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1Asahi
2=====
3
4The Asahi driver aims to provide an OpenGL implementation for the Apple M1.
5
6Wrap (macOS only)
7-----------------
8
9Mesa includes a library that wraps the key IOKit entrypoints used in the macOS
10UABI for AGX. The wrapped routines print information about the kernel calls made
11and dump work submitted to the GPU using agxdecode. This facilitates
12reverse-engineering the hardware, as glue to get at the "interesting" GPU
13memory.
14
15The library is only built if ``-Dtools=asahi`` is passed. It builds a single
16``wrap.dylib`` file, which should be inserted into a process with the
17``DYLD_INSERT_LIBRARIES`` environment variable.
18
19For example, to trace an app ``./app``, run:
20
21   DYLD_INSERT_LIBRARIES=~/mesa/build/src/asahi/lib/libwrap.dylib ./app
22
23Hardware varyings
24-----------------
25
26At an API level, vertex shader outputs need to be interpolated to become
27fragment shader inputs. This process is logically pipelined in AGX, with a value
28traveling from a vertex shader to remapping hardware to coefficient register
29setup to the fragment shader to the iterator hardware. Each stage is described
30below.
31
32Vertex shader
33`````````````
34
35A vertex shader (running on the :term:`Unified Shader Cores`) outputs varyings with the
36``st_var`` instruction. ``st_var`` takes a *vertex output index* and a 32-bit
37value. The maximum number of *vertex outputs* is specified as the "output count"
38of the shader in the "Bind Vertex Pipeline" packet. The value may be interpreted
39consist of a single 32-bit value or an aligned 16-bit register pair, depending
40on whether interpolation should happen at 32-bit or 16-bit. Vertex outputs are
41indexed starting from 0, with the *vertex position* always coming first, the
4232-bit user varyings coming next with perspective, flat, and linear interpolated
43varyings grouped in that order, then 16-bit user varyings with the same groupings,
44and finally *point size* and *clip distances* at the end if present. Note that
45*clip distances* are not accessible from the fragment shader; if the fragment
46shader needs to read the interpolated clip distance, the vertex shader must
47*also* write the clip distance values to a user varying for the fragment shader
48to interpolate. Also note there is no clip plane enable mask anywhere; that must
49lowered for APIs that require this (OpenGL but not Vulkan).
50
51.. list-table:: Ordering of vertex outputs with all outputs used
52   :widths: 25 75
53   :header-rows: 1
54
55   * - Size (words)
56     - Value
57   * - 4
58     - Vertex position
59   * - 1
60     - 32-bit smooth varying 0
61   * -
62     - ...
63   * - 1
64     - 32-bit smooth varying m
65   * - 1
66     - 32-bit flat varying 0
67   * -
68     - ...
69   * - 1
70     - 32-bit flat varying n
71   * - 1
72     - 32-bit linear varying 0
73   * -
74     - ...
75   * - 1
76     - 32-bit linear varying o
77   * - 1
78     - Packed pair of 16-bit smooth varyings 0
79   * -
80     - ...
81   * - 1
82     - Packed pair of 16-bit smooth varyings p
83   * - 1
84     - Packed pair of 16-bit flat varyings 0
85   * -
86     - ...
87   * - 1
88     - Packed pair of 16-bit flat varyings q
89   * - 1
90     - Packed pair of 16-bit linear varyings 0
91   * -
92     - ...
93   * - 1
94     - Packed pair of 16-bit linear varyings r
95   * - 1
96     - Point size
97   * - 1
98     - Clip distance for plane 0
99   * -
100     - ...
101   * - 1
102     - Clip distance for plane 15
103
104Remapping
105`````````
106
107Vertex outputs are remapped to varying slots to be interpolated.
108The output of remapping consists of the following items: the *W* fragment
109coordinate, the *Z* fragment coordinate, user varyings in the vertex
110output order. *Z* may be omitted, but *W* may not be. This remapping is
111configured by the "Output select" word.
112
113.. list-table:: Ordering of remapped slots
114   :widths: 25 75
115   :header-rows: 1
116
117   * - Index
118     - Value
119   * - 0
120     - Fragment coord W
121   * - 1
122     - Fragment coord Z
123   * - 2
124     - 32-bit varying 0
125   * -
126     - ...
127   * - 2 + m
128     - 32-bit varying m
129   * - 2 + m + 1
130     - Packed pair of 16-bit varyings 0
131   * -
132     - ...
133   * - 2 + m + n + 1
134     - Packed pair of 16-bit varyings n
135
136Coefficient registers
137`````````````````````
138
139The fragment shader does not see the physical slots.
