<field name="number of attribute arrays" size="5" start="0" type="uint"/>
</packet>
+ <packet code="71" name="VCM Cache Size" min_ver="41">
+ <field name="Number of 16-vertex batches for rendering" size="4" start="4" type="uint"/>
+ <field name="Number of 16-vertex batches for binning" size="4" start="0" type="uint"/>
+ </packet>
+
+ <packet code="73" name="VCM Cache Size" max_ver="33">
+ <field name="Number of 16-vertex batches for rendering" size="4" start="4" type="uint"/>
+ <field name="Number of 16-vertex batches for binning" size="4" start="0" type="uint"/>
+ </packet>
+
<packet code="73" name="Transform Feedback Buffer" min_ver="41">
<field name="Buffer Address" size="32" start="32" type="address"/>
<field name="Buffer Size in 32-bit words" size="30" start="2" type="uint"/>
#include <stdint.h>
/**
- * Struct for tracking features of the V3D chip. This is where we'll store
- * boolean flags for features in a specific version, but for now it's just the
- * version
+ * Struct for tracking features of the V3D chip across driver and compiler.
*/
struct v3d_device_info {
/** Simple V3D version: major * 10 + minor */
uint8_t ver;
+
+ /** Size of the VPM, in bytes. */
+ int vpm_size;
};
#endif
/* Total number of components written, for the shader state record. */
uint32_t vpm_output_size;
+
+ /* Value to be programmed in VCM_CACHE_SIZE. */
+ uint8_t vcm_cache_size;
};
struct v3d_fs_prog_data {
if (prog_data->uses_iid)
prog_data->vpm_input_size++;
- /* Input/output segment size are in 8x32-bit multiples. */
+ /* Input/output segment size are in sectors (8 rows of 32 bits per
+ * channel).
+ */
prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
+ /* Compute VCM cache size. We set up our program to take up less than
+ * half of the VPM, so that any set of bin and render programs won't
+ * run out of space. We need space for at least one input segment,
+ * and then allocate the rest to output segments (one for the current
+ * program, the rest to VCM). The valid range of the VCM cache size
+ * field is 1-4 16-vertex batches, but GFXH-1744 limits us to 2-4
+ * batches.
+ */
+ assert(c->devinfo->vpm_size);
+ int sector_size = 16 * sizeof(uint32_t) * 8;
+ int vpm_size_in_sectors = c->devinfo->vpm_size / sector_size;
+ int half_vpm = vpm_size_in_sectors / 2;
+ int vpm_output_batches = half_vpm - prog_data->vpm_input_size;
+ assert(vpm_output_batches >= 2);
+ prog_data->vcm_cache_size = CLAMP(vpm_output_batches - 1, 2, 4);
+
return v3d_return_qpu_insts(c, final_assembly_size);
}
uint32_t minor = (ident1.value >> 0) & 0xf;
screen->devinfo.ver = major * 10 + minor;
+ screen->devinfo.vpm_size = (ident1.value >> 28 & 0xf) * 1024;
+
switch (screen->devinfo.ver) {
case 33:
case 41:
}
}
+ 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;
+ }
+
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;