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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 /src/intel/common
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]>
Diffstat (limited to 'src/intel/common')
-rw-r--r--src/intel/common/gen_l3_config.h6
-rw-r--r--src/intel/common/gen_urb_config.c201
2 files changed, 207 insertions, 0 deletions
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];
+ }
+}