v3d: don't emit point coordinates varyings if the FS doesn't read them
[mesa.git] / src / gallium / drivers / v3d / v3d_job.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 /** @file v3d_job.c
25 *
26 * Functions for submitting VC5 render jobs to the kernel.
27 */
28
29 #include <xf86drm.h>
30 #include "v3d_context.h"
31 /* The OQ/semaphore packets are the same across V3D versions. */
32 #define V3D_VERSION 33
33 #include "broadcom/cle/v3dx_pack.h"
34 #include "broadcom/common/v3d_macros.h"
35 #include "util/hash_table.h"
36 #include "util/ralloc.h"
37 #include "util/set.h"
38 #include "broadcom/clif/clif_dump.h"
39
40 static void
41 v3d_job_free(struct v3d_context *v3d, struct v3d_job *job)
42 {
43 set_foreach(job->bos, entry) {
44 struct v3d_bo *bo = (struct v3d_bo *)entry->key;
45 v3d_bo_unreference(&bo);
46 }
47
48 _mesa_hash_table_remove_key(v3d->jobs, &job->key);
49
50 if (job->write_prscs) {
51 set_foreach(job->write_prscs, entry) {
52 const struct pipe_resource *prsc = entry->key;
53
54 _mesa_hash_table_remove_key(v3d->write_jobs, prsc);
55 }
56 }
57
58 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
59 if (job->cbufs[i]) {
60 _mesa_hash_table_remove_key(v3d->write_jobs,
61 job->cbufs[i]->texture);
62 pipe_surface_reference(&job->cbufs[i], NULL);
63 }
64 }
65 if (job->zsbuf) {
66 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
67 if (rsc->separate_stencil)
68 _mesa_hash_table_remove_key(v3d->write_jobs,
69 &rsc->separate_stencil->base);
70
71 _mesa_hash_table_remove_key(v3d->write_jobs,
72 job->zsbuf->texture);
73 pipe_surface_reference(&job->zsbuf, NULL);
74 }
75
76 if (v3d->job == job)
77 v3d->job = NULL;
78
79 v3d_destroy_cl(&job->bcl);
80 v3d_destroy_cl(&job->rcl);
81 v3d_destroy_cl(&job->indirect);
82 v3d_bo_unreference(&job->tile_alloc);
83 v3d_bo_unreference(&job->tile_state);
84
85 ralloc_free(job);
86 }
87
88 static struct v3d_job *
89 v3d_job_create(struct v3d_context *v3d)
90 {
91 struct v3d_job *job = rzalloc(v3d, struct v3d_job);
92
93 job->v3d = v3d;
94
95 v3d_init_cl(job, &job->bcl);
96 v3d_init_cl(job, &job->rcl);
97 v3d_init_cl(job, &job->indirect);
98
99 job->draw_min_x = ~0;
100 job->draw_min_y = ~0;
101 job->draw_max_x = 0;
102 job->draw_max_y = 0;
103
104 job->bos = _mesa_set_create(job,
105 _mesa_hash_pointer,
106 _mesa_key_pointer_equal);
107 return job;
108 }
109
110 void
111 v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo)
112 {
113 if (!bo)
114 return;
115
116 if (_mesa_set_search(job->bos, bo))
117 return;
118
119 v3d_bo_reference(bo);
120 _mesa_set_add(job->bos, bo);
121 job->referenced_size += bo->size;
122
123 uint32_t *bo_handles = (void *)(uintptr_t)job->submit.bo_handles;
124
125 if (job->submit.bo_handle_count >= job->bo_handles_size) {
126 job->bo_handles_size = MAX2(4, job->bo_handles_size * 2);
127 bo_handles = reralloc(job, bo_handles,
128 uint32_t, job->bo_handles_size);
129 job->submit.bo_handles = (uintptr_t)(void *)bo_handles;
130 }
131 bo_handles[job->submit.bo_handle_count++] = bo->handle;
132 }
133
134 void
135 v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc)
136 {
137 struct v3d_context *v3d = job->v3d;
138
139 if (!job->write_prscs) {
140 job->write_prscs = _mesa_set_create(job,
141 _mesa_hash_pointer,
142 _mesa_key_pointer_equal);
143 }
144
145 _mesa_set_add(job->write_prscs, prsc);
146 _mesa_hash_table_insert(v3d->write_jobs, prsc, job);
147 }
148
149 void
150 v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
151 struct pipe_resource *prsc)
152 {
153 struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
154 prsc);
155 if (entry) {
156 struct v3d_job *job = entry->data;
157 v3d_job_submit(v3d, job);
158 }
159 }
160
161 void
162 v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
163 struct pipe_resource *prsc)
164 {
165 struct v3d_resource *rsc = v3d_resource(prsc);
166
167 v3d_flush_jobs_writing_resource(v3d, prsc);
168
169 hash_table_foreach(v3d->jobs, entry) {
170 struct v3d_job *job = entry->data;
171
172 if (_mesa_set_search(job->bos, rsc->bo)) {
173 v3d_job_submit(v3d, job);
174 /* Reminder: v3d->jobs is safe to keep iterating even
175 * after deletion of an entry.
