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#include "panfrost-quirks.h"
32
33/* Mali GPUs are tiled-mode renderers, rather than immediate-mode.
34 * Conceptually, the screen is divided into 16x16 tiles. Vertex shaders run.
35 * Then, a fixed-function hardware block (the tiler) consumes the gl_Position
36 * results. For each triangle specified, it marks each containing tile as
37 * containing that triangle. This set of "triangles per tile" form the "polygon
38 * list". Finally, the rasterization unit consumes the polygon list to invoke
39 * the fragment shader.
40 *
41 * In practice, it's a bit more complicated than this. On Midgard chips with an
42 * "advanced tiling unit" (all except T720/T820/T830), 16x16 is the logical
43 * tile size, but Midgard features "hierarchical tiling", where power-of-two
44 * multiples of the base tile size can be used: hierarchy level 0 (16x16),
45 * level 1 (32x32), level 2 (64x64), per public information about Midgard's
46 * tiling. In fact, tiling goes up to 4096x4096 (!), although in practice
47 * 128x128 is the largest usually used (though higher modes are enabled).  The
48 * idea behind hierarchical tiling is to use low tiling levels for small
49 * triangles and high levels for large triangles, to minimize memory bandwidth
50 * and repeated fragment shader invocations (the former issue inherent to
51 * immediate-mode rendering and the latter common in traditional tilers).
52 *
53 * The tiler itself works by reading varyings in and writing a polygon list
54 * out. Unfortunately (for us), both of these buffers are managed in main
55 * memory; although they ideally will be cached, it is the drivers'
56 * responsibility to allocate these buffers. Varying buffer allocation is
57 * handled elsewhere, as it is not tiler specific; the real issue is allocating
58 * the polygon list.
59 *
60 * This is hard, because from the driver's perspective, we have no information
61 * about what geometry will actually look like on screen; that information is
62 * only gained from running the vertex shader. (Theoretically, we could run the
63 * vertex shaders in software as a prepass, or in hardware with transform
64 * feedback as a prepass, but either idea is ludicrous on so many levels).
65 *
66 * Instead, Mali uses a bit of a hybrid approach, splitting the polygon list
67 * into three distinct pieces. First, the driver statically determines which
68 * tile hierarchy levels to use (more on that later). At this point, we know the
69 * framebuffer dimensions and all the possible tilings of the framebuffer, so
70 * we know exactly how many tiles exist across all hierarchy levels. The first
71 * piece of the polygon list is the header, which is exactly 8 bytes per tile,
72 * plus padding and a small 64-byte prologue. (If that doesn't remind you of
73 * AFBC, it should. See pan_afbc.c for some fun parallels). The next part is
74 * the polygon list body, which seems to contain 512 bytes per tile, again
75 * across every level of the hierarchy. These two parts form the polygon list
76 * buffer. This buffer has a statically determinable size, approximately equal
77 * to the # of tiles across all hierarchy levels * (8 bytes + 512 bytes), plus
78 * alignment / minimum restrictions / etc.
79 *
80 * The third piece is the easy one (for us): the tiler heap. In essence, the
81 * tiler heap is a gigantic slab that's as big as could possibly be necessary
82 * in the worst case imaginable. Just... a gigantic allocation that we give a
83 * start and end pointer to. What's the catch? The tiler heap is lazily
84 * allocated; that is, a huge amount of memory is _reserved_, but only a tiny
85 * bit is actually allocated upfront. The GPU just keeps using the
86 * unallocated-but-reserved portions as it goes along, generating page faults
87 * if it goes beyond the allocation, and then the kernel is instructed to
88 * expand the allocation on page fault (known in the vendor kernel as growable
89 * memory). This is quite a bit of bookkeeping of its own, but that task is
90 * pushed to kernel space and we can mostly ignore it here, just remembering to
91 * set the GROWABLE flag so the kernel actually uses this path rather than
92 * allocating a gigantic amount up front and burning a hole in RAM.
