ac,radeonsi: add helpers to compute the number of tess patches/lds size

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28015>
This commit is contained in:
Samuel Pitoiset 2024-03-06 14:17:55 +01:00 committed by Marge Bot
parent 8b8d194bfb
commit 758e6d9005
3 changed files with 104 additions and 75 deletions

View file

@ -1031,6 +1031,96 @@ unsigned ac_compute_ngg_workgroup_size(unsigned es_verts, unsigned gs_inst_prims
return CLAMP(workgroup_size, 1, 256);
}
uint32_t ac_compute_num_tess_patches(const struct radeon_info *info, uint32_t num_tcs_input_cp,
uint32_t num_tcs_output_cp, uint32_t vram_per_patch,
uint32_t lds_per_patch, uint32_t wave_size,
bool tess_uses_primid)
{
/* The VGT HS block increments the patch ID unconditionally
* within a single threadgroup. This results in incorrect
* patch IDs when instanced draws are used.
*
* The intended solution is to restrict threadgroups to
* a single instance by setting SWITCH_ON_EOI, which
* should cause IA to split instances up. However, this
* doesn't work correctly on GFX6 when there is no other
* SE to switch to.
*/
const bool has_primid_instancing_bug = info->gfx_level == GFX6 && info->max_se == 1;
if (has_primid_instancing_bug && tess_uses_primid)
return 1;
/* Ensure that we only need 4 waves per CU, so that we don't need to check
* resource usage (such as whether we have enough VGPRs to fit the whole
* threadgroup into the CU). It also ensures that the number of tcs in and out
* vertices per threadgroup are at most 256, which is the hw limit.
*/
const unsigned max_verts_per_patch = MAX2(num_tcs_input_cp, num_tcs_output_cp);
unsigned num_patches = 256 / max_verts_per_patch;
/* Not necessary for correctness, but higher numbers are slower.
* The hardware can do more, but we prefer fully occupied waves.
* eg. 64 triangle patches means 3 fully occupied Wave64 waves.
*/
num_patches = MIN2(num_patches, 64);
/* When distributed tessellation is unsupported, switch between SEs
* at a higher frequency to manually balance the workload between SEs.
*/
if (!info->has_distributed_tess && info->max_se > 1)
num_patches = MIN2(num_patches, 16); /* recommended */
/* Make sure the output data fits in the offchip buffer */
if (vram_per_patch) {
const uint32_t tess_offchip_block_dw_size = info->family == CHIP_HAWAII ? 4096 : 8192;
num_patches =
MIN2(num_patches, (tess_offchip_block_dw_size * 4) / vram_per_patch);
}
/* Make sure that the data fits in LDS. This assumes the shaders only
* use LDS for the inputs and outputs.
*
* The maximum allowed LDS size is 32K. Higher numbers can hang.
* Use 16K as the maximum, so that we can fit 2 workgroups on the same CU.
*/
if (lds_per_patch) {
ASSERTED const unsigned max_lds_size = 32 * 1024; /* hw limit */
const unsigned target_lds_size = 16 * 1024; /* target at least 2 workgroups per CU, 16K each */
num_patches = MIN2(num_patches, target_lds_size / lds_per_patch);
assert(num_patches * lds_per_patch <= max_lds_size);
}
num_patches = MAX2(num_patches, 1);
/* Make sure that vector lanes are fully occupied by cutting off the last wave
* if it's only partially filled.
*/
const unsigned temp_verts_per_tg = num_patches * max_verts_per_patch;
if (temp_verts_per_tg > wave_size &&
(wave_size - temp_verts_per_tg % wave_size >= MAX2(max_verts_per_patch, 8)))
num_patches = (temp_verts_per_tg & ~(wave_size - 1)) / max_verts_per_patch;
if (info->gfx_level == GFX6) {
/* GFX6 bug workaround, related to power management. Limit LS-HS
* threadgroups to only one wave.
*/
const unsigned one_wave = wave_size / max_verts_per_patch;
num_patches = MIN2(num_patches, one_wave);
}
return num_patches;
}
uint32_t
ac_compute_tess_lds_size(const struct radeon_info *info, uint32_t lds_per_patch, uint32_t num_patches)
{
const unsigned lds_size = lds_per_patch * num_patches;
assert(lds_size <= (info->gfx_level >= GFX7 ? 65536 : 32768));
return align(lds_size, info->lds_encode_granularity) / info->lds_encode_granularity;
}
uint32_t ac_apply_cu_en(uint32_t value, uint32_t clear_mask, unsigned value_shift,
const struct radeon_info *info)
{

