v3dv: create a helper to start a new frame

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This commit is contained in:
Iago Toral Quiroga 2020-01-10 12:26:14 +01:00 committed by Marge Bot
parent d902e68732
commit a904b6f082
3 changed files with 88 additions and 127 deletions

View File

@ -162,8 +162,8 @@ cmd_buffer_destroy(struct v3dv_cmd_buffer *cmd_buffer)
vk_free(&cmd_buffer->pool->alloc, cmd_buffer);
}
static void
emit_binning_flush(struct v3dv_job *job)
void
v3dv_job_emit_binning_flush(struct v3dv_job *job)
{
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, cl_packet_length(FLUSH));
@ -243,6 +243,83 @@ cmd_buffer_can_merge_subpass(struct v3dv_cmd_buffer *cmd_buffer)
return true;
}
void
v3dv_cmd_buffer_start_frame(struct v3dv_cmd_buffer *cmd_buffer,
const struct v3dv_framebuffer *framebuffer)
{
struct v3dv_job *job = cmd_buffer->state.job;
assert(job);
v3dv_cl_ensure_space_with_branch(&job->bcl, 256);
/* The PTB will request the tile alloc initial size per tile at start
* of tile binning.
*/
uint32_t tile_alloc_size = 64 * framebuffer->layers *
framebuffer->draw_tiles_x *
framebuffer->draw_tiles_y;
/* The PTB allocates in aligned 4k chunks after the initial setup. */
tile_alloc_size = align(tile_alloc_size, 4096);
/* Include the first two chunk allocations that the PTB does so that
* we definitely clear the OOM condition before triggering one (the HW
* won't trigger OOM during the first allocations).
*/
tile_alloc_size += 8192;
/* For performance, allocate some extra initial memory after the PTB's
* minimal allocations, so that we hopefully don't have to block the
* GPU on the kernel handling an OOM signal.
*/
tile_alloc_size += 512 * 1024;
job->tile_alloc = v3dv_bo_alloc(cmd_buffer->device, tile_alloc_size);
v3dv_job_add_bo(job, job->tile_alloc);
const uint32_t tsda_per_tile_size = 256;
const uint32_t tile_state_size = framebuffer->layers *
framebuffer->draw_tiles_x *
framebuffer->draw_tiles_y *
tsda_per_tile_size;
job->tile_state = v3dv_bo_alloc(cmd_buffer->device, tile_state_size);
v3dv_job_add_bo(job, job->tile_state);
/* This must go before the binning mode configuration. It is
* required for layered framebuffers to work.
*/
cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
config.number_of_layers = framebuffer->layers;
}
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
config.width_in_pixels = framebuffer->width;
config.height_in_pixels = framebuffer->height;
config.number_of_render_targets = MAX2(framebuffer->attachment_count, 1);
config.multisample_mode_4x = false; /* FIXME */
config.maximum_bpp_of_all_render_targets = framebuffer->internal_bpp;
}
/* There's definitely nothing in the VCD cache we want. */
cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
/* Disable any leftover OQ state from another job. */
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
/* "Binning mode lists must have a Start Tile Binning item (6) after
* any prefix state data before the binning list proper starts."
*/
cl_emit(&job->bcl, START_TILE_BINNING, bin);
}
static void
cmd_buffer_end_render_pass_frame(struct v3dv_cmd_buffer *cmd_buffer)
{
assert(cmd_buffer->state.job);
emit_rcl(cmd_buffer);
v3dv_job_emit_binning_flush(cmd_buffer->state.job);
}
void
v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer)
{
@ -256,10 +333,8 @@ v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer)
* the RCL should have been emitted by the time we got here.
*/
assert(v3dv_cl_offset(&job->rcl) != 0 || cmd_buffer->state.pass);
if (cmd_buffer->state.pass) {
emit_rcl(cmd_buffer);
emit_binning_flush(job);
}
if (cmd_buffer->state.pass)
cmd_buffer_end_render_pass_frame(cmd_buffer);
list_addtail(&job->list_link, &cmd_buffer->submit_jobs);
cmd_buffer->state.job = NULL;
@ -1087,74 +1162,8 @@ subpass_start(struct v3dv_cmd_buffer *cmd_buffer)
struct v3dv_job *job = v3dv_cmd_buffer_start_job(cmd_buffer);
/* If we are starting a new job we need to setup binning. */
if (job->first_subpass == state->subpass_idx) {
const struct v3dv_framebuffer *framebuffer =
cmd_buffer->state.framebuffer;
v3dv_cl_ensure_space_with_branch(&job->bcl, 256);
/* The PTB will request the tile alloc initial size per tile at start
* of tile binning.
*/
const uint32_t fb_layers = 1; /* FIXME */
uint32_t tile_alloc_size = 64 * MAX2(fb_layers, 1) *
framebuffer->draw_tiles_x *
framebuffer->draw_tiles_y;
/* The PTB allocates in aligned 4k chunks after the initial setup. */
tile_alloc_size = align(tile_alloc_size, 4096);
/* Include the first two chunk allocations that the PTB does so that
* we definitely clear the OOM condition before triggering one (the HW
* won't trigger OOM during the first allocations).
*/
tile_alloc_size += 8192;
/* For performance, allocate some extra initial memory after the PTB's
* minimal allocations, so that we hopefully don't have to block the
* GPU on the kernel handling an OOM signal.
*/
tile_alloc_size += 512 * 1024;
job->tile_alloc = v3dv_bo_alloc(cmd_buffer->device, tile_alloc_size);
v3dv_job_add_bo(job, job->tile_alloc);
const uint32_t tsda_per_tile_size = 256;
const uint32_t tile_state_size = MAX2(fb_layers, 1) *
framebuffer->draw_tiles_x *
framebuffer->draw_tiles_y *
tsda_per_tile_size;
job->tile_state = v3dv_bo_alloc(cmd_buffer->device, tile_state_size);
v3dv_job_add_bo(job, job->tile_state);
/* This must go before the binning mode configuration. It is
* required for layered framebuffers to work.
*/
if (fb_layers > 0) {
cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
config.number_of_layers = fb_layers;
}
}
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
config.width_in_pixels = framebuffer->width;
config.height_in_pixels = framebuffer->height;
config.number_of_render_targets = MAX2(framebuffer->attachment_count, 1);
config.multisample_mode_4x = false; /* FIXME */
config.maximum_bpp_of_all_render_targets = framebuffer->internal_bpp;
}
/* There's definitely nothing in the VCD cache we want. */
cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
/* Disable any leftover OQ state from another job. */
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
/* "Binning mode lists must have a Start Tile Binning item (6) after
* any prefix state data before the binning list proper starts."
*/
cl_emit(&job->bcl, START_TILE_BINNING, bin);
}
if (job->first_subpass == state->subpass_idx)
v3dv_cmd_buffer_start_frame(cmd_buffer, cmd_buffer->state.framebuffer);
/* If we don't have a scissor or viewport defined let's just use the render
* area as clip_window, as that would be required for a clear in any

