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The round up in 'next_address_8kb = DIV_ROUND_UP(push_constant_kb, 8)' was not decreasing the amount of URB available for Mesh and Task, what could cause an over allocation of URB. There was also no minimum entries enforcement for Mesh and Task, what could cause 0 r.mesh_entries to be set in a case where tue_size_dw is 90% > than mue_size_dw. Same for r.task_entries when Task is enabled. Also adding a few more asserts to help debug. This fixes at least dEQP-VK.mesh_shader.ext.properties.mesh_payload_size in LNL but it has potential to fixes other Mesh tests as well. Cc: mesa-stable Signed-off-by: José Roberto de Souza <jose.souza@intel.com> Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/27555>
414 lines
16 KiB
C
414 lines
16 KiB
C
/*
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* Copyright (c) 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include <stdlib.h>
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#include <math.h>
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#include "util/u_debug.h"
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#include "util/macros.h"
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#include "util/u_math.h"
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#include "compiler/shader_enums.h"
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#include "intel_l3_config.h"
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/**
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* The following diagram shows how we partition the URB:
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*
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* 16kb or 32kb Rest of the URB space
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* __________-__________ _________________-_________________
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* / \ / \
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* +-------------------------------------------------------------+
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* | VS/HS/DS/GS/FS Push | VS/HS/DS/GS URB |
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* | Constants | Entries |
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* +-------------------------------------------------------------+
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*
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* Push constants must be stored at the beginning of the URB space,
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* while URB entries can be stored anywhere. We choose to lay them
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* out in pipeline order (VS -> HS -> DS -> GS).
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*/
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/**
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* Decide how to partition the URB among the various stages.
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*
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* \param[in] push_constant_bytes - space allocate for push constants.
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* \param[in] urb_size_bytes - total size of the URB (from L3 config).
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* \param[in] tess_present - are tessellation shaders active?
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* \param[in] gs_present - are geometry shaders active?
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* \param[in] entry_size - the URB entry size (from the shader compiler)
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* \param[out] entries - the number of URB entries for each stage
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* \param[out] start - the starting offset for each stage
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* \param[out] deref_block_size - deref block size for 3DSTATE_SF
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* \param[out] constrained - true if we wanted more space than we had
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*/
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void
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intel_get_urb_config(const struct intel_device_info *devinfo,
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const struct intel_l3_config *l3_cfg,
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bool tess_present, bool gs_present,
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struct intel_urb_config *urb_cfg,
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enum intel_urb_deref_block_size *deref_block_size,
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bool *constrained)
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{
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unsigned urb_size_kB = intel_get_l3_config_urb_size(devinfo, l3_cfg);
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/* RCU_MODE register for Gfx12LP in BSpec says:
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*
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* "HW reserves 4KB of URB space per bank for Compute Engine out of the
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* total storage available in L3. SW must consider that 4KB of storage
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* per bank will be reduced from what is programmed for the URB space
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* in L3 for Render Engine executed workloads.
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*
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* Example: When URB space programmed is 64KB (per bank) for Render
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* Engine, the actual URB space available for operation is only 60KB
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* (per bank). Similarly when URB space programmed is 128KB (per bank)
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* for render engine, the actual URB space available for operation is
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* only 124KB (per bank). More detailed description available in "L3
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* Cache" section of the B-Spec."
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*/
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if (devinfo->verx10 == 120 && devinfo->has_compute_engine) {
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assert(devinfo->num_slices == 1);
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urb_size_kB -= 4 * devinfo->l3_banks;
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}
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const unsigned push_constant_kB = devinfo->max_constant_urb_size_kb;
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const bool active[4] = { true, tess_present, tess_present, gs_present };
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/* URB allocations must be done in 8k chunks. */
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const unsigned chunk_size_kB = 8;
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const unsigned chunk_size_bytes = chunk_size_kB * 1024;
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const unsigned push_constant_chunks = push_constant_kB / chunk_size_kB;
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const unsigned urb_chunks = urb_size_kB / chunk_size_kB;
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/* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
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*
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* VS Number of URB Entries must be divisible by 8 if the VS URB Entry
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* Allocation Size is less than 9 512-bit URB entries.
