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 "gen_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  */
60 void
gen_get_urb_config(const struct gen_device_info * devinfo,const struct gen_l3_config * l3_cfg,bool tess_present,bool gs_present,const unsigned entry_size[4],unsigned entries[4],unsigned start[4],enum gen_urb_deref_block_size * deref_block_size)61 gen_get_urb_config(const struct gen_device_info *devinfo,
62                    const struct gen_l3_config *l3_cfg,
63                    bool tess_present, bool gs_present,
64                    const unsigned entry_size[4],
65                    unsigned entries[4], unsigned start[4],
66                    enum gen_urb_deref_block_size *deref_block_size)
67 {
68    unsigned urb_size_kB = gen_get_l3_config_urb_size(devinfo, l3_cfg);
69 
70    /* RCU_MODE register for Gen12+ in BSpec says:
71     *
72     *    "HW reserves 4KB of URB space per bank for Compute Engine out of the
73     *    total storage available in L3. SW must consider that 4KB of storage
74     *    per bank will be reduced from what is programmed for the URB space
75     *    in L3 for Render Engine executed workloads.
76     *
77     *    Example: When URB space programmed is 64KB (per bank) for Render
78     *    Engine, the actual URB space available for operation is only 60KB
79     *    (per bank). Similarly when URB space programmed is 128KB (per bank)
80     *    for render engine, the actual URB space available for operation is
81     *    only 124KB (per bank). More detailed descripton available in "L3
82     *    Cache" section of the B-Spec."
83     */
84    if (devinfo->gen >= 12)
85       urb_size_kB -= 4 * devinfo->l3_banks;
86 
87    const unsigned push_constant_kB =
88       (devinfo->gen >= 8 || (devinfo->is_haswell && devinfo->gt == 3)) ? 32 : 16;
89 
90    const bool active[4] = { true, tess_present, tess_present, gs_present };
91 
92    /* URB allocations must be done in 8k chunks. */
93    const unsigned chunk_size_kB = 8;
94    const unsigned chunk_size_bytes = chunk_size_kB * 1024;
95 
96    const unsigned push_constant_chunks = push_constant_kB / chunk_size_kB;
97    const unsigned urb_chunks = urb_size_kB / chunk_size_kB;
98 
99    /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
100     *
101     *     VS Number of URB Entries must be divisible by 8 if the VS URB Entry
102     *     Allocation Size is less than 9 512-bit URB entries.
103     *
104     * Similar text exists for HS, DS and GS.
105     */
106    unsigned granularity[4];
107    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
108       granularity[i] = (entry_size[i] < 9) ? 8 : 1;
109    }
110 
111    unsigned min_entries[4] = {
112       /* VS has a lower limit on the number of URB entries.
113        *
114        * From the Broadwell PRM, 3DSTATE_URB_VS instruction:
115        * "When tessellation is enabled, the VS Number of URB Entries must be
116        *  greater than or equal to 192."
117        */
118       [MESA_SHADER_VERTEX] = tess_present && devinfo->gen == 8 ?
119          192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX],
120 
121       /* There are two constraints on the minimum amount of URB space we can
122        * allocate:
123        *
124        * (1) We need room for at least 2 URB entries, since we always operate
125        * the GS in DUAL_OBJECT mode.
126        *
127        * (2) We can't allocate less than nr_gs_entries_granularity.
128        */
129       [MESA_SHADER_GEOMETRY] = gs_present ? 2 : 0,
130 
131       [MESA_SHADER_TESS_CTRL] = tess_present ? 1 : 0,
132 
133       [MESA_SHADER_TESS_EVAL] = tess_present ?
134          devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0,
135    };
136 
137    /* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up.
138     * Round them all up.
139     */
140    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
141       min_entries[i] = ALIGN(min_entries[i], granularity[i]);
142    }
143 
144    unsigned entry_size_bytes[4];
145    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
146       entry_size_bytes[i] = 64 * entry_size[i];
147    }
148 
149    /* Initially, assign each stage the minimum amount of URB space it needs,
150     * and make a note of how much additional space it "wants" (the amount of
151     * additional space it could actually make use of).
