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-rw-r--r--src/broadcom/compiler/qpu_schedule.c22
-rw-r--r--src/broadcom/compiler/v3d_compiler.h5
-rw-r--r--src/broadcom/compiler/vir.c8
-rw-r--r--src/gallium/drivers/v3d/v3dx_draw.c11
4 files changed, 41 insertions, 5 deletions
diff --git a/src/broadcom/compiler/qpu_schedule.c b/src/broadcom/compiler/qpu_schedule.c
index 4f3b621fd29..944059c9778 100644
--- a/src/broadcom/compiler/qpu_schedule.c
+++ b/src/broadcom/compiler/qpu_schedule.c
@@ -280,6 +280,11 @@ calculate_deps(struct schedule_state *state, struct schedule_node *n)
const struct v3d_device_info *devinfo = state->devinfo;
struct qinst *qinst = n->inst;
struct v3d_qpu_instr *inst = &qinst->qpu;
+ /* If the input and output segments are shared, then all VPM reads to
+ * a location need to happen before all writes. We handle this by
+ * serializing all VPM operations for now.
+ */
+ bool separate_vpm_segment = false;
if (inst->type == V3D_QPU_INSTR_TYPE_BRANCH) {
if (inst->branch.cond != V3D_QPU_BRANCH_COND_ALWAYS)
@@ -321,6 +326,14 @@ calculate_deps(struct schedule_state *state, struct schedule_node *n)
add_write_dep(state, &state->last_vpm, n);
break;
+ case V3D_QPU_A_LDVPMV_IN:
+ case V3D_QPU_A_LDVPMD_IN:
+ case V3D_QPU_A_LDVPMG_IN:
+ case V3D_QPU_A_LDVPMP:
+ if (!separate_vpm_segment)
+ add_write_dep(state, &state->last_vpm, n);
+ break;
+
case V3D_QPU_A_VPMWT:
add_read_dep(state, state->last_vpm, n);
break;
@@ -414,9 +427,16 @@ calculate_deps(struct schedule_state *state, struct schedule_node *n)
if (inst->sig.ldtlb | inst->sig.ldtlbu)
add_read_dep(state, state->last_tlb, n);
- if (inst->sig.ldvpm)
+ if (inst->sig.ldvpm) {
add_write_dep(state, &state->last_vpm_read, n);
+ /* At least for now, we're doing shared I/O segments, so queue
+ * all writes after all reads.
+ */
+ if (!separate_vpm_segment)
+ add_write_dep(state, &state->last_vpm, n);
+ }
+
/* inst->sig.ldunif or sideband uniform read */
if (qinst->uniform != ~0)
add_write_dep(state, &state->last_unif, n);
diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h
index 070e6a3aa59..1e899393441 100644
--- a/src/broadcom/compiler/v3d_compiler.h
+++ b/src/broadcom/compiler/v3d_compiler.h
@@ -649,6 +649,11 @@ struct v3d_vs_prog_data {
/* Total number of components written, for the shader state record. */
uint32_t vpm_output_size;
+ /* Set if there should be separate VPM segments for input and output.
+ * If unset, vpm_input_size will be 0.
+ */
+ bool separate_segments;
+
/* Value to be programmed in VCM_CACHE_SIZE. */
uint8_t vcm_cache_size;
};
diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c
index a52205b1a2a..518aace991a 100644
--- a/src/broadcom/compiler/vir.c
+++ b/src/broadcom/compiler/vir.c
@@ -789,6 +789,14 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
prog_data->vpm_input_size = align(prog_data->vpm_input_size, 8) / 8;
prog_data->vpm_output_size = align(c->num_vpm_writes, 8) / 8;
+ /* Set us up for shared input/output segments. This is apparently
+ * necessary for our VCM setup to avoid varying corruption.
+ */
+ prog_data->separate_segments = false;
+ prog_data->vpm_output_size = MAX2(prog_data->vpm_output_size,
+ prog_data->vpm_input_size);
+ prog_data->vpm_input_size = 0;
+
/* Compute VCM cache size. We set up our program to take up less than
* half of the VPM, so that any set of bin and render programs won't
* run out of space. We need space for at least one input segment,
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index bfb4af13ceb..7db1285f11d 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -201,12 +201,15 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
/* XXX: Use combined input/output size flag in the common
* case.
*/
- shader.coordinate_shader_has_separate_input_and_output_vpm_blocks = true;
- shader.vertex_shader_has_separate_input_and_output_vpm_blocks = true;
+ shader.coordinate_shader_has_separate_input_and_output_vpm_blocks =
+ v3d->prog.cs->prog_data.vs->separate_segments;
+ shader.vertex_shader_has_separate_input_and_output_vpm_blocks =
+ v3d->prog.vs->prog_data.vs->separate_segments;
+
shader.coordinate_shader_input_vpm_segment_size =
- MAX2(v3d->prog.cs->prog_data.vs->vpm_input_size, 1);
+ v3d->prog.cs->prog_data.vs->vpm_input_size;
shader.vertex_shader_input_vpm_segment_size =
- MAX2(v3d->prog.vs->prog_data.vs->vpm_input_size, 1);
+ v3d->prog.vs->prog_data.vs->vpm_input_size;
shader.coordinate_shader_output_vpm_segment_size =
v3d->prog.cs->prog_data.vs->vpm_output_size;