
1. Write the code 2. Add comments 3. PROFIT (or just avoid cost of explaining or relearning things...)
160 lines
5.5 KiB
C
160 lines
5.5 KiB
C
/*
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* Copyright © 2018 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* on the rights to use, copy, modify, merge, publish, distribute, sub
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* license, and/or sell copies of the Software, and to permit persons to whom
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* the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHOR(S) AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
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* OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
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* USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* @file iris_binder.c
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*
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* Shader programs refer to most resources via integer handles. These are
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* indexes (BTIs) into a "Binding Table", which is simply a list of pointers
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* to SURFACE_STATE entries. Each shader stage has its own binding table,
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* set by the 3DSTATE_BINDING_TABLE_POINTERS_* commands. Both the binding
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* table itself and the SURFACE_STATEs are relative to Surface State Base
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* Address, so they all live in IRIS_MEMZONE_SURFACE.
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*
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* Unfortunately, the hardware designers made 3DSTATE_BINDING_TABLE_POINTERS
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* only accept a 16-bit pointer. This means that all binding tables have to
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* live within the 64kB range starting at Surface State Base Address. (The
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* actual SURFACE_STATE entries can live anywhere in the 4GB zone, as the
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* binding table entries are full 32-bit pointers.)
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*
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* We stream out binding tables dynamically, storing them in a single 64kB
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* "binder" buffer, located at IRIS_BINDER_ADDRESS. Before emitting a draw
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* call, we reserve space for any new binding tables needed by bound shaders.
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* If there is no space, we flush the batch and swap out the binder for a
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* new empty BO.
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*
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* XXX: This should be fancier. We currently replace the binder with a
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* fresh BO on every batch, which causes the kernel to stall, trying to
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* pin the new buffer at the same memory address as the old one. We ought
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* to avoid this by using a ringbuffer, tracking the busy section of the BO,
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* and cycling back around where possible to avoid replacing it at all costs.
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*
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* XXX: if we do have to flush, we should emit a performance warning.
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*/
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#include <stdlib.h>
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#include "util/u_math.h"
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#include "iris_binder.h"
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#include "iris_bufmgr.h"
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#include "iris_context.h"
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/**
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* Reserve a block of space in the binder, given the raw size in bytes.
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*/
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uint32_t
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iris_binder_reserve(struct iris_batch *batch, unsigned size)
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{
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struct iris_binder *binder = &batch->binder;
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assert(size > 0);
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assert((binder->insert_point % 64) == 0);
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/* If we can't fit all stages in the binder, flush the batch which
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* will cause us to gain a new empty binder.
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*/
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if (binder->insert_point + size > IRIS_BINDER_SIZE)
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iris_batch_flush(batch);
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uint32_t offset = binder->insert_point;
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/* It had better fit now. */
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assert(offset + size <= IRIS_BINDER_SIZE);
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binder->insert_point = align(binder->insert_point + size, 64);
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iris_use_pinned_bo(batch, binder->bo, false);
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return offset;
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}
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/**
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* Reserve and record binder space for 3D pipeline shader stages.
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*
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* Note that you must actually populate the new binding tables after
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* calling this command - the new area is uninitialized.
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*/
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void
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iris_binder_reserve_3d(struct iris_batch *batch,
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struct iris_context *ice)
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{
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struct iris_compiled_shader **shaders = ice->shaders.prog;
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struct iris_binder *binder = &batch->binder;
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unsigned total_size = 0;
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unsigned sizes[MESA_SHADER_STAGES] = {};
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for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
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if (!(ice->state.dirty & (IRIS_DIRTY_BINDINGS_VS << stage)))
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continue;
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if (!shaders[stage])
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continue;
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const struct brw_stage_prog_data *prog_data =
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(const void *) shaders[stage]->prog_data;
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sizes[stage] = align(prog_data->binding_table.size_bytes, 64);
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total_size += sizes[stage];
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}
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if (total_size == 0)
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return;
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uint32_t offset = iris_binder_reserve(batch, total_size);
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/* Assign space and record the current binding table. */
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for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
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if (!(ice->state.dirty & (IRIS_DIRTY_BINDINGS_VS << stage)))
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continue;
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binder->bt_offset[stage] = sizes[stage] > 0 ? offset : 0;
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offset += sizes[stage];
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}
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}
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/* Avoid using offset 0, tools consider it NULL */
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#define INIT_INSERT_POINT 64
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void
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iris_init_binder(struct iris_binder *binder, struct iris_bufmgr *bufmgr)
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{
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binder->bo =
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iris_bo_alloc(bufmgr, "binder", IRIS_BINDER_SIZE, IRIS_MEMZONE_BINDER);
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binder->map = iris_bo_map(NULL, binder->bo, MAP_WRITE);
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binder->insert_point = INIT_INSERT_POINT;
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}
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/**
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* Is the binder empty? (If so, old binding table pointers are stale.)
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*/
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bool
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iris_binder_is_empty(struct iris_binder *binder)
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{
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return binder->insert_point <= INIT_INSERT_POINT;
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}
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void
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iris_destroy_binder(struct iris_binder *binder)
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{
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iris_bo_unreference(binder->bo);
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}
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