View File

@ -269,41 +269,6 @@ emit_copy_image_to_buffer_rcl(struct v3dv_job *job,
cl_emit(rcl, END_OF_RENDERING, end);
}
static void
emit_copy_image_to_buffer_bcl(struct v3dv_job *job,
struct v3dv_framebuffer *framebuffer,
const VkBufferImageCopy *region)
{
v3dv_cl_ensure_space_with_branch(&job->bcl, 256);
cl_emit(&job->bcl, NUMBER_OF_LAYERS, config) {
config.number_of_layers = framebuffer->layers;
}
cl_emit(&job->bcl, TILE_BINNING_MODE_CFG, config) {
config.width_in_pixels = framebuffer->width;
config.height_in_pixels = framebuffer->height;
config.number_of_render_targets = 1;
config.multisample_mode_4x = false; /* FIXME */
config.maximum_bpp_of_all_render_targets = framebuffer->internal_bpp;
}
cl_emit(&job->bcl, FLUSH_VCD_CACHE, bin);
cl_emit(&job->bcl, OCCLUSION_QUERY_COUNTER, counter);
cl_emit(&job->bcl, START_TILE_BINNING, bin);
cl_emit(&job->bcl, CLIP_WINDOW, clip) {
clip.clip_window_left_pixel_coordinate = region->imageOffset.x;
clip.clip_window_bottom_pixel_coordinate = region->imageOffset.y;
clip.clip_window_width_in_pixels = region->imageExtent.width;
clip.clip_window_height_in_pixels = region->imageExtent.height;
}
cl_emit(&job->bcl, FLUSH, flush);
}
/* Sets framebuffer dimensions and computes tile size parameters based on the
* maximum internal bpp provided.
*/
@ -361,25 +326,9 @@ copy_image_to_buffer_tlb(struct v3dv_cmd_buffer *cmd_buffer,
setup_framebuffer_params(&framebuffer, image, num_layers, internal_bpp);
struct v3dv_job *job = v3dv_cmd_buffer_start_job(cmd_buffer);
v3dv_cmd_buffer_start_frame(cmd_buffer, &framebuffer);
uint32_t tile_alloc_size = 64 * num_layers *
framebuffer.draw_tiles_x *
framebuffer.draw_tiles_y;
tile_alloc_size = align(tile_alloc_size, 4096);
tile_alloc_size += 8192;
tile_alloc_size += 512 * 1024;
job->tile_alloc = v3dv_bo_alloc(cmd_buffer->device, tile_alloc_size);
v3dv_job_add_bo(job, job->tile_alloc);
const uint32_t tsda_per_tile_size = 256;
const uint32_t tile_state_size = num_layers *
framebuffer.draw_tiles_x *
framebuffer.draw_tiles_y *
tsda_per_tile_size;
job->tile_state = v3dv_bo_alloc(cmd_buffer->device, tile_state_size);
v3dv_job_add_bo(job, job->tile_state);
emit_copy_image_to_buffer_bcl(job, &framebuffer, region);
v3dv_job_emit_binning_flush(job);
emit_copy_image_to_buffer_rcl(job, buffer, image,
&framebuffer, internal_type, region);

View File

@ -469,6 +469,7 @@ struct v3dv_job {
};
void v3dv_job_add_bo(struct v3dv_job *job, struct v3dv_bo *bo);
void v3dv_job_emit_binning_flush(struct v3dv_job *job);
struct v3dv_cmd_buffer_state {
const struct v3dv_render_pass *pass;
@ -510,6 +511,8 @@ struct v3dv_cmd_buffer {
struct v3dv_job *v3dv_cmd_buffer_start_job(struct v3dv_cmd_buffer *cmd_buffer);
void v3dv_cmd_buffer_finish_job(struct v3dv_cmd_buffer *cmd_buffer);
void v3dv_cmd_buffer_start_frame(struct v3dv_cmd_buffer *cmd_buffer,
const struct v3dv_framebuffer *framebuffer);
struct v3dv_shader_module {
unsigned char sha1[20];