1*61046927SAndroid Build Coastguard Worker /*
2*61046927SAndroid Build Coastguard Worker * Copyright © 2021 Raspberry Pi Ltd
3*61046927SAndroid Build Coastguard Worker *
4*61046927SAndroid Build Coastguard Worker * Permission is hereby granted, free of charge, to any person obtaining a
5*61046927SAndroid Build Coastguard Worker * copy of this software and associated documentation files (the "Software"),
6*61046927SAndroid Build Coastguard Worker * to deal in the Software without restriction, including without limitation
7*61046927SAndroid Build Coastguard Worker * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8*61046927SAndroid Build Coastguard Worker * and/or sell copies of the Software, and to permit persons to whom the
9*61046927SAndroid Build Coastguard Worker * Software is furnished to do so, subject to the following conditions:
10*61046927SAndroid Build Coastguard Worker *
11*61046927SAndroid Build Coastguard Worker * The above copyright notice and this permission notice (including the next
12*61046927SAndroid Build Coastguard Worker * paragraph) shall be included in all copies or substantial portions of the
13*61046927SAndroid Build Coastguard Worker * Software.
14*61046927SAndroid Build Coastguard Worker *
15*61046927SAndroid Build Coastguard Worker * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16*61046927SAndroid Build Coastguard Worker * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17*61046927SAndroid Build Coastguard Worker * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18*61046927SAndroid Build Coastguard Worker * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19*61046927SAndroid Build Coastguard Worker * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20*61046927SAndroid Build Coastguard Worker * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21*61046927SAndroid Build Coastguard Worker * IN THE SOFTWARE.
22*61046927SAndroid Build Coastguard Worker */
23*61046927SAndroid Build Coastguard Worker
24*61046927SAndroid Build Coastguard Worker #include "v3d_util.h"
25*61046927SAndroid Build Coastguard Worker #include "util/macros.h"
26*61046927SAndroid Build Coastguard Worker
27*61046927SAndroid Build Coastguard Worker /* Choose a number of workgroups per supergroup that maximizes
28*61046927SAndroid Build Coastguard Worker * lane occupancy. We can pack up to 16 workgroups into a supergroup.
29*61046927SAndroid Build Coastguard Worker */
30*61046927SAndroid Build Coastguard Worker uint32_t
v3d_csd_choose_workgroups_per_supergroup(struct v3d_device_info * devinfo,bool has_subgroups,bool has_tsy_barrier,uint32_t threads,uint32_t num_wgs,uint32_t wg_size)31*61046927SAndroid Build Coastguard Worker v3d_csd_choose_workgroups_per_supergroup(struct v3d_device_info *devinfo,
32*61046927SAndroid Build Coastguard Worker bool has_subgroups,
33*61046927SAndroid Build Coastguard Worker bool has_tsy_barrier,
34*61046927SAndroid Build Coastguard Worker uint32_t threads,
35*61046927SAndroid Build Coastguard Worker uint32_t num_wgs,
36*61046927SAndroid Build Coastguard Worker uint32_t wg_size)
37*61046927SAndroid Build Coastguard Worker {
38*61046927SAndroid Build Coastguard Worker /* FIXME: subgroups may restrict supergroup packing. For now, we disable it
39*61046927SAndroid Build Coastguard Worker * completely if the shader uses subgroups.
40*61046927SAndroid Build Coastguard Worker */
41*61046927SAndroid Build Coastguard Worker if (has_subgroups)
42*61046927SAndroid Build Coastguard Worker return 1;
43*61046927SAndroid Build Coastguard Worker
44*61046927SAndroid Build Coastguard Worker /* Compute maximum number of batches in a supergroup for this workgroup size.
