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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 #include "compiler/shader_enums.h"
30 
31 #include "intel_l3_config.h"
32 
33 /**
34  * The following diagram shows how we partition the URB:
35  *
36  *        16kb or 32kb               Rest of the URB space
37  *   __________-__________   _________________-_________________
38  *  /                     \ /                                   \
39  * +-------------------------------------------------------------+
40  * |  VS/HS/DS/GS/FS Push  |           VS/HS/DS/GS URB           |
41  * |       Constants       |               Entries               |
42  * +-------------------------------------------------------------+
43  *
44  * Push constants must be stored at the beginning of the URB space,
45  * while URB entries can be stored anywhere.  We choose to lay them
46  * out in pipeline order (VS -> HS -> DS -> GS).
47  */
48 
49 /**
50  * Decide how to partition the URB among the various stages.
51  *
52  * \param[in] push_constant_bytes - space allocate for push constants.
53  * \param[in] urb_size_bytes - total size of the URB (from L3 config).
54  * \param[in] tess_present - are tessellation shaders active?
55  * \param[in] gs_present - are geometry shaders active?
56  * \param[in] entry_size - the URB entry size (from the shader compiler)
57  * \param[out] entries - the number of URB entries for each stage
58  * \param[out] start - the starting offset for each stage
59  * \param[out] deref_block_size - deref block size for 3DSTATE_SF
60  * \param[out] constrained - true if we wanted more space than we had
61  */
62 void
intel_get_urb_config(const struct intel_device_info * devinfo,const struct intel_l3_config * l3_cfg,bool tess_present,bool gs_present,const unsigned entry_size[4],unsigned entries[4],unsigned start[4],enum intel_urb_deref_block_size * deref_block_size,bool * constrained)63 intel_get_urb_config(const struct intel_device_info *devinfo,
64                      const struct intel_l3_config *l3_cfg,
65                      bool tess_present, bool gs_present,
66                      const unsigned entry_size[4],
67                      unsigned entries[4], unsigned start[4],
68                      enum intel_urb_deref_block_size *deref_block_size,
69                      bool *constrained)
70 {
71    unsigned urb_size_kB = intel_get_l3_config_urb_size(devinfo, l3_cfg);
72 
73    /* RCU_MODE register for Gfx12+ in BSpec says:
74     *
75     *    "HW reserves 4KB of URB space per bank for Compute Engine out of the
76     *    total storage available in L3. SW must consider that 4KB of storage
77     *    per bank will be reduced from what is programmed for the URB space
78     *    in L3 for Render Engine executed workloads.
79     *
80     *    Example: When URB space programmed is 64KB (per bank) for Render
81     *    Engine, the actual URB space available for operation is only 60KB
82     *    (per bank). Similarly when URB space programmed is 128KB (per bank)
83     *    for render engine, the actual URB space available for operation is
84     *    only 124KB (per bank). More detailed descripton available in "L3
85     *    Cache" section of the B-Spec."
86     */
87    if (devinfo->ver >= 12)
88       urb_size_kB -= 4 * devinfo->l3_banks;
89 
90    const unsigned push_constant_kB = devinfo->max_constant_urb_size_kb;
91 
92    const bool active[4] = { true, tess_present, tess_present, gs_present };
93 
94    /* URB allocations must be done in 8k chunks. */
95    const unsigned chunk_size_kB = 8;
96    const unsigned chunk_size_bytes = chunk_size_kB * 1024;
97 
98    const unsigned push_constant_chunks = push_constant_kB / chunk_size_kB;
99    const unsigned urb_chunks = urb_size_kB / chunk_size_kB;
100 
101    /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
102     *
103     *     VS Number of URB Entries must be divisible by 8 if the VS URB Entry
104     *     Allocation Size is less than 9 512-bit URB entries.
105     *
106     * Similar text exists for HS, DS and GS.
107     */
108    unsigned granularity[4];
109    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
110       granularity[i] = (entry_size[i] < 9) ? 8 : 1;
111    }
112 
113    unsigned min_entries[4] = {
114       /* VS has a lower limit on the number of URB entries.
115        *
116        * From the Broadwell PRM, 3DSTATE_URB_VS instruction:
117        * "When tessellation is enabled, the VS Number of URB Entries must be
118        *  greater than or equal to 192."
119        */
120       [MESA_SHADER_VERTEX] = tess_present && devinfo->ver == 8 ?
121          192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX],
122 
123       /* There are two constraints on the minimum amount of URB space we can
124        * allocate:
125        *
126        * (1) We need room for at least 2 URB entries, since we always operate
127        * the GS in DUAL_OBJECT mode.
128        *
129        * (2) We can't allocate less than nr_gs_entries_granularity.
