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authorAlyssa Rosenzweig <[email protected]>2019-08-19 11:19:15 -0700
committerAlyssa Rosenzweig <[email protected]>2019-08-21 08:40:52 -0700
commitb45eb2775ea180fde01d0abe50f6ccf8ddb5b84d (patch)
tree3f5594db83748fecbca7b65b08e728ca69f27502 /src/panfrost/encoder
parent13d07978ff8c35897f4164d9455c7410ade9f4e2 (diff)
panfrost: Move pan_tiler.c outside of Gallium
The routines in this file may be shared with Vulkan. Signed-off-by: Alyssa Rosenzweig <[email protected]>
Diffstat (limited to 'src/panfrost/encoder')
-rw-r--r--src/panfrost/encoder/meson.build1
-rw-r--r--src/panfrost/encoder/pan_encoder.h13
-rw-r--r--src/panfrost/encoder/pan_tiler.c295
3 files changed, 309 insertions, 0 deletions
diff --git a/src/panfrost/encoder/meson.build b/src/panfrost/encoder/meson.build
index 9f26139c913..007785769af 100644
--- a/src/panfrost/encoder/meson.build
+++ b/src/panfrost/encoder/meson.build
@@ -23,6 +23,7 @@ libpanfrost_encoder_files = files(
'pan_encoder.h',
'pan_invocation.c',
+ 'pan_tiler.c',
)
libpanfrost_encoder = static_library(
diff --git a/src/panfrost/encoder/pan_encoder.h b/src/panfrost/encoder/pan_encoder.h
index aba3ebacf2c..0e135d0f511 100644
--- a/src/panfrost/encoder/pan_encoder.h
+++ b/src/panfrost/encoder/pan_encoder.h
@@ -53,4 +53,17 @@ panfrost_pack_work_groups_fused(
unsigned size_y,
unsigned size_z);
+/* Tiler structure size computation */
+
+unsigned
+panfrost_tiler_header_size(unsigned width, unsigned height, uint8_t mask);
+
+unsigned
+panfrost_tiler_body_size(unsigned width, unsigned height, uint8_t mask);
+
+unsigned
+panfrost_choose_hierarchy_mask(
+ unsigned width, unsigned height,
+ unsigned vertex_count);
+
#endif
diff --git a/src/panfrost/encoder/pan_tiler.c b/src/panfrost/encoder/pan_tiler.c
new file mode 100644
index 00000000000..7718ad9fe48
--- /dev/null
+++ b/src/panfrost/encoder/pan_tiler.c
@@ -0,0 +1,295 @@
+/*
+ * Copyright (C) 2019 Collabora, Ltd.
+ *
+ * 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.
+ *
+ * Authors:
+ * Alyssa Rosenzweig <[email protected]>
+ */
+
+#include "util/u_math.h"
+#include "util/macros.h"
+#include "pan_encoder.h"
+
+/* Mali GPUs are tiled-mode renderers, rather than immediate-mode.
+ * Conceptually, the screen is divided into 16x16 tiles. Vertex shaders run.
+ * Then, a fixed-function hardware block (the tiler) consumes the gl_Position
+ * results. For each triangle specified, it marks each containing tile as
+ * containing that triangle. This set of "triangles per tile" form the "polygon
+ * list". Finally, the rasterization unit consumes the polygon list to invoke
+ * the fragment shader.
+ *
+ * In practice, it's a bit more complicated than this. 16x16 is the logical
+ * tile size, but Midgard features "hierarchical tiling", where power-of-two
+ * multiples of the base tile size can be used: hierarchy level 0 (16x16),
+ * level 1 (32x32), level 2 (64x64), per public information about Midgard's
+ * tiling. In fact, tiling goes up to 2048x2048 (!), although in practice
+ * 128x128 is the largest usually used (though higher modes are enabled). The
+ * idea behind hierarchical tiling is to use low tiling levels for small
+ * triangles and high levels for large triangles, to minimize memory bandwidth
+ * and repeated fragment shader invocations (the former issue inherent to
+ * immediate-mode rendering and the latter common in traditional tilers).
