/* * Copyright © 2014-2017 Broadcom * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ /** @file v3d_job.c * * Functions for submitting VC5 render jobs to the kernel. */ #include #include "v3d_context.h" /* The OQ/semaphore packets are the same across V3D versions. */ #define V3D_VERSION 33 #include "broadcom/cle/v3dx_pack.h" #include "broadcom/common/v3d_macros.h" #include "util/hash_table.h" #include "util/ralloc.h" #include "util/set.h" #include "broadcom/clif/clif_dump.h" void v3d_job_free(struct v3d_context *v3d, struct v3d_job *job) { set_foreach(job->bos, entry) { struct v3d_bo *bo = (struct v3d_bo *)entry->key; v3d_bo_unreference(&bo); } _mesa_hash_table_remove_key(v3d->jobs, &job->key); if (job->write_prscs) { set_foreach(job->write_prscs, entry) { const struct pipe_resource *prsc = entry->key; _mesa_hash_table_remove_key(v3d->write_jobs, prsc); } } for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) { if (job->cbufs[i]) { _mesa_hash_table_remove_key(v3d->write_jobs, job->cbufs[i]->texture); pipe_surface_reference(&job->cbufs[i], NULL); } } if (job->zsbuf) { struct v3d_resource *rsc = v3d_resource(job->zsbuf->texture); if (rsc->separate_stencil) _mesa_hash_table_remove_key(v3d->write_jobs, &rsc->separate_stencil->base); _mesa_hash_table_remove_key(v3d->write_jobs, job->zsbuf->texture); pipe_surface_reference(&job->zsbuf, NULL); } if (v3d->job == job) v3d->job = NULL; v3d_destroy_cl(&job->bcl); v3d_destroy_cl(&job->rcl); v3d_destroy_cl(&job->indirect); v3d_bo_unreference(&job->tile_alloc); v3d_bo_unreference(&job->tile_state); ralloc_free(job); } struct v3d_job * v3d_job_create(struct v3d_context *v3d) { struct v3d_job *job = rzalloc(v3d, struct v3d_job); job->v3d = v3d; v3d_init_cl(job, &job->bcl); v3d_init_cl(job, &job->rcl); v3d_init_cl(job, &job->indirect); job->draw_min_x = ~0; job->draw_min_y = ~0; job->draw_max_x = 0; job->draw_max_y = 0; job->bos = _mesa_set_create(job, _mesa_hash_pointer, _mesa_key_pointer_equal); return job; } void v3d_job_add_bo(struct v3d_job *job, struct v3d_bo *bo) { if (!bo) return; if (_mesa_set_search(job->bos, bo)) return; v3d_bo_reference(bo); _mesa_set_add(job->bos, bo); job->referenced_size += bo->size; uint32_t *bo_handles = (void *)(uintptr_t)job->submit.bo_handles; if (job->submit.bo_handle_count >= job->bo_handles_size) { job->bo_handles_size = MAX2(4, job->bo_handles_size * 2); bo_handles = reralloc(job, bo_handles, uint32_t, job->bo_handles_size); job->submit.bo_handles = (uintptr_t)(void *)bo_handles; } bo_handles[job->submit.bo_handle_count++] = bo->handle; } void v3d_job_add_write_resource(struct v3d_job *job, struct pipe_resource *prsc) { struct v3d_context *v3d = job->v3d; if (!job->write_prscs) { job->write_prscs = _mesa_set_create(job, _mesa_hash_pointer, _mesa_key_pointer_equal); } _mesa_set_add(job->write_prscs, prsc); _mesa_hash_table_insert(v3d->write_jobs, prsc, job); } void v3d_flush_jobs_using_bo(struct v3d_context *v3d, struct v3d_bo *bo) { hash_table_foreach(v3d->jobs, entry) { struct v3d_job *job = entry->data; if (_mesa_set_search(job->bos, bo)) v3d_job_submit(v3d, job); } } void v3d_job_add_tf_write_resource(struct v3d_job *job, struct pipe_resource *prsc) { v3d_job_add_write_resource(job, prsc); if (!job->tf_write_prscs) job->tf_write_prscs = _mesa_pointer_set_create(job); _mesa_set_add(job->tf_write_prscs, prsc); } static bool v3d_job_writes_resource_from_tf(struct v3d_job *job, struct