130        */
131       [MESA_SHADER_GEOMETRY] = gs_present ? 2 : 0,
132 
133       [MESA_SHADER_TESS_CTRL] = tess_present ? 1 : 0,
134 
135       [MESA_SHADER_TESS_EVAL] = tess_present ?
136          devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0,
137    };
138 
139    /* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up.
140     * Round them all up.
141     */
142    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
143       min_entries[i] = ALIGN(min_entries[i], granularity[i]);
144    }
145 
146    unsigned entry_size_bytes[4];
147    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
148       entry_size_bytes[i] = 64 * entry_size[i];
149    }
150 
151    /* Initially, assign each stage the minimum amount of URB space it needs,
152     * and make a note of how much additional space it "wants" (the amount of
153     * additional space it could actually make use of).
154     */
155    unsigned chunks[4];
156    unsigned wants[4];
157    unsigned total_needs = push_constant_chunks;
158    unsigned total_wants = 0;
159 
160    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
161       if (active[i]) {
162          chunks[i] = DIV_ROUND_UP(min_entries[i] * entry_size_bytes[i],
163                                   chunk_size_bytes);
164 
165          wants[i] =
166             DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i],
167                          chunk_size_bytes) - chunks[i];
168       } else {
169          chunks[i] = 0;
170          wants[i] = 0;
171       }
172 
173       total_needs += chunks[i];
174       total_wants += wants[i];
175    }
176 
177    assert(total_needs <= urb_chunks);
178 
179    *constrained = total_needs + total_wants > urb_chunks;
180 
181    /* Mete out remaining space (if any) in proportion to "wants". */
182    unsigned remaining_space = MIN2(urb_chunks - total_needs, total_wants);
183 
184    if (remaining_space > 0) {
185       for (int i = MESA_SHADER_VERTEX;
186            total_wants > 0 && i <= MESA_SHADER_TESS_EVAL; i++) {
187          unsigned additional = (unsigned)
188             roundf(wants[i] * (((float) remaining_space) / total_wants));
189          chunks[i] += additional;
190          remaining_space -= additional;
191          total_wants -= wants[i];
192       }
193 
194       chunks[MESA_SHADER_GEOMETRY] += remaining_space;
195    }
196 
197    /* Sanity check that we haven't over-allocated. */
198    unsigned total_chunks = push_constant_chunks;
199    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
200       total_chunks += chunks[i];
201    }
202    assert(total_chunks <= urb_chunks);
203 
204    /* Finally, compute the number of entries that can fit in the space
205     * allocated to each stage.
206     */
207    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
208       entries[i] = chunks[i] * chunk_size_bytes / entry_size_bytes[i];
209 
210       /* Since we rounded up when computing wants[], this may be slightly
211        * more than the maximum allowed amount, so correct for that.
212        */
213       entries[i] = MIN2(entries[i], devinfo->urb.max_entries[i]);
214 
215       /* Ensure that we program a multiple of the granularity. */
216       entries[i] = ROUND_DOWN_TO(entries[i], granularity[i]);
217 
218       /* Finally, sanity check to make sure we have at least the minimum
219        * number of entries needed for each stage.
220        */
221       assert(entries[i] >= min_entries[i]);
222    }
223 
224    /* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */
225    int next = push_constant_chunks;
226    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
227       if (entries[i]) {
228          start[i] = next;
229          next += chunks[i];
230       } else {
231          /* Just put disabled stages at the beginning. */
232          start[i] = 0;
233       }
234    }
235 
236    if (deref_block_size) {
237       if (devinfo->ver >= 12) {
238          /* From the Gfx12 BSpec:
239           *
240           *    "Deref Block size depends on the last enabled shader and number
241           *    of handles programmed for that shader
242           *
243           *       1) For GS last shader enabled cases, the deref block is
244           *          always set to a per poly(within hardware)
245           *
246           *    If the last enabled shader is VS or DS.
247           *
248           *       1) If DS is last enabled shader then if the number of DS
249           *          handles is less than 324, need to set per poly deref.
250           *
251           *       2) If VS is last enabled shader then if the number of VS
252           *          handles is less than 192, need to set per poly deref"
253           *
254           * The default is 32 so we assume that's the right choice if we're
255           * not in one of the explicit cases listed above.
256           */
257          if (gs_present) {
258             *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY;
259          } else if (tess_present) {
260             if (entries[MESA_SHADER_TESS_EVAL] < 324)
261                *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY;
262             else
263                *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32;
264          } else {
265             if (entries[MESA_SHADER_VERTEX] < 192)
266                *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY;
267             else
268                *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32;
269          }
270       } else {
271          *deref_block_size = 0;
272       }
273    }
274 }
275