v3d: add new flag dirty TMU cache at v3d_compiler
[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 enum v3d_flush_cond flush_cond)
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 bool needs_flush;
197 switch (flush_cond) {
198 case V3D_FLUSH_ALWAYS:
199 needs_flush = true;
200 break;
201 case V3D_FLUSH_NOT_CURRENT_JOB:
202 needs_flush = !v3d->job || v3d->job != job;
203 break;
204 case V3D_FLUSH_DEFAULT:
205 default:
206 /* For writes from TF in the same job we use the "Wait for TF"
207 * feature provided by the hardware so we don't want to flush.
208 * The exception to this is when the caller is about to map the
209 * resource since in that case we don't have a 'Wait for TF'
210 * command the in command stream. In this scenario the caller
211 * is expected to set 'always_flush' to True.
212 */
213 needs_flush = !v3d_job_writes_resource_from_tf(job, prsc);
214 }
215
216 if (needs_flush)
217 v3d_job_submit(v3d, job);
218 }
219
220 void
221 v3d_flush_jobs_reading_resource(struct v3d_context *v3d,
222 struct pipe_resource *prsc,
223 enum v3d_flush_cond flush_cond)
224 {
225 struct v3d_resource *rsc = v3d_resource(prsc);
226
227 /* We only need to force the flush on TF writes, which is the only
228 * case where we might skip the flush to use the 'Wait for TF'
229 * command. Here we are flushing for a read, which means that the
230 * caller intends to write to the resource, so we don't care if
231 * there was a previous TF write to it.
232 */
233 v3d_flush_jobs_writing_resource(v3d, prsc, flush_cond);
234
235 hash_table_foreach(v3d->jobs, entry) {
236 struct v3d_job *job = entry->data;
237
238 if (!_mesa_set_search(job->bos, rsc->bo))
239 continue;
240
241 bool needs_flush;
242 switch (flush_cond) {
243 case V3D_FLUSH_NOT_CURRENT_JOB:
244 needs_flush = !v3d->job || v3d->job != job;
245 break;
246 case V3D_FLUSH_ALWAYS:
247 case V3D_FLUSH_DEFAULT:
248 default:
249 needs_flush = true;
250 }
251
252 if (needs_flush)
253 v3d_job_submit(v3d, job);
254
255 /* Reminder: v3d->jobs is safe to keep iterating even
256 * after deletion of an entry.
257 */
258 continue;
259 }
260 }
261
262 static void
263 v3d_job_set_tile_buffer_size(struct v3d_job *job)
264 {
265 static const uint8_t tile_sizes[] = {
266 64, 64,
267 64, 32,
268 32, 32,
269 32, 16,
270 16, 16,
271 };
272 int tile_size_index = 0;
273 if (job->msaa)
274 tile_size_index += 2;
275
276 if (job->cbufs[3] || job->cbufs[2])
277 tile_size_index += 2;
278 else if (job->cbufs[1])
279 tile_size_index++;
280
281 int max_bpp = RENDER_TARGET_MAXIMUM_32BPP;
282 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
283 if (job->cbufs[i]) {
284 struct v3d_surface *surf = v3d_surface(job->cbufs[i]);
285 max_bpp = MAX2(max_bpp, surf->internal_bpp);
286 }
287 }
288 job->internal_bpp = max_bpp;
289 STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0);
290 tile_size_index += max_bpp;
291
292 assert(tile_size_index < ARRAY_SIZE(tile_sizes));
293 job->tile_width = tile_sizes[tile_size_index * 2 + 0];
294 job->tile_height = tile_sizes[tile_size_index * 2 + 1];
295 }
296
297 /**
298 * Returns a v3d_job struture for tracking V3D rendering to a particular FBO.
299 *
300 * If we've already started rendering to this FBO, then return the same job,
301 * otherwise make a new one. If we're beginning rendering to an FBO, make
302 * sure that any previous reads of the FBO (or writes to its color/Z surfaces)
303 * have been flushed.
304 */
305 struct v3d_job *
306 v3d_get_job(struct v3d_context *v3d,
307 struct pipe_surface **cbufs, struct pipe_surface *zsbuf)
308 {
309 /* Return the existing job for this FBO if we have one */
310 struct v3d_job_key local_key = {
311 .cbufs = {
312 cbufs[0],
313 cbufs[1],
314 cbufs[2],
315 cbufs[3],
316 },
317 .zsbuf = zsbuf,
318 };
319 struct hash_entry *entry = _mesa_hash_table_search(v3d->jobs,
320 &local_key);
321 if (entry)
322 return entry->data;
323
324 /* Creating a new job. Make sure that any previous jobs reading or
325 * writing these buffers are flushed.
