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authorIago Toral Quiroga <[email protected]>2019-10-31 10:46:58 +0100
committerIago Toral Quiroga <[email protected]>2019-12-16 08:42:37 +0100
commit45bc61add078b11e1809cf607e9c876329004d5d (patch)
tree5dec7af5cf27d063dbe0e3ab13e41649338fd25a /src/gallium/drivers/v3d
parent74a59fdc6e8c4f9c51454a6d1a5b8998083014b5 (diff)
v3d: move layer rendering to a separate helper
This helps with reducing nesting level after adding the loop to handle layered rendering. Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/gallium/drivers/v3d')
-rw-r--r--src/gallium/drivers/v3d/v3dx_rcl.c234
1 files changed, 119 insertions, 115 deletions
diff --git a/src/gallium/drivers/v3d/v3dx_rcl.c b/src/gallium/drivers/v3d/v3dx_rcl.c
index 792b7582dfc..0582e9abab0 100644
--- a/src/gallium/drivers/v3d/v3dx_rcl.c
+++ b/src/gallium/drivers/v3d/v3dx_rcl.c
@@ -503,6 +503,123 @@ v3d_emit_z_stencil_config(struct v3d_job *job, struct v3d_surface *surf,
#define div_round_up(a, b) (((a) + (b) - 1) / b)
+static void
+emit_render_layer(struct v3d_job *job, uint32_t layer)
+{
+ uint32_t supertile_w = 1, supertile_h = 1;
+
+ /* If doing multicore binning, we would need to initialize each
+ * core's tile list here.
+ */
+ uint32_t tile_alloc_offset =
+ layer * job->draw_tiles_x * job->draw_tiles_y * 64;
+ cl_emit(&job->rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
+ list.address = cl_address(job->tile_alloc, tile_alloc_offset);
+ }
+
+ cl_emit(&job->rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
+ uint32_t frame_w_in_supertiles, frame_h_in_supertiles;
+ const uint32_t max_supertiles = 256;
+
+ /* Size up our supertiles until we get under the limit. */
+ for (;;) {
+ frame_w_in_supertiles = div_round_up(job->draw_tiles_x,
+ supertile_w);
+ frame_h_in_supertiles = div_round_up(job->draw_tiles_y,
+ supertile_h);
+ if (frame_w_in_supertiles *
+ frame_h_in_supertiles < max_supertiles) {
+ break;
+ }
+
+ if (supertile_w < supertile_h)
+ supertile_w++;
+ else
+ supertile_h++;
+ }
+
+ config.number_of_bin_tile_lists = 1;
+ config.total_frame_width_in_tiles = job->draw_tiles_x;
+ config.total_frame_height_in_tiles = job->draw_tiles_y;
+
+ config.supertile_width_in_tiles = supertile_w;
+ config.supertile_height_in_tiles = supertile_h;
+
+ config.total_frame_width_in_supertiles = frame_w_in_supertiles;
+ config.total_frame_height_in_supertiles = frame_h_in_supertiles;
+ }
+
+ /* Start by clearing the tile buffer. */
+ cl_emit(&job->rcl, TILE_COORDINATES, coords) {
+ coords.tile_column_number = 0;
+ coords.tile_row_number = 0;
+ }
+
+ /* Emit an initial clear of the tile buffers. This is necessary
+ * for any buffers that should be cleared (since clearing
+ * normally happens at the *end* of the generic tile list), but
+ * it's also nice to clear everything so the first tile doesn't
+ * inherit any contents from some previous frame.
+ *
+ * Also, implement the GFXH-1742 workaround. There's a race in
+ * the HW between the RCL updating the TLB's internal type/size
+ * and thespawning of the QPU instances using the TLB's current
+ * internal type/size. To make sure the QPUs get the right
+ * state, we need 1 dummy store in between internal type/size
+ * changes on V3D 3.x, and 2 dummy stores on 4.x.
+ */
+#if V3D_VERSION < 40
+ cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
+ store.buffer_to_store = NONE;
+ }
+#else
+ for (int i = 0; i < 2; i++) {
+ if (i > 0)
+ cl_emit(&job->rcl, TILE_COORDINATES, coords);
+ cl_emit(&job->rcl, END_OF_LOADS, end);
+ cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
+ store.buffer_to_store = NONE;
+ }
+ if (i == 0) {
+ cl_emit(&job->rcl, CLEAR_TILE_BUFFERS, clear) {
+ clear.clear_z_stencil_buffer = true;
+ clear.clear_all_render_targets = true;
+ }
+ }
+ cl_emit(&job->rcl, END_OF_TILE_MARKER, end);
+ }
+#endif
+
+ cl_emit(&job->rcl, FLUSH_VCD_CACHE, flush);
+
+ v3d_rcl_emit_generic_per_tile_list(job, layer);
+
+ /* XXX perf: We should expose GL_MESA_tile_raster_order to
+ * improve X11 performance, but we should use Morton order
+ * otherwise to improve cache locality.
+ */
+ uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
+ uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
+ uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;
+ uint32_t min_y_supertile = job->draw_min_y / supertile_h_in_pixels;
+
+ uint32_t max_x_supertile = 0;
+ uint32_t max_y_supertile = 0;
+ if (job->draw_max_x != 0 && job->draw_max_y != 0) {
+ max_x_supertile = (job->draw_max_x - 1) / supertile_w_in_pixels;
+ max_y_supertile = (job->draw_max_y - 1) / supertile_h_in_pixels;
+ }
+
+ for (int y = min_y_supertile; y <= max_y_supertile; y++) {
+ for (int x = min_x_supertile; x <= max_x_supertile; x++) {
+ cl_emit(&job->rcl, SUPERTILE_COORDINATES, coords) {
+ coords.column_number_in_supertiles = x;
+ coords.row_number_in_supertiles = y;
+ }
+ }
+ }
+}
+
void
v3dX(emit_rcl)(struct v3d_job *job)
{
@@ -700,121 +817,8 @@ v3dX(emit_rcl)(struct v3d_job *job)
* of the loop.
