anv: fix incorrect flushing on shader query copy
When doing query result copies in 3D mode, we're flushing the render
target cache, but the shader writes go through the dataport.
Fixes flakes/fails in piglit with shader query copies forced with Zink :
$ query_copy_with_shader_threshold=0 ./bin/arb_query_buffer_object-coherency -auto -fbo
Signed-off-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Fixes: b3b12c2c27
("anv: enable CmdCopyQueryPoolResults to use shader for copies")
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26797>
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@@ -3284,6 +3284,13 @@ mask_is_write(const VkAccessFlags2 access)
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VK_ACCESS_2_OPTICAL_FLOW_WRITE_BIT_NV);
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}
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static inline bool
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mask_is_transfer_write(const VkAccessFlags2 access)
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{
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return access & (VK_ACCESS_2_TRANSFER_WRITE_BIT |
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VK_ACCESS_2_MEMORY_WRITE_BIT);
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}
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static void
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cmd_buffer_barrier_video(struct anv_cmd_buffer *cmd_buffer,
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const VkDependencyInfo *dep_info)
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@@ -3447,6 +3454,16 @@ cmd_buffer_barrier_blitter(struct anv_cmd_buffer *cmd_buffer,
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#endif
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}
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static inline bool
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cmd_buffer_has_pending_copy_query(struct anv_cmd_buffer *cmd_buffer)
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{
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/* Query copies are only written with dataport, so we only need to check
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* that flag.
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*/
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return (cmd_buffer->state.queries.buffer_write_bits &
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ANV_QUERY_WRITES_DATA_FLUSH) != 0;
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}
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static void
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cmd_buffer_barrier(struct anv_cmd_buffer *cmd_buffer,
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const VkDependencyInfo *dep_info,
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@@ -3472,6 +3489,7 @@ cmd_buffer_barrier(struct anv_cmd_buffer *cmd_buffer,
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VkAccessFlags2 dst_flags = 0;
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bool apply_sparse_flushes = false;
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bool flush_query_copies = false;
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for (uint32_t i = 0; i < dep_info->memoryBarrierCount; i++) {
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src_flags |= dep_info->pMemoryBarriers[i].srcAccessMask;
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@@ -3487,6 +3505,11 @@ cmd_buffer_barrier(struct anv_cmd_buffer *cmd_buffer,
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ANV_QUERY_COMPUTE_WRITES_PENDING_BITS;
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}
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if (stage_is_transfer(dep_info->pMemoryBarriers[i].srcStageMask) &&
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mask_is_transfer_write(dep_info->pMemoryBarriers[i].srcAccessMask) &&
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cmd_buffer_has_pending_copy_query(cmd_buffer))
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flush_query_copies = true;
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/* There's no way of knowing if this memory barrier is related to sparse
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* buffers! This is pretty horrible.
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*/
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@@ -3512,6 +3535,11 @@ cmd_buffer_barrier(struct anv_cmd_buffer *cmd_buffer,
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ANV_QUERY_COMPUTE_WRITES_PENDING_BITS;
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}
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if (stage_is_transfer(buf_barrier->srcStageMask) &&
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mask_is_transfer_write(buf_barrier->srcAccessMask) &&
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cmd_buffer_has_pending_copy_query(cmd_buffer))
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flush_query_copies = true;
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if (anv_buffer_is_sparse(buffer) && mask_is_write(src_flags))
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apply_sparse_flushes = true;
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}
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@@ -3627,6 +3655,14 @@ cmd_buffer_barrier(struct anv_cmd_buffer *cmd_buffer,
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if (apply_sparse_flushes)
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bits |= ANV_PIPE_FLUSH_BITS;
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/* Copies from query pools are executed with a shader writing through the
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* dataport.
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*/
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if (flush_query_copies) {
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bits |= (GFX_VER >= 12 ?
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ANV_PIPE_HDC_PIPELINE_FLUSH_BIT : ANV_PIPE_DATA_CACHE_FLUSH_BIT);
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}
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if (dst_flags & VK_ACCESS_INDIRECT_COMMAND_READ_BIT)
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genX(cmd_buffer_flush_generated_draws)(cmd_buffer);
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@@ -1817,11 +1817,11 @@ copy_query_results_with_shader(struct anv_cmd_buffer *cmd_buffer,
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genX(emit_simple_shader_dispatch)(&state, query_count, push_data_state);
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anv_add_pending_pipe_bits(cmd_buffer,
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cmd_buffer->state.current_pipeline == GPGPU ?
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ANV_QUERY_COMPUTE_WRITES_PENDING_BITS :
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ANV_QUERY_RENDER_TARGET_WRITES_PENDING_BITS(device->info),
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"after query copy results");
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/* The query copy result shader is writing using the dataport, flush
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* HDC/Data cache depending on the generation. Also stall at pixel
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* scoreboard in case we're doing the copy with a fragment shader.
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*/
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cmd_buffer->state.queries.buffer_write_bits |= ANV_QUERY_WRITES_DATA_FLUSH;
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trace_intel_end_query_copy_shader(&cmd_buffer->trace, query_count);
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}
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