This may help debugging performance problems in the possible case that
TBIMR negatively impacts the performance of some application. It could
also allow applying application-specific band-aid fixes in the XML file
until a more general workaround is implemented.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25493>
Huge thanks to Tapani Pälli for debugging this issue, figuring out
what was going wrong, proposing fixes, and walking me through where
things were going off the rails.
BLORP always disables tessellation and geometry shaders. Our handling
tried to look at ice->shaders.uncompiled[] to determine whether the next
draw needed those shaders. If not, we can leave BLORP's residual state
that disabled those stages in place, and skip looking at it.
Unfortunately, predicting the future is a bit fraught, in part due to
the uncompiled[] and prog[] arrays being slightly out of sync at times.
Consider the following case:
1. Draw with tessellation shaders in place
=> uncompiled[TES] and prog[TES] will both point at valid shaders.
2. Gallium calls pipe->bind_tes_state(NULL).
=> This makes uncompiled[TES] point at NULL, and flags
IRIS_STAGE_DIRTY_UNCOMPILED_TES.
Because iris_update_compiled_shaders() hasn't happened yet,
uncompiled[TES] is NULL but prog[TES] has the stale TES from
the previous draw still.
3. BLORP operations happen
=> BLORP sees uncompiled[TES] == NULL and decides that tessellation
is off for the upcoming draws. So it skips flagging tess state.
4. Gallium calls pipe->bind_tes_state(shader from step #1).
=> uncompiled[TES] points at the original shader.
IRIS_STAGE_DIRTY_UNCOMPILED_TES gets flagged again.
5. Draw again
=> This calls iris_update_compiled_shaders(), which sees that
a TES is bound, and calls iris_update_compiled_tes(). But
because the same shader was bound as before, the program it
comes up with is identical to the one already bound at
ice->shaders.prog[TES]. So, it thinks it doesn't have to
flag any tessellation state dirty because it was already
set up for the last draw.
This random unbind and rebind between draws leads to a situation
where, at step #3, BLORP thinks it can skip flagging tessellation
state (nothing is bound), and at step #5, normal state handling
thinks it can skip flagging tessellation state (nothing changed
since last time). So nobody does, and things break.
This unbind appears to be happening when st_release_variants()
decides it wants to free some shaders. Then a rebind happens to
put back the actual shader for the draw. So, it's not theoretical.
To fix this, we change BLORP to look at ice->shaders.prog[] rather
than uncompiled[]. This is equivalent to thinking about the previous
draw, rather than the next. If the last draw had tessellation off,
then BLORP's disabling was a no-op, and the GPU is still in the same
state as the previous draw. This is more reliable than predicting
the future.
Cc: mesa-stable
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/8308
Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/9678
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24880>
The whole usage of this flag is to call iris_use_pinned_bo() with
writable argument, for that we don't need any i915_drm.h specific type.
IRIS_BLORP_RELOC_FLAGS_EXEC_OBJECT_WRITE could have any other value but
keeping the same as i915_drm.h.
With this we can drop 2 i915_drm.h imports from generic Iris code.
Signed-off-by: José Roberto de Souza <jose.souza@intel.com>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21887>
Before dropping this function, handle the two callers of this function:
* The call in iris_blorp.c is redundant. The required cache flushes are
already handled by the callers of blorp functions. Delete this.
* The call in iris_resolve.c is still providing a benefit because it
calls iris_emit_buffer_barrier_for internally. Inline the needed
barrier.
Cc: 23.0 <mesa-stable>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21303>
The bulk of IRIS_DOMAIN_OTHER_READ domain usage was the 3D sampler, but
there were also a few oddball cases like command streamer reads, blitter
access, and so on. The sampler is definitely L3 coherent, but some off
the more esoteric reads may not be, so I'd like to separate them, so
that OTHER_READ can become a non-L3-coherent kitchen-sink domain.
The sampler cases only need TEXTURE_CACHE_INVALIDATE, and can skip the
CONSTANT_CACHE_INVALIDATE we had on IRIS_DOMAIN_OTHER_READ.
Reviewed-by: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Rohan Garg <rohan.garg@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15275>
On Icelake and later, we can use a new 3DSTATE_BINDING_TABLE_POOL_ALLOC
command to update the location of the binder (buffer containing binding
table entries), rather than having to move Surface State Base Address
via a STATE_BASE_ADDRESS command. This has less stalling and also means
our surface addresses can remain relative to a fixed 4GB address range,
meaning we don't have to re-stream them any time the binder changes.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14507>
On Gfx11+, we're going to stop changing Surface State Base Address
and instead start changing the Binding Table Pool address instead.
So, rename a few things to track the last binder address, which is
what we're actually changing, regardless of how we program it.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14507>
Skylake and older use a 15:5 binding table pointer format, which means
our binder can be at most 64kB in size. Each binding table within the
binder must be aligned to 32B.
XeHP uses a new 20:5 binding table format, which allows us to increase
the binder size to 1MB while retaining the nice 32B alignment. Larger
binders mean fewer stalls as we update the base address for the binder.
Icelake and Tigerlake can either use the 15:5 format or an 18:8 format.
18:8 mode requires the base of each binding table to be aligned to 256B
instead of 32B, but it gives us a maximum binder size of 512kB.
We can store 64 binding table entries in a 256B chunk (256B / 4B = 64),
but only 8 entries in a 32B chunk (32B / 4B = 8). Assuming that most
binding tables have fewer than 64 entries, this means that with the 18:8
format, we're likely to be able to fit 2048 (512KB / 256B) tables into a
a buffer before needing to allocate a new one and stall.
Technically, the old format could also store 2048 binding tables per
buffer as well (64KB / 32B = 2048). However, tables that needed more
than 8 entries would need multiple 32B chunks. A single table would
take multiple aligned chunks, while with the larger 256B format, it
could fit in a single one.
