Mesa (master): v3d: add new flag dirty TMU cache at v3d_compiler
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Fri Oct 18 12:31:55 UTC 2019
Module: Mesa
Branch: master
Commit: 46182fc1da0b5cabc09e818bddc6b7968d4d2b7b
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=46182fc1da0b5cabc09e818bddc6b7968d4d2b7b
Author: Iago Toral Quiroga <itoral at igalia.com>
Date: Wed Aug 14 09:27:13 2019 +0200
v3d: add new flag dirty TMU cache at v3d_compiler
That we set for any TMU write on spills and general tmu. It is then
used as part of v3d_emit_gl_shader_state later.
v2: add a new flag instead at v3d_compiler instead of dirty the flag
at v3dx if there is any spill (change suggested by Eric, added by
Alejandro)
v3: set this for anything that is not a load and do it also in
v3d40_vir_emit_image_load_store (Eric)
Reviewed-by: Eric Anholt <eric at anholt.net>
---
src/broadcom/compiler/nir_to_vir.c | 3 +++
src/broadcom/compiler/v3d40_tex.c | 3 +++
src/broadcom/compiler/v3d_compiler.h | 4 ++++
src/broadcom/compiler/vir.c | 1 +
src/broadcom/compiler/vir_register_allocate.c | 1 +
src/gallium/drivers/v3d/v3dx_draw.c | 5 +++++
6 files changed, 17 insertions(+)
diff --git a/src/broadcom/compiler/nir_to_vir.c b/src/broadcom/compiler/nir_to_vir.c
index 1ca7c2fc646..2de7f7e32b0 100644
--- a/src/broadcom/compiler/nir_to_vir.c
+++ b/src/broadcom/compiler/nir_to_vir.c
@@ -208,6 +208,9 @@ ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
instr->intrinsic == nir_intrinsic_load_scratch ||
instr->intrinsic == nir_intrinsic_load_shared);
+ if (!is_load)
+ c->tmu_dirty_rcl = true;
+
bool has_index = !is_shared_or_scratch;
int offset_src;
diff --git a/src/broadcom/compiler/v3d40_tex.c b/src/broadcom/compiler/v3d40_tex.c
index 9ee7df21421..287116381fb 100644
--- a/src/broadcom/compiler/v3d40_tex.c
+++ b/src/broadcom/compiler/v3d40_tex.c
@@ -410,4 +410,7 @@ v3d40_vir_emit_image_load_store(struct v3d_compile *c,
if (nir_intrinsic_dest_components(instr) == 0)
vir_TMUWT(c);
+
+ if (instr->intrinsic != nir_intrinsic_image_deref_load)
+ c->tmu_dirty_rcl = true;
}
diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h
index b61119f5615..fbb4b64a365 100644
--- a/src/broadcom/compiler/v3d_compiler.h
+++ b/src/broadcom/compiler/v3d_compiler.h
@@ -639,6 +639,8 @@ struct v3d_compile {
bool lock_scoreboard_on_first_thrsw;
bool failed;
+
+ bool tmu_dirty_rcl;
};
struct v3d_uniform_list {
@@ -658,6 +660,8 @@ struct v3d_prog_data {
* after-final-THRSW state.
*/
bool single_seg;
+
+ bool tmu_dirty_rcl;
};
struct v3d_vs_prog_data {
diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c
index b86ffc82ea3..dc5d3fe3bed 100644
--- a/src/broadcom/compiler/vir.c
+++ b/src/broadcom/compiler/vir.c
@@ -710,6 +710,7 @@ v3d_set_prog_data(struct v3d_compile *c,
prog_data->threads = c->threads;
prog_data->single_seg = !c->last_thrsw;
prog_data->spill_size = c->spill_size;
+ prog_data->tmu_dirty_rcl = c->tmu_dirty_rcl;
v3d_set_prog_data_uniforms(c, prog_data);
diff --git a/src/broadcom/compiler/vir_register_allocate.c b/src/broadcom/compiler/vir_register_allocate.c
index 7583acf155c..623cc22cefa 100644
--- a/src/broadcom/compiler/vir_register_allocate.c
+++ b/src/broadcom/compiler/vir_register_allocate.c
@@ -270,6 +270,7 @@ v3d_spill_reg(struct v3d_compile *c, int spill_temp)
vir_emit_thrsw(c);
vir_TMUWT(c);
c->spills++;
+ c->tmu_dirty_rcl = true;
}
}
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index b0b52fa00b6..5795279b886 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -349,6 +349,11 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
v3d_write_uniforms(v3d, v3d->prog.cs,
PIPE_SHADER_VERTEX);
+ /* Update the cache dirty flag based on the shader progs data */
+ job->tmu_dirty_rcl |= v3d->prog.cs->prog_data.vs->base.tmu_dirty_rcl;
+ job->tmu_dirty_rcl |= v3d->prog.vs->prog_data.vs->base.tmu_dirty_rcl;
+ job->tmu_dirty_rcl |= v3d->prog.fs->prog_data.fs->base.tmu_dirty_rcl;
+
/* See GFXH-930 workaround below */
uint32_t num_elements_to_emit = MAX2(vtx->num_elements, 1);
uint32_t shader_rec_offset =
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