326 */
327 struct v3d_job *job = v3d_job_create(v3d);
328
329 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
330 if (cbufs[i]) {
331 v3d_flush_jobs_reading_resource(v3d, cbufs[i]->texture,
332 V3D_FLUSH_DEFAULT);
333 pipe_surface_reference(&job->cbufs[i], cbufs[i]);
334
335 if (cbufs[i]->texture->nr_samples > 1)
336 job->msaa = true;
337 }
338 }
339 if (zsbuf) {
340 v3d_flush_jobs_reading_resource(v3d, zsbuf->texture,
341 V3D_FLUSH_DEFAULT);
342 pipe_surface_reference(&job->zsbuf, zsbuf);
343 if (zsbuf->texture->nr_samples > 1)
344 job->msaa = true;
345 }
346
347 for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) {
348 if (cbufs[i])
349 _mesa_hash_table_insert(v3d->write_jobs,
350 cbufs[i]->texture, job);
351 }
352 if (zsbuf) {
353 _mesa_hash_table_insert(v3d->write_jobs, zsbuf->texture, job);
354
355 struct v3d_resource *rsc = v3d_resource(zsbuf->texture);
356 if (rsc->separate_stencil) {
357 v3d_flush_jobs_reading_resource(v3d,
358 &rsc->separate_stencil->base,
359 V3D_FLUSH_DEFAULT);
360 _mesa_hash_table_insert(v3d->write_jobs,
361 &rsc->separate_stencil->base,
362 job);
363 }
364 }
365
366 memcpy(&job->key, &local_key, sizeof(local_key));
367 _mesa_hash_table_insert(v3d->jobs, &job->key, job);
368
369 return job;
370 }
371
372 struct v3d_job *
373 v3d_get_job_for_fbo(struct v3d_context *v3d)
374 {
375 if (v3d->job)
376 return v3d->job;
377
378 struct pipe_surface **cbufs = v3d->framebuffer.cbufs;
379 struct pipe_surface *zsbuf = v3d->framebuffer.zsbuf;
380 struct v3d_job *job = v3d_get_job(v3d, cbufs, zsbuf);
381
382 if (v3d->framebuffer.samples >= 1)
383 job->msaa = true;
384
385 v3d_job_set_tile_buffer_size(job);
386
387 /* The dirty flags are tracking what's been updated while v3d->job has
388 * been bound, so set them all to ~0 when switching between jobs. We
389 * also need to reset all state at the start of rendering.
390 */
391 v3d->dirty = ~0;
392
393 /* If we're binding to uninitialized buffers, no need to load their
394 * contents before drawing.
395 */
396 for (int i = 0; i < 4; i++) {
397 if (cbufs[i]) {
398 struct v3d_resource *rsc = v3d_resource(cbufs[i]->texture);
399 if (!rsc->writes)
400 job->clear |= PIPE_CLEAR_COLOR0 << i;
401 }
402 }
403
404 if (zsbuf) {
405 struct v3d_resource *rsc = v3d_resource(zsbuf->texture);
406 if (!rsc->writes)
407 job->clear |= PIPE_CLEAR_DEPTH;
408
409 if (rsc->separate_stencil)
410 rsc = rsc->separate_stencil;
411
412 if (!rsc->writes)
413 job->clear |= PIPE_CLEAR_STENCIL;
414 }
415
416 job->draw_tiles_x = DIV_ROUND_UP(v3d->framebuffer.width,
417 job->tile_width);
418 job->draw_tiles_y = DIV_ROUND_UP(v3d->framebuffer.height,
419 job->tile_height);
420
421 v3d->job = job;
422
423 return job;
424 }
425
426 static void
427 v3d_clif_dump(struct v3d_context *v3d, struct v3d_job *job)
428 {
429 if (!(V3D_DEBUG & (V3D_DEBUG_CL | V3D_DEBUG_CLIF)))
430 return;
431
432 struct clif_dump *clif = clif_dump_init(&v3d->screen->devinfo,
433 stderr,
434 V3D_DEBUG & V3D_DEBUG_CL);
435
436 set_foreach(job->bos, entry) {
437 struct v3d_bo *bo = (void *)entry->key;
438 char *name = ralloc_asprintf(NULL, "%s_0x%x",
439 bo->name, bo->offset);
440
441 v3d_bo_map(bo);
442 clif_dump_add_bo(clif, name, bo->offset, bo->size, bo->map);
443
444 ralloc_free(name);
445 }
446
447 clif_dump(clif, &job->submit);
448
449 clif_dump_destroy(clif);
450 }
451
452 static void
453 v3d_read_and_accumulate_primitive_counters(struct v3d_context *v3d)
454 {
455 assert(v3d->prim_counts);
456
457 perf_debug("stalling on TF counts readback\n");
458 struct v3d_resource *rsc = v3d_resource(v3d->prim_counts);
459 if (v3d_bo_wait(rsc->bo, PIPE_TIMEOUT_INFINITE, "prim-counts")) {
460 uint32_t *map = v3d_bo_map(rsc->bo) + v3d->prim_counts_offset;
461 v3d->tf_prims_generated += map[V3D_PRIM_COUNTS_TF_WRITTEN];
462 }
463 }
464
465 /**
466 * Submits the job to the kernel and then reinitializes it.
