v3d: use the GPU to record primitives written to transform feedback
[mesa.git] / src / gallium / drivers / v3d / v3d_job.c
1 /*
2 * Copyright © 2014-2017 Broadcom
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 /** @file v3d_job.c
25 *
26 * Functions for submitting VC5 render jobs to the kernel.
27 */
28
29 #include <xf86drm.h>
30 #include "v3d_context.h"
31 /* The OQ/semaphore packets are the same across V3D versions. */
32 #define V3D_VERSION 33
33 #include "broadcom/cle/v3dx_pack.h"
34 #include "broadcom/common/v3d_macros.h"
35 #include "util/hash_table.h"
36 #include "util/ralloc.h"
37 #include "util/set.h"
38 #include "broadcom/clif/clif_dump.h"
39
40 static void
41 v3d_job_free(struct v3d_context *v3d, struct v3d_job *job)
42 {
43 set_foreach(job->bos, entry) {
44 struct v3d_bo *bo = (struct v3d_bo *)entry->key;
45 v3d_bo_unreference(&bo);
46 }
47
48 _mesa_hash_table_remove_key(v3d->jobs, &job->key);
49
50 if (job->write_prscs) {
51 set_foreach(job->write_prscs, entry) {
52 const struct pipe_resource *prsc = entry->key;
53
54 _mesa_hash_table_remove_key(v3d->write_jobs, prsc);
55 }
56 }
57
58 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
59 if (job->cbufs[i]) {
60 _mesa_hash_table_remove_key(v3d->write_jobs,
61 job->cbufs[i]->texture);
62 pipe_surface_reference(&job->cbufs[i], NULL);
63 }
64 }
65 if (job->zsbuf) {
66 struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture);
67 if (rsc->separate_stencil)
68 _mesa_hash_table_remove_key(v3d->write_jobs,
69 &rsc->separate_stencil->base);
70
71 _mesa_hash_table_remove_key(v3d->write_jobs,
72 job->zsbuf->texture);
73 pipe_surface_reference(&job->zsbuf, NULL);
74 }
75
76 if (v3d->job == job)
77 v3d->job = NULL;
78
79 v3d_destroy_cl(&job->bcl);
80 v3d_destroy_cl(&job->rcl);
81 v3d_destroy_cl(&job->indirect);
82 v3d_bo_unreference(&job->tile_alloc);
83 v3d_bo_unreference(&job->tile_state);
84
85 ralloc_free(job);
86 }
87
88 static struct v3d_job *
89 v3d_job_create(struct v3d_context *v3d)
90 {
91 struct v3d_job *job = rzalloc(v3d, struct v3d_job);
92
93 job->v3d = v3d;
94
95 v3d_init_cl(job, &job->bcl);
96 v3d_init_cl(job, &job->rcl);
97 v3d_init_cl(job, &job->indirect);
98
99 job->draw_min_x = ~0;
100 job->draw_min_y = ~0;
101 job->draw_max_x = 0;
102 job->draw_max_y = 0;
103
104 job->bos = _mesa_set_create(job,
105 _mesa_hash_pointer,
106 _mesa_key_pointer_equal);
107 return job;
108 }
109
110 void
111 v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo)
112 {
113 if (!bo)
114 return;
115
116 if (_mesa_set_search(job->bos, bo))
117 return;
118
119 v3d_bo_reference(bo);
120 _mesa_set_add(job->bos, bo);
121 job->referenced_size += bo->size;
122
123 uint32_t *bo_handles = (void *)(uintptr_t)job->submit.bo_handles;
124
125 if (job->submit.bo_handle_count >= job->bo_handles_size) {
126 job->bo_handles_size = MAX2(4, job->bo_handles_size * 2);
127 bo_handles = reralloc(job, bo_handles,
128 uint32_t, job->bo_handles_size);
129 job->submit.bo_handles = (uintptr_t)(void *)bo_handles;
130 }
131 bo_handles[job->submit.bo_handle_count++] = bo->handle;
132 }
133
134 void
135 v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc)
136 {
137 struct v3d_context *v3d = job->v3d;
138
139 if (!job->write_prscs) {
140 job->write_prscs = _mesa_set_create(job,
141 _mesa_hash_pointer,
142 _mesa_key_pointer_equal);
143 }
144
145 _mesa_set_add(job->write_prscs, prsc);
146 _mesa_hash_table_insert(v3d->write_jobs, prsc, job);
147 }
148
149 void
150 v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo)
151 {
152 hash_table_foreach(v3d->jobs, entry) {
153 struct v3d_job *job = entry->data;
154
155 if (_mesa_set_search(job->bos, bo))
156 v3d_job_submit(v3d, job);
157 }
158 }
159
160 void
161 v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc)
162 {
163 v3d_job_add_write_resource(job, prsc);
164
165 if (!job->tf_write_prscs)
166 job->tf_write_prscs = _mesa_pointer_set_create(job);
167
168 _mesa_set_add(job->tf_write_prscs, prsc);
169 }
170
171 static bool
172 v3d_job_writes_resource_from_tf(struct v3d_job *job,
173 struct pipe_resource *prsc)
174 {
175 if (!job->tf_enabled)
176 return false;
177
178 if (!job->tf_write_prscs)
179 return false;
180
181 return _mesa_set_search(job->tf_write_prscs, prsc) != NULL;
182 }
183
184 void
185 v3d_flush_jobs_writing_resource(struct v3d_context *v3d,
186 struct pipe_resource *prsc,
187 bool always_flush)
188 {
189 struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs,
190 prsc);
191 if (!entry)
192 return;
193
194 struct v3d_job *job = entry->data;
195
196 /* For writes from TF in the same job we use the "Wait for TF"
197 * feature provided by the hardware so we don't want to flush.