45*61046927SAndroid Build Coastguard Worker * Each batch is 16 elements, and we can have up to 16 work groups in a
46*61046927SAndroid Build Coastguard Worker * supergroup:
47*61046927SAndroid Build Coastguard Worker *
48*61046927SAndroid Build Coastguard Worker * max_batches_per_sg = (wg_size * max_wgs_per_sg) / elements_per_batch
49*61046927SAndroid Build Coastguard Worker * since max_wgs_per_sg = 16 and elements_per_batch = 16, we get:
50*61046927SAndroid Build Coastguard Worker * max_batches_per_sg = wg_size
51*61046927SAndroid Build Coastguard Worker */
52*61046927SAndroid Build Coastguard Worker uint32_t max_batches_per_sg = wg_size;
53*61046927SAndroid Build Coastguard Worker
54*61046927SAndroid Build Coastguard Worker /* QPU threads will stall at TSY barriers until the entire supergroup
55*61046927SAndroid Build Coastguard Worker * reaches the barrier. Limit the supergroup size to half the QPU threads
56*61046927SAndroid Build Coastguard Worker * available, so we can have at least 2 supergroups executing in parallel
57*61046927SAndroid Build Coastguard Worker * and we don't stall all our QPU threads when a supergroup hits a barrier.
58*61046927SAndroid Build Coastguard Worker */
59*61046927SAndroid Build Coastguard Worker if (has_tsy_barrier) {
60*61046927SAndroid Build Coastguard Worker uint32_t max_qpu_threads = devinfo->qpu_count * threads;
61*61046927SAndroid Build Coastguard Worker max_batches_per_sg = MIN2(max_batches_per_sg, max_qpu_threads / 2);
62*61046927SAndroid Build Coastguard Worker }
63*61046927SAndroid Build Coastguard Worker uint32_t max_wgs_per_sg = max_batches_per_sg * 16 / wg_size;
64*61046927SAndroid Build Coastguard Worker
65*61046927SAndroid Build Coastguard Worker uint32_t best_wgs_per_sg = 1;
66*61046927SAndroid Build Coastguard Worker uint32_t best_unused_lanes = 16;
67*61046927SAndroid Build Coastguard Worker for (uint32_t wgs_per_sg = 1; wgs_per_sg <= max_wgs_per_sg; wgs_per_sg++) {
68*61046927SAndroid Build Coastguard Worker /* Don't try to pack more workgroups per supergroup than the total amount
69*61046927SAndroid Build Coastguard Worker * of workgroups dispatched.
70*61046927SAndroid Build Coastguard Worker */
71*61046927SAndroid Build Coastguard Worker if (wgs_per_sg > num_wgs)
72*61046927SAndroid Build Coastguard Worker return best_wgs_per_sg;
73*61046927SAndroid Build Coastguard Worker
74*61046927SAndroid Build Coastguard Worker /* Compute wasted lines for this configuration and keep track of the
75*61046927SAndroid Build Coastguard Worker * config with less waste.
76*61046927SAndroid Build Coastguard Worker */
77*61046927SAndroid Build Coastguard Worker uint32_t unused_lanes = (16 - ((wgs_per_sg * wg_size) % 16)) & 0x0f;
78*61046927SAndroid Build Coastguard Worker if (unused_lanes == 0)
79*61046927SAndroid Build Coastguard Worker return wgs_per_sg;
80*61046927SAndroid Build Coastguard Worker
81*61046927SAndroid Build Coastguard Worker if (unused_lanes < best_unused_lanes) {
82*61046927SAndroid Build Coastguard Worker best_wgs_per_sg = wgs_per_sg;
83*61046927SAndroid Build Coastguard Worker best_unused_lanes = unused_lanes;
84*61046927SAndroid Build Coastguard Worker }
85*61046927SAndroid Build Coastguard Worker }
86*61046927SAndroid Build Coastguard Worker
87*61046927SAndroid Build Coastguard Worker return best_wgs_per_sg;
88*61046927SAndroid Build Coastguard Worker }
89*61046927SAndroid Build Coastguard Worker
90*61046927SAndroid Build Coastguard Worker #define V3D71_TLB_COLOR_SIZE (16 * 1024)
91*61046927SAndroid Build Coastguard Worker #define V3D71_TLB_DETPH_SIZE (16 * 1024)
92*61046927SAndroid Build Coastguard Worker #define V3D71_TLB_AUX_DETPH_SIZE (8 * 1024)
93*61046927SAndroid Build Coastguard Worker
94*61046927SAndroid Build Coastguard Worker static bool
tile_size_valid(uint32_t pixel_count,uint32_t color_bpp,uint32_t depth_bpp)95*61046927SAndroid Build Coastguard Worker tile_size_valid(uint32_t pixel_count, uint32_t color_bpp, uint32_t depth_bpp)
96*61046927SAndroid Build Coastguard Worker {
97*61046927SAndroid Build Coastguard Worker /* First, we check if we can fit this tile size allocating the depth
98*61046927SAndroid Build Coastguard Worker * TLB memory to color.
