles = job->draw_tiles_y;
/* Must be >= 1 */
config.number_of_render_targets =
MAX2(job->nr_cbufs, 1);
config.multisample_mode_4x = job->msaa;
config.double_buffer_in_non_ms_mode = job->double_buffer;
config.maximum_bpp_of_all_render_targets = job->internal_bpp;
}
#endif /* V3D_VERSION < 40 */
/* There's definitely nothing in the VCD cache we want. */
cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
/* Disable any leftover OQ state from another job. */
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
/* "Binning mode lists must have a Start Tile Binning item (6) after
* any prefix state data before the binning list proper starts."
*/
cl_emit(&job->bcl, START_TILE_BINNING, bin);
}
/**
* Does the initial bining command list setup for drawing to a given FBO.
*/
static void
v3d_start_draw(struct v3d_context *v3d)
{
struct v3d_job *job = v3d->job;
if (job->needs_flush)
return;
job->needs_flush = true;
job->draw_width = v3d->framebuffer.width;
job->draw_height = v3d->framebuffer.height;
job->num_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
v3dX(start_binning)(v3d, job);
}
static void
v3d_predraw_check_stage_inputs(struct pipe_context *pctx,
enum pipe_shader_type s)
{
struct v3d_context *v3d = v3d_context(pctx);
/* Flush writes to textures we're sampling. */
for (int i = 0; i < v3d->tex[s].num_textures; i++) {
struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
if (!pview)
continue;
struct v3d_sampler_view *view = v3d_sampler_view(pview);
if (view->texture != view->base.texture &&
view->base.format != PIPE_FORMAT_X32_S8X24_UINT)
v3d_update_shadow_texture(pctx, &view->base);
v3d_flush_jobs_writing_resource(v3d, view->texture,
V3D_FLUSH_DEFAULT,
s == PIPE_SHADER_COMPUTE);
}
/* Flush writes to UBOs. */
u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
if (cb->buffer) {
v3d_flush_jobs_writing_resource(v3d, cb->buffer,
V3D_FLUSH_DEFAULT,
s == PIPE_SHADER_COMPUTE);
}
}
/* Flush reads/writes to our SSBOs */
u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
if (sb->buffer) {
v3d_flush_jobs_reading_resource(v3d, sb->buffer,
V3D_FLUSH_NOT_CURRENT_JOB,
s == PIPE_SHADER_COMPUTE);
}
}
/* Flush reads/writes to our image views */
u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
struct v3d_image_view *view = &v3d->shaderimg[s].si[i];
v3d_flush_jobs_reading_resource(v3d, view->base.resource,
V3D_FLUSH_NOT_CURRENT_JOB,
s == PIPE_SHADER_COMPUTE);
}
/* Flush writes to our vertex buffers (i.e. from transform feedback) */
if (s == PIPE_SHADER_VERTEX) {
u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
v3d_flush_jobs_writing_resource(v3d, vb->buffer.resource,
V3D_FLUSH_DEFAULT,
false);
}
}
}
static void
v3d_predraw_check_outputs(struct pipe_context *pctx)
{
struct v3d_context *v3d = v3d_context(pctx);
/* Flush jobs reading from TF buffers that we are about to write. */
if (v3d_transform_feedback_enabled(v3d)) {
struct v3d_streamout_stateobj *so = &v3d->streamout;
for (int i = 0; i < so->num_targets; i++) {
if (!so->targets[i])
continue;
const struct pipe_stream_output_target *target =
so->targets[i];
v3d_flush_jobs_reading_resource(v3d, target->buffer,
V3D_FLUSH_DEFAULT,
false);
}
}
}
/**
* Checks if the state for the current draw reads a particular resource in
* in the given shader stage.
*/
static bool
v3d_state_reads_resource(struct v3d_context *v3d,
struct pipe_resource *prsc,
enum pipe_shader_type s)
{
struct v3d_resource *rsc = v3d_resource(prsc);
/* Vertex buffers */
if (s == PIPE_SHADER_VERTEX) {
u_foreach_bit(i, v3d->vertexbuf.enabled_mask) {
struct pipe_vertex_buffer *vb = &v3d->vertexbuf.vb[i];
if (!vb->buffer.resource)
continue;
struct v3d_resource *vb_rsc =
v3d_resource(vb->buffer.resource);
if (rsc->bo == vb_rsc->bo)
return true;
}
}
/* Constant buffers */
u_foreach_bit(i, v3d->constbuf[s].enabled_mask) {
struct pipe_constant_buffer *cb = &v3d->constbuf[s].cb[i];
if (!cb->buffer)
continue;
struct v3d_resource *cb_rsc = v3d_resource(cb->buffer);
if (rsc->bo == cb_rsc->bo)
return true;
}
/* Shader storage buffers */
u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
struct pipe_shader_buffer *sb = &v3d->ssbo[s].sb[i];
if (!sb->buffer)
continue;
struct v3d_resource *sb_rsc = v3d_resource(sb->buffer);
if (rsc->bo == sb_rsc->bo)
return true;
}
/* Textures */
for (int i = 0; i < v3d->tex[s].num_textures; i++) {
struct pipe_sampler_view *pview = v3d->tex[s].textures[i];
if (!pview)
continue;
struct v3d_sampler_view *view = v3d_sampler_view(pview);
struct v3d_resource *v_rsc = v3d_resource(view->texture);
if (rsc->bo == v_rsc->bo)
return true;
}
return false;
}
static void
v3d_emit_wait_for_tf(struct v3d_job *job)
{
/* XXX: we might be able to skip this in some cases, for now we
* always emit it.
*/
cl_emit(&job->bcl, FLUSH_TRANSFORM_FEEDBACK_DATA, flush);
cl_emit(&job->bcl, WAIT_FOR_TRANSFORM_FEEDBACK, wait) {
/* XXX: Wait for all outstanding writes... maybe we can do
* better in some cases.
*/
wait.block_count = 255;
}
/* We have just flushed all our outstanding TF work in this job so make
* sure we don't emit TF flushes again for any of it again.
*/
_mesa_set_clear(job->tf_write_prscs, NULL);
}
static void
v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
{
if (!job->tf_enabled)
return;
set_foreach(job->tf_write_prscs, entry) {
struct pipe_resource *prsc = (struct pipe_resource *)entry->key;
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
/* Fragment shaders can only start executing after all
* binning (and thus TF) is complete.
*
* XXX: For VS/GS/TES, if the binning shader does not
* read the resource then we could also avoid emitting
* the wait.
