Tracking whether state changes are compatible for batching.

This commit is contained in:
Ben Vanik 2015-01-03 03:19:32 -08:00
parent 07a82200f9
commit 3e61cc95cd
2 changed files with 132 additions and 90 deletions

View File

@ -1362,41 +1362,42 @@ bool CommandProcessor::IssueDraw(DrawCommand* draw_command) {
return false;
}
if (!UpdateShaders(draw_command)) {
PLOGE("Unable to prepare draw shaders");
return false;
}
if (!UpdateRenderTargets(draw_command)) {
PLOGE("Unable to setup render targets");
return false;
#define CHECK_ISSUE_UPDATE_STATUS(status, mismatch, error_message) \
{ \
if (status == UpdateStatus::kError) { \
PLOGE(error_message); \
return false; \
} else if (status == UpdateStatus::kMismatch) { \
mismatch = true; \
} \
}
UpdateStatus status;
bool mismatch = false;
status = UpdateShaders(draw_command);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to prepare draw shaders");
status = UpdateRenderTargets(draw_command);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render targets");
if (!active_framebuffer_) {
// No framebuffer, so nothing we do will actually have an effect.
// Treat it as a no-op.
XETRACECP("No-op draw (no framebuffer set)");
return true;
}
if (!UpdateState(draw_command)) {
PLOGE("Unable to setup render state");
return false;
}
if (!UpdateConstants(draw_command)) {
PLOGE("Unable to update shader constants");
return false;
}
if (!PopulateIndexBuffer(draw_command)) {
PLOGE("Unable to setup index buffer");
return false;
}
if (!PopulateVertexBuffers(draw_command)) {
PLOGE("Unable to setup vertex buffers");
return false;
}
if (!PopulateSamplers(draw_command)) {
PLOGE("Unable to prepare draw samplers");
return false;
}
status = UpdateState(draw_command);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup render state");
status = UpdateConstants(draw_command);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch,
"Unable to update shader constants");
status = PopulateSamplers(draw_command);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch,
"Unable to prepare draw samplers");
status = PopulateIndexBuffer(draw_command);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup index buffer");
status = PopulateVertexBuffers(draw_command);
CHECK_ISSUE_UPDATE_STATUS(status, mismatch, "Unable to setup vertex buffers");
GLenum prim_type = 0;
switch (cmd.prim_type) {
@ -1481,7 +1482,8 @@ bool CommandProcessor::SetShadowRegister(float& dest, uint32_t register_name) {
return true;
}
bool CommandProcessor::UpdateRenderTargets(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::UpdateRenderTargets(
DrawCommand* draw_command) {
auto& regs = update_render_targets_regs_;
bool dirty = false;
@ -1497,7 +1499,7 @@ bool CommandProcessor::UpdateRenderTargets(DrawCommand* draw_command) {
SetShadowRegister(regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
dirty |= SetShadowRegister(regs.rb_depth_info, XE_GPU_REG_RB_DEPTH_INFO);
if (!dirty) {
return true;
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
@ -1574,14 +1576,16 @@ bool CommandProcessor::UpdateRenderTargets(DrawCommand* draw_command) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, cached_framebuffer->framebuffer);
}
return true;
return UpdateStatus::kMismatch;
}
bool CommandProcessor::UpdateState(DrawCommand* draw_command) {
SCOPE_profile_cpu_f("gpu");
CommandProcessor::UpdateStatus CommandProcessor::UpdateState(
DrawCommand* draw_command) {
auto& regs = *register_file_;
auto state_data = draw_command->state_data;
bool mismatch = false;
// Alpha testing -- ALPHAREF, ALPHAFUNC, ALPHATESTENABLE
// Deprecated in GL, implemented in shader.
