&device->dynamic_state_block_pool);
anv_block_pool_init(&device->instruction_block_pool, device, 128 * 1024);
+ anv_state_pool_init(&device->instruction_state_pool,
+ &device->instruction_block_pool);
anv_pipeline_cache_init(&device->default_pipeline_cache, device);
anv_block_pool_init(&device->surface_state_block_pool, device, 4096);
anv_bo_pool_finish(&device->batch_bo_pool);
anv_state_pool_finish(&device->dynamic_state_pool);
anv_block_pool_finish(&device->dynamic_state_block_pool);
+ anv_state_pool_finish(&device->instruction_state_pool);
anv_block_pool_finish(&device->instruction_block_pool);
anv_state_pool_finish(&device->surface_state_pool);
anv_block_pool_finish(&device->surface_state_block_pool);
#include "util/debug.h"
#include "anv_private.h"
+struct shader_bin_key {
+ uint32_t size;
+ uint8_t data[0];
+};
+
+static size_t
+anv_shader_bin_size(uint32_t prog_data_size, uint32_t key_size,
+ uint32_t surface_count, uint32_t sampler_count)
+{
+ const uint32_t binding_data_size =
+ (surface_count + sampler_count) * sizeof(struct anv_pipeline_binding);
+
+ return align_u32(sizeof(struct anv_shader_bin), 8) +
+ align_u32(prog_data_size, 8) +
+ align_u32(sizeof(uint32_t) + key_size, 8) +
+ align_u32(binding_data_size, 8);
+}
+
+static inline const struct shader_bin_key *
+anv_shader_bin_get_key(const struct anv_shader_bin *shader)
+{
+ const void *data = shader;
+ data += align_u32(sizeof(struct anv_shader_bin), 8);
+ data += align_u32(shader->prog_data_size, 8);
+ return data;
+}
+
+struct anv_shader_bin *
+anv_shader_bin_create(struct anv_device *device,
+ const void *key_data, uint32_t key_size,
+ const void *kernel_data, uint32_t kernel_size,
+ const void *prog_data, uint32_t prog_data_size,
+ const struct anv_pipeline_bind_map *bind_map)
+{
+ const size_t size =
+ anv_shader_bin_size(prog_data_size, key_size,
+ bind_map->surface_count, bind_map->sampler_count);
+
+ struct anv_shader_bin *shader =
+ anv_alloc(&device->alloc, size, 8, VK_SYSTEM_ALLOCATION_SCOPE_DEVICE);
+ if (!shader)
+ return NULL;
+
+ shader->ref_cnt = 1;
+
+ shader->kernel =
+ anv_state_pool_alloc(&device->instruction_state_pool, kernel_size, 64);
+ memcpy(shader->kernel.map, kernel_data, kernel_size);
+ shader->kernel_size = kernel_size;
+ shader->bind_map = *bind_map;
+ shader->prog_data_size = prog_data_size;
+
+ /* Now we fill out the floating data at the end */
+ void *data = shader;
+ data += align_u32(sizeof(struct anv_shader_bin), 8);
+
+ memcpy(data, prog_data, prog_data_size);
+ data += align_u32(prog_data_size, 8);
+
+ struct shader_bin_key *key = data;
+ key->size = key_size;
+ memcpy(key->data, key_data, key_size);
+ data += align_u32(sizeof(*key) + key_size, 8);
+
+ shader->bind_map.surface_to_descriptor = data;
+ memcpy(data, bind_map->surface_to_descriptor,
+ bind_map->surface_count * sizeof(struct anv_pipeline_binding));
+ data += bind_map->surface_count * sizeof(struct anv_pipeline_binding);
+
+ shader->bind_map.sampler_to_descriptor = data;
+ memcpy(data, bind_map->sampler_to_descriptor,
+ bind_map->sampler_count * sizeof(struct anv_pipeline_binding));
+
+ return shader;
+}
+
+void
+anv_shader_bin_destroy(struct anv_device *device,
+ struct anv_shader_bin *shader)
+{
+ assert(shader->ref_cnt == 0);
+ anv_state_pool_free(&device->instruction_state_pool, shader->kernel);
+ anv_free(&device->alloc, shader);
+}
+
+static size_t
+anv_shader_bin_data_size(const struct anv_shader_bin *shader)
+{
+ return anv_shader_bin_size(shader->prog_data_size,
+ anv_shader_bin_get_key(shader)->size,
+ shader->bind_map.surface_count,
+ shader->bind_map.sampler_count) +
+ align_u32(shader->kernel_size, 8);
+}
+
+static void
+anv_shader_bin_write_data(const struct anv_shader_bin *shader, void *data)
+{
+ size_t struct_size =
+ anv_shader_bin_size(shader->prog_data_size,
+ anv_shader_bin_get_key(shader)->size,
+ shader->bind_map.surface_count,
+ shader->bind_map.sampler_count);
+
+ memcpy(data, shader, struct_size);
+ data += struct_size;
+
+ memcpy(data, shader->kernel.map, shader->kernel_size);
+}
+
/* Remaining work:
*
* - Compact binding table layout so it's tight and not dependent on
struct anv_state_pool dynamic_state_pool;
struct anv_block_pool instruction_block_pool;
+ struct anv_state_pool instruction_state_pool;
struct anv_pipeline_cache default_pipeline_cache;
struct anv_block_pool surface_state_block_pool;
struct anv_pipeline_binding * sampler_to_descriptor;
};
+struct anv_shader_bin {
+ uint32_t ref_cnt;
+
+ struct anv_state kernel;
+ uint32_t kernel_size;
+
+ struct anv_pipeline_bind_map bind_map;
+
+ uint32_t prog_data_size;
+
+ /* Prog data follows, then the key, both aligned to 8-bytes */
+};
+
+struct anv_shader_bin *
+anv_shader_bin_create(struct anv_device *device,
+ const void *key, uint32_t key_size,
+ const void *kernel, uint32_t kernel_size,
+ const void *prog_data, uint32_t prog_data_size,
+ const struct anv_pipeline_bind_map *bind_map);
+
+void
+anv_shader_bin_destroy(struct anv_device *device, struct anv_shader_bin *shader);
+
+static inline void
+anv_shader_bin_ref(struct anv_shader_bin *shader)
+{
+ assert(shader->ref_cnt >= 1);
+ __sync_fetch_and_add(&shader->ref_cnt, 1);
+}
+
+static inline void
+anv_shader_bin_unref(struct anv_device *device, struct anv_shader_bin *shader)
+{
+ assert(shader->ref_cnt >= 1);
+ if (__sync_fetch_and_add(&shader->ref_cnt, -1) == 1)
+ anv_shader_bin_destroy(device, shader);
+}
+
+static inline const struct brw_stage_prog_data *
+anv_shader_bin_get_prog_data(const struct anv_shader_bin *shader)
+{
+ const void *data = shader;
+ data += align_u32(sizeof(struct anv_shader_bin), 8);
+ return data;
+}
+
struct anv_pipeline {
struct anv_device * device;
struct anv_batch batch;