broadcom/compiler: create a helper for computing VPM config
This code is the same across drivers. Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>
This commit is contained in:
@@ -956,6 +956,25 @@ struct v3d_compute_prog_data {
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bool has_subgroups;
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};
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struct vpm_config {
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uint32_t As;
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uint32_t Vc;
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uint32_t Gs;
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uint32_t Gd;
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uint32_t Gv;
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uint32_t Ve;
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uint32_t gs_width;
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};
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bool
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v3d_compute_vpm_config(struct v3d_device_info *devinfo,
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struct v3d_vs_prog_data *vs_bin,
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struct v3d_vs_prog_data *vs,
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struct v3d_gs_prog_data *gs_bin,
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struct v3d_gs_prog_data *gs,
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struct vpm_config *vpm_cfg_bin,
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struct vpm_config *vpm_cfg);
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static inline bool
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vir_has_uniform(struct qinst *inst)
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{
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@@ -1963,3 +1963,174 @@ vir_get_stage_name(struct v3d_compile *c)
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else
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return gl_shader_stage_name(c->s->info.stage);
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}
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static inline uint32_t
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compute_vpm_size_in_sectors(const struct v3d_device_info *devinfo)
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{
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assert(devinfo->vpm_size > 0);
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const uint32_t sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
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return devinfo->vpm_size / sector_size;
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}
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/* Computes various parameters affecting VPM memory configuration for programs
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* involving geometry shaders to ensure the program fits in memory and honors
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* requirements described in section "VPM usage" of the programming manual.
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*/
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static bool
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compute_vpm_config_gs(struct v3d_device_info *devinfo,
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struct v3d_vs_prog_data *vs,
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struct v3d_gs_prog_data *gs,
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struct vpm_config *vpm_cfg_out)
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{
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const uint32_t A = vs->separate_segments ? 1 : 0;
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const uint32_t Ad = vs->vpm_input_size;
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const uint32_t Vd = vs->vpm_output_size;
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const uint32_t vpm_size = compute_vpm_size_in_sectors(devinfo);
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/* Try to fit program into our VPM memory budget by adjusting
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* configurable parameters iteratively. We do this in two phases:
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* the first phase tries to fit the program into the total available
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* VPM memory. If we succeed at that, then the second phase attempts
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* to fit the program into half of that budget so we can run bin and
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* render programs in parallel.
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*/
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struct vpm_config vpm_cfg[2];
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struct vpm_config *final_vpm_cfg = NULL;
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uint32_t phase = 0;
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vpm_cfg[phase].As = 1;
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vpm_cfg[phase].Gs = 1;
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vpm_cfg[phase].Gd = gs->vpm_output_size;
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vpm_cfg[phase].gs_width = gs->simd_width;
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/* While there is a requirement that Vc >= [Vn / 16], this is
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* always the case when tessellation is not present because in that
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* case Vn can only be 6 at most (when input primitive is triangles
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* with adjacency).
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*
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* We always choose Vc=2. We can't go lower than this due to GFXH-1744,
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* and Broadcom has not found it worth it to increase it beyond this
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* in general. Increasing Vc also increases VPM memory pressure which
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* can turn up being detrimental for performance in some scenarios.
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*/
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vpm_cfg[phase].Vc = 2;
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/* Gv is a constraint on the hardware to not exceed the
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* specified number of vertex segments per GS batch. If adding a
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* new primitive to a GS batch would result in a range of more
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* than Gv vertex segments being referenced by the batch, then
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* the hardware will flush the batch and start a new one. This
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* means that we can choose any value we want, we just need to
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* be aware that larger values improve GS batch utilization
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* at the expense of more VPM memory pressure (which can affect
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* other performance aspects, such as GS dispatch width).
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* We start with the largest value, and will reduce it if we
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* find that total memory pressure is too high.