99*61046927SAndroid Build Coastguard Worker */
100*61046927SAndroid Build Coastguard Worker if (pixel_count * depth_bpp <= V3D71_TLB_AUX_DETPH_SIZE &&
101*61046927SAndroid Build Coastguard Worker pixel_count * color_bpp <= V3D71_TLB_COLOR_SIZE + V3D71_TLB_DETPH_SIZE) {
102*61046927SAndroid Build Coastguard Worker return true;
103*61046927SAndroid Build Coastguard Worker }
104*61046927SAndroid Build Coastguard Worker
105*61046927SAndroid Build Coastguard Worker /* Otherwise the tile must fit in the main TLB buffers */
106*61046927SAndroid Build Coastguard Worker return pixel_count * depth_bpp <= V3D71_TLB_DETPH_SIZE &&
107*61046927SAndroid Build Coastguard Worker pixel_count * color_bpp <= V3D71_TLB_COLOR_SIZE;
108*61046927SAndroid Build Coastguard Worker }
109*61046927SAndroid Build Coastguard Worker
110*61046927SAndroid Build Coastguard Worker void
v3d_choose_tile_size(const struct v3d_device_info * devinfo,uint32_t color_attachment_count,uint32_t max_internal_bpp,uint32_t total_color_bpp,bool msaa,bool double_buffer,uint32_t * width,uint32_t * height)111*61046927SAndroid Build Coastguard Worker v3d_choose_tile_size(const struct v3d_device_info *devinfo,
112*61046927SAndroid Build Coastguard Worker uint32_t color_attachment_count,
113*61046927SAndroid Build Coastguard Worker /* V3D 4.x max internal bpp of all RTs */
114*61046927SAndroid Build Coastguard Worker uint32_t max_internal_bpp,
115*61046927SAndroid Build Coastguard Worker /* V3D 7.x accumulated bpp for all RTs (in bytes) */
116*61046927SAndroid Build Coastguard Worker uint32_t total_color_bpp,
117*61046927SAndroid Build Coastguard Worker bool msaa,
118*61046927SAndroid Build Coastguard Worker bool double_buffer,
119*61046927SAndroid Build Coastguard Worker uint32_t *width,
120*61046927SAndroid Build Coastguard Worker uint32_t *height)
121*61046927SAndroid Build Coastguard Worker {
122*61046927SAndroid Build Coastguard Worker static const uint8_t tile_sizes[] = {
123*61046927SAndroid Build Coastguard Worker 64, 64,
124*61046927SAndroid Build Coastguard Worker 64, 32,
125*61046927SAndroid Build Coastguard Worker 32, 32,
126*61046927SAndroid Build Coastguard Worker 32, 16,
127*61046927SAndroid Build Coastguard Worker 16, 16,
128*61046927SAndroid Build Coastguard Worker 16, 8,
129*61046927SAndroid Build Coastguard Worker 8, 8
130*61046927SAndroid Build Coastguard Worker };
131*61046927SAndroid Build Coastguard Worker
132*61046927SAndroid Build Coastguard Worker uint32_t idx = 0;
133*61046927SAndroid Build Coastguard Worker if (devinfo->ver >= 71) {
134*61046927SAndroid Build Coastguard Worker /* In V3D 7.x, we use the actual bpp used by color attachments to compute
135*61046927SAndroid Build Coastguard Worker * the tile size instead of the maximum bpp. This may allow us to choose a
136*61046927SAndroid Build Coastguard Worker * larger tile size than we would in 4.x in scenarios with multiple RTs
137*61046927SAndroid Build Coastguard Worker * with different bpps.
