1Tiling 2====== 3 4The naive view of an image in memory is that the pixels are stored one after 5another in memory usually in an X-major order. An image that is arranged in 6this way is called "linear". Linear images, while easy to reason about, can 7have very bad cache locality. Graphics operations tend to act on pixels that 8are close together in 2-D euclidean space. If you move one pixel to the right 9or left in a linear image, you only move a few bytes to one side or the other 10in memory. However, if you move one pixel up or down you can end up kilobytes 11or even megabytes away. 12 13Tiling (sometimes referred to as swizzling) is a method of re-arranging the 14pixels of a surface so that pixels which are close in 2-D euclidean space are 15likely to be close in memory. 16 17Basics 18------ 19 20The basic idea of a tiled image is that the image is first divided into 21two-dimensional blocks or tiles. Each tile takes up a chunk of contiguous 22memory and the tiles are arranged like pixels in linear surface. This is best 23demonstrated with a specific example. Suppose we have a RGBA8888 X-tiled 24surface on Intel graphics. Then the surface is divided into 128x8 pixel tiles 25each of which is 4KB of memory. Within each tile, the pixels are laid out like 26a 128x8 linear image. The tiles themselves are laid out row-major in memory 27like giant pixels. This means that, as long as you don't leave your 128x8 28tile, you can move in both dimensions without leaving the same 4K page in 29memory. 30 31.. image:: tiling-basic.svg 32 :alt: Example of an X-tiled image 33 34You can, however do even better than this. Suppose that same image is, 35instead, Y-tiled. Then the surface is divided into 32x32 pixel tiles each of 36which is 4KB of memory. Within a tile, each 64B cache line corresponds to 4x4 37pixel region of the image (you can think of it as a tile within a tile). This 38means that very small deviations don't even leave the cache line. This added 39bit of pixel shuffling is known to have a substantial performance impact in 40most real-world applications. 41 42Intel graphics has several different tiling formats that we'll discuss in 43detail in later sections. The most commonly used as of the writing of this 44chapter is Y-tiling. In all tiling formats the basic principal is the same: 45The image is divided into tiles of a particular size and, within those tiles, 46the data is re-arranged (or swizzled) based on a particular pattern. A tile 47size will always be specified in bytes by rows and the actual X-dimension of 48the tile in elements depends on the size of the element in bytes. 49 50Bit-6 Swizzling 51^^^^^^^^^^^^^^^ 52 53On some older hardware, there is an additional address swizzle that is applied 54on top of the tiling format. This has been removed starting with Broadwell 55because, as it says in the Broadwell PRM Vol 5 "Tiling Algorithm" (p. 17): 56 57 Address Swizzling for Tiled-Surfaces is no longer used because the main 58 memory controller has a more effective address swizzling algorithm. 59 60Whether or not swizzling is enabled depends on the memory configuration of the 61system. Generally, systems with dual-channel RAM have swizzling enabled and 62single-channel do not. Supposedly, this swizzling allows for better balancing 63between the two memory channels and increases performance. Because it depends 64on the memory configuration which may change from one boot to the next, it 65requires a run-time check. 