iris: Annotate all BO uses with domain and sequence number information.

Probably the most annoying patch to review from the whole series --
Mark every buffer object use as accessed through some caching domain
with the sequence number of the current synchronization section of the
batch.  The additional argument of iris_use_pinned_bo() makes sure I'd
have gotten a compile error if I had missed any buffer added to the
batch validation list.

There are only a few exceptions where a buffer is left untracked while
adding it to the validation list, justified below:

 - Batch buffers: These are strictly read-only for the moment.

 - BLORP buffer objects: Their seqnos are bumped manually at the end
   of iris_blorp_exec() instead, in order to avoid plumbing domain
   information through BLORP address combining.

 - Scratch buffers: The contents of these are strictly thread-local.

 - Shader images and SSBOs: Accesses of these buffers are explicitly
   synchronized at the API level.

v2: Opt out of tracking more aggressively (Ken): In addition to the
    above, surface states, binding tables, instructions and most
    dynamic states are now left untracked, which means a *lot* more BO
    uses marked IRIS_DOMAIN_NONE which need to be reviewed extremely
    carefully, since the cache tracker won't be able to provide any
    coherency guarantees for them.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3875>
This commit is contained in:
Francisco Jerez
2020-05-29 16:38:43 -07:00
committed by Marge Bot
parent e81c07de41
commit eb5d1c2722
8 changed files with 161 additions and 92 deletions
@@ -216,7 +216,7 @@ iris_blorp_lookup_shader(struct blorp_batch *blorp_batch,
iris_bo_offset_from_base_address(bo) + shader->assembly.offset;
*((void **) prog_data_out) = shader->prog_data;
iris_use_pinned_bo(batch, bo, false);
iris_use_pinned_bo(batch, bo, false, IRIS_DOMAIN_NONE);
return true;
}
@@ -248,7 +248,7 @@ iris_blorp_upload_shader(struct blorp_batch *blorp_batch, uint32_t stage,
iris_bo_offset_from_base_address(bo) + shader->assembly.offset;
*((void **) prog_data_out) = shader->prog_data;
iris_use_pinned_bo(batch, bo, false);
iris_use_pinned_bo(batch, bo, false, IRIS_DOMAIN_NONE);
return true;
}