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/*
* Copyright © 2017 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_resolve.c
*
* This file handles resolve tracking for main and auxiliary surfaces.
*
* It also handles our cache tracking. We have sets for the render cache,
* depth cache, and so on. If a BO is in a cache's set, then it may have
* data in that cache. The helpers take care of emitting flushes for
* render-to-texture, format reinterpretation issues, and other situations.
*/
#include "util/hash_table.h"
#include "util/set.h"
#include "iris_context.h"
static void
resolve_sampler_views(struct iris_batch *batch,
struct iris_shader_state *shs)
{
uint32_t views = shs->bound_sampler_views;
while (views) {
const int i = u_bit_scan(&views);
struct iris_sampler_view *isv = shs->textures[i];
struct iris_resource *res = (void *) isv->base.texture;
// XXX: aux tracking
iris_cache_flush_for_read(batch, res->bo);
}
}
static void
resolve_image_views(struct iris_batch *batch,
struct iris_shader_state *shs)
{
uint32_t views = shs->bound_image_views;
while (views) {
const int i = u_bit_scan(&views);
struct pipe_resource *res = shs->image[i].res;
// XXX: aux tracking
iris_cache_flush_for_read(batch, iris_resource_bo(res));
}
}
/**
* \brief Resolve buffers before drawing.
*
* Resolve the depth buffer's HiZ buffer, resolve the depth buffer of each
* enabled depth texture, and flush the render cache for any dirty textures.
*/
void
iris_predraw_resolve_inputs(struct iris_batch *batch,
struct iris_shader_state *shs)
{
resolve_sampler_views(batch, shs);
resolve_image_views(batch, shs);
}
void
iris_predraw_resolve_framebuffer(struct iris_context *ice,
struct iris_batch *batch)
{
struct pipe_framebuffer_state *cso_fb = &ice->state.framebuffer;
struct pipe_surface *zs_surf = cso_fb->zsbuf;
if (zs_surf) {
// XXX: HiZ resolves
}
for (unsigned i = 0; i < cso_fb->nr_cbufs; i++) {
struct iris_surface *surf = (void *) cso_fb->cbufs[i];
if (!surf)
continue;
struct iris_resource *res = (void *) surf->base.texture;
// XXX: aux tracking
iris_cache_flush_for_render(batch, res->bo, surf->view.format,
ISL_AUX_USAGE_NONE);
}
}
/**
* \brief Call this after drawing to mark which buffers need resolving
*
* If the depth buffer was written to and if it has an accompanying HiZ
* buffer, then mark that it needs a depth resolve.
*
* If the color buffer is a multisample window system buffer, then
* mark that it needs a downsample.
*
* Also mark any render targets which will be textured as needing a render
* cache flush.
*/
void
iris_postdraw_update_resolve_tracking(struct iris_context *ice,
struct iris_batch *batch)
{
struct pipe_framebuffer_state *cso_fb = &ice->state.framebuffer;
struct pipe_surface *zs_surf = cso_fb->zsbuf;
// XXX: front buffer drawing?
if (zs_surf) {
struct iris_resource *z_res, *s_res;
iris_get_depth_stencil_resources(zs_surf->texture, &z_res, &s_res);
if (z_res) {
// XXX: aux tracking
if (ice->state.depth_writes_enabled)
iris_depth_cache_add_bo(batch, z_res->bo);
}
if (s_res) {
// XXX: aux tracking
if (ice->state.stencil_writes_enabled)
iris_depth_cache_add_bo(batch, s_res->bo);
}
}
for (unsigned i = 0; i < cso_fb->nr_cbufs; i++) {
struct iris_surface *surf = (void *) cso_fb->cbufs[i];
if (!surf)
continue;
struct iris_resource *res = (void *) surf->base.texture;
// XXX: aux tracking
iris_render_cache_add_bo(batch, res->bo, surf->view.format,
ISL_AUX_USAGE_NONE);
}
}
/**
* Clear the cache-tracking sets.
*/
void
iris_cache_sets_clear(struct iris_batch *batch)
{
hash_table_foreach(batch->cache.render, render_entry)
_mesa_hash_table_remove(batch->cache.render, render_entry);
set_foreach(batch->cache.depth, depth_entry)
_mesa_set_remove(batch->cache.depth, depth_entry);
}
/**
* Emits an appropriate flush for a BO if it has been rendered to within the
* same batchbuffer as a read that's about to be emitted.
