/* -*- mode: C; c-file-style: "k&r"; tab-width 4; indent-tabs-mode: t; -*- */ /* * Copyright (C) 2012 Rob Clark * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Authors: * Rob Clark */ #include "pipe/p_state.h" #include "util/u_string.h" #include "util/u_memory.h" #include "util/u_inlines.h" #include "util/u_format.h" #include "freedreno_gmem.h" #include "freedreno_context.h" #include "freedreno_resource.h" #include "freedreno_util.h" /* * GMEM is the small (ie. 256KiB for a200, 512KiB for a220, etc) tile buffer * inside the GPU. All rendering happens to GMEM. Larger render targets * are split into tiles that are small enough for the color (and depth and/or * stencil, if enabled) buffers to fit within GMEM. Before rendering a tile, * if there was not a clear invalidating the previous tile contents, we need * to restore the previous tiles contents (system mem -> GMEM), and after all * the draw calls, before moving to the next tile, we need to save the tile * contents (GMEM -> system mem). * * The code in this file handles dealing with GMEM and tiling. * * The structure of the ringbuffer ends up being: * * +--<---<-- IB ---<---+---<---+---<---<---<--+ * | | | | * v ^ ^ ^ * ------------------------------------------------------ * | clear/draw cmds | Tile0 | Tile1 | .... | TileN | * ------------------------------------------------------ * ^ * | * address submitted in issueibcmds * * Where the per-tile section handles scissor setup, mem2gmem restore (if * needed), IB to draw cmds earlier in the ringbuffer, and then gmem2mem * resolve. */ static void calculate_tiles(struct fd_context *ctx) { struct fd_gmem_stateobj *gmem = &ctx->gmem; struct pipe_scissor_state *scissor = &ctx->max_scissor; uint32_t cpp = util_format_get_blocksize(ctx->framebuffer.cbufs[0]->format); uint32_t gmem_size = ctx->screen->gmemsize_bytes; uint32_t minx, miny, width, height; uint32_t nbins_x = 1, nbins_y = 1; uint32_t bin_w, bin_h; uint32_t max_width = 992; if ((gmem->cpp == cpp) && !memcmp(&gmem->scissor, scissor, sizeof(gmem->scissor))) { /* everything is up-to-date */ return; } minx = scissor->minx & ~31; /* round down to multiple of 32 */ miny = scissor->miny & ~31; width = scissor->maxx - minx; height = scissor->maxy - miny; // TODO we probably could optimize this a bit if we know that // Z or stencil is not enabled for any of the draw calls.. // if (fd_stencil_enabled(ctx->zsa) || fd_depth_enabled(ctx->zsa)) { gmem_size /= 2; max_width = 256; // } bin_w = align(width, 32); bin_h = align(height, 32); /* first, find a bin width that satisfies the maximum width * restrictions: */ while (bin_w > max_width) { nbins_x++; bin_w = align(width / nbins_x, 32); } /* then find a bin height that satisfies the memory constraints: */ while ((bin_w * bin_h * cpp) > gmem_size) { nbins_y++; bin_h = align(height / nbins_y, 32); } DBG("using %d bins of size %dx%d", nbins_x*nbins_y, bin_w, bin_h); gmem->scissor = *scissor; gmem->cpp = cpp; gmem->minx = minx; gmem->miny = miny; gmem->bin_h = bin_h; gmem->bin_w = bin_w; gmem->nbins_x = nbins_x; gmem->nbins_y = nbins_y; gmem->width = width; gmem->height = height; } void fd_gmem_render_tiles(struct pipe_context *pctx) { struct fd_context *ctx = fd_context(pctx); struct pipe_framebuffer_state *pfb = &ctx->framebuffer; struct fd_gmem_stateobj *gmem = &ctx->gmem; uint32_t i, timestamp, yoff = 0; calculate_tiles(ctx); DBG("rendering %dx%d tiles (%s/%s)", gmem->nbins_x, gmem->nbins_y, util_format_name(pfb->cbufs[0]->format), pfb->zsbuf ? util_format_name(pfb->zsbuf->format) : "none"); /* mark the end of the clear/draw cmds before emitting per-tile cmds: */ fd_ringmarker_mark(ctx->draw_end); yoff= gmem->miny; ctx->emit_tile_init(ctx); for (i = 0; i < gmem->nbins_y; i++) { uint32_t j, xoff = gmem->minx; uint32_t bh = gmem->bin_h; /* clip bin height: */ bh = MIN2(bh, gmem->height - yoff); for (j = 0; j < gmem->nbins_x; j++) { uint32_t bw = gmem->bin_w; /* clip bin width: */ bw = MIN2(bw, gmem->width - xoff); DBG("bin_h=%d, yoff=%d, bin_w=%d, xoff=%d", bh, yoff, bw, xoff); ctx->emit_tile_prep(ctx, xoff, yoff, bw, bh); if (ctx->restore) ctx->emit_tile_mem2gmem(ctx, xoff, yoff, bw, bh); ctx->emit_tile_renderprep(ctx, xoff, yoff, bw, bh); /* emit IB to drawcmds: */ OUT_IB(ctx->ring, ctx->draw_start, ctx->draw_end); /* emit gmem2mem to transfer tile back to system memory: */ ctx->emit_tile_gmem2mem(ctx, xoff, yoff, bw, bh); xoff += bw; } yoff += bh; } /* GPU executes starting from tile cmds, which IB back to draw cmds: */ fd_ringmarker_flush(ctx->draw_end); /* mark start for next draw cmds: */ fd_ringmarker_mark(ctx->draw_start); /* update timestamps on render targets: */ timestamp = fd_ringbuffer_timestamp(ctx->ring); fd_resource(pfb->cbufs[0]->texture)->timestamp = timestamp; if (pfb->zsbuf) fd_resource(pfb->zsbuf->texture)->timestamp = timestamp; /* reset maximal bounds: */ ctx->max_scissor.minx = ctx->max_scissor.miny = ~0; ctx->max_scissor.maxx = ctx->max_scissor.maxy = 0; /* Note that because the per-tile setup and mem2gmem/gmem2mem are emitted * after the draw/clear calls, but executed before, we need to preemptively * flag some state as dirty before the first draw/clear call. * * TODO maybe we need to mark all state as dirty to not worry about state * being clobbered by other contexts? */ ctx->dirty |= FD_DIRTY_ZSA | FD_DIRTY_RASTERIZER | FD_DIRTY_FRAMEBUFFER | FD_DIRTY_SAMPLE_MASK | FD_DIRTY_VIEWPORT | FD_DIRTY_CONSTBUF | FD_DIRTY_PROG | FD_DIRTY_SCISSOR | /* probably only needed if we need to mem2gmem on the next * draw.. but not sure if there is a good way to know? */ FD_DIRTY_VERTTEX | FD_DIRTY_FRAGTEX | FD_DIRTY_BLEND; if (fd_mesa_debug & FD_DBG_DGMEM) ctx->dirty = 0xffffffff; }