1Tiling
2======
3
4The naive view of an image in memory is that the pixels are stored one after
5another in memory usually in an X-major order.  An image that is arranged in
6this way is called "linear".  Linear images, while easy to reason about, can
7have very bad cache locality.  Graphics operations tend to act on pixels that
8are close together in 2-D euclidean space.  If you move one pixel to the right
9or left in a linear image, you only move a few bytes to one side or the other
10in memory.  However, if you move one pixel up or down you can end up kilobytes
11or even megabytes away.
12
13Tiling (sometimes referred to as swizzling) is a method of re-arranging the
14pixels of a surface so that pixels which are close in 2-D euclidean space are
15likely to be close in memory.
16
17Basics
18------
19
20The basic idea of a tiled image is that the image is first divided into
21two-dimensional blocks or tiles.  Each tile takes up a chunk of contiguous
22memory and the tiles are arranged like pixels in linear surface.  This is best
23demonstrated with a specific example. Suppose we have a RGBA8888 X-tiled
24surface on Intel graphics.  Then the surface is divided into 128x8 pixel tiles
25each of which is 4KB of memory.  Within each tile, the pixels are laid out like
26a 128x8 linear image.  The tiles themselves are laid out row-major in memory
27like giant pixels.  This means that, as long as you don't leave your 128x8
28tile, you can move in both dimensions without leaving the same 4K page in
29memory.
30
31.. image:: tiling-basic.svg
32   :alt: Example of an X-tiled image
33
34You can, however do even better than this.  Suppose that same image is,
35instead, Y-tiled.  Then the surface is divided into 32x32 pixel tiles each of
36which is 4KB of memory.  Within a tile, each 64B cache line corresponds to 4x4
37pixel region of the image (you can think of it as a tile within a tile).  This
38means that very small deviations don't even leave the cache line.  This added
39bit of pixel shuffling is known to have a substantial performance impact in
40most real-world applications.
41
42Intel graphics has several different tiling formats that we'll discuss in
43detail in later sections.  The most commonly used as of the writing of this
44chapter is Y-tiling.  In all tiling formats the basic principal is the same:
45The image is divided into tiles of a particular size and, within those tiles,
46the data is re-arranged (or swizzled) based on a particular pattern.  A tile
47size will always be specified in bytes by rows and the actual X-dimension of
48the tile in elements depends on the size of the element in bytes.
49
50Bit-6 Swizzling
51^^^^^^^^^^^^^^^
52
53On some older hardware, there is an additional address swizzle that is applied
54on top of the tiling format.  This has been removed starting with Broadwell
55because, as it says in the Broadwell PRM Vol 5 "Tiling Algorithm" (p. 17):
56
57   Address Swizzling for Tiled-Surfaces is no longer used because the main
58   memory controller has a more effective address swizzling algorithm.
59
60Whether or not swizzling is enabled depends on the memory configuration of the
61system.  Generally, systems with dual-channel RAM have swizzling enabled and
62single-channel do not.  Supposedly, this swizzling allows for better balancing
63between the two memory channels and increases performance. Because it depends
64on the memory configuration which may change from one boot to the next, it
65requires a run-time check.
66
67The best documentation for bit-6 swizzling can be found in the Haswell PRM Vol.
685 "Memory Views" in the section entitled "Address Swizzling for Tiled-Y
69Surfaces".  It exists on older platforms but the docs get progressively worse
70the further you go back.
71
72ISL Representation
73------------------
74
75The structure of any given tiling format is represented by ISL using the
76:cpp:enum:`isl_tiling` enum and the :cpp:struct:`isl_tile_info` structure:
77
78.. doxygenenum:: isl_tiling
79
80.. doxygenfunction:: isl_tiling_get_info
81
82.. doxygenstruct:: isl_tile_info
83   :members:
84
85The `isl_tile_info` structure has two different sizes for a tile: a logical
86size in surface elements and a physical size in bytes.  In order to determine
87the proper logical size, the bits-per-block of the underlying format has to be
88passed into `isl_tiling_get_info`. The proper way to compute the size of an
89image in bytes given a width and height in elements is as follows:
90
91.. code-block:: c
92
93   uint32_t width_tl = DIV_ROUND_UP(width_el * (format_bpb / tile_info.format_bpb),
94                                    tile_info.logical_extent_el.w);
95   uint32_t height_tl = DIV_ROUND_UP(height_el, tile_info.logical_extent_el.h);
96   uint32_t row_pitch = width_tl * tile_info.phys_extent_el.w;
97   uint32_t size = height_tl * tile_info.phys_extent_el.h * row_pitch;
98
99It is very important to note that there is no direct conversion between
100:cpp:member:`isl_tile_info::logical_extent_el` and
101:cpp:member:`isl_tile_info::phys_extent_B`.  It is tempting to assume that the
102logical and physical heights are the same and simply divide the width of
103:cpp:member:`isl_tile_info::phys_extent_B` by the size of the format (which is
104what the PRM does) to get :cpp:member:`isl_tile_info::logical_extent_el` but
105this is not at all correct. Some tiling formats have logical and physical
106heights that differ and so no such calculation will work in general.  The
107easiest case study for this is W-tiling. From the Sky Lake PRM Vol. 2d,
108"RENDER_SURFACE_STATE" (p. 427):
109
110   If the surface is a stencil buffer (and thus has Tile Mode set to
111   TILEMODE_WMAJOR), the pitch must be set to 2x the value computed based on
112   width, as the stencil buffer is stored with two rows interleaved.