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*
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* Similar text exists for HS, DS and GS.
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*/
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unsigned granularity[4];
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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granularity[i] = (urb_cfg->size[i] < 9) ? 8 : 1;
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}
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unsigned min_entries[4] = {
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/* VS has a lower limit on the number of URB entries.
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*
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* From the Broadwell PRM, 3DSTATE_URB_VS instruction:
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* "When tessellation is enabled, the VS Number of URB Entries must be
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* greater than or equal to 192."
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*/
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[MESA_SHADER_VERTEX] = tess_present && devinfo->ver == 8 ?
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192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX],
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/* There are two constraints on the minimum amount of URB space we can
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* allocate:
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*
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* (1) We need room for at least 2 URB entries, since we always operate
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* the GS in DUAL_OBJECT mode.
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*
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* (2) We can't allocate less than nr_gs_entries_granularity.
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*/
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[MESA_SHADER_GEOMETRY] = gs_present ? 2 : 0,
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[MESA_SHADER_TESS_CTRL] = tess_present ? 1 : 0,
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[MESA_SHADER_TESS_EVAL] = tess_present ?
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devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0,
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};
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/* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up.
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* Round them all up.
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*/
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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min_entries[i] = ALIGN(min_entries[i], granularity[i]);
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}
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unsigned entry_size_bytes[4];
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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entry_size_bytes[i] = 64 * urb_cfg->size[i];
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}
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/* Initially, assign each stage the minimum amount of URB space it needs,
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* and make a note of how much additional space it "wants" (the amount of
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* additional space it could actually make use of).
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*/
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unsigned chunks[4];
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unsigned wants[4];
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unsigned total_needs = push_constant_chunks;
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unsigned total_wants = 0;
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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if (active[i]) {
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chunks[i] = DIV_ROUND_UP(min_entries[i] * entry_size_bytes[i],
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chunk_size_bytes);
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wants[i] =
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DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i],
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chunk_size_bytes) - chunks[i];
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} else {
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chunks[i] = 0;
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wants[i] = 0;
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}
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total_needs += chunks[i];
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total_wants += wants[i];
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}
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assert(total_needs <= urb_chunks);
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*constrained = total_needs + total_wants > urb_chunks;
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/* Mete out remaining space (if any) in proportion to "wants". */
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unsigned remaining_space = MIN2(urb_chunks - total_needs, total_wants);
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if (remaining_space > 0) {
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for (int i = MESA_SHADER_VERTEX;
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total_wants > 0 && i <= MESA_SHADER_TESS_EVAL; i++) {
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unsigned additional = (unsigned)
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roundf(wants[i] * (((float) remaining_space) / total_wants));
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chunks[i] += additional;
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remaining_space -= additional;
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total_wants -= wants[i];
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}
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chunks[MESA_SHADER_GEOMETRY] += remaining_space;
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}
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/* Sanity check that we haven't over-allocated. */
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unsigned total_chunks = push_constant_chunks;
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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total_chunks += chunks[i];
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}
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assert(total_chunks <= urb_chunks);
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/* Finally, compute the number of entries that can fit in the space
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* allocated to each stage.
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*/
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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urb_cfg->entries[i] = chunks[i] * chunk_size_bytes / entry_size_bytes[i];
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/* Since we rounded up when computing wants[], this may be slightly
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* more than the maximum allowed amount, so correct for that.
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*/
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urb_cfg->entries[i] = MIN2(urb_cfg->entries[i],
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devinfo->urb.max_entries[i]);
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/* Ensure that we program a multiple of the granularity. */
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urb_cfg->entries[i] = ROUND_DOWN_TO(urb_cfg->entries[i], granularity[i]);
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/* Finally, sanity check to make sure we have at least the minimum
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* number of entries needed for each stage.
