v3d: Emit the VCM_CACHE_SIZE packet.

This is needed to ensure that we don't get blocked waiting for VPM space
with bin/render overlapping.

Cc: "18.2" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Eric Anholt 2018-08-02 12:23:02 -07:00
parent 5d49076990
commit 1561e4984e
6 changed files with 45 additions and 4 deletions

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@ -528,6 +528,16 @@
<field name="number of attribute arrays" size="5" start="0" type="uint"/>
</packet>
<packet code="71" name="VCM Cache Size" min_ver="41">
<field name="Number of 16-vertex batches for rendering" size="4" start="4" type="uint"/>
<field name="Number of 16-vertex batches for binning" size="4" start="0" type="uint"/>
</packet>
<packet code="73" name="VCM Cache Size" max_ver="33">
<field name="Number of 16-vertex batches for rendering" size="4" start="4" type="uint"/>
<field name="Number of 16-vertex batches for binning" size="4" start="0" type="uint"/>
</packet>
<packet code="73" name="Transform Feedback Buffer" min_ver="41">
<field name="Buffer Address" size="32" start="32" type="address"/>
<field name="Buffer Size in 32-bit words" size="30" start="2" type="uint"/>

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@ -27,13 +27,14 @@
#include <stdint.h>
/**
* Struct for tracking features of the V3D chip. This is where we'll store
* boolean flags for features in a specific version, but for now it's just the
* version
* Struct for tracking features of the V3D chip across driver and compiler.
*/
struct v3d_device_info {
/** Simple V3D version: major * 10 + minor */
uint8_t ver;
/** Size of the VPM, in bytes. */
int vpm_size;
};
#endif

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@ -648,6 +648,9 @@ struct v3d_vs_prog_data {
/* Total number of components written, for the shader state record. */
uint32_t vpm_output_size;
/* Value to be programmed in VCM_CACHE_SIZE. */
uint8_t vcm_cache_size;
};
struct v3d_fs_prog_data {

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@ -756,10 +756,28 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
if (prog_data->uses_iid)
prog_data->vpm_input_size++;
/* Input/output segment size are in 8x32-bit multiples. */
/* Input/output segment size are in sectors (8 rows of 32 bits per
* channel).
*/
prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
/* Compute VCM cache size. We set up our program to take up less than
* half of the VPM, so that any set of bin and render programs won't
* run out of space. We need space for at least one input segment,
* and then allocate the rest to output segments (one for the current
* program, the rest to VCM). The valid range of the VCM cache size
* field is 1-4 16-vertex batches, but GFXH-1744 limits us to 2-4
* batches.
*/
assert(c->devinfo->vpm_size);
int sector_size = 16 * sizeof(uint32_t) * 8;
int vpm_size_in_sectors = c->devinfo->vpm_size / sector_size;
int half_vpm = vpm_size_in_sectors / 2;
int vpm_output_batches = half_vpm - prog_data->vpm_input_size;
assert(vpm_output_batches >= 2);
prog_data->vcm_cache_size = CLAMP(vpm_output_batches - 1, 2, 4);
return v3d_return_qpu_insts(c, final_assembly_size);
}

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@ -585,6 +585,8 @@ v3d_get_device_info(struct v3d_screen *screen)
uint32_t minor = (ident1.value >> 0) & 0xf;
screen->devinfo.ver = major * 10 + minor;
screen->devinfo.vpm_size = (ident1.value >> 28 & 0xf) * 1024;
switch (screen->devinfo.ver) {
case 33:
case 41:

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@ -306,6 +306,13 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
}
}
cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
vcm.number_of_16_vertex_batches_for_binning =
v3d->prog.cs->prog_data.vs->vcm_cache_size;
vcm.number_of_16_vertex_batches_for_rendering =
v3d->prog.vs->prog_data.vs->vcm_cache_size;
}
cl_emit(&job->bcl, GL_SHADER_STATE, state) {
state.address = cl_address(job->indirect.bo, shader_rec_offset);
state.number_of_attribute_arrays = num_elements_to_emit;