*/
if (s == PIPE_SHADER_FRAGMENT)
continue;
if (v3d_state_reads_resource(v3d, prsc, s)) {
v3d_emit_wait_for_tf(job);
return;
}
}
}
}
#if V3D_VERSION >= 41
static void
v3d_emit_gs_state_record(struct v3d_job *job,
struct v3d_compiled_shader *gs_bin,
struct v3d_cl_reloc gs_bin_uniforms,
struct v3d_compiled_shader *gs,
struct v3d_cl_reloc gs_render_uniforms)
{
cl_emit(&job->indirect, GEOMETRY_SHADER_STATE_RECORD, shader) {
shader.geometry_bin_mode_shader_code_address =
cl_address(v3d_resource(gs_bin->resource)->bo,
gs_bin->offset);
shader.geometry_bin_mode_shader_4_way_threadable =
gs_bin->prog_data.gs->base.threads == 4;
shader.geometry_bin_mode_shader_start_in_final_thread_section =
gs_bin->prog_data.gs->base.single_seg;
shader.geometry_bin_mode_shader_propagate_nans = true;
shader.geometry_bin_mode_shader_uniforms_address =
gs_bin_uniforms;
shader.geometry_render_mode_shader_code_address =
cl_address(v3d_resource(gs->resource)->bo, gs->offset);
shader.geometry_render_mode_shader_4_way_threadable =
gs->prog_data.gs->base.threads == 4;
shader.geometry_render_mode_shader_start_in_final_thread_section =
gs->prog_data.gs->base.single_seg;
shader.geometry_render_mode_shader_propagate_nans = true;
shader.geometry_render_mode_shader_uniforms_address =
gs_render_uniforms;
}
}
static uint8_t
v3d_gs_output_primitive(enum shader_prim prim_type)
{
switch (prim_type) {
case SHADER_PRIM_POINTS:
return GEOMETRY_SHADER_POINTS;
case SHADER_PRIM_LINE_STRIP:
return GEOMETRY_SHADER_LINE_STRIP;
case SHADER_PRIM_TRIANGLE_STRIP:
return GEOMETRY_SHADER_TRI_STRIP;
default:
unreachable("Unsupported primitive type");
}
}
static void
v3d_emit_tes_gs_common_params(struct v3d_job *job,
uint8_t gs_out_prim_type,
uint8_t gs_num_invocations)
{
/* This, and v3d_emit_tes_gs_shader_params below, fill in default
* values for tessellation fields even though we don't support
* tessellation yet because our packing functions (and the simulator)
* complain if we don't.
*/
cl_emit(&job->indirect, TESSELLATION_GEOMETRY_COMMON_PARAMS, shader) {
shader.tessellation_type = TESSELLATION_TYPE_TRIANGLE;
shader.tessellation_point_mode = false;
shader.tessellation_edge_spacing = TESSELLATION_EDGE_SPACING_EVEN;
shader.tessellation_clockwise = true;
shader.tessellation_invocations = 1;
shader.geometry_shader_output_format =
v3d_gs_output_primitive(gs_out_prim_type);
shader.geometry_shader_instances = gs_num_invocations & 0x1F;
}
}
static uint8_t
simd_width_to_gs_pack_mode(uint32_t width)
{
switch (width) {
case 16:
return V3D_PACK_MODE_16_WAY;
case 8:
return V3D_PACK_MODE_8_WAY;
case 4:
return V3D_PACK_MODE_4_WAY;
case 1:
return V3D_PACK_MODE_1_WAY;
default:
unreachable("Invalid SIMD width");
};
}
static void
v3d_emit_tes_gs_shader_params(struct v3d_job *job,
uint32_t gs_simd,
uint32_t gs_vpm_output_size,
uint32_t gs_max_vpm_input_size_per_batch)
{
cl_emit(&job->indirect, TESSELLATION_GEOMETRY_SHADER_PARAMS, shader) {
shader.tcs_batch_flush_mode = V3D_TCS_FLUSH_MODE_FULLY_PACKED;
shader.per_patch_data_column_depth = 1;
shader.tcs_output_segment_size_in_sectors = 1;
shader.tcs_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
shader.tes_output_segment_size_in_sectors = 1;
shader.tes_output_segment_pack_mode = V3D_PACK_MODE_16_WAY;
shader.gs_output_segment_size_in_sectors = gs_vpm_output_size;
shader.gs_output_segment_pack_mode =
simd_width_to_gs_pack_mode(gs_simd);
shader.tbg_max_patches_per_tcs_batch = 1;
shader.tbg_max_extra_vertex_segs_for_patches_after_first = 0;
shader.tbg_min_tcs_output_segments_required_in_play = 1;
shader.tbg_min_per_patch_data_segments_required_in_play = 1;
shader.tpg_max_patches_per_tes_batch = 1;
shader.tpg_max_vertex_segments_per_tes_batch = 0;
shader.tpg_max_tcs_output_segments_per_tes_batch = 1;
shader.tpg_min_tes_output_segments_required_in_play = 1;
shader.gbg_max_tes_output_vertex_segments_per_gs_batch =
gs_max_vpm_input_size_per_batch;
shader.gbg_min_gs_output_segments_required_in_play = 1;
}
}
#endif
static void
v3d_emit_gl_shader_state(struct v3d_context *v3d,
const struct pipe_draw_info *info)
{
struct v3d_job *job = v3d->job;
/* V3D_DIRTY_VTXSTATE */
struct v3d_vertex_stateobj *vtx = v3d->vtx;
/* V3D_DIRTY_VTXBUF */
struct v3d_vertexbuf_stateobj *vertexbuf = &v3d->vertexbuf;
/* Upload the uniforms to the indirect CL first */
struct v3d_cl_reloc fs_uniforms =
v3d_write_uniforms(v3d, job, v3d->prog.fs,
PIPE_SHADER_FRAGMENT);
struct v3d_cl_reloc gs_uniforms = { NULL, 0 };
struct v3d_cl_reloc gs_bin_uniforms = { NULL, 0 };
if (v3d->prog.gs) {
gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs,
PIPE_SHADER_GEOMETRY);
}
if (v3d->prog.gs_bin) {
gs_bin_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs_bin,
PIPE_SHADER_GEOMETRY);
}
struct v3d_cl_reloc vs_uniforms =
v3d_write_uniforms(v3d, job, v3d->prog.vs,
PIPE_SHADER_VERTEX);
struct v3d_cl_reloc cs_uniforms =
v3d_write_uniforms(v3d, job, v3d->prog.cs,
PIPE_SHADER_VERTEX);
/* Update the cache dirty flag based on the shader progs data */
job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
if (v3d->prog.gs_bin) {
job->tmu_dirty_rcl |=
v3d->prog.gs_bin->prog_data.gs->base.tmu_dirty_rcl;
}
if (v3d->prog.gs) {
job->tmu_dirty_rcl |=
v3d->prog.gs->prog_data.gs->base.tmu_dirty_rcl;
}
job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
uint32_t num_elements_to_emit = 0;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
&vertexbuf->vb[elem->vertex_buffer_index];
if (vb->buffer.resource)
num_elements_to_emit++;
}
uint32_t shader_state_record_length =
cl_packet_length(GL_SHADER_STATE_RECORD);
#if V3D_VERSION >= 41
if (v3d->prog.gs) {
shader_state_record_length +=
cl_packet_length(GEOMETRY_SHADER_STATE_RECORD) +
cl_packet_length(TESSELLATION_GEOMETRY_COMMON_PARAMS) +
2 * cl_packet_length(TESSELLATION_GEOMETRY_SHADER_PARAMS);
}
#endif
/* See GFXH-930 workaround below */
uint32_t shader_rec_offset =
v3d_cl_ensure_space(&job->indirect,
shader_state_record_length +
MAX2(num_elements_to_emit, 1) *
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
32);
/* XXX perf: We should move most of the SHADER_STATE_RECORD setup to
* compile time, so that we mostly just have to OR the VS and FS
* records together at draw time.
