v3dv: partial prepack of the gl_shader_state_record

We can't prepack all the record, as addresses need the job, and
uniforms depend on dynamic value.

Also due cl_emit_with_prepacked and v3dv_pack asserting correct
values, we need to define two values twice, that lead to move
vpm_config to the pipeline. In any case, the latter will be useful
when we start to prepack more stuff.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This commit is contained in:
Alejandro Piñeiro
2020-01-09 13:54:22 +01:00
committed by Marge Bot
parent 0e49c6237f
commit 5226928557
4 changed files with 175 additions and 115 deletions
+17
View File
@@ -155,6 +155,23 @@ void v3dv_cl_ensure_space_with_branch(struct v3dv_cl *cl, uint32_t space);
_loop_terminate = NULL; \
})) \
#define cl_emit_with_prepacked(cl, packet, prepacked, name) \
for (struct cl_packet_struct(packet) name = { \
cl_packet_header(packet) \
}, \
*_loop_terminate = &name; \
__builtin_expect(_loop_terminate != NULL, 1); \
({ \
struct v3dv_cl_out *cl_out = cl_start(cl); \
uint8_t packed[cl_packet_length(packet)]; \
cl_packet_pack(packet)(cl, packed, &name); \
for (int _i = 0; _i < cl_packet_length(packet); _i++) \
((uint8_t *)cl_out)[_i] = packed[_i] | (prepacked)[_i]; \
cl_advance(&cl_out, cl_packet_length(packet)); \
cl_end(cl, cl_out); \
_loop_terminate = NULL; \
})) \
/**
* Helper function called by the XML-generated pack functions for filling in
* an address field in shader records.
+12 -115
View File
@@ -1501,20 +1501,6 @@ emit_viewport(struct v3dv_cmd_buffer *cmd_buffer)
}
}
/* FIXME: in fact this is not really required at this point, as we don't plan
* to initially support GS, but it is more readable and serves as a
* placeholder, to have the struct and fill it with default values.
*/
struct vpm_config {
uint32_t As;
uint32_t Vc;
uint32_t Gs;
uint32_t Gd;
uint32_t Gv;
uint32_t Ve;
uint32_t gs_width;
};
static void
cmd_buffer_emit_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer)
{
@@ -1560,54 +1546,18 @@ cmd_buffer_emit_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer)
cl_packet_length(GL_SHADER_STATE_ATTRIBUTE_RECORD),
32);
struct vpm_config vpm_cfg_bin, vpm_cfg;
cl_emit_with_prepacked(&job->indirect, GL_SHADER_STATE_RECORD,
pipeline->shader_state_record, shader) {
/* FIXME: values below are default when non-GS is available. Would need to
* provide real values if GS gets supported
*/
vpm_cfg_bin.As = 1;
vpm_cfg_bin.Ve = 0;
vpm_cfg_bin.Vc = pipeline->vs_bin->prog_data.vs->vcm_cache_size;
vpm_cfg.As = 1;
vpm_cfg.Ve = 0;
vpm_cfg.Vc = pipeline->vs->prog_data.vs->vcm_cache_size;
cl_emit(&job->indirect, GL_SHADER_STATE_RECORD, shader) {
shader.enable_clipping = true;
shader.point_size_in_shaded_vertex_data =
pipeline->vs->key.vs.per_vertex_point_size;
/* Must be set if the shader modifies Z, discards, or modifies
* the sample mask. For any of these cases, the fragment
* shader needs to write the Z value (even just discards).
/* FIXME: we are setting this values here and during the
* prepacking. This is because both cl_emit_with_prepacked and v3dv_pack
* asserts for minimum values of these. It would be good to get
* v3dv_pack to assert on the final value if possible
*/
shader.fragment_shader_does_z_writes =
pipeline->fs->prog_data.fs->writes_z;
/* Set if the EZ test must be disabled (due to shader side
* effects and the early_z flag not being present in the
* shader).
*/
shader.turn_off_early_z_test =
pipeline->fs->prog_data.fs->disable_ez;
shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
pipeline->fs->prog_data.fs->uses_center_w;
shader.any_shader_reads_hardware_written_primitive_id = false;
shader.do_scoreboard_wait_on_first_thread_switch =
pipeline->fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
shader.disable_implicit_point_line_varyings =
!pipeline->fs->prog_data.fs->uses_implicit_point_line_varyings;
shader.number_of_varyings_in_fragment_shader =
pipeline->fs->prog_data.fs->num_inputs;
shader.coordinate_shader_propagate_nans = true;
shader.vertex_shader_propagate_nans = true;
shader.fragment_shader_propagate_nans = true;
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(pipeline->vs_bin->assembly_bo, 0);
@@ -1616,63 +1566,10 @@ cmd_buffer_emit_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer)
shader.fragment_shader_code_address =
v3dv_cl_address(pipeline->fs->assembly_bo, 0);
/* FIXME: Use combined input/output size flag in the common case (also
* on v3d, see v3dx_draw).