pipe_resource *prsc) { if (!job->tf_enabled) return false; if (!job->tf_write_prscs) return false; return _mesa_set_search(job->tf_write_prscs, prsc) != NULL; } void v3d_flush_jobs_writing_resource(struct v3d_context *v3d, struct pipe_resource *prsc, enum v3d_flush_cond flush_cond, bool is_compute_pipeline) { struct hash_entry *entry = _mesa_hash_table_search(v3d->write_jobs, prsc); struct v3d_resource *rsc = v3d_resource(prsc); /* We need to sync if graphics pipeline reads a resource written * by the compute pipeline. The same would be needed for the case of * graphics-compute dependency but nowadays all compute jobs * are serialized with the previous submitted job. */ if (!is_compute_pipeline && rsc->bo != NULL && rsc->compute_written) { v3d->sync_on_last_compute_job = true; rsc->compute_written = false; } if (!entry) return; struct v3d_job *job = entry->data; bool needs_flush; switch (flush_cond) { case V3D_FLUSH_ALWAYS: needs_flush = true; break; case V3D_FLUSH_NOT_CURRENT_JOB: needs_flush = !v3d->job || v3d->job != job; break; case V3D_FLUSH_DEFAULT: default: /* For writes from TF in the same job we use the "Wait for TF" * feature provided by the hardware so we don't want to flush. * The exception to this is when the caller is about to map the * resource since in that case we don't have a 'Wait for TF' * command the in command stream. In this scenario the caller * is expected to set 'always_flush' to True. */ needs_flush = !v3d_job_writes_resource_from_tf(job, prsc); } if (needs_flush) v3d_job_submit(v3d, job); } void v3d_flush_jobs_reading_resource(struct v3d_context *v3d, struct pipe_resource *prsc, enum v3d_flush_cond flush_cond, bool is_compute_pipeline) { struct v3d_resource *rsc = v3d_resource(prsc); /* We only need to force the flush on TF writes, which is the only * case where we might skip the flush to use the 'Wait for TF' * command. Here we are flushing for a read, which means that the * caller intends to write to the resource, so we don't care if * there was a previous TF write to it. */ v3d_flush_jobs_writing_resource(v3d, prsc, flush_cond, is_compute_pipeline); hash_table_foreach(v3d->jobs, entry) { struct v3d_job *job = entry->data; if (!_mesa_set_search(job->bos, rsc->bo)) continue; bool needs_flush; switch (flush_cond) { case V3D_FLUSH_NOT_CURRENT_JOB: needs_flush = !v3d->job || v3d->job != job; break; case V3D_FLUSH_ALWAYS: case V3D_FLUSH_DEFAULT: default: needs_flush = true; } if (needs_flush) v3d_job_submit(v3d, job); /* Reminder: v3d->jobs is safe to keep iterating even * after deletion of an entry. */ continue; } } static void v3d_job_set_tile_buffer_size(struct v3d_job *job) { static const uint8_t tile_sizes[] = { 64, 64, 64, 32, 32, 32, 32, 16, 16, 16, }; int tile_size_index = 0; if (job->msaa) tile_size_index += 2; if (job->cbufs[3] || job->cbufs[2]) tile_size_index += 2; else if (job->cbufs[1]) tile_size_index++; int max_bpp = RENDER_TARGET_MAXIMUM_32BPP; for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) { if (job->cbufs[i]) { struct v3d_surface *surf = v3d_surface(job->cbufs[i]); max_bpp = MAX2(max_bpp, surf->internal_bpp); } } job->internal_bpp = max_bpp; STATIC_ASSERT(RENDER_TARGET_MAXIMUM_32BPP == 0); tile_size_index += max_bpp; assert(tile_size_index < ARRAY_SIZE(tile_sizes)); job->tile_width = tile_sizes[tile_size_index * 2 + 0]; job->tile_height = tile_sizes[tile_size_index * 2 + 1]; } /** * Returns a v3d_job struture for