+ *
+ * The tiler itself works by reading varyings in and writing a polygon list
+ * out. Unfortunately (for us), both of these buffers are managed in main
+ * memory; although they ideally will be cached, it is the drivers'
+ * responsibility to allocate these buffers. Varying buffer allocation is
+ * handled elsewhere, as it is not tiler specific; the real issue is allocating
+ * the polygon list.
+ *
+ * This is hard, because from the driver's perspective, we have no information
+ * about what geometry will actually look like on screen; that information is
+ * only gained from running the vertex shader. (Theoretically, we could run the
+ * vertex shaders in software as a prepass, or in hardware with transform
+ * feedback as a prepass, but either idea is ludicrous on so many levels).
+ *
+ * Instead, Mali uses a bit of a hybrid approach, splitting the polygon list
+ * into three distinct pieces. First, the driver statically determines which
+ * tile hierarchy levels to use (more on that later). At this point, we know the
+ * framebuffer dimensions and all the possible tilings of the framebuffer, so
+ * we know exactly how many tiles exist across all hierarchy levels. The first
+ * piece of the polygon list is the header, which is exactly 8 bytes per tile,
+ * plus padding and a small 64-byte prologue. (If that doesn't remind you of
+ * AFBC, it should. See pan_afbc.c for some fun parallels). The next part is
+ * the polygon list body, which seems to contain 512 bytes per tile, again
+ * across every level of the hierarchy. These two parts form the polygon list
+ * buffer. This buffer has a statically determinable size, approximately equal
+ * to the # of tiles across all hierarchy levels * (8 bytes + 512 bytes), plus
+ * alignment / minimum restrictions / etc.
+ *
+ * The third piece is the easy one (for us): the tiler heap. In essence, the
+ * tiler heap is a gigantic slab that's as big as could possibly be necessary
+ * in the worst case imaginable. Just... a gigantic allocation that we give a
+ * start and end pointer to. What's the catch? The tiler heap is lazily
+ * allocated; that is, a huge amount of memory is _reserved_, but only a tiny
+ * bit is actually allocated upfront. The GPU just keeps using the
+ * unallocated-but-reserved portions as it goes along, generating page faults
+ * if it goes beyond the allocation, and then the kernel is instructed to
+ * expand the allocation on page fault (known in the vendor kernel as growable
+ * memory). This is quite a bit of bookkeeping of its own, but that task is
+ * pushed to kernel space and we can mostly ignore it here, just remembering to
+ * set the GROWABLE flag so the kernel actually uses this path rather than
+ * allocating a gigantic amount up front and burning a hole in RAM.
+ *
+ * As far as determining which hierarchy levels to use, the simple answer is
+ * that right now, we don't. In the tiler configuration fields (consistent from
+ * the earliest Midgard's SFBD through the latest Bifrost traces we have),
+ * there is a hierarchy_mask field, controlling which levels (tile sizes) are
+ * enabled. Ideally, the hierarchical tiling dream -- mapping big polygons to
+ * big tiles and small polygons to small tiles -- would be realized here as
+ * well. As long as there are polygons at all needing tiling, we always have to
+ * have big tiles available, in case there are big polygons. But we don't
+ * necessarily need small tiles available. Ideally, when there are small
+ * polygons, small tiles are enabled (to avoid waste from putting small
+ * triangles in the big tiles); when there are not, small tiles are disabled to
+ * avoid enabling more levels than necessary, which potentially costs in memory
+ * bandwidth / power / tiler performance.
+ *
+ * Of course, the driver has to figure this out statically. When tile
+ * hiearchies are actually established, this occurs by the tiler in
+ * fixed-function hardware, after the vertex shaders have run and there is
+ * sufficient information to figure out the size of triangles. The driver has
+ * no such luxury, again barring insane hacks like additionally running the
+ * vertex shaders in software or in hardware via transform feedback. Thus, for
+ * the driver, we need a heuristic approach.
