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/*
* Copyright (C) 2019 Collabora, 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 <string.h>
#include "pan_scoreboard.h"
#include "pan_device.h"
#include "panfrost-quirks.h"
/*
* There are various types of Mali jobs:
*
* - WRITE_VALUE: generic write primitive, used to zero tiler field
* - VERTEX: runs a vertex shader
* - TILER: runs tiling and sets up a fragment shader
* - FRAGMENT: runs fragment shaders and writes out
* - COMPUTE: runs a compute shader
* - FUSED: vertex+tiler fused together, implicit intradependency (Bifrost)
* - GEOMETRY: runs a geometry shader (unimplemented)
* - CACHE_FLUSH: unseen in the wild, theoretically cache flush
*
* In between a full batch and a single Mali job is the "job chain", a series
* of Mali jobs together forming a linked list. Within the job chain, each Mali
* job can set (up to) two dependencies on other earlier jobs in the chain.
* This dependency graph forms a scoreboard. The general idea of a scoreboard
* applies: when there is a data dependency of job B on job A, job B sets one
* of its dependency indices to job A, ensuring that job B won't start until
* job A finishes.
*
* More specifically, here are a set of rules:
*
* - A write value job must appear if and only if there is at least one tiler
* job, and tiler jobs must depend on it.
*
* - Vertex jobs and tiler jobs are independent.
*
* - A tiler job must have a dependency on its data source. If it's getting
* data from a vertex job, it depends on the vertex job. If it's getting data
* from software, this is null.
*
* - Tiler jobs must depend on the write value job (chained or otherwise).
*
* - Tiler jobs must be strictly ordered. So each tiler job must depend on the
* previous job in the chain.
*
* - Jobs linking via next_job has no bearing on order of execution, rather it
* just establishes the linked list of jobs, EXCEPT:
*
* - A job's dependencies must appear earlier in the linked list (job chain).
*
* Justification for each rule:
*
* - Write value jobs are used to write a zero into a magic tiling field, which
* enables tiling to work. If tiling occurs, they are needed; if it does not,
* we cannot emit them since then tiling partially occurs and it's bad.
*
* - The hardware has no notion of a "vertex/tiler job" (at least not our
* hardware -- other revs have fused jobs, but --- crap, this just got even
* more complicated). They are independent units that take in data, process
* it, and spit out data.
*
* - Any job must depend on its data source, in fact, or risk a
* read-before-write hazard. Tiler jobs get their data from vertex jobs, ergo
* tiler jobs depend on the corresponding vertex job (if it's there).
*
* - The tiler is not thread-safe; this dependency prevents race conditions
* between two different jobs trying to write to the tiler outputs at the
* same time.
*
* - Internally, jobs are scoreboarded; the next job fields just form a linked
* list to allow the jobs to be read in; the execution order is from
* resolving the dependency fields instead.
*
* - The hardware cannot set a dependency on a job it doesn't know about yet,
* and dependencies are processed in-order of the next job fields.
*
*/
/* Generates, uploads, and queues a a new job. All fields are written in order
* except for next_job accounting (TODO: Should we be clever and defer the
* upload of the header here until next job to keep the access pattern totally
* linear? Or is that just a micro op at this point?). Returns the generated
* index for dep management.
*
* Inject is used to inject a job at the front, for wallpapering. If you are
* not wallpapering and set this, dragons will eat you. */
unsigned
panfrost_add_job(
struct pan_pool *pool,
struct pan_scoreboard *scoreboard,
enum mali_job_type type,
bool barrier,
unsigned local_dep,
const struct panfrost_transfer *job,
bool inject)
{
unsigned global_dep = 0;
if (type == MALI_JOB_TYPE_TILER) {
/* Tiler jobs must be chained, and on Midgard, the first tiler
* job must depend on the write value job, whose index we
* reserve now */
if (scoreboard->tiler_dep)
global_dep = scoreboard->tiler_dep;
else if (!(pool->dev->quirks & IS_BIFROST)) {
scoreboard->write_value_index = ++scoreboard->job_index;
global_dep = scoreboard->write_value_index;
}
}
/* Assign the index */
unsigned index = ++scoreboard->job_index;
pan_pack(job->cpu, JOB_HEADER, header) {
header.type = type;
header.barrier = barrier;
header.index = index;
header.dependency_1 = local_dep;
header.dependency_2 = global_dep;
if (inject)
header.next = scoreboard->first_job;
}
if (inject) {
scoreboard->first_job = job->gpu;
return index;
}
/* Form a chain */
if (type == MALI_JOB_TYPE_TILER)
scoreboard->tiler_dep = index;
if (scoreboard->prev_job) {
/* Manual update of the next pointer. This is bad, don't copy
* this pattern.
* TODO: Find a way to defer last job header emission until we
* have a new job to queue or the batch is ready for execution.
*/
scoreboard->prev_job->opaque[6] = job->gpu;
scoreboard->prev_job->opaque[7] = job->gpu >> 32;
} else {
scoreboard->first_job = job->gpu;
}
scoreboard->prev_job = (struct mali_job_header_packed *)job->cpu;
return index;
}
/* Generates a write value job, used to initialize the tiler structures. Note
* this is called right before frame submission. */
void
panfrost_scoreboard_initialize_tiler(struct pan_pool *pool,
struct pan_scoreboard *scoreboard,
mali_ptr polygon_list)
{
/* Check if we even need tiling */
if (pool->dev->quirks & IS_BIFROST || !scoreboard->tiler_dep)
return;
/* Okay, we do. Let's generate it. We'll need the job's polygon list
* regardless of size. */
struct panfrost_transfer transfer =
panfrost_pool_alloc_aligned(pool,
MALI_WRITE_VALUE_JOB_LENGTH,
64);
pan_section_pack(transfer.cpu, WRITE_VALUE_JOB, HEADER, header) {
header.type = MALI_JOB_TYPE_WRITE_VALUE;
header.index = scoreboard->write_value_index;
header.next = scoreboard->first_job;
}
pan_section_pack(transfer.cpu, WRITE_VALUE_JOB, PAYLOAD, payload) {
payload.address = polygon_list;
payload.type = MALI_WRITE_VALUE_TYPE_ZERO;
}
scoreboard->first_job = transfer.gpu;
}