Mesa (main): broadcom/compiler: create a helper for computing VPM config

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Mon Jul 12 07:56:03 UTC 2021


Module: Mesa
Branch: main
Commit: 353f0a180f62564d4363a84d0821ff1af3f8ff2c
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=353f0a180f62564d4363a84d0821ff1af3f8ff2c

Author: Iago Toral Quiroga <itoral at igalia.com>
Date:   Thu Jul  1 13:05:44 2021 +0200

broadcom/compiler: create a helper for computing VPM config

This code is the same across drivers.

Reviewed-by: Alejandro Piñeiro <apinheiro at igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/11783>

---

 src/broadcom/compiler/v3d_compiler.h |  19 ++++
 src/broadcom/compiler/vir.c          | 171 ++++++++++++++++++++++++++++++++
 src/broadcom/vulkan/v3dv_pipeline.c  | 173 +++------------------------------
 src/broadcom/vulkan/v3dv_private.h   |  14 ---
 src/gallium/drivers/v3d/v3dx_draw.c  | 182 ++---------------------------------
 5 files changed, 209 insertions(+), 350 deletions(-)

diff --git a/src/broadcom/compiler/v3d_compiler.h b/src/broadcom/compiler/v3d_compiler.h
index cf4ff5d6277..b3dae552201 100644
--- a/src/broadcom/compiler/v3d_compiler.h
+++ b/src/broadcom/compiler/v3d_compiler.h
@@ -956,6 +956,25 @@ struct v3d_compute_prog_data {
         bool has_subgroups;
 };
 