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*/
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assert(urb_cfg->entries[i] >= min_entries[i]);
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}
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/* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */
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int first_urb = push_constant_chunks;
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/* From the BDW PRM: for 3DSTATE_URB_*: VS URB Starting Address
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*
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* "Value: [4,48] Device [SliceCount] GT 1"
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*
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* From the ICL PRMs and above :
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*
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* "If CTXT_SR_CTL::POSH_Enable is clear and Push Constants are required
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* or Device[SliceCount] GT 1, the lower limit is 4."
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*
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* "If Push Constants are not required andDevice[SliceCount] == 1, the
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* lower limit is 0."
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*/
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if ((devinfo->ver == 8 && devinfo->num_slices == 1) ||
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(devinfo->ver >= 11 && push_constant_chunks > 0 && devinfo->num_slices == 1))
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first_urb = MAX2(first_urb, 4);
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int next_urb = first_urb;
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for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
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if (urb_cfg->entries[i]) {
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urb_cfg->start[i] = next_urb;
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next_urb += chunks[i];
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} else {
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/* Put disabled stages at the beginning of the valid range */
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urb_cfg->start[i] = first_urb;
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}
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}
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if (deref_block_size) {
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if (devinfo->ver >= 12) {
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/* From the Gfx12 BSpec:
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*
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* "Deref Block size depends on the last enabled shader and number
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* of handles programmed for that shader
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*
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* 1) For GS last shader enabled cases, the deref block is
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* always set to a per poly(within hardware)
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*
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* If the last enabled shader is VS or DS.
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*
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* 1) If DS is last enabled shader then if the number of DS
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* handles is less than 324, need to set per poly deref.
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*
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* 2) If VS is last enabled shader then if the number of VS
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* handles is less than 192, need to set per poly deref"
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*
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* The default is 32 so we assume that's the right choice if we're
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* not in one of the explicit cases listed above.
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*/
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if (gs_present) {
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*deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY;
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} else if (tess_present) {
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if (urb_cfg->entries[MESA_SHADER_TESS_EVAL] < 324)
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*deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY;
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else
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*deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32;
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} else {
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if (urb_cfg->entries[MESA_SHADER_VERTEX] < 192)
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*deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY;
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else
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*deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32;
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}
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} else {
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*deref_block_size = 0;
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}
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}
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}
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struct intel_mesh_urb_allocation
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intel_get_mesh_urb_config(const struct intel_device_info *devinfo,
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const struct intel_l3_config *l3_cfg,
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unsigned tue_size_dw, unsigned mue_size_dw)
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{
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struct intel_mesh_urb_allocation r = {0};
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/* Allocation Size must be aligned to 64B. */
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r.task_entry_size_64b = DIV_ROUND_UP(tue_size_dw * 4, 64);
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r.mesh_entry_size_64b = DIV_ROUND_UP(mue_size_dw * 4, 64);
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assert(r.task_entry_size_64b <= 1024);
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assert(r.mesh_entry_size_64b <= 1024);
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/* Per-slice URB size. */
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unsigned total_urb_kb = intel_get_l3_config_urb_size(devinfo, l3_cfg);
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/* Programming Note in bspec requires all the slice to have the same number
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* of entries, so we need to discount the space for constants for all of
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* them. See 3DSTATE_URB_ALLOC_MESH and 3DSTATE_URB_ALLOC_TASK.
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*/
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unsigned push_constant_kb = devinfo->mesh_max_constant_urb_size_kb;
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/* 3DSTATE_URB_ALLOC_MESH_BODY says
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*
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* MESH URB Starting Address SliceN
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* This field specifies the offset (from the start of the URB memory
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* in slices beyond Slice0) of the MESH URB allocation, specified in
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* multiples of 8 KB.
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*/
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push_constant_kb = ALIGN(push_constant_kb, 8);
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total_urb_kb -= push_constant_kb;
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const unsigned total_urb_avail_mesh_task_kb = total_urb_kb;
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/* TODO(mesh): Take push constant size as parameter instead of considering always
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* the max? */
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float task_urb_share = 0.0f;
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if (r.task_entry_size_64b > 0) {
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/* By default, split memory between TASK and MESH proportionally to
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* their entry sizes. Environment variable allow us to tweak it.
