Commit Graph

73 Commits

Author SHA1 Message Date
Eric Anholt
a8fd58eae5 vc4: Add labels to BOs for debug builds or with VC4_DEBUG=surf set.
This has proven to be incredibly useful for debugging CMA allocation
failures and driving memory management improvements.  However, we don't
want to burden entry and exit from the BO cache with the labeling ioctl's
overhead on release builds.
2017-09-27 10:21:49 -07:00
Eric Anholt
68c91a87d7 broadcom/vc4: Keep pipe_sampler_view->texture matching the original texture.
I was overwriting view->texture with the shadow resource when we need to
do shadow copies (retiling or baselevel rebase), but that tripped up some
critical new sanity checking in state_tracker (making sure that stObj->pt
hasn't changed from view->texture through TexImage-related paths).

To avoid that, move the shadow resource to the vc4_sampler_view struct.

Fixes: f0ecd36ef8 ("st/mesa: add an entirely separate codepath for setting up buffer views")
2017-09-26 14:49:43 -07:00
Lucas Stach
c481880899 renderonly/etnaviv: stop importing resource from renderonly
The current way of importing the resource from renderonly after allocation
is opaque and is taking away control from the driver, which it needs in
order to implement more advanced scenarios than the simple linear scanout
with matching stride alignments.

Signed-off-by: Lucas Stach <l.stach@pengutronix.de>
Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
Acked-by: Daniel Stone <daniels@collabora.com>
2017-07-19 16:26:49 +02:00
Eric Anholt
84ed8b67c5 vc4: Set shareable BOs as T tiled if possible
X11 and GL compositor performance on VC4 has been terrible because of our
SHARED-usage buffers all being forced to linear.  This swaps SHARED &&
!LINEAR buffers over to being tiled.

This is an expected win for all GL compositors during rendering (a full
copy of each shared texture per draw call), allows X11 to be used with
decent performance without a GL compositor, and improves X11 windowed
swapbuffers performance as well.  It also halves the memory usage of
shared buffers that get textured from.  The only cost should be idle
systems with a scanout-only buffer that isn't flagged as LINEAR, in which
case the memory bandwidth cost of scanout goes up ~25%.

This implements the EGL_EXT_image_dma_buf_import_modifiers extension,
supporting the VC4 T_TILED modifier.

v2: Added modifier support to resource creation/import, and
    advertisement (by daniels).
v3: Fix old-kernel fallback path, fix compiler error and warnings, and
    comment touchups (by anholt).

Reviewed-by: Daniel Stone <daniels@collabora.com>
2017-07-12 10:58:33 -07:00
Eric Anholt
bb466a996f vc4: Use vc4_setup_slices for resource import
Rather than open-coding populating the first slice inside resource
import, use vc4_setup_slices to do it for us.

v2: Rebase on VC4_DEBUG=surf change

Reviewed-by: Daniel Stone <daniels@collabora.com>
2017-07-12 10:58:33 -07:00
Eric Anholt
111b6b77cb vc4: Make the miptree debug code available under VC4_DEBUG=surf
I kept flipping the bool on for debug, so let's just make it available.

Reviewed-by: Daniel Stone <daniels@collabora.com>
2017-07-12 10:58:33 -07:00
Eric Anholt
2aec62a45b vc4: Remove a stale comment.
The kernel hasn't been synchronous in a couple of years, plus there was
synchronization code right there.
2017-07-12 10:58:33 -07:00
Eric Anholt
7029ec05e2 gallium: Add renderonly-based support for pl111+vc4.
This follows the model of imx (display) and etnaviv (render): pl111 is a
display-only device, so when asked to do GL for it, we see if we have a
vc4 renderer, make the vc4 screen, and have vc4 call back to pl111 to do
scanout allocations.

The difference from etnaviv is that we share the same BO between vc4 and
pl111, rather than having a vc4 bo and a pl11 bo and copies between the
two.  The only mismatch between their requirements is that vc4 requires
4-pixel (at 32bpp) stride alignment, while pl111 requires that stride
match width.  The kernel will reject any modesets to an incorrect stride,
so the 3D driver doesn't need to worry about that.

v2: Rebase on Android rework, drop unused include.
v3: Fix another Android bug, from Rob Herring's build-testing.

Reviewed-by: Christian Gmeiner <christian.gmeiner@gmail.com>
2017-06-15 11:41:22 -07:00
Rhys Kidd
499f45163a vc4: Remove dead code in vc4_dump_surface_msaa()
Coverity caught the use of dead code copy-paste for
found_colors[] and num_found_colors.