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*/
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vpm_cfg[phase].Gv = 3;
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do {
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/* When GS is present in absence of TES, then we need to satisfy
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* that Ve >= Gv. We go with the smallest value of Ve to avoid
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* increasing memory pressure.
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*/
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vpm_cfg[phase].Ve = vpm_cfg[phase].Gv;
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uint32_t vpm_sectors =
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A * vpm_cfg[phase].As * Ad +
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(vpm_cfg[phase].Vc + vpm_cfg[phase].Ve) * Vd +
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vpm_cfg[phase].Gs * vpm_cfg[phase].Gd;
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/* Ideally we want to use no more than half of the available
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* memory so we can execute a bin and render program in parallel
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* without stalls. If we achieved that then we are done.
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*/
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if (vpm_sectors <= vpm_size / 2) {
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final_vpm_cfg = &vpm_cfg[phase];
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break;
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}
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/* At the very least, we should not allocate more than the
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* total available VPM memory. If we have a configuration that
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* succeeds at this we save it and continue to see if we can
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* meet the half-memory-use criteria too.
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*/
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if (phase == 0 && vpm_sectors <= vpm_size) {
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vpm_cfg[1] = vpm_cfg[0];
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phase = 1;
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}
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/* Try lowering Gv */
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if (vpm_cfg[phase].Gv > 0) {
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vpm_cfg[phase].Gv--;
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continue;
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}
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/* Try lowering GS dispatch width */
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if (vpm_cfg[phase].gs_width > 1) {
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do {
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vpm_cfg[phase].gs_width >>= 1;
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vpm_cfg[phase].Gd = align(vpm_cfg[phase].Gd, 2) / 2;
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} while (vpm_cfg[phase].gs_width == 2);
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/* Reset Gv to max after dropping dispatch width */
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vpm_cfg[phase].Gv = 3;
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continue;
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}
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/* We ran out of options to reduce memory pressure. If we
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* are at phase 1 we have at least a valid configuration, so we
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* we use that.
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*/
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if (phase == 1)
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final_vpm_cfg = &vpm_cfg[0];
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break;
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} while (true);
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if (!final_vpm_cfg)
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return false;
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assert(final_vpm_cfg);
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assert(final_vpm_cfg->Gd <= 16);
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assert(final_vpm_cfg->Gv < 4);
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assert(final_vpm_cfg->Ve < 4);
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assert(final_vpm_cfg->Vc >= 2 && final_vpm_cfg->Vc <= 4);
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assert(final_vpm_cfg->gs_width == 1 ||
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final_vpm_cfg->gs_width == 4 ||
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final_vpm_cfg->gs_width == 8 ||
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final_vpm_cfg->gs_width == 16);
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*vpm_cfg_out = *final_vpm_cfg;
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return true;
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}
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bool
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v3d_compute_vpm_config(struct v3d_device_info *devinfo,
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struct v3d_vs_prog_data *vs_bin,
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struct v3d_vs_prog_data *vs,
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struct v3d_gs_prog_data *gs_bin,
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struct v3d_gs_prog_data *gs,
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struct vpm_config *vpm_cfg_bin,
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struct vpm_config *vpm_cfg)
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{
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assert(vs && vs_bin);
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assert((gs != NULL) == (gs_bin != NULL));
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if (!gs) {
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vpm_cfg_bin->As = 1;
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vpm_cfg_bin->Ve = 0;
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vpm_cfg_bin->Vc = vs_bin->vcm_cache_size;
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vpm_cfg->As = 1;
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vpm_cfg->Ve = 0;
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vpm_cfg->Vc = vs->vcm_cache_size;
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} else {
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if (!compute_vpm_config_gs(devinfo, vs_bin, gs_bin, vpm_cfg_bin))
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return false;
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if (!compute_vpm_config_gs(devinfo, vs, gs, vpm_cfg))
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return false;
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}
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return true;
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}
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@@ -2355,148 +2355,6 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline,
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return compute_vpm_config(pipeline);
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}
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static inline uint32_t
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compute_vpm_size_in_sectors(const struct v3d_device_info *devinfo)
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{
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assert(devinfo->vpm_size > 0);
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const uint32_t sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
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return devinfo->vpm_size / sector_size;
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}
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/* Computes various parameters affecting VPM memory configuration for programs
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* involving geometry shaders to ensure the program fits in memory and honors
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* requirements described in section "VPM usage" of the programming manual.
