mesa/src/broadcom/vulkan/v3dv_pass.c
Iago Toral Quiroga cb9d079739 v3d,v3dv: don't use max internal bpp for tile sizing in V3D 7.x
We can use the actual bpp of each color attachment to compute real
tile memory requirements, which may allow us to choose a larger tile
size configuration than in V3D 4.2 in certain scenarios.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25450>
2023-10-13 22:37:43 +00:00

425 lines
17 KiB
C

/*
* Copyright © 2019 Raspberry Pi Ltd
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "v3dv_private.h"
static uint32_t
num_subpass_attachments(const VkSubpassDescription2 *desc)
{
return desc->inputAttachmentCount +
desc->colorAttachmentCount +
(desc->pResolveAttachments ? desc->colorAttachmentCount : 0) +
(desc->pDepthStencilAttachment != NULL);
}
static void
set_try_tlb_resolve(struct v3dv_device *device,
struct v3dv_render_pass_attachment *att)
{
const struct v3dv_format *format = v3dv_X(device, get_format)(att->desc.format);
att->try_tlb_resolve = v3dv_X(device, format_supports_tlb_resolve)(format);
}
static void
pass_find_subpass_range_for_attachments(struct v3dv_device *device,
struct v3dv_render_pass *pass)
{
for (uint32_t i = 0; i < pass->attachment_count; i++) {
pass->attachments[i].first_subpass = pass->subpass_count - 1;
pass->attachments[i].last_subpass = 0;
if (pass->multiview_enabled) {
for (uint32_t j = 0; j < MAX_MULTIVIEW_VIEW_COUNT; j++) {
pass->attachments[i].views[j].first_subpass = pass->subpass_count - 1;
pass->attachments[i].views[j].last_subpass = 0;
}
}
}
for (uint32_t i = 0; i < pass->subpass_count; i++) {
const struct v3dv_subpass *subpass = &pass->subpasses[i];
for (uint32_t j = 0; j < subpass->color_count; j++) {
uint32_t attachment_idx = subpass->color_attachments[j].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
struct v3dv_render_pass_attachment *att =
&pass->attachments[attachment_idx];
if (i < att->first_subpass)
att->first_subpass = i;
if (i > att->last_subpass)
att->last_subpass = i;
uint32_t view_mask = subpass->view_mask;
while (view_mask) {
uint32_t view_index = u_bit_scan(&view_mask);
if (i < att->views[view_index].first_subpass)
att->views[view_index].first_subpass = i;
if (i > att->views[view_index].last_subpass)
att->views[view_index].last_subpass = i;
}
if (subpass->resolve_attachments &&
subpass->resolve_attachments[j].attachment != VK_ATTACHMENT_UNUSED) {
set_try_tlb_resolve(device, att);
}
}
uint32_t ds_attachment_idx = subpass->ds_attachment.attachment;
if (ds_attachment_idx != VK_ATTACHMENT_UNUSED) {
if (i < pass->attachments[ds_attachment_idx].first_subpass)
pass->attachments[ds_attachment_idx].first_subpass = i;
if (i > pass->attachments[ds_attachment_idx].last_subpass)
pass->attachments[ds_attachment_idx].last_subpass = i;
if (subpass->ds_resolve_attachment.attachment != VK_ATTACHMENT_UNUSED)
set_try_tlb_resolve(device, &pass->attachments[ds_attachment_idx]);
}
for (uint32_t j = 0; j < subpass->input_count; j++) {
uint32_t input_attachment_idx = subpass->input_attachments[j].attachment;
if (input_attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
if (i < pass->attachments[input_attachment_idx].first_subpass)
pass->attachments[input_attachment_idx].first_subpass = i;
if (i > pass->attachments[input_attachment_idx].last_subpass)
pass->attachments[input_attachment_idx].last_subpass = i;
}
if (subpass->resolve_attachments) {
for (uint32_t j = 0; j < subpass->color_count; j++) {
uint32_t attachment_idx = subpass->resolve_attachments[j].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
if (i < pass->attachments[attachment_idx].first_subpass)
pass->attachments[attachment_idx].first_subpass = i;
if (i > pass->attachments[attachment_idx].last_subpass)
pass->attachments[attachment_idx].last_subpass = i;
}
}
}
}
VKAPI_ATTR VkResult VKAPI_CALL
v3dv_CreateRenderPass2(VkDevice _device,
const VkRenderPassCreateInfo2 *pCreateInfo,
const VkAllocationCallbacks *pAllocator,
VkRenderPass *pRenderPass)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
struct v3dv_render_pass *pass;
assert(pCreateInfo->sType == VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO_2);
/* From the VK_KHR_multiview spec:
*
* When a subpass uses a non-zero view mask, multiview functionality is
* considered to be enabled. Multiview is all-or-nothing for a render
* pass - that is, either all subpasses must have a non-zero view mask
* (though some subpasses may have only one view) or all must be zero.
