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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>
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parent
fa170dab4c
commit
002304482c
1 changed files with 35 additions and 11 deletions
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@ -37,6 +37,11 @@ struct state_bo_list {
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struct v3dv_bo *states[2 * V3D_MAX_TEXTURE_SAMPLERS];
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};
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struct buffer_bo_list {
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struct v3dv_bo *ubo[MAX_UNIFORM_BUFFERS];
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struct v3dv_bo *ssbo[MAX_STORAGE_BUFFERS];
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};
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static bool
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state_bo_in_list(struct state_bo_list *list, struct v3dv_bo *bo)
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{
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@ -200,9 +205,9 @@ write_ubo_ssbo_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
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struct v3dv_pipeline *pipeline,
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struct v3dv_cl_out **uniforms,
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enum quniform_contents content,
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uint32_t data)
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uint32_t data,
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struct buffer_bo_list *buffer_bos)
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{
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struct v3dv_job *job = cmd_buffer->state.job;
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struct v3dv_descriptor_state *descriptor_state =
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v3dv_cmd_buffer_get_descriptor_state(cmd_buffer, pipeline);
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@ -231,10 +236,10 @@ write_ubo_ssbo_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
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&cmd_buffer->push_constants_resource;
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assert(resource->bo);
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cl_aligned_reloc(&job->indirect, uniforms,
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resource->bo,
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resource->offset + offset + dynamic_offset);
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cl_aligned_u32(uniforms, resource->bo->offset +
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resource->offset +
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offset + dynamic_offset);
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buffer_bos->ubo[0] = resource->bo;
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} else {
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uint32_t index =
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content == QUNIFORM_UBO_ADDR ?
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@ -254,10 +259,18 @@ write_ubo_ssbo_uniforms(struct v3dv_cmd_buffer *cmd_buffer,
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content == QUNIFORM_GET_UBO_SIZE) {
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cl_aligned_u32(uniforms, descriptor->range);
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} else {
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cl_aligned_reloc(&job->indirect, uniforms,
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descriptor->buffer->mem->bo,
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descriptor->buffer->mem_offset +
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descriptor->offset + offset + dynamic_offset);
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cl_aligned_u32(uniforms, descriptor->buffer->mem->bo->offset +
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descriptor->buffer->mem_offset +
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descriptor->offset +
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offset + dynamic_offset);
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if (content == QUNIFORM_UBO_ADDR) {
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assert(index < MAX_UNIFORM_BUFFERS);
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buffer_bos->ubo[index + 1] = descriptor->buffer->mem->bo;
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} else {
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assert(index < MAX_STORAGE_BUFFERS);
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buffer_bos->ssbo[index] = descriptor->buffer->mem->bo;
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}
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}
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}
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}
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@ -363,6 +376,7 @@ v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
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struct texture_bo_list tex_bos = { 0 };
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struct state_bo_list state_bos = { 0 };
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struct buffer_bo_list buffer_bos = { 0 };
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/* The hardware always pre-fetches the next uniform (also when there
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* aren't any), so we always allocate space for an extra slot. This
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@ -411,7 +425,7 @@ v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
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case QUNIFORM_GET_SSBO_SIZE:
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case QUNIFORM_GET_UBO_SIZE:
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write_ubo_ssbo_uniforms(cmd_buffer, pipeline, &uniforms,
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uinfo->contents[i], data);
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uinfo->contents[i], data, &buffer_bos);
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break;
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case QUNIFORM_IMAGE_TMU_CONFIG_P0:
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@ -479,6 +493,16 @@ v3dv_write_uniforms_wg_offsets(struct v3dv_cmd_buffer *cmd_buffer,
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for (int i = 0; i < state_bos.count; i++)
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v3dv_job_add_bo(job, state_bos.states[i]);
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for (int i = 0; i < MAX_UNIFORM_BUFFERS; i++) {
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if (buffer_bos.ubo[i])
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v3dv_job_add_bo(job, buffer_bos.ubo[i]);
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}
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for (int i = 0; i < MAX_STORAGE_BUFFERS; i++) {
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if (buffer_bos.ssbo[i])
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v3dv_job_add_bo(job, buffer_bos.ssbo[i]);
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}
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return uniform_stream;
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}
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