From: Roland Scheidegger Date: Thu, 30 May 2013 00:05:01 +0000 (+0200) Subject: llvmpipe: reduce alignment requirement for resources from 64x64 to 4x4 X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=869c5d438f137b2c6b9aec1dddc00bfa64f36621;p=mesa.git llvmpipe: reduce alignment requirement for resources from 64x64 to 4x4 The overallocation was very bad especially for things like 1d array textures which got blown up by a factor of 64. (Even ordinary smallish 2d textures benefit a lot from this, a mipmapped 64x64 rgba8 texture previously used 7*16kB = 112kB instead of now ~22kB.) 4x4 is chosen because this is the size the jit functions run on, so making it smaller is going to be a bit more complicated. It is actually not strictly 4x4 pixel, since we'd want to avoid situations where different threads are rendering to the same cacheline so we keep cacheline size alignment in x direction (often 64bytes). To make this work introduce new task width/height parameters and make sure clears don't clear the whole tile if it's a partial tile. Likewise, the rasterizer may produce fragments outside the 4x4 blocks present in a tile, so don't call the jit function for them. This does not yet fix rendering to buffers (which cannot have any y alignment at all), and 1d/1d array textures are still overallocated by a factor of 4. v2: replace magic number 4 with LP_RASTER_BLOCK_SIZE, fix size of buffers allocated (needed in case we render to them). Reviewed-by: Jose Fonseca --- diff --git a/src/gallium/drivers/llvmpipe/lp_rast.c b/src/gallium/drivers/llvmpipe/lp_rast.c index 5c837a043e0..be5a286e3da 100644 --- a/src/gallium/drivers/llvmpipe/lp_rast.c +++ b/src/gallium/drivers/llvmpipe/lp_rast.c @@ -95,6 +95,10 @@ lp_rast_tile_begin(struct lp_rasterizer_task *task, task->bin = bin; task->x = x * TILE_SIZE; task->y = y * TILE_SIZE; + task->width = TILE_SIZE + x * TILE_SIZE > task->scene->width_aligned ? + task->scene->width_aligned - x * TILE_SIZE : TILE_SIZE; + task->height = TILE_SIZE + y * TILE_SIZE > task->scene->height_aligned ? + task->scene->height_aligned - y * TILE_SIZE : TILE_SIZE; /* reset pointers to color and depth tile(s) */ memset(task->color_tiles, 0, sizeof(task->color_tiles)); @@ -144,8 +148,8 @@ lp_rast_clear_color(struct lp_rasterizer_task *task, scene->cbufs[i].stride, task->x, task->y, - TILE_SIZE, - TILE_SIZE, + task->width, + task->height, &uc); } } @@ -172,8 +176,8 @@ lp_rast_clear_color(struct lp_rasterizer_task *task, scene->cbufs[i].stride, task->x, task->y, - TILE_SIZE, - TILE_SIZE, + task->width, + task->height, &uc); } } @@ -198,8 +202,8 @@ lp_rast_clear_zstencil(struct lp_rasterizer_task *task, uint64_t clear_mask64 = arg.clear_zstencil.mask; uint32_t clear_value = (uint32_t) clear_value64; uint32_t clear_mask = (uint32_t) clear_mask64; - const unsigned height = TILE_SIZE; - const unsigned width = TILE_SIZE; + const unsigned height = task->height; + const unsigned width = task->width; const unsigned block_size = scene->zsbuf.blocksize; const unsigned dst_stride = scene->zsbuf.stride; uint8_t *dst; @@ -325,8 +329,8 @@ lp_rast_shade_tile(struct lp_rasterizer_task *task, variant = state->variant; /* render the whole 64x64 tile in 4x4 chunks */ - for (y = 0; y < TILE_SIZE; y += 4){ - for (x = 0; x < TILE_SIZE; x += 4) { + for (y = 0; y < task->height; y += 4){ + for (x = 0; x < task->width; x += 4) { uint8_t *color[PIPE_MAX_COLOR_BUFS]; unsigned stride[PIPE_MAX_COLOR_BUFS]; uint8_t *depth = NULL; @@ -434,21 +438,27 @@ lp_rast_shade_quads_mask(struct