17ec681f3Smrg/* 27ec681f3Smrg * Copyright (c) 2011 Intel Corporation 37ec681f3Smrg * 47ec681f3Smrg * Permission is hereby granted, free of charge, to any person obtaining a 57ec681f3Smrg * copy of this software and associated documentation files (the "Software"), 67ec681f3Smrg * to deal in the Software without restriction, including without limitation 77ec681f3Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense, 87ec681f3Smrg * and/or sell copies of the Software, and to permit persons to whom the 97ec681f3Smrg * Software is furnished to do so, subject to the following conditions: 107ec681f3Smrg * 117ec681f3Smrg * The above copyright notice and this permission notice (including the next 127ec681f3Smrg * paragraph) shall be included in all copies or substantial portions of the 137ec681f3Smrg * Software. 147ec681f3Smrg * 157ec681f3Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 167ec681f3Smrg * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 177ec681f3Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 187ec681f3Smrg * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 197ec681f3Smrg * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 207ec681f3Smrg * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 217ec681f3Smrg * IN THE SOFTWARE. 227ec681f3Smrg */ 237ec681f3Smrg 247ec681f3Smrg#include <stdlib.h> 257ec681f3Smrg#include <math.h> 267ec681f3Smrg 277ec681f3Smrg#include "util/macros.h" 287ec681f3Smrg#include "main/macros.h" 297ec681f3Smrg#include "compiler/shader_enums.h" 307ec681f3Smrg 317ec681f3Smrg#include "intel_l3_config.h" 327ec681f3Smrg 337ec681f3Smrg/** 347ec681f3Smrg * The following diagram shows how we partition the URB: 357ec681f3Smrg * 367ec681f3Smrg * 16kb or 32kb Rest of the URB space 377ec681f3Smrg * __________-__________ _________________-_________________ 387ec681f3Smrg * / \ / \ 397ec681f3Smrg * +-------------------------------------------------------------+ 407ec681f3Smrg * | VS/HS/DS/GS/FS Push | VS/HS/DS/GS URB | 417ec681f3Smrg * | Constants | Entries | 427ec681f3Smrg * +-------------------------------------------------------------+ 437ec681f3Smrg * 447ec681f3Smrg * Push constants must be stored at the beginning of the URB space, 457ec681f3Smrg * while URB entries can be stored anywhere. We choose to lay them 467ec681f3Smrg * out in pipeline order (VS -> HS -> DS -> GS). 477ec681f3Smrg */ 487ec681f3Smrg 497ec681f3Smrg/** 507ec681f3Smrg * Decide how to partition the URB among the various stages. 517ec681f3Smrg * 527ec681f3Smrg * \param[in] push_constant_bytes - space allocate for push constants. 537ec681f3Smrg * \param[in] urb_size_bytes - total size of the URB (from L3 config). 547ec681f3Smrg * \param[in] tess_present - are tessellation shaders active? 557ec681f3Smrg * \param[in] gs_present - are geometry shaders active? 