This pull request brings in fragment shader threading and ETC1 support

for vc4.
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Merge tag 'drm-vc4-next-2016-11-16' of https://github.com/anholt/linux into drm-next

This pull request brings in fragment shader threading and ETC1 support
for vc4.
This commit is contained in:
Dave Airlie 2016-11-17 09:43:56 +10:00
commit b7c0e47d98
7 changed files with 113 additions and 25 deletions

View file

@ -61,23 +61,28 @@ static int vc4_get_param_ioctl(struct drm_device *dev, void *data,
if (ret < 0)
return ret;
args->value = V3D_READ(V3D_IDENT0);
pm_runtime_put(&vc4->v3d->pdev->dev);
pm_runtime_mark_last_busy(&vc4->v3d->pdev->dev);
pm_runtime_put_autosuspend(&vc4->v3d->pdev->dev);
break;
case DRM_VC4_PARAM_V3D_IDENT1:
ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
if (ret < 0)
return ret;
args->value = V3D_READ(V3D_IDENT1);
pm_runtime_put(&vc4->v3d->pdev->dev);
pm_runtime_mark_last_busy(&vc4->v3d->pdev->dev);
pm_runtime_put_autosuspend(&vc4->v3d->pdev->dev);
break;
case DRM_VC4_PARAM_V3D_IDENT2:
ret = pm_runtime_get_sync(&vc4->v3d->pdev->dev);
if (ret < 0)
return ret;
args->value = V3D_READ(V3D_IDENT2);
pm_runtime_put(&vc4->v3d->pdev->dev);
pm_runtime_mark_last_busy(&vc4->v3d->pdev->dev);
pm_runtime_put_autosuspend(&vc4->v3d->pdev->dev);
break;
case DRM_VC4_PARAM_SUPPORTS_BRANCHES:
case DRM_VC4_PARAM_SUPPORTS_ETC1:
case DRM_VC4_PARAM_SUPPORTS_THREADED_FS:
args->value = true;
break;
default:

View file

@ -381,6 +381,8 @@ struct vc4_validated_shader_info {
uint32_t num_uniform_addr_offsets;
uint32_t *uniform_addr_offsets;
bool is_threaded;
};
/**

View file

@ -544,14 +544,15 @@ vc4_cl_lookup_bos(struct drm_device *dev,
handles = drm_malloc_ab(exec->bo_count, sizeof(uint32_t));
if (!handles) {
ret = -ENOMEM;
DRM_ERROR("Failed to allocate incoming GEM handles\n");
goto fail;
}
ret = copy_from_user(handles,
(void __user *)(uintptr_t)args->bo_handles,
exec->bo_count * sizeof(uint32_t));
if (ret) {
if (copy_from_user(handles,
(void __user *)(uintptr_t)args->bo_handles,
exec->bo_count * sizeof(uint32_t))) {
ret = -EFAULT;
DRM_ERROR("Failed to copy in GEM handles\n");
goto fail;
}
@ -708,8 +709,10 @@ vc4_complete_exec(struct drm_device *dev, struct vc4_exec_info *exec)
}
mutex_lock(&vc4->power_lock);
if (--vc4->power_refcount == 0)
pm_runtime_put(&vc4->v3d->pdev->dev);
if (--vc4->power_refcount == 0) {
pm_runtime_mark_last_busy(&vc4->v3d->pdev->dev);
pm_runtime_put_autosuspend(&vc4->v3d->pdev->dev);
}
mutex_unlock(&vc4->power_lock);
kfree(exec);

View file

@ -222,6 +222,8 @@ static int vc4_v3d_bind(struct device *dev, struct device *master, void *data)
return ret;
}
pm_runtime_use_autosuspend(dev);
pm_runtime_set_autosuspend_delay(dev, 40); /* a little over 2 frames. */
pm_runtime_enable(dev);
return 0;