tracking V3D rendering to a particular FBO. * * If we've already started rendering to this FBO, then return the same job, * otherwise make a new one. If we're beginning rendering to an FBO, make * sure that any previous reads of the FBO (or writes to its color/Z surfaces) * have been flushed. */ struct v3d_job * v3d_get_job(struct v3d_context *v3d, struct pipe_surface **cbufs, struct pipe_surface *zsbuf) { /* Return the existing job for this FBO if we have one */ struct v3d_job_key local_key = { .cbufs = { cbufs[0], cbufs[1], cbufs[2], cbufs[3], }, .zsbuf = zsbuf, }; struct hash_entry *entry = _mesa_hash_table_search(v3d->jobs, &local_key); if (entry) return entry->data; /* Creating a new job. Make sure that any previous jobs reading or * writing these buffers are flushed. */ struct v3d_job *job = v3d_job_create(v3d); for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) { if (cbufs[i]) { v3d_flush_jobs_reading_resource(v3d, cbufs[i]->texture, V3D_FLUSH_DEFAULT, false); pipe_surface_reference(&job->cbufs[i], cbufs[i]); if (cbufs[i]->texture->nr_samples > 1) job->msaa = true; } } if (zsbuf) { v3d_flush_jobs_reading_resource(v3d, zsbuf->texture, V3D_FLUSH_DEFAULT, false); pipe_surface_reference(&job->zsbuf, zsbuf); if (zsbuf->texture->nr_samples > 1) job->msaa = true; } for (int i = 0; i < V3D_MAX_DRAW_BUFFERS; i++) { if (cbufs[i]) _mesa_hash_table_insert(v3d->write_jobs, cbufs[i]->texture, job); } if (zsbuf) { _mesa_hash_table_insert(v3d->write_jobs, zsbuf->texture, job); struct v3d_resource *rsc = v3d_resource(zsbuf->texture); if (rsc->separate_stencil) { v3d_flush_jobs_reading_resource(v3d, &rsc->separate_stencil->base, V3D_FLUSH_DEFAULT, false); _mesa_hash_table_insert(v3d->write_jobs, &rsc->separate_stencil->base, job); } } memcpy(&job->key, &local_key, sizeof(local_key)); _mesa_hash_table_insert(v3d->jobs, &job->key, job); return job; } struct v3d_job * v3d_get_job_for_fbo(struct v3d_context *v3d) { if (v3d->job) return v3d->job; struct pipe_surface **cbufs = v3d->framebuffer.cbufs; struct pipe_surface *zsbuf = v3d->framebuffer.zsbuf; struct v3d_job *job = v3d_get_job(v3d, cbufs, zsbuf); if (v3d->framebuffer.samples >= 1) job->msaa = true; v3d_job_set_tile_buffer_size(job); /* The dirty flags are tracking what's been updated while v3d->job has * been bound, so set them all to ~0 when switching between jobs. We * also need to reset all state at the start of rendering. */ v3d->dirty = ~0; /* If we're binding to uninitialized buffers, no need to load their * contents before drawing. */ for (int i = 0; i < 4; i++) { if (cbufs[i]) { struct v3d_resource *rsc = v3d_resource(cbufs[i]->texture); if (!rsc->writes) job->clear |= PIPE_CLEAR_COLOR0 << i; } } if (zsbuf) { struct v3d_resource *rsc = v3d_resource(zsbuf->texture); if (!rsc->writes) job->clear |= PIPE_CLEAR_DEPTH; if (rsc->separate_stencil) rsc = rsc->separate_stencil; if (!rsc->writes) job->clear |= PIPE_CLEAR_STENCIL; } job->draw_tiles_x = DIV_ROUND_UP(v3d->framebuffer.width, job->tile_width); job->draw_tiles_y = DIV_ROUND_UP(v3d->framebuffer.height, job->tile_height); v3d->job = job; return job; } static void v3d_clif_dump(struct v3d_context *v3d, struct v3d_job *job) { if (!