+struct vpm_config {
+   uint32_t As;
+   uint32_t Vc;
+   uint32_t Gs;
+   uint32_t Gd;
+   uint32_t Gv;
+   uint32_t Ve;
+   uint32_t gs_width;
+};
+
+bool
+v3d_compute_vpm_config(struct v3d_device_info *devinfo,
+                       struct v3d_vs_prog_data *vs_bin,
+                       struct v3d_vs_prog_data *vs,
+                       struct v3d_gs_prog_data *gs_bin,
+                       struct v3d_gs_prog_data *gs,
+                       struct vpm_config *vpm_cfg_bin,
+                       struct vpm_config *vpm_cfg);
+
 static inline bool
 vir_has_uniform(struct qinst *inst)
 {
diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c
index 02ce98df6f6..990648b61a6 100644
--- a/src/broadcom/compiler/vir.c
+++ b/src/broadcom/compiler/vir.c
@@ -1963,3 +1963,174 @@ vir_get_stage_name(struct v3d_compile *c)
         else
                 return gl_shader_stage_name(c->s->info.stage);
 }
+
+static inline uint32_t
+compute_vpm_size_in_sectors(const struct v3d_device_info *devinfo)
+{
+   assert(devinfo->vpm_size > 0);
+   const uint32_t sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
+   return devinfo->vpm_size / sector_size;
+}
+
+/* Computes various parameters affecting VPM memory configuration for programs
+ * involving geometry shaders to ensure the program fits in memory and honors
+ * requirements described in section "VPM usage" of the programming manual.
+ */
+static bool
+compute_vpm_config_gs(struct v3d_device_info *devinfo,
+                      struct v3d_vs_prog_data *vs,
+                      struct v3d_gs_prog_data *gs,
+                      struct vpm_config *vpm_cfg_out)
+{
+   const uint32_t A = vs->separate_segments ? 1 : 0;
+   const uint32_t Ad = vs->vpm_input_size;
+   const uint32_t Vd = vs->vpm_output_size;
+
+   const uint32_t vpm_size = compute_vpm_size_in_sectors(devinfo);
+
+   /* Try to fit program into our VPM memory budget by adjusting
+    * configurable parameters iteratively. We do this in two phases:
+    * the first phase tries to fit the program into the total available
+    * VPM memory. If we succeed at that, then the second phase attempts
+    * to fit the program into half of that budget so we can run bin and
+    * render programs in parallel.
+    */
+   struct vpm_config vpm_cfg[2];
+   struct vpm_config *final_vpm_cfg = NULL;
+   uint32_t phase = 0;
+
+   vpm_cfg[phase].As = 1;
+   vpm_cfg[phase].Gs = 1;
+   vpm_cfg[phase].Gd = gs->vpm_output_size;
+   vpm_cfg[phase].gs_width = gs->simd_width;
+
+   /* While there is a requirement that Vc >= [Vn / 16], this is
+    * always the case when tessellation is not present because in that
+    * case Vn can only be 6 at most (when input primitive is triangles
+    * with adjacency).
+    *
+    * We always choose Vc=2. We can't go lower than this due to GFXH-1744,
+    * and Broadcom has not found it worth it to increase it beyond this
+    * in general. Increasing Vc also increases VPM memory pressure which
+    * can turn up being detrimental for performance in some scenarios.
+    */
+   vpm_cfg[phase].Vc = 2;
+
+   /* Gv is a constraint on the hardware to not exceed the
+    * specified number of vertex segments per GS batch. If adding a
+    * new primitive to a GS batch would result in a range of more
+    * than Gv vertex segments being referenced by the batch, then
+    * the hardware will flush the batch and start a new one. This
+    * means that we can choose any value we want, we just need to
+    * be aware that larger values improve GS batch utilization
+    * at the expense of more VPM memory pressure (which can affect
+    * other performance aspects, such as GS dispatch width).
+    * We start with the largest value, and will reduce it if we
+    * find that total memory pressure is too high.
+    */
+   vpm_cfg[phase].Gv = 3;
+   do {
+      /* When GS is present in absence of TES, then we need to satisfy
+       * that Ve >= Gv. We go with the smallest value of Ve to avoid
+       * increasing memory pressure.
+       */
+      vpm_cfg[phase].Ve = vpm_cfg[phase].Gv;
+
+      uint32_t vpm_sectors =
+         A * vpm_cfg[phase].As * Ad +
+         (vpm_cfg[phase].Vc + vpm_cfg[phase].Ve) * Vd +
+         vpm_cfg[phase].Gs * vpm_cfg[phase].Gd;
+
+      /* Ideally we want to use no more than half of the available
+       * memory so we can execute a bin and render program in parallel
+       * without stalls. If we achieved that then we are done.
+       */
+      if (vpm_sectors <= vpm_size / 2) {
+         final_vpm_cfg = &vpm_cfg[phase];
+         break;
+      }
+
+      /* At the very least, we should not allocate more than the
+       * total available VPM memory. If we have a configuration that
+       * succeeds at this we save it and continue to see if we can
+       * meet the half-memory-use criteria too.
+       */
+      if (phase == 0 && vpm_sectors <= vpm_size) {
+         vpm_cfg[1] = vpm_cfg[0];
+         phase = 1;
+      }
+
+      /* Try lowering Gv */
+      if (vpm_cfg[phase].Gv > 0) {
+         vpm_cfg[phase].Gv--;
+         continue;
+      }
+
+      /* Try lowering GS dispatch width */
+      if (vpm_cfg[phase].gs_width > 1) {
+         do {
+            vpm_cfg[phase].gs_width >>= 1;
+            vpm_cfg[phase].Gd = align(vpm_cfg[phase].Gd, 2) / 2;
+         } while (vpm_cfg[phase].gs_width == 2);
+
+         /* Reset Gv to max after dropping dispatch width */
+         vpm_cfg[phase].Gv = 3;
+         continue;
+      }
+
+      /* We ran out of options to reduce memory pressure. If we
+       * are at phase 1 we have at least a valid configuration, so we
+       * we use that.
+       */
+      if (phase == 1)
+         final_vpm_cfg = &vpm_cfg[0];
+      break;
+   } while (true);
+
+   if (!final_vpm_cfg)
+      return false;
+
+   assert(final_vpm_cfg);
+   assert(final_vpm_cfg->Gd <= 16);
+   assert(final_vpm_cfg->Gv < 4);
+   assert(final_vpm_cfg->Ve < 4);
+   assert(final_vpm_cfg->Vc >= 2 && final_vpm_cfg->Vc <= 4);
+   assert(final_vpm_cfg->gs_width == 1 ||
+          final_vpm_cfg->gs_width == 4 ||
+          final_vpm_cfg->gs_width == 8 ||
+          final_vpm_cfg->gs_width == 16);
+
+   *vpm_cfg_out = *final_vpm_cfg;
+   return true;
+}
+
+bool
+v3d_compute_vpm_config(struct v3d_device_info *devinfo,
+                       struct v3d_vs_prog_data *vs_bin,
+                       struct v3d_vs_prog_data *vs,
+                       struct v3d_gs_prog_data *gs_bin,
+                       struct v3d_gs_prog_data *gs,
+                       struct vpm_config *vpm_cfg_bin,
+                       struct vpm_config *vpm_cfg)
+{
+   assert(vs && vs_bin);
+   assert((gs != NULL) == (gs_bin != NULL));
+
+   if (!gs) {
+      vpm_cfg_bin->As = 1;
+      vpm_cfg_bin->Ve = 0;
+      vpm_cfg_bin->Vc = vs_bin->vcm_cache_size;
+
+      vpm_cfg->As = 1;
+      vpm_cfg->Ve = 0;
+      vpm_cfg->Vc = vs->vcm_cache_size;
+   } else {
+      if (!compute_vpm_config_gs(devinfo, vs_bin, gs_bin, vpm_cfg_bin))
+         return false;
+
+      if (!compute_vpm_config_gs(devinfo, vs, gs, vpm_cfg))
+         return false;
+   }
+
+   return true;
+}
diff --git a/src/broadcom/vulkan/v3dv_pipeline.c b/src/broadcom/vulkan/v3dv_pipeline.c
index 2fd7f0c457e..fe69f6d0e5e 100644
--- a/src/broadcom/vulkan/v3dv_pipeline.c
+++ b/src/broadcom/vulkan/v3dv_pipeline.c
@@ -2355,148 +2355,6 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline,
    return compute_vpm_config(pipeline);
 }
 