// if(ALPHATESTENABLE && frag_out.a [<=/ALPHAFUNC] ALPHAREF) discard;
@ -1591,19 +1595,35 @@ bool CommandProcessor::UpdateState(DrawCommand* draw_command) {
state_data->alpha_test.y = float(color_control & 0x3); // ALPHAFUNC
state_data->alpha_test.z = regs[XE_GPU_REG_RB_ALPHA_REF].f32;
UpdateViewportState(draw_command);
UpdateRasterizerState(draw_command);
UpdateBlendState(draw_command);
UpdateDepthStencilState(draw_command);
return true;
#define CHECK_UPDATE_STATUS(status, mismatch, error_message) \
{ \
if (status == UpdateStatus::kError) { \
PLOGE(error_message); \
return status; \
} else if (status == UpdateStatus::kMismatch) { \
mismatch = true; \
} \
}
bool CommandProcessor::UpdateViewportState(DrawCommand* draw_command) {
UpdateStatus status;
status = UpdateViewportState(draw_command);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update viewport state");
status = UpdateRasterizerState(draw_command);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update rasterizer state");
status = UpdateBlendState(draw_command);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update blend state");
status = UpdateDepthStencilState(draw_command);
CHECK_UPDATE_STATUS(status, mismatch, "Unable to update depth/stencil state");
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
CommandProcessor::UpdateStatus CommandProcessor::UpdateViewportState(
DrawCommand* draw_command) {
auto& regs = *register_file_;
auto state_data = draw_command->state_data;
SCOPE_profile_cpu_f("gpu");
// NOTE: we don't track state here as this is all cheap to update (ish).
// Much of this state machine is extracted from:
// https://github.com/freedreno/mesa/blob/master/src/mesa/drivers/dri/r200/r200_state.c
@ -1701,10 +1721,11 @@ bool CommandProcessor::UpdateViewportState(DrawCommand* draw_command) {
bool dx_clip = ((clip_control >> 20) & 0x1) == 0x1;
// assert_true(dx_clip);
return true;
return UpdateStatus::kCompatible;
}
bool CommandProcessor::UpdateRasterizerState(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::UpdateRasterizerState(
DrawCommand* draw_command) {
auto& regs = update_rasterizer_state_regs_;
bool dirty = false;
@ -1715,7 +1736,7 @@ bool CommandProcessor::UpdateRasterizerState(DrawCommand* draw_command) {
dirty |= SetShadowRegister(regs.pa_sc_screen_scissor_br,
XE_GPU_REG_PA_SC_SCREEN_SCISSOR_BR);
if (!dirty) {
return true;
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
@ -1765,10 +1786,11 @@ bool CommandProcessor::UpdateRasterizerState(DrawCommand* draw_command) {
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
return true;
return UpdateStatus::kMismatch;
}
bool CommandProcessor::UpdateBlendState(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::UpdateBlendState(
DrawCommand* draw_command) {
auto& regs = update_blend_state_regs_;
bool dirty = false;
@ -1785,7 +1807,7 @@ bool CommandProcessor::UpdateBlendState(DrawCommand* draw_command) {
dirty |= SetShadowRegister(regs.rb_blend_rgba[2], XE_GPU_REG_RB_BLEND_BLUE);
dirty |= SetShadowRegister(regs.rb_blend_rgba[3], XE_GPU_REG_RB_BLEND_ALPHA);
if (!dirty) {
return true;
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
@ -1849,10 +1871,11 @@ bool CommandProcessor::UpdateBlendState(DrawCommand* draw_command) {
glBlendColor(regs.rb_blend_rgba[0], regs.rb_blend_rgba[1],
regs.rb_blend_rgba[2], regs.rb_blend_rgba[3]);
return true;
return UpdateStatus::kMismatch;
}
bool CommandProcessor::UpdateDepthStencilState(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::UpdateDepthStencilState(
DrawCommand* draw_command) {
auto& regs = update_depth_stencil_state_regs_;
bool dirty = false;
@ -1860,7 +1883,7 @@ bool CommandProcessor::UpdateDepthStencilState(DrawCommand* draw_command) {