*/
struct vpm_config vpm_cfg_bin, vpm_cfg;
assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs);
v3d_compute_vpm_config(&v3d->screen->devinfo,
v3d->prog.cs->prog_data.vs,
v3d->prog.vs->prog_data.vs,
v3d->prog.gs ? v3d->prog.gs_bin->prog_data.gs : NULL,
v3d->prog.gs ? v3d->prog.gs->prog_data.gs : NULL,
&vpm_cfg_bin,
&vpm_cfg);
if (v3d->prog.gs) {
#if V3D_VERSION >= 41
v3d_emit_gs_state_record(v3d->job,
v3d->prog.gs_bin, gs_bin_uniforms,
v3d->prog.gs, gs_uniforms);
struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
v3d_emit_tes_gs_common_params(v3d->job,
gs->out_prim_type,
gs->num_invocations);
/* Bin Tes/Gs params */
v3d_emit_tes_gs_shader_params(v3d->job,
vpm_cfg_bin.gs_width,
vpm_cfg_bin.Gd,
vpm_cfg_bin.Gv);
/* Render Tes/Gs params */
v3d_emit_tes_gs_shader_params(v3d->job,
vpm_cfg.gs_width,
vpm_cfg.Gd,
vpm_cfg.Gv);
#else
unreachable("No GS support pre-4.1");
#endif
}
cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
shader.enable_clipping = true;
/* V3D_DIRTY_PRIM_MODE | V3D_DIRTY_RASTERIZER */
shader.point_size_in_shaded_vertex_data =
(info->mode == PIPE_PRIM_POINTS &&
v3d->rasterizer->base.point_size_per_vertex);
/* Must be set if the shader modifies Z, discards, or modifies
* the sample mask. For any of these cases, the fragment
* shader needs to write the Z value (even just discards).
*/
shader.fragment_shader_does_z_writes =
v3d->prog.fs->prog_data.fs->writes_z;
/* Set if the EZ test must be disabled (due to shader side
* effects and the early_z flag not being present in the
* shader).
*/
shader.turn_off_early_z_test =
v3d->prog.fs->prog_data.fs->disable_ez;
shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
v3d->prog.fs->prog_data.fs->uses_center_w;
#if V3D_VERSION >= 41
shader.any_shader_reads_hardware_written_primitive_id =
(v3d->prog.gs && v3d->prog.gs->prog_data.gs->uses_pid) ||
v3d->prog.fs->prog_data.fs->uses_pid;
shader.insert_primitive_id_as_first_varying_to_fragment_shader =
!v3d->prog.gs && v3d->prog.fs->prog_data.fs->uses_pid;
#endif
#if V3D_VERSION >= 40
shader.do_scoreboard_wait_on_first_thread_switch =
v3d->prog.fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
shader.disable_implicit_point_line_varyings =
!v3d->prog.fs->prog_data.fs->uses_implicit_point_line_varyings;
#endif
shader.number_of_varyings_in_fragment_shader =
v3d->prog.fs->prog_data.fs->num_inputs;
shader.coordinate_shader_propagate_nans = true;
shader.vertex_shader_propagate_nans = true;
shader.fragment_shader_propagate_nans = true;
shader.coordinate_shader_code_address =
cl_address(v3d_resource(v3d->prog.cs->resource)->bo,
v3d->prog.cs->offset);
shader.vertex_shader_code_address =
cl_address(v3d_resource(v3d->prog.vs->resource)->bo,
v3d->prog.vs->offset);
shader.fragment_shader_code_address =
cl_address(v3d_resource(v3d->prog.fs->resource)->bo,
v3d->prog.fs->offset);
/* XXX: Use combined input/output size flag in the common
* case.
*/
shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
v3d->prog.cs->prog_data.vs->separate_segments;
shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
v3d->prog.vs->prog_data.vs->separate_segments;
shader.coordinate_shader_input_vpm_segment_size =
v3d->prog.cs->prog_data.vs->separate_segments ?
v3d->prog.cs->prog_data.vs->vpm_input_size : 1;
shader.vertex_shader_input_vpm_segment_size =
v3d->prog.vs->prog_data.vs->separate_segments ?
v3d->prog.vs->prog_data.vs->vpm_input_size : 1;
shader.coordinate_shader_output_vpm_segment_size =
v3d->prog.cs->prog_data.vs->vpm_output_size;
shader.vertex_shader_output_vpm_segment_size =
v3d->prog.vs->prog_data.vs->vpm_output_size;
shader.coordinate_shader_uniforms_address = cs_uniforms;
shader.vertex_shader_uniforms_address = vs_uniforms;
shader.fragment_shader_uniforms_address = fs_uniforms;
#if V3D_VERSION >= 41
shader.min_coord_shader_input_segments_required_in_play =
vpm_cfg_bin.As;
shader.min_vertex_shader_input_segments_required_in_play =
vpm_cfg.As;
shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
vpm_cfg_bin.Ve;
shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
vpm_cfg.Ve;
shader.coordinate_shader_4_way_threadable =
v3d->prog.cs->prog_data.vs->base.threads == 4;
shader.vertex_shader_4_way_threadable =
v3d->prog.vs->prog_data.vs->base.threads == 4;
shader.fragment_shader_4_way_threadable =
v3d->prog.fs->prog_data.fs->base.threads == 4;
shader.coordinate_shader_start_in_final_thread_section =
v3d->prog.cs->prog_data.vs->base.single_seg;
shader.vertex_shader_start_in_final_thread_section =
v3d->prog.vs->prog_data.vs->base.single_seg;
shader.fragment_shader_start_in_final_thread_section =
v3d->prog.fs->prog_data.fs->base.single_seg;
#else
shader.coordinate_shader_4_way_threadable =
v3d->prog.cs->prog_data.vs->base.threads == 4;
shader.coordinate_shader_2_way_threadable =
v3d->prog.cs->prog_data.vs->base.threads == 2;
shader.vertex_shader_4_way_threadable =
v3d->prog.vs->prog_data.vs->base.threads == 4;
shader.vertex_shader_2_way_threadable =
v3d->prog.vs->prog_data.vs->base.threads == 2;
shader.fragment_shader_4_way_threadable =
v3d->prog.fs->prog_data.fs->base.threads == 4;
shader.fragment_shader_2_way_threadable =
v3d->prog.fs->prog_data.fs->base.threads == 2;
#endif
shader.vertex_id_read_by_coordinate_shader =
v3d->prog.cs->prog_data.vs->uses_vid;
shader.instance_id_read_by_coordinate_shader =
v3d->prog.cs->prog_data.vs->uses_iid;
shader.vertex_id_read_by_vertex_shader =
v3d->prog.vs->prog_data.vs->uses_vid;
shader.instance_id_read_by_vertex_shader =
v3d->prog.vs->prog_data.vs->uses_iid;
shader.address_of_default_attribute_values =
cl_address(v3d_resource(vtx->defaults)->bo,
vtx->defaults_offset);
}
bool cs_loaded_any = false;
for (int i = 0; i < vtx->num_elements; i++) {
struct pipe_vertex_element *elem = &vtx->pipe[i];
struct pipe_vertex_buffer *vb =
&vertexbuf->vb[elem->vertex_buffer_index];
struct v3d_resource *rsc = v3d_resource(vb->buffer.resource);
if (!rsc)
continue;
enum { size = cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD) };
cl_emit_with_prepacked(&job->indirect,
GL_SHADER_STATE_ATTRIBUTE_RECORD,
&vtx->attrs[i * size], attr) {
attr.stride = vb->stride;
attr.address = cl_address(rsc->bo,
vb->buffer_offset +
elem->src_offset);
attr.number_of_values_read_by_coordinate_shader =
v3d->prog.cs->prog_data.vs->vattr_sizes[i];
attr.number_of_values_read_by_vertex_shader =
v3d->prog.vs->prog_data.vs->vattr_sizes[i];
/* GFXH-930: At least one attribute must be enabled
* and read by CS and VS. If we have attributes being
* consumed by the VS but not the CS, then set up a
* dummy load of the last attribute into the CS's VPM
* inputs. (Since CS is just dead-code-elimination
* compared to VS, we can't have CS loading but not
* VS).
