Commit graph

21 commits

Author SHA1 Message Date
Vinson Lee
8eb246d7f6 v3dv: Remove unsigned comparison to zero.
index is of type uint32_t.

Fix defect reported by Coverity Scan.

Macro compares unsigned to 0 (NO_EFFECT)
unsigned_compare: This greater-than-or-equal-to-zero comparison of
an unsigned value is always true. index >= 0U.

Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7153>
2020-10-16 15:25:37 -07:00
Alejandro Piñeiro
5de282b50a v3dv/descriptor: remove v3dv_descriptor_map_get_image_view
Now that we added support for texel_buffers, on all the cases that we
were checking for a image_view we end checking for a image_view or
buffer_view, so we stopped to use it. Remove it as it become
superfluous.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Alejandro Piñeiro
81b713e341 v3dv/descriptor: support for UNIFORM/STORAGE_TEXEL_BUFFER
This gets passing most uniform/storage_texel buffer tests.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:32 +00:00
Iago Toral Quiroga
f156c5dc4d v3dv: fix regressions for cubemap array load/store
It seems that we only want to set the texture state's depth to the
number of 2D layers divided by 6 when sampling, not wen doing
load/store.

This means that we need to generate two different states and choose
the one to use depending on the descriptor.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Alejandro Piñeiro
407411036c v3dv/descriptors: support for DESCRIPTOR_TYPE_STORAGE_IMAGE
From the descriptor pov is mostly another image without sampler, so
for example, on the descriptor pool bo we only store the texture
shader state.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Iago Toral Quiroga
4b9e3bbf48 v3dv: handle empty set layouts
Fixes:
dEQP-VK.api.object_management.max_concurrent.descriptor_set_layout_empty
dEQP-VK.api.object_management.single_alloc_callbacks.descriptor_set_layout_empty

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Alejandro Piñeiro
9833a5ae70 v3dv: initial support for input attachments
We are treating them as a special case of texture, so the commit is
mostly about integrating them with the existing
SAMPLER/SAMPLER_IMAGE/COMBINED_IMAGE_SAMPLER infrastructure.

This commit doesn't use in any special way the render pass
information, including the dependencies, so it is possible that we
would need to do something else. But this commit gets several CTS
tests, and two Sascha Willem Vulkan demos, so let's start with this
commit and handle any other use case for following commits.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Iago Toral Quiroga
2f1c15116f v3dv: handle unsized arrays in SSBOs
CTS coverage for this was hiding behind compute shaders so
we didn't notice this was not working properly until now.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Alejandro Piñeiro
2adea940f1 v3dv/bo: adding a BO cache
Heavily based on the already existing for the v3d OpenGL driver, but
without references, and with some extra OOM checks (Vulkan CTS has
several OOM tests).

With this commit v3dv_bo_alloc and v3dv_bo_free became frontends to
the bo_cache. The former tries to get a BO from the cache if possible,
and the latter stores the BO on the cache if possible. The former also
adds a new parameter to point if the BO to allocate is private.

As v3d we are only caching private BOs, those created by the driver
for internal use (like CLs, tile_alloc, etc). They are the ones with
the highest change of being reused (for example, CL BOs are always
4KB, so they can always be reused). User-created BOs can have any
size, including some very large ones for buffers and images, which
makes them far less likely to be reused and would add a lot of memory
pressure if we decided to cache them.

In any case, in practice, we found that we could get a performance
improvement by caching also user-created BOs, but that would need more
care and an analysis to decide which ones makes sense. Would also
require to change how the cached BOs are stored by size. Right now
there are an array of list_head, that doesn't work well with big
BOs. If done, that would be handled on a separate commit.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:31 +00:00
Alejandro Piñeiro
9a894849d5 v3dv/descriptor: use descriptor pool bo for image/samplers
This allows us to remove some individual bos for the image and
sampler, used to store the SAMPLER_STATE and TEXTURE_SHADER_STATE. Now
they are prepacked on static memory as part of the vulkan object
struct.

This commit introduces small descriptor structs, used to define what
the bo subregion would contain. It is used mostly to compute offsets
to that specific data, and define the size needed. Having said so, it
would be possible to replace them with some kind of flag (like anv) or
just compute the offset based on the context.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:30 +00:00
Alejandro Piñeiro
18553b50f9 v3dv/descriptor: add general bo on descriptor pool
So far we were saving all the descriptor info on the host memory. With
this commit we do the equivalent that other mesa vulkan drivers (Anvil
and Turnip) and create a bo on the descriptor pool that would be
suballocated for each descriptor.

This would allow to clean up individual bos from some vulkan objects,
reducing device memory fragmentation, and allowing to avoid to alloc
bos for that info. After all, pre-allocating needed memory is one of
the purposes of the descriptor pool.

This commit introduces all the infrastructure, but doesn't use it for
any descriptor yet, as if no descriptor needed data uploaded to a bo.

The idea to decide which info goes to the descriptor pool bo is info
that we would need to upload to a bo in any case, as it is referenced
as an address by any packet.