198 * The exception to this is when the caller is about to map the
199 * resource since in that case we don't have a 'Wait for TF' command
200 * the in command stream. In this scenario the caller is expected
201 * to set 'always_flush' to True.
202 */
203 bool needs_flush;
204 if (always_flush) {
205 needs_flush = true;
206 } else if (!v3d->job || v3d->job != job) {
207 /* Write from a different job: always flush */
208 needs_flush = true;
209 } else {
210 /* Write from currrent job: flush if not TF */
211 needs_flush = !v3d_job_writes_resource_from_tf(job, prsc);
212 }
213
214 if (needs_flush)
215 v3d_job_submit(v3d, job);
216 }
217
218 void
219 v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
220 struct pipe_resource *prsc)
221 {
222 struct v3d_resource *rsc = v3d_resource(prsc);
223
224 /* We only need to force the flush on TF writes, which is the only
225 * case where we might skip the flush to use the 'Wait for TF'
226 * command. Here we are flushing for a read, which means that the
227 * caller intends to write to the resource, so we don't care if
228 * there was a previous TF write to it.
229 */
230 v3d_flush_jobs_writing_resource(v3d, prsc, false);
231
232 hash_table_foreach(v3d->jobs, entry) {
233 struct v3d_job *job = entry->data;
234
235 if (_mesa_set_search(job->bos, rsc->bo)) {
236 v3d_job_submit(v3d, job);
237 /* Reminder: v3d->jobs is safe to keep iterating even
238 * after deletion of an entry.
239 */
240 continue;
241 }
242 }
243 }
244
245 static void
246 v3d_job_set_tile_buffer_size(struct v3d_job *job)
247 {
248 static const uint8_t tile_sizes[] = {
249 64, 64,
250 64, 32,
251 32, 32,
252 32, 16,
253 16, 16,
254 };
255 int tile_size_index = 0;
256 if (job->msaa)
257 tile_size_index += 2;
258
259 if (job->cbufs[3] || job->cbufs[2])
260 tile_size_index += 2;
261 else if (job->cbufs[1])
262 tile_size_index++;
263
264 int max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
265 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
266 if (job->cbufs[i]) {
267 struct v3d_surface *surf = v3d_surface(job->cbufs[i]);
268 max_bpp = MAX2(max_bpp, surf->internal_bpp);
269 }
270 }
271 job->internal_bpp = max_bpp;
272 STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
273 tile_size_index += max_bpp;
274
275 assert(tile_size_index < ARRAY_SIZE(tile_sizes));
276 job->tile_width = tile_sizes[tile_size_index * 2 + 0];
277 job->tile_height = tile_sizes[tile_size_index * 2 + 1];
278 }
279
280 /**
281 * Returns a v3d_job struture for tracking V3D rendering to a particular FBO.
282 *
283 * If we've already started rendering to this FBO, then return the same job,
284 * otherwise make a new one. If we're beginning rendering to an FBO, make
285 * sure that any previous reads of the FBO (or writes to its color/Z surfaces)
286 * have been flushed.
