17ec681f3Smrg/*
27ec681f3Smrg * Copyright (C) 2019 Collabora, Ltd.
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 FROM,
207ec681f3Smrg * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
217ec681f3Smrg * SOFTWARE.
227ec681f3Smrg *
237ec681f3Smrg * Authors:
247ec681f3Smrg *   Alyssa Rosenzweig <alyssa.rosenzweig@collabora.com>
257ec681f3Smrg */
267ec681f3Smrg
277ec681f3Smrg#include "util/u_math.h"
287ec681f3Smrg#include "util/macros.h"
297ec681f3Smrg#include "pan_device.h"
307ec681f3Smrg#include "pan_encoder.h"
317ec681f3Smrg#include "panfrost-quirks.h"
327ec681f3Smrg
337ec681f3Smrg/* Mali GPUs are tiled-mode renderers, rather than immediate-mode.
347ec681f3Smrg * Conceptually, the screen is divided into 16x16 tiles. Vertex shaders run.
357ec681f3Smrg * Then, a fixed-function hardware block (the tiler) consumes the gl_Position
367ec681f3Smrg * results. For each triangle specified, it marks each containing tile as
377ec681f3Smrg * containing that triangle. This set of "triangles per tile" form the "polygon
387ec681f3Smrg * list". Finally, the rasterization unit consumes the polygon list to invoke
397ec681f3Smrg * the fragment shader.
407ec681f3Smrg *
417ec681f3Smrg * In practice, it's a bit more complicated than this. On Midgard chips with an
427ec681f3Smrg * "advanced tiling unit" (all except T720/T820/T830), 16x16 is the logical
437ec681f3Smrg * tile size, but Midgard features "hierarchical tiling", where power-of-two
447ec681f3Smrg * multiples of the base tile size can be used: hierarchy level 0 (16x16),
457ec681f3Smrg * level 1 (32x32), level 2 (64x64), per public information about Midgard's
467ec681f3Smrg * tiling. In fact, tiling goes up to 4096x4096 (!), although in practice
477ec681f3Smrg * 128x128 is the largest usually used (though higher modes are enabled).  The
487ec681f3Smrg * idea behind hierarchical tiling is to use low tiling levels for small
497ec681f3Smrg * triangles and high levels for large triangles, to minimize memory bandwidth
507ec681f3Smrg * and repeated fragment shader invocations (the former issue inherent to
517ec681f3Smrg * immediate-mode rendering and the latter common in traditional tilers).
527ec681f3Smrg *
537ec681f3Smrg * The tiler itself works by reading varyings in and writing a polygon list
547ec681f3Smrg * out. Unfortunately (for us), both of these buffers are managed in main
557ec681f3Smrg * memory; although they ideally will be cached, it is the drivers'
567ec681f3Smrg * responsibility to allocate these buffers. Varying buffer allocation is
577ec681f3Smrg * handled elsewhere, as it is not tiler specific; the real issue is allocating
587ec681f3Smrg * the polygon list.
597ec681f3Smrg *
607ec681f3Smrg * This is hard, because from the driver's perspective, we have no information
617ec681f3Smrg * about what geometry will actually look like on screen; that information is
627ec681f3Smrg * only gained from running the vertex shader. (Theoretically, we could run the
637ec681f3Smrg * vertex shaders in software as a prepass, or in hardware with transform
647ec681f3Smrg * feedback as a prepass, but either idea is ludicrous on so many levels).
657ec681f3Smrg *
667ec681f3Smrg * Instead, Mali uses a bit of a hybrid approach, splitting the polygon list
677ec681f3Smrg * into three distinct pieces. First, the driver statically determines which
687ec681f3Smrg * tile hierarchy levels to use (more on that later). At this point, we know the
697ec681f3Smrg * framebuffer dimensions and all the possible tilings of the framebuffer, so
707ec681f3Smrg * we know exactly how many tiles exist across all hierarchy levels. The first
717ec681f3Smrg * piece of the polygon list is the header, which is exactly 8 bytes per tile,
727ec681f3Smrg * plus padding and a small 64-byte prologue. (If that doesn't remind you of
737ec681f3Smrg * AFBC, it should. See pan_afbc.c for some fun parallels). The next part is
747ec681f3Smrg * the polygon list body, which seems to contain 512 bytes per tile, again
757ec681f3Smrg * across every level of the hierarchy. These two parts form the polygon list
767ec681f3Smrg * buffer. This buffer has a statically determinable size, approximately equal
777ec681f3Smrg * to the # of tiles across all hierarchy levels * (8 bytes + 512 bytes), plus
787ec681f3Smrg * alignment / minimum restrictions / etc.
