Files
third_party_mesa3d/src/gallium/drivers/iris/iris_binder.c
Kenneth Graunke dfe1ee4f6f iris: comment everything
1. Write the code
2. Add comments
3. PROFIT (or just avoid cost of explaining or relearning things...)
2019-02-21 10:26:08 -08:00

160 lines
5.5 KiB
C

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