X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fdrivers%2Fdri%2Fi965%2Fgen6_urb.c;h=a04cf8b8fbff0aa5f5c5f763364af110bdf483ed;hb=3218056e0eb375eeda470058d06add1532acd6d4;hp=b4105111c8c842dba4dfedbb763df03fc341f64a;hpb=c173541d9769d41a85cc899bc49699a3587df4bf;p=mesa.git diff --git a/src/mesa/drivers/dri/i965/gen6_urb.c b/src/mesa/drivers/dri/i965/gen6_urb.c index b4105111c8c..a04cf8b8fbf 100644 --- a/src/mesa/drivers/dri/i965/gen6_urb.c +++ b/src/mesa/drivers/dri/i965/gen6_urb.c @@ -31,56 +31,123 @@ #include "brw_state.h" #include "brw_defines.h" -static void -prepare_urb( struct brw_context *brw ) +/** + * When the GS is not in use, we assign the entire URB space to the VS. When + * the GS is in use, we split the URB space evenly between the VS and the GS. + * This is not ideal, but it's simple. + * + * URB size / 2 URB size / 2 + * _____________-______________ _____________-______________ + * / \ / \ + * +-------------------------------------------------------------+ + * | Vertex Shader Entries | Geometry Shader Entries | + * +-------------------------------------------------------------+ + * + * Sandybridge GT1 has 32kB of URB space, while GT2 has 64kB. + * (See the Sandybridge PRM, Volume 2, Part 1, Section 1.4.7: 3DSTATE_URB.) + */ +void +gen6_upload_urb(struct brw_context *brw, unsigned vs_size, + bool gs_present, unsigned gs_size) { - int nr_vs_entries; + int nr_vs_entries, nr_gs_entries; + int total_urb_size = brw->urb.size * 1024; /* in bytes */ + const struct gen_device_info *devinfo = &brw->screen->devinfo; - /* CACHE_NEW_VS_PROG */ - brw->urb.vs_size = MAX2(brw->vs.prog_data->urb_entry_size, 1); + /* Calculate how many entries fit in each stage's section of the URB */ + if (gs_present) { + nr_vs_entries = (total_urb_size/2) / (vs_size * 128); + nr_gs_entries = (total_urb_size/2) / (gs_size * 128); + } else { + nr_vs_entries = total_urb_size / (vs_size * 128); + nr_gs_entries = 0; + } - /* Calculate how many VS URB entries fit in the total URB size */ - nr_vs_entries = (brw->urb.size * 1024) / (brw->urb.vs_size * 128); + /* Then clamp to the maximum allowed by the hardware */ + if (nr_vs_entries > devinfo->urb.max_entries[MESA_SHADER_VERTEX]) + nr_vs_entries = devinfo->urb.max_entries[MESA_SHADER_VERTEX]; - if (nr_vs_entries > brw->urb.max_vs_entries) - nr_vs_entries = brw->urb.max_vs_entries; + if (nr_gs_entries > devinfo->urb.max_entries[MESA_SHADER_GEOMETRY]) + nr_gs_entries = devinfo->urb.max_entries[MESA_SHADER_GEOMETRY]; - /* According to volume 2a, nr_vs_entries must be a multiple of 4. */ + /* Finally, both must be a multiple of 4 (see 3DSTATE_URB in the PRM). */ brw->urb.nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, 4); + brw->urb.nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, 4); - /* Since we currently don't support Geometry Shaders, we always put the - * GS unit in passthrough mode and don't allocate it any URB space. - */ - brw->urb.nr_gs_entries = 0; - brw->urb.gs_size = 1; /* Incorrect, but with 0 GS entries it doesn't matter. */ -} - -static void -upload_urb(struct brw_context *brw) -{ - struct intel_context *intel = &brw->intel; - - assert(brw->urb.nr_vs_entries >= 24); + assert(brw->urb.nr_vs_entries >= + devinfo->urb.min_entries[MESA_SHADER_VERTEX]); assert(brw->urb.nr_vs_entries % 4 == 0); assert(brw->urb.nr_gs_entries % 4 == 0); - /* GS requirement */ - assert(!brw->gs.prog_active || brw->urb.vs_size < 5); + assert(vs_size <= 5); + assert(gs_size <= 5); BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_URB << 16 | (3 - 2)); - OUT_BATCH(((brw->urb.vs_size - 1) << GEN6_URB_VS_SIZE_SHIFT) | + OUT_BATCH(((vs_size - 1) << GEN6_URB_VS_SIZE_SHIFT) | ((brw->urb.nr_vs_entries) << GEN6_URB_VS_ENTRIES_SHIFT)); - OUT_BATCH(((brw->urb.gs_size - 1) << GEN6_URB_GS_SIZE_SHIFT) | + OUT_BATCH(((gs_size - 1) << GEN6_URB_GS_SIZE_SHIFT) | ((brw->urb.nr_gs_entries) << GEN6_URB_GS_ENTRIES_SHIFT)); ADVANCE_BATCH(); + + /* From the PRM Volume 2 part 1, section 1.4.7: + * + * Because of a urb corruption caused by allocating a previous gsunit’s + * urb entry to vsunit software is required to send a "GS NULL + * Fence"(Send URB fence with VS URB size == 1 and GS URB size == 0) plus + * a dummy DRAW call before any case where VS will be taking over GS URB + * space. + * + * It is not clear exactly what this means ("URB fence" is a command that + * doesn't exist on Gen6). So for now we just do a full pipeline flush as + * a workaround. + */ + if (brw->urb.gs_present && !gs_present) + brw_emit_mi_flush(brw); + brw->urb.gs_present = gs_present; +} + +static void +upload_urb(struct brw_context *brw) +{ + /* BRW_NEW_VS_PROG_DATA */ + const struct brw_vue_prog_data *vs_vue_prog_data = + brw_vue_prog_data(brw->vs.base.prog_data); + const unsigned vs_size = MAX2(vs_vue_prog_data->urb_entry_size, 1); + + /* BRW_NEW_GEOMETRY_PROGRAM, BRW_NEW_GS_PROG_DATA */ + const bool gs_present = + brw->ff_gs.prog_active || brw->programs[MESA_SHADER_GEOMETRY]; + + /* Whe using GS to do transform feedback only we use the same VUE layout for + * VS outputs and GS outputs (as it's what the SF and Clipper expect), so we + * can simply make the GS URB entry size the same as for the VS. This may + * technically be too large in cases where we have few vertex attributes and + * a lot of varyings, since the VS size is determined by the larger of the + * two. For now, it's safe. + * + * For user-provided GS the assumption above does not hold since the GS + * outputs can be different from the VS outputs. + */ + unsigned gs_size = vs_size; + if (brw->programs[MESA_SHADER_GEOMETRY]) { + const struct brw_vue_prog_data *gs_vue_prog_data = + brw_vue_prog_data(brw->gs.base.prog_data); + gs_size = gs_vue_prog_data->urb_entry_size; + assert(gs_size >= 1); + } + + gen6_upload_urb(brw, vs_size, gs_present, gs_size); } const struct brw_tracked_state gen6_urb = { .dirty = { .mesa = 0, - .brw = BRW_NEW_CONTEXT, - .cache = (CACHE_NEW_VS_PROG | CACHE_NEW_GS_PROG), + .brw = BRW_NEW_BLORP | + BRW_NEW_CONTEXT | + BRW_NEW_FF_GS_PROG_DATA | + BRW_NEW_GEOMETRY_PROGRAM | + BRW_NEW_GS_PROG_DATA | + BRW_NEW_VS_PROG_DATA, }, - .prepare = prepare_urb, .emit = upload_urb, };