*/
bool multiview_enabled = pCreateInfo->subpassCount &&
pCreateInfo->pSubpasses[0].viewMask;
size_t size = sizeof(*pass);
size_t subpasses_offset = size;
size += pCreateInfo->subpassCount * sizeof(pass->subpasses[0]);
size_t attachments_offset = size;
size += pCreateInfo->attachmentCount * sizeof(pass->attachments[0]);
pass = vk_object_zalloc(&device->vk, pAllocator, size,
VK_OBJECT_TYPE_RENDER_PASS);
if (pass == NULL)
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
pass->multiview_enabled = multiview_enabled;
pass->attachment_count = pCreateInfo->attachmentCount;
pass->attachments = (void *) pass + attachments_offset;
pass->subpass_count = pCreateInfo->subpassCount;
pass->subpasses = (void *) pass + subpasses_offset;
for (uint32_t i = 0; i < pCreateInfo->attachmentCount; i++)
pass->attachments[i].desc = pCreateInfo->pAttachments[i];
uint32_t subpass_attachment_count = 0;
for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
subpass_attachment_count += num_subpass_attachments(desc);
}
if (subpass_attachment_count) {
const size_t subpass_attachment_bytes =
subpass_attachment_count * sizeof(struct v3dv_subpass_attachment);
pass->subpass_attachments =
vk_alloc2(&device->vk.alloc, pAllocator, subpass_attachment_bytes, 8,
VK_SYSTEM_ALLOCATION_SCOPE_OBJECT);
if (pass->subpass_attachments == NULL) {
vk_object_free(&device->vk, pAllocator, pass);
return vk_error(device, VK_ERROR_OUT_OF_HOST_MEMORY);
}
} else {
pass->subpass_attachments = NULL;
}
struct v3dv_subpass_attachment *p = pass->subpass_attachments;
for (uint32_t i = 0; i < pCreateInfo->subpassCount; i++) {
const VkSubpassDescription2 *desc = &pCreateInfo->pSubpasses[i];
struct v3dv_subpass *subpass = &pass->subpasses[i];
subpass->input_count = desc->inputAttachmentCount;
subpass->color_count = desc->colorAttachmentCount;
subpass->view_mask = desc->viewMask;
if (desc->inputAttachmentCount > 0) {
subpass->input_attachments = p;
p += desc->inputAttachmentCount;
for (uint32_t j = 0; j < desc->inputAttachmentCount; j++) {
subpass->input_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pInputAttachments[j].attachment,
.layout = desc->pInputAttachments[j].layout,
};
}
}
if (desc->colorAttachmentCount > 0) {
subpass->color_attachments = p;
p += desc->colorAttachmentCount;
for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
subpass->color_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pColorAttachments[j].attachment,
.layout = desc->pColorAttachments[j].layout,
};
}
}
if (desc->pResolveAttachments) {
subpass->resolve_attachments = p;
p += desc->colorAttachmentCount;
for (uint32_t j = 0; j < desc->colorAttachmentCount; j++) {
subpass->resolve_attachments[j] = (struct v3dv_subpass_attachment) {
.attachment = desc->pResolveAttachments[j].attachment,
.layout = desc->pResolveAttachments[j].layout,
};
}
}
if (desc->pDepthStencilAttachment) {
subpass->ds_attachment = (struct v3dv_subpass_attachment) {
.attachment = desc->pDepthStencilAttachment->attachment,
.layout = desc->pDepthStencilAttachment->layout,
};
/* GFXH-1461: if depth is cleared but stencil is loaded (or vice versa),
* the clear might get lost. If a subpass has this then we can't emit
* the clear using the TLB and we have to do it as a draw call. This
* issue is fixed since V3D 4.3.18.
