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authorKenneth Graunke <[email protected]>2016-11-15 11:43:07 -0800
committerKenneth Graunke <[email protected]>2016-11-19 11:40:01 -0800
commit9ef2b9277d3bead6dbfa47e95794ca61e8be4e84 (patch)
tree4882c85a4cd35d4fad1c4b58423d3a80a7714c0b
parent6d416bcd846a49414f210cd761789156c37a7b3e (diff)
intel: Share URB configuration code between GL and Vulkan.
This code is far too complicated to cut and paste. v2: Update the newly added genX_gpu_memcpy.c; const a few things. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Topi Pohjolainen <[email protected]>
-rw-r--r--src/intel/Makefile.sources1
-rw-r--r--src/intel/common/gen_l3_config.h6
-rw-r--r--src/intel/common/gen_urb_config.c201
-rw-r--r--src/intel/vulkan/anv_genX.h4
-rw-r--r--src/intel/vulkan/genX_blorp_exec.c6
-rw-r--r--src/intel/vulkan/genX_gpu_memcpy.c6
-rw-r--r--src/intel/vulkan/genX_pipeline.c184
-rw-r--r--src/mesa/drivers/dri/i965/gen7_urb.c142
8 files changed, 256 insertions, 294 deletions
diff --git a/src/intel/Makefile.sources b/src/intel/Makefile.sources
index c1740fe3b57..be6bdef7b69 100644
--- a/src/intel/Makefile.sources
+++ b/src/intel/Makefile.sources
@@ -11,6 +11,7 @@ COMMON_FILES = \
common/gen_device_info.h \
common/gen_l3_config.c \
common/gen_l3_config.h \
+ common/gen_urb_config.c \
common/gen_sample_positions.h
GENXML_GENERATED_FILES = \
diff --git a/src/intel/common/gen_l3_config.h b/src/intel/common/gen_l3_config.h
index 25a9675f462..8dc7dda0fcc 100644
--- a/src/intel/common/gen_l3_config.h
+++ b/src/intel/common/gen_l3_config.h
@@ -92,4 +92,10 @@ gen_get_l3_config_urb_size(const struct gen_device_info *devinfo,
void gen_dump_l3_config(const struct gen_l3_config *cfg, FILE *fp);
+void gen_get_urb_config(const struct gen_device_info *devinfo,
+ unsigned push_constant_bytes, unsigned urb_size_bytes,
+ bool tess_present, bool gs_present,
+ const unsigned entry_size[4],
+ unsigned entries[4], unsigned start[4]);
+
#endif /* GEN_L3_CONFIG_H */
diff --git a/src/intel/common/gen_urb_config.c b/src/intel/common/gen_urb_config.c
new file mode 100644
index 00000000000..c925a0dbb36
--- /dev/null
+++ b/src/intel/common/gen_urb_config.c
@@ -0,0 +1,201 @@
+/*
+ * 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/macros.h"
+#include "main/macros.h"
+
+#include "gen_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
+ */
+void
+gen_get_urb_config(const struct gen_device_info *devinfo,
+ unsigned push_constant_bytes, unsigned urb_size_bytes,
+ bool tess_present, bool gs_present,
+ const unsigned entry_size[4],
+ unsigned entries[4], unsigned start[4])
+{
+ const bool active[4] = { true, tess_present, tess_present, gs_present };
+
+ /* URB allocations must be done in 8k chunks. */
+ const unsigned chunk_size_bytes = 8192;
+
+ const unsigned push_constant_chunks =
+ push_constant_bytes / chunk_size_bytes;
+ const unsigned urb_chunks = urb_size_bytes / chunk_size_bytes;
+
+ /* 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->gen == 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);
+
+ /* 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 -= additional;
+ }
+
+ 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. */
+ start[0] = push_constant_chunks;
+ for (int i = MESA_SHADER_TESS_CTRL; i <= MESA_SHADER_GEOMETRY; i++) {
+ start[i] = start[i - 1] + chunks[i - 1];
+ }
+}
diff --git a/src/intel/vulkan/anv_genX.h b/src/intel/vulkan/anv_genX.h
index 793717012b6..44868936eb2 100644
--- a/src/intel/vulkan/anv_genX.h
+++ b/src/intel/vulkan/anv_genX.h
@@ -55,9 +55,9 @@ void genX(cmd_buffer_flush_compute_state)(struct anv_cmd_buffer *cmd_buffer);
