stub();
}
-void anv_CmdPipelineBarrier(
- VkCmdBuffer cmdBuffer,
- VkPipelineStageFlags srcStageMask,
- VkPipelineStageFlags destStageMask,
- VkBool32 byRegion,
- uint32_t memBarrierCount,
- const void* const* ppMemBarriers)
-{
- ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer);
- uint32_t b, *dw;
-
- struct GEN8_PIPE_CONTROL cmd = {
- GEN8_PIPE_CONTROL_header,
- .PostSyncOperation = NoWrite,
- };
-
- /* XXX: I think waitEvent is a no-op on our HW. We should verify that. */
-
- if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT)) {
- /* This is just what PIPE_CONTROL does */
- }
-
- if (anv_clear_mask(&srcStageMask,
- VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT |
- VK_PIPELINE_STAGE_VERTEX_INPUT_BIT |
- VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
- VK_PIPELINE_STAGE_TESS_CONTROL_SHADER_BIT |
- VK_PIPELINE_STAGE_TESS_EVALUATION_SHADER_BIT |
- VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT |
- VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
- VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
- VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT |
- VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) {
- cmd.StallAtPixelScoreboard = true;
- }
-
-
- if (anv_clear_mask(&srcStageMask,
- VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
- VK_PIPELINE_STAGE_TRANSFER_BIT |
- VK_PIPELINE_STAGE_TRANSITION_BIT)) {
- cmd.CommandStreamerStallEnable = true;
- }
-
- if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_HOST_BIT)) {
- anv_finishme("VK_PIPE_EVENT_CPU_SIGNAL_BIT");
- }
-
- /* On our hardware, all stages will wait for execution as needed. */
- (void)destStageMask;
-
- /* We checked all known VkPipeEventFlags. */
- anv_assert(srcStageMask == 0);
-
- /* XXX: Right now, we're really dumb and just flush whatever categories
- * the app asks for. One of these days we may make this a bit better
- * but right now that's all the hardware allows for in most areas.
- */
- VkMemoryOutputFlags out_flags = 0;
- VkMemoryInputFlags in_flags = 0;
-
- for (uint32_t i = 0; i < memBarrierCount; i++) {
- const struct anv_common *common = ppMemBarriers[i];
- switch (common->sType) {
- case VK_STRUCTURE_TYPE_MEMORY_BARRIER: {
- ANV_COMMON_TO_STRUCT(VkMemoryBarrier, barrier, common);
- out_flags |= barrier->outputMask;
- in_flags |= barrier->inputMask;
- break;
- }
- case VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER: {
- ANV_COMMON_TO_STRUCT(VkBufferMemoryBarrier, barrier, common);
- out_flags |= barrier->outputMask;
- in_flags |= barrier->inputMask;
- break;
- }
- case VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER: {
- ANV_COMMON_TO_STRUCT(VkImageMemoryBarrier, barrier, common);
- out_flags |= barrier->outputMask;
- in_flags |= barrier->inputMask;
- break;
- }
- default:
- unreachable("Invalid memory barrier type");
- }
- }
-
- for_each_bit(b, out_flags) {
- switch ((VkMemoryOutputFlags)(1 << b)) {
- case VK_MEMORY_OUTPUT_HOST_WRITE_BIT:
- break; /* FIXME: Little-core systems */
- case VK_MEMORY_OUTPUT_SHADER_WRITE_BIT:
- cmd.DCFlushEnable = true;
- break;
- case VK_MEMORY_OUTPUT_COLOR_ATTACHMENT_BIT:
- cmd.RenderTargetCacheFlushEnable = true;
- break;
- case VK_MEMORY_OUTPUT_DEPTH_STENCIL_ATTACHMENT_BIT:
- cmd.DepthCacheFlushEnable = true;
