| /* |
| * 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; |
| } |