We could be more aggressive with that general rule, but that would be
enough for now. If in the future we support
VK_EXT_descriptor_indexing, we probably would need to store more info,
as under that extension, descriptors can be updated after being bound.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:30 +00:00
Alejandro Piñeiro
03f5fae88f v3dv/cmd_buffer: move variant checking to CmdDraw
In order to properly check (and possibly compile) shader variants we
need a pipeline and a compatible descriptor set. So far we were trying
to do that check as early as possible, so we were trying to do it at
CmdBindPipeline or CmdBindDescriptorSets, and a combination of dirty
flags. This showed to not cover all the corners cases, and made the
code complex, as needed to handle cases where the descriptors were not
yet available, and return early. The latter also meant that we were
running several checks that failed in the middle.

This commit moves the variant check to CmdDraw, when we should have a
pipeline and compatible descriptor sets, and simplifies and makes more
strict the existing code.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:30 +00:00
Alejandro Piñeiro
9d8b1b01c3 v3dv/descriptor: move descriptor_map_get_sampler, add and use get_image_view
First one as we plan to use get_sampler on more places, second one
just to get cleaner code.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:29 +00:00
Alejandro Piñeiro
dedff7446a v3dv/descriptor_set: support for immutable samplers
They are bound at the set layout, and cannot be changed. From
VkDescriptorSetLayoutBinding spec:

   "pImmutableSamplers affects initialization of samplers. If
   descriptorType specifies a VK_DESCRIPTOR_TYPE_SAMPLER or
   VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER type descriptor, then
   pImmutableSamplers can be used to initialize a set of immutable
   samplers. Immutable samplers are permanently bound into the set
   layout and must not be changed; updating a
   VK_DESCRIPTOR_TYPE_SAMPLER descriptor with immutable samplers is
   not allowed and updates to a
   VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptor with immutable
   samplers does not modify the samplers (the image views are updated,
   but the sampler updates are ignored)"

We stored them as part of the set layout. It also means that when we
need the sampler (like for texture operations) we can't just ask for a
descriptor, as it would not have the sampler. A new method is created.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:29 +00:00
Alejandro Piñeiro
6e39565e59 v3dv/cmd_buffer: allow return in the middle of variant update if needed
Right now shader variant update on the cmd_buffer is based on populate
a new key using the descriptor bounds, assuming that we would get one
final descriptor for any usage on the shader. But if the descriptors
are being bound with more that one call to CmdBindDescriptorSet, that
would not be true, as the first calls would not bind all the
descriptors. Right now this was raising an assert.

Now we allow that as possible, and for the case of checking variants,
we just stop it, and we don't clean up the SHADER_VARIANT flag.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:29 +00:00
Alejandro Piñeiro
07addb4183 v3dv/cmd_buffer: update shader variants at CmdBindDescriptorSets/CmdBindPipeline
Specially after CmdBindDescriptorSets, it is likely that we would need
a new shader variant, like for example if sampler descriptor sets are
bound.

At that moment a new v3d key is populated, using as base the one used
at pipeline creation, so only cmd_buffer depending values are changed.

Then a new variant is requested. Note that internally it is handled
with a cache, so no new compilation will be done if not needed.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:29 +00:00
Alejandro Piñeiro
272f0d9cfb v3dv/descriptor_set: added support for samplers
This include SAMPLER, COMBINED_IMAGE_SAMPLER and SAMPLED_IMAGE
descriptors.

In order to support them we do the pre-packing of TEXTURE_SHADER_STATE
and SAMPLER_STATE when Images and Samplers (respectively) are
created. Those packets doesn't need to be tweaked later, so we upload
them to an bo.

A possible improvement of this would be that the descriptor pool
manages a bo for all descriptors, that suballocate for each descriptor
allocated. This is what other drivers do (and as far as I understand,
one of the reasons of having a descriptor pool).

Immutable samplers are not supported, will be handled on a following
patch.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:29 +00:00
Alejandro Piñeiro
cb7f148020 v3dv/descriptor: take into account pPushConstantRanges
Push constant tests were still working without taking this into
account because we can't really fine graine how much we allocate for
them.

For now we only use them to know if we should allocate/fill the ubo
for push constants or not.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:28 +00:00
Alejandro Piñeiro
5d1089b88d v3dv/descriptor: support for dynamic ubo/ssbo
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:28 +00:00
Alejandro Piñeiro
9afd24f89a v3dv: initial descriptor set support
Focused on getting the basic UBO and SSBO cases implemented. So no
dynamic offset, push contanst, samplers, and so on.

This include a initial implementation for CreatedescriptorPool,
CreateDescriptorSetLayout, AllocateDescriptorSets,
UpdateDescriptorSets, CreatePipelineLayout, and CmdBindDescriptorSets.

Also introduces lowering vulkan intrinsics. For now just
vulkan_resource_index.

We also introduce a descriptor_map, in this case for the ubos and
ssbos, used to assign a index for each set/binding combination, that
would be used when filling back the details of the ubo or ssbo on
other places (like QUNIFORM_UBO_ADDR or QUNIFORM_SSBO_OFFSET).

Note that at this point we don't need a bo for the descriptor pool, so
descriptor sets are not getting a piece of it. That would likely
change as we start to support more descriptor set types.

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:27 +00:00
Alejandro Piñeiro
a201c45000 v3dv: stubs for graphics pipeline methods
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
2020-10-13 21:21:25 +00:00