+ *
+ * There are lots of heuristics to guess triangle size statically you could
+ * imagine, but one approach shines as particularly simple-stupid: assume all
+ * on-screen triangles are equal size and spread equidistantly throughout the
+ * screen. Let's be clear, this is NOT A VALID ASSUMPTION. But if we roll with
+ * it, then we see:
+ *
+ * Triangle Area = (Screen Area / # of triangles)
+ * = (Width * Height) / (# of triangles)
+ *
+ * Or if you prefer, we can also make a third CRAZY assumption that we only draw
+ * right triangles with edges parallel/perpendicular to the sides of the screen
+ * with no overdraw, forming a triangle grid across the screen:
+ *
+ * |--w--|
+ * _____ |
+ * | /| /| |
+ * |/_|/_| h
+ * | /| /| |
+ * |/_|/_| |
+ *
+ * Then you can use some middle school geometry and algebra to work out the
+ * triangle dimensions. I started working on this, but realised I didn't need
+ * to to make my point, but couldn't bare to erase that ASCII art. Anyway.
+ *
+ * POINT IS, by considering the ratio of screen area and triangle count, we can
+ * estimate the triangle size. For a small size, use small bins; for a large
+ * size, use large bins. Intuitively, this metric makes sense: when there are
+ * few triangles on a large screen, you're probably compositing a UI and
+ * therefore the triangles are large; when there are a lot of triangles on a
+ * small screen, you're probably rendering a 3D mesh and therefore the
+ * triangles are tiny. (Or better said -- there will be tiny triangles, even if
+ * there are also large triangles. There have to be unless you expect crazy
+ * overdraw. Generally, it's better to allow more small bin sizes than
+ * necessary than not allow enough.)
+ *
+ * From this heuristic (or whatever), we determine the minimum allowable tile
+ * size, and we use that to decide the hierarchy masking, selecting from the
+ * minimum "ideal" tile size to the maximum tile size (2048x2048).
+ *
+ * Once we have that mask and the framebuffer dimensions, we can compute the
+ * size of the statically-sized polygon list structures, allocate them, and go!
+ *
+ */
+
+/* Hierarchical tiling spans from 16x16 to 2048x2048 tiles */
+
+#define MIN_TILE_SIZE 16
+#define MAX_TILE_SIZE 2048
+
+/* Constants as shifts for easier power-of-two iteration */
+
+#define MIN_TILE_SHIFT util_logbase2(MIN_TILE_SIZE)
+#define MAX_TILE_SHIFT util_logbase2(MAX_TILE_SIZE)
+
+/* The hierarchy has a 64-byte prologue */
+#define PROLOGUE_SIZE 0x40
+
+/* For each tile (across all hierarchy levels), there is 8 bytes of header */
+#define HEADER_BYTES_PER_TILE 0x8
+
+/* Absent any geometry, the minimum size of the header */
+#define MINIMUM_HEADER_SIZE 0x200
+
+/* If the width-x-height framebuffer is divided into tile_size-x-tile_size
+ * tiles, how many tiles are there? Rounding up in each direction. For the
+ * special case of tile_size=16, this aligns with the usual Midgard count.