View file

@ -644,6 +644,13 @@ reloc_tex(struct vc4_exec_info *exec,
cpp = 1;
break;
case VC4_TEXTURE_TYPE_ETC1:
/* ETC1 is arranged as 64-bit blocks, where each block is 4x4
* pixels.
*/
cpp = 8;
width = (width + 3) >> 2;
height = (height + 3) >> 2;
break;
case VC4_TEXTURE_TYPE_BW1:
case VC4_TEXTURE_TYPE_A4:
case VC4_TEXTURE_TYPE_A1:
@ -782,11 +789,6 @@ validate_gl_shader_rec(struct drm_device *dev,
exec->shader_rec_v += roundup(packet_size, 16);
exec->shader_rec_size -= packet_size;
if (!(*(uint16_t *)pkt_u & VC4_SHADER_FLAG_FS_SINGLE_THREAD)) {
DRM_ERROR("Multi-threaded fragment shaders not supported.\n");
return -EINVAL;
}
for (i = 0; i < shader_reloc_count; i++) {
if (src_handles[i] > exec->bo_count) {
DRM_ERROR("Shader handle %d too big\n", src_handles[i]);
@ -803,6 +805,18 @@ validate_gl_shader_rec(struct drm_device *dev,
return -EINVAL;
}
if (((*(uint16_t *)pkt_u & VC4_SHADER_FLAG_FS_SINGLE_THREAD) == 0) !=
to_vc4_bo(&bo[0]->base)->validated_shader->is_threaded) {
DRM_ERROR("Thread mode of CL and FS do not match\n");
return -EINVAL;
}
if (to_vc4_bo(&bo[1]->base)->validated_shader->is_threaded ||
to_vc4_bo(&bo[2]->base)->validated_shader->is_threaded) {
DRM_ERROR("cs and vs cannot be threaded\n");
return -EINVAL;
}
for (i = 0; i < shader_reloc_count; i++) {
struct vc4_validated_shader_info *validated_shader;
uint32_t o = shader_reloc_offsets[i];