This cuts binder resets by 6.3% on a Shadow of Mordor benchmark trace.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14507>
This splits iris_blorp_exec() into separate functions for executing on
the render command streamer and the blitter command streamer. A future
patch could add a separate iris_blorp_exec_compute() path that skips a
bunch of render-specific work.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14687>
This will be used as a performance hint for XY_BLOCK_COPY_BLT to
indicate whether the source/destination surfaces are (likely) in
device-local memory or system memory. We don't need to be precise
here - it's okay to set the fields to LOCAL even if a buffer has
been evicted out to system memory.
We should set this from Vulkan too, but I haven't yet. There isn't
a convenient anv_bo field like there is in iris...
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14687>
Unlike the Gen11 code, this requires us to allocate a pipe_resource
for the pixel pipe hashing tables and hold a reference to it from the
context, since we need to add it to the validation list of every
batch, the tables may be accessed by the hardware at any time after
they're specified via 3DSTATE_SLICE_TABLE_STATE_POINTERS.
Note that this has an effect even for unfused native die platforms,
since the pixel pipe hashing tables we intend to program aren't
equivalent to the hardware's defaults on such configs.
Reviewed-by: Caio Oliveira <caio.oliveira@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13569>
Implement the workarounds in anv and iris instead.
Before this commit, ISL unconditionally modified workaround registers
while filling out depth stencil state. To account for this, drivers
unconditionally stalled prior to emitting depth stencil packets. This
hurt performance.
By having the drivers perform the workarounds, they can choose when to
modify the relevant registers. The drivers now avoid emitting the
workaround for NULL depth buffers. This reduces stalls and leads to
better performance.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> (the ISL/Anv bits)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> (the Iris bits)
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11454>
Reconfiguring the URB partitioning is likely to cause shader stalls,
as the dividing line between each stage's section of memory is moving.
(Technically, 3DSTATE_URB_* are pipelined commands, but that mostly
means that the command streamer doesn't need to stall.) So it should
be beneficial to update the URB configuration less often.
If the previous URB configuration already has enough space for our
current shader's needs, we can just continue using it, assuming we
are able to allocate the maximum number of URB entries per stage.
However, if we ran out of URB space and had to limit the number of
URB entrties for a stage, and the per-entry size is larger than we
need, we should reconfigure it to try and improve concurrency.
So, we begin tracking the last URB configuration in the context,
and compare against that when updating shader variants.
Cuts 36% of the URB reconfigurations (excluding BLORP) from a
Shadow of Mordor trace, and 46% from a GFXBench Manhattan 3.0 trace.
One nice thing is that this removes the need to look at the old
prog_data when updating shaders, which should make it possible to
unbind shader variants without causing spurious URB updates.
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8721>
On Gen12+, we can enable additional caches in certain usage situations.
This routes that decision making to a central place in ISL, based on
surface usage flags, and updates both drivers to use it. (i965 doesn't
need to change because it doesn't support Gen12.)
We continue handling the "external" decision via an anv_mocs() wrapper
for now, since we store that flag in anv_bo, which isl doesn't know
about. (We could introduce an ISL_SURF_USAGE_EXTERNAL, but I'm not
actually sure that would be cleaner.)
This patch should not have any functional nor performance effects, as
we continue selecting the exact same MOCS values for now.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7104>
The iris_blorp_exec() hook needs to be executed under a single
indivisible sync region, which means that in cases where we need to
emit a PIPE_CONTROL for a buffer barrier we won't be able to track the
subsequent commands separately from the previous commands, which will
prevent us from optimizing out subsequent PIPE_CONTROLs if we
encounter the same buffers again. In particular I've encountered this
situation in some SynMark test-cases which perform lots of BLORP
operations with the same buffer bound as both source and destination
(in order to generate mipmaps): In such a scenario if the source
requires flushing we'd also end up flushing for the destination
redundantly, even though a single PIPE_CONTROL would have been
sufficient.
This avoids a 4.5% FPS regression in SynMark OglHdrBloom and a 3.5%
FPS regression in SynMark OglMultithread.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3875>
The render cache hash table is now *mostly* redundant with the more
general seqno matrix-based cache tracking mechanism. Most hash table
operations are now gone except for the format mismatch checks done in
iris_cache_flush_for_render(). Redundant code removed as a separate
patch for bisectability.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3875>
Probably the most annoying patch to review from the whole series --
Mark every buffer object use as accessed through some caching domain
with the sequence number of the current synchronization section of the
batch. The additional argument of iris_use_pinned_bo() makes sure I'd
have gotten a compile error if I had missed any buffer added to the
batch validation list.
There are only a few exceptions where a buffer is left untracked while
adding it to the validation list, justified below:
- Batch buffers: These are strictly read-only for the moment.
- BLORP buffer objects: Their seqnos are bumped manually at the end
of iris_blorp_exec() instead, in order to avoid plumbing domain
information through BLORP address combining.
- Scratch buffers: The contents of these are strictly thread-local.
- Shader images and SSBOs: Accesses of these buffers are explicitly
synchronized at the API level.
v2: Opt out of tracking more aggressively (Ken): In addition to the
above, surface states, binding tables, instructions and most
dynamic states are now left untracked, which means a *lot* more BO
uses marked IRIS_DOMAIN_NONE which need to be reviewed extremely
carefully, since the cache tracker won't be able to provide any
coherency guarantees for them.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/3875>
We're nearly out of dirty bits, and some patches pending review on
GitLab no longer apply due to that. Make room for them by splitting
off shader stage-specific bits into a separate stage_dirty mask.
An alternative would be to split compute-related bits into a separate
mask, but that would prevent the '<< stage' indexing done in various
parts of the driver from working.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5279>