797ec681f3Smrg *
807ec681f3Smrg * The third piece is the easy one (for us): the tiler heap. In essence, the
817ec681f3Smrg * tiler heap is a gigantic slab that's as big as could possibly be necessary
827ec681f3Smrg * in the worst case imaginable. Just... a gigantic allocation that we give a
837ec681f3Smrg * start and end pointer to. What's the catch? The tiler heap is lazily
847ec681f3Smrg * allocated; that is, a huge amount of memory is _reserved_, but only a tiny
857ec681f3Smrg * bit is actually allocated upfront. The GPU just keeps using the
867ec681f3Smrg * unallocated-but-reserved portions as it goes along, generating page faults
877ec681f3Smrg * if it goes beyond the allocation, and then the kernel is instructed to
887ec681f3Smrg * expand the allocation on page fault (known in the vendor kernel as growable
897ec681f3Smrg * memory). This is quite a bit of bookkeeping of its own, but that task is
907ec681f3Smrg * pushed to kernel space and we can mostly ignore it here, just remembering to
917ec681f3Smrg * set the GROWABLE flag so the kernel actually uses this path rather than
927ec681f3Smrg * allocating a gigantic amount up front and burning a hole in RAM.
937ec681f3Smrg *
947ec681f3Smrg * As far as determining which hierarchy levels to use, the simple answer is
957ec681f3Smrg * that right now, we don't. In the tiler configuration fields (consistent from
967ec681f3Smrg * the earliest Midgard's SFBD through the latest Bifrost traces we have),
977ec681f3Smrg * there is a hierarchy_mask field, controlling which levels (tile sizes) are
987ec681f3Smrg * enabled. Ideally, the hierarchical tiling dream -- mapping big polygons to
997ec681f3Smrg * big tiles and small polygons to small tiles -- would be realized here as
1007ec681f3Smrg * well. As long as there are polygons at all needing tiling, we always have to
1017ec681f3Smrg * have big tiles available, in case there are big polygons. But we don't
1027ec681f3Smrg * necessarily need small tiles available. Ideally, when there are small
1037ec681f3Smrg * polygons, small tiles are enabled (to avoid waste from putting small
1047ec681f3Smrg * triangles in the big tiles); when there are not, small tiles are disabled to
1057ec681f3Smrg * avoid enabling more levels than necessary, which potentially costs in memory
1067ec681f3Smrg * bandwidth / power / tiler performance.
1077ec681f3Smrg *
1087ec681f3Smrg * Of course, the driver has to figure this out statically. When tile
1097ec681f3Smrg * hiearchies are actually established, this occurs by the tiler in
1107ec681f3Smrg * fixed-function hardware, after the vertex shaders have run and there is
1117ec681f3Smrg * sufficient information to figure out the size of triangles. The driver has
1127ec681f3Smrg * no such luxury, again barring insane hacks like additionally running the
1137ec681f3Smrg * vertex shaders in software or in hardware via transform feedback. Thus, for
1147ec681f3Smrg * the driver, we need a heuristic approach.
