[Mesa-dev] [PATCH 6/7] i965: Use arrays in Gen7+ URB code.
Kenneth Graunke
kenneth at whitecape.org
Wed Nov 16 01:54:01 UTC 2016
So much of this code was cut and pasted per stage. We can accomplish
much of it by looping over shader stages.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/mesa/drivers/dri/i965/gen7_urb.c | 336 ++++++++++++++---------------------
1 file changed, 134 insertions(+), 202 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/gen7_urb.c b/src/mesa/drivers/dri/i965/gen7_urb.c
index 61fd774..72b409c 100644
--- a/src/mesa/drivers/dri/i965/gen7_urb.c
+++ b/src/mesa/drivers/dri/i965/gen7_urb.c
@@ -152,40 +152,6 @@ const struct brw_tracked_state gen7_push_constant_space = {
};
static void
-gen7_emit_urb_state(struct brw_context *brw,
- unsigned nr_vs_entries,
- unsigned vs_size, unsigned vs_start,
- unsigned nr_hs_entries,
- unsigned hs_size, unsigned hs_start,
- unsigned nr_ds_entries,
- unsigned ds_size, unsigned ds_start,
- unsigned nr_gs_entries,
- unsigned gs_size, unsigned gs_start)
-{
- BEGIN_BATCH(8);
- OUT_BATCH(_3DSTATE_URB_VS << 16 | (2 - 2));
- OUT_BATCH(nr_vs_entries |
- ((vs_size - 1) << GEN7_URB_ENTRY_SIZE_SHIFT) |
- (vs_start << GEN7_URB_STARTING_ADDRESS_SHIFT));
-
- OUT_BATCH(_3DSTATE_URB_GS << 16 | (2 - 2));
- OUT_BATCH(nr_gs_entries |
- ((gs_size - 1) << GEN7_URB_ENTRY_SIZE_SHIFT) |
- (gs_start << GEN7_URB_STARTING_ADDRESS_SHIFT));
-
- OUT_BATCH(_3DSTATE_URB_HS << 16 | (2 - 2));
- OUT_BATCH(nr_hs_entries |
- ((hs_size - 1) << GEN7_URB_ENTRY_SIZE_SHIFT) |
- (hs_start << GEN7_URB_STARTING_ADDRESS_SHIFT));
-
- OUT_BATCH(_3DSTATE_URB_DS << 16 | (2 - 2));
- OUT_BATCH(nr_ds_entries |
- ((ds_size - 1) << GEN7_URB_ENTRY_SIZE_SHIFT) |
- (ds_start << GEN7_URB_STARTING_ADDRESS_SHIFT));
- ADVANCE_BATCH();
-}
-
-static void
upload_urb(struct brw_context *brw)
{
/* BRW_NEW_VS_PROG_DATA */
@@ -208,56 +174,45 @@ gen7_upload_urb(struct brw_context *brw, unsigned vs_size,
const int push_size_kB =
(brw->gen >= 8 || (brw->is_haswell && brw->gt == 3)) ? 32 : 16;
- /* BRW_NEW_VS_PROG_DATA */
- unsigned vs_entry_size_bytes = vs_size * 64;
- /* BRW_NEW_GEOMETRY_PROGRAM, BRW_NEW_GS_PROG_DATA */
- const struct brw_vue_prog_data *gs_vue_prog_data =
- brw_vue_prog_data(brw->gs.base.prog_data);
- unsigned gs_size = gs_present ? gs_vue_prog_data->urb_entry_size : 1;
- unsigned gs_entry_size_bytes = gs_size * 64;
-
- /* BRW_NEW_TCS_PROG_DATA */
- const struct brw_vue_prog_data *tcs_vue_prog_data =
- brw_vue_prog_data(brw->tcs.base.prog_data);
- unsigned hs_size = tess_present ? tcs_vue_prog_data->urb_entry_size : 1;
- unsigned hs_entry_size_bytes = hs_size * 64;
- /* BRW_NEW_TES_PROG_DATA */
- const struct brw_vue_prog_data *tes_vue_prog_data =
- brw_vue_prog_data(brw->tes.base.prog_data);
- unsigned ds_size = tess_present ? tes_vue_prog_data->urb_entry_size : 1;
