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Remove a level of indentation. Signed-off-by: Alyssa Rosenzweig <alyssa@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11785>
221 lines
9 KiB
C
221 lines
9 KiB
C
/*
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* Copyright (C) 2019 Collabora, Ltd.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*/
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#include <string.h>
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#include "pan_scoreboard.h"
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#include "pan_device.h"
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#include "panfrost-quirks.h"
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/*
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* There are various types of Mali jobs:
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*
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* - WRITE_VALUE: generic write primitive, used to zero tiler field
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* - VERTEX: runs a vertex shader
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* - TILER: runs tiling and sets up a fragment shader
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* - FRAGMENT: runs fragment shaders and writes out
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* - COMPUTE: runs a compute shader
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* - FUSED: vertex+tiler fused together, implicit intradependency (Bifrost)
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* - GEOMETRY: runs a geometry shader (unimplemented)
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* - CACHE_FLUSH: unseen in the wild, theoretically cache flush
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*
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* In between a full batch and a single Mali job is the "job chain", a series
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* of Mali jobs together forming a linked list. Within the job chain, each Mali
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* job can set (up to) two dependencies on other earlier jobs in the chain.
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* This dependency graph forms a scoreboard. The general idea of a scoreboard
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* applies: when there is a data dependency of job B on job A, job B sets one
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* of its dependency indices to job A, ensuring that job B won't start until
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* job A finishes.
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*
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* More specifically, here are a set of rules:
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*
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* - A write value job must appear if and only if there is at least one tiler
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* job, and tiler jobs must depend on it.
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*
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* - Vertex jobs and tiler jobs are independent.
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*
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* - A tiler job must have a dependency on its data source. If it's getting
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* data from a vertex job, it depends on the vertex job. If it's getting data
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* from software, this is null.
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*
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* - Tiler jobs must depend on the write value job (chained or otherwise).
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*
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* - Tiler jobs must be strictly ordered. So each tiler job must depend on the
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* previous job in the chain.
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*
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* - Jobs linking via next_job has no bearing on order of execution, rather it
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* just establishes the linked list of jobs, EXCEPT:
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*
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* - A job's dependencies must appear earlier in the linked list (job chain).
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*
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* Justification for each rule:
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*
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* - Write value jobs are used to write a zero into a magic tiling field, which
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* enables tiling to work. If tiling occurs, they are needed; if it does not,
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* we cannot emit them since then tiling partially occurs and it's bad.
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*
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* - The hardware has no notion of a "vertex/tiler job" (at least not our
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* hardware -- other revs have fused jobs, but --- crap, this just got even
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* more complicated). They are independent units that take in data, process
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* it, and spit out data.
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*
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* - Any job must depend on its data source, in fact, or risk a
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* read-before-write hazard. Tiler jobs get their data from vertex jobs, ergo
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* tiler jobs depend on the corresponding vertex job (if it's there).
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*
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* - The tiler is not thread-safe; this dependency prevents race conditions
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* between two different jobs trying to write to the tiler outputs at the
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* same time.
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*
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* - Internally, jobs are scoreboarded; the next job fields just form a linked
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* list to allow the jobs to be read in; the execution order is from
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* resolving the dependency fields instead.
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*
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* - The hardware cannot set a dependency on a job it doesn't know about yet,
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* and dependencies are processed in-order of the next job fields.
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*
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*/
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/* Generates, uploads, and queues a a new job. All fields are written in order
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* except for next_job accounting (TODO: Should we be clever and defer the
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* upload of the header here until next job to keep the access pattern totally
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* linear? Or is that just a micro op at this point?). Returns the generated
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* index for dep management.
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*
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* Inject is used to inject a job at the front, for wallpapering. If you are
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* not wallpapering and set this, dragons will eat you. */
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unsigned
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panfrost_add_job(
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struct pan_pool *pool,
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struct pan_scoreboard *scoreboard,
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enum mali_job_type type,
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bool barrier, bool suppress_prefetch,
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unsigned local_dep, unsigned global_dep,
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const struct panfrost_ptr *job,
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bool inject)
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{
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if (type == MALI_JOB_TYPE_TILER) {
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/* Tiler jobs must be chained, and on Midgard, the first tiler
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* job must depend on the write value job, whose index we
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* reserve now */
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if (!pan_is_bifrost(pool->dev) && !scoreboard->write_value_index)
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scoreboard->write_value_index = ++scoreboard->job_index;
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if (scoreboard->tiler_dep && !inject)
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global_dep = scoreboard->tiler_dep;
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else if (!pan_is_bifrost(pool->dev))
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global_dep = scoreboard->write_value_index;
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}
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/* Assign the index */
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unsigned index = ++scoreboard->job_index;
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pan_pack(job->cpu, JOB_HEADER, header) {
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header.type = type;
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header.barrier = barrier;
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header.suppress_prefetch = suppress_prefetch;
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header.index = index;
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header.dependency_1 = local_dep;
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header.dependency_2 = global_dep;
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if (inject)
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header.next = scoreboard->first_job;
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}
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if (inject) {
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assert(type == MALI_JOB_TYPE_TILER && "only for blit shaders");
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if (scoreboard->first_tiler) {
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/* Manual update of the dep2 field. This is bad,
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* don't copy this pattern.
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*/
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scoreboard->first_tiler->opaque[5] =
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scoreboard->first_tiler_dep1 | (index << 16);
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}
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scoreboard->first_tiler = (void *)job->cpu;
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scoreboard->first_tiler_dep1 = local_dep;
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scoreboard->first_job = job->gpu;
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return index;
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}
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/* Form a chain */
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if (type == MALI_JOB_TYPE_TILER) {
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if (!scoreboard->first_tiler) {
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scoreboard->first_tiler = (void *)job->cpu;
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scoreboard->first_tiler_dep1 = local_dep;
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}
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scoreboard->tiler_dep = index;
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}
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if (scoreboard->prev_job) {
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/* Manual update of the next pointer. This is bad, don't copy
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* this pattern.
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* TODO: Find a way to defer last job header emission until we
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* have a new job to queue or the batch is ready for execution.
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*/
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scoreboard->prev_job->opaque[6] = job->gpu;
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scoreboard->prev_job->opaque[7] = job->gpu >> 32;
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} else {
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scoreboard->first_job = job->gpu;
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}
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scoreboard->prev_job = (struct mali_job_header_packed *)job->cpu;
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return index;
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}
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/* Generates a write value job, used to initialize the tiler structures. Note
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* this is called right before frame submission. */
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struct panfrost_ptr
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panfrost_scoreboard_initialize_tiler(struct pan_pool *pool,
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struct pan_scoreboard *scoreboard,
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mali_ptr polygon_list)
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{
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struct panfrost_ptr transfer = { 0 };
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/* Check if we even need tiling */
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if (pan_is_bifrost(pool->dev) || !scoreboard->first_tiler)
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return transfer;
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/* Okay, we do. Let's generate it. We'll need the job's polygon list
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* regardless of size. */
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transfer = pan_pool_alloc_desc(pool, WRITE_VALUE_JOB);
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pan_section_pack(transfer.cpu, WRITE_VALUE_JOB, HEADER, header) {
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header.type = MALI_JOB_TYPE_WRITE_VALUE;
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header.index = scoreboard->write_value_index;
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header.next = scoreboard->first_job;
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}
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pan_section_pack(transfer.cpu, WRITE_VALUE_JOB, PAYLOAD, payload) {
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payload.address = polygon_list;
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payload.type = MALI_WRITE_VALUE_TYPE_ZERO;
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}
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scoreboard->first_job = transfer.gpu;
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return transfer;
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}
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