View file

@ -197,6 +197,14 @@ unsigned ac_compute_esgs_workgroup_size(enum amd_gfx_level gfx_level, unsigned w
unsigned ac_compute_ngg_workgroup_size(unsigned es_verts, unsigned gs_inst_prims,
unsigned max_vtx_out, unsigned prim_amp_factor);
uint32_t ac_compute_num_tess_patches(const struct radeon_info *info, uint32_t num_tcs_input_cp,
uint32_t num_tcs_output_cp, uint32_t vram_per_patch,
uint32_t lds_per_patch, uint32_t wave_size,
bool tess_uses_primid);
uint32_t ac_compute_tess_lds_size(const struct radeon_info *info,
uint32_t lds_per_patch, uint32_t num_patches);
uint32_t ac_apply_cu_en(uint32_t value, uint32_t clear_mask, unsigned value_shift,
const struct radeon_info *info);

View file

@ -4515,72 +4515,11 @@ void si_update_tess_io_layout_state(struct si_context *sctx)
lds_per_patch = MAX2(input_patch_size, output_patch_size);
}
/* Ensure that we only need 4 waves per CU, so that we don't need to check
* resource usage (such as whether we have enough VGPRs to fit the whole
* threadgroup into the CU). It also ensures that the number of tcs in and out
* vertices per threadgroup are at most 256, which is the hw limit.
*/
unsigned max_verts_per_patch = MAX2(num_tcs_input_cp, num_tcs_output_cp);
unsigned num_patches = 256 / max_verts_per_patch;
/* Not necessary for correctness, but higher numbers are slower.
* The hardware can do more, but the radeonsi shader constant is
* limited to 6 bits.
*/
num_patches = MIN2(num_patches, 64); /* e.g. 64 triangles in exactly 3 waves */
/* When distributed tessellation is unsupported, switch between SEs
* at a higher frequency to manually balance the workload between SEs.
*/
if (!sctx->screen->info.has_distributed_tess && sctx->screen->info.max_se > 1)
num_patches = MIN2(num_patches, 16); /* recommended */
/* Make sure the output data fits in the offchip buffer */
num_patches =
MIN2(num_patches, (sctx->screen->hs.tess_offchip_block_dw_size * 4) / output_patch_size);
/* Make sure that the data fits in LDS. This assumes the shaders only
* use LDS for the inputs and outputs.
*
* The maximum allowed LDS size is 32K. Higher numbers can hang.
* Use 16K as the maximum, so that we can fit 2 workgroups on the same CU.
*/
ASSERTED unsigned max_lds_size = 32 * 1024; /* hw limit */
unsigned target_lds_size = 16 * 1024; /* target at least 2 workgroups per CU, 16K each */
num_patches = MIN2(num_patches, target_lds_size / lds_per_patch);
num_patches = MAX2(num_patches, 1);
assert(num_patches * lds_per_patch <= max_lds_size);
/* Make sure that vector lanes are fully occupied by cutting off the last wave
* if it's only partially filled.
*/
unsigned temp_verts_per_tg = num_patches * max_verts_per_patch;
unsigned wave_size = ls_current->wave_size;
if (temp_verts_per_tg > wave_size &&
(wave_size - temp_verts_per_tg % wave_size >= MAX2(max_verts_per_patch, 8)))
num_patches = (temp_verts_per_tg & ~(wave_size - 1)) / max_verts_per_patch;
if (sctx->gfx_level == GFX6) {
/* GFX6 bug workaround, related to power management. Limit LS-HS
* threadgroups to only one wave.
*/
unsigned one_wave = wave_size / max_verts_per_patch;
num_patches = MIN2(num_patches, one_wave);
}
/* The VGT HS block increments the patch ID unconditionally
* within a single threadgroup. This results in incorrect
* patch IDs when instanced draws are used.
*
* The intended solution is to restrict threadgroups to
* a single instance by setting SWITCH_ON_EOI, which
* should cause IA to split instances up. However, this
* doesn't work correctly on GFX6 when there is no other
* SE to switch to.
*/
if (has_primid_instancing_bug && tess_uses_primid)
num_patches = 1;
unsigned num_patches =
ac_compute_num_tess_patches(&sctx->screen->info, num_tcs_input_cp,
num_tcs_output_cp, output_patch_size,
lds_per_patch, ls_current->wave_size,
tess_uses_primid);
if (sctx->num_patches_per_workgroup != num_patches) {
sctx->num_patches_per_workgroup = num_patches;
@ -4607,15 +4546,7 @@ void si_update_tess_io_layout_state(struct si_context *sctx)
(num_vs_outputs << 17) | (num_tcs_outputs << 23);
/* Compute the LDS size. */
unsigned lds_size = lds_per_patch * num_patches;
if (sctx->gfx_level >= GFX7) {
assert(lds_size <= 65536);
lds_size = align(lds_size, 512) / 512;
} else {
assert(lds_size <= 32768);
lds_size = align(lds_size, 256) / 256;
}
unsigned lds_size = ac_compute_tess_lds_size(&sctx->screen->info, lds_per_patch, num_patches);
/* We should be able to support in-shader LDS use with LLVM >= 9
* by just adding the lds_sizes together, but it has never