/* * 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/common/v3d_csd.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 = 256; 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"); /* 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; } } assert(!job->msaa || !job->double_buffer); #if V3D_VERSION >= 71 cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) { config.width_in_pixels = job->draw_width; config.height_in_pixels = job->draw_height; config.log2_tile_width = log2_tile_size(job->tile_width); config.log2_tile_height = log2_tile_size(job->tile_height); /* FIXME: ideallly we would like next assert on the packet header (as is * general, so also applies to GL). We would need to expand * gen_pack_header for that. */ assert(config.log2_tile_width == config.log2_tile_height || config.log2_tile_width == config.log2_tile_height + 1); } #endif #if V3D_VERSION == 42 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; } #endif /* 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); unsigned i; /* Flush writes to textures we're sampling. */ for (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_NOT_CURRENT_JOB, s == PIPE_SHADER_COMPUTE); } /* Flush writes to UBOs. */ BITSET_FOREACH_SET(i, v3d->constbuf[s].enabled_mask, PIPE_MAX_CONSTANT_BUFFERS) { 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 */ BITSET_FOREACH_SET(i, v3d->ssbo[s].enabled_mask, PIPE_MAX_SHADER_BUFFERS) { 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 */ BITSET_FOREACH_SET(i, v3d->shaderimg[s].enabled_mask, PIPE_MAX_SHADER_IMAGES) { 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) { BITSET_FOREACH_SET(i, v3d->vertexbuf.enabled_mask, PIPE_MAX_ATTRIBS) { 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); unsigned i; /* Vertex buffers */ if (s == PIPE_SHADER_VERTEX) { BITSET_FOREACH_SET(i, v3d->vertexbuf.enabled_mask, PIPE_MAX_ATTRIBS) { 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 */ BITSET_FOREACH_SET(i, v3d->constbuf[s].enabled_mask, PIPE_MAX_CONSTANT_BUFFERS) { 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 */ BITSET_FOREACH_SET(i, v3d->ssbo[s].enabled_mask, PIPE_MAX_SHADER_BUFFERS) { 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; } } } } 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; #if V3D_VERSION == 42 shader.geometry_bin_mode_shader_propagate_nans = true; #endif 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; #if V3D_VERSION == 42 shader.geometry_render_mode_shader_propagate_nans = true; #endif shader.geometry_render_mode_shader_uniforms_address = gs_render_uniforms; } } static uint8_t v3d_gs_output_primitive(enum mesa_prim prim_type) { switch (prim_type) { case MESA_PRIM_POINTS: return GEOMETRY_SHADER_POINTS; case MESA_PRIM_LINE_STRIP: return GEOMETRY_SHADER_LINE_STRIP; case MESA_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; } } static void emit_shader_state_record(struct v3d_context *v3d, struct v3d_job *job, const struct pipe_draw_info *info, struct v3d_vertex_stateobj *vtx, struct v3d_cl_reloc cs_uniforms, struct v3d_cl_reloc vs_uniforms, struct v3d_cl_reloc fs_uniforms, struct vpm_config *vpm_cfg_bin, struct vpm_config *vpm_cfg) { #if V3D_VERSION >= 71 /* 2712D0 (V3D 7.1.10) has included draw index and base vertex, * shuffling all the fields in the packet. Since the versioning * framework doesn't handle revision numbers, the XML has a * different shader state record packet including the new fields * and we decide at run time which packet we need to emit. */ if (v3d_device_has_draw_index(&v3d->screen->devinfo)) { cl_emit(&job->indirect, GL_SHADER_STATE_RECORD_DRAW_INDEX, shader) { shader.enable_clipping = true; shader.point_size_in_shaded_vertex_data = (info->mode == MESA_PRIM_POINTS && v3d->rasterizer->base.point_size_per_vertex); shader.fragment_shader_does_z_writes = v3d->prog.fs->prog_data.fs->writes_z; 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; 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; 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; shader.number_of_varyings_in_fragment_shader = v3d->prog.fs->prog_data.fs->num_inputs; 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); shader.coordinate_shader_input_vpm_segment_size = v3d->prog.cs->prog_data.vs->vpm_input_size; shader.vertex_shader_input_vpm_segment_size = v3d->prog.vs->prog_data.vs->vpm_input_size; 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; 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; 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; } return; } #endif assert(!v3d_device_has_draw_index(&v3d->screen->devinfo)); 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 == MESA_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; 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; 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; shader.number_of_varyings_in_fragment_shader = v3d->prog.fs->prog_data.fs->num_inputs; 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); #if V3D_VERSION == 42 shader.coordinate_shader_propagate_nans = true; shader.vertex_shader_propagate_nans = true; shader.fragment_shader_propagate_nans = true; /* 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; #endif /* On V3D 7.1 there isn't a specific flag to set if we are using * shared/separate