140Instead, it references varyings through *coefficient registers*. A coefficient
141register is a register allocated constant for all fragment shader invocations in
142a given polygon. Physically, it contains the values output by the vertex shader
143for each vertex of the polygon. Coefficient registers are preloaded with values
144from varying slots. This preloading appears to occur in fixed function hardware,
145a simplification from PowerVR which requires a specialized program for the
146programmable data sequencer to do the preload.
147
148The "Bind fragment pipeline" packet points to coefficient register bindings,
149preceded by a header. The header contains the number of 32-bit varying slots. As
150the *W* slot is always present, this field is always nonzero. Slots whose index
151is below this count are treated as 32-bit. The remaining slots are treated as
15216-bits.
153
154The header also contains the total number of coefficient registers bound.
155
156Each binding that follows maps a (vector of) varying slots to a (consecutive)
157coefficient registers. Some details about the varying (perspective
158interpolation, flat shading, point sprites) are configured here.
159
160Coefficient registers may be ordered the same as the internal varying slots.
161However, this may be inconvenient for some APIs that require a separable shader
162model. For these APIs, the flexibility to mix-and-match slots and coefficient
163registers allows mixing shaders without shader variants. In that case, the
164bindings should be generated outside of the compiler. For simple APIs where the
165bindings are fixed and known at compile-time, the bindings could be generated
166within the compiler.
167
168Fragment shader
169```````````````
170
171In the fragment shader, coefficient registers, identified by the prefix ``cf``
172followed by a decimal index, act as opaque handles to varyings. For flat
173shading, coefficient registers may be loaded into general registers with the
174``ldcf`` instruction. For smooth shading, the coefficient register corresponding
175to the desired varying is passed as an argument to the "iterate" instruction
176``iter`` in order to "iterate" (interpolate) a varying. As perspective correct
177interpolation also requires the W component of the fragment coordinate, the
178coefficient register for W is passed as a second argument. As an example, if
179there's a single varying to interpolate, an instruction like ``iter r0, cf1, cf0``
180is used.
181
182Iterator
183````````
184
185To actually interpolate varyings, AGX provides fixed-function iteration hardware
186to multiply the specified coefficient registers with the required barycentrics,
187producing an interpolated value, hence the name "coefficient register". This
188operation is purely mathematical and does not require any memory access, as
189the required coefficients are preloaded before the shader begins execution.
190That means the iterate instruction executes in constant time, does not signal
191a data fence, and does not require the shader to wait on a data fence before
192using the value.
193
194Image layouts
195-------------
196
197AGX supports several image layouts, described here. To work with image layouts
198in the drivers, use the ail library, located in ``src/asahi/layout``.
199
200The simplest layout is **strided linear**. Pixels are stored in raster-order in
201memory with a software-controlled stride. Strided linear images are useful for
202working with modifier-unaware window systems, however performance will suffer.
203Strided linear images have numerous limitations:
204
205- Strides must be a multiple of 16 bytes.
206- Strides must be nonzero. For 1D images where the stride is logically
207  irrelevant, ail will internally select the minimal stride.
208- Only 1D, 2D, and 2D Array images may be linear. In particular, no 3D or cubemaps.
209- 2D images must not be mipmapped.
210- Block-compressed formats and multisampled images are unsupported. Elements of
211  a strided linear image are simply pixels.
212
213With these limitations, addressing into a strided linear image is as simple as
214
215.. math::
216
217   \text{address} = (y \cdot \text{stride}) + (x \cdot \text{bytes per pixel})
218
219In practice, this suffices for window system integration and little else.
220
221The most common uncompressed layout is **twiddled**. The image is divided into
222power-of-two sized tiles. The tiles themselves are stored in raster-order.
223Within each tile, elements (pixels/blocks) are stored in Morton (Z) order.
224
225The tile size used depends on both the image size and the block size of the
226image format. For large images, :math:`n \times n` or :math:`2n \times n` tiles
227are used (:math:`n` power-of-two). :math:`n` is such that each page contains
228exactly one tile. Only power-of-two block sizes are supported in hardware,
229ensuring such a tile size always exists. The hardware uses 16 KiB pages, so tile
230sizes are as follows:
231
232.. list-table:: Tile sizes for large images
233   :widths: 50 50
234   :header-rows: 1
235
236   * - Bytes per block
237     - Tile size
238   * - 1
239     - 128 x 128
240   * - 2
241     - 128 x 64
242   * - 4
243     - 64 x 64
244   * - 8
245     - 64 x 32
246   * - 16
247     - 32 x 32
248
249The dimensions of large images are rounded up to be multiples of the tile size.
250In addition, non-power-of-two large images have extra padding tiles when
251mipmapping is used, see below.