dirty |=
SetShadowRegister(regs.rb_stencilrefmask, XE_GPU_REG_RB_STENCILREFMASK);
if (!dirty) {
return true;
return UpdateStatus::kCompatible;
}
SCOPE_profile_cpu_f("gpu");
@ -1943,10 +1966,11 @@ bool CommandProcessor::UpdateDepthStencilState(DrawCommand* draw_command) {
stencil_op_map[(regs.rb_depthcontrol & 0x0001C000) >> 14]);
}
return true;
return UpdateStatus::kMismatch;
}
bool CommandProcessor::UpdateConstants(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::UpdateConstants(
DrawCommand* draw_command) {
auto& regs = *register_file_;
auto state_data = draw_command->state_data;
@ -1961,10 +1985,11 @@ bool CommandProcessor::UpdateConstants(DrawCommand* draw_command) {
sizeof(state_data->float_consts) + sizeof(state_data->fetch_consts) +
sizeof(state_data->loop_consts) + sizeof(state_data->bool_consts));
return true;
return UpdateStatus::kCompatible;
}
bool CommandProcessor::UpdateShaders(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::UpdateShaders(
DrawCommand* draw_command) {
auto& regs = update_shaders_regs_;
auto& cmd = *draw_command;
@ -1974,7 +1999,7 @@ bool CommandProcessor::UpdateShaders(DrawCommand* draw_command) {
dirty |= regs.pixel_shader != active_pixel_shader_;
dirty |= regs.prim_type != cmd.prim_type;
if (!dirty) {
return true;
return UpdateStatus::kCompatible;
}
regs.vertex_shader = active_vertex_shader_;
regs.pixel_shader = active_pixel_shader_;
@ -1987,21 +2012,21 @@ bool CommandProcessor::UpdateShaders(DrawCommand* draw_command) {
if (!active_vertex_shader_->has_prepared()) {
if (!active_vertex_shader_->PrepareVertexShader(program_cntl)) {
XELOGE("Unable to prepare vertex shader");
return false;
return UpdateStatus::kError;
}
} else if (!active_vertex_shader_->is_valid()) {
XELOGE("Vertex shader invalid");
return false;
return UpdateStatus::kError;
}
if (!active_pixel_shader_->has_prepared()) {
if (!active_pixel_shader_->PreparePixelShader(program_cntl)) {
XELOGE("Unable to prepare pixel shader");
return false;
return UpdateStatus::kError;
}
} else if (!active_pixel_shader_->is_valid()) {
XELOGE("Pixel shader invalid");
return false;
return UpdateStatus::kError;
}
GLuint vertex_program = active_vertex_shader_->program();
@ -2065,16 +2090,17 @@ bool CommandProcessor::UpdateShaders(DrawCommand* draw_command) {
}
glBindProgramPipeline(pipeline);
return true;
return UpdateStatus::kMismatch;
}
bool CommandProcessor::PopulateIndexBuffer(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::PopulateIndexBuffer(
DrawCommand* draw_command) {
auto& cmd = *draw_command;
auto& info = cmd.index_buffer;
if (!cmd.index_count || !info.address) {
// No index buffer or auto draw.
return true;
return UpdateStatus::kMismatch; // ?
}
SCOPE_profile_cpu_f("gpu");
@ -2109,10 +2135,11 @@ bool CommandProcessor::PopulateIndexBuffer(DrawCommand* draw_command) {
}
scratch_buffer_.Commit(std::move(allocation));
return true;
return UpdateStatus::kMismatch;
}
bool CommandProcessor::PopulateVertexBuffers(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::PopulateVertexBuffers(
DrawCommand* draw_command) {
SCOPE_profile_cpu_f("gpu");
auto& regs = *register_file_;
auto& cmd = *draw_command;
@ -2235,13 +2262,16 @@ bool CommandProcessor::PopulateVertexBuffers(DrawCommand* draw_command) {
scratch_buffer_.Commit(std::move(allocation));
}
return true;
return UpdateStatus::kMismatch;
}
bool CommandProcessor::PopulateSamplers(DrawCommand* draw_command) {
CommandProcessor::UpdateStatus CommandProcessor::PopulateSamplers(
DrawCommand* draw_command) {
SCOPE_profile_cpu_f("gpu");
auto& regs = *register_file_;
bool mismatch = false;
// VS and PS samplers are shared, but may be used exclusively.
// We walk each and setup lazily.