138*61046927SAndroid Build Coastguard Worker *
139*61046927SAndroid Build Coastguard Worker * Also, the TLB has an auxiliary buffer of 8KB that will be automatically
140*61046927SAndroid Build Coastguard Worker * used for depth instead of the main 16KB depth TLB buffer when the depth
141*61046927SAndroid Build Coastguard Worker * tile fits in the auxiliary buffer, allowing the hardware to allocate
142*61046927SAndroid Build Coastguard Worker * the 16KB from the main depth TLB to the color TLB. If we can do that,
143*61046927SAndroid Build Coastguard Worker * then we are effectively doubling the memory we have for color and we
144*61046927SAndroid Build Coastguard Worker * can also select a larger tile size. This is necessary to support
145*61046927SAndroid Build Coastguard Worker * the most expensive configuration: 8x128bpp RTs + MSAA.
146*61046927SAndroid Build Coastguard Worker *
147*61046927SAndroid Build Coastguard Worker * FIXME: the docs state that depth TLB memory can be used for color
148*61046927SAndroid Build Coastguard Worker * if depth testing is not used by setting the 'depth disable' bit in the
149*61046927SAndroid Build Coastguard Worker * rendering configuration. However, this comes with a requirement that
150*61046927SAndroid Build Coastguard Worker * occlussion queries must not be active. We need to clarify if this means
151*61046927SAndroid Build Coastguard Worker * active at the point at which we emit a tile rendering configuration
152*61046927SAndroid Build Coastguard Worker * item, meaning that the we have a query spanning a full render pass
153*61046927SAndroid Build Coastguard Worker * (this is something we can tell before we emit the rendering
154*61046927SAndroid Build Coastguard Worker * configuration item) or active in the subpass for which we are enabling
155*61046927SAndroid Build Coastguard Worker * the bit (which we can't tell until later, when we record commands for
156*61046927SAndroid Build Coastguard Worker * the subpass). If it is the latter, then we cannot use this feature.
157*61046927SAndroid Build Coastguard Worker *
158*61046927SAndroid Build Coastguard Worker * FIXME: pending handling double_buffer.
159*61046927SAndroid Build Coastguard Worker */
160*61046927SAndroid Build Coastguard Worker const uint32_t color_bpp = total_color_bpp * (msaa ? 4 : 1);
161*61046927SAndroid Build Coastguard Worker const uint32_t depth_bpp = 4 * (msaa ? 4 : 1);
162*61046927SAndroid Build Coastguard Worker do {
163*61046927SAndroid Build Coastguard Worker const uint32_t tile_w = tile_sizes[idx * 2];
164*61046927SAndroid Build Coastguard Worker const uint32_t tile_h = tile_sizes[idx * 2 + 1];
165*61046927SAndroid Build Coastguard Worker if (tile_size_valid(tile_w * tile_h, color_bpp, depth_bpp))
166*61046927SAndroid Build Coastguard Worker break;
167*61046927SAndroid Build Coastguard Worker idx++;
168*61046927SAndroid Build Coastguard Worker } while (idx < ARRAY_SIZE(tile_sizes) / 2);
169*61046927SAndroid Build Coastguard Worker
170*61046927SAndroid Build Coastguard Worker /* FIXME: pending handling double_buffer */
171*61046927SAndroid Build Coastguard Worker assert(!double_buffer);
172*61046927SAndroid Build Coastguard Worker } else {
173*61046927SAndroid Build Coastguard Worker /* On V3D 4.x tile size is selected based on the number of RTs, the
174*61046927SAndroid Build Coastguard Worker * maximum bpp across all of them and whether 4x MSAA is used.
