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1 /*
2  * Copyright 2017 Advanced Micro Devices, Inc.
3  *
4  * SPDX-License-Identifier: MIT
5  */
6 
7 #include "si_pipe.h"
8 #include "si_query.h"
9 #include "si_shader_internal.h"
10 
gfx10_ngg_writes_user_edgeflags(struct si_shader * shader)11 static bool gfx10_ngg_writes_user_edgeflags(struct si_shader *shader)
12 {
13    return gfx10_has_variable_edgeflags(shader) &&
14           shader->selector->info.writes_edgeflag;
15 }
16 
gfx10_ngg_export_prim_early(struct si_shader * shader)17 bool gfx10_ngg_export_prim_early(struct si_shader *shader)
18 {
19    struct si_shader_selector *sel = shader->selector;
20 
21    assert(shader->key.ge.as_ngg && !shader->key.ge.as_es);
22 
23    return sel->stage != MESA_SHADER_GEOMETRY &&
24           !gfx10_ngg_writes_user_edgeflags(shader);
25 }
26 
clamp_gsprims_to_esverts(unsigned * max_gsprims,unsigned max_esverts,unsigned min_verts_per_prim,bool use_adjacency)27 static void clamp_gsprims_to_esverts(unsigned *max_gsprims, unsigned max_esverts,
28                                      unsigned min_verts_per_prim, bool use_adjacency)
29 {
30    unsigned max_reuse = max_esverts - min_verts_per_prim;
31    if (use_adjacency)
32       max_reuse /= 2;
33    *max_gsprims = MIN2(*max_gsprims, 1 + max_reuse);
34 }
35 
gfx10_ngg_get_scratch_dw_size(struct si_shader * shader)36 unsigned gfx10_ngg_get_scratch_dw_size(struct si_shader *shader)
37 {
38    const struct si_shader_selector *sel = shader->selector;
39 
40    return ac_ngg_get_scratch_lds_size(sel->stage,
41                                       si_get_max_workgroup_size(shader),
42                                       shader->wave_size,
43                                       si_shader_uses_streamout(shader),
44                                       si_shader_culling_enabled(shader),
45                                       false) / 4;
46 }
47 
48 /**
49  * Determine subgroup information like maximum number of vertices and prims.
50  *
51  * This happens before the shader is uploaded, since LDS relocations during
52  * upload depend on the subgroup size.
53  */
gfx10_ngg_calculate_subgroup_info(struct si_shader * shader)54 bool gfx10_ngg_calculate_subgroup_info(struct si_shader *shader)
55 {
56    const struct si_shader_selector *gs_sel = shader->selector;
57    const struct si_shader_selector *es_sel =
58       shader->previous_stage_sel ? shader->previous_stage_sel : gs_sel;
59    const gl_shader_stage gs_stage = gs_sel->stage;
60    const unsigned gs_num_invocations = MAX2(gs_sel->info.base.gs.invocations, 1);
61    const unsigned input_prim = si_get_input_prim(gs_sel, &shader->key, false);
62    const bool use_adjacency = mesa_prim_has_adjacency(input_prim);
63    const unsigned max_verts_per_prim = mesa_vertices_per_prim(input_prim);
64    const unsigned min_verts_per_prim = gs_stage == MESA_SHADER_GEOMETRY ? max_verts_per_prim : 1;
65 
66    /* All these are in dwords. The maximum is 16K dwords (64KB) of LDS per workgroup. */
67    const unsigned scratch_lds_size = gfx10_ngg_get_scratch_dw_size(shader);
68    /* Scratch is at last of LDS space and 2 dwords aligned, so it may cost more for alignment. */
69    const unsigned max_lds_size = 16 * 1024 - ALIGN(scratch_lds_size, 2);
70    const unsigned target_lds_size = max_lds_size;
71    unsigned esvert_lds_size = 0;
72    unsigned gsprim_lds_size = 0;
73 
74    /* All these are per subgroup: */
