diff options
Diffstat (limited to 'src/broadcom/vulkan/v3dv_cmd_buffer.c')
-rw-r--r-- | src/broadcom/vulkan/v3dv_cmd_buffer.c | 2193 |
1 files changed, 49 insertions, 2144 deletions
diff --git a/src/broadcom/vulkan/v3dv_cmd_buffer.c b/src/broadcom/vulkan/v3dv_cmd_buffer.c index e7aac250279..0e4b124cb25 100644 --- a/src/broadcom/vulkan/v3dv_cmd_buffer.c +++ b/src/broadcom/vulkan/v3dv_cmd_buffer.c @@ -22,8 +22,6 @@ */ #include "v3dv_private.h" -#include "broadcom/cle/v3dx_pack.h" -#include "util/half_float.h" #include "util/u_pack_color.h" #include "vk_format_info.h" #include "vk_util.h" @@ -84,9 +82,6 @@ v3dv_job_add_bo_unchecked(struct v3dv_job *job, struct v3dv_bo *bo) job->bo_handle_mask |= bo->handle_bit; } -static void -cmd_buffer_emit_render_pass_rcl(struct v3dv_cmd_buffer *cmd_buffer); - VKAPI_ATTR VkResult VKAPI_CALL v3dv_CreateCommandPool(VkDevice _device, const VkCommandPoolCreateInfo *pCreateInfo, @@ -347,17 +342,6 @@ cmd_buffer_destroy(struct v3dv_cmd_buffer *cmd_buffer) vk_object_free(&cmd_buffer->device->vk, &cmd_buffer->pool->alloc, cmd_buffer); } -void -v3dv_job_emit_binning_flush(struct v3dv_job *job) -{ - assert(job); - - v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(FLUSH)); - v3dv_return_if_oom(NULL, job); - - cl_emit(&job->bcl, FLUSH, flush); -} - static bool attachment_list_is_subset(struct v3dv_subpass_attachment *l1, uint32_t l1_count, struct v3dv_subpass_attachment *l2, uint32_t l2_count) @@ -524,35 +508,6 @@ job_compute_frame_tiling(struct v3dv_job *job, return tiling; } -static void -job_emit_binning_prolog(struct v3dv_job *job, - const struct v3dv_frame_tiling *tiling, - uint32_t layers) -{ - /* This must go before the binning mode configuration. It is - * required for layered framebuffers to work. - */ - cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) { - config.number_of_layers = layers; - } - - cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) { - config.width_in_pixels = tiling->width; - config.height_in_pixels = tiling->height; - config.number_of_render_targets = MAX2(tiling->render_target_count, 1); - config.multisample_mode_4x = tiling->msaa; - config.maximum_bpp_of_all_render_targets = tiling->internal_bpp; - } - - /* There's definitely nothing in the VCD cache we want. */ - cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin); - - /* "Binning mode lists must have a Start Tile Binning item (6) after - * any prefix state data before the binning list proper starts." - */ - cl_emit(&job->bcl, START_TILE_BINNING, bin); -} - void v3dv_job_start_frame(struct v3dv_job *job, uint32_t width, @@ -617,7 +572,7 @@ v3dv_job_start_frame(struct v3dv_job *job, v3dv_job_add_bo_unchecked(job, job->tile_state); - job_emit_binning_prolog(job, tiling, layers); + v3dv_X(job->device, job_emit_binning_prolog)(job, tiling, layers); job->ez_state = V3D_EZ_UNDECIDED; job->first_ez_state = V3D_EZ_UNDECIDED; @@ -637,19 +592,9 @@ cmd_buffer_end_render_pass_frame(struct v3dv_cmd_buffer *cmd_buffer) * any RCL commands of its own. */ if (v3dv_cl_offset(&cmd_buffer->state.job->rcl) == 0) - cmd_buffer_emit_render_pass_rcl(cmd_buffer); - - v3dv_job_emit_binning_flush(cmd_buffer->state.job); -} + v3dv_X(cmd_buffer->device, cmd_buffer_emit_render_pass_rcl)(cmd_buffer); -static void -cmd_buffer_end_render_pass_secondary(struct v3dv_cmd_buffer *cmd_buffer) -{ - assert(cmd_buffer->state.job); - v3dv_cl_ensure_space_with_branch(&cmd_buffer->state.job->bcl, - cl_packet_length(RETURN_FROM_SUB_LIST)); - v3dv_return_if_oom(cmd_buffer, NULL); - cl_emit(&cmd_buffer->state.job->bcl, RETURN_FROM_SUB_LIST, ret); + v3dv_X(cmd_buffer->device, job_emit_binning_flush)(cmd_buffer->state.job); } struct v3dv_job * @@ -736,7 +681,7 @@ v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer) cmd_buffer_end_render_pass_frame(cmd_buffer); } else { assert(job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY); - cmd_buffer_end_render_pass_secondary(cmd_buffer); + v3dv_X(cmd_buffer->device, cmd_buffer_end_render_pass_secondary)(cmd_buffer); } } @@ -1198,22 +1143,6 @@ v3dv_ResetCommandPool(VkDevice device, } static void -emit_clip_window(struct v3dv_job *job, const VkRect2D *rect) -{ - assert(job); - - v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(CLIP_WINDOW)); - v3dv_return_if_oom(NULL, job); - - cl_emit(&job->bcl, CLIP_WINDOW, clip) { - clip.clip_window_left_pixel_coordinate = rect->offset.x; - clip.clip_window_bottom_pixel_coordinate = rect->offset.y; - clip.clip_window_width_in_pixels = rect->extent.width; - clip.clip_window_height_in_pixels = rect->extent.height; - } -} - -static void cmd_buffer_update_tile_alignment(struct v3dv_cmd_buffer *cmd_buffer) { /* Render areas and scissor/viewport are only relevant inside render passes, @@ -1240,42 +1169,6 @@ cmd_buffer_update_tile_alignment(struct v3dv_cmd_buffer *cmd_buffer) } } -void -v3dv_get_hw_clear_color(const VkClearColorValue *color, - uint32_t internal_type, - uint32_t internal_size, - uint32_t *hw_color) -{ - union util_color uc; - switch (internal_type) { - case V3D_INTERNAL_TYPE_8: - util_pack_color(color->float32, PIPE_FORMAT_R8G8B8A8_UNORM, &uc); - memcpy(hw_color, uc.ui, internal_size); - break; - case V3D_INTERNAL_TYPE_8I: - case V3D_INTERNAL_TYPE_8UI: - hw_color[0] = ((color->uint32[0] & 0xff) | - (color->uint32[1] & 0xff) << 8 | - (color->uint32[2] & 0xff) << 16 | - (color->uint32[3] & 0xff) << 24); - break; - case V3D_INTERNAL_TYPE_16F: - util_pack_color(color->float32, PIPE_FORMAT_R16G16B16A16_FLOAT, &uc); - memcpy(hw_color, uc.ui, internal_size); - break; - case V3D_INTERNAL_TYPE_16I: - case V3D_INTERNAL_TYPE_16UI: - hw_color[0] = ((color->uint32[0] & 0xffff) | color->uint32[1] << 16); - hw_color[1] = ((color->uint32[2] & 0xffff) | color->uint32[3] << 16); - break; - case V3D_INTERNAL_TYPE_32F: - case V3D_INTERNAL_TYPE_32I: - case V3D_INTERNAL_TYPE_32UI: - memcpy(hw_color, color->uint32, internal_size); - break; - } -} - static void cmd_buffer_state_set_attachment_clear_color(struct v3dv_cmd_buffer *cmd_buffer, uint32_t attachment_idx, @@ -1298,8 +1191,8 @@ cmd_buffer_state_set_attachment_clear_color(struct v3dv_cmd_buffer *cmd_buffer, struct v3dv_cmd_buffer_attachment_state *attachment_state = &cmd_buffer->state.attachments[attachment_idx]; - v3dv_get_hw_clear_color(color, internal_type, internal_size, - &attachment_state->clear_value.color[0]); + v3dv_X(cmd_buffer->device, get_hw_clear_color) + (color, internal_type, internal_size, &attachment_state->clear_value.color[0]); attachment_state->vk_clear_value.color = *color; } @@ -1449,889 +1342,6 @@ v3dv_CmdNextSubpass(VkCommandBuffer commandBuffer, VkSubpassContents contents) v3dv_cmd_buffer_subpass_start(cmd_buffer, state->subpass_idx + 1); } -void -v3dv_render_pass_setup_render_target(struct v3dv_cmd_buffer *cmd_buffer, - int rt, - uint32_t *rt_bpp, - uint32_t *rt_type, - uint32_t *rt_clamp) -{ - const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - - assert(state->subpass_idx < state->pass->subpass_count); - const struct v3dv_subpass *subpass = - &state->pass->subpasses[state->subpass_idx]; - - if (rt >= subpass->color_count) - return; - - struct v3dv_subpass_attachment *attachment = &subpass->color_attachments[rt]; - const uint32_t attachment_idx = attachment->attachment; - if (attachment_idx == VK_ATTACHMENT_UNUSED) - return; - - const struct v3dv_framebuffer *framebuffer = state->framebuffer; - assert(attachment_idx < framebuffer->attachment_count); - struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx]; - assert(iview->aspects & VK_IMAGE_ASPECT_COLOR_BIT); - - *rt_bpp = iview->internal_bpp; - *rt_type = iview->internal_type; - - if (vk_format_is_int(iview->vk_format)) - *rt_clamp = V3D_RENDER_TARGET_CLAMP_INT; - else if (vk_format_is_srgb(iview->vk_format)) - *rt_clamp = V3D_RENDER_TARGET_CLAMP_NORM; - else - *rt_clamp = V3D_RENDER_TARGET_CLAMP_NONE; -} - -static void -cmd_buffer_render_pass_emit_load(struct v3dv_cmd_buffer *cmd_buffer, - struct v3dv_cl *cl, - struct v3dv_image_view *iview, - uint32_t layer, - uint32_t buffer) -{ - const struct v3dv_image *image = iview->image; - const struct v3d_resource_slice *slice = &image->slices[iview->base_level]; - uint32_t layer_offset = v3dv_layer_offset(image, - iview->base_level, - iview->first_layer + layer); - - cl_emit(cl, LOAD_TILE_BUFFER_GENERAL, load) { - load.buffer_to_load = buffer; - load.address = v3dv_cl_address(image->mem->bo, layer_offset); - - load.input_image_format = iview->format->rt_type; - load.r_b_swap = iview->swap_rb; - load.memory_format = slice->tiling; - - if (slice->tiling == V3D_TILING_UIF_NO_XOR || - slice->tiling == V3D_TILING_UIF_XOR) { - load.height_in_ub_or_stride = - slice->padded_height_of_output_image_in_uif_blocks; - } else if (slice->tiling == V3D_TILING_RASTER) { - load.height_in_ub_or_stride = slice->stride; - } - - if (image->samples > VK_SAMPLE_COUNT_1_BIT) - load.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES; - else - load.