blob: 19ee29fe9d7b24c02e271fd9672fd8de0655c3a9 [file] [log] [blame]
/*
* Copyright © 2018 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_binder.c
*
* Shader programs refer to most resources via integer handles. These are
* indexes (BTIs) into a "Binding Table", which is simply a list of pointers
* to SURFACE_STATE entries. Each shader stage has its own binding table,
* set by the 3DSTATE_BINDING_TABLE_POINTERS_* commands. We stream out
* binding tables dynamically, storing them in special BOs we call "binders."
*
* Unfortunately, the hardware designers made 3DSTATE_BINDING_TABLE_POINTERS
* only accept a 16-bit pointer. This means that all binding tables have to
* live within the 64kB range starting at Surface State Base Address. (The
* actual SURFACE_STATE entries can live anywhere in the 4GB zone, as the
* binding table entries are full 32-bit pointers.)
*
* To handle this, we split a 4GB region of VMA into two memory zones.
* IRIS_MEMZONE_BINDER is a small region at the bottom able to hold a few
* binder BOs. IRIS_MEMZONE_SURFACE contains the rest of the 4GB, and is
* always at a higher address than the binders. This allows us to program
* Surface State Base Address to the binder BO's address, and offset the
* values in the binding table to account for the base not starting at the
* beginning of the 4GB region.
*
* This does mean that we have to emit STATE_BASE_ADDRESS and stall when
* we run out of space in the binder, which hopefully won't happen too often.
*/
#include <stdlib.h>
#include "util/u_math.h"
#include "iris_binder.h"
#include "iris_bufmgr.h"
#include "iris_context.h"
#define BTP_ALIGNMENT 32
/* Avoid using offset 0, tools consider it NULL */
#define INIT_INSERT_POINT BTP_ALIGNMENT
static bool
binder_has_space(struct iris_binder *binder, unsigned size)
{
return binder->insert_point + size <= IRIS_BINDER_SIZE;
}
static void
binder_realloc(struct iris_context *ice)
{
struct iris_screen *screen = (void *) ice->ctx.screen;
struct iris_bufmgr *bufmgr = screen->bufmgr;
struct iris_binder *binder = &ice->state.binder;
uint64_t next_address = IRIS_MEMZONE_BINDER_START;
if (binder->bo) {
/* Place the new binder just after the old binder, unless we've hit the
* end of the memory zone...then wrap around to the start again.
*/
next_address = binder->bo->gtt_offset + IRIS_BINDER_SIZE;
if (next_address >= IRIS_MEMZONE_SURFACE_START)
next_address = IRIS_MEMZONE_BINDER_START;
iris_bo_unreference(binder->bo);
}
binder->bo =
iris_bo_alloc(bufmgr, "binder", IRIS_BINDER_SIZE, IRIS_MEMZONE_BINDER);
binder->bo->gtt_offset = next_address;
binder->map = iris_bo_map(NULL, binder->bo, MAP_WRITE);
binder->insert_point = INIT_INSERT_POINT;
/* Allocating a new binder requires changing Surface State Base Address,
* which also invalidates all our previous binding tables - each entry
* in those tables is an offset from the old base.
*
* We do this here so that iris_binder_reserve_3d correctly gets a new
* larger total_size when making the updated reservation.
*/
ice->state.dirty |= IRIS_DIRTY_RENDER_BUFFER;
ice->state.stage_dirty |= IRIS_ALL_STAGE_DIRTY_BINDINGS;
}
static uint32_t
binder_insert(struct iris_binder *binder, unsigned size)
{
uint32_t offset = binder->insert_point;
binder->insert_point = align(binder->insert_point + size, BTP_ALIGNMENT);
return offset;
}
/**
* Reserve a block of space in the binder, given the raw size in bytes.
*/
uint32_t
iris_binder_reserve(struct iris_context *ice,
unsigned size)
{
struct iris_binder *binder = &ice->state.binder;
if (!binder_has_space(binder, size))
binder_realloc(ice);
assert(size > 0);
return binder_insert(binder, size);
}
/**
* Reserve and record binder space for 3D pipeline shader stages.
*
* Note that you must actually populate the new binding tables after
* calling this command - the new area is uninitialized.
*/
void
iris_binder_reserve_3d(struct iris_context *ice)
{
struct iris_compiled_shader **shaders = ice->shaders.prog;
struct iris_binder *binder = &ice->state.binder;
unsigned sizes[MESA_SHADER_STAGES] = {};
unsigned total_size;
/* If nothing is dirty, skip all this. */
if (!(ice->state.dirty & IRIS_DIRTY_RENDER_BUFFER) &&
!(ice->state.stage_dirty & IRIS_ALL_STAGE_DIRTY_BINDINGS))
return;
/* Get the binding table sizes for each stage */
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
if (!shaders[stage])
continue;
/* Round up the size so our next table has an aligned starting offset */
sizes[stage] = align(shaders[stage]->bt.size_bytes, BTP_ALIGNMENT);
}
/* Make space for the new binding tables...this may take two tries. */
while (true) {
total_size = 0;
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
if (ice->state.stage_dirty & (IRIS_STAGE_DIRTY_BINDINGS_VS << stage))
total_size += sizes[stage];
}
assert(total_size < IRIS_BINDER_SIZE);
if (total_size == 0)
return;
if (binder_has_space(binder, total_size))
break;
/* It didn't fit. Allocate a new buffer and try again. Note that
* this will flag all bindings dirty, which may increase total_size
* on the next iteration.
*/
binder_realloc(ice);
}
/* Assign space and record the new binding table offsets. */
uint32_t offset = binder_insert(binder, total_size);
for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
if (ice->state.stage_dirty & (IRIS_STAGE_DIRTY_BINDINGS_VS << stage)) {
binder->bt_offset[stage] = sizes[stage] > 0 ? offset : 0;
iris_record_state_size(ice->state.sizes,
binder->bo->gtt_offset + offset, sizes[stage]);
offset += sizes[stage];
}
}
}
void
iris_binder_reserve_compute(struct iris_context *ice)
{
if (!(ice->state.stage_dirty & IRIS_STAGE_DIRTY_BINDINGS_CS))
return;
struct iris_binder *binder = &ice->state.binder;
struct iris_compiled_shader *shader =
ice->shaders.prog[MESA_SHADER_COMPUTE];
unsigned size = shader->bt.size_bytes;
if (size == 0)
return;
binder->bt_offset[MESA_SHADER_COMPUTE] = iris_binder_reserve(ice, size);
}
void
iris_init_binder(struct iris_context *ice)
{
memset(&ice->state.binder, 0, sizeof(struct iris_binder));
binder_realloc(ice);
}
void
iris_destroy_binder(struct iris_binder *binder)
{
iris_bo_unreference(binder->bo);
}