void
genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
+ const struct gen_l3_config *l3_config,
VkShaderStageFlags active_stages,
- unsigned vs_entry_size, unsigned gs_entry_size,
- const struct gen_l3_config *l3_config);
+ const unsigned entry_size[4]);
void genX(cmd_buffer_emit_hz_op)(struct anv_cmd_buffer *cmd_buffer,
enum blorp_hiz_op op);
diff --git a/src/intel/vulkan/genX_blorp_exec.c b/src/intel/vulkan/genX_blorp_exec.c
index a705de0d345..a07f370a14e 100644
--- a/src/intel/vulkan/genX_blorp_exec.c
+++ b/src/intel/vulkan/genX_blorp_exec.c
@@ -124,11 +124,13 @@ blorp_emit_urb_config(struct blorp_batch *batch, unsigned vs_entry_size)
struct anv_device *device = batch->blorp->driver_ctx;
struct anv_cmd_buffer *cmd_buffer = batch->driver_batch;
+ const unsigned entry_size[4] = { vs_entry_size, 1, 1, 1 };
+
genX(emit_urb_setup)(device, &cmd_buffer->batch,
+ cmd_buffer->state.current_l3_config,
VK_SHADER_STAGE_VERTEX_BIT |
VK_SHADER_STAGE_FRAGMENT_BIT,
- vs_entry_size, 0,
- cmd_buffer->state.current_l3_config);
+ entry_size);
}
void genX(blorp_exec)(struct blorp_batch *batch,
diff --git a/src/intel/vulkan/genX_gpu_memcpy.c b/src/intel/vulkan/genX_gpu_memcpy.c
index 10751b0a35e..eb11c2f0874 100644
--- a/src/intel/vulkan/genX_gpu_memcpy.c
+++ b/src/intel/vulkan/genX_gpu_memcpy.c
@@ -149,9 +149,11 @@ genX(cmd_buffer_gpu_memcpy)(struct anv_cmd_buffer *cmd_buffer,
* allocate space for the VS. Even though one isn't run, we need VUEs to
* store the data that VF is going to pass to SOL.
*/
+ const unsigned entry_size[4] = { DIV_ROUND_UP(32, 64), 1, 1, 1 };
+
genX(emit_urb_setup)(cmd_buffer->device, &cmd_buffer->batch,
- VK_SHADER_STAGE_VERTEX_BIT, DIV_ROUND_UP(32, 64), 0,
- cmd_buffer->state.current_l3_config);
+ cmd_buffer->state.current_l3_config,
+ VK_SHADER_STAGE_VERTEX_BIT, entry_size);
anv_batch_emit(&cmd_buffer->batch, GENX(3DSTATE_SO_BUFFER), sob) {
sob.SOBufferIndex = 0;
diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c
index 89c9caf9fea..c54265c656d 100644
--- a/src/intel/vulkan/genX_pipeline.c
+++ b/src/intel/vulkan/genX_pipeline.c
@@ -183,129 +183,27 @@ emit_vertex_input(struct anv_pipeline *pipeline,
void
genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
+ const struct gen_l3_config *l3_config,
VkShaderStageFlags active_stages,
- unsigned vs_size, unsigned gs_size,
- const struct gen_l3_config *l3_config)
+ const unsigned entry_size[4])
{
- if (!(active_stages & VK_SHADER_STAGE_VERTEX_BIT))
- vs_size = 1;
-
- if (!(active_stages & VK_SHADER_STAGE_GEOMETRY_BIT))
- gs_size = 1;
-
- unsigned vs_entry_size_bytes = vs_size * 64;
- unsigned gs_entry_size_bytes = gs_size * 64;
-
- /* 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 GS.
- */
- unsigned vs_granularity = (vs_size < 9) ? 8 : 1;
- unsigned gs_granularity = (gs_size < 9) ? 8 : 1;
-
- /* URB allocations must be done in 8k chunks. */
- unsigned chunk_size_bytes = 8192;
-
- /* Determine the size of the URB in chunks. */
- const unsigned total_urb_size =
- gen_get_l3_config_urb_size(&device->info, l3_config);
- const unsigned urb_chunks = total_urb_size * 1024 / chunk_size_bytes;
-
- /* Reserve space for push constants */
- unsigned push_constant_kb;
- if (device->info.gen >= 8)
- push_constant_kb = 32;
- else if (device->info.is_haswell)
- push_constant_kb = device->info.gt == 3 ? 32 : 16;
- else
- push_constant_kb = 16;
-
- unsigned push_constant_bytes = push_constant_kb * 1024;
- unsigned push_constant_chunks =
- push_constant_bytes / chunk_size_bytes;
-
- /* 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).
