/* * 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 */ #include "util/u_math.h" #include "util/macros.h" #include "pan_tiler.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; }