* 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
+ * In practice, it's a bit more complicated than this. On Midgard chips with an
+ * "advanced tiling unit" (all except T720/T820/T830), 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
+ * tiling. In fact, tiling goes up to 4096x4096 (!), 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
*
* 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).
+ * minimum "ideal" tile size to the maximum tile size (2048x2048 in practice).
*
* 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!
*
+ * -----
+ *
+ * On T720, T820, and T830, there is no support for hierarchical tiling.
+ * Instead, the hardware allows the driver to select the tile size dynamically
+ * on a per-framebuffer basis, including allowing rectangular/non-square tiles.
+ * Rules for tile size selection are as follows:
+ *
+ * - Dimensions must be powers-of-two.
+ * - The smallest tile is 16x16.
+ * - The tile width/height is at most the framebuffer w/h (clamp up to 16 pix)
+ * - There must be no more than 64 tiles in either dimension.
+ *
+ * Within these constraints, the driver is free to pick a tile size according
+ * to some heuristic, similar to units with an advanced tiling unit.
+ *
+ * To pick a size without any heuristics, we may satisfy the constraints by
+ * defaulting to 16x16 (a power-of-two). This fits the minimum. For the size
+ * constraint, consider:
+ *
+ * # of tiles < 64
+ * ceil (fb / tile) < 64
+ * (fb / tile) <= (64 - 1)
+ * tile <= fb / (64 - 1) <= next_power_of_two(fb / (64 - 1))
+ *
+ * Hence we clamp up to align_pot(fb / (64 - 1)).
+
+ * Extending to use a selection heuristic left for future work.
+ *
+ * Once the tile size (w, h) is chosen, we compute the hierarchy "mask":
+ *
+ * hierarchy_mask = (log2(h / 16) << 6) | log2(w / 16)
+ *
+ * Of course with no hierarchical tiling, this is not a mask; it's just a field
+ * specifying the tile size. But I digress.
+ *
+ * We also compute the polgon list sizes (with framebuffer size W, H) as:
+ *
+ * full_size = 0x200 + 0x200 * ceil(W / w) * ceil(H / h)
+ * offset = 8 * ceil(W / w) * ceil(H / h)
+ *
+ * It further appears necessary to round down offset to the nearest 0x200.
+ * Possibly we would also round down full_size to the nearest 0x200 but
+ * full_size/0x200 = (1 + ceil(W / w) * ceil(H / h)) is an integer so there's
+ * nothing to do.
*/
-/* Hierarchical tiling spans from 16x16 to 2048x2048 tiles */
+/* Hierarchical tiling spans from 16x16 to 4096x4096 tiles */
#define MIN_TILE_SIZE 16
-#define MAX_TILE_SIZE 2048
+#define MAX_TILE_SIZE 4096
/* Constants as shifts for easier power-of-two iteration */
/* 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
+/* Likewise, each tile per level has 512 bytes of body */
+#define FULL_BYTES_PER_TILE 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
* 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)
+pan_tile_count(unsigned width, unsigned height, unsigned tile_width, unsigned tile_height)
{
- unsigned aligned_width = ALIGN_POT(width, tile_size);
- unsigned aligned_height = ALIGN_POT(height, tile_size);
+ unsigned aligned_width = ALIGN_POT(width, tile_width);
+ unsigned aligned_height = ALIGN_POT(height, tile_height);
- unsigned tile_count_x = aligned_width / tile_size;
- unsigned tile_count_y = aligned_height / tile_size;
+ unsigned tile_count_x = aligned_width / tile_width;
+ unsigned tile_count_y = aligned_height / tile_height;
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. */
+ * 2048x2048). 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)
+panfrost_hierarchy_size(
+ unsigned width,
+ unsigned height,
+ unsigned mask,
+ unsigned bytes_per_tile)
{
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 */
- /* Iterate hierarchy levels / tile sizes */
+ for (unsigned b = 0; b < (MAX_TILE_SHIFT - MIN_TILE_SHIFT); ++b) {
+ /* Check if this level is enabled */
+ if (!(mask & (1 << b)))
+ continue;
- 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_size = (1 << b) * MIN_TILE_SIZE;
- unsigned tile_count = pan_tile_count(width, height, tile_size);
- unsigned header_bytes = HEADER_BYTES_PER_TILE * tile_count;
+ unsigned tile_count = pan_tile_count(width, height, tile_size, tile_size);
+ unsigned level_count = bytes_per_tile * tile_count;
- size += header_bytes;
+ size += level_count;
}
/* This size will be used as an offset, so ensure it's aligned */
- return ALIGN_POT(size, 512);
+ return ALIGN_POT(size, 0x200);
}
-/* Given a hierarchy mask and a framebuffer size, compute the header size */
+/* Implement the formula:
+ *
+ * 0x200 + bytes_per_tile * ceil(W / w) * ceil(H / h)
+ *
+ * rounding down the answer to the nearest 0x200. This is used to compute both
+ * header and body sizes for GPUs without hierarchical tiling. Essentially,
+ * computing a single hierarchy level, since there isn't any hierarchy!