- */
-
- /* VS has a lower limit on the number of URB entries */
- unsigned vs_chunks =
- ALIGN(device->info.urb.min_entries[MESA_SHADER_VERTEX] *
- vs_entry_size_bytes, chunk_size_bytes) / chunk_size_bytes;
- unsigned vs_wants =
- ALIGN(device->info.urb.max_entries[MESA_SHADER_VERTEX] *
- vs_entry_size_bytes,
- chunk_size_bytes) / chunk_size_bytes - vs_chunks;
-
- unsigned gs_chunks = 0;
- unsigned gs_wants = 0;
- if (active_stages & VK_SHADER_STAGE_GEOMETRY_BIT) {
- /* 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.
- */
- gs_chunks = ALIGN(MAX2(gs_granularity, 2) * gs_entry_size_bytes,
- chunk_size_bytes) / chunk_size_bytes;
- gs_wants =
- ALIGN(device->info.urb.max_entries[MESA_SHADER_GEOMETRY] *
- gs_entry_size_bytes,
- chunk_size_bytes) / chunk_size_bytes - gs_chunks;
- }
-
- /* There should always be enough URB space to satisfy the minimum
- * requirements of each stage.
- */
- unsigned total_needs = push_constant_chunks + vs_chunks + gs_chunks;
- assert(total_needs <= urb_chunks);
-
- /* Mete out remaining space (if any) in proportion to "wants". */
- unsigned total_wants = vs_wants + gs_wants;
- unsigned remaining_space = urb_chunks - total_needs;
- if (remaining_space > total_wants)
- remaining_space = total_wants;
- if (remaining_space > 0) {
- unsigned vs_additional = (unsigned)
- round(vs_wants * (((double) remaining_space) / total_wants));
- vs_chunks += vs_additional;
- remaining_space -= vs_additional;
- gs_chunks += remaining_space;
- }
-
- /* Sanity check that we haven't over-allocated. */
- assert(push_constant_chunks + vs_chunks + gs_chunks <= urb_chunks);
-
- /* Finally, compute the number of entries that can fit in the space
- * allocated to each stage.
- */
- unsigned nr_vs_entries = vs_chunks * chunk_size_bytes / vs_entry_size_bytes;
- unsigned nr_gs_entries = gs_chunks * chunk_size_bytes / gs_entry_size_bytes;
-
- /* Since we rounded up when computing *_wants, this may be slightly more
- * than the maximum allowed amount, so correct for that.
- */
- nr_vs_entries = MIN2(nr_vs_entries,
- device->info.urb.max_entries[MESA_SHADER_VERTEX]);
- nr_gs_entries = MIN2(nr_gs_entries,
- device->info.urb.max_entries[MESA_SHADER_GEOMETRY]);
+ const struct gen_device_info *devinfo = &device->info;
+#if GEN_IS_HASWELL
+ const unsigned push_constant_kb = devinfo->gt == 3 ? 32 : 16;
+#else
+ const unsigned push_constant_kb = GEN_GEN >= 8 ? 32 : 16;
+#endif
- /* Ensure that we program a multiple of the granularity. */
- nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, vs_granularity);
- nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, gs_granularity);
+ const unsigned urb_size_kb = gen_get_l3_config_urb_size(devinfo, l3_config);
- /* Finally, sanity check to make sure we have at least the minimum number
- * of entries needed for each stage.