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0; - } -} - -static bool -check_needs_load(const struct v3dv_cmd_buffer_state *state, - VkImageAspectFlags aspect, - uint32_t att_first_subpass_idx, - VkAttachmentLoadOp load_op) -{ - /* We call this with image->aspects & aspect, so 0 means the aspect we are - * testing does not exist in the image. - */ - if (!aspect) - return false; - - /* Attachment load operations apply on the first subpass that uses the - * attachment, otherwise we always need to load. - */ - if (state->job->first_subpass > att_first_subpass_idx) - return true; - - /* If the job is continuing a subpass started in another job, we always - * need to load. - */ - if (state->job->is_subpass_continue) - return true; - - /* If the area is not aligned to tile boundaries, we always need to load */ - if (!state->tile_aligned_render_area) - return true; - - /* The attachment load operations must be LOAD */ - return load_op == VK_ATTACHMENT_LOAD_OP_LOAD; -} - -static bool -check_needs_clear(const struct v3dv_cmd_buffer_state *state, - VkImageAspectFlags aspect, - uint32_t att_first_subpass_idx, - VkAttachmentLoadOp load_op, - bool do_clear_with_draw) -{ - /* We call this with image->aspects & aspect, so 0 means the aspect we are - * testing does not exist in the image. - */ - if (!aspect) - return false; - - /* If the aspect needs to be cleared with a draw call then we won't emit - * the clear here. - */ - if (do_clear_with_draw) - return false; - - /* If this is resuming a subpass started with another job, then attachment - * load operations don't apply. - */ - if (state->job->is_subpass_continue) - return false; - - /* If the render area is not aligned to tile boudaries we can't use the - * TLB for a clear. - */ - if (!state->tile_aligned_render_area) - return false; - - /* If this job is running in a subpass other than the first subpass in - * which this attachment is used then attachment load operations don't apply. - */ - if (state->job->first_subpass != att_first_subpass_idx) - return false; - - /* The attachment load operation must be CLEAR */ - return load_op == VK_ATTACHMENT_LOAD_OP_CLEAR; -} - -static bool -check_needs_store(const struct v3dv_cmd_buffer_state *state, - VkImageAspectFlags aspect, - uint32_t att_last_subpass_idx, - VkAttachmentStoreOp store_op) -{ - /* We call this with image->aspects & aspect, so 0 means the aspect we are - * testing does not exist in the image. - */ - if (!aspect) - return false; - - /* Attachment store operations only apply on the last subpass where the - * attachment is used, in other subpasses we always need to store. - */ - if (state->subpass_idx < att_last_subpass_idx) - return true; - - /* Attachment store operations only apply on the last job we emit on the the - * last subpass where the attachment is used, otherwise we always need to - * store. - */ - if (!state->job->is_subpass_finish) - return true; - - /* The attachment store operation must be STORE */ - return store_op == VK_ATTACHMENT_STORE_OP_STORE; -} - -static void -cmd_buffer_render_pass_emit_loads(struct v3dv_cmd_buffer *cmd_buffer, - struct v3dv_cl *cl, - uint32_t layer) -{ - const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - const struct v3dv_framebuffer *framebuffer = state->framebuffer; - const struct v3dv_render_pass *pass = state->pass; - const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx]; - - for (uint32_t i = 0; i < subpass->color_count; i++) { - uint32_t attachment_idx = subpass->color_attachments[i].attachment; - - if (attachment_idx == VK_ATTACHMENT_UNUSED) - continue; - - const struct v3dv_render_pass_attachment *attachment = - &state->pass->attachments[attachment_idx]; - - /* According to the Vulkan spec: - * - * "The load operation for each sample in an attachment happens before - * any recorded command which accesses the sample in the first subpass - * where the attachment is used." - * - * If the load operation is CLEAR, we must only clear once on the first - * subpass that uses the attachment (and in that case we don't LOAD). - * After that, we always want to load so we don't lose any rendering done - * by a previous subpass to the same attachment. We also want to load - * if the current job is continuing subpass work started by a previous - * job, for the same reason. - * - * If the render area is not aligned to tile boundaries then we have - * tiles which are partially covered by it. In this case, we need to - * load the tiles so we can preserve the pixels that are outside the - * render area for any such tiles. - */ - bool needs_load = check_needs_load(state, - VK_IMAGE_ASPECT_COLOR_BIT, - attachment->first_subpass, - attachment->desc.loadOp); - if (needs_load) { - struct v3dv_image_view *iview = framebuffer->attachments[attachment_idx]; - cmd_buffer_render_pass_emit_load(cmd_buffer, cl, iview, - layer, RENDER_TARGET_0 + i); - } - } - - uint32_t ds_attachment_idx = subpass->ds_attachment.attachment; - if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) { - const struct v3dv_render_pass_attachment *ds_attachment = - &state->pass->attachments[ds_attachment_idx]; - - const VkImageAspectFlags ds_aspects = - vk_format_aspects(ds_attachment->desc.format); - - const bool needs_depth_load = - check_needs_load(state, - ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT, - ds_attachment->first_subpass, - ds_attachment->desc.loadOp); - - const bool needs_stencil_load = - check_needs_load(state, - ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT, - ds_attachment->first_subpass, - ds_attachment->desc.stencilLoadOp); - - if (needs_depth_load || needs_stencil_load) { - struct v3dv_image_view *iview = - framebuffer->attachments[ds_attachment_idx]; - /* From the Vulkan spec: - * - * "When an image view of a depth/stencil image is used as a - * depth/stencil framebuffer attachment, the aspectMask is ignored - * and both depth and stencil image subresources are used." - * - * So we ignore the aspects from the subresource range of the image - * view for the depth/stencil attachment, but we still need to restrict - * the to aspects compatible with the render pass and the image. - */ - const uint32_t zs_buffer = - v3dv_zs_buffer(needs_depth_load, needs_stencil_load); - cmd_buffer_render_pass_emit_load(cmd_buffer, cl, - iview, layer, zs_buffer); - } - } - - cl_emit(cl, END_OF_LOADS, end); -} - -static void -cmd_buffer_render_pass_emit_store(struct v3dv_cmd_buffer *cmd_buffer, - struct v3dv_cl *cl, - uint32_t attachment_idx, - uint32_t layer, - uint32_t buffer, - bool clear, - bool is_multisample_resolve) -{ - const struct v3dv_image_view *iview = - cmd_buffer->state.framebuffer->attachments[attachment_idx]; - const struct v3dv_image *image = iview->image; - const struct v3d_resource_slice *slice = &image->slices[iview->base_level]; - uint32_t layer_offset = v3dv_layer_offset(image, - iview->base_level, - iview->first_layer + layer); - - cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) { - store.buffer_to_store = buffer; - store.address = v3dv_cl_address(image->mem->bo, layer_offset); - store.clear_buffer_being_stored = clear; - - store.output_image_format = iview->format->rt_type; - store.r_b_swap = iview->swap_rb; - store.memory_format = slice->tiling; - - if (slice->tiling == V3D_TILING_UIF_NO_XOR || - slice->tiling == V3D_TILING_UIF_XOR) { - store.height_in_ub_or_stride = - slice->padded_height_of_output_image_in_uif_blocks; - } else if (slice->tiling == V3D_TILING_RASTER) { - store.height_in_ub_or_stride = slice->stride; - } - - if (image->samples > VK_SAMPLE_COUNT_1_BIT) - store.decimate_mode = V3D_DECIMATE_MODE_ALL_SAMPLES; - else if (is_multisample_resolve) - store.decimate_mode = V3D_DECIMATE_MODE_4X; - else - store.decimate_mode = V3D_DECIMATE_MODE_SAMPLE_0; - } -} - -static void -cmd_buffer_render_pass_emit_stores(struct v3dv_cmd_buffer *cmd_buffer, - struct v3dv_cl *cl, - uint32_t layer) -{ - struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - const struct v3dv_subpass *subpass = - &state->pass->subpasses[state->subpass_idx]; - - bool has_stores = false; - bool use_global_zs_clear = false; - bool use_global_rt_clear = false; - - /* FIXME: separate stencil */ - uint32_t ds_attachment_idx = subpass->ds_attachment.attachment; - if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) { - const struct v3dv_render_pass_attachment *ds_attachment = - &state->pass->attachments[ds_attachment_idx]; - - assert(state->job->first_subpass >= ds_attachment->first_subpass); - assert(state->subpass_idx >= ds_attachment->first_subpass); - assert(state->subpass_idx <= ds_attachment->last_subpass); - - /* From the Vulkan spec, VkImageSubresourceRange: - * - * "When an image view of a depth/stencil image is used as a - * depth/stencil framebuffer attachment, the aspectMask is ignored - * and both depth and stencil image subresources are used." - * - * So we ignore the aspects from the subresource range of the image - * view for the depth/stencil attachment, but we still need to restrict - * the to aspects compatible with the render pass and the image. - */ - const VkImageAspectFlags aspects = - vk_format_aspects(ds_attachment->desc.format); - - /* Only clear once on the first subpass that uses the attachment */ - bool needs_depth_clear = - check_needs_clear(state, - aspects & VK_IMAGE_ASPECT_DEPTH_BIT, - ds_attachment->first_subpass, - ds_attachment->desc.loadOp, - subpass->do_depth_clear_with_draw); - - bool needs_stencil_clear = - check_needs_clear(state, - aspects & VK_IMAGE_ASPECT_STENCIL_BIT, - ds_attachment->first_subpass, - ds_attachment->desc.stencilLoadOp, - subpass->do_stencil_clear_with_draw); - - /* Skip the last store if it is not required */ - bool needs_depth_store = - check_needs_store(state, - aspects & VK_IMAGE_ASPECT_DEPTH_BIT, - ds_attachment->last_subpass, - ds_attachment->desc.storeOp); - - bool needs_stencil_store = - check_needs_store(state, - aspects & VK_IMAGE_ASPECT_STENCIL_BIT, - ds_attachment->last_subpass, - ds_attachment->desc.stencilStoreOp); - - /* GFXH-1689: The per-buffer store command's clear buffer bit is broken - * for depth/stencil. - * - * There used to be some confusion regarding the Clear Tile Buffers - * Z/S bit also being broken, but we confirmed with Broadcom that this - * is not the case, it was just that some other hardware bugs (that we - * need to work around, such as GFXH-1461) could cause this bit to behave - * incorrectly. - * - * There used to be another issue where the RTs bit in the Clear Tile - * Buffers packet also cleared Z/S, but Broadcom confirmed this is - * fixed since V3D 4.1. - * - * So if we have to emit a clear of depth or stencil we don't use - * the per-buffer store clear bit, even if we need to store the buffers, - * instead we always have to use the Clear Tile Buffers Z/S bit. - * If we have