*/
assert(job->num_layers > 0 || (job->load == 0 && job->store == 0));
- for (int layer = 0; layer < MAX2(1, job->num_layers); layer++) {
- uint32_t supertile_w = 1, supertile_h = 1;
-
- /* If doing multicore binning, we would need to initialize each core's
- * tile list here.
- */
- uint32_t tile_alloc_offset =
- layer * job->draw_tiles_x * job->draw_tiles_y * 64;
- cl_emit(&job->rcl, MULTICORE_RENDERING_TILE_LIST_SET_BASE, list) {
- list.address =
- cl_address(job->tile_alloc, tile_alloc_offset);
- }
-
- cl_emit(&job->rcl, MULTICORE_RENDERING_SUPERTILE_CFG, config) {
- uint32_t frame_w_in_supertiles, frame_h_in_supertiles;
- const uint32_t max_supertiles = 256;
-
- /* Size up our supertiles until we get under the limit. */
- for (;;) {
- frame_w_in_supertiles = div_round_up(job->draw_tiles_x,
- supertile_w);
- frame_h_in_supertiles = div_round_up(job->draw_tiles_y,
- supertile_h);
- if (frame_w_in_supertiles * frame_h_in_supertiles <
- max_supertiles) {
- break;
- }
-
- if (supertile_w < supertile_h)
- supertile_w++;
- else
- supertile_h++;
- }
-
- config.number_of_bin_tile_lists = 1;
- config.total_frame_width_in_tiles = job->draw_tiles_x;
- config.total_frame_height_in_tiles = job->draw_tiles_y;
-
- config.supertile_width_in_tiles = supertile_w;
- config.supertile_height_in_tiles = supertile_h;
-
- config.total_frame_width_in_supertiles = frame_w_in_supertiles;
- config.total_frame_height_in_supertiles = frame_h_in_supertiles;
- }
-
- /* Start by clearing the tile buffer. */
- cl_emit(&job->rcl, TILE_COORDINATES, coords) {
- coords.tile_column_number = 0;
- coords.tile_row_number = 0;
- }
-
- /* Emit an initial clear of the tile buffers. This is necessary for
- * any buffers that should be cleared (since clearing normally happens
- * at the *end* of the generic tile list), but it's also nice to clear
- * everything so the first tile doesn't inherit any contents from some
- * previous frame.
- *
- * Also, implement the GFXH-1742 workaround. There's a race in the HW
- * between the RCL updating the TLB's internal type/size and the
- * spawning of the QPU instances using the TLB's current internal
- * type/size. To make sure the QPUs get the right state,, we need 1
- * dummy store in between internal type/size changes on V3D 3.x, and 2
- * dummy stores on 4.x.
- */
-#if V3D_VERSION < 40
- cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
- store.buffer_to_store = NONE;
- }
-#else
- for (int i = 0; i < 2; i++) {
- if (i > 0)
- cl_emit(&job->rcl, TILE_COORDINATES, coords);
- cl_emit(&job->rcl, END_OF_LOADS, end);
- cl_emit(&job->rcl, STORE_TILE_BUFFER_GENERAL, store) {
- store.buffer_to_store = NONE;
- }
- if (i == 0) {
- cl_emit(&job->rcl, CLEAR_TILE_BUFFERS, clear) {
- clear.clear_z_stencil_buffer = true;
- clear.clear_all_render_targets = true;
- }
- }
- cl_emit(&job->rcl, END_OF_TILE_MARKER, end);
- }
-#endif
-
- cl_emit(&job->rcl, FLUSH_VCD_CACHE, flush);
-
- v3d_rcl_emit_generic_per_tile_list(job, layer);
-
- /* XXX perf: We should expose GL_MESA_tile_raster_order to improve X11
- * performance, but we should use Morton order otherwise to improve
- * cache locality.
- */
- uint32_t supertile_w_in_pixels = job->tile_width * supertile_w;
- uint32_t supertile_h_in_pixels = job->tile_height * supertile_h;
- uint32_t min_x_supertile = job->draw_min_x / supertile_w_in_pixels;
- uint32_t min_y_supertile = job->draw_min_y / supertile_h_in_pixels;
-
- uint32_t max_x_supertile = 0;
- uint32_t max_y_supertile = 0;
- if (job->draw_max_x != 0 && job->draw_max_y != 0) {
- max_x_supertile = (job->draw_max_x - 1) / supertile_w_in_pixels;
- max_y_supertile = (job->draw_max_y - 1) / supertile_h_in_pixels;
- }
-
- for (int y = min_y_supertile; y <= max_y_supertile; y++) {
- for (int x = min_x_supertile; x <= max_x_supertile; x++) {
- cl_emit(&job->rcl, SUPERTILE_COORDINATES, coords) {
- coords.column_number_in_supertiles = x;
- coords.row_number_in_supertiles = y;
- }
- }
- }
- }
+ for (int layer = 0; layer < MAX2(1, job->num_layers); layer++)
+ emit_render_layer(job, layer);
cl_emit(&job->rcl, END_OF_RENDERING, end);
}