113
114What does this mean?  Why are we multiplying the pitch by two?  What does it
115mean that "the stencil buffer is stored with two rows interleaved"?  The
116explanation for all these questions is that a W-tile (which is only used for
117stencil) has a logical size of 64el x 64el but a physical size of 128B
118x 32rows.  In memory, a W-tile has the same footprint as a Y-tile (128B
119x 32rows) but every pair of rows in the stencil buffer is interleaved into
120a single row of bytes yielding a two-dimensional area of 64el x 64el.  You can
121consider this as its own tiling format or as a modification of Y-tiling.  The
122interpretation in the PRMs vary by hardware generation; on Sandy Bridge they
123simply said it was Y-tiled but by Sky Lake there is almost no mention of
124Y-tiling in connection with stencil buffers and they are always W-tiled. This
125mismatch between logical and physical tile sizes are also relevant for
126hierarchical depth buffers as well as single-channel MCS and CCS buffers.
127
128X-tiling
129--------
130
131The simplest tiling format available on Intel graphics (which has been
132available since gen4) is X-tiling.  An X-tile is 512B x 8rows and, within the
133tile, the data is arranged in an X-major linear fashion.  You can also look at
134X-tiling as being an 8x8 cache line grid where the cache lines are arranged
135X-major as follows:
136
137===== ===== ===== ===== ===== ===== ===== =====
138===== ===== ===== ===== ===== ===== ===== =====
1390x000 0x040 0x080 0x0c0 0x100 0x140 0x180 0x1c0
1400x200 0x240 0x280 0x2c0 0x300 0x340 0x380 0x3c0
1410x400 0x440 0x480 0x4c0 0x500 0x540 0x580 0x5c0
1420x600 0x640 0x680 0x6c0 0x700 0x740 0x780 0x7c0
1430x800 0x840 0x880 0x8c0 0x900 0x940 0x980 0x9c0
1440xa00 0xa40 0xa80 0xac0 0xb00 0xb40 0xb80 0xbc0
1450xc00 0xc40 0xc80 0xcc0 0xd00 0xd40 0xd80 0xdc0
1460xe00 0xe40 0xe80 0xec0 0xf00 0xf40 0xf80 0xfc0
147===== ===== ===== ===== ===== ===== ===== =====
148
149Each cache line represents a piece of a single row of pixels within the image.
150The memory locations of two vertically adjacent pixels within the same X-tile
151always differs by 512B or 8 cache lines.
152
153As mentioned above, X-tiling is slower than Y-tiling (though still faster than
154linear).  However, until Sky Lake, the display scan-out hardware could only do
155X-tiling so we have historically used X-tiling for all window-system buffers
156(because X or a Wayland compositor may want to put it in a plane).
