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>
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@ -528,6 +528,16 @@
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<field name="number of attribute arrays" size="5" start="0" type="uint"/>
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<field name="number of attribute arrays" size="5" start="0" type="uint"/>
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</packet>
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</packet>
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<packet code="71" name="VCM Cache Size" min_ver="41">
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<field name="Number of 16-vertex batches for rendering" size="4" start="4" type="uint"/>
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<field name="Number of 16-vertex batches for binning" size="4" start="0" type="uint"/>
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</packet>
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<packet code="73" name="VCM Cache Size" max_ver="33">
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<field name="Number of 16-vertex batches for rendering" size="4" start="4" type="uint"/>
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<field name="Number of 16-vertex batches for binning" size="4" start="0" type="uint"/>
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</packet>
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<packet code="73" name="Transform Feedback Buffer" min_ver="41">
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<packet code="73" name="Transform Feedback Buffer" min_ver="41">
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<field name="Buffer Address" size="32" start="32" type="address"/>
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<field name="Buffer Address" size="32" start="32" type="address"/>
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<field name="Buffer Size in 32-bit words" size="30" start="2" type="uint"/>
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<field name="Buffer Size in 32-bit words" size="30" start="2" type="uint"/>
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@ -27,13 +27,14 @@
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#include <stdint.h>
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#include <stdint.h>
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/**
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/**
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* Struct for tracking features of the V3D chip. This is where we'll store
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* Struct for tracking features of the V3D chip across driver and compiler.
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* boolean flags for features in a specific version, but for now it's just the
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* version
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*/
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*/
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struct v3d_device_info {
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struct v3d_device_info {
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/** Simple V3D version: major * 10 + minor */
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/** Simple V3D version: major * 10 + minor */
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uint8_t ver;
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uint8_t ver;
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/** Size of the VPM, in bytes. */
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int vpm_size;
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};
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};
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#endif
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#endif
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@ -648,6 +648,9 @@ struct v3d_vs_prog_data {
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/* Total number of components written, for the shader state record. */
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/* Total number of components written, for the shader state record. */
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uint32_t vpm_output_size;
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uint32_t vpm_output_size;
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/* Value to be programmed in VCM_CACHE_SIZE. */
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uint8_t vcm_cache_size;
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};
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};
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struct v3d_fs_prog_data {
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struct v3d_fs_prog_data {
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@ -756,10 +756,28 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
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if (prog_data->uses_iid)
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if (prog_data->uses_iid)
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prog_data->vpm_input_size++;
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prog_data->vpm_input_size++;
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/* Input/output segment size are in 8x32-bit multiples. */
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/* Input/output segment size are in sectors (8 rows of 32 bits per
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* channel).
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*/
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prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
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prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
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prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
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prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
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/* Compute VCM cache size. We set up our program to take up less than
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* half of the VPM, so that any set of bin and render programs won't
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* run out of space. We need space for at least one input segment,
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* and then allocate the rest to output segments (one for the current
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* program, the rest to VCM). The valid range of the VCM cache size
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* field is 1-4 16-vertex batches, but GFXH-1744 limits us to 2-4
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* batches.
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*/
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assert(c->devinfo->vpm_size);
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int sector_size = 16 * sizeof(uint32_t) * 8;
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int vpm_size_in_sectors = c->devinfo->vpm_size / sector_size;
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int half_vpm = vpm_size_in_sectors / 2;
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int vpm_output_batches = half_vpm - prog_data->vpm_input_size;
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assert(vpm_output_batches >= 2);
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prog_data->vcm_cache_size = CLAMP(vpm_output_batches - 1, 2, 4);
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return v3d_return_qpu_insts(c, final_assembly_size);
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return v3d_return_qpu_insts(c, final_assembly_size);
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}
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}
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@ -585,6 +585,8 @@ v3d_get_device_info(struct v3d_screen *screen)
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uint32_t minor = (ident1.value >> 0) & 0xf;
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uint32_t minor = (ident1.value >> 0) & 0xf;
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screen->devinfo.ver = major * 10 + minor;
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screen->devinfo.ver = major * 10 + minor;
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screen->devinfo.vpm_size = (ident1.value >> 28 & 0xf) * 1024;
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switch (screen->devinfo.ver) {
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switch (screen->devinfo.ver) {
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case 33:
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case 33:
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case 41:
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case 41:
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@ -306,6 +306,13 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
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}
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}
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}
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}
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cl_emit(&job->bcl, VCM_CACHE_SIZE, vcm) {
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vcm.number_of_16_vertex_batches_for_binning =
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v3d->prog.cs->prog_data.vs->vcm_cache_size;
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vcm.number_of_16_vertex_batches_for_rendering =
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v3d->prog.vs->prog_data.vs->vcm_cache_size;
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}
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cl_emit(&job->bcl, GL_SHADER_STATE, state) {
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cl_emit(&job->bcl, GL_SHADER_STATE, state) {
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state.address = cl_address(job->indirect.bo, shader_rec_offset);
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state.address = cl_address(job->indirect.bo, shader_rec_offset);
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state.number_of_attribute_arrays = num_elements_to_emit;
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state.number_of_attribute_arrays = num_elements_to_emit;
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