75    const unsigned min_esverts =
76       gs_sel->screen->info.gfx_level >= GFX11 ? max_verts_per_prim : /* gfx11 requires at least 1 primitive per TG */
77       gs_sel->screen->info.gfx_level >= GFX10_3 ? 29 : (24 - 1 + max_verts_per_prim);
78    bool max_vert_out_per_gs_instance = false;
79    unsigned max_gsprims_base, max_esverts_base;
80 
81    max_gsprims_base = max_esverts_base = si_get_max_workgroup_size(shader);
82 
83    if (gs_stage == MESA_SHADER_GEOMETRY) {
84       bool force_multi_cycling = false;
85       unsigned max_out_verts_per_gsprim = gs_sel->info.base.gs.vertices_out * gs_num_invocations;
86 
87 retry_select_mode:
88       if (max_out_verts_per_gsprim <= 256 && !force_multi_cycling) {
89          if (max_out_verts_per_gsprim) {
90             max_gsprims_base = MIN2(max_gsprims_base, 256 / max_out_verts_per_gsprim);
91          }
92       } else {
93          /* Use special multi-cycling mode in which each GS
94           * instance gets its own subgroup. Does not work with
95           * tessellation. */
96          max_vert_out_per_gs_instance = true;
97          max_gsprims_base = 1;
98          max_out_verts_per_gsprim = gs_sel->info.base.gs.vertices_out;
99       }
100 
101       esvert_lds_size = es_sel->info.esgs_vertex_stride / 4;
102       gsprim_lds_size = (gs_sel->info.gsvs_vertex_size / 4 + 1) * max_out_verts_per_gsprim;
103 
104       if (gsprim_lds_size > target_lds_size && !force_multi_cycling) {
105          if (gs_sel->tess_turns_off_ngg || es_sel->stage != MESA_SHADER_TESS_EVAL) {
106             force_multi_cycling = true;
107             goto retry_select_mode;
108          }
109       }
110    } else {
111       /* VS and TES. */
112 
113       bool uses_instance_id = gs_sel->info.uses_instanceid;
114       bool uses_primitive_id = gs_sel->info.uses_primid;
115       if (gs_stage == MESA_SHADER_VERTEX) {
116          uses_instance_id |=
117             shader->key.ge.mono.instance_divisor_is_one ||
118             shader->key.ge.mono.instance_divisor_is_fetched;
119       } else {
120          uses_primitive_id |= shader->key.ge.mono.u.vs_export_prim_id;
121       }
122 
123       esvert_lds_size = ac_ngg_nogs_get_pervertex_lds_size(
124          gs_stage, gs_sel->info.num_outputs,
125          si_shader_uses_streamout(shader),
126          shader->key.ge.mono.u.vs_export_prim_id,
127          gfx10_ngg_writes_user_edgeflags(shader),
128          si_shader_culling_enabled(shader),
129          uses_instance_id,
130          uses_primitive_id) / 4;
131    }
132 
133    unsigned max_gsprims = max_gsprims_base;
134    unsigned max_esverts = max_esverts_base;
135 
136    if (esvert_lds_size)
137       max_esverts = MIN2(max_esverts, target_lds_size / esvert_lds_size);
138    if (gsprim_lds_size)
139       max_gsprims = MIN2(max_gsprims, target_lds_size / gsprim_lds_size);
140 
141    max_esverts = MIN2(max_esverts, max_gsprims * max_verts_per_prim);
142    clamp_gsprims_to_esverts(&max_gsprims, max_esverts, min_verts_per_prim, use_adjacency);
143    assert(max_esverts >= max_verts_per_prim && max_gsprims >= 1);
144 
145    if (esvert_lds_size || gsprim_lds_size) {
146       /* Now that we have a rough proportionality between esverts
147        * and gsprims based on the primitive type, scale both of them
148        * down simultaneously based on required LDS space.
149        *
150        * We could be smarter about this if we knew how much vertex
151        * reuse to expect.
