/* * Copyright © 2008 Intel Corporation * * 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: * Eric Anholt * Kenneth Graunke */ /** @file gen6_queryobj.c * * Support for query objects (GL_ARB_occlusion_query, GL_ARB_timer_query, * GL_EXT_transform_feedback, and friends) on platforms that support * hardware contexts (Gen6+). */ #include "main/imports.h" #include "brw_context.h" #include "brw_defines.h" #include "brw_state.h" #include "intel_batchbuffer.h" #include "intel_buffer_objects.h" #include "intel_reg.h" static inline void set_query_availability(struct brw_context *brw, struct brw_query_object *query, bool available) { /* For platforms that support ARB_query_buffer_object, we write the * query availability for "pipelined" queries. * * Most counter snapshots are written by the command streamer, by * doing a CS stall and then MI_STORE_REGISTER_MEM. For these * counters, the CS stall guarantees that the results will be * available when subsequent CS commands run. So we don't need to * do any additional tracking. * * Other counters (occlusion queries and timestamp) are written by * PIPE_CONTROL, without a CS stall. This means that we can't be * sure whether the writes have landed yet or not. Performing a * PIPE_CONTROL with an immediate write will synchronize with * those earlier writes, so we write 1 when the value has landed. */ if (brw->ctx.Extensions.ARB_query_buffer_object && brw_is_query_pipelined(query)) { brw_emit_pipe_control_write(brw, PIPE_CONTROL_WRITE_IMMEDIATE, query->bo, 2 * sizeof(uint64_t), available, 0); } } static void write_primitives_generated(struct brw_context *brw, drm_intel_bo *query_bo, int stream, int idx) { brw_emit_mi_flush(brw); if (brw->gen >= 7 && stream > 0) { brw_store_register_mem64(brw, query_bo, GEN7_SO_PRIM_STORAGE_NEEDED(stream), idx * sizeof(uint64_t)); } else { brw_store_register_mem64(brw, query_bo, CL_INVOCATION_COUNT, idx * sizeof(uint64_t)); } } static void write_xfb_primitives_written(struct brw_context *brw, drm_intel_bo *bo, int stream, int idx) { brw_emit_mi_flush(brw); if (brw->gen >= 7) { brw_store_register_mem64(brw, bo, GEN7_SO_NUM_PRIMS_WRITTEN(stream), idx * sizeof(uint64_t)); } else { brw_store_register_mem64(brw, bo, GEN6_SO_NUM_PRIMS_WRITTEN, idx * sizeof(uint64_t)); } } static inline int pipeline_target_to_index(int target) { if (target == GL_GEOMETRY_SHADER_INVOCATIONS) return MAX_PIPELINE_STATISTICS - 1; else return target - GL_VERTICES_SUBMITTED_ARB; } static void emit_pipeline_stat(struct brw_context *brw, drm_intel_bo *bo, int stream, int target, int idx) { /* One source of confusion is the tessellation shader statistics. The * hardware has no statistics specific to the TE unit. Ideally we could have * the HS primitives for TESS_CONTROL_SHADER_PATCHES_ARB, and the DS * invocations as the register for TESS_CONTROL_SHADER_PATCHES_ARB. * Unfortunately we don't have HS primitives, we only have HS invocations. */ /* Everything except GEOMETRY_SHADER_INVOCATIONS can be kept in a simple * lookup table */ static const uint32_t target_to_register[] = { IA_VERTICES_COUNT, /* VERTICES_SUBMITTED */ IA_PRIMITIVES_COUNT, /* PRIMITIVES_SUBMITTED */ VS_INVOCATION_COUNT, /* VERTEX_SHADER_INVOCATIONS */ HS_INVOCATION_COUNT, /* TESS_CONTROL_SHADER_PATCHES */ DS_INVOCATION_COUNT, /* TESS_EVALUATION_SHADER_INVOCATIONS */ GS_PRIMITIVES_COUNT, /* GEOMETRY_SHADER_PRIMITIVES_EMITTED */ PS_INVOCATION_COUNT, /* FRAGMENT_SHADER_INVOCATIONS */ CS_INVOCATION_COUNT, /* COMPUTE_SHADER_INVOCATIONS */ CL_INVOCATION_COUNT, /* CLIPPING_INPUT_PRIMITIVES */ CL_PRIMITIVES_COUNT, /* CLIPPING_OUTPUT_PRIMITIVES */ GS_INVOCATION_COUNT /* This one is special... */ }; STATIC_ASSERT(ARRAY_SIZE(target_to_register) == MAX_PIPELINE_STATISTICS); uint32_t reg = target_to_register[pipeline_target_to_index(target)]; /* Gen6 GS code counts full primitives, that is, it won't count individual * triangles in a triangle strip. Use CL_INVOCATION_COUNT for that. */ if (brw->gen == 6 && target == GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB) reg = CL_INVOCATION_COUNT; assert(reg != 0); /* Emit a flush to make sure various parts of the pipeline are complete and * we get an accurate value */ brw_emit_mi_flush(brw); brw_store_register_mem64(brw, bo, reg, idx * sizeof(uint64_t)); } /** * Wait on the query object's BO and calculate the final result. */ static void gen6_queryobj_get_results(struct gl_context *ctx, struct brw_query_object *query) { struct brw_context *brw = brw_context(ctx); if (query->bo == NULL) return; brw_bo_map(brw, query->bo, false, "query object"); uint64_t *results = query->bo->virtual; switch (query->Base.Target) { case GL_TIME_ELAPSED: /* The query BO contains the starting and ending timestamps. * Subtract the two and convert to nanoseconds. */ query->Base.Result += 80 * (results[1] - results[0]); break; case GL_TIMESTAMP: /* Our timer is a clock that increments every 80ns (regardless of * other clock scaling in the system). The timestamp register we can * read for glGetTimestamp() masks out the top 32 bits, so we do that * here too to let the two counters be compared against each other. * * If we just multiplied that 32 bits of data by 80, it would roll * over at a non-power-of-two, so an application couldn't use * GL_QUERY_COUNTER_BITS to handle rollover correctly. Instead, we * report 36 bits and truncate at that (rolling over 5 times as often * as the HW counter), and when the 32-bit counter rolls over, it * happens to also be at a rollover in the reported value from near * (1<<36) to 0. * * The low 32 bits rolls over in ~343 seconds. Our 36-bit result * rolls over every ~69 seconds. * * The query BO contains a single timestamp value in results[0]. */ query->Base.Result = 80 * (results[0] & 0xffffffff); query->Base.Result &= (1ull << 36) - 1; break; case GL_SAMPLES_PASSED_ARB: /* We need to use += rather than = here since some BLT-based operations * may have added additional samples to our occlusion query value. */ query->Base.Result += results[1] - results[0]; break; case GL_ANY_SAMPLES_PASSED: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: if (results[0] != results[1]) query->Base.Result = true; break; case GL_PRIMITIVES_GENERATED: case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: case GL_VERTICES_SUBMITTED_ARB: case GL_PRIMITIVES_SUBMITTED_ARB: case GL_VERTEX_SHADER_INVOCATIONS_ARB: case GL_GEOMETRY_SHADER_INVOCATIONS: case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB: case GL_CLIPPING_INPUT_PRIMITIVES_ARB: case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB: case GL_COMPUTE_SHADER_INVOCATIONS_ARB: case GL_TESS_CONTROL_SHADER_PATCHES_ARB: case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB: query->Base.Result = results[1] - results[0]; break; case GL_FRAGMENT_SHADER_INVOCATIONS_ARB: query->Base.Result = (results[1] - results[0]); /* Implement the "WaDividePSInvocationCountBy4:HSW,BDW" workaround: * "Invocation counter is 4 times actual. WA: SW to divide HW reported * PS Invocations value by 4." * * Prior to Haswell, invocation count was counted by the WM, and it * buggily counted invocations in units of subspans (2x2 unit). To get the * correct value, the CS multiplied this by 4. With HSW the logic moved, * and correctly emitted the number of pixel shader invocations, but, * whomever forgot to undo the multiply by 4. */ if (brw->gen == 8 || brw->is_haswell) query->Base.Result /= 4; break; default: unreachable("Unrecognized query target in brw_queryobj_get_results()"); } drm_intel_bo_unmap(query->bo); /* Now that