287 */
288 struct v3d_job *
289 v3d_get_job(struct v3d_context *v3d,
290 struct pipe_surface **cbufs, struct pipe_surface *zsbuf)
291 {
292 /* Return the existing job for this FBO if we have one */
293 struct v3d_job_key local_key = {
294 .cbufs = {
295 cbufs[0],
296 cbufs[1],
297 cbufs[2],
298 cbufs[3],
299 },
300 .zsbuf = zsbuf,
301 };
302 struct hash_entry *entry = _mesa_hash_table_search(v3d->jobs,
303 &local_key);
304 if (entry)
305 return entry->data;
306
307 /* Creating a new job. Make sure that any previous jobs reading or
308 * writing these buffers are flushed.
309 */
310 struct v3d_job *job = v3d_job_create(v3d);
311
312 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
313 if (cbufs[i]) {
314 v3d_flush_jobs_reading_resource(v3d, cbufs[i]->texture);
315 pipe_surface_reference(&job->cbufs[i], cbufs[i]);
316
317 if (cbufs[i]->texture->nr_samples > 1)
318 job->msaa = true;
319 }
320 }
321 if (zsbuf) {
322 v3d_flush_jobs_reading_resource(v3d, zsbuf->texture);
323 pipe_surface_reference(&job->zsbuf, zsbuf);
324 if (zsbuf->texture->nr_samples > 1)
325 job->msaa = true;
326 }
327
328 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
329 if (cbufs[i])
330 _mesa_hash_table_insert(v3d->write_jobs,
331 cbufs[i]->texture, job);
332 }
333 if (zsbuf) {
334 _mesa_hash_table_insert(v3d->write_jobs, zsbuf->texture, job);
335
336 struct v3d_resource *rsc = v3d_resource(zsbuf->texture);
337 if (rsc->separate_stencil) {
338 v3d_flush_jobs_reading_resource(v3d,
339 &rsc->separate_stencil->base);
340 _mesa_hash_table_insert(v3d->write_jobs,
341 &rsc->separate_stencil->base,
342 job);
343 }
344 }
345
346 memcpy(&job->key, &local_key, sizeof(local_key));
347 _mesa_hash_table_insert(v3d->jobs, &job->key, job);
348
349 return job;
350 }
351
352 struct v3d_job *
353 v3d_get_job_for_fbo(struct v3d_context *v3d)
354 {
355 if (v3d->job)
356 return v3d->job;
357
358 struct pipe_surface **cbufs = v3d->framebuffer.cbufs;
359 struct pipe_surface *zsbuf = v3d->framebuffer.zsbuf;
360 struct v3d_job *job = v3d_get_job(v3d, cbufs, zsbuf);
361
362 if (v3d->framebuffer.samples >= 1)
363 job->msaa = true;
364
365 v3d_job_set_tile_buffer_size(job);
366
367 /* The dirty flags are tracking what's been updated while v3d->job has
368 * been bound, so set them all to ~0 when switching between jobs. We
369 * also need to reset all state at the start of rendering.
370 */
371 v3d->dirty = ~0;
372
373 /* If we're binding to uninitialized buffers, no need to load their
374 * contents before drawing.
375 */
376 for (int i = 0; i < 4; i++) {
377 if (cbufs[i]) {
378 struct v3d_resource *rsc = v3d_resource(cbufs[i]->texture);
379 if (!rsc->writes)
380 job->clear |= PIPE_CLEAR_COLOR0 << i;
381 }
382 }
383
384 if (zsbuf) {
385 struct v3d_resource *rsc = v3d_resource(zsbuf->texture);
386 if (!rsc->writes)
387 job->clear |= PIPE_CLEAR_DEPTH;
388
389 if (rsc->separate_stencil)
390 rsc = rsc->separate_stencil;
391
392 if (!rsc->writes)
393 job->clear |= PIPE_CLEAR_STENCIL;
394 }
395
396 job->draw_tiles_x = DIV_ROUND_UP(v3d->framebuffer.width,
397 job->tile_width);
398 job->draw_tiles_y = DIV_ROUND_UP(v3d->framebuffer.height,
399 job->tile_height);
400
401 v3d->job = job;
402
403 return job;
404 }
405
406 static void
407 v3d_clif_dump(struct v3d_context *v3d, struct v3d_job *job)
408 {
409 if (!(V3D_DEBUG & (V3D_DEBUG_CL | V3D_DEBUG_CLIF)))
410 return;
411
412 struct clif_dump *clif = clif_dump_init(&v3d->screen->devinfo,
413 stderr,
414 V3D_DEBUG & V3D_DEBUG_CL);
415
416 set_foreach(job->bos, entry) {
417 struct v3d_bo *bo = (void *)entry->key;
418 char *name = ralloc_asprintf(NULL, "%s_0x%x",
419 bo->name, bo->offset);
420
421 v3d_bo_map(bo);
422 clif_dump_add_bo(clif, name, bo->offset, bo->size, bo->map);
423
424 ralloc_free(name);
425 }
426
427 clif_dump(clif, &job->submit);
428
429 clif_dump_destroy(clif);
430 }
431
432 static void
433 v3d_read_and_accumulate_primitive_counters(struct v3d_context *v3d)
434 {
435 assert(v3d->prim_counts);
436
437 perf_debug("stalling on TF counts readback");
438 struct v3d_resource *rsc = v3d_resource(v3d->prim_counts);
439 if (v3d_bo_wait(rsc->bo, PIPE_TIMEOUT_INFINITE, "prim-counts")) {
440 uint32_t *map = v3d_bo_map(rsc->bo);
441 v3d->tf_prims_generated += map[V3D_PRIM_COUNTS_TF_WRITTEN];
442 }
443 }
444
445 /**
446 * Submits the job to the kernel and then reinitializes it.