-static inline uint32_t
-compute_vpm_size_in_sectors(const struct v3d_device_info *devinfo)
-{
-   assert(devinfo->vpm_size > 0);
-   const uint32_t sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
-   return devinfo->vpm_size / sector_size;
-}
-
-/* Computes various parameters affecting VPM memory configuration for programs
- * involving geometry shaders to ensure the program fits in memory and honors
- * requirements described in section "VPM usage" of the programming manual.
- *
- * FIXME: put this code in common and share with v3d.
- */
-static bool
-compute_vpm_config_gs(struct v3d_device_info *devinfo,
-                      struct v3d_vs_prog_data *vs,
-                      struct v3d_gs_prog_data *gs,
-                      struct vpm_config *vpm_cfg_out)
-{
-   const uint32_t A = vs->separate_segments ? 1 : 0;
-   const uint32_t Ad = vs->vpm_input_size;
-   const uint32_t Vd = vs->vpm_output_size;
-
-   const uint32_t vpm_size = compute_vpm_size_in_sectors(devinfo);
-
-   /* Try to fit program into our VPM memory budget by adjusting
-    * configurable parameters iteratively. We do this in two phases:
-    * the first phase tries to fit the program into the total available
-    * VPM memory. If we succeed at that, then the second phase attempts
-    * to fit the program into half of that budget so we can run bin and
-    * render programs in parallel.
-    */
-   struct vpm_config vpm_cfg[2];
-   struct vpm_config *final_vpm_cfg = NULL;
-   uint32_t phase = 0;
-
-   vpm_cfg[phase].As = 1;
-   vpm_cfg[phase].Gs = 1;
-   vpm_cfg[phase].Gd = gs->vpm_output_size;
-   vpm_cfg[phase].gs_width = gs->simd_width;
-
-   /* While there is a requirement that Vc >= [Vn / 16], this is
-    * always the case when tessellation is not present because in that
-    * case Vn can only be 6 at most (when input primitive is triangles
-    * with adjacency).
-    *
-    * We always choose Vc=2. We can't go lower than this due to GFXH-1744,
-    * and Broadcom has not found it worth it to increase it beyond this
-    * in general. Increasing Vc also increases VPM memory pressure which
-    * can turn up being detrimental for performance in some scenarios.
-    */
-   vpm_cfg[phase].Vc = 2;
-
-   /* Gv is a constraint on the hardware to not exceed the
-    * specified number of vertex segments per GS batch. If adding a
-    * new primitive to a GS batch would result in a range of more
-    * than Gv vertex segments being referenced by the batch, then
-    * the hardware will flush the batch and start a new one. This
-    * means that we can choose any value we want, we just need to
-    * be aware that larger values improve GS batch utilization
-    * at the expense of more VPM memory pressure (which can affect
-    * other performance aspects, such as GS dispatch width).
-    * We start with the largest value, and will reduce it if we
-    * find that total memory pressure is too high.
-    */
-   vpm_cfg[phase].Gv = 3;
-   do {
-      /* When GS is present in absence of TES, then we need to satisfy
-       * that Ve >= Gv. We go with the smallest value of Ve to avoid
-       * increasing memory pressure.
-       */
-      vpm_cfg[phase].Ve = vpm_cfg[phase].Gv;
-
-      uint32_t vpm_sectors =
-         A * vpm_cfg[phase].As * Ad +
-         (vpm_cfg[phase].Vc + vpm_cfg[phase].Ve) * Vd +
-         vpm_cfg[phase].Gs * vpm_cfg[phase].Gd;
-
-      /* Ideally we want to use no more than half of the available
-       * memory so we can execute a bin and render program in parallel
-       * without stalls. If we achieved that then we are done.
-       */
-      if (vpm_sectors <= vpm_size / 2) {
-         final_vpm_cfg = &vpm_cfg[phase];
-         break;
-      }
-
-      /* At the very least, we should not allocate more than the
-       * total available VPM memory. If we have a configuration that
-       * succeeds at this we save it and continue to see if we can
-       * meet the half-memory-use criteria too.
-       */
-      if (phase == 0 && vpm_sectors <= vpm_size) {
-         vpm_cfg[1] = vpm_cfg[0];
-         phase = 1;
-      }
-
-      /* Try lowering Gv */
-      if (vpm_cfg[phase].Gv > 0) {
-         vpm_cfg[phase].Gv--;
-         continue;
-      }
-
-      /* Try lowering GS dispatch width */
-      if (vpm_cfg[phase].gs_width > 1) {
-         do {
-            vpm_cfg[phase].gs_width >>= 1;
-            vpm_cfg[phase].Gd = align(vpm_cfg[phase].Gd, 2) / 2;
-         } while (vpm_cfg[phase].gs_width == 2);
-
-         /* Reset Gv to max after dropping dispatch width */
-         vpm_cfg[phase].Gv = 3;
-         continue;
-      }
-
-      /* We ran out of options to reduce memory pressure. If we
-       * are at phase 1 we have at least a valid configuration, so we
-       * we use that.
-       */
-      if (phase == 1)
-         final_vpm_cfg = &vpm_cfg[0];
-      break;
-   } while (true);
-
-   if (!final_vpm_cfg)
-      return false;
-
-   assert(final_vpm_cfg);
-   assert(final_vpm_cfg->Gd <= 16);
-   assert(final_vpm_cfg->Gv < 4);
-   assert(final_vpm_cfg->Ve < 4);
-   assert(final_vpm_cfg->Vc >= 2 && final_vpm_cfg->Vc <= 4);
-   assert(final_vpm_cfg->gs_width == 1 ||
-          final_vpm_cfg->gs_width == 4 ||
-          final_vpm_cfg->gs_width == 8 ||
-          final_vpm_cfg->gs_width == 16);
-
-   *vpm_cfg_out = *final_vpm_cfg;
-   return true;
-}
-
 static VkResult
 compute_vpm_config(struct v3dv_pipeline *pipeline)
 {
@@ -2507,31 +2365,22 @@ compute_vpm_config(struct v3dv_pipeline *pipeline)
    struct v3d_vs_prog_data *vs = vs_variant->prog_data.vs;
    struct v3d_vs_prog_data *vs_bin =vs_bin_variant->prog_data.vs;
 
