This bit redirects the state cache from the unified/RO sections of the
L3 cache to the "CS command buffer" section of the cache, which would
be set up via TCCNTLREG. The documentation says:
"Additionaly, this redirection should be enabled only if there is a
non-zero allocation for the CS command buffer section."
We don't allocate any cache to the CS command buffer section, so
enabling this redirection effectively disabled the state cache.
The Windows driver only sets up that section when using POSH, which
we do not currently use. So, leave it unallocated and disable the
redirection to get a functional state cache again.
Improves performance in Civilization VI by 18%, Manhattan 3.0 by 6%,
and Car Chase by 2%.
Jason pointed out that the caches likely refer to offsets from dynamic
and surface state base addresses, so when we change those, we need to
invalidate the caches.
Comment borrowed from src/intel/vulkan/genX_cmd_buffer.c.
Rafael Antognolli tracked down a performance gap between i965 and iris
in Synmark2's OglCSDof microbenchmark, noting that iris was performing
substantially more memory reads and writes, with substantially fewer
L3 hits. He suggested that something might be wrong with MOCS, or L3
configs, at which point I came up with a theory...
It would appear that the STATE_BASE_ADDRESS command updates the MOCS
settings for various base addresses even if you don't specify the
"Modify Enable" bit for that address. Until now, we had been setting
only the MOCS for bases we intended to change, leaving the others
"blank" which is MOCS table entry 0, which is uncached.
Most data access has a more specific MOCS (e.g. in SURFACE_STATE),
but scratch access uses the Stateless Data Port Access MOCS from
STATE_BASE_ADDRESS. So this meant all scratch access was uncached.
Improves performance in Synmark2's OglCSDof by 2x, bringing iris
on par with the existing i965 driver.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
Gen11 stores the fast clear color in an "indirect clear buffer", as
a packed pixel value. Gen9 hardware stores it as a float or integer
value, which is interpreted via the format. We were trying to store
that in a buffer, for similarity with Icelake, and MI_COPY_MEM_MEM
it from there to the actual SURFACE_STATE bytes where it's stored.
This unfortunately doesn't work for blorp_copy(), which does bit-for-bit
copies, and overrides the format to a CCS-compatible UINT format. This
causes the clear color to be interpreted in the overridden format.
Normally, we provide the clear color on the CPU, and blorp_blit.c:2611
converts it to a packed pixel value in the original format, then unpacks
it in the overridden format, so the clear color we use expands to the
bits we originally desired.
However, BLORP doesn't support this pack/unpack with an indirect clear
buffer, as it would need to do the math on the GPU. On Gen11+, it isn't
necessary, as the hardware does the right thing.
This patch changes Gen9 to stop using an indirect clear buffer and
simply do PIPE_CONTROLs with post-sync write immediate operations
to store the new color over the surface states for regular drawing.
BLORP continues streaming out surface states, and handles fast clear
colors on the CPU.
Fixes: 53c484ba8a ("iris: blorp using resolve hooks")
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
For renderable surfaces, we allocate SURFACE_STATEs for each bit in
res->aux.possible_usages. Sampler views use res->aux.sampler_usages.
When pinning buffers, we call surf_state_offset_for_aux() to calculate
the offset to the desired surface state. surf_state_offset_for_aux()
took an aux_modes parameter, which should be one of those two fields.
However...it was not using that parameter. It always used the broader
res->aux.possible_usages field directly.
One of the callers, update_clear_value(), was passing incorrect masks
for this parameter. It iterated through the bits in order, using
u_bit_scan(), which destructively modifies the mask. So each time we
called it, the count of bits before our selected mode was 0, which would
cause us to always update the SURFACE_STATE for ISL_AUX_USAGE_NONE,
rather than updating each in turn. This was hidden by the earlier bug
where surf_state_offset_for_aux() ignored the parameter.
Fixes: 7339660e80 ("iris: Add aux.sampler_usages.")
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
This is genxml, we can compile out this code.
Fixes: 2660667284 ("iris/gen8: Re-emit the SURFACE_STATE if the clear color changed.")
Reviewed-by: Rafael Antognolli <rafael.antognolli@intel.com>
Create separate SURFACE_STATE for render target read in order to support
non coherent framebuffer fetch on broadwell.
Also we need to resolve framebuffer in order to support CCS_D.
v2: Add outputs_read check (Kenneth Graunke)
v3: 1) Import Curro's comment from get_isl_surf
2) Rename get_isl_surf method
3) Clean up allocation in case of failure
Signed-off-by: Sagar Ghuge <sagar.ghuge@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The DRI interface for modifiers with aux data treats the aux data as a
separate plane of the main surface.
When the dri layer requests the plane associated with the aux data, we
save the required information into the dri aux plane image.
Later when the image is used, the dri plane image will be available in
the pipe_resource structure's `next` field. Therefore in iris, we
reconstruct the aux setup from this separate dri plane image when the
image is used.
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This is not currently required because the hiz buffer is in a separate
buffer, and therefore the offset is 0. If we combine the aux buffer
with the main surface buffer, then the hiz offset may become non-zero.
Suggested-by: Nanley Chery <nanley.g.chery@intel.com>
Signed-off-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Nanley Chery <nanley.g.chery@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
If the pixel pipes have a different number of subslices, emit a slice
hashing table that will ensure proper workload distribution.
v2: Don't need to set the mask - it's mbo (Ken).
v3: Don't keep a reference to the resource used for emitting the table
(Ken).
