diff options
author | Kenneth Graunke <[email protected]> | 2016-11-15 11:43:07 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2016-11-19 11:40:01 -0800 |
commit | 9ef2b9277d3bead6dbfa47e95794ca61e8be4e84 (patch) | |
tree | 4882c85a4cd35d4fad1c4b58423d3a80a7714c0b /src/intel/common | |
parent | 6d416bcd846a49414f210cd761789156c37a7b3e (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.h | 6 | ||||
-rw-r--r-- | src/intel/common/gen_urb_config.c | 201 |
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]; + } +} |