/* * 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 "anv_private.h" #if (ANV_GEN == 9) # include "gen9_pack.h" #elif (ANV_GEN == 8) # include "gen8_pack.h" #elif (ANV_IS_HASWELL) # include "gen75_pack.h" #elif (ANV_GEN == 7) # include "gen7_pack.h" #endif void genX(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; /* XXX: Do we need this on more than just BDW? */ #if (ANV_GEN >= 8) /* 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, GENX(PIPE_CONTROL), .RenderTargetCacheFlushEnable = true); #endif anv_batch_emit(&cmd_buffer->batch, GENX(STATE_BASE_ADDRESS), .GeneralStateBaseAddress = { scratch_bo, 0 }, .GeneralStateMemoryObjectControlState = GENX(MOCS), .GeneralStateBaseAddressModifyEnable = true, .SurfaceStateBaseAddress = anv_cmd_buffer_surface_base_address(cmd_buffer), .SurfaceStateMemoryObjectControlState = GENX(MOCS), .SurfaceStateBaseAddressModifyEnable = true, .DynamicStateBaseAddress = { &device->dynamic_state_block_pool.bo, 0 }, .DynamicStateMemoryObjectControlState = GENX(MOCS), .DynamicStateBaseAddressModifyEnable = true, .IndirectObjectBaseAddress = { NULL, 0 }, .IndirectObjectMemoryObjectControlState = GENX(MOCS), .IndirectObjectBaseAddressModifyEnable = true, .InstructionBaseAddress = { &device->instruction_block_pool.bo, 0 }, .InstructionMemoryObjectControlState = GENX(MOCS), .InstructionBaseAddressModifyEnable = true, # if (ANV_GEN >= 8) /* Broadwell requires that we specify a buffer size for a bunch of * these fields. However, since we will be growing the BO's live, we * just set them all to the maximum. */ .GeneralStateBufferSize = 0xfffff, .GeneralStateBufferSizeModifyEnable = true, .DynamicStateBufferSize = 0xfffff, .DynamicStateBufferSizeModifyEnable = true, .IndirectObjectBufferSize = 0xfffff, .IndirectObjectBufferSizeModifyEnable = true, .InstructionBufferSize = 0xfffff, .InstructionBuffersizeModifyEnable = true, # endif ); /* 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, GENX(PIPE_CONTROL), .TextureCacheInvalidationEnable = true); } void genX(CmdPipelineBarrier)( VkCommandBuffer commandBuffer, VkPipelineStageFlags srcStageMask, VkPipelineStageFlags destStageMask, VkBool32 byRegion, uint32_t memoryBarrierCount, const VkMemoryBarrier* pMemoryBarriers, uint32_t bufferMemoryBarrierCount, const VkBufferMemoryBarrier* pBufferMemoryBarriers, uint32_t imageMemoryBarrierCount, const VkImageMemoryBarrier* pImageMemoryBarriers) { ANV_FROM_HANDLE(anv_cmd_buffer, cmd_buffer, commandBuffer); uint32_t b, *dw; struct GENX(PIPE_CONTROL) cmd = { GENX(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_TESSELLATION_CONTROL_SHADER_BIT | VK_PIPELINE_STAGE_TESSELLATION_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. */ VkAccessFlags src_flags = 0; VkAccessFlags dst_flags = 0; for (uint32_t i = 0; i < memoryBarrierCount; i++) { src_flags |= pMemoryBarriers[i].srcAccessMask; dst_flags |= pMemoryBarriers[i].dstAccessMask; } for (uint32_t i = 0; i < bufferMemoryBarrierCount; i++) { src_flags |= pBufferMemoryBarriers[i].srcAccessMask; dst_flags |= pBufferMemoryBarriers[i].dstAccessMask; } for (uint32_t i = 0; i < imageMemoryBarrierCount; i++) { src_flags |= pImageMemoryBarriers[i].srcAccessMask; dst_flags |= pImageMemoryBarriers[i].dstAccessMask; } /* The src flags represent how things were used previously. This is * what we use for doing flushes. */ for_each_bit(b, src_flags) { switch ((VkAccessFlagBits)(1 << b)) { case VK_ACCESS_SHADER_WRITE_BIT: cmd.DCFlushEnable = true; break; case VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT: cmd.RenderTargetCacheFlushEnable = true; break; case VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT: cmd.DepthCacheFlushEnable = true; break; case VK_ACCESS_TRANSFER_WRITE_BIT: cmd.RenderTargetCacheFlushEnable = true; cmd.DepthCacheFlushEnable = true; break; default: /* Doesn't require a flush */ break; } } /* The dst flags represent how things will be used in the fugure. This * is what we use for doing cache invalidations. */ for_each_bit(b, dst_flags) { switch ((VkAccessFlagBits)(1 << b)) { case VK_ACCESS_INDIRECT_COMMAND_READ_BIT: case VK_ACCESS_INDEX_READ_BIT: case VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT: cmd.VFCacheInvalidationEnable = true; break; case VK_ACCESS_UNIFORM_READ_BIT: cmd.ConstantCacheInvalidationEnable = true; /* fallthrough */ case VK_ACCESS_SHADER_READ_BIT: cmd.TextureCacheInvalidationEnable = true; break; case VK_ACCESS_COLOR_ATTACHMENT_READ_BIT: cmd.TextureCacheInvalidationEnable = true; break; case VK_ACCESS_TRANSFER_READ_BIT: cmd.TextureCacheInvalidationEnable = true; break; case VK_ACCESS_MEMORY_READ_BIT: break; /* XXX: What is this? */ default: /* Doesn't require a flush */ break; } } dw = anv_batch_emit_dwords(&cmd_buffer->batch, GENX(PIPE_CONTROL_length)); GENX(PIPE_CONTROL_pack)(&cmd_buffer->batch, dw, &cmd); }