- unsigned ds_entry_size_bytes = ds_size * 64;
+ const bool active[4] = { true, tess_present, tess_present, gs_present };
+
+ /* BRW_NEW_{VS,TCS,TES,GS}_PROG_DATA */
+ struct brw_vue_prog_data *prog_data[4] = {
+ [MESA_SHADER_VERTEX] =
+ brw_vue_prog_data(brw->vs.base.prog_data),
+ [MESA_SHADER_TESS_CTRL] =
+ tess_present ? brw_vue_prog_data(brw->tcs.base.prog_data) : NULL,
+ [MESA_SHADER_TESS_EVAL] =
+ tess_present ? brw_vue_prog_data(brw->tes.base.prog_data) : NULL,
+ [MESA_SHADER_GEOMETRY] =
+ gs_present ? brw_vue_prog_data(brw->gs.base.prog_data) : NULL,
+ };
+
+ unsigned entry_size[4];
+ entry_size[MESA_SHADER_VERTEX] = vs_size;
+ for (int i = MESA_SHADER_TESS_CTRL; i <= MESA_SHADER_GEOMETRY; i++) {
+ entry_size[i] = prog_data[i] ? prog_data[i]->urb_entry_size : 1;
+ }
/* If we're just switching between programs with the same URB requirements,
* skip the rest of the logic.
*/
if (!(brw->ctx.NewDriverState & BRW_NEW_CONTEXT) &&
!(brw->ctx.NewDriverState & BRW_NEW_URB_SIZE) &&
- brw->urb.vsize == vs_size &&
+ brw->urb.vsize == entry_size[MESA_SHADER_VERTEX] &&
brw->urb.gs_present == gs_present &&
- brw->urb.gsize == gs_size &&
+ brw->urb.gsize == entry_size[MESA_SHADER_GEOMETRY] &&
brw->urb.tess_present == tess_present &&
- brw->urb.hsize == hs_size &&
- brw->urb.dsize == ds_size) {
+ brw->urb.hsize == entry_size[MESA_SHADER_TESS_CTRL] &&
+ brw->urb.dsize == entry_size[MESA_SHADER_TESS_EVAL]) {
return;
}
- brw->urb.vsize = vs_size;
+ brw->urb.vsize = entry_size[MESA_SHADER_VERTEX];
brw->urb.gs_present = gs_present;
- brw->urb.gsize = gs_size;
+ brw->urb.gsize = entry_size[MESA_SHADER_GEOMETRY];
brw->urb.tess_present = tess_present;
- brw->urb.hsize = hs_size;
- brw->urb.dsize = ds_size;
-
- /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
- *
- * VS Number of URB Entries must be divisible by 8 if the VS URB Entry
- * Allocation Size is less than 9 512-bit URB entries.
- *
- * Similar text exists for HS, DS and GS.
- */
- unsigned vs_granularity = (vs_size < 9) ? 8 : 1;
- unsigned hs_granularity = (hs_size < 9) ? 8 : 1;
- unsigned ds_granularity = (ds_size < 9) ? 8 : 1;
- unsigned gs_granularity = (gs_size < 9) ? 8 : 1;
+ brw->urb.hsize = entry_size[MESA_SHADER_TESS_CTRL];
+ brw->urb.dsize = entry_size[MESA_SHADER_TESS_EVAL];
/* URB allocations must be done in 8k chunks. */
unsigned chunk_size_bytes = 8192;
@@ -269,36 +224,30 @@ gen7_upload_urb(struct brw_context *brw, unsigned vs_size,
/* Reserve space for push constants */
unsigned push_constant_bytes = 1024 * push_size_kB;
- unsigned push_constant_chunks =
- push_constant_bytes / chunk_size_bytes;
-
- /* Initially, assign each stage the minimum amount of URB space it needs,
- * and make a note of how much additional space it "wants" (the amount of
- * additional space it could actually make use of).
