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 */
62void
63intel_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