/* * 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 #include #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 -= wants[i]; } 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]; } }