CID: 1341850
Signed-off-by: Rhys Kidd <rhyskidd@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
2017-05-22 09:50:22 -07:00
Eric Anholt
e8ea42d245 vc4: Don't allocate new BOs to avoid synchronization when they're shared.
If X11 did a software fallback to the entire screen, we would throw out
the BO the screen is scanning out from and allocate a new one.

Cc: mesa-stable@lists.freedesktop.org
2017-05-17 14:18:29 -07:00
Eric Anholt
50e78cd04f vc4: Drop pointless indirections around BO import/export.
I've since found them to be more confusing by adding indirections than
clarifying by screening off resources from the handle/fd import/export
process.
2017-05-17 14:18:26 -07:00
Eric Anholt
76e4ab5715 vc4: Drop the u_resource_vtbl no-op layer.
We only ever attached one vtbl, so it was a waste of space and
indirections.
2017-05-17 14:18:26 -07:00
Marek Olšák
330d0607ed gallium: remove pipe_index_buffer and set_index_buffer
pipe_draw_info::indexed is replaced with index_size. index_size == 0 means
non-indexed.

Instead of pipe_index_buffer::offset, pipe_draw_info::start is used.
For indexed indirect draws, pipe_draw_info::start is added to the indirect
start. This is the only case when "start" affects indirect draws.

pipe_draw_info::index is a union. Use either index::resource or
index::user depending on the value of pipe_draw_info::has_user_indices.

v2: fixes for nine, svga
2017-05-10 19:00:16 +02:00
Eric Anholt
80157466cd vc4: Add miptree/texture state support for ETC1 compressed textures.
The format isn't flagged as enabled at runtime yet, because we need kernel
validation support.
2016-11-03 18:42:58 -07:00
Eric Anholt
99d790538d vc4: Avoid loading from the texture during non-utile-aligned glTexImage().
Previously, the plan was "if the width/height we have to load/store isn't
the size the user is planning on writing, then we need to load the old
contents out beforehand to prevent writing back undefined".

However, when we're doing glTexImage() we often end up aligning the
width/height into the padding of the texture, and we don't actually
need to read out that padding.

Improves x11perf -aatrapezoid100 performance from ~460/sec to
~700/sec.
2016-10-13 14:27:30 -07:00
Eric Anholt
9421a6065c vc4: Fix fallback to quad clears of depth in GLX.
The fix in the vc4-jobs series ended up triggering the fallback path on
GLX apps that use depth but not stencil.
2016-10-06 18:09:24 -07:00
Eric Anholt
8810270d06 vc4: Add the format name in miptree_debug.
I was curious if my Z/S buffer was actually ZS or ZX, and the vc4 format
of "0" didn't tell me much.
2016-10-06 18:09:24 -07:00
Nicolai Hähnle
2a83036fe2 vc4: use the new parent/child pools for transfers
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
2016-10-05 15:42:20 +02:00
Eric Anholt
f597ac3966 vc4: Implement job shuffling
Track rendering to each FBO independently and flush rendering only when
necessary.  This lets us avoid the overhead of storing and loading the
frame when an application momentarily switches to rendering to some other
texture in order to continue rendering the main scene.

Improves glmark -b desktop:effect=shadow:windows=4 by 27%
Improves glmark -b
    desktop:blur-radius=5:effect=blur:passes=1:separable=true:windows=4
    by 17%

While I haven't tested other apps, this should help X rendering a lot, and
I've heard GLBenchmark needed it too.
2016-09-14 06:25:41 +01:00
Eric Anholt
a2014c2eb9 vc4: Simplify the DISCARD_RANGE handling
It's really just an upgrade to attempting WHOLE_RESOURCE.  Pulling the
logic out caught two bugs in it: We would try to do so on cubemaps (even
though we're only mapping 1 of the 6 slices), and we would break
persistent coherent mappings by trying to reallocate when we shouldn't.
2016-09-14 06:08:03 +01:00
Marek Olšák
e7a73b75a0 gallium: switch drivers to the slab allocator in src/util 2016-09-06 14:24:04 +02:00
Marek Olšák
1ffe77e7bb gallium: split transfer_inline_write into buffer and texture callbacks
to reduce the call indirections with u_resource_vtbl.

The worst call tree you could get was:
  - u_transfer_inline_write_vtbl
    - u_default_transfer_inline_write
      - u_transfer_map_vtbl
        - driver_transfer_map
      - u_transfer_unmap_vtbl
        - driver_transfer_unmap

That's 6 indirect calls. Some drivers only had 5. The goal is to have
1 indirect call for drivers that care. The resource type can be determined
statically at most call sites.

