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