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_device.h"
30#include "pan_encoder.h"
31
32/* Mali GPUs are tiled-mode renderers, rather than immediate-mode.
33 * Conceptually, the screen is divided into 16x16 tiles. Vertex shaders run.
34 * Then, a fixed-function hardware block (the tiler) consumes the gl_Position
35 * results. For each triangle specified, it marks each containing tile as
36 * containing that triangle. This set of "triangles per tile" form the "polygon
37 * list". Finally, the rasterization unit consumes the polygon list to invoke
38 * the fragment shader.
39 *
40 * In practice, it's a bit more complicated than this. On Midgard chips with an
41 * "advanced tiling unit" (all except T720/T820/T830), 16x16 is the logical
42 * tile size, but Midgard features "hierarchical tiling", where power-of-two
43 * multiples of the base tile size can be used: hierarchy level 0 (16x16),
44 * level 1 (32x32), level 2 (64x64), per public information about Midgard's
45 * tiling. In fact, tiling goes up to 4096x4096 (!), although in practice
46 * 128x128 is the largest usually used (though higher modes are enabled).  The
47 * idea behind hierarchical tiling is to use low tiling levels for small
48 * triangles and high levels for large triangles, to minimize memory bandwidth
49 * and repeated fragment shader invocations (the former issue inherent to
50 * immediate-mode rendering and the latter common in traditional tilers).
51 *
52 * The tiler itself works by reading varyings in and writing a polygon list
53 * out. Unfortunately (for us), both of these buffers are managed in main
54 * memory; although they ideally will be cached, it is the drivers'
55 * responsibility to allocate these buffers. Varying buffer allocation is
56 * handled elsewhere, as it is not tiler specific; the real issue is allocating
57 * the polygon list.
58 *
59 * This is hard, because from the driver's perspective, we have no information
60 * about what geometry will actually look like on screen; that information is
61 * only gained from running the vertex shader. (Theoretically, we could run the
62 * vertex shaders in software as a prepass, or in hardware with transform
63 * feedback as a prepass, but either idea is ludicrous on so many levels).
64 *
65 * Instead, Mali uses a bit of a hybrid approach, splitting the polygon list
66 * into three distinct pieces. First, the driver statically determines which
67 * tile hierarchy levels to use (more on that later). At this point, we know the
68 * framebuffer dimensions and all the possible tilings of the framebuffer, so
69 * we know exactly how many tiles exist across all hierarchy levels. The first
70 * piece of the polygon list is the header, which is exactly 8 bytes per tile,
71 * plus padding and a small 64-byte prologue. (If that doesn't remind you of
72 * AFBC, it should. See pan_afbc.c for some fun parallels). The next part is
73 * the polygon list body, which seems to contain 512 bytes per tile, again
74 * across every level of the hierarchy. These two parts form the polygon list
75 * buffer. This buffer has a statically determinable size, approximately equal
76 * to the # of tiles across all hierarchy levels * (8 bytes + 512 bytes), plus
77 * alignment / minimum restrictions / etc.
78 *
79 * The third piece is the easy one (for us): the tiler heap. In essence, the
80 * tiler heap is a gigantic slab that's as big as could possibly be necessary
81 * in the worst case imaginable. Just... a gigantic allocation that we give a
82 * start and end pointer to. What's the catch? The tiler heap is lazily
83 * allocated; that is, a huge amount of memory is _reserved_, but only a tiny
84 * bit is actually allocated upfront. The GPU just keeps using the
85 * unallocated-but-reserved portions as it goes along, generating page faults
86 * if it goes beyond the allocation, and then the kernel is instructed to
87 * expand the allocation on page fault (known in the vendor kernel as growable
88 * memory). This is quite a bit of bookkeeping of its own, but that task is
89 * pushed to kernel space and we can mostly ignore it here, just remembering to
90 * set the GROWABLE flag so the kernel actually uses this path rather than
91 * allocating a gigantic amount up front and burning a hole in RAM.