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*
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* FIXME: put this code in common and share with v3d.
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*/
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static bool
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compute_vpm_config_gs(struct v3d_device_info *devinfo,
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struct v3d_vs_prog_data *vs,
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struct v3d_gs_prog_data *gs,
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struct vpm_config *vpm_cfg_out)
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{
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const uint32_t A = vs->separate_segments ? 1 : 0;
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const uint32_t Ad = vs->vpm_input_size;
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const uint32_t Vd = vs->vpm_output_size;
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const uint32_t vpm_size = compute_vpm_size_in_sectors(devinfo);
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/* Try to fit program into our VPM memory budget by adjusting
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* configurable parameters iteratively. We do this in two phases:
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* the first phase tries to fit the program into the total available
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* VPM memory. If we succeed at that, then the second phase attempts
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* to fit the program into half of that budget so we can run bin and
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* render programs in parallel.
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*/
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struct vpm_config vpm_cfg[2];
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struct vpm_config *final_vpm_cfg = NULL;
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uint32_t phase = 0;
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vpm_cfg[phase].As = 1;
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vpm_cfg[phase].Gs = 1;
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vpm_cfg[phase].Gd = gs->vpm_output_size;
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vpm_cfg[phase].gs_width = gs->simd_width;
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/* While there is a requirement that Vc >= [Vn / 16], this is
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* always the case when tessellation is not present because in that
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* case Vn can only be 6 at most (when input primitive is triangles
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* with adjacency).
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*
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* We always choose Vc=2. We can't go lower than this due to GFXH-1744,
|
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* and Broadcom has not found it worth it to increase it beyond this
|
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* in general. Increasing Vc also increases VPM memory pressure which
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* can turn up being detrimental for performance in some scenarios.
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*/
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vpm_cfg[phase].Vc = 2;
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/* Gv is a constraint on the hardware to not exceed the
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* specified number of vertex segments per GS batch. If adding a
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* new primitive to a GS batch would result in a range of more
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* than Gv vertex segments being referenced by the batch, then
|
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* the hardware will flush the batch and start a new one. This
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* means that we can choose any value we want, we just need to
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* be aware that larger values improve GS batch utilization
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* at the expense of more VPM memory pressure (which can affect
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* other performance aspects, such as GS dispatch width).
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* We start with the largest value, and will reduce it if we
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* find that total memory pressure is too high.
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*/
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vpm_cfg[phase].Gv = 3;
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do {
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/* When GS is present in absence of TES, then we need to satisfy
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* that Ve >= Gv. We go with the smallest value of Ve to avoid
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* increasing memory pressure.
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*/
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vpm_cfg[phase].Ve = vpm_cfg[phase].Gv;
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uint32_t vpm_sectors =
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A * vpm_cfg[phase].As * Ad +
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(vpm_cfg[phase].Vc + vpm_cfg[phase].Ve) * Vd +
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vpm_cfg[phase].Gs * vpm_cfg[phase].Gd;
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/* Ideally we want to use no more than half of the available
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* memory so we can execute a bin and render program in parallel
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* without stalls. If we achieved that then we are done.
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*/
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if (vpm_sectors <= vpm_size / 2) {
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final_vpm_cfg = &vpm_cfg[phase];
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break;
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}
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/* At the very least, we should not allocate more than the
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* total available VPM memory. If we have a configuration that
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* succeeds at this we save it and continue to see if we can
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* meet the half-memory-use criteria too.