-   if (!pipeline->has_gs) {
-      pipeline->vpm_cfg_bin.As = 1;
-      pipeline->vpm_cfg_bin.Ve = 0;
-      pipeline->vpm_cfg_bin.Vc = vs_bin->vcm_cache_size;
-
-      pipeline->vpm_cfg.As = 1;
-      pipeline->vpm_cfg.Ve = 0;
-      pipeline->vpm_cfg.Vc = vs->vcm_cache_size;
-   } else {
+   struct v3d_gs_prog_data *gs = NULL;
+   struct v3d_gs_prog_data *gs_bin = NULL;
+   if (pipeline->has_gs) {
       struct v3dv_shader_variant *gs_variant =
          pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY];
       struct v3dv_shader_variant *gs_bin_variant =
          pipeline->shared_data->variants[BROADCOM_SHADER_GEOMETRY_BIN];
-      struct v3d_gs_prog_data *gs = gs_variant->prog_data.gs;
-      struct v3d_gs_prog_data *gs_bin = gs_bin_variant->prog_data.gs;
-
-      if (!compute_vpm_config_gs(&pipeline->device->devinfo,
-                                 vs_bin, gs_bin, &pipeline->vpm_cfg_bin)) {
-         return VK_ERROR_OUT_OF_DEVICE_MEMORY;
-      }
+      gs = gs_variant->prog_data.gs;
+      gs_bin = gs_bin_variant->prog_data.gs;
+   }
 