*/
if (v3d->prog.cs->prog_data.vs->vattr_sizes[i])
cs_loaded_any = true;
if (i == vtx->num_elements - 1 && !cs_loaded_any) {
attr.number_of_values_read_by_coordinate_shader = 1;
}
#if V3D_VERSION >= 41
attr.maximum_index = 0xffffff;
#endif
}
STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
}
if (num_elements_to_emit == 0) {
/* GFXH-930: At least one attribute must be enabled and read
* by CS and VS. If we have no attributes being consumed by
* the shader, set up a dummy to be loaded into the VPM.
*/
cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) {
/* Valid address of data whose value will be unused. */
attr.address = cl_address(job->indirect.bo, 0);
attr.type = ATTRIBUTE_FLOAT;
attr.stride = 0;
attr.vec_size = 1;
attr.number_of_values_read_by_coordinate_shader = 1;
attr.number_of_values_read_by_vertex_shader = 1;
}
num_elements_to_emit = 1;
}
cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
vcm.number_of_16_vertex_batches_for_binning = vpm_cfg_bin.Vc;
vcm.number_of_16_vertex_batches_for_rendering = vpm_cfg.Vc;
}
#if V3D_VERSION >= 41
if (v3d->prog.gs) {
cl_emit(&job->bcl, GL_SHADER_STATE_INCLUDING_GS, state) {
state.address = cl_address(job->indirect.bo,
shader_rec_offset);
state.number_of_attribute_arrays = num_elements_to_emit;
}
} else {
cl_emit(&job->bcl, GL_SHADER_STATE, state) {
state.address = cl_address(job->indirect.bo,
shader_rec_offset);
state.number_of_attribute_arrays = num_elements_to_emit;
}
}
#else
assert(!v3d->prog.gs);
cl_emit(&job->bcl, GL_SHADER_STATE, state) {
state.address = cl_address(job->indirect.bo, shader_rec_offset);
state.number_of_attribute_arrays = num_elements_to_emit;
}
#endif
v3d_bo_unreference(&cs_uniforms.bo);
v3d_bo_unreference(&vs_uniforms.bo);
if (gs_uniforms.bo)
v3d_bo_unreference(&gs_uniforms.bo);
if (gs_bin_uniforms.bo)
v3d_bo_unreference(&gs_bin_uniforms.bo);
v3d_bo_unreference(&fs_uniforms.bo);
}
/**
* Updates the number of primitives generated from the number of vertices
* to draw. This only works when no GS is present, since otherwise the number
* of primitives generated cannot be determined in advance and we need to
* use the PRIMITIVE_COUNTS_FEEDBACK command instead, however, that requires
* a sync wait for the draw to complete, so we only use that when GS is present.
*/
static void
v3d_update_primitives_generated_counter(struct v3d_context *v3d,
const struct pipe_draw_info *info,
const struct pipe_draw_start_count_bias *draw)
{
assert(!v3d->prog.gs);
if (!v3d->active_queries)
return;
uint32_t prims = u_prims_for_vertices(info->mode, draw->count);
v3d->prims_generated += prims;
}
static void
v3d_update_job_ez(struct v3d_context *v3d, struct v3d_job *job)
{
/* If first_ez_state is V3D_EZ_DISABLED it means that we have already
* determined that we should disable EZ completely for all draw calls
* in this job. This will cause us to disable EZ for the entire job in
* the Tile Rendering Mode RCL packet and when we do that we need to
* make sure we never emit a draw call in the job with EZ enabled in
* the CFG_BITS packet, so ez_state must also be V3D_EZ_DISABLED.
*/
if (job->first_ez_state == V3D_EZ_DISABLED) {
assert(job->ez_state == V3D_EZ_DISABLED);
return;
}
/* If this is the first time we update EZ state for this job we first
* check if there is anything that requires disabling it completely
* for the entire job (based on state that is not related to the
* current draw call and pipeline state).
*/
if (!job->decided_global_ez_enable) {
job->decided_global_ez_enable = true;
if (!job->zsbuf) {
job->first_ez_state = V3D_EZ_DISABLED;
job->ez_state = V3D_EZ_DISABLED;
return;
}
/* GFXH-1918: the early-Z buffer may load incorrect depth
* values if the frame has odd width or height. Disable early-Z
* in this case.
*/
bool needs_depth_load = v3d->zsa && job->zsbuf &&
v3d->zsa->base.depth_enabled &&
(PIPE_CLEAR_DEPTH & ~job->clear);
if (needs_depth_load &&
((job->draw_width % 2 != 0) || (job->draw_height % 2 != 0))) {
perf_debug("Loading depth buffer for framebuffer with odd width "
"or height disables early-Z tests\n");
job->first_ez_state = V3D_EZ_DISABLED;
job->ez_state = V3D_EZ_DISABLED;
return;
}
}
switch (v3d->zsa->ez_state) {
case V3D_EZ_UNDECIDED:
/* If the Z/S state didn't pick a direction but didn't
* disable, then go along with the current EZ state. This
* allows EZ optimization for Z func == EQUAL or NEVER.