we've processed the data stored in the query's buffer object, * we can release it. */ drm_intel_bo_unreference(query->bo); query->bo = NULL; query->Base.Ready = true; } /** * Driver hook for glBeginQuery(). * * Initializes driver structures and emits any GPU commands required to begin * recording data for the query. */ static void gen6_begin_query(struct gl_context *ctx, struct gl_query_object *q) { struct brw_context *brw = brw_context(ctx); struct brw_query_object *query = (struct brw_query_object *)q; /* Since we're starting a new query, we need to throw away old results. */ drm_intel_bo_unreference(query->bo); query->bo = drm_intel_bo_alloc(brw->bufmgr, "query results", 4096, 4096); /* For ARB_query_buffer_object: The result is not available */ set_query_availability(brw, query, false); switch (query->Base.Target) { case GL_TIME_ELAPSED: /* For timestamp queries, we record the starting time right away so that * we measure the full time between BeginQuery and EndQuery. There's * some debate about whether this is the right thing to do. Our decision * is based on the following text from the ARB_timer_query extension: * * "(5) Should the extension measure total time elapsed between the full * completion of the BeginQuery and EndQuery commands, or just time * spent in the graphics library? * * RESOLVED: This extension will measure the total time elapsed * between the full completion of these commands. Future extensions * may implement a query to determine time elapsed at different stages * of the graphics pipeline." * * We write a starting timestamp now (at index 0). At EndQuery() time, * we'll write a second timestamp (at index 1), and subtract the two to * obtain the time elapsed. Notably, this includes time elapsed while * the system was doing other work, such as running other applications. */ brw_write_timestamp(brw, query->bo, 0); break; case GL_ANY_SAMPLES_PASSED: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: case GL_SAMPLES_PASSED_ARB: brw_write_depth_count(brw, query->bo, 0); break; case GL_PRIMITIVES_GENERATED: write_primitives_generated(brw, query->bo, query->Base.Stream, 0); if (query->Base.Stream == 0) ctx->NewDriverState |= BRW_NEW_RASTERIZER_DISCARD; break; case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: write_xfb_primitives_written(brw, query->bo, query->Base.Stream, 0); break; case GL_VERTICES_SUBMITTED_ARB: case GL_PRIMITIVES_SUBMITTED_ARB: case GL_VERTEX_SHADER_INVOCATIONS_ARB: case GL_GEOMETRY_SHADER_INVOCATIONS: case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB: case GL_FRAGMENT_SHADER_INVOCATIONS_ARB: case GL_CLIPPING_INPUT_PRIMITIVES_ARB: case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB: case GL_COMPUTE_SHADER_INVOCATIONS_ARB: case GL_TESS_CONTROL_SHADER_PATCHES_ARB: case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB: emit_pipeline_stat(brw, query->bo, query->Base.Stream, query->Base.Target, 0); break; default: unreachable("Unrecognized query target in brw_begin_query()"); } } /** * Driver hook for glEndQuery(). * * Emits GPU commands to record a final query value, ending any data capturing. * However, the final result isn't necessarily available until the GPU processes * those commands. brw_queryobj_get_results() processes the captured data to * produce the final result. */ static void gen6_end_query(struct gl_context *ctx, struct gl_query_object *q) { struct brw_context *brw = brw_context(ctx); struct brw_query_object *query = (struct brw_query_object *)q; switch (query->Base.Target) { case GL_TIME_ELAPSED: brw_write_timestamp(brw, query->bo, 1); break; case GL_ANY_SAMPLES_PASSED: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE: case GL_SAMPLES_PASSED_ARB: brw_write_depth_count(brw, query->bo, 1); break; case GL_PRIMITIVES_GENERATED: write_primitives_generated(brw, query->bo, query->Base.Stream, 1); if (query->Base.Stream == 0) ctx->NewDriverState |= BRW_NEW_RASTERIZER_DISCARD; break; case GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN: write_xfb_primitives_written(brw, query->bo, query->Base.Stream, 1); break; case GL_VERTICES_SUBMITTED_ARB: case GL_PRIMITIVES_SUBMITTED_ARB: case GL_VERTEX_SHADER_INVOCATIONS_ARB: case GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB: case GL_FRAGMENT_SHADER_INVOCATIONS_ARB: case GL_COMPUTE_SHADER_INVOCATIONS_ARB: case GL_CLIPPING_INPUT_PRIMITIVES_ARB: case GL_CLIPPING_OUTPUT_PRIMITIVES_ARB: case GL_GEOMETRY_SHADER_INVOCATIONS: case GL_TESS_CONTROL_SHADER_PATCHES_ARB: case GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB: emit_pipeline_stat(brw, query->bo, query->Base.Stream, query->Base.Target, 1); break; default: unreachable("Unrecognized query target in brw_end_query()"); } /* The current batch contains the commands to handle EndQuery(), * but they won't actually execute until it is flushed. */ query->flushed = false; /* For ARB_query_buffer_object: The result is now available */ set_query_availability(brw, query, true); } /** * Flush the batch if it still references the query object BO. */ static void flush_batch_if_needed(struct brw_context *brw, struct brw_query_object *query) { /* If the batch doesn't reference the BO, it must have been flushed * (for example, due to being full). Record that it's been flushed. */ query->flushed = query->flushed || !drm_intel_bo_references(brw->batch.bo, query->bo); if (!query->flushed) intel_batchbuffer_flush(brw); } /** * The WaitQuery() driver hook. * * Wait for a query result to become available and return it. This is the * backing for glGetQueryObjectiv() with the GL_QUERY_RESULT pname. */ static void gen6_wait_query(struct gl_context *ctx, struct gl_query_object *q) { struct brw_context *brw = brw_context(ctx); struct brw_query_object *query = (struct brw_query_object *)q; /* If the application has requested the query result, but this batch is * still contributing to it, flush it now to finish that work so the * result will become available (eventually). */ flush_batch_if_needed(brw, query); gen6_queryobj_get_results(ctx, query); } /** * The CheckQuery() driver hook. * * Checks whether a query result is ready yet. If not, flushes. * This is the backing for glGetQueryObjectiv()'s QUERY_RESULT_AVAILABLE pname. */ static void gen6_check_query(struct gl_context *ctx, struct gl_query_object *q) { struct brw_context *brw = brw_context(ctx); struct brw_query_object *query = (struct brw_query_object *)q; /* If query->bo is NULL, we've already gathered the results - this is a * redundant CheckQuery call. Ignore it. */ if (query->bo == NULL) return; /* From the GL_ARB_occlusion_query spec: * * "Instead of allowing for an infinite loop, performing a * QUERY_RESULT_AVAILABLE_ARB will perform a flush if the result is * not ready yet on the first time it is queried. This ensures that * the async query will return true in finite time. */ flush_batch_if_needed(brw, query); if (!drm_intel_bo_busy(query->bo)) { gen6_queryobj_get_results(ctx, query); } } static void gen6_query_counter(struct gl_context *ctx, struct gl_query_object *q) { struct brw_context *brw = brw_context(ctx); struct brw_query_object *query = (struct brw_query_object *)q; brw_query_counter(ctx, q); set_query_availability(brw, query, true); } /* Initialize Gen6+-specific query object functions. */ void gen6_init_queryobj_functions(struct dd_function_table *functions) { functions->BeginQuery = gen6_begin_query; functions->EndQuery = gen6_end_query; functions->CheckQuery = gen6_check_query; functions->WaitQuery = gen6_wait_query; functions->QueryCounter = gen6_query_counter; }