1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
|
/*
* Copyright © 2018 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 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 iris_binder.c
*
* Shader programs refer to most resources via integer handles. These are
* indexes (BTIs) into a "Binding Table", which is simply a list of pointers
* to SURFACE_STATE entries. Each shader stage has its own binding table,
* set by the 3DSTATE_BINDING_TABLE_POINTERS_* commands. Both the binding
* table itself and the SURFACE_STATEs are relative to Surface State Base
* Address, so they all live in IRIS_MEMZONE_SURFACE.
*
* Unfortunately, the hardware designers made 3DSTATE_BINDING_TABLE_POINTERS
* only accept a 16-bit pointer. This means that all binding tables have to
* live within the 64kB range starting at Surface State Base Address. (The
* actual SURFACE_STATE entries can live anywhere in the 4GB zone, as the
* binding table entries are full 32-bit pointers.)
*
* We stream out binding tables dynamically, storing them in a single 64kB
* "binder" buffer, located at IRIS_BINDER_ADDRESS. Before emitting a draw
* call, we reserve space for any new binding tables needed by bound shaders.
* If there is no space, we flush the batch and swap out the binder for a
* new empty BO.
*
* XXX: This should be fancier. We currently replace the binder with a
* fresh BO on every batch, which causes the kernel to stall, trying to
* pin the new buffer at the same memory address as the old one. We ought
* to avoid this by using a ringbuffer, tracking the busy section of the BO,
* and cycling back around where possible to avoid replacing it at all costs.
*
* XXX: if we do have to flush, we should emit a performance warning.
*/
#include <stdlib.h>
#include "util/u_math.h"
#include "iris_binder.h"
#include "iris_bufmgr.h"
#include "iris_context.h"
#define BTP_ALIGNMENT 32
/**
* Reserve a block of space in the binder, given the raw size in bytes.
*/
uint32_t
iris_binder_reserve(struct iris_batch *batch, unsigned size)
{
struct iris_binder *binder = &batch->binder;
assert(size > 0);
assert((binder->insert_point % BTP_ALIGNMENT) == 0);
/* If we can't fit all stages in the binder, flush the batch which
* will cause us to gain a new empty binder.
*/
if (binder->insert_point + size > IRIS_BINDER_SIZE)
iris_batch_flush(batch);
uint32_t offset = binder->insert_point;
/* It had better fit now. */
assert(offset + size <= IRIS_BINDER_SIZE);
binder->insert_point = align(binder->insert_point + size, BTP_ALIGNMENT);
iris_use_pinned_bo(batch, binder->bo, false);
return offset;
}
/**
* Reserve and record binder space for 3D pipeline shader stages.
*
* Note that you must actually populate the new binding tables after
* calling this command - the new area is uninitialized.
*/
void
iris_binder_reserve_3d(struct iris_batch *batch,
struct iris_context *ice)
{
struct iris_compiled_shader **shaders = ice->shaders.prog;
struct iris_binder *binder = &batch->binder;
unsigned total_size = 0;
unsigned sizes[MESA_SHADER_STAGES] = {};
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
if (!(ice->state.dirty & (IRIS_DIRTY_BINDINGS_VS << stage)))
continue;
if (!shaders[stage])
continue;
const struct brw_stage_prog_data *prog_data =
(const void *) shaders[stage]->prog_data;
sizes[stage] = align(prog_data->binding_table.size_bytes, BTP_ALIGNMENT);
total_size += sizes[stage];
}
if (total_size == 0)
return;
uint32_t offset = iris_binder_reserve(batch, total_size);
/* Assign space and record the current binding table. */
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
if (!(ice->state.dirty & (IRIS_DIRTY_BINDINGS_VS << stage)))
continue;
binder->bt_offset[stage] = sizes[stage] > 0 ? offset : 0;
offset += sizes[stage];
}
}
/* Avoid using offset 0, tools consider it NULL */
#define INIT_INSERT_POINT BTP_ALIGNMENT
void
iris_init_binder(struct iris_binder *binder, struct iris_bufmgr *bufmgr)
{
binder->bo =
iris_bo_alloc(bufmgr, "binder", IRIS_BINDER_SIZE, IRIS_MEMZONE_BINDER);
binder->map = iris_bo_map(NULL, binder->bo, MAP_WRITE);
binder->insert_point = INIT_INSERT_POINT;
}
/**
* Is the binder empty? (If so, old binding table pointers are stale.)
*/
bool
iris_binder_is_empty(struct iris_binder *binder)
{
return binder->insert_point <= INIT_INSERT_POINT;
}
void
iris_destroy_binder(struct iris_binder *binder)
{
iris_bo_unreference(binder->bo);
}
|