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26 * Shader programs refer to most resources via integer handles. These are
27 * indexes (BTIs) into a "Binding Table", which is simply a list of pointers
28 * to SURFACE_STATE entries. Each shader stage has its own binding table,
29 * set by the 3DSTATE_BINDING_TABLE_POINTERS_* commands. We stream out
30 * binding tables dynamically, storing them in special BOs we call "binders."
32 * Unfortunately, the hardware designers made 3DSTATE_BINDING_TABLE_POINTERS
33 * only accept a 16-bit pointer. This means that all binding tables have to
34 * live within the 64kB range starting at Surface State Base Address. (The
35 * actual SURFACE_STATE entries can live anywhere in the 4GB zone, as the
36 * binding table entries are full 32-bit pointers.)
38 * To handle this, we split a 4GB region of VMA into two memory zones.
39 * IRIS_MEMZONE_BINDER is a small region at the bottom able to hold a few
40 * binder BOs. IRIS_MEMZONE_SURFACE contains the rest of the 4GB, and is
41 * always at a higher address than the binders. This allows us to program
42 * Surface State Base Address to the binder BO's address, and offset the
43 * values in the binding table to account for the base not starting at the
44 * beginning of the 4GB region.
46 * This does mean that we have to emit STATE_BASE_ADDRESS and stall when
47 * we run out of space in the binder, which hopefully won't happen too often.
51 #include "util/u_math.h"
52 #include "iris_binder.h"
53 #include "iris_bufmgr.h"
54 #include "iris_context.h"
56 #define BTP_ALIGNMENT 32
58 /* Avoid using offset 0, tools consider it NULL */
59 #define INIT_INSERT_POINT BTP_ALIGNMENT
62 binder_has_space(struct iris_binder
*binder
, unsigned size
)
64 return binder
->insert_point
+ size
<= IRIS_BINDER_SIZE
;
68 binder_realloc(struct iris_context
*ice
)
70 struct iris_screen
*screen
= (void *) ice
->ctx
.screen
;
71 struct iris_bufmgr
*bufmgr
= screen
->bufmgr
;
72 struct iris_binder
*binder
= &ice
->state
.binder
;
74 uint64_t next_address
= IRIS_MEMZONE_BINDER_START
;
77 /* Place the new binder just after the old binder, unless we've hit the
78 * end of the memory zone...then wrap around to the start again.
80 next_address
= binder
->bo
->gtt_offset
+ IRIS_BINDER_SIZE
;
81 if (next_address
>= IRIS_MEMZONE_SURFACE_START
)
82 next_address
= IRIS_MEMZONE_BINDER_START
;
84 iris_bo_unreference(binder
->bo
);
89 iris_bo_alloc(bufmgr
, "binder", IRIS_BINDER_SIZE
, IRIS_MEMZONE_BINDER
);
90 binder
->bo
->gtt_offset
= next_address
;
91 binder
->map
= iris_bo_map(NULL
, binder
->bo
, MAP_WRITE
);
92 binder
->insert_point
= INIT_INSERT_POINT
;
94 /* Allocating a new binder requires changing Surface State Base Address,
95 * which also invalidates all our previous binding tables - each entry
96 * in those tables is an offset from the old base.
98 * We do this here so that iris_binder_reserve_3d correctly gets a new
99 * larger total_size when making the updated reservation.
101 ice
->state
.dirty
|= IRIS_ALL_DIRTY_BINDINGS
;
105 binder_insert(struct iris_binder
*binder
, unsigned size
)
107 uint32_t offset
= binder
->insert_point
;
109 binder
->insert_point
= align(binder
->insert_point
+ size
, BTP_ALIGNMENT
);
115 * Reserve a block of space in the binder, given the raw size in bytes.
118 iris_binder_reserve(struct iris_context
*ice
,
121 struct iris_binder
*binder
= &ice
->state
.binder
;
123 if (!binder_has_space(binder
, size
))
127 return binder_insert(binder
, size
);
131 * Reserve and record binder space for 3D pipeline shader stages.
133 * Note that you must actually populate the new binding tables after
134 * calling this command - the new area is uninitialized.
137 iris_binder_reserve_3d(struct iris_context
*ice
)
139 struct iris_compiled_shader
**shaders
= ice
->shaders
.prog
;
140 struct iris_binder
*binder
= &ice
->state
.binder
;
141 unsigned sizes
[MESA_SHADER_STAGES
] = {};
144 /* If nothing is dirty, skip all this. */
145 if (!(ice
->state
.dirty
& IRIS_ALL_DIRTY_BINDINGS
))
148 /* Get the binding table sizes for each stage */
149 for (int stage
= 0; stage
<= MESA_SHADER_FRAGMENT
; stage
++) {
153 const struct brw_stage_prog_data
*prog_data
=
154 (const void *) shaders
[stage
]->prog_data
;
156 /* Round up the size so our next table has an aligned starting offset */
157 sizes
[stage
] = align(prog_data
->binding_table
.size_bytes
, BTP_ALIGNMENT
);
160 /* Make space for the new binding tables...this may take two tries. */
163 for (int stage
= 0; stage
<= MESA_SHADER_FRAGMENT
; stage
++) {
164 if (ice
->state
.dirty
& (IRIS_DIRTY_BINDINGS_VS
<< stage
))
165 total_size
+= sizes
[stage
];
168 assert(total_size
< IRIS_BINDER_SIZE
);
173 if (binder_has_space(binder
, total_size
))
176 /* It didn't fit. Allocate a new buffer and try again. Note that
177 * this will flag all bindings dirty, which may increase total_size
178 * on the next iteration.
183 /* Assign space and record the new binding table offsets. */
184 uint32_t offset
= binder_insert(binder
, total_size
);
186 for (int stage
= 0; stage
<= MESA_SHADER_FRAGMENT
; stage
++) {
187 if (ice
->state
.dirty
& (IRIS_DIRTY_BINDINGS_VS
<< stage
)) {
188 binder
->bt_offset
[stage
] = sizes
[stage
] > 0 ? offset
: 0;
189 iris_record_state_size(ice
->state
.sizes
,
190 binder
->bo
->gtt_offset
+ offset
, sizes
[stage
]);
191 offset
+= sizes
[stage
];
197 iris_binder_reserve_compute(struct iris_context
*ice
)
199 if (!(ice
->state
.dirty
& IRIS_DIRTY_BINDINGS_CS
))
202 struct iris_binder
*binder
= &ice
->state
.binder
;
203 struct brw_stage_prog_data
*prog_data
=
204 ice
->shaders
.prog
[MESA_SHADER_COMPUTE
]->prog_data
;
206 unsigned size
= prog_data
->binding_table
.size_bytes
;
211 binder
->bt_offset
[MESA_SHADER_COMPUTE
] = iris_binder_reserve(ice
, size
);
215 iris_init_binder(struct iris_context
*ice
)
217 memset(&ice
->state
.binder
, 0, sizeof(struct iris_binder
));
222 iris_destroy_binder(struct iris_binder
*binder
)
224 iris_bo_unreference(binder
->bo
);