66 67The best documentation for bit-6 swizzling can be found in the Haswell PRM Vol. 685 "Memory Views" in the section entitled "Address Swizzling for Tiled-Y 69Surfaces". It exists on older platforms but the docs get progressively worse 70the further you go back. 71 72ISL Representation 73------------------ 74 75The structure of any given tiling format is represented by ISL using the 76:c:enum:`isl_tiling` enum and the :c:struct:`isl_tile_info` structure: 77 78.. c:autoenum:: isl_tiling 79 :file: src/intel/isl/isl.h 80 :members: 81 82.. c:autofunction:: isl_tiling_get_info 83 :file: src/intel/isl/isl.c 84 85.. c:autostruct:: isl_tile_info 86 :members: 87 88The ``isl_tile_info`` structure has two different sizes for a tile: a logical 89size in surface elements and a physical size in bytes. In order to determine 90the proper logical size, the bits-per-block of the underlying format has to be 91passed into ``isl_tiling_get_info``. The proper way to compute the size of an 92image in bytes given a width and height in elements is as follows: 93 94.. code-block:: c 95 96 uint32_t width_tl = DIV_ROUND_UP(width_el * (format_bpb / tile_info.format_bpb), 97 tile_info.logical_extent_el.w); 98 uint32_t height_tl = DIV_ROUND_UP(height_el, tile_info.logical_extent_el.h); 99 uint32_t row_pitch = width_tl * tile_info.phys_extent_el.w; 100 uint32_t size = height_tl * tile_info.phys_extent_el.h * row_pitch; 101 102It is very important to note that there is no direct conversion between 103:c:member:`isl_tile_info.logical_extent_el` and 104:c:member:`isl_tile_info.phys_extent_B`. It is tempting to assume that the 105logical and physical heights are the same and simply divide the width of 106:c:member:`isl_tile_info.phys_extent_B` by the size of the format (which is 107what the PRM does) to get :c:member:`isl_tile_info.logical_extent_el` but 108this is not at all correct. Some tiling formats have logical and physical 109heights that differ and so no such calculation will work in general. The 110easiest case study for this is W-tiling. From the Sky Lake PRM Vol. 2d, 111"RENDER_SURFACE_STATE" (p. 427): 112 113 If the surface is a stencil buffer (and thus has Tile Mode set to 114 TILEMODE_WMAJOR), the pitch must be set to 2x the value computed based on 115 width, as the stencil buffer is stored with two rows interleaved. 116 117What does this mean? Why are we multiplying the pitch by two? What does it 118mean that "the stencil buffer is stored with two rows interleaved"? The 119explanation for all these questions is that a W-tile (which is only used for 120stencil) has a logical size of 64el x 64el but a physical size of 128B 121x 32rows. In memory, a W-tile has the same footprint as a Y-tile (128B 122x 32rows) but every pair of rows in the stencil buffer is interleaved into 123a single row of bytes yielding a two-dimensional area of 64el x 64el. You can 124consider this as its own tiling format or as a modification of Y-tiling. The 125interpretation in the PRMs vary by hardware generation; on Sandy Bridge they 126simply said it was Y-tiled but by Sky Lake there is almost no mention of 127Y-tiling in connection with stencil buffers and they are always W-tiled. This 128mismatch between logical and physical tile sizes are also relevant for 129hierarchical depth buffers as well as single-channel MCS and CCS buffers. 