configured the job to do early Z/S clearing, then we - * don't want to emit any Clear Tile Buffers command at all here. - * - * Note that GFXH-1689 is not reproduced in the simulator, where - * using the clear buffer bit in depth/stencil stores works fine. - */ - use_global_zs_clear = !state->job->early_zs_clear && - (needs_depth_clear || needs_stencil_clear); - if (needs_depth_store || needs_stencil_store) { - const uint32_t zs_buffer = - v3dv_zs_buffer(needs_depth_store, needs_stencil_store); - cmd_buffer_render_pass_emit_store(cmd_buffer, cl, - ds_attachment_idx, layer, - zs_buffer, false, false); - has_stores = true; - } - } - - for (uint32_t i = 0; i < subpass->color_count; i++) { - uint32_t attachment_idx = subpass->color_attachments[i].attachment; - - if (attachment_idx == VK_ATTACHMENT_UNUSED) - continue; - - const struct v3dv_render_pass_attachment *attachment = - &state->pass->attachments[attachment_idx]; - - assert(state->job->first_subpass >= attachment->first_subpass); - assert(state->subpass_idx >= attachment->first_subpass); - assert(state->subpass_idx <= attachment->last_subpass); - - /* Only clear once on the first subpass that uses the attachment */ - bool needs_clear = - check_needs_clear(state, - VK_IMAGE_ASPECT_COLOR_BIT, - attachment->first_subpass, - attachment->desc.loadOp, - false); - - /* Skip the last store if it is not required */ - bool needs_store = - check_needs_store(state, - VK_IMAGE_ASPECT_COLOR_BIT, - attachment->last_subpass, - attachment->desc.storeOp); - - /* If we need to resolve this attachment emit that store first. Notice - * that we must not request a tile buffer clear here in that case, since - * that would clear the tile buffer before we get to emit the actual - * color attachment store below, since the clear happens after the - * store is completed. - * - * If the attachment doesn't support TLB resolves then we will have to - * fallback to doing the resolve in a shader separately after this - * job, so we will need to store the multisampled sttachment even if that - * wansn't requested by the client. - */ - const bool needs_resolve = - subpass->resolve_attachments && - subpass->resolve_attachments[i].attachment != VK_ATTACHMENT_UNUSED; - if (needs_resolve && attachment->use_tlb_resolve) { - const uint32_t resolve_attachment_idx = - subpass->resolve_attachments[i].attachment; - cmd_buffer_render_pass_emit_store(cmd_buffer, cl, - resolve_attachment_idx, layer, - RENDER_TARGET_0 + i, - false, true); - has_stores = true; - } else if (needs_resolve) { - needs_store = true; - } - - /* Emit the color attachment store if needed */ - if (needs_store) { - cmd_buffer_render_pass_emit_store(cmd_buffer, cl, - attachment_idx, layer, - RENDER_TARGET_0 + i, - needs_clear && !use_global_rt_clear, - false); - has_stores = true; - } else if (needs_clear) { - use_global_rt_clear = true; - } - } - - /* We always need to emit at least one dummy store */ - if (!has_stores) { - cl_emit(cl, STORE_TILE_BUFFER_GENERAL, store) { - store.buffer_to_store = NONE; - } - } - - /* If we have any depth/stencil clears we can't use the per-buffer clear - * bit and instead we have to emit a single clear of all tile buffers. - */ - if (use_global_zs_clear || use_global_rt_clear) { - cl_emit(cl, CLEAR_TILE_BUFFERS, clear) { - clear.clear_z_stencil_buffer = use_global_zs_clear; - clear.clear_all_render_targets = use_global_rt_clear; - } - } -} - -static void -cmd_buffer_render_pass_emit_per_tile_rcl(struct v3dv_cmd_buffer *cmd_buffer, - uint32_t layer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - /* Emit the generic list in our indirect state -- the rcl will just - * have pointers into it. - */ - struct v3dv_cl *cl = &job->indirect; - v3dv_cl_ensure_space(cl, 200, 1); - v3dv_return_if_oom(cmd_buffer, NULL); - - struct v3dv_cl_reloc tile_list_start = v3dv_cl_get_address(cl); - - cl_emit(cl, TILE_COORDINATES_IMPLICIT, coords); - - cmd_buffer_render_pass_emit_loads(cmd_buffer, cl, layer); - - /* The binner starts out writing tiles assuming that the initial mode - * is triangles, so make sure that's the case. - */ - cl_emit(cl, PRIM_LIST_FORMAT, fmt) { - fmt.primitive_type = LIST_TRIANGLES; - } - - /* PTB assumes that value to be 0, but hw will not set it. */ - cl_emit(cl, SET_INSTANCEID, set) { - set.instance_id = 0; - } - - cl_emit(cl, BRANCH_TO_IMPLICIT_TILE_LIST, branch); - - cmd_buffer_render_pass_emit_stores(cmd_buffer, cl, layer); - - cl_emit(cl, END_OF_TILE_MARKER, end); - - cl_emit(cl, RETURN_FROM_SUB_LIST, ret); - - cl_emit(&job->rcl, START_ADDRESS_OF_GENERIC_TILE_LIST, branch) { - branch.start = tile_list_start; - branch.end = v3dv_cl_get_address(cl); - } -} - -static void -cmd_buffer_emit_render_pass_layer_rcl(struct v3dv_cmd_buffer *cmd_buffer, - uint32_t layer) -{ - const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - - struct v3dv_job *job = cmd_buffer->state.job; - struct v3dv_cl *rcl = &job->rcl; - - /* If doing multicore binning, we would need to initialize each - * core's tile list here. - */ - const struct v3dv_frame_tiling *tiling = &job->frame_tiling; - const uint32_t tile_alloc_offset = - 64 * layer * tiling->draw_tiles_x * tiling->draw_tiles_y; - cl_emit(rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) { - list.address = v3dv_cl_address(job->tile_alloc, tile_alloc_offset); - } - - cl_emit(rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) { - config.number_of_bin_tile_lists = 1; - config.total_frame_width_in_tiles = tiling->draw_tiles_x; - config.total_frame_height_in_tiles = tiling->draw_tiles_y; - - config.supertile_width_in_tiles = tiling->supertile_width; - config.supertile_height_in_tiles = tiling->supertile_height; - - config.total_frame_width_in_supertiles = - tiling->frame_width_in_supertiles; - config.total_frame_height_in_supertiles = - tiling->frame_height_in_supertiles; - } - - /* Start by clearing the tile buffer. */ - cl_emit(rcl, TILE_COORDINATES, coords) { - coords.tile_column_number = 0; - coords.tile_row_number = 0; - } - - /* Emit an initial clear of the tile buffers. This is necessary - * for any buffers that should be cleared (since clearing - * normally happens at the *end* of the generic tile list), but - * it's also nice to clear everything so the first tile doesn't - * inherit any contents from some previous frame. - * - * Also, implement the GFXH-1742 workaround. There's a race in - * the HW between the RCL updating the TLB's internal type/size - * and the spawning of the QPU instances using the TLB's current - * internal type/size. To make sure the QPUs get the right - * state, we need 1 dummy store in between internal type/size - * changes on V3D 3.x, and 2 dummy stores on 4.x. - */ - for (int i = 0; i < 2; i++) { - if (i > 0) - cl_emit(rcl, TILE_COORDINATES, coords); - cl_emit(rcl, END_OF_LOADS, end); - cl_emit(rcl, STORE_TILE_BUFFER_GENERAL, store) { - store.buffer_to_store = NONE; - } - if (i == 0 && cmd_buffer->state.tile_aligned_render_area) { - cl_emit(rcl, CLEAR_TILE_BUFFERS, clear) { - clear.clear_z_stencil_buffer = !job->early_zs_clear; - clear.clear_all_render_targets = true; - } - } - cl_emit(rcl, END_OF_TILE_MARKER, end); - } - - cl_emit(rcl, FLUSH_VCD_CACHE, flush); - - cmd_buffer_render_pass_emit_per_tile_rcl(cmd_buffer, layer); - - uint32_t supertile_w_in_pixels = - tiling->tile_width * tiling->supertile_width; - uint32_t supertile_h_in_pixels = - tiling->tile_height * tiling->supertile_height; - const uint32_t min_x_supertile = - state->render_area.offset.x / supertile_w_in_pixels; - const uint32_t min_y_supertile = - state->render_area.offset.y / supertile_h_in_pixels; - - uint32_t max_render_x = state->render_area.offset.x; - if (state->render_area.extent.width > 0) - max_render_x += state->render_area.extent.width - 1; - uint32_t max_render_y = state->render_area.offset.y; - if (state->render_area.extent.height > 0) - max_render_y += state->render_area.extent.height - 1; - const uint32_t max_x_supertile = max_render_x / supertile_w_in_pixels; - const uint32_t max_y_supertile = max_render_y / supertile_h_in_pixels; - - for (int y = min_y_supertile; y <= max_y_supertile; y++) { - for (int x = min_x_supertile; x <= max_x_supertile; x++) { - cl_emit(rcl, SUPERTILE_COORDINATES, coords) { - coords.column_number_in_supertiles = x; - coords.row_number_in_supertiles = y; - } - } - } -} - -static void -set_rcl_early_z_config(struct v3dv_job *job, - bool *early_z_disable, - uint32_t *early_z_test_and_update_direction) -{ - /* If this is true then we have not emitted any draw calls in this job - * and we don't get any benefits form early Z. - */ - if (!job->decided_global_ez_enable) { - assert(job->draw_count == 0); - *early_z_disable = true; - return; - } - - switch (job->first_ez_state) { - case V3D_EZ_UNDECIDED: - case V3D_EZ_LT_LE: - *early_z_disable = false; - *early_z_test_and_update_direction = EARLY_Z_DIRECTION_LT_LE; - break; - case V3D_EZ_GT_GE: - *early_z_disable = false; - *early_z_test_and_update_direction = EARLY_Z_DIRECTION_GT_GE; - break; - case V3D_EZ_DISABLED: - *early_z_disable = true; - break; - } -} - -static void -cmd_buffer_emit_render_pass_rcl(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - const struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - const struct v3dv_framebuffer *framebuffer = state->framebuffer; - - /* We can't emit the RCL until we have a framebuffer, which we may not have - * if we are recording a secondary command buffer. In that case, we will - * have to wait until vkCmdExecuteCommands is called from a primary command - * buffer. - */ - if (!framebuffer) { - assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY); - return; - } - - const struct v3dv_frame_tiling *tiling = &job->frame_tiling; - - const uint32_t fb_layers = framebuffer->layers; - v3dv_cl_ensure_space_with_branch(&job->rcl, 200 + - MAX2(fb_layers, 1) * 256 * - cl_packet_length(SUPERTILE_COORDINATES)); - v3dv_return_if_oom(cmd_buffer, NULL); - - assert(state->subpass_idx < state->pass->subpass_count); - const struct v3dv_render_pass *pass = state->pass; - const struct v3dv_subpass *subpass = &pass->subpasses[state->subpass_idx]; - struct v3dv_cl *rcl = &job->rcl; - - /* Comon config must be the first TILE_RENDERING_MODE_CFG and - * Z_STENCIL_CLEAR_VALUES must be last. The ones in between are optional - * updates to the previous HW state. - */ - bool do_early_zs_clear = false; - const uint32_t ds_attachment_idx = subpass->ds_attachment.attachment; - cl_emit(rcl, TILE_RENDERING_MODE_CFG_COMMON, config) { - config.image_width_pixels = framebuffer->width; - config.image_height_pixels = framebuffer->height; - config.number_of_render_targets = MAX2(subpass->color_count, 1); - config.multisample_mode_4x = tiling->msaa; - config.maximum_bpp_of_all_render_targets = tiling->internal_bpp; - - if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) { - const struct v3dv_image_view *iview = - framebuffer->attachments[ds_attachment_idx]; - config.internal_depth_type = iview->internal_type; - - set_rcl_early_z_config(job, - &config.early_z_disable, - &config.early_z_test_and_update_direction); - - /* Early-Z/S clear can be enabled if the job is clearing and not - * storing (or loading) depth. If a stencil aspect is also present - * we have the same requirements for it, however, in this case we - * can accept stencil loadOp DONT_CARE as well, so instead of - * checking that stencil is cleared we check that is not loaded. - * - * Early-Z/S clearing is independent of Early Z/S testing, so it is - * possible to enable one but not the other so long as their - * respective requirements are met. - */ - struct v3dv_render_pass_attachment *ds_attachment = - &pass->attachments[ds_attachment_idx]; - - const VkImageAspectFlags ds_aspects = - vk_format_aspects(ds_attachment->desc.format); - - bool needs_depth_clear = - check_needs_clear(state, - ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT, - ds_attachment->first_subpass, - ds_attachment->desc.loadOp, - subpass->do_depth_clear_with_draw); - - bool needs_depth_store = - check_needs_store(state, - ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT, - ds_attachment->last_subpass, - ds_attachment->desc.storeOp); - - do_early_zs_clear = needs_depth_clear && !needs_depth_store; - if (do_early_zs_clear && - vk_format_has_stencil(ds_attachment->desc.format)) { - bool needs_stencil_load = - check_needs_load(state, - ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT, - ds_attachment->first_subpass, - ds_attachment->desc.stencilLoadOp); - - bool needs_stencil_store = - check_needs_store(state, - ds_aspects & VK_IMAGE_ASPECT_STENCIL_BIT, - ds_attachment->last_subpass, - ds_attachment->desc.stencilStoreOp); - - do_early_zs_clear = !needs_stencil_load && !needs_stencil_store; - } - - config.early_depth_stencil_clear = do_early_zs_clear; - } else { - config.early_z_disable = true; - } - } - - /* If we enabled early Z/S clear, then we can't emit any "Clear Tile Buffers" - * commands with the Z/S bit set, so keep track of whether we enabled this - * in the job so we can skip these later. - */ - job->early_zs_clear = do_early_zs_clear; - - for (uint32_t i = 0; i < subpass->color_count; i++) { - uint32_t attachment_idx = subpass->color_attachments[i].attachment; - if (attachment_idx == VK_ATTACHMENT_UNUSED) - continue; - - struct v3dv_image_view *iview = - state->framebuffer->attachments[attachment_idx]; - - const struct v3dv_image *image = iview->image; - const struct v3d_resource_slice *slice = &image->slices[iview->base_level]; - - const uint32_t *clear_color = - &state->attachments[attachment_idx].clear_value.color[0]; - - uint32_t clear_pad = 0; - if (slice->tiling == V3D_TILING_UIF_NO_XOR || - slice->tiling == V3D_TILING_UIF_XOR) { - int uif_block_height = v3d_utile_height(image->cpp) * 2; - - uint32_t implicit_padded_height = - align(framebuffer->height, uif_block_height) / uif_block_height; - - if (slice->padded_height_of_output_image_in_uif_blocks - - implicit_padded_height >= 15) { - clear_pad = slice->padded_height_of_output_image_in_uif_blocks; - } - } - - cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART1, clear) { - clear.clear_color_low_32_bits = clear_color[0]; - clear.clear_color_next_24_bits = clear_color[1] & 0xffffff; - clear.render_target_number = i; - }; - - if (iview->internal_bpp >= V3D_INTERNAL_BPP_64) { - cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART2, clear) { - clear.clear_color_mid_low_32_bits = - ((clear_color[1] >> 24) | (clear_color[2] << 8)); - clear.clear_color_mid_high_24_bits = - ((clear_color[2] >> 24) | ((clear_color[3] & 0xffff) << 8)); - clear.render_target_number = i; - }; - } - - if (iview->internal_bpp >= V3D_INTERNAL_BPP_128 || clear_pad) { - cl_emit(rcl, TILE_RENDERING_MODE_CFG_CLEAR_COLORS_PART3, clear) { - clear.uif_padded_height_in_uif_blocks = clear_pad; - clear.clear_color_high_16_bits = clear_color[3] >> 16; - clear.render_target_number = i; - }; - } - } - - cl_emit(rcl, TILE_RENDERING_MODE_CFG_COLOR, rt) { - v3dv_render_pass_setup_render_target(cmd_buffer, 0, - &rt.render_target_0_internal_bpp, - &rt.render_target_0_internal_type, - &rt.render_target_0_clamp); - v3dv_render_pass_setup_render_target(cmd_buffer, 1, - &rt.render_target_1_internal_bpp, - &rt.render_target_1_internal_type, - &rt.render_target_1_clamp); - v3dv_render_pass_setup_render_target(cmd_buffer, 2, - &rt.render_target_2_internal_bpp, - &rt.render_target_2_internal_type, - &rt.render_target_2_clamp); - v3dv_render_pass_setup_render_target(cmd_buffer, 3, - &rt.render_target_3_internal_bpp, - &rt.render_target_3_internal_type, - &rt.render_target_3_clamp); - } - - /* Ends rendering mode config. */ - if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) { - cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) { - clear.z_clear_value = - state->attachments[ds_attachment_idx].clear_value.z; - clear.stencil_clear_value = - state->attachments[ds_attachment_idx].clear_value.s; - }; - } else { - cl_emit(rcl, TILE_RENDERING_MODE_CFG_ZS_CLEAR_VALUES, clear) { - clear.z_clear_value = 1.0f; - clear.stencil_clear_value = 0; - }; - } - - /* Always set initial block size before the first branch, which needs - * to match the value from binning mode config. - */ - cl_emit(rcl, TILE_LIST_INITIAL_BLOCK_SIZE, init) { - init.use_auto_chained_tile_lists = true; - init.size_of_first_block_in_chained_tile_lists = - TILE_ALLOCATION_BLOCK_SIZE_64B; - } - - for (int layer = 0; layer < MAX2(1, fb_layers); layer++) - cmd_buffer_emit_render_pass_layer_rcl(cmd_buffer, layer); - - cl_emit(rcl, END_OF_RENDERING, end); -} - static void cmd_buffer_emit_subpass_clears(struct v3dv_cmd_buffer *cmd_buffer) { @@ -2608,44 +1618,6 @@ v3dv_EndCommandBuffer(VkCommandBuffer commandBuffer) } static void -emit_occlusion_query(struct v3dv_cmd_buffer *cmd_buffer); - -static void -ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer, - uint32_t slot_size, - uint32_t used_count, - uint32_t *alloc_count, - void **ptr); - -static void -cmd_buffer_copy_secondary_end_query_state(struct v3dv_cmd_buffer *primary, - struct v3dv_cmd_buffer *secondary) -{ - struct v3dv_cmd_buffer_state *p_state = &primary->state; - struct v3dv_cmd_buffer_state *s_state = &secondary->state; - - const uint32_t total_state_count = - p_state->query.end.used_count + s_state->query.end.used_count; - ensure_array_state(primary, - sizeof(struct v3dv_end_query_cpu_job_info), - total_state_count, - &p_state->query.end.alloc_count, - (void **) &p_state->query.end.states); - v3dv_return_if_oom(primary, NULL); - - for (uint32_t i = 0; i < s_state->query.end.used_count; i++) { - const struct v3dv_end_query_cpu_job_info *s_qstate = - &secondary->state.query.end.states[i]; - - struct v3dv_end_query_cpu_job_info *p_qstate = - &p_state->query.end.states[p_state->query.end.used_count++]; - - p_qstate->pool = s_qstate->pool; - p_qstate->query = s_qstate->query; - } -} - -static void clone_bo_list(struct v3dv_cmd_buffer *cmd_buffer, struct list_head *dst, struct list_head *src) @@ -2673,9 +1645,9 @@ clone_bo_list(struct v3dv_cmd_buffer *cmd_buffer, * for jobs recorded in secondary command buffers when we want to execute * them in primaries. */ -static struct v3dv_job * -job_clone_in_cmd_buffer(struct v3dv_job *job, - struct v3dv_cmd_buffer *cmd_buffer) +struct v3dv_job * +v3dv_job_clone_in_cmd_buffer(struct v3dv_job *job, + struct v3dv_cmd_buffer *cmd_buffer) { struct v3dv_job *clone_job = vk_alloc(&job->device->vk.alloc, sizeof(struct v3dv_job), 8, @@ -2704,163 +1676,6 @@ job_clone_in_cmd_buffer(struct v3dv_job *job, return clone_job; } -static struct v3dv_job * -cmd_buffer_subpass_split_for_barrier(struct v3dv_cmd_buffer *cmd_buffer, - bool is_bcl_barrier) -{ - assert(cmd_buffer->state.subpass_idx != -1); - v3dv_cmd_buffer_finish_job(cmd_buffer); - struct v3dv_job *job = - v3dv_cmd_buffer_subpass_resume(cmd_buffer, - cmd_buffer->state.subpass_idx); - if (!job) - return NULL; - - job->serialize = true; - job->needs_bcl_sync = is_bcl_barrier; - return job; -} - -static void -cmd_buffer_execute_inside_pass(struct v3dv_cmd_buffer *primary, - uint32_t cmd_buffer_count, - const VkCommandBuffer *cmd_buffers) -{ - assert(primary->state.job); - - /* Emit occlusion query state if needed so the draw calls inside our - * secondaries update the counters. - */ - bool has_occlusion_query = - primary->state.dirty & V3DV_CMD_DIRTY_OCCLUSION_QUERY; - if (has_occlusion_query) - emit_occlusion_query(primary); - - /* FIXME: if our primary job tiling doesn't enable MSSA but any of the - * pipelines used by the secondaries do, we need to re-start the primary - * job to enable MSAA. See cmd_buffer_restart_job_for_msaa_if_needed. - */ - bool pending_barrier = false; - bool pending_bcl_barrier = false; - for (uint32_t i = 