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/*
* 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 <alyssa.rosenzweig@collabora.com>
*/
#include "util/u_math.h"
#include "pan_encoder.h"
/* Midgard has a small register file, so shaders with high register pressure
* need to spill from the register file onto the stack. In addition to
* spilling, it is desireable to allocate temporary arrays on the stack (for
* instance because the register file does not support indirect access but the
* stack does).
*
* The stack is located in "Thread Local Storage", sometimes abbreviated TLS in
* the kernel source code. Thread local storage is allocated per-thread,
* per-core, so threads executing concurrently do not interfere with each
* other's stacks. On modern kernels, we may query
* DRM_PANFROST_PARAM_THREAD_TLS_ALLOC for the number of threads per core we
* must allocate for, and DRM_PANFROST_PARAM_SHADER_PRESENT for a bitmask of
* shader cores (so take a popcount of that mask for the number of shader
* cores). On older kernels that do not support querying these values,
* following kbase, we may use the worst-case value of 1024 threads for
* THREAD_TLS_ALLOC, and the worst-case value of 16 cores for Midgard per the
* "shader core count" column of the implementations table in
* https://en.wikipedia.org/wiki/Mali_%28GPU% [citation needed]
*
* Within a particular thread, there is stack allocated. If it is present, its
* size is a power-of-two, and it is at least 256 bytes. Stack is allocated
* with the framebuffer descriptor used for all shaders within a frame (note
* that they don't execute concurrently so it's fine). So, consider the maximum
* stack size used by any shader within a job, and then compute (where npot
* denotes the next power of two):
*
* allocated = npot(max(size, 256)) * (# of threads/core) * (# of cores)
*
* The size of Thread Local Storage is signaled to the GPU in a dedicated
* log_stack_size field. Since stack sizes are powers of two, it follows that
* stack_size is logarithmic. Consider some sample values:
*
* stack size | log_stack_size
* ---------------------------
* 256 | 4
* 512 | 5
* 1024 | 6
*
* Noting that log2(256) = 8, we have the relation:
*
* stack_size <= 2^(log_stack_size + 4)
*
* Given the constraints about powers-of-two and the minimum of 256, we thus
* derive a formula for log_stack_size in terms of stack size (s):
*
* log_stack_size = ceil(log2(max(s, 256))) - 4
*
* There are other valid characterisations of this formula, of course, but this
* is computationally simple, so good enough for our purposes.
*/
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