1157ec681f3Smrg *
1167ec681f3Smrg * There are lots of heuristics to guess triangle size statically you could
1177ec681f3Smrg * imagine, but one approach shines as particularly simple-stupid: assume all
1187ec681f3Smrg * on-screen triangles are equal size and spread equidistantly throughout the
1197ec681f3Smrg * screen. Let's be clear, this is NOT A VALID ASSUMPTION. But if we roll with
1207ec681f3Smrg * it, then we see:
1217ec681f3Smrg *
1227ec681f3Smrg *      Triangle Area   = (Screen Area / # of triangles)
1237ec681f3Smrg *                      = (Width * Height) / (# of triangles)
1247ec681f3Smrg *
1257ec681f3Smrg * Or if you prefer, we can also make a third CRAZY assumption that we only draw
1267ec681f3Smrg * right triangles with edges parallel/perpendicular to the sides of the screen
1277ec681f3Smrg * with no overdraw, forming a triangle grid across the screen:
1287ec681f3Smrg *
1297ec681f3Smrg * |--w--|
1307ec681f3Smrg *  _____   |
1317ec681f3Smrg * | /| /|  |
1327ec681f3Smrg * |/_|/_|  h
1337ec681f3Smrg * | /| /|  |
1347ec681f3Smrg * |/_|/_|  |
1357ec681f3Smrg *
1367ec681f3Smrg * Then you can use some middle school geometry and algebra to work out the
1377ec681f3Smrg * triangle dimensions. I started working on this, but realised I didn't need
1387ec681f3Smrg * to to make my point, but couldn't bare to erase that ASCII art. Anyway.
1397ec681f3Smrg *
1407ec681f3Smrg * POINT IS, by considering the ratio of screen area and triangle count, we can
1417ec681f3Smrg * estimate the triangle size. For a small size, use small bins; for a large
1427ec681f3Smrg * size, use large bins. Intuitively, this metric makes sense: when there are
1437ec681f3Smrg * few triangles on a large screen, you're probably compositing a UI and
1447ec681f3Smrg * therefore the triangles are large; when there are a lot of triangles on a
1457ec681f3Smrg * small screen, you're probably rendering a 3D mesh and therefore the
1467ec681f3Smrg * triangles are tiny. (Or better said -- there will be tiny triangles, even if
1477ec681f3Smrg * there are also large triangles. There have to be unless you expect crazy
1487ec681f3Smrg * overdraw. Generally, it's better to allow more small bin sizes than
1497ec681f3Smrg * necessary than not allow enough.)
1507ec681f3Smrg *
1517ec681f3Smrg * From this heuristic (or whatever), we determine the minimum allowable tile
1527ec681f3Smrg * size, and we use that to decide the hierarchy masking, selecting from the
1537ec681f3Smrg * minimum "ideal" tile size to the maximum tile size (2048x2048 in practice).
1547ec681f3Smrg *
1557ec681f3Smrg * Once we have that mask and the framebuffer dimensions, we can compute the
1567ec681f3Smrg * size of the statically-sized polygon list structures, allocate them, and go!
1577ec681f3Smrg *
1587ec681f3Smrg * -----
1597ec681f3Smrg *
1607ec681f3Smrg * On T720, T820, and T830, there is no support for hierarchical tiling.
1617ec681f3Smrg * Instead, the hardware allows the driver to select the tile size dynamically
1627ec681f3Smrg * on a per-framebuffer basis, including allowing rectangular/non-square tiles.
1637ec681f3Smrg * Rules for tile size selection are as follows:
1647ec681f3Smrg *
1657ec681f3Smrg *  - Dimensions must be powers-of-two.
1667ec681f3Smrg *  - The smallest tile is 16x16.
1677ec681f3Smrg *  - The tile width/height is at most the framebuffer w/h (clamp up to 16 pix)
1687ec681f3Smrg *  - There must be no more than 64 tiles in either dimension.
1697ec681f3Smrg *
1707ec681f3Smrg * Within these constraints, the driver is free to pick a tile size according
1717ec681f3Smrg * to some heuristic, similar to units with an advanced tiling unit.
1727ec681f3Smrg *
1737ec681f3Smrg * To pick a size without any heuristics, we may satisfy the constraints by
1747ec681f3Smrg * defaulting to 16x16 (a power-of-two). This fits the minimum. For the size
1757ec681f3Smrg * constraint, consider:
1767ec681f3Smrg *
1777ec681f3Smrg *      # of tiles < 64
1787ec681f3Smrg *      ceil (fb / tile) < 64
1797ec681f3Smrg *      (fb / tile) <= (64 - 1)
1807ec681f3Smrg *      tile <= fb / (64 - 1) <= next_power_of_two(fb / (64 - 1))
1817ec681f3Smrg *
1827ec681f3Smrg * Hence we clamp up to align_pot(fb / (64 - 1)).
