vc4: Convert the driver to emitting the shader record using pack macros.

This commit is contained in:
Eric Anholt 2016-12-10 15:47:26 -08:00
parent 8d36bd3d08
commit bd1925562a
4 changed files with 97 additions and 51 deletions

View file

@ -217,4 +217,12 @@
<field name="Coordinate Shader Uniforms Address" size="32" start="32b" type="uint"/> <field name="Coordinate Shader Uniforms Address" size="32" start="32b" type="uint"/>
</struct> </struct>
<struct name="Attribute Record">
<field name="Address" size="32" start="0b" type="address"/>
<field name="Number of Bytes minus 1" size="8" start="4b" type="uint"/>
<field name="Stride" size="8" start="5b" type="uint"/>
<field name="Vertex Shader VPM offset" size="8" start="6b" type="uint"/>
<field name="Coordinate Shader VPM offset" size="8" start="7b" type="uint"/>
</struct>
</vcxml> </vcxml>

View file

@ -26,11 +26,12 @@
#include "vc4_context.h" #include "vc4_context.h"
void void
vc4_init_cl(void *mem_ctx, struct vc4_cl *cl) vc4_init_cl(struct vc4_job *job, struct vc4_cl *cl)
{ {
cl->base = rzalloc_size(mem_ctx, 1); /* TODO: don't use rzalloc */ cl->base = rzalloc_size(job, 1); /* TODO: don't use rzalloc */
cl->next = cl->base; cl->next = cl->base;
cl->size = 0; cl->size = 0;
cl->job = job;
} }
void void

View file

@ -29,10 +29,9 @@
#include "util/u_math.h" #include "util/u_math.h"
#include "util/macros.h" #include "util/macros.h"
#include "kernel/vc4_packet.h"
struct vc4_bo; struct vc4_bo;
struct vc4_job; struct vc4_job;
struct vc4_cl;
/** /**
* Undefined structure, used for typechecking that you're passing the pointers * Undefined structure, used for typechecking that you're passing the pointers
@ -46,14 +45,9 @@ struct vc4_cl_reloc {
uint32_t offset; uint32_t offset;
}; };
/* We don't call anything that packs a reloc yet, so don't implement it. */ static inline void cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *);
static inline void cl_pack_emit_reloc(void *cl, const struct vc4_cl_reloc *reloc)
{
abort();
}
/* We don't use the data arg yet */ #define __gen_user_data struct vc4_cl
#define __gen_user_data void
#define __gen_address_type struct vc4_cl_reloc #define __gen_address_type struct vc4_cl_reloc
#define __gen_address_offset(reloc) ((reloc)->offset) #define __gen_address_offset(reloc) ((reloc)->offset)
#define __gen_emit_reloc cl_pack_emit_reloc #define __gen_emit_reloc cl_pack_emit_reloc
@ -63,6 +57,7 @@ static inline void cl_pack_emit_reloc(void *cl, const struct vc4_cl_reloc *reloc
struct vc4_cl { struct vc4_cl {
void *base; void *base;
struct vc4_job *job;
struct vc4_cl_out *next; struct vc4_cl_out *next;
struct vc4_cl_out *reloc_next; struct vc4_cl_out *reloc_next;
uint32_t size; uint32_t size;
@ -71,7 +66,7 @@ struct vc4_cl {
#endif #endif
}; };
void vc4_init_cl(void *mem_ctx, struct vc4_cl *cl); void vc4_init_cl(struct vc4_job *job, struct vc4_cl *cl);
void vc4_reset_cl(struct vc4_cl *cl); void vc4_reset_cl(struct vc4_cl *cl);
void vc4_dump_cl(void *cl, uint32_t size, bool is_render); void vc4_dump_cl(void *cl, uint32_t size, bool is_render);
uint32_t vc4_gem_hindex(struct vc4_job *job, struct vc4_bo *bo); uint32_t vc4_gem_hindex(struct vc4_job *job, struct vc4_bo *bo);
@ -224,6 +219,19 @@ cl_aligned_reloc(struct vc4_job *job, struct vc4_cl *cl,
cl_aligned_u32(cl_out, offset); cl_aligned_u32(cl_out, offset);
} }
/**
* Reference to a BO with its associated offset, used in the pack process.
*/
static inline struct vc4_cl_reloc
cl_address(struct vc4_bo *bo, uint32_t offset)
{
struct vc4_cl_reloc reloc = {
.bo = bo,
.offset = offset,
};
return reloc;
}
void cl_ensure_space(struct vc4_cl *cl, uint32_t size); void cl_ensure_space(struct vc4_cl *cl, uint32_t size);
#define cl_packet_header(packet) V3D21_ ## packet ## _header #define cl_packet_header(packet) V3D21_ ## packet ## _header
@ -271,4 +279,23 @@ cl_get_emit_space(struct vc4_cl_out **cl, size_t size)
_loop_terminate = NULL; \ _loop_terminate = NULL; \
})) \ })) \
/**
* Helper function called by the XML-generated pack functions for filling in
* an address field in shader records.
*
* Relocations for shader recs and texturing involve the packet (or uniforms
* stream) being preceded by the handles to the BOs, and the offset within the
* BO being in the stream (the output of this function).
*/
static inline void
cl_pack_emit_reloc(struct vc4_cl *cl, const struct vc4_cl_reloc *reloc)
{
*(uint32_t *)cl->reloc_next = vc4_gem_hindex(cl->job, reloc->bo);
cl_advance(&cl->reloc_next, 4);
#ifdef DEBUG
cl->reloc_count--;
#endif
}
#endif /* VC4_CL_H */ #endif /* VC4_CL_H */

