| /* |
| * Copyright (c) 2011 Intel Corporation |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice (including the next |
| * paragraph) shall be included in all copies or substantial portions of the |
| * Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
| * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS |
| * IN THE SOFTWARE. |
| */ |
| |
| #include <stdlib.h> |
| #include <math.h> |
| |
| #include "util/u_debug.h" |
| #include "util/macros.h" |
| #include "util/u_math.h" |
| #include "compiler/shader_enums.h" |
| |
| #include "intel_l3_config.h" |
| |
| /** |
| * The following diagram shows how we partition the URB: |
| * |
| * 16kb or 32kb Rest of the URB space |
| * __________-__________ _________________-_________________ |
| * / \ / \ |
| * +-------------------------------------------------------------+ |
| * | VS/HS/DS/GS/FS Push | VS/HS/DS/GS URB | |
| * | Constants | Entries | |
| * +-------------------------------------------------------------+ |
| * |
| * Push constants must be stored at the beginning of the URB space, |
| * while URB entries can be stored anywhere. We choose to lay them |
| * out in pipeline order (VS -> HS -> DS -> GS). |
| */ |
| |
| /** |
| * Decide how to partition the URB among the various stages. |
| * |
| * \param[in] push_constant_bytes - space allocate for push constants. |
| * \param[in] urb_size_bytes - total size of the URB (from L3 config). |
| * \param[in] tess_present - are tessellation shaders active? |
| * \param[in] gs_present - are geometry shaders active? |
| * \param[in] entry_size - the URB entry size (from the shader compiler) |
| * \param[out] entries - the number of URB entries for each stage |
| * \param[out] start - the starting offset for each stage |
| * \param[out] deref_block_size - deref block size for 3DSTATE_SF |
| * \param[out] constrained - true if we wanted more space than we had |
| */ |
| void |
| intel_get_urb_config(const struct intel_device_info *devinfo, |
| const struct intel_l3_config *l3_cfg, |
| bool tess_present, bool gs_present, |
| const unsigned entry_size[4], |
| unsigned entries[4], unsigned start[4], |
| enum intel_urb_deref_block_size *deref_block_size, |
| bool *constrained) |
| { |
| unsigned urb_size_kB = intel_get_l3_config_urb_size(devinfo, l3_cfg); |
| |
| /* RCU_MODE register for Gfx12LP in BSpec says: |
| * |
| * "HW reserves 4KB of URB space per bank for Compute Engine out of the |
| * total storage available in L3. SW must consider that 4KB of storage |
| * per bank will be reduced from what is programmed for the URB space |
| * in L3 for Render Engine executed workloads. |
| * |
| * Example: When URB space programmed is 64KB (per bank) for Render |
| * Engine, the actual URB space available for operation is only 60KB |
| * (per bank). Similarly when URB space programmed is 128KB (per bank) |
| * for render engine, the actual URB space available for operation is |
| * only 124KB (per bank). More detailed description available in "L3 |
| * Cache" section of the B-Spec." |
| */ |
| if (devinfo->verx10 == 120) { |
| assert(devinfo->num_slices == 1); |
| urb_size_kB -= 4 * devinfo->l3_banks; |
| } |
| |
| const unsigned push_constant_kB = devinfo->max_constant_urb_size_kb; |
| |
| const bool active[4] = { true, tess_present, tess_present, gs_present }; |
| |
| /* URB allocations must be done in 8k chunks. */ |
| const unsigned chunk_size_kB = 8; |
| const unsigned chunk_size_bytes = chunk_size_kB * 1024; |
| |
| const unsigned push_constant_chunks = push_constant_kB / chunk_size_kB; |
| const unsigned urb_chunks = urb_size_kB / chunk_size_kB; |
| |
| /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS): |
| * |
| * VS Number of URB Entries must be divisible by 8 if the VS URB Entry |
| * Allocation Size is less than 9 512-bit URB entries. |
| * |
| * Similar text exists for HS, DS and GS. |
| */ |
| unsigned granularity[4]; |
| for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { |
| granularity[i] = (entry_size[i] < 9) ? 8 : 1; |
| } |
| |
| unsigned min_entries[4] = { |
| /* VS has a lower limit on the number of URB entries. |
| * |
| * From the Broadwell PRM, 3DSTATE_URB_VS instruction: |
| * "When tessellation is enabled, the VS Number of URB Entries must be |
| * greater than or equal to 192." |
| */ |
| [MESA_SHADER_VERTEX] = tess_present && devinfo->ver == 8 ? |
| 192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX], |