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*
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* TODO(mesh): Re-evaluate if this is a good default once there are more
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* workloads.
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*/
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static int task_urb_share_percentage = -1;
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if (task_urb_share_percentage == -1) {
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task_urb_share_percentage =
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MIN2(debug_get_num_option("INTEL_MESH_TASK_URB_SHARE", -2), 100);
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}
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if (task_urb_share_percentage >= 0) {
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task_urb_share = task_urb_share_percentage / 100.0f;
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} else {
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task_urb_share = (float)r.task_entry_size_64b / (r.task_entry_size_64b + r.mesh_entry_size_64b);
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}
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}
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/* 3DSTATE_URB_ALLOC_MESH_BODY and 3DSTATE_URB_ALLOC_TASK_BODY says
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*
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* MESH Number of URB Entries must be divisible by 8 if the MESH/TASK URB
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* Entry Allocation Size is less than 9 512-bit URB entries.
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*/
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const unsigned min_mesh_entries = r.mesh_entry_size_64b < 9 ? 8 : 1;
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const unsigned min_task_entries = r.task_entry_size_64b < 9 ? 8 : 1;
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const unsigned min_mesh_urb_kb = ALIGN(r.mesh_entry_size_64b * min_mesh_entries * 64, 1024) / 1024;
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const unsigned min_task_urb_kb = ALIGN(r.task_entry_size_64b * min_task_entries * 64, 1024) / 1024;
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total_urb_kb -= (min_mesh_urb_kb + min_task_urb_kb);
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/* split the remaining urb_kbs */
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unsigned task_urb_kb = total_urb_kb * task_urb_share;
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unsigned mesh_urb_kb = total_urb_kb - task_urb_kb;
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/* sum minimum + split urb_kbs */
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mesh_urb_kb += min_mesh_urb_kb;
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/* 3DSTATE_URB_ALLOC_TASK_BODY says
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* MESH Number of URB Entries SliceN
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* This field specifies the offset (from the start of the URB memory
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* in slices beyond Slice0) of the TASK URB allocation, specified in
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* multiples of 8 KB.
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*/
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if ((total_urb_avail_mesh_task_kb - ALIGN(mesh_urb_kb, 8)) >= min_task_entries) {
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mesh_urb_kb = ALIGN(mesh_urb_kb, 8);
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} else {
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mesh_urb_kb = ROUND_DOWN_TO(mesh_urb_kb, 8);
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}
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/* TODO(mesh): Could we avoid allocating URB for Mesh if rasterization is
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* disabled? */
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unsigned next_address_8kb = push_constant_kb / 8;
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assert(push_constant_kb % 8 == 0);
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r.mesh_starting_address_8kb = next_address_8kb;
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r.mesh_entries = MIN2((mesh_urb_kb * 16) / r.mesh_entry_size_64b, 1548);
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r.mesh_entries = r.mesh_entry_size_64b < 9 ? ROUND_DOWN_TO(r.mesh_entries, 8) : r.mesh_entries;
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next_address_8kb += mesh_urb_kb / 8;
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assert(mesh_urb_kb % 8 == 0);
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r.task_starting_address_8kb = next_address_8kb;
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task_urb_kb = total_urb_avail_mesh_task_kb - mesh_urb_kb;
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if (r.task_entry_size_64b > 0) {
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r.task_entries = MIN2((task_urb_kb * 16) / r.task_entry_size_64b, 1548);
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r.task_entries = r.task_entry_size_64b < 9 ? ROUND_DOWN_TO(r.task_entries, 8) : r.task_entries;
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}
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r.deref_block_size = r.mesh_entries > 32 ?
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INTEL_URB_DEREF_BLOCK_SIZE_MESH :
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INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY;
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assert(mesh_urb_kb + task_urb_kb <= total_urb_avail_mesh_task_kb);
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assert(mesh_urb_kb >= min_mesh_urb_kb);
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assert(task_urb_kb >= min_task_urb_kb);
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return r;
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}
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