*/
break;
case V3D_EZ_LT_LE:
case V3D_EZ_GT_GE:
/* If the Z/S state picked a direction, then it needs to match
* the current direction if we've decided on one.
*/
if (job->ez_state == V3D_EZ_UNDECIDED)
job->ez_state = v3d->zsa->ez_state;
else if (job->ez_state != v3d->zsa->ez_state)
job->ez_state = V3D_EZ_DISABLED;
break;
case V3D_EZ_DISABLED:
/* If the current Z/S state disables EZ because of a bad Z
* func or stencil operation, then we can't do any more EZ in
* this frame.
*/
job->ez_state = V3D_EZ_DISABLED;
break;
}
/* If the FS affects the Z of the pixels, then it may update against
* the chosen EZ direction (though we could use
* ARB_conservative_depth's hints to avoid this)
*/
if (v3d->prog.fs->prog_data.fs->writes_z &&
!v3d->prog.fs->prog_data.fs->writes_z_from_fep) {
job->ez_state = V3D_EZ_DISABLED;
}
if (job->first_ez_state == V3D_EZ_UNDECIDED &&
(job->ez_state != V3D_EZ_DISABLED || job->draw_calls_queued == 0))
job->first_ez_state = job->ez_state;
}
static bool
v3d_check_compiled_shaders(struct v3d_context *v3d)
{
static bool warned[5] = { 0 };
uint32_t failed_stage = MESA_SHADER_NONE;
if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) {
failed_stage = MESA_SHADER_VERTEX;
} else if ((v3d->prog.gs_bin && !v3d->prog.gs_bin->resource) ||
(v3d->prog.gs && !v3d->prog.gs->resource)) {
failed_stage = MESA_SHADER_GEOMETRY;
} else if (v3d->prog.fs && !v3d->prog.fs->resource) {
failed_stage = MESA_SHADER_FRAGMENT;
}
if (likely(failed_stage == MESA_SHADER_NONE))
return true;
if (!warned[failed_stage]) {
fprintf(stderr,
"%s shader failed to compile. Expect corruption.\n",
_mesa_shader_stage_to_string(failed_stage));
warned[failed_stage] = true;
}
return false;
}
static void
v3d_draw_vbo(struct pipe_context *pctx, const struct pipe_draw_info *info,
unsigned drawid_offset,
const struct pipe_draw_indirect_info *indirect,
const struct pipe_draw_start_count_bias *draws,
unsigned num_draws)
{
if (num_draws > 1) {
util_draw_multi(pctx, info, drawid_offset, indirect, draws, num_draws);
return;
}
if (!indirect && (!draws[0].count || !info->instance_count))
return;
struct v3d_context *v3d = v3d_context(pctx);
if (!indirect &&
!info->primitive_restart &&
!u_trim_pipe_prim(info->mode, (unsigned*)&draws[0].count))
return;
/* Fall back for weird desktop GL primitive restart values. */
if (info->primitive_restart &&
info->index_size) {
uint32_t mask = util_prim_restart_index_from_size(info->index_size);
if (info->restart_index != mask) {
util_draw_vbo_without_prim_restart(pctx, info, drawid_offset, indirect, &draws[0]);
return;
}
}
/* Before setting up the draw, flush anything writing to the resources
* that we read from or reading from resources we write to.
*/
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
v3d_predraw_check_stage_inputs(pctx, s);
if (indirect && indirect->buffer) {
v3d_flush_jobs_writing_resource(v3d, indirect->buffer,
V3D_FLUSH_DEFAULT, false);
}
v3d_predraw_check_outputs(pctx);
/* If transform feedback is active and we are switching primitive type
* we need to submit the job before drawing and update the vertex count
* written to TF based on the primitive type since we will need to
* know the exact vertex count if the application decides to call
* glDrawTransformFeedback() later.
*/
if (v3d->streamout.num_targets > 0 &&
u_base_prim_type(info->mode) != u_base_prim_type(v3d->prim_mode)) {
v3d_update_primitive_counters(v3d);
}
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
/* If vertex texturing depends on the output of rendering, we need to
* ensure that that rendering is complete before we run a coordinate
* shader that depends on it.
*
* Given that doing that is unusual, for now we just block the binner
* on the last submitted render, rather than tracking the last
* rendering to each texture's BO.
*/
if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || (indirect && indirect->buffer)) {
perf_debug("Blocking binner on last render "
"due to vertex texturing or indirect drawing.\n");
job->submit.in_sync_bcl = v3d->out_sync;
}
/* We also need to ensure that compute is complete when render depends
* on resources written by it.
*/
if (v3d->sync_on_last_compute_job) {
job->submit.in_sync_bcl = v3d->out_sync;
v3d->sync_on_last_compute_job = false;
}
/* Mark SSBOs and images as being written. We don't actually know
* which ones are read vs written, so just assume the worst.
*/
for (int s = 0; s < PIPE_SHADER_COMPUTE; s++) {
u_foreach_bit(i, v3d->ssbo[s].enabled_mask) {
v3d_job_add_write_resource(job,
v3d->ssbo[s].sb[i].buffer);
job->tmu_dirty_rcl = true;
}
u_foreach_bit(i, v3d->shaderimg[s].enabled_mask) {
v3d_job_add_write_resource(job,
v3d->shaderimg[s].si[i].base.resource);
job->tmu_dirty_rcl = true;
}
}
/* Get space to emit our draw call into the BCL, using a branch to
* jump to a new BO if necessary.
*/
v3d_cl_ensure_space_with_branch(&job->bcl, 256 /* XXX */);
if (v3d->prim_mode != info->mode) {
v3d->prim_mode = info->mode;
v3d->dirty |= V3D_DIRTY_PRIM_MODE;
}
v3d_start_draw(v3d);
v3d_update_compiled_shaders(v3d, info->mode);
if (!v3d_check_compiled_shaders(v3d))
return;
v3d_update_job_ez(v3d, job);
/* If this job was writing to transform feedback buffers before this
* draw and we are reading from them here, then we need to wait for TF
* to complete before we emit this draw.
*
* Notice this check needs to happen before we emit state for the
* current draw call, where we update job->tf_enabled, so we can ensure
* that we only check TF writes for prior draws.
*/
v3d_emit_wait_for_tf_if_needed(v3d, job);
#if V3D_VERSION >= 41
v3d41_emit_state(pctx);
#else
v3d33_emit_state(pctx);
#endif
if (v3d->dirty & (V3D_DIRTY_VTXBUF |
V3D_DIRTY_VTXSTATE |
V3D_DIRTY_PRIM_MODE |
V3D_DIRTY_RASTERIZER |
V3D_DIRTY_COMPILED_CS |
V3D_DIRTY_COMPILED_VS |
V3D_DIRTY_COMPILED_GS_BIN |
V3D_DIRTY_COMPILED_GS |
V3D_DIRTY_COMPILED_FS |
v3d->prog.cs->uniform_dirty_bits |
v3d->prog.vs->uniform_dirty_bits |
(v3d->prog.gs_bin ?
v3d->prog.gs_bin->uniform_dirty_bits : 0) |
(v3d->prog.gs ?
v3d->prog.gs->uniform_dirty_bits : 0) |
v3d->prog.fs->uniform_dirty_bits)) {
v3d_emit_gl_shader_state(v3d, info);
}
v3d->dirty = 0;
/* The Base Vertex/Base Instance packet sets those values to nonzero
* for the next draw call only.
