/* * Copyright © 2009 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. * * Authors: * Eric Anholt <eric@anholt.net> * */ #include "main/macros.h" #include "intel_batchbuffer.h" #include "brw_context.h" #include "brw_state.h" #include "brw_defines.h" /** * When the GS is not in use, we assign the entire URB space to the VS. When * the GS is in use, we split the URB space evenly between the VS and the GS. * This is not ideal, but it's simple. * * URB size / 2 URB size / 2 * _____________-______________ _____________-______________ * / \ / \ * +-------------------------------------------------------------+ * | Vertex Shader Entries | Geometry Shader Entries | * +-------------------------------------------------------------+ * * Sandybridge GT1 has 32kB of URB space, while GT2 has 64kB. * (See the Sandybridge PRM, Volume 2, Part 1, Section 1.4.7: 3DSTATE_URB.) */ static void gen6_upload_urb( struct brw_context *brw ) { struct intel_context *intel = &brw->intel; int nr_vs_entries, nr_gs_entries; int total_urb_size = brw->urb.size * 1024; /* in bytes */ /* CACHE_NEW_VS_PROG */ brw->urb.vs_size = MAX2(brw->vs.prog_data->urb_entry_size, 1); /* We use the same VUE layout for VS outputs and GS outputs (as it's what * the SF and Clipper expect), so we can simply make the GS URB entry size * the same as for the VS. This may technically be too large in cases * where we have few vertex attributes and a lot of varyings, since the VS * size is determined by the larger of the two. For now, it's safe. */ brw->urb.gs_size = brw->urb.vs_size; /* Calculate how many entries fit in each stage's section of the URB */ if (brw->gs.prog_active) { nr_vs_entries = (total_urb_size/2) / (brw->urb.vs_size * 128); nr_gs_entries = (total_urb_size/2) / (brw->urb.gs_size * 128); } else { nr_vs_entries = total_urb_size / (brw->urb.vs_size * 128); nr_gs_entries = 0; } /* Then clamp to the maximum allowed by the hardware */ if (nr_vs_entries > brw->urb.max_vs_entries) nr_vs_entries = brw->urb.max_vs_entries; if (nr_gs_entries > brw->urb.max_gs_entries) nr_gs_entries = brw->urb.max_gs_entries; /* Finally, both must be a multiple of 4 (see 3DSTATE_URB in the PRM). */ brw->urb.nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, 4); brw->urb.nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, 4); assert(brw->urb.nr_vs_entries >= 24); assert(brw->urb.nr_vs_entries % 4 == 0); assert(brw->urb.nr_gs_entries % 4 == 0); assert(brw->urb.vs_size < 5); assert(brw->urb.gs_size < 5); BEGIN_BATCH(3); OUT_BATCH(_3DSTATE_URB << 16 | (3 - 2)); OUT_BATCH(((brw->urb.vs_size - 1) << GEN6_URB_VS_SIZE_SHIFT) | ((brw->urb.nr_vs_entries) << GEN6_URB_VS_ENTRIES_SHIFT)); OUT_BATCH(((brw->urb.gs_size - 1) << GEN6_URB_GS_SIZE_SHIFT) | ((brw->urb.nr_gs_entries) << GEN6_URB_GS_ENTRIES_SHIFT)); ADVANCE_BATCH(); /* From the PRM Volume 2 part 1, section 1.4.7: * * Because of a urb corruption caused by allocating a previous gsunit’s * urb entry to vsunit software is required to send a "GS NULL * Fence"(Send URB fence with VS URB size == 1 and GS URB size == 0) plus * a dummy DRAW call before any case where VS will be taking over GS URB * space. * * It is not clear exactly what this means ("URB fence" is a command that * doesn't exist on Gen6). So for now we just do a full pipeline flush as * a workaround. */ if (brw->urb.gen6_gs_previously_active && !brw->gs.prog_active) intel_batchbuffer_emit_mi_flush(intel); brw->urb.gen6_gs_previously_active = brw->gs.prog_active; } const struct brw_tracked_state gen6_urb = { .dirty = { .mesa = 0, .brw = BRW_NEW_CONTEXT, .cache = (CACHE_NEW_VS_PROG | CACHE_NEW_GS_PROG), }, .emit = gen6_upload_urb, };