View file

@ -142,37 +142,42 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
* we emit a dummy read. * we emit a dummy read.
*/ */
uint32_t num_elements_emit = MAX2(vtx->num_elements, 1); uint32_t num_elements_emit = MAX2(vtx->num_elements, 1);
/* Emit the shader record. */ /* Emit the shader record. */
struct vc4_cl_out *shader_rec = cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
cl_start_shader_reloc(&job->shader_rec, 3 + num_elements_emit);
/* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
cl_u16(&shader_rec,
VC4_SHADER_FLAG_ENABLE_CLIPPING |
(vc4->prog.fs->fs_threaded ?
0 : VC4_SHADER_FLAG_FS_SINGLE_THREAD) |
((info->mode == PIPE_PRIM_POINTS &&
vc4->rasterizer->base.point_size_per_vertex) ?
VC4_SHADER_FLAG_VS_POINT_SIZE : 0));
/* VC4_DIRTY_COMPILED_FS */ cl_emit(&job->shader_rec, SHADER_RECORD, rec) {
cl_u8(&shader_rec, 0); /* fs num uniforms (unused) */ rec.enable_clipping = true;
cl_u8(&shader_rec, vc4->prog.fs->num_inputs);
cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.fs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
/* VC4_DIRTY_COMPILED_VS */ /* VC4_DIRTY_COMPILED_FS */
cl_u16(&shader_rec, 0); /* vs num uniforms */ rec.fragment_shader_is_single_threaded =
cl_u8(&shader_rec, vc4->prog.vs->vattrs_live); !vc4->prog.fs->fs_threaded;
cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[8]);
cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.vs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */
/* VC4_DIRTY_COMPILED_CS */ /* VC4_DIRTY_PRIM_MODE | VC4_DIRTY_RASTERIZER */
cl_u16(&shader_rec, 0); /* cs num uniforms */ rec.point_size_included_in_shaded_vertex_data =
cl_u8(&shader_rec, vc4->prog.cs->vattrs_live); (info->mode == PIPE_PRIM_POINTS &&
cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[8]); vc4->rasterizer->base.point_size_per_vertex);
cl_reloc(job, &job->shader_rec, &shader_rec, vc4->prog.cs->bo, 0);
cl_u32(&shader_rec, 0); /* UBO offset written by kernel */ /* VC4_DIRTY_COMPILED_FS */
rec.fragment_shader_number_of_varyings =
vc4->prog.fs->num_inputs;
rec.fragment_shader_code_address =
cl_address(vc4->prog.fs->bo, 0);
rec.coordinate_shader_attribute_array_select_bits =
vc4->prog.cs->vattrs_live;
rec.coordinate_shader_total_attributes_size =
vc4->prog.cs->vattr_offsets[8];
rec.coordinate_shader_code_address =
cl_address(vc4->prog.cs->bo, 0);
rec.vertex_shader_attribute_array_select_bits =
vc4->prog.vs->vattrs_live;
rec.vertex_shader_total_attributes_size =
vc4->prog.vs->vattr_offsets[8];
rec.vertex_shader_code_address =
cl_address(vc4->prog.vs->bo, 0);
};
uint32_t max_index = 0xffff; uint32_t max_index = 0xffff;
for (int i = 0; i < vtx->num_elements; i++) { for (int i = 0; i < vtx->num_elements; i++) {
@ -189,11 +194,15 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
uint32_t elem_size = uint32_t elem_size =
util_format_get_blocksize(elem->src_format); util_format_get_blocksize(elem->src_format);
cl_reloc(job, &job->shader_rec, &shader_rec, rsc->bo, offset); cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
cl_u8(&shader_rec, elem_size - 1); attr.address = cl_address(rsc->bo, offset);
cl_u8(&shader_rec, vb->stride); attr.number_of_bytes_minus_1 = elem_size - 1;
cl_u8(&shader_rec, vc4->prog.vs->vattr_offsets[i]); attr.stride = vb->stride;
cl_u8(&shader_rec, vc4->prog.cs->vattr_offsets[i]); attr.coordinate_shader_vpm_offset =
vc4->prog.cs->vattr_offsets[i];
attr.vertex_shader_vpm_offset =
vc4->prog.vs->vattr_offsets[i];
}
if (vb->stride > 0) { if (vb->stride > 0) {
max_index = MIN2(max_index, max_index = MIN2(max_index,
@ -204,14 +213,15 @@ vc4_emit_gl_shader_state(struct vc4_context *vc4,
if (vtx->num_elements == 0) { if (vtx->num_elements == 0) {
assert(num_elements_emit == 1); assert(num_elements_emit == 1);
struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO"); struct vc4_bo *bo = vc4_bo_alloc(vc4->screen, 4096, "scratch VBO");
cl_reloc(job, &job->shader_rec, &shader_rec, bo, 0);
cl_u8(&shader_rec, 16 - 1); /* element size */ cl_emit(&job->shader_rec, ATTRIBUTE_RECORD, attr) {
cl_u8(&shader_rec, 0); /* stride */ attr.address = cl_address(bo, 0);
cl_u8(&shader_rec, 0); /* VS VPM offset */ attr.number_of_bytes_minus_1 = 16 - 1;
cl_u8(&shader_rec, 0); /* CS VPM offset */ attr.stride = 0;
vc4_bo_unreference(&bo); attr.coordinate_shader_vpm_offset = 0;
attr.vertex_shader_vpm_offset = 0;
}
} }
cl_end(&job->shader_rec, shader_rec);
cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) { cl_emit(&job->bcl, GL_SHADER_STATE, shader_state) {
/* Note that number of attributes == 0 in the packet means 8 /* Note that number of attributes == 0 in the packet means 8