93 *
94 * As far as determining which hierarchy levels to use, the simple answer is
95 * that right now, we don't. In the tiler configuration fields (consistent from
96 * the earliest Midgard's SFBD through the latest Bifrost traces we have),
97 * there is a hierarchy_mask field, controlling which levels (tile sizes) are
98 * enabled. Ideally, the hierarchical tiling dream -- mapping big polygons to
99 * big tiles and small polygons to small tiles -- would be realized here as
100 * well. As long as there are polygons at all needing tiling, we always have to
101 * have big tiles available, in case there are big polygons. But we don't
102 * necessarily need small tiles available. Ideally, when there are small
103 * polygons, small tiles are enabled (to avoid waste from putting small
104 * triangles in the big tiles); when there are not, small tiles are disabled to
105 * avoid enabling more levels than necessary, which potentially costs in memory
106 * bandwidth / power / tiler performance.
107 *
108 * Of course, the driver has to figure this out statically. When tile
109 * hiearchies are actually established, this occurs by the tiler in
110 * fixed-function hardware, after the vertex shaders have run and there is
111 * sufficient information to figure out the size of triangles. The driver has
112 * no such luxury, again barring insane hacks like additionally running the
113 * vertex shaders in software or in hardware via transform feedback. Thus, for
114 * the driver, we need a heuristic approach.
115 *
116 * There are lots of heuristics to guess triangle size statically you could
117 * imagine, but one approach shines as particularly simple-stupid: assume all
118 * on-screen triangles are equal size and spread equidistantly throughout the
119 * screen. Let's be clear, this is NOT A VALID ASSUMPTION. But if we roll with
120 * it, then we see:
121 *
122 *      Triangle Area   = (Screen Area / # of triangles)
123 *                      = (Width * Height) / (# of triangles)
124 *
125 * Or if you prefer, we can also make a third CRAZY assumption that we only draw
126 * right triangles with edges parallel/perpendicular to the sides of the screen
127 * with no overdraw, forming a triangle grid across the screen:
128 *
129 * |--w--|
130 *  _____   |
131 * | /| /|  |
132 * |/_|/_|  h
133 * | /| /|  |
134 * |/_|/_|  |
135 *
136 * Then you can use some middle school geometry and algebra to work out the
137 * triangle dimensions. I started working on this, but realised I didn't need
138 * to to make my point, but couldn't bare to erase that ASCII art. Anyway.
139 *
140 * POINT IS, by considering the ratio of screen area and triangle count, we can
141 * estimate the triangle size. For a small size, use small bins; for a large
142 * size, use large bins. Intuitively, this metric makes sense: when there are
143 * few triangles on a large screen, you're probably compositing a UI and
144 * therefore the triangles are large; when there are a lot of triangles on a
145 * small screen, you're probably rendering a 3D mesh and therefore the
146 * triangles are tiny. (Or better said -- there will be tiny triangles, even if
147 * there are also large triangles. There have to be unless you expect crazy
148 * overdraw. Generally, it's better to allow more small bin sizes than
149 * necessary than not allow enough.)
150 *
151 * From this heuristic (or whatever), we determine the minimum allowable tile
152 * size, and we use that to decide the hierarchy masking, selecting from the
153 * minimum "ideal" tile size to the maximum tile size (2048x2048 in practice).
154 *
155 * Once we have that mask and the framebuffer dimensions, we can compute the
156 * size of the statically-sized polygon list structures, allocate them, and go!
157 *
158 * -----
159 *
160 * On T720, T820, and T830, there is no support for hierarchical tiling.
161 * Instead, the hardware allows the driver to select the tile size dynamically
162 * on a per-framebuffer basis, including allowing rectangular/non-square tiles.
163 * Rules for tile size selection are as follows:
164 *
165 *  - Dimensions must be powers-of-two.
166 *  - The smallest tile is 16x16.
167 *  - The tile width/height is at most the framebuffer w/h (clamp up to 16 pix)
168 *  - There must be no more than 64 tiles in either dimension.
169 *
170 * Within these constraints, the driver is free to pick a tile size according
171 * to some heuristic, similar to units with an advanced tiling unit.