The new interface is:
  pipe_context::buffer_subdata(ctx, resource, usage, offset, size, data)
  pipe_context::texture_subdata(ctx, resource, level, usage, box, data,
                                stride, layer_stride)

v2: fix whitespace, correct ilo's behavior

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
Acked-by: Roland Scheidegger <sroland@vmware.com>
2016-07-23 13:33:42 +02:00
Eric Anholt
3bcd0f1912 vc4: Speed up glGenerateMipmaps by avoiding shadow baselevel.
To support general GL_TEXTURE_BASE_LEVEL we have to copy to a temporary
miptree.  However, if a single level is being selected, we can use the
existing miptree and force all the sampling to be from that particular
level.

This avoids a ton of software fallbacks in glGenerateMipmaps(), which uses
base levels in the blit implementation in gallium.  Improves "glmark2 -b
terrain" from 2 fps to 3 (perhaps some more precision would be useful?),
and cuts its CPU usage during the benchmarking from ~30% to ~10% (total
CPU time from 8.8s to 7.6s).
2016-07-15 13:54:00 -07:00
Eric Engestrom
e8959ba7af vc4: fix memory leak
The allocation has succeeded by that point, so it needs to be freed.

CovID: 1358929
Signed-off-by: Eric Engestrom <eric@engestrom.ch>
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-07-12 15:47:12 -07:00
Rob Herring
067c5b10b6 vc4: fix vc4_resource_from_handle() stride calculation
The expected stride calculation is completely wrong. It should
ultimately be multiplying cpp and width rather than dividing. The width
also needs to be aligned to the tiling width first before converting to
stride bytes.

The whole stride check here is possibly pointless. Any buffers which
were allocated outside of vc4 may have strides with larger alignment
requirements.

Signed-off-by: Rob Herring <robh@kernel.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
2016-06-15 14:54:38 -07:00
Eric Anholt
a507dcc160 vc4: Size transfer temporary mappings appropriately for full maps of 3D.
We don't really support reading/writing of 3D textures since the hardware
doesn't do 3D, but we do need to make sure that a pipe_transfer for them
has enough space to store the image.  This was previously not a problem
because the state tracker only mapped a slice at a time until
fb9fe352ea.  Fixes glean glsl1 tests, which
all have setup of a 3D texture at the start.
2016-05-18 17:30:07 -07:00
Eric Anholt
48fe53bbb9 vc4: Add support for rendering to cube map surfaces.
We need to fix up the offset to point at the face of the cube.  Fixes
piglit fbo-cubemap, copyteximage CUBE, and glean's fbo test.

Cc: "11.1 11.2" <mesa-stable@lists.freedesktop.org>
2016-04-18 10:10:44 -07:00
Eric Anholt
21a9ed6207 vc4: Don't flush on read-only access of buffers read by the CL.
Fixes piglit mixed-immediate-and-vbo, and may significantly improve
performance of applications that store a 4-byte IB in the same VBO as
vertex data.
2016-04-18 10:10:44 -07:00
Eric Anholt
56b14adf85 vc4: Sanity check strides for imported BOs.
If we're going to sample from or render to them at some particular size,
we'd better make sure that they actually are that size.  Causes some tests
under simulation to generate appropriate error messages instead of
failures.
2016-04-18 10:10:44 -07:00
Marek Olšák
82db518f15 gallium: add external usage flags to resource_from(get)_handle (v2)
This will allow drivers to make better decisions about texture sharing
for DRI2, DRI3, Wayland, and OpenCL.

v2: add read/write flags, take advantage of __DRI_IMAGE_USE_BACKBUFFER

Reviewed-by: Axel Davy <axel.davy@ens.fr>
2016-03-09 15:02:25 +01:00
Eric Anholt
64253fdb2e vc4: Fix build from upload changes. 2016-01-02 17:33:19 -08:00
Marek Olšák
020009f7cc u_upload_mgr: pass alignment to u_upload_alloc manually
The fixed alignment of u_upload_mgr will go away.
This is the first step.