*/
shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
pipeline->vs_bin->prog_data.vs->separate_segments;
shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
pipeline->vs->prog_data.vs->separate_segments;
shader.coordinate_shader_input_vpm_segment_size =
pipeline->vs_bin->prog_data.vs->separate_segments ?
pipeline->vs_bin->prog_data.vs->vpm_input_size : 1;
shader.vertex_shader_input_vpm_segment_size =
pipeline->vs->prog_data.vs->separate_segments ?
pipeline->vs->prog_data.vs->vpm_input_size : 1;
shader.coordinate_shader_output_vpm_segment_size =
pipeline->vs_bin->prog_data.vs->vpm_output_size;
shader.vertex_shader_output_vpm_segment_size =
pipeline->vs->prog_data.vs->vpm_output_size;
shader.coordinate_shader_uniforms_address = vs_bin_uniforms;
shader.vertex_shader_uniforms_address = vs_uniforms;
shader.fragment_shader_uniforms_address = fs_uniforms;
shader.min_coord_shader_input_segments_required_in_play =
vpm_cfg_bin.As;
shader.min_vertex_shader_input_segments_required_in_play =
vpm_cfg.As;
shader.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
vpm_cfg_bin.Ve;
shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
vpm_cfg.Ve;
shader.coordinate_shader_4_way_threadable =
pipeline->vs_bin->prog_data.vs->base.threads == 4;
shader.vertex_shader_4_way_threadable =
pipeline->vs->prog_data.vs->base.threads == 4;
shader.fragment_shader_4_way_threadable =
pipeline->fs->prog_data.fs->base.threads == 4;
shader.coordinate_shader_start_in_final_thread_section =
pipeline->vs_bin->prog_data.vs->base.single_seg;
shader.vertex_shader_start_in_final_thread_section =
pipeline->vs->prog_data.vs->base.single_seg;
shader.fragment_shader_start_in_final_thread_section =
pipeline->fs->prog_data.fs->base.single_seg;
shader.vertex_id_read_by_coordinate_shader =
pipeline->vs_bin->prog_data.vs->uses_vid;
shader.instance_id_read_by_coordinate_shader =
pipeline->vs_bin->prog_data.vs->uses_iid;
shader.vertex_id_read_by_vertex_shader =
pipeline->vs->prog_data.vs->uses_vid;
shader.instance_id_read_by_vertex_shader =
pipeline->vs->prog_data.vs->uses_iid;
/* FIXME: I understand that the following is needed only if
* vtx_num_elements > 0
*/
@@ -1701,8 +1598,8 @@ cmd_buffer_emit_graphics_pipeline(struct v3dv_cmd_buffer *cmd_buffer)
}
cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
vcm.number_of_16_vertex_batches_for_binning = vpm_cfg_bin.Vc;
vcm.number_of_16_vertex_batches_for_rendering = vpm_cfg.Vc;
vcm.number_of_16_vertex_batches_for_binning = pipeline->vpm_cfg_bin.Vc;
vcm.number_of_16_vertex_batches_for_rendering = pipeline->vpm_cfg.Vc;
}
cl_emit(&job->bcl, GL_SHADER_STATE, state) {
+129
View File
@@ -683,6 +683,17 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline,
}
}
/* FIXME: values below are default when non-GS is available. Would need to
* provide real values if GS gets supported
*/
pipeline->vpm_cfg_bin.As = 1;
pipeline->vpm_cfg_bin.Ve = 0;
pipeline->vpm_cfg_bin.Vc = pipeline->vs_bin->prog_data.vs->vcm_cache_size;
pipeline->vpm_cfg.As = 1;
pipeline->vpm_cfg.Ve = 0;
pipeline->vpm_cfg.Vc = pipeline->vs->prog_data.vs->vcm_cache_size;
return VK_SUCCESS;
}
@@ -814,6 +825,122 @@ pack_cfg_bits(struct v3dv_pipeline *pipeline,
};
}
static void
pack_shader_state_record(struct v3dv_pipeline *pipeline)
{
assert(sizeof(pipeline->shader_state_record) ==
cl_packet_length(GL_SHADER_STATE_RECORD));
/* Note: we are not packing addresses, as we need the job (see
* cl_pack_emit_reloc). Additionally uniforms can't be filled up at this
* point as they depend on dynamic info that can be set after create the
* pipeline (like viewport), . Would need to be filled later, so we are
* doing a partial prepacking.
*/
v3dv_pack(pipeline->shader_state_record, GL_SHADER_STATE_RECORD, shader) {
shader.enable_clipping = true;
shader.point_size_in_shaded_vertex_data =
pipeline->vs->key.vs.per_vertex_point_size;
/* Must be set if the shader modifies Z, discards, or modifies
* the sample mask. For any of these cases, the fragment
* shader needs to write the Z value (even just discards).
*/
shader.fragment_shader_does_z_writes =
pipeline->fs->prog_data.fs->writes_z;
/* Set if the EZ test must be disabled (due to shader side
* effects and the early_z flag not being present in the
* shader).