467 */
468 void
469 v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job)
470 {
471 struct v3d_screen *screen = v3d->screen;
472
473 if (!job->needs_flush)
474 goto done;
475
476 if (screen->devinfo.ver >= 41)
477 v3d41_emit_rcl(job);
478 else
479 v3d33_emit_rcl(job);
480
481 if (cl_offset(&job->bcl) > 0) {
482 if (screen->devinfo.ver >= 41)
483 v3d41_bcl_epilogue(v3d, job);
484 else
485 v3d33_bcl_epilogue(v3d, job);
486 }
487
488 /* While the RCL will implicitly depend on the last RCL to have
489 * finished, we also need to block on any previous TFU job we may have
490 * dispatched.
491 */
492 job->submit.in_sync_rcl = v3d->out_sync;
493
494 /* Update the sync object for the last rendering by our context. */
495 job->submit.out_sync = v3d->out_sync;
496
497 job->submit.bcl_end = job->bcl.bo->offset + cl_offset(&job->bcl);
498 job->submit.rcl_end = job->rcl.bo->offset + cl_offset(&job->rcl);
499
500 /* On V3D 4.1, the tile alloc/state setup moved to register writes
501 * instead of binner packets.
502 */
503 if (screen->devinfo.ver >= 41) {
504 v3d_job_add_bo(job, job->tile_alloc);
505 job->submit.qma = job->tile_alloc->offset;
506 job->submit.qms = job->tile_alloc->size;
507
508 v3d_job_add_bo(job, job->tile_state);
509 job->submit.qts = job->tile_state->offset;
510 }
511
512 v3d_clif_dump(v3d, job);
513
514 if (!(V3D_DEBUG & V3D_DEBUG_NORAST)) {
515 int ret;
516
517 ret = v3d_ioctl(v3d->fd, DRM_IOCTL_V3D_SUBMIT_CL, &job->submit);
518 static bool warned = false;
519 if (ret && !warned) {
520 fprintf(stderr, "Draw call returned %s. "
521 "Expect corruption.\n", strerror(errno));
522 warned = true;
523 }
524
525 /* If we are submitting a job in the middle of transform
526 * feedback we need to read the primitive counts and accumulate
527 * them, otherwise they will be reset at the start of the next
528 * draw when we emit the Tile Binning Mode Configuration packet.
529 *
530 * If the job doesn't have any TF draw calls, then we know
531 * the primitive count must be zero and we can skip stalling
532 * for this. This also fixes a problem because it seems that
533 * in this scenario the counters are not reset with the Tile
534 * Binning Mode Configuration packet, which would translate
535 * to us reading an obsolete (possibly non-zero) value from
536 * the GPU counters.
537 */
538 if (v3d->streamout.num_targets && job->tf_draw_calls_queued > 0)
539 v3d_read_and_accumulate_primitive_counters(v3d);
540 }
541
542 done:
543 v3d_job_free(v3d, job);
544 }
545
546 static bool
547 v3d_job_compare(const void *a, const void *b)
548 {
549 return memcmp(a, b, sizeof(struct v3d_job_key)) == 0;
550 }
551
552 static uint32_t
553 v3d_job_hash(const void *key)
554 {
555 return _mesa_hash_data(key, sizeof(struct v3d_job_key));
556 }
557
558 void
559 v3d_job_init(struct v3d_context *v3d)
560 {
561 v3d->jobs = _mesa_hash_table_create(v3d,
562 v3d_job_hash,
563 v3d_job_compare);
564 v3d->write_jobs = _mesa_hash_table_create(v3d,
565 _mesa_hash_pointer,
566 _mesa_key_pointer_equal);
567 }
568