172 *
173 * To pick a size without any heuristics, we may satisfy the constraints by
174 * defaulting to 16x16 (a power-of-two). This fits the minimum. For the size
175 * constraint, consider:
176 *
177 *      # of tiles < 64
178 *      ceil (fb / tile) < 64
179 *      (fb / tile) <= (64 - 1)
180 *      tile <= fb / (64 - 1) <= next_power_of_two(fb / (64 - 1))
181 *
182 * Hence we clamp up to align_pot(fb / (64 - 1)).
183
184 * Extending to use a selection heuristic left for future work.
185 *
186 * Once the tile size (w, h) is chosen, we compute the hierarchy "mask":
187 *
188 *      hierarchy_mask = (log2(h / 16) << 6) | log2(w / 16)
189 *
190 * Of course with no hierarchical tiling, this is not a mask; it's just a field
191 * specifying the tile size. But I digress.
192 *
193 * We also compute the polgon list sizes (with framebuffer size W, H) as:
194 *
195 *      full_size = 0x200 + 0x200 * ceil(W / w) * ceil(H / h)
196 *      offset = 8 * ceil(W / w) * ceil(H / h)
197 *
198 * It further appears necessary to round down offset to the nearest 0x200.
199 * Possibly we would also round down full_size to the nearest 0x200 but
200 * full_size/0x200 = (1 + ceil(W / w) * ceil(H / h)) is an integer so there's
201 * nothing to do.
202 */
203
204/* Hierarchical tiling spans from 16x16 to 4096x4096 tiles */
205
206#define MIN_TILE_SIZE 16
207#define MAX_TILE_SIZE 4096
208
209/* Constants as shifts for easier power-of-two iteration */
210
211#define MIN_TILE_SHIFT util_logbase2(MIN_TILE_SIZE)
212#define MAX_TILE_SHIFT util_logbase2(MAX_TILE_SIZE)
213
214/* The hierarchy has a 64-byte prologue */
215#define PROLOGUE_SIZE 0x40
216
217/* For each tile (across all hierarchy levels), there is 8 bytes of header */
218#define HEADER_BYTES_PER_TILE 0x8
219
220/* Likewise, each tile per level has 512 bytes of body */
221#define FULL_BYTES_PER_TILE 0x200
222
223/* If the width-x-height framebuffer is divided into tile_size-x-tile_size
224 * tiles, how many tiles are there? Rounding up in each direction. For the
225 * special case of tile_size=16, this aligns with the usual Midgard count.
226 * tile_size must be a power-of-two. Not really repeat code from AFBC/checksum,
227 * because those care about the stride (not just the overall count) and only at
228 * a a fixed-tile size (not any of a number of power-of-twos) */
229
230static unsigned
231pan_tile_count(unsigned width, unsigned height, unsigned tile_width, unsigned tile_height)
232{
233        unsigned aligned_width = ALIGN_POT(width, tile_width);
234        unsigned aligned_height = ALIGN_POT(height, tile_height);
235
236        unsigned tile_count_x = aligned_width / tile_width;
237        unsigned tile_count_y = aligned_height / tile_height;
238
239        return tile_count_x * tile_count_y;
240}
241
242/* For `masked_count` of the smallest tile sizes masked out, computes how the
243 * size of the polygon list header. We iterate the tile sizes (16x16 through
244 * 2048x2048). For each tile size, we figure out how many tiles there are at
245 * this hierarchy level and therefore many bytes this level is, leaving us with
246 * a byte count for each level. We then just sum up the byte counts across the
247 * levels to find a byte count for all levels. */
248
249static unsigned
250panfrost_hierarchy_size(
251                unsigned width,
252                unsigned height,
253                unsigned mask,
254                unsigned bytes_per_tile)
255{
256        unsigned size = PROLOGUE_SIZE;
257
258        /* Iterate hierarchy levels */
259
260        for (unsigned b = 0; b < (MAX_TILE_SHIFT - MIN_TILE_SHIFT); ++b) {
261                /* Check if this level is enabled */
262                if (!(mask & (1 << b)))
263                        continue;
264
265                /* Shift from a level to a tile size */
266                unsigned tile_size = (1 << b) * MIN_TILE_SIZE;
267
268                unsigned tile_count = pan_tile_count(width, height, tile_size, tile_size);
269                unsigned level_count = bytes_per_tile * tile_count;
270
271                size += level_count;
272        }
273
274        /* This size will be used as an offset, so ensure it's aligned */
275        return ALIGN_POT(size, 0x200);
276}
277
278/* Implement the formula:
279 *
280 *      0x200 + bytes_per_tile * ceil(W / w) * ceil(H / h)
281 *
282 * rounding down the answer to the nearest 0x200. This is used to compute both
283 * header and body sizes for GPUs without hierarchical tiling. Essentially,
284 * computing a single hierarchy level, since there isn't any hierarchy!