92 *
93 * As far as determining which hierarchy levels to use, the simple answer is
94 * that right now, we don't. In the tiler configuration fields (consistent from
95 * the earliest Midgard's SFBD through the latest Bifrost traces we have),
96 * there is a hierarchy_mask field, controlling which levels (tile sizes) are
97 * enabled. Ideally, the hierarchical tiling dream -- mapping big polygons to
98 * big tiles and small polygons to small tiles -- would be realized here as
99 * well. As long as there are polygons at all needing tiling, we always have to
100 * have big tiles available, in case there are big polygons. But we don't
101 * necessarily need small tiles available. Ideally, when there are small
102 * polygons, small tiles are enabled (to avoid waste from putting small
103 * triangles in the big tiles); when there are not, small tiles are disabled to
104 * avoid enabling more levels than necessary, which potentially costs in memory
105 * bandwidth / power / tiler performance.
106 *
107 * Of course, the driver has to figure this out statically. When tile
108 * hiearchies are actually established, this occurs by the tiler in
109 * fixed-function hardware, after the vertex shaders have run and there is
110 * sufficient information to figure out the size of triangles. The driver has
111 * no such luxury, again barring insane hacks like additionally running the
112 * vertex shaders in software or in hardware via transform feedback. Thus, for
113 * the driver, we need a heuristic approach.
114 *
115 * There are lots of heuristics to guess triangle size statically you could
116 * imagine, but one approach shines as particularly simple-stupid: assume all
117 * on-screen triangles are equal size and spread equidistantly throughout the
118 * screen. Let's be clear, this is NOT A VALID ASSUMPTION. But if we roll with
119 * it, then we see:
120 *
121 *      Triangle Area   = (Screen Area / # of triangles)
122 *                      = (Width * Height) / (# of triangles)
123 *
124 * Or if you prefer, we can also make a third CRAZY assumption that we only draw
125 * right triangles with edges parallel/perpendicular to the sides of the screen
126 * with no overdraw, forming a triangle grid across the screen:
127 *
128 * |--w--|
129 *  _____   |
130 * | /| /|  |
131 * |/_|/_|  h
132 * | /| /|  |
133 * |/_|/_|  |
134 *
135 * Then you can use some middle school geometry and algebra to work out the
136 * triangle dimensions. I started working on this, but realised I didn't need
137 * to to make my point, but couldn't bare to erase that ASCII art. Anyway.
138 *
139 * POINT IS, by considering the ratio of screen area and triangle count, we can
140 * estimate the triangle size. For a small size, use small bins; for a large
141 * size, use large bins. Intuitively, this metric makes sense: when there are
142 * few triangles on a large screen, you're probably compositing a UI and
143 * therefore the triangles are large; when there are a lot of triangles on a
144 * small screen, you're probably rendering a 3D mesh and therefore the
145 * triangles are tiny. (Or better said -- there will be tiny triangles, even if
146 * there are also large triangles. There have to be unless you expect crazy
147 * overdraw. Generally, it's better to allow more small bin sizes than
148 * necessary than not allow enough.)
149 *
150 * From this heuristic (or whatever), we determine the minimum allowable tile
151 * size, and we use that to decide the hierarchy masking, selecting from the
152 * minimum "ideal" tile size to the maximum tile size (2048x2048 in practice).
153 *
154 * Once we have that mask and the framebuffer dimensions, we can compute the
155 * size of the statically-sized polygon list structures, allocate them, and go!
156 *
157 * -----
158 *
159 * On T720, T820, and T830, there is no support for hierarchical tiling.
160 * Instead, the hardware allows the driver to select the tile size dynamically
161 * on a per-framebuffer basis, including allowing rectangular/non-square tiles.
162 * Rules for tile size selection are as follows:
163 *
164 *  - Dimensions must be powers-of-two.
165 *  - The smallest tile is 16x16.
166 *  - The tile width/height is at most the framebuffer w/h (clamp up to 16 pix)
167 *  - There must be no more than 64 tiles in either dimension.
168 *
169 * Within these constraints, the driver is free to pick a tile size according
170 * to some heuristic, similar to units with an advanced tiling unit.