- */
+ unsigned push_constant_chunks = push_constant_bytes / chunk_size_bytes;
- /* VS has a lower limit on the number of URB entries.
+ /* From p35 of the Ivy Bridge PRM (section 1.7.1: 3DSTATE_URB_GS):
*
- * From the Broadwell PRM, 3DSTATE_URB_VS instruction:
- * "When tessellation is enabled, the VS Number of URB Entries must be
- * greater than or equal to 192."
+ * VS Number of URB Entries must be divisible by 8 if the VS URB Entry
+ * Allocation Size is less than 9 512-bit URB entries.
+ *
+ * Similar text exists for HS, DS and GS.
*/
- unsigned vs_min_entries =
- tess_present && brw->gen == 8 ?
- 192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX];
- /* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up */
- vs_min_entries = ALIGN(vs_min_entries, vs_granularity);
-
- unsigned vs_chunks =
- DIV_ROUND_UP(vs_min_entries * vs_entry_size_bytes, chunk_size_bytes);
- unsigned vs_wants =
- DIV_ROUND_UP(devinfo->urb.max_entries[MESA_SHADER_VERTEX] *
- vs_entry_size_bytes,
- chunk_size_bytes) - vs_chunks;
-
- unsigned gs_chunks = 0;
- unsigned gs_wants = 0;
- if (gs_present) {
+ unsigned granularity[4];
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ granularity[i] = (entry_size[i] < 9) ? 8 : 1;
+ }
+
+ unsigned min_entries[4] = {
+ /* VS has a lower limit on the number of URB entries.
+ *
+ * From the Broadwell PRM, 3DSTATE_URB_VS instruction:
+ * "When tessellation is enabled, the VS Number of URB Entries must be
+ * greater than or equal to 192."
+ */
+ [MESA_SHADER_VERTEX] = tess_present && brw->gen == 8 ?
+ 192 : devinfo->urb.min_entries[MESA_SHADER_VERTEX],
+
/* There are two constraints on the minimum amount of URB space we can
* allocate:
*
@@ -307,133 +256,116 @@ gen7_upload_urb(struct brw_context *brw, unsigned vs_size,
*
* (2) We can't allocate less than nr_gs_entries_granularity.
*/
- gs_chunks = DIV_ROUND_UP(MAX2(gs_granularity, 2) * gs_entry_size_bytes,
- chunk_size_bytes);
- gs_wants = DIV_ROUND_UP(devinfo->urb.max_entries[MESA_SHADER_GEOMETRY] *
- gs_entry_size_bytes,
- chunk_size_bytes) - gs_chunks;
+ [MESA_SHADER_GEOMETRY] = gs_present ? 2 : 0,
+
+ [MESA_SHADER_TESS_CTRL] = tess_present ? 1 : 0,
+
+ [MESA_SHADER_TESS_EVAL] = tess_present ?
+ devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] : 0,
+ };
+
+ /* Min VS Entries isn't a multiple of 8 on Cherryview/Broxton; round up.
+ * Round them all up.
+ */
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ min_entries[i] = ALIGN(min_entries[i], granularity[i]);
}
- unsigned hs_chunks = 0;
- unsigned hs_wants = 0;
- unsigned ds_chunks = 0;
- unsigned ds_wants = 0;
-
- if (tess_present) {
- hs_chunks =
- DIV_ROUND_UP(hs_granularity * hs_entry_size_bytes,
- chunk_size_bytes);
- hs_wants =
- DIV_ROUND_UP(devinfo->urb.max_entries[MESA_SHADER_TESS_CTRL] *
- hs_entry_size_bytes, chunk_size_bytes) - hs_chunks;
-
- ds_chunks =
- DIV_ROUND_UP(devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL] *
- ds_entry_size_bytes, chunk_size_bytes);
- ds_wants =
- DIV_ROUND_UP(devinfo->urb.max_entries[MESA_SHADER_TESS_EVAL] *
- ds_entry_size_bytes, chunk_size_bytes) - ds_chunks;
+ unsigned entry_size_bytes[4];
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ entry_size_bytes[i] = 64 * entry_size[i];
}
- /* There should always be enough URB space to satisfy the minimum
- * requirements of each stage.
