/* * Copyright © 2014-2015 Broadcom * * 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. */ /** @file vc4_job.c * * Functions for submitting VC4 render jobs to the kernel. */ #include #include "vc4_context.h" #include "util/hash_table.h" static void remove_from_ht(struct hash_table *ht, void *key) { struct hash_entry *entry = _mesa_hash_table_search(ht, key); _mesa_hash_table_remove(ht, entry); } static void vc4_job_free(struct vc4_context *vc4, struct vc4_job *job) { struct vc4_bo **referenced_bos = job->bo_pointers.base; for (int i = 0; i < cl_offset(&job->bo_handles) / 4; i++) { vc4_bo_unreference(&referenced_bos[i]); } remove_from_ht(vc4->jobs, &job->key); if (job->color_write) { remove_from_ht(vc4->write_jobs, job->color_write->texture); pipe_surface_reference(&job->color_write, NULL); } if (job->msaa_color_write) { remove_from_ht(vc4->write_jobs, job->msaa_color_write->texture); pipe_surface_reference(&job->msaa_color_write, NULL); } if (job->zs_write) { remove_from_ht(vc4->write_jobs, job->zs_write->texture); pipe_surface_reference(&job->zs_write, NULL); } if (job->msaa_zs_write) { remove_from_ht(vc4->write_jobs, job->msaa_zs_write->texture); pipe_surface_reference(&job->msaa_zs_write, NULL); } pipe_surface_reference(&job->color_read, NULL); pipe_surface_reference(&job->zs_read, NULL); if (vc4->job == job) vc4->job = NULL; ralloc_free(job); } static struct vc4_job * vc4_job_create(struct vc4_context *vc4) { struct vc4_job *job = rzalloc(vc4, struct vc4_job); vc4_init_cl(job, &job->bcl); vc4_init_cl(job, &job->shader_rec); vc4_init_cl(job, &job->uniforms); vc4_init_cl(job, &job->bo_handles); vc4_init_cl(job, &job->bo_pointers); job->draw_min_x = ~0; job->draw_min_y = ~0; job->draw_max_x = 0; job->draw_max_y = 0; return job; } void vc4_flush_jobs_writing_resource(struct vc4_context *vc4, struct pipe_resource *prsc) { struct hash_entry *entry = _mesa_hash_table_search(vc4->write_jobs, prsc); if (entry) { struct vc4_job *job = entry->data; vc4_job_submit(vc4, job); } } void vc4_flush_jobs_reading_resource(struct vc4_context *vc4, struct pipe_resource *prsc) { struct vc4_resource *rsc = vc4_resource(prsc); vc4_flush_jobs_writing_resource(vc4, prsc); struct hash_entry *entry; hash_table_foreach(vc4->jobs, entry) { struct vc4_job *job = entry->data; struct vc4_bo **referenced_bos = job->bo_pointers.base; for (int i = 0; i < cl_offset(&job->bo_handles) / 4; i++) { if (referenced_bos[i] == rsc->bo) { vc4_job_submit(vc4, job); continue; } } /* Also check for the Z/color buffers, since the references to * those are only added immediately before submit. */ if (job->color_read && !(job->cleared & PIPE_CLEAR_COLOR)) { struct vc4_resource *ctex = vc4_resource(job->color_read->texture); if (ctex->bo == rsc->bo) { vc4_job_submit(vc4, job); continue; } } if (job->zs_read && !