lp_rasterizer_task *task, assert(lp_check_alignment(state->jit_context.u8_blend_color, 16)); - /* run shader on 4x4 block */ - BEGIN_JIT_CALL(state, task); - variant->jit_function[RAST_EDGE_TEST](&state->jit_context, - x, y, - inputs->frontfacing, - GET_A0(inputs), - GET_DADX(inputs), - GET_DADY(inputs), - color, - depth, - mask, - &task->thread_data, - stride, - depth_stride); - END_JIT_CALL(); + /* + * The rasterizer may produce fragments outside our + * allocated 4x4 blocks hence need to filter them out here. + */ + if ((x % TILE_SIZE) < task->width && (y % TILE_SIZE) < task->height) { + /* run shader on 4x4 block */ + BEGIN_JIT_CALL(state, task); + variant->jit_function[RAST_EDGE_TEST](&state->jit_context, + x, y, + inputs->frontfacing, + GET_A0(inputs), + GET_DADX(inputs), + GET_DADY(inputs), + color, + depth, + mask, + &task->thread_data, + stride, + depth_stride); + END_JIT_CALL(); + } } diff --git a/src/gallium/drivers/llvmpipe/lp_rast.h b/src/gallium/drivers/llvmpipe/lp_rast.h index 8dd3615e78a..9fe89e5b6f1 100644 --- a/src/gallium/drivers/llvmpipe/lp_rast.h +++ b/src/gallium/drivers/llvmpipe/lp_rast.h @@ -50,6 +50,9 @@ struct cmd_bin; #define FIXED_ORDER 4 #define FIXED_ONE (1<zsbuf.stride; } - /* run shader on 4x4 block */ - BEGIN_JIT_CALL(state, task); - variant->jit_function[RAST_WHOLE]( &state->jit_context, - x, y, - inputs->frontfacing, - GET_A0(inputs), - GET_DADX(inputs), - GET_DADY(inputs), - color, - depth, - 0xffff, - &task->thread_data, - stride, - depth_stride); - END_JIT_CALL(); + /* + * The rasterizer may produce fragments outside our + * allocated 4x4 blocks hence need to filter them out here. + */ + if ((x % TILE_SIZE) < task->width && (y % TILE_SIZE) < task->height) { + /* run shader on 4x4 block */ + BEGIN_JIT_CALL(state, task); + variant->jit_function[RAST_WHOLE]( &state->jit_context, + x, y, + inputs->frontfacing, + GET_A0(inputs), + GET_DADX(inputs), + GET_DADY(inputs), + color, + depth, + 0xffff, + &task->thread_data, + stride, + depth_stride); + END_JIT_CALL(); + } } void lp_rast_triangle_1( struct lp_rasterizer_task *, diff --git a/src/gallium/drivers/llvmpipe/lp_scene.c b/src/gallium/drivers/llvmpipe/lp_scene.c index 771ad085a12..2dfc7ff9ce7 100644 --- a/src/gallium/drivers/llvmpipe/lp_scene.c +++ b/src/gallium/drivers/llvmpipe/lp_scene.c @@ -505,6 +505,8 @@ void lp_scene_begin_binning( struct lp_scene *scene, scene->tiles_x = align(fb->width, TILE_SIZE) / TILE_SIZE; scene->tiles_y = align(fb->height, TILE_SIZE) / TILE_SIZE; + scene->width_aligned = align(fb->width, LP_RASTER_BLOCK_SIZE); + scene->height_aligned = align(fb->height, LP_RASTER_BLOCK_SIZE); assert(scene->tiles_x <= TILES_X); assert(scene->tiles_y <= TILES_Y); diff --git a/src/gallium/drivers/llvmpipe/lp_scene.h b/src/gallium/drivers/llvmpipe/lp_scene.h index fa5bbcaf013..bc6c448bc7f 100644 --- a/src/gallium/drivers/llvmpipe/lp_scene.h +++ b/src/gallium/drivers/llvmpipe/lp_scene.h @@ -144,6 +144,10 @@ struct lp_scene { /** list of resources referenced by the scene commands */ struct resource_ref *resources; + /** aligned scene width, height */ + unsigned width_aligned; + unsigned height_aligned; + /** Total memory used by the scene (in bytes). This sums all the * data blocks and counts all bins, state, resource references and * other random allocations within the scene. diff --git a/src/gallium/drivers/llvmpipe/lp_setup.c b/src/gallium/drivers/llvmpipe/lp_setup.c index a141fa337ab..bafcf56b803 100644 --- a/src/gallium/drivers/llvmpipe/lp_setup.c +++ b/src/gallium/drivers/llvmpipe/lp_setup.c @@ -694,8 +694,7 @@ lp_setup_set_fragment_sampler_views(struct lp_setup_context *setup, assert(last_level <= res->last_level); /* - * The complexity here is only necessary for depth textures which - * still are tiled. + * The complexity here should no longer be necessary. */ mip_ptr = llvmpipe_get_texture_image_all(lp_tex, first_level, LP_TEX_USAGE_READ); diff --git a/src/gallium/drivers/llvmpipe/lp_texture.c b/src/gallium/drivers/llvmpipe/lp_texture.c index 0ac3528f7ac..56eb4999a1c 100644 --- a/src/gallium/drivers/llvmpipe/lp_texture.c +++ b/src/gallium/drivers/llvmpipe/lp_texture.c @@ -49,6 +49,7 @@ #include "lp_texture.h" #include "lp_setup.h" #include "lp_state.h" +#include "lp_rast.h" #include "state_tracker/sw_winsys.h" @@ -84,15 +85,15 @@ llvmpipe_texture_layout(struct llvmpipe_screen *screen, { unsigned alignment, nblocksx, nblocksy, block_size; - /* For non-compressed formats we need to align the texture size - * to the tile size to facilitate render-to-texture. - * XXX this blows up 1d/1d array textures by unreasonable - * amount (factor 64), probably should do something about it. + /* For non-compressed formats we need 4x4 pixel alignment + * (for now). We also want cache line size in x direction, + * otherwise same cache line could end up in multiple threads. + * XXX this blows up 1d/1d array textures by a factor of 4. */ if (util_format_is_compressed(pt->format)) alignment = 1; else - alignment = TILE_SIZE; + alignment = LP_RASTER_BLOCK_SIZE; nblocksx = util_format_get_nblocksx(pt->format, align(width, alignment)); @@ -100,7 +101,10 @@ llvmpipe_texture_layout(struct llvmpipe_screen *screen, align(height, alignment)); block_size = util_format_get_blocksize(pt->format); - lpr->row_stride[level] = align(nblocksx * block_size, 16); + if (util_format_is_compressed(pt->format)) + lpr->row_stride[level] = nblocksx * block_size; + else + lpr->row_stride[level] = align(nblocksx * block_size, util_cpu_caps.cacheline); /* if row_stride * height > LP_MAX_TEXTURE_SIZE */ if (lpr->row_stride[level] > LP_MAX_TEXTURE_SIZE / nblocksy) { @@ -244,7 +248,12 @@ llvmpipe_resource_create(struct pipe_screen *_screen, assert(templat->height0 == 1); assert(templat->depth0 == 1); assert(templat->last_level == 0); - lpr->data = align_malloc(bytes, 16); + /* + * Reserve some extra storage since if we'd render to a buffer we + * read/write always LP_RASTER_BLOCK_SIZE pixels, but the element + * offset doesn't need to be aligned to LP_RASTER_BLOCK_SIZE. + */ + lpr->data = align_malloc(bytes + (LP_RASTER_BLOCK_SIZE - 1) * 4 * sizeof(float), 16); /* * buffers don't really have stride but it's probably safer * (for code doing same calculations for buffers and textures) @@ -327,7 +336,6 @@ llvmpipe_resource_map(struct pipe_resource *resource, struct llvmpipe_screen *screen = llvmpipe_screen(resource->screen); struct sw_winsys *winsys = screen->winsys; unsigned dt_usage; - uint8_t *map2; if (tex_usage == LP_TEX_USAGE_READ) { dt_usage = PIPE_TRANSFER_READ; @@ -345,14 +353,11 @@ llvmpipe_resource_map(struct pipe_resource *resource, /* install this linear image in texture data structure */ lpr->linear_img.data = map; - /* make sure tiled data gets converted to linear data */ - map2 = llvmpipe_get_texture_image(lpr, 0, 0, tex_usage); - return map2; + return map; } else if (llvmpipe_resource_is_texture(resource)) { - map = llvmpipe_get_texture_image(lpr, layer, level, - tex_usage); + map = llvmpipe_get_texture_image(lpr, layer, level, tex_usage); return map; } else {