+ /* Initially, assign each stage the minimum amount of URB space it needs,
+ * and make a note of how much additional space it "wants" (the amount of
+ * additional space it could actually make use of).
*/
- unsigned total_needs = push_constant_chunks +
- vs_chunks + hs_chunks + ds_chunks + gs_chunks;
+ unsigned chunks[4];
+ unsigned wants[4];
+ unsigned total_needs = push_constant_chunks;
+ unsigned total_wants = 0;
+
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ if (active[i]) {
+ chunks[i] = DIV_ROUND_UP(min_entries[i] * entry_size_bytes[i],
+ chunk_size_bytes);
+
+ wants[i] =
+ DIV_ROUND_UP(devinfo->urb.max_entries[i] * entry_size_bytes[i],
+ chunk_size_bytes) - chunks[i];
+ } else {
+ chunks[i] = 0;
+ wants[i] = 0;
+ }
+
+ total_needs += chunks[i];
+ total_wants += wants[i];
+ }
+
assert(total_needs <= urb_chunks);
/* Mete out remaining space (if any) in proportion to "wants". */
- unsigned total_wants = vs_wants + hs_wants + ds_wants + gs_wants;
- unsigned remaining_space = urb_chunks - total_needs;
- if (remaining_space > total_wants)
- remaining_space = total_wants;
- if (remaining_space > 0) {
- unsigned vs_additional = (unsigned)
- roundf(vs_wants * (((float) remaining_space) / total_wants));
- vs_chunks += vs_additional;
- remaining_space -= vs_additional;
- total_wants -= vs_wants;
-
- if (total_wants > 0) {
- unsigned hs_additional = (unsigned)
- roundf(hs_wants * (((float) remaining_space) / total_wants));
- hs_chunks += hs_additional;
- remaining_space -= hs_additional;
- total_wants -= hs_wants;
- }
+ unsigned remaining_space = MIN2(urb_chunks - total_needs, total_wants);
- if (total_wants > 0) {
- unsigned ds_additional = (unsigned)
- roundf(ds_wants * (((float) remaining_space) / total_wants));
- ds_chunks += ds_additional;
- remaining_space -= ds_additional;
- total_wants -= ds_wants;
+ if (remaining_space > 0) {
+ for (int i = MESA_SHADER_VERTEX;
+ total_wants > 0 && i <= MESA_SHADER_TESS_EVAL; i++) {
+ unsigned additional = (unsigned)
+ roundf(wants[i] * (((float) remaining_space) / total_wants));
+ chunks[i] += additional;
+ remaining_space -= additional;
+ total_wants -= additional;
}
- gs_chunks += remaining_space;
+ chunks[MESA_SHADER_GEOMETRY] += remaining_space;
}
/* Sanity check that we haven't over-allocated. */
- assert(push_constant_chunks +
- vs_chunks + hs_chunks + ds_chunks + gs_chunks <= urb_chunks);
+ unsigned total_chunks = push_constant_chunks;
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ total_chunks += chunks[i];
+ }
+ assert(total_chunks <= urb_chunks);
/* Finally, compute the number of entries that can fit in the space
* allocated to each stage.
*/
- unsigned nr_vs_entries = vs_chunks * chunk_size_bytes / vs_entry_size_bytes;
- unsigned nr_hs_entries = hs_chunks * chunk_size_bytes / hs_entry_size_bytes;
- unsigned nr_ds_entries = ds_chunks * chunk_size_bytes / ds_entry_size_bytes;
- unsigned nr_gs_entries = gs_chunks * chunk_size_bytes / gs_entry_size_bytes;
+ unsigned entries[4];
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ entries[i] = chunks[i] * chunk_size_bytes / entry_size_bytes[i];
- /* Since we rounded up when computing *_wants, this may be slightly more
- * than the maximum allowed amount, so correct for that.