567ec681f3Smrg * \param[in] entry_size - the URB entry size (from the shader compiler) 577ec681f3Smrg * \param[out] entries - the number of URB entries for each stage 587ec681f3Smrg * \param[out] start - the starting offset for each stage 597ec681f3Smrg * \param[out] deref_block_size - deref block size for 3DSTATE_SF 607ec681f3Smrg * \param[out] constrained - true if we wanted more space than we had 617ec681f3Smrg */ 627ec681f3Smrgvoid 637ec681f3Smrgintel_get_urb_config(const struct intel_device_info *devinfo, 647ec681f3Smrg const struct intel_l3_config *l3_cfg, 657ec681f3Smrg bool tess_present, bool gs_present, 667ec681f3Smrg const unsigned entry_size[4], 677ec681f3Smrg unsigned entries[4], unsigned start[4], 687ec681f3Smrg enum intel_urb_deref_block_size *deref_block_size, 697ec681f3Smrg bool *constrained) 707ec681f3Smrg{ 717ec681f3Smrg unsigned urb_size_kB = intel_get_l3_config_urb_size(devinfo, l3_cfg); 727ec681f3Smrg 737ec681f3Smrg /* RCU_MODE register for Gfx12+ in BSpec says: 747ec681f3Smrg * 757ec681f3Smrg * "HW reserves 4KB of URB space per bank for Compute Engine out of the 767ec681f3Smrg * total storage available in L3. SW must consider that 4KB of storage 777ec681f3Smrg * per bank will be reduced from what is programmed for the URB space 787ec681f3Smrg * in L3 for Render Engine executed workloads. 797ec681f3Smrg * 807ec681f3Smrg * Example: When URB space programmed is 64KB (per bank) for Render 817ec681f3Smrg * Engine, the actual URB space available for operation is only 60KB 827ec681f3Smrg * (per bank). Similarly when URB space programmed is 128KB (per bank) 837ec681f3Smrg * for render engine, the actual URB space available for operation is 847ec681f3Smrg * only 124KB (per bank). More detailed descripton available in "L3 857ec681f3Smrg * Cache" section of the B-Spec." 867ec681f3Smrg */ 877ec681f3Smrg if (devinfo->ver >= 12) 887ec681f3Smrg urb_size_kB -= 4 * devinfo->l3_banks; 897ec681f3Smrg 907ec681f3Smrg const unsigned push_constant_kB = devinfo->max_constant_urb_size_kb; 917ec681f3Smrg 927ec681f3Smrg const bool active[4] = { true, tess_present, tess_present, gs_present }; 937ec681f3Smrg 947ec681f3Smrg /* URB allocations must be done in 8k chunks. */ 957ec681f3Smrg const unsigned chunk_size_kB = 8; 967ec681f3Smrg const unsigned chunk_size_bytes = chunk_size_kB * 1024; 977ec681f3Smrg 987ec681f3Smrg const unsigned push_constant_chunks = push_constant_kB / chunk_size_kB; 997ec681f3Smrg const unsigned urb_chunks = urb_size_kB / chunk_size_kB; 1007ec681f3Smrg 1017ec681f3Smrg /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS): 1027ec681f3Smrg * 1037ec681f3Smrg * VS Number of URB Entries must be divisible by 8 if the VS URB Entry 1047ec681f3Smrg * Allocation Size is less than 9 512-bit URB entries. 1057ec681f3Smrg * 1067ec681f3Smrg * Similar text exists for HS, DS and GS. 1077ec681f3Smrg */ 1087ec681f3Smrg unsigned granularity[4]; 1097ec681f3Smrg for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { 1107ec681f3Smrg granularity[i] = (entry_size[i] < 9) ? 8 : 1; 1117ec681f3Smrg } 1127ec681f3Smrg 1137ec681f3Smrg unsigned min_entries[4] = { 1147ec681f3Smrg /* VS has a lower limit on the number of URB entries. 1157ec681f3Smrg * 1167ec681f3Smrg * From the Broadwell PRM, 3DSTATE_URB_VS instruction: 1177ec681f3Smrg * "When tessellation is enabled, the VS Number of URB Entries must be 1187ec681f3Smrg * greater than or equal to 192." 1197ec681f3Smrg */ 1207ec681f3Smrg [MESA_SHADER_VERTEX] = tess_present && devinfo->ver == 8 ? 1217ec681f3Smrg 192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX], 1227ec681f3Smrg 1237ec681f3Smrg /* There are two constraints on the minimum amount of URB space we can 1247ec681f3Smrg * allocate: 1257ec681f3Smrg * 1267ec681f3Smrg * (1) We need room for at least 2 URB entries, since we always operate 1277ec681f3Smrg * the GS in DUAL_OBJECT mode. 1287ec681f3Smrg * 1297ec681f3Smrg * (2) We can't allocate less than nr_gs_entries_granularity. 