176 */
177 continue;
178 }
179 }
180 }
181
182 static void
183 v3d_job_set_tile_buffer_size(struct v3d_job *job)
184 {
185 static const uint8_t tile_sizes[] = {
186 64, 64,
187 64, 32,
188 32, 32,
189 32, 16,
190 16, 16,
191 };
192 int tile_size_index = 0;
193 if (job->msaa)
194 tile_size_index += 2;
195
196 if (job->cbufs[3] || job->cbufs[2])
197 tile_size_index += 2;
198 else if (job->cbufs[1])
199 tile_size_index++;
200
201 int max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
202 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
203 if (job->cbufs[i]) {
204 struct v3d_surface *surf = v3d_surface(job->cbufs[i]);
205 max_bpp = MAX2(max_bpp, surf->internal_bpp);
206 }
207 }
208 job->internal_bpp = max_bpp;
209 STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
210 tile_size_index += max_bpp;
211
212 assert(tile_size_index < ARRAY_SIZE(tile_sizes));
213 job->tile_width = tile_sizes[tile_size_index * 2 + 0];
214 job->tile_height = tile_sizes[tile_size_index * 2 + 1];
215 }
216
217 /**
218 * Returns a v3d_job struture for tracking V3D rendering to a particular FBO.
219 *
220 * If we've already started rendering to this FBO, then return the same job,
221 * otherwise make a new one. If we're beginning rendering to an FBO, make
222 * sure that any previous reads of the FBO (or writes to its color/Z surfaces)
223 * have been flushed.
224 */
225 struct v3d_job *
226 v3d_get_job(struct v3d_context *v3d,
227 struct pipe_surface **cbufs, struct pipe_surface *zsbuf)
228 {
229 /* Return the existing job for this FBO if we have one */
230 struct v3d_job_key local_key = {
231 .cbufs = {
232 cbufs[0],
233 cbufs[1],
234 cbufs[2],
235 cbufs[3],
236 },
237 .zsbuf = zsbuf,
238 };
239 struct hash_entry *entry = _mesa_hash_table_search(v3d->jobs,
240 &local_key);
241 if (entry)
242 return entry->data;
243
244 /* Creating a new job. Make sure that any previous jobs reading or
245 * writing these buffers are flushed.
246 */
247 struct v3d_job *job = v3d_job_create(v3d);
248
249 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
250 if (cbufs[i]) {
251 v3d_flush_jobs_reading_resource(v3d, cbufs[i]->texture);
252 pipe_surface_reference(&job->cbufs[i], cbufs[i]);
253
254 if (cbufs[i]->texture->nr_samples > 1)
255 job->msaa = true;
256 }
257 }
258 if (zsbuf) {
259 v3d_flush_jobs_reading_resource(v3d, zsbuf->texture);
260 pipe_surface_reference(&job->zsbuf, zsbuf);
261 if (zsbuf->texture->nr_samples > 1)
262 job->msaa = true;
263 }
264
265 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
266 if (cbufs[i])
267 _mesa_hash_table_insert(v3d->write_jobs,
268 cbufs[i]->texture, job);
269 }
270 if (zsbuf) {
271 _mesa_hash_table_insert(v3d->write_jobs, zsbuf->texture, job);
272
273 struct v3d_resource *rsc = v3d_resource(zsbuf->texture);
274 if (rsc->separate_stencil) {
275 v3d_flush_jobs_reading_resource(v3d,
276 &rsc->separate_stencil->base);
277 _mesa_hash_table_insert(v3d->write_jobs,
278 &rsc->separate_stencil->base,
279 job);
280 }
281 }
282
283 memcpy(&job->key, &local_key, sizeof(local_key));
284 _mesa_hash_table_insert(v3d->jobs, &job->key, job);
285
286 return job;
287 }
288
289 struct v3d_job *
290 v3d_get_job_for_fbo(struct v3d_context *v3d)
291 {
292 if (v3d->job)
293 return v3d->job;
294
295 struct pipe_surface **cbufs = v3d->framebuffer.cbufs;
296 struct pipe_surface *zsbuf = v3d->framebuffer.zsbuf;
297 struct v3d_job *job = v3d_get_job(v3d, cbufs, zsbuf);
298
299 if (v3d->framebuffer.samples >= 1)
300 job->msaa = true;
301
302 v3d_job_set_tile_buffer_size(job);
303
304 /* The dirty flags are tracking what's been updated while v3d->job has
305 * been bound, so set them all to ~0 when switching between jobs. We
306 * also need to reset all state at the start of rendering.