View file

@ -83,6 +83,13 @@ struct vc4_shader_validation_state {
* basic blocks.
*/
bool needs_uniform_address_for_loop;
/* Set when we find an instruction writing the top half of the
* register files. If we allowed writing the unusable regs in
* a threaded shader, then the other shader running on our
* QPU's clamp validation would be invalid.
*/
bool all_registers_used;
};
static uint32_t
@ -118,6 +125,13 @@ raddr_add_a_to_live_reg_index(uint64_t inst)
return ~0;
}
static bool
live_reg_is_upper_half(uint32_t lri)
{
return (lri >= 16 && lri < 32) ||
(lri >= 32 + 16 && lri < 32 + 32);
}
static bool
is_tmu_submit(uint32_t waddr)
{
@ -390,6 +404,9 @@ check_reg_write(struct vc4_validated_shader_info *validated_shader,
} else {
validation_state->live_immediates[lri] = ~0;
}
if (live_reg_is_upper_half(lri))
validation_state->all_registers_used = true;
}
switch (waddr) {
@ -598,6 +615,11 @@ check_instruction_reads(struct vc4_validated_shader_info *validated_shader,
}
}
if ((raddr_a >= 16 && raddr_a < 32) ||
(raddr_b >= 16 && raddr_b < 32 && sig != QPU_SIG_SMALL_IMM)) {
validation_state->all_registers_used = true;
}
return true;
}
@ -608,9 +630,7 @@ static bool
vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
{
uint32_t max_branch_target = 0;
bool found_shader_end = false;
int ip;
int shader_end_ip = 0;
int last_branch = -2;
for (ip = 0; ip < validation_state->max_ip; ip++) {
@ -621,8 +641,13 @@ vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
uint32_t branch_target_ip;
if (sig == QPU_SIG_PROG_END) {
shader_end_ip = ip;
found_shader_end = true;
/* There are two delay slots after program end is
* signaled that are still executed, then we're
* finished. validation_state->max_ip is the
* instruction after the last valid instruction in the
* program.
*/
validation_state->max_ip = ip + 3;
continue;
}
@ -676,15 +701,9 @@ vc4_validate_branches(struct vc4_shader_validation_state *validation_state)
}
set_bit(after_delay_ip, validation_state->branch_targets);
max_branch_target = max(max_branch_target, after_delay_ip);
/* There are two delay slots after program end is signaled
* that are still executed, then we're finished.
*/
if (found_shader_end && ip == shader_end_ip + 2)
break;
}
if (max_branch_target > shader_end_ip) {
if (max_branch_target > validation_state->max_ip - 3) {
DRM_ERROR("Branch landed after QPU_SIG_PROG_END");
return false;
}
@ -756,6 +775,7 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
{
bool found_shader_end = false;
int shader_end_ip = 0;
uint32_t last_thread_switch_ip = -3;
uint32_t ip;
struct vc4_validated_shader_info *validated_shader = NULL;
struct vc4_shader_validation_state validation_state;
@ -788,6 +808,17 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
if (!vc4_handle_branch_target(&validation_state))
goto fail;
if (ip == last_thread_switch_ip + 3) {
/* Reset r0-r3 live clamp data */
int i;
for (i = 64; i < LIVE_REG_COUNT; i++) {
validation_state.live_min_clamp_offsets[i] = ~0;
validation_state.live_max_clamp_regs[i] = false;
validation_state.live_immediates[i] = ~0;
}
}
switch (sig) {
case QPU_SIG_NONE:
case QPU_SIG_WAIT_FOR_SCOREBOARD:
@ -797,6 +828,8 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
case QPU_SIG_LOAD_TMU1:
case QPU_SIG_PROG_END:
case QPU_SIG_SMALL_IMM:
case QPU_SIG_THREAD_SWITCH:
case QPU_SIG_LAST_THREAD_SWITCH:
if (!check_instruction_writes(validated_shader,
&validation_state)) {
DRM_ERROR("Bad write at ip %d\n", ip);
@ -812,6 +845,18 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
shader_end_ip = ip;
}
if (sig == QPU_SIG_THREAD_SWITCH ||
sig == QPU_SIG_LAST_THREAD_SWITCH) {
validated_shader->is_threaded = true;
if (ip < last_thread_switch_ip + 3) {
DRM_ERROR("Thread switch too soon after "
"last switch at ip %d\n", ip);
goto fail;
}
last_thread_switch_ip = ip;
}
break;
case QPU_SIG_LOAD_IMM:
@ -826,6 +871,13 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
if (!check_branch(inst, validated_shader,
&validation_state, ip))
goto fail;
if (ip < last_thread_switch_ip + 3) {
DRM_ERROR("Branch in thread switch at ip %d",
ip);
goto fail;
}
break;
default:
DRM_ERROR("Unsupported QPU signal %d at "
@ -847,6 +899,14 @@ vc4_validate_shader(struct drm_gem_cma_object *shader_obj)
goto fail;
}
/* Might corrupt other thread */
if (validated_shader->is_threaded &&
validation_state.all_registers_used) {
DRM_ERROR("Shader uses threading, but uses the upper "
"half of the registers, too\n");
goto fail;
}
/* If we did a backwards branch and we haven't emitted a uniforms
* reset since then, we still need the uniforms stream to have the
* uniforms address available so that the backwards branch can do its

View file

@ -286,6 +286,8 @@ struct drm_vc4_get_hang_state {
#define DRM_VC4_PARAM_V3D_IDENT1 1
#define DRM_VC4_PARAM_V3D_IDENT2 2
#define DRM_VC4_PARAM_SUPPORTS_BRANCHES 3
#define DRM_VC4_PARAM_SUPPORTS_ETC1 4
#define DRM_VC4_PARAM_SUPPORTS_THREADED_FS 5
struct drm_vc4_get_param {
__u32 param;