/* * Copyright © 2015 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. */ #include #include #include #include #include #include "anv_private.h" static void gen8_cmd_buffer_flush_push_constants(struct anv_cmd_buffer *cmd_buffer) { static const uint32_t push_constant_opcodes[] = { [VK_SHADER_STAGE_VERTEX] = 21, [VK_SHADER_STAGE_TESS_CONTROL] = 25, /* HS */ [VK_SHADER_STAGE_TESS_EVALUATION] = 26, /* DS */ [VK_SHADER_STAGE_GEOMETRY] = 22, [VK_SHADER_STAGE_FRAGMENT] = 23, [VK_SHADER_STAGE_COMPUTE] = 0, }; VkShaderStage stage; VkShaderStageFlags flushed = 0; for_each_bit(stage, cmd_buffer->state.push_constants_dirty) { struct anv_state state = anv_cmd_buffer_push_constants(cmd_buffer, stage); if (state.offset == 0) continue; anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_CONSTANT_VS, ._3DCommandSubOpcode = push_constant_opcodes[stage], .ConstantBody = { .PointerToConstantBuffer0 = { .offset = state.offset }, .ConstantBuffer0ReadLength = DIV_ROUND_UP(state.alloc_size, 32), }); flushed |= 1 << stage; } cmd_buffer->state.push_constants_dirty &= ~flushed; } static void gen8_cmd_buffer_flush_state(struct anv_cmd_buffer *cmd_buffer) { struct anv_pipeline *pipeline = cmd_buffer->state.pipeline; uint32_t *p; uint32_t vb_emit = cmd_buffer->state.vb_dirty & pipeline->vb_used; assert((pipeline->active_stages & VK_SHADER_STAGE_COMPUTE_BIT) == 0); if (cmd_buffer->state.current_pipeline != _3D) { anv_batch_emit(&cmd_buffer->batch, GEN8_PIPELINE_SELECT, .PipelineSelection = _3D); cmd_buffer->state.current_pipeline = _3D; } if (vb_emit) { const uint32_t num_buffers = __builtin_popcount(vb_emit); const uint32_t num_dwords = 1 + num_buffers * 4; p = anv_batch_emitn(&cmd_buffer->batch, num_dwords, GEN8_3DSTATE_VERTEX_BUFFERS); uint32_t vb, i = 0; for_each_bit(vb, vb_emit) { struct anv_buffer *buffer = cmd_buffer->state.vertex_bindings[vb].buffer; uint32_t offset = cmd_buffer->state.vertex_bindings[vb].offset; struct GEN8_VERTEX_BUFFER_STATE state = { .VertexBufferIndex = vb, .MemoryObjectControlState = GEN8_MOCS, .AddressModifyEnable = true, .BufferPitch = pipeline->binding_stride[vb], .BufferStartingAddress = { buffer->bo, buffer->offset + offset }, .BufferSize = buffer->size - offset }; GEN8_VERTEX_BUFFER_STATE_pack(&cmd_buffer->batch, &p[1 + i * 4], &state); i++; } } if (cmd_buffer->state.dirty & ANV_CMD_BUFFER_PIPELINE_DIRTY) { /* If somebody compiled a pipeline after starting a command buffer the * scratch bo may have grown since we started this cmd buffer (and * emitted STATE_BASE_ADDRESS). If we're binding that pipeline now, * reemit STATE_BASE_ADDRESS so that we use the bigger scratch bo. */ if (cmd_buffer->state.scratch_size < pipeline->total_scratch) anv_cmd_buffer_emit_state_base_address(cmd_buffer); anv_batch_emit_batch(&cmd_buffer->batch, &pipeline->batch); } if (cmd_buffer->state.descriptors_dirty) anv_flush_descriptor_sets(cmd_buffer); if (cmd_buffer->state.push_constants_dirty) gen8_cmd_buffer_flush_push_constants(cmd_buffer); if (cmd_buffer->state.dirty & ANV_DYNAMIC_VIEWPORT_DIRTY) anv_cmd_buffer_emit_viewport(cmd_buffer); if (cmd_buffer->state.dirty & ANV_DYNAMIC_SCISSOR_DIRTY) anv_cmd_buffer_emit_scissor(cmd_buffer); if (cmd_buffer->state.dirty & (ANV_CMD_BUFFER_PIPELINE_DIRTY | ANV_DYNAMIC_LINE_WIDTH_DIRTY)) { uint32_t sf_dw[GEN8_3DSTATE_SF_length]; struct GEN8_3DSTATE_SF sf = { GEN8_3DSTATE_SF_header, .LineWidth = cmd_buffer->state.dynamic.line_width, }; GEN8_3DSTATE_SF_pack(NULL, sf_dw, &sf); anv_batch_emit_merge(&cmd_buffer->batch, sf_dw, pipeline->gen8.sf); } if (cmd_buffer->state.dirty & (ANV_CMD_BUFFER_PIPELINE_DIRTY | ANV_DYNAMIC_DEPTH_BIAS_DIRTY)) { bool enable_bias = cmd_buffer->state.dynamic.depth_bias.bias != 0.0f || cmd_buffer->state.dynamic.depth_bias.slope_scaled != 0.0f; uint32_t raster_dw[GEN8_3DSTATE_RASTER_length]; struct GEN8_3DSTATE_RASTER raster = { GEN8_3DSTATE_RASTER_header, .GlobalDepthOffsetEnableSolid = enable_bias, .GlobalDepthOffsetEnableWireframe = enable_bias, .GlobalDepthOffsetEnablePoint = enable_bias, .GlobalDepthOffsetConstant = cmd_buffer->state.dynamic.depth_bias.bias, .GlobalDepthOffsetScale = cmd_buffer->state.dynamic.depth_bias.slope_scaled, .GlobalDepthOffsetClamp = cmd_buffer->state.dynamic.depth_bias.clamp }; GEN8_3DSTATE_RASTER_pack(NULL, raster_dw, &raster); anv_batch_emit_merge(&cmd_buffer->batch, raster_dw, pipeline->gen8.raster); } if (cmd_buffer->state.dirty & (ANV_DYNAMIC_BLEND_CONSTANTS_DIRTY | ANV_DYNAMIC_STENCIL_REFERENCE_DIRTY)) { struct anv_state cc_state = anv_cmd_buffer_alloc_dynamic_state(cmd_buffer, GEN8_COLOR_CALC_STATE_length, 64); struct GEN8_COLOR_CALC_STATE cc = { .BlendConstantColorRed = cmd_buffer->state.dynamic.blend_constants[0], .BlendConstantColorGreen = cmd_buffer->state.dynamic.blend_constants[1], .BlendConstantColorBlue = cmd_buffer->state.dynamic.blend_constants[2], .BlendConstantColorAlpha = cmd_buffer->state.dynamic.blend_constants[3], .StencilReferenceValue = cmd_buffer->state.dynamic.stencil_reference.front, .BackFaceStencilReferenceValue = cmd_buffer->state.dynamic.stencil_reference.back, }; GEN8_COLOR_CALC_STATE_pack(NULL, cc_state.map, &cc); anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_CC_STATE_POINTERS, .ColorCalcStatePointer = cc_state.offset, .ColorCalcStatePointerValid = true); } if (cmd_buffer->state.dirty & (ANV_CMD_BUFFER_PIPELINE_DIRTY | ANV_DYNAMIC_STENCIL_COMPARE_MASK_DIRTY | ANV_DYNAMIC_STENCIL_WRITE_MASK_DIRTY)) { uint32_t wm_depth_stencil_dw[GEN8_3DSTATE_WM_DEPTH_STENCIL_length]; struct GEN8_3DSTATE_WM_DEPTH_STENCIL wm_depth_stencil = { GEN8_3DSTATE_WM_DEPTH_STENCIL_header, /* Is this what we need to do? */ .StencilBufferWriteEnable = cmd_buffer->state.dynamic.stencil_write_mask.front != 0, .StencilTestMask = cmd_buffer->state.dynamic.stencil_compare_mask.front & 0xff, .StencilWriteMask = cmd_buffer->state.dynamic.stencil_write_mask.front & 0xff, .BackfaceStencilTestMask = cmd_buffer->state.dynamic.stencil_compare_mask.back & 0xff, .BackfaceStencilWriteMask = cmd_buffer->state.dynamic.stencil_write_mask.back & 0xff, }; GEN8_3DSTATE_WM_DEPTH_STENCIL_pack(NULL, wm_depth_stencil_dw, &wm_depth_stencil); anv_batch_emit_merge(&cmd_buffer->batch, wm_depth_stencil_dw, pipeline->gen8.wm_depth_stencil); } if (cmd_buffer->state.dirty & (ANV_CMD_BUFFER_PIPELINE_DIRTY | ANV_CMD_BUFFER_INDEX_BUFFER_DIRTY)) { anv_batch_emit_merge(&cmd_buffer->batch, cmd_buffer->state.state_vf, pipeline->gen8.vf); } cmd_buffer->state.vb_dirty &= ~vb_emit; cmd_buffer->state.dirty = 0; } void gen8_CmdDraw( VkCmdBuffer cmdBuffer, uint32_t vertexCount, uint32_t instanceCount, uint32_t firstVertex, uint32_t firstInstance) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); gen8_cmd_buffer_flush_state(cmd_buffer); anv_batch_emit(&cmd_buffer->batch, GEN8_3DPRIMITIVE, .VertexAccessType = SEQUENTIAL, .VertexCountPerInstance = vertexCount, .StartVertexLocation = firstVertex, .InstanceCount = instanceCount, .StartInstanceLocation = firstInstance, .BaseVertexLocation = 0); } void gen8_CmdDrawIndexed( VkCmdBuffer cmdBuffer, uint32_t indexCount, uint32_t instanceCount, uint32_t firstIndex, int32_t vertexOffset, uint32_t firstInstance) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); gen8_cmd_buffer_flush_state(cmd_buffer); anv_batch_emit(&cmd_buffer->batch, GEN8_3DPRIMITIVE, .VertexAccessType = RANDOM, .VertexCountPerInstance = indexCount, .StartVertexLocation = firstIndex, .InstanceCount = instanceCount, .StartInstanceLocation = firstInstance, .BaseVertexLocation = vertexOffset); } static void emit_lrm(struct anv_batch *batch, uint32_t reg, struct anv_bo *bo, uint32_t offset) { anv_batch_emit(batch, GEN8_MI_LOAD_REGISTER_MEM, .RegisterAddress = reg, .MemoryAddress = { bo, offset }); } static void emit_lri(struct anv_batch *batch, uint32_t reg, uint32_t imm) { anv_batch_emit(batch, GEN8_MI_LOAD_REGISTER_IMM, .RegisterOffset = reg, .DataDWord = imm); } /* Auto-Draw / Indirect Registers */ #define GEN7_3DPRIM_END_OFFSET 0x2420 #define GEN7_3DPRIM_START_VERTEX 0x2430 #define GEN7_3DPRIM_VERTEX_COUNT 0x2434 #define GEN7_3DPRIM_INSTANCE_COUNT 0x2438 #define GEN7_3DPRIM_START_INSTANCE 0x243C #define GEN7_3DPRIM_BASE_VERTEX 0x2440 