171 *
172 * To pick a size without any heuristics, we may satisfy the constraints by
173 * defaulting to 16x16 (a power-of-two). This fits the minimum. For the size
174 * constraint, consider:
175 *
176 *      # of tiles < 64
177 *      ceil (fb / tile) < 64
178 *      (fb / tile) <= (64 - 1)
179 *      tile <= fb / (64 - 1) <= next_power_of_two(fb / (64 - 1))
180 *
181 * Hence we clamp up to align_pot(fb / (64 - 1)).
182
183 * Extending to use a selection heuristic left for future work.
184 *
185 * Once the tile size (w, h) is chosen, we compute the hierarchy "mask":
186 *
187 *      hierarchy_mask = (log2(h / 16) << 6) | log2(w / 16)
188 *
189 * Of course with no hierarchical tiling, this is not a mask; it's just a field
190 * specifying the tile size. But I digress.
191 *
192 * We also compute the polgon list sizes (with framebuffer size W, H) as:
193 *
194 *      full_size = 0x200 + 0x200 * ceil(W / w) * ceil(H / h)
195 *      offset = 8 * ceil(W / w) * ceil(H / h)
196 *
197 * It further appears necessary to round down offset to the nearest 0x200.
198 * Possibly we would also round down full_size to the nearest 0x200 but
199 * full_size/0x200 = (1 + ceil(W / w) * ceil(H / h)) is an integer so there's
200 * nothing to do.
201 */
202
203/* Hierarchical tiling spans from 16x16 to 4096x4096 tiles */
204
205#define MIN_TILE_SIZE 16
206#define MAX_TILE_SIZE 4096
207
208/* Constants as shifts for easier power-of-two iteration */
209
210#define MIN_TILE_SHIFT util_logbase2(MIN_TILE_SIZE)
211#define MAX_TILE_SHIFT util_logbase2(MAX_TILE_SIZE)
212
213/* The hierarchy has a 64-byte prologue */
214#define PROLOGUE_SIZE 0x40
215
216/* For each tile (across all hierarchy levels), there is 8 bytes of header */
217#define HEADER_BYTES_PER_TILE 0x8
218
219/* Likewise, each tile per level has 512 bytes of body */
220#define FULL_BYTES_PER_TILE 0x200
221
222/* If the width-x-height framebuffer is divided into tile_size-x-tile_size
223 * tiles, how many tiles are there? Rounding up in each direction. For the
224 * special case of tile_size=16, this aligns with the usual Midgard count.
225 * tile_size must be a power-of-two. Not really repeat code from AFBC/checksum,
226 * because those care about the stride (not just the overall count) and only at
227 * a a fixed-tile size (not any of a number of power-of-twos) */
228
229static unsigned
230pan_tile_count(unsigned width, unsigned height, unsigned tile_width, unsigned tile_height)
231{
232        unsigned aligned_width = ALIGN_POT(width, tile_width);
233        unsigned aligned_height = ALIGN_POT(height, tile_height);
234
235        unsigned tile_count_x = aligned_width / tile_width;
236        unsigned tile_count_y = aligned_height / tile_height;
237
238        return tile_count_x * tile_count_y;
239}
240
241/* For `masked_count` of the smallest tile sizes masked out, computes how the
242 * size of the polygon list header. We iterate the tile sizes (16x16 through
243 * 2048x2048). For each tile size, we figure out how many tiles there are at
244 * this hierarchy level and therefore many bytes this level is, leaving us with
245 * a byte count for each level. We then just sum up the byte counts across the
246 * levels to find a byte count for all levels. */
247
248static unsigned
249panfrost_hierarchy_size(
250                unsigned width,
251                unsigned height,
252                unsigned mask,
253                unsigned bytes_per_tile)
254{
255        unsigned size = PROLOGUE_SIZE;
256
257        /* Iterate hierarchy levels */
258
259        for (unsigned b = 0; b < (MAX_TILE_SHIFT - MIN_TILE_SHIFT); ++b) {
260                /* Check if this level is enabled */
261                if (!(mask & (1 << b)))
262                        continue;
263
264                /* Shift from a level to a tile size */
265                unsigned tile_size = (1 << b) * MIN_TILE_SIZE;
266
267                unsigned tile_count = pan_tile_count(width, height, tile_size, tile_size);
268                unsigned level_count = bytes_per_tile * tile_count;
269
270                size += level_count;
271        }
272
273        /* This size will be used as an offset, so ensure it's aligned */
274        return ALIGN_POT(size, 0x200);
275}
276
277/* Implement the formula:
278 *
279 *      0x200 + bytes_per_tile * ceil(W / w) * ceil(H / h)
280 *
281 * rounding down the answer to the nearest 0x200. This is used to compute both
282 * header and body sizes for GPUs without hierarchical tiling. Essentially,
283 * computing a single hierarchy level, since there isn't any hierarchy!