*
* FIXME: separate stencil.
*/
if (device->devinfo.ver == 42 &&
subpass->ds_attachment.attachment != VK_ATTACHMENT_UNUSED) {
struct v3dv_render_pass_attachment *att =
&pass->attachments[subpass->ds_attachment.attachment];
if (att->desc.format == VK_FORMAT_D24_UNORM_S8_UINT) {
if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_CLEAR &&
att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_LOAD) {
subpass->do_depth_clear_with_draw = true;
} else if (att->desc.loadOp == VK_ATTACHMENT_LOAD_OP_LOAD &&
att->desc.stencilLoadOp == VK_ATTACHMENT_LOAD_OP_CLEAR) {
subpass->do_stencil_clear_with_draw = true;
}
}
}
/* VK_KHR_depth_stencil_resolve */
const VkSubpassDescriptionDepthStencilResolve *resolve_desc =
vk_find_struct_const(desc->pNext, SUBPASS_DESCRIPTION_DEPTH_STENCIL_RESOLVE);
const VkAttachmentReference2 *resolve_att =
resolve_desc && resolve_desc->pDepthStencilResolveAttachment &&
resolve_desc->pDepthStencilResolveAttachment->attachment != VK_ATTACHMENT_UNUSED ?
resolve_desc->pDepthStencilResolveAttachment : NULL;
if (resolve_att) {
subpass->ds_resolve_attachment = (struct v3dv_subpass_attachment) {
.attachment = resolve_att->attachment,
.layout = resolve_att->layout,
};
assert(resolve_desc->depthResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT ||
resolve_desc->stencilResolveMode == VK_RESOLVE_MODE_SAMPLE_ZERO_BIT);
subpass->resolve_depth =
resolve_desc->depthResolveMode != VK_RESOLVE_MODE_NONE &&
resolve_att->aspectMask & VK_IMAGE_ASPECT_DEPTH_BIT;
subpass->resolve_stencil =
resolve_desc->stencilResolveMode != VK_RESOLVE_MODE_NONE &&
resolve_att->aspectMask & VK_IMAGE_ASPECT_STENCIL_BIT;
} else {
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_depth = false;
subpass->resolve_stencil = false;
}
} else {
subpass->ds_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->ds_resolve_attachment.attachment = VK_ATTACHMENT_UNUSED;
subpass->resolve_depth = false;
subpass->resolve_stencil = false;
}
}
pass_find_subpass_range_for_attachments(device, pass);
/* FIXME: handle subpass dependencies */
*pRenderPass = v3dv_render_pass_to_handle(pass);
return VK_SUCCESS;
}
VKAPI_ATTR void VKAPI_CALL
v3dv_DestroyRenderPass(VkDevice _device,
VkRenderPass _pass,
const VkAllocationCallbacks *pAllocator)
{
V3DV_FROM_HANDLE(v3dv_device, device, _device);
V3DV_FROM_HANDLE(v3dv_render_pass, pass, _pass);
if (!_pass)
return;
vk_free2(&device->vk.alloc, pAllocator, pass->subpass_attachments);
vk_object_free(&device->vk, pAllocator, pass);
}
static void
subpass_get_granularity(struct v3dv_device *device,
struct v3dv_render_pass *pass,
uint32_t subpass_idx,
VkExtent2D *granularity)
{
/* Granularity is defined by the tile size */
assert(subpass_idx < pass->subpass_count);
struct v3dv_subpass *subpass = &pass->subpasses[subpass_idx];
const uint32_t color_count = subpass->color_count;
bool msaa = false;
uint32_t max_internal_bpp = 0;
uint32_t total_color_bpp = 0;
for (uint32_t i = 0; i < color_count; i++) {
uint32_t attachment_idx = subpass->color_attachments[i].attachment;
if (attachment_idx == VK_ATTACHMENT_UNUSED)
continue;
const VkAttachmentDescription2 *desc =
&pass->attachments[attachment_idx].desc;
const struct v3dv_format *format = v3dv_X(device, get_format)(desc->format);
uint32_t internal_type, internal_bpp;
/* We don't support rendering to YCbCr images */
assert(format->plane_count == 1);
v3dv_X(device, get_internal_type_bpp_for_output_format)
(format->planes[0].rt_type, &internal_type, &internal_bpp);
max_internal_bpp = MAX2(max_internal_bpp, internal_bpp);
total_color_bpp += 4 * v3d_internal_bpp_words(internal_bpp);
if (desc->samples > VK_SAMPLE_COUNT_1_BIT)
msaa = true;
}
/* If requested, double-buffer may or may not be enabled depending on
* heuristics so we choose a conservative granularity here, with it disabled.