void gen8_CmdDrawIndirect( VkCmdBuffer cmdBuffer, VkBuffer _buffer, VkDeviceSize offset, uint32_t count, uint32_t stride) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_buffer, buffer, _buffer); struct anv_bo *bo = buffer->bo; uint32_t bo_offset = buffer->offset + offset; gen8_cmd_buffer_flush_state(cmd_buffer); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_VERTEX_COUNT, bo, bo_offset); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_INSTANCE_COUNT, bo, bo_offset + 4); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_START_VERTEX, bo, bo_offset + 8); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_START_INSTANCE, bo, bo_offset + 12); emit_lri(&cmd_buffer->batch, GEN7_3DPRIM_BASE_VERTEX, 0); anv_batch_emit(&cmd_buffer->batch, GEN8_3DPRIMITIVE, .IndirectParameterEnable = true, .VertexAccessType = SEQUENTIAL); } void gen8_CmdBindIndexBuffer( VkCmdBuffer cmdBuffer, VkBuffer _buffer, VkDeviceSize offset, VkIndexType indexType) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_buffer, buffer, _buffer); static const uint32_t vk_to_gen_index_type[] = { [VK_INDEX_TYPE_UINT16] = INDEX_WORD, [VK_INDEX_TYPE_UINT32] = INDEX_DWORD, }; struct GEN8_3DSTATE_VF vf = { GEN8_3DSTATE_VF_header, .CutIndex = (indexType == VK_INDEX_TYPE_UINT16) ? UINT16_MAX : UINT32_MAX, }; GEN8_3DSTATE_VF_pack(NULL, cmd_buffer->state.state_vf, &vf); cmd_buffer->state.dirty |= ANV_CMD_BUFFER_INDEX_BUFFER_DIRTY; anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_INDEX_BUFFER, .IndexFormat = vk_to_gen_index_type[indexType], .MemoryObjectControlState = GEN8_MOCS, .BufferStartingAddress = { buffer->bo, buffer->offset + offset }, .BufferSize = buffer->size - offset); } static VkResult gen8_flush_compute_descriptor_set(struct anv_cmd_buffer *cmd_buffer) { struct anv_device *device = cmd_buffer->device; struct anv_pipeline *pipeline = cmd_buffer->state.compute_pipeline; struct anv_state surfaces = { 0, }, samplers = { 0, }; VkResult result; result = anv_cmd_buffer_emit_samplers(cmd_buffer, VK_SHADER_STAGE_COMPUTE, &samplers); if (result != VK_SUCCESS) return result; result = anv_cmd_buffer_emit_binding_table(cmd_buffer, VK_SHADER_STAGE_COMPUTE, &surfaces); if (result != VK_SUCCESS) return result; struct GEN8_INTERFACE_DESCRIPTOR_DATA desc = { .KernelStartPointer = pipeline->cs_simd, .KernelStartPointerHigh = 0, .BindingTablePointer = surfaces.offset, .BindingTableEntryCount = 0, .SamplerStatePointer = samplers.offset, .SamplerCount = 0, .NumberofThreadsinGPGPUThreadGroup = 0 /* FIXME: Really? */ }; uint32_t size = GEN8_INTERFACE_DESCRIPTOR_DATA_length * sizeof(uint32_t); struct anv_state state = anv_state_pool_alloc(&device->dynamic_state_pool, size, 64); GEN8_INTERFACE_DESCRIPTOR_DATA_pack(NULL, state.map, &desc); anv_batch_emit(&cmd_buffer->batch, GEN8_MEDIA_INTERFACE_DESCRIPTOR_LOAD, .InterfaceDescriptorTotalLength = size, .InterfaceDescriptorDataStartAddress = state.offset); return VK_SUCCESS; } static void gen8_cmd_buffer_flush_compute_state(struct anv_cmd_buffer *cmd_buffer) { struct anv_pipeline *pipeline = cmd_buffer->state.compute_pipeline; VkResult result; assert(pipeline->active_stages == VK_SHADER_STAGE_COMPUTE_BIT); if (cmd_buffer->state.current_pipeline != GPGPU) { anv_batch_emit(&cmd_buffer->batch, GEN8_PIPELINE_SELECT, .PipelineSelection = GPGPU); cmd_buffer->state.current_pipeline = GPGPU; } if (cmd_buffer->state.compute_dirty & ANV_CMD_BUFFER_PIPELINE_DIRTY) anv_batch_emit_batch(&cmd_buffer->batch, &pipeline->batch); if ((cmd_buffer->state.descriptors_dirty & VK_SHADER_STAGE_COMPUTE_BIT) || (cmd_buffer->state.compute_dirty & ANV_CMD_BUFFER_PIPELINE_DIRTY)) { result = gen8_flush_compute_descriptor_set(cmd_buffer); assert(result == VK_SUCCESS); cmd_buffer->state.descriptors_dirty &= ~VK_SHADER_STAGE_COMPUTE; } cmd_buffer->state.compute_dirty = 0; } void gen8_CmdDrawIndexedIndirect( VkCmdBuffer cmdBuffer, VkBuffer _buffer, VkDeviceSize offset, uint32_t count, uint32_t stride) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_buffer, buffer, _buffer); struct anv_bo *bo = buffer->bo; uint32_t bo_offset = buffer->offset + offset; gen8_cmd_buffer_flush_state(cmd_buffer); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_VERTEX_COUNT, bo, bo_offset); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_INSTANCE_COUNT, bo, bo_offset + 4); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_START_VERTEX, bo, bo_offset + 8); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_BASE_VERTEX, bo, bo_offset + 12); emit_lrm(&cmd_buffer->batch, GEN7_3DPRIM_START_INSTANCE, bo, bo_offset + 16); anv_batch_emit(&cmd_buffer->batch, GEN8_3DPRIMITIVE, .IndirectParameterEnable = true, .VertexAccessType = RANDOM); } void gen8_CmdDispatch( VkCmdBuffer cmdBuffer, uint32_t x, uint32_t y, uint32_t z) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); struct anv_pipeline *pipeline = cmd_buffer->state.compute_pipeline; struct brw_cs_prog_data *prog_data = &pipeline->cs_prog_data; gen8_cmd_buffer_flush_compute_state(cmd_buffer); anv_batch_emit(&cmd_buffer->batch, GEN8_GPGPU_WALKER, .SIMDSize = prog_data->simd_size / 16, .ThreadDepthCounterMaximum = 0, .ThreadHeightCounterMaximum = 0, .ThreadWidthCounterMaximum = pipeline->cs_thread_width_max, .ThreadGroupIDXDimension = x, .ThreadGroupIDYDimension = y, .ThreadGroupIDZDimension = z, .RightExecutionMask = pipeline->cs_right_mask, .BottomExecutionMask = 0xffffffff); anv_batch_emit(&cmd_buffer->batch, GEN8_MEDIA_STATE_FLUSH); } #define GPGPU_DISPATCHDIMX 0x2500 #define GPGPU_DISPATCHDIMY 0x2504 #define GPGPU_DISPATCHDIMZ 0x2508 void gen8_CmdDispatchIndirect( VkCmdBuffer cmdBuffer, VkBuffer _buffer, VkDeviceSize offset) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_buffer, buffer, _buffer); struct anv_pipeline *pipeline = cmd_buffer->state.compute_pipeline; struct brw_cs_prog_data *prog_data = &pipeline->cs_prog_data; struct anv_bo *bo = buffer->bo; uint32_t bo_offset = buffer->offset + offset; gen8_cmd_buffer_flush_compute_state(cmd_buffer); emit_lrm(&cmd_buffer->batch, GPGPU_DISPATCHDIMX, bo, bo_offset); emit_lrm(&cmd_buffer->batch, GPGPU_DISPATCHDIMY, bo, bo_offset + 4); emit_lrm(&cmd_buffer->batch, GPGPU_DISPATCHDIMZ, bo, bo_offset + 8); anv_batch_emit(&cmd_buffer->batch, GEN8_GPGPU_WALKER, .IndirectParameterEnable = true, .SIMDSize = prog_data->simd_size / 16, .ThreadDepthCounterMaximum = 0, .ThreadHeightCounterMaximum = 0, .ThreadWidthCounterMaximum = pipeline->cs_thread_width_max, .RightExecutionMask = pipeline->cs_right_mask, .BottomExecutionMask = 0xffffffff); anv_batch_emit(&cmd_buffer->batch, GEN8_MEDIA_STATE_FLUSH); } static void gen8_cmd_buffer_emit_depth_stencil(struct anv_cmd_buffer *cmd_buffer) { const struct anv_framebuffer *fb = cmd_buffer->state.framebuffer; const struct anv_image_view *iview = anv_cmd_buffer_get_depth_stencil_view(cmd_buffer); const struct anv_image *image = iview ? iview->image : NULL; const bool has_depth = iview && iview->format->depth_format; const bool has_stencil = iview && iview->format->has_stencil; /* FIXME: Implement the PMA stall W/A */ /* FIXME: Width and Height are wrong */ /* Emit 3DSTATE_DEPTH_BUFFER */ if (has_depth) { anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_DEPTH_BUFFER, .SurfaceType = SURFTYPE_2D, .DepthWriteEnable = iview->format->depth_format, .StencilWriteEnable = has_stencil, .HierarchicalDepthBufferEnable = false, .SurfaceFormat = iview->format->depth_format, .SurfacePitch = image->depth_surface.stride - 1, .SurfaceBaseAddress = { .bo = image->bo, .offset = image->depth_surface.offset, }, .Height = fb->height - 1, .Width = fb->width - 1, .LOD = 0, .Depth = 1 - 1, .MinimumArrayElement = 0, .DepthBufferObjectControlState = GEN8_MOCS, .RenderTargetViewExtent = 1 - 1, .SurfaceQPitch = image->depth_surface.qpitch >> 2); } else { /* Even when no depth buffer is present, the hardware requires that * 3DSTATE_DEPTH_BUFFER be programmed correctly. The Broadwell PRM says: * * If a null depth buffer is bound, the driver must instead bind depth as: * 3DSTATE_DEPTH.SurfaceType = SURFTYPE_2D * 3DSTATE_DEPTH.Width = 1 * 3DSTATE_DEPTH.Height = 1 * 3DSTATE_DEPTH.SuraceFormat = D16_UNORM * 3DSTATE_DEPTH.SurfaceBaseAddress = 0 * 3DSTATE_DEPTH.HierarchicalDepthBufferEnable = 0 * 3DSTATE_WM_DEPTH_STENCIL.DepthTestEnable = 0 * 3DSTATE_WM_DEPTH_STENCIL.DepthBufferWriteEnable = 0 * * The PRM is wrong, though. The width and height must be programmed to * actual framebuffer's width and height, even when neither depth buffer * nor stencil buffer is present. */ anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_DEPTH_BUFFER, .SurfaceType = SURFTYPE_2D, .SurfaceFormat = D16_UNORM, .Width = fb->width - 1, .Height = fb->height - 1, .StencilWriteEnable = has_stencil); } /* Emit 3DSTATE_STENCIL_BUFFER */ if (has_stencil) { anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_STENCIL_BUFFER, .StencilBufferEnable = true, .StencilBufferObjectControlState = GEN8_MOCS, /* Stencil buffers have strange pitch. The PRM says: * * The pitch must be set to 2x the value computed based on width, * as the stencil buffer is stored with two rows interleaved. */ .SurfacePitch = 2 * image->stencil_surface.stride - 1, .SurfaceBaseAddress = { .bo = image->bo, .offset = image->offset + image->stencil_surface.offset, }, .SurfaceQPitch = image->stencil_surface.stride >> 2); } else { anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_STENCIL_BUFFER); } /* Disable hierarchial depth buffers. */ anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_HIER_DEPTH_BUFFER); /* Clear the clear params. */ anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_CLEAR_PARAMS); } void gen8_cmd_buffer_begin_subpass(struct anv_cmd_buffer *cmd_buffer, struct anv_subpass *subpass) { cmd_buffer->state.subpass = subpass; cmd_buffer->state.descriptors_dirty |= VK_SHADER_STAGE_FRAGMENT_BIT; gen8_cmd_buffer_emit_depth_stencil(cmd_buffer); } void gen8_CmdBeginRenderPass( VkCmdBuffer cmdBuffer, const VkRenderPassBeginInfo* pRenderPassBegin, VkRenderPassContents contents) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_render_pass, pass, pRenderPassBegin->renderPass); ANV_FROM_HANDLE(anv_framebuffer, framebuffer, pRenderPassBegin->framebuffer); cmd_buffer->state.framebuffer = framebuffer; cmd_buffer->state.pass = pass; const VkRect2D *render_area = &pRenderPassBegin->renderArea; anv_batch_emit(&cmd_buffer->batch, GEN8_3DSTATE_DRAWING_RECTANGLE, .ClippedDrawingRectangleYMin = render_area->offset.y, .ClippedDrawingRectangleXMin = render_area->offset.x, .ClippedDrawingRectangleYMax = render_area->offset.y + render_area->extent.height - 1, .ClippedDrawingRectangleXMax = render_area->offset.x + render_area->extent.width - 1, .DrawingRectangleOriginY = 0, .DrawingRectangleOriginX = 0); anv_cmd_buffer_clear_attachments(cmd_buffer, pass, pRenderPassBegin->pClearValues); gen8_cmd_buffer_begin_subpass(cmd_buffer, pass->subpasses); } void gen8_CmdNextSubpass( VkCmdBuffer cmdBuffer, VkRenderPassContents contents) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); assert(cmd_buffer->level == VK_CMD_BUFFER_LEVEL_PRIMARY); gen8_cmd_buffer_begin_subpass(cmd_buffer, cmd_buffer->state.subpass + 1); } void gen8_CmdEndRenderPass( VkCmdBuffer cmdBuffer) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); /* Emit a flushing pipe control at the end of a pass. This is kind of a * hack but it ensures that render targets always actually get written. * Eventually, we should do flushing based on image format transitions * or something of that nature. */ anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL, .PostSyncOperation = NoWrite, .RenderTargetCacheFlushEnable = true, .InstructionCacheInvalidateEnable = true, .DepthCacheFlushEnable = true, .VFCacheInvalidationEnable = true, .TextureCacheInvalidationEnable = true, .CommandStreamerStallEnable = true); } static void emit_ps_depth_count(struct anv_batch *batch, struct anv_bo *bo, uint32_t offset) { anv_batch_emit(batch, GEN8_PIPE_CONTROL, .DestinationAddressType = DAT_PPGTT, .PostSyncOperation = WritePSDepthCount, .Address = { bo, offset }); /* FIXME: This is only lower 32 bits */ } void gen8_CmdBeginQuery( VkCmdBuffer cmdBuffer, VkQueryPool queryPool, uint32_t slot, VkQueryControlFlags