#include "util/u_blitter.h"
#include "util/u_prim.h"
-#include "util/u_format.h"
+#include "util/format/u_format.h"
#include "util/u_pack_color.h"
#include "util/u_prim_restart.h"
#include "util/u_upload_mgr.h"
job->submit.bcl_start = job->bcl.bo->offset;
v3d_job_add_bo(job, job->bcl.bo);
- job->tile_alloc = v3d_bo_alloc(v3d->screen, 1024 * 1024, "tile_alloc");
+ uint32_t fb_layers = util_framebuffer_get_num_layers(&v3d->framebuffer);
+
+ /* The PTB will request the tile alloc initial size per tile at start
+ * of tile binning.
+ */
+ uint32_t tile_alloc_size =
+ MAX2(fb_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(fb_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 (fb_layers > 0) {
+ cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
+ config.number_of_layers = fb_layers;
+ }
+ }
+#endif
#if V3D_VERSION >= 40
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
job->needs_flush = true;
job->draw_width = v3d->framebuffer.width;
job->draw_height = v3d->framebuffer.height;
+ job->num_layers = fb_layers;
}
static void
continue;
struct v3d_sampler_view *view = v3d_sampler_view(pview);
- if (view->texture != view->base.texture)
+ 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_jobs_writing_resource(v3d, view->texture,
+ V3D_FLUSH_DEFAULT,
+ s == PIPE_SHADER_COMPUTE);
}
/* Flush writes to UBOs. */
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);
+ if (cb->buffer) {
+ v3d_flush_jobs_writing_resource(v3d, cb->buffer,
+ V3D_FLUSH_DEFAULT,
+ s == PIPE_SHADER_COMPUTE);
+ }
+ }
+
+ /* Flush reads/writes to our SSBOs */
+ 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 */
+ 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) {
+ 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) {
+ 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 */
+ 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 */
+ 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;
+ }
+ }
+ }
+}
+
+struct vpm_config {
+ uint32_t As;
+ uint32_t Vc;
+ uint32_t Gs;
+ uint32_t Gd;
+ uint32_t Gv;
+ uint32_t Ve;
+ uint32_t gs_width;
+};
+
+#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(uint32_t prim_type)
+{
+ switch (prim_type) {
+ case GL_POINTS:
+ return GEOMETRY_SHADER_POINTS;
+ case GL_LINE_STRIP:
+ return GEOMETRY_SHADER_LINE_STRIP;
+ case GL_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 inline uint32_t
+compute_vpm_size_in_sectors(const struct v3d_device_info *devinfo)
+{
+ assert(devinfo->vpm_size > 0);
+ const uint32_t sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
+ return devinfo->vpm_size / sector_size;
+}
+
+/* Computes various parameters affecting VPM memory configuration for programs
+ * involving geometry shaders to ensure the program fits in memory and honors
+ * requirements described in section "VPM usage" of the programming manual.
+ */
+static void
+compute_vpm_config_gs(struct v3d_device_info *devinfo,
+ struct v3d_vs_prog_data *vs,
+ struct v3d_gs_prog_data *gs,
+ struct vpm_config *vpm_cfg_out)
+{
+ const uint32_t A = vs->separate_segments ? 1 : 0;
+ const uint32_t Ad = vs->vpm_input_size;
+ const uint32_t Vd = vs->vpm_output_size;
+
+ const uint32_t vpm_size = compute_vpm_size_in_sectors(devinfo);
+
+ /* Try to fit program into our VPM memory budget by adjusting
+ * configurable parameters iteratively. We do this in two phases:
+ * the first phase tries to fit the program into the total available
+ * VPM memory. If we suceed at that, then the second phase attempts
+ * to fit the program into half of that budget so we can run bin and
+ * render programs in parallel.
+ */
+ struct vpm_config vpm_cfg[2];
+ struct vpm_config *final_vpm_cfg = NULL;
+ uint32_t phase = 0;
+
+ vpm_cfg[phase].As = 1;
+ vpm_cfg[phase].Gs = 1;
+ vpm_cfg[phase].Gd = gs->vpm_output_size;
+ vpm_cfg[phase].gs_width = gs->simd_width;
+
+ /* While there is a requirement that Vc >= [Vn / 16], this is
+ * always the case when tessellation is not present because in that
+ * case Vn can only be 6 at most (when input primitive is triangles
+ * with adjacency).
