meson: Don't build intel shared components by default
[mesa.git] / src / intel / common / gen_urb_config.c
1 /*
2 * Copyright (c) 2011 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 */
23
24 #include <stdlib.h>
25 #include <math.h>
26
27 #include "util/macros.h"
28 #include "main/macros.h"
29
30 #include "gen_l3_config.h"
31
32 /**
33 * The following diagram shows how we partition the URB:
34 *
35 * 16kb or 32kb Rest of the URB space
36 * __________-__________ _________________-_________________
37 * / \ / \
38 * +-------------------------------------------------------------+
39 * | VS/HS/DS/GS/FS Push | VS/HS/DS/GS URB |
40 * | Constants | Entries |
41 * +-------------------------------------------------------------+
42 *
43 * Push constants must be stored at the beginning of the URB space,
44 * while URB entries can be stored anywhere. We choose to lay them
45 * out in pipeline order (VS -> HS -> DS -> GS).
46 */
47
48 /**
49 * Decide how to partition the URB among the various stages.
50 *
51 * \param[in] push_constant_bytes - space allocate for push constants.
52 * \param[in] urb_size_bytes - total size of the URB (from L3 config).
53 * \param[in] tess_present - are tessellation shaders active?
54 * \param[in] gs_present - are geometry shaders active?
55 * \param[in] entry_size - the URB entry size (from the shader compiler)
56 * \param[out] entries - the number of URB entries for each stage
57 * \param[out] start - the starting offset for each stage
58 */
59 void
60 gen_get_urb_config(const struct gen_device_info *devinfo,
61 unsigned push_constant_bytes, unsigned urb_size_bytes,
62 bool tess_present, bool gs_present,
63 const unsigned entry_size[4],
64 unsigned entries[4], unsigned start[4])
65 {
66 const bool active[4] = { true, tess_present, tess_present, gs_present };
67
68 /* URB allocations must be done in 8k chunks. */
69 const unsigned chunk_size_bytes = 8192;
70
71 const unsigned push_constant_chunks =
72 push_constant_bytes / chunk_size_bytes;
73 const unsigned urb_chunks = urb_size_bytes / chunk_size_bytes;
74
75 /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
76 *
77 * VS Number of URB Entries must be divisible by 8 if the VS URB Entry
78 * Allocation Size is less than 9 512-bit URB entries.
79 *
80 * Similar text exists for HS, DS and GS.
81 */
82 unsigned granularity[4];
83 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
84 granularity[i] = (entry_size[i] < 9) ? 8 : 1;
85 }
86
87 unsigned min_entries[4] = {
88 /* VS has a lower limit on the number of URB entries.
89 *
90 * From the Broadwell PRM, 3DSTATE_URB_VS instruction:
91 * "When tessellation is enabled, the VS Number of URB Entries must be
92 * greater than or equal to 192."
93 */
94 [MESA_SHADER_VERTEX] = tess_present && devinfo->gen == 8 ?
95 192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX],
96
97 /* There are two constraints on the minimum amount of URB space we can
98 * allocate:
99 *
100 * (1) We need room for at least 2 URB entries, since we always operate
101 * the GS in DUAL_OBJECT mode.
102 *
103 * (2) We can't allocate less than nr_gs_entries_granularity.
104 */
105 [MESA_SHADER_GEOMETRY] = gs_present ? 2 : 0,
106
107 [MESA_SHADER_TESS_CTRL] = tess_present ? 1 : 0,
108
109 [MESA_SHADER_TESS_EVAL] = tess_present ?
110 devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0,
111 };
112
113 /* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up.
114 * Round them all up.
115 */
116 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
117 min_entries[i] = ALIGN(min_entries[i], granularity[i]);
118 }
119
120 unsigned entry_size_bytes[4];
121 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
122 entry_size_bytes[i] = 64 * entry_size[i];
123 }
124
125 /* Initially, assign each stage the minimum amount of URB space it needs,
126 * and make a note of how much additional space it "wants" (the amount of
127 * additional space it could actually make use of).
128 */
129 unsigned chunks[4];
130 unsigned wants[4];
131 unsigned total_needs = push_constant_chunks;
132 unsigned total_wants = 0;
133
134 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
135 if (active[i]) {
136 chunks[i] = DIV_ROUND_UP(min_entries[i] * entry_size_bytes[i],
137 chunk_size_bytes);
138
139 wants[i] =
140 DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i],
141 chunk_size_bytes) - chunks[i];
142 } else {
143 chunks[i] = 0;
144 wants[i] = 0;
145 }
146
147 total_needs += chunks[i];
148 total_wants += wants[i];
149 }
150
151 assert(total_needs <= urb_chunks);
152
153 /* Mete out remaining space (if any) in proportion to "wants". */
154 unsigned remaining_space = MIN2(urb_chunks - total_needs, total_wants);
155
156 if (remaining_space > 0) {
157 for (int i = MESA_SHADER_VERTEX;
158 total_wants > 0 && i <= MESA_SHADER_TESS_EVAL; i++) {
159 unsigned additional = (unsigned)
160 roundf(wants[i] * (((float) remaining_space) / total_wants));
161 chunks[i] += additional;
162 remaining_space -= additional;
163 total_wants -= wants[i];
164 }
165
166 chunks[MESA_SHADER_GEOMETRY] += remaining_space;
167 }
168
169 /* Sanity check that we haven't over-allocated. */
170 unsigned total_chunks = push_constant_chunks;
171 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
172 total_chunks += chunks[i];
173 }
174 assert(total_chunks <= urb_chunks);
175
176 /* Finally, compute the number of entries that can fit in the space
177 * allocated to each stage.
178 */
179 for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
180 entries[i] = chunks[i] * chunk_size_bytes / entry_size_bytes[i];
181
182 /* Since we rounded up when computing wants[], this may be slightly
183 * more than the maximum allowed amount, so correct for that.
184 */
185 entries[i] = MIN2(entries[i], devinfo->urb.max_entries[i]);
186
187 /* Ensure that we program a multiple of the granularity. */
188 entries[i] = ROUND_DOWN_TO(entries[i], granularity[i]);
189
190 /* Finally, sanity check to make sure we have at least the minimum
191 * number of entries needed for each stage.
192 */
193 assert(entries[i] >= min_entries[i]);
194 }
195
196 /* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */
197 start[0] = push_constant_chunks;
198 for (int i = MESA_SHADER_TESS_CTRL; i <= MESA_SHADER_GEOMETRY; i++) {
199 start[i] = start[i - 1] + chunks[i - 1];
200 }
201 }