[igt-dev] [PATCH i-g-t 1/3] lib/v3d: Add a helper to create a empty shader

Kamil Konieczny kamil.konieczny at linux.intel.com
Fri Feb 10 13:31:10 UTC 2023


Hi Maíra,

your patchset is almost ready to merge. Few nits left, see below.

On 2023-01-13 at 09:44:51 -0300, Maíra Canal wrote:
> In order to submit a compute dispatch job, a BO must contain the
> assembly shader that corresponds to the job. Therefore, create a helper
> to encapsulate a simple compute dispatch job. This helper sets the
> configurations (cfg) needed for the job and has the assembled instructions
> necessary to process an empty shader, just like the following one:
> 
>     #version 310 es
>     layout (local_size_x = 1) in;
>     void main (void) {}
> 
> Signed-off-by: Maíra Canal <mcanal at igalia.com>
> ---
>  lib/igt_v3d.c | 60 +++++++++++++++++++++++++++++++++++++++++++++++++++
>  lib/igt_v3d.h | 20 +++++++++++++++++
>  2 files changed, 80 insertions(+)
> 
> diff --git a/lib/igt_v3d.c b/lib/igt_v3d.c
> index cc8f410d..dd5ebb6d 100644
> --- a/lib/igt_v3d.c
> +++ b/lib/igt_v3d.c
> @@ -341,3 +341,63 @@ void igt_v3d_free_cl_job(int fd, struct v3d_cl_job *job)
>  	free(job->submit);
>  	free(job);
>  }
> +

Please describe every public library function, for example
see at other library for
/**
 * @function_name
 * @parameters
 *
 * returns description
 */

> +struct v3d_csd_job *igt_v3d_empty_shader(int fd)
> +{
> +	struct v3d_csd_job *job;
> +	uint32_t *bos;
> +
> +	/* Reproduce an empty shader */
> +	const uint32_t assembly[] = { 0xbb800000, 0x3c203186,
> +				      0xbb800000, 0x3c003186,
> +				      0xbb800000, 0x3c003186 };
> +	const uint32_t group_count_x = 1, group_count_y = 1, group_count_z = 1;
> +	const uint32_t num_batches = 1, wgs_per_sg = 1, batches_per_sg = 1, wg_size = 1;
> +
> +	job = calloc(1, sizeof(*job));
> +
> +	job->shader_assembly = igt_v3d_create_bo(fd, PAGE_SIZE);
> +	job->cl = igt_v3d_create_bo(fd, PAGE_SIZE);
> +	job->submit = calloc(1, sizeof(*job->submit));
> +
> +	igt_v3d_bo_mmap(fd, job->shader_assembly);
> +	igt_v3d_bo_mmap(fd, job->cl);
> +
> +	memset(job->shader_assembly->map, 0, sizeof(*job->shader_assembly->map));
> +	memcpy(job->shader_assembly->map, assembly, sizeof(assembly));
> +	memset(job->cl->map, 0, sizeof(*job->cl->map));
> +
> +	job->submit->bo_handle_count = 2;
> +	bos = malloc(sizeof(*bos) * job->submit->bo_handle_count);
> +	bos[0] = job->shader_assembly->handle;
> +	bos[1] = job->cl->handle;
> +
> +	job->submit->bo_handles = to_user_pointer(bos);
> +
> +	job->submit->cfg[0] |= group_count_x << V3D_CSD_CFG012_WG_COUNT_SHIFT;
> +	job->submit->cfg[1] |= group_count_y << V3D_CSD_CFG012_WG_COUNT_SHIFT;
> +	job->submit->cfg[2] |= group_count_z << V3D_CSD_CFG012_WG_COUNT_SHIFT;
> +
> +	job->submit->cfg[3] |= (wgs_per_sg & 0xf) << V3D_CSD_CFG3_WGS_PER_SG_SHIFT;
> +	job->submit->cfg[3] |= (batches_per_sg - 1) << V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT;
> +	job->submit->cfg[3] |= (wg_size & 0xff) << V3D_CSD_CFG3_WG_SIZE_SHIFT;
> +
> +	job->submit->cfg[4] = num_batches - 1;
> +
> +	job->submit->cfg[5] = job->shader_assembly->offset | V3D_CSD_CFG5_PROPAGATE_NANS;
> +	job->submit->cfg[5] |= V3D_CSD_CFG5_SINGLE_SEG;
> +	job->submit->cfg[5] |= V3D_CSD_CFG5_THREADING;
> +
> +	job->submit->cfg[6] = job->cl->offset;
> +
> +	return job;
> +}
> +

Same here, put description.

Regards,
Kamil

> +void igt_v3d_free_csd_job(int fd, struct v3d_csd_job *job)
> +{
> +	free(from_user_pointer(job->submit->bo_handles));
> +	igt_v3d_free_bo(fd, job->shader_assembly);
> +	igt_v3d_free_bo(fd, job->cl);
> +	free(job->submit);
> +	free(job);
> +}
> diff --git a/lib/igt_v3d.h b/lib/igt_v3d.h
> index 2cf7fbd8..b96a3b43 100644
> --- a/lib/igt_v3d.h
> +++ b/lib/igt_v3d.h
> @@ -28,6 +28,17 @@
>  
>  #define PAGE_SIZE 4096
>  
> +#define V3D_CSD_CFG012_WG_COUNT_SHIFT 16
> +/* Batches per supergroup minus 1.  8 bits. */
> +#define V3D_CSD_CFG3_BATCHES_PER_SG_M1_SHIFT 12
> +/* Workgroups per supergroup, 0 means 16 */
> +#define V3D_CSD_CFG3_WGS_PER_SG_SHIFT 8
> +#define V3D_CSD_CFG3_WG_SIZE_SHIFT 0
> +
> +#define V3D_CSD_CFG5_PROPAGATE_NANS (1 << 2)
> +#define V3D_CSD_CFG5_SINGLE_SEG (1 << 1)
> +#define V3D_CSD_CFG5_THREADING (1 << 0)
> +
>  struct v3d_cl;
>  
>  struct v3d_bo {
> @@ -46,6 +57,12 @@ struct v3d_cl_job {
>  	struct v3d_bo *tile_state;
>  };
>  
> +struct v3d_csd_job {
> +	struct drm_v3d_submit_csd *submit;
> +	struct v3d_bo *shader_assembly;
> +	struct v3d_bo *cl;
> +};
> +
>  struct v3d_bo *igt_v3d_create_bo(int fd, size_t size);
>  void igt_v3d_free_bo(int fd, struct v3d_bo *bo);
>  
> @@ -67,4 +84,7 @@ void igt_v3d_set_multisync(struct drm_v3d_multi_sync *ms, enum v3d_queue wait_st
>  struct v3d_cl_job *igt_v3d_noop_job(int fd);
>  void igt_v3d_free_cl_job(int fd, struct v3d_cl_job *job);
>  
> +struct v3d_csd_job *igt_v3d_empty_shader(int fd);
> +void igt_v3d_free_csd_job(int fd, struct v3d_csd_job *job);
> +
>  #endif /* IGT_V3D_H */
> -- 
> 2.39.0
> 


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