284 */
285
286static unsigned
287panfrost_flat_size(unsigned width, unsigned height, unsigned dim, unsigned bytes_per_tile)
288{
289        /* First, extract the tile dimensions */
290
291        unsigned tw = (1 << (dim & 0b111)) * 8;
292        unsigned th = (1 << ((dim & (0b111 << 6)) >> 6)) * 8;
293
294        /* tile_count is ceil(W/w) * ceil(H/h) */
295        unsigned raw = pan_tile_count(width, height, tw, th) * bytes_per_tile;
296
297        /* Round down and add offset */
298        return 0x200 + ((raw / 0x200) * 0x200);
299}
300
301/* Given a hierarchy mask and a framebuffer size, compute the header size */
302
303unsigned
304panfrost_tiler_header_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
305{
306        if (hierarchy)
307                return panfrost_hierarchy_size(width, height, mask, HEADER_BYTES_PER_TILE);
308        else
309                return panfrost_flat_size(width, height, mask, HEADER_BYTES_PER_TILE);
310}
311
312/* The combined header/body is sized similarly (but it is significantly
313 * larger), except that it can be empty when the tiler disabled, rather than
314 * getting clamped to a minimum size.
315 */
316
317unsigned
318panfrost_tiler_full_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
319{
320        if (hierarchy)
321                return panfrost_hierarchy_size(width, height, mask, FULL_BYTES_PER_TILE);
322        else
323                return panfrost_flat_size(width, height, mask, FULL_BYTES_PER_TILE);
324}
325
326/* On GPUs without hierarchical tiling, we choose a tile size directly and
327 * stuff it into the field otherwise known as hierarchy mask (not a mask). */
328
329static unsigned
330panfrost_choose_tile_size(
331        unsigned width, unsigned height, unsigned vertex_count)
332{
333        /* Figure out the ideal tile size. Eventually a heuristic should be
334         * used for this */
335
336        unsigned best_w = 16;
337        unsigned best_h = 16;
338
339        /* Clamp so there are less than 64 tiles in each direction */
340
341        best_w = MAX2(best_w, util_next_power_of_two(width / 63));
342        best_h = MAX2(best_h, util_next_power_of_two(height / 63));
343
344        /* We have our ideal tile size, so encode */
345
346        unsigned exp_w = util_logbase2(best_w / 16);
347        unsigned exp_h = util_logbase2(best_h / 16);
348
349        return exp_w | (exp_h << 6);
350}
351
352/* In the future, a heuristic to choose a tiler hierarchy mask would go here.
353 * At the moment, we just default to 0xFF, which enables all possible hierarchy
354 * levels. Overall this yields good performance but presumably incurs a cost in
355 * memory bandwidth / power consumption / etc, at least on smaller scenes that
356 * don't really need all the smaller levels enabled */
357
358unsigned
359panfrost_choose_hierarchy_mask(
360        unsigned width, unsigned height,
361        unsigned vertex_count, bool hierarchy)
362{
363        /* If there is no geometry, we don't bother enabling anything */
364
365        if (!vertex_count)
366                return 0x00;
367
368        if (!hierarchy)
369                return panfrost_choose_tile_size(width, height, vertex_count);
370
371        /* Otherwise, default everything on. TODO: Proper tests */
372
373        return 0xFF;
374}
375