- */
- nr_vs_entries =
- MIN2(nr_vs_entries, devinfo->urb.max_entries[MESA_SHADER_VERTEX]);
- nr_hs_entries =
- MIN2(nr_hs_entries, devinfo->urb.max_entries[MESA_SHADER_TESS_CTRL]);
- nr_ds_entries =
- MIN2(nr_ds_entries, devinfo->urb.max_entries[MESA_SHADER_TESS_EVAL]);
- nr_gs_entries =
- MIN2(nr_gs_entries, devinfo->urb.max_entries[MESA_SHADER_GEOMETRY]);
-
- /* Ensure that we program a multiple of the granularity. */
- nr_vs_entries = ROUND_DOWN_TO(nr_vs_entries, vs_granularity);
- nr_hs_entries = ROUND_DOWN_TO(nr_hs_entries, hs_granularity);
- nr_ds_entries = ROUND_DOWN_TO(nr_ds_entries, ds_granularity);
- nr_gs_entries = ROUND_DOWN_TO(nr_gs_entries, gs_granularity);
-
- /* Finally, sanity check to make sure we have at least the minimum number
- * of entries needed for each stage.
- */
- assert(nr_vs_entries >= vs_min_entries);
- if (gs_present)
- assert(nr_gs_entries >= 2);
- if (tess_present) {
- assert(nr_hs_entries >= 1);
- assert(nr_ds_entries >= devinfo->urb.min_entries[MESA_SHADER_TESS_EVAL]);
+ /* Since we rounded up when computing wants[], this may be slightly
+ * more than the maximum allowed amount, so correct for that.
+ */
+ entries[i] = MIN2(entries[i], devinfo->urb.max_entries[i]);
+
+ /* Ensure that we program a multiple of the granularity. */
+ entries[i] = ROUND_DOWN_TO(entries[i], granularity[i]);
+
+ /* Finally, sanity check to make sure we have at least the minimum
+ * number of entries needed for each stage.
+ */
+ assert(entries[i] >= min_entries[i]);
}
- /* Lay out the URB in the following order:
- * - push constants
- * - VS
- * - HS
- * - DS
- * - GS
- */
- unsigned vs_start = push_constant_chunks;
- unsigned hs_start = push_constant_chunks + vs_chunks;
- unsigned ds_start = push_constant_chunks + vs_chunks + hs_chunks;
- unsigned gs_start = push_constant_chunks + vs_chunks + hs_chunks +
- ds_chunks;
+ /* Lay out the URB in pipeline order: push constants, VS, HS, DS, GS. */
+ unsigned start[4];
+ start[0] = push_constant_chunks;
+ for (int i = MESA_SHADER_TESS_CTRL; i <= MESA_SHADER_GEOMETRY; i++) {
+ start[i] = start[i - 1] + chunks[i - 1];
+ }
if (brw->gen == 7 && !brw->is_haswell && !brw->is_baytrail)
gen7_emit_vs_workaround_flush(brw);
- gen7_emit_urb_state(brw,
- nr_vs_entries, vs_size, vs_start,
- nr_hs_entries, hs_size, hs_start,
- nr_ds_entries, ds_size, ds_start,
- nr_gs_entries, gs_size, gs_start);
+
+ BEGIN_BATCH(8);
+ for (int i = MESA_SHADER_VERTEX; i <= MESA_SHADER_GEOMETRY; i++) {
+ OUT_BATCH((_3DSTATE_URB_VS + i) << 16 | (2 - 2));
+ OUT_BATCH(entries[i] |
+ ((entry_size[i] - 1) << GEN7_URB_ENTRY_SIZE_SHIFT) |
+ (start[i] << GEN7_URB_STARTING_ADDRESS_SHIFT));
+ }
+ ADVANCE_BATCH();
}
const struct brw_tracked_state gen7_urb = {
--
2.10.2
More information about the mesa-dev
mailing list