panfrost: Drop union mali_attr
[mesa.git] / src / panfrost / lib / pan_tiler.c
1 /*
2 * Copyright (C) 2019 Collabora, Ltd.
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 FROM,
20 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 * SOFTWARE.
22 *
23 * Authors:
24 * Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
25 */
26
27 #include "util/u_math.h"
28 #include "util/macros.h"
29 #include "pan_encoder.h"
30
31 /* Mali GPUs are tiled-mode renderers, rather than immediate-mode.
32 * Conceptually, the screen is divided into 16x16 tiles. Vertex shaders run.
33 * Then, a fixed-function hardware block (the tiler) consumes the gl_Position
34 * results. For each triangle specified, it marks each containing tile as
35 * containing that triangle. This set of "triangles per tile" form the "polygon
36 * list". Finally, the rasterization unit consumes the polygon list to invoke
37 * the fragment shader.
38 *
39 * In practice, it's a bit more complicated than this. On Midgard chips with an
40 * "advanced tiling unit" (all except T720/T820/T830), 16x16 is the logical
41 * tile size, but Midgard features "hierarchical tiling", where power-of-two
42 * multiples of the base tile size can be used: hierarchy level 0 (16x16),
43 * level 1 (32x32), level 2 (64x64), per public information about Midgard's
44 * tiling. In fact, tiling goes up to 4096x4096 (!), although in practice
45 * 128x128 is the largest usually used (though higher modes are enabled). The
46 * idea behind hierarchical tiling is to use low tiling levels for small
47 * triangles and high levels for large triangles, to minimize memory bandwidth
48 * and repeated fragment shader invocations (the former issue inherent to
49 * immediate-mode rendering and the latter common in traditional tilers).
50 *
51 * The tiler itself works by reading varyings in and writing a polygon list
52 * out. Unfortunately (for us), both of these buffers are managed in main
53 * memory; although they ideally will be cached, it is the drivers'
54 * responsibility to allocate these buffers. Varying buffer allocation is
55 * handled elsewhere, as it is not tiler specific; the real issue is allocating
56 * the polygon list.
57 *
58 * This is hard, because from the driver's perspective, we have no information
59 * about what geometry will actually look like on screen; that information is
60 * only gained from running the vertex shader. (Theoretically, we could run the
61 * vertex shaders in software as a prepass, or in hardware with transform
62 * feedback as a prepass, but either idea is ludicrous on so many levels).
63 *
64 * Instead, Mali uses a bit of a hybrid approach, splitting the polygon list
65 * into three distinct pieces. First, the driver statically determines which
66 * tile hierarchy levels to use (more on that later). At this point, we know the
67 * framebuffer dimensions and all the possible tilings of the framebuffer, so
68 * we know exactly how many tiles exist across all hierarchy levels. The first
69 * piece of the polygon list is the header, which is exactly 8 bytes per tile,
70 * plus padding and a small 64-byte prologue. (If that doesn't remind you of
71 * AFBC, it should. See pan_afbc.c for some fun parallels). The next part is
72 * the polygon list body, which seems to contain 512 bytes per tile, again
73 * across every level of the hierarchy. These two parts form the polygon list
74 * buffer. This buffer has a statically determinable size, approximately equal
75 * to the # of tiles across all hierarchy levels * (8 bytes + 512 bytes), plus
76 * alignment / minimum restrictions / etc.
77 *
78 * The third piece is the easy one (for us): the tiler heap. In essence, the
79 * tiler heap is a gigantic slab that's as big as could possibly be necessary
80 * in the worst case imaginable. Just... a gigantic allocation that we give a
81 * start and end pointer to. What's the catch? The tiler heap is lazily
82 * allocated; that is, a huge amount of memory is _reserved_, but only a tiny
83 * bit is actually allocated upfront. The GPU just keeps using the
84 * unallocated-but-reserved portions as it goes along, generating page faults
85 * if it goes beyond the allocation, and then the kernel is instructed to
86 * expand the allocation on page fault (known in the vendor kernel as growable
87 * memory). This is quite a bit of bookkeeping of its own, but that task is
88 * pushed to kernel space and we can mostly ignore it here, just remembering to
89 * set the GROWABLE flag so the kernel actually uses this path rather than
90 * allocating a gigantic amount up front and burning a hole in RAM.