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*/
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if (phase == 0 && vpm_sectors <= vpm_size) {
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vpm_cfg[1] = vpm_cfg[0];
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phase = 1;
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}
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/* Try lowering Gv */
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if (vpm_cfg[phase].Gv > 0) {
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vpm_cfg[phase].Gv--;
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continue;
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}
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/* Try lowering GS dispatch width */
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if (vpm_cfg[phase].gs_width > 1) {
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do {
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vpm_cfg[phase].gs_width >>= 1;
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vpm_cfg[phase].Gd = align(vpm_cfg[phase].Gd, 2) / 2;
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} while (vpm_cfg[phase].gs_width == 2);
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/* Reset Gv to max after dropping dispatch width */
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vpm_cfg[phase].Gv = 3;
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continue;
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}
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/* We ran out of options to reduce memory pressure. If we
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* are at phase 1 we have at least a valid configuration, so we
|
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* we use that.
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*/
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if (phase == 1)
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final_vpm_cfg = &vpm_cfg[0];
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break;
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} while (true);
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if (!final_vpm_cfg)
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return false;
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assert(final_vpm_cfg);
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assert(final_vpm_cfg->Gd <= 16);
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assert(final_vpm_cfg->Gv < 4);
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assert(final_vpm_cfg->Ve < 4);
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assert(final_vpm_cfg->Vc >= 2 && final_vpm_cfg->Vc <= 4);
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assert(final_vpm_cfg->gs_width == 1 ||
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final_vpm_cfg->gs_width == 4 ||
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final_vpm_cfg->gs_width == 8 ||
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final_vpm_cfg->gs_width == 16);
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*vpm_cfg_out = *final_vpm_cfg;
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return true;
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}
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static VkResult
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compute_vpm_config(struct v3dv_pipeline *pipeline)
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{
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@@ -2507,31 +2365,22 @@ compute_vpm_config(struct v3dv_pipeline *pipeline)
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struct v3d_vs_prog_data *vs = vs_variant->prog_data.vs;
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struct v3d_vs_prog_data *vs_bin =vs_bin_variant->prog_data.vs;
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if (!pipeline->has_gs) {
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pipeline->vpm_cfg_bin.As = 1;
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pipeline->vpm_cfg_bin.Ve = 0;
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pipeline->vpm_cfg_bin.Vc = vs_bin->vcm_cache_size;
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pipeline->vpm_cfg.As = 1;
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pipeline->vpm_cfg.Ve = 0;
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pipeline->vpm_cfg.Vc = vs->vcm_cache_size;
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} else {
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struct v3d_gs_prog_data *gs = NULL;
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struct v3d_gs_prog_data *gs_bin = NULL;
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if (pipeline->has_gs) {
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struct v3dv_shader_variant *gs_variant =
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pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY];
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struct v3dv_shader_variant *gs_bin_variant =
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pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY_BIN];
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struct v3d_gs_prog_data *gs = gs_variant->prog_data.gs;
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struct v3d_gs_prog_data *gs_bin = gs_bin_variant->prog_data.gs;
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gs = gs_variant->prog_data.gs;
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gs_bin = gs_bin_variant->prog_data.gs;
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}
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if (!compute_vpm_config_gs(&pipeline->device->devinfo,
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vs_bin, gs_bin, &pipeline->vpm_cfg_bin)) {
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return VK_ERROR_OUT_OF_DEVICE_MEMORY;
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}
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if (!compute_vpm_config_gs(&pipeline->device->devinfo,
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vs, gs, &pipeline->vpm_cfg)) {
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return VK_ERROR_OUT_OF_DEVICE_MEMORY;
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}
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if (!v3d_compute_vpm_config(&pipeline->device->devinfo,
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vs_bin, vs, gs_bin, gs,
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&pipeline->vpm_cfg_bin,
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&pipeline->vpm_cfg)) {
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return VK_ERROR_OUT_OF_DEVICE_MEMORY;
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}
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return VK_SUCCESS;
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|
@@ -1447,20 +1447,6 @@ struct v3dv_pipeline_stage {
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uint32_t program_id;
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};
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/* FIXME: although the full vpm_config is not required at this point, as we
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* don't plan to initially support GS, it is more readable and serves as a
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* placeholder, to have the struct and fill it with default values.