175*61046927SAndroid Build Coastguard Worker */
176*61046927SAndroid Build Coastguard Worker if (color_attachment_count > 4)
177*61046927SAndroid Build Coastguard Worker idx += 3;
178*61046927SAndroid Build Coastguard Worker else if (color_attachment_count > 2)
179*61046927SAndroid Build Coastguard Worker idx += 2;
180*61046927SAndroid Build Coastguard Worker else if (color_attachment_count > 1)
181*61046927SAndroid Build Coastguard Worker idx += 1;
182*61046927SAndroid Build Coastguard Worker
183*61046927SAndroid Build Coastguard Worker /* MSAA and double-buffer are mutually exclusive */
184*61046927SAndroid Build Coastguard Worker assert(!msaa || !double_buffer);
185*61046927SAndroid Build Coastguard Worker if (msaa)
186*61046927SAndroid Build Coastguard Worker idx += 2;
187*61046927SAndroid Build Coastguard Worker else if (double_buffer)
188*61046927SAndroid Build Coastguard Worker idx += 1;
189*61046927SAndroid Build Coastguard Worker
190*61046927SAndroid Build Coastguard Worker idx += max_internal_bpp;
191*61046927SAndroid Build Coastguard Worker }
192*61046927SAndroid Build Coastguard Worker
193*61046927SAndroid Build Coastguard Worker assert(idx < ARRAY_SIZE(tile_sizes) / 2);
194*61046927SAndroid Build Coastguard Worker
195*61046927SAndroid Build Coastguard Worker *width = tile_sizes[idx * 2];
196*61046927SAndroid Build Coastguard Worker *height = tile_sizes[idx * 2 + 1];
197*61046927SAndroid Build Coastguard Worker }
198*61046927SAndroid Build Coastguard Worker
199*61046927SAndroid Build Coastguard Worker /* Translates a pipe swizzle to the swizzle values used in the
200*61046927SAndroid Build Coastguard Worker * TEXTURE_SHADER_STATE packet.
201*61046927SAndroid Build Coastguard Worker */
202*61046927SAndroid Build Coastguard Worker uint32_t
v3d_translate_pipe_swizzle(enum pipe_swizzle swizzle)203*61046927SAndroid Build Coastguard Worker v3d_translate_pipe_swizzle(enum pipe_swizzle swizzle)
204*61046927SAndroid Build Coastguard Worker {
205*61046927SAndroid Build Coastguard Worker switch (swizzle) {
206*61046927SAndroid Build Coastguard Worker case PIPE_SWIZZLE_0:
207*61046927SAndroid Build Coastguard Worker return 0;
208*61046927SAndroid Build Coastguard Worker case PIPE_SWIZZLE_1:
209*61046927SAndroid Build Coastguard Worker return 1;
210*61046927SAndroid Build Coastguard Worker case PIPE_SWIZZLE_X:
211*61046927SAndroid Build Coastguard Worker case PIPE_SWIZZLE_Y:
212*61046927SAndroid Build Coastguard Worker case PIPE_SWIZZLE_Z:
213*61046927SAndroid Build Coastguard Worker case PIPE_SWIZZLE_W:
214*61046927SAndroid Build Coastguard Worker return 2 + swizzle;
215*61046927SAndroid Build Coastguard Worker default:
216*61046927SAndroid Build Coastguard Worker unreachable("unknown swizzle");
217*61046927SAndroid Build Coastguard Worker }
218*61046927SAndroid Build Coastguard Worker }
219*61046927SAndroid Build Coastguard Worker
220*61046927SAndroid Build Coastguard Worker /* Translates a pipe primitive type to a hw value we can use in the various
221*61046927SAndroid Build Coastguard Worker * draw packets.