130 131X-tiling 132-------- 133 134The simplest tiling format available on Intel graphics (which has been 135available since gen4) is X-tiling. An X-tile is 512B x 8rows and, within the 136tile, the data is arranged in an X-major linear fashion. You can also look at 137X-tiling as being an 8x8 cache line grid where the cache lines are arranged 138X-major as follows: 139 140======= ======= ======= ======= ======= ======= ======= ======= 141`0x000` `0x040` `0x080` `0x0c0` `0x100` `0x140` `0x180` `0x1c0` 142`0x200` `0x240` `0x280` `0x2c0` `0x300` `0x340` `0x380` `0x3c0` 143`0x400` `0x440` `0x480` `0x4c0` `0x500` `0x540` `0x580` `0x5c0` 144`0x600` `0x640` `0x680` `0x6c0` `0x700` `0x740` `0x780` `0x7c0` 145`0x800` `0x840` `0x880` `0x8c0` `0x900` `0x940` `0x980` `0x9c0` 146`0xa00` `0xa40` `0xa80` `0xac0` `0xb00` `0xb40` `0xb80` `0xbc0` 147`0xc00` `0xc40` `0xc80` `0xcc0` `0xd00` `0xd40` `0xd80` `0xdc0` 148`0xe00` `0xe40` `0xe80` `0xec0` `0xf00` `0xf40` `0xf80` `0xfc0` 149======= ======= ======= ======= ======= ======= ======= ======= 150 151Each cache line represents a piece of a single row of pixels within the image. 152The memory locations of two vertically adjacent pixels within the same X-tile 153always differs by 512B or 8 cache lines. 154 155As mentioned above, X-tiling is slower than Y-tiling (though still faster than 156linear). However, until Sky Lake, the display scan-out hardware could only do 157X-tiling so we have historically used X-tiling for all window-system buffers 158(because X or a Wayland compositor may want to put it in a plane). 159 160Bit-6 Swizzling 161^^^^^^^^^^^^^^^ 162 163When bit-6 swizzling is enabled, bits 9 and 10 are XORed in with bit 6 of the 164tiled address: 165 166.. code-block:: c 167 168 addr[6] ^= addr[9] ^ addr[10]; 169 170Y-tiling 171-------- 172 173The Y-tiling format, also available since gen4, is substantially different from 174X-tiling and performs much better in practice. Each Y-tile is an 8x8 grid of cache lines arranged Y-major as follows: 175 176======= ======= ======= ======= ======= ======= ======= ======= 177`0x000` `0x200` `0x400` `0x600` `0x800` `0xa00` `0xc00` `0xe00` 178`0x040` `0x240` `0x440` `0x640` `0x840` `0xa40` `0xc40` `0xe40` 179`0x080` `0x280` `0x480` `0x680` `0x880` `0xa80` `0xc80` `0xe80` 180`0x0c0` `0x2c0` `0x4c0` `0x6c0` `0x8c0` `0xac0` `0xcc0` `0xec0` 181`0x100` `0x300` `0x500` `0x700` `0x900` `0xb00` `0xd00` `0xf00` 182`0x140` `0x340` `0x540` `0x740` `0x940` `0xb40` `0xd40` `0xf40` 183`0x180` `0x380` `0x580` `0x780` `0x980` `0xb80` `0xd80` `0xf80` 184`0x1c0` `0x3c0` `0x5c0` `0x7c0` `0x9c0` `0xbc0` `0xdc0` `0xfc0` 185======= ======= ======= ======= ======= ======= ======= ======= 186 187Each 64B cache line within the tile is laid out as 4 rows of 16B each: 188 189====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== 190`0x00` `0x01` `0x02` `0x03` `0x04` `0x05` `0x06` `0x07` `0x08` `0x09` `0x0a` `0x0b` `0x0c` `0x0d` `0x0e` `0x0f` 191`0x10` `0x11` `0x12` `0x13` `0x14` `0x15` `0x16` `0x17` `0x18` `0x19` `0x1a` `0x1b` `0x1c` `0x1d` `0x1e` `0x1f` 192`0x20` `0x21` `0x22` `0x23` `0x24` `0x25` `0x26` `0x27` `0x28` `0x29` `0x2a` `0x2b` `0x2c` `0x2d` `0x2e` `0x2f` 193`0x30` `0x31` `0x32` `0x33` `0x34` `0x35` `0x36` `0x37` `0x38` `0x39` `0x3a` `0x3b` `0x3c` `0x3d` `0x3e` `0x3f` 194====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== 195 196Y-tiling is widely regarded as being substantially faster than X-tiling so it 197is generally preferred. However, prior to Sky Lake, Y-tiling was not available 198for scanout so X tiling was used for any sort of window-system buffers. 199Starting with Sky Lake, we can scan out from Y-tiled buffers. 