*/
if ((info->index_size && draws->index_bias) || info->start_instance) {
cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) {
base.base_instance = info->start_instance;
base.base_vertex = info->index_size ? draws->index_bias : 0;
}
}
uint32_t prim_tf_enable = 0;
#if V3D_VERSION < 40
/* V3D 3.x: The HW only processes transform feedback on primitives
* with the flag set.
*/
if (v3d->streamout.num_targets)
prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
#endif
if (!v3d->prog.gs)
v3d_update_primitives_generated_counter(v3d, info, &draws[0]);
uint32_t hw_prim_type = v3d_hw_prim_type(info->mode);
if (info->index_size) {
uint32_t index_size = info->index_size;
uint32_t offset = draws[0].start * index_size;
struct pipe_resource *prsc;
if (info->has_user_indices) {
unsigned start_offset = draws[0].start * info->index_size;
prsc = NULL;
u_upload_data(v3d->uploader, start_offset,
draws[0].count * info->index_size, 4,
(char*)info->index.user + start_offset,
&offset, &prsc);
} else {
prsc = info->index.resource;
}
struct v3d_resource *rsc = v3d_resource(prsc);
#if V3D_VERSION >= 40
cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) {
ib.address = cl_address(rsc->bo, 0);
ib.size = rsc->bo->size;
}
#endif
if (indirect && indirect->buffer) {
cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) {
prim.index_type = ffs(info->index_size) - 1;
#if V3D_VERSION < 40
prim.address_of_indices_list =
cl_address(rsc->bo, offset);
#endif /* V3D_VERSION < 40 */
prim.mode = hw_prim_type | prim_tf_enable;
prim.enable_primitive_restarts = info->primitive_restart;
prim.number_of_draw_indirect_indexed_records = indirect->draw_count;
prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
indirect->offset);
}
} else if (info->instance_count > 1) {
cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) {
prim.index_type = ffs(info->index_size) - 1;
#if V3D_VERSION >= 40
prim.index_offset = offset;
#else /* V3D_VERSION < 40 */
prim.maximum_index = (1u << 31) - 1; /* XXX */
prim.address_of_indices_list =
cl_address(rsc->bo, offset);
#endif /* V3D_VERSION < 40 */
prim.mode = hw_prim_type | prim_tf_enable;
prim.enable_primitive_restarts = info->primitive_restart;
prim.number_of_instances = info->instance_count;
prim.instance_length = draws[0].count;
}
} else {
cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) {
prim.index_type = ffs(info->index_size) - 1;
prim.length = draws[0].count;
#if V3D_VERSION >= 40
prim.index_offset = offset;
#else /* V3D_VERSION < 40 */
prim.maximum_index = (1u << 31) - 1; /* XXX */
prim.address_of_indices_list =
cl_address(rsc->bo, offset);
#endif /* V3D_VERSION < 40 */
prim.mode = hw_prim_type | prim_tf_enable;
prim.enable_primitive_restarts = info->primitive_restart;
}
}
if (info->has_user_indices)
pipe_resource_reference(&prsc, NULL);
} else {
if (indirect && indirect->buffer) {
cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
prim.mode = hw_prim_type | prim_tf_enable;
prim.number_of_draw_indirect_array_records = indirect->draw_count;
prim.stride_in_multiples_of_4_bytes = indirect->stride >> 2;
prim.address = cl_address(v3d_resource(indirect->buffer)->bo,
indirect->offset);
}
} else if (info->instance_count > 1) {
struct pipe_stream_output_target *so =
indirect && indirect->count_from_stream_output ?
indirect->count_from_stream_output : NULL;
uint32_t vert_count = so ?
v3d_stream_output_target_get_vertex_count(so) :
draws[0].count;
cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
prim.mode = hw_prim_type | prim_tf_enable;
prim.index_of_first_vertex = draws[0].start;
prim.number_of_instances = info->instance_count;
prim.instance_length = vert_count;
}
} else {
struct pipe_stream_output_target *so =
indirect && indirect->count_from_stream_output ?
indirect->count_from_stream_output : NULL;
uint32_t vert_count = so ?
v3d_stream_output_target_get_vertex_count(so) :
draws[0].count;
cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
prim.mode = hw_prim_type | prim_tf_enable;
prim.length = vert_count;
prim.index_of_first_vertex = draws[0].start;
}
}
}
/* A flush is required in between a TF draw and any following TF specs
* packet, or the GPU may hang. Just flush each time for now.
*/
if (v3d->streamout.num_targets)
cl_emit(&job->bcl, TRANSFORM_FEEDBACK_FLUSH_AND_COUNT, flush);
job->draw_calls_queued++;
if (v3d->streamout.num_targets)
job->tf_draw_calls_queued++;
/* Increment the TF offsets by how many verts we wrote. XXX: This
* needs some clamping to the buffer size.