152     */
153    unsigned chunks[4];
154    unsigned wants[4];
155    unsigned total_needs = push_constant_chunks;
156    unsigned total_wants = 0;
157 
158    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
159       if (active[i]) {
160          chunks[i] = DIV_ROUND_UP(min_entries[i] * entry_size_bytes[i],
161                                   chunk_size_bytes);
162 
163          wants[i] =
164             DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i],
165                          chunk_size_bytes) - chunks[i];
166       } else {
167          chunks[i] = 0;
168          wants[i] = 0;
169       }
170 
171       total_needs += chunks[i];
172       total_wants += wants[i];
173    }
174 
175    assert(total_needs <= urb_chunks);
176 
177    /* Mete out remaining space (if any) in proportion to "wants". */
178    unsigned remaining_space = MIN2(urb_chunks - total_needs, total_wants);
179 
180    if (remaining_space > 0) {
181       for (int i = MESA_SHADER_VERTEX;
182            total_wants > 0 && i <= MESA_SHADER_TESS_EVAL; i++) {
183          unsigned additional = (unsigned)
184             roundf(wants[i] * (((float) remaining_space) / total_wants));
185          chunks[i] += additional;
186          remaining_space -= additional;
187          total_wants -= wants[i];
188       }
189 
190       chunks[MESA_SHADER_GEOMETRY] += remaining_space;
191    }
192 
193    /* Sanity check that we haven't over-allocated. */
194    unsigned total_chunks = push_constant_chunks;
195    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
196       total_chunks += chunks[i];
197    }
198    assert(total_chunks <= urb_chunks);
199 
200    /* Finally, compute the number of entries that can fit in the space
201     * allocated to each stage.
202     */
203    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
204       entries[i] = chunks[i] * chunk_size_bytes / entry_size_bytes[i];
205 
206       /* Since we rounded up when computing wants[], this may be slightly
207        * more than the maximum allowed amount, so correct for that.
208        */
209       entries[i] = MIN2(entries[i], devinfo->urb.max_entries[i]);
210 
211       /* Ensure that we program a multiple of the granularity. */
212       entries[i] = ROUND_DOWN_TO(entries[i], granularity[i]);
213 
214       /* Finally, sanity check to make sure we have at least the minimum
215        * number of entries needed for each stage.
216        */
217       assert(entries[i] >= min_entries[i]);
218    }
219 
220    /* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */
221    int next = push_constant_chunks;
222    for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
223       if (entries[i]) {
224          start[i] = next;
225          next += chunks[i];
226       } else {
227          /* Just put disabled stages at the beginning. */
228          start[i] = 0;
229       }
230    }
231 
232    if (deref_block_size) {
233       if (devinfo->gen >= 12) {
234          /* From the Gen12 BSpec:
235           *
236           *    "Deref Block size depends on the last enabled shader and number
237           *    of handles programmed for that shader
238           *
239           *       1) For GS last shader enabled cases, the deref block is
240           *          always set to a per poly(within hardware)
241           *
242           *    If the last enabled shader is VS or DS.
243           *
244           *       1) If DS is last enabled shader then if the number of DS
245           *          handles is less than 324, need to set per poly deref.
246           *
247           *       2) If VS is last enabled shader then if the number of VS
248           *          handles is less than 192, need to set per poly deref"
249           *
250           * The default is 32 so we assume that's the right choice if we're
251           * not in one of the explicit cases listed above.
252           */
253          if (gs_present) {
254             *deref_block_size = GEN_URB_DEREF_BLOCK_SIZE_PER_POLY;
255          } else if (tess_present) {
256             if (entries[MESA_SHADER_TESS_EVAL] < 324)
257                *deref_block_size = GEN_URB_DEREF_BLOCK_SIZE_PER_POLY;
258             else
259                *deref_block_size = GEN_URB_DEREF_BLOCK_SIZE_32;
260          } else {
261             if (entries[MESA_SHADER_VERTEX] < 192)
262                *deref_block_size = GEN_URB_DEREF_BLOCK_SIZE_PER_POLY;
263             else
264                *deref_block_size = GEN_URB_DEREF_BLOCK_SIZE_32;
265          }
266       } else {
267          *deref_block_size = 0;
268       }
269    }
270 }
271