v3d: add new flag dirty TMU cache at v3d_compiler

That we set for any TMU write on spills and general tmu. It is then
used as part of v3d_emit_gl_shader_state later.

v2: add a new flag instead at v3d_compiler instead of dirty the flag
    at v3dx if there is any spill (change suggested by Eric, added by
    Alejandro)

v3: set this for anything that is not a load and do it also in
    v3d40_vir_emit_image_load_store (Eric)

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Iago Toral Quiroga
2019-08-14 09:27:13 +02:00
committed by Jose Maria Casanova Crespo
parent d2203d74c6
commit 46182fc1da
6 changed files with 17 additions and 0 deletions

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@@ -208,6 +208,9 @@ ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
instr->intrinsic == nir_intrinsic_load_scratch || instr->intrinsic == nir_intrinsic_load_scratch ||
instr->intrinsic == nir_intrinsic_load_shared); instr->intrinsic == nir_intrinsic_load_shared);
if (!is_load)
c->tmu_dirty_rcl = true;
bool has_index = !is_shared_or_scratch; bool has_index = !is_shared_or_scratch;
int offset_src; int offset_src;

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@@ -410,4 +410,7 @@ v3d40_vir_emit_image_load_store(struct v3d_compile *c,
if (nir_intrinsic_dest_components(instr) == 0) if (nir_intrinsic_dest_components(instr) == 0)
vir_TMUWT(c); vir_TMUWT(c);
if (instr->intrinsic != nir_intrinsic_image_deref_load)
c->tmu_dirty_rcl = true;
} }

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@@ -639,6 +639,8 @@ struct v3d_compile {
bool lock_scoreboard_on_first_thrsw; bool lock_scoreboard_on_first_thrsw;
bool failed; bool failed;
bool tmu_dirty_rcl;
}; };
struct v3d_uniform_list { struct v3d_uniform_list {
@@ -658,6 +660,8 @@ struct v3d_prog_data {
* after-final-THRSW state. * after-final-THRSW state.
*/ */
bool single_seg; bool single_seg;
bool tmu_dirty_rcl;
}; };
struct v3d_vs_prog_data { struct v3d_vs_prog_data {

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@@ -710,6 +710,7 @@ v3d_set_prog_data(struct v3d_compile *c,
prog_data->threads = c->threads; prog_data->threads = c->threads;
prog_data->single_seg = !c->last_thrsw; prog_data->single_seg = !c->last_thrsw;
prog_data->spill_size = c->spill_size; prog_data->spill_size = c->spill_size;
prog_data->tmu_dirty_rcl = c->tmu_dirty_rcl;
v3d_set_prog_data_uniforms(c, prog_data); v3d_set_prog_data_uniforms(c, prog_data);

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@@ -270,6 +270,7 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp)
vir_emit_thrsw(c); vir_emit_thrsw(c);
vir_TMUWT(c); vir_TMUWT(c);
c->spills++; c->spills++;
c->tmu_dirty_rcl = true;
} }
} }

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@@ -349,6 +349,11 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
v3d_write_uniforms(v3d, v3d->prog.cs, v3d_write_uniforms(v3d, v3d->prog.cs,
PIPE_SHADER_VERTEX); PIPE_SHADER_VERTEX);
/* Update the cache dirty flag based on the shader progs data */
job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
/* See GFXH-930 workaround below */ /* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1); uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
uint32_t shader_rec_offset = uint32_t shader_rec_offset =