+ *
+ * We always choose Vc=2. We can't go lower than this due to GFXH-1744,
+ * and Broadcom has not found it worth it to increase it beyond this
+ * in general. Increasing Vc also increases VPM memory pressure which
+ * can turn up being detrimental for performance in some scenarios.
+ */
+ vpm_cfg[phase].Vc = 2;
+
+ /* Gv is a constraint on the hardware to not exceed the
+ * specified number of vertex segments per GS batch. If adding a
+ * new primitive to a GS batch would result in a range of more
+ * than Gv vertex segments being referenced by the batch, then
+ * the hardware will flush the batch and start a new one. This
+ * means that we can choose any value we want, we just need to
+ * be aware that larger values improve GS batch utilization
+ * at the expense of more VPM memory pressure (which can affect
+ * other performance aspects, such as GS dispatch width).
+ * We start with the largest value, and will reduce it if we
+ * find that total memory pressure is too high.
+ */
+ vpm_cfg[phase].Gv = 3;
+ do {
+ /* When GS is present in absence of TES, then we need to satisfy
+ * that Ve >= Gv. We go with the smallest value of Ve to avoid
+ * increasing memory pressure.
+ */
+ vpm_cfg[phase].Ve = vpm_cfg[phase].Gv;
+
+ uint32_t vpm_sectors =
+ A * vpm_cfg[phase].As * Ad +
+ (vpm_cfg[phase].Vc + vpm_cfg[phase].Ve) * Vd +
+ vpm_cfg[phase].Gs * vpm_cfg[phase].Gd;
+
+ /* Ideally we want to use no more than half of the available
+ * memory so we can execute a bin and render program in parallel
+ * without stalls. If we achieved that then we are done.
+ */
+ if (vpm_sectors <= vpm_size / 2) {
+ final_vpm_cfg = &vpm_cfg[phase];
+ break;
+ }
+
+ /* At the very least, we should not allocate more than the
+ * total available VPM memory. If we have a configuration that
+ * succeeds at this we save it and continue to see if we can
+ * meet the half-memory-use criteria too.
+ */
+ if (phase == 0 && vpm_sectors <= vpm_size) {
+ vpm_cfg[1] = vpm_cfg[0];
+ phase = 1;
+ }
+
+ /* Try lowering Gv */
+ if (vpm_cfg[phase].Gv > 0) {
+ vpm_cfg[phase].Gv--;
+ continue;
+ }
+
+ /* Try lowering GS dispatch width */
+ if (vpm_cfg[phase].gs_width > 1) {
+ do {
+ vpm_cfg[phase].gs_width >>= 1;
+ vpm_cfg[phase].Gd =
+ align(vpm_cfg[phase].Gd, 2) / 2;
+ } while (vpm_cfg[phase].gs_width == 2);
+
+ /* Reset Gv to max after dropping dispatch width */
+ vpm_cfg[phase].Gv = 3;
+ continue;
+ }
+
+ /* We ran out of options to reduce memory pressure. If we
+ * are at phase 1 we have at least a valid configuration, so we
+ * we use that.
+ */
+ if (phase == 1)
+ final_vpm_cfg = &vpm_cfg[0];
+ break;
+ } while (true);
+
+ if (!final_vpm_cfg) {
+ /* FIXME: maybe return a boolean to indicate failure and use
+ * that to stop the submission for this draw call.