91 *
92 * As far as determining which hierarchy levels to use, the simple answer is
93 * that right now, we don't. In the tiler configuration fields (consistent from
94 * the earliest Midgard's SFBD through the latest Bifrost traces we have),
95 * there is a hierarchy_mask field, controlling which levels (tile sizes) are
96 * enabled. Ideally, the hierarchical tiling dream -- mapping big polygons to
97 * big tiles and small polygons to small tiles -- would be realized here as
98 * well. As long as there are polygons at all needing tiling, we always have to
99 * have big tiles available, in case there are big polygons. But we don't
100 * necessarily need small tiles available. Ideally, when there are small
101 * polygons, small tiles are enabled (to avoid waste from putting small
102 * triangles in the big tiles); when there are not, small tiles are disabled to
103 * avoid enabling more levels than necessary, which potentially costs in memory
104 * bandwidth / power / tiler performance.
105 *
106 * Of course, the driver has to figure this out statically. When tile
107 * hiearchies are actually established, this occurs by the tiler in
108 * fixed-function hardware, after the vertex shaders have run and there is
109 * sufficient information to figure out the size of triangles. The driver has
110 * no such luxury, again barring insane hacks like additionally running the
111 * vertex shaders in software or in hardware via transform feedback. Thus, for
112 * the driver, we need a heuristic approach.
113 *
114 * There are lots of heuristics to guess triangle size statically you could
115 * imagine, but one approach shines as particularly simple-stupid: assume all
116 * on-screen triangles are equal size and spread equidistantly throughout the
117 * screen. Let's be clear, this is NOT A VALID ASSUMPTION. But if we roll with
118 * it, then we see:
119 *
120 * Triangle Area = (Screen Area / # of triangles)
121 * = (Width * Height) / (# of triangles)
122 *
123 * Or if you prefer, we can also make a third CRAZY assumption that we only draw
124 * right triangles with edges parallel/perpendicular to the sides of the screen
125 * with no overdraw, forming a triangle grid across the screen:
126 *
127 * |--w--|
128 * _____ |
129 * | /| /| |
130 * |/_|/_| h
131 * | /| /| |
132 * |/_|/_| |
133 *
134 * Then you can use some middle school geometry and algebra to work out the
135 * triangle dimensions. I started working on this, but realised I didn't need
136 * to to make my point, but couldn't bare to erase that ASCII art. Anyway.
137 *
138 * POINT IS, by considering the ratio of screen area and triangle count, we can
139 * estimate the triangle size. For a small size, use small bins; for a large
140 * size, use large bins. Intuitively, this metric makes sense: when there are
141 * few triangles on a large screen, you're probably compositing a UI and
142 * therefore the triangles are large; when there are a lot of triangles on a
143 * small screen, you're probably rendering a 3D mesh and therefore the
144 * triangles are tiny. (Or better said -- there will be tiny triangles, even if
145 * there are also large triangles. There have to be unless you expect crazy
146 * overdraw. Generally, it's better to allow more small bin sizes than
147 * necessary than not allow enough.)
148 *
149 * From this heuristic (or whatever), we determine the minimum allowable tile
150 * size, and we use that to decide the hierarchy masking, selecting from the
151 * minimum "ideal" tile size to the maximum tile size (2048x2048 in practice).
152 *
153 * Once we have that mask and the framebuffer dimensions, we can compute the
154 * size of the statically-sized polygon list structures, allocate them, and go!
155 *
156 * -----
157 *
158 * On T720, T820, and T830, there is no support for hierarchical tiling.
159 * Instead, the hardware allows the driver to select the tile size dynamically
160 * on a per-framebuffer basis, including allowing rectangular/non-square tiles.
161 * Rules for tile size selection are as follows:
162 *
163 * - Dimensions must be powers-of-two.
164 * - The smallest tile is 16x16.
165 * - The tile width/height is at most the framebuffer w/h (clamp up to 16 pix)
166 * - There must be no more than 64 tiles in either dimension.