flags) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_query_pool, pool, queryPool); switch (pool->type) { case VK_QUERY_TYPE_OCCLUSION: emit_ps_depth_count(&cmd_buffer->batch, &pool->bo, slot * sizeof(struct anv_query_pool_slot)); break; case VK_QUERY_TYPE_PIPELINE_STATISTICS: default: unreachable(""); } } void gen8_CmdEndQuery( VkCmdBuffer cmdBuffer, VkQueryPool queryPool, uint32_t slot) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_query_pool, pool, queryPool); switch (pool->type) { case VK_QUERY_TYPE_OCCLUSION: emit_ps_depth_count(&cmd_buffer->batch, &pool->bo, slot * sizeof(struct anv_query_pool_slot) + 8); break; case VK_QUERY_TYPE_PIPELINE_STATISTICS: default: unreachable(""); } } #define TIMESTAMP 0x2358 void gen8_CmdWriteTimestamp( VkCmdBuffer cmdBuffer, VkTimestampType timestampType, VkBuffer destBuffer, VkDeviceSize destOffset) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_buffer, buffer, destBuffer); struct anv_bo *bo = buffer->bo; switch (timestampType) { case VK_TIMESTAMP_TYPE_TOP: anv_batch_emit(&cmd_buffer->batch, GEN8_MI_STORE_REGISTER_MEM, .RegisterAddress = TIMESTAMP, .MemoryAddress = { bo, buffer->offset + destOffset }); anv_batch_emit(&cmd_buffer->batch, GEN8_MI_STORE_REGISTER_MEM, .RegisterAddress = TIMESTAMP + 4, .MemoryAddress = { bo, buffer->offset + destOffset + 4 }); break; case VK_TIMESTAMP_TYPE_BOTTOM: anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL, .DestinationAddressType = DAT_PPGTT, .PostSyncOperation = WriteTimestamp, .Address = /* FIXME: This is only lower 32 bits */ { bo, buffer->offset + destOffset }); break; default: break; } } #define alu_opcode(v) __gen_field((v), 20, 31) #define alu_operand1(v) __gen_field((v), 10, 19) #define alu_operand2(v) __gen_field((v), 0, 9) #define alu(opcode, operand1, operand2) \ alu_opcode(opcode) | alu_operand1(operand1) | alu_operand2(operand2) #define OPCODE_NOOP 0x000 #define OPCODE_LOAD 0x080 #define OPCODE_LOADINV 0x480 #define OPCODE_LOAD0 0x081 #define OPCODE_LOAD1 0x481 #define OPCODE_ADD 0x100 #define OPCODE_SUB 0x101 #define OPCODE_AND 0x102 #define OPCODE_OR 0x103 #define OPCODE_XOR 0x104 #define OPCODE_STORE 0x180 #define OPCODE_STOREINV 0x580 #define OPERAND_R0 0x00 #define OPERAND_R1 0x01 #define OPERAND_R2 0x02 #define OPERAND_R3 0x03 #define OPERAND_R4 0x04 #define OPERAND_SRCA 0x20 #define OPERAND_SRCB 0x21 #define OPERAND_ACCU 0x31 #define OPERAND_ZF 0x32 #define OPERAND_CF 0x33 #define CS_GPR(n) (0x2600 + (n) * 8) static void emit_load_alu_reg_u64(struct anv_batch *batch, uint32_t reg, struct anv_bo *bo, uint32_t offset) { anv_batch_emit(batch, GEN8_MI_LOAD_REGISTER_MEM, .RegisterAddress = reg, .MemoryAddress = { bo, offset }); anv_batch_emit(batch, GEN8_MI_LOAD_REGISTER_MEM, .RegisterAddress = reg + 4, .MemoryAddress = { bo, offset + 4 }); } void gen8_CmdCopyQueryPoolResults( VkCmdBuffer cmdBuffer, VkQueryPool queryPool, uint32_t startQuery, uint32_t queryCount, VkBuffer destBuffer, VkDeviceSize destOffset, VkDeviceSize destStride, VkQueryResultFlags flags) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); ANV_FROM_HANDLE(anv_query_pool, pool, queryPool); ANV_FROM_HANDLE(anv_buffer, buffer, destBuffer); uint32_t slot_offset, dst_offset; if (flags & VK_QUERY_RESULT_WITH_AVAILABILITY_BIT) { /* Where is the availabilty info supposed to go? */ anv_finishme("VK_QUERY_RESULT_WITH_AVAILABILITY_BIT"); return; } assert(pool->type == VK_QUERY_TYPE_OCCLUSION); /* FIXME: If we're not waiting, should we just do this on the CPU? */ if (flags & VK_QUERY_RESULT_WAIT_BIT) anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL, .CommandStreamerStallEnable = true, .StallAtPixelScoreboard = true); dst_offset = buffer->offset + destOffset; for (uint32_t i = 0; i < queryCount; i++) { slot_offset = (startQuery + i) * sizeof(struct anv_query_pool_slot); emit_load_alu_reg_u64(&cmd_buffer->batch, CS_GPR(0), &pool->bo, slot_offset); emit_load_alu_reg_u64(&cmd_buffer->batch, CS_GPR(1), &pool->bo, slot_offset + 8); /* FIXME: We need to clamp the result for 32 bit. */ uint32_t *dw = anv_batch_emitn(&cmd_buffer->batch, 