0; i < cmd_buffer_count; i++) { - V3DV_FROM_HANDLE(v3dv_cmd_buffer, secondary, cmd_buffers[i]); - - assert(secondary->usage_flags & - VK_COMMAND_BUFFER_USAGE_RENDER_PASS_CONTINUE_BIT); - - list_for_each_entry(struct v3dv_job, secondary_job, - &secondary->jobs, list_link) { - if (secondary_job->type == V3DV_JOB_TYPE_GPU_CL_SECONDARY) { - /* If the job is a CL, then we branch to it from the primary BCL. - * In this case the secondary's BCL is finished with a - * RETURN_FROM_SUB_LIST command to return back to the primary BCL - * once we are done executing it. - */ - assert(v3dv_cl_offset(&secondary_job->rcl) == 0); - assert(secondary_job->bcl.bo); - - /* Sanity check that secondary BCL ends with RETURN_FROM_SUB_LIST */ - STATIC_ASSERT(cl_packet_length(RETURN_FROM_SUB_LIST) == 1); - assert(v3dv_cl_offset(&secondary_job->bcl) >= 1); - assert(*(((uint8_t *)secondary_job->bcl.next) - 1) == - V3D42_RETURN_FROM_SUB_LIST_opcode); - - /* If this secondary has any barriers (or we had any pending barrier - * to apply), then we can't just branch to it from the primary, we - * need to split the primary to create a new job that can consume - * the barriers first. - * - * FIXME: in this case, maybe just copy the secondary BCL without - * the RETURN_FROM_SUB_LIST into the primary job to skip the - * branch? - */ - struct v3dv_job *primary_job = primary->state.job; - if (!primary_job || secondary_job->serialize || pending_barrier) { - const bool needs_bcl_barrier = - secondary_job->needs_bcl_sync || pending_bcl_barrier; - primary_job = - cmd_buffer_subpass_split_for_barrier(primary, - needs_bcl_barrier); - v3dv_return_if_oom(primary, NULL); - - /* Since we have created a new primary we need to re-emit - * occlusion query state. - */ - if (has_occlusion_query) - emit_occlusion_query(primary); - } - - /* Make sure our primary job has all required BO references */ - set_foreach(secondary_job->bos, entry) { - struct v3dv_bo *bo = (struct v3dv_bo *)entry->key; - v3dv_job_add_bo(primary_job, bo); - } - - /* Emit required branch instructions. We expect each of these - * to end with a corresponding 'return from sub list' item. - */ - list_for_each_entry(struct v3dv_bo, bcl_bo, - &secondary_job->bcl.bo_list, list_link) { - v3dv_cl_ensure_space_with_branch(&primary_job->bcl, - cl_packet_length(BRANCH_TO_SUB_LIST)); - v3dv_return_if_oom(primary, NULL); - cl_emit(&primary_job->bcl, BRANCH_TO_SUB_LIST, branch) { - branch.address = v3dv_cl_address(bcl_bo, 0); - } - } - - primary_job->tmu_dirty_rcl |= secondary_job->tmu_dirty_rcl; - } else if (secondary_job->type == V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS) { - if (pending_barrier) { - cmd_buffer_subpass_split_for_barrier(primary, pending_bcl_barrier); - v3dv_return_if_oom(primary, NULL); - } - - const struct v3dv_clear_attachments_cpu_job_info *info = - &secondary_job->cpu.clear_attachments; - v3dv_CmdClearAttachments(v3dv_cmd_buffer_to_handle(primary), - info->attachment_count, - info->attachments, - info->rect_count, - info->rects); - } else { - /* This is a regular job (CPU or GPU), so just finish the current - * primary job (if any) and then add the secondary job to the - * primary's job list right after it. - */ - v3dv_cmd_buffer_finish_job(primary); - job_clone_in_cmd_buffer(secondary_job, primary); - if (pending_barrier) { - secondary_job->serialize = true; - if (pending_bcl_barrier) - secondary_job->needs_bcl_sync = true; - } - } - - pending_barrier = false; - pending_bcl_barrier = false; - } - - /* If the secondary has recorded any vkCmdEndQuery commands, we need to - * copy this state to the primary so it is processed properly when the - * current primary job is finished. - */ - cmd_buffer_copy_secondary_end_query_state(primary, secondary); - - /* If this secondary had any pending barrier state we will need that - * barrier state consumed with whatever comes next in the primary. - */ - assert(secondary->state.has_barrier || !secondary->state.has_bcl_barrier); - pending_barrier = secondary->state.has_barrier; - pending_bcl_barrier = secondary->state.has_bcl_barrier; - } - - if (pending_barrier) { - primary->state.has_barrier = true; - primary->state.has_bcl_barrier |= pending_bcl_barrier; - } -} - static void cmd_buffer_execute_outside_pass(struct v3dv_cmd_buffer *primary, uint32_t cmd_buffer_count, @@ -2892,7 +1707,7 @@ cmd_buffer_execute_outside_pass(struct v3dv_cmd_buffer *primary, /* These can only happen inside a render pass */ assert(secondary_job->type != V3DV_JOB_TYPE_CPU_CLEAR_ATTACHMENTS); assert(secondary_job->type != V3DV_JOB_TYPE_GPU_CL_SECONDARY); - struct v3dv_job *job = job_clone_in_cmd_buffer(secondary_job, primary); + struct v3dv_job *job = v3dv_job_clone_in_cmd_buffer(secondary_job, primary); if (!job) return; @@ -2928,8 +1743,8 @@ v3dv_CmdExecuteCommands(VkCommandBuffer commandBuffer, V3DV_FROM_HANDLE(v3dv_cmd_buffer, primary, commandBuffer); if (primary->state.pass != NULL) { - cmd_buffer_execute_inside_pass(primary, - commandBufferCount, pCommandBuffers); + v3dv_X(primary->device, cmd_buffer_execute_inside_pass) + (primary, commandBufferCount, pCommandBuffers); } else { cmd_buffer_execute_outside_pass(primary, commandBufferCount, pCommandBuffers); @@ -3026,129 +1841,6 @@ cmd_buffer_bind_pipeline_static_state(struct v3dv_cmd_buffer *cmd_buffer, } static void -job_update_ez_state(struct v3dv_job *job, - struct v3dv_pipeline *pipeline, - struct v3dv_cmd_buffer *cmd_buffer) -{ - /* If first_ez_state is V3D_EZ_DISABLED it means that we have already - * determined that we should disable EZ completely for all draw calls in - * this job. This will cause us to disable EZ for the entire job in the - * Tile Rendering Mode RCL packet and when we do that we need to make sure - * we never emit a draw call in the job with EZ enabled in the CFG_BITS - * packet, so ez_state must also be V3D_EZ_DISABLED; - */ - if (job->first_ez_state == V3D_EZ_DISABLED) { - assert(job->ez_state == V3D_EZ_DISABLED); - return; - } - - /* This is part of the pre draw call handling, so we should be inside a - * render pass. - */ - assert(cmd_buffer->state.pass); - - /* If this is the first time we update EZ state for this job we first check - * if there is anything that requires disabling it completely for the entire - * job (based on state that is not related to the current draw call and - * pipeline state). - */ - if (!job->decided_global_ez_enable) { - job->decided_global_ez_enable = true; - - struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - assert(state->subpass_idx < state->pass->subpass_count); - struct v3dv_subpass *subpass = &state->pass->subpasses[state->subpass_idx]; - if (subpass->ds_attachment.attachment == VK_ATTACHMENT_UNUSED) { - job->first_ez_state = V3D_EZ_DISABLED; - job->ez_state = V3D_EZ_DISABLED; - return; - } - - /* GFXH-1918: the early-z buffer may load incorrect depth values - * if the frame has odd width or height. - * - * So we need to disable EZ in this case. - */ - const struct v3dv_render_pass_attachment *ds_attachment = - &state->pass->attachments[subpass->ds_attachment.attachment]; - - const VkImageAspectFlags ds_aspects = - vk_format_aspects(ds_attachment->desc.format); - - bool needs_depth_load = - check_needs_load(state, - ds_aspects & VK_IMAGE_ASPECT_DEPTH_BIT, - ds_attachment->first_subpass, - ds_attachment->desc.loadOp); - - if (needs_depth_load) { - struct v3dv_framebuffer *fb = state->framebuffer; - - if (!fb) { - assert(cmd_buffer->level == VK_COMMAND_BUFFER_LEVEL_SECONDARY); - perf_debug("Loading depth aspect in a secondary command buffer " - "without framebuffer info disables early-z tests.\n"); - job->first_ez_state = V3D_EZ_DISABLED; - job->ez_state = V3D_EZ_DISABLED; - return; - } - - if (((fb->width % 2) != 0 || (fb->height % 2) != 0)) { - perf_debug("Loading depth aspect for framebuffer with odd width " - "or height disables early-Z tests.\n"); - job->first_ez_state = V3D_EZ_DISABLED; - job->ez_state = V3D_EZ_DISABLED; - return; - } - } - } - - /* Otherwise, we can decide to selectively enable or disable EZ for draw - * calls using the CFG_BITS packet based on the bound pipeline state. - */ - - /* If the FS writes Z, then it may update against the chosen EZ direction */ - struct v3dv_shader_variant *fs_variant = - pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]; - if (fs_variant->prog_data.fs->writes_z) { - job->ez_state = V3D_EZ_DISABLED; - return; - } - - switch (pipeline->ez_state) { - case V3D_EZ_UNDECIDED: - /* If the pipeline didn't pick a direction but didn't disable, then go - * along with the current EZ state. This allows EZ optimization for Z - * func == EQUAL or NEVER. - */ - break; - - case V3D_EZ_LT_LE: - case V3D_EZ_GT_GE: - /* If the pipeline picked a direction, then it needs to match the current - * direction if we've decided on one. - */ - if (job->ez_state == V3D_EZ_UNDECIDED) - job->ez_state = pipeline->ez_state; - else if (job->ez_state != pipeline->ez_state) - job->ez_state = V3D_EZ_DISABLED; - break; - - case V3D_EZ_DISABLED: - /* If the pipeline disables EZ because of a bad Z func or stencil - * operation, then we can't do any more EZ in this frame. - */ - job->ez_state = V3D_EZ_DISABLED; - break; - } - - if (job->first_ez_state == V3D_EZ_UNDECIDED && - job->ez_state != V3D_EZ_DISABLED) { - job->first_ez_state = job->ez_state; - } -} - -static void bind_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer, struct v3dv_pipeline *pipeline) { @@ -3369,379 +2061,13 @@ emit_scissor(struct v3dv_cmd_buffer *cmd_buffer) cmd_buffer->state.clip_window.extent.width = maxx - minx; cmd_buffer->state.clip_window.extent.height = maxy - miny; - emit_clip_window(cmd_buffer->state.job, &cmd_buffer->state.clip_window); + v3dv_X(cmd_buffer->device, job_emit_clip_window) + (cmd_buffer->state.job, &cmd_buffer->state.clip_window); cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_SCISSOR; } static