*
* The GPU has separate, incoherent caches for the render cache and the
* sampler cache, along with other caches. Usually data in the different
* caches don't interact (e.g. we don't render to our driver-generated
* immediate constant data), but for render-to-texture in FBOs we definitely
* do. When a batchbuffer is flushed, the kernel will ensure that everything
* necessary is flushed before another use of that BO, but for reuse from
* different caches within a batchbuffer, it's all our responsibility.
*/
void
iris_flush_depth_and_render_caches(struct iris_batch *batch)
{
iris_emit_pipe_control_flush(batch,
PIPE_CONTROL_DEPTH_CACHE_FLUSH |
PIPE_CONTROL_RENDER_TARGET_FLUSH |
PIPE_CONTROL_CS_STALL);
iris_emit_pipe_control_flush(batch,
PIPE_CONTROL_TEXTURE_CACHE_INVALIDATE |
PIPE_CONTROL_CONST_CACHE_INVALIDATE);
iris_cache_sets_clear(batch);
}
void
iris_cache_flush_for_read(struct iris_batch *batch,
struct iris_bo *bo)
{
if (_mesa_hash_table_search_pre_hashed(batch->cache.render, bo->hash, bo) ||
_mesa_set_search_pre_hashed(batch->cache.depth, bo->hash, bo))
iris_flush_depth_and_render_caches(batch);
}
static void *
format_aux_tuple(enum isl_format format, enum isl_aux_usage aux_usage)
{
return (void *)(uintptr_t)((uint32_t)format << 8 | aux_usage);
}
void
iris_cache_flush_for_render(struct iris_batch *batch,
struct iris_bo *bo,
enum isl_format format,
enum isl_aux_usage aux_usage)
{
if (_mesa_set_search_pre_hashed(batch->cache.depth, bo->hash, bo))
iris_flush_depth_and_render_caches(batch);
/* Check to see if this bo has been used by a previous rendering operation
* but with a different format or aux usage. If it has, flush the render
* cache so we ensure that it's only in there with one format or aux usage
* at a time.
*
* Even though it's not obvious, this can easily happen in practice.
* Suppose a client is blending on a surface with sRGB encode enabled on
* gen9. This implies that you get AUX_USAGE_CCS_D at best. If the client
* then disables sRGB decode and continues blending we will flip on
* AUX_USAGE_CCS_E without doing any sort of resolve in-between (this is
* perfectly valid since CCS_E is a subset of CCS_D). However, this means
* that we have fragments in-flight which are rendering with UNORM+CCS_E
* and other fragments in-flight with SRGB+CCS_D on the same surface at the
* same time and the pixel scoreboard and color blender are trying to sort
* it all out. This ends badly (i.e. GPU hangs).
*
* To date, we have never observed GPU hangs or even corruption to be
* associated with switching the format, only the aux usage. However,
* there are comments in various docs which indicate that the render cache
* isn't 100% resilient to format changes. We may as well be conservative
* and flush on format changes too. We can always relax this later if we
* find it to be a performance problem.
*/
struct hash_entry *entry =
_mesa_hash_table_search_pre_hashed(batch->cache.render, bo->hash, bo);
if (entry && entry->data != format_aux_tuple(format, aux_usage))
iris_flush_depth_and_render_caches(batch);
}
void
iris_render_cache_add_bo(struct iris_batch *batch,
struct iris_bo *bo,
enum isl_format format,
enum isl_aux_usage aux_usage)
{
#ifndef NDEBUG
struct hash_entry *entry =
_mesa_hash_table_search_pre_hashed(batch->cache.render, bo->hash, bo);
if (entry) {
/* Otherwise, someone didn't do a flush_for_render and that would be
* very bad indeed.
*/
assert(entry->data == format_aux_tuple(format, aux_usage));
}
#endif
_mesa_hash_table_insert_pre_hashed(batch->cache.render, bo->hash, bo,
format_aux_tuple(format, aux_usage));
}
void
iris_cache_flush_for_depth(struct iris_batch *batch,
struct iris_bo *bo)
{
if (_mesa_hash_table_search_pre_hashed(batch->cache.render, bo->hash, bo))
iris_flush_depth_and_render_caches(batch);
}
void
iris_depth_cache_add_bo(struct iris_batch *batch, struct iris_bo *bo)
{
_mesa_set_add_pre_hashed(batch->cache.depth, bo->hash, bo);
}
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