+ */
+ fprintf(stderr, "Failed to allocate VPM memory.\n");
+ abort();
}
+
+ assert(final_vpm_cfg);
+ assert(final_vpm_cfg->Gd <= 16);
+ assert(final_vpm_cfg->Gv < 4);
+ assert(final_vpm_cfg->Ve < 4);
+ assert(final_vpm_cfg->Vc >= 2 && final_vpm_cfg->Vc <= 4);
+ assert(final_vpm_cfg->gs_width == 1 ||
+ final_vpm_cfg->gs_width == 4 ||
+ final_vpm_cfg->gs_width == 8 ||
+ final_vpm_cfg->gs_width == 16);
+
+ *vpm_cfg_out = *final_vpm_cfg;
}
+#endif
static void
v3d_emit_gl_shader_state(struct v3d_context *v3d,
/* Upload the uniforms to the indirect CL first */
struct v3d_cl_reloc fs_uniforms =
- v3d_write_uniforms(v3d, v3d->prog.fs,
+ 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, v3d->prog.vs,
+ v3d_write_uniforms(v3d, job, v3d->prog.vs,
PIPE_SHADER_VERTEX);
struct v3d_cl_reloc cs_uniforms =
- v3d_write_uniforms(v3d, v3d->prog.cs,
+ 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;
+
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
+
+ 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
+
uint32_t shader_rec_offset =
- v3d_cl_ensure_space(&job->indirect,
- cl_packet_length(GL_SHADER_STATE_RECORD) +
+ v3d_cl_ensure_space(&job->indirect,
+ shader_state_record_length +
num_elements_to_emit *
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);
+ if (!v3d->prog.gs) {
+ vpm_cfg_bin.As = 1;
+ vpm_cfg_bin.Ve = 0;
+ vpm_cfg_bin.Vc = v3d->prog.cs->prog_data.vs->vcm_cache_size;
+
+ vpm_cfg.As = 1;
+ vpm_cfg.Ve = 0;
+ vpm_cfg.Vc = v3d->prog.vs->prog_data.vs->vcm_cache_size;
+ }
+ else {
+#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;
+ struct v3d_gs_prog_data *gs_bin = v3d->prog.gs_bin->prog_data.gs;
+
+ v3d_emit_tes_gs_common_params(v3d->job,
+ gs->out_prim_type,
+ gs->num_invocations);
+
+ /* Bin Tes/Gs params */
+ struct v3d_vs_prog_data *vs_bin = v3d->prog.cs->prog_data.vs;
+ compute_vpm_config_gs(&v3d->screen->devinfo,
+ vs_bin, gs_bin, &vpm_cfg_bin);
+
+ 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 */
+ struct v3d_vs_prog_data *vs = v3d->prog.vs->prog_data.vs;
+ compute_vpm_config_gs(&v3d->screen->devinfo,
+ vs, gs, &vpm_cfg);
+
+ 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;
/* VC5_DIRTY_PRIM_MODE | VC5_DIRTY_RASTERIZER */
* shader needs to write the Z value (even just discards).
*/
shader.fragment_shader_does_z_writes =
- (v3d->prog.fs->prog_data.fs->writes_z ||
- v3d->prog.fs->prog_data.fs->discard);
+ 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 :
+ false;
+#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.base->num_inputs;
+ v3d->prog.fs->prog_data.fs->num_inputs;
shader.coordinate_shader_propagate_nans = true;
shader.vertex_shader_propagate_nans = true;
v3d->prog.vs->prog_data.vs->separate_segments;
shader.coordinate_shader_input_vpm_segment_size =
- v3d->prog.cs->prog_data.vs->vpm_input_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->vpm_input_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.fragment_shader_uniforms_address = fs_uniforms;
#if V3D_VERSION >= 41
- shader.min_coord_shader_input_segments_required_in_play = 1;
- shader.min_vertex_shader_input_segments_required_in_play = 1;
+ 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;
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 =
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) >= VC5_MAX_ATTRIBUTES * size);
+ STATIC_ASSERT(sizeof(vtx->attrs) >= V3D_MAX_VS_INPUTS / 4 * size);
}
if (vtx->num_elements == 0) {
}
cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
- vcm.number_of_16_vertex_batches_for_binning =
- v3d->prog.cs->prog_data.vs->vcm_cache_size;
- vcm.number_of_16_vertex_batches_for_rendering =
- v3d->prog.vs->prog_data.vs->vcm_cache_size;
+ 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);
-
- job->shader_rec_count++;
}
/**
- * Computes the various transform feedback statistics, since they can't be
- * recorded by CL packets.