*/
shader.turn_off_early_z_test =
pipeline->fs->prog_data.fs->disable_ez;
shader.fragment_shader_uses_real_pixel_centre_w_in_addition_to_centroid_w2 =
pipeline->fs->prog_data.fs->uses_center_w;
shader.any_shader_reads_hardware_written_primitive_id = false;
shader.do_scoreboard_wait_on_first_thread_switch =
pipeline->fs->prog_data.fs->lock_scoreboard_on_first_thrsw;
shader.disable_implicit_point_line_varyings =
!pipeline->fs->prog_data.fs->uses_implicit_point_line_varyings;
shader.number_of_varyings_in_fragment_shader =
pipeline->fs->prog_data.fs->num_inputs;
shader.coordinate_shader_propagate_nans = true;
shader.vertex_shader_propagate_nans = true;
shader.fragment_shader_propagate_nans = true;
/* Note: see previous note about adresses */
/* shader.coordinate_shader_code_address */
/* shader.vertex_shader_code_address */
/* shader.fragment_shader_code_address */
/* FIXME: Use combined input/output size flag in the common case (also
* on v3d, see v3dx_draw).
*/
shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
pipeline->vs_bin->prog_data.vs->separate_segments;
shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
pipeline->vs->prog_data.vs->separate_segments;
shader.coordinate_shader_input_vpm_segment_size =
pipeline->vs_bin->prog_data.vs->separate_segments ?
pipeline->vs_bin->prog_data.vs->vpm_input_size : 1;
shader.vertex_shader_input_vpm_segment_size =
pipeline->vs->prog_data.vs->separate_segments ?
pipeline->vs->prog_data.vs->vpm_input_size : 1;
shader.coordinate_shader_output_vpm_segment_size =
pipeline->vs_bin->prog_data.vs->vpm_output_size;
shader.vertex_shader_output_vpm_segment_size =
pipeline->vs->prog_data.vs->vpm_output_size;
/* Note: see previous note about adresses */
/* shader.coordinate_shader_uniforms_address */
/* shader.vertex_shader_uniforms_address */
/* shader.fragment_shader_uniforms_address */
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.min_coord_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
pipeline->vpm_cfg_bin.Ve;
shader.min_vertex_shader_output_segments_required_in_play_in_addition_to_vcm_cache_size =
pipeline->vpm_cfg.Ve;
shader.coordinate_shader_4_way_threadable =
pipeline->vs_bin->prog_data.vs->base.threads == 4;
shader.vertex_shader_4_way_threadable =
pipeline->vs->prog_data.vs->base.threads == 4;
shader.fragment_shader_4_way_threadable =
pipeline->fs->prog_data.fs->base.threads == 4;
shader.coordinate_shader_start_in_final_thread_section =
pipeline->vs_bin->prog_data.vs->base.single_seg;
shader.vertex_shader_start_in_final_thread_section =
pipeline->vs->prog_data.vs->base.single_seg;
shader.fragment_shader_start_in_final_thread_section =
pipeline->fs->prog_data.fs->base.single_seg;
shader.vertex_id_read_by_coordinate_shader =
pipeline->vs_bin->prog_data.vs->uses_vid;
shader.instance_id_read_by_coordinate_shader =
pipeline->vs_bin->prog_data.vs->uses_iid;
shader.vertex_id_read_by_vertex_shader =
pipeline->vs->prog_data.vs->uses_vid;
shader.instance_id_read_by_vertex_shader =
pipeline->vs->prog_data.vs->uses_iid;
/* Note: see previous note about adresses */
/* shader.address_of_default_attribute_values */
}
}
static VkResult
pipeline_init(struct v3dv_pipeline *pipeline,
struct v3dv_device *device,
@@ -856,6 +983,8 @@ pipeline_init(struct v3dv_pipeline *pipeline,
return result;
}
pack_shader_state_record(pipeline);
return result;
}
+17
View File
@@ -583,6 +583,20 @@ struct v3dv_pipeline_stage {
struct v3dv_bo *assembly_bo;
};
/* FIXME: although the full vpm_config is not required at this point, as we
* don't plan to initially support GS, it is more readable and serves as a
* placeholder, to have the struct and fill it with default values.
*/
struct vpm_config {
uint32_t As;
uint32_t Vc;
uint32_t Gs;
uint32_t Gd;
uint32_t Gv;
uint32_t Ve;
uint32_t gs_width;
};
struct v3dv_pipeline {
struct v3dv_device *device;
@@ -599,9 +613,12 @@ struct v3dv_pipeline {
struct v3dv_dynamic_state dynamic_state;
struct vpm_config vpm_cfg;
struct vpm_config vpm_cfg_bin;
/* Packets prepacked during pipeline creation
*/
uint8_t cfg_bits[cl_packet_length(CFG_BITS)];
uint8_t shader_state_record[cl_packet_length(GL_SHADER_STATE_RECORD)];
};
uint32_t v3dv_physical_device_api_version(struct v3dv_physical_device *dev);