| |
| /* There are two constraints on the minimum amount of URB space we can |
| * allocate: |
| * |
| * (1) We need room for at least 2 URB entries, since we always operate |
| * the GS in DUAL_OBJECT mode. |
| * |
| * (2) We can't allocate less than nr_gs_entries_granularity. |
| */ |
| [MESA_SHADER_GEOMETRY] = gs_present ? 2 : 0, |
| |
| [MESA_SHADER_TESS_CTRL] = tess_present ? 1 : 0, |
| |
| [MESA_SHADER_TESS_EVAL] = tess_present ? |
| devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0, |
| }; |
| |
| /* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up. |
| * Round them all up. |
| */ |
| for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { |
| min_entries[i] = ALIGN(min_entries[i], granularity[i]); |
| } |
| |
| unsigned entry_size_bytes[4]; |
| for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { |
| entry_size_bytes[i] = 64 * entry_size[i]; |
| } |
| |
| /* Initially, assign each stage the minimum amount of URB space it needs, |
| * and make a note of how much additional space it "wants" (the amount of |
| * additional space it could actually make use of). |
| */ |
| unsigned chunks[4]; |
| unsigned wants[4]; |
| unsigned total_needs = push_constant_chunks; |
| unsigned total_wants = 0; |
| |
| for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { |
| if (active[i]) { |
| chunks[i] = DIV_ROUND_UP(min_entries[i] * entry_size_bytes[i], |
| chunk_size_bytes); |
| |
| wants[i] = |
| DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i], |
| chunk_size_bytes) - chunks[i]; |
| } else { |
| chunks[i] = 0; |
| wants[i] = 0; |
| } |
| |
| total_needs += chunks[i]; |
| total_wants += wants[i]; |
| } |
| |
| assert(total_needs <= urb_chunks); |
| |
| *constrained = total_needs + total_wants > urb_chunks; |
| |
| /* Mete out remaining space (if any) in proportion to "wants". */ |
| unsigned remaining_space = MIN2(urb_chunks - total_needs, total_wants); |
| |
| if (remaining_space > 0) { |
| for (int i = MESA_SHADER_VERTEX; |
| total_wants > 0 && i <= MESA_SHADER_TESS_EVAL; i++) { |
| unsigned additional = (unsigned) |
| roundf(wants[i] * (((float) remaining_space) / total_wants)); |
| chunks[i] += additional; |
| remaining_space -= additional; |
| total_wants -= wants[i]; |
| } |
| |
| chunks[MESA_SHADER_GEOMETRY] += remaining_space; |
| } |
| |
| /* Sanity check that we haven't over-allocated. */ |
| unsigned total_chunks = push_constant_chunks; |
| for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { |
| total_chunks += chunks[i]; |
| } |
| assert(total_chunks <= urb_chunks); |
| |
| /* Finally, compute the number of entries that can fit in the space |
| * allocated to each stage. |
| */ |
| for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { |
| entries[i] = chunks[i] * chunk_size_bytes / entry_size_bytes[i]; |
| |
| /* Since we rounded up when computing wants[], this may be slightly |
| * more than the maximum allowed amount, so correct for that. |
| */ |
| entries[i] = MIN2(entries[i], devinfo->urb.max_entries[i]); |
| |
| /* Ensure that we program a multiple of the granularity. */ |
| entries[i] = ROUND_DOWN_TO(entries[i], granularity[i]); |
| |
| /* Finally, sanity check to make sure we have at least the minimum |
| * number of entries needed for each stage. |
| */ |
| assert(entries[i] >= min_entries[i]); |
| } |
| |
| /* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */ |
| int first_urb = push_constant_chunks; |
| |
| /* From the BDW PRM: for 3DSTATE_URB_*: VS URB Starting Address |
| * |
| * "Value: [4,48] Device [SliceCount] GT 1" |
| * |
| * From the ICL PRMs and above : |
| * |
| * "If CTXT_SR_CTL::POSH_Enable is clear and Push Constants are required |
| * or Device[SliceCount] GT 1, the lower limit is 4." |
| * |
| * "If Push Constants are not required andDevice[SliceCount] == 1, the |
| * lower limit is 0." |
| */ |
| if ((devinfo->ver == 8 && devinfo->num_slices == 1) || |
| (devinfo->ver >= 11 && push_constant_chunks > 0 && devinfo->num_slices == 1)) |
| first_urb = MAX2(first_urb, 4); |
| |
| int next_urb = first_urb; |
| for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { |
| if (entries[i]) { |
| start[i] = next_urb; |
| next_urb += chunks[i]; |
| } else { |
| /* Put disabled stages at the beginning of the valid range */ |
| start[i] = first_urb; |
| } |
| } |
| |
| if (deref_block_size) { |
| if (devinfo->ver >= 12) { |