252
253That rounding would waste a great deal of memory for small images. If
254an image is smaller than this tile size, a smaller tile size is used to reduce
255the memory footprint. For small images, the tile size is :math:`m \times m`
256where
257
258.. math::
259
260   m = 2^{\lceil \log_2( \min \{ \text{width}, \text{ height} \}) \rceil}
261
262In other words, small images use the smallest square power-of-two tile such that
263the image's minor axis fits in one tile.
264
265For mipmapped images, tile sizes are determined independently for each level.
266Typically, the first levels of an image are "large" and the remaining levels are
267"small". This scheme reduces the memory footprint of mipmapping, compared to a
268fixed tile size for the whole image. Each mip level are padded to fill at least
269one cache line (128 bytes), ensure no cache line contains multiple mip levels.
270
271There is a wrinkle: the dimensions of large mip levels in tiles are determined
272by the dimensions of level 0. For power-of-two images, the two calculations are
273equivalent. However, they differ subtly for non-power-of-two images. To
274determine the number of tiles to allocate for level :math:`l`, the number of
275tiles for level 0 should be right-shifted by :math:`2l`. That appears to divide
276by :math:`2^l` in both width and height, matching the definition of mipmapping,
277however it rounds down incorrectly. To compensate, the level contains one extra
278row, column, or both (with the corner) as required if any of the first :math:`l`
279levels were rounded down. This hurt the memory footprint. However, it means
280non-power-of-two integer multiplication is only required for level 0.
281Calculating the sizes for subsequent levels requires only addition and bitwise
282math. That simplifies the hardware (but complicates software).
283
284A 2D image consists of a full miptree (constructed as above) rounded up to the
285page size (16 KiB).
286
2873D images consist simply of an array of 2D layers (constructed as above). That
288means cube maps, 2D arrays, cube map arrays, and 3D images all use the same
289layout. The only difference is the number of layers. Notably, 3D images (like
290``GL_TEXTURE_3D``) reserve space even for mip levels that do not exist
291logically. These extra levels pad out layers of 3D images to the size of the
292first layer, simplifying layout calculations for both software and hardware.
293Although the padding is logically unnecessary, it wastes little space compared
294to the sizes of large mipmapped 3D textures.
295
296drm-shim (Linux only)
297---------------------
298
299Mesa includes a library that mocks out the DRM UABI used by the Asahi driver
300stack, allowing the Mesa driver to run on non-M1 Linux hardware. This can be
301useful for exercising the compiler. To build, use options:
302
303::
304
305   -Dgallium-drivers=asahi -Dtools=drm-shim
306
307Then run an OpenGL workload with environment variable:
308
309.. code-block:: sh
310
311   LD_PRELOAD=~/mesa/build/src/asahi/drm-shim/libasahi_noop_drm_shim.so
312
313For example to compile a shader with shaderdb and print some statistics along
314with the IR:
315
316.. code-block:: sh
317
318   ~/shader-db$ AGX_MESA_DEBUG=shaders,shaderdb ASAHI_MESA_DEBUG=precompile LD_PRELOAD=~/mesa/build/src/asahi/drm-shim/libasahi_noop_drm_shim.so ./run shaders/glmark/1-12.shader_test
319
320The drm-shim implementation for Asahi is located in ``src/asahi/drm-shim``. The
321drm-shim implementation there should be updated as new UABI is added.
322
323Hardware glossary
324-----------------
325
326AGX is a tiled renderer descended from the PowerVR architecture. Some hardware
327concepts used in PowerVR GPUs appear in AGX.
328
329.. glossary:: :sorted:
330
331   VDM
332   Vertex Data Master
333      Dispatches vertex shaders.
334
335   PDM
336   Pixel Data Master
337      Dispatches pixel shaders.
338
339   CDM
340   Compute Data Master
341      Dispatches compute kernels.
342
343   USC
344   Unified Shader Cores
345      A unified shader core is a small CPU that runs shader code. The core is
346      unified because a single ISA is used for vertex, pixel and compute
347      shaders. This differs from older GPUs where the vertex, fragment and
348      compute have separate ISAs for shader stages.
349
350   PPP
351   Primitive Processing Pipeline
352      The Primitive Processing Pipeline is a hardware unit that does primitive
353      assembly. The PPP is between the :term:`VDM` and :term:`ISP`.
354
355   ISP
356   Image Synthesis Processor
357      The Image Synthesis Processor is responsible for the rasterization stage
358      of the rendering pipeline.
359
360   PBE
361   Pixel BackEnd
362      Hardware unit which writes to color attachments and images. Also the
363      name for a descriptor passed to :term:`PBE` instructions.
364
365   UVS
366   Unified Vertex Store
367      Hardware unit which buffers the outputs of the vertex shader (varyings).
368