- break;
- case VK_MEMORY_OUTPUT_TRANSFER_BIT:
- cmd.RenderTargetCacheFlushEnable = true;
- cmd.DepthCacheFlushEnable = true;
- break;
- default:
- unreachable("Invalid memory output flag");
- }
- }
-
- for_each_bit(b, out_flags) {
- switch ((VkMemoryInputFlags)(1 << b)) {
- case VK_MEMORY_INPUT_HOST_READ_BIT:
- break; /* FIXME: Little-core systems */
- case VK_MEMORY_INPUT_INDIRECT_COMMAND_BIT:
- case VK_MEMORY_INPUT_INDEX_FETCH_BIT:
- case VK_MEMORY_INPUT_VERTEX_ATTRIBUTE_FETCH_BIT:
- cmd.VFCacheInvalidationEnable = true;
- break;
- case VK_MEMORY_INPUT_UNIFORM_READ_BIT:
- cmd.ConstantCacheInvalidationEnable = true;
- /* fallthrough */
- case VK_MEMORY_INPUT_SHADER_READ_BIT:
- cmd.DCFlushEnable = true;
- cmd.TextureCacheInvalidationEnable = true;
- break;
- case VK_MEMORY_INPUT_COLOR_ATTACHMENT_BIT:
- case VK_MEMORY_INPUT_DEPTH_STENCIL_ATTACHMENT_BIT:
- break; /* XXX: Hunh? */
- case VK_MEMORY_INPUT_TRANSFER_BIT:
- cmd.TextureCacheInvalidationEnable = true;
- break;
- }
- }
-
- dw = anv_batch_emit_dwords(&cmd_buffer->batch, GEN8_PIPE_CONTROL_length);
- GEN8_PIPE_CONTROL_pack(&cmd_buffer->batch, dw, &cmd);
-}
-
void anv_CmdPushConstants(
VkCmdBuffer cmdBuffer,
VkPipelineLayout layout,
anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL,
.TextureCacheInvalidationEnable = true);
}
+
+void gen8_CmdPipelineBarrier(
+ VkCmdBuffer cmdBuffer,
+ VkPipelineStageFlags srcStageMask,
+ VkPipelineStageFlags destStageMask,
+ VkBool32 byRegion,
+ uint32_t memBarrierCount,
+ const void* const* ppMemBarriers)
+{
+ ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer);
+ uint32_t b, *dw;
+
+ struct GEN8_PIPE_CONTROL cmd = {
+ GEN8_PIPE_CONTROL_header,
+ .PostSyncOperation = NoWrite,
+ };
+
+ /* XXX: I think waitEvent is a no-op on our HW. We should verify that. */
+
+ if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT)) {
+ /* This is just what PIPE_CONTROL does */
+ }
+
+ if (anv_clear_mask(&srcStageMask,
+ VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT |
+ VK_PIPELINE_STAGE_VERTEX_INPUT_BIT |
+ VK_PIPELINE_STAGE_VERTEX_SHADER_BIT |
+ VK_PIPELINE_STAGE_TESS_CONTROL_SHADER_BIT |
+ VK_PIPELINE_STAGE_TESS_EVALUATION_SHADER_BIT |
+ VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT |
+ VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
+ VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT |
+ VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT |
+ VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) {
+ cmd.StallAtPixelScoreboard = true;
+ }
+
+
+ if (anv_clear_mask(&srcStageMask,
+ VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT |
+ VK_PIPELINE_STAGE_TRANSFER_BIT |
+ VK_PIPELINE_STAGE_TRANSITION_BIT)) {
+ cmd.CommandStreamerStallEnable = true;
+ }
+
+ if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_HOST_BIT)) {
+ anv_finishme("VK_PIPE_EVENT_CPU_SIGNAL_BIT");
+ }
+
+ /* On our hardware, all stages will wait for execution as needed. */
+ (void)destStageMask;
+
+ /* We checked all known VkPipeEventFlags. */
+ anv_assert(srcStageMask == 0);
+
+ /* XXX: Right now, we're really dumb and just flush whatever categories
+ * the app asks for. One of these days we may make this a bit better
+ * but right now that's all the hardware allows for in most areas.
