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This avoids pulling the dependency on NIR headers in libbroadcom_v3d. Reviewed-by: Christian Gmeiner <cgmeiner@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32240>
270 lines
9.4 KiB
C
270 lines
9.4 KiB
C
/*
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* Copyright © 2021 Raspberry Pi Ltd
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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 "v3d_util.h"
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#include "util/macros.h"
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/* Choose a number of workgroups per supergroup that maximizes
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* lane occupancy. We can pack up to 16 workgroups into a supergroup.
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*/
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uint32_t
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v3d_csd_choose_workgroups_per_supergroup(struct v3d_device_info *devinfo,
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bool has_subgroups,
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bool has_tsy_barrier,
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uint32_t threads,
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uint32_t num_wgs,
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uint32_t wg_size)
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{
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/* FIXME: subgroups may restrict supergroup packing. For now, we disable it
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* completely if the shader uses subgroups.
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*/
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if (has_subgroups)
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return 1;
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/* Compute maximum number of batches in a supergroup for this workgroup size.
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* Each batch is 16 elements, and we can have up to 16 work groups in a
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* supergroup:
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*
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* max_batches_per_sg = (wg_size * max_wgs_per_sg) / elements_per_batch
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* since max_wgs_per_sg = 16 and elements_per_batch = 16, we get:
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* max_batches_per_sg = wg_size
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*/
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uint32_t max_batches_per_sg = wg_size;
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/* QPU threads will stall at TSY barriers until the entire supergroup
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* reaches the barrier. Limit the supergroup size to half the QPU threads
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* available, so we can have at least 2 supergroups executing in parallel
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* and we don't stall all our QPU threads when a supergroup hits a barrier.
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*/
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if (has_tsy_barrier) {
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uint32_t max_qpu_threads = devinfo->qpu_count * threads;
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max_batches_per_sg = MIN2(max_batches_per_sg, max_qpu_threads / 2);
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}
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uint32_t max_wgs_per_sg = max_batches_per_sg * 16 / wg_size;
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uint32_t best_wgs_per_sg = 1;
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uint32_t best_unused_lanes = 16;
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for (uint32_t wgs_per_sg = 1; wgs_per_sg <= max_wgs_per_sg; wgs_per_sg++) {
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/* Don't try to pack more workgroups per supergroup than the total amount
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* of workgroups dispatched.
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*/
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if (wgs_per_sg > num_wgs)
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return best_wgs_per_sg;
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/* Compute wasted lines for this configuration and keep track of the
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* config with less waste.
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*/
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uint32_t unused_lanes = (16 - ((wgs_per_sg * wg_size) % 16)) & 0x0f;
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if (unused_lanes == 0)
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return wgs_per_sg;
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if (unused_lanes < best_unused_lanes) {
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best_wgs_per_sg = wgs_per_sg;
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best_unused_lanes = unused_lanes;
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}
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}
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return best_wgs_per_sg;
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}
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#define V3D71_TLB_COLOR_SIZE (16 * 1024)
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#define V3D71_TLB_DETPH_SIZE (16 * 1024)
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#define V3D71_TLB_AUX_DETPH_SIZE (8 * 1024)
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static bool
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tile_size_valid(uint32_t pixel_count, uint32_t color_bpp, uint32_t depth_bpp)
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{
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/* First, we check if we can fit this tile size allocating the depth
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* TLB memory to color.
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*/
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if (pixel_count * depth_bpp <= V3D71_TLB_AUX_DETPH_SIZE &&
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pixel_count * color_bpp <= V3D71_TLB_COLOR_SIZE + V3D71_TLB_DETPH_SIZE) {
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return true;
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}
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/* Otherwise the tile must fit in the main TLB buffers */
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return pixel_count * depth_bpp <= V3D71_TLB_DETPH_SIZE &&
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pixel_count * color_bpp <= V3D71_TLB_COLOR_SIZE;
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}
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void
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v3d_choose_tile_size(const struct v3d_device_info *devinfo,
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uint32_t color_attachment_count,
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/* V3D 4.x max internal bpp of all RTs */
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uint32_t max_internal_bpp,
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/* V3D 7.x accumulated bpp for all RTs (in bytes) */
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uint32_t total_color_bpp,
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bool msaa,
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bool double_buffer,
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uint32_t *width,
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uint32_t *height)
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{
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static const uint8_t tile_sizes[] = {
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64, 64,
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64, 32,
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32, 32,
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32, 16,
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16, 16,
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16, 8,
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8, 8
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};
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uint32_t idx = 0;
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if (devinfo->ver >= 71) {
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/* In V3D 7.x, we use the actual bpp used by color attachments to compute
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* the tile size instead of the maximum bpp. This may allow us to choose a
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* larger tile size than we would in 4.x in scenarios with multiple RTs
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* with different bpps.