157
158Bit-6 Swizzling
159^^^^^^^^^^^^^^^
160
161When bit-6 swizzling is enabled, bits 9 and 10 are XOR'd in with bit 6 of the
162tiled address:
163
164.. code-block:: c
165
166   addr[6] ^= addr[9] ^ addr[10];
167
168Y-tiling
169--------
170
171The Y-tiling format, also available since gen4, is substantially different from
172X-tiling and performs much better in practice.  Each Y-tile is an 8x8 grid of cache lines arranged Y-major as follows:
173
174===== ===== ===== ===== ===== ===== ===== =====
175===== ===== ===== ===== ===== ===== ===== =====
1760x000 0x200 0x400 0x600 0x800 0xa00 0xc00 0xe00
1770x040 0x240 0x440 0x640 0x840 0xa40 0xc40 0xe40
1780x080 0x280 0x480 0x680 0x880 0xa80 0xc80 0xe80
1790x0c0 0x2c0 0x4c0 0x6c0 0x8c0 0xac0 0xcc0 0xec0
1800x100 0x300 0x500 0x700 0x900 0xb00 0xd00 0xf00
1810x140 0x340 0x540 0x740 0x940 0xb40 0xd40 0xf40
1820x180 0x380 0x580 0x780 0x980 0xb80 0xd80 0xf80
1830x1c0 0x3c0 0x5c0 0x7c0 0x9c0 0xbc0 0xdc0 0xfc0
184===== ===== ===== ===== ===== ===== ===== =====
185
186Each 64B cache line within the tile is laid out as 4 rows of 16B each:
187
188==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ====
189==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ====
1900x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0a 0x0b 0x0c 0x0d 0x0e 0x0f
1910x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19 0x1a 0x1b 0x1c 0x1d 0x1e 0x1f
1920x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27 0x28 0x29 0x2a 0x2b 0x2c 0x2d 0x2e 0x2f
1930x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37 0x38 0x39 0x3a 0x3b 0x3c 0x3d 0x3e 0x3f
194==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ====
195
196Y-tiling is widely regarded as being substantially faster than X-tiling so it
197is generally preferred.  However, prior to Sky Lake, Y-tiling was not available
198for scanout so X tiling was used for any sort of window-system buffers.
199Starting with Sky Lake, we can scan out from Y-tiled buffers.
200
201Bit-6 Swizzling
202^^^^^^^^^^^^^^^
203
204When bit-6 swizzling is enabled, bit 9 is XOR'd in with bit 6 of the tiled
205address:
206
207.. code-block:: c
208
209   addr[6] ^= addr[9];
210
211W-tiling
212--------
213
214W-tiling is a new tiling format added on Sandy Bridge for use in stencil
215buffers.  W-tiling is similar to Y-tiling in that it's arranged as an 8x8
216Y-major grid of cache lines.  The bytes within each cache line are arranged as
217follows:
218
219==== ==== ==== ==== ==== ==== ==== ====
220==== ==== ==== ==== ==== ==== ==== ====
2210x00 0x01 0x04 0x05 0x10 0x11 0x14 0x15
2220x02 0x03 0x06 0x07 0x12 0x13 0x16 0x17
2230x08 0x09 0x0c 0x0d 0x18 0x19 0x1c 0x1d
2240x0a 0x0b 0x0e 0x0f 0x1a 0x1b 0x1e 0x1f
2250x20 0x21 0x24 0x25 0x30 0x31 0x34 0x35
2260x22 0x23 0x26 0x27 0x32 0x33 0x36 0x37
2270x28 0x29 0x2c 0x2d 0x38 0x39 0x3c 0x3d
2280x2a 0x2b 0x2e 0x2f 0x3a 0x3b 0x3e 0x3f
229==== ==== ==== ==== ==== ==== ==== ====
230
231While W-tiling has been required for stencil all the way back to Sandy Bridge,
232the docs are somewhat confused as to whether stencil buffers are W or Y-tiled.
233This seems to stem from the fact that the hardware seems to implement W-tiling
234as a sort of modified Y-tiling.  One example of this is the somewhat odd
235requirement that W-tiled buffers have their pitch multiplied by 2.  From the
236Sky Lake PRM Vol. 2d, "RENDER_SURFACE_STATE" (p. 427):
237
238   If the surface is a stencil buffer (and thus has Tile Mode set to
239   TILEMODE_WMAJOR), the pitch must be set to 2x the value computed based on
240   width, as the stencil buffer is stored with two rows interleaved.
241
242The last phrase holds the key here: "the stencil buffer is stored with two rows
243interleaved".  More accurately, a W-tiled buffer can be viewed as a Y-tiled
244buffer with each set of 4 W-tiled lines interleaved to form 2 Y-tiled lines. In
245ISL, we represent a W-tile as a tiling with a logical dimension of 64el x 64el
246but a physical size of 128B x 32rows.  This cleanly takes care of the pitch
247issue above and seems to nicely model the hardware.
