#endif
};
+static void apply_scratch_relocs(const struct si_screen *sscreen,
+ struct si_shader *shader, uint64_t scratch_va);
+static void init_scratch_buffer(struct si_context *sctx, struct si_compute *program)
+{
+ unsigned scratch_bytes = 0;
+ uint64_t scratch_buffer_va;
+ unsigned i;
+
+ /* Compute the scratch buffer size using the maximum number of waves.
+ * This way we don't need to recompute it for each kernel launch. */
+ unsigned scratch_waves = 32 * sctx->screen->b.info.max_compute_units;
+ for (i = 0; i < program->shader.binary.global_symbol_count; i++) {
+ unsigned offset =
+ program->shader.binary.global_symbol_offsets[i];
+ unsigned scratch_bytes_needed;
+
+ si_shader_binary_read_config(&program->shader.binary,
+ &program->shader, offset);
+ scratch_bytes_needed = program->shader.scratch_bytes_per_wave;
+ scratch_bytes = MAX2(scratch_bytes, scratch_bytes_needed);
+ }
+
+ if (scratch_bytes == 0)
+ return;
+
+ program->shader.scratch_bo = (struct r600_resource*)
+ si_resource_create_custom(sctx->b.b.screen,
+ PIPE_USAGE_DEFAULT,
+ scratch_bytes * scratch_waves);
+
+ scratch_buffer_va = program->shader.scratch_bo->gpu_address;
+
+ /* apply_scratch_relocs needs scratch_bytes_per_wave to be set
+ * to the maximum bytes needed, so it can compute the stride
+ * correctly.
+ */
+ program->shader.scratch_bytes_per_wave = scratch_bytes;
+
+ /* Patch the shader with the scratch buffer address. */
+ apply_scratch_relocs(sctx->screen, &program->shader, scratch_buffer_va);
+
+}
+
static void *si_create_compute_state(
struct pipe_context *ctx,
const struct pipe_compute_state *cso)
#else
radeon_elf_read(code, header->num_bytes, &program->shader.binary, true);
+
+ /* init_scratch_buffer patches the shader code with the scratch address,
+ * so we need to call it before si_shader_binary_read() which uploads
+ * the shader code to the GPU.
+ */
+ init_scratch_buffer(sctx, program);
si_shader_binary_read(sctx->screen, &program->shader, &program->shader.binary);
#endif
}
static void apply_scratch_relocs(const struct si_screen *sscreen,
- const struct radeon_shader_binary *binary,
struct si_shader *shader, uint64_t scratch_va) {
unsigned i;
- char *ptr;
uint32_t scratch_rsrc_dword0 = scratch_va & 0xffffffff;
uint32_t scratch_rsrc_dword1 =
S_008F04_BASE_ADDRESS_HI(scratch_va >> 32)
| S_008F04_STRIDE(shader->scratch_bytes_per_wave / 64);
- if (!binary->reloc_count) {
+ if (!shader->binary.reloc_count) {
return;
}
- ptr = sscreen->b.ws->buffer_map(shader->bo->cs_buf, NULL,
- PIPE_TRANSFER_READ_WRITE);
- for (i = 0 ; i < binary->reloc_count; i++) {
- const struct radeon_shader_reloc *reloc = &binary->relocs[i];
+ for (i = 0 ; i < shader->binary.reloc_count; i++) {
+ const struct radeon_shader_reloc *reloc = &shader->binary.relocs[i];
if (!strcmp(scratch_rsrc_dword0_symbol, reloc->name)) {
- util_memcpy_cpu_to_le32(ptr + reloc->offset,
+ util_memcpy_cpu_to_le32(shader->binary.code + reloc->offset,
&scratch_rsrc_dword0, 4);
} else if (!strcmp(scratch_rsrc_dword1_symbol, reloc->name)) {
- util_memcpy_cpu_to_le32(ptr + reloc->offset,
+ util_memcpy_cpu_to_le32(shader->binary.code + reloc->offset,
&scratch_rsrc_dword1, 4);
}
}
- sscreen->b.ws->buffer_unmap(shader->bo->cs_buf);
}
static void si_launch_grid(
memcpy(kernel_args + (num_work_size_bytes / 4), input, program->input_size);
if (shader->scratch_bytes_per_wave > 0) {
- unsigned scratch_bytes = shader->scratch_bytes_per_wave *
- num_waves_for_scratch;
COMPUTE_DBG(sctx->screen, "Waves: %u; Scratch per wave: %u bytes; "
"Total Scratch: %u bytes\n", num_waves_for_scratch,
- shader->scratch_bytes_per_wave, scratch_bytes);
- if (!shader->scratch_bo) {
- shader->scratch_bo = (struct r600_resource*)
- si_resource_create_custom(sctx->b.b.screen,
- PIPE_USAGE_DEFAULT, scratch_bytes);
- }
- scratch_buffer_va = shader->scratch_bo->gpu_address;
+ shader->scratch_bytes_per_wave,
+ shader->scratch_bytes_per_wave *
+ num_waves_for_scratch);
+
si_pm4_add_bo(pm4, shader->scratch_bo,
RADEON_USAGE_READWRITE,
RADEON_PRIO_SHADER_RESOURCE_RW);
- /* Patch the shader with the scratch buffer address. */
- apply_scratch_relocs(sctx->screen,
- &program->shader.binary, shader, scratch_buffer_va);
-
+ scratch_buffer_va = shader->scratch_bo->gpu_address;
}
for (i = 0; i < (kernel_args_size / 4); i++) {