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*/
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struct vpm_config {
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uint32_t As;
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uint32_t Vc;
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uint32_t Gs;
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uint32_t Gd;
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uint32_t Gv;
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uint32_t Ve;
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uint32_t gs_width;
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};
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/* We are using the descriptor pool entry for two things:
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* * Track the allocated sets, so we can properly free it if needed
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* * Track the suballocated pool bo regions, so if some descriptor set is
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||||
|
@@ -358,16 +358,6 @@ v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
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}
|
||||
}
|
||||
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struct vpm_config {
|
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uint32_t As;
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||||
uint32_t Vc;
|
||||
uint32_t Gs;
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||||
uint32_t Gd;
|
||||
uint32_t Gv;
|
||||
uint32_t Ve;
|
||||
uint32_t gs_width;
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||||
};
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#if V3D_VERSION >= 41
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||||
static void
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||||
v3d_emit_gs_state_record(struct v3d_job *job,
|
||||
@@ -484,151 +474,6 @@ v3d_emit_tes_gs_shader_params(struct v3d_job *job,
|
||||
shader.gbg_min_gs_output_segments_required_in_play = 1;
|
||||
}
|
||||
}
|
||||
|
||||
static inline uint32_t
|
||||
compute_vpm_size_in_sectors(const struct v3d_device_info *devinfo)
|
||||
{
|
||||
assert(devinfo->vpm_size > 0);
|
||||
const uint32_t sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
|
||||
return devinfo->vpm_size / sector_size;
|
||||
}
|
||||
|
||||
/* Computes various parameters affecting VPM memory configuration for programs
|
||||
* involving geometry shaders to ensure the program fits in memory and honors
|
||||
* requirements described in section "VPM usage" of the programming manual.
|
||||
*/
|
||||
static void
|
||||
compute_vpm_config_gs(struct v3d_device_info *devinfo,
|
||||
struct v3d_vs_prog_data *vs,
|
||||
struct v3d_gs_prog_data *gs,
|
||||
struct vpm_config *vpm_cfg_out)
|
||||
{
|
||||
const uint32_t A = vs->separate_segments ? 1 : 0;
|
||||
const uint32_t Ad = vs->vpm_input_size;
|
||||
const uint32_t Vd = vs->vpm_output_size;
|
||||
|
||||
const uint32_t vpm_size = compute_vpm_size_in_sectors(devinfo);
|
||||
|
||||
/* Try to fit program into our VPM memory budget by adjusting
|
||||
* configurable parameters iteratively. We do this in two phases:
|
||||
* the first phase tries to fit the program into the total available
|
||||
* VPM memory. If we succeed at that, then the second phase attempts
|
||||
* to fit the program into half of that budget so we can run bin and
|
||||
* render programs in parallel.
|
||||
*/
|
||||
struct vpm_config vpm_cfg[2];
|
||||
struct vpm_config *final_vpm_cfg = NULL;
|
||||
uint32_t phase = 0;
|
||||
|
||||
vpm_cfg[phase].As = 1;
|
||||
vpm_cfg[phase].Gs = 1;
|
||||
vpm_cfg[phase].Gd = gs->vpm_output_size;
|
||||
vpm_cfg[phase].gs_width = gs->simd_width;
|
||||
|
||||
/* While there is a requirement that Vc >= [Vn / 16], this is
|
||||
* always the case when tessellation is not present because in that
|
||||
* case Vn can only be 6 at most (when input primitive is triangles
|
||||
* with adjacency).