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*
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* Also, the TLB has an auxiliary buffer of 8KB that will be automatically
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* used for depth instead of the main 16KB depth TLB buffer when the depth
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* tile fits in the auxiliary buffer, allowing the hardware to allocate
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* the 16KB from the main depth TLB to the color TLB. If we can do that,
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* then we are effectively doubling the memory we have for color and we
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* can also select a larger tile size. This is necessary to support
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* the most expensive configuration: 8x128bpp RTs + MSAA.
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*
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* FIXME: the docs state that depth TLB memory can be used for color
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* if depth testing is not used by setting the 'depth disable' bit in the
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* rendering configuration. However, this comes with a requirement that
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* occlussion queries must not be active. We need to clarify if this means
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* active at the point at which we emit a tile rendering configuration
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* item, meaning that the we have a query spanning a full render pass
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* (this is something we can tell before we emit the rendering
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* configuration item) or active in the subpass for which we are enabling
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* the bit (which we can't tell until later, when we record commands for
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* the subpass). If it is the latter, then we cannot use this feature.
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*/
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const uint32_t color_bpp = total_color_bpp * (msaa ? 4 : 1);
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const uint32_t depth_bpp = 4 * (msaa ? 4 : 1);
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do {
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const uint32_t tile_w = tile_sizes[idx * 2];
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const uint32_t tile_h = tile_sizes[idx * 2 + 1];
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if (tile_size_valid(tile_w * tile_h, color_bpp, depth_bpp))
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break;
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idx++;
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} while (idx < ARRAY_SIZE(tile_sizes) / 2);
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if (double_buffer)
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idx += 1;
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} else {
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/* On V3D 4.x tile size is selected based on the number of RTs, the
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* maximum bpp across all of them and whether 4x MSAA is used.
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*/
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if (color_attachment_count > 4)
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idx += 3;
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else if (color_attachment_count > 2)
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idx += 2;
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else if (color_attachment_count > 1)
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idx += 1;
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/* MSAA and double-buffer are mutually exclusive */
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assert(!msaa || !double_buffer);
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if (msaa)
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idx += 2;
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else if (double_buffer)
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idx += 1;
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idx += max_internal_bpp;
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}
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assert(idx < ARRAY_SIZE(tile_sizes) / 2);
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*width = tile_sizes[idx * 2];
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*height = tile_sizes[idx * 2 + 1];
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}
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/* Translates a pipe swizzle to the swizzle values used in the
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* TEXTURE_SHADER_STATE packet.
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*/
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uint32_t
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v3d_translate_pipe_swizzle(enum pipe_swizzle swizzle)
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{
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switch (swizzle) {
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case PIPE_SWIZZLE_0:
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return 0;
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case PIPE_SWIZZLE_1:
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return 1;
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case PIPE_SWIZZLE_X:
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case PIPE_SWIZZLE_Y:
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case PIPE_SWIZZLE_Z:
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case PIPE_SWIZZLE_W:
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return 2 + swizzle;
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default:
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unreachable("unknown swizzle");
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}
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}
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/* Translates a pipe primitive type to a hw value we can use in the various
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* draw packets.
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*/
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uint32_t
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v3d_hw_prim_type(enum mesa_prim prim_type)
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{
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switch (prim_type) {
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case MESA_PRIM_POINTS:
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case MESA_PRIM_LINES:
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case MESA_PRIM_LINE_LOOP:
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case MESA_PRIM_LINE_STRIP:
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case MESA_PRIM_TRIANGLES:
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case MESA_PRIM_TRIANGLE_STRIP:
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case MESA_PRIM_TRIANGLE_FAN:
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return prim_type;
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case MESA_PRIM_LINES_ADJACENCY:
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case MESA_PRIM_LINE_STRIP_ADJACENCY:
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case MESA_PRIM_TRIANGLES_ADJACENCY:
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case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
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return 8 + (prim_type - MESA_PRIM_LINES_ADJACENCY);
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default:
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unreachable("Unsupported primitive type");
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}
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}
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uint32_t
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v3d_internal_bpp_words(uint32_t internal_bpp)
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{
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switch (internal_bpp) {
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case 0 /* V3D_INTERNAL_BPP_32 */:
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return 1;
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case 1 /* V3D_INTERNAL_BPP_64 */:
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return 2;
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case 2 /* V3D_INTERNAL_BPP_128 */:
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return 4;
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default:
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unreachable("Unsupported internal BPP");
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}
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}
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uint32_t
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v3d_compute_rt_row_row_stride_128_bits(uint32_t tile_width,
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uint32_t bpp)
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{
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/* stride in multiples of 128 bits, and covers 2 rows. This is the
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* reason we divide by 2 instead of 4, as we divide number of 32-bit
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* words per row by 2.
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*/
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return (tile_width * bpp) / 2;
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}
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