(job->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) { struct vc4_resource *ztex = vc4_resource(job->zs_read->texture); if (ztex->bo == rsc->bo) { vc4_job_submit(vc4, job); continue; } } } } /** * Returns a vc4_job struture for tracking V3D rendering to a particular FBO. * * If we've already started rendering to this FBO, then return old same job, * otherwise make a new one. If we're beginning rendering to an FBO, make * sure that any previous reads of the FBO (or writes to its color/Z surfaces) * have been flushed. */ struct vc4_job * vc4_get_job(struct vc4_context *vc4, struct pipe_surface *cbuf, struct pipe_surface *zsbuf) { /* Return the existing job for this FBO if we have one */ struct vc4_job_key local_key = {.cbuf = cbuf, .zsbuf = zsbuf}; struct hash_entry *entry = _mesa_hash_table_search(vc4->jobs, &local_key); if (entry) return entry->data; /* Creating a new job. Make sure that any previous jobs reading or * writing these buffers are flushed. */ if (cbuf) vc4_flush_jobs_reading_resource(vc4, cbuf->texture); if (zsbuf) vc4_flush_jobs_reading_resource(vc4, zsbuf->texture); struct vc4_job *job = vc4_job_create(vc4); if (cbuf) { if (cbuf->texture->nr_samples > 1) { job->msaa = true; pipe_surface_reference(&job->msaa_color_write, cbuf); } else { pipe_surface_reference(&job->color_write, cbuf); } } if (zsbuf) { if (zsbuf->texture->nr_samples > 1) { job->msaa = true; pipe_surface_reference(&job->msaa_zs_write, zsbuf); } else { pipe_surface_reference(&job->zs_write, zsbuf); } } if (job->msaa) { job->tile_width = 32; job->tile_height = 32; } else { job->tile_width = 64; job->tile_height = 64; } if (cbuf) _mesa_hash_table_insert(vc4->write_jobs, cbuf->texture, job); if (zsbuf) _mesa_hash_table_insert(vc4->write_jobs, zsbuf->texture, job); job->key.cbuf = cbuf; job->key.zsbuf = zsbuf; _mesa_hash_table_insert(vc4->jobs, &job->key, job); return job; } struct vc4_job * vc4_get_job_for_fbo(struct vc4_context *vc4) { if (vc4->job) return vc4->job; struct pipe_surface *cbuf = vc4->framebuffer.cbufs[0]; struct pipe_surface *zsbuf = vc4->framebuffer.zsbuf; struct vc4_job *job = vc4_get_job(vc4, cbuf, zsbuf); /* The dirty flags are tracking what's been updated while vc4->job has * been bound, so set them all to ~0 when switching between jobs. We * also need to reset all state at the start of rendering. */ vc4->dirty = ~0; /* Set up the read surfaces in the job. If they aren't actually * getting read (due to a clear starting the frame), job->cleared will * mask out the read. */ pipe_surface_reference(&job->color_read, cbuf); pipe_surface_reference(&job->zs_read, zsbuf); /* If we're binding to uninitialized buffers, no need to load their * contents before drawing. */ if (cbuf) { struct vc4_resource *rsc = vc4_resource(cbuf->texture); if (!rsc->writes) job->cleared |= PIPE_CLEAR_COLOR0; } if (zsbuf) { struct vc4_resource *rsc = vc4_resource(zsbuf->texture); if (!rsc->writes) job->cleared |= PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL; } job->draw_tiles_x = DIV_ROUND_UP(vc4->framebuffer.width, job->tile_width); job->draw_tiles_y = DIV_ROUND_UP(vc4->framebuffer.height, job->tile_height); vc4->job = job; return job; } static void vc4_submit_setup_rcl_surface(struct vc4_job *job, struct drm_vc4_submit_rcl_surface *submit_surf, struct pipe_surface *psurf, bool is_depth, bool is_write) { struct vc4_surface *surf = vc4_surface(psurf); if (!surf) return; struct vc4_resource *rsc = vc4_resource(psurf->texture); submit_surf->hindex = vc4_gem_hindex(job, rsc->bo); submit_surf->offset = surf->offset; if (psurf->texture->nr_samples <= 1) { if (is_depth) { submit_surf->bits = VC4_SET_FIELD(VC4_LOADSTORE_TILE_BUFFER_ZS, VC4_LOADSTORE_TILE_BUFFER_BUFFER); } else { submit_surf->bits = VC4_SET_FIELD(VC4_LOADSTORE_TILE_BUFFER_COLOR, VC4_LOADSTORE_TILE_BUFFER_BUFFER) | VC4_SET_FIELD(vc4_rt_format_is_565(psurf->format) ? VC4_LOADSTORE_TILE_BUFFER_BGR565 : VC4_LOADSTORE_TILE_BUFFER_RGBA8888, VC4_LOADSTORE_TILE_BUFFER_FORMAT); } submit_surf->bits |= VC4_SET_FIELD(surf->tiling, VC4_LOADSTORE_TILE_BUFFER_TILING); } else { assert(!is_write); submit_surf->flags |= VC4_SUBMIT_RCL_SURFACE_READ_IS_FULL_RES; } if (is_write) rsc->writes++; } static void vc4_submit_setup_rcl_render_config_surface(struct vc4_job *job, struct drm_vc4_submit_rcl_surface *submit_surf, struct pipe_surface *psurf) { struct vc4_surface *surf = vc4_surface(psurf); if (!surf) return; struct vc4_resource *rsc = vc4_resource(psurf->texture); submit_surf->hindex = vc4_gem_hindex(job, rsc->bo); submit_surf->offset = surf->offset; if (psurf->texture->nr_samples <= 1) { submit_surf->bits = VC4_SET_FIELD(vc4_rt_format_is_565(surf->base.format) ? VC4_RENDER_CONFIG_FORMAT_BGR565 : VC4_RENDER_CONFIG_FORMAT_RGBA8888, VC4_RENDER_CONFIG_FORMAT) | VC4_SET_FIELD(surf->tiling, VC4_RENDER_CONFIG_MEMORY_FORMAT); } rsc->writes++; } static void vc4_submit_setup_rcl_msaa_surface(struct vc4_job *job, struct drm_vc4_submit_rcl_surface *submit_surf, struct pipe_surface *psurf) { struct vc4_surface *surf = vc4_surface(psurf); if (!surf) return; struct vc4_resource *rsc = vc4_resource(psurf->texture); submit_surf->hindex = vc4_gem_hindex(job, rsc->bo); submit_surf->offset = surf->offset; submit_surf->bits = 0; rsc->writes++; } /** * Submits the job to the kernel and then reinitializes it. */ void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job) { if (!job->needs_flush) goto done; /* The RCL setup would choke if the draw bounds cause no drawing, so * just drop the drawing if that's the case. */ if (job->draw_max_x <= job->draw_min_x || job->draw_max_y <= job->draw_min_y) { goto done; } if (vc4_debug & VC4_DEBUG_CL) { fprintf(stderr, "BCL:\n"); vc4_dump_cl(job->bcl.base, cl_offset(&job->bcl), false); } if (cl_offset(&job->bcl) > 0) { /* Increment the semaphore indicating that binning is done and * unblocking the render thread. Note that this doesn't act * until the FLUSH completes. */ cl_ensure_space(&job->bcl, 8); cl_emit(&job->bcl, INCREMENT_SEMAPHORE, incr); /* The FLUSH caps all of our bin lists with a * VC4_PACKET_RETURN. */ cl_emit(&job->bcl, FLUSH, flush); } struct drm_vc4_submit_cl submit = { .color_read.hindex = ~0, .zs_read.hindex = ~0, .color_write.hindex = ~0, .msaa_color_write.hindex = ~0, .zs_write.hindex = ~0, .msaa_zs_write.hindex = ~0, }; cl_ensure_space(&job->bo_handles, 6 * sizeof(uint32_t)); cl_ensure_space(&job->bo_pointers, 6 * sizeof(struct vc4_bo *)); if (job->resolve & PIPE_CLEAR_COLOR) { if (!(job->cleared & PIPE_CLEAR_COLOR)) { vc4_submit_setup_rcl_surface(job, &submit.color_read, job->color_read, false, false); } vc4_submit_setup_rcl_render_config_surface(job, &submit.color_write, job->color_write); vc4_submit_setup_rcl_msaa_surface(job, &submit.msaa_color_write, job->msaa_color_write); } if (job->resolve & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL)) { if (!