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authorIago Toral Quiroga <[email protected]>2019-09-19 13:36:30 +0200
committerIago Toral Quiroga <[email protected]>2019-12-16 08:42:37 +0100
commit0934bd44602625733f937c3daa36c136ba1f47c6 (patch)
tree535a327d21bdcf2052a3bdaf875f713bcb49240e /src/broadcom
parent5d578c27cecb4682074778b90b3e4d57a5cc0ebe (diff)
v3d: fix packet descriptions for geometry and tessellation shaders
Every code address starts at bit 3 (addresses must be 64-bit aligned), with the first 3 bits used to specify threading and NaN propagation parameters for the shader program. We generally skip "reserved" bits, however, doing this when the reserved field is the last in a struct and it is large enough can make us compute incorrect (smaller) struct sizes which can lead to corrupt CLs. In particular, the "Tess/Geom Common Params" struct has a reserved field at the end that is 8-bit, so if we don't include this we compute a packet size that is 1 byte smaller than it shold, making the next packet we emit start 1 byte earlier and therefore leading to incorrect CL data from that point forward. The name of one of the fields was not correct. Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/broadcom')
-rw-r--r--src/broadcom/cle/v3d_packet_v33.xml40
1 files changed, 30 insertions, 10 deletions
diff --git a/src/broadcom/cle/v3d_packet_v33.xml b/src/broadcom/cle/v3d_packet_v33.xml
index 10ed844e23b..d9caac61f81 100644
--- a/src/broadcom/cle/v3d_packet_v33.xml
+++ b/src/broadcom/cle/v3d_packet_v33.xml
@@ -1300,24 +1300,39 @@
</struct>
<struct name="Geometry Shader State Record" min_ver="41">
- <field name="Geometry Bin Mode Shader Code Address" size="32" start="0b" type="address"/>
- <field name="4-way threadable" size="1" start="0" type="bool"/>
- <field name="Start in final thread section" size="1" start="1" type="bool"/>
- <field name="Propagate NaNs" size="1" start="2" type="bool"/>
+ <field name="Geometry Bin Mode Shader Code Address" size="29" start="3" type="address"/>
+ <field name="Geometry Bin Mode Shader 4-way threadable" size="1" start="0" type="bool"/>
+ <field name="Geometry Bin Mode Shader Start in final thread section" size="1" start="1" type="bool"/>
+ <field name="Geometry Bin Mode Shader Propagate NaNs" size="1" start="2" type="bool"/>
<field name="Geometry Bin Mode Shader Uniforms Address" size="32" start="4b" type="address"/>
- <field name="Geometry Render Mode Shader Code Address" size="32" start="8b" type="address"/>
+ <field name="Geometry Render Mode Shader Code Address" size="29" start="67" type="address"/>
+ <field name="Geometry Render Mode Shader 4-way threadable" size="1" start="64" type="bool"/>
+ <field name="Geometry Render Mode Shader Start in final thread section" size="1" start="65" type="bool"/>
+ <field name="Geometry Render Mode Shader Propagate NaNs" size="1" start="66" type="bool"/>
<field name="Geometry Render Mode Shader Uniforms Address" size="32" start="12b" type="address"/>
</struct>
<struct name="Tessellation Shader State Record" min_ver="41">
- <field name="Tessellation Bin Mode Control Shader Code Address" size="32" start="0b" type="address"/>
+ <field name="Tessellation Bin Mode Control Shader Code Address" size="29" start="3" type="address"/>
+ <field name="Tessellation Bin Mode Control Shader 4-way threadable" size="1" start="0" type="bool"/>
+ <field name="Tessellation Bin Mode Control Shader Start in final thread section" size="1" start="1" type="bool"/>
+ <field name="Tessellation Bin Mode Control Shader Propagate NaNs" size="1" start="2" type="bool"/>
<field name="Tessellation Bin Mode Control Shader Uniforms Address" size="32" start="4b" type="address"/>
- <field name="Tessellation Render Mode Control Shader Code Address" size="32" start="8b" type="address"/>
+ <field name="Tessellation Render Mode Control Shader Code Address" size="29" start="67" type="address"/>
+ <field name="Tessellation Render Mode Control Shader 4-way threadable" size="1" start="64" type="bool"/>
+ <field name="Tessellation Render Mode Control Shader Start in final thread section" size="1" start="65" type="bool"/>
+ <field name="Tessellation Render Mode Control Shader Propagate NaNs" size="1" start="66" type="bool"/>
<field name="Tessellation Render Mode Control Shader Uniforms Address" size="32" start="12b" type="address"/>
- <field name="Tessellation Bin Mode Evaluation Shader Code Address" size="32" start="16b" type="address"/>
+ <field name="Tessellation Bin Mode Evaluation Shader Code Address" size="29" start="131" type="address"/>
+ <field name="Tessellation Bin Mode Evaluation Shader 4-way threadable" size="1" start="128" type="bool"/>
+ <field name="Tessellation Bin Mode Evaluation Shader Start in final thread section" size="1" start="129" type="bool"/>
+ <field name="Tessellation Bin Mode Evaluation Shader Propagate NaNs" size="1" start="130" type="bool"/>
<field name="Tessellation Bin Mode Evaluation Shader Uniforms Address" size="32" start="20b" type="address"/>
- <field name="Tessellation Render Mode Evaluation Shader Code Address" size="32" start="24b" type="address"/>
+ <field name="Tessellation Render Mode Evaluation Shader Code Address" size="29" start="195" type="address"/>
+ <field name="Tessellation Render Mode Evaluation Shader 4-way threadable" size="1" start="192" type="bool"/>
+ <field name="Tessellation Render Mode Evaluation Shader Start in final thread section" size="1" start="193" type="bool"/>
+ <field name="Tessellation Render Mode Evaluation Shader Propagate NaNs" size="1" start="194" type="bool"/>
<field name="Tessellation Render Mode Evaluation Shader Uniforms Address" size="32" start="28b" type="address"/>
</struct>
@@ -1348,6 +1363,11 @@
<field name="Geometry Shader Instances" size="5" start="19" type="uint"/> <!-- 0 == 32 -->
+ <!-- This field should not be filled, but we need it in the struct description so
+ we don't compute an incorrect packet size, since it uses an full byte.
+ -->
+ <field name="Reserved" size="8" start="24" type="uint"/>
+
<!-- followed by "Tessellation/Geometry Shader Params" for bin, then render -->
</struct>
@@ -1373,7 +1393,7 @@
<field name="TPG max TCS output segments per TES batch" size="3" start="51" type="uint" minus_one="true"/>
<field name="TPG min TES output segments required in play" size="3" start="54" type="uint" minus_one="true"/>
<field name="GBG max TES output/vertex segments per GS batch" size="2" start="57" type="uint"/>
- <field name="GBG max TES output/vertex segments required in play" size="3" start="59" type="uint" minus_one="true"/>
+ <field name="GBG min GS output segments required in play" size="3" start="59" type="uint" minus_one="true"/>
</struct>
<struct name="GL Shader State Attribute Record" max_ver="33">