1837ec681f3Smrg
1847ec681f3Smrg * Extending to use a selection heuristic left for future work.
1857ec681f3Smrg *
1867ec681f3Smrg * Once the tile size (w, h) is chosen, we compute the hierarchy "mask":
1877ec681f3Smrg *
1887ec681f3Smrg *      hierarchy_mask = (log2(h / 16) << 6) | log2(w / 16)
1897ec681f3Smrg *
1907ec681f3Smrg * Of course with no hierarchical tiling, this is not a mask; it's just a field
1917ec681f3Smrg * specifying the tile size. But I digress.
1927ec681f3Smrg *
1937ec681f3Smrg * We also compute the polgon list sizes (with framebuffer size W, H) as:
1947ec681f3Smrg *
1957ec681f3Smrg *      full_size = 0x200 + 0x200 * ceil(W / w) * ceil(H / h)
1967ec681f3Smrg *      offset = 8 * ceil(W / w) * ceil(H / h)
1977ec681f3Smrg *
1987ec681f3Smrg * It further appears necessary to round down offset to the nearest 0x200.
1997ec681f3Smrg * Possibly we would also round down full_size to the nearest 0x200 but
2007ec681f3Smrg * full_size/0x200 = (1 + ceil(W / w) * ceil(H / h)) is an integer so there's
2017ec681f3Smrg * nothing to do.
2027ec681f3Smrg */
2037ec681f3Smrg
2047ec681f3Smrg/* Hierarchical tiling spans from 16x16 to 4096x4096 tiles */
2057ec681f3Smrg
2067ec681f3Smrg#define MIN_TILE_SIZE 16
2077ec681f3Smrg#define MAX_TILE_SIZE 4096
2087ec681f3Smrg
2097ec681f3Smrg/* Constants as shifts for easier power-of-two iteration */
2107ec681f3Smrg
2117ec681f3Smrg#define MIN_TILE_SHIFT util_logbase2(MIN_TILE_SIZE)
2127ec681f3Smrg#define MAX_TILE_SHIFT util_logbase2(MAX_TILE_SIZE)
2137ec681f3Smrg
2147ec681f3Smrg/* The hierarchy has a 64-byte prologue */
2157ec681f3Smrg#define PROLOGUE_SIZE 0x40
2167ec681f3Smrg
2177ec681f3Smrg/* For each tile (across all hierarchy levels), there is 8 bytes of header */
2187ec681f3Smrg#define HEADER_BYTES_PER_TILE 0x8
2197ec681f3Smrg
2207ec681f3Smrg/* Likewise, each tile per level has 512 bytes of body */
2217ec681f3Smrg#define FULL_BYTES_PER_TILE 0x200
2227ec681f3Smrg
2237ec681f3Smrg/* If the width-x-height framebuffer is divided into tile_size-x-tile_size
2247ec681f3Smrg * tiles, how many tiles are there? Rounding up in each direction. For the
2257ec681f3Smrg * special case of tile_size=16, this aligns with the usual Midgard count.
