v3dv: avoid redundant BO job additions for UBO/SSBO

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/10210>
This commit is contained in:
Iago Toral Quiroga 2021-04-14 10:52:17 +02:00 committed by Marge Bot
parent fa170dab4c
commit 002304482c

View file

@ -37,6 +37,11 @@ struct state_bo_list {
struct v3dv_bo *states[2 * V3D_MAX_TEXTURE_SAMPLERS];
};
struct buffer_bo_list {
struct v3dv_bo *ubo[MAX_UNIFORM_BUFFERS];
struct v3dv_bo *ssbo[MAX_STORAGE_BUFFERS];
};
static bool
state_bo_in_list(struct state_bo_list *list, struct v3dv_bo *bo)
{
@ -200,9 +205,9 @@ write_ubo_ssbo_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
struct v3dv_pipeline *pipeline,
struct v3dv_cl_out **uniforms,
enum quniform_contents content,
uint32_t data)
uint32_t data,
struct buffer_bo_list *buffer_bos)
{
struct v3dv_job *job = cmd_buffer->state.job;
struct v3dv_descriptor_state *descriptor_state =
v3dv_cmd_buffer_get_descriptor_state(cmd_buffer, pipeline);
@ -231,10 +236,10 @@ write_ubo_ssbo_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
&cmd_buffer->push_constants_resource;
assert(resource->bo);
cl_aligned_reloc(&job->indirect, uniforms,
resource->bo,
resource->offset + offset + dynamic_offset);
cl_aligned_u32(uniforms, resource->bo->offset +
resource->offset +
offset + dynamic_offset);
buffer_bos->ubo[0] = resource->bo;
} else {
uint32_t index =
content == QUNIFORM_UBO_ADDR ?
@ -254,10 +259,18 @@ write_ubo_ssbo_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
content == QUNIFORM_GET_UBO_SIZE) {
cl_aligned_u32(uniforms, descriptor->range);
} else {
cl_aligned_reloc(&job->indirect, uniforms,
descriptor->buffer->mem->bo,
descriptor->buffer->mem_offset +
descriptor->offset + offset + dynamic_offset);
cl_aligned_u32(uniforms, descriptor->buffer->mem->bo->offset +
descriptor->buffer->mem_offset +
descriptor->offset +
offset + dynamic_offset);
if (content == QUNIFORM_UBO_ADDR) {
assert(index < MAX_UNIFORM_BUFFERS);
buffer_bos->ubo[index + 1] = descriptor->buffer->mem->bo;
} else {
assert(index < MAX_STORAGE_BUFFERS);
buffer_bos->ssbo[index] = descriptor->buffer->mem->bo;
}
}
}
}
@ -363,6 +376,7 @@ v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
struct texture_bo_list tex_bos = { 0 };
struct state_bo_list state_bos = { 0 };
struct buffer_bo_list buffer_bos = { 0 };
/* The hardware always pre-fetches the next uniform (also when there
* aren't any), so we always allocate space for an extra slot. This
@ -411,7 +425,7 @@ v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
case QUNIFORM_GET_SSBO_SIZE:
case QUNIFORM_GET_UBO_SIZE:
write_ubo_ssbo_uniforms(cmd_buffer, pipeline, &uniforms,
uinfo->contents[i], data);
uinfo->contents[i], data, &buffer_bos);
break;
case QUNIFORM_IMAGE_TMU_CONFIG_P0:
@ -479,6 +493,16 @@ v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
for (int i = 0; i < state_bos.count; i++)
v3dv_job_add_bo(job, state_bos.states[i]);
for (int i = 0; i < MAX_UNIFORM_BUFFERS; i++) {
if (buffer_bos.ubo[i])
v3dv_job_add_bo(job, buffer_bos.ubo[i]);
}
for (int i = 0; i < MAX_STORAGE_BUFFERS; i++) {
if (buffer_bos.ssbo[i])
v3dv_job_add_bo(job, buffer_bos.ssbo[i]);
}
return uniform_stream;
}