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1 /*
2  * Copyright © 2018 Intel Corporation
3  *
4  * Permission is hereby granted, free of charge, to any person obtaining a
5  * copy of this software and associated documentation files (the "Software"),
6  * to deal in the Software without restriction, including without limitation
7  * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8  * and/or sell copies of the Software, and to permit persons to whom the
9  * Software is furnished to do so, subject to the following conditions:
10  *
11  * The above copyright notice and this permission notice shall be included
12  * in all copies or substantial portions of the Software.
13  *
14  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
17  * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
18  * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
19  * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
20  * DEALINGS IN THE SOFTWARE.
21  */
22 
23 /**
24  * @file iris_binder.c
25  *
26  * Shader programs refer to most resources via integer handles.  These are
27  * indexes (BTIs) into a "Binding Table", which is simply a list of pointers
28  * to SURFACE_STATE entries.  Each shader stage has its own binding table,
29  * set by the 3DSTATE_BINDING_TABLE_POINTERS_* commands.  We stream out
30  * binding tables dynamically, storing them in special BOs we call "binders."
31  *
32  * Unfortunately, the hardware designers made 3DSTATE_BINDING_TABLE_POINTERS
33  * only accept a 16-bit pointer.  This means that all binding tables have to
34  * live within the 64kB range starting at Surface State Base Address.  (The
35  * actual SURFACE_STATE entries can live anywhere in the 4GB zone, as the
36  * binding table entries are full 32-bit pointers.)
37  *
38  * To handle this, we split a 4GB region of VMA into two memory zones.
39  * IRIS_MEMZONE_BINDER is a small region at the bottom able to hold a few
40  * binder BOs.  IRIS_MEMZONE_SURFACE contains the rest of the 4GB, and is
41  * always at a higher address than the binders.  This allows us to program
42  * Surface State Base Address to the binder BO's address, and offset the
43  * values in the binding table to account for the base not starting at the
44  * beginning of the 4GB region.
45  *
46  * This does mean that we have to emit STATE_BASE_ADDRESS and stall when
47  * we run out of space in the binder, which hopefully won't happen too often.
48  */
49 
50 #include <stdlib.h>
51 #include "util/u_math.h"
52 #include "iris_binder.h"
53 #include "iris_bufmgr.h"
54 #include "iris_context.h"
55 
56 #define BTP_ALIGNMENT 32
57 
58 /* Avoid using offset 0, tools consider it NULL */
59 #define INIT_INSERT_POINT BTP_ALIGNMENT
60 
61 static bool
binder_has_space(struct iris_binder * binder,unsigned size)62 binder_has_space(struct iris_binder *binder, unsigned size)
63 {
64    return binder->insert_point + size <= IRIS_BINDER_SIZE;
65 }
66 
67 static void
binder_realloc(struct iris_context * ice)68 binder_realloc(struct iris_context *ice)
69 {
70    struct iris_screen *screen = (void *) ice->ctx.screen;
71    struct iris_bufmgr *bufmgr = screen->bufmgr;
72    struct iris_binder *binder = &ice->state.binder;
73 
74    uint64_t next_address = IRIS_MEMZONE_BINDER_START;
75 
76    if (binder->bo) {
77       /* Place the new binder just after the old binder, unless we've hit the
78        * end of the memory zone...then wrap around to the start again.
79        */
80       next_address = binder->bo->address + IRIS_BINDER_SIZE;
81       if (next_address >= IRIS_MEMZONE_BINDLESS_START)
82          next_address = IRIS_MEMZONE_BINDER_START;
83 
84       iris_bo_unreference(binder->bo);
85    }
86 
87 
88    binder->bo = iris_bo_alloc(bufmgr, "binder", IRIS_BINDER_SIZE, 1,
89                               IRIS_MEMZONE_BINDER, 0);
90    binder->bo->address = next_address;
91    binder->map = iris_bo_map(NULL, binder->bo, MAP_WRITE);
92    binder->insert_point = INIT_INSERT_POINT;
93 
94    /* Allocating a new binder requires changing Surface State Base Address,
95     * which also invalidates all our previous binding tables - each entry
96     * in those tables is an offset from the old base.
97     *
98     * We do this here so that iris_binder_reserve_3d correctly gets a new
99     * larger total_size when making the updated reservation.
