radeonsi/compute: Use relocs for scratch pointer rather than user sgprs v2

Instead of passing a pointer to the scratch buffer via user sgprs, we
now patch the shader with the buffer address using reloc information
from the LLVM generated ELF.

v2:
  - Make sure not to break older LLVM.
This commit is contained in:
Tom Stellard
2014-12-09 20:05:44 -05:00
parent dfdaf3eb7e
commit 73bc0fdb6f
+42
View File
@@ -36,9 +36,18 @@
#if HAVE_LLVM < 0x0305
#define NUM_USER_SGPRS 2
#else
/* XXX: Even though we don't pass the scratch buffer via user sgprs any more
* LLVM still expects that we specify 4 USER_SGPRS so it can remain compatible
* with older mesa. */
#define NUM_USER_SGPRS 4
#endif
static const char *scratch_rsrc_dword0_symbol =
"SCRATCH_RSRC_DWORD0";
static const char *scratch_rsrc_dword1_symbol =
"SCRATCH_RSRC_DWORD1";
struct si_compute {
struct si_context *ctx;
@@ -174,6 +183,35 @@ static unsigned compute_num_waves_for_scratch(
return scratch_waves;
}
static void apply_scratch_relocs(const struct si_screen *sscreen,
const struct radeon_shader_binary *binary,
struct si_shader *shader, uint64_t scratch_va) {
unsigned i;
char *ptr;
uint32_t scratch_rsrc_dword0 = scratch_va & 0xffffffff;
uint32_t scratch_rsrc_dword1 =
S_008F04_BASE_ADDRESS_HI(scratch_va >> 32)
| S_008F04_STRIDE(shader->scratch_bytes_per_wave / 64);
if (!binary->reloc_count) {
return;
}
ptr = sscreen->b.ws->buffer_map(shader->bo->cs_buf, NULL,
PIPE_TRANSFER_READ_WRITE);
for (i = 0 ; i < binary->reloc_count; i++) {
const struct radeon_shader_reloc *reloc = &binary->relocs[i];
if (!strcmp(scratch_rsrc_dword0_symbol, reloc->name)) {
util_memcpy_cpu_to_le32(ptr + reloc->offset,
&scratch_rsrc_dword0, 4);
} else if (!strcmp(scratch_rsrc_dword1_symbol, reloc->name)) {
util_memcpy_cpu_to_le32(ptr + reloc->offset,
&scratch_rsrc_dword1, 4);
}
}
sscreen->b.ws->buffer_unmap(shader->bo->cs_buf);
}
static void si_launch_grid(
struct pipe_context *ctx,
const uint *block_layout, const uint *grid_layout,
@@ -256,6 +294,10 @@ static void si_launch_grid(
RADEON_USAGE_READWRITE,
RADEON_PRIO_SHADER_RESOURCE_RW);
/* Patch the shader with the scratch buffer address. */
apply_scratch_relocs(sctx->screen,
&program->binary, shader, scratch_buffer_va);
}
for (i = 0; i < (kernel_args_size / 4); i++) {