+ * 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_tf_statistics_record(struct v3d_context *v3d,
- const struct pipe_draw_info *info,
- bool prim_tf)
+v3d_update_primitives_generated_counter(struct v3d_context *v3d,
+ const struct pipe_draw_info *info)
{
+ assert(!v3d->prog.gs);
+
if (!v3d->active_queries)
return;
uint32_t prims = u_prims_for_vertices(info->mode, info->count);
v3d->prims_generated += prims;
-
- if (prim_tf) {
- /* XXX: Only count if we didn't overflow. */
- v3d->tf_prims_generated += prims;
- }
}
static void
job->first_ez_state = job->ez_state;
}
+static uint32_t
+v3d_hw_prim_type(enum pipe_prim_type prim_type)
+{
+ switch (prim_type) {
+ case PIPE_PRIM_POINTS:
+ case PIPE_PRIM_LINES:
+ case PIPE_PRIM_LINE_LOOP:
+ case PIPE_PRIM_LINE_STRIP:
+ case PIPE_PRIM_TRIANGLES:
+ case PIPE_PRIM_TRIANGLE_STRIP:
+ case PIPE_PRIM_TRIANGLE_FAN:
+ return prim_type;
+
+ case PIPE_PRIM_LINES_ADJACENCY:
+ case PIPE_PRIM_LINE_STRIP_ADJACENCY:
+ case PIPE_PRIM_TRIANGLES_ADJACENCY:
+ case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
+ return 8 + (prim_type - PIPE_PRIM_LINES_ADJACENCY);
+
+ default:
+ unreachable("Unsupported primitive type");
+ }
+}
+
+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)
{
}
}
- if (info->mode >= PIPE_PRIM_QUADS) {
+ if (info->mode >= PIPE_PRIM_QUADS && info->mode <= PIPE_PRIM_POLYGON) {
util_primconvert_save_rasterizer_state(v3d->primconvert, &v3d->rasterizer->base);
util_primconvert_draw_vbo(v3d->primconvert, info);
perf_debug("Fallback conversion for %d %s vertices\n",
return;
}
- /* Before setting up the draw, flush anything writing to the textures
- * that we read from.
+ /* 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_TYPES; s++)
+ for (int s = 0; s < PIPE_SHADER_COMPUTE; s++)
v3d_predraw_check_stage_inputs(pctx, s);
- if (info->indirect)
- v3d_flush_jobs_writing_resource(v3d, info->indirect->buffer);
+ if (info->indirect) {
+ v3d_flush_jobs_writing_resource(v3d, info->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);
* on the last submitted render, rather than tracking the last
* rendering to each texture's BO.
*/
- if (v3d->tex[PIPE_SHADER_VERTEX].num_textures) {
+ if (v3d->tex[PIPE_SHADER_VERTEX].num_textures || info->indirect) {
perf_debug("Blocking binner on last render "
- "due to vertex texturing.\n");
+ "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++) {
+ 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;
+ }
+
+ 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
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
VC5_DIRTY_RASTERIZER |
VC5_DIRTY_COMPILED_CS |
VC5_DIRTY_COMPILED_VS |
+ VC5_DIRTY_COMPILED_GS_BIN |
+ VC5_DIRTY_COMPILED_GS |
VC5_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);
}
prim_tf_enable = (V3D_PRIM_POINTS_TF - V3D_PRIM_POINTS);
#endif
- v3d_tf_statistics_record(v3d, info, v3d->streamout.num_targets);
+ if (!v3d->prog.gs)
+ v3d_update_primitives_generated_counter(v3d, info);
- /* Note that the primitive type fields match with OpenGL/gallium
- * definitions, up to but not including QUADS.