-      if (!compute_vpm_config_gs(&pipeline->device->devinfo,
-                                 vs, gs, &pipeline->vpm_cfg)) {
-         return VK_ERROR_OUT_OF_DEVICE_MEMORY;
-      }
+   if (!v3d_compute_vpm_config(&pipeline->device->devinfo,
+                               vs_bin, vs, gs_bin, gs,
+                               &pipeline->vpm_cfg_bin,
+                               &pipeline->vpm_cfg)) {
+      return VK_ERROR_OUT_OF_DEVICE_MEMORY;
    }
 
    return VK_SUCCESS;
diff --git a/src/broadcom/vulkan/v3dv_private.h b/src/broadcom/vulkan/v3dv_private.h
index ca28f111884..6440695246d 100644
--- a/src/broadcom/vulkan/v3dv_private.h
+++ b/src/broadcom/vulkan/v3dv_private.h
@@ -1447,20 +1447,6 @@ struct v3dv_pipeline_stage {
    uint32_t program_id;
 };
 
-/* FIXME: although the full vpm_config is not required at this point, as we
- * don't plan to initially support GS, it is more readable and serves as a
- * placeholder, to have the struct and fill it with default values.
- */
-struct vpm_config {
-   uint32_t As;
-   uint32_t Vc;
-   uint32_t Gs;
-   uint32_t Gd;
-   uint32_t Gv;
-   uint32_t Ve;
-   uint32_t gs_width;
-};
-
 /* We are using the descriptor pool entry for two things:
  * * Track the allocated sets, so we can properly free it if needed
  * * Track the suballocated pool bo regions, so if some descriptor set is
diff --git a/src/gallium/drivers/v3d/v3dx_draw.c b/src/gallium/drivers/v3d/v3dx_draw.c
index 91a1048a8b9..b9b5254c9f8 100644
--- a/src/gallium/drivers/v3d/v3dx_draw.c
+++ b/src/gallium/drivers/v3d/v3dx_draw.c
@@ -358,16 +358,6 @@ v3d_emit_wait_for_tf_if_needed(struct v3d_context *v3d, struct v3d_job *job)
         }
 }
 
