/* * 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. * * FIXME: pending handling double_buffer. */ 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); /* FIXME: pending handling double_buffer */ assert(!double_buffer); } 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; }