mesa/src/intel/common/intel_urb_config.c

380 lines
14 KiB
C

/*
* 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/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(env_var_as_unsigned("INTEL_MESH_TASK_URB_SHARE", 10), 100);
}
task_urb_share = task_urb_share_percentage / 100.0f;
}
const unsigned task_urb_kb = ALIGN(total_urb_kb * task_urb_share, 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;
}