asahi: split up stage uniform upload

so we can update incrementally

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27616>
This commit is contained in:
Alyssa Rosenzweig 2024-01-22 15:55:27 -04:00 committed by Marge Bot
parent 23b4503225
commit 6be7c5f889
2 changed files with 50 additions and 21 deletions

View file

@ -336,6 +336,7 @@ struct agx_batch {
uint32_t varyings;
struct agx_draw_uniforms uniforms;
struct agx_stage_uniforms stage_uniforms[PIPE_SHADER_TYPES];
/* Indirect buffer allocated for geometry shader */
uint64_t geom_indirect;
@ -921,6 +922,15 @@ agx_transfer(struct pipe_transfer *p)
void agx_upload_vbos(struct agx_batch *batch);
void agx_upload_uniforms(struct agx_batch *batch);
void agx_set_sampler_uniforms(struct agx_batch *batch,
enum pipe_shader_type stage);
void agx_set_cbuf_uniforms(struct agx_batch *batch,
enum pipe_shader_type stage);
void agx_set_ssbo_uniforms(struct agx_batch *batch,
enum pipe_shader_type stage);
uint64_t agx_upload_stage_uniforms(struct agx_batch *batch, uint64_t textures,
enum pipe_shader_type stage);

View file

@ -109,39 +109,46 @@ agx_upload_uniforms(struct agx_batch *batch)
memcpy(root_ptr.cpu, &batch->uniforms, sizeof(batch->uniforms));
}
uint64_t
agx_upload_stage_uniforms(struct agx_batch *batch, uint64_t textures,
enum pipe_shader_type stage)
void
agx_set_sampler_uniforms(struct agx_batch *batch, enum pipe_shader_type stage)
{
struct agx_context *ctx = batch->ctx;
struct agx_stage *st = &ctx->stage[stage];
struct agx_stage_uniforms *unif = &batch->stage_uniforms[stage];
struct agx_device *dev = agx_device(ctx->base.screen);
struct agx_ptr root_ptr = agx_pool_alloc_aligned(
&batch->pool, sizeof(struct agx_stage_uniforms), 16);
struct agx_stage_uniforms uniforms = {
.texture_base = textures,
};
u_foreach_bit(s, st->valid_samplers) {
uniforms.lod_bias[s] = st->samplers[s]->lod_bias_as_fp16;
unif->lod_bias[s] = st->samplers[s]->lod_bias_as_fp16;
}
/* If we use bindless samplers, insert sampler into the heap */
if (st->shader && st->shader->uses_bindless_samplers) {
u_foreach_bit(s, st->valid_samplers) {
uniforms.sampler_handle[s] =
unif->sampler_handle[s] =
28 +
agx_sampler_heap_add(dev, &batch->sampler_heap,
&st->samplers[s]->desc_without_custom_border);
}
}
}
void
agx_set_cbuf_uniforms(struct agx_batch *batch, enum pipe_shader_type stage)
{
struct agx_stage *st = &batch->ctx->stage[stage];
struct agx_stage_uniforms *unif = &batch->stage_uniforms[stage];
u_foreach_bit(cb, st->cb_mask) {
uniforms.ubo_base[cb] = agx_const_buffer_ptr(batch, &st->cb[cb]);
uniforms.ubo_size[cb] = st->cb[cb].buffer_size;
unif->ubo_base[cb] = agx_const_buffer_ptr(batch, &st->cb[cb]);
unif->ubo_size[cb] = st->cb[cb].buffer_size;
}
}
void
agx_set_ssbo_uniforms(struct agx_batch *batch, enum pipe_shader_type stage)
{
struct agx_stage *st = &batch->ctx->stage[stage];
struct agx_stage_uniforms *unif = &batch->stage_uniforms[stage];
/* Single element sink. TODO: Optimize with soft fault. */
uint32_t zeroes[4] = {0};
@ -163,15 +170,27 @@ agx_upload_stage_uniforms(struct agx_batch *batch, uint64_t textures,
agx_batch_reads(batch, rsrc);
}
uniforms.ssbo_base[cb] = rsrc->bo->ptr.gpu + sb->buffer_offset;
uniforms.ssbo_size[cb] = st->ssbo[cb].buffer_size;
unif->ssbo_base[cb] = rsrc->bo->ptr.gpu + sb->buffer_offset;
unif->ssbo_size[cb] = st->ssbo[cb].buffer_size;
} else {
/* Invalid, so use the sink */
uniforms.ssbo_base[cb] = sink;
uniforms.ssbo_size[cb] = 0;
unif->ssbo_base[cb] = sink;
unif->ssbo_size[cb] = 0;
}
}
memcpy(root_ptr.cpu, &uniforms, sizeof(uniforms));
return root_ptr.gpu;
}
uint64_t
agx_upload_stage_uniforms(struct agx_batch *batch, uint64_t textures,
enum pipe_shader_type stage)
{
struct agx_stage_uniforms *unif = &batch->stage_uniforms[stage];
unif->texture_base = textures;
agx_set_sampler_uniforms(batch, stage);
agx_set_cbuf_uniforms(batch, stage);
agx_set_ssbo_uniforms(batch, stage);
return agx_pool_upload_aligned(&batch->pool, unif,
sizeof(struct agx_stage_uniforms), 16);
}