285 */
286
287static unsigned
288panfrost_flat_size(unsigned width, unsigned height, unsigned dim, unsigned bytes_per_tile)
289{
290        /* First, extract the tile dimensions */
291
292        unsigned tw = (1 << (dim & 0b111)) * 8;
293        unsigned th = (1 << ((dim & (0b111 << 6)) >> 6)) * 8;
294
295        /* tile_count is ceil(W/w) * ceil(H/h) */
296        unsigned raw = pan_tile_count(width, height, tw, th) * bytes_per_tile;
297
298        /* Round down and add offset */
299        return 0x200 + ((raw / 0x200) * 0x200);
300}
301
302/* Given a hierarchy mask and a framebuffer size, compute the header size */
303
304unsigned
305panfrost_tiler_header_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
306{
307        if (hierarchy)
308                return panfrost_hierarchy_size(width, height, mask, HEADER_BYTES_PER_TILE);
309        else
310                return panfrost_flat_size(width, height, mask, HEADER_BYTES_PER_TILE);
311}
312
313/* The combined header/body is sized similarly (but it is significantly
314 * larger), except that it can be empty when the tiler disabled, rather than
315 * getting clamped to a minimum size.
316 */
317
318unsigned
319panfrost_tiler_full_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
320{
321        if (hierarchy)
322                return panfrost_hierarchy_size(width, height, mask, FULL_BYTES_PER_TILE);
323        else
324                return panfrost_flat_size(width, height, mask, FULL_BYTES_PER_TILE);
325}
326
327/* On GPUs without hierarchical tiling, we choose a tile size directly and
328 * stuff it into the field otherwise known as hierarchy mask (not a mask). */
329
330static unsigned
331panfrost_choose_tile_size(
332        unsigned width, unsigned height, unsigned vertex_count)
333{
334        /* Figure out the ideal tile size. Eventually a heuristic should be
335         * used for this */
336
337        unsigned best_w = 16;
338        unsigned best_h = 16;
339
340        /* Clamp so there are less than 64 tiles in each direction */
341
342        best_w = MAX2(best_w, util_next_power_of_two(width / 63));
343        best_h = MAX2(best_h, util_next_power_of_two(height / 63));
344
345        /* We have our ideal tile size, so encode */
346
347        unsigned exp_w = util_logbase2(best_w / 16);
348        unsigned exp_h = util_logbase2(best_h / 16);
349
350        return exp_w | (exp_h << 6);
351}
352
353/* In the future, a heuristic to choose a tiler hierarchy mask would go here.
354 * At the moment, we just default to 0xFF, which enables all possible hierarchy
355 * levels. Overall this yields good performance but presumably incurs a cost in
356 * memory bandwidth / power consumption / etc, at least on smaller scenes that
357 * don't really need all the smaller levels enabled */
358
359unsigned
360panfrost_choose_hierarchy_mask(
361        unsigned width, unsigned height,
362        unsigned vertex_count, bool hierarchy)
363{
364        /* If there is no geometry, we don't bother enabling anything */
365
366        if (!vertex_count)
367                return 0x00;
368
369        if (!hierarchy)
370                return panfrost_choose_tile_size(width, height, vertex_count);
371
372        /* Otherwise, default everything on. TODO: Proper tests */
373
374        return 0xFF;
375}
376