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/*
* Copyright © 2021 Raspberry Pi Ltd
*
* 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.
*/
#include "v3d_util.h"
#include "util/macros.h"
/* Choose a number of workgroups per supergroup that maximizes
* lane occupancy. We can pack up to 16 workgroups into a supergroup.
*/
uint32_t
v3d_csd_choose_workgroups_per_supergroup(struct v3d_device_info *devinfo,
bool has_subgroups,
bool has_tsy_barrier,
uint32_t threads,
uint32_t num_wgs,
uint32_t wg_size)
{
/* FIXME: subgroups may restrict supergroup packing. For now, we disable it
* completely if the shader uses subgroups.
*/
if (has_subgroups)
return 1;
/* Compute maximum number of batches in a supergroup for this workgroup size.
* Each batch is 16 elements, and we can have up to 16 work groups in a
* supergroup:
*
* max_batches_per_sg = (wg_size * max_wgs_per_sg) / elements_per_batch
* since max_wgs_per_sg = 16 and elements_per_batch = 16, we get:
* max_batches_per_sg = wg_size
*/
uint32_t max_batches_per_sg = wg_size;
/* QPU threads will stall at TSY barriers until the entire supergroup
* reaches the barrier. Limit the supergroup size to half the QPU threads
* available, so we can have at least 2 supergroups executing in parallel
* and we don't stall all our QPU threads when a supergroup hits a barrier.
*/
if (has_tsy_barrier) {
uint32_t max_qpu_threads = devinfo->qpu_count * threads;
max_batches_per_sg = MIN2(max_batches_per_sg, max_qpu_threads / 2);
}
uint32_t max_wgs_per_sg = max_batches_per_sg * 16 / wg_size;
uint32_t best_wgs_per_sg = 1;
uint32_t best_unused_lanes = 16;
for (uint32_t wgs_per_sg = 1; wgs_per_sg <= max_wgs_per_sg; wgs_per_sg++) {
/* Don't try to pack more workgroups per supergroup than the total amount
* of workgroups dispatched.
*/
if (wgs_per_sg > num_wgs)
return best_wgs_per_sg;
/* Compute wasted lines for this configuration and keep track of the
* config with less waste.
*/
uint32_t unused_lanes = (16 - ((wgs_per_sg * wg_size) % 16)) & 0x0f;
if (unused_lanes == 0)
return wgs_per_sg;
if (unused_lanes < best_unused_lanes) {
best_wgs_per_sg = wgs_per_sg;
best_unused_lanes = unused_lanes;
}
}
return best_wgs_per_sg;
}
#define V3D71_TLB_COLOR_SIZE (16 * 1024)
#define V3D71_TLB_DETPH_SIZE (16 * 1024)
#define V3D71_TLB_AUX_DETPH_SIZE (8 * 1024)
static bool
tile_size_valid(uint32_t pixel_count, uint32_t color_bpp, uint32_t depth_bpp)
{
/* First, we check if we can fit this tile size allocating the depth
* TLB memory to color.
*/
if (pixel_count * depth_bpp <= V3D71_TLB_AUX_DETPH_SIZE &&
pixel_count * color_bpp <= V3D71_TLB_COLOR_SIZE + V3D71_TLB_DETPH_SIZE) {
return true;
}
/* Otherwise the tile must fit in the main TLB buffers */
return pixel_count * depth_bpp <= V3D71_TLB_DETPH_SIZE &&
pixel_count * color_bpp <= V3D71_TLB_COLOR_SIZE;
}
void
v3d_choose_tile_size(const struct v3d_device_info *devinfo,
uint32_t color_attachment_count,
/* V3D 4.x max internal bpp of all RTs */
uint32_t max_internal_bpp,
/* V3D 7.x accumulated bpp for all RTs (in bytes) */
uint32_t total_color_bpp,
bool msaa,
bool double_buffer,
uint32_t *width,
uint32_t *height)
{
static const uint8_t tile_sizes[] = {
64, 64,
64, 32,
32, 32,
32, 16,
16, 16,
16, 8,
8, 8
};
uint32_t idx = 0;
if (devinfo->ver >= 71) {
/* In V3D 7.x, we use the actual bpp used by color attachments to compute
* the tile size instead of the maximum bpp. This may allow us to choose a
* larger tile size than we would in 4.x in scenarios with multiple RTs
* with different bpps.