222*61046927SAndroid Build Coastguard Worker */
223*61046927SAndroid Build Coastguard Worker uint32_t
v3d_hw_prim_type(enum mesa_prim prim_type)224*61046927SAndroid Build Coastguard Worker v3d_hw_prim_type(enum mesa_prim prim_type)
225*61046927SAndroid Build Coastguard Worker {
226*61046927SAndroid Build Coastguard Worker switch (prim_type) {
227*61046927SAndroid Build Coastguard Worker case MESA_PRIM_POINTS:
228*61046927SAndroid Build Coastguard Worker case MESA_PRIM_LINES:
229*61046927SAndroid Build Coastguard Worker case MESA_PRIM_LINE_LOOP:
230*61046927SAndroid Build Coastguard Worker case MESA_PRIM_LINE_STRIP:
231*61046927SAndroid Build Coastguard Worker case MESA_PRIM_TRIANGLES:
232*61046927SAndroid Build Coastguard Worker case MESA_PRIM_TRIANGLE_STRIP:
233*61046927SAndroid Build Coastguard Worker case MESA_PRIM_TRIANGLE_FAN:
234*61046927SAndroid Build Coastguard Worker return prim_type;
235*61046927SAndroid Build Coastguard Worker
236*61046927SAndroid Build Coastguard Worker case MESA_PRIM_LINES_ADJACENCY:
237*61046927SAndroid Build Coastguard Worker case MESA_PRIM_LINE_STRIP_ADJACENCY:
238*61046927SAndroid Build Coastguard Worker case MESA_PRIM_TRIANGLES_ADJACENCY:
239*61046927SAndroid Build Coastguard Worker case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
240*61046927SAndroid Build Coastguard Worker return 8 + (prim_type - MESA_PRIM_LINES_ADJACENCY);
241*61046927SAndroid Build Coastguard Worker
242*61046927SAndroid Build Coastguard Worker default:
243*61046927SAndroid Build Coastguard Worker unreachable("Unsupported primitive type");
244*61046927SAndroid Build Coastguard Worker }
245*61046927SAndroid Build Coastguard Worker }
246*61046927SAndroid Build Coastguard Worker
247*61046927SAndroid Build Coastguard Worker uint32_t
v3d_internal_bpp_words(uint32_t internal_bpp)248*61046927SAndroid Build Coastguard Worker v3d_internal_bpp_words(uint32_t internal_bpp)
249*61046927SAndroid Build Coastguard Worker {
250*61046927SAndroid Build Coastguard Worker switch (internal_bpp) {
251*61046927SAndroid Build Coastguard Worker case 0 /* V3D_INTERNAL_BPP_32 */:
252*61046927SAndroid Build Coastguard Worker return 1;
253*61046927SAndroid Build Coastguard Worker case 1 /* V3D_INTERNAL_BPP_64 */:
254*61046927SAndroid Build Coastguard Worker return 2;
255*61046927SAndroid Build Coastguard Worker case 2 /* V3D_INTERNAL_BPP_128 */:
256*61046927SAndroid Build Coastguard Worker return 4;
257*61046927SAndroid Build Coastguard Worker default:
258*61046927SAndroid Build Coastguard Worker unreachable("Unsupported internal BPP");
259*61046927SAndroid Build Coastguard Worker }
260*61046927SAndroid Build Coastguard Worker }
261*61046927SAndroid Build Coastguard Worker
262*61046927SAndroid Build Coastguard Worker uint32_t
v3d_compute_rt_row_row_stride_128_bits(uint32_t tile_width,uint32_t bpp)263*61046927SAndroid Build Coastguard Worker v3d_compute_rt_row_row_stride_128_bits(uint32_t tile_width,
264*61046927SAndroid Build Coastguard Worker uint32_t bpp)
265*61046927SAndroid Build Coastguard Worker {
266*61046927SAndroid Build Coastguard Worker /* stride in multiples of 128 bits, and covers 2 rows. This is the
267*61046927SAndroid Build Coastguard Worker * reason we divide by 2 instead of 4, as we divide number of 32-bit
268*61046927SAndroid Build Coastguard Worker * words per row by 2.
269*61046927SAndroid Build Coastguard Worker */
270*61046927SAndroid Build Coastguard Worker
271*61046927SAndroid Build Coastguard Worker return (tile_width * bpp) / 2;
272*61046927SAndroid Build Coastguard Worker }
273