+ * tile_size must be a power-of-two. Not really repeat code from AFBC/checksum,
+ * because those care about the stride (not just the overall count) and only at
+ * a a fixed-tile size (not any of a number of power-of-twos) */
+
+static unsigned
+pan_tile_count(unsigned width, unsigned height, unsigned tile_size)
+{
+ unsigned aligned_width = ALIGN_POT(width, tile_size);
+ unsigned aligned_height = ALIGN_POT(height, tile_size);
+
+ unsigned tile_count_x = aligned_width / tile_size;
+ unsigned tile_count_y = aligned_height / tile_size;
+
+ return tile_count_x * tile_count_y;
+}
+
+/* For `masked_count` of the smallest tile sizes masked out, computes how the
+ * size of the polygon list header. We iterate the tile sizes (16x16 through
+ * 2048x2048, if nothing is masked; (16*2^masked_count)x(16*2^masked_count)
+ * through 2048x2048 more generally. For each tile size, we figure out how many
+ * tiles there are at this hierarchy level and therefore many bytes this level
+ * is, leaving us with a byte count for each level. We then just sum up the
+ * byte counts across the levels to find a byte count for all levels. */
+
+static unsigned
+panfrost_raw_header_size(unsigned width, unsigned height, unsigned masked_count)
+{
+ unsigned size = PROLOGUE_SIZE;
+
+ /* Normally we start at 16x16 tiles (MIN_TILE_SHIFT), but we add more
+ * if anything is masked off */
+
+ unsigned start_level = MIN_TILE_SHIFT + masked_count;
+
+ /* Iterate hierarchy levels / tile sizes */
+
+ for (unsigned i = start_level; i < MAX_TILE_SHIFT; ++i) {
+ /* Shift from a level to a tile size */
+ unsigned tile_size = (1 << i);
+
+ unsigned tile_count = pan_tile_count(width, height, tile_size);
+ unsigned header_bytes = HEADER_BYTES_PER_TILE * tile_count;
+
+ size += header_bytes;
+ }
+
+ /* This size will be used as an offset, so ensure it's aligned */
+ return ALIGN_POT(size, 512);
+}
+
+/* Given a hierarchy mask and a framebuffer size, compute the header size */
+
+unsigned
+panfrost_tiler_header_size(unsigned width, unsigned height, uint8_t mask)
+{
+ /* If no hierarchy levels are enabled, that means there is no geometry
+ * for the tiler to process, so use a minimum size. Used for clears */
+
+ if (mask == 0x00)
+ return MINIMUM_HEADER_SIZE;
+
+ /* Some levels are enabled. Ensure that only smaller levels are
+ * disabled and there are no gaps. Theoretically the hardware is more
+ * flexible, but there's no known reason to use other configurations
+ * and this keeps the code simple. Since we know the 0x80 bit is set,
+ * ctz(mask) will return the number of masked off levels. */
+
+ unsigned masked_count = __builtin_ctz(mask);
+
+ assert(mask & 0x80);
+ assert(((mask >> masked_count) & ((mask >> masked_count) + 1)) == 0);
+
+ /* Everything looks good. Use the number of trailing zeroes we found to
+ * figure out how many smaller levels are disabled to compute the
+ * actual header size */
+
+ return panfrost_raw_header_size(width, height, masked_count);
+}
+
+/* The body seems to be about 512 bytes per tile. Noting that the header is
+ * about 8 bytes per tile, we can be a little sloppy and estimate the body size
+ * to be equal to the header size * (512/8). Given the header size is a
+ * considerable overestimate, this is fine. Eventually, we should maybe figure
+ * out how to actually implement this. */
+
+unsigned
+panfrost_tiler_body_size(unsigned width, unsigned height, uint8_t mask)
+{
+ /* No levels means no body */
+ if (!mask)
+ return 0x00;
+
+ unsigned header_size = panfrost_tiler_header_size(width, height, mask);
+ return ALIGN_POT(header_size * 512 / 8, 512);
+}
+
+
+/* In the future, a heuristic to choose a tiler hierarchy mask would go here.
+ * At the moment, we just default to 0xFF, which enables all possible hierarchy
+ * levels. Overall this yields good performance but presumably incurs a cost in
+ * memory bandwidth / power consumption / etc, at least on smaller scenes that
+ * don't really need all the smaller levels enabled */
+
+unsigned
+panfrost_choose_hierarchy_mask(
+ unsigned width, unsigned height,
+ unsigned vertex_count)
+{
+ /* If there is no geometry, we don't bother enabling anything */
+
+ if (!vertex_count)
+ return 0x00;
+
+ /* Otherwise, default everything on. TODO: Proper tests */
+
+ return 0xFF;
+}