[PATCH 2/3] etnaviv: Unified uniforms support
Christian Gmeiner
christian.gmeiner at gmail.com
Sat Aug 5 16:14:24 UTC 2017
2017-07-24 10:28 GMT+02:00 Wladimir J. van der Laan <laanwj at gmail.com>:
> GC3000 has changed from a separate store for VS and PS uniforms
> to a single, unified one. There is backwards compatibilty functionalty,
> however this does not work correctly together with ICACHE.
>
> This patch adds explicit support, although in the simplest way possible:
> the PS/VS uniforms split is still fixed and hardcoded. It should
> make no difference on hardware that does not have unified uniform
> memory.
>
> Signed-off-by: Wladimir J. van der Laan <laanwj at gmail.com>
Reviewed-by: Christian Gmeiner <christian.gmeiner at gmail.com>
> ---
> src/gallium/drivers/etnaviv/etnaviv_emit.c | 19 +++++++++++++++----
> src/gallium/drivers/etnaviv/etnaviv_internal.h | 6 ++++++
> src/gallium/drivers/etnaviv/etnaviv_screen.c | 15 +++++++++++++++
> 3 files changed, 36 insertions(+), 4 deletions(-)
>
> diff --git a/src/gallium/drivers/etnaviv/etnaviv_emit.c b/src/gallium/drivers/etnaviv/etnaviv_emit.c
> index bfff699..273b3d0 100644
> --- a/src/gallium/drivers/etnaviv/etnaviv_emit.c
> +++ b/src/gallium/drivers/etnaviv/etnaviv_emit.c
> @@ -747,10 +747,17 @@ etna_emit_state(struct etna_context *ctx)
> etna_set_state_multi(stream, ctx->specs.ps_offset,
> ctx->shader_state.ps_inst_mem_size,
> ctx->shader_state.PS_INST_MEM);
> - /*05000*/ etna_set_state_multi(stream, VIVS_VS_UNIFORMS(0),
> +
> + if (ctx->specs.has_unified_uniforms) {
> + etna_set_state(stream, VIVS_VS_UNIFORM_BASE, 0);
> + etna_set_state(stream, VIVS_PS_UNIFORM_BASE, ctx->specs.max_vs_uniforms);
> + }
> + etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH);
> + etna_set_state_multi(stream, ctx->specs.vs_uniforms_offset,
> ctx->shader_state.vs_uniforms_size,
> ctx->shader_state.VS_UNIFORMS);
> - /*07000*/ etna_set_state_multi(stream, VIVS_PS_UNIFORMS(0),
> + etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS);
> + etna_set_state_multi(stream, ctx->specs.ps_uniforms_offset,
> ctx->shader_state.ps_uniforms_size,
> ctx->shader_state.PS_UNIFORMS);
>
> @@ -764,19 +771,23 @@ etna_emit_state(struct etna_context *ctx)
> memcpy(ctx->gpu3d.PS_UNIFORMS, ctx->shader_state.PS_UNIFORMS,
> ctx->shader_state.ps_uniforms_size * 4);
> } else {
> + /* ideally this cache would only be flushed if there are VS uniform changes */
> + etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH);
> etna_coalesce_start(stream, &coalesce);
> for (int x = 0; x < ctx->shader.vs->uniforms.const_count; ++x) {
> if (ctx->gpu3d.VS_UNIFORMS[x] != ctx->shader_state.VS_UNIFORMS[x]) {
> - /*05000*/ EMIT_STATE(VS_UNIFORMS(x), ctx->shader_state.VS_UNIFORMS[x]);
> + etna_coalsence_emit(stream, &coalesce, ctx->specs.vs_uniforms_offset + x*4, ctx->shader_state.VS_UNIFORMS[x]);
> ctx->gpu3d.VS_UNIFORMS[x] = ctx->shader_state.VS_UNIFORMS[x];
> }
> }
> etna_coalesce_end(stream, &coalesce);