2267ec681f3Smrg * tile_size must be a power-of-two. Not really repeat code from AFBC/checksum,
2277ec681f3Smrg * because those care about the stride (not just the overall count) and only at
2287ec681f3Smrg * a a fixed-tile size (not any of a number of power-of-twos) */
2297ec681f3Smrg
2307ec681f3Smrgstatic unsigned
2317ec681f3Smrgpan_tile_count(unsigned width, unsigned height, unsigned tile_width, unsigned tile_height)
2327ec681f3Smrg{
2337ec681f3Smrg        unsigned aligned_width = ALIGN_POT(width, tile_width);
2347ec681f3Smrg        unsigned aligned_height = ALIGN_POT(height, tile_height);
2357ec681f3Smrg
2367ec681f3Smrg        unsigned tile_count_x = aligned_width / tile_width;
2377ec681f3Smrg        unsigned tile_count_y = aligned_height / tile_height;
2387ec681f3Smrg
2397ec681f3Smrg        return tile_count_x * tile_count_y;
2407ec681f3Smrg}
2417ec681f3Smrg
2427ec681f3Smrg/* For `masked_count` of the smallest tile sizes masked out, computes how the
2437ec681f3Smrg * size of the polygon list header. We iterate the tile sizes (16x16 through
2447ec681f3Smrg * 2048x2048). For each tile size, we figure out how many tiles there are at
2457ec681f3Smrg * this hierarchy level and therefore many bytes this level is, leaving us with
2467ec681f3Smrg * a byte count for each level. We then just sum up the byte counts across the
2477ec681f3Smrg * levels to find a byte count for all levels. */
2487ec681f3Smrg
2497ec681f3Smrgstatic unsigned
2507ec681f3Smrgpanfrost_hierarchy_size(
2517ec681f3Smrg                unsigned width,
2527ec681f3Smrg                unsigned height,
2537ec681f3Smrg                unsigned mask,
2547ec681f3Smrg                unsigned bytes_per_tile)
2557ec681f3Smrg{
2567ec681f3Smrg        unsigned size = PROLOGUE_SIZE;
2577ec681f3Smrg
2587ec681f3Smrg        /* Iterate hierarchy levels */
2597ec681f3Smrg
2607ec681f3Smrg        for (unsigned b = 0; b < (MAX_TILE_SHIFT - MIN_TILE_SHIFT); ++b) {
2617ec681f3Smrg                /* Check if this level is enabled */
2627ec681f3Smrg                if (!(mask & (1 << b)))
2637ec681f3Smrg                        continue;
2647ec681f3Smrg
2657ec681f3Smrg                /* Shift from a level to a tile size */
2667ec681f3Smrg                unsigned tile_size = (1 << b) * MIN_TILE_SIZE;
2677ec681f3Smrg
2687ec681f3Smrg                unsigned tile_count = pan_tile_count(width, height, tile_size, tile_size);
2697ec681f3Smrg                unsigned level_count = bytes_per_tile * tile_count;
2707ec681f3Smrg
2717ec681f3Smrg                size += level_count;
2727ec681f3Smrg        }
2737ec681f3Smrg
2747ec681f3Smrg        /* This size will be used as an offset, so ensure it's aligned */
2757ec681f3Smrg        return ALIGN_POT(size, 0x200);
2767ec681f3Smrg}
2777ec681f3Smrg
2787ec681f3Smrg/* Implement the formula:
2797ec681f3Smrg *
2807ec681f3Smrg *      0x200 + bytes_per_tile * ceil(W / w) * ceil(H / h)
2817ec681f3Smrg *
2827ec681f3Smrg * rounding down the answer to the nearest 0x200. This is used to compute both
2837ec681f3Smrg * header and body sizes for GPUs without hierarchical tiling. Essentially,
2847ec681f3Smrg * computing a single hierarchy level, since there isn't any hierarchy!
2857ec681f3Smrg */
2867ec681f3Smrg
2877ec681f3Smrgstatic unsigned
2887ec681f3Smrgpanfrost_flat_size(unsigned width, unsigned height, unsigned dim, unsigned bytes_per_tile)
2897ec681f3Smrg{
2907ec681f3Smrg        /* First, extract the tile dimensions */
2917ec681f3Smrg
2927ec681f3Smrg        unsigned tw = (1 << (dim & 0b111)) * 8;
2937ec681f3Smrg        unsigned th = (1 << ((dim & (0b111 << 6)) >> 6)) * 8;
2947ec681f3Smrg
2957ec681f3Smrg        /* tile_count is ceil(W/w) * ceil(H/h) */
2967ec681f3Smrg        unsigned raw = pan_tile_count(width, height, tw, th) * bytes_per_tile;
2977ec681f3Smrg
2987ec681f3Smrg        /* Round down and add offset */
2997ec681f3Smrg        return 0x200 + ((raw / 0x200) * 0x200);
3007ec681f3Smrg}
3017ec681f3Smrg
3027ec681f3Smrg/* Given a hierarchy mask and a framebuffer size, compute the header size */
3037ec681f3Smrg
3047ec681f3Smrgunsigned
3057ec681f3Smrgpanfrost_tiler_header_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
3067ec681f3Smrg{
3077ec681f3Smrg        if (hierarchy)
3087ec681f3Smrg                return panfrost_hierarchy_size(width, height, mask, HEADER_BYTES_PER_TILE);
3097ec681f3Smrg        else
3107ec681f3Smrg                return panfrost_flat_size(width, height, mask, HEADER_BYTES_PER_TILE);
3117ec681f3Smrg}
3127ec681f3Smrg
3137ec681f3Smrg/* The combined header/body is sized similarly (but it is significantly
3147ec681f3Smrg * larger), except that it can be empty when the tiler disabled, rather than
3157ec681f3Smrg * getting clamped to a minimum size.