*/
for (int i = 0; i < v3d->streamout.num_targets; i++)
v3d->streamout.offsets[i] += draws[0].count;
if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) {
struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
v3d_job_add_bo(job, rsc->bo);
job->load |= PIPE_CLEAR_DEPTH & ~job->clear;
if (v3d->zsa->base.depth_writemask)
job->store |= PIPE_CLEAR_DEPTH;
rsc->initialized_buffers = PIPE_CLEAR_DEPTH;
}
if (v3d->zsa && job->zsbuf && v3d->zsa->base.stencil[0].enabled) {
struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
if (rsc->separate_stencil)
rsc = rsc->separate_stencil;
v3d_job_add_bo(job, rsc->bo);
job->load |= PIPE_CLEAR_STENCIL & ~job->clear;
if (v3d->zsa->base.stencil[0].writemask ||
v3d->zsa->base.stencil[1].writemask) {
job->store |= PIPE_CLEAR_STENCIL;
}
rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
}
for (int i = 0; i < job->nr_cbufs; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
if (job->store & bit || !job->cbufs[i])
continue;
struct v3d_resource *rsc = v3d_resource(job->cbufs[i]->texture);
job->load |= bit & ~job->clear;
if (v3d->blend->base.rt[blend_rt].colormask)
job->store |= bit;
v3d_job_add_bo(job, rsc->bo);
}
if (job->referenced_size > 768 * 1024 * 1024) {
perf_debug("Flushing job with %dkb to try to free up memory\n",
job->referenced_size / 1024);
v3d_flush(pctx);
}
if (V3D_DBG(ALWAYS_FLUSH))
v3d_flush(pctx);
}
#if V3D_VERSION >= 41
#define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
#define V3D_CSD_CFG012_WG_OFFSET_SHIFT 0
/* Allow this dispatch to start while the last one is still running. */
#define V3D_CSD_CFG3_OVERLAP_WITH_PREV (1 << 26)
/* Maximum supergroup ID. 6 bits. */
#define V3D_CSD_CFG3_MAX_SG_ID_SHIFT 20
/* Batches per supergroup minus 1. 8 bits. */
#define V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT 12
/* Workgroups per supergroup, 0 means 16 */
#define V3D_CSD_CFG3_WGS_PER_SG_SHIFT 8
#define V3D_CSD_CFG3_WG_SIZE_SHIFT 0
#define V3D_CSD_CFG5_PROPAGATE_NANS (1 << 2)
#define V3D_CSD_CFG5_SINGLE_SEG (1 << 1)
#define V3D_CSD_CFG5_THREADING (1 << 0)
static void
v3d_launch_grid(struct pipe_context *pctx, const struct pipe_grid_info *info)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_screen *screen = v3d->screen;
v3d_predraw_check_stage_inputs(pctx, PIPE_SHADER_COMPUTE);
v3d_update_compiled_cs(v3d);
if (!v3d->prog.compute->resource) {
static bool warned = false;
if (!warned) {
fprintf(stderr,
"Compute shader failed to compile. "
"Expect corruption.\n");
warned = true;
}
return;
}
/* Some of the units of scale:
*
* - Batches of 16 work items (shader invocations) that will be queued
* to the run on a QPU at once.
*
* - Workgroups composed of work items based on the shader's layout
* declaration.
*
* - Supergroups of 1-16 workgroups. There can only be 16 supergroups
* running at a time on the core, so we want to keep them large to
* keep the QPUs busy, but a whole supergroup will sync at a barrier
* so we want to keep them small if one is present.
*/
struct drm_v3d_submit_csd submit = { 0 };
struct v3d_job *job = v3d_job_create(v3d);
/* Set up the actual number of workgroups, synchronously mapping the
* indirect buffer if necessary to get the dimensions.
*/
if (info->indirect) {
struct pipe_transfer *transfer;
uint32_t *map = pipe_buffer_map_range(pctx, info->indirect,
info->indirect_offset,
3 * sizeof(uint32_t),
PIPE_MAP_READ,
&transfer);
memcpy(v3d->compute_num_workgroups, map, 3 * sizeof(uint32_t));
pipe_buffer_unmap(pctx, transfer);
if (v3d->compute_num_workgroups[0] == 0 ||
v3d->compute_num_workgroups[1] == 0 ||
v3d->compute_num_workgroups[2] == 0) {
/* Nothing to dispatch, so skip the draw (CSD can't
* handle 0 workgroups).
*/
return;
}
} else {
v3d->compute_num_workgroups[0] = info->grid[0];
v3d->compute_num_workgroups[1] = info->grid[1];
v3d->compute_num_workgroups[2] = info->grid[2];
}
uint32_t num_wgs = 1;
for (int i = 0; i < 3; i++) {
num_wgs *= v3d->compute_num_workgroups[i];
submit.cfg[i] |= (v3d->compute_num_workgroups[i] <<
V3D_CSD_CFG012_WG_COUNT_SHIFT);
}
uint32_t wg_size = info->block[0] * info->block[1] * info->block[2];
struct v3d_compute_prog_data *compute =
v3d->prog.compute->prog_data.compute;
uint32_t wgs_per_sg =
v3d_csd_choose_workgroups_per_supergroup(
&v3d->screen->devinfo,
compute->has_subgroups,
compute->base.has_control_barrier,
compute->base.threads,
num_wgs, wg_size);
uint32_t batches_per_sg = DIV_ROUND_UP(wgs_per_sg * wg_size, 16);
uint32_t whole_sgs = num_wgs / wgs_per_sg;
uint32_t rem_wgs = num_wgs - whole_sgs * wgs_per_sg;
uint32_t num_batches = batches_per_sg * whole_sgs +
DIV_ROUND_UP(rem_wgs * wg_size, 16);
submit.cfg[3] |= (wgs_per_sg & 0xf) << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
submit.cfg[3] |=
(batches_per_sg - 1) << V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT;
submit.cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
/* Number of batches the dispatch will invoke (minus 1). */
submit.cfg[4] = num_batches - 1;
/* Make sure we didn't accidentally underflow. */
assert(submit.cfg[4] != ~0);
v3d_job_add_bo(job, v3d_resource(v3d->prog.compute->resource)->bo);
submit.cfg[5] = (v3d_resource(v3d->prog.compute->resource)->bo->offset +
v3d->prog.compute->offset);
submit.cfg[5] |= V3D_CSD_CFG5_PROPAGATE_NANS;
if (v3d->prog.compute->prog_data.base->single_seg)
submit.cfg[5] |= V3D_CSD_CFG5_SINGLE_SEG;
if (v3d->prog.compute->prog_data.base->threads == 4)
submit.cfg[5] |= V3D_CSD_CFG5_THREADING;
if (v3d->prog.compute->prog_data.compute->shared_size) {
v3d->compute_shared_memory =
v3d_bo_alloc(v3d->screen,
v3d->prog.compute->prog_data.compute->shared_size *
wgs_per_sg,
"shared_vars");
}
struct v3d_cl_reloc uniforms = v3d_write_uniforms(v3d, job,
v3d->prog.compute,
PIPE_SHADER_COMPUTE);
v3d_job_add_bo(job, uniforms.bo);
submit.cfg[6] = uniforms.bo->offset + uniforms.offset;
/* Pull some job state that was stored in a SUBMIT_CL struct out to
* our SUBMIT_CSD struct
*/
submit.bo_handles = job->submit.bo_handles;
submit.bo_handle_count = job->submit.bo_handle_count;
/* Serialize this in the rest of our command stream. */
submit.in_sync = v3d->out_sync;
submit.out_sync = v3d->out_sync;
if (v3d->active_perfmon) {
assert(screen->has_perfmon);
submit.perfmon_id = v3d->active_perfmon->kperfmon_id;
}
v3d->last_perfmon = v3d->active_perfmon;
if (!V3D_DBG(NORAST)) {
int ret = v3d_ioctl(screen->fd, DRM_IOCTL_V3D_SUBMIT_CSD,
&submit);
static bool warned = false;
if (ret && !warned) {
fprintf(stderr, "CSD submit call returned %s. "
"Expect corruption.\n", strerror(errno));
warned = true;
} else if (!ret) {
if (v3d->active_perfmon)
v3d->active_perfmon->job_submitted = true;
}
}
v3d_job_free(v3d, job);
/* Mark SSBOs as being written.. we don't actually know which ones are
* read vs written, so just assume the worst
*/
u_foreach_bit(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask) {
struct v3d_resource *rsc = v3d_resource(
v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer);
rsc->writes++;
rsc->compute_written = true;
}
u_foreach_bit(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask) {
struct v3d_resource *rsc = v3d_resource(
v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource);
rsc->writes++;
rsc->compute_written = true;
}
v3d_bo_unreference(&uniforms.bo);
v3d_bo_unreference(&v3d->compute_shared_memory);
}
#endif
/**
* Implements gallium's clear() hook (glClear()) by drawing a pair of triangles.