(V3D_DEBUG & (V3D_DEBUG_CL | V3D_DEBUG_CLIF))) return; struct clif_dump *clif = clif_dump_init(&v3d->screen->devinfo, stderr, V3D_DEBUG & V3D_DEBUG_CL); set_foreach(job->bos, entry) { struct v3d_bo *bo = (void *)entry->key; char *name = ralloc_asprintf(NULL, "%s_0x%x", bo->name, bo->offset); v3d_bo_map(bo); clif_dump_add_bo(clif, name, bo->offset, bo->size, bo->map); ralloc_free(name); } clif_dump(clif, &job->submit); clif_dump_destroy(clif); } static void v3d_read_and_accumulate_primitive_counters(struct v3d_context *v3d) { assert(v3d->prim_counts); perf_debug("stalling on TF counts readback\n"); struct v3d_resource *rsc = v3d_resource(v3d->prim_counts); if (v3d_bo_wait(rsc->bo, PIPE_TIMEOUT_INFINITE, "prim-counts")) { uint32_t *map = v3d_bo_map(rsc->bo) + v3d->prim_counts_offset; v3d->tf_prims_generated += map[V3D_PRIM_COUNTS_TF_WRITTEN]; } } /** * Submits the job to the kernel and then reinitializes it. */ void v3d_job_submit(struct v3d_context *v3d, struct v3d_job *job) { struct v3d_screen *screen = v3d->screen; if (!job->needs_flush) goto done; if (screen->devinfo.ver >= 41) v3d41_emit_rcl(job); else v3d33_emit_rcl(job); if (cl_offset(&job->bcl) > 0) { if (screen->devinfo.ver >= 41) v3d41_bcl_epilogue(v3d, job); else v3d33_bcl_epilogue(v3d, job); } /* While the RCL will implicitly depend on the last RCL to have * finished, we also need to block on any previous TFU job we may have * dispatched. */ job->submit.in_sync_rcl = v3d->out_sync; /* Update the sync object for the last rendering by our context. */ job->submit.out_sync = v3d->out_sync; job->submit.bcl_end = job->bcl.bo->offset + cl_offset(&job->bcl); job->submit.rcl_end = job->rcl.bo->offset + cl_offset(&job->rcl); job->submit.flags = 0; if (job->tmu_dirty_rcl && screen->has_cache_flush) job->submit.flags |= DRM_V3D_SUBMIT_CL_FLUSH_CACHE; /* On V3D 4.1, the tile alloc/state setup moved to register writes * instead of binner packets. */ if (screen->devinfo.ver >= 41) { v3d_job_add_bo(job, job->tile_alloc); job->submit.qma = job->tile_alloc->offset; job->submit.qms = job->tile_alloc->size; v3d_job_add_bo(job, job->tile_state); job->submit.qts = job->tile_state->offset; } v3d_clif_dump(v3d, job); if (!(V3D_DEBUG & V3D_DEBUG_NORAST)) { int ret; ret = v3d_ioctl(v3d->fd, DRM_IOCTL_V3D_SUBMIT_CL, &job->submit); static bool warned = false; if (ret && !warned) { fprintf(stderr, "Draw call returned %s. " "Expect corruption.\n", strerror(errno)); warned = true; } /* If we are submitting a job in the middle of transform * feedback we need to read the primitive counts and accumulate * them, otherwise they will be reset at the start of the next * draw when we emit the Tile Binning Mode Configuration packet. * * If the job doesn't have any TF draw calls, then we know * the primitive count must be zero and we can skip stalling * for this. This also fixes a problem because it seems that * in this scenario the counters are not reset with the Tile * Binning Mode Configuration packet, which would translate * to us reading an obsolete (possibly non-zero) value from * the GPU counters. */ if (v3d->streamout.num_targets && job->tf_draw_calls_queued > 0) v3d_read_and_accumulate_primitive_counters(v3d); } done: v3d_job_free(v3d, job); } static bool v3d_job_compare(const void *a, const void *b) { return memcmp(a, b, sizeof(struct v3d_job_key)) == 0; } static uint32_t v3d_job_hash(const void *key) { return _mesa_hash_data(key, sizeof(struct v3d_job_key)); } void v3d_job_init(struct v3d_context *v3d) { v3d->jobs = _mesa_hash_table_create(v3d, v3d_job_hash, v3d_job_compare); v3d->write_jobs = _mesa_hash_table_create(v3d, _mesa_hash_pointer, _mesa_key_pointer_equal); }