void -emit_viewport(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic; - /* FIXME: right now we only support one viewport. viewporst[0] would work - * now, would need to change if we allow multiple viewports - */ - float *vptranslate = dynamic->viewport.translate[0]; - float *vpscale = dynamic->viewport.scale[0]; - - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - const uint32_t required_cl_size = - cl_packet_length(CLIPPER_XY_SCALING) + - cl_packet_length(CLIPPER_Z_SCALE_AND_OFFSET) + - cl_packet_length(CLIPPER_Z_MIN_MAX_CLIPPING_PLANES) + - cl_packet_length(VIEWPORT_OFFSET); - v3dv_cl_ensure_space_with_branch(&job->bcl, required_cl_size); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, CLIPPER_XY_SCALING, clip) { - clip.viewport_half_width_in_1_256th_of_pixel = vpscale[0] * 256.0f; - clip.viewport_half_height_in_1_256th_of_pixel = vpscale[1] * 256.0f; - } - - cl_emit(&job->bcl, CLIPPER_Z_SCALE_AND_OFFSET, clip) { - clip.viewport_z_offset_zc_to_zs = vptranslate[2]; - clip.viewport_z_scale_zc_to_zs = vpscale[2]; - } - cl_emit(&job->bcl, CLIPPER_Z_MIN_MAX_CLIPPING_PLANES, clip) { - /* Vulkan's Z NDC is [0..1], unlile OpenGL which is [-1, 1] */ - float z1 = vptranslate[2]; - float z2 = vptranslate[2] + vpscale[2]; - clip.minimum_zw = MIN2(z1, z2); - clip.maximum_zw = MAX2(z1, z2); - } - - cl_emit(&job->bcl, VIEWPORT_OFFSET, vp) { - vp.viewport_centre_x_coordinate = vptranslate[0]; - vp.viewport_centre_y_coordinate = vptranslate[1]; - } - - cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_VIEWPORT; -} - -static void -emit_stencil(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - struct v3dv_dynamic_state *dynamic_state = &cmd_buffer->state.dynamic; - - const uint32_t dynamic_stencil_states = V3DV_DYNAMIC_STENCIL_COMPARE_MASK | - V3DV_DYNAMIC_STENCIL_WRITE_MASK | - V3DV_DYNAMIC_STENCIL_REFERENCE; - - v3dv_cl_ensure_space_with_branch(&job->bcl, - 2 * cl_packet_length(STENCIL_CFG)); - v3dv_return_if_oom(cmd_buffer, NULL); - - bool emitted_stencil = false; - for (uint32_t i = 0; i < 2; i++) { - if (pipeline->emit_stencil_cfg[i]) { - if (dynamic_state->mask & dynamic_stencil_states) { - cl_emit_with_prepacked(&job->bcl, STENCIL_CFG, - pipeline->stencil_cfg[i], config) { - if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_COMPARE_MASK) { - config.stencil_test_mask = - i == 0 ? dynamic_state->stencil_compare_mask.front : - dynamic_state->stencil_compare_mask.back; - } - if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_WRITE_MASK) { - config.stencil_write_mask = - i == 0 ? dynamic_state->stencil_write_mask.front : - dynamic_state->stencil_write_mask.back; - } - if (dynamic_state->mask & V3DV_DYNAMIC_STENCIL_REFERENCE) { - config.stencil_ref_value = - i == 0 ? dynamic_state->stencil_reference.front : - dynamic_state->stencil_reference.back; - } - } - } else { - cl_emit_prepacked(&job->bcl, &pipeline->stencil_cfg[i]); - } - - emitted_stencil = true; - } - } - - if (emitted_stencil) { - const uint32_t dynamic_stencil_dirty_flags = - V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK | - V3DV_CMD_DIRTY_STENCIL_WRITE_MASK | - V3DV_CMD_DIRTY_STENCIL_REFERENCE; - cmd_buffer->state.dirty &= ~dynamic_stencil_dirty_flags; - } -} - -static void -emit_depth_bias(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - assert(pipeline); - - if (!pipeline->depth_bias.enabled) - return; - - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(DEPTH_OFFSET)); - v3dv_return_if_oom(cmd_buffer, NULL); - - struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic; - cl_emit(&job->bcl, DEPTH_OFFSET, bias) { - bias.depth_offset_factor = dynamic->depth_bias.slope_factor; - bias.depth_offset_units = dynamic->depth_bias.constant_factor; - if (pipeline->depth_bias.is_z16) - bias.depth_offset_units *= 256.0f; - bias.limit = dynamic->depth_bias.depth_bias_clamp; - } - - cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_DEPTH_BIAS; -} - -static void -emit_line_width(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(LINE_WIDTH)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, LINE_WIDTH, line) { - line.line_width = cmd_buffer->state.dynamic.line_width; - } - - cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_LINE_WIDTH; -} - -static void -emit_sample_state(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - assert(pipeline); - - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(SAMPLE_STATE)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, SAMPLE_STATE, state) { - state.coverage = 1.0f; - state.mask = pipeline->sample_mask; - } -} - -static void -emit_blend(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - assert(pipeline); - - const uint32_t blend_packets_size = - cl_packet_length(BLEND_ENABLES) + - cl_packet_length(BLEND_CONSTANT_COLOR) + - cl_packet_length(BLEND_CFG) * V3D_MAX_DRAW_BUFFERS + - cl_packet_length(COLOR_WRITE_MASKS); - - v3dv_cl_ensure_space_with_branch(&job->bcl, blend_packets_size); - v3dv_return_if_oom(cmd_buffer, NULL); - - if (cmd_buffer->state.dirty & V3DV_CMD_DIRTY_PIPELINE) { - if (pipeline->blend.enables) { - cl_emit(&job->bcl, BLEND_ENABLES, enables) { - enables.mask = pipeline->blend.enables; - } - } - - for (uint32_t i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) { - if (pipeline->blend.enables & (1 << i)) - cl_emit_prepacked(&job->bcl, &pipeline->blend.cfg[i]); - } - - cl_emit(&job->bcl, COLOR_WRITE_MASKS, mask) { - mask.mask = pipeline->blend.color_write_masks; - } - } - - if (pipeline->blend.needs_color_constants && - cmd_buffer->state.dirty & V3DV_CMD_DIRTY_BLEND_CONSTANTS) { - struct v3dv_dynamic_state *dynamic = &cmd_buffer->state.dynamic; - cl_emit(&job->bcl, BLEND_CONSTANT_COLOR, color) { - color.red_f16 = _mesa_float_to_half(dynamic->blend_constants[0]); - color.green_f16 = _mesa_float_to_half(dynamic->blend_constants[1]); - color.blue_f16 = _mesa_float_to_half(dynamic->blend_constants[2]); - color.alpha_f16 = _mesa_float_to_half(dynamic->blend_constants[3]); - } - cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_BLEND_CONSTANTS; - } -} - -static void -emit_flat_shade_flags(struct v3dv_job *job, - int varying_offset, - uint32_t varyings, - enum V3DX(Varying_Flags_Action) lower, - enum V3DX(Varying_Flags_Action) higher) -{ - v3dv_cl_ensure_space_with_branch(&job->bcl, - cl_packet_length(FLAT_SHADE_FLAGS)); - v3dv_return_if_oom(NULL, job); - - cl_emit(&job->bcl, FLAT_SHADE_FLAGS, flags) { - flags.varying_offset_v0 = varying_offset; - flags.flat_shade_flags_for_varyings_v024 = varyings; - flags.action_for_flat_shade_flags_of_lower_numbered_varyings = lower; - flags.action_for_flat_shade_flags_of_higher_numbered_varyings = higher; - } -} - -static void -emit_noperspective_flags(struct v3dv_job *job, - int varying_offset, - uint32_t varyings, - enum V3DX(Varying_Flags_Action) lower, - enum V3DX(Varying_Flags_Action) higher) -{ - v3dv_cl_ensure_space_with_branch(&job->bcl, - cl_packet_length(NON_PERSPECTIVE_FLAGS)); - v3dv_return_if_oom(NULL, job); - - cl_emit(&job->bcl, NON_PERSPECTIVE_FLAGS, flags) { - flags.varying_offset_v0 = varying_offset; - flags.non_perspective_flags_for_varyings_v024 = varyings; - flags.action_for_non_perspective_flags_of_lower_numbered_varyings = lower; - flags.action_for_non_perspective_flags_of_higher_numbered_varyings = higher; - } -} - -static void -emit_centroid_flags(struct v3dv_job *job, - int varying_offset, - uint32_t varyings, - enum V3DX(Varying_Flags_Action) lower, - enum V3DX(Varying_Flags_Action) higher) -{ - v3dv_cl_ensure_space_with_branch(&job->bcl, - cl_packet_length(CENTROID_FLAGS)); - v3dv_return_if_oom(NULL, job); - - cl_emit(&job->bcl, CENTROID_FLAGS, flags) { - flags.varying_offset_v0 = varying_offset; - flags.centroid_flags_for_varyings_v024 = varyings; - flags.action_for_centroid_flags_of_lower_numbered_varyings = lower; - flags.action_for_centroid_flags_of_higher_numbered_varyings = higher; - } -} - -static bool -emit_varying_flags(struct v3dv_job *job, - uint32_t num_flags, - const uint32_t *flags, - void (*flag_emit_callback)(struct v3dv_job *job, - int varying_offset, - uint32_t flags, - enum V3DX(Varying_Flags_Action) lower, - enum V3DX(Varying_Flags_Action) higher)) -{ - bool emitted_any = false; - for (int i = 0; i < num_flags; i++) { - if (!flags[i]) - continue; - - if (emitted_any) { - flag_emit_callback(job, i, flags[i], - V3D_VARYING_FLAGS_ACTION_UNCHANGED, - V3D_VARYING_FLAGS_ACTION_UNCHANGED); - } else if (i == 0) { - flag_emit_callback(job, i, flags[i], - V3D_VARYING_FLAGS_ACTION_UNCHANGED, - V3D_VARYING_FLAGS_ACTION_ZEROED); - } else { - flag_emit_callback(job, i, flags[i], - V3D_VARYING_FLAGS_ACTION_ZEROED, - V3D_VARYING_FLAGS_ACTION_ZEROED); - } - - emitted_any = true; - } - - return emitted_any; -} - -static void -emit_varyings_state(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - - struct v3d_fs_prog_data *prog_data_fs = - pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]->prog_data.fs; - - const uint32_t num_flags = - ARRAY_SIZE(prog_data_fs->flat_shade_flags); - const uint32_t *flat_shade_flags = prog_data_fs->flat_shade_flags; - const uint32_t *noperspective_flags = prog_data_fs->noperspective_flags; - const uint32_t *centroid_flags = prog_data_fs->centroid_flags; - - if (!emit_varying_flags(job, num_flags, flat_shade_flags, - emit_flat_shade_flags)) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(ZERO_ALL_FLAT_SHADE_FLAGS)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, ZERO_ALL_FLAT_SHADE_FLAGS, flags); - } - - if (!emit_varying_flags(job, num_flags, noperspective_flags, - emit_noperspective_flags)) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(ZERO_ALL_NON_PERSPECTIVE_FLAGS)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, ZERO_ALL_NON_PERSPECTIVE_FLAGS, flags); - } - - if (!emit_varying_flags(job, num_flags, centroid_flags, - emit_centroid_flags)) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(ZERO_ALL_CENTROID_FLAGS)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, ZERO_ALL_CENTROID_FLAGS, flags); - } -} - -static void -emit_configuration_bits(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - assert(pipeline); - - job_update_ez_state(job, pipeline, cmd_buffer); - - v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(CFG_BITS)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit_with_prepacked(&job->bcl, CFG_BITS, pipeline->cfg_bits, config) { - config.early_z_enable = job->ez_state != V3D_EZ_DISABLED; - config.early_z_updates_enable = config.early_z_enable && - pipeline->z_updates_enable; - } -} - -static void update_gfx_uniform_state(struct v3dv_cmd_buffer *cmd_buffer, uint32_t dirty_uniform_state) { @@ -3808,207 +2134,6 @@ update_gfx_uniform_state(struct v3dv_cmd_buffer *cmd_buffer, } } -static void -emit_gl_shader_state(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - struct v3dv_pipeline *pipeline = state->gfx.pipeline; - assert(pipeline); - - struct v3d_vs_prog_data *prog_data_vs = - pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX]->prog_data.vs; - struct v3d_vs_prog_data *prog_data_vs_bin = - pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]->prog_data.vs; - struct v3d_fs_prog_data *prog_data_fs = - pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]->prog_data.fs; - - /* Update the cache dirty flag based on the shader progs data */ - job->tmu_dirty_rcl |= prog_data_vs_bin->base.tmu_dirty_rcl; - job->tmu_dirty_rcl |= prog_data_vs->base.tmu_dirty_rcl; - job->tmu_dirty_rcl |= prog_data_fs->base.tmu_dirty_rcl; - - /* See GFXH-930 workaround below */ - uint32_t num_elements_to_emit = MAX2(pipeline->va_count, 1); - - uint32_t shader_rec_offset = - v3dv_cl_ensure_space(&job->indirect, - cl_packet_length(GL_SHADER_STATE_RECORD) + - num_elements_to_emit * - cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD), - 32); - v3dv_return_if_oom(cmd_buffer, NULL); - - struct v3dv_shader_variant *vs_variant = - pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX]; - struct v3dv_shader_variant *vs_bin_variant = - pipeline->shared_data->variants[BROADCOM_SHADER_VERTEX_BIN]; - struct v3dv_shader_variant *fs_variant = - pipeline->shared_data->variants[BROADCOM_SHADER_FRAGMENT]; - struct v3dv_bo *assembly_bo = pipeline->shared_data->assembly_bo; - - struct v3dv_bo *default_attribute_values = - pipeline->default_attribute_values != NULL ? - pipeline->default_attribute_values : - pipeline->device->default_attribute_float; - - cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_RECORD, - pipeline->shader_state_record, shader) { - - /* FIXME: we are setting this values here and during the - * prepacking. This is because both cl_emit_with_prepacked and v3dvx_pack - * asserts for minimum values of these. It would be good to get - * v3dvx_pack to assert on the final value if possible - */ - shader.min_coord_shader_input_segments_required_in_play = - pipeline->vpm_cfg_bin.As; - shader.min_vertex_shader_input_segments_required_in_play = - pipeline->vpm_cfg.As; - - shader.coordinate_shader_code_address = - v3dv_cl_address(assembly_bo, vs_bin_variant->assembly_offset); - shader.vertex_shader_code_address = - v3dv_cl_address(assembly_bo, vs_variant->assembly_offset); - shader.fragment_shader_code_address = - v3dv_cl_address(assembly_bo, fs_variant->assembly_offset); - - shader.coordinate_shader_uniforms_address = cmd_buffer->state.uniforms.vs_bin; - shader.vertex_shader_uniforms_address = cmd_buffer->state.uniforms.vs; - shader.fragment_shader_uniforms_address = cmd_buffer->state.uniforms.fs; - - shader.address_of_default_attribute_values = - v3dv_cl_address(default_attribute_values, 0); - } - - /* Upload vertex element attributes (SHADER_STATE_ATTRIBUTE_RECORD) */ - bool cs_loaded_any = false; - const bool cs_uses_builtins = prog_data_vs_bin->uses_iid || - prog_data_vs_bin->uses_biid || - prog_data_vs_bin->uses_vid; - const uint32_t packet_length = - cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD); - - uint32_t emitted_va_count = 0; - for (uint32_t i = 0; emitted_va_count < pipeline->va_count; i++) { - assert(i < MAX_VERTEX_ATTRIBS); - - if (pipeline->va[i].vk_format == VK_FORMAT_UNDEFINED) - continue; - - const uint32_t binding = pipeline->va[i].binding; - - /* We store each vertex attribute in the array using its driver location - * as index. - */ - const uint32_t location = i; - - struct v3dv_vertex_binding *c_vb = &cmd_buffer->state.vertex_bindings[binding]; - - cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, - &pipeline->vertex_attrs[i * packet_length], attr) { - - assert(c_vb->buffer->mem->bo); - attr.address = v3dv_cl_address(c_vb->buffer->mem->bo, - c_vb->buffer->mem_offset + - pipeline->va[i].offset + - c_vb->offset); - - attr.number_of_values_read_by_coordinate_shader = - prog_data_vs_bin->vattr_sizes[location]; - attr.number_of_values_read_by_vertex_shader = - prog_data_vs->vattr_sizes[location]; - - /* GFXH-930: At least one attribute must be enabled and read by CS - * and VS. If we have attributes being consumed by the VS but not - * the CS, then set up a dummy load of the last attribute into the - * CS's VPM inputs. (Since CS is just dead-code-elimination compared - * to VS, we can't have CS loading but not VS). - * - * GFXH-1602: first attribute must be active if using builtins. - */ - if (prog_data_vs_bin->vattr_sizes[location]) - cs_loaded_any = true; - - if (i == 0 && cs_uses_builtins && !cs_loaded_any) { - attr.number_of_values_read_by_coordinate_shader = 1; - cs_loaded_any = true; - } else if (i == pipeline->va_count - 1 && !cs_loaded_any) { - attr.number_of_values_read_by_coordinate_shader = 1; - cs_loaded_any = true; - } - - attr.maximum_index = 0xffffff; - } - - emitted_va_count++; - } - - if (pipeline->va_count == 0) { - /* GFXH-930: At least one attribute must be enabled and read - * by CS and VS. If we have no attributes being consumed by - * the shader, set up a dummy to be loaded into the VPM. - */ - cl_emit(&job->indirect, GL_SHADER_STATE_ATTRIBUTE_RECORD, attr) { - /* Valid address of data whose value will be unused. */ - attr.address = v3dv_cl_address(job->indirect.bo, 0); - - attr.type = ATTRIBUTE_FLOAT; - attr.stride = 0; - attr.vec_size = 1; - - attr.number_of_values_read_by_coordinate_shader = 1; - attr.number_of_values_read_by_vertex_shader = 1; - } - } - - if (cmd_buffer->state.dirty & V3DV_CMD_DIRTY_PIPELINE) { - v3dv_cl_ensure_space_with_branch(&job->bcl, - sizeof(pipeline->vcm_cache_size)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit_prepacked(&job->bcl, &pipeline->vcm_cache_size); - } - - v3dv_cl_ensure_space_with_branch(&job->bcl, - cl_packet_length(GL_SHADER_STATE)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, GL_SHADER_STATE, state) { - state.address = v3dv_cl_address(job->indirect.bo, - shader_rec_offset); - state.number_of_attribute_arrays = num_elements_to_emit; - } - - cmd_buffer->state.dirty &= ~(V3DV_CMD_DIRTY_VERTEX_BUFFER | - V3DV_CMD_DIRTY_DESCRIPTOR_SETS | - V3DV_CMD_DIRTY_PUSH_CONSTANTS); - cmd_buffer->state.dirty_descriptor_stages &= ~VK_SHADER_STAGE_ALL_GRAPHICS; - cmd_buffer->state.dirty_push_constants_stages &= ~VK_SHADER_STAGE_ALL_GRAPHICS; -} - -static void -emit_occlusion_query(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - v3dv_cl_ensure_space_with_branch(&job->bcl, - cl_packet_length(OCCLUSION_QUERY_COUNTER)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter) { - if (cmd_buffer->state.query.active_query.bo) { - counter.address = - v3dv_cl_address(cmd_buffer->state.query.active_query.bo, - cmd_buffer->state.query.active_query.offset); - } - } - - cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_OCCLUSION_QUERY; -} - /* This stores command buffer state that we might be about to stomp for * a meta operation. */ @@ -4145,86 +2270,6 @@ v3dv_cmd_buffer_meta_state_pop(struct v3dv_cmd_buffer *cmd_buffer, state->meta.has_descriptor_state = false; } -/* FIXME: C&P from v3dx_draw. Refactor to common place? */ -static uint32_t -v3d_hw_prim_type(enum pipe_prim_type prim_type) -{ - switch (prim_type) { - case PIPE_PRIM_POINTS: - case PIPE_PRIM_LINES: - case PIPE_PRIM_LINE_LOOP: - case PIPE_PRIM_LINE_STRIP: - case PIPE_PRIM_TRIANGLES: - case PIPE_PRIM_TRIANGLE_STRIP: - case PIPE_PRIM_TRIANGLE_FAN: - return prim_type; - - case PIPE_PRIM_LINES_ADJACENCY: - case PIPE_PRIM_LINE_STRIP_ADJACENCY: - case PIPE_PRIM_TRIANGLES_ADJACENCY: - case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY: - return 8 + (prim_type - PIPE_PRIM_LINES_ADJACENCY); - - default: - unreachable("Unsupported primitive type"); - } -} - -struct v3dv_draw_info { - uint32_t vertex_count; - uint32_t instance_count; - uint32_t first_vertex; - uint32_t first_instance; -}; - -static void -cmd_buffer_emit_draw(struct v3dv_cmd_buffer *cmd_buffer, - struct v3dv_draw_info *info) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - struct v3dv_pipeline *pipeline = state->gfx.pipeline; - - assert(pipeline); - - uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology); - - if (info->first_instance > 0) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(BASE_VERTEX_BASE_INSTANCE)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) { - base.base_instance = info->first_instance; - base.base_vertex = 0; - } - } - - if (info->instance_count > 1) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(VERTEX_ARRAY_INSTANCED_PRIMS)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, VERTEX_ARRAY_INSTANCED_PRIMS, prim) { - prim.mode = hw_prim_type; - prim.index_of_first_vertex = info->first_vertex; - prim.number_of_instances = info->instance_count; - prim.instance_length = info->vertex_count; - } - } else { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(VERTEX_ARRAY_PRIMS)); - v3dv_return_if_oom(cmd_buffer, NULL); - cl_emit(&job->bcl, VERTEX_ARRAY_PRIMS, prim) { - prim.mode = hw_prim_type; - prim.length = info->vertex_count; - prim.index_of_first_vertex = info->first_vertex; - } - } -} - static struct v3dv_job * cmd_buffer_pre_draw_split_job(struct v3dv_cmd_buffer *cmd_buffer) { @@ -4334,35 +2379,8 @@ cmd_buffer_restart_job_for_msaa_if_needed(struct v3dv_cmd_buffer *cmd_buffer) v3dv_job_destroy(old_job); } -static void -emit_index_buffer(struct v3dv_cmd_buffer *cmd_buffer) -{ - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - /* We flag all state as dirty when we create a new job so make sure we - * have a valid index buffer before attempting to emit state for it. - */ - struct v3dv_buffer *ibuffer = - v3dv_buffer_from_handle(cmd_buffer->state.index_buffer.buffer); - if (ibuffer) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(INDEX_BUFFER_SETUP)); - v3dv_return_if_oom(cmd_buffer, NULL); - - const uint32_t offset = cmd_buffer->state.index_buffer.offset; - cl_emit(&job->bcl, INDEX_BUFFER_SETUP, ib) { - ib.address = v3dv_cl_address(ibuffer->mem->bo, - ibuffer->mem_offset + offset); - ib.size = ibuffer->mem->bo->size; - } - } - - cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_INDEX_BUFFER; -} - -static void -cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer) +void +v3dv_cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer) { assert(cmd_buffer->state.gfx.pipeline); assert(!