100     */
101    ice->state.dirty |= IRIS_DIRTY_RENDER_BUFFER;
102    ice->state.stage_dirty |= IRIS_ALL_STAGE_DIRTY_BINDINGS;
103 }
104 
105 static uint32_t
binder_insert(struct iris_binder * binder,unsigned size)106 binder_insert(struct iris_binder *binder, unsigned size)
107 {
108    uint32_t offset = binder->insert_point;
109 
110    binder->insert_point = align(binder->insert_point + size, BTP_ALIGNMENT);
111 
112    return offset;
113 }
114 
115 /**
116  * Reserve a block of space in the binder, given the raw size in bytes.
117  */
118 uint32_t
iris_binder_reserve(struct iris_context * ice,unsigned size)119 iris_binder_reserve(struct iris_context *ice,
120                     unsigned size)
121 {
122    struct iris_binder *binder = &ice->state.binder;
123 
124    if (!binder_has_space(binder, size))
125       binder_realloc(ice);
126 
127    assert(size > 0);
128    return binder_insert(binder, size);
129 }
130 
131 /**
132  * Reserve and record binder space for 3D pipeline shader stages.
133  *
134  * Note that you must actually populate the new binding tables after
135  * calling this command - the new area is uninitialized.
136  */
137 void
iris_binder_reserve_3d(struct iris_context * ice)138 iris_binder_reserve_3d(struct iris_context *ice)
139 {
140    struct iris_compiled_shader **shaders = ice->shaders.prog;
141    struct iris_binder *binder = &ice->state.binder;
142    unsigned sizes[MESA_SHADER_STAGES] = {};
143    unsigned total_size;
144 
145    /* If nothing is dirty, skip all this. */
146    if (!(ice->state.dirty & IRIS_DIRTY_RENDER_BUFFER) &&
147        !(ice->state.stage_dirty & IRIS_ALL_STAGE_DIRTY_BINDINGS_FOR_RENDER))
148       return;
149 
150    /* Get the binding table sizes for each stage */
151    for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
152       if (!shaders[stage])
153          continue;
154 
155       /* Round up the size so our next table has an aligned starting offset */
156       sizes[stage] = align(shaders[stage]->bt.size_bytes, BTP_ALIGNMENT);
157    }
158 
159    /* Make space for the new binding tables...this may take two tries. */
160    while (true) {
161       total_size = 0;
162       for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
163          if (ice->state.stage_dirty & (IRIS_STAGE_DIRTY_BINDINGS_VS << stage))
164             total_size += sizes[stage];
165       }
166 
167       assert(total_size < IRIS_BINDER_SIZE);
168 
169       if (total_size == 0)
170          return;
171 
172       if (binder_has_space(binder, total_size))
173          break;
174 
175       /* It didn't fit.  Allocate a new buffer and try again.  Note that
176        * this will flag all bindings dirty, which may increase total_size
177        * on the next iteration.
178        */
179       binder_realloc(ice);
180    }
181 
182    /* Assign space and record the new binding table offsets. */
183    uint32_t offset = binder_insert(binder, total_size);
184 
185    for (int stage = 0; stage <= MESA_SHADER_FRAGMENT; stage++) {
186       if (ice->state.stage_dirty & (IRIS_STAGE_DIRTY_BINDINGS_VS << stage)) {
187          binder->bt_offset[stage] = sizes[stage] > 0 ? offset : 0;
188          iris_record_state_size(ice->state.sizes,
189                                 binder->bo->address + offset, sizes[stage]);
190          offset += sizes[stage];
191       }
192    }
193 }
194 
195 void
iris_binder_reserve_compute(struct iris_context * ice)196 iris_binder_reserve_compute(struct iris_context *ice)
197 {
198    if (!(ice->state.stage_dirty & IRIS_STAGE_DIRTY_BINDINGS_CS))
199       return;
200 
201    struct iris_binder *binder = &ice->state.binder;
202    struct iris_compiled_shader *shader =
203       ice->shaders.prog[MESA_SHADER_COMPUTE];
204 
205    unsigned size = shader->bt.size_bytes;
206 
207    if (size == 0)
208       return;
209 
210    binder->bt_offset[MESA_SHADER_COMPUTE] = iris_binder_reserve(ice, size);
211 }
212 
213 void
iris_init_binder(struct iris_context * ice)214 iris_init_binder(struct iris_context *ice)
215 {
216    memset(&ice->state.binder, 0, sizeof(struct iris_binder));
217    binder_realloc(ice);
218 }
219 
220 void
iris_destroy_binder(struct iris_binder * binder)221 iris_destroy_binder(struct iris_binder *binder)
222 {
223    iris_bo_unreference(binder->bo);
224 }
225