[Mesa-dev] [PATCH 00/25] anv: A major rework of color attachment surface states

Jason Ekstrand jason at jlekstrand.net
Thu Nov 10 20:52:44 UTC 2016


On Nov 10, 2016 11:44, "Nanley Chery" <nanleychery at gmail.com> wrote:
>
> On Wed, Nov 09, 2016 at 06:43:23PM -0800, Jason Ekstrand wrote:
> > On Wed, Nov 9, 2016 at 5:09 PM, Nanley Chery <nanleychery at gmail.com>
wrote:
> >
> > > On Sat, Oct 22, 2016 at 10:50:31AM -0700, Jason Ekstrand wrote:
> > > > This series does some fairly major surgery on color attachment
surface
> > > > state allocation and fill-out in the Intel Vulkan driver.  This is
in
> > > > preparation for doing color compression, fast-clears, and
HiZ-capable
> > > input
> > > > attachments.  Naturally, as with everything else I've done in the
last 2
> > > > months, it also involves some non-trivial blorp work.
> > > >
> > > > Let's start off at the beginning...  For a variety of reasons, we
can't
> > > > really know 100% of the details of an attachment's surface state at
any
> > > > other places than vkCmdBeginRenderPass and vkCmdNextSubpss.  The
same
> > > > applies for depth buffers if you consider 3DSTATE_DEPTH_BUFFER and
> > > friends
> > > > to be the depth and stencil buffer's "surface state".  That's a
fairly
> > > > strong statement, but there are a couple of reasons for this:
> > > >
> > > >  1) In order for fast-clears to work, the surface state has to
contain
> > > the
> > > >     clear color.  (This is it's own packet for HiZ but not for
color.)
> > > We
> > > >     don't know the clear value until BeginRenderPass.  This means we
> > > can't
> > > >     fully fill out the surface state in vkCmdCreateImageView.
> > > >
> > > >  2) The Vulkan spec requires that you be able to call
> > > vkBeginCommandBuffer
> > > >     on a secondary command buffer with
USAGE_RENDER_PASS_CONTINUE_BIT set
> > > >     but with a null framebuffer.  In this case, the secondary is
supposed
> > > >     to inherit the framebuffer from the primary.  (This is not
something
> > > we
> > > >     have properly implemented until now.)  This means that anything
that
> > > is
> > > >     callable from a render-pass-continuing secondary command buffer
has
> > > to
> > > >     be able to operate without knowing any surface details that
aren't
> > > part
> > > >     of the VkRenderPass object.  Basically, all you know is the
Vulkan
> > > >     format (not the isl format) and the sample count.
> > > >
> > > > Between the two of those, about the only two entrypoints left at
which we
> > > > actually know surface details are vkCmdBeginRenderPass and
> > > vkCmdNextSubpass
> > > > so we have to figure out how to do everything there.  As it turns
out,
> > > this
> > > > works out surprisingly well.  The format and the sample count turn
out to
> > > > be exactly the data we actually need in order to do all of our
pipeline
> > > > programming.  The only hard part is refactoring things so that it
pulls
> > > the
> > > > data from the render pass instead of the framebuffer.  There are a
number
> > > > of places where we were grabbing the image view for an attachment
because
> > > > we either wanted to shove something into blorp or because we wanted
the
> > > > format and we were lazy.
> > > >
> > > > The approach taken in this patch series is the following:
> > > >
> > > >  1) Instead of allocating render target surface states in
> > > vkCreateImageView,
> > > >     we allocate them as part of render pass setup in
> > > vkCmdBeginRenderPass.
> > > >     All of the surface states we will ever need (including a null
surface
> > > >     state) are allocated up-front out of a single contiguous block.
> > > >
> > > >  2) For secondary command buffers with
USAGE_RENDER_PASS_CONTINUE_BIT
> > > set,
> > > >     we allocate storage for all of the surface states but don't
actually
> > > >     fill them out.  In the secondary command buffer, all binding
tables
> > > >     refer to these surface states rather than the ones in the
primary.
> > > >
> > > >  3) A blorp entrypoint is added that performs a clear operation
without
> > > >     touching the depth/stencil buffer state and with a color
attachment
> > > >     binding table explicitly provided by the caller.  This means
that
> > > even
> > > >     our blorp clears are using the surface states allocated in
> > > >     vkCmdBeginRenderPass.  Unfortunately, this turned out to be
more work
> > > >     than expected because I had to add vertex shader support to
blorp
> > > along
> > > >     the way.
> > > >
> > > >  4) Here's the tricky bit.  When vkCmdExecuteCommands is called
during a
> > > >     render pass, we use transform feedback (yeah, crazy) to copy the
> > > block
> > > >     of surface states from the primary into the secondary right
before
> > > >     executing the secondary.
> > >
> > > Could we perform a CPU memcpy at this stage?
> > >
> >
> > We can but only if the secondary is created with the
SIMULTANEOUS_USE_BIT
> > unset.  If SIMULTANEOUS_USE_BIT is set, then it may be used in multiple
> > primaries at the same time.  In this case, since we don't know the order
> > they will be submitted to the GPU, we have to do the copy at the last
> > minute.  It may be a bit more performant to do the CPU memcpy in that
case.
> >
> > I didn't do that yet because I wanted to let it bake for a while with
just
> > the GPU memcpy.  The CPU memcpy is guaranteed to be reliable but the GPU
> > memcpy isn't.  By leaving it as just GPU memcpy, we'll get better tests
> > coverage of the crazy path.  If we find that it's causing problems,
doing a
> > CPU copy is a nice little optimization to have in our back pockets.
> >
>
> Got it. For this series, I think it would be helpful to print some sort
> of warning that surface states may be invalid in aub dumps.

We could, I suppose.  It would print every time someone uses a secondary
but that's probably OK as long as it's only in debug builds.

> We don't need to do the following now, but if we wanted to, I think we
> could always do a CPU memcpy. One way to accomplish this is to make
> secondaries with both SIMULTANEOUS_USE_BIT and RENDER_PASS_CONTINUE_BIT
> set use a contiguous batch. We could then emit this batch into the
> primary and replace the surface state block at vkCmdExecuteCommands().

Replacing surface state blocks is much harder than it sound.  You not only
have to allocate and copy but you also have to go in and patch up every
STATE_BASE_ADDRESS and probably patch up all the binding tables as well
because their address relative to the center of the surface state pool and
with it their address relative to the surface states had changed.

So, yes, we *can* do it in the sense that is allowed by the api but it will
add substantial complexity to ExecuteCommands.

> This matches the following note from the spec:
>
>   On some implementations, not using the
>   VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT bit enables command
>   buffers to be patched in-place if needed, rather than creating a copy
>   of the command buffer.
>
> - Nanley
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