*
* Also, the TLB has an auxiliary buffer of 8KB that will be automatically
* used for depth instead of the main 16KB depth TLB buffer when the depth
* tile fits in the auxiliary buffer, allowing the hardware to allocate
* the 16KB from the main depth TLB to the color TLB. If we can do that,
* then we are effectively doubling the memory we have for color and we
* can also select a larger tile size. This is necessary to support
* the most expensive configuration: 8x128bpp RTs + MSAA.
*
* FIXME: the docs state that depth TLB memory can be used for color
* if depth testing is not used by setting the 'depth disable' bit in the
* rendering configuration. However, this comes with a requirement that
* occlussion queries must not be active. We need to clarify if this means
* active at the point at which we emit a tile rendering configuration
* item, meaning that the we have a query spanning a full render pass
* (this is something we can tell before we emit the rendering
* configuration item) or active in the subpass for which we are enabling
* the bit (which we can't tell until later, when we record commands for
* the subpass). If it is the latter, then we cannot use this feature.
*/
const uint32_t color_bpp = total_color_bpp * (msaa ? 4 : 1);
const uint32_t depth_bpp = 4 * (msaa ? 4 : 1);
do {
const uint32_t tile_w = tile_sizes[idx * 2];
const uint32_t tile_h = tile_sizes[idx * 2 + 1];
if (tile_size_valid(tile_w * tile_h, color_bpp, depth_bpp))
break;
idx++;
} while (idx < ARRAY_SIZE(tile_sizes) / 2);
if (double_buffer)
idx += 1;
} else {
/* On V3D 4.x tile size is selected based on the number of RTs, the
* maximum bpp across all of them and whether 4x MSAA is used.
*/
if (color_attachment_count > 4)
idx += 3;
else if (color_attachment_count > 2)
idx += 2;
else if (color_attachment_count > 1)
idx += 1;
/* MSAA and double-buffer are mutually exclusive */
assert(!msaa || !double_buffer);
if (msaa)
idx += 2;
else if (double_buffer)
idx += 1;
idx += max_internal_bpp;
}
assert(idx < ARRAY_SIZE(tile_sizes) / 2);
*width = tile_sizes[idx * 2];
*height = tile_sizes[idx * 2 + 1];
}
/* Translates a pipe swizzle to the swizzle values used in the
* TEXTURE_SHADER_STATE packet.
*/
uint32_t
v3d_translate_pipe_swizzle(enum pipe_swizzle swizzle)
{
switch (swizzle) {
case PIPE_SWIZZLE_0:
return 0;
case PIPE_SWIZZLE_1:
return 1;
case PIPE_SWIZZLE_X:
case PIPE_SWIZZLE_Y:
case PIPE_SWIZZLE_Z:
case PIPE_SWIZZLE_W:
return 2 + swizzle;
default:
unreachable("unknown swizzle");
}
}
/* Translates a pipe primitive type to a hw value we can use in the various
* draw packets.
*/
uint32_t
v3d_hw_prim_type(enum mesa_prim prim_type)
{
switch (prim_type) {
case MESA_PRIM_POINTS:
case MESA_PRIM_LINES:
case MESA_PRIM_LINE_LOOP:
case MESA_PRIM_LINE_STRIP:
case MESA_PRIM_TRIANGLES:
case MESA_PRIM_TRIANGLE_STRIP:
case MESA_PRIM_TRIANGLE_FAN:
return prim_type;
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
return 8 + (prim_type - MESA_PRIM_LINES_ADJACENCY);
default:
unreachable("Unsupported primitive type");
}
}
uint32_t
v3d_internal_bpp_words(uint32_t internal_bpp)
{
switch (internal_bpp) {
case 0 /* V3D_INTERNAL_BPP_32 */:
return 1;
case 1 /* V3D_INTERNAL_BPP_64 */:
return 2;
case 2 /* V3D_INTERNAL_BPP_128 */:
return 4;
default:
unreachable("Unsupported internal BPP");
}
}
uint32_t
v3d_compute_rt_row_row_stride_128_bits(uint32_t tile_width,
uint32_t bpp)
{
/* stride in multiples of 128 bits, and covers 2 rows. This is the
* reason we divide by 2 instead of 4, as we divide number of 32-bit
* words per row by 2.
*/
return (tile_width * bpp) / 2;
}