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 
230 static unsigned
pan_tile_count(unsigned width,unsigned height,unsigned tile_width,unsigned tile_height)231 pan_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 
249 static unsigned
panfrost_hierarchy_size(unsigned width,unsigned height,unsigned mask,unsigned bytes_per_tile)250 panfrost_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 
287 static unsigned
panfrost_flat_size(unsigned width,unsigned height,unsigned dim,unsigned bytes_per_tile)288 panfrost_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 
304 unsigned
panfrost_tiler_header_size(unsigned width,unsigned height,unsigned mask,bool hierarchy)305 panfrost_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 
318 unsigned
panfrost_tiler_full_size(unsigned width,unsigned height,unsigned mask,bool hierarchy)319 panfrost_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 
330 static unsigned
panfrost_choose_tile_size(unsigned width,unsigned height,unsigned vertex_count)331 panfrost_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 
359 unsigned
panfrost_choose_hierarchy_mask(unsigned width,unsigned height,unsigned vertex_count,bool hierarchy)360 panfrost_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