st/mesa: setup hw atomic limits. (v1.1)
authorDave Airlie <airlied@redhat.com>
Wed, 1 Nov 2017 19:49:40 +0000 (05:49 +1000)
committerDave Airlie <airlied@redhat.com>
Thu, 9 Nov 2017 22:39:35 +0000 (08:39 +1000)
HW atomics need to use caps to set some limits, and some
other limits may also need limiting.

This fixes things up to work for evergreen hw, it may need
more changes in the future if other hw wants to use this path.

v1.1: fix indent.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Tested-By: Gert Wollny <gw.fossdev@gmail.com>
Signed-off-by: Dave Airlie <airlied@redhat.com>
src/mesa/state_tracker/st_extensions.c

index fa2d0029e5830c07af7d69f7d6c262d1a63cd935..d4b8dc911391033521abef09f0c136f2deab33e5 100644 (file)
@@ -79,6 +79,7 @@ void st_init_limits(struct pipe_screen *screen,
    unsigned sh;
    boolean can_ubo = TRUE;
    int temp;
+   bool ssbo_atomic = true;
 
    c->MaxTextureLevels
       = _min(screen->get_param(screen, PIPE_CAP_MAX_TEXTURE_2D_LEVELS),
@@ -243,11 +244,21 @@ void st_init_limits(struct pipe_screen *screen,
                                           c->MaxUniformBlockSize / 4 *
                                           pc->MaxUniformBlocks);
 
-      pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
-      pc->MaxAtomicBuffers = screen->get_shader_param(
-            screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS) / 2;
-      pc->MaxShaderStorageBlocks = pc->MaxAtomicBuffers;
-
+      temp = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTERS);
+      if (temp) {
+         /*
+          * for separate atomic counters get the actual hw limits
+          * per stage on atomic counters and buffers
+          */
+         ssbo_atomic = false;
+         pc->MaxAtomicCounters = temp;
+         pc->MaxAtomicBuffers = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_HW_ATOMIC_COUNTER_BUFFERS);
+         pc->MaxShaderStorageBlocks = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS);
+      } else {
+         pc->MaxAtomicCounters = MAX_ATOMIC_COUNTERS;
+         pc->MaxAtomicBuffers = screen->get_shader_param(screen, sh, PIPE_SHADER_CAP_MAX_SHADER_BUFFERS) / 2;
+         pc->MaxShaderStorageBlocks = pc->MaxAtomicBuffers;
+      }
       pc->MaxImageUniforms = screen->get_shader_param(
             screen, sh, PIPE_SHADER_CAP_MAX_SHADER_IMAGES);
 
@@ -407,14 +418,26 @@ void st_init_limits(struct pipe_screen *screen,
       screen->get_param(screen, PIPE_CAP_TGSI_FS_FACE_IS_INTEGER_SYSVAL);
 
    c->MaxAtomicBufferBindings =
-         c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
-   c->MaxCombinedAtomicBuffers =
+          c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+
+   if (!ssbo_atomic) {
+      /* for separate atomic buffers - there atomic buffer size will be
+         limited */
+      c->MaxAtomicBufferSize = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters * ATOMIC_COUNTER_SIZE;
+      /* on all HW with separate atomic (evergreen) the following
+         lines are true. not sure it's worth adding CAPs for this at this
+         stage. */
+      c->MaxCombinedAtomicCounters = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicCounters;
+      c->MaxCombinedAtomicBuffers = c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
+   } else {
+      c->MaxCombinedAtomicBuffers =
          c->Program[MESA_SHADER_VERTEX].MaxAtomicBuffers +
          c->Program[MESA_SHADER_TESS_CTRL].MaxAtomicBuffers +
          c->Program[MESA_SHADER_TESS_EVAL].MaxAtomicBuffers +
          c->Program[MESA_SHADER_GEOMETRY].MaxAtomicBuffers +
          c->Program[MESA_SHADER_FRAGMENT].MaxAtomicBuffers;
-   assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS);
+      assert(c->MaxCombinedAtomicBuffers <= MAX_COMBINED_ATOMIC_BUFFERS);
+   }
 
    if (c->MaxCombinedAtomicBuffers > 0) {
       extensions->ARB_shader_atomic_counters = GL_TRUE;
@@ -425,8 +448,10 @@ void st_init_limits(struct pipe_screen *screen,
    c->ShaderStorageBufferOffsetAlignment =
       screen->get_param(screen, PIPE_CAP_SHADER_BUFFER_OFFSET_ALIGNMENT);
    if (c->ShaderStorageBufferOffsetAlignment) {
-      c->MaxCombinedShaderStorageBlocks = c->MaxShaderStorageBufferBindings =
-         c->MaxCombinedAtomicBuffers;
+      /* for hw atomic counters leaves these at default for now */
+      if (ssbo_atomic)
+         c->MaxCombinedShaderStorageBlocks = c->MaxShaderStorageBufferBindings =
+            c->MaxCombinedAtomicBuffers;
       c->MaxCombinedShaderOutputResources +=
          c->MaxCombinedShaderStorageBlocks;
       c->MaxShaderStorageBlockSize = 1 << 27;