- */
- assert(nr_vs_entries >= device->info.urb.min_entries[MESA_SHADER_VERTEX]);
- if (active_stages & VK_SHADER_STAGE_GEOMETRY_BIT)
- assert(nr_gs_entries >= 2);
+ unsigned entries[4];
+ unsigned start[4];
+ gen_get_urb_config(devinfo,
+ 1024 * push_constant_kb, 1024 * urb_size_kb,
+ active_stages &
+ VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT,
+ active_stages & VK_SHADER_STAGE_GEOMETRY_BIT,
+ entry_size, entries, start);
#if GEN_GEN == 7 && !GEN_IS_HASWELL
/* From the IVB PRM Vol. 2, Part 1, Section 3.2.1:
@@ -323,45 +221,31 @@ genX(emit_urb_setup)(struct anv_device *device, struct anv_batch *batch,
}
#endif
- /* Lay out the URB in the following order:
- * - push constants
- * - VS
- * - GS
- */
- anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
- urb.VSURBStartingAddress = push_constant_chunks;
- urb.VSURBEntryAllocationSize = vs_size - 1;
- urb.VSNumberofURBEntries = nr_vs_entries;
- }
-
- anv_batch_emit(batch, GENX(3DSTATE_URB_HS), urb) {
- urb.HSURBStartingAddress = push_constant_chunks;
- }
-
- anv_batch_emit(batch, GENX(3DSTATE_URB_DS), urb) {
- urb.DSURBStartingAddress = push_constant_chunks;
- }
-
- anv_batch_emit(batch, GENX(3DSTATE_URB_GS), urb) {
- urb.GSURBStartingAddress = push_constant_chunks + vs_chunks;
- urb.GSURBEntryAllocationSize = gs_size - 1;
- urb.GSNumberofURBEntries = nr_gs_entries;
+ for (int i = 0; i <= MESA_SHADER_GEOMETRY; i++) {
+ anv_batch_emit(batch, GENX(3DSTATE_URB_VS), urb) {
+ urb._3DCommandSubOpcode += i;
+ urb.VSURBStartingAddress = start[i];
+ urb.VSURBEntryAllocationSize = entry_size[i] - 1;
+ urb.VSNumberofURBEntries = entries[i];
+ }
}
}
static inline void
emit_urb_setup(struct anv_pipeline *pipeline)
{
- unsigned vs_entry_size =
- (pipeline->active_stages & VK_SHADER_STAGE_VERTEX_BIT) ?
- get_vs_prog_data(pipeline)->base.urb_entry_size : 0;
- unsigned gs_entry_size =
- (pipeline->active_stages & VK_SHADER_STAGE_GEOMETRY_BIT) ?
- get_gs_prog_data(pipeline)->base.urb_entry_size : 0;
+ unsigned entry_size[4];
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ const struct brw_vue_prog_data *prog_data =
+ !anv_pipeline_has_stage(pipeline, i) ? NULL :
+ (const struct brw_vue_prog_data *) pipeline->shaders[i]->prog_data;
+
+ entry_size[i] = prog_data ? prog_data->urb_entry_size : 1;
+ }
genX(emit_urb_setup)(pipeline->device, &pipeline->batch,
- pipeline->active_stages, vs_entry_size, gs_entry_size,
- pipeline->urb.l3_config);
+ pipeline->urb.l3_config,
+ pipeline->active_stages, entry_size);
}
static void
diff --git a/src/mesa/drivers/dri/i965/gen7_urb.c b/src/mesa/drivers/dri/i965/gen7_urb.c
index 72b409cdbbc..18474dfaf7e 100644
--- a/src/mesa/drivers/dri/i965/gen7_urb.c
+++ b/src/mesa/drivers/dri/i965/gen7_urb.c
@@ -27,6 +27,8 @@
#include "brw_state.h"
#include "brw_defines.h"
+#include "common/gen_l3_config.h"
+
/**
* The following diagram shows how we partition the URB:
*
@@ -214,146 +216,10 @@ gen7_upload_urb(struct brw_context *brw, unsigned vs_size,
brw->urb.hsize = entry_size[MESA_SHADER_TESS_CTRL];
brw->urb.dsize = entry_size[MESA_SHADER_TESS_EVAL];
- /* URB allocations must be done in 8k chunks. */
- unsigned chunk_size_bytes = 8192;
-
- /* Determine the size of the URB in chunks.
- * BRW_NEW_URB_SIZE
- */
- unsigned urb_chunks = brw->urb.size * 1024 / chunk_size_bytes;
-
- /* Reserve space for push constants */
- unsigned push_constant_bytes = 1024 * push_size_kB;
- unsigned push_constant_chunks = push_constant_bytes / chunk_size_bytes;
-
- /* 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 && brw->gen == 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);
-
- /* 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 -= additional;
- }
-
- 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.
- */
unsigned entries[4];
- 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. */
unsigned start[4];
- start[0] = push_constant_chunks;
- for (int i = MESA_SHADER_TESS_CTRL; i <= MESA_SHADER_GEOMETRY; i++) {
- start[i] = start[i - 1] + chunks[i - 1];
- }
+ gen_get_urb_config(devinfo, 1024 * push_size_kB, 1024 * brw->urb.size,
+ tess_present, gs_present, entry_size, entries, start);
if (brw->gen == 7 && !brw->is_haswell && !brw->is_baytrail)
gen7_emit_vs_workaround_flush(brw);