307 */
308 v3d->dirty = ~0;
309
310 /* If we're binding to uninitialized buffers, no need to load their
311 * contents before drawing.
312 */
313 for (int i = 0; i < 4; i++) {
314 if (cbufs[i]) {
315 struct v3d_resource *rsc = v3d_resource(cbufs[i]->texture);
316 if (!rsc->writes)
317 job->clear |= PIPE_CLEAR_COLOR0 << i;
318 }
319 }
320
321 if (zsbuf) {
322 struct v3d_resource *rsc = v3d_resource(zsbuf->texture);
323 if (!rsc->writes)
324 job->clear |= PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL;
325 }
326
327 job->draw_tiles_x = DIV_ROUND_UP(v3d->framebuffer.width,
328 job->tile_width);
329 job->draw_tiles_y = DIV_ROUND_UP(v3d->framebuffer.height,
330 job->tile_height);
331
332 v3d->job = job;
333
334 return job;
335 }
336
337 static void
338 v3d_clif_dump(struct v3d_context *v3d, struct v3d_job *job)
339 {
340 if (!(V3D_DEBUG & (V3D_DEBUG_CL | V3D_DEBUG_CLIF)))
341 return;
342
343 struct clif_dump *clif = clif_dump_init(&v3d->screen->devinfo,
344 stderr,
345 V3D_DEBUG & V3D_DEBUG_CL);
346
347 set_foreach(job->bos, entry) {
348 struct v3d_bo *bo = (void *)entry->key;
349 char *name = ralloc_asprintf(NULL, "%s_0x%x",
350 bo->name, bo->offset);
351
352 v3d_bo_map(bo);
353 clif_dump_add_bo(clif, name, bo->offset, bo->size, bo->map);
354
355 ralloc_free(name);
356 }
357
358 clif_dump(clif, &job->submit);
359
360 clif_dump_destroy(clif);
361 }
362
363 /**
364 * Submits the job to the kernel and then reinitializes it.
365 */
366 void
367 v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
368 {
369 MAYBE_UNUSED struct v3d_screen *screen = v3d->screen;
370
371 if (!job->needs_flush)
372 goto done;
373
374 if (v3d->screen->devinfo.ver >= 41)
375 v3d41_emit_rcl(job);
376 else
377 v3d33_emit_rcl(job);
378
379 if (cl_offset(&job->bcl) > 0) {
380 if (screen->devinfo.ver >= 41)
381 v3d41_bcl_epilogue(v3d, job);
382 else
383 v3d33_bcl_epilogue(v3d, job);
384 }
385
386 /* While the RCL will implicitly depend on the last RCL to have
387 * finished, we also need to block on any previous TFU job we may have
388 * dispatched.
389 */
390 job->submit.in_sync_rcl = v3d->out_sync;
391
392 /* Update the sync object for the last rendering by our context. */
393 job->submit.out_sync = v3d->out_sync;
394
395 job->submit.bcl_end = job->bcl.bo->offset + cl_offset(&job->bcl);
396 job->submit.rcl_end = job->rcl.bo->offset + cl_offset(&job->rcl);
397
398 /* On V3D 4.1, the tile alloc/state setup moved to register writes
399 * instead of binner packets.
400 */
401 if (screen->devinfo.ver >= 41) {
402 v3d_job_add_bo(job, job->tile_alloc);
403 job->submit.qma = job->tile_alloc->offset;
404 job->submit.qms = job->tile_alloc->size;
405
406 v3d_job_add_bo(job, job->tile_state);
407 job->submit.qts = job->tile_state->offset;
408 }
409
410 v3d_clif_dump(v3d, job);
411
412 if (!(V3D_DEBUG & V3D_DEBUG_NORAST)) {
413 int ret;
414
415 ret = v3d_ioctl(v3d->fd, DRM_IOCTL_V3D_SUBMIT_CL, &job->submit);
416 static bool warned = false;
417 if (ret && !warned) {
418 fprintf(stderr, "Draw call returned %s. "
419 "Expect corruption.\n", strerror(errno));
420 warned = true;
421 }
422 }
423
424 done:
425 v3d_job_free(v3d, job);
426 }
427
428 static bool
429 v3d_job_compare(const void *a, const void *b)
430 {
431 return memcmp(a, b, sizeof(struct v3d_job_key)) == 0;
432 }
433
434 static uint32_t
435 v3d_job_hash(const void *key)
436 {
437 return _mesa_hash_data(key, sizeof(struct v3d_job_key));
438 }
439
440 void
441 v3d_job_init(struct v3d_context *v3d)
442 {
443 v3d->jobs = _mesa_hash_table_create(v3d,
444 v3d_job_hash,
445 v3d_job_compare);
446 v3d->write_jobs = _mesa_hash_table_create(v3d,
447 _mesa_hash_pointer,
448 _mesa_key_pointer_equal);
449 }
450