5, GEN8_MI_MATH); dw[1] = alu(OPCODE_LOAD, OPERAND_SRCA, OPERAND_R1); dw[2] = alu(OPCODE_LOAD, OPERAND_SRCB, OPERAND_R0); dw[3] = alu(OPCODE_SUB, 0, 0); dw[4] = alu(OPCODE_STORE, OPERAND_R2, OPERAND_ACCU); anv_batch_emit(&cmd_buffer->batch, GEN8_MI_STORE_REGISTER_MEM, .RegisterAddress = CS_GPR(2), /* FIXME: This is only lower 32 bits */ .MemoryAddress = { buffer->bo, dst_offset }); if (flags & VK_QUERY_RESULT_64_BIT) anv_batch_emit(&cmd_buffer->batch, GEN8_MI_STORE_REGISTER_MEM, .RegisterAddress = CS_GPR(2) + 4, /* FIXME: This is only lower 32 bits */ .MemoryAddress = { buffer->bo, dst_offset + 4 }); dst_offset += destStride; } } void gen8_cmd_buffer_emit_state_base_address(struct anv_cmd_buffer *cmd_buffer) { struct anv_device *device = cmd_buffer->device; struct anv_bo *scratch_bo = NULL; cmd_buffer->state.scratch_size = anv_block_pool_size(&device->scratch_block_pool); if (cmd_buffer->state.scratch_size > 0) scratch_bo = &device->scratch_block_pool.bo; /* Emit a render target cache flush. * * This isn't documented anywhere in the PRM. However, it seems to be * necessary prior to changing the surface state base adress. Without * this, we get GPU hangs when using multi-level command buffers which * clear depth, reset state base address, and then go render stuff. */ anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL, .RenderTargetCacheFlushEnable = true); anv_batch_emit(&cmd_buffer->batch, GEN8_STATE_BASE_ADDRESS, .GeneralStateBaseAddress = { scratch_bo, 0 }, .GeneralStateMemoryObjectControlState = GEN8_MOCS, .GeneralStateBaseAddressModifyEnable = true, .GeneralStateBufferSize = 0xfffff, .GeneralStateBufferSizeModifyEnable = true, .SurfaceStateBaseAddress = anv_cmd_buffer_surface_base_address(cmd_buffer), .SurfaceStateMemoryObjectControlState = GEN8_MOCS, .SurfaceStateBaseAddressModifyEnable = true, .DynamicStateBaseAddress = { &device->dynamic_state_block_pool.bo, 0 }, .DynamicStateMemoryObjectControlState = GEN8_MOCS, .DynamicStateBaseAddressModifyEnable = true, .DynamicStateBufferSize = 0xfffff, .DynamicStateBufferSizeModifyEnable = true, .IndirectObjectBaseAddress = { NULL, 0 }, .IndirectObjectMemoryObjectControlState = GEN8_MOCS, .IndirectObjectBaseAddressModifyEnable = true, .IndirectObjectBufferSize = 0xfffff, .IndirectObjectBufferSizeModifyEnable = true, .InstructionBaseAddress = { &device->instruction_block_pool.bo, 0 }, .InstructionMemoryObjectControlState = GEN8_MOCS, .InstructionBaseAddressModifyEnable = true, .InstructionBufferSize = 0xfffff, .InstructionBuffersizeModifyEnable = true); /* After re-setting the surface state base address, we have to do some * cache flusing so that the sampler engine will pick up the new * SURFACE_STATE objects and binding tables. From the Broadwell PRM, * Shared Function > 3D Sampler > State > State Caching (page 96): * * Coherency with system memory in the state cache, like the texture * cache is handled partially by software. It is expected that the * command stream or shader will issue Cache Flush operation or * Cache_Flush sampler message to ensure that the L1 cache remains * coherent with system memory. * * [...] * * Whenever the value of the Dynamic_State_Base_Addr, * Surface_State_Base_Addr are altered, the L1 state cache must be * invalidated to ensure the new surface or sampler state is fetched * from system memory. * * The PIPE_CONTROL command has a "State Cache Invalidation Enable" bit * which, according the PIPE_CONTROL instruction documentation in the * Broadwell PRM: * * Setting this bit is independent of any other bit in this packet. * This bit controls the invalidation of the L1 and L2 state caches * at the top of the pipe i.e. at the parsing time. * * Unfortunately, experimentation seems to indicate that state cache * invalidation through a PIPE_CONTROL does nothing whatsoever in * regards to surface state and binding tables. In stead, it seems that * invalidating the texture cache is what is actually needed. * * XXX: As far as we have been able to determine through * experimentation, shows that flush the texture cache appears to be * sufficient. The theory here is