1307ec681f3Smrg */ 1317ec681f3Smrg [MESA_SHADER_GEOMETRY] = gs_present ? 2 : 0, 1327ec681f3Smrg 1337ec681f3Smrg [MESA_SHADER_TESS_CTRL] = tess_present ? 1 : 0, 1347ec681f3Smrg 1357ec681f3Smrg [MESA_SHADER_TESS_EVAL] = tess_present ? 1367ec681f3Smrg devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0, 1377ec681f3Smrg }; 1387ec681f3Smrg 1397ec681f3Smrg /* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up. 1407ec681f3Smrg * Round them all up. 1417ec681f3Smrg */ 1427ec681f3Smrg for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { 1437ec681f3Smrg min_entries[i] = ALIGN(min_entries[i], granularity[i]); 1447ec681f3Smrg } 1457ec681f3Smrg 1467ec681f3Smrg unsigned entry_size_bytes[4]; 1477ec681f3Smrg for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { 1487ec681f3Smrg entry_size_bytes[i] = 64 * entry_size[i]; 1497ec681f3Smrg } 1507ec681f3Smrg 1517ec681f3Smrg /* Initially, assign each stage the minimum amount of URB space it needs, 1527ec681f3Smrg * and make a note of how much additional space it "wants" (the amount of 1537ec681f3Smrg * additional space it could actually make use of). 1547ec681f3Smrg */ 1557ec681f3Smrg unsigned chunks[4]; 1567ec681f3Smrg unsigned wants[4]; 1577ec681f3Smrg unsigned total_needs = push_constant_chunks; 1587ec681f3Smrg unsigned total_wants = 0; 1597ec681f3Smrg 1607ec681f3Smrg for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { 1617ec681f3Smrg if (active[i]) { 1627ec681f3Smrg chunks[i] = DIV_ROUND_UP(min_entries[i] * entry_size_bytes[i], 1637ec681f3Smrg chunk_size_bytes); 1647ec681f3Smrg 1657ec681f3Smrg wants[i] = 1667ec681f3Smrg DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i], 1677ec681f3Smrg chunk_size_bytes) - chunks[i]; 1687ec681f3Smrg } else { 1697ec681f3Smrg chunks[i] = 0; 1707ec681f3Smrg wants[i] = 0; 1717ec681f3Smrg } 1727ec681f3Smrg 1737ec681f3Smrg total_needs += chunks[i]; 1747ec681f3Smrg total_wants += wants[i]; 1757ec681f3Smrg } 1767ec681f3Smrg 1777ec681f3Smrg assert(total_needs <= urb_chunks); 1787ec681f3Smrg 1797ec681f3Smrg *constrained = total_needs + total_wants > urb_chunks; 1807ec681f3Smrg 1817ec681f3Smrg /* Mete out remaining space (if any) in proportion to "wants". */ 1827ec681f3Smrg unsigned remaining_space = MIN2(urb_chunks - total_needs, total_wants); 1837ec681f3Smrg 1847ec681f3Smrg if (remaining_space > 0) { 1857ec681f3Smrg for (int i = MESA_SHADER_VERTEX; 1867ec681f3Smrg total_wants > 0 && i <= MESA_SHADER_TESS_EVAL; i++) { 1877ec681f3Smrg unsigned additional = (unsigned) 1887ec681f3Smrg roundf(wants[i] * (((float) remaining_space) / total_wants)); 1897ec681f3Smrg chunks[i] += additional; 1907ec681f3Smrg remaining_space -= additional; 1917ec681f3Smrg total_wants -= wants[i]; 1927ec681f3Smrg } 1937ec681f3Smrg 1947ec681f3Smrg chunks[MESA_SHADER_GEOMETRY] += remaining_space; 1957ec681f3Smrg } 1967ec681f3Smrg 1977ec681f3Smrg /* Sanity check that we haven't over-allocated. */ 1987ec681f3Smrg unsigned total_chunks = push_constant_chunks; 1997ec681f3Smrg for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { 2007ec681f3Smrg total_chunks += chunks[i]; 2017ec681f3Smrg } 2027ec681f3Smrg assert(total_chunks <= urb_chunks); 2037ec681f3Smrg 2047ec681f3Smrg /* Finally, compute the number of entries that can fit in the space 2057ec681f3Smrg * allocated to each stage. 