bool has_setup_sampler[32] = {false};
@ -2254,8 +2284,11 @@ bool CommandProcessor::PopulateSamplers(DrawCommand* draw_command) {
continue;
}
has_setup_sampler[desc.fetch_slot] = true;
if (!PopulateSampler(draw_command, desc)) {
return false;
auto status = PopulateSampler(draw_command, desc);
if (status == UpdateStatus::kError) {
return status;
} else if (status == UpdateStatus::kMismatch) {
mismatch = true;
}
}
@ -2267,16 +2300,19 @@ bool CommandProcessor::PopulateSamplers(DrawCommand* draw_command) {
continue;
}
has_setup_sampler[desc.fetch_slot] = true;
if (!PopulateSampler(draw_command, desc)) {
return false;
auto status = PopulateSampler(draw_command, desc);
if (status == UpdateStatus::kError) {
return UpdateStatus::kError;
} else if (status == UpdateStatus::kMismatch) {
mismatch = true;
}
}
return true;
return mismatch ? UpdateStatus::kMismatch : UpdateStatus::kCompatible;
}
bool CommandProcessor::PopulateSampler(DrawCommand* draw_command,
const Shader::SamplerDesc& desc) {
CommandProcessor::UpdateStatus CommandProcessor::PopulateSampler(
DrawCommand* draw_command, const Shader::SamplerDesc& desc) {
auto& regs = *register_file_;
int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + desc.fetch_slot * 6;
auto group = reinterpret_cast<const xe_gpu_fetch_group_t*>(&regs.values[r]);
@ -2287,38 +2323,38 @@ bool CommandProcessor::PopulateSampler(DrawCommand* draw_command,
draw_command->state_data->texture_samplers[desc.fetch_slot] = 0;
if (FLAGS_disable_textures) {
return true;
return UpdateStatus::kCompatible;
}
// ?
if (!fetch.type) {
return true;
return UpdateStatus::kCompatible;
}
assert_true(fetch.type == 0x2);
TextureInfo texture_info;
if (!TextureInfo::Prepare(fetch, &texture_info)) {
XELOGE("Unable to parse texture fetcher info");
return true; // invalid texture used
return UpdateStatus::kCompatible; // invalid texture used
}
SamplerInfo sampler_info;
if (!SamplerInfo::Prepare(fetch, desc.tex_fetch, &sampler_info)) {
XELOGE("Unable to parse sampler info");
return true; // invalid texture used
return UpdateStatus::kCompatible; // invalid texture used
}
auto entry_view = texture_cache_.Demand(texture_info, sampler_info);
if (!entry_view) {
// Unable to create/fetch/etc.
XELOGE("Failed to demand texture");
return true;
return UpdateStatus::kCompatible;
}
// Shaders will use bindless to fetch right from it.
draw_command->state_data->texture_samplers[desc.fetch_slot] =
entry_view->texture_sampler_handle;
return true;
return UpdateStatus::kCompatible;
}
bool CommandProcessor::IssueCopy(DrawCommand* draw_command) {

View File

@ -129,6 +129,12 @@ class CommandProcessor {
private:
class RingbufferReader;
enum class UpdateStatus {
kCompatible,
kMismatch,
kError,
};
struct CachedFramebuffer {
GLuint color_targets[4];
GLuint depth_target;
@ -235,18 +241,18 @@ class CommandProcessor {
void PrepareDraw(DrawCommand* draw_command);
bool IssueDraw(DrawCommand* draw_command);
bool UpdateRenderTargets(DrawCommand* draw_command);
bool UpdateState(DrawCommand* draw_command);
bool UpdateViewportState(DrawCommand* draw_command);
bool UpdateRasterizerState(DrawCommand* draw_command);
bool UpdateBlendState(DrawCommand* draw_command);
bool UpdateDepthStencilState(DrawCommand* draw_command);
bool UpdateConstants(DrawCommand* draw_command);
bool UpdateShaders(DrawCommand* draw_command);
bool PopulateIndexBuffer(DrawCommand* draw_command);
bool PopulateVertexBuffers(DrawCommand* draw_command);
bool PopulateSamplers(DrawCommand* draw_command);
bool PopulateSampler(DrawCommand* draw_command,
UpdateStatus UpdateRenderTargets(DrawCommand* draw_command);
UpdateStatus UpdateState(DrawCommand* draw_command);
UpdateStatus UpdateViewportState(DrawCommand* draw_command);
UpdateStatus UpdateRasterizerState(DrawCommand* draw_command);
UpdateStatus UpdateBlendState(DrawCommand* draw_command);
UpdateStatus UpdateDepthStencilState(DrawCommand* draw_command);
UpdateStatus UpdateConstants(DrawCommand* draw_command);
UpdateStatus UpdateShaders(DrawCommand* draw_command);
UpdateStatus PopulateIndexBuffer(DrawCommand* draw_command);
UpdateStatus PopulateVertexBuffers(DrawCommand* draw_command);
UpdateStatus PopulateSamplers(DrawCommand* draw_command);
UpdateStatus PopulateSampler(DrawCommand* draw_command,
const Shader::SamplerDesc& desc);
bool IssueCopy(DrawCommand* draw_command);