(job->cleared & (PIPE_CLEAR_DEPTH | PIPE_CLEAR_STENCIL))) { vc4_submit_setup_rcl_surface(job, &submit.zs_read, job->zs_read, true, false); } vc4_submit_setup_rcl_surface(job, &submit.zs_write, job->zs_write, true, true); vc4_submit_setup_rcl_msaa_surface(job, &submit.msaa_zs_write, job->msaa_zs_write); } if (job->msaa) { /* This bit controls how many pixels the general * (i.e. subsampled) loads/stores are iterating over * (multisample loads replicate out to the other samples). */ submit.color_write.bits |= VC4_RENDER_CONFIG_MS_MODE_4X; /* Controls whether color_write's * VC4_PACKET_STORE_MS_TILE_BUFFER does 4x decimation */ submit.color_write.bits |= VC4_RENDER_CONFIG_DECIMATE_MODE_4X; } submit.bo_handles = (uintptr_t)job->bo_handles.base; submit.bo_handle_count = cl_offset(&job->bo_handles) / 4; submit.bin_cl = (uintptr_t)job->bcl.base; submit.bin_cl_size = cl_offset(&job->bcl); submit.shader_rec = (uintptr_t)job->shader_rec.base; submit.shader_rec_size = cl_offset(&job->shader_rec); submit.shader_rec_count = job->shader_rec_count; submit.uniforms = (uintptr_t)job->uniforms.base; submit.uniforms_size = cl_offset(&job->uniforms); assert(job->draw_min_x != ~0 && job->draw_min_y != ~0); submit.min_x_tile = job->draw_min_x / job->tile_width; submit.min_y_tile = job->draw_min_y / job->tile_height; submit.max_x_tile = (job->draw_max_x - 1) / job->tile_width; submit.max_y_tile = (job->draw_max_y - 1) / job->tile_height; submit.width = job->draw_width; submit.height = job->draw_height; if (job->cleared) { submit.flags |= VC4_SUBMIT_CL_USE_CLEAR_COLOR; submit.clear_color[0] = job->clear_color[0]; submit.clear_color[1] = job->clear_color[1]; submit.clear_z = job->clear_depth; submit.clear_s = job->clear_stencil; } if (!(vc4_debug & VC4_DEBUG_NORAST)) { int ret; #ifndef USE_VC4_SIMULATOR ret = drmIoctl(vc4->fd, DRM_IOCTL_VC4_SUBMIT_CL, &submit); #else ret = vc4_simulator_flush(vc4, &submit, job); #endif static bool warned = false; if (ret && !warned) { fprintf(stderr, "Draw call returned %s. " "Expect corruption.\n", strerror(errno)); warned = true; } else if (!ret) { vc4->last_emit_seqno = submit.seqno; } } if (vc4->last_emit_seqno - vc4->screen->finished_seqno > 5) { if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno - 5, PIPE_TIMEOUT_INFINITE, "job throttling")) { fprintf(stderr, "Job throttling failed\n"); } } if (vc4_debug & VC4_DEBUG_ALWAYS_SYNC) { if (!vc4_wait_seqno(vc4->screen, vc4->last_emit_seqno, PIPE_TIMEOUT_INFINITE, "sync")) { fprintf(stderr, "Wait failed.\n"); abort(); } } done: vc4_job_free(vc4, job); } static bool vc4_job_compare(const void *a, const void *b) { return memcmp(a, b, sizeof(struct vc4_job_key)) == 0; } static uint32_t vc4_job_hash(const void *key) { return _mesa_hash_data(key, sizeof(struct vc4_job_key)); } void vc4_job_init(struct vc4_context *vc4) { vc4->jobs = _mesa_hash_table_create(vc4, vc4_job_hash, vc4_job_compare); vc4->write_jobs = _mesa_hash_table_create(vc4, _mesa_hash_pointer, _mesa_key_pointer_equal); }