2067ec681f3Smrg */ 2077ec681f3Smrg for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { 2087ec681f3Smrg entries[i] = chunks[i] * chunk_size_bytes / entry_size_bytes[i]; 2097ec681f3Smrg 2107ec681f3Smrg /* Since we rounded up when computing wants[], this may be slightly 2117ec681f3Smrg * more than the maximum allowed amount, so correct for that. 2127ec681f3Smrg */ 2137ec681f3Smrg entries[i] = MIN2(entries[i], devinfo->urb.max_entries[i]); 2147ec681f3Smrg 2157ec681f3Smrg /* Ensure that we program a multiple of the granularity. */ 2167ec681f3Smrg entries[i] = ROUND_DOWN_TO(entries[i], granularity[i]); 2177ec681f3Smrg 2187ec681f3Smrg /* Finally, sanity check to make sure we have at least the minimum 2197ec681f3Smrg * number of entries needed for each stage. 2207ec681f3Smrg */ 2217ec681f3Smrg assert(entries[i] >= min_entries[i]); 2227ec681f3Smrg } 2237ec681f3Smrg 2247ec681f3Smrg /* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */ 2257ec681f3Smrg int next = push_constant_chunks; 2267ec681f3Smrg for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) { 2277ec681f3Smrg if (entries[i]) { 2287ec681f3Smrg start[i] = next; 2297ec681f3Smrg next += chunks[i]; 2307ec681f3Smrg } else { 2317ec681f3Smrg /* Just put disabled stages at the beginning. */ 2327ec681f3Smrg start[i] = 0; 2337ec681f3Smrg } 2347ec681f3Smrg } 2357ec681f3Smrg 2367ec681f3Smrg if (deref_block_size) { 2377ec681f3Smrg if (devinfo->ver >= 12) { 2387ec681f3Smrg /* From the Gfx12 BSpec: 2397ec681f3Smrg * 2407ec681f3Smrg * "Deref Block size depends on the last enabled shader and number 2417ec681f3Smrg * of handles programmed for that shader 2427ec681f3Smrg * 2437ec681f3Smrg * 1) For GS last shader enabled cases, the deref block is 2447ec681f3Smrg * always set to a per poly(within hardware) 2457ec681f3Smrg * 2467ec681f3Smrg * If the last enabled shader is VS or DS. 2477ec681f3Smrg * 2487ec681f3Smrg * 1) If DS is last enabled shader then if the number of DS 2497ec681f3Smrg * handles is less than 324, need to set per poly deref. 2507ec681f3Smrg * 2517ec681f3Smrg * 2) If VS is last enabled shader then if the number of VS 2527ec681f3Smrg * handles is less than 192, need to set per poly deref" 2537ec681f3Smrg * 2547ec681f3Smrg * The default is 32 so we assume that's the right choice if we're 2557ec681f3Smrg * not in one of the explicit cases listed above. 2567ec681f3Smrg */ 2577ec681f3Smrg if (gs_present) { 2587ec681f3Smrg *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY; 2597ec681f3Smrg } else if (tess_present) { 2607ec681f3Smrg if (entries[MESA_SHADER_TESS_EVAL] < 324) 2617ec681f3Smrg *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY; 2627ec681f3Smrg else 2637ec681f3Smrg *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32; 2647ec681f3Smrg } else { 2657ec681f3Smrg if (entries[MESA_SHADER_VERTEX] < 192) 2667ec681f3Smrg *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_PER_POLY; 2677ec681f3Smrg else 2687ec681f3Smrg *deref_block_size = INTEL_URB_DEREF_BLOCK_SIZE_32; 2697ec681f3Smrg } 2707ec681f3Smrg } else { 2717ec681f3Smrg *deref_block_size = 0; 2727ec681f3Smrg } 2737ec681f3Smrg } 2747ec681f3Smrg} 275