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authorEric Anholt <[email protected]>2019-03-19 09:58:14 -0700
committerEric Anholt <[email protected]>2019-03-21 14:20:50 -0700
commit16f2770eb40e7e11d149b4551de27d8d663f4e22 (patch)
treeba45e5afb703a3125536de9e396c632700b6a90b /src/gallium/drivers
parent320e96baced8093c6af11d86a216d83cee1eeb30 (diff)
v3d: Upload all of UBO[0] if any indirect load occurs.
The idea was that we could skip uploading the constant-indexed uniform data and just upload the uniforms that are variably-indexed. However, since the VS bin and render shaders may have a different set of uniforms used, this meant that we had to upload the UBO for each of them. The first case is generally a fairly small impact (usually the uniform array is the most space, other than a couple of FSes in shader-db), while the second is a larger impact: 3DMMES2 was uploading 38k/frame of uniforms instead of 18k. Given that the optimization is of dubious value, has a big downside, and is quite a bit of code, just drop it. No change in shader-db. No change on 3DMMES2 (n=15).
Diffstat (limited to 'src/gallium/drivers')
-rw-r--r--src/gallium/drivers/v3d/v3d_uniforms.c57
1 files changed, 19 insertions, 38 deletions
diff --git a/src/gallium/drivers/v3d/v3d_uniforms.c b/src/gallium/drivers/v3d/v3d_uniforms.c
index b48f6526d61..a5532bdf2b4 100644
--- a/src/gallium/drivers/v3d/v3d_uniforms.c
+++ b/src/gallium/drivers/v3d/v3d_uniforms.c
@@ -22,6 +22,7 @@
*/
#include "util/u_pack_color.h"
+#include "util/u_upload_mgr.h"
#include "util/format_srgb.h"
#include "v3d_context.h"
@@ -95,28 +96,6 @@ get_image_size(struct v3d_shaderimg_stateobj *shaderimg,
}
}
-static struct v3d_bo *
-v3d_upload_ubo(struct v3d_context *v3d,
- struct v3d_compiled_shader *shader,
- const uint32_t *gallium_uniforms)
-{
- if (!shader->prog_data.base->ubo_size)
- return NULL;
-
- struct v3d_bo *ubo = v3d_bo_alloc(v3d->screen,
- shader->prog_data.base->ubo_size,
- "ubo");
- void *data = v3d_bo_map(ubo);
- for (uint32_t i = 0; i < shader->prog_data.base->num_ubo_ranges; i++) {
- memcpy(data + shader->prog_data.base->ubo_ranges[i].dst_offset,
- ((const void *)gallium_uniforms +
- shader->prog_data.base->ubo_ranges[i].src_offset),
- shader->prog_data.base->ubo_ranges[i].size);
- }
-
- return ubo;
-}
-
/**
* Writes the V3D 3.x P0 (CFG_MODE=1) texture parameter.
*
@@ -235,7 +214,6 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
struct v3d_uniform_list *uinfo = &shader->prog_data.base->uniforms;
struct v3d_job *job = v3d->job;
const uint32_t *gallium_uniforms = cb->cb[0].user_buffer;
- struct v3d_bo *ubo = v3d_upload_ubo(v3d, shader, gallium_uniforms);
/* We always need to return some space for uniforms, because the HW
* will be prefetching, even if we don't read any in the program.
@@ -329,21 +307,26 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
v3d->zsa->base.alpha.ref_value);
break;
- case QUNIFORM_UBO_ADDR:
- if (data == 0) {
- cl_aligned_reloc(&job->indirect, &uniforms,
- ubo, 0);
- } else {
- int ubo_index = v3d_unit_data_get_unit(data);
- struct v3d_resource *rsc =
- v3d_resource(cb->cb[ubo_index].buffer);
-
- cl_aligned_reloc(&job->indirect, &uniforms,
- rsc->bo,
- cb->cb[ubo_index].buffer_offset +
- v3d_unit_data_get_offset(data));
+ case QUNIFORM_UBO_ADDR: {
+ uint32_t unit = v3d_unit_data_get_unit(data);
+ /* Constant buffer 0 may be a system memory pointer,
+ * in which case we want to upload a shadow copy to
+ * the GPU.
+ */
+ if (!cb->cb[unit].buffer) {
+ u_upload_data(v3d->uploader, 0,
+ cb->cb[unit].buffer_size, 16,
+ cb->cb[unit].user_buffer,
+ &cb->cb[unit].buffer_offset,
+ &cb->cb[unit].buffer);
}
+
+ cl_aligned_reloc(&job->indirect, &uniforms,
+ v3d_resource(cb->cb[unit].buffer)->bo,
+ cb->cb[unit].buffer_offset +
+ v3d_unit_data_get_offset(data));
break;
+ }
case QUNIFORM_SSBO_OFFSET: {
struct pipe_shader_buffer *sb =
@@ -397,8 +380,6 @@ v3d_write_uniforms(struct v3d_context *v3d, struct v3d_compiled_shader *shader,
cl_end(&job->indirect, uniforms);
- v3d_bo_unreference(&ubo);
-
return uniform_stream;
}