The motivation is that one u_upload_mgr can have multiple users,
each allocating from the same buffer, but requiring a different alignment.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
2016-01-02 15:15:44 +01:00
Eric Anholt
f2cf2a63f1 vc4: Don't consider nr_samples==1 surfaces to be MSAA.
This is apparently a weirdness of gallium -- nr_samples==1 is occasionally
used and means the same thing as nr_samples==0.  Fixes a bunch of
ARB_framebuffer_srgb blit cases in piglit.
2015-12-15 12:02:53 -08:00
Eric Anholt
fc4a1bfb88 vc4: Add support for mapping of MSAA resources.
The pipe_transfer_map API requires that we do an implicit
downsample/upsample and return a mapping of that.
2015-12-08 09:49:56 -08:00
Eric Anholt
a69ac4e89c vc4: Add debug dumping of MSAA surfaces. 2015-12-04 09:24:36 -08:00
Eric Anholt
3c3b1184eb vc4: Add support for laying out MSAA resources.
For MSAA, we store full resolution tile buffer contents, which have their
own tiling format.  Since they're full resolution buffers, we have to
align their size to full tiles.
2015-12-04 09:24:36 -08:00
Eric Anholt
eb8fb0064d vc4: Return GL_OUT_OF_MEMORY when buffer allocation fails.
I was afraid our callers weren't prepared for this, but it looks like
at least for resource creation, mesa/st throws an error appropriately.

Cc: "11.0" <mesa-stable@lists.freedesktop.org>
2015-11-09 19:17:36 -08:00
Eric Anholt
855a3ca598 vc4: Fix a compiler warning. 2015-11-09 19:17:36 -08:00
Eric Anholt
04c42f3ab5 vc4: Allow user index buffers, to avoid slow readback for shadow IBs.
Improves low-settings openarena performance by 31.9975% +/- 0.659931%
(n=7).
2015-10-29 22:58:01 -07:00
Eric Anholt
2e04492a14 vc4: Skip re-emitting the shader_rec if it's unchanged.
It's a bunch of work for us to emit it (and its uniforms), more work for
the kernel to validate it, and additional work for the CLE to read
it. Improves es2gears framerate by about 50%.

Signed-off-by: Eric Anholt <eric@anholt.net>
2015-07-28 20:02:16 -07:00
Eric Anholt
bb107110a4 vc4: Fix write-only texsubimage when we had to align.
We need to make sure that when we store the aligned box, we've got
initialized contents in the border.  We could potentially just load the
border area, but for now let's get text rendering working in X (and fix
the GL_TEXTURE_2D errors in piglit's texsubimage test and
gl-2.1-pbo/test_tex_image)
2015-06-20 00:16:32 -07:00
Eric Anholt
10aacf5ae8 vc4: Just stream out fallback IB contents.
The idea I had when I wrote the original shadow code was that you'd see a
set_index_buffer to the IB, then a bunch of draws out of it.  What's
actually happening in openarena is that set_index_buffer occurs at every
draw, so we end up making a new shadow BO every time, and converting more
of the BO than is actually used in the draw.

While I could maybe come up with a better caching scheme, for now just
do the simple thing that doesn't result in a new shadow IB allocation
per draw.

Improves performance of isosurf in drawelements mode by 58.7967% +/-
3.86152% (n=8).
2015-05-27 17:29:11 -07:00
Eric Anholt
3a728d4dfb vc4: Update the shadow texture for public textures on every draw.
We don't know who else has written to it, so we'd better update it every
time.  This makes the gears spin in X again.
2015-04-15 16:50:23 -07:00
Eric Anholt
bd957b1b79 vc4: Hook up VC4_DEBUG=perf to some useful printfs. 2015-04-15 16:50:22 -07:00
Eric Anholt
43b20795b7 vc4: Move the blit code to a separate file.
There will be other blit code showing up, and it seems like the place
you'd look.
2015-04-13 23:20:45 -07:00
Eric Anholt
adae027260 vc4: Use the blit interface for updating shadow textures.
This lets us plug in a better blit implementation and have it impact the
shadow update, too.
2015-04-13 10:39:24 -07:00
Eric Anholt
7bc39c8418 vc4: Add a dump-the-surface-contents routine.
This has been useful once again while trying to debug stride issues
between render targets and texturing.
2015-03-24 10:39:12 -07:00
Eric Anholt
7f797e3d17 vc4: Fix pitch alignment of linear textures.
Fixes some non-power-of-two texture rendering when I force ARGB8888 to
raster.
2015-03-24 10:39:12 -07:00
Eric Anholt
8975a09494 vc4: Fix use of a bool as an enum.
The enum compared to was 0, so it worked out, but it sure looked wrong.
2015-03-24 10:39:12 -07:00
Eric Anholt
04605c21f6 vc4: Decide the HW's format before laying out the miptree.
I'm experimenting with a workaround for raster texture misrendering on
hardware, and this lets me look at the format chosen when computing
strides.
2015-03-24 10:39:12 -07:00