200 201Bit-6 Swizzling 202^^^^^^^^^^^^^^^ 203 204When bit-6 swizzling is enabled, bit 9 is XORed in with bit 6 of the tiled 205address: 206 207.. code-block:: c 208 209 addr[6] ^= addr[9]; 210 211W-tiling 212-------- 213 214W-tiling is a new tiling format added on Sandy Bridge for use in stencil 215buffers. W-tiling is similar to Y-tiling in that it's arranged as an 8x8 216Y-major grid of cache lines. The bytes within each cache line are arranged as 217follows: 218 219====== ====== ====== ====== ====== ====== ====== ====== 220`0x00` `0x01` `0x04` `0x05` `0x10` `0x11` `0x14` `0x15` 221`0x02` `0x03` `0x06` `0x07` `0x12` `0x13` `0x16` `0x17` 222`0x08` `0x09` `0x0c` `0x0d` `0x18` `0x19` `0x1c` `0x1d` 223`0x0a` `0x0b` `0x0e` `0x0f` `0x1a` `0x1b` `0x1e` `0x1f` 224`0x20` `0x21` `0x24` `0x25` `0x30` `0x31` `0x34` `0x35` 225`0x22` `0x23` `0x26` `0x27` `0x32` `0x33` `0x36` `0x37` 226`0x28` `0x29` `0x2c` `0x2d` `0x38` `0x39` `0x3c` `0x3d` 227`0x2a` `0x2b` `0x2e` `0x2f` `0x3a` `0x3b` `0x3e` `0x3f` 228====== ====== ====== ====== ====== ====== ====== ====== 229 230While W-tiling has been required for stencil all the way back to Sandy Bridge, 231the docs are somewhat confused as to whether stencil buffers are W or Y-tiled. 232This seems to stem from the fact that the hardware seems to implement W-tiling 233as a sort of modified Y-tiling. One example of this is the somewhat odd 234requirement that W-tiled buffers have their pitch multiplied by 2. From the 235Sky Lake PRM Vol. 2d, "RENDER_SURFACE_STATE" (p. 427): 236 237 If the surface is a stencil buffer (and thus has Tile Mode set to 238 TILEMODE_WMAJOR), the pitch must be set to 2x the value computed based on 239 width, as the stencil buffer is stored with two rows interleaved. 240 241The last phrase holds the key here: "the stencil buffer is stored with two rows 242interleaved". More accurately, a W-tiled buffer can be viewed as a Y-tiled 243buffer with each set of 4 W-tiled lines interleaved to form 2 Y-tiled lines. In 244ISL, we represent a W-tile as a tiling with a logical dimension of 64el x 64el 245but a physical size of 128B x 32rows. This cleanly takes care of the pitch 246issue above and seems to nicely model the hardware. 247 248Tile4 249----- 250 251The tile4 format, introduced on Xe-HP, is somewhat similar to Y but with more 252internal shuffling. Each tile4 tile is an 8x8 grid of cache lines arranged 253as follows: 254 255======= ======= ======= ======= ======= ======= ======= ======= 256`0x000` `0x040` `0x080` `0x0a0` `0x200` `0x240` `0x280` `0x2a0` 257`0x100` `0x140` `0x180` `0x1a0` `0x300` `0x340` `0x380` `0x3a0` 258`0x400` `0x440` `0x480` `0x4a0` `0x600` `0x640` `0x680` `0x6a0` 259`0x500` `0x540` `0x580` `0x5a0` `0x700` `0x740` `0x780` `0x7a0` 260`0x800` `0x840` `0x880` `0x8a0` `0xa00` `0xa40` `0xa80` `0xaa0` 261`0x900` `0x940` `0x980` `0x9a0` `0xb00` `0xb40` `0xb80` `0xba0` 262`0xc00` `0xc40` `0xc80` `0xca0` `0xe00` `0xe40` `0xe80` `0xea0` 263`0xd00` `0xd40` `0xd80` `0xda0` `0xf00` `0xf40` `0xf80` `0xfa0` 264======= ======= ======= ======= ======= ======= ======= ======= 265 266Each 64B cache line within the tile is laid out the same way as for a Y-tile, 267as 4 rows of 16B each: 268 269====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== 270`0x00` `0x01` `0x02` `0x03` `0x04` `0x05` `0x06` `0x07` `0x08` `0x09` `0x0a` `0x0b` `0x0c` `0x0d` `0x0e` `0x0f` 271`0x10` `0x11` `0x12` `0x13` `0x14` `0x15` `0x16` `0x17` `0x18` `0x19` `0x1a` `0x1b` `0x1c` `0x1d` `0x1e` `0x1f` 272`0x20` `0x21` `0x22` `0x23` `0x24` `0x25` `0x26` `0x27` `0x28` `0x29` `0x2a` `0x2b` `0x2c` `0x2d` `0x2e` `0x2f` 273`0x30` `0x31` `0x32` `0x33` `0x34` `0x35` `0x36` `0x37` `0x38` `0x39` `0x3a` `0x3b` `0x3c` `0x3d` `0x3e` `0x3f` 