v3d: Use combined input/output segments.
The HW apparently has some issues (or at least a much more complicated VCM calculation) with non-combined segments, and the closed source driver also uses combined I/O. Until I get the last CTS failure resolved (which does look plausibly like some VPM stomping), let's use combined I/O too.
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@@ -280,6 +280,11 @@ calculate_deps(struct schedule_state *state, struct schedule_node *n)
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const struct v3d_device_info *devinfo = state->devinfo;
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struct qinst *qinst = n->inst;
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struct v3d_qpu_instr *inst = &qinst->qpu;
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/* If the input and output segments are shared, then all VPM reads to
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* a location need to happen before all writes. We handle this by
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* serializing all VPM operations for now.
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*/
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bool separate_vpm_segment = false;
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if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) {
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if (inst->branch.cond != V3D_QPU_BRANCH_COND_ALWAYS)
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@@ -321,6 +326,14 @@ calculate_deps(struct schedule_state *state, struct schedule_node *n)
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add_write_dep(state, &state->last_vpm, n);
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break;
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case V3D_QPU_A_LDVPMV_IN:
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case V3D_QPU_A_LDVPMD_IN:
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case V3D_QPU_A_LDVPMG_IN:
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case V3D_QPU_A_LDVPMP:
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if (!separate_vpm_segment)
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add_write_dep(state, &state->last_vpm, n);
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break;
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case V3D_QPU_A_VPMWT:
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add_read_dep(state, state->last_vpm, n);
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break;
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@@ -414,9 +427,16 @@ calculate_deps(struct schedule_state *state, struct schedule_node *n)
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if (inst->sig.ldtlb | inst->sig.ldtlbu)
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add_read_dep(state, state->last_tlb, n);
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if (inst->sig.ldvpm)
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if (inst->sig.ldvpm) {
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add_write_dep(state, &state->last_vpm_read, n);
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/* At least for now, we're doing shared I/O segments, so queue
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* all writes after all reads.
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*/
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if (!separate_vpm_segment)
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add_write_dep(state, &state->last_vpm, n);
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}
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/* inst->sig.ldunif or sideband uniform read */
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if (qinst->uniform != ~0)
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add_write_dep(state, &state->last_unif, n);
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@@ -649,6 +649,11 @@ struct v3d_vs_prog_data {
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/* Total number of components written, for the shader state record. */
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uint32_t vpm_output_size;
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/* Set if there should be separate VPM segments for input and output.
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* If unset, vpm_input_size will be 0.
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*/
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bool separate_segments;
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/* Value to be programmed in VCM_CACHE_SIZE. */
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uint8_t vcm_cache_size;
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};
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@@ -789,6 +789,14 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
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prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
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prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
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/* Set us up for shared input/output segments. This is apparently
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* necessary for our VCM setup to avoid varying corruption.
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*/
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prog_data->separate_segments = false;
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prog_data->vpm_output_size = MAX2(prog_data->vpm_output_size,
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prog_data->vpm_input_size);
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prog_data->vpm_input_size = 0;
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/* Compute VCM cache size. We set up our program to take up less than
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* half of the VPM, so that any set of bin and render programs won't
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* run out of space. We need space for at least one input segment,
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@@ -201,12 +201,15 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
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/* XXX: Use combined input/output size flag in the common
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* case.
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*/
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shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true;
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shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true;
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shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
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v3d->prog.cs->prog_data.vs->separate_segments;
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shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
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v3d->prog.vs->prog_data.vs->separate_segments;
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shader.coordinate_shader_input_vpm_segment_size =
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MAX2(v3d->prog.cs->prog_data.vs->vpm_input_size, 1);
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v3d->prog.cs->prog_data.vs->vpm_input_size;
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shader.vertex_shader_input_vpm_segment_size =
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MAX2(v3d->prog.vs->prog_data.vs->vpm_input_size, 1);
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v3d->prog.vs->prog_data.vs->vpm_input_size;
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shader.coordinate_shader_output_vpm_segment_size =
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v3d->prog.cs->prog_data.vs->vpm_output_size;
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