On 15.12.2017 12:37, Rob Clark wrote:
On Fri, Dec 15, 2017 at 4:41 AM, Nicolai Hähnle <[email protected]> wrote:
On 15.12.2017 00:56, Rob Clark wrote:

On Wed, Dec 6, 2017 at 3:31 PM, Ian Romanick <[email protected]> wrote:

On 12/05/2017 08:25 AM, Ilia Mirkin wrote:

On Tue, Dec 5, 2017 at 8:18 AM, Emil Velikov <[email protected]>
wrote:

Hi Rob,

On 5 December 2017 at 12:54, Rob Clark <[email protected]> wrote:

This is a bit sad/annoying.  But with current GPU firmware (at least
on
a5xx) we can support both draw-indirect and base-instance.  But we
can't
support draw-indirect with a non-zero base-instance specified.  So add
a
driconf option to hide the extension from games that are known to use
both.

Signed-off-by: Rob Clark <[email protected]>
---
Tbh, I'm also not really sure what to do when/if we got updated
firmware
which handled draw-indirect with base-instance, since we'd need to
make
this option conditional on fw version.  For STK that probably isn't a
big deal since it doesn't use draw-indirect in a particularly useful
way
(the indirect buffer is generated on CPU).

Couldn't freedreno just return 0 for PIPE_CAP_DRAW_INDIRECT (aka
disable the extension) as it detects buggy FW?
This is what radeons have been doing as they encounter iffy firmware or
LLVM.

AFAICT freedreno doesn't do GL 4.0 or GLES 3.1 so one should be safe.


Rob is this -><- close to ES 3.1, so that's not a great option.


And I don't suppose there's a way to get updated firmware?  i965 has
similar sorts of cases where higher versions are disabled due to missing
kernel features.


so after r/e the instruction set for the CP microcontrollers and
writing a disassembler and assembler[1], and figuring out how the fw
handles CP_DRAW_INDIRECT and CP_DRAW_INDX_INDIRECT packets, I've come
to the conclusion that the issue isn't actually with draw-indirect vs
base-instance (at least not w/ the fw from my pixel2 which md5sum
claims is the same as what is in linux-firmware.. it is possible that
I was using an earlier version of the fw before when I came to this
conclusion).  On the plus side, the PFP/ME microcontrollers that parse
the cmdstream are pretty neat and I learned some useful stuff along
the way.

But thinking a bit about how stk is using GL_MAP_PERSISTENT_BIT to map
and update the draw-indirect buffers, it seems to me there are plenty
of ways this can go wrong w/ tilers (and even more when you throw
re-ordering into the mix).  Possibly I should disable reordering when
the indirect buffer is mapped w/ PERSISTENT bit, although for games
like stk this is probably counter-productive vs just hiding the
draw-indirect extension.. for games that actually use the GPU to write
the draw-indirect buffer it shouldn't be a problem.  So I think a
driconf patch like this probably still ends up being useful in the
end.


Can you detail a bit what you think could go wrong? I believe that the
intention of the GL spec is that reordering in tilers should be possible at
least for buffers that are mapped PERSISTENT but not COHERENT.

You may only have to block reordering if the buffer is mapped both
PERSISTENT *and* COHERENT -- and even then, reordering is probably possible.

Granted, the spec is unclear as usual when it comes to these memory
synchronization issues -- the description of the MAP_COHERENT_BIT in section
6.2 does not mention WAR hazards (in particular, Write by client after Read
by server) -- but perhaps that can be fixed.

To go into a bit more detail, what I suspect you're worried about is
applications doing stuff like:

1. Write to indirect buffer (persistently & coherently mapped)
2. Draw*Indirect
3. Write to the same location in the indirect buffer
4. Draw*Indirect

... but this is bound to fail with "normal" GPUs (like ours) as well.
Perhaps you have a different scenario in mind?

yeah, this was basically the scenario I had in mind.. although I'm
perhaps more aggressive in deferring rendering, to the point of
re-ordering draws if unnecessary fbo switches are made.  Normally I
track which buffers are read and written in a given batch (draw pass)
in order to preserve correctness (and in some cases shadowing or doing
a staging transfer to update buffers/textures to avoid splitting a
batch).  Perhaps it is only an issue w/ persistent+coherent, but w/
cpu updating buffer without driver knowing when is kind of
sub-optimal.

I'm thinking I do need to keep track when there are outstanding
coherent+persistent transfers mapped and switch off some of the
cleverness.

I'm not convinced that this is actually necessary. You probably only need to break for things like glFlushMappedBufferRange() and glFenceSync().

The reasoning is basically this: unless one of those synchronizing commands is used, every desktop GPU will effectively re-order a sequence of:

1. Write #1 to persistent-mapped buffer
2. Draw #1
3. Write #2 to persistent-mapped buffer
4. Draw #2

to:

1. Write #1 to persistent-mapped buffer
2. Write #2 to persistent-mapped buffer
3. Draw #1
4. Draw #2

Correct me if I'm wrong, but the way I understand tiled GPUs, you might in addition do some multi-passing that ends up as:

1. Write #1 to persistent-mapped buffer
2. Write #2 to persistent-mapped buffer
3.0. Draw #1, tile 0
4.0. Draw #2, tile 0
3.1. Draw #1, tile 1
4.1. Draw #2, tile 1
... etc. ...

So as far as interactions with persistent-mapped buffers are concerned, tiling just doesn't make a difference.


All the same, the way stk uses draw-indirect is not useful and it
would be better to shut it off, at least for me.  Although perhaps
instead of adding things like this to driconf extension by extension,
it would be more useful to have a way to provide a default
MESA_EXTENSION_OVERRIDE via driconf?

Yeah, that makes sense.

Cheers,
Nicolai



BR,
-R


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