167 *
168 * Within these constraints, the driver is free to pick a tile size according
169 * to some heuristic, similar to units with an advanced tiling unit.
170 *
171 * To pick a size without any heuristics, we may satisfy the constraints by
172 * defaulting to 16x16 (a power-of-two). This fits the minimum. For the size
173 * constraint, consider:
174 *
175 * # of tiles < 64
176 * ceil (fb / tile) < 64
177 * (fb / tile) <= (64 - 1)
178 * tile <= fb / (64 - 1) <= next_power_of_two(fb / (64 - 1))
179 *
180 * Hence we clamp up to align_pot(fb / (64 - 1)).
181
182 * Extending to use a selection heuristic left for future work.
183 *
184 * Once the tile size (w, h) is chosen, we compute the hierarchy "mask":
185 *
186 * hierarchy_mask = (log2(h / 16) << 6) | log2(w / 16)
187 *
188 * Of course with no hierarchical tiling, this is not a mask; it's just a field
189 * specifying the tile size. But I digress.
190 *
191 * We also compute the polgon list sizes (with framebuffer size W, H) as:
192 *
193 * full_size = 0x200 + 0x200 * ceil(W / w) * ceil(H / h)
194 * offset = 8 * ceil(W / w) * ceil(H / h)
195 *
196 * It further appears necessary to round down offset to the nearest 0x200.
197 * Possibly we would also round down full_size to the nearest 0x200 but
198 * full_size/0x200 = (1 + ceil(W / w) * ceil(H / h)) is an integer so there's
199 * nothing to do.
200 */
201
202 /* Hierarchical tiling spans from 16x16 to 4096x4096 tiles */
203
204 #define MIN_TILE_SIZE 16
205 #define MAX_TILE_SIZE 4096
206
207 /* Constants as shifts for easier power-of-two iteration */
208
209 #define MIN_TILE_SHIFT util_logbase2(MIN_TILE_SIZE)
210 #define MAX_TILE_SHIFT util_logbase2(MAX_TILE_SIZE)
211
212 /* The hierarchy has a 64-byte prologue */
213 #define PROLOGUE_SIZE 0x40
214
215 /* For each tile (across all hierarchy levels), there is 8 bytes of header */
216 #define HEADER_BYTES_PER_TILE 0x8
217
218 /* Likewise, each tile per level has 512 bytes of body */
219 #define FULL_BYTES_PER_TILE 0x200
220
221 /* If the width-x-height framebuffer is divided into tile_size-x-tile_size
222 * tiles, how many tiles are there? Rounding up in each direction. For the
223 * special case of tile_size=16, this aligns with the usual Midgard count.
224 * tile_size must be a power-of-two. Not really repeat code from AFBC/checksum,
225 * because those care about the stride (not just the overall count) and only at
226 * a a fixed-tile size (not any of a number of power-of-twos) */
227
228 static unsigned
229 pan_tile_count(unsigned width, unsigned height, unsigned tile_width, unsigned tile_height)
230 {
231 unsigned aligned_width = ALIGN_POT(width, tile_width);
232 unsigned aligned_height = ALIGN_POT(height, tile_height);
233
234 unsigned tile_count_x = aligned_width / tile_width;
235 unsigned tile_count_y = aligned_height / tile_height;
236
237 return tile_count_x * tile_count_y;
238 }
239
240 /* For `masked_count` of the smallest tile sizes masked out, computes how the
241 * size of the polygon list header. We iterate the tile sizes (16x16 through
242 * 2048x2048). For each tile size, we figure out how many tiles there are at
243 * this hierarchy level and therefore many bytes this level is, leaving us with
244 * a byte count for each level. We then just sum up the byte counts across the
245 * levels to find a byte count for all levels. */
246
247 static unsigned
248 panfrost_hierarchy_size(
249 unsigned width,
250 unsigned height,
251 unsigned mask,
252 unsigned bytes_per_tile)
253 {
254 unsigned size = PROLOGUE_SIZE;
255
256 /* Iterate hierarchy levels */
257
258 for (unsigned b = 0; b < (MAX_TILE_SHIFT - MIN_TILE_SHIFT); ++b) {
259 /* Check if this level is enabled */
260 if (!(mask & (1 << b)))
261 continue;
262
263 /* Shift from a level to a tile size */
264 unsigned tile_size = (1 << b) * MIN_TILE_SIZE;
265
266 unsigned tile_count = pan_tile_count(width, height, tile_size, tile_size);
267 unsigned level_count = bytes_per_tile * tile_count;
268
269 size += level_count;
270 }
271
272 /* This size will be used as an offset, so ensure it's aligned */
273 return ALIGN_POT(size, 0x200);
274 }
275
276 /* Implement the formula:
277 *
278 * 0x200 + bytes_per_tile * ceil(W / w) * ceil(H / h)
279 *
280 * rounding down the answer to the nearest 0x200. This is used to compute both
281 * header and body sizes for GPUs without hierarchical tiling. Essentially,
282 * computing a single hierarchy level, since there isn't any hierarchy!