|
||||
*
|
||||
* We always choose Vc=2. We can't go lower than this due to GFXH-1744,
|
||||
* and Broadcom has not found it worth it to increase it beyond this
|
||||
* in general. Increasing Vc also increases VPM memory pressure which
|
||||
* can turn up being detrimental for performance in some scenarios.
|
||||
*/
|
||||
vpm_cfg[phase].Vc = 2;
|
||||
|
||||
/* Gv is a constraint on the hardware to not exceed the
|
||||
* specified number of vertex segments per GS batch. If adding a
|
||||
* new primitive to a GS batch would result in a range of more
|
||||
* than Gv vertex segments being referenced by the batch, then
|
||||
* the hardware will flush the batch and start a new one. This
|
||||
* means that we can choose any value we want, we just need to
|
||||
* be aware that larger values improve GS batch utilization
|
||||
* at the expense of more VPM memory pressure (which can affect
|
||||
* other performance aspects, such as GS dispatch width).
|
||||
* We start with the largest value, and will reduce it if we
|
||||
* find that total memory pressure is too high.
|
||||
*/
|
||||
vpm_cfg[phase].Gv = 3;
|
||||
do {
|
||||
/* When GS is present in absence of TES, then we need to satisfy
|
||||
* that Ve >= Gv. We go with the smallest value of Ve to avoid
|
||||
* increasing memory pressure.
|
||||
*/
|
||||
vpm_cfg[phase].Ve = vpm_cfg[phase].Gv;
|
||||
|
||||
uint32_t vpm_sectors =
|
||||
A * vpm_cfg[phase].As * Ad +
|
||||
(vpm_cfg[phase].Vc + vpm_cfg[phase].Ve) * Vd +
|
||||
vpm_cfg[phase].Gs * vpm_cfg[phase].Gd;
|
||||
|
||||
/* Ideally we want to use no more than half of the available
|
||||
* memory so we can execute a bin and render program in parallel
|
||||
* without stalls. If we achieved that then we are done.
|
||||
*/
|
||||
if (vpm_sectors <= vpm_size / 2) {
|
||||
final_vpm_cfg = &vpm_cfg[phase];
|
||||
break;
|
||||
}
|
||||
|
||||
/* At the very least, we should not allocate more than the
|
||||
* total available VPM memory. If we have a configuration that
|
||||
* succeeds at this we save it and continue to see if we can
|
||||
* meet the half-memory-use criteria too.
|
||||
*/
|
||||
if (phase == 0 && vpm_sectors <= vpm_size) {
|
||||
vpm_cfg[1] = vpm_cfg[0];
|
||||
phase = 1;
|
||||
}
|
||||
|
||||
/* Try lowering Gv */
|
||||
if (vpm_cfg[phase].Gv > 0) {
|
||||
vpm_cfg[phase].Gv--;
|
||||
continue;
|
||||
}
|
||||
|
||||
/* Try lowering GS dispatch width */
|
||||
if (vpm_cfg[phase].gs_width > 1) {
|
||||
do {
|
||||
vpm_cfg[phase].gs_width >>= 1;
|
||||
vpm_cfg[phase].Gd =
|
||||
align(vpm_cfg[phase].Gd, 2) / 2;
|
||||
} while (vpm_cfg[phase].gs_width == 2);
|
||||
|
||||
/* Reset Gv to max after dropping dispatch width */
|
||||
vpm_cfg[phase].Gv = 3;
|
||||
continue;
|
||||
}
|
||||
|
||||
/* We ran out of options to reduce memory pressure. If we
|
||||
* are at phase 1 we have at least a valid configuration, so we
|
||||
* we use that.
|
||||
*/
|
||||
if (phase == 1)
|
||||
final_vpm_cfg = &vpm_cfg[0];
|
||||
break;
|
||||
} while (true);
|
||||
|
||||
if (!final_vpm_cfg) {
|
||||
/* FIXME: maybe return a boolean to indicate failure and use
|
||||
* that to stop the submission for this draw call.