*/
uint32_t width, height;
v3d_choose_tile_size(&device->devinfo, color_count,
max_internal_bpp, total_color_bpp, msaa,
false /* double-buffer */, &width, &height);
*granularity = (VkExtent2D) {
.width = width,
.height = height
};
}
VKAPI_ATTR void VKAPI_CALL
v3dv_GetRenderAreaGranularity(VkDevice _device,
VkRenderPass renderPass,
VkExtent2D *pGranularity)
{
V3DV_FROM_HANDLE(v3dv_render_pass, pass, renderPass);
V3DV_FROM_HANDLE(v3dv_device, device, _device);
*pGranularity = (VkExtent2D) {
.width = 64,
.height = 64,
};
for (uint32_t i = 0; i < pass->subpass_count; i++) {
VkExtent2D sg;
subpass_get_granularity(device, pass, i, &sg);
pGranularity->width = MIN2(pGranularity->width, sg.width);
pGranularity->height = MIN2(pGranularity->height, sg.height);
}
}
/* Checks whether the render area rectangle covers a region that is aligned to
* tile boundaries. This means that we are writing to all pixels covered by
* all tiles in that area (except for pixels on edge tiles that are outside
* the framebuffer dimensions).
*
* When our framebuffer is aligned to tile boundaries we know we are writing
* valid data to all all pixels in each tile and we can apply certain
* optimizations, like avoiding tile loads, since we know that none of the
* original pixel values in each tile for that area need to be preserved.
* We also use this to decide if we can use TLB clears, as these clear whole
* tiles so we can't use them if the render area is not aligned.
*
* Note that when an image is created it will possibly include padding blocks
* depending on its tiling layout. When the framebuffer dimensions are not
* aligned to tile boundaries then edge tiles are only partially covered by the
* framebuffer pixels, but tile stores still seem to store full tiles
* writing to the padded sections. This is important when the framebuffer
* is aliasing a smaller section of a larger image, as in that case the edge
* tiles of the framebuffer would overwrite valid pixels in the larger image.
* In that case, we can't flag the area as being aligned.
*/
bool
v3dv_subpass_area_is_tile_aligned(struct v3dv_device *device,
const VkRect2D *area,
struct v3dv_framebuffer *fb,
struct v3dv_render_pass *pass,
uint32_t subpass_idx)
{
assert(subpass_idx < pass->subpass_count);
VkExtent2D granularity;
subpass_get_granularity(device, pass, subpass_idx, &granularity);
return area->offset.x % granularity.width == 0 &&
area->offset.y % granularity.height == 0 &&
(area->extent.width % granularity.width == 0 ||
(fb->has_edge_padding &&
area->offset.x + area->extent.width >= fb->width)) &&
(area->extent.height % granularity.height == 0 ||
(fb->has_edge_padding &&
area->offset.y + area->extent.height >= fb->height));
}