- */
+ 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 = info->start * index_size;
prim.address_of_indices_list =
cl_address(rsc->bo, offset);
#endif /* V3D_VERSION < 40 */
- prim.mode = info->mode | prim_tf_enable;
+ prim.mode = hw_prim_type | prim_tf_enable;
prim.enable_primitive_restarts = info->primitive_restart;
prim.number_of_draw_indirect_indexed_records = info->indirect->draw_count;
prim.address_of_indices_list =
cl_address(rsc->bo, offset);
#endif /* V3D_VERSION < 40 */
- prim.mode = info->mode | prim_tf_enable;
+ prim.mode = hw_prim_type | prim_tf_enable;
prim.enable_primitive_restarts = info->primitive_restart;
prim.number_of_instances = info->instance_count;
prim.address_of_indices_list =
cl_address(rsc->bo, offset);
#endif /* V3D_VERSION < 40 */
- prim.mode = info->mode | prim_tf_enable;
+ prim.mode = hw_prim_type | prim_tf_enable;
prim.enable_primitive_restarts = info->primitive_restart;
}
}
- job->draw_calls_queued++;
-
if (info->has_user_indices)
pipe_resource_reference(&prsc, NULL);
} else {
if (info->indirect) {
cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
- prim.mode = info->mode | prim_tf_enable;
+ prim.mode = hw_prim_type | prim_tf_enable;
prim.number_of_draw_indirect_array_records = info->indirect->draw_count;
prim.stride_in_multiples_of_4_bytes = info->indirect->stride >> 2;
info->indirect->offset);
}
} else if (info->instance_count > 1) {
+ struct pipe_stream_output_target *so =
+ info->count_from_stream_output;
+ uint32_t vert_count = so ?
+ v3d_stream_output_target_get_vertex_count(so) :
+ info->count;
cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) {
- prim.mode = info->mode | prim_tf_enable;
+ prim.mode = hw_prim_type | prim_tf_enable;
prim.index_of_first_vertex = info->start;
prim.number_of_instances = info->instance_count;
- prim.instance_length = info->count;
+ prim.instance_length = vert_count;
}
} else {
+ struct pipe_stream_output_target *so =
+ info->count_from_stream_output;
+ uint32_t vert_count = so ?
+ v3d_stream_output_target_get_vertex_count(so) :
+ info->count;
cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) {
- prim.mode = info->mode | prim_tf_enable;
- prim.length = info->count;
+ prim.mode = hw_prim_type | prim_tf_enable;
+ prim.length = vert_count;
prim.index_of_first_vertex = info->start;
}
}
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.
rsc->initialized_buffers |= PIPE_CLEAR_STENCIL;
}
- for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
+ for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
int blend_rt = v3d->blend->base.independent_blend_enable ? i : 0;
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_TRANSFER_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];
+ }
+
+ for (int i = 0; i < 3; i++) {
+ submit.cfg[i] |= (v3d->compute_num_workgroups[i] <<
+ V3D_CSD_CFG012_WG_COUNT_SHIFT);
+ }
+
+ perf_debug("CSD only using single WG per SG currently, "
+ "should increase that when possible.");
+ int wgs_per_sg = 1;
+ int wg_size = info->block[0] * info->block[1] * info->block[2];
+ submit.cfg[3] |= wgs_per_sg << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
+ submit.cfg[3] |= ((DIV_ROUND_UP(wgs_per_sg * wg_size, 16) - 1) <<
+ V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT);
+ submit.cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
+
+ int batches_per_wg = DIV_ROUND_UP(wg_size, 16);
+ /* Number of batches the dispatch will invoke (minus 1). */
+ submit.cfg[4] = batches_per_wg * (v3d->compute_num_workgroups[0] *
+ v3d->compute_num_workgroups[1] *
+ v3d->compute_num_workgroups[2]) - 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_DEBUG & V3D_DEBUG_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;
+ }
+ }
+
+ 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
+ */
+ 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;
+ }
+
+ 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.
*/
v3d->framebuffer.width,
v3d->framebuffer.height,
util_framebuffer_get_num_layers(&v3d->framebuffer),
- buffers, color, depth, stencil);
+ buffers, color, depth, stencil,
+ util_framebuffer_get_num_samples(&v3d->framebuffer) > 1);
}
/**
buffers &= ~PIPE_CLEAR_DEPTHSTENCIL;
}
- for (int i = 0; i < VC5_MAX_DRAW_BUFFERS; i++) {
+ for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
uint32_t bit = PIPE_CLEAR_COLOR0 << i;
if (!(buffers & bit))
continue;
}
static void
-v3d_clear(struct pipe_context *pctx, unsigned buffers,
+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);
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
}