|
||||
*/
|
||||
fprintf(stderr, "Failed to allocate VPM memory.\n");
|
||||
abort();
|
||||
}
|
||||
|
||||
assert(final_vpm_cfg);
|
||||
assert(final_vpm_cfg->Gd <= 16);
|
||||
assert(final_vpm_cfg->Gv < 4);
|
||||
assert(final_vpm_cfg->Ve < 4);
|
||||
assert(final_vpm_cfg->Vc >= 2 && final_vpm_cfg->Vc <= 4);
|
||||
assert(final_vpm_cfg->gs_width == 1 ||
|
||||
final_vpm_cfg->gs_width == 4 ||
|
||||
final_vpm_cfg->gs_width == 8 ||
|
||||
final_vpm_cfg->gs_width == 16);
|
||||
|
||||
*vpm_cfg_out = *final_vpm_cfg;
|
||||
}
|
||||
#endif
|
||||
|
||||
static void
|
||||
@@ -713,43 +558,32 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
|
||||
struct vpm_config vpm_cfg_bin, vpm_cfg;
|
||||
|
||||
assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs);
|
||||
if (!v3d->prog.gs) {
|
||||
vpm_cfg_bin.As = 1;
|
||||
vpm_cfg_bin.Ve = 0;
|
||||
vpm_cfg_bin.Vc = v3d->prog.cs->prog_data.vs->vcm_cache_size;
|
||||
v3d_compute_vpm_config(&v3d->screen->devinfo,
|
||||
v3d->prog.cs->prog_data.vs,
|
||||
v3d->prog.vs->prog_data.vs,
|
||||
v3d->prog.gs ? v3d->prog.gs_bin->prog_data.gs : NULL,
|
||||
v3d->prog.gs ? v3d->prog.gs->prog_data.gs : NULL,
|
||||
&vpm_cfg_bin,
|
||||
&vpm_cfg);
|
||||
|
||||
vpm_cfg.As = 1;
|
||||
vpm_cfg.Ve = 0;
|
||||
vpm_cfg.Vc = v3d->prog.vs->prog_data.vs->vcm_cache_size;
|
||||
}
|
||||
else {
|
||||
if (v3d->prog.gs) {
|
||||
#if V3D_VERSION >= 41
|
||||
v3d_emit_gs_state_record(v3d->job,
|
||||
v3d->prog.gs_bin, gs_bin_uniforms,
|
||||
v3d->prog.gs, gs_uniforms);
|
||||
|
||||
struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
|
||||
struct v3d_gs_prog_data *gs_bin = v3d->prog.gs_bin->prog_data.gs;
|
||||
|
||||
v3d_emit_tes_gs_common_params(v3d->job,
|
||||
gs->out_prim_type,
|
||||
gs->num_invocations);
|
||||
|
||||
/* Bin Tes/Gs params */
|
||||
struct v3d_vs_prog_data *vs_bin = v3d->prog.cs->prog_data.vs;
|
||||
compute_vpm_config_gs(&v3d->screen->devinfo,
|
||||
vs_bin, gs_bin, &vpm_cfg_bin);
|
||||
|
||||
v3d_emit_tes_gs_shader_params(v3d->job,
|
||||
vpm_cfg_bin.gs_width,
|
||||
vpm_cfg_bin.Gd,
|
||||
vpm_cfg_bin.Gv);
|
||||
|
||||
/* Render Tes/Gs params */
|
||||
struct v3d_vs_prog_data *vs = v3d->prog.vs->prog_data.vs;
|
||||
compute_vpm_config_gs(&v3d->screen->devinfo,
|
||||
vs, gs, &vpm_cfg);
|
||||
|
||||
v3d_emit_tes_gs_shader_params(v3d->job,
|
||||
vpm_cfg.gs_width,
|
||||
vpm_cfg.Gd,
|
||||
|
Reference in New Issue
Block a user