-struct vpm_config {
-        uint32_t As;
-        uint32_t Vc;
-        uint32_t Gs;
-        uint32_t Gd;
-        uint32_t Gv;
-        uint32_t Ve;
-        uint32_t gs_width;
-};
-
 #if V3D_VERSION >= 41
 static void
 v3d_emit_gs_state_record(struct v3d_job *job,
@@ -484,151 +474,6 @@ v3d_emit_tes_gs_shader_params(struct v3d_job *job,
                 shader.gbg_min_gs_output_segments_required_in_play = 1;
         }
 }
-
-static inline uint32_t
-compute_vpm_size_in_sectors(const struct v3d_device_info *devinfo)
-{
-        assert(devinfo->vpm_size > 0);
-        const uint32_t sector_size = V3D_CHANNELS * sizeof(uint32_t) * 8;
-        return devinfo->vpm_size / sector_size;
-}
-
-/* Computes various parameters affecting VPM memory configuration for programs
- * involving geometry shaders to ensure the program fits in memory and honors
- * requirements described in section "VPM usage" of the programming manual.
- */
-static void
-compute_vpm_config_gs(struct v3d_device_info *devinfo,
-                      struct v3d_vs_prog_data *vs,
-                      struct v3d_gs_prog_data *gs,
-                      struct vpm_config *vpm_cfg_out)
-{
-        const uint32_t A = vs->separate_segments ? 1 : 0;
-        const uint32_t Ad = vs->vpm_input_size;
-        const uint32_t Vd = vs->vpm_output_size;
-
-        const uint32_t vpm_size = compute_vpm_size_in_sectors(devinfo);
-
-        /* Try to fit program into our VPM memory budget by adjusting
-         * configurable parameters iteratively. We do this in two phases:
-         * the first phase tries to fit the program into the total available
-         * VPM memory. If we succeed at that, then the second phase attempts
-         * to fit the program into half of that budget so we can run bin and
-         * render programs in parallel.
-         */
-        struct vpm_config vpm_cfg[2];
-        struct vpm_config *final_vpm_cfg = NULL;
-        uint32_t phase = 0;
-
-        vpm_cfg[phase].As = 1;
-        vpm_cfg[phase].Gs = 1;
-        vpm_cfg[phase].Gd = gs->vpm_output_size;
-        vpm_cfg[phase].gs_width = gs->simd_width;
-
-        /* While there is a requirement that Vc >= [Vn / 16], this is
-         * always the case when tessellation is not present because in that
-         * case Vn can only be 6 at most (when input primitive is triangles
-         * with adjacency).
-         *
-         * We always choose Vc=2. We can't go lower than this due to GFXH-1744,
-         * and Broadcom has not found it worth it to increase it beyond this
-         * in general. Increasing Vc also increases VPM memory pressure which
-         * can turn up being detrimental for performance in some scenarios.
-         */
-        vpm_cfg[phase].Vc = 2;
-
-        /* Gv is a constraint on the hardware to not exceed the
-         * specified number of vertex segments per GS batch. If adding a
-         * new primitive to a GS batch would result in a range of more
-         * than Gv vertex segments being referenced by the batch, then
-         * the hardware will flush the batch and start a new one. This
-         * means that we can choose any value we want, we just need to
-         * be aware that larger values improve GS batch utilization
-         * at the expense of more VPM memory pressure (which can affect
-         * other performance aspects, such as GS dispatch width).
-         * We start with the largest value, and will reduce it if we
-         * find that total memory pressure is too high.
-         */
-        vpm_cfg[phase].Gv = 3;
-        do {
-                /* When GS is present in absence of TES, then we need to satisfy
-                 * that Ve >= Gv. We go with the smallest value of Ve to avoid
-                 * increasing memory pressure.
-                 */
-                vpm_cfg[phase].Ve = vpm_cfg[phase].Gv;
-
-                uint32_t vpm_sectors =
-                        A * vpm_cfg[phase].As * Ad +
-                        (vpm_cfg[phase].Vc + vpm_cfg[phase].Ve) * Vd +
-                        vpm_cfg[phase].Gs * vpm_cfg[phase].Gd;
-
-                /* Ideally we want to use no more than half of the available
-                 * memory so we can execute a bin and render program in parallel
-                 * without stalls. If we achieved that then we are done.
-                 */
-                if (vpm_sectors <= vpm_size / 2) {
-                        final_vpm_cfg = &vpm_cfg[phase];
-                        break;
-                }
-
-                /* At the very least, we should not allocate more than the
-                 * total available VPM memory. If we have a configuration that
-                 * succeeds at this we save it and continue to see if we can
-                 * meet the half-memory-use criteria too.
-                 */
-                if (phase == 0 && vpm_sectors <= vpm_size) {
-                        vpm_cfg[1] = vpm_cfg[0];
-                        phase = 1;
-                }
-
-                /* Try lowering Gv */
-                if (vpm_cfg[phase].Gv > 0) {
-                        vpm_cfg[phase].Gv--;
-                        continue;
-                }
-
-                /* Try lowering GS dispatch width */
-                if (vpm_cfg[phase].gs_width > 1) {
-                        do {
-                                vpm_cfg[phase].gs_width >>= 1;
-                                vpm_cfg[phase].Gd =
-                                        align(vpm_cfg[phase].Gd, 2) / 2;
-                        } while (vpm_cfg[phase].gs_width == 2);
-
-                        /* Reset Gv to max after dropping dispatch width */
-                        vpm_cfg[phase].Gv = 3;
-                        continue;
-                }
-
-                /* We ran out of options to reduce memory pressure. If we
-                 * are at phase 1 we have at least a valid configuration, so we
-                 * we use that.
-                 */
-                if (phase == 1)
-                       final_vpm_cfg = &vpm_cfg[0];
-                break;
-        } while (true);
-
-        if (!final_vpm_cfg) {
-                /* FIXME: maybe return a boolean to indicate failure and use
-                 * that to stop the submission for this draw call.
-                 */
-                fprintf(stderr, "Failed to allocate VPM memory.\n");
-                abort();
-        }
-
-        assert(final_vpm_cfg);
-        assert(final_vpm_cfg->Gd <= 16);
-        assert(final_vpm_cfg->Gv < 4);
-        assert(final_vpm_cfg->Ve < 4);
-        assert(final_vpm_cfg->Vc >= 2 && final_vpm_cfg->Vc <= 4);
-        assert(final_vpm_cfg->gs_width == 1 ||
-               final_vpm_cfg->gs_width == 4 ||
-               final_vpm_cfg->gs_width == 8 ||
-               final_vpm_cfg->gs_width == 16);
-
-        *vpm_cfg_out = *final_vpm_cfg;
-}
 #endif
 