*/
static void
v3d_draw_clear(struct v3d_context *v3d,
unsigned buffers,
const union pipe_color_union *color,
double depth, unsigned stencil)
{
v3d_blitter_save(v3d, false);
util_blitter_clear(v3d->blitter,
v3d->framebuffer.width,
v3d->framebuffer.height,
util_framebuffer_get_num_layers(&v3d->framebuffer),
buffers, color, depth, stencil,
util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
}
/**
* Attempts to perform the GL clear by using the TLB's fast clear at the start
* of the frame.
*/
static unsigned
v3d_tlb_clear(struct v3d_job *job, unsigned buffers,
const union pipe_color_union *color,
double depth, unsigned stencil)
{
struct v3d_context *v3d = job->v3d;
if (job->draw_calls_queued) {
/* If anything in the CL has drawn using the buffer, then the
* TLB clear we're trying to add now would happen before that
* drawing.
*/
buffers &= ~(job->load | job->store);
}
/* GFXH-1461: If we were to emit a load of just depth or just stencil,
* then the clear for the other may get lost. We need to decide now
* if it would be possible to need to emit a load of just one after
* we've set up our TLB clears.
*/
if (buffers & PIPE_CLEAR_DEPTHSTENCIL &&
(buffers & PIPE_CLEAR_DEPTHSTENCIL) != PIPE_CLEAR_DEPTHSTENCIL &&
job->zsbuf &&
util_format_is_depth_and_stencil(job->zsbuf->texture->format)) {
buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
}
for (int i = 0; i < job->nr_cbufs; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
if (!(buffers & bit))
continue;
struct pipe_surface *psurf = v3d->framebuffer.cbufs[i];
struct v3d_surface *surf = v3d_surface(psurf);
struct v3d_resource *rsc = v3d_resource(psurf->texture);
union util_color uc;
uint32_t internal_size = 4 << surf->internal_bpp;
/* While hardware supports clamping, this is not applied on
* the clear values, so we need to do it manually.
*
* "Clamping is performed on color values immediately as they
* enter the TLB and after blending. Clamping is not
* performed on the clear color."
*/
union pipe_color_union clamped_color =
util_clamp_color(psurf->format, color);
if (v3d->swap_color_rb & (1 << i)) {
union pipe_color_union orig_color = clamped_color;
clamped_color.f[0] = orig_color.f[2];
clamped_color.f[1] = orig_color.f[1];
clamped_color.f[2] = orig_color.f[0];
clamped_color.f[3] = orig_color.f[3];
}
switch (surf->internal_type) {
case V3D_INTERNAL_TYPE_8:
util_pack_color(clamped_color.f, PIPE_FORMAT_R8G8B8A8_UNORM,
&uc);
memcpy(job->clear_color[i], uc.ui, internal_size);
break;
case V3D_INTERNAL_TYPE_8I:
case V3D_INTERNAL_TYPE_8UI:
job->clear_color[i][0] = ((clamped_color.ui[0] & 0xff) |
(clamped_color.ui[1] & 0xff) << 8 |
(clamped_color.ui[2] & 0xff) << 16 |
(clamped_color.ui[3] & 0xff) << 24);
break;
case V3D_INTERNAL_TYPE_16F:
util_pack_color(clamped_color.f, PIPE_FORMAT_R16G16B16A16_FLOAT,
&uc);
memcpy(job->clear_color[i], uc.ui, internal_size);
break;
case V3D_INTERNAL_TYPE_16I:
case V3D_INTERNAL_TYPE_16UI:
job->clear_color[i][0] = ((clamped_color.ui[0] & 0xffff) |
clamped_color.ui[1] << 16);
job->clear_color[i][1] = ((clamped_color.ui[2] & 0xffff) |
clamped_color.ui[3] << 16);
break;
case V3D_INTERNAL_TYPE_32F:
case V3D_INTERNAL_TYPE_32I:
case V3D_INTERNAL_TYPE_32UI:
memcpy(job->clear_color[i], clamped_color.ui, internal_size);
break;
}
rsc->initialized_buffers |= bit;
}
unsigned zsclear = buffers & PIPE_CLEAR_DEPTHSTENCIL;
if (zsclear) {
struct v3d_resource *rsc =
v3d_resource(v3d->framebuffer.zsbuf->texture);
if (zsclear & PIPE_CLEAR_DEPTH)
job->clear_z = depth;
if (zsclear & PIPE_CLEAR_STENCIL)
job->clear_s = stencil;
rsc->initialized_buffers |= zsclear;
}
job->draw_min_x = 0;
job->draw_min_y = 0;
job->draw_max_x = v3d->framebuffer.width;
job->draw_max_y = v3d->framebuffer.height;
job->clear |= buffers;
job->store |= buffers;
job->scissor.disabled = true;
v3d_start_draw(v3d);
return buffers;
}
static void
v3d_clear(struct pipe_context *pctx, unsigned buffers, const struct pipe_scissor_state *scissor_state,
const union pipe_color_union *color, double depth, unsigned stencil)
{
struct v3d_context *v3d = v3d_context(pctx);
struct v3d_job *job = v3d_get_job_for_fbo(v3d);
buffers &= ~v3d_tlb_clear(job, buffers, color, depth, stencil);
if (buffers)
v3d_draw_clear(v3d, buffers, color, depth, stencil);
}
static void
v3d_clear_render_target(struct pipe_context *pctx, struct pipe_surface *ps,
const union pipe_color_union *color,
unsigned x, unsigned y, unsigned w, unsigned h,
bool render_condition_enabled)
{
fprintf(stderr, "unimpl: clear RT\n");
}
static void
v3d_clear_depth_stencil(struct pipe_context *pctx, struct pipe_surface *ps,
unsigned buffers, double depth, unsigned stencil,
unsigned x, unsigned y, unsigned w, unsigned h,
bool render_condition_enabled)
{
fprintf(stderr, "unimpl: clear DS\n");
}
void
v3dX(draw_init)(struct pipe_context *pctx)
{
pctx->draw_vbo = v3d_draw_vbo;
pctx->clear = v3d_clear;
pctx->clear_render_target = v3d_clear_render_target;
pctx->clear_depth_stencil = v3d_clear_depth_stencil;
#if V3D_VERSION >= 41
if (v3d_context(pctx)->screen->has_csd)
pctx->launch_grid = v3d_launch_grid;
#endif
}