(cmd_buffer->state.gfx.pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT)); @@ -4403,12 +2421,14 @@ cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer) if (dirty_uniform_state) update_gfx_uniform_state(cmd_buffer, dirty_uniform_state); + struct v3dv_device *device = cmd_buffer->device; + if (dirty_uniform_state || (*dirty & V3DV_CMD_DIRTY_VERTEX_BUFFER)) - emit_gl_shader_state(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_gl_shader_state)(cmd_buffer); if (*dirty & (V3DV_CMD_DIRTY_PIPELINE)) { - emit_configuration_bits(cmd_buffer); - emit_varyings_state(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_configuration_bits)(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_varyings_state)(cmd_buffer); } if (*dirty & (V3DV_CMD_DIRTY_VIEWPORT | V3DV_CMD_DIRTY_SCISSOR)) { @@ -4416,33 +2436,33 @@ cmd_buffer_emit_pre_draw(struct v3dv_cmd_buffer *cmd_buffer) } if (*dirty & V3DV_CMD_DIRTY_VIEWPORT) { - emit_viewport(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_viewport)(cmd_buffer); } if (*dirty & V3DV_CMD_DIRTY_INDEX_BUFFER) - emit_index_buffer(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_index_buffer)(cmd_buffer); const uint32_t dynamic_stencil_dirty_flags = V3DV_CMD_DIRTY_STENCIL_COMPARE_MASK | V3DV_CMD_DIRTY_STENCIL_WRITE_MASK | V3DV_CMD_DIRTY_STENCIL_REFERENCE; if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | dynamic_stencil_dirty_flags)) - emit_stencil(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_stencil)(cmd_buffer); if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_DEPTH_BIAS)) - emit_depth_bias(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_depth_bias)(cmd_buffer); if (*dirty & (V3DV_CMD_DIRTY_PIPELINE | V3DV_CMD_DIRTY_BLEND_CONSTANTS)) - emit_blend(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_blend)(cmd_buffer); if (*dirty & V3DV_CMD_DIRTY_OCCLUSION_QUERY) - emit_occlusion_query(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_occlusion_query)(cmd_buffer); if (*dirty & V3DV_CMD_DIRTY_LINE_WIDTH) - emit_line_width(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_line_width)(cmd_buffer); if (*dirty & V3DV_CMD_DIRTY_PIPELINE) - emit_sample_state(cmd_buffer); + v3dv_X(device, cmd_buffer_emit_sample_state)(cmd_buffer); cmd_buffer->state.dirty &= ~V3DV_CMD_DIRTY_PIPELINE; } @@ -4451,8 +2471,8 @@ static void cmd_buffer_draw(struct v3dv_cmd_buffer *cmd_buffer, struct v3dv_draw_info *info) { - cmd_buffer_emit_pre_draw(cmd_buffer); - cmd_buffer_emit_draw(cmd_buffer, info); + v3dv_cmd_buffer_emit_pre_draw(cmd_buffer); + v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw)(cmd_buffer, info); } VKAPI_ATTR void VKAPI_CALL @@ -4475,63 +2495,6 @@ v3dv_CmdDraw(VkCommandBuffer commandBuffer, cmd_buffer_draw(cmd_buffer, &info); } -static void -cmd_buffer_emit_draw_indexed(struct v3dv_cmd_buffer *cmd_buffer, - uint32_t indexCount, - uint32_t instanceCount, - uint32_t firstIndex, - int32_t vertexOffset, - uint32_t firstInstance) -{ - cmd_buffer_emit_pre_draw(cmd_buffer); - - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology); - uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1; - uint32_t index_offset = firstIndex * cmd_buffer->state.index_buffer.index_size; - - if (vertexOffset != 0 || firstInstance != 0) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(BASE_VERTEX_BASE_INSTANCE)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, BASE_VERTEX_BASE_INSTANCE, base) { - base.base_instance = firstInstance; - base.base_vertex = vertexOffset; - } - } - - if (instanceCount == 1) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(INDEXED_PRIM_LIST)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, INDEXED_PRIM_LIST, prim) { - prim.index_type = index_type; - prim.length = indexCount; - prim.index_offset = index_offset; - prim.mode = hw_prim_type; - prim.enable_primitive_restarts = pipeline->primitive_restart; - } - } else if (instanceCount > 1) { - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(INDEXED_INSTANCED_PRIM_LIST)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, INDEXED_INSTANCED_PRIM_LIST, prim) { - prim.index_type = index_type; - prim.index_offset = index_offset; - prim.mode = hw_prim_type; - prim.enable_primitive_restarts = pipeline->primitive_restart; - prim.number_of_instances = instanceCount; - prim.instance_length = indexCount; - } - } -} - VKAPI_ATTR void VKAPI_CALL v3dv_CmdDrawIndexed(VkCommandBuffer commandBuffer, uint32_t indexCount, @@ -4545,36 +2508,9 @@ v3dv_CmdDrawIndexed(VkCommandBuffer commandBuffer, V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); - cmd_buffer_emit_draw_indexed(cmd_buffer, indexCount, instanceCount, - firstIndex, vertexOffset, firstInstance); -} - -static void -cmd_buffer_emit_draw_indirect(struct v3dv_cmd_buffer *cmd_buffer, - struct v3dv_buffer *buffer, - VkDeviceSize offset, - uint32_t drawCount, - uint32_t stride) -{ - cmd_buffer_emit_pre_draw(cmd_buffer); - - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology); - - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, INDIRECT_VERTEX_ARRAY_INSTANCED_PRIMS, prim) { - prim.mode = hw_prim_type; - prim.number_of_draw_indirect_array_records = drawCount; - prim.stride_in_multiples_of_4_bytes = stride >> 2; - prim.address = v3dv_cl_address(buffer->mem->bo, - buffer->mem_offset + offset); - } + v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw_indexed) + (cmd_buffer, indexCount, instanceCount, + firstIndex, vertexOffset, firstInstance); } VKAPI_ATTR void VKAPI_CALL @@ -4591,40 +2527,8 @@ v3dv_CmdDrawIndirect(VkCommandBuffer commandBuffer, V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); V3DV_FROM_HANDLE(v3dv_buffer, buffer, _buffer); - cmd_buffer_emit_draw_indirect(cmd_buffer, buffer, offset, drawCount, stride); -} - -static void -cmd_buffer_emit_indexed_indirect(struct v3dv_cmd_buffer *cmd_buffer, - struct v3dv_buffer *buffer, - VkDeviceSize offset, - uint32_t drawCount, - uint32_t stride) - -{ - cmd_buffer_emit_pre_draw(cmd_buffer); - - struct v3dv_job *job = cmd_buffer->state.job; - assert(job); - - const struct v3dv_pipeline *pipeline = cmd_buffer->state.gfx.pipeline; - uint32_t hw_prim_type = v3d_hw_prim_type(pipeline->topology); - uint8_t index_type = ffs(cmd_buffer->state.index_buffer.index_size) - 1; - - v3dv_cl_ensure_space_with_branch( - &job->bcl, cl_packet_length(INDIRECT_INDEXED_INSTANCED_PRIM_LIST)); - v3dv_return_if_oom(cmd_buffer, NULL); - - cl_emit(&job->bcl, INDIRECT_INDEXED_INSTANCED_PRIM_LIST, prim) { - prim.index_type = index_type; - prim.mode = hw_prim_type; - prim.enable_primitive_restarts = pipeline->primitive_restart; - prim.number_of_draw_indirect_indexed_records = drawCount; - prim.stride_in_multiples_of_4_bytes = stride >> 2; - prim.address = v3dv_cl_address(buffer->mem->bo, - buffer->mem_offset + offset); - } - + v3dv_X(cmd_buffer->device, cmd_buffer_emit_draw_indirect) + (cmd_buffer, buffer, offset, drawCount, stride); } VKAPI_ATTR void VKAPI_CALL @@ -4641,7 +2545,8 @@ v3dv_CmdDrawIndexedIndirect(VkCommandBuffer commandBuffer, V3DV_FROM_HANDLE(v3dv_cmd_buffer, cmd_buffer, commandBuffer); V3DV_FROM_HANDLE(v3dv_buffer, buffer, _buffer); - cmd_buffer_emit_indexed_indirect(cmd_buffer, buffer, offset, drawCount, stride); + v3dv_X(cmd_buffer->device, cmd_buffer_emit_indexed_indirect) + (cmd_buffer, buffer, offset, drawCount, stride); } VKAPI_ATTR void VKAPI_CALL @@ -4951,12 +2856,12 @@ v3dv_cmd_buffer_reset_queries(struct v3dv_cmd_buffer *cmd_buffer, list_addtail(&job->list_link, &cmd_buffer->jobs); } -static void -ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer, - uint32_t slot_size, - uint32_t used_count, - uint32_t *alloc_count, - void **ptr) +void +v3dv_cmd_buffer_ensure_array_state(struct v3dv_cmd_buffer *cmd_buffer, + uint32_t slot_size, + uint32_t used_count, + uint32_t *alloc_count, + void **ptr) { if (used_count >= *alloc_count) { const uint32_t prev_slot_count = *alloc_count; @@ -5007,11 +2912,11 @@ v3dv_cmd_buffer_end_query(struct v3dv_cmd_buffer *cmd_buffer, * render pass job in which they have been recorded. */ struct v3dv_cmd_buffer_state *state = &cmd_buffer->state; - ensure_array_state(cmd_buffer, - sizeof(struct v3dv_end_query_cpu_job_info), - state->query.end.used_count, - &state->query.end.alloc_count, - (void **) &state->query.end.states); + v3dv_cmd_buffer_ensure_array_state(cmd_buffer, + sizeof(struct v3dv_end_query_cpu_job_info), + state->query.end.used_count, + &state->query.end.alloc_count, + (void **) &state->query.end.states); v3dv_return_if_oom(cmd_buffer, NULL); struct v3dv_end_query_cpu_job_info *info = |