248
249Tile4
250-----
251
252The tile4 format, introduced on Xe-HP, is somewhat similar to Y but with more
253internal shuffling.  Each tile4 tile is an 8x8 grid of cache lines arranged
254as follows:
255
256===== ===== ===== ===== ===== ===== ===== =====
257===== ===== ===== ===== ===== ===== ===== =====
2580x000 0x040 0x080 0x0a0 0x200 0x240 0x280 0x2a0
2590x100 0x140 0x180 0x1a0 0x300 0x340 0x380 0x3a0
2600x400 0x440 0x480 0x4a0 0x600 0x640 0x680 0x6a0
2610x500 0x540 0x580 0x5a0 0x700 0x740 0x780 0x7a0
2620x800 0x840 0x880 0x8a0 0xa00 0xa40 0xa80 0xaa0
2630x900 0x940 0x980 0x9a0 0xb00 0xb40 0xb80 0xba0
2640xc00 0xc40 0xc80 0xca0 0xe00 0xe40 0xe80 0xea0
2650xd00 0xd40 0xd80 0xda0 0xf00 0xf40 0xf80 0xfa0
266===== ===== ===== ===== ===== ===== ===== =====
267
268Each 64B cache line within the tile is laid out the same way as for a Y-tile,
269as 4 rows of 16B each:
270
271==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ====
272==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ====
2730x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07 0x08 0x09 0x0a 0x0b 0x0c 0x0d 0x0e 0x0f
2740x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17 0x18 0x19 0x1a 0x1b 0x1c 0x1d 0x1e 0x1f
2750x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27 0x28 0x29 0x2a 0x2b 0x2c 0x2d 0x2e 0x2f
2760x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37 0x38 0x39 0x3a 0x3b 0x3c 0x3d 0x3e 0x3f
277==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ==== ====
278
279Tiling as a bit pattern
280-----------------------
281
282There is one more important angle on tiling that should be discussed before we
283finish.  Every tiling can be described by three things:
284
285 1. A logical width and height in elements
286 2. A physical width in bytes and height in rows
287 3. A mapping from logical elements to physical bytes within the tile
288
289We have spent a good deal of time on the first two because this is what you
290really need for doing surface layout calculations.  However, there are cases in
291which the map from logical to physical elements is critical.  One example is
292W-tiling where we have code to do W-tiled encoding and decoding in the shader
293for doing stencil blits because the hardware does not allow us to render to
294W-tiled surfaces.
295
296There are many ways to mathematically describe the mapping from logical
297elements to physical bytes.  In the PRMs they give a very complicated set of
298formulas involving lots of multiplication, modulus, and sums that show you how
299to compute the mapping.  With a little creativity, you can easily reduce those
300to a set of bit shifts and ORs.  By far the simplest formulation, however, is
301as a mapping from the bits of the texture coordinates to bits in the address.
302Suppose that :math:`(u, v)` is location of a 1-byte element within a tile.  If
303you represent :math:`u` as :math:`u_n u_{n-1} \cdots u_2 u_1 u_0` where
304:math:`u_0` is the LSB and :math:`u_n` is the MSB of :math:`u` and similarly
305:math:`v = v_m v_{m-1} \cdots v_2 v_1 v_0`, then the bits of the address within
306the tile are given by the table below:
307
308=========================================== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== ===========
309 Tiling                                          11          10          9           8           7           6           5           4           3           2           1           0
310=========================================== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== ===========
311:cpp:enumerator:`isl_tiling::ISL_TILING_X`  :math:`v_2` :math:`v_1` :math:`v_0` :math:`u_8` :math:`u_7` :math:`u_6` :math:`u_5` :math:`u_4` :math:`u_3` :math:`u_2` :math:`u_1` :math:`u_0`
312:cpp:enumerator:`isl_tiling::ISL_TILING_Y0` :math:`u_6` :math:`u_5` :math:`u_4` :math:`v_4` :math:`v_3` :math:`v_2` :math:`v_1` :math:`v_0` :math:`u_3` :math:`u_2` :math:`u_1` :math:`u_0`
313:cpp:enumerator:`isl_tiling::ISL_TILING_W`  :math:`u_5` :math:`u_4` :math:`u_3` :math:`v_5` :math:`v_4` :math:`v_3` :math:`v_2` :math:`u_2` :math:`v_1` :math:`u_1` :math:`v_0` :math:`u_0`
314:cpp:enumerator:`isl_tiling::ISL_TILING_4`  :math:`v_4` :math:`v_3` :math:`u_6` :math:`v_2` :math:`u_5` :math:`u_4` :math:`v_1` :math:`v_0` :math:`u_3` :math:`u_2` :math:`u_1` :math:`u_0`
315=========================================== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== =========== ===========
316
317Constructing the mapping this way makes a lot of sense when you think about
318hardware.  It may seem complex on paper but "simple" things such as addition
319are relatively expensive in hardware while interleaving bits in a well-defined
320pattern is practically free. For a format that has more than one byte per
321element, you simply chop bits off the bottom of the pattern, hard-code them to
3220, and adjust bit indices as needed.  For a 128-bit format, for instance, the
323Y-tiled pattern becomes u_2 u_1 u_0 v_4 v_3 v_2 v_1 v_0.  The Sky Lake PRM
324Vol. 5 in the section "2D Surfaces" contains an expanded version of the above
325table (which we will not repeat here) that also includes the bit patterns for
326the Ys and Yf tiling formats.
327