+ */
+ VkMemoryOutputFlags out_flags = 0;
+ VkMemoryInputFlags in_flags = 0;
+
+ for (uint32_t i = 0; i < memBarrierCount; i++) {
+ const struct anv_common *common = ppMemBarriers[i];
+ switch (common->sType) {
+ case VK_STRUCTURE_TYPE_MEMORY_BARRIER: {
+ ANV_COMMON_TO_STRUCT(VkMemoryBarrier, barrier, common);
+ out_flags |= barrier->outputMask;
+ in_flags |= barrier->inputMask;
+ break;
+ }
+ case VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER: {
+ ANV_COMMON_TO_STRUCT(VkBufferMemoryBarrier, barrier, common);
+ out_flags |= barrier->outputMask;
+ in_flags |= barrier->inputMask;
+ break;
+ }
+ case VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER: {
+ ANV_COMMON_TO_STRUCT(VkImageMemoryBarrier, barrier, common);
+ out_flags |= barrier->outputMask;
+ in_flags |= barrier->inputMask;
+ break;
+ }
+ default:
+ unreachable("Invalid memory barrier type");
+ }
+ }
+
+ for_each_bit(b, out_flags) {
+ switch ((VkMemoryOutputFlags)(1 << b)) {
+ case VK_MEMORY_OUTPUT_HOST_WRITE_BIT:
+ break; /* FIXME: Little-core systems */
+ case VK_MEMORY_OUTPUT_SHADER_WRITE_BIT:
+ cmd.DCFlushEnable = true;
+ break;
+ case VK_MEMORY_OUTPUT_COLOR_ATTACHMENT_BIT:
+ cmd.RenderTargetCacheFlushEnable = true;
+ break;
+ case VK_MEMORY_OUTPUT_DEPTH_STENCIL_ATTACHMENT_BIT:
+ cmd.DepthCacheFlushEnable = true;
+ break;
+ case VK_MEMORY_OUTPUT_TRANSFER_BIT:
+ cmd.RenderTargetCacheFlushEnable = true;
+ cmd.DepthCacheFlushEnable = true;
+ break;
+ default:
+ unreachable("Invalid memory output flag");
+ }
+ }
+
+ for_each_bit(b, out_flags) {
+ switch ((VkMemoryInputFlags)(1 << b)) {
+ case VK_MEMORY_INPUT_HOST_READ_BIT:
+ break; /* FIXME: Little-core systems */
+ case VK_MEMORY_INPUT_INDIRECT_COMMAND_BIT:
+ case VK_MEMORY_INPUT_INDEX_FETCH_BIT:
+ case VK_MEMORY_INPUT_VERTEX_ATTRIBUTE_FETCH_BIT:
+ cmd.VFCacheInvalidationEnable = true;
+ break;
+ case VK_MEMORY_INPUT_UNIFORM_READ_BIT:
+ cmd.ConstantCacheInvalidationEnable = true;
+ /* fallthrough */
+ case VK_MEMORY_INPUT_SHADER_READ_BIT:
+ cmd.DCFlushEnable = true;
+ cmd.TextureCacheInvalidationEnable = true;
+ break;
+ case VK_MEMORY_INPUT_COLOR_ATTACHMENT_BIT:
+ case VK_MEMORY_INPUT_DEPTH_STENCIL_ATTACHMENT_BIT:
+ break; /* XXX: Hunh? */
+ case VK_MEMORY_INPUT_TRANSFER_BIT:
+ cmd.TextureCacheInvalidationEnable = true;
+ break;
+ }
+ }
+
+ dw = anv_batch_emit_dwords(&cmd_buffer->batch, GEN8_PIPE_CONTROL_length);
+ GEN8_PIPE_CONTROL_pack(&cmd_buffer->batch, dw, &cmd);
+}