283 */
284
285 static unsigned
286 panfrost_flat_size(unsigned width, unsigned height, unsigned dim, unsigned bytes_per_tile)
287 {
288 /* First, extract the tile dimensions */
289
290 unsigned tw = (1 << (dim & 0b111)) * 8;
291 unsigned th = (1 << ((dim & (0b111 << 6)) >> 6)) * 8;
292
293 /* tile_count is ceil(W/w) * ceil(H/h) */
294 unsigned raw = pan_tile_count(width, height, tw, th) * bytes_per_tile;
295
296 /* Round down and add offset */
297 return 0x200 + ((raw / 0x200) * 0x200);
298 }
299
300 /* Given a hierarchy mask and a framebuffer size, compute the header size */
301
302 unsigned
303 panfrost_tiler_header_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
304 {
305 if (hierarchy)
306 return panfrost_hierarchy_size(width, height, mask, HEADER_BYTES_PER_TILE);
307 else
308 return panfrost_flat_size(width, height, mask, HEADER_BYTES_PER_TILE);
309 }
310
311 /* The combined header/body is sized similarly (but it is significantly
312 * larger), except that it can be empty when the tiler disabled, rather than
313 * getting clamped to a minimum size.
314 */
315
316 unsigned
317 panfrost_tiler_full_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
318 {
319 if (hierarchy)
320 return panfrost_hierarchy_size(width, height, mask, FULL_BYTES_PER_TILE);
321 else
322 return panfrost_flat_size(width, height, mask, FULL_BYTES_PER_TILE);
323 }
324
325 /* On GPUs without hierarchical tiling, we choose a tile size directly and
326 * stuff it into the field otherwise known as hierarchy mask (not a mask). */
327
328 static unsigned
329 panfrost_choose_tile_size(
330 unsigned width, unsigned height, unsigned vertex_count)
331 {
332 /* Figure out the ideal tile size. Eventually a heuristic should be
333 * used for this */
334
335 unsigned best_w = 16;
336 unsigned best_h = 16;
337
338 /* Clamp so there are less than 64 tiles in each direction */
339
340 best_w = MAX2(best_w, util_next_power_of_two(width / 63));
341 best_h = MAX2(best_h, util_next_power_of_two(height / 63));
342
343 /* We have our ideal tile size, so encode */
344
345 unsigned exp_w = util_logbase2(best_w / 16);
346 unsigned exp_h = util_logbase2(best_h / 16);
347
348 return exp_w | (exp_h << 6);
349 }
350
351 /* In the future, a heuristic to choose a tiler hierarchy mask would go here.
352 * At the moment, we just default to 0xFF, which enables all possible hierarchy
353 * levels. Overall this yields good performance but presumably incurs a cost in
354 * memory bandwidth / power consumption / etc, at least on smaller scenes that
355 * don't really need all the smaller levels enabled */
356
357 unsigned
358 panfrost_choose_hierarchy_mask(
359 unsigned width, unsigned height,
360 unsigned vertex_count, bool hierarchy)
361 {
362 /* If there is no geometry, we don't bother enabling anything */
363
364 if (!vertex_count)
365 return 0x00;
366
367 if (!hierarchy)
368 return panfrost_choose_tile_size(width, height, vertex_count);
369
370 /* Otherwise, default everything on. TODO: Proper tests */
371
372 return 0xFF;
373 }