>
> + /* ideally this cache would only be flushed if there are PS uniform changes */
> + etna_set_state(stream, VIVS_VS_UNIFORM_CACHE, VIVS_VS_UNIFORM_CACHE_FLUSH | VIVS_VS_UNIFORM_CACHE_PS);
> etna_coalesce_start(stream, &coalesce);
> for (int x = 0; x < ctx->shader.fs->uniforms.const_count; ++x) {
> if (ctx->gpu3d.PS_UNIFORMS[x] != ctx->shader_state.PS_UNIFORMS[x]) {
> - /*07000*/ EMIT_STATE(PS_UNIFORMS(x), ctx->shader_state.PS_UNIFORMS[x]);
> + etna_coalsence_emit(stream, &coalesce, ctx->specs.ps_uniforms_offset + x*4, ctx->shader_state.PS_UNIFORMS[x]);
> ctx->gpu3d.PS_UNIFORMS[x] = ctx->shader_state.PS_UNIFORMS[x];
> }
> }
> diff --git a/src/gallium/drivers/etnaviv/etnaviv_internal.h b/src/gallium/drivers/etnaviv/etnaviv_internal.h
> index 8a31167..5c13f23 100644
> --- a/src/gallium/drivers/etnaviv/etnaviv_internal.h
> +++ b/src/gallium/drivers/etnaviv/etnaviv_internal.h
> @@ -74,6 +74,8 @@ struct etna_specs {
> unsigned has_new_transcendentals : 1;
> /* supports single-buffer rendering with multiple pixel pipes */
> unsigned single_buffer : 1;
> + /* has unified uniforms memory */
> + unsigned has_unified_uniforms : 1;
> /* can use any kind of wrapping mode on npot textures */
> unsigned npot_tex_any_wrap;
> /* number of bits per TS tile */
> @@ -100,6 +102,10 @@ struct etna_specs {
> uint32_t vs_offset;
> /* pixel shader memory address*/
> uint32_t ps_offset;
> + /* vertex shader uniforms address*/
> + uint32_t vs_uniforms_offset;
> + /* pixel shader uniforms address*/
> + uint32_t ps_uniforms_offset;
> /* vertex/fragment shader max instructions */
> uint32_t max_instructions;
> /* maximum number of varyings */
> diff --git a/src/gallium/drivers/etnaviv/etnaviv_screen.c b/src/gallium/drivers/etnaviv/etnaviv_screen.c
> index 5dc436d..81480e9 100644
> --- a/src/gallium/drivers/etnaviv/etnaviv_screen.c
> +++ b/src/gallium/drivers/etnaviv/etnaviv_screen.c
> @@ -703,6 +703,21 @@ etna_get_specs(struct etna_screen *screen)
> screen->specs.max_vs_uniforms = 256;
> screen->specs.max_ps_uniforms = 256;
> }
> + /* unified uniform memory on GC3000 - HALTI1 feature bit is just a guess
> + */
> + if (VIV_FEATURE(screen, chipMinorFeatures2, HALTI1)) {
> + screen->specs.has_unified_uniforms = true;
> + screen->specs.vs_uniforms_offset = VIVS_SH_UNIFORMS(0);
> + /* hardcode PS uniforms to start after end of VS uniforms -
> + * for more flexibility this offset could be variable based on the
> + * shader.
> + */
> + screen->specs.ps_uniforms_offset = VIVS_SH_UNIFORMS(screen->specs.max_vs_uniforms*4);
> + } else {
> + screen->specs.has_unified_uniforms = false;
> + screen->specs.vs_uniforms_offset = VIVS_VS_UNIFORMS(0);
> + screen->specs.ps_uniforms_offset = VIVS_PS_UNIFORMS(0);
> + }
>
> screen->specs.max_texture_size =
> VIV_FEATURE(screen, chipMinorFeatures0, TEXTURE_8K) ? 8192 : 2048;
> --
> 2.7.4
>
greets
--
Christian Gmeiner, MSc
https://christian-gmeiner.info
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