With this commit, Iris will report that AMD_performance_monitor is
supported, and will allow the caller to query the available metrics.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Iris advertises support for PIPE_CAP_TGSI_VS_WINDOW_SPACE_POSITION
so let's actually implement it.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=110657
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
The brw_wm_prog_data_dispatch_grf_start_reg and _prog_offset helpers
read the _NPixelDispatchEnable fields from 3DSTATE_PS to figure out
which bits to pull out of the prog data and stuff where. Therefore,
they need to be called with the final set of _NPixelDispatchEnable bits
after we've done the workaround for SIMD32 and 16x MSAA. Otherwise, if
you end up with a somewhat odd combination of enables, the GRF start reg
and KSP data ends up in the wrong slots. In particular, running
SIMD32-only is broken but several other combinations are as well.
Fixes: 5445c176e2 "iris: Disable SIMD32 when using a 16x MSAA..."
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
We were emitting 3DSTATE_INDEX_BUFFER on every indexed draw, even if
back-to-back draws referred to the same index buffer. This improves
drawoverhead scores in the DrawElements cases by about 10%, by giving
us even more minimal batches.
Often times, the depth buffer is entirely disabled, but color render
targets change. For example, GenerateMipmaps will change the color
render target for each miplevel, but there is no depth buffer.
In the Civilization VI benchmark, this drops the median number of
3DSTATE_DEPTH_BUFFER etc. packets emitted per frame from 472 to 34.
We accidentally started copying a full 64-bit value rather than copying
a 32-bit offset and zeroing the top 32-bits. This caused us to compute
bogus vertex counts which could lead to GPU hangs in some cases.
Thanks to Clayton Craft for catching the regressions!
Fixes: 0e24d10ff5 ("iris: Use gen_mi_builder to handle CS ALU operations.")
In a few cases, we switch to MI_MATH instead of MI_PREDICATE,
just because we were already doing math and it's easier to chain
together.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This will let us put the genxml boilerplate in one place, before we
expand genxml to more files shortly. Like i965/genX_boilerplate.h.
Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
set bit15 (Disable Repacking for Compression) of CACHE_MODE_0 register
if the gen attribute, 'disable_ccs_repack' is set.
Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
SLICE_COMMON_CHICKEN3 is a privileged register not accesible from userspace.
This patch silences a simulator warning about it.
We don't need to add this workaround in linux kernel as the WA description
says it's fixed on latest stepping.
This reverts commit 9c421d6b47.
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
We were failing to pipe_resource_unreference on the failure path due
to a non-renderable format. Instead of fixing this, just move the
checks earlier, before we even bother with refcounting or calloc.
We were failing to unreference the old image resource. Instead of open
coding this and doing it badly, just use the copier function which does
the right thing.
Prepare for a bug fix by adding and using helpers which convert
isl_surf::logical_level0_px and isl_surf::phys_level0_sa to units of
surface elements.
v2:
- Update iris (Ken).
- Update anv.
Cc: <mesa-stable@lists.freedesktop.org>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Today, we stream the compute shader thread IDs simply because they're
(annoyingly) relative to dynamic state base address. We could upload
them once at compile time, but we'd need a separate non-streaming
uploader for IRIS_MEMZONE_DYNAMIC, and I'm not sure it's worth it.
stream_state pins the buffer for use in the current batch, but also
returns a reference to the pipe_resource. We dropped this reference
on the floor, leaking a reference basically every time we dispatched
a compute shader after switching to a new one.
The reason it returns a reference is so that we can hold on to it and
re-pin it in iris_restore_compute_saved_bos, which we were also failing
to do. So if we actually filled up a batch with repeated dispatches to
the same compute shader, and flushed, then continued dispatching, we
would fail to pin it and likely GPU hang.
We were unconditionally uploading the new data, but then conditionally
using it with MEDIA_CURBE_LOAD. If we're not going to emit the command,
there's no point in uploading the data.
We only use push the compute shader thread IDs, not any actual constant
buffer data. So we should track the compute shader variant changing,
not constbuf changes.
MEDIA_INTERFACE_DESCRIPTOR's Interface Descriptor Data Start Address
field's docs say: "This bit specifies the 64-byte aligned address..."
And we were doing 32. Superfluous thread ID uploading was apparently
saving us from GPU hangs in most cases.
This commit moves the sysvals to a separate, new constant buffer
at the end (before the shader constants). It also allows us to
remove the special handling we had for cbuf0, and enables all
constant buffers to support user-specified resources and user
buffers.
v2: (by Kenneth Graunke)
- Rebase on the previous patch to fix system value uploading.
- Fix disk cache num_cbufs calculation
- Fix passthrough TCS to report num_cbufs = 1 so upload actually occurs
- Change upload_sysvals to assert that num_cbufs > 0 when
num_system_values > 0.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
I neglected to mark cbuf0_needs_upload = false after uploading it.
The obvious fix regressed user clip plane tests, because of a second
bug: we also forgot to mark that they may need re-uploading when
changing shader programs (which may have more or less system values).
Thanks to Timur Kristóf for catching the original issue.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timur Kristóf <timur.kristof@gmail.com>
Most vertex data lives in user VBOs in IRIS_MEMZONE_OTHER, which
typically have high bits set to 0xffff. The shader draw parameters were
being uploaded in IRIS_MEMZONE_DYNAMIC, which have high bets set to 0x2.
This was causing a lot of ping-ponging of high bits, leading to
unnecessary VF cache flushing.
Cuts 7.2% of the flushes in the Civizilation VI demo on Kabylake GT2.