274====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== ====== 275 276Tiling as a bit pattern 277----------------------- 278 279There is one more important angle on tiling that should be discussed before we 280finish. Every tiling can be described by three things: 281 282 1. A logical width and height in elements 283 2. A physical width in bytes and height in rows 284 3. A mapping from logical elements to physical bytes within the tile 285 286We have spent a good deal of time on the first two because this is what you 287really need for doing surface layout calculations. However, there are cases in 288which the map from logical to physical elements is critical. One example is 289W-tiling where we have code to do W-tiled encoding and decoding in the shader 290for doing stencil blits because the hardware does not allow us to render to 291W-tiled surfaces. 292 293There are many ways to mathematically describe the mapping from logical 294elements to physical bytes. In the PRMs they give a very complicated set of 295formulas involving lots of multiplication, modulus, and sums that show you how 296to compute the mapping. With a little creativity, you can easily reduce those 297to a set of bit shifts and ORs. By far the simplest formulation, however, is 298as a mapping from the bits of the texture coordinates to bits in the address. 299Suppose that :math:`(u, v)` is location of a 1-byte element within a tile. If 300you represent :math:`u` as :math:`u_n u_{n-1} \cdots u_2 u_1 u_0` where 301:math:`u_0` is the LSB and :math:`u_n` is the MSB of :math:`u` and similarly 302:math:`v = v_m v_{m-1} \cdots v_2 v_1 v_0`, then the bits of the address within 303the tile are given by the table below: 304 305=========================================== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== 306 Tiling 11 10 9 8 7 6 5 4 3 2 1 0 307=========================================== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== 308:c:enumerator:`isl_tiling.ISL_TILING_X` :math:`v_2` :math:`v_1` :math:`v_0` :math:`u_8` :math:`u_7` :math:`u_6` :math:`u_5` :math:`u_4` :math:`u_3` :math:`u_2` :math:`u_1` :math:`u_0` 309:c:enumerator:`isl_tiling.ISL_TILING_Y0` :math:`u_6` :math:`u_5` :math:`u_4` :math:`v_4` :math:`v_3` :math:`v_2` :math:`v_1` :math:`v_0` :math:`u_3` :math:`u_2` :math:`u_1` :math:`u_0` 310:c:enumerator:`isl_tiling.ISL_TILING_W` :math:`u_5` :math:`u_4` :math:`u_3` :math:`v_5` :math:`v_4` :math:`v_3` :math:`v_2` :math:`u_2` :math:`v_1` :math:`u_1` :math:`v_0` :math:`u_0` 311:c:enumerator:`isl_tiling.ISL_TILING_4` :math:`v_4` :math:`v_3` :math:`u_6` :math:`v_2` :math:`u_5` :math:`u_4` :math:`v_1` :math:`v_0` :math:`u_3` :math:`u_2` :math:`u_1` :math:`u_0` 312=========================================== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== 313 314Constructing the mapping this way makes a lot of sense when you think about 315hardware. It may seem complex on paper but "simple" things such as addition 316are relatively expensive in hardware while interleaving bits in a well-defined 317pattern is practically free. For a format that has more than one byte per 318element, you simply chop bits off the bottom of the pattern, hard-code them to 3190, and adjust bit indices as needed. For a 128-bit format, for instance, the 320Y-tiled pattern becomes :math:`u_2 u_1 u_0 v_4 v_3 v_2 v_1 v_0`. The Sky Lake 321PRM Vol. 5 in the section "2D Surfaces" contains an expanded version of the 322above table (which we will not repeat here) that also includes the bit patterns 323for the Ys and Yf tiling formats. 324