+ */
-unsigned
-panfrost_tiler_header_size(unsigned width, unsigned height, uint8_t mask)
+static unsigned
+panfrost_flat_size(unsigned width, unsigned height, unsigned dim, unsigned bytes_per_tile)
{
- /* 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 */
+ /* First, extract the tile dimensions */
- if (mask == 0x00)
- return MINIMUM_HEADER_SIZE;
+ unsigned tw = (1 << (dim & 0b111)) * 8;
+ unsigned th = (1 << ((dim & (0b111 << 6)) >> 6)) * 8;
- /* 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. */
+ /* tile_count is ceil(W/w) * ceil(H/h) */
+ unsigned raw = pan_tile_count(width, height, tw, th) * bytes_per_tile;
- unsigned masked_count = __builtin_ctz(mask);
-
- assert(mask & 0x80);
- assert(((mask >> masked_count) & ((mask >> masked_count) + 1)) == 0);
+ /* Round down and add offset */
+ return 0x200 + ((raw / 0x200) * 0x200);
+}
- /* 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 */
+/* Given a hierarchy mask and a framebuffer size, compute the header size */
- return panfrost_raw_header_size(width, height, masked_count);
+unsigned
+panfrost_tiler_header_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
+{
+ if (hierarchy)
+ return panfrost_hierarchy_size(width, height, mask, HEADER_BYTES_PER_TILE);
+ else
+ return panfrost_flat_size(width, height, mask, HEADER_BYTES_PER_TILE);
}
-/* 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. */
+/* The combined header/body is sized similarly (but it is significantly
+ * larger), except that it can be empty when the tiler disabled, rather than
+ * getting clamped to a minimum size.
+ */
unsigned
-panfrost_tiler_body_size(unsigned width, unsigned height, uint8_t mask)
+panfrost_tiler_full_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
{
- /* 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);
+ if (hierarchy)
+ return panfrost_hierarchy_size(width, height, mask, FULL_BYTES_PER_TILE);
+ else
+ return panfrost_flat_size(width, height, mask, FULL_BYTES_PER_TILE);
}
+/* On GPUs without hierarchical tiling, we choose a tile size directly and
+ * stuff it into the field otherwise known as hierarchy mask (not a mask). */
+
+static unsigned
+panfrost_choose_tile_size(
+ unsigned width, unsigned height, unsigned vertex_count)
+{
+ /* Figure out the ideal tile size. Eventually a heuristic should be
+ * used for this */
+
+ unsigned best_w = 16;
+ unsigned best_h = 16;
+
+ /* Clamp so there are less than 64 tiles in each direction */
+
+ best_w = MAX2(best_w, util_next_power_of_two(width / 63));
+ best_h = MAX2(best_h, util_next_power_of_two(height / 63));
+
+ /* We have our ideal tile size, so encode */
+
+ unsigned exp_w = util_logbase2(best_w / 16);
+ unsigned exp_h = util_logbase2(best_h / 16);
+
+ return exp_w | (exp_h << 6);
+}
/* 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
unsigned
panfrost_choose_hierarchy_mask(
unsigned width, unsigned height,
- unsigned vertex_count)
+ unsigned vertex_count, bool hierarchy)
{
/* If there is no geometry, we don't bother enabling anything */
if (!vertex_count)
return 0x00;
+ if (!hierarchy)
+ return panfrost_choose_tile_size(width, height, vertex_count);
+
/* Otherwise, default everything on. TODO: Proper tests */
return 0xFF;