/* * Copyright © 2017 Intel Corporation * * 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 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. */ /** * @file iris_draw.c * * The main driver hooks for drawing and launching compute shaders. */ #include #include #include "pipe/p_defines.h" #include "pipe/p_state.h" #include "pipe/p_context.h" #include "pipe/p_screen.h" #include "util/u_inlines.h" #include "util/u_transfer.h" #include "util/u_upload_mgr.h" #include "intel/compiler/brw_compiler.h" #include "intel/compiler/brw_eu_defines.h" #include "iris_context.h" #include "iris_defines.h" static bool prim_is_points_or_lines(const struct pipe_draw_info *draw) { /* We don't need to worry about adjacency - it can only be used with * geometry shaders, and we don't care about this info when GS is on. */ return draw->mode == PIPE_PRIM_POINTS || draw->mode == PIPE_PRIM_LINES || draw->mode == PIPE_PRIM_LINE_LOOP || draw->mode == PIPE_PRIM_LINE_STRIP; } /** * Record the current primitive mode and restart information, flagging * related packets as dirty if necessary. */ static void iris_update_draw_info(struct iris_context *ice, const struct pipe_draw_info *info) { if (ice->state.prim_mode != info->mode) { ice->state.prim_mode = info->mode; ice->state.dirty |= IRIS_DIRTY_VF_TOPOLOGY; /* For XY Clip enables */ bool points_or_lines = prim_is_points_or_lines(info); if (points_or_lines != ice->state.prim_is_points_or_lines) { ice->state.prim_is_points_or_lines = points_or_lines; ice->state.dirty |= IRIS_DIRTY_CLIP; } } if (info->mode == PIPE_PRIM_PATCHES && ice->state.vertices_per_patch != info->vertices_per_patch) { ice->state.vertices_per_patch = info->vertices_per_patch; ice->state.dirty |= IRIS_DIRTY_VF_TOPOLOGY; /* Flag constants dirty for gl_PatchVerticesIn if needed. */ const struct shader_info *tcs_info = iris_get_shader_info(ice, MESA_SHADER_TESS_CTRL); if (tcs_info && tcs_info->system_values_read & (1ull << SYSTEM_VALUE_VERTICES_IN)) { ice->state.dirty |= IRIS_DIRTY_CONSTANTS_TCS; ice->state.shaders[MESA_SHADER_TESS_CTRL].cbuf0_needs_upload = true; } } if (ice->state.primitive_restart != info->primitive_restart || ice->state.cut_index != info->restart_index) { ice->state.dirty |= IRIS_DIRTY_VF; ice->state.primitive_restart = info->primitive_restart; ice->state.cut_index = info->restart_index; } if (info->indirect) { pipe_resource_reference(&ice->draw.draw_params_res, info->indirect->buffer); ice->draw.draw_params_offset = info->indirect->offset + (info->index_size ? 12 : 8); ice->draw.params.firstvertex = 0; ice->draw.params.baseinstance = 0; ice->state.dirty |= IRIS_DIRTY_VERTEX_BUFFERS | IRIS_DIRTY_VERTEX_ELEMENTS | IRIS_DIRTY_VF_SGVS; } else if (ice->draw.is_indirect || ice->draw.params.firstvertex != (info->index_size ? info->index_bias : info->start) || (ice->draw.params.baseinstance != info->start_instance)) { pipe_resource_reference(&ice->draw.draw_params_res, NULL); ice->draw.draw_params_offset = 0; ice->draw.params.firstvertex = info->index_size ? info->index_bias : info->start; ice->draw.params.baseinstance = info->start_instance; ice->state.dirty |= IRIS_DIRTY_VERTEX_BUFFERS | IRIS_DIRTY_VERTEX_ELEMENTS | IRIS_DIRTY_VF_SGVS; } ice->draw.is_indirect = info->indirect; if (ice->draw.derived_params.drawid != info->drawid || ice->draw.derived_params.is_indexed_draw != (info->index_size ? ~0 : 0)) { ice->draw.derived_params.drawid = info->drawid; ice->draw.derived_params.is_indexed_draw = info->index_size ? ~0 : 0; ice->state.dirty |= IRIS_DIRTY_VERTEX_BUFFERS | IRIS_DIRTY_VERTEX_ELEMENTS | IRIS_DIRTY_VF_SGVS; } } /** * The pipe->draw_vbo() driver hook. Performs a draw on the GPU. */ void iris_draw_vbo(struct pipe_context *ctx, const struct pipe_draw_info *info) { struct iris_context *ice = (struct iris_context *) ctx; struct iris_screen *screen = (struct iris_screen*)ice->ctx.screen; const struct gen_device_info *devinfo = &screen->devinfo; struct iris_batch *batch = &ice->batches[IRIS_BATCH_RENDER]; if (ice->state.predicate == IRIS_PREDICATE_STATE_DONT_RENDER) return; /* We can't safely re-emit 3DSTATE_SO_BUFFERS because it may zero the * write offsets, changing the behavior. */ if (unlikely(INTEL_DEBUG & DEBUG_REEMIT)) ice->state.dirty |= IRIS_ALL_DIRTY_FOR_RENDER & ~IRIS_DIRTY_SO_BUFFERS; iris_batch_maybe_flush(batch, 1500); iris_update_draw_info(ice, info); if (devinfo->gen == 9) gen9_toggle_preemption(ice, batch, info); iris_update_compiled_shaders(ice); if (ice->state.dirty & IRIS_DIRTY_RENDER_RESOLVES_AND_FLUSHES) { bool draw_aux_buffer_disabled[BRW_MAX_DRAW_BUFFERS] = { }; for (gl_shader_stage stage = 0; stage < MESA_SHADER_COMPUTE; stage++) { if (ice->shaders.prog[stage]) iris_predraw_resolve_inputs(ice, batch, draw_aux_buffer_disabled, stage, true); } iris_predraw_resolve_framebuffer(ice, batch, draw_aux_buffer_disabled); } iris_binder_reserve_3d(ice); ice->vtbl.update_surface_base_address(batch, &ice->state.binder); ice->vtbl.upload_render_state(ice, batch, info); iris_postdraw_update_resolve_tracking(ice, batch); ice->state.dirty &= ~IRIS_ALL_DIRTY_FOR_RENDER; } static void iris_update_grid_size_resource(struct iris_context *ice, const struct pipe_grid_info *grid) { const struct iris_screen *screen = (void *) ice->ctx.screen; const struct isl_device *isl_dev = &screen->isl_dev; struct iris_state_ref *grid_ref = &ice->state.grid_size; struct iris_state_ref *state_ref = &ice->state.grid_surf_state; // XXX: if the shader doesn't actually care about the grid info, // don't bother uploading the surface? if (grid->indirect) { pipe_resource_reference(&grid_ref->res, grid->indirect); grid_ref->offset = grid->indirect_offset; /* Zero out the grid size so that the next non-indirect grid launch will * re-upload it properly. */ memset(ice->state.last_grid, 0, sizeof(ice->state.last_grid)); } else { /* If the size is the same, we don't need to upload anything. */ if (memcmp(ice->state.last_grid, grid->grid, sizeof(grid->grid)) == 0) return; memcpy(ice->state.last_grid, grid->grid, sizeof(grid->grid)); u_upload_data(ice->state.dynamic_uploader, 0, sizeof(grid->grid), 4, grid->grid, &grid_ref->offset, &grid_ref->res); } void *surf_map = NULL; u_upload_alloc(ice->state.surface_uploader, 0, isl_dev->ss.size, isl_dev->ss.align, &state_ref->offset, &state_ref->res, &surf_map); state_ref->offset += iris_bo_offset_from_base_address(iris_resource_bo(state_ref->res)); isl_buffer_fill_state(&screen->isl_dev, surf_map, .address = grid_ref->offset + iris_resource_bo(grid_ref->res)->gtt_offset, .size_B = sizeof(grid->grid), .format = ISL_FORMAT_RAW, .stride_B = 1, .mocs = 4); // XXX: MOCS ice->state.dirty |= IRIS_DIRTY_BINDINGS_CS; } void iris_launch_grid(struct pipe_context *ctx, const struct pipe_grid_info *grid) { struct iris_context *ice = (struct iris_context *) ctx; struct iris_batch *batch = &ice->batches[IRIS_BATCH_COMPUTE]; if (ice->state.predicate == IRIS_PREDICATE_STATE_DONT_RENDER) return; if (unlikely(INTEL_DEBUG & DEBUG_REEMIT)) ice->state.dirty |= IRIS_ALL_DIRTY_FOR_COMPUTE; /* We can't do resolves on the compute engine, so awkwardly, we have to * do them on the render batch... */ if (ice->state.dirty & IRIS_DIRTY_COMPUTE_RESOLVES_AND_FLUSHES) { iris_predraw_resolve_inputs(ice, &ice->batches[IRIS_BATCH_RENDER], NULL, MESA_SHADER_COMPUTE, false); } iris_batch_maybe_flush(batch, 1500); //if (dirty & IRIS_DIRTY_UNCOMPILED_CS) iris_update_compiled_compute_shader(ice); iris_update_grid_size_resource(ice, grid); iris_binder_reserve_compute(ice); ice->vtbl.update_surface_base_address(batch, &ice->state.binder); if (ice->state.compute_predicate) { ice->vtbl.load_register_mem64(batch, MI_PREDICATE_RESULT, ice->state.compute_predicate, 0); ice->state.compute_predicate = NULL; } ice->vtbl.upload_compute_state(ice, batch, grid); ice->state.dirty &= ~IRIS_ALL_DIRTY_FOR_COMPUTE; /* Note: since compute shaders can't access the framebuffer, there's * no need to call iris_postdraw_update_resolve_tracking. */ }