447 */
448 void
449 v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
450 {
451 struct v3d_screen *screen = v3d->screen;
452
453 if (!job->needs_flush)
454 goto done;
455
456 if (screen->devinfo.ver >= 41)
457 v3d41_emit_rcl(job);
458 else
459 v3d33_emit_rcl(job);
460
461 if (cl_offset(&job->bcl) > 0) {
462 if (screen->devinfo.ver >= 41)
463 v3d41_bcl_epilogue(v3d, job);
464 else
465 v3d33_bcl_epilogue(v3d, job);
466 }
467
468 /* While the RCL will implicitly depend on the last RCL to have
469 * finished, we also need to block on any previous TFU job we may have
470 * dispatched.
471 */
472 job->submit.in_sync_rcl = v3d->out_sync;
473
474 /* Update the sync object for the last rendering by our context. */
475 job->submit.out_sync = v3d->out_sync;
476
477 job->submit.bcl_end = job->bcl.bo->offset + cl_offset(&job->bcl);
478 job->submit.rcl_end = job->rcl.bo->offset + cl_offset(&job->rcl);
479
480 /* On V3D 4.1, the tile alloc/state setup moved to register writes
481 * instead of binner packets.
482 */
483 if (screen->devinfo.ver >= 41) {
484 v3d_job_add_bo(job, job->tile_alloc);
485 job->submit.qma = job->tile_alloc->offset;
486 job->submit.qms = job->tile_alloc->size;
487
488 v3d_job_add_bo(job, job->tile_state);
489 job->submit.qts = job->tile_state->offset;
490 }
491
492 v3d_clif_dump(v3d, job);
493
494 if (!(V3D_DEBUG & V3D_DEBUG_NORAST)) {
495 int ret;
496
497 ret = v3d_ioctl(v3d->fd, DRM_IOCTL_V3D_SUBMIT_CL, &job->submit);
498 static bool warned = false;
499 if (ret && !warned) {
500 fprintf(stderr, "Draw call returned %s. "
501 "Expect corruption.\n", strerror(errno));
502 warned = true;
503 }
504
505 /* If we are submitting a job in the middle of transform
506 * feedback we need to read the primitive counts and accumulate
507 * them, otherwise they will be reset at the start of the next
508 * draw when we emit the Tile Binning Mode Configuration packet.
509 */
510 if (v3d->streamout.num_targets)
511 v3d_read_and_accumulate_primitive_counters(v3d);
512 }
513
514 done:
515 v3d_job_free(v3d, job);
516 }
517
518 static bool
519 v3d_job_compare(const void *a, const void *b)
520 {
521 return memcmp(a, b, sizeof(struct v3d_job_key)) == 0;
522 }
523
524 static uint32_t
525 v3d_job_hash(const void *key)
526 {
527 return _mesa_hash_data(key, sizeof(struct v3d_job_key));
528 }
529
530 void
531 v3d_job_init(struct v3d_context *v3d)
532 {
533 v3d->jobs = _mesa_hash_table_create(v3d,
534 v3d_job_hash,
535 v3d_job_compare);
536 v3d->write_jobs = _mesa_hash_table_create(v3d,
537 _mesa_hash_pointer,
538 _mesa_key_pointer_equal);
539 }
540