152        */
153       unsigned lds_total = max_esverts * esvert_lds_size + max_gsprims * gsprim_lds_size;
154       if (lds_total > target_lds_size) {
155          max_esverts = max_esverts * target_lds_size / lds_total;
156          max_gsprims = max_gsprims * target_lds_size / lds_total;
157 
158          max_esverts = MIN2(max_esverts, max_gsprims * max_verts_per_prim);
159          clamp_gsprims_to_esverts(&max_gsprims, max_esverts, min_verts_per_prim, use_adjacency);
160          assert(max_esverts >= max_verts_per_prim && max_gsprims >= 1);
161       }
162    }
163 
164    /* Round up towards full wave sizes for better ALU utilization. */
165    if (!max_vert_out_per_gs_instance) {
166       unsigned orig_max_esverts;
167       unsigned orig_max_gsprims;
168       do {
169          orig_max_esverts = max_esverts;
170          orig_max_gsprims = max_gsprims;
171 
172          max_esverts = align(max_esverts, shader->wave_size);
173          max_esverts = MIN2(max_esverts, max_esverts_base);
174          if (esvert_lds_size)
175             max_esverts =
176                MIN2(max_esverts, (max_lds_size - max_gsprims * gsprim_lds_size) / esvert_lds_size);
177          max_esverts = MIN2(max_esverts, max_gsprims * max_verts_per_prim);
178 
179          /* Hardware restriction: minimum value of max_esverts */
180          max_esverts = MAX2(max_esverts, min_esverts);
181 
182          max_gsprims = align(max_gsprims, shader->wave_size);
183          max_gsprims = MIN2(max_gsprims, max_gsprims_base);
184          if (gsprim_lds_size) {
185             /* Don't count unusable vertices to the LDS size. Those are vertices above
186              * the maximum number of vertices that can occur in the workgroup,
187              * which is e.g. max_gsprims * 3 for triangles.
188              */
189             unsigned usable_esverts = MIN2(max_esverts, max_gsprims * max_verts_per_prim);
190             max_gsprims =
191                MIN2(max_gsprims, (max_lds_size - usable_esverts * esvert_lds_size) / gsprim_lds_size);
192          }
193          clamp_gsprims_to_esverts(&max_gsprims, max_esverts, min_verts_per_prim, use_adjacency);
194          assert(max_esverts >= max_verts_per_prim && max_gsprims >= 1);
195       } while (orig_max_esverts != max_esverts || orig_max_gsprims != max_gsprims);
196 
197       /* Verify the restriction. */
198       assert(max_esverts >= min_esverts);
199    } else {
200       max_esverts = MAX2(max_esverts, min_esverts);
201    }
202 
203    unsigned max_out_vertices =
204       max_vert_out_per_gs_instance
205          ? gs_sel->info.base.gs.vertices_out
206          : gs_stage == MESA_SHADER_GEOMETRY
207               ? max_gsprims * gs_num_invocations * gs_sel->info.base.gs.vertices_out
208               : max_esverts;
209    assert(max_out_vertices <= 256);
210 
211    shader->ngg.hw_max_esverts = max_esverts;
212    shader->ngg.max_gsprims = max_gsprims;
213    shader->ngg.max_out_verts = max_out_vertices;
214    shader->ngg.max_vert_out_per_gs_instance = max_vert_out_per_gs_instance;
215 
216    /* Don't count unusable vertices. */
217    shader->gs_info.esgs_ring_size = MIN2(max_esverts, max_gsprims * max_verts_per_prim) *
218                                     esvert_lds_size;
219    shader->ngg.ngg_emit_size = max_gsprims * gsprim_lds_size;
220 
221    assert(shader->ngg.hw_max_esverts >= min_esverts); /* HW limitation */
222 
223    /* If asserts are disabled, we use the same conditions to return false */
224    return max_esverts >= max_verts_per_prim && max_gsprims >= 1 &&
225           max_out_vertices <= 256 &&
226           shader->ngg.hw_max_esverts >= min_esverts;
227 }
228