3167ec681f3Smrg */
3177ec681f3Smrg
3187ec681f3Smrgunsigned
3197ec681f3Smrgpanfrost_tiler_full_size(unsigned width, unsigned height, unsigned mask, bool hierarchy)
3207ec681f3Smrg{
3217ec681f3Smrg        if (hierarchy)
3227ec681f3Smrg                return panfrost_hierarchy_size(width, height, mask, FULL_BYTES_PER_TILE);
3237ec681f3Smrg        else
3247ec681f3Smrg                return panfrost_flat_size(width, height, mask, FULL_BYTES_PER_TILE);
3257ec681f3Smrg}
3267ec681f3Smrg
3277ec681f3Smrg/* On GPUs without hierarchical tiling, we choose a tile size directly and
3287ec681f3Smrg * stuff it into the field otherwise known as hierarchy mask (not a mask). */
3297ec681f3Smrg
3307ec681f3Smrgstatic unsigned
3317ec681f3Smrgpanfrost_choose_tile_size(
3327ec681f3Smrg        unsigned width, unsigned height, unsigned vertex_count)
3337ec681f3Smrg{
3347ec681f3Smrg        /* Figure out the ideal tile size. Eventually a heuristic should be
3357ec681f3Smrg         * used for this */
3367ec681f3Smrg
3377ec681f3Smrg        unsigned best_w = 16;
3387ec681f3Smrg        unsigned best_h = 16;
3397ec681f3Smrg
3407ec681f3Smrg        /* Clamp so there are less than 64 tiles in each direction */
3417ec681f3Smrg
3427ec681f3Smrg        best_w = MAX2(best_w, util_next_power_of_two(width / 63));
3437ec681f3Smrg        best_h = MAX2(best_h, util_next_power_of_two(height / 63));
3447ec681f3Smrg
3457ec681f3Smrg        /* We have our ideal tile size, so encode */
3467ec681f3Smrg
3477ec681f3Smrg        unsigned exp_w = util_logbase2(best_w / 16);
3487ec681f3Smrg        unsigned exp_h = util_logbase2(best_h / 16);
3497ec681f3Smrg
3507ec681f3Smrg        return exp_w | (exp_h << 6);
3517ec681f3Smrg}
3527ec681f3Smrg
3537ec681f3Smrg/* In the future, a heuristic to choose a tiler hierarchy mask would go here.
3547ec681f3Smrg * At the moment, we just default to 0xFF, which enables all possible hierarchy
3557ec681f3Smrg * levels. Overall this yields good performance but presumably incurs a cost in
3567ec681f3Smrg * memory bandwidth / power consumption / etc, at least on smaller scenes that
3577ec681f3Smrg * don't really need all the smaller levels enabled */
3587ec681f3Smrg
3597ec681f3Smrgunsigned
3607ec681f3Smrgpanfrost_choose_hierarchy_mask(
3617ec681f3Smrg        unsigned width, unsigned height,
3627ec681f3Smrg        unsigned vertex_count, bool hierarchy)
3637ec681f3Smrg{
3647ec681f3Smrg        /* If there is no geometry, we don't bother enabling anything */
3657ec681f3Smrg
3667ec681f3Smrg        if (!vertex_count)
3677ec681f3Smrg                return 0x00;
3687ec681f3Smrg
3697ec681f3Smrg        if (!hierarchy)
3707ec681f3Smrg                return panfrost_choose_tile_size(width, height, vertex_count);
3717ec681f3Smrg
3727ec681f3Smrg        /* Otherwise, default everything on. TODO: Proper tests */
3737ec681f3Smrg
3747ec681f3Smrg        return 0xFF;
3757ec681f3Smrg}
376