| /* From the Gfx12 BSpec: |
| * |
| * "Deref Block size depends on the last enabled shader and number |
| * of handles programmed for that shader |
| * |
| * 1) For GS last shader enabled cases, the deref block is |
| * always set to a per poly(within hardware) |
| * |
| * If the last enabled shader is VS or DS. |
| * |
| * 1) If DS is last enabled shader then if the number of DS |
| * handles is less than 324, need to set per poly deref. |
| * |
| * 2) If VS is last enabled shader then if the number of VS |
| * handles is less than 192, need to set per poly deref" |
| * |
| * The default is 32 so we assume that's the right choice if we're |
| * not in one of the explicit cases listed above. |
| */ |
| if (gs_present) { |
| *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY; |
| } else if (tess_present) { |
| if (entries[MESA_SHADER_TESS_EVAL] < 324) |
| *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY; |
| else |
| *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32; |
| } else { |
| if (entries[MESA_SHADER_VERTEX] < 192) |
| *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY; |
| else |
| *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32; |
| } |
| } else { |
| *deref_block_size = 0; |
| } |
| } |
| } |
| |
| struct intel_mesh_urb_allocation |
| intel_get_mesh_urb_config(const struct intel_device_info *devinfo, |
| const struct intel_l3_config *l3_cfg, |
| unsigned tue_size_dw, unsigned mue_size_dw) |
| { |
| struct intel_mesh_urb_allocation r = {0}; |
| |
| /* Allocation Size must be aligned to 64B. */ |
| r.task_entry_size_64b = DIV_ROUND_UP(tue_size_dw * 4, 64); |
| r.mesh_entry_size_64b = DIV_ROUND_UP(mue_size_dw * 4, 64); |
| |
| assert(r.task_entry_size_64b <= 1024); |
| assert(r.mesh_entry_size_64b <= 1024); |
| |
| /* Per-slice URB size. */ |
| unsigned total_urb_kb = intel_get_l3_config_urb_size(devinfo, l3_cfg); |
| |
| /* Programming Note in bspec requires all the slice to have the same number |
| * of entries, so we need to discount the space for constants for all of |
| * them. See 3DSTATE_URB_ALLOC_MESH and 3DSTATE_URB_ALLOC_TASK. |
| */ |
| const unsigned push_constant_kb = devinfo->max_constant_urb_size_kb; |
| total_urb_kb -= push_constant_kb; |
| |
| /* TODO(mesh): Take push constant size as parameter instead of considering always |
| * the max? */ |
| |
| float task_urb_share = 0.0f; |
| if (r.task_entry_size_64b > 0) { |
| /* By default, assign 10% to TASK and 90% to MESH, since we expect MESH |
| * to use larger URB entries since it contains all the vertex and |
| * primitive data. Environment variable allow us to tweak it. |
| * |
| * TODO(mesh): Re-evaluate if this is a good default once there are more |
| * workloads. |
| */ |
| static int task_urb_share_percentage = -1; |
| if (task_urb_share_percentage < 0) { |
| task_urb_share_percentage = |
| MIN2(debug_get_num_option("INTEL_MESH_TASK_URB_SHARE", 10), 100); |
| } |
| task_urb_share = task_urb_share_percentage / 100.0f; |
| } |
| |
| const unsigned one_task_urb_kb = ALIGN(r.task_entry_size_64b * 64, 1024) / 1024; |
| |
| const unsigned task_urb_kb = ALIGN(MAX2(total_urb_kb * task_urb_share, one_task_urb_kb), 8); |
| |
| const unsigned mesh_urb_kb = total_urb_kb - task_urb_kb; |
| |
| /* TODO(mesh): Could we avoid allocating URB for Mesh if rasterization is |
| * disabled? */ |
| |
| unsigned next_address_8kb = DIV_ROUND_UP(push_constant_kb, 8); |
| |
| if (r.task_entry_size_64b > 0) { |
| r.task_entries = MIN2((task_urb_kb * 16) / r.task_entry_size_64b, 1548); |
| |
| /* 3DSTATE_URB_ALLOC_TASK_BODY says |
| * |
| * TASK Number of URB Entries must be divisible by 8 if the TASK URB |
| * Entry Allocation Size is less than 9 512-bit URB entries. |
| */ |
| if (r.task_entry_size_64b < 9) |
| r.task_entries = ROUND_DOWN_TO(r.task_entries, 8); |
| |
| r.task_starting_address_8kb = next_address_8kb; |
| |
| assert(task_urb_kb % 8 == 0); |
| next_address_8kb += task_urb_kb / 8; |
| } |
| |
| r.mesh_entries = MIN2((mesh_urb_kb * 16) / r.mesh_entry_size_64b, 1548); |
| |
| /* Similar restriction to TASK. */ |
| if (r.mesh_entry_size_64b < 9) |
| r.mesh_entries = ROUND_DOWN_TO(r.mesh_entries, 8); |
| |
| r.mesh_starting_address_8kb = next_address_8kb; |
| |
| r.deref_block_size = r.mesh_entries > 32 ? |
| INTEL_URB_DEREF_BLOCK_SIZE_MESH : |
| INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY; |
| |
| return r; |
| } |