 static void
@@ -713,43 +558,32 @@ v3d_emit_gl_shader_state(struct v3d_context *v3d,
         struct vpm_config vpm_cfg_bin, vpm_cfg;
 
         assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs);
-        if (!v3d->prog.gs) {
-                vpm_cfg_bin.As = 1;
-                vpm_cfg_bin.Ve = 0;
-                vpm_cfg_bin.Vc = v3d->prog.cs->prog_data.vs->vcm_cache_size;
+        v3d_compute_vpm_config(&v3d->screen->devinfo,
+                               v3d->prog.cs->prog_data.vs,
+                               v3d->prog.vs->prog_data.vs,
+                               v3d->prog.gs ? v3d->prog.gs_bin->prog_data.gs : NULL,
+                               v3d->prog.gs ? v3d->prog.gs->prog_data.gs : NULL,
+                               &vpm_cfg_bin,
+                               &vpm_cfg);
 
-                vpm_cfg.As = 1;
-                vpm_cfg.Ve = 0;
-                vpm_cfg.Vc = v3d->prog.vs->prog_data.vs->vcm_cache_size;
-        }
-        else {
+        if (v3d->prog.gs) {
 #if V3D_VERSION >= 41
                 v3d_emit_gs_state_record(v3d->job,
                                          v3d->prog.gs_bin, gs_bin_uniforms,
                                          v3d->prog.gs, gs_uniforms);
 
                 struct v3d_gs_prog_data *gs = v3d->prog.gs->prog_data.gs;
-                struct v3d_gs_prog_data *gs_bin = v3d->prog.gs_bin->prog_data.gs;
-
                 v3d_emit_tes_gs_common_params(v3d->job,
                                               gs->out_prim_type,
                                               gs->num_invocations);
 
                 /* Bin Tes/Gs params */
-                struct v3d_vs_prog_data *vs_bin = v3d->prog.cs->prog_data.vs;
-                compute_vpm_config_gs(&v3d->screen->devinfo,
-                                      vs_bin, gs_bin, &vpm_cfg_bin);
-
                 v3d_emit_tes_gs_shader_params(v3d->job,
                                               vpm_cfg_bin.gs_width,
                                               vpm_cfg_bin.Gd,
                                               vpm_cfg_bin.Gv);
 
                 /* Render Tes/Gs params */
-                struct v3d_vs_prog_data *vs = v3d->prog.vs->prog_data.vs;
-                compute_vpm_config_gs(&v3d->screen->devinfo,
-                                      vs, gs, &vpm_cfg);
-
                 v3d_emit_tes_gs_shader_params(v3d->job,
                                               vpm_cfg.gs_width,
                                               vpm_cfg.Gd,



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