that all of the sampling/rendering * units cache the binding table in the texture cache. However, we have * yet to be able to actually confirm this. */ anv_batch_emit(&cmd_buffer->batch, GEN8_PIPE_CONTROL, .TextureCacheInvalidationEnable = true); } void gen8_CmdPipelineBarrier( VkCmdBuffer cmdBuffer, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags destStageMask, VkBool32 byRegion, uint32_t memBarrierCount, const void* const* ppMemBarriers) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, cmdBuffer); uint32_t b, *dw; struct GEN8_PIPE_CONTROL cmd = { GEN8_PIPE_CONTROL_header, .PostSyncOperation = NoWrite, }; /* XXX: I think waitEvent is a no-op on our HW. We should verify that. */ if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT)) { /* This is just what PIPE_CONTROL does */ } if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_DRAW_INDIRECT_BIT | VK_PIPELINE_STAGE_VERTEX_INPUT_BIT | VK_PIPELINE_STAGE_VERTEX_SHADER_BIT | VK_PIPELINE_STAGE_TESS_CONTROL_SHADER_BIT | VK_PIPELINE_STAGE_TESS_EVALUATION_SHADER_BIT | VK_PIPELINE_STAGE_GEOMETRY_SHADER_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT)) { cmd.StallAtPixelScoreboard = true; } if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT | VK_PIPELINE_STAGE_TRANSFER_BIT)) { cmd.CommandStreamerStallEnable = true; } if (anv_clear_mask(&srcStageMask, VK_PIPELINE_STAGE_HOST_BIT)) { anv_finishme("VK_PIPE_EVENT_CPU_SIGNAL_BIT"); } /* On our hardware, all stages will wait for execution as needed. */ (void)destStageMask; /* We checked all known VkPipeEventFlags. */ anv_assert(srcStageMask == 0); /* XXX: Right now, we're really dumb and just flush whatever categories * the app asks for. One of these days we may make this a bit better * but right now that's all the hardware allows for in most areas. */ VkMemoryOutputFlags out_flags = 0; VkMemoryInputFlags in_flags = 0; for (uint32_t i = 0; i < memBarrierCount; i++) { const struct anv_common *common = ppMemBarriers[i]; switch (common->sType) { case VK_STRUCTURE_TYPE_MEMORY_BARRIER: { ANV_COMMON_TO_STRUCT(VkMemoryBarrier, barrier, common); out_flags |= barrier->outputMask; in_flags |= barrier->inputMask; break; } case VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER: { ANV_COMMON_TO_STRUCT(VkBufferMemoryBarrier, barrier, common); out_flags |= barrier->outputMask; in_flags |= barrier->inputMask; break; } case VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER: { ANV_COMMON_TO_STRUCT(VkImageMemoryBarrier, barrier, common); out_flags |= barrier->outputMask; in_flags |= barrier->inputMask; break; } default: unreachable("Invalid memory barrier type"); } } for_each_bit(b, out_flags) { switch ((VkMemoryOutputFlags)(1 << b)) { case VK_MEMORY_OUTPUT_HOST_WRITE_BIT: break; /* FIXME: Little-core systems */ case VK_MEMORY_OUTPUT_SHADER_WRITE_BIT: cmd.DCFlushEnable = true; break; case VK_MEMORY_OUTPUT_COLOR_ATTACHMENT_BIT: cmd.RenderTargetCacheFlushEnable = true; break; case VK_MEMORY_OUTPUT_DEPTH_STENCIL_ATTACHMENT_BIT: cmd.DepthCacheFlushEnable = true; break; case VK_MEMORY_OUTPUT_TRANSFER_BIT: cmd.RenderTargetCacheFlushEnable = true; cmd.DepthCacheFlushEnable = true; break; default: unreachable("Invalid memory output flag"); } } for_each_bit(b, out_flags) { switch ((VkMemoryInputFlags)(1 << b)) { case VK_MEMORY_INPUT_HOST_READ_BIT: break; /* FIXME: Little-core systems */ case VK_MEMORY_INPUT_INDIRECT_COMMAND_BIT: case VK_MEMORY_INPUT_INDEX_FETCH_BIT: case VK_MEMORY_INPUT_VERTEX_ATTRIBUTE_FETCH_BIT: cmd.VFCacheInvalidationEnable = true; break; case VK_MEMORY_INPUT_UNIFORM_READ_BIT: cmd.ConstantCacheInvalidationEnable = true; /* fallthrough */ case VK_MEMORY_INPUT_SHADER_READ_BIT: cmd.DCFlushEnable = true; cmd.TextureCacheInvalidationEnable = true; break; case VK_MEMORY_INPUT_COLOR_ATTACHMENT_BIT: case VK_MEMORY_INPUT_DEPTH_STENCIL_ATTACHMENT_BIT: break; /* XXX: Hunh? */ case VK_MEMORY_INPUT_TRANSFER_BIT: cmd.TextureCacheInvalidationEnable = true; break; } } dw = anv_batch_emit_dwords(&cmd_buffer->batch, GEN8_PIPE_CONTROL_length); GEN8_PIPE_CONTROL_pack(&cmd_buffer->batch, dw, &cmd); }