segments or not. We just set the value of * vpm_input_size to 0, and set output to the max needed. That should be * already properly set on prog_data_vs_bin */ #if V3D_VERSION == 71 shader.coordinate_shader_input_vpm_segment_size = v3d->prog.cs->prog_data.vs->vpm_input_size; shader.vertex_shader_input_vpm_segment_size = v3d->prog.vs->prog_data.vs->vpm_input_size; #endif 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; 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; 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; #if V3D_VERSION == 42 shader.address_of_default_attribute_values = cl_address(v3d_resource(vtx->defaults)->bo, vtx->defaults_offset); #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->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); } /* 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; 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) { 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); } emit_shader_state_record(v3d, job, info, vtx, cs_uniforms, vs_uniforms, fs_uniforms, &vpm_cfg_bin, &vpm_cfg); bool cs_loaded_any = false; const bool cs_uses_builtins = v3d->prog.cs->prog_data.vs->uses_iid || v3d->prog.cs->prog_data.vs->uses_biid || v3d->prog.cs->prog_data.vs->uses_vid; 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 = elem->src_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). * * GFXH-1602: first attribute must be active if using * builtins. */ if (v3d->prog.cs->prog_data.vs->vattr_sizes[i]) cs_loaded_any = true; if (i == 0 && cs_uses_builtins && !cs_loaded_any) { attr.number_of_values_read_by_coordinate_shader = 1; cs_loaded_any = true; } else if (i == vtx->num_elements - 1 && !cs_loaded_any) { attr.number_of_values_read_by_coordinate_shader = 1; cs_loaded_any = true; } attr.maximum_index = 0xffffff; } 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->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; } } 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; } /* When we update the EZ state 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->global_ez_zsa_decision_state != v3d->zsa) { job->decided_global_ez_enable = true; job->global_ez_zsa_decision_state = v3d->zsa; 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, or if the * buffer is 16-bit and multisampled. Disable early-Z in these * cases. */ bool needs_depth_load = v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled && (PIPE_CLEAR_DEPTH & ~job->clear_tlb); if (needs_depth_load) { if (job->zsbuf->texture->format == PIPE_FORMAT_Z16_UNORM && job->zsbuf->texture->nr_samples > 0) { perf_debug("Loading 16-bit multisampled depth buffer " "disables early-Z tests\n"); job->first_ez_state = V3D_EZ_DISABLED; job->ez_state = V3D_EZ_DISABLED; return; } if ((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; if (!v3d_render_condition_check(v3d)) 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)) { static bool warned = false; if (!warned) { perf_debug("Blocking binner on last render due to " "vertex texturing or indirect drawing.\n"); warned = true; } 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++) { unsigned i; BITSET_FOREACH_SET(i, v3d->ssbo[s].enabled_mask, PIPE_MAX_SHADER_BUFFERS) { v3d_job_add_write_resource(job, v3d->ssbo[s].sb[i].buffer); struct v3d_resource *rsc= v3d_resource(v3d->ssbo[s].sb[i].buffer); rsc->graphics_written = true; job->tmu_dirty_rcl = true; } BITSET_FOREACH_SET(i, v3d->shaderimg[s].enabled_mask, PIPE_MAX_SHADER_IMAGES) { v3d_job_add_write_resource(job, v3d->shaderimg[s].si[i].base.resource); struct v3d_resource *rsc= v3d_resource(v3d->shaderimg[s].si[i].base.resource); rsc->graphics_written = true; 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); v3dX(emit_state)(pctx); 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; v3d->prim_restart = info->primitive_restart; if (!v3d->prog.gs && !v3d->prim_restart) 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); cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) { ib.address = cl_address(rsc->bo, 0); ib.size = rsc->bo->size; } if (indirect && indirect->buffer) { cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) { prim.index_type = ffs(info->index_size) - 1; 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; prim.index_offset = offset; 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; prim.index_offset = offset; 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. * * If primitive restart is enabled or we have a geometry shader, we * update it later, when we can query the device to know how many * vertices were written. */ if (!v3d->prog.gs && !v3d->prim_restart) { for (int i = 0; i < v3d->streamout.num_targets; i++) v3d_stream_output_target(v3d->streamout.targets[i])->offset += u_stream_outputs_for_vertices(info->mode, draws[0].count); } if (v3d->zsa && job->zsbuf) { struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture); if (rsc->invalidated) { /* Currently gallium only applies invalidates if it * affects both depth and stencil together. */ job->invalidated_load |= PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL; rsc->invalidated = false; if (rsc->separate_stencil) rsc->separate_stencil->invalidated = false; } } uint32_t no_load_mask = job->clear_tlb | job->clear_draw | job->invalidated_load; 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 & ~no_load_mask; 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 & ~no_load_mask; 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); if (rsc->invalidated) { job->invalidated_load |= bit; rsc->invalidated = false; } else { job->load |= bit & ~no_load_mask; } 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); } 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; unsigned i; 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 (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); } memcpy(v3d->compute_workgroup_size, info->block, 3 * sizeof(uint32_t)); 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. * V3D 7.1.6 and later don't subtract 1 from the number of batches */ if (v3d->screen->devinfo.ver < 71 || (v3d->screen->devinfo.ver == 71 && v3d->screen->devinfo.rev < 6)) { submit.cfg[4] = num_batches - 1; } else { submit.cfg[4] = num_batches; } /* 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); if (v3d->screen->devinfo.ver < 71) 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; uint32_t shared_size = v3d->prog.compute->prog_data.compute->shared_size + info->variable_shared_mem; if (shared_size) { v3d->compute_shared_memory = v3d_bo_alloc(v3d->screen, shared_size * num_wgs, "shared_vars"); v3d->shared_memory = shared_size; } util_dynarray_foreach(&v3d->global_buffers, struct pipe_resource *, res) { if (!*res) continue; struct v3d_resource *rsc = v3d_resource(*res); v3d_job_add_bo(job, rsc->bo); } 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 */ BITSET_FOREACH_SET(i, v3d->ssbo[PIPE_SHADER_COMPUTE].enabled_mask, PIPE_MAX_SHADER_BUFFERS) { struct v3d_resource *rsc = v3d_resource( v3d->ssbo[PIPE_SHADER_COMPUTE].sb[i].buffer); rsc->writes++; rsc->compute_written = true; } BITSET_FOREACH_SET(i, v3d->shaderimg[PIPE_SHADER_COMPUTE].enabled_mask, PIPE_MAX_SHADER_IMAGES) { struct v3d_resource *rsc = v3d_resource( v3d->shaderimg[PIPE_SHADER_COMPUTE].si[i].base.resource); rsc->writes++; rsc->compute_written = true; } util_dynarray_foreach(&v3d->global_buffers, struct pipe_resource *, res) { struct v3d_resource *rsc = v3d_resource(*res); if (!rsc) continue; rsc->writes++; rsc->compute_written = true; } v3d_bo_unreference(&uniforms.bo); v3d_bo_unreference(&v3d->compute_shared_memory); } /** * Implements gallium's clear() hook (glClear()) by drawing a pair of triangles. */ static void v3d_draw_clear(struct v3d_context *v3d, struct v3d_job *job, unsigned buffers, const union pipe_color_union *color, double depth, unsigned stencil) { /* Flag we are clearing these buffers with a draw call so we can * skip loads for them. Notice that if we had emitted any draw calls * before this clear the loads will still happen, since those previous * draw calls would have flagged them. */ job->clear_draw |= buffers; v3d_blitter_save(v3d, V3D_CLEAR_COND); 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. This issue is fixed since V3D 4.3.18. */ if (v3d->screen->devinfo.ver == 42 && 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]; } if (util_format_is_alpha(psurf->format)) clamped_color.f[0] = clamped_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_tlb |= 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_render_condition_check(v3d)) return; v3d_draw_clear(v3d, job, 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) { struct v3d_context *v3d = v3d_context(pctx); if (render_condition_enabled && !v3d_render_condition_check(v3d)) return; v3d_blitter_save(v3d, render_condition_enabled ? V3D_CLEAR_SURFACE_COND : V3D_CLEAR_SURFACE); util_blitter_clear_render_target(v3d->blitter, ps, color, x, y, w, h); } 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) { struct v3d_context *v3d = v3d_context(pctx); if (render_condition_enabled && !v3d_render_condition_check(v3d)) return; v3d_blitter_save(v3d, render_condition_enabled ? V3D_CLEAR_SURFACE_COND : V3D_CLEAR_SURFACE); util_blitter_clear_depth_stencil(v3d->blitter, ps, buffers, depth, stencil, x, y, w, h); } static void v3d_set_global_binding(struct pipe_context *pctx, unsigned first, unsigned count, struct pipe_resource **resources, uint32_t **handles) { struct v3d_context *v3d = v3d_context(pctx); unsigned old_size = util_dynarray_num_elements(&v3d->global_buffers, *resources); if (old_size < first + count) { /* we are screwed no matter what */ if (!util_dynarray_grow(&v3d->global_buffers, *resources, (first + count) - old_size)) unreachable("out of memory"); for (unsigned i = old_size; i < first + count; i++) *util_dynarray_element(&v3d->global_buffers, struct pipe_resource *, i) = NULL; } for (unsigned i = first; i < first + count; ++i) { struct pipe_resource **res = util_dynarray_element(&v3d->global_buffers, struct pipe_resource *, first + i); if (resources && resources[i]) { struct v3d_resource *rsc = v3d_resource(resources[i]); pipe_resource_reference(res, resources[i]); /* We have to add the base address as there might be an existing offset */ *handles[i] += rsc->bo->offset; } else { pipe_resource_reference(res, NULL); } } } 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_context(pctx)->screen->has_csd) { pctx->launch_grid = v3d_launch_grid; pctx->set_global_binding = v3d_set_global_binding; } }